AP #67-72 - Reign of Winter: Misfits Unchained (Inactive)

Game Master Wilmannator

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Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Ice Melts Quietly in Sunlight had winter clothing.

Also, we do have a healing potion... We should use it.

When we get back, and take a few days, I will make a bunch of potions, at 25gp each. It won't be until at least level 3, I believe, that I will have infusions.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

By the way, knowing the adventure, I'd wait 2 more encounters before heading back to recover... if you do decide to go back. It's totally meta gaming, but will be better in the long run.

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

@Jorvik -- with low-light you don't have to worry about the miss chance for lighting conditions - such as at night under a moonlit sky... but other concealment still matters.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Thanks Ice and GM :)


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Sorry for the delayed post and holding up combat a bit. Today ended up being pretty busy.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

No more posts from me tonight (after this one). Divvy up the loot (wand!), let the sprite go or break your promise... and decide what to do next. It's been about half an hour since your last cold fort save (ie. 30 minutes until the next one).

She really doesn't have much more information and has been telling the truth (as far as you know, since I make sense motive rolls in private without telling you). That said, you may ask questions that I haven't thought of, and she may have answers to them.


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

ok - so troll and winter demon, plus other lackeys. Whoooo boy. This should be interesting... :)

Waiting for others in case they have questions.... Love the way this is setting up so far. Glad we picked this one :)


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

I'm with you, Steve, this is getting really interesting. I'm excited to see where this story goes, plus I'm loving the idea of the continuing story, since I've become used to the games ending quicker in pfs, it's awesome to know this is just the beginning.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Yeah, this AP has a lot of awesome - especially in the first 2 books. There is a very polarizing moment at book 4 (and to a lesser extent in book 3)... but we'll see how it goes. If all else fails (ie. if you hate it), I can re-write chunks of it (so long as the main encounters are there, you'll still get chronicles). I think it's fun, but some people just refuse to allow some things into their fantasy worlds (and I totally understand why). I can't explain more, but don't worry - just speak up if you start to not enjoy yourselves (goes for at any time) and I'll work on it.

I'll move this encounter along soon. Just making sure everyone has a chance to post further questions first.


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FYI: I have been reading over a friend's copy of Pathfinder Unchained. There are some awesome changes to classes in there, including some much needed nerfs (summoner) and buffs (barbarian, rogue and monk). I will be requiring these modified classes for Reign of Winter when it is officially released (my friend is an early release subscriber). This is great news for Aoife and pretty good for anyone taking advantage of Jorvik's buffs (since he is barbarian derived).

If you end up having any strong objections, I will take them on board. However, since the summoner was the only class nerf, you should only have happiness.

Biggest "buff" is that the barbarian gets a temporary hit point bonus rather than as constitution bonus. This means no more flaking out and dying without raging vitality. This means an extra fear for cautious barbarians! Since you have a skald, this means the same for everyone who wants to rage.


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Woo! That sounds awesome :) I am going to enjoy rage dipping with Ishbaad... In fact....

[goes to gameplay thread]


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

That sounds awesome to me too! When will be implementing the change? I'm all for it any time.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

One additional thought on implementing the Pathfinder Unchained-rage rules, can we implement this right now? :)


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Heh. They are released on Wednesday... so, then. Unless they've hit the pfsrd already, we have to wait until then. I'll be picking it up soon myself anyway, but as I said in the beginning: no need for the actual rules if it is in the pfsrd.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge
GM Damo wrote:
Heh. They are released on Wednesday... so, then. Unless they've hit the pfsrd already, we have to wait until then. I'll be picking it up soon myself anyway, but as I said in the beginning: no need for the actual rules if it is in the pfsrd.

I thought that I read parts will be legal for PFS, which means I will have to pick it up. If I read correctly, there is a blog coming discussing it.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Sweet! Sounds good to me. As you hinted at above, (I think) it will make my 1st level feat obsolete, but maybe I can re-train after we sing level 2.


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Yeah, I'm pretty sure the new base classes will be PFS legal. Not sure what will happen if you decide you don't want to play (for example) the nerfed summoner.

I just went to grab this on an ongoing core rules subscription - talk about a rip off! The AP subscription comes with 30% off, with 15% off all other products. This one comes in at full price + $10/book shipping (standard shipping, too, which is about 1+ weeks from Paizo). Amazon gives me a 25% discount and free shipping. With my Prime subscription, I get it in 2 days. Yeah, so I have to wait 2 more weeks, but Paizo can shove that extra $20 where the sun don't shine.

In any case, it'll still be available on pfsrd from Wednesday (as far as I know) so usable in this game from then onwards.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

As for Aoife's first level feat, you get a full refund. No retraining needed. Wednesday. If you've made any other choices that don't make as much sense with the new class, you can re-do those also.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Sounds awesome, I'll be picking up the book on Wednesday then. I'm excited to see what the class looks like.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Hold off on the book and get it from Amazon (unless you just want the PDF). It doesn't come out until May 12 on Amazon, but unless you feel like spending $50 instead of $30 (or have an AP subscription), I feel it is worth the wait.

Speaking of AP subscription, I may get one if you guys want to play Giantslayer after this... let me know!


Male NG Human Wizard (Conjurer) 4 | HP: 18/22 | AC: 13 (13 Tch, 11 Fl) | CMB: +2, CMD: 14 | F: +2, R: +3, W: +6 | Init: +4 | Perc: +2, SM: +2 | Speed 30ft | Hero: 2/3, Acid Dart: 9/9 | Spells: 1st 6/6 2nd 5/5 | Active conditions:

Withdraw

When you are limited to a standard action, you can withdraw up to your movement speed. The stag missed anyway, so no worries.


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Nice! Thanks for the info, Coramus. I guess I've never needed to use that before Every time you think you have the core rules sorted... ;-)


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Unchained Misfits

Hey all, since most of the rules presented in Pathfinder Unchained are optional, I will need to tell you what is and isn't going to be used here. If you haven't got a way of viewing it (ie. if you're not a subscriber and don't have a friend with a copy like I do) then this won't make sense until / unless you pick up the book.

I've had a bit of time to read over it, so my initial view on what to include is below. Please do feel free to object or make further suggestions. Questions are also totally welcome!

The following discussion only applies to this AP. PFS play will (of course) continue to use rules released by the PFS development team.

Will use
Might use, see discusison
Won't use

Chapter 1 - Classes

Unchained Classes

All unchained classes are available for play. Rebuild everything for free whenever you pick up the rulebook (or using the PFSRD when Pathfinder Unchained becomes available there).

If you want to continue to use your regular (core) classes, you may do so. Summoners in this game, however, are all now unchained summoners. You may not play an APG summoner if your replace your character (or multiclass). APG summoners are effectively dead to me. Unchained summoners only from now onwards.

Derived classes will not change. They remain exactly as written. Sorry, but they were released when Paizo was already aware of the balance issues in the parent classes, and are (themselves) balanced and not in need of a buff. In effect, their parent classes are the core classes, and the unchained classes are separate classes. Both the core and iunchained versions of the classes still exist, but there is no reason to play the core version.

Skald: Just a bit of clarification around the skald, since it definitely applies here. The Skald's inspired rage gives bonuses to strength and constitution, as before. Sorry, but there is too much chance of imbalance if we do otherwise. If an official source says that it is fine to use the unchained rage instead, then we'll swap it over.

When Jorvik uses his inspired rage, the unchained Aoife (if Chris goes for that) can use her regular (unchained) rage bonuses (but no rage powers, as usual), and no fatigue afterwards (as usual). I believe that this contradicts the RAW (since inspired rage specifically states constitution and strength bonuses), but not RAI.

Fractional Base Bonuses

These are all in effect. Generally, this is better for attacks and somewhat worse for your "good" save bonuses (but better for "off" saves). It makes things much more balanced overall and we will be using this method if any of you decide to multiclass.

Staggered Advancement

I like it, but it adds too much book-keeping to the whole process. We won't be using this.

Chapter 2 - Skills and Options

This chapter is just awesome. I want to use as much as possible. This will be the one most open to debate, but here's my first try...

Background Skills

Hell, yes! This variant will be in use. To sum up, you all get 2 bonus skill points per level to use on background ("flavor") skills, like profession, craft and knowledge. You may also spend these on the new skill groups: artistry and lore.

You can still spend your regular ("adventuring") skill points on background skills, but not the other way around.

Expanded Skill Uses

All listed uses are fully available. You will need to tell me when you want to use your skill in that way (ie. I won't prompt you), but go for it.

Consolidated Skills

These are way cool, but we won't be using these. I see this as more of a system that would be useful for simplifying the skill system for beginners to use... but (because of existing feats, etc) is actually quite involved to implement if you are already very familiar with the rules.

On the other hand, if everyone would rather use these than the regular skills, we can re-write all the characters and do that instead. It's a big-ish undertaking for me as it means re-writing so many NPCs, but I will do it if the decision is unanimous.

Grouped Skills

I really don't see point of these when you know the rules and consequences of trade-offs in taking a few ranks in many skills vs many ranks in a few skills. We won't be using grouped skills.

Alternate Crafting and Profession Rules

We will be using these. They offer a much more rich way of crafting mundane items and running a business. I don't think you'll get much of this kind of use out of your profession skill during this AP, but it is available to you - just in case.

Skill Unlocks

The signature skill feat is just so f*cking cool. We will definitely be using these - but if you don't want to, just don't take the feat.

Variant Multiclassing

This awesome "mix-in" option for multiclassing (taking class features instead instead of using feats) is a great additional option. You may choose do do this instead of multiclassing if you like. I'm not sure if it's better than multiclassing, but in some instances it can give you that variety you've been looking for without the level dip.

Chapter 3 - Gameplay

Alignment

I'm open to using this method of tracking alignment. This is a campaign that could really benefit from "degrees of evil" and "degrees of good". I will only do it if at least 3 of you want to use it and there are no objections. Let me know! We will use the alignment feats only if we adopt the whole chapter.

Removing Alignment

Not really interested for this AP. In a future (different) AP, I'm open to it. I've always hated alignment, but it really is built into the Pathfinder system and there are too many odd changes I'd need to make for RoW.

I do believe they've done a good job of removing my nemesis, though, so I'm open to being convinced to change my mind on removing alignment for RoW.

Revised Action Economy

This rule set is out. I have devoted far too much brain power to the existing action economy to want to change it now. We've all been working together to improve it in our PFS games and this AP over PbP... and I don't want to start again from scratch.

That said, I really wish this was in the Core rules from the beginning. It's more elegant, in my opinion.

Removing Iterative Attacks

I love this section for PbP especially. Essentially, it reduces the number of rolls you need to make for characters with a BAB over +5 and gives you a bonus if you hit really well or miss by only a little. Unfortunately, it requires that the GM tells you how much you miss or succeed by. To get around that, I would propose telling you the AC of all creatures you fight. This isn't too much bookwork for me, and is widely useful anyway - so I'll start doing it from now.

When we get to level 6 (or face off against bad guys who have a BAB of over +5) this rule will be in effect.

I will also be using the Variant rule for mobile melee.

If this "removing iterative attacks" rule turns out to be a pain or more effort than it is worth (I really think it will save effort) then we can go back to normal.

Upon a reread of the rules and my convoluted statements above - I've changed my mind. We won't be using this. Too many changes, and an unfair nerf for two-weapon wielders and haste users. Let's stick with the system we already know. If the multiple attacks of the original system become cumbersome over PbP, I'll revisit this decision.

Stamina and Combat Tricks

This is probably my favorite game system mod for Pathfinder (or any system) ever. Effective of whenever this hits the PFSRD, you will all get the Combat Stamina feat as a bonus feat, giving you access to the stamina pool and the cool combat tricks associated with all the listed feats in this section.

Love, love, love this mod.

Wound Thresholds

We will not be using these.... yet. They could make combat quite unpredictable and add to the paperwork. If the other changes go well, then we can revisit this decision (it works as well for you as it does for the bad-guys). I do really like this option, but the less book keeping work over PbP the better.

Diseases and Poisons

This is probably my favorite game system mod for Pathfinder (or any system) ever. Getting deja vu? I say "probably" because I can't decide between these two (this and the stamina / combat trick ruleset). Simply put, these poisons and diseases now start to act like proper diseases and poisons. The mod here is just too fantastic not to use. For the most part, you won't need to do any extra work unless you want to use poisons (or diseases) yourselves. I'll tell you the effects and when to make saves.

Love, love, love this mod.

Chapter 4 - Magic

Simplified Spellcasting

Just no. Too much brainpower invested, not enough return on investment to change.

Spell Alterations

I'm not interested in doing a limited- or low-magic game. It would seriously f*ck with this AP (and most APs for that matter) and is best left for custom games, in my opinion. Wild magic is a maybe, but only if you really put forth a good case for it for your character.

Active spellcasting may well be the weakest mod in the whole book - it essentially means the player rolls the monster saves for the GM. I've no idea why this is a good idea. Maybe the GM's wrist is tired from too much wan... wangling around with the rules.

Esoteric Material Components

An interesting take on spell components, but more fuel for min-maxers than anything else. At best, it's just more book-keeping for little benefit. Pass.

Automatic Bonus Progression

I would like to include this section mainly because it is so beautifully applicable to the way this AP plays out (I don't want to reveal too much). If you want to go for this, we can go for it and I will reduce the treasure in the AP accordingly.

In essence, you get a various bonuses to yourself and/or your equipment as you level up (eg. resistance +1, attack/damage bonus +1), making you less reliant on finding magic items of the right type - and meaning you can keep that heirloom sword and it will continue to improve. You don't need to constantly sell or upgrade your gear, and you become less dependent upon finding the right stuff in treasure hauls.

On the negative side, the potential to differentiate yourselves from the "crowd" becomes more limited - but you still do get about half the usual loot for customized items.

So, please let me know if there are any objections, but if not I will give the green light to this mod some time prior to you reaching level 2.

Innate Item Bonuses

Doesn't work with the automatic bonus progression (above). If you don't go for that, though, we can definitely consider this - in fact, I would recommend it.

Scaling Items

I may or may not decide to give you these. In general, though, crafting such items yourselves is cost prohibitive. As such, I'm not going to stop you from crafting them yourself if you want to, but it's generally either not going to be possible or worth it. Again, they may appear in modified treasure hauls. If they do, however, selling them will either be very difficult, or result in a much lower price than those listed in this book.

Dynamic Magic Item Creation

Let me know if you want to regularly craft magic items during the AP. If so, we should definitely consider using this system. It really adds a bit of fun and flavor to the process, and involves the whole party.

Chapter 5 - Monsters

I won't necessarily be creating my own monsters using this chapter, but reserve the right to do so. Look out for something that doesn't seem to fit - and chances are it's something from another sourcebook that you don't recognise or my description is a little non-standard. I really can't see myself putting in the time and effort requrired to custom-build a beastie. Only maybe.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

How many college credits do we get for passing the Unchained Seminar professor? So much rules reading, heads to Amazon, What?!? No Unchained for dummies! Rasa frasm, no good dirty game developers. Can we wait a few days for this to appear in the PRD and then a few days to wrap our head around it?

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield
GM Damo wrote:
Any amount of magical healing clears all non-lethal damage, though.

I don't think this is quite right.

PRD wrote:
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

So, if you get hit with a CLW for 4 hp healing, it will heal 4 lethal damage, and 4 non-lethal.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Wow. I can't believe I've been doing it wrong all this time. Maybe a carry over from 3rd ed (original, not 3.5), maybe I'm just insane. Thanks for the pick-up.

I'm happy to house-rule that if you "overheal" lethal damage, you can get more non-lethal back, too. So, if you have 2 lethal and 6 nonlethal then heal 3 damage, you can get the 1 excess lethal damage off the nonlethal (to end up on only 2 nonlethal). Unless that sounds like it's too complicated. Makes sense to me that something that heals up damage that can cause you to bleed to death would be more effective at healing up bruises.


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Back to the unchained stuff, and potentially to allay John's unspoken concerns:

If you would like to ignore Pathfinder Unchained (even only for the time being)...

  • Unless you're playing a summoner (which no-one is) you can play your existing class completely unchanged. (No change)
  • If you multiclass, you may need to adjust your save and base attack bonuses. (Changes if you multiclass)
  • You get two bonus skills (from profession, perform, knowledge or craft types or appraise, handle animal, linguistics and sleight of hand specifically). Rejoice! (Bonus skills!)
  • If you want to craft items and ignore Unchained, I will allow the old method (but allow me to convince you of the new one, if you think you want the old one). (No change)
  • Just don't use your bonus "combat stamina" feat. (No change)
  • Have some fun with the way I poison or infect your characters... or have some fun with the way you poison others. I will not be allowing both types of poison, so if you want to be a poisoner, you need to check up the new rules. (Changes to poison and diseases) - mostly for the GM to worry about
  • Decide if you want to spend some time learning a new method for "magic item advancement" or not. If you object, we'll go with treasure as per standard. (No change) - unless you want it

That's pretty much it. More detailed discussion is above, obviously.

Either way, no changes at all until this hits the PFSRD or we all get a copy of the new sourcebook.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

I think that I goofed my Skald's Vigor.

d20PFSRD wrote:
Benefit: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.
PRD wrote:
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength

Emphasis mine, so should get Fast Healing 2, correct?


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Yes, your new interpretation of your vigor is correct. You were using your strength modifier improvement, not the strength bonus. You should be Fast Healing 2. Feel free to retcon any extraneous wand charges.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Of Snow and Ice:

Snow and ice (generally) costs 2 squares of movement per square. That means it isn't difficult terrain. This, as far as I know, means you can charge and run through it (unlike difficult terrain).

Does this mean you can also take a 5ft step in it?

5-ft step action wrote:
You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

I take this to mean that you can. The terrain has an additional cost associated with it, but it isn't difficult terrain.

Unless someone has a better interpretation, you may now charge, run and take 5-ft steps in the snow. You may also do so on ice, but see my last post - you'll need to make a DC 10 acrobatics check to avoid slipping and falling on your butt.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Thanks for the very generous ruling GM, but I would have needed the second whack of the CLW.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

I happened upon some contradictory and vague information while reading up on some other cold effects - stuff that wasn't in the cold effect summary for the AP. I know the AP isn't responsible for presenting all the rules, but I'm still a little disappointed that they didn't appear more completely.

All the stuff below is paraphrased or verbatim from the Core Rules.

--------

Cold Effects

A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again.

This means that the non-lethal damage you took stays regardless of wand healing unless you managed to get warm first. I'll retcon the extraneous charges below.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Taking damage from a second failed save means you contract both frostbite and hyperthermia (treat as exhausted).

A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).

Let me know if you have ranks in survival and would like to help out with fending off the cold.

0º - 40ºF

Unprotected characters need to make a DC 15 (+1 per previous check) fort save every hour, or suffer 1d6 nonlethal damage.

Given the next entry, if you are wearing a cold weather outfit, I am going to say that you are protected. This means no saves required for regular cold weather when you are wearing a cold weather outfit.

Below 0ºF

An unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage (and you get a +5 on the fort save).

This, in particular, is the passage that led me to believe you shouldn't have to make a save if you are wearing cold weather gear. Makes sense to me. Otherwise, everyone in Canada would die.

--------

Okay, so all this means is that Ishbaad didn't need to make the second save, neither did Coramus or Jorvik. Aoife and Ice Melts Quietly in Sunlight are the only ones who still need to make those saves going forwards.

It also means that the nonlethal damage taken hasn't been healed (since you haven't found a way to warm yourselves out of the cold yet). When you do make it out of the cold and heal the damage, you clear the conditions (ie. you don't need to sleep).

So, have back 3 charges from the wand.

Currently, the following PCs have hyperthermia and the listed amount of nonlethal damage:

  • Aoife (1 NLD)
  • Ice Melts Quietly in Sunlight (5 NLD)
  • Ishbaad (1 NLD)

Sorry to have got this wrong in the first place. The lesson here is to always look the full rules up in the Core Rulebook! The summaries are probably just meant as reminders and not intended to be exhaustive. I'll try to be more diligent next time.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

I hope I didn't misunderstand the above explanation. For Aoife, she does have a cold weather outfit, would she still be required to make the save?

Edit:

Also, I think didn't calculate her cold weather fort save correctly.

Base Fort save = 6, cold weather gear +5, northern ancestry trait +1.
Aoife fort save against cold conditions: 6 + 5 + 1 = 12
Then cold resistance = 2, if Aoife receives cold damage.

Hopefully I calculated that correctly.

@ Damo: I apologize if her Aoife's tag line is confusing, it is set to display her raging stats (for combat purposes), but the cold weather save section is listed for non-raging since that usually occurs when the toons are not in combat. Would you like me to update this differently?


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Thanks for the very detailed and clear explanation.

How does Jorvik's trait interact with those rules:

PRD wrote:
Northern Ancestry: One of your parents came from the north. +1 trait bonus to Fort Saves as well as cold resistance 2.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

First up, I asked a while back for any situational modifiers to fort saves (specifically to cold). It was when I made the first set of cold weather saves. I may have missed your reply that you had a cold weather outfit, Aoife. Actually, I think maybe you mis-specified (or I misunderstood) since I have you at +2 vs cold. You do not have to save (and are no longer suffering from hypothermia).

Regarding everyone's taglines: please do not include situational modifiers to your saves. It makes it harder for me to find stuff. I will include those in "ooc" comments on my saves databank. When I roll your save, let me know if I'm missing something. This goes for perception and sense motive, too.

@Aoife: Let's revisit your raging tagline when we update to Unchained. Not much point discussing it for now.

Regarding cold resistance: Cold resistance doesn't give you immunity to cold weather. I have done a lot of reading on this. The damage you receive from cold weather is untyped. However, I think it makes sense to apply your cold resistance to it (as I did with Aoife due to her northern ancestry, prior to my post above).

To avoid further confusion, please check over my current databank for any situational modifiers I may have missed (note: I haven't done / needed reflex saves as yet):

Initiative rolls:

[dice=Aoife initiative]1d20+4[ /dice]
[dice=Coramus initiative]1d20+4[ /dice]
[dice=Ice Melts Quietly in Sunlight initiative]1d20+4[ /dice]
[dice=Ishbaad initiative]1d20+1[ /dice]
[dice=Jorvik initiative]1d20+4[ /dice]
[dice=Kuragin initiative]1d20+4[ /dice]

Perception rolls:

[dice=Aoife perception]1d20+5[ /dice]
[dice=Coramus perception]1d20+2[ /dice]
[dice=Ice Melts Quietly in Sunlight perception]1d20+8[ /dice] -- Darkvision
[dice=Ishbaad perception]1d20+7[ /dice] -- Darkvision
[dice=Jorvik perception]1d20+3[ /dice] -- Low light vision
[dice=Kuragin perception ]1d20+3[ /dice]

Sense Motive rolls:

[dice=Aoife sense motive]1d20+0[ /dice]
[dice=Coramus sense motive]1d20+2[ /dice]
[dice=Ice Melts Quietly in Sunlight sense motive]1d20+0[ /dice]
[dice=Ishbaad sense motive]1d20+8[ /dice]
[dice=Jorvik sense motive]1d20-1[ /dice]
[dice=Kuragin sense motive]1d20+2[ /dice]

Fort Saves:

[dice=Aoife fort save]1d20 + 6[ /dice] -- +1 vs cold, +5 vs cold weather, cold resist 2
[dice=Coramus fort save]1d20 + 1[ /dice] -- +5 vs cold weather
[dice=Ice Melts Quietly in Sunlight fort save]1d20 + 3[ /dice]
[dice=Ishbaad fort save]1d20 + 4[ /dice] -- +5 vs cold weather
[dice=Jorvik fort save]1d20 + 5[ /dice] -- +1 vs cold, +5 vs cold weather, cold resist 2
[dice=Kuragin fort save]1d20 + 2[ /dice] -- +5 vs cold weather, endure elements (cold)

Will Saves:

[dice=Aoife will save]1d20 + 1[ /dice]
[dice=Coramus will save]1d20 + 4[ /dice]
[dice=Ice Melts Quietly in Sunlight will save]1d20 + 0[ /dice]
[dice=Ishbaad will save]1d20 + 5[ /dice]
[dice=Jorvik will save]1d20 + 1[ /dice] -- Immune to sleep, +2 vs enchantment.
[dice=Kuragin will save]1d20 + 4[ /dice]


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

::thumbs up:: thanks for all that!


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Wow, yea that was a ton of work and clarifying GM... Thank you, and it looks great! My rolls are all good. I'll make sure I get that -2 in my rolls until we can get warmed up.

I think what you have there regarding the cold weather rules is great, and makes perfect sense.

-Posted with Wayfinder


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Wow, awesome job keeping track of all that data and having it remain easily organized/readable. It all looks amazing.

For Aoife, I think her sense motive is actually a little worse than shown above (with an 8 Wisdom, I assume her SM should actually be -1) and for Will saves I added a clarifying statement for fear saves.

It's amazing how organized you can keep all this stuff, way better than I could do :)

Aoife Sense Motive:
[dice=Aoife sense motive]1d20-1[ /dice]

Aoife Will Save:
[dice=Aoife will save]1d20 - 1[ /dice] -- +2 vs fear

Oh! Will should be -1 too, I think!


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

@Aoife: Sure. I'll update my databank - can you please update your tagline? Currently you have:

W: 1 and SM: +0

;-)

I think your will is from rage, but that's not an active condition. Again, let me know when you pick up Pathfinder Unchained and we can figure out this rage thing.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Hardy har har, yeppers! Tag line updated correctly now

Sorry about hat


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

See here for an update on the PRD for Unchained:

http://paizo.com/threads/rzs2s827?Unchained-PRD

It will be about a month away.

So, the question is: do we wait a month to update the Misfits to Unchained or can we do it earlier? I'm happy to provide rules clarifications as needed. I'm also happy to transition classes (well, Aoife) now (ish) and the rest of my above manifesto later.

Up to you guys. What works for you?


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Aoife is ready to do it now. Let's get this little barbarian updated. I'll pick up the PDF for now, so I can see what's going on with the class.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Sure. We can run with Aoife unchained after this fight. Speaking of...


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Bah! I have to check the gameplay thread!

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

I've got Unchained now...and am waiting patiently for the hero lab update. Spent some time today updating my rogue, actually... a lot of changes in that guy. He'll be fun to play!

Once I get the data pack, I'll work on getting Ice Melts Quietly in Sunlight updated. Gonna be fun.


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

Kuragin's Fort saves were a bit wrong:
Fort bonus: +3
Will bonus: +2 (had this wrong in the tagline myself, sorry...)

And I'm fine with the Unchained suggestions. As a full caster I doubt I'll be using much of the stamina rules :)


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Thanks for the updates. Also can't wait for the Unchained data pack for Hero Lab. Steve got me all excited, but no love on the Unchained front. I forgot that he just had a new copy of Hero Lab to update.

As for stamina rules, it does seem a bit unfair towards melee characters to have it as a bonus feat for all of you. In the text it was given as an option to make it "free for everyone" so I went for that. Since it's unfair for casters who effectively miss out on a useful free feat, I will make it that you can get either the Combat Stamina feat or the Signature Skill feat for free.

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

That's very generous, either way, of you, Damo. However, I wanted to point out that Signature Skill can only be taken if you have five ranks in a skill (so, min level 5).

That all being said, I really like the skill unlocks -- there are some interesting things there.

On another note -- I thought I had given Ice Melts Silently in Sunlight cold weather clothing as his "free" clothes, but that only meant that it did not show up on his gear. Not asking for a retcon, but I am going to just buy him some new stuff (or, just as likely, he'll be making Endure Elements extracts).


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

ok so it looks like everyone is buying Unchained. I was going to hold off until the PRD came out, but might get it this weekend.

I am assuming that reaching the lodge will be a natural place to rest and maybe a day or weekend to get everyone Unchained! up?


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Yeah, regarding the Signature Skill - it would be a "future" feat. ie. you'd get it for free now but nothing would happen until 5th level. It'd be a "sleeper feat".

As a side note, I've always thought you should be able to acquire a feat at any level and regardless of your ability bonuses - and the effects should only kick in once you've met the prerequisites (ie. it lies dormant). Either that, or just being able to reserve your feats until later on. Mainly, this would help address inequities for some multiclassing situations, or when your BAB goes up at a level where you don't normally receive a feat.

Re: Winter Clothing: We'll just say the crazy goblin completely forgot about the clothing in his backpack - since his puppet master also missed the numerous opportunities to correct me! Perhaps when he was knocked out this time and someone grabbed the wand out of his pack they noticed he had them. He can be wearing them from now onwards.

So... everyone is now protected from the cold in the Border Wood and don't need to make any further saves. When it gets even colder, though... brrrrrr. Except Kuragin, who will be able to waltz about in the nude without suffering from any visible shrinkage.

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