Droviz |
I'd advise keeping it. Having cold iron is great, but cold iron weapons do reduce damage output and not every enemy we're going to meet will be specifically vulnerable to cold iron. ;)
Krystae Stormcrow |
Hey guys, just found out my wife wants to go away on our vacation that starts tomorrow... So I have no idea what my posting will be like yet. I will try to let you all know as soon as I know. I will also try to keep up as best I can! Sorry on the short notice... I just found out this morning myself... Wives...
Krystae Stormcrow |
Haha, very true guys. And Droviz, my father taught me something very simple... A happy wife is a happy life. lol!
Keolin Portara |
Normally I would say 50% on trade goods, but you guys are getting preferential treatment in Heldren, so you can have 100%. At this point, max gold cost for availability is 750gp (so a CLW wand is within reach but nothing stronger), and anyone who wants to do a rebuild with the same character guidelines to do something from the ACG is welcome to do so.
I think it's always important for players to have choices, and I trust Paizo's playtesting.
On my side, life is extremely busy; work is hectic and I have some schoolwork to finish up too. Come October I should have a lot more free time but until then it's going to be slow going. Sorry.
Krystae Stormcrow |
No worries, Keolin, I think we're all in for the long haul. I do appreciate you keeping us on the up and up.
Also... 100% WOW. So in that case... I'll tally it up later, but we'll have something along the lines of 3k gold to play with, I believe. Wand of CLW for sure and then perhaps we can look at picking up some masterwork items for folk!
Elen Emerwen |
That's the additional cost to make them magic, not masterwork. They do the same damage as regular weapons, it's silver that reduces the damage by 1.
Brynjar Kilaanti |
Alright to make the transition as seamless as possible I am not going to go with a bloodline that causes a clear physical transformation, cause explaining how no one noticed claws sprouting from Brynjar's fingertips is something that would be best avoided.
I've narrowed my choices down to Arcane and Elemental. Any suggestions?
Also the rp event I had planned for when Brynjar gains arcane disrupting and elemental rage powers will have to take place sooner than I thought to explain bloodrager bloodline powers instead. I was mostly thinking something along the lines of a sudden eruption of power related to his bloodline. Thoughts?
Brynjar Kilaanti |
Why not go with Fey for movement bonuses and irony? ;)
LOL, irony is indeed the word to use here. Movement bonuses aren't too bad though, would be great if I was building Brynjar as an overrun bloodrager with more focus on charging.
Droviz |
Destined could work quite nicely, too.
I somehow just don't see Brynjar as Arcane bloodline-material, after that discussion we had back at the cabin. ^^;
Brynjar Kilaanti |
True enough, although the bloodline's name is pretty misleading; you read 'arcane' and think classic powers that buff casting spells and whatnot but you discover that instead you become the ultimate mage killer. As for the Destined bloodline, I won't lie the mechanical bonuses are very tempting but it just doesn't seem to fit Brynjar in my opinion.
Krystae Stormcrow |
Jus read over the Arcane bloodline and I think it fits Brynjar perfectly.
In other news, vacation going well so far. We are all having fun and I should be able to get posts in, maybe not regularly, but here and there. It's from my phone so don't expect super posts... But I figure something is better than nothing!
Elen Emerwen |
Sounds good for this campaign. Or any campaign, really. Magic users are usually the big bads.
OK so if I got it right, we have 3000 to spend total between the lot of us? Are we doing that as 500 each, or 375 after we deduct an equal share of the CLW wand, rather?
Brynjar Kilaanti |
Str: 16
Dex: 14
Con: 12
Int: 13
Wis: 12
Cha: 13
HP: 18
Speed: 40 (with armor 30)
Initiative: 2
AC: 17 = 10 + Armor 5 + Dex 2
Touch: 12
Flat-footed: 15
Favored Class Bonus:
Level 01: +1 Bloodrage Round
Level 02: +1 Bloodrage Round
Saving Throws:
Fort: 4 = Ability Modifier 1 + Base Save 3
Ref: 2 = Ability Modifier 2 + Base Save 0
Will: 1 = Ability Modifier 1 + Base Save 0
BAB and CMs:
BAB: 2
CMB: 5 = BAB 2 + Str 3
CMD: 17 = 10 + BAB 2 + Str 3 + Dex 2
Weapons
Melee: Greatsword 2d6+4, critical 19-20x2 attack roll+5
Ranged:
Armors:
Scale Mail Armor: Bonus +5 , penalty -4
Special Abilities:
Racial: Skilled, Bonus Feat
Class:
Fast Movement: A bloodrager's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager's land speed.
Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.(Arcane)
Bloodrage: The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Uncanny Dodge: At 2nd level, a bloodrager gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
Bloodline Powers:
Disruptive Bloodrager: At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Traits:
Warded against Witchery: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Skills:
Acrobatics: 4 = dex 2 + rank 2 + class 3 - penalty 3(Armor Expert)
Perception: 6 = wis 1 + rank 2 + class 3
Survival: 6 = wis 1+ rank 2 + class 3
Intimidate: 6 = cha 1 + rank 2 + class 3
Climb: 5 = str 3 + rank 2 + class 3 = penalty 3(Armor Expert)
Sense Motive: 3 = wis 1 + rank 2
Feats:
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Dirty Trick: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Bloodrage (9) () rounds per day
Torch (10) ()
Gear:
Great Sword 50 gp
Scale Mail Armor 50 gp
Soap 1 cp
Bedroll 1 sp
Blanket 5 sp
Mess Kit 2 sp
Iron Pot 8 sp
common backpack 2 gp
Flint and Steel 1 gp
Torch (x10) 1 sp
Cold weather outfit
Light Crossbow
Bolts x30
Longsword
Survival Kit
Whetstone
Spending Money: 0 gp, 2 sp, 9 cp
This okay with you GM?
Krystae Stormcrow |
Okay, so... here's the deal. After purchasing a full Wand of CLW, and then dividing the remaining gold equally amongst the 6 of us... That leaves us with 388.53gp each to use as we wish to purchase whatever gear we want. Any leftovers will be put back into the group pot?
Also, I'm going to suggest that the wand go to Ragnar or Elen... whoever prefers it lol.
Lastly, I'm thinking we could leave some two of the lockable chests we found in the Sentinel cabin at Krystae's home. We could possibly use them to store any items and such we don't necessarily want to sell or can't carry with?
Krystae Stormcrow |
Yes, the mage destroying abilities certainly fit his theme of wanting to bring down the witches of irrisen....um wow if Brynjar and Krystae start tag-teaming casters. Its going to be pretty brutal.
Glad to hear your enjoying your vacation. Can't wait to take one myself.
Thanks! And yes, if Brynjar and Krystae focus on a caster together... GAAAAAAAME on!
Brynjar Kilaanti |
Okay, so... here's the deal. After purchasing a full Wand of CLW, and then dividing the remaining gold equally amongst the 6 of us... That leaves us with 388.53gp each to use as we wish to purchase whatever gear we want. Any leftovers will be put back into the group pot?
Also, I'm going to suggest that the wand go to Ragnar or Elen... whoever prefers it lol.
Lastly, I'm thinking we could leave some two of the lockable chests we found in the Sentinel cabin at Krystae's home. We could possibly use them to store any items and such we don't necessarily want to sell or can't carry with?
That sounds fine by me, Brynjar will buy a masterwork greatsword. If I am not mistaken that costs 350, so he puts 38.53 gp into the pot, also feel free to sell his normal greatsword and put whatever you get from it into the pot as well.
Elen Emerwen |
It would make the most sense for the wand to be held by Elen, I think.
Purchases: masterwork backpack 50g
scroll of obscuring mist 25g
scroll of ill omenx4 100g
healer's kit 50g
scroll of Mage armorx4 100g
Sold: backpack 2g
belt pouch 1g
Ragnar Deathspeaker |
Take off for the weekend and come back to fifty discussion posts. Sheesh.
I have a slight issue with gold in that I know what I would like to buy, but Ragnar doesn't know that the things I want even exist. He's going to have to learn more about the world before I can start making purchases.
For now I think I'm going to buy some better armor. I'll decide the rest later.
Elen Emerwen |
Tell us ooc and we can suggest it IC to Ragnar.
-Posted with Wayfinder
Ragnar Deathspeaker |
Is the undead bandit I took control of still with us?
(Feel free to bring it up in character if the idea of traveling with undead makes you uncomfortable. It will have to be addressed at some point, and Ragnar is pretty oblivious about why it would upset people)
Elen Emerwen |
Oh yeah we forgot about that guy. He's probably still in good shape considering the cold.
-Posted with Wayfinder
Droviz |
Okay, here are my purchases:
12 Days' worth of rations.
Silver longsword.
Silver shortsword.
Two potions of Cure Light Wounds.
I figure not everything we'll meet is going to be vulnerable to cold iron; silver is always useful to have. ;) And potions of CLW are a must if you can get them, especially at the early levels...
Droviz |
Oh, yes:
I'd like to purchase one silver symbol of Calistria and a few pints of oil.
I swear I meant to pick up the oil before the frozen fire skeletons... ^^;
Ragnar Deathspeaker |
I'm going to assume he looks human enough to give home a helm and a cloak and have him not be obviously a zombie.
Droviz |
Personally, I dislike the golden. Their flesh is too soft and pulpy for my liking. The green ones have some decent bite, so long as they're not too ripe. ^^
Krystae Stormcrow |
How does that work exactly? I don't have access to my PFS pdfs at the moment. Do we get points and such to give to other PFS PCs? I'm very new to PFS and don't ahve all the rules down pat yet.
Elen Emerwen |
KP can register a PFS table and assign credit for it to character numbers we give him, which we can apply to any PC in the right level range, similar to how you can apply a scenario you play with a pregen.
Looking at the download, which is available on the PFS additional resources page, the sanctioned content is "An Early Frost and The Depths of Winter (area A1–P5)" and since we're playing in campaign mode, it doesn't matter that our characters in this game aren't PFS-legal.
Once we've completed the section of the book that covers the sanctioned content, it can be registered, I believe.
Krystae Stormcrow |
Okay, so just to clarify...
We provide KP with whatever PFS character number we want to get the credit for the sanctioned section of RoW. Once we've completed that section, then said character would receive a chronicle sheet as normal? If we don't necessarily have a character within the appropriate level, can the credit be saved until they are of that level?
And a better question would be... Where exactly can I find the info on all that? I can look it up instead of loading you with questions, Elen. lol