Savage Kirthfinder

Game Master Kirth Gersen

"Savage Tide" AP using Kirthfinder houserules.


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M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
Heh, the difficulty is that Cha of 8 precludes any kind of casting whatsoever. I'd be taking it mostly for access to Protection from Evil (to qualify for paladin), and other martial arts themed buffs.

Ouch. Yeah, I feel you. It seems like we should be able to come up with an alternative bloodline arcana that lets you use Wis in place of Cha as a spellcasting stat, n'est-ce pas?


M Goblin Beer Snob 1/Freethinker 3
Andostre wrote:
There's no Food bloodline! Egregious oversight. 1 out of 5 stars. How did this product ever get approved?!

You're quite right, sir. I shall commit suppuku immediately.

Andostre wrote:
Seriously, I thought an illusion-based bloodline would be a great fit for Jym, but the closest fit is the Shadow bloodline, and that's not the flavor I want for Jym.

One option would be to use the prestige specialist (wizard Appendix C) for illusionist -- as a bard, you qualify outright. You'd take the next 2 levels in bard, then a level in illusionist, then 3 more levels in bard, etc. Spellcasting synergy is also dead simple in that case. Failing that, I'd be willing to take a stab at making an illusion bloodline sorcerer, subject to your needs.


Flavor-wise specialist illusionist seems perfect. I never thought of that, mainly because I'd be maintaining two separate casting stats. Right? And two separate spell lists, one for spontaneous bard spells and one for prepared wizard spells.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I think the thievery domain is giving Korynne pretty much all she needs to be a rogue-like cleric. That said, I think I could stand to read over the Kirthfinder rules again. I'm just usually posting from my phone, so I don't have access to them all the time.


Mutated Animal Turtle Smasher 10

It occurred to me that I had no idea how I was going to qualify for the Paladin class, so after re-figuring it out, I'm going to put this here so that I remember.

Future Jamie; take the Protective Spirits rage power at 2nd level and the Serenity feat at third level.


Future Jamie: I often spoiler-tag levelling notes at the bottom of my character sheets.


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Mutated Animal Turtle Smasher 10

Good thinking 17 minutes in the past Andostre!!


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FYI, when we reach 20-minutes-behind Andostre, that's pretty much regular Andostre.

Confusing, I know.


M Goblin Beer Snob 1/Freethinker 3
Andostre wrote:
Flavor-wise specialist illusionist seems perfect. I never thought of that, mainly because I'd be maintaining two separate casting stats. Right? And two separate spell lists, one for spontaneous bard spells and one for prepared wizard spells.

Nope. It would work somewhat like the 3e prestige classes that used to advance your spellcasting. Every level of prestige illusionist would increase your spellcasting potential by +1 level, and you'd have access to all bard spells and all wizard/sorcerer illusion spells, but you'd still be a spontaneous caster and would still use Cha as your spellcasting stat.

The trade-off is that, other than spellcasting, you'd be gaining illusionist class features from those levels instead of bard class features. So your college would lag, meaning your highest-level spells couldn't be used as inspirations, for example. Etc.


Kirth Gersen wrote:
Andostre wrote:
Flavor-wise specialist illusionist seems perfect. I never thought of that, mainly because I'd be maintaining two separate casting stats. Right? And two separate spell lists, one for spontaneous bard spells and one for prepared wizard spells.

Nope. It would work somewhat like the 3e prestige classes that used to advance your spellcasting. Every level of prestige illusionist would increase your spellcasting potential by +1 level, and you'd have access to all bard spells and all wizard/sorcerer illusion spells, but you'd still be a spontaneous caster and would still use Cha as your spellcasting stat.

The trade-off is that, other than spellcasting, you'd be gaining illusionist class features from those levels instead of bard class features. So your college would lag, meaning your highest-level spells couldn't be used as inspirations, for example. Etc.

Ok, all that makes sense.

Let me take another look at it and look at what I'd gain vs. lose.


Mutated Animal Turtle Smasher 10
Andostre wrote:


There's no Food bloodline! Egregious oversight. 1 out of 5 stars. How did this product ever get approved?!

Maybe you two could work on converting this?


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M Goblin Beer Snob 1/Freethinker 3
Andostre wrote:
There's no Food bloodline! Egregious oversight. 1 out of 5 stars. How did this product ever get approved?!

Alright, alright! (Grumbles about player entitlement). How's this:

Spoiler:
MASTER CHEF
You were born in the kitchen, or your ancestors’ fascination with food exceeded normal bounds. A master chef, or “culinamancer,” is a sorcerer whose powers derive from, and center on, food preparation and consumption.

Bonus Skills: Craft (alchemy), Craft (culinary).

Bonus Spells: 0—purify food & drink, 1st—dream feast, 2nd—heat metal or feast of ashes, 3rd—create food & water, 4th—neutralize poison or summon nature’s ally[/i] (bison or dire boar), 5th—flesh to salt, 6th—heroes’ feast, 7th—barghest’s feast, 8th—temporal stasis, 9th—shambler (“eat your veggies!”).

Bonus Feats: Communal Spell, Craft Construct (gingerbread golems, etc.), Exotic Weapon Proficiency (knife, military fork, or Bohemian ear-spoon [ranseur]), Great Fortitude, Flay Foe or Skewer Foe, Searing Evocation, Skill Focus (Craft), Spell Focus (Transmutation).

Bloodline Arcana: You can use the Craft (alchemy) skill to store spells in any edible form, not just potions. In addition, you gain the secret of the “baker’s dozen,” and for every 12 potions of one type you produce in this manner, you automatically gain a 13th one for free.

Eldritch Blast (Sp): Your eldritch blast manifests as a pot of boiling water; it deals fire damage. Improved blast: Sickening Spell (like a failed recipe); greater blast: Nauseating Spell.

Eldritch Resistances: Energy - fire (you are accustomed to working around hot stoves and boiling water); saving throws — poison and other afflictions; damage reduction - silver (only the presentation knives damage you, not the ordinary ones).

Blood of Boyardee (Su): At 1st level, your very blood is like tomato juice. Any creature dealing damage to you with a natural bite attack takes 1d6 acid damage. This damage also applies each round to any creature that swallows you whole. The damage dealt by this ability increases by an additional 1d6 per 4 class levels beyond the 1st that you possess (maximum 5d6 at 17th level).

Enticing Aroma (Su): Starting at 9th level, you can uncork a potion (or unwrap a spell-storing meal created using our bloodline arcana) as a standard action. Creatures within 20 ft. that possess a sense of smell must succeed at a Will save (creatures with the scent ability save at -4) or be enticed by the aroma and proceed directly to the potion or food, compelled to consume it (those arriving simultaneously may fight one another for it). If the affected comestible is moved, the affected creatures follow it. The aroma lasts up to 1 round per class level you possess, and is otherwise similar to a rainbow pattern spell. Any potion or magical food used to create an enticing aroma loses its normal magical properties.

Animated Cutlery (Sp): Starting at 15th level, you can animate cutlery at will. This functions as an animate objects (cutlery, pots, pans, and other cooking implements only) or daggers of Vaul spell, as chosen by you at the time you activate the ability.

You Are What You Eat (Sp): At 20th level, any time you spend a full-round action consuming part of any dead creature that has not yet spoiled, you become a creature of that type, as if under the effects of beast shape I-IV, elemental body I-IV, form of the dragon I-III, giant form I-II, monstrous physique I-IV, or plant shape I-III, as appropriate.


Ha ha ha! I'm surprised that there were enough cooking-related spells for the Bonus Spells! Awesome!

"Blood of Boyardee" is my favorite!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

We did it!

Thanks for your patience, Kirth. It's not easy to GM something this complex at a table, let alone in PbP. I appreciate you helping us figure out how to not die!


M Goblin Beer Snob 1/Freethinker 3

Zombie chases are fun!

As a caution, in the future you guys will do well to acquire basic adventuring supplies and come up with some semblance of a plan before venturing into the unknown. Otherwise I have a feeling this might end up being a very short campaign! (Like I said, it's not the meat-grinder than Age of Worms was, but it's 2-3 times more challenging than a typical Pathfinder-era AP.)


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AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

I think we're all pretty much novice adventurers at this point. Only way to learn some things is by making mistakes. We've learned some valuable lessons in this dungeon for sure.


M Goblin Beer Snob 1/Freethinker 3

Re: your master's sack, I can tie this in with the next adventure (and provide a more logical impetus for it than the ones they propose) if we assume that you found only a few of the orphans dead, but that most were missing.

Spoiler:
I'd like for some evidence to point to Rothfuss' house having been targeted by a press gang of the Crimson Fleet -- notorious pirates who enslave the weak to draw their oars, help on the ships, etc. Many of their victims die; others are so changed by their degradation they become willing pirates themselves.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

As I imagine it, most street children only spent the night there, or would come by during the day to get some bread if he had any. The only ones that were there constantly were the disabled or sick, those that needed constant attention.

Gwl was not there for the attack, and didn't stick around afterward (other than to prepare the bodies he found for burial). He doesn't know how many of the other orphans survived, so that will work fine.


Jam is a filmmaker? Do tell!


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

So, character progression roll incoming.

1d6 ⇒ 6
1-3 - Monk
4-5 - Sorcerer
6 - Kuo Toa


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Heh, well OK then.


M Goblin Beer Snob 1/Freethinker 3

LOL!


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

HP: 1d10 + 3 ⇒ (7) + 3 = 10


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Ok, good to go.


M Goblin Beer Snob 1/Freethinker 3

Saw it -- looks good! That +1 to Str was sure nice.


M Goblin Beer Snob 1/Freethinker 3

You've also got 900 numen to spend -- more than enough for a masterwork spear and some alchemical gear, either found or purchased in town.

Man, those eldritch claws would have come in handy in the tunnels -- you'd have been shredding zombies!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

So, as a 2nd level Archivist, I get a bonus feat! However, the Kirthfinder feats are pretty substantially different from the Pathfinder ones I'm used to. I'm also not super familiar with playing full casters yet either. Anyone got any suggestions? Any neat Divine feats? Is it too early for Imbue Item or metamagic?


The Kirthfinder Archivist that I played focused his feats on versatile channeling. He started with Versatile Channeling (p. 548) so that he could channel both positive and negative energy, and then he picked up Selective Channeling (p. 548), which was crazy useful. He used channeling to heal since I wanted him to use his spells for other things. Contingent Channel Energy (p. 550) looks pretty useful, also.

Also, check out the Domain Feats that Korynne qualifies for. They look pretty fun. Thief of the Gods (p. 574) looks useful, if you see her using those skills.

Also, look for feats that grant you special abilities due to high skill ranks, since that's going to be one of Korynne's strengths.


M Goblin Beer Snob 1/Freethinker 3

I'd go with Thief of the Gods or Selective Channeling. You'll be pulling in a free Selective Channeling next level anyway, so no need to spend a feat on it now.


M Goblin Beer Snob 1/Freethinker 3

P.S. During today's RL session we leveled up 4 characters from 1st to 2nd level in maybe 20 minutes total -- and 2 of the 4 players had no experience with PF or D&D of any kind. Hopefully you guys can do it in less than a week, before the holidays hit?


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Added another level of Minstrel. Here's all the things I updated, so that someone can tell me what I forgot.

Max HP: 4 (rounded down half of d8) +1 (Con bonus) +1 (Favored class bonus) = +6

BAB: +1

Spell Capacity is now 2nd level. New 1st level spell: Vanish, New 0 level spell: Unwitting Ally

Class Abilities:
• Bardic Lore: Network of informants
• Skill Focus: Diplomacy
• General Bonus skills: +1 to Concentration, Knowledge (Linguistics), and Knowledge (Lore).
• Minstrel Bonus Skills: +1 to Diplomacy and Perform (Music)
• Regular skills: +1 to Perform (Music), Diplomacy, Streetwise, Bluff, Escape Artist

Saving throws: +1 to Reflex, Intuition, Will

Finally, sorry and I'm tired: Kirth, what's this check +8 and check +10 you had me put in my spells per day section for 1st and 0 level spells, respectively? Does that go up with my levels? I know that the spell DCs don't.


Kirth Gersen wrote:
You've also got 900 numen to spend

Where did that come from?


M Goblin Beer Snob 1/Freethinker 3
Jym Withawye wrote:
Finally, sorry and I'm tired: Kirth, what's this check +8 and check +10 you had me put in my spells per day section for 1st and 0 level spells, respectively? Does that go up with my levels? I know that the spell DCs don't.

Casting defensively = Concentration bonus - 2x spell level.


M Goblin Beer Snob 1/Freethinker 3
Andostre wrote:
Kirth Gersen wrote:
You've also got 900 numen to spend
Where did that come from?

Chapter 6, personal equipment and "mojo."


M Goblin Beer Snob 1/Freethinker 3

Jym looks really good.

Great choice on unwitting ally. By itself it's pretty useless for a regular caster, but when you get the ability to activate it quickly and maintain it for free as an inspiration, you'll be able to prevent enemies from aiding each other at virtually no cost to you, which is a pretty potent effect. Yay bards!

Some fiddly math stuff:

You get 1 free skill rank/level in Concentration, Diplomacy, Knowledge (linguistics), Knowledge (lore), and Perform (music), so there should be 2 ranks in each of those. Then you get 4 + Int modifier = 5 more skills; you've put 1 rank each in Bluff, Escape Artist, and Streetwise, but that leaves you 2 more, so you can finally pick up Perception and Sleight of Hand, for example.

I think you also gypped yourself out of your Con bonus to Fort saves. The other saves look right.

Your BAB is now +1, so your CMB is -2 and CMD is 10 - 2 + 3 (Dex) +1 (dodge) = 12. Whip attacks are at +0 rather than -1.


Ok, thanks. As I said, I was tired when I finally finished this.

Kirth Gersen wrote:

Some fiddly math stuff:

You get 1 free skill rank/level in Concentration, Diplomacy, Knowledge (linguistics), Knowledge (lore), and Perform (music), so there should be 2 ranks in each of those. Then you get 4 + Int modifier = 5 more skills; you've put 1 rank each in Bluff, Escape Artist, and Streetwise, but that leaves you 2 more, so you can finally pick up Perception and Sleight of Hand, for example.

Yeah, I think I messed up because 1st level I put the bard/minstrel's bonus skill points in the miscellaneous "column" on sheet, but 2nd level I added them in with the regular ranks. Even though they're bonus, they are actual 'ranks,' but it messed me up when I was double checking my math last night and tried to correct it. I think I'll create a 2nd column after ranks called "bonus ranks" to help me keep track, and the bonus column will be for things like bonuses from feats and racial abilities.

I'll correct the other things you mentioned, too.


Kirth Gersen wrote:
Andostre wrote:
Kirth Gersen wrote:
You've also got 900 numen to spend
Where did that come from?
Chapter 6, personal equipment and "mojo."

Thanks. I remember the concept of numen, but I'm not sure if I ever knew that it was automatically awarded with a level advancement.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Okay, taking Protective Spirits as my rage power.

Hit Points: 1d12 + 4 ⇒ (12) + 4 = 16 Huzzah!!


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Huzzah!


M Goblin Beer Snob 1/Freethinker 3

Ha! Gwlbwyr got a new avatar to go with his molting!
I really liked the old one, though. :(


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Yeah, I was going to create another alias to be the transformed Gwl, but I ended up just changing the avatar on this one.

I really wanted to use this picture but Paizo won't let you upload your own.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Okay, second level achieved. Kirth would you mind checking out Uros stats to see if I missed anything?


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Sorry about the fast-forward. I figured we were probably done with Parrot Island for now. Unless we camped there, in which case his transformation proceeds there instead.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

No sweat! I'm ready to move on. I just didn't have a chance to post this weekend and didn't to leave without clobbering some zombies with boulders. :-P

I like the new avatar by the way!


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

As injured as some of us were, it makes sense that we'd find a way back into the city proper as soon as possible.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Finally decided what to spend mojo on.

I had intended for the crystal Gwl found to be some sort of psionic item. I'd like it to be a combination Ioun stone and phylactery of faithfulness - one that helps someone achieve transcendence through physical and mental perfection. I also envision it helping Gwl train by giving him little mind-zaps if the Fist of Zuoken kata is not performed perfectly (like the droid Luke trains with).


M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
I really wanted to use this picture but Paizo won't let you upload your own.

I was looking at this one when I designed the class.


M Goblin Beer Snob 1/Freethinker 3
Uro Taraka wrote:
Okay, second level achieved. Kirth would you mind checking out Uros stats to see if I missed anything?

Looks good! Your delayed damage pool is 2 now, and don't forget that while raging your DR increases to 2/-.


M Goblin Beer Snob 1/Freethinker 3

For Gwyl's crystal, let's look at costs.

  • If "like an IOUN stone" just means it orbits his head, that's easily do-able with a 0-level prestidigitation effect, at 900 (command-activated) x 0.5 (spell level) x 1 (CL) x 1 (1-hour duration) = 450 numen.
  • Since "slots" aren't a thing in KF, there's no cost increase for "slotless."
  • Listed cost for a phylactery of faithfulness in the core rules is 1,000 gp. In terms of effects, consider it an at-will 1st level detect evil x CL 1st x 900 (essentially command-activated) x 1 (contingent on alignment stuff) = 900 numen -- slightly lower.
  • Psychic mind-zaps can be rolled under the phylactery cost or treated as flavor text with no mechanical benefit; 0 numen cost.

    Total = 450 + 0 + 900 + 0 = 1,350 numen.
    "Par" for 2nd level = 900.
    Gwl probably needs to hold off on the head-orbiting thing until he progresses some more in his training.


  • AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

    Works for me.

    Makes sense that part of the training is getting enough mental strength to command the stone to float. Prior to that it will just be a crystal that he has to take out and hold.

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