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Steel Wolves - A Mercenary Campaign
Game Master Mark Sweetman

The Steel Wolves are a squad of the mercenary company the Blood Hawks. Currently stationed in Kalabuto, though the jungle calls....



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Male Wolf

The young wolf wimpers at Doc's very astute observations on the effectiveness of animal companions.


male Half orc Shapeshifter Skirmisher 5

I wouldn't quite go far as to say that pet classes are a trap, as the choices for animal companions do open up at higher levels, and appropriate use of teamwork feats can make them truly nasty, but they do require a fair bit of work to really get the full benefit from if you plan on focusing primarily on them, especially at higher levels. Still, they are better than simple pets. If they die, they can be replaced easier, and their extra HD can be useful, if managed properly. I say, if the player wants to try the beastmaster, let him. It's powerful with the right player, but not overpowered by any means.


Male Half-Elf Martial Artist /4

My issue with the class had nothing to do with the animal companion. I decided against it though because of other reasons in the players post. I also agree that pet classes are not a trap, as well that Leadership is one of those feats that will change how you use it from GM to GM.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

I'm not saying it's a bad choice. Im just saying it's not really a powerful one. There are lots of great reasons to make less-powerful character choices. (heck, look at Doc. he's fun and definitely pulls his weight, but he's really unoptimized)

it's kind of like taking Exotic Weapon Proficiency. It's a fantastic thematic choice, but there's only a couple ways to make it worth taking.


male Half orc Shapeshifter Skirmisher 5

That I agree with. It looks like a lot more powerful option on paper than it usually works out to in an actual game.


Male Half Elf Wolf Shaman 5

Dont me wrong. I agree with the assessment despite Baran's feelings being hurt. He's really been nothing but flavor so far but I could see him being usefull in the right circumstances. Tunnel trolling not among them but scouring the outdoors very much so. Of course I could be missing out on some things and will always welcome some insight. Doc's idea of having him carry items would be a good one and I think by the time we make it back to the barracks he'll be comfortable enough to wear a harness of sorts. Plus we could add a hook to make it easier to lift him up and down well like structures.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Harness with ant haul on it might be a good idea.

I wanted to put a bag of holding on my hawk ;)
Imagine the faces of foes when I pull another greataxe out of a bird! ;)


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

So what you're saying is that we have a dozen dog-sized acid-factories?

I think I just had an alchemigasm.


Primordial Ooze

Although ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even “domesticated” ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.

I'd think that the acidic generating parts of the anatomy wouldn't develop until near maturity - but yeah... basically a half-dozen acid-monkeys. But keep in mind the above.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

I'm thinking our battle-wagon just got it's beasts of burden.


Primordial Ooze

So - where do y'all want to head next?

Urban?
Jungle?
Waterborne?
Swamp?


Male Half Elf Wolf Shaman 5

I vote for all except Waterborne.


Male Half Elf Wolf Shaman 5

I vote for all except Waterborne.


Male Half-Elf Martial Artist /4

I vote the same as Sentis if you just one Urban.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Urban for now....


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

Airborne!


Male Keleshite Magus(Kensai Archetype)/5

Urban could be fun. Same as the others really.


male Half orc Shapeshifter Skirmisher 5

Urban could be a challenge for Dark. It's doable, but it really runs against pretty much every one of his strengths to be in that kind of a setting for very long.


Male Keleshite Magus(Kensai Archetype)/5

Hey Dark, have some faith in your GM. Has he ever really let us down yet?

Ya know, cept for givin us moar lvls n moar lewtz lulz


Primordial Ooze

Urban it is... though Dark shouldn't get too worried, as there will still be some fieldwork involved as well.


Male Keleshite Magus(Kensai Archetype)/5

See?? Faith rewarded...

Nao where my lvls n lewts at? Lawls


Male Half Elf Wolf Shaman 5
Darkbiter wrote:
Urban could be a challenge for Dark. It's doable, but it really runs against pretty much every one of his strengths to be in that kind of a setting for very long.

Sentis will be in the same boat. We'll just have to trust in our fellow Wolves to pick up the slack.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

I'll be out of town for a week starting tomorrow. I'll be able to post from my phone but it will be less frequent. Don't let me hold up the game.


Male Half Elf Wolf Shaman 5

ok here's the rules on Training animals

Looks like Sentis can only train 3 of them at a time. And it will take one week to learn one trick/skill and thats if the check is succesful. Im guessing that the DC will be 5 higher than normal since an ankheg isnt an animal per say = DC 20. With his Handle Animal at a +6 this isnt looking good.

and really Sentis isnt sold on the idea that the Wolves need more than the one to pull the wagon or even needing that one. Considering the reaction we're getting at the gate now that one could cause more problems than its worth down the road if its the same deal every time we try to enter a town/city. Add to that we will also have a wolf, a bear and a falcon and we're starting to resemble more of a circus than a mercenary band.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Illusion magic from one of those types and they will just be stout horses!

OK maybe Camels since they spit!


Male Keleshite Magus(Kensai Archetype)/5

Blaze also isn't too keen on the idea of the Ankhegs, but we got them this far. As far as us being a circus, well, whose fault is that? None of you had to choose classes with animal companions, now did ya?

Note, that last wasn't meant to be hostile, just pointin out facts


Male Half-Elf Martial Artist /4

Hey, I was going to go Cavalier but everyone said might be a bad idea so now I am a monk. Though so far everyone has been right just saying.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

my recommendation is to train them up (doc can make a masterwork set of trainer's tools in about 5 days, and NPCs can Aid Another. we can make this Take 10-able). Then, we give them to the Company as living siege weapons. (acid+burrow=happy siege engineers) the bugs become window dressing to our game, a trophy from a past mission of sorts, a resource to be drawn on between adventures, or in emergency situations.

we don't need more pets. luckily, we're part of a larger group that will be happy to take care of them as soon as they realize how valuable these critters are


Primordial Ooze

Not sure if I was imagining things or whether Doc edited it out - but there was mention of turning them into wondrous figurines?


Male Half-Elf Martial Artist /4

There was.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

Yeah, I dropped it out. Wanted to keep my thoughts concise. Apparently you both watch these boards like hawks.


Primordial Ooze

Well technically I am made of eyes....
<--- see avatar :P

I can state that training the ankheg isn't going to be too much of a problem - but they aren't going to be easily accepted within the walls of Kalabuto. A quick check at the barracks and you'll be able to find an outstation stable / farm that you'd be able to lodge them at whenever you don't want them with you - as well as a beast trainer to take care of that when you want them to (so you aren't caught up training 24/7)

...that being said, figurines of wondrous power are one of my favorite item types (which I think someone really should pry a certain one from the cold dead fingers of Cort...) - and you know a wacky gnome that could be leaned upon to come up with something along those lines if you wanted ;)


Male Half Elf Wolf Shaman 5

Thats a great idea Doc!

and you're completely right Blaze. Im actually considering letting Baran go. I really took him as a sort of mascot for the Steel Wolves but mechanically I just havent found a use for him yet. Thoughts?

As for getting the figurine back from Cort's dead body...dont forget the bag of tricks also ^_^


Male Keleshite Magus(Kensai Archetype)/5

Personally, I've always liked animal companions and familiars. Perhaps that's because I grew up with a dog who also grew up with me.(got her when she was seven weeks or so old).

Animal companions can help scout, set up a flank, etc. If you want Baran to be useful, its not that difficult, just choose the right spells and magic items. Even ones just for him. He won't be a badass, but he doesn't need to be gotten rid of either.

If Voiceless is feeling nice, there's the advanced template that perhaps we can find a way to grant Baran.

Also, and again subject to GM approval, there's an article in Kobold Quarterly #18 about Animal Leadership, which I believe is a replacement for regular Leadership.


Primordial Ooze

That's a no on the advanced template, but wolves can still be very helpful. One of the best ways to focus with them is the plus trip part of their attack string.

Ultimately your choice Sentis, but the next batch of adventuring will be more tasty targets for a wolf to focus on...


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

I also have a big bird.

I think scouts for the scouts is a pretty good idea. One can be flying ahead and reporting back and the other can be using scent.

I think having communication with the wolf/hawk and bugs will make things better.

We should focus on tricks that are of the most benefit for each type of animal, that are likely not combat related.

I always thought the pull the downed wolf away from the action would be a good job for Baran.

I guess I agree with Doc, training!


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

Sentis, I'm also a big fan of pets, which is why the animal companion rules bother me so much.

Right now we're in the hardest levels for a character with companions, but I can help you get more bang for your buck. When I'm back from my trip I'll write up some suggestions for you.


Male Half Elf Wolf Shaman 5

Thanks for the suggestions, much appreciated.

I guess I forgot about the Trip aspect of his attack. Ive been hesitant to have him enter combat; especially against the aknhegs. Having him focus more on scouting and tracking is a good idea as well. Using him to flank is appealing also since it is a wolf tactic. Outflank is definitely in order. That treamwork feat is beyond usefull.


male Half orc Shapeshifter Skirmisher 5

I like the idea of finding someone in the larger company to take care of the ankhegs. While pets and animal companions definitely have their place, too many, especially in a large group, can become a hindrance.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

Blaze, give me a number of days you want to spend in garrison. I'll turn that into hours, and figure out how much I can get done in that time.


Primordial Ooze

No need to time limit yourself like that - just figure out what you'd like to get done and state same.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

Have I mentioned how much I hate the crafting rules...


Primordial Ooze

Once or twice ;)

Hence the large five fingered object majestically waving in the sky.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

'Priciate that.


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

The Crafting Rules Numbers (very silly stuff inside):

Taking 10 on craft checks, with Crafter's Fortune and Aid Another checks from 5 skilled laborers will give me a consistent result of 35.

We're going to call this a Complex item (DC 20)

20x35 is 5000, which means Doc and crew can crank out 500 gp worth of equipment working 8 hours a day for one week.

8x7=56

500/56 is 8.9ish.

That means Doc&crew can crank out about 9 GP worth of crafting every hour.

--------------------------

Here's what I'd like for the Battlewagon:

A combination Carriage (6 passengers), Heavy Wagon (4,000 lb carry weight). Call it 200ish GP retail (the price of both put together), which makes it 66.6 gp for materials. Sounds reasonable.

Here's the vehicle rules for pricing and stuff.

Here's where the rules completely fall apart.

Next, we'll take the Chitin and plate the thing. No actual materials cost since we don't have to buy it, but for the purposes of crafting we need a value. Essentially, this is Platemail Barding for a Huge creature.

Base cost on Mithril Full Plate is 10,500. x8 for Huge size, is 84,000 gp, which is 840,000 SP.

At 9 GP an Hour, I'll be working on armoring the wagon for 9,333 hours, which is a little more than 1.5 years. (It would be 3.2 years if I was working on it the usual 8 hours a day)

So basically, we have an enclosed wagon that can carry 4,000 pounds and 6 passengers.

It is decked out in acid proof, non-metal mithral full plate, giving it an AC of 18 and a Hardness of 15 and (assuming the thickest plates are about an inch thick) 30 hp before you hit the wood it's anchored to.

Next up I'll do the weapons that are anchored to it using the Trapmaking rules (but that will have to wait for another night)

GM, what do you think so far?


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

Or, for 450 gold, we can buy a single casting of Fabricate and have it done in 2 rounds...


Primordial Ooze

Taking a slightly different approach:

TL DR:
Natural Armor for an ankheg is +7. Since the acid immunity is being preserved I think it's reasonable to have that as the effective armor bonus provided by ankheg chitin? - which would take the base AC of a huge vehicle from 8 up to an AC of 15.

Hardness 15 seems excessive for the chitin - it basically means that an average joe (str 14) with a greataxe would never penetrate it. Hardness of leather is 2 (too low), iron is 10 and stone is 8. Looking at the stone hardness - 8 means that any non-magical arrows or crossbow bolts bounce off without marking it (except for 1 in 5 heavy crossbow bolts); and even if someone gets next to it they need a big old weapon (greataxe, greatsword, etc) to make a reasonable dent. Gut feel says a hardness of 8 is reasonable.

Lastly HP - Chitin is hard and people have physically used it as shields in lieu of wood / metal. Wood is 10 per inch (bit too low), metal is 30 per inch (maybe a bit high). Split the difference and err on harder - lets go with 25 / inch. Or in this case - 25 HP per panel. Important to note that facing and location comes into this - so attacks on the front or right wouldn't affect the other side, etc.

So that would be an AC 15 vehicle with hardness 8 and 25 HP.

Gut check, there is an angry orc trying to cut his way inside the wagon with a greataxe - how long does it take:
+5 to attack means that he'll miss half the time.
1d12+4 damage means that he'll do no damage 4/12 hits, and a maximum of 8 damage. Effective average is 3 damage per hit.
25 HP means that it will take ~9 hits to break through.

So a single orc with a greataxe would take roughly 18 rounds to get through the side armor of the wagon.

Something your CR level - like say a Cyclops: +11 for 3d6+7
Hits 75% of the time for an average of 10 damage. So would blow through in three hits. Still not too bad for a big ol' giant taking three successful swings to punch through.

Let's assume 1.5" of thickness = 38 HP to give a bit more protection from heavy hitters initially.

Working through it gives an effective +7 armor, with hardness 8 and 38 HP per panel.

Thoughts?


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

Looks pretty good, though if the AC is going to drop, I'd prefer it to be a little more durable. Could we reinforce the chitin with a 1/4 inch of steel or something like that?

I don't like the idea of a heavy hitter being able to kick it's way in with one good full attack.


Primordial Ooze

If you're happy to drop Acid Immune and have Acid Resist 10 instead, then I'd think external and internal reinforcement with steel banding would be eminently doable.

That could bump up the AC and hardness a couple of notches ea, though I'd think 38 HP is still pretty decent for a single side. Sure a large sized giant might be able to get close to kicking in one side with a good full attack... but it is a large sized giant after all ;)


HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2

That works for me. Immunity is a bit strong.

Looks like we've got the chassis. I'll have the weapon systems up on Monday.

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