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Well, my point is that RAW says "a circle centered on you" and it has a duration, so my inclination is that RAW would mean it does move with you. Looking for a clarification related to a ruling on CW or related circle spells... "I think it should" and "I think it shouldn't" are fine but don't really help me. If the rogue's imagination is limited to "stand there and trade blows," then their sneak attack deserves to be negated by a feat. All that feat does is prevent SA via flank and only from someone you hit the previous round. I'm fighting ninjas all the time in Jade Regent right now and I'm still not tempted to take it. A quick look across pregnancy sites indicate there's a 2.5% chance of conception from any one given act. You probably don't want to bother with this unless the player thinks it's an interesting plot, as medieval ship life would result in probably a 50% miscarriage rate and there are further options if she didn't want to stay pregnant. In my pirate game, our first mate is desperately trying to get his wife pregnant. She's a serpentfolk in disguise, though, so that's hard. Sex, pregnancy, etc. can be a good part of a mature game, it doesn't have to be "creepy" any more than going to an R-rated movie is. The S&S Player's Guide notes that Control Winds doesn't move with you; its area is "a cylinder." Control Weather is "a circle, centered on you." Does it move with you? Most other things that move with you are called emanations, like antimagic field - the only other spell I can find that uses "circle centered on you" is locate object and neither spell clarifies whether it moves with you or not. The S&S PG is silent on the subject. So does Control Weather move with the caster? I've been running a long term pirate campaign (Reavers on the Seas of Fate) and the PCs have a ship with 30 named NPCs, some of which are high-ish level and notable from other APs (Lavender Lil, Samaritha Beldusk, Jaren the Jinx, Bojask) and one of which is an ex-PC. Before they had their own ship they worked on one for another captain. It can work out great - they form real relationships with them. If you are a DM who considers relationships and interpersonal interaction to be a "distraction from the action," then it's probably not positive. But our PC captain and his mates spend a lot of time worrying about personnel management. Is Slasher Jim really a serial killer? How do we manage having women aboard a ship (everyone knows that's unlucky...)? How do we keep the crew busy enough that the ex-slaves and captured pirates don't get at each others' throats again? They are especially affected when someone they know and has known for a year dies... IMC, pirates with a flair for advancement sure as heck try to steal the spotlight from the PCs... It makes them up their game and try to be even more infamous. Jim Cavalcoli wrote:
Sure enough man. I encourage anyone to steal liberally from anything I post. My guide was of course before the recent piracy and Shackles products but it's pretty consistent I've found. Wondering if I should plug in some later S&S chapters into my campaign - the PCs are only level 6 and running two pirate campaigns back to back would probably be lame anyway... We've always used single weapon flurry, and I don't think it ever occurred to any of us that it could be treated differently. Seems clear enough when they say flurries are from any variety of hands, feet, etc. We'll continue to do that regardless of subsequent "ruling" (I bought a game book from Paizo, I didn't become their thrall). Hey, so what's the deal with the map in Isles? It doesn't have a lot of the locations on it. Like Port Peril is the only one of a bunch of listed coastland locales that is even on the map. I can understand minor locations not being on the little islands on the map, but what looks to be "capitals only" on the map makes it of little use. Did those get left off accidentally (in which case a pdf update would be nice)? In the Pathfinder pirate campaign I'm running, it's core only, plus specific other stuff I've added from Paizo and 3rd parties (Adamant/Sinister). APG stuff considered on request. In our Jade Regent game, it's Core + APG only with samurai/ninja from UC. We're not real big fans of the power and complexity creep of the Ultimates. DragonBelow wrote: I do like this book's Firearms rules better than those in UC, things feel more authentic. Agreed on that. The UC gun rules are deliberately watered down to fit the Gunslinger - the Freeport guns are way better for a pirate "gun every once in a while" kind of feel (as opposed to "multiple shots a round, because this is the Wild West"). Whatever's in there, just please review the rules more carefully. I was sorely disappointed in Adventurer's Armory, and many of the most crucial FAQ's from that book have never been addressed (especially all the monk/unarmed stuff). Whatever goes in here, please give it more of a game mechanics pass-over than previous. I think this is a great product line idea and would certainly get one for any AP I run! The value to me would be way higher than the map packs. My group already self-manufactures paper standups for our PC and uses generic ones from other manufacturers, because getting say "a dozen pirate minis" is otherwise a ridiculously expensive and difficult undertaking. In fact I'll probably get these and augment with bunches of mook pawns - I think it wouldn't cannibalize your sales to sell DIY paper pawn kits (like the LoF ones) as PDF alongside these. I buy minis, pawns, and DIY pawns and use all of them. But it sounds like you're comfortable with that already since you're doing pawns and minis. They don't have to cover the same things from the AP - if there was a DIY paper pawn kit PDF - or maybe even something more editable - with e.g. all the people/art from the NPC guide, GMG, other sources, so I could for example print out a page full of misc pirate looking folks using the great Paizo art... Now that would be a great product. One question on the bases, we can get them separately and not just with the Bestiary kit I'm hoping? Or they're probably compatible with the similar bases other folks sell? Macharius wrote:
Sure. Season One, Session Three is the Sable Drake (they meet some of the goblins in the previous session, and the captain comes back later in Riddleport), combined with Water Stop from En Route II. Season Two, Session Thirteen and Fourteen is Shatterhull Island. Here's what I've been using over the last 2 years for my pirate campaign. 1. Everything Freeport! Biobeast, you may be interested in knowing that they published stats for Buccaneers of Freeport and Cults of Freeport as Web enhancements. See here. Buccaneers and the Pirate's Guide to Freeport and the Pathfinder Freeport Companion are great, but so are the Death in Freeport and other adventures and all the other books, there are many. Tales of, Denizens of, Creatures of, Treasures of... 2. Ice Titan, you're not alone on Stormwrack. I use it for a bunch of sailing and weather rules and have used several encounters - Shatterhull Island and the Sable Drake. You can see how those went in our session summaries. 3. Sinister Adventures' "Indulgences" are good for encounters and rules, not sure if you can buy them any more. Razor Coast is clearly never coming out, more's the pity - syncing that up with S&S would be beautiful. 4. I looked at a *lot* of ship and sailing rules. I hate the "silly fantasy" kinds (gnomish paddlewheelers!). I liked two 3e bopoks from Living Imagination, Broadsides! Naval Adventure and Pirates!. 5. For NPCs (not statted for D&D), also "The Pirate Nations" for 7th Sea. 6. There's a whole game with loads of stuff for it (15 adventures!) called Pirates. Set on Earth but mineable for plots and stuff. 7. I used some of Adamant Adventures' Tome of Secrets (swashbuckler class, etc.) for my pirate game. 8. I like my old Citybook II: Port O'Call From Flying Buffalo for seaside town locations, NPCs, and some ships. 9. I like Atlas Games' En Route II: By Land or by Sea for encounters and adventures. 10. Zak's Wavecrawl Kit and associated "Today at Sea" random generator on Abulafia. 11. Paizo's From Shore to Sea module and its sister product Sunken Civilizations from Open Design. 12. Black Powder Weaponry from LPJ Design, to replace the lame guns in the APG. Fourth Session (13 page pdf) – We hit Brinewall Castle and it’s full of dire corbies. As if those aren’t bad enough, then there’s mutant ogrekin and a hellclown! The hellclown that killed V’lk’s family! Run away! Run away! [blog post] To add on to a more rail-ey AP, consider Zak from D&Dw/PS's Wavecrawl Kit, he links to some other saltbox setups too. I use it in my pirate campaign which I balance between plot and sandbox. In the 3.5e Stormwrack supplement, there's an encounter with the Sable Drake, a goblin pirate ship (the captain is actually a wererat, hence them not just running aground all the time). I used it in my game but had to weird it up a little bit to reflect the more disorganized nature of Golarion's goblins, but they have fully statted up officers and stuff if it'd be helpful. In case this helps anyone, I've been running a pirate game for years and here's my rules and player's guide. Yes to guns and cannon, core only (APG by request, no ultimates) plus the Swashbuckler and Shaman classes from Adamant's Tome of Secrets and dueling stuff from Art of the Duel by Sinister Adventures. I created a bunch of fitting campaign traits detailed in the player's guide linked off that site and did a "player's guide to piracy" that collates and expands on the various sea/trade route/port info available. Not technically S&S, but I've been running a Pathfinder piracy game in Golarion for a while and my PCs are scouting the Sallow Coast for towns to raid. I figured it would be a good resource for all and sundry to list some good resources for random towns to use in this circumstance! I'm lazy, so I thought I'd take advantage of the RPG tendency to always put a fully detailed village in half the extant adventures. What are some good premade towns (and what are they from) that I or others could use as a detailed source for our PCs to hit when they are feeling reaverlicious all of a sudden? Doesn't have to be from a PF product, just anything people are likely to have at hand (popular 3/3.5e modules lines, whatever). My specific need is for one that 6th-level PCs and a crew full of L2 pirates can hit, but feel free and list more with likely magnitude ("Here's a coastal city described in LC2 Loons of the Coast, but you'd want to have leve l 10 PCs and at least 5 ships to do it.") Previously they raided a town that was in a 3.5e module ("Mansions of Shadow" by Green Ronin) and having a fully detailed town made it a lot of fun for them (let's steal that colorful inn sign!). Third Session (9 page pdf) – We travel across Varisia and see the sights, until we reach Brinewall. Ameiko falls mysteriously ill and we go recon the town, which is mostly intact but abandoned. What caused its sudden abandonment? We mean to find out. [blog post] Been a while. Stopped posting since no one ever said anything. We've been going strong since, though, playing through From Shore To Sea among others! Come check out the best session summaries you'll ever read. I mash up Riddleport with Freeport in some rollicking pirate fun that you'll want to study to prepare for Skull and Shackles! Reavers on the Seas of Fate, Season Two Eleventh Session (13 page pdf) – “Teeth of Araska” – A Shackles pirate ship led by the infamous Captain Grudge decides the PCs look like tasty prey. Will they be victims or victors? [blog post] Twelfth Session (12 page pdf) – “Water Stop 2″ – In our first sequel, the PCs need crew for their new ship, and remember the island of freed slaves from Water Stop (Season One, Third Session). They head there to recruit! Naturally, it’s not that easy. [blog post] Thirteenth Session (16 page pdf) – “Shatterhull Island” – The PCs follow a treasure map to the wreck of the Sandspider. But who will plunder who’s booty? Only time will tell… [blog post] Fourteenth Session (11 page pdf) – “Return to Riddleport” – Extracting the Teeth of Araska from its precarious harbor at Shatterhull Island is difficult, and becomes more difficult when some merrow show up to the party. [blog post] Fifteenth Session (13 page pdf) – “Shadows Over Riddleport” – The PCs get back to Riddleport at long last with their new ship and spoils, but it’s not all booze and broads – the phantoms from the Devil’s Elbow are here too! [blog post] Sixteenth Session (14 page pdf) – “The Cypher Lodge” – Looks like the phantoms have taken over the Cypher Lodge, and the PCs have to throw down with Thorgrim and some old friends. [blog post] Seventeenth Session (15 page pdf) – “Press Gang” – As usual, a little bit of time in port results in the PCs really tearing it up. A whole long session, and no real fights, but it’s not slow, with two beatings, several sexual escapades, organized crime activity, shopping, drinking, jail time… [blog post] Eighteenth Session (12 page pdf) – “The Fishwife’s Lament” – The motley crew of the Teeth of Araska heads to sea, and immediately decides that they are on a search and destroy mission for every random encounter ever! And then, they meet the dreaded fishwife. [blog post] Nineteenth Session (27 page pdf) – “A Pirate’s Life For Me” – More time at sea; the crew gets into the pirate spirit and wavecrawls the hell out of the region. Vikings! Whales! Dead Vikings! Dead whales! Mass hysteria! [blog post] Twentieth Session (18 page pdf) – “From Shore To Sea” – The crew drops into the village of Blackcove to check in on their old buddy Jaren the Jinx. Apparently his jinxiness has gone nuclear as tentacle horror erupts. [blog post] Twenty-First Session (18 page pdf) – “Monster Island” – Their ship missing in action, the crew heads to the nearby island of Nal-Kashel, which bears Azlanti ruins of the “demented World of Warcraft” design school. Then the mutation comes. [blog post] Twenty-Second Session (19 page pdf) – “Monster Island, Part 2″ – It goes from bad to worse on the ruined Azlanti islands; the number of living pirates is going down while the mutations and insanities of the survivors increase. And then a huge spiderlike monstrosity appears standing right next to you. [blog post] Second Session (13 page pdf) – We unearth a lot of beached ships in the swamp, and then best a samurai skeleton warrior! We put a caravan together to go check out the lost Kaijitsu secrets in Brinewall. [blog post] First Session (14 page pdf) – We meet our intrepid crew of adventurers, and are immediately dispatched to the swamp to fight goblins. Oh, joy. We run right into the Licktoad Goblin village and carnage erupts. [blog post] My gaming group in Austin is going through Jade Regent currently. We write up extensive session summaries for each session - like 10+ page PDFs full of adventure and hilarity. Give them a try, you'll never go back to boring summaries again! Here are our doughty PCs (character sheets posted on our blog):
Yes, we make sure and put the blind guy and the mute guy in a fire-team together as much as possible. I loved 2e as well. I liked the core mechanics changes in 3e but in retrospect it has grown way too large. 2e had all kinda of wonky stuff, but we never played it RAW, we just elided over the little crufty parts. It was probably the best balance of rules weight of all the editions - I'd like to see Pathfinder cut back to that level - improved, but not so complex. I think feats could be saved if you got rid of the ones that just de facto limit everyone else from trying cool stuff. I loved playing in CoCT but chapters 4 and 5, especially History of Ashes, were wearying. It just seemed like too many artificial hoops to jump through. At the time I described it as: "To find out about the relics in the Queen’s crown, you need Guy #1 to tell you, but to do that you need to perform Heroic Task 1, but to do that you need Guy #2, but to do that you need to perform Heroic Task 2, but for that you need Guy #3, but for that you need to perform Heroic Task 3." We seriously considered alternate means of persuasion on Guy #1, if you know what I mean. If I were to run CoCT today I would rewrite that entire chapter to be less contrived and chain-questy. For an AP that has otherwise been pretty focused and, though having a strong plot, allowing the PCs a lot of latitude in how to scurry around Korvosa and get stuff done, it was weak - even omitting the "leave the place you've spent 3 chapters investing in" and all that. And Scarwall... Also a little contrived. My "video game senses" kicked in the second I saw the main boss and I realized what had to be done. Still my favorite AP, but really that's on the back of 1-3 and 6. We did enjoy making fun of the Boner Squad in 4-5 though. It doesn't have to slavishly use all the PF mechanics - but if it doesn't generally use the PF classes, and races, and iconic kinds of spells and whatnot, it'll be kind of pointless. If my character has different stats from the "big six," or there's complex ability trees not familiar-feeling to the game, it makes me a lot less interested. With a fantasy gaming world like this, a lot of things about the world are kinda outgrowths of the game system. All I'm saying is that from an in game perspective, the MMO Golarion should look and act like the RPG Golarion, which prescribes a certain amount - but certainly not all that much of the details - mechanical similarity. Gorbacz wrote:
Although I appreciate your ardor to not have the MMO use the Pathfinder rules, 1. You most certainly could use the clarifications that Wizards publishes on their own site about what the OGL means in court. About 1/100 of what's brought up in a civil trial is black-letter law. 2. It's actually fairly easy. It's complicated if you have *new* OGC in your game. But if you're using existing, just link to the SRD and say "this!". But let me not interrupt the "it's impossible!" riff... Gorbacz wrote:
Actually, it's pretty cut and dried. Per the OGL FAQ:
Quote:
And that OGL software FAQ says in part: Quote:
IANAL but I can read... I'd like to see: 1. Vikings headed across the sea, stopping in Azlant, ending up in Arcadia, making use of cool Native American style mythology there. Should end with everyone dying a glorious death. 2. A military campaign, maybe in the Worldwound - a new crusade out of Mendev. Probably ends up in a bit of planar travel. Get to highlight the Kellids too. 3. A noir-y, mostly urban campaign in Geb and Nex. Cold war espionage and an opportunity to show off some of the more exotic parts of the world. Flag/headshot art reuse is fine. I like three kinds of art. 1. Art which illustrates something otherwise hard to picture exactly - like a country's flag. 2. Art which I'd use as a player handout or NPC illustration. The "straight up" NPCs illustrations so common in Paizo works are great. 3. Art depicting a setting or similar that the PCs will interact with a lot. The pics of Riddleport from afar are great; the one of the prow of the Teeth of Araska was helpful (as my PCs took the ship, though I wish it had shown more of the ship). Art that's "action shots" and whatnot are not useful to me. I don't mind that on the cover, but then that's about it. So like in Faiths of Corruption, let's go through the utility of the art.
Let's do Humans of Golarion too.
So in general good, actionable, could be more. It's not the high quality art of the main lines but that's OK, gotta save $$ somewhere, and Reynolds' gotta sleep. I have to say, the companions don't speak to me that much. I get them, I leaf through them, then that's about it. Sometimes my players ask to borrow one relevant to them but I often find they didn't read it afterwards. To me, they just don't give you much good actionable player information. The Cheliax book was a good example. It was mainly stuff you already knew if you had read any other relevant materials, and didn't really give much good specific grist to players for their PCs. It tended to say over and over again in many different ways "You like slavery!" and "Asmodeus, at least kinda!" But in terms of "I want to make a character who has more Chelaxian about him that those 2-3 major traits," or even "as a GM I want to run an adventure set in Cheliax, what makes things look/feel different from everywhere else?" (again, besides Asmodeus and slaves). Perform this exercise - go through a PC and cross out every sentence that does not add something new (is a restatement of something already said, or is blazingly obvious and doesn't need to be said) or isn't really useful to a player and see what you have left. Much of that is really more GM-focused than PC-focused. They are also not written in an engaging tone, by and large. I would think the point of a 32 pg players guide is to be extremely gripping; to fire people's imagination with ideas and images and not just be a fake textbook. More Vornheim and less Britannica. Maybe use some fiction; I got a lot more gameable fluff out of 32 pages of Prince of Wolves setting-wise than the 32-page Cheliax book despite it being "for reference". The "You" stuff is OK but is often being used to seemingly command the player, which is a problem. An example from Faiths of Corruption - "As a Kuthite, you want only to increase the suffering in
Irranshalee wrote:
1. You can change what you want under the OGL; you may be thinking of the new 4e GSL which does not allow changing things and using the same name for them. 2. As far as the OGL goes there is no difference between free and charging; Paris' note to that effect is incorrect. It generally takes us about three six-hour sessions per AP chapter. You can visit the links for full chapter by chapter breakdowns and session summaries, but we did Rise of the Runelords in 26 sessions and Curse of the Crimson Throne in only 18. RotR was 3.5 and using normal XP rules; CotCT was Pathfinder Beta and using "level as we need to", so we were a) more bad ass and b) not having to scrape dumpsters for XP. Plus we were mostly only 3 PCs for CoCT and 5 for RotR, which has an effect. Those are both for just straight playing through an AP; I have been running one campaign where it took like 40 sessions to get through the first two chapters of Second Darkness, but with about a dozen or so other adventures added in. Aberrant Templar wrote:
Which is fine, but my mount gets a lot of feats, I want to make sure I'm making use of a major part of my class - without the horse, I may as well be a fighter and get more feats. I'm confused as to who takes what feat- trample would be me, but IO and GO and CT is the mount the way I read it... Jon Otaguro 428 wrote: I think you should give some thought to taking improved precise shot at 11th level. If you are familiar with the cover rules, archers have -4 to hit (which is negated by improved precise shot) whenever their target has cover. Yeah, maybe. I think I'll wait and see how much that comes up in play before committing. If I am in melee a lot, point blank master, if I'm having trouble hitting folks due to cover, IPS. This GM hasn't thrown a lot of cover at us (and tends to disregard it when we take it) so i t may not come up. Well, got my samurai archer nailed down for Jade Regent, thought I'd ask for review and I have two specific questions. Here he is - switch hittery, but I want to focus more and more on archery as I level. With PA/DA/RS enabled since I plan to always use 'em! No clever gearing, as I'll be at the mercy of the AP there. level 1:
YOSHIHIRO KAIJITSU CR 1/2 Male Human (Tian) Samurai 1 NG Medium Humanoid (Human) Init +5; Senses Perception +4 -------------------- DEFENSE -------------------- AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex) hp 11 (1d10) Fort +2, Ref +3, Will +1 Defensive Abilities Resolve (1/day) -------------------- OFFENSE -------------------- Spd 20 ft. Melee Glaive +3 (1d10+7/20/x3) and . . Longsword +3 (1d8+5/19-20/x2) and . . Unarmed Strike +3 (1d3+5/20/x2) Ranged Longbow +4 (1d8/20/x3) Special Attacks Dragon's Challenge +1/+1 (1/day) -------------------- STATISTICS -------------------- Str 17, Dex 16, Con 11, Int 10, Wis 10, Cha 12 Base Atk +1; CMB +4; CMD 17 Feats Point Blank Shot, Power Attack -1/+2 Traits Reactionary, Younger Sibling: Ameiko (Ex) Skills Acrobatics +1, Climb +1, Diplomacy +5, Escape Artist +1, Fly +1, Perception +4, Ride +5, Sense Motive +4, Stealth +1, Survival +4, Swim +1 Modifiers +2 Ride while riding your bonded mount., Dragon's Skills Languages Common, Tien SQ Animal Companion Link (Ex) Combat Gear Armored Coat, Glaive, Longbow, Longsword; -------------------- SPECIAL ABILITIES -------------------- +2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount. Animal Companion Link (Ex) You have a link with your Animal Companion. Dragon's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge. Dragon's Skills +1 (Ex) +1 to Survival checks for allies. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Resolve (1/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon Younger Sibling: Ameiko (Ex) +1 vs foes threatening sibling. -------------------- Aspects: Versatile Samurai Warrior Always An Outsider Driven To Prove Myself Yoshihiro "Hiro" Kaijitsu was born five years after his sister Ameiko. He continually tried to prove himself to his father Lonjiku but no matter how much he tried, he could never live up to the man's rigid expectations. Right after Ameiko's falling out with her father, Lonjiku shipped Yoshihiro off to be a squire in an the Order of the Dragon chapterhouse in Cheliax. This training was rocky - as a foreigner he never quite fit in, and though he practiced hard with horse, bow, sword, and polearm, his technique, informed by his father's tutelage, is rather odd compared to the other cavaliers of Cheliax. He has just earned his spurs and has returned to Sandpoint, only to find his mother and father dead, with Ameiko his only relative in the town. Despite his Order of the Dragon training, he is too immature to have fully bought into the order's ideology. He is still fixated on personal glory and proving himself. His sister taught him about Shelyn when he was young, and his father made him memorize books on bushido, but he still has a lot to learn about being truly worthy and honorable.
level 11:
YOSHIHIRO KAIJITSU CR 10 Male Human (Tian) Samurai 11 NG Medium Humanoid (Human) Init +5; Senses Perception +13 -------------------- DEFENSE -------------------- AC 22, touch 13, flat-footed 19. . (+9 armor, +3 Dex) hp 76 (11d10) Fort +7, Ref +6, Will +4 Defensive Abilities Greater Resolve (6/day) -------------------- OFFENSE -------------------- Spd 20 ft. Melee +2 Glaive +12/+7/+2 (1d10+17/20/x3) and . . +2 Katana +12/+7/+2 (1d8+12/18-20/x2) and . . Gauntlet (from Armor) +10/+5/+0 (1d3+10/20/x2) and . . Unarmed Strike +10/+5/+0 (1d3+10/20/x2) Ranged +2 Longbow, Composite (Str +4) +12/+12/+7/+2 (1d8+14/20/x3) Special Attacks Dragon's Challenge +11/+3 (4/day) -------------------- STATISTICS -------------------- Str 18, Dex 17, Con 11, Int 10, Wis 10, Cha 12 Base Atk +11; CMB +15; CMD 28 Feats Deadly Aim -3/+6, Manyshot, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rapid Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow Traits Reactionary, Younger Sibling: Ameiko (Ex) Skills Acrobatics -2, Bluff +5, Climb +3, Diplomacy +14, Escape Artist -2, Fly -2, Handle Animal +5, Intimidate +5, Perception +13, Ride +11, Sense Motive +13, Stealth -2, Survival +13, Swim +3 Modifiers +5 Ride while riding your bonded mount., Dragon's Skills Languages Common, Tien SQ Aid Allies +4 (Ex), Animal Companion Link (Ex), Banner +3/+2 (Ex), Honorable Stand (1/day) (Ex), Mounted Archer (Ex), Strategy (Ex), Weapon Expertise: Longbow (Ex) Combat Gear +2 Glaive, +2 Katana, +2 Longbow, Composite (Str +4), +2 Tatami-do; -------------------- SPECIAL ABILITIES -------------------- +5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount. Aid Allies +4 (Ex) Aid Another grants +4 Animal Companion Link (Ex) You have a link with your Animal Companion. Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging. Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Dragon's Challenge +11/+3 (4/day) (Ex) +11 to damage target, -2 AC vs. others when used, allies gain +3 to hit the target of your challenge. Dragon's Skills +5 (Ex) +5 to Survival checks for allies. Greater Resolve (6/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon Honorable Stand (1/day) (Ex) At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Decl Manyshot You can shoot two arrows as the first attack of a full attack action. Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Precise Shot You don't get -4 to hit when shooting or throwing into combat. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Strategy (Ex) Grant varying bonuses to allies within 30' Weapon Expertise: Longbow (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits. Younger Sibling: Ameiko (Ex) +1 vs foes threatening sibling. level 15:
YOSHIHIRO KAIJITSU CR 14 Male Human (Tian) Samurai 15 NG Medium Humanoid (Human) Init +6; Senses Perception +15 -------------------- DEFENSE -------------------- AC 22, touch 13, flat-footed 19. . (+9 armor, +3 Dex) hp 102 (15d10) Fort +9, Ref +9, Will +6 Defensive Abilities Greater Resolve (8/day) -------------------- OFFENSE -------------------- Spd 20 ft. Melee +2 Glaive +15/+10/+5 (1d10+20/20/x3) and . . +2 Katana +15/+10/+5 (1d8+14/18-20/x2) and . . Gauntlet (from Armor) +13/+8/+3 (1d3+12/20/x2) and . . Katana +13/+8/+3 (1d8+12/18-20/x2) and . . Unarmed Strike +13/+8/+3 (1d3+12/20/x2) Ranged +2 Longbow, Composite (Str +4) +17/+17/+12/+7 (1d8+18/20/x3) Special Attacks Dragon's Demanding Challenge +15/+4 (5/day) -------------------- STATISTICS -------------------- Str 18, Dex 18, Con 10, Int 10, Wis 10, Cha 13 Base Atk +15; CMB +19; CMD 32 Feats Deadly Aim -4/+8, Greater Weapon Focus: Longbow, Greater Weapon Specialization: Longbow, Manyshot, Mounted Combat, Point Blank Shot, Power Attack -4/+8, Precise Shot, Rapid Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow Traits Reactionary, Younger Sibling: Ameiko (Ex) Skills Acrobatics -1, Bluff +6, Diplomacy +19, Escape Artist -1, Fly -1, Handle Animal +7, Intimidate +6, Perception +15, Ride +15, Sense Motive +15, Stealth -1, Survival +15 Modifiers +5 Ride while riding your bonded mount., Dragon's Skills Languages Common, Tien SQ Act as One (1/combat) (Ex), Aid Allies +5 (Ex), Animal Companion Link (Ex), Greater Banner +4/+4 (Ex), Honorable Stand (1/day) (Ex), Mounted Archer (Ex), Strategy (Ex), Weapon Expertise: Longbow (Ex) Combat Gear +2 Glaive, +2 Katana, +2 Longbow, Composite (Str +4), +2 Tatami-do - Normal -, Katana;
1. What's the best order to take the archery feats in? I know what I want eventually, but I'm a bit feat started, is it more important to get in there with the deadly aim fast, or the rapid shot/multishot thing first, or weapon focus/weapon spec first... Also, I fretted over starting with 17 str/16 dex or 18 str/15 dex. For the feats I was thinking as an order maybe power attack, pbs, rapid shot, deadly aim, weapon focus, weapon spec, multishot, point blank master, greater weapon focus, greater weapon spec. 2. My horse. Mounted feats are so confusing... So if the horse takes improved overrun and greater overrun and charge through, then I can run over some poor bastard on the way to my real target, have the horse kick him, and do an AoO of my own on him, right, without me needing any mounted feats? I was looking at that, and even mounted combat doesn't seem to great because his AC will be above my Ride most of the time. horse at level 15:
AKUMU CR 12 Male Horse NN Large Animal Init +4; Senses Low-Light Vision, Scent; Perception +10 -------------------- DEFENSE -------------------- AC 33, touch 13, flat-footed 29. . (+5 armor, +4 Dex, -1 size, +15 natural) hp 90 (+36) Fort +11, Ref +12, Will +5 -------------------- OFFENSE -------------------- Spd 50 ft. Melee Bite (Horse) +16 (1d4+8/20/x2) and . . Hooves x2 (Horse) +16 x2 (1d8+8/20/x2) and . . Unarmed Strike +16/+11 (1d4+8/20/x2) Space 10 ft.; Reach 5 ft. -------------------- STATISTICS -------------------- Str 26, Dex 18, Con 17, Int 2, Wis 12, Cha 6 Base Atk +9; CMB +18 (+22 Overrunning); CMD 32 (34 vs. Overrun36 vs. Trip) Feats Charge Through, Greater Overrun, Improved Natural Armor, Improved Natural Attack: Hooves x2 (Horse), Improved Overrun, Multiattack (Multiattack / Extra Attack), Power Attack -3/+6 Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick], Track [Trick] Skills Acrobatics +9, Climb +7, Escape Artist +3, Fly +1, Perception +10, Ride +3, Stealth -1, Survival +2, Swim +12 Languages SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Evasion (Ex), Fetch [Trick], Improved Evasion (Ex), Multiattack / Extra Attack, Perform [Trick], Seek [Trick], Stay [Trick], Track [Trick] Combat Gear +1 Chain Shirt; -------------------- SPECIAL ABILITIES -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Charge Through You can make a free overrun as part of a charge. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments. Evasion (Ex) No damage on successful reflex save. Fetch [Trick] The animal will get a specific object. Greater Overrun +2 to overrun, targets provoke AoO if they are knocked prone. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Improved Overrun You Overrun at +2, and your opponent cannot choose to avoid / block you. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty. Perform [Trick] The animal will perform tricks. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Stay [Trick] The animal will stay where it is. Track [Trick] The animal will track a scent. Got my GM's permission to go samurai. Comments on this samurai archer build? And question - challenge only works on melee damage not missile right? Hero Lab applies it to both, which would be great but unless I'm missing something that's a bug... On the bow, with manyshot/rapid shot/deadly aim activated, he's +12(x2)/+12/+7/+2 for 1d8+14, and with power attack on is +12/+7/+2 for 1d10+17 with the glaive. Again, not bothering with magic item tricks here; items would add on top of course. samurai:
HIRO KAIJUTSU CR 10 Male Human (Tian) Samurai 11 NG Medium Humanoid (Human) Init +3; Senses Perception +13 -------------------- DEFENSE -------------------- AC 22, touch 13, flat-footed 19. . (+9 armor, +3 Dex) hp 76 (11d10) Fort +7, Ref +6, Will +4 Defensive Abilities Greater Resolve (6/day) -------------------- OFFENSE -------------------- Spd 20 ft. Melee +2 Glaive +12/+7/+2 (1d10+17/20/x3) and . . +2 Katana +12/+7/+2 (1d8+12/18-20/x2) and . . Gauntlet (from Armor) +10/+5/+0 (1d3+10/20/x2) and . . Unarmed Strike +10/+5/+0 (1d3+10/20/x2) Ranged +2 Longbow, Composite (Str +4) +12/+12/+7/+2 (1d8+14/20/x3) Special Attacks Dragon's Challenge +11/+3 (4/day) -------------------- STATISTICS -------------------- Str 18, Dex 17, Con 11, Int 10, Wis 10, Cha 12 Base Atk +11; CMB +15; CMD 28 Feats Deadly Aim -3/+6, Manyshot, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rapid Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow Traits Younger Sibling: Ameiko (Ex) Skills Acrobatics -2, Bluff +5, Climb +3, Diplomacy +14, Escape Artist -2, Fly -2, Handle Animal +5, Intimidate +5, Perception +13, Ride +11, Sense Motive +13, Stealth -2, Survival +13, Swim +3 Modifiers +5 Ride while riding your bonded mount., Dragon's Skills Languages Common, Tien SQ Aid Allies +4 (Ex), Animal Companion Link (Ex), Banner +3/+2 (Ex), Honorable Stand (1/day) (Ex), Mounted Archer (Ex), Strategy (Ex), Weapon Expertise: Longbow (Ex) Combat Gear +2 Glaive, +2 Katana, +2 Longbow, Composite (Str +4), +2 Tatami-do; -------------------- SPECIAL ABILITIES -------------------- +5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount. Aid Allies +4 (Ex) Aid Another grants +4 Animal Companion Link (Ex) You have a link with your Animal Companion. Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging. Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Dragon's Challenge +11/+3 (4/day) (Ex) +11 to damage target, -2 AC vs. others when used, allies gain +3 to hit the target of your challenge. Dragon's Skills +5 (Ex) +5 to Survival checks for allies. Greater Resolve (6/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon Honorable Stand (1/day) (Ex) At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Decl Manyshot You can shoot two arrows as the first attack of a full attack action. Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Precise Shot You don't get -4 to hit when shooting or throwing into combat. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Strategy (Ex) Grant varying bonuses to allies within 30' Weapon Expertise: Longbow (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits. Younger Sibling: Ameiko (Ex) +1 vs foes threatening sibling.
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