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Werthead wrote: The aforementioned io9 article I contributed to. We talk pretty heavily about events from Books 4 and 5, so SPOILERS and definitely don't read if you're not up to date on the books. That was a really cool article. Thanks for sharing (and contributing)!
Sister Mara wrote: In games I've run I always had the access restricted so that only the DM could shift people around for just that concern, but that's more work for the DM to keep up with. I wondered how it would work for the access to be open to everyone, but then anyone with access (including non-players) could shift things around. Maybe just limit access to the players (you'll need our e-mail addresses to grant access to the google docs) and give it a trial run? Figured I would push this over to the discussion. Good idea SM. If everyone wants to give me their Google names, I can add you in. If it gets to chaotic, I'll just restrict the access and move things around on my own.
James Keegan wrote: I was a Knight, cranked up my strength to 34, dex to 18, vitality to somewhere in the 20s, endurance 40, faith 12 (just for Heal). Stuck with the elite knight armor the whole way, upgraded the chest piece to +9, the rest around +7. +15 longsword was my go-to weapon with a +5 black knight shield. For rings, I went with favor and protection after dealing with Lautrec in Anor Londo and the cloranthy ring from the Great Hollow to keep my stamina regenerating quickly. I also made the Greatshield of Artorias, but it's resistances aren't as good as the Black Knight shield, so the latter won out. Cool. Sounds pretty similar to my character, though I focused on Dex instead of Str. I'm using the Sliver Knight straight sword at +5 and the Silver knight's shield +3, also using the elite knight set. The ring of favor and protection has been great. I was so happy when I killed that murderous jerk. We actually double ko'ed each other! It was a super intense moment waiting to see if the game would give me credit for the kill, but it did.
Out of curiosity, which build did you end up finishing the game with? James Keegan wrote: I actually just started over with another knight after getting stuck on Ornstein and Smough in Anor Londo. Also decided not to go for the drake sword in the early going on this playthrough- the early sections are a lot more challenging without it.
James Keegan wrote:
I used your advice and beat that part! Thanks!
Hey gang, before we move forward, I was wondering if everyone was okay with adapting James's house rules from our previous game: Spoiler:
James Keegan wrote:
Is everyone cool with that? I feel like that will let us move things along a little more quickly.
James Keegan wrote:
Thanks, we had a blast! The Wasted West thing looks cool. I'll pick up the PDF when I've got a couple spare bucks. Would you recommend the Midgard Campaign setting PDF too?
Orthos wrote:
James + Greg = Paizo power couple!
Carbon D. Metric wrote:
This is awesome. I want to play this guy.
James Keegan wrote:
I love Ustalav and CoC. I've never read any Midgard books but I listened to an interview with Wolfgang Bauer (I think) where he described a bunch of the setting. I thought it sounded really cool and I would grab whatever books I needed for it with no problem. So yeah, I'm in to any and all of that.
Also, Tsuto survived in my game and was thrown in jail by the PCs and Sheriff Hemlock. After being interrogated, he was picked up by Justice Ironbriar to be taken back to Magnimar and stand trial. It was a nice way to foreshadow the Justice and set up a reunion later on with Tsuto. Here is how I stated him up for their second encounter: :
Tsuto Kaijitsu
Half-Elf Monk 4 Rogue 3 LE Medium Humanoid (elf, human) Init +8; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 19, touch 19, flat-footed 14 (+4 Dex, +1 dodge) hp 49 (7d8+7) Fort +6, Ref +11 (+1 bonus vs. traps), Will +8; +2 vs. enchantments, +2 vs. enchantment spells and effects Defensive Abilities evasion, trap sense; Immune sleep; Resist elven immunities -------------------- Offense -------------------- Speed 40 ft. Melee Unarmed strike +7 (1d8+2/x2) Ranged +1 Shortbow +11 (1d6+1/x3) Special Attacks flurry of blows +2/+2, ki strike, magic, sneak attack +2d6 -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8 Base Atk +5; CMB +8; CMD 26 Feats Dodge, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Rapid Shot, Scorpion Style (DC 16), Skill Focus (Acrobatics), Stunning Fist (4/day) (DC 16), Weapon Focus (Shortbow) Skills Acrobatics +15 (+19 jump), Bluff +4, Climb +10, Diplomacy +3, Disable Device +9, Escape Artist +11, Intimidate +4, Knowledge (history) +4, Knowledge (local) +5, Knowledge (religion) +4, Perception +11 (+12 to locate traps), Sense Motive +9, Sleight of Hand +10, Stealth +10, Swim +6, Use Magic Device +5 Languages Common, Elven SQ ac bonus +4, elf blood, fast movement (+10'), ki defense, ki pool, maneuver training, rogue talents (weapon training), slow fall 20', stunning fist (stun, fatigue), trapfinding +1, unarmed strike (1d8) Combat Gear Ring of the ram; Other Gear +1 Shortbow, 150 GP -------------------- Special Abilities -------------------- AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Elf Blood You are counted as both elven and human for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+10') The Monk adds 10 or more feet to his base speed. Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Maneuver Training (Ex) CMB = other BABs + Monk level Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Ring of the ram A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item. Construction
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Not sure if it's useful for anyone, but here is a different version of Ironbriar that I used: :
Justice Ironbriar
Elf Inquisitor 8 NE Medium Humanoid (elf) Init +13; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 22, touch 16, flat-footed 16 (+4 armor, +2 shield, +6 Dex) hp 58 (8d8+8); judgement of profane healing 3 Fort +6, Ref +9, Will +8; +2 vs. enchantments Defensive Abilities judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire) -------------------- Offense -------------------- Speed 30 ft. Melee +1 Rapier +14/+9 (1d6+2/18-20/x2) Special Attacks bane (+2 / 2d6) (8 rounds/day), bleeding touch 4 rounds (5/day), judgement of profane destruction +3, judgement of profane justice +2, judgement of profane piercing +3, judgement of profane smiting (magic), killing blow (4 bleed damage) (1/day) Spell-Like Abilities Bleeding Touch 4 rounds (5/day), Detect Alignment (At will), Discern Lies (8 rounds/day) Inquisitor Spells Known (CL 8): 3 (2/day) Keen Edge, Fester (DC 15), Retribution (DC 15) 2 (5/day) Resist Energy, Hold Person (DC 14), Invisibility, See Invisibility 1 (5/day) Doom (DC 13), Shield of Faith, True Strike, Detect Good, Protection from Law 0 (at will) Resistance, Daze (DC 12), Detect Poison, Read Magic, Detect Magic, Bleed (DC 12) -------------------- Statistics -------------------- Str 12, Dex 24, Con 11, Int 12, Wis 15, Cha 8 Base Atk +6; CMB +7; CMD 23 Feats Combat Reflexes (8 AoO/round), Coordinated Defense, Improved Initiative, Precise Strike, Toughness +8, Weapon Finesse Skills Acrobatics +15, Bluff +4, Climb +6, Diplomacy +6, Disable Device +11, Heal +7, Intimidate +10, Knowledge (arcana) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (history) +3 (+5 to identify the abilities and weaknesses of creatures), Knowledge (local) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+10 to identify the abilities and weaknesses of creatures), Knowledge (religion) +8 (+10 to identify the abilities and weaknesses of creatures), Perception +11, Sense Motive +12, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +18, Survival +2 (+6 to track), Use Magic Device +2 Modifiers monster lore Languages Common, Draconic, Elven SQ domains (murder), elven magic, judgement (3/day), solo tactics, teamwork feat (change 2/day), track Combat Gear Potion of cat's grace, Potion of undetectable alignment, Wand of cure moderate wounds; Other Gear Mithral Chain shirt, +1 Buckler, +1 Rapier, 150 GP -------------------- Special Abilities -------------------- Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon. Bleeding Touch 4 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage. Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Coordinated Defense +2 CMD if you are adjacent to an ally with this feat. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Discern Lies (8 rounds/day) (Sp) Discern Lies at will Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Inquisitor Domain (Murder) Associated Domain: Death Judgement of Profane Destruction +3 (Su) Weapon Damage bonus. Judgement of Profane Healing 3 (Su) Fast Healing Judgement of Profane Justice +2 (Su) Attack bonus Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus Judgement of Profane Protection +2 (Su) AC bonus Judgement of Profane Purity +2 (Su) Save bonus Judgement of Profane Resiliency 2: Magic (Su) DR/magic Judgement of Profane Resistance 6 (Fire) (Su) Energy Resistances Judgement of Profane Smiting (Magic) (Su) DR bypass Killing Blow (4 bleed damage) (1/day) (Su) Critical hits deal additional bleed damage. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures. Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target. Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues. Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones. Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another Track +4 Add the listed bonus to survival checks made to track. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
If you are looking strictly for pawns, I know there are a bunch of goblins in the Bestiary set and the Rise of the Runelords set.
Ben Shrike wrote: And if you guys are into sci-fi at all, take a look at Ashen Stars. It's a space opera/police procedural game from the guys that made Trail of Cthulhu. I picked it up recently and it seems really cool. Woah, that looks really cool. Just from the description, I pick up a Jim Starlin/ Mos Eisley/ Mass Effect sorta vibe from it. Those are things that I love, so that's a bit of a plus, ha ha. What is the Gumshoe system like? Is it d10 based like CoC?
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