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Thanis Kartaleon's page
1,233 posts (1,245 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.
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• Preface •
Hey all... don't know how many of you remember me; I used to be a fairly active poster, but I abruptly stopped soon after the release of 4th edition. The new D&D was a factor, but mainly it had to do with my group falling apart. I was very discouraged and took the break up quite personally.
I've mainly been playing WoW since then; if you're interested you can talk to me on Silver Hand (Alliance), my name on there is Mylan and I am the guild leader of The Finest Thread (yes, the shop in Stormwind).
But, the itch to do some real tabletop gaming has never left me, and recently I was given a chance to run a game. It's going to happen this Friday, so I figured I should make sure I've got all my notes in order. I remembered all the fun folks on here and decided to post it up.
• Notice •
This campaign is tightly based on the plot from the original Final Fantasy (NES, Squaresoft). Names and locations have been adjusted, and plot spackle added to fit the Eberron Campaign Setting. The intro, up until about level 3 (hopefully), will be of my own devising.
• Setup •
Sourcebooks allowed for players: PH, ECS, DMG*. All other sources must be approved individually.
Characters begin play as level 1 members of NPC classes (Adept, Aristocrat, Commoner, Expert, Magewright, Warrior). Only one non-human is allowed in the party. Ability scores are point buy (15 points; 10x3 11x3 for laziness). No ability score may appear more than 3 times (a min-max limiter). Health and wealth are average for a starting member of the chosen class. Each character gets a bonus 'synergy' feat (+2 to two skills) to help flesh out their characters.
* For the NPC classes only.
• Background •
Elements in bold are pretty much blanks that I need to fill in.
The characters are childhood friends from the hamlet of Byhaven, a Brelish town on the northern edge of the Faded Forest (a stretch of woods about 130 miles in diameter near the border to Zilargo). The chief export of Byhaven is livestock (primarily horses) and oranges. As far as rural Brelish villages go, Byhaven is slightly more religious leaning, with a monastery to the Sovereign Host dominating the Commons. House Vadalis maintains a small outpost here.
The characters all wish they could be heroes; life has allotted them a different fate it seems - or so they think. Each player should have the class their character wishes they could be written down ahead of time. The players should work together on this to decide party roles ahead of time.
The campaign will appear to begin in medias res; however, it will soon be revealed that the characters are listening to the master horsegroom Yelfis, an amateur storyteller, regal them in the pent-ultimate tale in a fantastical epic. The storyteller leaves off as the heroes are about to enter the evil wizard's tower. He is called away to attend to the steed of a visitor to the isolated town, a young knight of the crown named Laren ir'Colworn (Ranger 6).
Byhaven
Isolated Hamlet, Population 289
Leadership: Mayor Pater Morrus (NG).
Economics: 100 gp purchase limit; 1,445 gp asset limit.
Laren ir'Colworn
Male human ranger 6
LG Medium humanoid (human)
Action Points 3
Init +5; Senses Listen +1, Spot +1
Languages Common + 3
---
AC 11, touch 11, flat-footed 10
hp 21 (6 HD)
Fort +4, Ref +6, Will +3
---
Speed 30 ft. (6 squares)
Melee +1 adamantine greatsword +10/+5 (2d6+5)
Base Atk +6; Grp +9
Atk Options Cleave, favored enemy goblinoids +4/humans +2, Power Attack
Ranger Spell Prepared (CL 3rd):
1st - read magic, speak with animals
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Abilities Str 16, Dex 13, Con 8, Int 14, Wis 13, Cha 10
SQ wild empathy +6 (+2 magical beasts)
Feats Blind Fight, Cleave*, Endurance*, Heroic Spirit, Improved Initiative*, Improved Sunder, Power Attack*, Track*
Skills
Possessions
---
Animal Companion light horse (+2 HD, +2 natural armor, +1 Str/Dex, +2 tricks; Link, share spells, Evasion)
Notes Laren is using an alternate Ranger weapon style, granting him Power Attack and Cleave.
EDIT: Ah, didn't see that you couldn't 'save' posts for later editing down the road. If a mod happens by, care to remove my redundant entries?
Mactaka wrote: I received my print copy today!
It's awesome! The interior is so amazing.
However, and I do not fault Paizo, but they should address it to the postal service...The DO NOT BEND was ignored, and my copy was slightly bent. Though, maybe this is the carrier's fault since it looked like he stuffed it in the mailbox.
Fortunately, it did not tear the cover, and there is only a small crack.
I loved the pdf, but the real thing is lovely.
thanks guys.
I had the same problem - the mailman ignored the DO NOT BEND instruction and jammed it into my mail box. Nothing tore, but there are some pretty serious kinks. I'm going to talk to the post office asap.
kahoolin wrote: Or are they Divine spells that don't come from a god? Is that even possible? It indeed is. Clerics are the only class that, by the book, have to choose a god. Yes, paladins normally follow a god, but nothing in their text explicitly says they have to choose one.
I think your idea is fine, though of course some spells will have to have different names (Holy Smite?). But I think you can handle that. :-)
Fatespinner wrote: We're a bit short on healers in general, really. Lilith has a paladin and Celestial Healer's got a priest, but that's really it (well, TK has a shaman, but those aren't really designed to be main healer classes, especially since I don't think he's Healing-specced). I am totally healing spec'd. Just got my water totem, too! Man that thing was a pain to get. I'm adding all you new people to my friends list now!

It really all depends on what abilities you want the monster/NPC to use in the (typically) four combat rounds they have to live. Your Fire Giant king, for example, could also be represented by a Fire Giant Adept 11. This would give him roughly equivalent abilities to a Fighter 3/Cleric 4. You're trading a couple point in the Fortitude department for 3rd level (somewhat subpar) divine spells and a familiar.
You could also go non-core and make the king a 10th level Favored Soul, which would make picking his spells easier and give him some cool energy resistances AND martial abilities.
Another path to go would be to simply make the king a 5th level Fighter. Does being a religious leader or devotee automatically mean he has to be a divine spellcaster? That's up to you.
There's nothing wrong with giving a monster or even a bunch of monsters either NPC or PC class levels. The PCs aren't supposed to pick fights with the Commoners, anyway.
So, beyond this, having taken another look at it, I'm not sure what your question is... if you would like help putting together the stat blocks, I'd be glad to do so.
TK
I just want to send out a thanks to the Paizo team again, for fixing that subscription bug. Honestly I didn't even think it was a bug, so it was a pleasant surprise to come home to.
Krome wrote: But in this case I am using Fire Giants and they do not advance by NPC classes, but PC classes. Fire Giants (and other monsters that do not advance by racial hit dice) advance by means of Character Class levels. Additionally, Fire Giants have Fighter as a favored class (much like dwarves do). There's nothing there that says that there aren't a bunch of Fire Giant Commoners, a few Experts, a couple of Adepts and Aristocrats, and some Warriors to protect the whole bunch. There's nothing wrong with giving a monster PC class levels, while at the same time there's nothing wrong with giving a monster NPC class levels. Adjust the monster to fit your needs.
Quote: Specificly I want a nice Fire Giant King who has been around the block a time or two, with his guards, advisor and city... Okay, this is something I can help with, but first I gotta go to work. Try poking around on the DM Tools website (do a search for Fire Giant), and when I get home I'll see what I can cook up.
However, at the most basic, a sphere of annihilation annihilates things. Period. If you brought one to Kord's realm and it entered his square, Kord would cease to exist (though you could argue for divine protections and institute them as DM fiat*, there is nothing in the rules as written that prevent it). Nothing survives a sphere of annihilation.
*
If you want to be somewhat lenient, you may wish to allow victims of a sphere a Reflex save (DC 40-ish) when the sphere enters their square. Success pushes that character 5 ft. away (character's choice which direction), unharmed. However, if the sphere's got more movement to it, this could mean multiple Reflex saves...
EDIT: Another option would be a Fortitude save (also around DC 40)... failure is disintegration, success indicates 5d6 damage is taken. If the damage taken from a successful save brings a character to 0 hp or below, that character is disintegrated. However, a character would only risk having to make one Fortitude save per round instead of a relentlessly following orb of destruction for the Reflex save variant. I would suggest using either the Reflex save or the Fortitude save.
Well, it might be more appropriate to make more use of "base" monsters without classes and some with NPC classes than those with PC class levels. But whatever has been working for your game should continue to.
Think of it this way:
Human Warrior 1: 5 hp; AC 17; atk longsword +3 (1d8+1/19-20)
Human Fighter 1: 7 hp; AC 18 (also has Dodge); atk longsword +4 (1d8+1/19-20)
If you didn't tell your players that the second NPC was a Fighter as opposed to perhaps at most a 2nd level Warrior... would they even know?
Sure there are tells at later levels or signature spells... but it's all in how you describe it.
Sure, why not:
Shortly before Paizo was founded, Hasbro began to replace top executives at WotC with pod people. Lisa discovered their evil plan in time to make the switch and get some of the people out alive, but Hasbro holds a terrible secret over her head, the likes of which prevented her from violating the NDAs to get the word out.
Now Hasbro's transformation of WotC employees is complete, and so they have sent their alien warlords in to make a hostile takeover of the venerable magazines, leaving Lisa & Co. no choice but to abandon ship and begin anew.
I'm somewhat cabbage... haven't really put my cabbage-ness to use yet, but it's there.
VedicCold wrote: I am thoroughly disgruntled over the loss of Dragon and Dungeon, but I'm excited about the possibilities that Pathfinder offers. I've done the transition and will get a couple of Pathfinder volumes before I start paying the monthly subscription price, and I'm really hoping that it lives up to its potential. Paizo, you've earned my trust and my business, and you're keeping it (until and unless you give me reason to go elsewhere).
By the way, when I went through the transition process, something was mentioned about being a Charter Subscriber, which I've seen by some people's names and not others (such as my own). Two questions: 1) Are there any specific perks for this nifty title?; 2) Was this reserved for the folks who got on the bandwagon the day of the announcement?
The Charter Subscriber title is for those of us who sign up for month-to-month subscriptions to Pathfinder before the first issue is launched. Charter members will receive a special guide to the new AP.
Okay, so I'm totally ready for a Paizo group take-on of Ragefire Chasm. Kutok only waits for his steady companions...
Yeah. Heck, I was in the process of indexing Dragon and Dungeon mags, including the Editorials...
My calculations indicate that the formula would be as follows:
7x15x2000 (continuous effect) /2 (charged) /50 (1 charge)
For a total of 2,100 gp (base price), or 4,200 gp on the theoretical "magic item market."
Though if I were the caster in question, I would probably charge more - simply because people would pay a lot for an item that will save them from certain death.
Saern wrote: Within the hall, Ethras, Hrothgar, and "Nedd" have no chance of hearing or seeing this combat. However, Lythdrae and Ian are on high ground looking down into the warren of tents. They may make Spot attempts (-7 for distance) and Listen attempts (only -4; the camp is quieting now and high ground is easier to hear from, so the combat would stand out). Darn, I missed this post...
Ah well. Waiting for Lythdrae to respond, then likely entering the tent post-haste...
Gary Teter wrote: In fact, we've recently hired three new employees and look forward to a successful future. Who are the new guys? Step forward for the hazing! :-)
Ya gotta find a way to finish Core Beliefs, Sean. Even if we have to establish some sort of Greyhawk underground... like a sub-sub-Canonfire...
Bootlegging Greyhawk articles and mind flayers in connected basements - with a secret entrance in the bowling alley...
Consider me converted!
No more beholders or mind flayers...
...
...oops, here comes WotC's thought police...
Dryder wrote: The Styes - gone
AP's - gone
Maps of Mystery - gone
My monthly comic fix - gone
People knowing the history of the D&D univers - on to other things
I hope this community here will last, because you (paizonians), became something like family to me over the last couple of years!
I just can't understand what WotC is planning with this... Again, Paizo seems closer to the game and its players than those Wizards over at this coast...
Calm down! AP's aren't gone... they're shifting to the main focus of this Pathfinder deely.
And hopefully there will be comics and maps of mystery to come... Downer isn't finished yet, Zogonia still needs to come back from hiatus. And we're gonna stay here as long as we can!
Christopher West wrote: As for the Maps of Mystery...I'll find some way to keep producing those. I couldn't bear to let that series fade away with so many ideas left to explore! Please, please do!
And everyone... vote with your wallets. Follow the talent, not the title.
Saurstalk wrote: Alright, I'm still getting through Goblins. UTTERLY HILARIOUS!!! Don't miss the extras, especially "Tempts Fate!"
Rhavin wrote: I was ... assuming a base CL of 3 for the craft wondrous items feat While it is true that you need a caster level of 3 to get the Craft Wondrous Items feat, items are typically made at the lowest possible caster level for the spells in question.
Downer requires a bit of patience to understand the plot, but once you do the nuances can be quite good.
Portent I'm not a fan of. I can't really comment more than that.
I miss Mt. Zogan and Zogonia...
Has the Paizo staff ever seen Goblins? The artist could come up with some fantastic 4-panels, I'm sure. (er... no pun intended)
One of these two links should work, depending on whether or not someone has posted to the thread in question recently:
Link 1 | Link 2
Bless doesn't stack with inspire courage, unfortunately... It will last longer (usually), but doesn't stack or confer that +1 to damage. I would suggest preparing command or divine favor instead.
You would probably have to go through a period of retraining, if your DM allows it. Check the back of the PH II if you've got it. Essentially, each level you gain you choose one previous class feature, one feat, or up to 4 ranks out of one skill and swap them over for something equivalent that you could have also taken at that level.
Kutok strikes out with an open-palm strike - not at the man, but rather the flask he is attempting to drink...
This provokes an attack of opportunity (but success on his part does not negate my attempt)
Opposed attack roll 26 (nat 20! - +2 from flanking)
Damage roll: 5
I dunno... it catches *my* eye...
Well, I wouldn't really call the Alliance the good guys. They're only 'good' 'cause they're the ones with human representation. But hey, Night Elves are responsible for the sundering of the continents, the Naga, and Demonic invasion. And Prince Arthas of the Humans slaughtered his father on the throne of Lordaeron and spearheaded the Scourge.
By comparison, the Orcs are led by Thrall, who recently removed his race's shackles to their previous demonic overlords. The New Horde, as Thrall refers to it, is not about war for war's sake, but eventual peace - once the Alliance stops trying to kill us all.
The Forsaken, which is to say the playable Undead characters, also are removed from their previous shackles. They have broken free of the Scourge and now fight against it. Granted, their twisted logic leads them to conclude that everyone should be free-willed undead, but at least they don't want to corrupt the very land...
Fair enough. Backstory-wise all I've got is on Kutok's profile page... though more is coming to mind.
Kutok is now a level 10 shaman, spec'd towards healing. Do we have to all meet somewhere to establish the guild? Can't be in the Blood Elves' breathtaking magical city, 'cause I can't go there.
Hey, I just noticed that, although Kutok has an Intelligence of 12, he only knows Common. Do you mind if I also give him the ability to understand Orcish?
Oh, and if that is okay, then what do the runes on Harumn's shield say?
Vanchu is taking Mining and Skinning
I'm gonna go for skinning and leatherworking...
Take a look at this comic...
Okay, me and Toymaker are on Velen..
I am Kutok the Orc Shaman, Toymaker is Vanchu the Orc Hunter.
Horde works... I do like the Forsaken storyline...
I'd be up for it. All my characters are currently on Silverhand. I've avoided joining guilds until now.
If you want to know your DM's plot.... play Breath of Fire II. All the locations you've mentioned (and in the order presented) are in that game. It was released for the SNES and again for the Game Boy Advance.
He's using the GBA version, since in the SNES version, Colosseum was called Coursair.
Does the map look anything like this?
Kutok is readying an action to tackle one of the men if they try to flee...
Kirth Gersen wrote: It's frequently disregarded because, by the time anyone can deal 50+ damage, NOBODY can POSSIBLY fail a DC 15 Fort save except on a "1." I mean, why even include a DC? Just make it a straight 5% chance. At 10th level, a wizard can dish out spells that easily deal more than 50 points of damage. However, at that level a Wizard's base Fortitude save is +3... and they probably have at most a 12-14 Constitution. So they might be able to make a DC 15 on a ten, but it's no certainty.
I personally don't use death from massive damage... it just screws over sorcerers and wizards (and rogues) that much more.
Kirth Gersen wrote: Check out the "Thug" alternate fighter from UA. Each feat = +1d6 sneak attack. Uh... no? The only real differences between the Thug and a Fighter are the skill set, the armor proficiency, and the lack of a feat at 1st level. Unless we're discussing a Fighter variant other than this...
savagedave22 wrote: In "The City of Broken Idols" Khala was the male aspect of Demogorgon, does this suggest there will be a female aspect of Demogorgon? No. Khala is listed as being male mostly so that you know what kind of voice he's got. There could be other male aspects of Demogorgon, and I suppose there could be female aspects, but by no means does this mean that a female aspect will present herself in the adventure path as written.
On the blue bar above, click on 'Dungeon.' Once that loads, scroll down and click on 'Resources.' Finally, click on 'Downloads' (or just click this handy link here).
Just download the Online Supplement for the issue in question, and you should find the Map of Mystery in the back.
Good gaming,
TK
p.s. Which Map are you using?
I like it. We'll go with that.
BTW, can I take ten on my sense and stealth checks?
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