Blayde MacRonan's Giantslayer Discussion


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Silver Crusade

Sound off so that the DM and your fellow players can get to know one another.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Still have a few minor adjustments, background and skills but here the bases.

Character Link

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General Overview:
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Character Name:Rohan Scythe
Alignment: NG
Classes: Elemental Annihilator (Kineticists Earth) |
Character Levels: 1 |
Deity: None
Homeland:

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Appearance:
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Description Summary:
Race: Human
Age: 25
Gender: Male
Height: 7"11
Weight: 340 lbs
Hair: Dirty Blond
Eyes: Blue
Size: M

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Ability Scores:
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Points allocated: 20

Strength: 10
Dexterity: 18
Constitution: 15
Intelligence: 13
Wisdom: 10
Charisma: 10

Level Bonus: HP
Race Bonus: +2 Dex
Item Bonus: n/a

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Defenses:
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Hit Points: 12/12

Fortitude: 4
Reflex: 6
Will: 0

Armor Class: 17
Flat Footed Armor Class: 13
Touch Armor Class: 14
Damage Reduction: n/a

Spell Resistance: n/a
CMB: 1
CMD: 17

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Combat:
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Melee Attack Bonus: +1
Combined
↓↓↓
Base: +1
Strength: +0
Size: +0
Bonus: +0

Ranged Attack Bonus: +6 (30ft) +5 Other
Combined
↓↓↓
Base: +1
Dexterity: +4
Size: +0
Bonus: +1

Weapon of Choice: Kinetic Blast
Attack: +6
Range: 30ft
Critical: x2
Type: Piercing
Damage: 1d8+2

Weapon of Choice:
Attack:
Range:
Critical:
Type:
Damage:

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Statistics:
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Initiative: +4

Movement: 30ft

Feats: Race: Skill Focus (Acrobatics), 1st Lvl - Weapon Focus (Blast-bow)

Traits: Soaring Sprinter +2 Acro (balance/jump), Giant Blooded

Special Abilities: Comprehensive Education, Focused Study Skill focus 1,8,16th, Kinetic Blast, Gather Power, Burn, Elemental Focus (no Utility), Devastating Infusion, Dampened Versatility

Spells & Spell like abilities:

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Skills:
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Primary Skills:
Languages: Common, Elven, Giant

Skill Breakdown:

§Acrobatics: → (Dex 2 + Rank 3 + Skill 3+ Bonus) |→→→→Total=8
Appraise: → (Int 1 + Rank + Skill + Bonus) |→ →→→→→→Total= 1
Bluff: → (Cha 1 + Rank + Skill + Bonus) |→→→→→→→Total=1
Climb: → (Str 0 + Rank + Skill + Bonus) |→ →→→→→→→Total=0
§Craft: → (Int 1 + Rank + Skill 3 + Bonus) |→ →→→→→→Total=1
Diplomacy → (Cha 1 + Rank + Skill + Bonus) |→→→→→→ Total=1
Disable device → (Dex 2 + Rank 5+ Skill + Bonus 2) |→→→ Total=9
Disguise → (Cha 1 + Rank 1+ Skill + Bonus) |→→→→→→ Total= 2
Escape Artist→ (Dex 2 + Rank + Skill + Bonus) |→→→→→ Total=2
Fly → (Dex 2 + Rank + Skill + Bonus) →→→→→→→→→ Total=2
Handle Animal → (Wis 1 + Rank + Skill + Bonus) |→→→→ Total=1
§Heal → (Wis 1 + Rank 5 + Skill 3+ Bonus 3) |→→→→→→ Total=12
§Intimidate→ (Cha 1 + Rank + Skill 3 + Bonus) |→→→→→ Total=1
Knowledge(arcane) → (Int 1 + Rank + Skill + Bonus) |→→→ Total=1
Knowledge(dungeoneering) → (Int 1 + Rank + Skill + Bonus) |→ Total=1
§Knowledge (Engineering) → (Int 1 + Rank 5 + Skill 3+ Bonus) |→ Total=9
Knowledge(geography) → (Int 1 + Rank + Skill + Bonus) |→→→ Total=1
Knowledge (History) → (Int 1 + Rank + Skill + Bonus) |→→→ Total=1
Knowledge(local) → (Int 1 + Rank + Skill + Bonus) |→→→→ Total=1
Knowledge(nature) → (Int 1 + Rank + Skill + Bonus) |→→→→ Total=1
Knowledge(nobility) → (Int 1 + Rank + Skill + Bonus) |→→→→ Total=1
Knowledge(planes) → (Int 1 + Rank + Skill + Bonus) |→→→→ Total=1
Knowledge(Religion) → (Int 1 + Rank + Skill + Bonus) |→→→ Total=1
Linguistics → (Int 1 + Rank + Skill + Bonus) |→ →→→→→→Total=1
§Perception → (Wis 1 + Rank 5 + Skill 3+ Bonus 3) |→→→→ Total=12
Perform → (Cha 1 + Rank + Skill + Bonus) |→→→→→→→ Total=1
§Profession → (Wis 1 + Rank + Skill 3+ Bonus) |→→→→ Total=1
Ride → (Dex 2 + Rank + Skill + Bonus) |→→→→→→→ Total=2
Sense Motive → (Wis 1 + Rank + Skill + Bonus) |→→→→ Total=1
§Sleight of Hand → (Dex 2 + Rank 3 + Skill 3+ Bonus) |→→ Total=8
Spellcraft → (Int 1 + Rank + Skill + Bonus) |→→→→ Total=1
§Stealth → (Dex 2 + Rank 3+ Skill 3+ Bonus) |→→→→ Total=8
Survival → (Wis 1 + Rank + Skill + Bonus 2) |→→→→ Total=1
Swim → (Str 0 + Rank + Skill + Bonus) |→→→→→→→ Total=0
§Use Magic Device → (Cha 1 + Rank + Skill 3+ Bonus ) |→ Total=1

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Equipment:
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Armor: Studded Leather
Weapons: N/A
Magic Items: n/a
General Gear: General Outfit, Gray
Encumbrance: Light (33 lbs), Medium( 66 lbs), Heavy (100 lbs)

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Currency:
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Starting Currency:
PP:
GP: 10
SP:
CP:
Other valuables: n/a

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Biography:
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Bio:

Silver Crusade

Make sure everyone takes a look at the campaign info section to know what rules are in play for the Giantslayer campaign. Links have been provided where necessary to showcase, but if there any questions feel free to post them here.


Greetings!

Dotting the thread, I don't have much character building done yet. Nothing worth sharing, for certain.

Blayde, which specific aspect of Reynolds' crit rule are you planning to use? The simplest, or one of the "you could also do" options?

Silver Crusade

AinvarG wrote:

Greetings!

Dotting the thread, I don't have much character building done yet. Nothing worth sharing, for certain.

Blayde, which specific aspect of Reynolds' crit rule are you planning to use? The simplest, or one of the "you could also do" options?

Good question. For now, we'll go with the simplest. Given everything else I'm using, it'll be challenging enough for the newer players (as well as the veteran players who haven't been exposed to these optional rules). Once I'm sure that everyone has gotten everything else down, then I'll look into implementing other aspects of that system. With that said, since weapons and armor can't have enhancement bonuses other than through attunement, masterwork isn't an enhancement bonus, but rather an equipment bonus (which always made more sense to me), thus allowing for it to stack with the attunement enhancement.

And because I'm sure it will be asked at some point... when I say 'automatic bonus progression at +2 level', it means that, rather than getting the +1 resistance bonus to all of your saves at 3rd level, you instead start the game with it. Which means characters receive +1 weapon and +1 armor attunement at 2nd level, and so forth and so on. Only PCs and special NPCs have this going for them. Standard NPCs still follow the normal progression on the chart.

This also you means that with the exceptions of potions, scrolls, and wands (which are common enough that they can be purchased from shops), don't expect to see a lot of magic items popping up in game. And for those wishing to make magic items, you pay the full cost of the item, not the normal half cost.


Not much point in investing in creation feats, then. Good to know in advance.

It's taking some time to wrap my head around the class, sorry for the delay.

Silver Crusade

I understand. I've not set a definite timetable for when I will start this, as there are still things I need to do on my end between work and finding time to sleep. It's my hope that by the 24th of this month, we can get this party started.


OK, great, I can work with that.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

That would be great, can't wait to get going.

Silver Crusade

I've already talked about this to one player, but I need to let the rest of you know as well: When we start, the PCs will be in a fugue state, having no memory of who you are, only a vague recollection of your childhood and a hazy grasp on your early memories. What’s most disconcerting is that the last few years of your lives are beyond your ability to recall, as if they never happened. Over time, as you begin to discover more clues, you will learn more about yourselves and those responsible for your condition and eventually restore those locked-away memories (along with any ugly revelations that may bring).

Despite this condition, you will still be capable of performing all tasks normally. You will discover, in time, that you still know how to use your class abilities. Access to your skills and feats are not hindered in the slightest, and you can (and will) inexplicably recall trivial information about the world that you knew before this condition took hold of you.

Your condition will be beyond the capabilities of those in Trunau to deal with. But from the moment you were found, the Trunuans have accepted you all as part of their community. You've even received your very own hopeknives. Carried by every resident of Trunau, a hopeknife is a small sheathed dagger, usually worn on a chain underneath one’s clothes, though young adults recently come of age often display theirs ostentatiously. The tradition of the hopeknife comes out of Trunau’s understanding that capture by orcs is often far worse than a quick death, and thus all residents need
to be prepared to take their own lives or offer mercy to the wounded in the event of capture. Ironically, what was originally a grim necessity has become a symbol of adulthood and independence, and many children wait impatiently for their twelfth birthdays, on which they’re presented with their own hopeknives and shown which arteries to cut should they or their loved ones fall into enemy hands. Hopeknives are always kept well sharpened, and never used for anything but their intended purpose, though spouses often trade knives as part of a marriage ceremony.

Now this means going in you're going to have trust one another, as it requires you to give up some control that you may have over your past to allow this to play out. This also means that you will have to trust in me as DM to have additional information not only about the PCs pasts, but their future that goes beyond what you as players may have had in mind.

But this will require a consensus from the rest of you to pursue this aspect of the campaign. Some may not feel comfortable with this, and that's fine. It's why I'm bringing this to your attention now. If the majority of you aren't okay with it, then it won't be pursued.


I'm fine with it.

Silver Crusade

Update on the selection of elements for this campaign...

Earth has been selected, as has been water.

Actually, another player is looking at water as well, while one more is looking at taking air.

I still have no idea about the possible 5th player (either in regards to their chosen element or whether they're still going to play).

So as of now, aether, fire, void, and wood are still open choices, at least until the game actually starts.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Yeah good to go


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Basic Bio: Much of his past is a mystery, and doesn’t remember much of how he came to be. His parents were somehow linked to the mother earth, perhaps the off spring of the stone giants due to his massive size and his great connection with the earth. Although he never claims any connection to the giants but wonders how a man of his size could not be linked to the giants. The massive size of 7”11 towering over the mass of humans, and many other races. Often requiring him to duck in or squeeze through doorways. However, with much practice and being fairly limber for a giant of a man he copes fairly well.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

So is it just me and
AinvarG or are the others going to join in?

Silver Crusade

One is definitely out.

The other two need to work on their characters before we can get going.


My system crashed and corrupted most of the character files I was working on. That's going to set me back a bit. I have enough concept in my head to start playing anytime, but the build isn't where I can share it yet.

Just wanted you to know.


OK, the rebuild was much faster than I feared. Here's the first complete draft of Liesel-Marie Frostvale, awakened bloodrager (fire). She follows some familiar paths for a barbarian type, but I hope she varies from the default scream-and-kill warrior, too.

Always willing to listen to suggestions. No promises on whether I will act on them in the way you intend. ;)

Character sheet:

Liesel-Marie Frostvale
Female human (Erutaki) awakened bloodrager 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Enraged AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, -2 rage)
hp 12 (1d10+2)
enraged hp 15 (1d10+5)
Fort +5 (+8 while raging), Ref +3, Will +2 (+4 while enraged)
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Offense
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Speed 40 ft.
Melee greataxe +3 (1d12+3/×3)
Melee greataxe +5 (1d12+6/×3) (enraged)
Melee greataxe +2 (1d12+6/×3) (power attack)
Melee greataxe +4 (1d12+9/×3) (enraged, power attack)
Ranged javelin +3 (1d6+2)
Ranged javelin +3 (1d6+4) (enraged)
Special Attacks elemental bloodrage (7 rounds/day), kinetic blade (1d6, 0 burn), simple fire blast (1d6)
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Statistics
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Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 13
Base Atk +1; CMB +3; CMD 15
Feats Power Attack, Raging Vitality[APG]
Traits focused mind, vexing defender
Skills Acrobatics +5 (+9 to jump, +9 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Bluff +2, Climb +4 (+6 while raging), Diplomacy +2, Escape Artist +1, Fly +1, Intimidate +5, Linguistics +1, Perception +5, Ride +4, Swim +4 (+6 while raging)
Languages Common, Dwarven, Erutaki
SQ fast movement, kinetic blood (fire), basic pyrokinesis utility talent
Other Gear lamellar (leather) armor[UC], greataxe, javelin (3), 67 gp
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Special Abilities
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Bloodrage (7 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
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Liesel-Marie has the look and mannerisms of an Erutaki warrior-hunter, but she finds herself in Trunau speaking fluent dwarven with no memory of how she came to be there.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

I'm still working with the other two players to get their characters done. One is a truck driver currently on the road, so it's been a bit harder to get his setup.

The other player just needs to put it all together and post it here on the site.

Bear with me as I try to get this done. Hopefully, it won't be much longer until we actually start to play.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
AinvarG wrote:

OK, the rebuild was much faster than I feared. Here's the first complete draft of Liesel-Marie Frostvale, awakened bloodrager (fire). She follows some familiar paths for a barbarian type, but I hope she varies from the default scream-and-kill warrior, too.

Always willing to listen to suggestions. No promises on whether I will act on them in the way you intend. ;)

** spoiler omitted **...

Erutaki? Wow... talk about being far from home. They're like the Inuit, correct?

You're using your favored class bonus to increase your bloodrage rounds per day by 1, correct? Good choice... :)

I've been debating giving the unchained rage to the bloodrager as well (+2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws; –2 penalty to Armor Class; 2 temporary hit points per Hit Die which are lost first when you take damage, disappear when the rage ends, and are not replenished should you enter a rage again within 1 minute of your previous rage). This would have the side-effect of modifying Raging Vitality so that the number of temporary hit points that you gain increases only by 1 per Hit Die that you possess, but you would still gain a +2 bonus on Fortitude saves that you make while raging; this bonus on Fortitude save would also increase by +1 for each of the following class features that you possess: greater rage, mighty rage (remember, the equivalents for the bloodrager are treated as these for the purpose of feats). In addition, your rage still wouldn't not end if you become unconscious (like normal), and while unconscious, you would still expend rounds of rage per day each round. This is an option from Alexander Augunas' Everyman Unchained: Unchained Rage (published under an imprint by Rogue Genius Games, so its valid). This would alleviate the worry that you could potentially die when coming out of bloodrage if you aren't careful at low level. I'll leave it to you to decide if that's a way to go or not. I can totally see the bloodrage being a more primal manifestation of rage, and therefore entailing a greater risk to use than a possible "unchained" variant would.

That aside, everything looks in order. I'd add what your stats would look like while fatigued as well, but other than that, I can't think of anything else.

And that speaking Dwarven thing....? I'm working out something for that.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Yeah, she's from way, way up north.

The FCB is increasing the bloodrage rounds; I guess I assumed that would translate - I used HL's barbarian as the base build and then modified the bits that were bloodrager specific.

I'm not sure I follow the side effect for Raging Vitality - without the feat, she would gain two temporary hit points per level, but with the feat, she would only gain one per level?

Would the Will saves have their normal progression as she gains later abilities, or is that replaced by the increases in Fortitude saves?

Heh, originally, I had picked up a trait that grants the Dwarven language in addition to other benefits and then the skill group gave me linguistics, so I got another language. With the AP, I couldn't pass up Dwarven - I figured I have just been here long enough and I have a knack for languages despite my very average intelligence otherwise.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

With the feat, she would be gaining 3 temporary hit points per Hit Die (2 from bloodrage, 1 from Raging Vitality).

The Will save has the normal progression (if you mean the increase while bloodraging when she gets greater and mighty bloodrage), with her gaining a bonus to her already formidable Fort that increases with each specified iteration of rage/bloodrage.

I guess this would also mean she'd be able to take the unchained barbarian rage powers as well (due to her kinetic blood class ability), which would then give her access to regenerative stance, where, at the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage (she could take it as early as 6th level or 5th by taking Extra Rage Power, seeing as how she would have to be at least 4th to have it).


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Oh, I see. I'm not seeing a downside to the Unchained Rage, so if you feel it's balanced, feel free to lay it on me. Or rather, feel free to tell me to update my character sheet to reflect my new powah!


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

I went ahead and modified her character sheet (under the avatar now) using the unchained bloodrage described in Everyman Games' Unchained Rage - it is now on my virtual bookshelf.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

I had no problem with you utilizing the unchained bloodrage. I just wasn't sure whether you'd want to redo the character to account for it or not. Kinda why I opted to let you decide whether or not it was something you wanted to do or not. I typically don't present options that could benefit you only to say, "Nah, you can't have it." I like for my players to know if there's something out there that they may not be aware of if it can be of use to them. Especially if I have plans on using it at some point against you. ;)

For those of you who are ready to go, go ahead and post your finalized characters in the recruitment thread. I'm going to get back to Dylynna (female elf unchained monk [surge fist] 1) and help her finish up her water elementalist, which will leave me with only Nym (male half-drow kinetic shinobi* 1) to work out the air or aether elementalist with his player. I would have been done with assisting with the surge fist, but I took time out to take my son Pokemon hunting last night while this Halloween event is going on.

*Kinetic shinobi is a hybrid class blending kineticist and ninja.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

OK, I posted to the recruitment thread. I don't know what you are expecting to accomplish with it since you already had your players, but you're the DM.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Two things....

The player of the kinetic shinobi and I managed to get together to finalize his character yesterday. He just needs to set up his account here and begin posting. As for the unchained monk, she and I still need to finish setting up her character, but she already has an account here, so when I'm done with her, she'll be able to post and we'll be ready to start.

Which brings me to the second thing...

I've tried twice now to post the opening for this campaign and it has not shown up so you, the players, or I, the DM, can read it. I'm having this issue looked into. I was hoping that by having the two players who are ready to go post in the recruitment thread as your characters, that you'd also show up as players in the players thread, but that hasn't happened either. So I'm kind of at a loss as to what I should do.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Odd. It's not just you, either. Can't say as I've got a lot of experience with troubleshooting a new thread.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

I've decided to mark this campaign as inactive, with the intent to start a "new" campaign, which will be the old one that we didn't get to start. It is my hope that the issue plaguing this one won't pop up in the new one.

Edit: I've started the new campaign and connected the old discussion thread to it, so we can continue using this thread, even though the old campaign is no longer active.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Now that I'm almost done helping the last player set up their character, I wanted to bring up skills.

Using the consolidated skill groups option means you have 1/2 the skill groups and 1/2 the skill ranks per level. For example, the bloodrager normally gets 2 skill groups and has 4 + Int modifier skill ranks/level. With this method, the bloodrager gets 1 skill group and is treated as if he has 2 + Int ranks per level, thus following the progression for receiving skill groups. Continuing with the bloodrager example, another skill group would be received at 10th level.

Skill specialties are also cut in half (minimum of 1). The 6th, 10th, 14th, and 18th levels are when a new specialty would be received. You do get to also add half your Intelligence modifier to the number of specialties you have, but this benefits those with an Intelligence of 14 or higher.

Finally, don't forget to rename your skills appropriately (Acrobatics, Athletics, Finesse, Influence, Nature, etc). If it helps, adjust your stat blocks like this:

Skill Groups ; Skill Specialties

The table in the sidebar of the grouped skills link has individual links to the relevant skill specialties on the consolidated skills section and what skills are folded into them. If you scroll down the consolidated skills page, you'll see a list as to what are class skills for each class at the time of publishing. Which brings me to the kineticist and kinetic shinobi. Neither the occult classes nor the kinetic shinobi were around when Pathfinder Unchained was released, so I had to come up with something for those classes. Perception and Survival are the base kineticist class skills received, plus for being a geokineticist, you also receive Athletics as a class skill. As for the kinetic shinobi, I'm still finalizing based on their skills.

I probably should have made all of that more clear, but I didn't and for this, I can only apologize. I'll try to be better about this sort of thing in the future.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

OK, so I went with the rules presented in the link you originally posted. It sounds like that's too generous, so I will have to re-examine what Liesel-Marie is entitled to.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Well, the link I originally posted is the same as the one in my previous post. I just neglected to mention the sidebar on the skill groups page which talks about the implementation of the consolidated skills alongside skill groups.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Initial reaction: These rules are a trainwreck for the bloodrager. She can't use either of her class skills while raging and one of her two class skills is tied to a dump stat.

Question: I found the references to racial bonuses to skills, but I didn't find how the human bonus skill is represented in this system. How would you convert that racial ability to this system?

Barring any potential changes resulting from the answer to that question, I want to see if I understand what she is supposed to have. She gets one skill group, so she will choose from Natural, Perceptive, Physical, Scholarly, Social, and Thieving. (Her class skills fall within the Physical and Scholarly groups.)

I guess she will take the Physical skill group and Perception specialty.

Blech.

EDIT: She no longer has access to the Dwarven language unless you deem otherwise. I can't justify it with the skills available.


F Elf Str 15 Dex 14 Con 10 Int 13 Wis 16 Cha 14 Unchained Monk (Surge Fist) Lvl 4

Good Evening Everybody!


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Good evening, Kytynna. Welcome aboard!


F Elf Str 15 Dex 14 Con 10 Int 13 Wis 16 Cha 14 Unchained Monk (Surge Fist) Lvl 4

Thank You! Totally Looking Forward To Playing With You Guys!

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:

Initial reaction: These rules are a trainwreck for the bloodrager. She can't use either of her class skills while raging and one of her two class skills is tied to a dump stat.

Question: I found the references to racial bonuses to skills, but I didn't find how the human bonus skill is represented in this system. How would you convert that racial ability to this system?

Barring any potential changes resulting from the answer to that question, I want to see if I understand what she is supposed to have. She gets one skill group, so she will choose from Natural, Perceptive, Physical, Scholarly, Social, and Thieving. (Her class skills fall within the Physical and Scholarly groups.)

I guess she will take the Physical skill group and Perception specialty.

Blech.

EDIT: She no longer has access to the Dwarven language unless you deem otherwise. I can't justify it with the skills available.

Keep it. One of the great things about your lack of memories is little things your character knowing Dwarven doesn't have to be explained right away.

As far as the human race trait skilled goes, I rule that you get another specialty, since technically that's what it would be under this option.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12
DM Blayde MacRonan wrote:

Keep it. One of the great things about your lack of memories is little things your character knowing Dwarven doesn't have to be explained right away.

As far as the human race trait skilled goes, I rule that you get another specialty, since technically that's what it would be under this option.

Dwarven is back on her csheet. That interpretation of the skilled racial trait takes some of sting out of implementing those rules for the bloodrager. The new specialty is intimidate, which is the main skill I was looking at from the skill group she lost when I corrected her build.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

NP... Influence doesn't surprise me, given what I know of your character.

I've been holding off making another post to allow Nym's player time to post, but if there's one thing I've learned here is the danger of stalled games. And I don't want that to happen here.

So I'll make another post to keep moving things along somewhat while at the same time buy him some time to get his account finished.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

To further enhance the fugue experience, I've decided to tag your characters with boons. What are these boons, you ask? Well, think of them as an extra trait that ties into your characters lack of memories, but rather than let you pick them, I've assigned them based on information gleaned from the players in regards to said characters. I'll set them in individual spoilers for each PC (it should go without saying, but if a spoiler doesn't have your character's name in front of it, then don't look at it).

Kytynna:
Sensitive: When you awoke after being found 2 years ago, you had a vague sense of danger lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation. You gain a +1 bonus on Perception checks, and Perception is always a class skill for you. In addition, once per week you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject's nature and ownership. After 1 minute, you attempt a DC 15 Perception check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner — such as a glimpse of the last owner's appearance or its emotional state when it last used the item — determined by the DM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don't learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it's not, and the information you gain is wildly inaccurate.

Liesel-Marie:
Guilt: 2 years ago, you awoke with a lingering feeling that you took part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round.

Nym:
Truculent: 2 years ago, you awoke with sore muscles and bloody knuckles, as if you were recently in a fight. You even have a vague feeling that you won. You can’t explain it, but you know that you’ve always been easy to set off, and your first instinct when pressed into a corner is to lash out. Being in Trunau sets you on edge, and you not only want to figure out what happened to you, you want to free yourself and find whoever did this to you — and make them pay. You gain a +1 bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.

Rohan:
Methodical: When you awoke in Trunau 2 years ago with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation. Choose a skill with the recall knowledge function. You gain a +1 bonus on recall knowledge checks of this kind and on concentration checks. In addition, you can attempt untrained recall knowledge checks with DCs up to 20 instead of 10.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Nice thanks


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Yes, I should acknowledge receipt of the trait. It's interesting - makes me wonder what you have in mind for her.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

If any one of you gets the reference I made in my last post on the gameplay thread, the group gets 200 XP. ;)


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Sorry, team, it sounds familiar, but I can't put my finger on it unless it's a "Who Wants to be a Millionaire?" reference.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Ah, bummer. Using the unchained rage feature means I don't get a bonus to my strength when I rage - I was thinking that would be a benefit in the tug-of-war.

Hmm... and I do less damage raging with this rule than raging with the standard rules since it's a static bonus to damage rather than a bonus to strength, which would have another point of damage on my two-handed weapon. Of course, this makes my damage with a light weapon better because it's not halved, so I guess it works out.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

I'll give it to you since you're engaging in what would be melee.

The rope is 100-foot long. There is a 15 foot gap on both sides, for a total of 30 feet. Halfway between is the center line. First team to pull the other 20 feet (which would cross the line) wins. How this will work is each team will roll for initiative. The team member on your side with the highest initiative bonus would ideally roll. This normally would be a tie between Nym and Rohan, but because Nym hasn't officially made his presence known yet, Rohan gets to roll. Then we total up all of your Strength modifiers (and Liesel-Marie's rage bonus), along with Ruby's -1. By my calculation, that would put you at +5 (+4 once Nym actually posts his participation).

As a full-round action, each team attempts a Strength check opposed by the other team’s Strength check. The winning team pulls the rope (and the opposing team) 5 feet toward its side. For every 5 points by which the winning team exceeds the opposing team’s check, the winning team pulls the rope an additional 5 feet. A team can take 10 on the opposed check, but cannot take 20. The opposed checks continue each round, with a new initiative check each round, until the first member of a team is pulled across the center line, at which point that member’s team loses the match.

So I guess the first thing you should do is determine the positions of your team, starting with the anchor position and working your way up. For the militia, the lineup will be: Rodrick, militia, militia, Kurst.


Nym checking in, sorry for taking so long


Awakened Bloodrager (Fire) 9; AC 23/14/21; 80/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Welcome, Nym! No need to apologize, we were just incorporating the real life facts into the game. Real life wins, always, so don't apologize if RL busy keeps you away - just let us know when you can. (My two cents)

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

So, in the game - does the position of the team on the rope really make a difference?

I'm not sure why a negative modifier would actually hurt a team - obviously it won't hurt, but it's not like they are opposing their teammates' efforts.

I actually expected one person to make the roll and the rest of the team to make aid another rolls - then the strength penalty would factor in more fairly, I think, but the overall rolls would probably help the guardsmen even more because they are all likely carrying positive strength modifiers. Interesting dilemma, how to portray this with dice.

OK, we have a cumulative modifier of +4 (Ruby is pulling?). I would put Ruby as the anchor as a spot of honor. Liesel-Marie can take the spot nearest the middle line as she's going to attack as though she's taking them all on alone, anyway. If she lands in the pit, it's all in good fun. Good clean mud, right?


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

ROFLMAO, Agreed with Liesel

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

The only position that matters is who gets to be the one pulled across the line if you lose the tug-of-war.

Yes, Ruby will be pulling with you (she has a -1). And yes, the opposing team does have a higher Strength modifier.

Since Nyym has joined us, he and Rohan can alternate between rolling initiative each round. This leaves Liesel-Marie, Kytynna, and whoever didn't roll for initiative to alternate between making the team roll (or taking 10) for the pull.

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