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Pathfinder Roleplaying Game Bestiary (OGL) Hardcover,
7 seconds ago
by
Ahzreal
TGZ Presents: The Sellswords of Punjar,
1 minute ago
by
Galad The Redeemed
In honor of the Gish!,
1 minute ago
by
Dr. Mairkenstein
Killing your players.,
1 minute ago
by
Viletta Vadim
The Real Counsel of Thieves,
1 minute ago
by
Set
Son of Forums are Way Too Long!!!,
1 minute ago
by
Mairkurion {tm}
Why are fighters fighters? Because they don't have magic...,
3 minutes ago
by
Ismellmonkey
Blademage Style Character-Tell Me What You Think,
3 minutes ago
by
Fake Healer
Pathfinder at Dragonmeet - London - 28th November,
4 minutes ago
by
Calandra
Some New Curses,
5 minutes ago
by
Velcro Zipper
Thinking out loud,
5 minutes ago
by
Mikhaila Burnett
How would you roll a memory check in Pathfinder?,
6 minutes ago
by
Zurai
Age of Darkness,
6 minutes ago
by
Nicolai Auf derMaur
Oracle Suggestions,
7 minutes ago
by
Beckett
Disappointing Books (warning spoilers allowed),
7 minutes ago
by
Set
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kyrt-ryder wrote:
Looks pretty good, but I do have one suggestion.
That suggestion, would be to swap the strength with dexterity, and drop two weapon fighting for another feat of your choice
The reason being, you really don't have the dex to support taking weapon finesse bla blah.
Also, if you want to make two attacks in a turn, you are able to do so with a swift action.
You take a -3 penalty on the second attack roll, but no penalty on the first, so it works well for those who can't afford the feat
That's a good suggestion, and gives me better odds to hit with at least one attack when using the staff as a double weapon. Now I just need to decide on an alternate feat.
Thanks!
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Friar Feres wrote:
That's a good suggestion, and gives me better odds to hit with at least one attack when using the staff as a double weapon. Now I just need to decide on an alternate feat.
Thanks!
Might want to pick up the feat I'm suggesting for the monk for next level. Intuative Attack, as from the Book of Exalted deeds (but without the exalted requirement)
It turns your attack bonus into Wisdom based.
Not an absolute necessity of course, there are plenty of other valuable feats, and it's only a +1 to attack right now (assuming you shift your strength, and the damage boost would be useful) but over time your wis will be going up and strength... you get the picture lol.
If you have any other ideas of things you'd like to be able to do talk to me about them and I'll see if there are any feats that suit your intentions.
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Quote:
Also, if you want to make two attacks in a turn, you are able to do so with a swift action.
You take a -3 penalty on the second attack roll, but no penalty on the first, so it works well for those who can't afford the feat
(Your choice of course my friend, just offering friendly GM advice.)
So I could get 2 attacks with my falchion at -3 for the second attack? That is sweet!
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Gorgrom the Relentless wrote:
Quote:
Also, if you want to make two attacks in a turn, you are able to do so with a swift action.
You take a -3 penalty on the second attack roll, but no penalty on the first, so it works well for those who can't afford the feat
(Your choice of course my friend, just offering friendly GM advice.)
So I could get 2 attacks with my falchion at -3 for the second attack? That is sweet!
It's an alternate form of two weapon fighting bud. You'd need armor spikes to pull that lol.
(Although I've been contemplating a feat to allow that for a two handed weapon lol)
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kyrt, is the stuff on 4shared.com up? I wanted to take a look at some stuff. If not it's cool, just wondering.
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Gorgrom the Relentless wrote:
kyrt, is the stuff on 4shared.com up? I wanted to take a look at some stuff. If not it's cool, just wondering.
Blargh, I'll get on that right away. I'll go ahead and leave your last post hanging for a while since that's the point our Friar (cleric) wants to show up at. (if he hasn't shown up by that point, we'll go on without him and he can track you down, set off on his own stuff, whatever.)
(The reason it's not up is somehow my dumb ass managed to lose the disk drive the rest of the data was in lol, but I found it 2 days ago so I WILL not should, not might, WILL get it up today, come hell or high water lol)
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LOL, that's cool, no rush. Maybe I should mention the demons and flood coming behind you. ;)
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Various things are making it take longer than it should, however, here is the list of special action types. I hadn't actually been having my npc's use these because you guys didn't know about them, but here they are, expect them to come into play.
[u]COMBAT:[/u]
There are various changes made in combat as opposed to Pathfinder RPG, below I detail them in full.
Attack Actions: An attack action is defined by any primary opportunity one has to attack. This includes Standard Attack Actions, Iterative Attack Actions, and Attacks of Opportunity. A swift action Secondary Attack is NOT an attack action.
Multiple Attacks: A character who can make more than one Attack Action per round (such as from High BAB, the haste spell, or a natural attack routine) can only do so with a full round action.
Combat Defense: You can choose to fight defensively in a given round. To do so, spend your swift action to increase your AC by 2 for that round (Plus 1 for every 5 BAB OR Ranks in acrobatics you possess)
(This takes the place of the Fighting Defensively option)
Total Defense: You can chose to spend the round in a total defensive stance. To do so, spend your standard action to increase your AC by 4 for that round (Plus 2 for every 5 BAB OR Ranks in acrobatics you possess) This cannot be used with Fighting Defensively.
Combat Focus: You can choose to focus yourself on the attack. Spending your Swift action grants you a +2 bonus on attack rolls for that round.
Total Focus: You can chose to devote yourself entirely to the attack. Spending your Move Action grants you a +4 bonus on attack rolls for that round. This cannot be used with Combat Focus.
Secondary Attack: As a swift action, one can make a secondary attack with an off-hand weapon, natural attack, armor spikes (the only way to attack with armor spikes aside from primary attacks while using a weapon in two hands) this attack is made at a -3 penalty for a light weapon, -4 for a 1 handed weapon.
Hope you guys like them, figured I owed you SOMETHING now lol, before everybody went to bed.
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Thanks, gives me something to think about.
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AT LONG LAST IT IS FINALLY FINISHED!!!!!
KYRT'S REVISED PATHFINDER MATERIAL
Sorry it took so long guys, here it is.
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Sweeeeeeeeet!
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Feel free to give me as much commentary as you wish my friends, I'm not perfect, if you see something that looks problematic feel free to bring it up with me.
(Oh snap that reminds me I still need to put up the Book of 9 Swords aspect that helps bring fighters up to snuff)
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kyrt-ryder wrote:
Feel free to give me as much commentary as you wish my friends, I'm not perfect, if you see something that looks problematic feel free to bring it up with me.
And preferably do so here in this thread, since I have no idea how 4shared's communication system, if any, works.
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kyrt-ryder wrote:
kyrt-ryder wrote:
Feel free to give me as much commentary as you wish my friends, I'm not perfect, if you see something that looks problematic feel free to bring it up with me.
And preferably do so here in this thread, since I have no idea how 4shared's communication system, if any, works.
Sounds good. I'll keep you informed.
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Gorgrom the Relentless wrote:
kyrt-ryder wrote:
kyrt-ryder wrote:
Feel free to give me as much commentary as you wish my friends, I'm not perfect, if you see something that looks problematic feel free to bring it up with me.
And preferably do so here in this thread, since I have no idea how 4shared's communication system, if any, works.
Sounds good. I'll keep you informed.
You've been staring at the feats all this time, haven't you >.>
At any rate, I want to give a warm welcome back to Loren and Vagrant Poet.
Lets see if we can kick this game back into motion.
(Also, any time you guys see Max, give him a friendly nudge this way lol)
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kyrt-ryder wrote:
You've been staring at the feats all this time, haven't you >.>
HAHA, no. I will be sure to let him know if I see him. Oh and I'm ready.
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Also something I need to point out on behalf of Vagrant Poet and Gorgrom, is that it appears based on the story development thus far that the two of you haven't actually met yet.
If you guys want to work in having met before or whatever your welcome to, but I felt I should let you know the story as has been presented lends itself a bit more to a fresh meeting.
your call guys.
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kyrt-ryder wrote:
Also something I need to point out on behalf of Vagrant Poet and Gorgrom, is that it appears based on the story development thus far that the two of you haven't actually met yet.
If you guys want to work in having met before or whatever your welcome to, but I felt I should let you know the story as has been presented lends itself a bit more to a fresh meeting.
your call guys.
I was thinking a fresh meeting may be better on the RP side of things.
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Okay, so I've re-imagined Feres a bit - now he is a multi-classed cleric/bard. Kyrt, please double check that I have gotten the bard stuff correct. I should have my first in-character post up shortly.
Thanks!
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Friar Feres wrote:
Okay, so I've re-imagined Feres a bit - now he is a multi-classed cleric/bard. Kyrt, please double check that I have gotten the bard stuff correct. I should have my first in-character post up shortly.
Thanks!
Riiiight, thanks for making me actually think of what a use of a healer's kit does.
I'm going to rule that burning up a use out of it raises the competence bonus granted by having the kit by 3 (making the total bonus +5) but even if the kit is empty of 'uses' it's still a masterworked tool with various pieces of useful equipment. (Based on the circumstances, some roleplay, some item grabbing, and/or a survival check might help pick up a 'use' here or there once in a while when necessary)
Anyways, the bio looks fair, but I'm going to offer you a bone, incase you want it.
If you should choose, you are allowed to choose to be a divine bard, instead of a standard one.
The differences are as follows. You can cast in any armor (such as medium which clerics are proficient in, if you made this change you'd likely upgrade your armor) and your bardic casting is wisdom based. (doesn't change the stat for perform.)
Speaking of perform, your rounds per day is spot on.
A bit later on after the level gap starts to widen a bit I think I'll probably introduce a feat that lets you stack bard and cleric for channel power and bardic music (infact if I remember right there already is such a feat in 3.5)
And it's alright man, everybody's got lives, I understand. But I have to warn you it's possible this game might get going to the point you'll be tempted to bail our of some of your other PbP's for it ;-)
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Oh, right, three last things.
1: When two-handing a weapon you multiply bonus damage by 1.5x, so your two-handing quarterstaff is 1d6+3 for damage
2: It's a little sneaky, but the sling gives up range and doesn't have a feat option to transfer it's damage to match, so it's fair enough. Your sling's attack roll is wisdom based, so +5 instead of +2.
3: Don't forget the other tactical swift action options. I know that swift off-hand looks really tempting, but sometimes a swift +2 AC, or +2 attack bonus, combined with the extra point of damage from two handing will serve you better.
That is all, carry on.
lol.
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WEWT! I HAS POSTED!
Oh, but uh... Friar Tuck... you only get the +3 when two-handing (aka single weapon-ing...whatever lol) the Q-staff. Double-weapon = +2 damage each.
Sorry if I confused you there bro.
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Hey, sorry its been awhile, I was away for halloween and have been slowly catching up.
Whats the story? How many of us is there now and who's playing what?
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vagrant-poet wrote:
Hey, sorry its been awhile, I was away for halloween and have been slowly catching up.
Whats the story? How many of us is there now and who's playing what?
No problem bro, it's good to have you back.
So far there are the following in play.
Loren: Elven Evoker (he's off on his own in an arid desert mountainy canyon region headed towards what appears to be farmlands)
Baldoin: Snow Elf Monk (On his own in a small house in a cottage South of Frum Pul, orc spirit wood, opposite the trading post where...)
Gorgrom the Friar: Half-orc ranger and Human cleric 1, Bard 1 respectively have just met and are about to discuss their situation once Friar's player gets a breather from his political endeavors.
My personal suggestion, start off somewhere separate, and when Baldoin starts playing again I'll probably work the two of you together.
By all means feel free to read the Discussion Thread and the RP thread since your absense to see what's going on, but most of it won't be relevant to getting your posts up.
Oh, and one last thing, it was decided it would be best if you and Gorgrom haven't met yet, and meet at some point in game instead.
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Campaign Thread and Discussion Thread linked for your convenience :) (I don't know about you but sometimes they seem like a hassle for me to track down in their respective boards lol)
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Also, I've been going over your bio, Aydan, and it doesn't quite line up right. You have your dex listed at 16, but your initiative is listed at +2, and your AC is listed at 13 (and you have the dodge feat)
Also, your claws are listed at +3 damage, even though you've got your strength listed at +14 (+2)
You can choose whether to use dex or str for natural weapons, since their finessible, but you'd need the feat to run dex based damage bonus off them.
So, the easiest thing would be to swap your dex and strength scores.
The only change you'd have to make if you did that is just to lower your reflex saving throw by 1. (and you might want to change your AC's listing method, but a dodge bonus basically is dex bonus to AC for all purposes except being limited by armor lol)
Also, one feat that might help you get through the early levels is a non-core feat I'd planned to release in a supplemental file, but I figured I should show it to you now since one of my NPC's used it.
It's dangerous, but if your sure your target doesn't have evasion, or your using an attack that WILL hit, you just might drop him before he drops you if you were to choose it, either as a replacement feat or as your next level, or not at all of course.
Reserves of Strength:
Prerequisites: Iron Will, spellcaster level 1
Benefit: When you cast a spell, you can decide to increase your caster level with that spell by 1, 2, or 3, but you are stunned for an equal number of rounds immediately after doing so. This effects ALL aspects, range, damage, SR penetration, etc, AND breaks the leavel caps, allowing, for example, a 9th level wizard to use this feat to cast a 12d6 lightning bolt at the cost of being stunned for 3 rounds.
If you are not subject to stunning effects you instead are knocked prone and dazed for the same number of rounds, and recieve 2d6 points of damage per caster level increased.
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I'll get Iron Will next level and work up to Reserves. Fixed discrepencies.
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kyrt-ryder wrote:
Reserves of Strength:
Prerequisites: Iron Will, spellcaster level 1
Benefit: When you cast a spell, you can decide to increase your caster level with that spell by 1, 2, or 3, but you are stunned for an equal number of rounds immediately after doing so. This effects ALL aspects, range, damage, SR penetration, etc, AND breaks the leavel caps, allowing, for example, a 9th level wizard to use this feat to cast a 12d6 lightning bolt at the cost of being stunned for 3 rounds.
If you are not subject to stunning effects you instead are knocked prone and dazed for the same number of rounds, and recieve 2d6 points of damage per caster level increased.
I remember that.
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vagrant-poet wrote:
I'll get Iron Will next level and work up to Reserves. Fixed discrepencies.
It's most valuable at the very low levels, but I guess it provides enough of a benefit at high levels to go ahead and build up to it.
Thanks for cleaning it up (so much for my suggestion to put the extra point into strength instead lmao, oh well, I guess the AC is good too. Of course, you still forgot to actually raise your listed AC to 14 lol)
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