
Kirth Gersen |

Kirth, I am ready. I just need a Bloodline Arcana and 20th level capstone. I haven't done my familiar yet, but other than that, I'm ready for your review.
Looks great! Only very minor nitpicks at this point.
Weapon
Bastard sword: If you never intend to use it 2-handed, given your backstory I'd authorize you to swap the Exotic proficiency from bastard sword to broadsword, which far more closely fits the type of blade you're describing (see description in Weapons document). If you stick with bastard sword instead, you need to pick which Exotic benefit you get when using it two-handed: either (a) 1d10/18-20; or (b) 1d10/19-20 against Medium or smaller opponents, 2d8/19-20 against Large or larger opponents. You don't get both benefits (expanded crit range and higher base damage against Large critters) unless you spend another feat.
Please stat out attacks and damage together with your weapon. I'm not sure where your "+3 Attack/+3 Damage" notation comes in; for using your weapon 1-handed, I calculate the following (depending on which of the above options you go with):
Broadsword +2 (1d8+2/19-20/x3); or
Bastard sword +2 (1d10+2/19-20).
Skills
Athletics is not a class skill for you as currently statted; I'd recommend changing the "Skills" entry for your bloodline to read "Athletics is a class skill for you." The total number of skills you have listed comes out correctly that way: 2 (class) + 1 (human) + 3 (Int) = 6.
In addition to those 6 skills, you get 1 rank in a "secondary skill" per class level (see Skills document). In your case, Craft (smith), Knowledge (planes), and Knowledge (warfare) all seem like choices that fit your "flavor."
Bloodline Arcana
With all that "adopted child of the goddess of death" flavor for your bloodline, I'd recommend the following Bloodline Arcana: "The touch of the goddess of death lingers on the breath of winter. Whenever you cast a spell or use a spell-like ability with the [cold] descriptor that deals hit point damage, it also deals additional negative energy damage equal to the level of the spell. For example, a cone of cold cast by a 10th level oprichnik would deal 10d6 cold damage + 5 points of negative energy damage. The same oprichnik's eldritch blast would deal 5d6 cold + 5 negative energy damage."

Vanya Volkov |

Weapons:
I used bastard sword for fluff mainly. I envisioned what is essentially katana with serrated back. It's not a big deal to change it to broad sword.
Skills:
Yeah, I messed up with Athletics. It's not class skill. I'm gonna exclude it, so that would mean 2 (class) + 1 (bloodline - and that would be Bluff) + 3 (Int), right?
Bloodline Arcana:
I love it!
Possessions:
Are you okay with all this? Not to much?

Kirth Gersen |

Hey Kirth, what would your thoughts be on tying the dex-based ranged attacks into weapon finesse? (Possibly only for weapons with which a character has at least Martial Proficiency.)
I've got a separate feat instead:
SNAP SHOT (COMBAT)
Prerequisite: Dex 13.
Benefit: When using a ranged weapon, you may use your Dexterity modifier instead of your Wisdom modifier on attack rolls.
Source: This feat supersedes the Crossbowman’s Deadshot chain of variant class features, from the Pathfinder Advanced Player’s Guide.
P.S. I'm looking for a better name -- any suggestions?

Jaegr "Knock Knock" |

I've got a separate feat instead:
SNAP SHOT (COMBAT)** spoiler omitted **
P.S. I'm looking for a better name -- any suggestions?
Agile Shot
Athletic ShotCrack Shot
Those three came to mind

Kirth Gersen |

OKAY! The game thread is HERE! I'll keep this thread going for discussion and commentary, as well. Happy gaming!

Kirth Gersen |

I have entered new stuff into profile. I just need to do a familiar. The pup is called Mraz (which means "Frost"). How about regular wolf with young template?
That'll make your familiar too big (Small vs. Tiny), which at first seems like no big deal until you consider that that Small creatures have 5-ft. reach and can set up flanks; Tiny ones have 0 ft. reach and can't -- so in combat it's night and day. However, I'm amenable to a more gradual transition (although it's more work) -- something like this:
Level / Stats
1st / Young dog
2nd / Young wolf (take Improved Familiar as bonus feat)
3rd / Wolf
5th / Dire wolf or worg
7th / Winter wolf

Kirth Gersen |

I am using standard familiar advancement rules, and essentially apply them to new base creature at appropriate levels, right?
Ooh... good question. Because a worg, for example, uses your level - 4 to determine familiar abilities, whereas a Tiny puppy would be using your full level. I'll let you decide at each level whether (a) you want to advance your familiar's abilities by 1 level (and thereby put off the next size/type jump by another level), or (b) whether you want to keep them the same and thus get to the next size/level "step" that much faster. Or (c) you can advance it every level, but then lose all those abilities when it grows to the next step, signifying that as it matures, it gets a bit rebellious and more distant from you.
All this is telling me, very clearly, that I need to redo the familiar and animal companion rules ASAP, to streamline them in terms of some sort of "CR by level" limit.

Wyvurn |

Kirth-
I've lost track of all the work being done on your houserules. I'm thinking of running a Carrion Crown FG campaign using them. Would you be so kind as to send me your master document in its current form if you can? I know a lot has changed since TOZ posted them and I just haven't kept up. My email is a yahoo address--mjhsmh23
Thanks.

Kirth Gersen |

I've lost track of all the work being done on your houserules. I'm thinking of running a Carrion Crown FG campaign using them. Would you be so kind as to send me your master document in its current form if you can? I know a lot has changed since TOZ posted them and I just haven't kept up. My email is a yahoo address--mjhsmh23
I wouldn't mind at all, but sadly I won't be able to do it until this weekend at the earliest. (Texas is in a state of rolling blackouts, and all those docs are on my home computer.) Along those lines, posts on the PBP game will probably drop off as well for the next few days. Apologies -- I hadn't quite realized how primitive this place was before I moved here.

Jaegr "Knock Knock" |

Wyvurn wrote:I'm following the IC thread. I am assuming I am not there but still back at the bar. Just wanted to check in to let everyone know I have not disappeared.Yeah, I've pretty much given up on the Sheriff's janitor here, trying to head back your way now. :-)
I was out sick last week and while home feeling miserable playing some BG2 to pass the time, my monitor died. So feeling better and back to work and back to having a working monitor as of yesterday, should be back to posting more regular again.

Kirth Gersen |

Leaving the jailhouse, you have a feeling you might have been missing something, but then realize it's probably just that the deputy/janitor was creeping you out.
The bar is well-lit, lively, and crowded. It's packed with locals, most in farmers' attire, who are downing wooden mugs of ale and singing along with the piano player. Four people, sharing a table, are not smiling, nor singing. They wear black, cloaked uniforms with white trim worked into the stylized falcon-and-fir-tree symbol of the Kingdom of Aviona, and appear to be drinking wine and watching the rest of the patrons and the door.
Vanya

Kirth Gersen |

Kirth, what about your rules for Mojo (or gp value equivalent of gear)? Are they on?
Yes! Good reminder.
Everyone should have a minimum of 1,650 gp worth of magic gear (and optimally close to 3,000 gp): Caspian's ring, for example, is worth 2,000 gp, as is the +1 dagger you guys found, so people with those are in the right general range. Jaegr's armor is worth only 1,000 gp, so he's behind the curve a bit (not that he really needs a boost!). If you want to amp up your gear a bit (Caspian, invisibility 1/day for your ring at CL 3 would cost 2 * 3 * 2000 / 5 = 2,000 gp -- so you'd be eligible for it next level!), go ahead and do so until your total is no more than 3,000 gp (not including bonded items and family heirlooms).Try to stick with items you already have, instead of adding new ones; remember that in Kirthfinder you don't take a cost increase for multiple properties on the same item, and specific "slots" aren't enforced. For example, a +1 resistance bonus to saves from an item costs 1,000 gp. Caspian (if he wanted to) could conceivably learn that his ring also confers that power (total 3,000 -- right at par), or he could declare that one of the coins he found is his "lucky gold piece" (same +1 resistance to saves), but it would be fairly lame to just say he found a cloak of resistance +1 by the side of the road somewhere.
Be as reative as you like, within the general bounds of the story, and I'll approve most reasonable requests.

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Sorry for my absence, guys. I'm afraid that my health has deteriorated and I'll have to undergo a minor surgical procedure. It's nothing life-threatening, or even painful (at least that's what the doctors are telling me), but necessary preparations and tests are taking almost all of my time, and bureaucratic nonsense that I have to go through before I even reach the doctors is mind-staggering. So, I'm sorry to say that I'll not be able to participate in the game for a month at least (it will take me two weeks to get to the procedure, and about ten days for the recovery). I will be present on the boards and I fully intend to get back to my games after I recover, but I will not be able to give the game the full attention it deserves. So, sorry once again.

Kelgan Cragbelly |

Leveling up to 4th level fighter. Pertinant changes requiring approval prior to modifying character sheet.
HP: +10 (+5 hd, +4 con, +1 toughness). New threshholds are 51/25/12.
BAB: +1 to ATK, CMB.
Saves: +1 to Fortitude, Reflex, Will. +0 to Intuition.
Attributes: +1 to Dexterity. New stat is 14. +1 to Reflex save, AC, and CMD.
CMB(Trip): +1 from Maneuver Mastery fighter favored class option.
Skills:
- +1 rank to Althletics, Craft(Alchemy), and Heal.
- +1 bonus rank to Endurance, Knowledge(Warfare) and Survival.
- +1 free secondary skill rank to Knowledge(Lore).
Fighter Class Features:
- Bonus Feat (Combat Reflexes): Adds +2 attacks of opportunity per round. More tripping goodness plus can still shield ally intercept when needed.
- Grit 1/day: renewable hero point / flexible bonus.
- Weapon Aptitude: retrain feats to other weapons w/ 1 hour practice daily.
Existing Feature Improvements:
- Weapon Training(Polearms): Bonuses improve by +1 ATK, CMB, CMD, Weapon Saves, and Damage.
- Improved Trip: Bonus improves by +1 CMB
- Combat Expertise(Stance): Bonus to Defensive Fighting improves by -1 ATK / +1 AC. Bonus to Total Defense improves by +2 AC.
Mundane Equipment:
- Commission new masterwork glaive blade and re-balance haft. +1 ATK.
- Replace regiment-issued scale mail with custom half plate. +3 AC. Slow and Steady racial trait negates some heavy armor penalties.
- Replenish crossbow bolts to 40.
- Retrieve satchel of Incendiaries from Gaston.
- Obtain small bottle of Burl's finest.
Mojo:Start at 0/5400(under par). Upgrades result in 2000+?/5400
- Tower Shield named to Emberwall: Fragments from the Plane of Fire embedded into shield during the explosion. Shield becomes +1 (1000 mojo). +1 AC. Shield gains persistant Mending spell effect (1/2 spell level * 1 caster level * 2000 * ? duration multiplier. Don't know what the multiplier is for 10 min/level duration); desired effect -- shield with smoldering embers on it that burn but never consume the shield. Can use the shield as base for campfires. Shield repairs cuts and other battle damage to condition it existed in after surviving explosion.
- Gauntlet from Giovanni named Traitor's Folly. Gift from traitorous bastard enchanted by Duke's magician, to be used against other traitors. Armor becomes +1 (1000 mojo). +1 AC.
- Requesting suggestions from referee and fellow players as to how to spend the rest of my mojo.

Kelgan Cragbelly |

Mojo 3800/5400.
- Emberwall (2800) +1 tower shield. Shooting Embers (ray of frost -> fire -> line. CL 5) Command Word 1/day (1 * 5 * 1800 * 1/5) 5d6 fire damage, 30 ft line, Ref DC 12 for half
- Traitors Folly (1000) +1 armor (gauntlet magic, half plate mw)
Mundane 2700 gp
- Portable Alchemist's Lab (1200) +2 mw bonus to Craft Alchemy
- Healer's Kit (1200) +2 mw bonus to Heal
- mw glaive (350)
- mw half plate (950)

Jaegr "Knock Knock" |

OK, almost updated, still mulling on Bonus Combat Feat choice:
Power Attack, Furious Focus (Basically gives me +2 to hit at this stage)
Combat Reflexes (With Kelgan's tripping could be handy, plus I have an eye on the "No Retreat" feat later)
Giant Stance (1d8 goes to 2d6 damage)
Improved Bull Rush or Overrun (Knock them out of the way or ignore mooks protecting the more nasty foes in back)
Positioning Strike (With my crit range going to 19-20 and my favored class bonus essentially giving me Critical Focus feat, I can apply one strike feat to my critical hit. Now most of my critical hits should kill just about anything we face at this time, so being able to move 10 feet after that could be handy)
Kirth that leads me to a question I had, Improved Bull Rush grants Bull Rush Strike option at BAB +6, is that usable with Critical Focus?
Mojo at this time will be Full Plate +1 (1,000) Found at the shop or Granted by the Duke? as well as my ancestral weapon gaining some power from all the foes I have slain in one blow (adding +1 [2,000 gp (+1 bonus) + 2,000 (cold iron)]/2 (ancestral weapon) = 2,000 gp)
Puts my total mojo at 3,000 if I have that correct. Was also thinking about a cure light wounds potion for an emergency.

Kirth Gersen |

Jaegr -- yes, bull rush strike is a [Strike] and therefore activates automatically on a crit if you have the Critical Focus feat. I should probably spell that out more clearly in the written rules -- it's all [strikes], not just the ones in the Strike Feats section.
For your full plate, you can (a) describe it as a gift from the Duke; or (b) assume you found it at the smith's shop; or (c) you bought it in town (any 4th level character can be assumed to have 2,000 gp to spend on armor if he wants), and it's +1 because you're just that awesome; or (d) it's actually made out of pieces of ceramic from the Forge, and that's why it's better than normal steel; or (e) other -- your imagination's the limit!
Your ancestral weapon looks good; I quite like that.
A potion of CLW costs only 50 gp, so there's no reason you can't pick a number that you always have on hand (up to your remaining mojo) and then they automatically re-stock whenever you're in town and have some time to shop.

Jaegr "Knock Knock" |

OK, made my choice in feat finally and finished up my sheet, except for some minor things and possible addition
4th level fighter.
HP: +9 (+5 hd, +4 con). 42/21/10
BAB: +1
Saves: +1 to Fortitude, Reflex, Will. +0 to Intuition.
Attributes: +1 to Strength (18). Bonus to hit, damage, and CMB, and some skills
Favored Class Bonus: +1 to confirm critical hits (Now at +2 out of +4 total to achieve Critical Focus)
Skills:
+1 rank to Acrobatics, Althletics, and Perception
+1 bonus rank to Endurance, Knowledge(Warfare) and Survival.
+1 free secondary skill rank to Profession (mining).
Fighter Class Features:
Bonus Feat (Power Attack, Furious Focus): Ignore power attack negative when attacking (Will give me a +2 to hit since I always power attack and then I can use Combat Expertise if needed)
Grit 1/day: renewable hero point / flexible bonus.
Weapon Aptitude: retrain feats to other weapons w/ 1 hour practice daily.
Existing Feature Improvements:
Weapon Training(Hammers and Picks): Bonuses improve to +1 to hit and +2 damage
Power Attack: -2 to hit for +6 damage with two handed or +4 damage 1 handed (Ignore penalty with first attack)
Combat Expertise(Stance): -2 to hit for +2 dodge bonus to AC when Defensive Fighting or +4 when Total Defense
Personal Weapon: Extra +1 bonus while I am wielding it. Chose +1 and Keen
Mojo: Kirth I have a question about the plate mail
Plate Mail +1 "The Forge", This plate mail suit was forged with the pieces of the blasted forge at "The Forge" in Kaiserberg. The pieces were left imbued the ceramic pieces.
Kirth, I was thinking of adding Fire Shield 1/day to the armor but wasn't sure the mojo cost or if that would be too soon to add. Also thinking about the armor always giving off some heat so it acts like endure elements in cold (Maybe a nagtive in hot areas like a desert) Not sure mojo cost there either.
For the Pick it is upgraded to +1 and added keen. Going with all the creatures I have hit with a mighty blow has infused it. (2000 mojo)
2 potions of cure light wounds for emergencies (100gp of mojo)