"Kirthfinder" Aviona PBP

Game Master Kirth Gersen

Playtest for the "Kirthfinder" rules.


1,051 to 1,100 of 4,042 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Male Halfling Bard 5 (Minstrel)

Kirth I am using the new documents to make certain Caspian is up to standards....

I think I see some racial changes in there...

I will update soon!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
Caspian Barefoot wrote:

Kirth I am using the new documents to make certain Caspian is up to standards....

I think I see some racial changes in there...

I will update soon!

Yeah I am in the process of digging through the racial and fighter changes. Definitely like the options!


male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

Should be up to date. Switched everything around to conform to the google docs including cha to will saves and wis to ranged attacks. noticed I did not qualify for spring attack so swapped it for two weapon fighting. The elven blooded hobgoblin's additional bonus to dex is nice.

Let me know if everything checks out.


Male Halfling Bard 5 (Minstrel)

Do we want to sell the dagger +1?

Who wants the ring of protection +1?

I still never found the text for the spell
healing lorecall......

Still checking over my character!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
Caspian Barefoot wrote:

Do we want to sell the dagger +1?

Who wants the ring of protection +1?

I still never found the text for the spell
healing lorecall......

Still checking over my character!

Try this


Male Halfling Bard 5 (Minstrel)

OK I found this information on the spell

Spoiler:

Healing Lorecall(CAdv p151)
<Div, VSM(mint leaf), 1StdAct, Personal, 10 min/lvl>
– When the caster casts healing spells while this
spell is in effect, the following bonuses apply:
a) the caster may use his/her ranks in Heal as
the caster level of healing spells;
b) if the caster has 5+ ranks in Heal, one of
the following conditions may be removed
from the target of a healing spell: Dazed,
Dazzled, or Fatigued;
c) if the caster has 10+ ranks in Heal, one of
the following conditions may be removed
from the target of a healing spell:
Exhausted, Nauseated, or Sickened (or one
of the conditions listed above).

It was written based on the rank system of 3.0 and 3.5, so I think it needs some tweaks for "kirthfinder".

I think a, b, and c all need tweaking based on how skill ranks are handled differently.

My two cents

Spoiler:

The ranks in heal add to damage healed along with level... ;)

The b should be 2+ ranks in heal

the c should be 7+ ranks in heal

The spell should also affect a wand of CLW


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
Caspian Barefoot wrote:

Do we want to sell the dagger +1?

Who wants the ring of protection +1?

Well I am always looking to add to AC, but I had a good boost from the chainmail +1. Wyvurn has use for it and a lower AC than both of us.

Selling the dagger may not be an option though trading for something may be. Reading the equipment section for Kirthfinder kind of made my head spin (with the mojo and advancing magic items sections). I'm sure it makes more sense than I for in my first reading.


M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:

1. Selling the dagger may not be an option though trading for something may be.

2. Reading the equipment section for Kirthfinder kind of made my head spin (with the mojo and advancing magic items sections). I'm sure it makes more sense than I for in my first reading.

1. The dagger is cheap enough you can still sell it for +/-1,000 gp in a big city. It's the major magic stuff (>10,000 gp market price) that's effectively priceless.

2. The idea is to divorce mundane wealth from magic gear. Your "mojo" is essentially your wealth-by-level, except you get "par" automatically without having to count up your gp, sell everything you find, and otherwise act like a penny-pinching merchant all the time.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

OK, I am done updating I believe. Kept Jaegr the same as much as I could though there will be some minor differences from the last version.


Male Halfling Bard 5 (Minstrel)

You kept the chainmail, ok then I will use the ring!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
Caspian Barefoot wrote:
You kept the chainmail, ok then I will use the ring!

Did you want the chainmail? I figured you wouldn't since it is medium armor and would mess with your spellcasting


Male Halfling Bard 5 (Minstrel)
Jaegr "Knock Knock" wrote:
Caspian Barefoot wrote:
You kept the chainmail, ok then I will use the ring!
Did you want the chainmail? I figured you wouldn't since it is medium armor and would mess with your spellcasting

Just teasing you a bit! ;) ring is fine with me! ;)


M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:

OK, I am done updating I believe. Kept Jaegr the same as much as I could though there will be some minor differences from the last version.

Jaegr looks very good -- solid character, stats in line with his concept. Good show. Minor discrepancies only:

1. Weapon Training gives +1 to attack for every 4 levels; you're 3rd; round fractions down -> +0 until next level.

2. Knowledge for IDing creatures don't match skills rules:

  • Knowledge (Lore): Dragons, giants, monstrous humanoids;
  • Profession (Mining): Oozes, uncivilized humanoids*;
  • Spellcraft: Constructs.

    * I'm leaning towards changing this to Knowledge (Warfare) for uncivilized humanoids, as it seems to make more sense (since most uncivilized humanoids don't live underground). Civilized humanoids will be covered under Streetwise.


  • M Goblin Beer Snob 1/Freethinker 3

    ---------------DEADLINE------------------

    In fairness to the players who have updated their characters (Caspian and Jaegr complete; Wyvurn almost done) and made new ones (Cricket complete), we're a day past the November 28 deadline. Any characters not submitted and approved by 17:00 CST tomorrow (30 November 2011) will be removed from play. That means that Vanya may be sent back to Aviona after all, and that kyrt's goblin ranger may turn out to have been one of the ones killed in the last big fight.
    ---------------------------------------------
    Play will re-commence on Thursday, December 1, 2011.


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
    Kirth Gersen wrote:
    Jaegr "Knock Knock" wrote:

    OK, I am done updating I believe. Kept Jaegr the same as much as I could though there will be some minor differences from the last version.

    Jaegr looks very good -- solid character, stats in line with his concept. Good show. Minor discrepancies only:

    1. Weapon Training gives +1 to attack for every 4 levels; you're 3rd; round fractions down -> +0 until next level.

    2. Knowledge for IDing creatures don't match skills rules:

  • Knowledge (Lore): Dragons, giants, monstrous humanoids;
  • Profession (Mining): Oozes, uncivilized humanoids*;
  • Spellcraft: Constructs.

    * I'm leaning towards changing this to Knowledge (Warfare) for uncivilized humanoids, as it seems to make more sense (since most uncivilized humanoids don't live underground). Civilized humanoids will be covered under Streetwise.

  • 1. No problem thought it would default to minimum +1

    2. Those make more sense and not sure why I thought it was lore. (I think I stared at the Lorekeeper trait below it or something)


    male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

    Kirth,

    What am I missing? I think I'm done.

    I know I'm late to the distribution of items, but I'd use the ring and/or dagger.


    Male Halfling Bard 5 (Minstrel)
    Wyvurn wrote:

    Kirth,

    What am I missing? I think I'm done.

    I know I'm late to the distribution of items, but I'd use the ring and/or dagger.

    Caspian tosses the dagger (+1) to Wyvurn....

    "I know it is not a Kuriki, but it is magical at least an I thought yah could use it jus as good."


    M Goblin Beer Snob 1/Freethinker 3
    Caspian Barefoot wrote:
    "I know it is not a Kuriki, but it is magical at least an I thought yah could use it jus as good."

    Brain fart on my part -- go ahead and make it a kukri if you like!


    M Goblin Beer Snob 1/Freethinker 3
    Wyvurn wrote:
    I think I'm done.

    Yes -- Wyvurn is looking good.


    male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

    A kukri it is then. Does that stack with Ki Attack?

    "Thank you, Caspian."


    M Goblin Beer Snob 1/Freethinker 3
    Wyvurn wrote:
    Does that stack with Ki Attack?

    Technically no, enhancement bonuses on the same item would overlap, not stack. However, the "mojo" rules in Ch 5 (Equipment) allow us to exercise a bit of creativity. One possibility would be to look at a +2 weapon (8,000 gp value), declare your ki attack as a "free" +1 (2,000 gp), and see if you have enough mojo to "bump" it to +2 (in this case, 6,000 gp is twice as much as your par, so it's a no-go). However, that doesn't mean all is lost. You could instead, for example, "discover" that the kukri is actually made of talonite (see special materials), rather than steel (800 gp value for a 2-lb. kukri) -- this would be appropriate for a goblin weapon, and would bring the weapon's value to 2,800 gp (within your 3,000 gp limit). Alternatively, you could find some other property worth 1,000 gp or less and add it to the kukri.

    If you really don't want it to be +1 to begin with, that's OK, too -- I'm open to reasonable suggestions (it could be a straight adamantine kukri, for example, worth 3,000 gp -- your target mojo).


    M Goblin Beer Snob 1/Freethinker 3

    BEGIN PART II!
    -----------------------------

    Four bedraggled adventurers have just emerged from the caves of the Goblin King. These worthies are Jaegr "Knock Knock" (a dverge fighter and former miner beneath the Elder Mountains), Caspian Barefoot (a halfling bard and former court jester to an Aramnic warlord), Wyvurn (a hideously-scarred elf-blooded hobgoblin monk), and Vanya Volkov (a fighter/mage originally from northeast Aramni, now a member of the King's Guard in Aviona).

    Starting the trek back to the town of Farmwall, you come across a scene of killing and strife. A number of goblin corpses are strewn about a clearing, along with broken arrows and smashed ceramic sling balls; to the side are the bloodied and savaged corpses of a worg and a boar. In the center of the grisly ring of dead goblins are a pair of dead wood elves and an empty box.

    You recognize the wood elves as your companion Kelsin, a druid, and "Black Snake" Charlie, a halfbreed hired guide. The box is that which formerly held the carved stone Teufelkopf which Jaegr destroyed in the caves.

    Any of you who succeeds at a DC 19 Perception check notices the following:

    Spoiler:
    A small goblin, ludicrously dressed as a wood elf -- down to the buckskin leathers and a feather in his hair -- skulks behind a stand of trees by the side of the clearing.

    Cricket:

    Spoiler:
    See last spoiler. That's you! Kelsin was a fellow druidic apprentice in the Estren Forest. You followed him here to give him a message of some kind (I'll let you decide what), and are sad to see him dead.


    Male Halfling Bard 5 (Minstrel)

    "Oh no! Kelsin!"

    perception
    1d20 + 7 ⇒ (14) + 7 = 21

    "Hey you there, shorty, what went on here?"


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Perception 1d20 + 6 ⇒ (17) + 6 = 23

    "There is another goblin, I think. What is he doing with the wood elf clothes? Did he take it from Kelsin?"


    Male Goblin Druid 5

    [How is it possible that I was looking for this for two hours and didn't see it?!? Sorry. Starting....NOW]


    Male Goblin Druid 5

    I mount my wolf.


    Male Goblin Druid 5

    Bluff 1d20 ⇒ 5

    to Sense Motive (yikes!) as I look around wildly, eyes bugging out of my head. If I have a move action left, I hold it.

    I look like I might flee.


    Male Half-Elf Academy Fighter 2/Rogue 2
    Cricket the Sexy Goblin Druid wrote:
    I look like I might flee.

    Especially if they might be with the game warden's office! Oh, wait... when you say "I mount my wolf," you mean "get on his back." Oh. Gotcha.


    Male Goblin Druid 5

    If Cricket overhears any such comments from Alexei, he is outraged and horrified by any suggestion of animal molestation.

    Who are these people?!?

    A Perception check (DC 15) reveals that Cricket is sweating profusely.


    M Goblin Beer Snob 1/Freethinker 3
    Cricket the Sexy Goblin Druid wrote:

    If Cricket overhears any such comments from Alexei, he is outraged and horrified by any suggestion of animal molestation. Who are these people?!?

    Alexei is a figment of your imagination. The others are real, and don't look like the sorts of creatures that a proper wood elf druid would associate with. In fact, one of them is a dwarf!


    Male Goblin Druid 5

    Woops. I hold my action and sweat.


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
    Cricket the Sexy Goblin Druid wrote:
    I look like I might flee.

    Jaegr yells, "Looks like we have one more goblin to kill today, and one that stole a wood elf's garb. Let's get him boys, before he runs away and get more of them."


    Male Goblin Druid 5

    I position Wolfie into a position where the trees won't interfere with swinging my staff, take a big gulp, and shout:

    Stand back, strangers! Know that if you are responsible for the death of my kinsman, you shall be eaten alive by a swarm of ants!

    Bluff to Intimidate 1d20 ⇒ 16(That's better!)

    Those with Linguistics or a familiarity with Wood elf will notice

    Spoiler:
    I speak Common with a Wood elf accent


    male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

    Adamantine sounds good unless Deep Crystal is an option and would work with my ki powers.

    Perception: 1d20 + 7 ⇒ (16) + 7 = 23
    Bluff: 1d20 + 5 ⇒ (16) + 5 = 21

    Wyvurn growls at the goblin, "If your kinsmen lived in that stinking hole we just came out of, then yes and you'll join them soon, ants or no ants. It'll be a mercy really, as it looks like you were probably some bugbear's dandy."


    M Goblin Beer Snob 1/Freethinker 3
    Wyvurn wrote:
    Adamantine sounds good unless Deep Crystal is an option and would work with my ki powers.

    Yes and yes -- deep crystal kukri approved.


    Male Human Battle Sorcerer 1
    Cricket the Sexy Goblin Druid wrote:

    I position Wolfie into a position where the trees won't interfere with swinging my staff, take a big gulp, and shout:

    Stand back, strangers! Know that if you are responsible for the death of my kinsman, you shall be eaten alive by a swarm of ants!

    Bluff to Intimidate 1d20(That's better!)

    Those with Linguistics or a familiarity with Wood elf will notice

    ** spoiler omitted **

    A tall man dressed in black uniform and with white raven on his shoulder raises his eyebrow at the goblin.

    "Pray, do tell how do you think we are able to differentiate between goblins? Nice wolf, by the way. Here's mine", he points at the bird on his shoulder.


    Male Halfling Bard 5 (Minstrel)

    Caspian moves towards Kelsin's body....

    "I got tah see if he is alive o dead."

    DM

    Spoiler:

    Check his pulse and his pockets,


    Male Goblin Druid 5
    Wyvurn wrote:

    Adamantine sounds good unless Deep Crystal is an option and would work with my ki powers.

    Perception: 1d20 + 7
    Bluff: 1d20 + 5

    Wyvurn growls at the goblin, "If your kinsmen lived in that stinking hole we just came out of, then yes and you'll join them soon, ants or no ants. It'll be a mercy really, as it looks like you were probably some bugbear's dandy."

    Visibly shaking:

    Uh, shut your filthy mouth, you, uh, jerkface!

    Turns to Caspian:

    Keep your filthy hands off my cousin!

    Looks at Vanya:

    Survival to identify his bird 1d20 + 9 ⇒ (6) + 9 = 15

    That's not a wolf, nor any other species of canis. I'm not stupid!


    M Goblin Beer Snob 1/Freethinker 3
    Caspian Barefoot wrote:
    ** spoiler omitted **

    Nice!

    Spoiler:
    No pulse, and any number of hideous wounds -- he's a goner. He's got a couple of mundane daggers and one or two sling bullets left. Most of his caltrops were thrown on the ground (Caspian watches his step, approaching the body).

    Male Halfling Bard 5 (Minstrel)

    "Cousin! So whos adopted!"

    Takes the daggers and slingstone....

    Casually begins re-bagging caltrops as if he has no concerns whatso ever about the strange goblin....

    "Tisk tisk I ken not stand a mess!"
    Points at the Dwarf...."Master will not be pleased."


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    To the goblin, "You claim to call Kelsin kin? We have had a long day and lost a friend in the process. We have fought many of your kind including their demonic leader. If you claim you are not with these goblins then it is time now to tell your story as I am ready to get under a roof and sleep."

    To Kirth:

    I've been thinking on what to do for mojo, if anything. With having a number of criticals killing things my first thought is something with Jaegr's weapon. Otherwise maybe a light fortification on the chainmail.

    If you have any thoughts about it, I'd be interested. Its proving hard for me to think of anything for some reason.


    M Goblin Beer Snob 1/Freethinker 3
    Jaegr "Knock Knock" wrote:
    ** spoiler omitted **
    Jaegr:
    Spoiler:
    You have a silver warhammer (assume the untreated -1 damage cost, for 90 gp value) and a cold iron pick (8 gp), for 98 mojo. Add 1,000 for the +1 chainmail, and you end up with 1,098 assigned. Par for this level is 3,000, so you've got 1,902 left to spend.
  • To make the pick keen: it's already +1 (from your talent -- no cost). Keen adds another +1 value, for 8,000 gp (total) - 2,000 gp (talent) = 6,000 gp. To that, add 2,000 gp for enhancing cold iron. Multiply by half for an ancestral weapon, and the total cost would be 4,000 mojo, which is over twice what you've got left.
  • +1 light fortification chainmail costs 2^2 * 1,000 = 4,000 mojo, of which you've already spent 1,000 (for the basic +1). 3,000 more mojo is half again what you've got to spend.
  • What I might do is add the treatment to your backup weapon, raising its cost from 90 to 2,000 gp. That would bring your total mojo spent to 3,018 (I'll spot you the 18 gp!) and eliminate the -1 damage penalty for the warhammer.
  • Or you could just save the 1,902 for later.

  • Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
    Kirth Gersen wrote:
    ** spoiler omitted **

    Kirth:

    OK, I was figuring that the pick was still non-magical despite the Personal weapon talent applied to it, so the +1 to the pick axe would be 2k (2k enchant + 2k Cold Iron divided by 2 for ancestral weapon). Then I would apply the personal weapon talent boosting it to +2 in my hands (or at 4th changing it out with Weapon Aptitude if desired)

    That's fine though I'll probably hang on to it for awhile. Its fun letting things build up naturally too. (And I can save it for something else if something catches my fancy)


    M Goblin Beer Snob 1/Freethinker 3
    Jaegr "Knock Knock" wrote:

    ** spoiler omitted **

    I most humbly stand corrected:

    Spoiler:
    The way the talent is written, your interpretation is entirely correct: your +1 talent enhancement would improve the existing one. That means [2,000 gp (+1 bonus) + 2,000 (cold iron)]/2 (ancestral weapon) = 2,000 gp... you have 1,902. You could make the silver warhammer normal to cover the difference, and have a +1 cold iron pickaxe (+2, or +1 and a +1 property, in your hands).

    Male Halfling Bard 5 (Minstrel)

    Unable to resist a song Caspian begins to sing....

    Starts a fast beat with his hands

    Spoiler:
    Song is actually pick a bale of cotton, if anyone cares

    We’re gonna jump down turn around

    pick a bale of caltrops,

    jump down turn around pick a bale a day.

    Jump down turn around

    pick a bale of caltrops,

    jump down turn around pick a bale a day.

    I’m gonna get on my knees and

    pick a bale of caltrops,

    get on my knees and pick a bale a day.

    Get on my knees and

    pick a bale of caltrops,

    get on my knees and pick a bale a day.

    I’m gonna jump jump down and

    pick a bale of caltrops,

    Jump jump down and pick a bale a day......


    Male Goblin Druid 5

    Watches agape in horror as the halfling casually loots my dead cousin.

    Don't touch him! By the stars and the garters of Old Mother Tree, your hand shall not defile the honored dead of the Tuelvi!

    Handle Animal1d20 + 9 ⇒ (17) + 9 = 26 to manuever Wolfie into a place where he can stand with his front two paws on Kelsin. Or as far as I can get before the party kills me!

    While moving forward, I look nervous, but also determined and even a little righteous. I'm a righteous dude!


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
    Kirth Gersen wrote:
    Jaegr "Knock Knock" wrote:

    ** spoiler omitted **

    I most humbly stand corrected:** spoiler omitted **

    Spoiler:
    I think I can't change the property from personal weapon to something else until 4th so it would be +2 if I went that route (unless it doesn't really matter)

    I think I'll stand pat and save it for now. But it is good to understand how it all works!


    Male Goblin Paladin 7/Teamster Steward 2/Inquisitor 1

    It is not my intention to knock Caspian down, only to take a protective stance over Kelsin's body.


    M Goblin Beer Snob 1/Freethinker 3
    Doodlebug Anklebiter wrote:
    It is not my intention to knock Caspian down, only to take a protective stance over Kelsin's body.

    Argh! Misread your last post. Deleting mine!


    Male Human Battle Sorcerer 1

    The raven flies down from Vanya's shoulder and as soon as it reaches the ground, transforms into small white piglet with baby-blue eyes. The piglet oinks rather forcefully at the goblin's wolf, while Vanya silently sighs and shakes his head. "As you can see, this is no bird, but a wolf. Although, with a strange sense of humor, I must admit."

    1 to 50 of 4,042 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / "Kirthfinder" Aviona PBP All Messageboards

    Want to post a reply? Sign in.