Korvosa Unchained - CotCT playtesting new rules (Inactive)

Game Master Darkness Rising

Unchained Rules | Loot List


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N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

DMU, Juliet will use her charmed life for any upcoming saves.


Tyenar, nice work on that ranged trip, but pretty sure that's a standard-equivalent action so it takes 2 actions. That means you can subsequently step up to her, but that takes you to 3 actions, so your attack can't happen this round.

Revised Action Economy takes some getting used to.


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

Aaaah, got it! Can I use the attack roll in case she provokes an AoO (or more :D)?

EDIT: I've looked over the rules again, and Tripping is a simple action: the ability just says that I can do a ranged trip attack, so I think it's still a simple action, as it doesn't specify it. But on the other hand, it's still an application of a SLA, and those are always standard actions


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

By the way, do we try to capture Jezebel, or just kill her? A couple of nonlethal wacks should be enough to avoid killing her with normal attacks.


Your call. I'm just here to kill you keep things moving; the direction you travel is up to you. Bear in mind though that actions - all actions - have consequences.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Lorick should be able to knock her out his turn.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
DM Unchained wrote:
Bear in mind though that actions - all actions - have consequences.

I think in this instance keeping this lady alive will get Juliet an enemy, which I'd prefer not to do.

In character*, Juliet's the stab first, stab second, then ask questions type, so unless told otherwise, she's not going to think about letting this wizard live.

*I've brought this up before, but just in case the new players haven't read the discussion thread.

Good news is (from the non-lethal viewpoint), I think you've got a round or two of actions before Juliet's back in the fight.

@DMU - is putting out the fire (reflex save) an action? If so, how many?


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Either way Lorick will want to make a special trip to Guard HQ to explain what the heck happened.


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

I have no qualms killing her. Have we even met her before in-game?


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

I don't have problems OOC killing her, but I wanted to know what you guys thought?

IC, Tyenar never killed someone, so he's a little on edge about it. The fact that she almost killed him by herself, however, is easing him on the "stab her" train. :P


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

I mean, she did blow up the guys I was playing bones with. Saves me the trouble of having to get more skeleton pieces and all, but it's still kind of annoying.


... although given that you were losing at the time, at least you're spared having to pay out.

And yes, you've met her before, in-game. *sigh* Nobody reads the flavour text.

EDIT: Although actually, it's possible that Evelyn wasn't there at the time. So I'll let you off.

EDIT II: Also, I'm intrigued/puzzled by your comment on Juliet's combustibility - whom exactly are you insulting there?


Juliet D'Artangen wrote:
DMU - is putting out the fire (reflex save) an action? If so, how many?

The spell description doesn't say - given that Evelyn has just doused you in water, we'll say it's a free action to make the save.


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8
DM Unchained wrote:


EDIT II: Also, I'm intrigued/puzzled by your comment on Juliet's combustibility - whom exactly are you insulting there?

I'm simultaneously bullying Juliet AND the wizard. Truly my sassy-ness knows no bounds (nor is it bound by such constraints as "making sense").


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

I've given some more thought to the fortune teller situation:

Evelyn would be more comfortable if we could ask the fortune teller before hand what she thought of our two new members and, if she gives the go-ahead, then we could all hopefully meet. Is that too much trouble to go through?


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Lorick really doesn't want to blamed for all the dead people and so wants to dump her off, living, with Kroft. I mean they are 'Guards' and can arrest her right?


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

That could work with what I'm shooting for too. We could send Lorick, Tyenar, and Xenia off to meet with Kroft while Juliet and Evelyn make an unannounced trip to our fortune-teller friend.


By all means split the party. Now you've decided on a plan, I'll wrap up the fight. I was just waiting on whether you kill her or not, and it's looking like 'not'

Post incoming.

EDIT: you may want to reflect on the irony present in the phrase "an unannounced visit to the fortune teller." Or not.


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

Sounds fine by me!


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

Do we have to continue the fight, or you are still preparing the next post, DMU?


The post would be up if Paizo forums hadn't gone down the other evening.

Fight is over.


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

Hm, do we have a wand of CLW or something similar? Also, DMU, am I treated as having my extracts on my spell list for magic item purposes: in short, do I have to roll UMD to use a CLW wand?


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Sorry I was a bit AWOL yesterday. Evelyn I think has a real fancy CLW.


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

Oh right, now I remember! Wouldn't mind a tap. <.<

And we're going to the fortune teller now, right?


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

I was going to find an excuse not to do it but the moment has passed.

I'll get to healing when I have a chance to post again.


OK, so is everyone going to the fortune-teller's? Or are some of you planning to do something else?


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

Yup, going to Zellara's!

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

Think that is the plan


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Onto Zellara's!


Soooo... nobody's touching the Harrow deck?

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

Xenia went over and picked it up. It was in her last post.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Yup. Xenia got to it first.


I have just been called away with work to the other side of the world (like 8 time zones away). I'll be travelling today and will have intermittent access to internet.

I'll do what I can to keep posting, but apologies for any lag in dealing with things. I'll be there until 12 June or so. Sorry about this.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Good luck with the travels, DMU!


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Hope you get some time to sightsee.

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

8 hours from England - where could that put you? Alaska? India? Pakistan? The Maldives?


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

China? Thailand, Mongolia?

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

Not 8 hours from England I think. Western Siberia is an option.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

I'll be travelling tomorrow to Texas for a job interview that will take me through Tuesday. It is nonstop from when I get off the plane, so please bot Juliet until I can jump back into things Wednesday.

Thank you!


Aaaand, we're back. Sincere apologies for the delay.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Welcome back DM.

Lorick's a pretty blunt guy.


Many, many apologies for the delay; since I got back I've had to struggle with jet lag, overwork and a great deal of human stupidity.


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5

Well, I hope that a 20 with max inspiration die and a +10 modifier can get us something on Zhellara: I think I burnt all of my lucky rolls. :P

Where are we going now? Fast-forwading and going to speak with Kroft?


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Not to rain on your parade but... I don't think the card reader's name's been mentioned yet. Also I'd be kinda surprised if DM's version of Lamm has an alligator.

Lorick has some people to look into before we go on to Kroft.


Male Sylph Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 3
Stats:
HP 30/30|AC:18 T:14 FF:14(+2 to Non-Magical Ranged Attacks)|Fort:+3 Ref:+9 Will:+4|Init:+4
Skills/Abilities:
Perc:+11;Diplo:+11;DisDevice:+13;Stealth:+7|Inspiration 3/5|Panache 5/5
Lorick Dreck wrote:

Not to rain on your parade but... I don't think the card reader's name's been mentioned yet. Also I'd be kinda surprised if DM's version of Lamm has an alligator.

?

Juliet just said her name, and I think she did told you.
The alligator/crocodile, too: I assumed it was still in like the player guide said, mostly from this post where Sia tells Lorick she had to use "the Winch" to feed a poor sod to Lamm's "pet".

PS: Now that I think about it, I couldn't find a post where it clearly says it's an alligator...maybe it could be a giant spider. Feel free to retcon or something else if I'm mistaken: it has been some time since I've read all of the campaign up to this point.
On the other hand I've found the post where Zellara told you her name, so me and juliet weren't mistaken about that.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Yep, Juliet has mentioned Zellara by name. We're not sure what is in the pit, though. I've been barely resisting the urge to refer to Lamm's pit as the Sarlaac Pit...


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Whoops. The extra H threw me. My bad!


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

So... DM, I guess since we're not very far into the game we will be able to take advantage of most of the enhancements of the Anniversary Edition? I've been hearing things about the Grey Maidens and a fairly commonly disliked trip outside of Korvosa that's been turfed. Thankfully all spoiler free.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

We can move on to Kroft next if people want. I think all the PCs trust each other enough now? (yay!).

Lorick has a stop to make though. The city is much more settled now than before right?


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

I want to do some mojo on the cards at some point but, yeah, I'm ready to go.

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YanJieming wrote:

Why did they even redo Spellstrike? Before, the melee attack was a free action to replace any touch attack necessary with a spell. Why not just leave it that way?

Anyway, I've seen a summoner and rogue, but no monk. I'll see if I can put one together. I've got two questions about the monk though;

1) In the revised action economy sidebar it talks about flurry of blows with a -2. My assumption is that this is talking about standard flurry and not unchained, so the unchained monk would get an extra attack at full bab. Is this correct?

2) How would you handle the swift action ki point to gain an extra attack? Would it allow an additional attack action before 6 bab? So:
Flurry: 1 action
Spend ki: 1 action
Extra attack: 1 action

Or would it allow an extra attack as part of the swift action?
So 6th level monk;
flurry: 1 action
attack: 1 action
Spend ki and attack: 1 action

If it makes any difference, I am putting together an Unchained Monk. Just have not figured out all the nuances of it yet.


Tirion Jörðhár wrote:
YanJieming wrote:

Why did they even redo Spellstrike? Before, the melee attack was a free action to replace any touch attack necessary with a spell. Why not just leave it that way?

Anyway, I've seen a summoner and rogue, but no monk. I'll see if I can put one together. I've got two questions about the monk though;

1) In the revised action economy sidebar it talks about flurry of blows with a -2. My assumption is that this is talking about standard flurry and not unchained, so the unchained monk would get an extra attack at full bab. Is this correct?

2) How would you handle the swift action ki point to gain an extra attack? Would it allow an additional attack action before 6 bab? So:
Flurry: 1 action
Spend ki: 1 action
Extra attack: 1 action

Or would it allow an extra attack as part of the swift action?
So 6th level monk;
flurry: 1 action
attack: 1 action
Spend ki and attack: 1 action

If it makes any difference, I am putting together an Unchained Monk. Just have not figured out all the nuances of it yet.

Well, I've already kind of fallen in love with the concept I've come up with, so I'll probably just finish making what I've got.

Although looking it over, I have run in to one other question:

How would you handle the second extra attack with flurry (at 11th)? It's also at full BAB (as compared to the twf version of standard monk). Would our second attack action just get one at full and one at -5? Or would our first attack get 3 attacks at full?

Not that any of these make a difference for my applying, just curious as to how you'd handle it.

Silver Crusade RPG Superstar 2014 Top 16

So how do:

  • Automatic bonus progression (pages 156-157)

  • Scaling magic items (pages 160-179)

    interact?


  • I would assume that with both present, the scaling magic item does get the various special abilities at each stage of its "evolution" without gaining the numbered enhancement bonuses. At those stages it only gains a numebered enhancement bonus (going from +1 to +2 for example) it does not "evolve".

    Thirsting blade
    Dagger with 18-20 critical threat range
    8th: Keen dagger
    10th: Special bleeding ability
    14th: Keen wounding dagger, special bleeding ability improves
    15th: Nothing
    16th: Nothing
    17th: Nothing
    19th: Special siphoning ability
    20th: Keen vicious wounding dagger

    Or something like that.


    • Background skills and expanded skills (pages 46-53)
    • Alternate crafting and profession rules (pages 72-81)
    • Skill unlocks (pages 82-87) (if I can use the suggested Signature Skill feat on on page 82 since I'm not a rogue)
    • Wild magic (pages 147-148)
    • Overclocked spells (page 148; I will run this with the wild magic, so if you fail, you'll get a wild magic event)
    • Esoteric components (pages 150-155; the "optional" variant)
    • Automatic bonus progression (pages 156-157)
    • Dynamic magic item creation (pages 180-191)

    Background:
    Razule was a kid snatched up by Lamm's goons back when he was very young. Since then he's been trained and abused by the fickle man. He spent his life as a Little Lamm doing his best to take the brunt of Lamm's anger and save the younger kids from it as much as he could. As a result, he's covered in scars he's proud to have.

    A few years after his capture Razule found an old, battered book of alchemy recipes and tried them out in secret with the materials he could steal. He was caught trying to sell these potions and, after yet another beating, forced to make them day in and day out with less than suitable materials. He never received any thanks or payment, but he knew better than to expect any by now. His work has gotten him a sort of acquaintanceship with a local alchemist(Jerak Archecal, who is also a trained healer) that buys the potions Lamm sells.

    His thievery has also gotten him noticed by two people. One is a nice even lady(Kayanna Elistairy) who owns a bakery he tried to swipe food for theLittle Lamm's from, and one is the old ex-captain of the city guard, a gruff Korvosan named Flint. Lamm shamed Flint long ago, and now no one will believe the old man's rants about Gaedren's criminal activities.

    Years of work later, Razule is now accomplished alchemist despite the lack-luster conditions and supplies, Raz seeks to find some way to free himself from Lamm's control.

    And that means getting the Little Lamms free first...

    A simple idea, really. A little Lamm that has gotten sick of being treated so badly and is, under protest, still forced to work for Gaedren even after gaining the skills he could use to support himself easily.


    Diego Rossi wrote:
    LOL, I wasn't asking for an official Paizo interpretation, simply your interpretation as the GM of this game.

    I got that - what I meant is that I see this as a collaborative process: if you have an interpretation that you think makes sense, post it - it will help me think about the rules, even if I ultimately decide to go a different way.

    I'm going to have to get back to you on spellstrike and spell combat. I've never played a magus so I've never had to look at the mechanics that closely.

    YanJieming wrote:

    I've got two questions about the monk though;

    1) In the revised action economy sidebar it talks about flurry of blows with a -2. My assumption is that this is talking about standard flurry and not unchained, so the unchained monk would get an extra attack at full bab. Is this correct?

    That is the way I see it, too.

    YanJieming wrote:
    2) How would you handle the swift action ki point to gain an extra attack? Would it allow an additional attack action before 6 bab?

    I think - and I stand to be corrected by anyone who sees it otherwise - it means:

    Level 3 monk:

    1 action: spend ki point
    1 action: flurry (with extra attack from ki point)
    1 action: simple attack, -5 penalty

    So 4 attacks in total, one of which has a -5 penalty

    Level 11 monk

    1 action: spend ki point
    1 action: flurry (with extra attack from ki point)
    1 action: flurry (with extra attack from ki point)

    So 6 attacks in total, one of which has a -5 penalty

    Zahir ibn Mahmoud ibn Jothan wrote:

    So how do:

  • Automatic bonus progression (pages 156-157)

  • Scaling magic items (pages 160-179)

    interact?

  • See, THIS is the bit I love - I don't have to worry any more about ensuring that the party gets enough Belts of This or Headbands of That, or Weapons of plus Whatever: I can focus on making magic items AWESOME again.

    That sword you got from your dying father/won from the defeated evil dragon's hoard/insert option here? As you use it to achieve mighty deeds, it accrues magic to itself and gains in power - you don't have to trade it in at Ye Olde Magick Shoppe as you level up.

    That ring you found, that you thought was a mere bauble, nice to have but nothing special? Turns out it's the One Ring and the Dark Lord has sent his Nine Minions after it oops, I mean that as you grow in knowledge and understanding, you are better able to unlock its abilities.

    Basically, I can personalise magic items to you, without needing to equip every other bandit with a Belt of Thing.

    BY THE POWER OF TIME TRAVEL!!!!

    Azih wrote:

    The other question. The variant multiclassing barbarian gets the rage class feature.. is it the standard rage or the unchained rage? I'm assuming in this game it would be the unchained rage/rage powers etc.

    Correct - Unchained, all the way.


    3 people marked this as a favorite.
    DM Unchained wrote:
    That ring you found, that you thought was a mere bauble, nice to have but nothing special? Turns out it's the One Ring and the Dark Lord has sent his Nine Minions after it oops, I mean that as you grow in knowledge and understanding, you are better able to unlock its abilities.

    Just because I'm a Halfling, is no reason for you to racially stereotype the sort of loot I might have!


    I played around all weekend with various builds, and just couldn't come up with something to my satisfaction using the Lore Warden, so I think given the glut of martial and skill applications and my unhappiness of the mechanical aspect of Juliet, I'm going to change her focus a bit.

    Fluff for Juliet will remain more or less the same, but mechanically I'll probably be going sorcerer VMC bard, or perhaps just sorcerer or just bard.

    Unchained rules to test would be

    - Background skills and expanded skills (pages 46-53)
    - Variant Multiclassing (pages 88-91)
    - Revised action economy (pages 102-109)
    - Limited magic (pages 146-147)
    - Wild magic (pages 147-148)
    - Overclocked spells (page 148; I will run this with the wild magic, so if you fail, you'll get a wild magic event)
    - Esoteric components (pages 150-155; the "optional" variant)
    - Automatic bonus progression (pages 156-157)

    Maybe skill unlocks or stamina, depending on the build.


    Hey DM. This is Chaenath from the Skulls&Shackles game. Here's the background for an unchained monk variant multiclassed with Barbarian. Tried to make the background fit the concept.

    Background Lorick Dreck Human LN Monk/var-Barbarian:
    So I remember my ma. Barely though. She was really sick and then she wasn't there anymore and I became just another crying orphan in this dammed craphole of a city. Begging and scrounging through garbage heaps to get enough scraps to not starve to death is a hell of a way to grow up. What I remember most of those days is sneaking up to the fancy areas of the city to root through their fancy garbage. Running away from the town guards clutching a half eaten turkey and managing to keep it away from the other street kids to have a grand feast in my hidey hole. That's one of the happiest memories I got.

    That all changed a bit when I saw some of the other kids I ran with wearing better clothes and not looking like bags of bones anymore. Sure they probably looked just as filthy and starving as they did before to someone not living in the gutter. But I saw that they were wearing actual warm underclothes under their rags and I 'specially noticed them plumping up under there. I asked Sia about it. She's as good a friend as you can get when you're starving. I mean I stole some of her scraps sometimes and she stole mine but we both understood that it was the hunger driving us to do it and didn't hold it against each other. She said she'd followed them and there was some place where they were staying overnight and getting fed.

    Me and her, we got the courage to go up to the place and knock and well that's how we both become Little Lamms working for that bastard Gaedren Lamm. Pickpockets we were. Sia was always really good at reaching in and actually stealing things. I was more of a snatch things out of marks' hands and running away as fast as possible. Different ways of doing the same thing. Got really handy when Sia got good at spotting foks who started carrying around pocket snaps on them. They're like nasty moustraps you put in your pocket and it snaps right around a pickpocket's fingers. Well spotting those told you that those marks were carrying stuff they wanted to protect. And the snaps didn't really work when I yanked the pouches right out of their belts or ripped the pocket open and grabbed the scattering coins as the snap closed on empty air. I always had a lot of wiry strength even when I was half starved.

    And I wasn't half starved after I started bringing in the coin. It wasn't a good life but it was a damned sight better than the one I had before. The way I figure it we weren't really criminals we were just following the rules and the rules were set by Lamm. Maybe the rules weren't exactly fair to anyone but hell, same's true for the laws of the city.

    Anyways one day a few years later I'm tryna to make my quota and I try to rip the coat off of a bent old man as he made his way through a dark alley on my bit of the city. Not proud of it; Especially now. Imagine my surprise though when I find myself flipped over upside down on my head. Old man had just grabbed my hand and... twisted and I'd gone flying. I jump to my feet and try to go after his pocket again and end up with an elbow slammed at the back of my neck and went stumbling down onto a pile of horse s&!#.

    That's how the man closest to being a father that I ever had. Miyoto. I started hanging around him in my spare time and he started teaching me about monkish ways. It was amazing. Not the physical side of it, that was great sure, but the idea that I didn't need to follow Lamm's rules or the city's laws but could follow my own code. He taught me to create someting of my own and I started making stuff out of wood. Carvings and fixing leaks in my hovel and the like. I still did Lamm's work but I stopped going after the small folk who barely had anything themselves. Since it was the slum there was a hell of a lot fewer targets and I stopped making the cut that Lamm demanded.

    One day I'm heading out on my rounds and a bunch of Lamm's thugs jump me. Turns out Lamm had me followed to figure out what I'd been doing in my free time and why I'd stopped being a good performer. I nearly fight them off but they overwhelm me and drag me to Lamm's hideout. There I find out that Miyoto's been grabbed as well and Lamm taunts me with my mentor in a cell. He'd been planning to feed the old man to his damned gator in front of me but when he heard how well I'd fought he decided to keep Miyoto imprisioned to ensure my loyalty and keep me as an enforcer rather than killed. Mind you he lets me know this after having me beat up for a week straight and personally cutting a long ugly scar with a jagged knife right through the center of my face.

    Since then I've been doing his bidding like a good attack dog. But the rage against him is building. If it wasn't for Miyoto sitting in that cell I'd have breaking his damn neck or died trying by now.

    I still follow my own code though, as much as I dare, I've been feeding bits of info to a guard Capitan stationed near the Shingles when Lamm's plans get unusually cruel, Melag Somelen. Never about anything I'm ordered to do o'course.

    Sia, well she's sympathetic to what I'm going through, but she's not going to be rocking the boat when I'm helpless to do anything but follow Lamm's ugly orders. She's really the only thing keeping me sane through all this.

    Life's hell but some way I'll find a way to pay some of it back to Lamm ten-fold.

    NPC

    Miyoto: Very old refugee from Tian Xia. Was living in a hovel in the neighbourhood that Lorrimor operated in as a Little Lamm. Took to tutoring Lorrimor as a monk after seeing Lorick's potential. Is now a prisoner in one of Lamm's dungeons to ensure Lorrmior's loyalty.

    Sia: Grew up in the streets with Lorick. She's grown up to to become an expert thief and that's how he stays on Lamm's good side. She doesn't like the crime boss but she's doing as well as could be expected because of him. Is in a relationship with Lorick.

    Cpt Melag Somelen: Lorick is a reliable contact for this Korosovan Guard Captain stationed near the Shingles as Lorick tries to rebel against Lamm as discreetly as possible to undermine Lamm while keeping Miyoto safe.

    Testing:

    Unchained Monk
    Background skills and expanded skills (Will go Lore:Korosvan Criminals and Craft:Carpentry)
    Variant-Multiclassing with Barbarian
    Background skills
    Stamina and combat tricks (assuming everyone or all maritals get that?)

    Question:
    Are skill unlocks going to be universal? Or some other variant?


    Skill unlocks will require the feat or being a rogue.


    Azih: See below.

    DM Unchained wrote:
    Skill unlocks are only available with the Signature Skill feat (unless you're a Rogue).

    Edit: Ninja'ed. :-P


    Evelyn Gertruade deGrey wrote:
    Skill unlocks will require the feat or being a rogue.
    F. Castor wrote:

    Azih: See below.

    DM Unchained wrote:
    Skill unlocks are only available with the Signature Skill feat (unless you're a Rogue).
    Edit: Ninja'ed. :-P

    Which I am!!! So I'll get to experience that stuff "for free," but could expend feats to do even more of it.


    Well that's one question done :). My guy won't test unchained skills. Doesn't make much sense for a monk to do so anyway.

    The other question. The variant multiclassing barbarian gets the rage class feature.. is it the standard rage or the unchained rage? I'm assuming in this game it would be the unchained rage/rage powers etc.

    Shaeda: You can use an Advanced Trick to get even MORE eventually.


    Shaeda Stormborn wrote:
    Which I am!!! So I'll get to experience that stuff "for free," but could expend feats to do even more of it.

    As am I. Well, not me, my proposed character that is. Actually, there are, I believe, three rogues so far (mine, yours and Enchanter Tim's).

    And as Azih said, there is a relevant Advanced Rogue Trick called Cutting Edge that allows the rogue to grab even more skill unlocks.


    Yup, three rogues so far, plus me and Steele count as half a rogue each, I guess. :P

    Liberty's Edge

    YanJieming wrote:

    Why did they even redo Spellstrike? Before, the melee attack was a free action to replace any touch attack necessary with a spell. Why not just leave it that way?

    Anyway, I've seen a summoner and rogue, but no monk. I'll see if I can put one together. I've got two questions about the monk though;

    1) In the revised action economy sidebar it talks about flurry of blows with a -2. My assumption is that this is talking about standard flurry and not unchained, so the unchained monk would get an extra attack at full bab. Is this correct?

    2) How would you handle the swift action ki point to gain an extra attack? Would it allow an additional attack action before 6 bab? So:
    Flurry: 1 action
    Spend ki: 1 action
    Extra attack: 1 action

    Or would it allow an extra attack as part of the swift action?
    So 6th level monk;
    flurry: 1 action
    attack: 1 action
    Spend ki and attack: 1 action

    Ouch, your post just made me realize that this call for a full attack:

    PRD wrote:


    Base Attack Bonus (BAB): Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature's base attack bonus reaches +6, +11, or +16, he receives an additional attack in combat when he takes a full-attack action (which is one type of full-round action—see Combat).

    but the revised rules don't call for a high BAB to make multiple attacks.

    So how it work?

    My first level character, if adjacent to a enemy can attack 3 times?
    Sure the second attack suffer a -5 and the third a -10, but a natural 20 is still a hit and a fist level fighter can start with a strength of 20 and weapon focus, for a +7 total bonus while the suggest AC of a CR 1 monster is 11. He would require a 4, 9 and 14 to hit. He would have a very good chance to kill 3 CR monsters in one round.

    About your question on flurry of blow, as I read it you will get the -2 penalty, but make 2 attacks with 1 attack action, so:
    flurry: 1 action 2 attacks at -2
    Spend ki and attack: 1 action 1 attack, with no penalty
    Nowhere it say that the penalty carry over to others attack actions.

    When you get to 8th level you get a 2nd attack to which you can apply flurry. Notice that it don't mention penalties this time.

    These rules are a bit of a mess.

    Same thing at level 15 with a 3rd attack.

    - * -

    OK, less thinking about the rules and more building a character. I already know how it will be and most of his background, so it will be easy to make.

    - * -

    BIG EDIT

    Oh, my Goddess, I hadn't realized:
    Limited magic (pages 146-147)
    for a class that get half of his damage from evocation spells.

    There are tons of spells that with a CL will never become worthwhile in any class, but for a magus?
    It sound as a uselessness sentence.

    Sorry, back to the starting idea, inquisitor.


    I rather like the revised action economy


    Another question on action economy: I see you get 3 acts. Move is a simple act. Attack is a simple act.

    PRD wrote:

    Move (Move): You move up to your speed. Typically you move across the land at either a walk or a sprint, but this covers other movement modes, including burrowing, flying, jumping, and swimming.

    Attack (Attack): You make one or more attacks against a single foe within your melee reach (if making a melee attack) or range (if making a ranged attack).

    So does this mean you can triple move if you do nothing else? Does this mean you can move, move, attack (without the charge bonus/restrictions)? Or move, attack, move (ala spring attack)? Or Charge (2 act), then move?

    Silver Crusade RPG Superstar 2014 Top 16

    Limited Magic

    This rule will nerf healing, summoning, buffing, anything requiring a save, or duration.

    Question: if I Heighten a fireball, to use a 5th level slot, I know it does 9d6 damage. Am I required to have a 15 caster stat though to use the 5th level slot? Or is a 13 sufficient?


    @Enchanter Tim: Yup, works like that.

    @Zahir: I think you need a 15 score, like normal. It's always prepared in the level slot that requires that score, no?
    And summoning is the thing that get hit less, I think: Summon x I is a little useless, but every other higher level summon spell lasts for at least three rounds and always summons the same monsters. A lantern archon is still going to FIRIN MAH LAZORZ.

    Like I've said in the interest thread (I may or may not have written a couple of WoTs <.< ), I have my reserves on the action economy thing and dislike limited magic: I've applied because I want to play CotCT, DMU is a great DM, and I wanted to give other Unchained stuff a spin.
    But looking at the glass half full, I don't have to spend a talent on Swift Study because a Move and an Swift action are now the shame thing: that's like saying I don't need skin care products now that I'm a skeleton, but you have to look at the bright side of life. :P


    Unchained flurry is different from standard flurry. I'd say for unchained monk with the revised action economy would be.

    At level one unchained monk gets an extra attack at highest attack bonus with the first attack action. Subsequent attacks have the cumulative -5 penalty as normal. At level 11 the first attack action gets two extra attacks at highest bonus.

    Silver Crusade RPG Superstar 2014 Top 16

    Tyenar "Whisper" Checkeredpage wrote:
    @Zahir: I think you need a 15 score, like normal. It's always prepared in the level slot that requires that score, no?

    I think this is far from clear even before Unchained came out, so I guess I am asking for the GM's interpretation.

    Does a Magic Missile with a +1 meta magic need a 12 Int to cast?

    Liberty's Edge

    Here we are.
    Julius Sobacesky inquisitor of Desna
    Multiclassing (Unchained variant) Magus.

    Appearance, Black hair, brown eyes, tanned, generally dress in traditional Varisian garments. He is very much the traditional Varisian.

    The crunch:

    Julius Sobacesky
    Male human (Varisian) inquisitor of Desna 1 ( Pathfinder RPG Advanced Player's Guide 38)
    CG Medium humanoid (human)
    Init +1; Senses Perception +7
    —————
    Defense
    —————
    AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
    hp 13 (1d8+5)
    Fort +4, Ref +1, Will +5; +2 trait bonus vs. charm and compulson
    —————
    Offense
    —————
    Speed 40 ft.
    Melee morningstar +3 (1d8+3)
    Ranged shortbow +1 (1d6/×3)
    Special Attacks judgment 1/day
    Inquisitor Spells Known (CL 1st; concentration +4)
    1st (2/day)— cure light wounds , bless
    0 (at will)— create water , disrupt undead , light, stabilize
    Domain Travel
    —————
    Statistics
    —————
    Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 10
    Base Atk +0; CMB +3; CMD 14
    Feats Toughness
    Traits armor expert, birthmark, framed (family honor)
    Skills Acrobatics +0 (+4 to jump), Bluff +6, Heal +7, Intimidate +1, Knowledge (arcana) +5, Knowledge
    (local) +2, Knowledge (religion) +5, Lore (sobachesky family ) +5, Perception +7, Profession (driver) +7,
    Sense Motive +4, Spellcraft +5, Stealth +4
    Languages Common, Shoanti, Varisian
    SQ agile feet (6/day), family ties, monster lore +3, stern gaze +1
    Other Gear studded leather, buckler, arrows (20), morningstar, shortbow, backpack, bedroll, belt pouch,
    candle (10), chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), holy text,
    manacles, mess kit, mirror, nail file (0.1 lb), peasant's outfit (2), pot, scissors (0.3 lb), soap, soap, spell
    component pouch, sponge, tooth powder (0.1 lb), torch (10), trail rations (5), waterskin, wooden holy
    symbol of Desna, 39 gp, 8 sp
    —————
    Tracked Resources
    Agile Feet (6/day) (Su) - 0/6
    Arrows - 0/20
    Judgment (1/day) (Su) - 0/1
    Torch - 0/10
    Trail rations - 0/5
    —————
    Special Abilities
    —————
    Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
    Armor Expert -1 Armor check penalty.
    Birthmark +2 save vs. charm & compulsion
    Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
    Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy
    of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
    Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
    Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.

    Background:

    Julius is a member of the extended Sobachescky family. They are a Varisian family whose history extend back for hundred of years. Some of the family tales go back to the times of Starfall. One notable branch of the family has produced at least one Blackblade magus in each generation.
    A large majority of the family mender are followers of Desna.

    Julius branch of the family in the recent generations has had bad history, joining Sczarni bands and resorting to thuggery and small time swindling to live.
    Julius was born on the road between Magnimar and Korvosa, after one of the numerous occasion in which the family had to leave a city to avoid the consequences of their actions.
    Julius father, Dragoljub, finally settled in Korvosa, in the poor district outside the north wall of East Shore. A few years after they settled in Julius mother died of childbirth, leaving Dragoljub with 3 sons: Drago, Julius older brother (12 years old at the time), a 4 year old Julius and the newborn Alenka, his sister.

    Broken by his wife death Dragoljub became a shiv addict. Who took charge of the family was Drago, that joined a Sczarni band to bring up enough money to feed his brother and sister. He tried to avoid the same fate for his brothers, finding a elder priest willing to teach the basic of Desna faith to Julius apprenticing his sister to a tailor.

    Less than a year ago Drago was accused of murdering a merchant in the course of a theft. Julius, sure of his innocence (at least of the murder), was forced to search for the help of a local crime lord, Lamm, who "found" a eyewitness willing to testify that Drago was elsewhere. [I have changed the background trait a bit, but it seem to fit with the framed (family honor) trait]. To pay for the help Julius had to promise to work for several years for Lamm. Only after Drago release he discovered that almost certainly it was Lamm that framed Drago.

    Currently Julius is 19 years old and has worked for Lamm for almost a year and hate with all his hearth what he do.

    contacts:

    His family:

    Drago, Julius elder brother, a middle ranked member of a Sczarni band. Drago is very protective of younger brothers.
    He is a CN rogue. 27 years old.

    Dragoljub, father, shiv addict, destitute, 43 years old.

    Alenka, 15 years old, tailor apprentice.

    Bother Yllian, a cleric of Desna (probably an adept), CG, 67 years old.
    He is old and frail, but likes his student and is very sad as seeing him work for Lamm.

    Katrina, a member of the city guard. She was the one that did the investigation when Drago was accused of murder. While a strict follower of the law she is very honest and had some doubt on the charges against Drago. She was taken aback when the witness exonerating Drago appeared and unconvinced of his testimony.
    As the murder is still without a culprit she is still investigating it in her free time.
    She has some suspect on what Julius did and keep an eye on him.
    Julius has a crush on her and occasionally has given her some information on Lamm activities helping her prevent some crime.
    LG, 24 years old, female, member of the city guard.

    If I am chosen I will make a alias, obviously.

    What I will test:
    Revised action economy with a class that has several swift abilities.
    Variant multiclassing
    Limited magic


    So I re-read dynamic magic item creation and sighed. No potions or scrolls can be made with the system and that means alchemists can't use it. It's something I'd really like to try out too. Back to the drawing board...

    Liberty's Edge

    Zahir ibn Mahmoud ibn Jothan wrote:
    Tyenar "Whisper" Checkeredpage wrote:
    @Zahir: I think you need a 15 score, like normal. It's always prepared in the level slot that requires that score, no?

    I think this is far from clear even before Unchained came out, so I guess I am asking for the GM's interpretation.

    Does a Magic Missile with a +1 meta magic need a 12 Int to cast?

    From what I have gathered from the discussions about this:

    - if you are using any metamagic beside heigthened, you count the spell as the original level for the effects and the minimum casting stat. I recall some Dev post about being able to prepare spells modified by metamagics in spell slots even if you hadn't the required characteristic to memorize spells of that level.
    - heigthened is an exception, as the spell has effectively the new level, so it will require the minimum characteristic to cast a spell of that level.


    Ok, here's my submission:

    Silvio Slate:

    Silvio Slate
    Human Underground Chemist Rogue VMC Alchemist

    CG Medium humanoid (human)
    Init +7; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
    hp 9 (1d8+1)
    Fort +2, Ref +5, Will +0
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +3 (1d4/19-20) or
    . . rapier +3 (1d6/18-20)
    Special Attacks sneak attack (unchained) +1d6
    --------------------
    Statistics
    --------------------
    Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 12
    Base Atk +0; CMB +0; CMD 13
    Feats Improved Initiative, Point-blank Shot, Weapon Finesse
    Traits drug addict (personal), firebug
    Skills Acrobatics +6, Appraise +7, Bluff +5, Climb +3, Craft (alchemy) +7, Disable Device +7, Knowledge (arcana) +4, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +4, Perception +4, Sense Motive +4, Swim +3, Use Magic Device +5
    Languages Common, Dwarven, Shoanti, Varisian
    SQ trapfinding +1
    Combat Gear acid (2); Other Gear studded leather, dagger, rapier, belt pouch, flint and steel, masterwork backpack, thieves' tools, torch (5), waterskin, 2 gp, 7 sp, 6 cp
    --------------------
    Special Abilities
    --------------------
    Firebug +1 to attack rolls with thrown splash weapons.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

    Background:

    Silvio Slate's first memories are of being beaten in the orphanage. He grew up in Madame Origenna's orphanage, starving and having to hide food and hide himself to avoid being beaten. Arcadius and Maretha were the only friends he had. If it wasn't for them, he would have died there. Maretha was older and helped care for him, and Arcadius was stronger and could protect them. After several painful years of begging, hunger, and beatings, the three were bought by Gaedran Lamm and taken away.

    Life as a 'Little Lamm' was better, but Silvio soon learned pain could come in other ways. He became a errand boy for Lamm, delivering good around the city. Soon Silvio learned what was inside the packages he would give to people. Shiver. As he grew up, Silvio moved from delivery boy to working in the Shiver labs and met Kilain. Kilain Beltran was a chemist to help Lamm make the Shiver. He saw Silvio's brightness and helped the boy become an apprentice. Silvio took to the chemicals quickly and soon began helping Kilian produce more of the addicting drug. Over time, Silvio was exposed to Shiver more and more. Cuts on his hand would get Shiver into them and he would breathe in the noxious fumes. Eventually Silvio himself was addicted, but Kilain and Lamm kept him working. Knowing Arcadius and Maretha were still in Lamm's clutches was often the only reason he could force himself to continue.

    Family, Acquaintances and Enemies:

    FAMILY: Silvio considers Arcadius and Maretha to be his only family.

    ACQUAINTANCES:
    Sasha Rykov - A teenage girl also working in the Shiver labs. Silvio is watching her slowly become addicted too.

    Wylie Antell - A corrupt Korvosan Guard who takes payment from Lamm to look the other way on Shiver shipments and provide protection for the deliveries. He developed a liking for Silvio since he was a boy, making deliveries.

    Lordes Farrell - A local herbalist who sometimes sells Silvio herbs, tonics, and ingredients for compounds.

    ENEMIES -

    Kilain Beltran - Chemist for Lamm who taught Silvio how to make Shiver. He now keeps forcing Silvio to make the drug and watches over production.

    Unchained Rules:

    Silvio will be testing the Unchained Rogue (especially how it does with ranged sneak attacks), VMC rules, Skill unlocks, Action Economy, and Alternate crafting rules.


    Alright, my backstory is done and up in my profile. I'd appreciate any feedback or criticism that folks may have.


    If a skinwalker is born from a human/elf coupling, will you allow it to take a half-elf only archetype? I've got an idea floating around in my head again.


    Diego Rossi wrote:

    So how it work?

    My first level character, if adjacent to a enemy can attack 3 times?
    Sure the second attack suffer a -5 and the third a -10

    That's the way I read it.

    Diego Rossi wrote:

    BIG EDIT

    Oh, my Goddess, I hadn't realized:
    Limited magic (pages 146-147)
    for a class that get half of his damage from evocation spells.

    There are tons of spells that with a CL will never become worthwhile in any class, but for a magus?
    It sound as a uselessness sentence.

    Hmmm, not sure about this - again, that's why we're playtesting. With the option of either over-clocking the spell, or using esoteric components to power it up, Limited Magic shouldn't be a dealbreaker - sure, you might not do a gazillion damage on every shocking grasp critical, but maybe that's not such a bad thing... Having to decide when you overclock the spell, or when you use those precious components, adds a certain amount of drama to the story. Or at least, that's what I'm hoping!

    Enchanter Tim wrote:

    Another question on action economy: I see you get 3 acts. Move is a simple act. Attack is a simple act.

    PRD wrote:

    Move (Move): You move up to your speed. Typically you move across the land at either a walk or a sprint, but this covers other movement modes, including burrowing, flying, jumping, and swimming.

    Attack (Attack): You make one or more attacks against a single foe within your melee reach (if making a melee attack) or range (if making a ranged attack).

    So does this mean you can triple move if you do nothing else? Does this mean you can move, move, attack (without the charge bonus/restrictions)? Or move, attack, move (ala spring attack)? Or Charge (2 act), then move?

    That's the way I read it, too. Of course, you might provoke an AoO I mean, a 'reaction' from any opponents with your moves.

    Zahir ibn Mahmoud ibn Jothan wrote:
    Question: if I Heighten a fireball, to use a 5th level slot, I know it does 9d6 damage. Am I required to have a 15 caster stat though to use the 5th level slot? Or is a 13 sufficient?

    I have no idea - I'm going to say that to cast from a level 5 slot you need a 15 in the attribute because that sounds right; but if anyone has RAW that says different, we'll go with that.

    Tyenar "Whisper" Checkeredpage wrote:
    But looking at the glass half full, I don't have to spend a talent on Swift Study because a Move and an Swift action are now the shame thing: that's like saying I don't need skin care products now that I'm a skeleton, but you have to look at the bright side of life. :P

    Yes, there's some issues where the move/swift action should have been looked at more carefully: for example, a Slayer studies their target as a move action at 1st level, and then gets to do so as a swift action at 7th level - which makes absolutely no difference!

    I would be prepared to consider house-ruling that some action "upgrades" from e.g. move to swift would become free actions in the new economy. Please ask on a case-by-case basis.

    Azih wrote:

    Unchained flurry is different from standard flurry. I'd say for unchained monk with the revised action economy would be.

    At level one unchained monk gets an extra attack at highest attack bonus with the first attack action. Subsequent attacks have the cumulative -5 penalty as normal. At level 11 the first attack action gets two extra attacks at highest bonus.

    Interesting. Hadn't thought of it that way. So, going back to my earlier example, it would be

    Level 3 monk

    1 action: spend ki point
    1 action: flurry (with one extra attack)
    1 action: attack at -5 penalty, or move, or something else

    Level 11 monk

    1 action: spend ki point
    1 action: flurry (with two extra attacks)
    1 action: attack at -5 penalty, or move, or something else

    I genuinely don't know which is right. Let's go with this one: one action to spend a ki point gets you 1 flurry with two extra attacks.

    Azten wrote:
    So I re-read dynamic magic item creation and sighed. No potions or scrolls can be made with the system and that means alchemists can't use it. It's something I'd really like to try out too. Back to the drawing board...

    @Azten I'm not sure what this means - are you wanting to play an alchemist who can craft magic items? According to RAW, that's not permitted - but I'd be willing to change it: it's one of those instances where RAW conflicts (at least in my view) with RAI - alchemists should be crafters. Can you let me know what you were hoping to do? Either post here, or send me a PM. Thanks.

    Azten wrote:
    If a skinwalker is born from a human/elf coupling, will you allow it to take a half-elf only archetype? I've got an idea floating around in my head again.

    As written, skinwalkers are humanoid (skinwalker, shapechanger) - I'm not going to rule it out, but I'd need more details of what you want to do.


    OK, I'm ready to tackle the Magus questions. Deep breath.

    Diego Rossi wrote:

    Actually there is another strange thing with spellstrike/spellcombat:

    Quote:

    Spell Combat (Attack, Complex): You make an attack roll with a light or one-handed melee weapon, then cast a spell on the magus UM spell list with a casting time of 1 standard action. You take a –2 penalty on the melee attack, but the spell is cast regardless of whether the attack hits. If you cast the spell defensively, you can subtract your Intelligence bonus from the result of the attack roll to add the same value as a circumstance bonus on the concentration check.

    You must have the spell combatUM class feature to take this action, and can take this action only once per turn. To take this action, you must have one hand free. You can’t also take the following actions this turn: cast a standard-action spell or cast a 1-round-action spell.
    As written the -2 applies only to the spell combat action, not to all the attacks in the round

    I agree with this interpretation.

    Diego Rossi wrote:
    and, differently from the normal rules, you must attack first and cast the spell after attacking, so certainly in melee range and breaking the combo true strike+attack all in 1 round.

    Hmmm, that is odd. OK, I'm going to rule that you make the attack roll first, but that you get to modify it with the effects of any spell that you cast: essentially, the effects resolve simultaneously. But yes, you are in melee range when you cast the spell.

    Diego Rossi wrote:
    Or even the standard: cast, 5'step, make full attack combo.

    Yeah, that's definitely out.


    I had forgotten that potions, the iconic ability of alchemists, couldn't be used with DMIC, and had planned on making them that way..

    The replacement idea was to make an actual witchwolf(the name of the wolf skinchanger variant) that crafts magic items. Since none of the familiars seemed very moon related, I was looking at the bonded witch half-elf archetype for thematic ability. I was thinking of bonding to a wand.


    Azten wrote:
    I had forgotten that potions, the iconic ability of alchemists, couldn't be used with DMIC, and had planned on making them that way..

    Oh, I see - I interpreted that paragraph as meaning that potions and scrolls didn't have to be made via DMIC, not that they were excluded; if you wanted to go through the DMIC process to make potions, that should certainly be allowed.

    I'm also prepared to allow bonded witch for non-half elves.


    Oh. I completely thought it said something about, "up to your maximum number of attacks," but I tried to find the quote today and it's not there. Apparently I just inserted it myself.


    Updated List!

    F. Castor; Vaenathis “Vaen” Konnal, Rogue (Unchained, Scout, Swashbuckler); URogue, Skill Unlocks
    Fighting Chicken; Juliet, Sorcerer ( maybe VMC Bard); VMC, Magic
    pH Unbalanced; ???, Witch (Cartomancer, VMC Rogue) into Arcane Trickster; VMC, Magic
    Enchanter Tim; Silvio Slate, Rogue (Unchained, Underground Chemist, VMC Alchemist); VMC, URogue, skill unlocks
    jhonnycat93; Evelyn Gertruade deGrey, Summoner (Unchained, Master Summoner, VMC Magus); VMC, Usummoner, Magic
    Zahir ibn Mahmoud ibn Jothan; Shaeda Stormborn, Rogue (Unchained); Vanilla URogue, Skill Unlocks, TWF, Crafting
    Adahn_Cielo; Tyenar Checkeredpage, Investigator (Swash and Daggermark Poisoner dip); Poisons, Magic, Crafting
    Tarondor; Arcadius Steele, Slayer (Bounty Hunter, MoMS and Student of War dip); Stamina, Minor Umonk?, TWF
    Olmek; Varrien Tobinus, Alchemist (Ragechemist, VMC Barbarian); VMC, Magic
    Dragonborn3; Razule Yrrum, Alchemist?
    Azih; Lorick Dreck, Monk (Unchained, VMC Barbarian); VMC, Umonk
    Diego Rossi; Julius Sobacesky Inquisitor (VMC Magus); VMC, Magic, lots of swift actions

    DMU wrote:
    I would be prepared to consider house-ruling that some action "upgrades" from e.g. move to swift would become free actions in the new economy. Please ask on a case-by-case basis.

    What about quick alchemy, then? Can I poison a weapon as a free action? And how does that interact with Daggermark Poisoner's Quick Poisoning? Are they just redundant?

    What about:
    -No Quick Alchemy, No Quick Poisoning: 2 acts to coat a weapon in poison, one to retrieve the poison and one to coat the weapon
    -Quick Alchemy/Quick Poisoning: 1 act. The retrieve action is free if you use the poison to coat a weapon in the same round (if you were already holding the poison vial in hand, it would still take 1 act)
    -Quick Alchemy & Quick Poisoning: Free Action.

    I'm not going to use those that much anyway: I'll be usually taking a whole 3 acts to apply the poisons with Lasting Poisons.
    Of course, if you want to reduce the number of acts it takes to use Lasting Poisons if you have Quick Alchemy/Poisoning, I'm not going to complain. :P


    Ok unchained flurry and spending ki to get an extra attack should maybe work differently. In the standard action economy you get an extra attack at highest bonus anytime you flurry without spending ki BUT the flurry is a full attack action. Since full attack isn't a thing here, maybe this is how it should be handled.

    At level 1 a monk's second attack gas no -5 penalty (mimics flurry)

    At level 3 if a monk uses an action to spend ki, than the first attack action is two attacks. Monk can still take second attack with no penalty.

    At level 11 first, second, and third attack is without penalty. No point in spending ki on an extra attack but there are plenty of other places to spend ki.

    Haste works like spending ki does to get an extra attack in first attack action.

    Silver Crusade RPG Superstar 2014 Top 16

    Alright, so never let it be said that I'm not a team player!

    I see three URogues, and a VMC URogue on the list.

    I see a Sorcerer on the list, kudos to fighting Chicken to be willing to chance a full caster with the Limited Magic rule.

    What I definitely see is a general belief that the Unchained Rules, with 3 acts per round, and more dual wielders and such will be a more melee focused game.

    I see a "maybe VMC Bard" as well.

    Accordingly, I would like to change my offering to this playtest and fun experience.

    I will stick with the same "character," Shaeda will be a lot of fun, but rather than play her as a URogue, I will play her as a Bard.

    Nothing buffs melee characters like a bunch of plusses. Even the Alchemists can use the plusses for their bombs.

    What I need to figure out though, is just what Bard spells do I take! I intend to take the Cure spells at level, since I don't see any Clerics or Oracles on the list. And I'll make a push to get my UMD up as rapidly as possible, so that Wands of all sorts are an option.

    And is there possibly an archetype that doesn't un-Bard her too much?


    @Zahir: Well, on the bright side, with the rules we're using, you can easily get away with low-ish Charisma like 14 or so, as spells aren't going to scale anyway. Bard's combat prowess gets an hit because Arcane Strike isn't viable anymore (that means also no Riving Strike :( ).
    Battle Cry is still ridiculously good tho. :D

    There's the Buccaneer Archetype, that has a very "good-ish pirate" vibe. With your CHA and Hilt Bash, you could probably set up a cool Intimidate build based around Enforcer: Yarr!

    Silver Crusade RPG Superstar 2014 Top 16

    Well, the spells I would normally choose (Glitterdust and Haste being a great examples) are certainly nerfed, but that doesn't mean that I'm going to nerf my CHA though. I figure others have the combat thing handled, and Shaeda will wade in herself with 3 acts per round, but a Bard needs Charisma for other things. I need to look into this overclocking stuff and esoteric components.

    On the plus side, the Lore Skill can be quite uber since it qualifies for the Bardic Knowledge benefits. I read Lore as telling me that Lore (Korvosa) is a bit broad, but I can maybe do it by districts. Maybe add them as we experience them.

    Silver Crusade RPG Superstar 2014 Top 16

    Bardic Knowledge is one I don't want to give up. That rules out a LOT of the Archetypes. Versatile Performance is also tough to give up.

    I'm thinking Sound Striker, bring a bit of the Weirding Way to Korvosa.


    Tapped my last post out quickly on phone. Here's a few examples of what I'm thinking.

    Example 1:
    Level 1 Monk decides to attack three times

    First Attack: No penalty
    Second Attack: No penalty
    Third: -5 penalty or -10 penalty?

    So total two attacks at full bonus and third attack at either -5 or -10. Case can be made either way. While I would love to have only a -5 penalty for a monk, whose major feature is attacking a whole lot, for balance it's probably better if it's an almost never going to land at -10.

    Example 2:
    Level 1 Monk gets hasted somehow and decides to attack three times

    First Attack: Two attacks no penalty
    Second Attack: No penalty
    Third Attack: -10 penalty?

    Total three attacks at no penalty because of haste and the unchained monk's unchained flurry.

    Example: 3
    Level 3 Monk Decides to spend ki point

    First Action: Spend Ki
    First Attack: Two attacks no penalty
    Second Attack: No penalty

    Total three attacks at full bonus but had to spend an act and a point of ki.

    Example 4:
    Level 3 Hasted Monk decides to spend ki

    First Action: Spend Ki
    First Attack: THREE attacks no penalty
    Second Attack: No penalty

    Total four attacks at full bonus, getting the benefit of haste on top of Example 3.

    Example 5:
    Level 11 Monk attacks three times.

    First Attack:No penalty
    Second Attack:No penalty
    Third Attack:No penalty

    Spending ki as an act to get extra attacks becomes a waste of resources which is fine to my mind.

    Example 6:
    Level 11 Hasted Monk attacks three times

    First Attack: Two attacks at no penalty
    Second Attack: No penalty
    Third Attack: No penalty

    Four attacks at highest bonus, and that's the max the system allows from what I can see.


    @Azih: it looks like that's contrary to what is on page 103: see the last paragraph in the box on the right hand column.

    EDIT: Just seen that monk can flurry on the 3rd attack at level 15 - but you only get three actions a turn, so if spend a ki point to get the extra flurry on the first and second attacks, you don't get the third attack.

    I'm getting the distinct impression that Paizo didn't think this one through; if I decided to drop the revised action economy from this playtest, would the general feeling be relief - or a sense that we've got this far, we should persevere?

    Silver Crusade RPG Superstar 2014 Top 16

    Reconsidering Glitterdust and Haste. As a Bard, I would cast those a level or 2 higher than even the Sorc.

    7 rounds of Haste seems pretty good!

    4 rounds of Glitterdust just means everyone needs to beat down the invisible thing while we can see it!


    Considering boots of speed give 10 rounds of haste per day and the fact that a battle should -hopefully- not last 7 rounds or more (though even if it does, the spell could simply be cast again, right?), I would say that 7 rounds of haste are quite nice indeed. And an invisible opponent being essentially visible for 4 rounds does not sound too shabby to me either.

    And you are right about the Bard archetypes. Most give up either Bardic Knowledge or Versatile Performance or both. Depends on what they replace them with though, right?

    Silver Crusade RPG Superstar 2014 Top 16

    F. Castor wrote:

    Considering boots of speed give 10 rounds of haste per day and the fact that a battle should -hopefully- not last 7 rounds or more, I would say that 7 rounds of haste are quite nice indeed. And an invisible opponent being essentially visible for 4 rounds does not sound too shabby to me either.

    And you are right about the Bard archetypes. Most give up either Bardic Knowledge or Versatile Performance or both. Depends on what they replace them with though, right?

    Yeah, if this was truly a seabased campaign then the stuff that the nautically themed archetypes gives could be uber.

    Quite a few of the archetypes seem intent on making the Bard into more of a frontline melee combatant (Arcane Duelist and the two Dervish ones come to mind). I take the Bard class for several core concepts (usually): Knowledge, Inspire Courage, and often to be the face. It's unclear who will be the face in this party, but we'll know by level 2 when it matters to me.

    GM, here's a question!

    How does the Bard's Magician Archetype's Dweomercraft ability work in these rules? Reading the RAW it would only do exactly what it says, but one could make a thematic argument that it coule raise up the real caster level of a spell, so helping a Sorc get more out of a fireball, for example.


    @Zahir: Ah, got it. When I think about Bard, I mostly think about inspire courage as the signature ability, so I proposed Buccaneer for that. Sound Striker always sounded cool (Oy Puns!), and we even know how it works now!

    @DMU: I've already expressed myself on the new action economy, so count me as a vote to drop it. There are only two submissions, I think, that were using TWF and benefit from it.

    Silver Crusade RPG Superstar 2014 Top 16

    4d6+CHA on a ranged touch attack seems pretty good in a Limited Magic world.

    Oh, are we voting on the action economy stuff?

    Well, ummmm, as a Bard, I suppose I'd like the Unchained Action Economy.

    I can cast a spell, start a song, and swing a sword all in one round, right?


    Zahir ibn Mahmoud ibn Jothan wrote:

    GM, here's a question!

    How does the Bard's Magician Archetype's Dweomercraft ability work in these rules? Reading the RAW it would only do exactly what it says, but one could make a thematic argument that it coule raise up the real caster level of a spell, so helping a Sorc get more out of a fireball, for example.

    Dweomercraft works as written.


    Zahir ibn Mahmoud ibn Jothan wrote:
    What I need to figure out though, is just what Bard spells do I take! I intend to take the Cure spells at level, since I don't see any Clerics or Oracles on the list. And I'll make a push to get my UMD up as rapidly as possible, so that Wands of all sorts are an option.

    I play a lot of bards, and I always stay away from the cures. In one game I'm in, myself (level 2 court bard) and the pally are our healing. We've managed so far with the pally's lay on hands and a CLW wand purchased for out of combat healing (and in-combat absolute emergency healing).

    I think with the limited magic, the party would be better served investing in a CLW wand than you taking CLW (cure moderate wounds and on are a bit more useful). Since unless you use overclocked or esoteric components, the spell will always heal 1d8+1, your limited spell slot could go towards something more flexible, in my opinion - grease, silent image, dazzling blade if you go the combat route, all have some really great and creative applications that don't have to rely on saves. I'm sure there's plenty more on the bard spell list as well.

    As for archetypes, there's an archetype for every specialization. What are you aiming for? Vanilla bard is always good. Court Bard is a good debuffer/face, as is negotiator. Arcane Duelist is a great combat bard. Archivist is fantastic at knowledge skills and monster ID.

    Don't overlook the Skald either, which will have some really good synergy with a melee-heavy party.

    EDIT: I see you've already answered some of these archetype questions. Never played a sound striker, but they do look cool! My court bard does indeed greatly miss the bardic knowledge...


    I'm fine with keeping or leaving action economy. Looks kind of fun to me, but your idea of making some swift actions into free actions would be a necessary house rule, in my opinion.


    Fighting Chicken wrote:
    your idea of making some swift actions into free actions would be a necessary house rule, in my opinion.

    That's the problem - I'll end up having to go through every.single.one of the swift actions (tiefling's prehensile tail? Slayer's level 7 study target? Swift poisoning? Spending a ki point? Bardic performance?) to decide what to do with them. Azih and I can't even work out how the RAW should be interpreted on flurry of blows, so trying to work out the actual intent for everything else is going to be a complete 'mare!

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