| baldwin the merciful |
Karnog you know the cave complex layout, they've cleaned it up. they have created some fields over outside the complex and some animal pens. there was line of trees so they used that to create wooden stockade fence line. Nothing fancy, defense is the cave. food and water outside. they have some lookout platforms in the tree line.
| Karnog Kegmeister |
GM: do you have the map of the cave complex available?
I have a few ideas for improving their defenses & living conditions. A lot of that depends on size and scope though.
| baldwin the merciful |
here is the old map of the complex.
Here was the encampment outside in the treeline that you previously encountered.
I believe I described the killing field between the treeline and the cave entrance. It was an old hamlet that was in ruin, so that can be rehabbled and the orcs/hobgoblins would be working on that. That is the area where the hobgobos/orcs are now using to pen animals and farm a bit.
Remember this event occurred when Kalim went off on his own, there he found Grung, and they ended up stumbling into the main group when you where clearing out the cave complex.
Link to post about ruined hamlet
Another Link about the entrance
I was looking at some of the old posts looking for the above links, and it was interesting to see how the game ran in two separate groups for nearly 7 weeks (Feb 13, 2014 to April 8, 2014 for a total of 550 posts or so), before it reunited inside the the cave complex. It was cool read.
| Karnog Kegmeister |
Ok, here's the general plan. Chime in if I've overlooked or forgotten something, people.
The cave is the keep; emergency defense and storage. Also used for children/elderly and for education.
Immediately outside: pens, paddocks, and small gardens (herbs & veggies), with a couple of guard towers and a good wall/ditch in hemisphere with a bridge and good gate.
Beyond that is the hamlet and fields. Clear enough trees to get timber and rebuild the town, with good roofs and lines of sight.
Waterwheels and windmills to assist with lumber cutting & grain milling.
Anyone who shows magical talent should be trained and educated, especially for wizarding or sorcery.
| Karnog Kegmeister |
So we're in an excellent defensive position.
Natural keep, water & food in good supply, egress and sally ports for counter attacj/retreat, and strong defenders who are motivated.
Karnog is pleased with how Orc Town has progressed, to be honest.
| baldwin the merciful |
Ah, you are correct. Sweet, good luck hitting my effective 36 AC!
Since Unchained gives the rogue weapon finesse bonus feat it's a lot easier to create a feinting rogue that becomes a sneak attack machine. A feinting rogue basically puts sneak attack into play every attack plus you can deny another rogue his dex bonus thus opening him up to sneak damage.
Feint
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.
Feinting as a Move Action
With the Improved Feint feat, you can attempt a feint as a move action.
Level 1: Weapon finesse (bonus), Two Weapon fighting (Lv1), weapon focus (short swords (human bonus)
Level 2: Rogue Talent: combat trick - combat expertise (Lv2)
Level 3: Improved feint(Lv3)
By third level you can start putting out damage.
Bluff and feint as move action then attack.
By level 3:
weapon: 1d6
Sneak: 2d6
plus dex bonus to damage with weapon finesse training
By level 10:
weapon: 1d6
sneak: 5d6
plus dex bonus to damage
plus debilitating injury and rogue talents (bleed or power sneak/deadly sneak).
This can actually be accomplished by level two if two weapon fighting is given up. Why give up two weapon fighting? Well, you don't really get the benefit of the second weapon if using feint since it's a MA.
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
Third level character should easily have:
Att: +2 Bab, +4 (dex bonus), + 1 weapon for a respectable +7 without having any additional bonuses added.
Damage: 1d6+4(dex)+1 (weapon), 2d6(sneak) = 14 average damage
I would have like to see the BAB attacks change a bit in Unchained. I'm fine with 0 BAB at 1st level, but it would have been nice if at 5th level if the class received a BAB per level. Although I'm pleased that Dexterity bonus gets added to damage at 3rd level.
| Karnog Kegmeister |
Should have read GMW better....though it was +1\3 lvls. Oh well, live and learn.
| Grimm Sharpest |
I wouldn't cry. I look at char death as an opportunity to create something more awesome.
And since the Advanced Class Guide has been added to the Core line.....I WAS thinking a SLAYER but Desmond is really rocking that role ATM.
Failing that, I like paladins and we just lost ours.
I'd love to play a Human Sacred Servant Paladin of Ragathiel (but baldwin said no last time so I chose Tactics domain instead. Still was awesome.)
| Karnog Kegmeister |
Remove Paralysis on scroll, but not prepared.
| baldwin the merciful |
I wouldn't cry. I look at char death as an opportunity to create something more awesome.
And since the Advanced Class Guide has been added to the Core line.....I WAS thinking a SLAYER but Desmond is really rocking that role ATM.Failing that, I like paladins and we just lost ours.
I'd love to play a Human Sacred Servant Paladin of Ragathiel (but baldwin said no last time so I chose Tactics domain instead. Still was awesome.)
You're not dead at the moment so stop drooling. I didn't add the Adv Class Guide. Based on the playtest I ran, it seemed like some of the classes have the power creep.
For me, I believe the power creep or unbalance occurs in many new classes versus core class with the proliferation of meaningful swift actions. In essence, the pc gets a spell/SU/SLA that would normally be a standard action or at least require quicken feat to perform. It's actually made the quicken feat nearly meaningless.
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.
You can cast a quickened spell (see the Quicken Spell metamagic feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity.
| Karnog Kegmeister |
Remember: breath of life can bring you back from dead if soon enough.
And I do happen to have raise dead materials, along with restoration materials, and plenty of desire to spend a couple of weeks in Orc Town making inprovements...
Just sayin'
| Grimm Sharpest |
If Grimm lives through this I am gonna have to Make JUSTICE and PROTECTION my go to Judgements. That extra +3 sacred to AC would have really helped here.
Plus I need that Jingasa. (+1 from hat and another from trait.)
Rocking a 30AC would be a much better outcome for this Mid HP class to be a frontliner.
(Which was never the goal, but hey-Smart enemies will go after the squishier looking dwarf rather than the Oron Golem we have in front....
| Grimm Sharpest |
If the dragon taps me with the wand again, I could cast CSW on top of that and be back into the fight, Flanking at I11 with at near full HP.
Just sayin
| Desmond Aeros |
Grimm is NG? I thought as a follower of Gorum he would be closer to if not CN. I always thought it was wrong that inquisitors didn't have auras and alignment constrictions considering how important their deities are to their abilities.
| Grimm Sharpest |
Yeah, His char I think lends itslef to CN.
When he was first created for the Council of Theives game he was in he followed ANGRADD (dwarf god of war) and was NG.
I forgot to change the alignment when I made him for this game and didn't catch it till mid fight and didn't want to be seen as powergaming to avoid the Demon morhg's damage.
I think he is CN (remember he beat the human acolyte to death with his Cestus. Certainly not a GOOD act)
The lack of an aura also bothers me. Why the heal give the AURA OF RIGHTEOUSNESS spell to a class that doesn't have an aura?
| Duncan Redhammer |
I had another dwarf inquisitor named Duncan who was definitely good.
Even redeemed a undead demon worshipper to become a (somewhat) nicer worshipper of Calistra
| Grimm Sharpest |
Yeah, His char I think lends itslef to CN.
When he was first created for the Council of Theives game he was in he followed ANGRADD (dwarf god of war) and was NG.
I forgot to change the alignment when I made him for this game and didn't catch it till mid fight and didn't want to be seen as powergaming to avoid the Demon morhg's damage.
I think he is CN (remember he beat the human acolyte to death with his Cestus. Certainly not a GOOD act)
The lack of an aura also bothers me. Why the heal give the AURA OF RIGHTEOUSNESS spell to a class that doesn't have an aura?
After this battle, we might reconsider Grimm's alignment. Baldwin is familiar with the char. If he is good, I'll play him nicer.
| baldwin the merciful |
I'm putting this question out to group to see if anyone has any insight or answers to what looks like a rules conflict. I started to look a the Charge Rules and made me look at Full Round Action and subsequently the Skirmisher ability under the Rogue (Scout) archetype.
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
You can't take a 5-foot step in the same round as a charge.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.
Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.
Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
Full Attack
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.
The skirmisher rule seems to conflict with the Full Round Action, Full Attack rule. The rogue (Scout) need to move more than 10 feet for the sneak damage, which is fine. However, the next sentence is confusing because it states: "If the scout makes more than one attack this turn,..." how can the scout make more than one attack if he moves more than 10 feet? That is contradictory to Full Round Actions, Full Attack, which states you must use a full-round action to get your additional attacks and you are limited to 5-ft movement when using a full attack.
| baldwin the merciful |
maybe a scout/two weapon warrior since that archetype lets you make 2 attacks as a standard, or are there magic items that let you move as a swift action?
I use to think you could two think you could TWF as a standard action but that was a misinterpretation. The Full Attack rule states:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks.
Note:
The Two-Weapon Fighting feat does nothing other than reduce penalties.
Anyone can fight with two weapons to gain an extra attack.
In order to do so, you must use the full attack action, which is a specific full-round action.
| baldwin the merciful |
oh I mean the archetype Two Weapon Warrior (Fighter) has an ability that lets you take an attack with both weapons as a standard action. The SRD is blocked at work or I would link you to it
Yes a Two Weapon Fighter at 9th level gets the following ability:
Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.
| Desmond Aeros |
Or if somebody has a pounce ability, like from wildshape or raging powers. There's a few ways to get multiple attacks after moving. Quick runner's shirt for instance.
| Karnog Kegmeister |
Somehow getting extra move action (ie: mythic fleet warrior ability)
Pounce (via wildshape/spell/etc)
Spell which moves the rogue (fling ally?)
Those are the only ones I can think of off the top of my head.
| baldwin the merciful |
I think Cleave would let a rogue (scout) skirmisher to move more than 10 ft then attack than once.
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
| Grimm Sharpest |
Grimm is quite simply dismissing the last Morhg as a non threat to Grungsdi.
It's unlikely to hit him nor is the Dwarf likely to fail the save before he squishes it. He'll move over next round and help if it's needed.
| Karnog Kegmeister |
Ditto on the "Grungsdi has it covered". That's what the archons are for.