Savage Kirthfinder

Game Master Kirth Gersen

"Savage Tide" AP using Kirthfinder houserules.


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M Goblin Beer Snob 1/Freethinker 3

This is the discussion thread for the invitational Kirthfinder "Savage Tide" PBP game. As noted in the recruitment thread, with 4 PCs, it's a challenging campaign, although not the meat-grinder that Age of Worms was. Play starts in the tropical port city of Sasserine; the player's guide has some background and flavor info about it, but the purchase of this $0.50 PDF is entirely optional: you probably won't be staying there too long, so don't get too attached to the place!

As someone asked, there are pirate-themed elements, but based on your choices, you can minimize their impact, or play them up for all they're worth, or anything in between. That said, this is a Paizo AP, and some portions of it are railroad-y as hell, to the point where it's trivially easy to derail the campaign by making logical choices (when I ran this before, at one point we had to retroactively ban a magic item that was the most obvious choice for everyone to pitch in for). So we may end up breaking the 4th wall a few times.

Shadow Lodge

He/Him

I break walls left and right.

As for railroading, when I run Shackled City the same problem will crop up.


M Goblin Beer Snob 1/Freethinker 3

The PCs will start at 1st level. I'm happy to provide suggestions, such as these long-term ones: (1) You will need a full caster with good battlefield control spells; (2) you will probably need a cleric; (3) a diplomancer is extremely helpful; and (4) paladins rock in this AP, although 1-2 modules are better for rangers/druids.

Grand Lodge

He/Him Human

I can fulfill any or all of the above. :)


M Goblin Beer Snob 1/Freethinker 3

As a side note, this campaign broke down at about 13th level using 3.5 rules. I am quite curious if using Kirthfinder rules actually extends the level range for good game play in any meaningful way.


Mutated Animal Turtle Smasher 10

I'd like to do a paladin if everyone else was okay with it. Kirth, is it cool if I use my character from the home game? I'll just roll him back one level?


M Goblin Beer Snob 1/Freethinker 3

Whatever you like! This can be his near-identical twin in an alternate universe. Like Gabe Law and Gabriel Yulaw in The One.

Grand Lodge

He/Him Human

Deities? I'm thinking scythe-wielding cleric.


M Goblin Beer Snob 1/Freethinker 3
TriOmegaZero wrote:
Deities?

The modules were written under 3.5 and heavily reference the planescape and deities from that era, which overlap mostly with the old Greyhawk ones. Out of that bunch, Nerull (NE god of death; domains Death, Evil, Pestilence, Trickery) has the scythe as a favored weapon. A PC worshipping Nerull, in the Savage Tide setting, might be something like a voodoo practitioner who makes offerings to the Baron Samedi.


I'm thiking of trying out a Bard/minstrel. A party face and possible spellcaster back-up.

I'm up for anything if there's a role that needs to be filled, however. I've already done a Kirthfinder wizard and archivist, so I'd like to not repeat those classes.

Liberty's Edge

Male Human Commoner 2

Kirth, the latest update I received was on May 17, 2014. If that isn't the latest revision, please send to strattonel at yahoo dot com.

I'm thinking a rogue, and would fill in the diplomancer slot nicely. I'll try my hand at Kirthfinder spellcaster. Any recommendations as to class? Would a Deep One Bloodline Sorcerer do well here? Or would it be better to be a Wizard?


M Goblin Beer Snob 1/Freethinker 3
Reckless wrote:
Would a Deep One Bloodline Sorcerer do well here? Or would it be better to be a Wizard?

A Deep One sorcerer would be a DANDY fit, just as good as a wizard for this gig, assuming careful spell selection.

Liberty's Edge

Male Human Commoner 2

Alright; I'll start working on him.

Liberty's Edge

Male Human Commoner 2

Per KF, 4d6 minus lowest rolls:

4d6 ⇒ (4, 5, 2, 1) = 12 11
4d6 ⇒ (5, 1, 3, 6) = 15 14
4d6 ⇒ (5, 3, 4, 6) = 18 15
4d6 ⇒ (5, 6, 5, 6) = 22 17
4d6 ⇒ (2, 2, 2, 6) = 12 10
4d6 ⇒ (1, 6, 2, 2) = 11 10

Nice Set!

Liberty's Edge

Male Human Commoner 2

Are we using the comeliness and/or social class rules?

If so:

4d6 ⇒ (4, 4, 2, 4) = 14 12
4d6 ⇒ (1, 3, 5, 2) = 11 10
1d20 + 0 ⇒ (14) + 0 = 14 14x15=160gp


M Goblin Beer Snob 1/Freethinker 3
Reckless wrote:
Are we using the comeliness and/or social class rules?

Those are always optional for each person -- i.e., you can roll them, or just hand-wave them, and in the long run it ends up coming out in the wash. Some people (*chough*Derek*cough*) really like to roll for stuff.


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:
Whatever you like! This can be his near-identical twin in an alternate universe. Like Gabe Law and Gabriel Yulaw in The One.

Ha, I hadn't considered how weird it would be playing the same character IRL. I'll hit reset and play someone/thing else. Lets see how the dice shake out.

4d6 ⇒ (6, 4, 5, 6) = 21 17
4d6 ⇒ (2, 3, 3, 3) = 11 9
4d6 ⇒ (1, 3, 5, 3) = 12 11
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (2, 3, 4, 6) = 15 13
4d6 ⇒ (6, 6, 1, 1) = 14 13

Not bad!!


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:

This is the discussion thread for the invitational Kirthfinder "Savage Tide" PBP game. As noted in the recruitment thread, with 4 PCs, it's a challenging campaign, although not the meat-grinder that Age of Worms was. Play starts in the tropical port city of Sasserine; the player's guide has some background and flavor info about it, but the purchase of this $0.50 PDF is entirely optional: you probably won't be staying there too long, so don't get too attached to the place!

Just a note on this, the PDF is free, the hard copy is $.50. The link is at the bottom of the description, not in the usual place for whatever reason.


M Goblin Beer Snob 1/Freethinker 3
Jam412 wrote:
Just a note on this, the PDF is free, the hard copy is $.50. The link is at the bottom of the description, not in the usual place for whatever reason.

Aha! Cool. That distinction was entirely unclear to me when I followed the link. Then again, lack of sleep, etc.


Mutated Animal Turtle Smasher 10

I'm thinking that I may do an orc barbarian.


M Goblin Beer Snob 1/Freethinker 3

That has the potential to be very handy in this campaign, especially with the right selection of rage powers going forward. But it will potentially deprive me of ever seeing a paladin in play! (Unless someone else goes that route, or you end up a barbarian/paladin...)


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:
That has the potential to be very handy in this campaign, especially with the right selection of rage powers going forward. But it will potentially deprive me of ever seeing a paladin in play! (Unless someone else goes that route, or you end up a barbarian/paladin...)

If I can work out the stats, Barbarian/ paladin may be what I go for. If not, there is always our home game (slow as it may be).


Minstrel stats:

4d6 ⇒ (3, 5, 1, 5) = 14 13
4d6 ⇒ (5, 2, 5, 6) = 18 16
4d6 ⇒ (4, 4, 5, 2) = 15 13
4d6 ⇒ (1, 6, 1, 1) = 9 8
4d6 ⇒ (3, 2, 6, 6) = 17 15
4d6 ⇒ (2, 1, 2, 5) = 10 9

I will take that!

Grand Lodge

He/Him Human

4d6 ⇒ (6, 3, 6, 4) = 19 = 16
4d6 ⇒ (1, 3, 6, 2) = 12 = 11
4d6 ⇒ (2, 3, 6, 5) = 16 = 14
4d6 ⇒ (2, 1, 2, 4) = 9 = 8
4d6 ⇒ (2, 6, 2, 5) = 15 = 13
4d6 ⇒ (5, 6, 4, 2) = 17 = 15

What more could I ask for? (Hell, that's practically ordered up for a battle cleric.)

Liberty's Edge

4d6 ⇒ (1, 6, 1, 2) = 10 = 9
4d6 ⇒ (1, 4, 6, 4) = 15 = 14
4d6 ⇒ (4, 5, 2, 2) = 13 = 11
4d6 ⇒ (6, 5, 3, 3) = 17 = 14
4d6 ⇒ (1, 4, 1, 1) = 7 = 6
4d6 ⇒ (5, 1, 3, 3) = 12 = 11

Hmm. I guess I can go fighter.


M Goblin Beer Snob 1/Freethinker 3

Derek, you can always just take the Elite array instead (15,14,13,12,10,8), if you want.

Grand Lodge

He/Him Human

Having reviewed the rules, I'm leaning towards Incarnate of War, possibly going for Paladin.


Mutated Animal Turtle Smasher 10
TriOmegaZero wrote:
Having reviewed the rules, I'm leaning towards Incarnate of War, possibly going for Paladin.

Cool, that would get me off the hook. :-P


Male Halfling HP -3/6 AC 18 Init +3 Percep +0 Sorcerer (Deep One Bloodline)

Still have to review player's guide, generate backstory, and see what tweeks I may need in the crunch, but Thomas Bernard Rose a.k.a. Tombrose is 92% crunched!

Three things I can tell you about him already: a) He hates his nickname "Tombrose", always introducing himself by his full name (it's still better than "Trout" as his first captain called him), b) he renames all of his spells to reflect his own seaborn style, and c) he longs for the day when he can walk the ocean depths unaided.


HP 14/14 AC 17 Perc+3

Things are percolating. Need to fit her into Sasserine and check character options to see what works. I imagine with two spontaneous casters we'll live and die on our spell selection.


M Goblin Beer Snob 1/Freethinker 3

Is it just a coincidence that you both have the same last name?

Grand Lodge

He/Him Human

Rose is actually the first name, but that alias was taken. So I had to make up a placeholder.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map
Kirth Gersen wrote:
Is it just a coincidence that you both have the same last name?

It is a coincidence that Tombrose and I are both halflings.

Or... IS IT???


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M Goblin Beer Snob 1/Freethinker 3

Ha! You'll get to play him after all!
I only made you wait 4 years.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Plugging away at Uro's stats as I get the chance.


M Goblin Beer Snob 1/Freethinker 3

Hopefully you'll be updating that insanely long skills list to KF, too...


M Goblin Beer Snob 1/Freethinker 3

I'm going to have to re-read Alexandre Dumas' Georges to get back in the feel for Sasserine. Unless someone wants to sponsor me for a quick trip to NOLA...


Mutated Animal Turtle Smasher 10

Should we take a district feat?


M Goblin Beer Snob 1/Freethinker 3

Honestly, I wouldn't. (I'd stick with KF feats, which give you more bang for the buck, long-term.) But I'll revisit them and see if maybe they're worth swapping out for traits or something.


Male Halfling HP -3/6 AC 18 Init +3 Percep +0 Sorcerer (Deep One Bloodline)
Jym Withawye wrote:
Kirth Gersen wrote:
Is it just a coincidence that you both have the same last name?

It is a coincidence that Tombrose and I are both halflings.

Or... IS IT???

We're both wearing hoods. That can't be a coincidence.


M Goblin Beer Snob 1/Freethinker 3
Jam412 wrote:
Should we take a district feat?

I downloaded the Players Guide (which incidentally is not the same one that was in Dragon #348) and looked at the district feats presented. They seem to be the usual mishmash of random crap that you can usually pick up with other feats/traits/favored terrain/etc. That said, if you really want to spend a feat on one of them, you're welcome to.

Liberty's Edge

Kirth Gersen wrote:
Derek, you can always just take the Elite array instead (15,14,13,12,10,8), if you want.

Cool. I was thinking fighter anyway. I did rogue and wizard when we were playing, and I think we have divine covered, so I want to try to go full on mage killer. ;-)


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Jym's character sheet is well underway, but not there yet. Maybe 75%?

Question: Is there a difference in feat progression between KF and PF?


M Goblin Beer Snob 1/Freethinker 3
Jym Withawye wrote:
Question: Is there a difference in feat progression between KF and PF?

Other than racial and class bonus feats, no, there isn't: you get them at 1st, 3rd, 5th, 7th, etc.


Mutated Animal Turtle Smasher 10

Do I have to stick to the favored terrain of my totem? I don't think Uro will have ever even seen a plain.. If given the choice, I'll take forest or jungle (whichever is the wilderness around Sasserine).


M Goblin Beer Snob 1/Freethinker 3
Jam412 wrote:
Do I have to stick to the favored terrain of my totem?

Not necessarily. The totems were intended to represent modular packages of minor abilities that can be tacked on to add interest, and flavor, and a bit of focus to an otherwise generic class. That being the case, swapping out something like the favored terrain -- especially if it's in keeping with the overall campaign -- is not something I'd ever be likely to ban.


M Goblin Beer Snob 1/Freethinker 3

For barbarians, I always have a separate stat block for when they're raging, rather than looking for that stuff all over the place. It's your call -- if it's easier for you to keep all combat stuff together, I'd encourage you to do so, for example -- but, idiosyncratically, I find it a lot easier when I'm DMing to have something like this:

Spoiler:
Bubba the Barbarian
Male human barbarian 1
Init +0; Senses alertness +1 (DC 19); Perception +5
Languages Common

AC 16, touch 12, flat-footed 15 (+1 dodge, +1 insight, +4 armor)
hp 14 (1 HD; LW 7/HW 3)
Resist endure elements
Fort +4, Ref +0, Int +3, Will +0

Spd 40 ft.
Melee greataxe +5 (1d12+4/x3) or Power Attack +4 (1d12+7/x3)
Ranged hand axe +4 (1d6+3/x3)
Base Atk +1; CMB +4; CMD 15
Special Atks rage (+2) 6 rds/day

Str 17, Dex 11, Con 14, Int 8, Wis 13, Cha 10
SQ favored terrain (plains) +2, totemless
Feats Alertness(B), Diehard(B), Canny Defense(B), Dodge, Power Attack(B), Weapon Focus (greataxe)
Skills Athletics(B) (1/+7), Endurance(B) (1/+6), Perception(B) (1/+5), Survival (1/+5)

Raging:
Init +1; AC 17, touch 13, flat-footed 15
hp 14; delayed damage pool 2
Resist minor conditions
Fort +5, Ref +1, Int +4, Will +1
Melee Power Attack +5 (1d6+9/x3)
Special Atks furious counterstroke (+1/+2)
Str 19, Dex 13, Con 16, Int 6, Wis 11, Cha 8


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:

For barbarians, I always have a separate stat block for when they're raging, rather than looking for that stuff all over the place. It's your call -- if it's easier for you to keep all combat stuff together, I'd encourage you to do so, for example -- but, idiosyncratically, I find it a lot easier when I'm DMing to have something like this:

** spoiler omitted **

Cool, looks good. I was going to do just my attacks in a separate block, but your way makes a lot more sense.

Follow up question, how did the barbarian in your example get a 40ft move speed? I've been looking for that and can't seem to find it.


M Goblin Beer Snob 1/Freethinker 3
Jam412 wrote:
Follow up question, how did the barbarian in your example get a 40ft move speed? I've been looking for that and can't seem to find it.

+10 ft. base land speed is the terrain movement ability for Favored Terrain (Plains), which comes with the Totemless barbarian.

Liberty's Edge

Can you shoot me another copy of the latest and greatest? My external hard drive isn't playing well with the wife's iThing laptop, so I don't have access right now :(

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