
Kirth Gersen |

Yeah, but I realized that I had been using Killing Stroke wrong. As written, only melee coups de grace trigger the save vs death, so I figured I needed more damage to reach the -1 HP threshold so that death knell can trigger.
I'd rule that as long as the ranged attack was made from within point-blank range (to allow precision damage to apply), the feat is usable as you've been doing. I'll have to amend the CDG description in the Combat chapter accordingly.

Kirth Gersen |

I do like stabilize for the third orison. Would you allow penumbra for the fourth?
Let's see:
Gloom (0 level) + Extend Spell (1 rd./level to 10 min./level; +3 levels) + Shape Spell (emanation to target; -2 levels) + Personal Spell (-1 level) = 0 level; reduces ambient light by 1 step (for you only).
Works for me! If you could cast it on others, too, it would have to be 1st level, but as a 0-level spell, this works out nicely. Approve.

Kirth Gersen |

Also, things are really going to rock once point-blank shot kicks in the extended range at higher BAB.
Incidentally, one of the people in the houserules thread is very upset about how OP Killing Stroke is; thought I'd put a link here and get your thoughts. (To my mind, it's more or less been working as intended so far.)

Kirth Gersen |

Muddling through the level up now Kirth - thanks for the Hold person suggestion that certainly works. Ill check in with you on some more details as I get stuck :)
Glad you're still with us, mate! You were "away" all last week -- didn't know if you were on vacation, slacking off, or won the lottery and walked off the job!

Kirth Gersen |

Elebrin and Bal -- can you two try and finish leveling in the near future?
Jym - You're almost there, so less to worry about. Hope your RL hunt goes well.
Ixotl and Uro -- you guys can probably keep playing while we wait for the others to catch up -- there will be an interlude of down time and otherwise non-essential stuff, so everyone need not be together right away.

Elebrin Thel |

I am honestly trying to get to it but my administration just lobbed a giant bomb at the college I work at so I haven't had much of a moment to myself the last little while. Things seems to be settling down so I should be done soon.

Kirth Gersen |

So this is what I have thus far - is it on the right track?
+1 to all your saves;
+1 to BAB brings you to +3 total;I'd put the +1 attribute in something more useful to you - probably Wisdom, or maybe Charisma.
You get 1 more rank in Concentration, Heal, and Knowledge (planes) for free, plus 2 + Int modifier skill points to put wherever.

Bal Main |

Alright now its here. Stuck the extra +1 skill point into Perception - is that appropriate? How should that be accounted for (pretty sure I havent got it right yet...
4th Level Checklist
+1 Fort -> +6
+1 Will -> +2
+1 BAB ->+4
+9 HP
+1 Ability -> Wisdom = 18
+1 -> Concentration (3/+6), Heal (4/+10), Knowledge (Planes) (4/+6)
+2(-1) Skill -> Perception (5)
+1 Second Level Spell -> Hold person
+1 First Level Spell -> Command
Numen (2400 / 5400)

Kirth Gersen |

OK, the main thing is that you short-changed yourself out of a bunch of feats. Armor and weapon proficiency, and weapon specialization, are all "freebies" from the War domain, and you got Skill Focus for being human. I took the liberty of giving you the free hero point 1/day as your other human feat (you guys sure need them!). As a cleric, you got a bonus feat at 2nd -- I'm thinking Holy Warrior (bonus to damage as long as you have a War domain spell prepared). For the feats everyone gets at 1st and 3rd... maybe Selective Channeling (you can heal your allies in the middle of a melee without also healing enemies). That leaves one more to allocate.
Otherwise, see how this looks:
Male human cleric 4
LG Medium humanoid [human]
Init +0; Senses Perception +5
Languages: Common
AC: 20, touch 10, flat-footed 17 (+7 armor, +3 shield)
hp: 32 (4 HD; LW 16/HW 8)
Hero Points: 1, plus defiant luck 1/day
Saves: Fort +7, Ref +3, Int +9, Will +4
Spd: 30 ft. (20 ft. in armor)
Melee: mwk spatha +6 (1d8+4/19-20)
Ranged: javelin +4 (1d6+3)
Base Atk: +3; CMB +3; CMD 13
Special Atks: channel positive energy 4/day (2d6, DC 13), touch of glory (+4) at will
Divine Spells Known (CL 4th)
D Domains: Glory, War
2nd (DC 13, check +7)—bless weapon*, hold person, spiritual weapon*
1st (DC 12, check +9)—command, cure light wounds, magic weapon*, shield of faith*
0 (at will, DC 11, check +11)—light, resistance, stabilize, virtue
Attributes: Str 13, Dex 10, Con 14, Int 8, Wis 18, Cha 12
Feats: Exotic Weapon Proficiency* (arming sword), Heavy Armor Proficiency*, Holy Warrior*, Selective Channeling, Skill Focus* (Concentration), Weapon Specialization* (arming sword), +1
Skills: Athletics (3/+1), Concentration* (4/+11), Heal* (4/+11), Knowledge* (planes) (4/+6), Perception (1/+5)
Possessions: PC gear (mojo 2,800; par 5,400) masterwork splint mail (100), +1 heavy wooden shield (1,000) of resistance +1 (1,000), masterwork spatha (400), sunrod (300), 2 javelins, holy symbol, backpack, outfit (traveler's), waterskin (filled), rations (trail/10 days), oil (1 pint flask), 345 gp
You've still got 2,600 numen to burn--,maybe simply make your sword a +1 magic sword for 2,000, if you plan on getting into melee, and save your magic weapon spell to cast on someone else's. (If you'd prefer to stick with spells and javelins, there are better options for gear.)
Finally, using touch of glory on Jym whenever he opens his mouth is a good way to ensure your party always gets everything it wants -- his Diplomacy will be unstoppable!

Bal Main |

This looks great- thank you for the advice! Bal being more of an enthusiast than a thinker, particularly at this stage in his career, I see him charging into the fray even when his help isnt really needed, so the +1 sword will make his day :) In a similar vein, for the final feat I will go with ye olde power attack - see how that works for him.

Elebrin Thel |

I am really sorry but I have gotten like a 5 way whammy and I am just struggling big time. Kirthfinder being a more dense rule set and my lack of mastery also make it a challenge. I will be back soon and if I get really lucky I will carve out some time tomorrow but Everything decided to go crazy all at once so I am struggling a bit. Apologies.

Jym Withawye |

Sorry, I'm still here. Job hunting.
I need to go through Kirth's thoughts on my sheet and I should be ready.
I'm not sure if I'll ever take the time to get my head wrapped around how spells are built, though.

Kirth Gersen |

Elebrin looks good. A couple of points:
For my records:
Female high elf wizard 1/daoine sidhe 3
Init +4; Senses: low-light vision, keen senses, see ethereal 15 ft.; Perception +9 (+7 in bright light)
Languages: Common, High Elvish, Draconic, Celestial, Sylvan, Aklo
AC: 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 18 (4 HD; LW 9/HW 4); DR 3/cold iron
Hero Points 1
Immune: sleep; Resist: +2 vs. enchantment
Saves: Fort +2, Ref +6, Int +5, Will +6
Weaknesses: iron allergy, light sensitivity
Spd 30 ft.
Melee: mwk arming sword +5 (1d8+2/18-20) or
mwk dagger +4 (1d4+1/19-20, sneak attack +1d6)
Ranged: mwk light crossbow +4 (1d6+3/19-20) or
acid splash +3 touch (1d6 acid)
Base Atk +2; CMB +3; CMD 13
Spell-Like Abilities (CL 4th)
3/day—keening grasp (4d6 sonic)
Arcane Spells Prepared (CL 4th)
2nd (DC 14, check +5)—augmented sleep (5d6, 10’r.), blur
1st (DC 13, check +7)—bolt of force (4d6), charm person, expeditious retreat
0 (at will, DC 12, check +9)—acid splash, detect magic, light, +1
Attributes: Str 10 (12 w/gauntlets), Dex 14, Con 10, Int 17, Wis 13, Cha 14
SQ: eidetic memory
Feats: Eschew Materials, Exotic Weapon Proficiency* (dagger), Imbue Item*, Magical Talent, Spellstrike*, Superior Initiative*, Weapon Specialization* (heavy blades)
Skills: Athletics (1/+4), Bluff (1/+6), ConcentrationB (4/+9), Craft (construction) (1/+5), Craft (lapidary) (2/+6), KnowledgeB (linguistics, lore) (1/+7), Knowledge (planes) (1/+7), Perception (3/+9; +7 in bright light), Planar Sense (4/+8), Sleight of Hand (1/+3), SpellcraftB (4/+10), Stealth (2/+7), Survival (1/+5)
Possessions: PC gear (mojo 4,800; min. 2,400, par 5,400): ring of mage armor 1/day (CL 20th; 3,600), masterwork bronze dagger (400), masterwork bronze arming sword (400), masterwork light crossbow (400), backpack, rations, waterskin, crafting tools
Overflow (4,000; max. 5,100): gauntlets of ogre power +2 (4,000)

Elebrin Thel |

How does the cost to improve the ring interface with things like my crafting ability. Is it assumed that sort of just quick *snap fingers* type adjustments are straight numen costs whereas if there was sufficient downtime I could pay in coin and time to offset the numen cost?
Also, thoughts on throwing weapons and arcane strike?

Kirth Gersen |

How does the cost to improve the ring interface with things like my crafting ability. Is it assumed that sort of just quick *snap fingers* type adjustments are straight numen costs whereas if there was sufficient downtime I could pay in coin and time to offset the numen cost?
Short answer: yes. When you take the time to craft an item, you can choose to apply the item costs against your "overflow" (found/crafting) numen instead of your par for personal items. As a wizard, though, you probably want to keep a lot of your crafting numen free so that you can use it to add spells to your spellbooks (and, at higher levels, to maintain latent spells like symbols or whatever), so it's something of a balancing act.
Also, thoughts on throwing weapons and arcane strike?
There's nothing to prevent it. However, it's riskier, because you can't Hold the Charge that way, so if your attack misses, the spell is wasted.

Kirth Gersen |

Let's play! Uro, you've got a decision to make with regards to your captive.
No one is able to make any sense of the scroll, either, until Jym picks it up and, looking it over, shares an exceptionally long and rambling story that may or may not have anything to do deciphering scrolls. In the end he manages to cast the spell on Uro, who in turn can now understand the bullwug.
The gist of the frog-man's remarks is that Uro is obviously a greater war chieftain than Chief Lorpth was, and a more powerful pirate than Drevoraz -- who was the toughest being they knew, and an orc to boot. With "Lorb-Lorb Tub" (evidently the supervisor) also dead, the Trub Glorp tribe's leadership is decimated, so the long and short of it is that he wants to serve Uro now. He is also hungry, and asks if it's OK to eat Jym.

Jym Withawye |
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I will join in shortly. Go ahead and I'll catch up.

Jym Withawye |

Lore Master (Ex): At 4th level, you become a master of lore and can choose to take 10 on any Knowledge skill check (as long as you have ranks in the appropriate Knowledge skill). In addition, once per day, you can take 20 on any Knowledge skill check as a standard action. You can use this ability one additional time per day for every six levels you possess beyond 4th, to a maximum of three times per day at 16th level.
Would this ability apply to Streetwise also?

Kirth Gersen |

Kirthfinder Bard class wrote:Lore Master (Ex): At 4th level, you become a master of lore and can choose to take 10 on any Knowledge skill check (as long as you have ranks in the appropriate Knowledge skill). In addition, once per day, you can take 20 on any Knowledge skill check as a standard action. You can use this ability one additional time per day for every six levels you possess beyond 4th, to a maximum of three times per day at 16th level.Would this ability apply to Streetwise also?
As written, no, because Streetwise isn't a Knowledge (X) skill. However, if the player made a case why it would apply (i.e., using it for a specific task within the larger Streetwise skill that focuses on some item of knowledge), I'd let it work.

Jym Withawye |

Makes sense. Just making sure.

Kirth Gersen |

It occurs to me that Lavinia is CR 2. Next level you guys will be CR 5 and eligible for a new feat. It would be amusing if someone took Leadership and made Lavinia their cohort -- definitely turn the tables on that relationship! There's also opportunity for Uro to develop his new "follower" into an actual one -- here are his stats:
Male bullywug ranger 1
CE Medium humanoid [uncivilized, batrachian]
Init +2; Senses: alertness +1 (DC 19), low-light vision, mist sight 10 ft.; Perception +5
Languages: Draconic
AC: 16, touch 13, flat-footed 14
(+2 Dex, +1 insight, +1 natural, +2 armor)
hp: 14 (1 HD; LW 7/HW 3)
Resist: strong stomach
Saves: Fort +6, Ref +4, Int +3, Will -2
Spd: 20 ft., swim 20 ft.; bog stride
Melee: heavy club +4 (1d6+4/x3) and bite -1 (1d4+1)
Ranged: throwing axe +4 (1d6+3/x3)
Base Atk: +1; CMB +4; CMD 16
Special Atks: favored enemy (civilized humanoids) +1, leaping attack +6 (2d6+8/x2)
Spells Known (CL 1st):
0 (at will)—create water, dancing lights, detect poison
Attributes: Str 16, Dex 15, Con 19, Int 6, Wis 12, Cha 6
SQ: favored terrain (swamps) +2, mark of the wild
Feats: Alertness*, Canny Defense*, Open Minded, Skill Synergy* (Athletics, Stealth)
Skills: Athletics (1/+9; jump, swim +13), Concentration (1/+2), Endurance* (1/+8), Handle Animal* (1/+2), Perception* (1/+5), Planar Sense* (1/+5), Stealth* (1/+8; +10 in swamp), Survival* (1/+3; +5 in swamp)
Possessions: NPC gear (leather armor, heavy club, 3 throwing axes)

Jym Withawye |

Hey hope everyone is well? Our boy is now a hungry healthy 5 week old. Actually got some sleep last night too, so Im fired up to continue :)
Nice! And congratulations!