Taming The Borders (Inactive)

Game Master Ryuko

Ryuko's Kirthfinder Game


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Ryuko wrote:
I'm a big fan of stylish fighting in my games. This means you may happily decouple the flavor with the mechanics. Feel free to describe your greataxe strike as a pommel hit, smacking a man in the face with the flat, distracting him with the axe to kick him, or kicking a barstool across the area between you to hit him in the stomach. As long as it all does greataxe damage, feel free to change it up as much as you like. Another thing is that I hate it when people slow everything asking about details. If a detail could be true and you're not in a combat situation, assume it likely is. If you know this officer, feel free to mention that your character does and come up with a reason why. If you want to have a drinking game in a pub, assume you find competitors. It's ok either way.

I think you would be very happy in my home game! In fact, I notice from your priofile that you're also in Texas -- anywhere near Houston by any chance?


Jelani wrote:
Minuraieth wrote:

[Alias for DMRaven]

@Jelani, that is one reason I decided to stick to things that aren't (as of yet) filled in the party: healing/range + status effects. If someone else takes one of those with much better rolled stats, I may step out or just come up with another concept.

** spoiler omitted **

** spoiler omitted **...

Minuraieth you should have 19-1=18x15=270 Gold

I'm almost positive you can't post images here, you have to link to them on another site. However, you can leave a link in your alias' profile.

As for the stats, I mean, some people might enjoy the challenge of a low roll. But honestly if I had rolled low I would not have bothered to learn a significantly altered ruleset, to play a character on the heroic array. I also want stats to be as fair/even as possible, because it can be a fun-ruiner to either be way weaker or way stronger than other party members. Yes, PBP is more about the role-playing but stats definitely do matter.

Oh bollacks, I just finished with figuring out gear too! I was wondering why the numbers were so high. Since most of it was in scroll/potions it shouldn't be hard to remove it.

Edit: Also, normally I'd never play a game that used heroic or rolled stats. I'm a big fan of 15/20 point buys and 4e-style games. However, I'm also a HUGE fan of Kirth's homerule set and am already somewhat familiar with it. He does such a great job of combining "fun" options and making them obtainable to many characters rather than locking away most options behind terrible PrC's, long feat chains, spellcasters only, etc. The remodelling of the Heal and Craft (toxicology) skills alone are fantastic much less the entire remodeling of feats, Wisdom/Charisma usefulness, talents/lore/sutras..etc.

I think its amusing that I adore his houserules and yet have never liked 1e/AD&D/2e/3.5 (much) or rolled stats. Its the dynamic movement in combat, complex character options and ability to pull off concepts that are simply impossible or far too unoptimized for me to ever attempt in 3.5/PF.

@ Ryuko: Kirthfinder has rules for modifying poisons but notes the need for an appropriate facility. Would it be possible to have a sort of -on the go- version of this? Something like an alchemist's kit that you spend a few minutes/hours setting up before getting to work?

Min carries around a caged pet viper for siphoning poison. I figure it'd be a handle animal roll to get a dose of poison from it. What kind of DC would you say it is? Equal to the saving DC of the poison? Also, how many doses would a tiny viper have in them? It looks like small vipers would have 1-3.75 or so mg of venom and seem to be able to be milked every 2 weeks(random unvetted internet sources yay.) Another equally unvetted and random internet source puts the lethal dose for many snake poisons at under 1mg. The highest listed was .14 mg from a rattle snake.
Even going by that and the lowest obtained from a small snake (1 mg) that's a little over 7 doses every 2 weeks..I think that actually makes it (almost) viable to keep a small stock (5-10 bolts) of poisoned bolts around!

Liberty's Edge

Kirth Gersen wrote:

Re: Heroic array

This may be a grognard thing, but in our home game we tend to find that point buys of 15+ give stats that are a lot higher than we like to begin with. Most of us have been through the phase where every PC has like a 35-point buy, and most of us eventually started longing for more down-to-earth stats at start. Heroic array is about where our personal preference sits; if your group differs, feel free to change it. For people who absolutely can't imagine playing a character without a lot of 18s, the Amberite advanced race is probably your best option -- it gives you +2 to all attributes at 1st level, at the cost of making your 1st level an NPC class (warrior is a common choice, for the +1 BAB).

Disparity of stats anecdote
In the home game, TOZ's wife made a rogue character and rolled freakishly high attributes across the board. It was like watching an ideal yahtzee game. We declared on the spot that she was obviously some kind of genetic experiment, that aspect to be developed further as the campaign progressed. In actual play, it hasn't been too unbalancing, because Houstonderek's rogue character was much better optimized. The two adventured side-by-side on several occasions with no obvious friction.

I guess I might be assuming too much about other players. I am definitely an optimizer though, so power level is something I'm always keenly aware of.

I started gaming with Alternity in the year 1999, but almost all my gaming has been 3.X or Pathfinder. Usually of the organized play variety. So I guess to me point buy is like a civil right or something, it's just always been there.

Allow me to try to prove myself wrong. Bronn is capable of killing your typical CR 2 monster with average damage from one swing of his axe, and he will hit such a creature 70% of the time on a charge. Put that next to 1st level human fighter with a greatsword and 17 str from his heroic array. He will hit 60% of the time and will need two swings at average damage. It is a significant difference, but probably not game changing in the end. I guess I still don't see the harm in using a point buy though, just set the limit at 15 or something low.


Jelani wrote:
Kirth Gersen wrote:

Re: Heroic array

This may be a grognard thing, but in our home game we tend to find that point buys of 15+ give stats that are a lot higher than we like to begin with. Most of us have been through the phase where every PC has like a 35-point buy, and most of us eventually started longing for more down-to-earth stats at start. Heroic array is about where our personal preference sits; if your group differs, feel free to change it. For people who absolutely can't imagine playing a character without a lot of 18s, the Amberite advanced race is probably your best option -- it gives you +2 to all attributes at 1st level, at the cost of making your 1st level an NPC class (warrior is a common choice, for the +1 BAB).

Disparity of stats anecdote
In the home game, TOZ's wife made a rogue character and rolled freakishly high attributes across the board. It was like watching an ideal yahtzee game. We declared on the spot that she was obviously some kind of genetic experiment, that aspect to be developed further as the campaign progressed. In actual play, it hasn't been too unbalancing, because Houstonderek's rogue character was much better optimized. The two adventured side-by-side on several occasions with no obvious friction.

I guess I might be assuming too much about other players. I am definitely an optimizer though, so power level is something I'm always keenly aware of.

I started gaming with Alternity in the year 1999, but almost all my gaming has been 3.X or Pathfinder. Usually of the organized play variety. So I guess to me point buy is like a civil right or something, it's just always been there.

Allow me to try to prove myself wrong. Bronn is capable of killing your typical CR 2 monster with average damage from one swing of his axe, and he will hit such a creature 70% of the time on a charge. Put that next to 1st level human fighter with a greatsword and 17 str from his heroic array. He will hit 60% of the time and will need two swings at average damage. It is a...

Oh I'm definitely in the optimizing boat too. That's why you see me optimizing the heroic array for use in a party with one melee already optimized for damage. Now say, if Bronn starts picking up a ton of the same debuff strikes that Min has, then she'd become less useful. However, atm she could rely on him to take things out quickly while applying "shaken" to harder monsters with a DC 16 save and then provide out of combat scouting/tracking/healing (plan on grabbing some healing spells).

Edit: sorry DC 16, I forgot she didn't go with a green hag mother and instead focused on "scout" traits - darkvision and +2 perception.


Kirth Gersen wrote:
Ryuko wrote:
I'm a big fan of stylish fighting in my games. This means you may happily decouple the flavor with the mechanics. Feel free to describe your greataxe strike as a pommel hit, smacking a man in the face with the flat, distracting him with the axe to kick him, or kicking a barstool across the area between you to hit him in the stomach. As long as it all does greataxe damage, feel free to change it up as much as you like. Another thing is that I hate it when people slow everything asking about details. If a detail could be true and you're not in a combat situation, assume it likely is. If you know this officer, feel free to mention that your character does and come up with a reason why. If you want to have a drinking game in a pub, assume you find competitors. It's ok either way.
I think you would be very happy in my home game! In fact, I notice from your priofile that you're also in Texas -- anywhere near Houston by any chance?

I wish, I happen to come from San Angelo, about 6 hours away. Close enough for a weekend trip but not close enough to regularly join in the game unfortunately.

On the point buy issue, I have no problem with it, I was attempting to stay with the spirit of Kirthfinder, but if someone really wants to I wouldn't mind allowing a 15 point buy.

Liberty's Edge

I guess I definitely need to spend more time with the Kirthfinder rules before we start playing. I only read what was necessary for character creation. I do like the new weapon proficiency system though, and the automatic skill ranks for fighters based on their profession. That's about as far as I got into the new rules. I also really like comliness score and intuition saves.

Are there any huge major changes that I might have missed while creating a character that I should know about?


Jelani wrote:

I guess I definitely need to spend more time with the Kirthfinder rules before we start playing. I only read what was necessary for character creation. I do like the new weapon proficiency system though, and the automatic skill ranks for fighters based on their profession. That's about as far as I got into the new rules. I also really like comliness score and intuition saves.

Are there any huge major changes that I might have missed while creating a character that I should know about?

I wrote up a long explanation and then the page/website/internet/something crashed...sigh.

Yes, there are some pretty big differences that you should know about! (good ones, all!)

Dynamic Combat: You can move 1/2 your move speed and still full attack. Skirmish feat lets you move full speed. Spring attack feat lets you move in between attacks.

Held actions: You may hold any or all of your movement/attacks for a round. Any movement you use will provoke opportunity attacks, no 5' steps. You may use those attacks/movement at any point during the round but lose any unused movement/attacks not used by the end of the round. This means high initiative is very useful.

Parry: You may use held attacks to attempt a parry of a melee attack. You roll an opposed attack roll, I believe if your attack roll is higher, you deflect the attack. You can get a fighter talent to do this with spells and a feat to do this with ranged attacks (I think).

Maneuvers: Bull rush/trip/etc have the feat chains combined into 1 feat allowing you to be good at trip/etc with only 1 feat.

New maneuver: Bind: You can bind an opponent's weapon with your own, essentially preventing either of you from making attacks with either weapon. Yay two-weapon fighting.

Casting: If you have material components, it takes a full round action. Checks for casting in combat are harder than in Pathfinder. So protect your casters!

Synergy: Many feats and a few (rarely) class abilities give synergy. This means if you have two feats, you may get an additional benefit from one of them. For example, having Battle touch and Spellstrike lets you apply the effect of a shocking grasp spell on a full attack at a -5 penalty to all attacks.


A caution re: character building: Some of the other playesters have commented on an intentional built-in "rock-paper-scissors" aspect that might not be immediately obvious. For example, it's easily possible for a fighter especially to jack AC up to insanely high levels, if that's what you focus on. However, it's equally possible to obtain feats and class features that let you bypass some or all of these buffs (e.g., Chaotic Mind lets you ignore enemies' insight bonuses, the Deft Blow/Crushing Blow feats allow you ignore some armor bonuses to AC, and feinting negates Dex and dodge bonuses).

In playtesting, a PC fighter who spent most of her resources on AC (Dex, light armor, armor training, insight, dodge, Combat Expertise, etc.) was killed by a single crit from an ogre chieftain (using Crushing Blow and Power Attack, IIRC). If she had spent a talent on fortification instead of armor training, though, the outcome might have been quite different. So while there are very obvious exploits available, there are usually counters to them as well, meaning that hyper-specializing isn't always as good as it seems on the surface.


Hey Kirth

thanks for your response :) I did not read the introduction so carefully through to notice the indication of places where your character could originate from but as plains are quite a normal area you can find anywhere, I though that would be OK although I am not so big expert regarding the continent where this RP will be based

regarding also the building up character: true about that since I have gone through most feats and thinking how to build up my barbarian I noticed that there is counter for everything. It is just simply amazing job what you and others have done here so thanks for that!

As a side note: I tried for one think about optimizing my barbarian here by your rules and got out and interesting build.

If I were to spend all my feats for the Extra Rage power I would get quite insane combination / damage barbarian when I went trough calculations and ... just wow.

Could squash some AC penetration there and would be insane: Titan stature Aura of Superstitious Trollblooded (or) Improved Power Attack


Azharten wrote:
Could squash some AC penetration there and would be insane: Titan stature Aura of Superstitious Trollblooded (or) Improved Power Attack

By that time you're fighting actual titans, and the wizard is casually stopping time and gating in solars, so the power level isn't quite as awesome as it first seems (also, remember that monsters with class levels have access to the same tricks you do). That said, I've been wondering about limiting it to one Extra Rage Power; if you end up grabbing it more than once, I'll be interested to see if gets too unbalanced. Thanks!

One thing we've noticed in the home game is that when I optimize NPCs for combat, and evilly arrange a duel with a lower-level PC who has a caster friend buff him beforehand, the PC wins easily. But casters are very squishy. So probably the best party strategy I've seen so far is to have at least one PC specializing in bodyguarding the casters, and a second melee guy to get buffed and run up and dish out damage. The party blitzed through "Hook Mountain Massacre" that way, using the rogue and barbarian to kill things while the fighter stayed back and (until her unfortunate demise) guarded the wizard and sorceress, who did nothing but cast buff spells and some battlefield control.


Happy that you are interested :) Will be actually quite interesting even from my part, now that I think about it, how much does it actually affect the game play if barbarian is getting extra rage powers more than once (not really denied) so keep eye up or might as well report.

your statements is true about the later level game: actual titans + wizard sneezing bigger fireballs than you have seen them cast so.. mhm, but I dunno. Could think that I could still dish more damage plus there has to be something good about the antimagic field :) Charge and hit (hopefully crit) and if they run... AoO which might as well go for trip or hitting again.

Nevertheless, I have NO idea how it might actually be and these are just hypothetically speaking of game level. But still, will see with extra rage powers.

Barbarian does have some really nice / crazy skills so have to evaluate them actually against normal feats to see which is better


At the moment we don't have a wizard anyway! I plan on Min dipping into either cleric or grabbing 3 levels of battle sorc to pick up an expanded spell list - thus the only reason she has any Cha and its not a dump stat. She'll be grabbing mostly buff/restore type spells though. If she makes attacks in combat it'll be Daunting strikes, venomous strikes or ranged disarms with her crossbow.


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

Comeliness
4d6 ⇒ (3, 3, 2, 3) = 11 = 9

Social Class
4d6 ⇒ (6, 4, 5, 3) = 18 = 15

Money

1d20 + 2 ⇒ (17) + 2 = 19 x 15 = 285 gp


You guys mind if I dot to follow along? I stumbled upon Kirth's rules a few months ago, and have been curious to see how they actually play in a game.


And maybe I'm just not seeing the info in your early posts, Ryuko, but you running a specific adventure/campaign? Or just something home-brewed together for the purpose of testing the rules?

And how much do you want people to be able to post? And are you still looking for people?


Eben TheQuiet wrote:

And maybe I'm just not seeing the info in your early posts, Ryuko, but you running a specific adventure/campaign? Or just something home-brewed together for the purpose of testing the rules?

And how much do you want people to be able to post? And are you still looking for people?

I'm running a homebrew campaign, centered on attempting to secure the borders of Northern Estren. It should lead from level 1 to roughly level 10 or 12. I expect a post every 2-3 days with a notice for long absences and I am absolutely still looking for people. The group is currently lacking an arcanist, a divine caster, or a skill based character, though I won't force anyone into any position.


Eben TheQuiet wrote:
You guys mind if I dot to follow along? I stumbled upon Kirth's rules a few months ago, and have been curious to see how they actually play in a game.

I think Kirth runs a PbP game you can take a look at as well.


DMRaven wrote:
Eben TheQuiet wrote:
You guys mind if I dot to follow along? I stumbled upon Kirth's rules a few months ago, and have been curious to see how they actually play in a game.
I think Kirth runs a PbP game you can take a look at as well.

Here ya go. It takes place in Estren so far, but we're only at 3rd level so the new rules aren't spotlighted as much as the setting.


Alt of heliopolix

Kelgan Cragbelly, Hill Dwarf Fighter

Stats:
Attributes
STR 14 +2
DEX 13 +1
CON 18 +4
INT 12 +1
WIS 14 +2
CHA 9 -1

Comeliness 8 -1
Social Class 14 +2

Offence
BAB +1

Melee +3
Ranged +3
Thrown +2

CMB +3 (+1 on trip)
CMD 14

Defense
HP 14

AC 20 (+5 armor, +1 Dex, +4 shield), T 11, FF 15

For +6 (+4 vs poison)
Ref +3 (+2 with shield)
Will +2
Intu +2

Racial traits & feats
Defensive training: Giant-Slayer
Additional traits
Darkvision 60 ft
Dwarven craftsmanship: Skill Synergy (Craft & Knowledge (Lore))
Slow & steady
Hardy x2

Skills
Athletics +6
Endurance +7
Heal +6
Survival +6

Craft (Alchemy) +7
Knowledge (Lore) +7
Knowledge (Warfare) +5

Feats
Combat Expertise
Fast Recovery
Giant Slayer
Shorten Grip (only with glaive)

Special Qualities
Favored Class: fighter
Fighter Talent: Weapon Training (pole arms)


Kelgan Cragbelly wrote:
Hill Dwarf Fighter

YES! I was hoping I'd eventually see some hill dwarves, rather than a glut of mountain dwarves. Thanks! One minor correction: +2 Will (base) -1 (Cha) = +1 total.


Kelgan

More Stats:
Corrections
Will +1

Proficiencies
Armor: all armor
Martial: all weapons
Exotic: glaive, tower shield

Attacks
Glaive: slashing, reach, trip, feat (Shorten Grip)
2H +4 1d10+3 20x3
1H +4 1d10+2 20x3 (phalanx with shield)
Trip +5
Shortened Grip: as above, except vs adjacent -2 atk

Heavy Crossbow: piercing, 120 ft., reload(move)
2H +3 1d8+5 19-20x2

Equipment
Glaive
Heavy Crossbow
Bolt case (20)
Tower shield
Scale mail
Scrimshaw pipe
Portable still
Kettle
Cauldron
Healers kit
Whiskey flask
Whetstone
Rope
Skinning knife
Iron rations (5)

Spoiler:
Background[/b]
Kelgan hails from the Estren highlands. Like most of his clan, he grew up "redistributing" wealth from travelers. One ambush went way south when their marks turned out to be disguised guardsmen. Some of his companions died, some got away, and some got captured. Kelgan was among the latter. A few days later, after a short trial, he found himself standing on the gallows, contemplating the long drop. The garrison commander offered the condemned men a choice: enlist and help defend the frontier, or hang. To Kelgen neither option sounded great. Die now, or die later. He chose die later.

A decade later, he's still alive. The frontier has been tough, but he's managed to get training as a field medic. Distinguishing himself, he is now a lieutenant, but his criminal background means he often gets the worst assignments. Fenrift Keep is the last place he wants to be.


Nice! For convenience, after hp I'd note your wounded thresholds. And until you get used to it, the penalties (and Endurance checks needed to ignore them) are good things to have handy as well:

hp 14
LW (fatigued; -1 to all rolls) = 7 (DC 20 Endurance to ignore)
HW (exhausted; -3 to all rolls) = 3 (DC 25 Endurance to reduce to fatigue; DC 35 Endurance to ignore)


Appearance:
Kelgan is a short, bald, rotund, red-bearded, pipe-smoking, whiskey-drinking, good ol boy - er, dwarf. His fingers are stained, he's missing more than a few teeth, and he smells of smoke, but his long axe is sharp and his armor well oiled. He moves like a walking wall on the battlefield, administering aid and felling foes like trees.

Concept & Progression:
Defensive fighter. Polearm weilder. Tripper. First aid. Stamina. Protective of archers and casters. Distiller. Woodcarver.


Let's see

Attributes:
4d6 ⇒ (1, 5, 4, 2) = 12 11
4d6 ⇒ (1, 4, 1, 2) = 8 7
4d6 ⇒ (6, 2, 4, 2) = 14 12
4d6 ⇒ (1, 5, 1, 5) = 12 11
4d6 ⇒ (2, 1, 1, 1) = 5 4
4d6 ⇒ (6, 5, 1, 5) = 17 16

Comliness:
4d6 ⇒ (6, 6, 5, 2) = 19 17

Social Class:
4d6 ⇒ (2, 6, 1, 3) = 12 11

Money:
1d20 ⇒ 5 x 15 = 75

Hum i think i rather take heroic array that that pile :O

So 15,14,13,12,10,8 be it. I've got a pretty face though :D


Kelgan Cragbelly wrote:
** spoiler omitted **

From what I'm reading, I'd also enjoy having you in my home game. Loving Kelgan so far!


Kirth Gersen wrote:

Nice! For convenience, after hp I'd note your wounded thresholds. And until you get used to it, the penalties (and Endurance checks needed to ignore them) are good things to have handy as well:

hp 14
LW (fatigued; -1 to all rolls) = 7 (DC 20 Endurance to ignore)
HW (exhausted; -3 to all rolls) = 3 (DC 25 Endurance to reduce to fatigue; DC 35 Endurance to ignore)

Thanks for providing the DC's/penalties, Kirth. Those are good things to keep easily accessible!


So i think i will fill in for the divine caster :)

Varan
Human Druid 1

Spoiler:
Attributes
Str 12 (+1)
Dex 13 (+1)
Con 16 (+3)
Int 8 (-1)
Wis 15 (+2)
Cha 10 (+0)

Comliness 17 (+3)
Social class 11 (+0)

Offense
Base Attack +0

Melee +1
Ranged +2
Thrown +1

CMB +1
CMD 12

Defense
HP 12
LW (fatigued; -1 to all rolls) = 6 (DC 20 Endurance to ignore)
HW (exhausted; -3 to all rolls) = 3 (DC 25 Endurance to reduce to fatigue; DC 35 Endurance to ignore)

AC: 14 (Armor +2; Shield +1; Dex +1; Insight +0) Touch 12 Flat-Footed 12

Fort +5
Ref +1
Intu +4
Will +0

Racial Traits & Feats
Bonus Feat
Open Minded
Sociable (can attempt another diplomacy check when failing by 5 or more)

Skills
Diplomacy (1) +4
Handle Animal (1) +4
Heal (1) +6
Survival (1) +6
Knowledge: Lore (1) +3

Feats
Great Fortitude
Deep Intuition
Canny Defense (Wis)
Two-Weapon Fighting (Quarterstaff only)
Two-Weapon Defense (Quarterstaff only)

Serenity
Spontanous Casting (summon nature's ally)

Special Qualities
Favored Class: Druid (+1 hp)
Spontanous Rejuvenation (All allies within 30 feet of you (including yourself) gain fast healing for 3 rounds. The fast healing amount is equal to the sacrificed spell's level.)
Detect Spirits at-will
Nature's Bond (Druid's Staff)
- Arcane Focus (eliminates components below 5 gp cost)
- Spellstaff 1 charge (1st: Entangle)
Wild Empathy (d20+1)

Proficiencies
Martial: Heavy Club
Exotic: Quarterstaff (Oakenheart Brother)
Natural attacks

Attacks
Quarterstaff +1 (1d8+1 x3)

Magic

DC:
0: 12
1st: 13

Spells Prepared
0: Detect Magic, Flare, Light
1: Magic Stone, Ray of Sickening

Equipment
Padded Armor
Quarterstaff
Beltpounch (6 stones, money 30 gp)
Backpack
Bedroll
Waterskin
Iron Pot
Field Rations (5)
Rope
Flint and Steel
Signet Ring
Guard dog

Gordis (Dog - Wolf Crossbreed):

Spoiler:

Gordis is not an animal companion, just a trained dog

Medium Animal
Init: +2; Senses: low-light vision, scent; Perception +8
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Tricks known: Come, Defend, Fetch, Heel, Stay, Track

i wasn't sure if a big dog costs as much as a riding dog or as much as a guard dog, so feel free to interfere ;)

Background will be filled in later


What is it with Kirthfinder and sexy druids?


It's Druid's Paradise ;)

Correction/notes:

Spoiler:

Valan knows common and druidic languages.
The quarterstaff is a bonded item, therefore of masterwork quality, making the attack bonus +2 and +0/+0 when using two-weapon fighting.
Note: I chose Canny Defense and Oakheart Brother as proficiency swaps.
Valan has no armor proficiencies, but uses a padded armor anyway since he doesn't get any bonus yet thanks to canny defense because of low BAB and it has no check penalty.

Background:

Spoiler:

When Valan was a little child of merely two years, he was journeying with his mother through the lands of Northern Estren. The carriage they were riding in was attacked by bandits while passing through a dark forest and during the attack his mother and all three mercenaries guarding it were killed.
Valan himself was spared by the attackers and left to his own, found later by the old Druid Kantar who was alarmed by the screams and noises.
The remains of the carriage and the belongings of his mother were few, but from the style of her torn fur coat and some leftover books Kantar was able to deduce that the little boy was of northwind origin. He wasn't able to learn his name or anything else about his life, so he took him and raised him like his own son, giving him the name Valan. The only thing remaining from his old life was a signet ring (with an emblem featuring two crossed swords over a strange knot-like symbol), whose origin is unknown to Valan.

Kantar raised the boy in the forest, teaching him all he needed to know about the green faith and nature, and how to be a keeper of the wild.
Two years ago, Kantar sent Valan into the world to explore and learn and to protect the nature in places where it has no protector. He gave him his old Walking-Staff that he used on his own journey many years ago.

In his journeys he came upon Fenrift Keep and decided to join the military force for a while to help protect the surrounding wilds but also the innocents in the surrounding settlements.

Description:

Spoiler:

Valan is a man of 5 feet 8 inches hight of age 20. He wears thick rugged clotharmor and a warm cloak, all in earthy colors. On his back is an apparently ancient leather backpack that is held together with lots of patches and in his hands is a simple oaken staff, ornated with elven symbols.
He has a rather powerful build, with broad shoulders and stout arms and legs.
Valan's face belongs to a man that looks older than he is thanks to living in the forest for all his life. His hair is of a dark brown color and shoulder-length and his beard apparently wasn't shaved for a few days. His face nevertheless looks sympathic and by elvish standards quite handsome.

A few feet behind Valan, a big gray-brown dog is following him. The dog is apprently a crossbreed and a significant part of his ancestry seems to be of wolf origin. The dog doesn't look aggressive though, rather friendly

Concept:

Spoiler:

Self-Sufficient, versatile spellcaster but still tough enough on his own. Will take Oakheart Initiate and become more capable in melee thanks to that.

BTW this will be my first PbP game, so bear with me ;=)
I really like the possibility to get to know the rules better since in my homegame we don't focus much on fighting and i'd love to stop looking up everything when i throw a few monsters at my players ;)


Sertaki wrote:

It's Druid's Paradise ;)

BTW this will be my first PbP game, so bear with me ;=)
I really like the possibility to get to know the rules better since in my homegame we don't focus much on fighting and i'd love to stop looking up everything when i throw a few monsters at my players ;)

Do you use Kirth's houserules in your homegame? If not, most if not all of what you'll learn playing this won't be useful for you. There are significant differences, but all good ones!

Since you're going for divine casting, I'll have Min multi into battle Sorc at 2 and see if having more arcane or more tracking would be useful as we progress, making levelling decisions based on that!


I really like that. Made me read the Druid chapter which I really, REALLY, like. Very cool.


yeah using kirthfinder ^^
(with slight modifications though)

But this will be usefull anyway :D

PS: Kirthfinder druid is pretty awesome in all it's diverse glory


Sertaki wrote:

yeah using kirthfinder ^^

(with slight modifications though)

But this will be usefull anyway :D

PS: Kirthfinder druid is pretty awesome in all it's diverse glory

Ooh, what kind of modifications? We're using it in Skull & Shackles with some changes as well to fit our group. Its good to hear that others are using Kirth's (IMO) fantastic changes to the rules.


Most modification i did with skills, since my group didn't like some of the combined skills (for example keeping bluff, intimidate and sense motives seperate), and a few little changes with classes and with equipment(mostly adding more weapons/uses). Also we play with wound point rules inspired by ultimate magic.
And some more stuff i'm sure i forgot


The completed characters I've seen in this thread are:

Bronn - Half-Giant Fighter
Algar - Human Barbarian
Minuraieth - Hagspawn Ranger
Kelgan - Hill Dwarf Fighter
Valan - Human Druid

There seems to be melee, ranged, nature magic, debuffing, healing, socializing, and lockpick capabilities represented amongst the characters, with redundancy on most. Arcane magic seems to be the only missing aspect. Looks like a pretty good group to me. Can't wait to get started!


That's likely the group I'll be going with. Give me a bit to get a good opening post going and we'll get started.


heliopolix wrote:

The completed characters I've seen in this thread are:

Bronn - Half-Giant Fighter
Algar - Human Barbarian
Minuraieth - Hagspawn Ranger
Kelgan - Hill Dwarf Fighter
Valan - Human Druid

There seems to be melee, ranged, nature magic, debuffing, healing, socializing, and lockpick capabilities represented amongst the characters, with redundancy on most. Arcane magic seems to be the only missing aspect. Looks like a pretty good group to me. Can't wait to get started!

Since we have a druid, Min will be going into Battle Sorc (Archon or Kensei) to pick up the sorc/wizard spell list.

Edit: Also, since Valan has Light, I'm going to have Min pick up Seeker from Arcana Evolved instead of light. I like picking spells that fit a character, help the party and don't overlap resources. I originally picked light as the only caster applying but with Valan, its not necessary :D. Seeker is more interesting anyway since its another archery related feat.

...Is it called archery when shooting a crossbow? Crossbowery? ...Hmn.


Discussion and Gameplay pages are up, everyone please go and check in.


Got a friend that might join this. Sent him the particulars today.


Pathfinder Rulebook Subscriber

Indeed I am interested in filling your need for arcane power if you would allow. But I am a newb to both play by post and the kithfinder rules set helio sent me the rules link and ill post hopefully before the day is over.


Pathfinder Rulebook Subscriber

here goes something

4d6 ⇒ (4, 2, 5, 5) = 16
4d6 ⇒ (5, 2, 5, 4) = 16
4d6 ⇒ (5, 6, 5, 6) = 22
4d6 ⇒ (4, 2, 4, 6) = 16
4d6 ⇒ (3, 2, 2, 5) = 12
4d6 ⇒ (6, 5, 2, 5) = 18

comliness 4d6 ⇒ (4, 5, 2, 2) = 13

Social class 4d6 ⇒ (6, 3, 1, 3) = 13


Pathfinder Rulebook Subscriber

ok well that is 14,14,17,14,10,16

with an 11 comliness
and a 12 social class


MetalHeadMax wrote:

ok well that is 14,14,17,14,10,16

with an 11 comliness
and a 12 social class

Good god, that's 38 point buy..


seems like a genetic experiment comes with us :D

EDIT:

You should check with Ryuko first how you shall be implemented. The letter of invite was only sent to us 5 if i understood correctly.


Pathfinder Rulebook Subscriber

sure thing i do not wish to step on anyones toes. I will play only if able.


didn't mean to say that you are not wanted, just that if you get green light from ryuko, you will need another ingame-reason to come with us ;)


Pathfinder Rulebook Subscriber

working on a Goblin sorc ... and an illusionist with those Stats hopeing one will fit into party.

sent ryuko a PM hope to hear back and thanks for the well wishes... if for some reason i am unable to join ... Happy questing.


Pathfinder Rulebook Subscriber

Stats for Tarequis the strange

Spoiler:
Tarequis is a golden brown skinned goblin of average (for goblins anyway) size. kicked out of his original tribe for being strange (even by goblin standards) Tarek has no love loss for his own kind in fact he does not considerhimself a goblin at all but instead a Tree. So convinced of this he set out to find others who are "blessed walkers" and collects what he calls perfect peices of bark and adorns himslef with them along with dead sticks and twigs. captured well over a year ago by the soldiers at the border keep, it was the Dwarf Kelgan who first realized his lack of "local" goblin affiliation. Cragbelly conviced the Major to allow this very odd goblin to prove his worth "make him an offer, he speaks common" said Kelgan "worst comest ta worst we catch him again later"

it has been over a year and with steady work he keeps wandering back to the fort(even if most treat him with indefrence ... it is better then skorn). he has been assigned to providing intel on the movements of local goblin tribes though none take him in (he is still odd after all) he has thus far been tolorated to come and go.

character is done and made ill post all his spells and stats tomarrow


MetalHeadMax wrote:
Tarek has no love lost for his own kind; in fact he does not consider himself a goblin at all, but instead a Tree.

I love this!


Second that, insane goblin tree wins five internets :D

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