Dreadfulness in Dunwich PF1e+

Game Master DeJoker

Bale Keep Map

Dunwich:

Dunwich is a somewhat backwater fishing town situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the south-western coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages and guard towers. Many folks from Dunwich serve as staff and support for the keep and the town tends to travelers between Saltmarsh and Burle.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the south-western region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.


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Yeah I agree, turning others from hostile to friendly is not an easy thing to do, but you never know.

Of course, I do not think Dwarves are all that keen on being friendly-like with Orks or Goblinoids due to their racial hatred of those races.


Male Grippli

Can I get l try a Feint (standard action)?


HP 39/39 AC 24 (T 12 FF21), Fort+6, Ref +3, Will+1, Per +7, Init +3

I can accept trying to climb, failing and falling onto spikes. That I can rationalize. However stepping into spikes while standing in the same place is a bit much. I suspect this is a difficulty of playstyle I won't have fun with, so count me out. You guys have fun.

Please remove me from this game.


Okay sorry you feel that way Stone but the Goblin had to make the same Save this round as you would have had to make.

I also stated you could choose to be Flat-Footed (give up your Dexterity Bonus to AC because you are actually standing basically still rather than moving around within the spikes to more effectively avoid the Goblin strikes).

However, if this were such a game changer I wish you would have simply stated so, and I would have hand-waved it for both Stone and the Goblin.

That being said, if I implement something that any of you feel takes the fun out of the game for you in my attempts to give you something challenging please let me know first rather than assume it is written in stone.


OKay I also PM'd drbuzzard the above message and they said " I don't fit in with the tone of the other players, and I don't wish to debate with a GM over the rules." *shrug*

So again, in case any one else feels this way, or starts to please let me know, as I stated in the previous message if you find something I am doing lowers the fun of the game please let me know and I will do my best to adjust.

I will NPC Stone until this leg of the journey is over at least.


Male Grippli

Hey Boss.

I mistakenly noted Rapid-Shot on my character sheet, instead of Weapon Finesse. It makes no sense.

Are you OK with the correction?

Thanks


Yes that is fine


Male Grippli

Some corrections on Grun's character Sheet.

Please reduce his damage by 1 for 4 hp Damage.

I realized I was so focused on creating the Custom Class & Race with you, that I left the character as a whole, ineffective in melee. And, it would have taken 3 levels to correct that mistake, an eternity in PbP.

I've removed Point-Blank Shot & Rapid Shot... as they make no sense until he's mounted.

Currently he's on foot and needs to be able to engage in melee.

I've added Weapon Finesse, as he's Dex based and needs to hit. Also, added Weapon Focus (Kukri) as it's a pre-req for Slashing Grace which will allow him to add Dex to damage with kukris. By level 4.

I've added a cold iron (non-mwk) kukri to his inventory for 16 gp. Still have about 16 gp, left.

Also, didn't realize S (small) characters get a +1 to Hit!

I think we're all square.


Small gets more than a +1 To Hit here it is in case you missed any of it

Small
... +1 AC
... +1 To Hit
... +4 Stealth
... -1 CMB
... -1 CMD

Further the rest of those changes sound just fine, although you were not supposed to start the game with more then 10 gp worth of coins and gems in your possession.

Maybe get a Silvered Kukri then you have them both covered depending on what you face.


Male Grippli
DeJoker wrote:
Maybe get a Silvered Kukri then you have them both covered depending on what you face.

I'll double check, but it was more of a... Why does my attack bonus look high? Oh snap, +1 for being small!

Silver kukri, sure.


Targets: 3d6 ⇒ (2, 5, 6) = 13
Targets: 1d3 + 1 ⇒ (3) + 1 = 4
Crit Fail: 1d8 ⇒ 4
Stone To Hit: 1d20 + 9 ⇒ (15) + 9 = 24
Stone Damage: 1d8 + 8 ⇒ (1) + 8 = 9


Hey Grün I hope your +1 Studded Leather is due to Masterwork? Please confirm. As I am not sure if that changes its cost.


Male Grippli
DunwichStoryteller wrote:
Hey Grün I hope your +1 Studded Leather is due to Masterwork? Please confirm.

I have to get home to check, but I may have goofed.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

Hello. Jazlyn is a new character created to join this campaign. I'm still working on background, equipment, and traits. Background on current profile is a rough draft. Details to follow.

If anyone has any suggestions as to if and how Jazlyn might know others, let me know.

GM: If someone improves a weapon or armor using the masterwork house rules and then later enchants the item with magic, do the enchantments stack with the masterwork bonuses?


Male Grippli
DunwichStoryteller wrote:
Hey Grün I hope your +1 Studded Leather is due to Masterwork? Please confirm. As I am not sure if that changes its cost.

It's masterwork, I only paid 125 gp.


Male Grippli

Welcome, Jazlyn!

I'm kinda a back water aboriginal type... probably unlikely that we crossed paths, but I am open to it!

I don't know the masterwork/magic stacking answer.

I don't even know how magical item pricing works. Magical +1 or +2 kukri, for instance.


Male Human Psion 10/Atlanteologist 10

My character William might have crossed paths with Jazlyn.


Masterwork -- Yes Magic stacks with Masterwork but magic on an item is still limited, so most folks that make magic weapons put real magic into them rather than a simple bonus to hit or damage because once there is magic in the weapon (regardless of the kind of magic) it is then a magical weapon.

And much like Masterwork 1 level of Magic makes it a +1 Magic Weapon and 2 levels of Magic makes it a +2 Magic Weapon again regardless of the number bonuses the weapon has To Hit and to Damage via Masterwork or Magic. Lastly any single item can only hold 5 levels of Magic, unless its an Artifact/Relic but those are extremely, extremely difficult to create.

Jazlyn please replace Common on your character with Keolan as that is the local "Common" language and as stated I do not have a Generic Common.

Also, considering where you might have come from, I would be willing to replace Ride with Survival as a Class Skill. Just let me know if you would like to do this. Further if you do choose this option you can move the 2 Ranks you put into Ride into some other skills just let me know where you are doing that so I do not have to search through your listing.

Also you need to take your native language as your primary language, and depending on where you are from this could be Keolan, Olman, or Suloise.

I am not understanding Profession(Fight Contest) +5 this is an Intellgience (+2) based skill, and it is a Class Skill (+3) and thus a single Rank (+1) in it would give your character a +6 not a +5?


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

Language issues fixed. Olman is native. She learned Keolan and Orc later. I want to have her speak with an accent. If you have a sense of what Earth accent would fit an Olman native speaker, let me know.

The profession was from an error in my spreadsheet I developed to keep track of skill bonuses. I actually put three background ranks into the profession, but the program was not adding the class skill bonus. So her profession would actually be +3 (ranks) +2 (Int) +3 (class) = +8. I could split those three ranks across two professions, and include Profession (Bouncer) in case there are not going to be instances where the fight profession will be used.

I'll take the swap of Ride for Survival as class skills. If I transfer the point from ride into survival (which already has 1) then the survival skill will go up to +2 (ranks) +2 (WIS) + 3 (Class) +1 (Savage trait) = +8, which is good if she's going to be adventuring in the wilderness.

I still have to work out the equipment enhancements from the starting wealth.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

I'm thinking Jazlyn has been working in town for at least a year. She's in her mid-20's. Prior to settling in Dunwich, she moved from one coastal town to the next, moving westward. She found a job she liked as a bouncer at a rowdy local tavern or pub or bar. If there are organized fights, she would participate in these.

I haven't worked out her religion yet. She would probably be somewhat superstitious, revering a few gods/goddesses, something like modern day Santeria.


I would make one minor tweak if you are inclined. Instead of moving westward have her moving northward to Dunwich as it appears you are having her moving north from the Sea Princes which would expose her also to some rather strange villages that are north of the Sea Princes and south of Dunwich.

However, I have to ask why would she head northward rather than southward towards her homeland. Not a crucial question per se but it would be an interesting question perhaps to explore. Perhaps some kind of catalyst maybe spiritual? The barbarians of the Amodeia Jungle tend to be totem barbarians, perhaps she was taken too young to have gotten a personal totem or maybe she had just acquired her personal totem just before being captured.

As to profession, what about splitting it between:
Profession(Pugilist) aka contest fighter
Profession(Guard)

Upon arriving in Dunwich as a Pugilist accompanying a promoter, she met and befriend a lady of wisdom and honor that perhaps (?maybe) seemed almost motherly to her or (?maybe) sisterly, and talked her into using her skills to help others. Then got her hired on as part of the town guard, where she often works the evening shift down by the docks keeping the rowdy sailors inline and busting heads when its needed.

This could give her not only a good reason to have stuck around but also a quality place to live and a connection to the group. Further, it might help you figure out a local religion, mixed with her hereditary totemic religion.

However, I am not sure this will be to your liking but it is a thought, so let me know what you think.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

I changed her background, which I now see somehow got hidden in a different spoiler. I said she was sold to orcs in Pomarj, where she was forced to enter fighting contests. Being a female human who could beat up orcs, she became something of a minor celebrity, earning somewhat looser oversight. This allowed her to escape and she headed west along the coast from Pomarj.

So she is heading toward her homeland, but she has adjusted to life in the civilized world and not yet ready to try to get back home. Plus she would have to either sail around the lands that caused her enslavement or travel through it to get to the jungle. Either way, she likely would have a hard time finding her way back to her home area, since she was plucked from the jungle and transported away. She would need help knowing which way to go to find her people.

Are you thinking the promoter is the same person as the lady of wisdom are the same person? Either way, it's a good idea, but given Jazlyn's chaotic alignment, she'd not be comfortable as a professional defender of the laws of the city. She'd be more at home as a bouncer if there is a bar that has need of her. That could be her job and reason for staying. Perhaps the bar is in the docks area so she ends up helping keep the peace but without the designation of a guard. She could be given an apartment above the bar.

She's also a fugitive from the orcs, so she has reason to keep a low profile.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

Preliminary thoughts on Jazlyn's religion(s), based on info found on the Internet for Greyhawk. Let me know if you have modified any of these deities.

Spoiler:
Her native religion would be a preference for Llerg, Sueloise god of beasts and strength. During a vision-quest as a teen, before she was enslaved, Jazlyn had an encounter with a Jaguar, which became her totemic animal.

Later, while enslaved by the orcs, she learned of two deities of the more civilized humans that gave her hope. One was Kord, god of Athletics, Sports, Storms, Brawling, Strength, and Courage.. The other was Trithereon, the god of Individuality, Liberty, Retribution, and Self-Defense. After she escaped, she gravitated toward followers of these two deities and became a follower of both.

When she won a fight contest sponsored by local Kord worshippers, the prize was a book of tales of Kord and other great exemplars of the principles valued by the followers of Kord. This inspired her to learn to read.

One of the reasons she has stayed so long in Dunwich is the presence of Libertina Freiheit, a local cleric of Tritheron. She found Jazlyn a job as a bouncer along the docks and encouraged her to look out for people who were at risk for violence. Jazlyn eventually began teaching informal classes in self-defense for those who needed it.

She has also put pressure on local toughs to avoid crimes preying on the weak, giving them a taste of what it's like to be on the receiving end of violence. This has earned her some enemies but she has also managed to turn some toward less predatory goals. She has also encouraged women in abusive relationships to find refuge with followers of Tritheron, protecting them and sometimes threatening the abusers with retribution if they did not treat women with more respect.


Male Grippli
Sun-Dapple Grün wrote:

...hurling himself behind it in an effort to reach the goblins.

As he advances, he draws a kukri.

Idea here is to get into melee range (adjacent), such that their ranged attacks offer AoOs. Hurling himself is RP/fluff text.


Male Grippli

Chakram: I see these listed as both Light Blades (allows Finesse), Heavy Blades and Thrown.

Guess I'm confirming if Grun can use the Weapon Finesse feat with a properly sized chakram.


Jazlyn Expanded/Tweaked Background Suggestion:

Below is a potential suggestion of the events leading up to Jazlyn becoming part of Dunwich, if you accept this I would ask that you change Profession(Bouncer) to Profession(Town Guard). Now if you like parts of it but do not like all of it then let me know and we can iron out the kinks. If you do not like any of it that is okay too, but then I would ask how you might overhaul it to make it work. I felt the Pomarj Orks were a rather very long way away from Dunwich and the Sea Princes and the climate of that region for what you propose I did not feel would quite work. However, their are Ork tribes in the Hool Marshes as well as within the Amedio Jungles, so hooking up with that was not an issue and I hope the distant old friend might be something plot worthy as is a jilted "merchant". So let me know what you think and above all remember this is just a suggestion built on your proposal.

------------------------------------------------------

Jazlyn started life as a member of the Amedio Jungle barbarian tribe. She had an independent streak that led her to have conflicts with her childhood companions, causing her to learn to fist fight at an early age. She grew tall and strong by the age of 14 went on her first vision-quest for Llerg, where she encountered and fought with a Jaguar spirit, which then became her totemic (first tattoo) animal. However, shortly after that she and others were captured by slavers of the Sea Princes.

Her size and skill at fist fighting led to her being groomed as a gladiatorial pugilist. During this time she also befriended an older Ork trainer named, Mōkmund. While working with Mōkmund she would learn to speak Ork and gain an appreciation for a deity named Kord, the god of athletics, brawling, courage, sports, and strength. Under the tutelage of Mōkmund and with Kord's blessings she grew stronger and even more skilled and was soon fighting Orks. Her skill in the pits was such that earned herself quite a honorary status, so much so that she was even exploit it to allow her and Mōkmund to escape. The two fled northeast into the Hool Marshes and then traveled northward using Mōkmund's knowledge of the those marshes, to stay safe and avoid pursuit. They followed the Yavan River for many weeks. When they final neared the village of Innsmouth, Mōkmund bid Jazlyn farewell as he had no taste for the human lands and much preferred the marshes.

Having just arrived in the strange village of Innsmouth, not having a profession, and only speaking her native tongue and Ork, her opportunities were minimal. She started doing dockwork as a steifdore basically someone who loads and unloads cargo. However, the rough and tumble of the docks eventually got her hooked up with a merchant named Kinahan who spoke a smattering of Ork and offered her a better living. While working for Kinahan both as a Pugalist. However, some of her earlier opponents that she took on seemed hardly fighters at all but Kinahan assured her it was necessary to help make name in order to get higher paying fights. They eventually moved north to Rajaport where she again participated in many fights, usually those really easy isolated ones at first then louder tougher fights. In the meantime she was slowly picking up Keolan the prominent local Human language. By the time they reached Dunwich several things were occurring. First was an understanding that some of her fights were in fact enforcement or bullying efforts by Kinahan, as he was not all that he made himself out to be and the second was that she met a lady of wisdom and honor named Librina who was a devout follower of Trithereon the god of individuality, liberty, retribution and self-defense. A deity that sounded a lot like Kord but perhaps even better.

How the events actually fully unfolded is unclear to Jazlyn but Librina asked her if she would like to use her skills for the greater good and settle down in a single place and make it home. While at about the same time she had been told to fight someone that she now fully understood was enforcement work and not honorable fighting and refused. This lead to an arguement which Jazlyn eventually resolved as she had learned to resolve most disputes, with her fists. Kinahan promised she'd regret this and with nothing else viable for her, she took up Librina's offer. Librina got her employment working for the village guard, specifically the evening shift down at the docks to help keep some of the rowdier sailors in line, as well as help her with the tavern she ran. Jazlyn thus supported herself this way and not only increased her skill as a fighter but also her noteriety, especially about the docks. Her name and presence was sometimes all that was needed to quell a dispute before it exploded into an all out brawl. Then occasionally she sometimes volunteered to help when locals needed someone to deal with some monster threatening them or their livestock or to fight off bandits as well as pirates.

------------------------------------------------------

Oh a secondary note, only noble-ish families have sir names but so your character would probably go by Jazlyn of Clan Ocēlōme (this was the name of the Aztec military elite and associated with the Jaguar) Or here is a list of South American Tribal names perhaps you can borrow one of these for the name of the tribe Jazlyn came from. Note I suggest these names because the Amedio Jungle region seems to have a more Mayan and Aztec feel to it.


Llerg:
If you refer to Llerg they are the Beast God that takes the form of a humanoi-shaped semi-solotary powerful apex predators: Alligator, Anaconda, Crocodile, Grizzly, Jaguar, Shark, Tiger and any other powerful semi-solotary apex predator.

I hope wearing at least the Jaguar tattoo is okay with you, as I see that as an integral part of that worship. If you agree with it, let me know where it was placed and how prominent it is.


Kord vs Trithereon:
Orks would mostly worship Kord with almost none worshipping Trithereon, however the two religions are not that much different, you might say that Trithereon is simply a more civilized version of Kord.


Chakram:
.
.
.
Statistics
----------------------------------------------------------------------
Cost: 16 gp
Weight 2 lbs
Damage: 1d4(s), 1d6(m)
Type: S
Critical: 19/x2
Range: 30 ft
Special:
Category: Ranged
Proficiency: Martial Weapons
Weapon Groups Heavy Blades; Light Blades; Thrown
Description
The Chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. When thrown it is considered to be a Light Weapon (aka Light Blade, Thrown). Now the Chakram can also be wielded as a melee weapon where it functions as a One-Handed Weapon (aka Heavy Blade). However, it is not designed for such use; and one takes a –1 penalty on their Attack roll with the weapon. and must succeed at a DC 15 Reflex Save or cut themself on the blade (doing half damage with no Strength Modifier). One does not need to make this Save if wearing Heavy Armor or a metal Gauntlet.

Note: Using a Chakram as a melee weapon also either requires proficiency with Martial Weapons or proficiency with Chakram as an Exotic Weapon. If acquired by a Class Proficiency it just means you are proficient with the weapon as a Thrown Light Weapon.

----------------------------------------------------------------------

I can see where the confusion resides with this weapon and frankly I found it horribly statted out. However, it is basically similar to a Hurlbat and a Starknife. Interestingly enough neither of these were as good as the Chakram but both weighed more and cost more.

So I have now made it more balanced with the rest of the weapons in general. The changes above I will post to the Campaign tab.

The changes basically increased the Cost, Weight, and Critical Threat Range, but reduced the Damage by 1 step. Again looking at the Starknife and the Hurlbat which are both similar in design, I felt its cost should be reflective of its sort of in between position. However, its weight was more inline with the Hurlbat since it is also not designed to be a melee weapon and the starknife is. Now to make it different from a Hurlbat, I chose to increase its Crit Range rather than its Crit Multiplier and I left its great range because its more aerodynamic that the starknife and hurlbat. In the end it is still a rather impressive thrown weapon but its no longer obviously over the top (aka broken).

If you feel my stance on this does not fit for any reason please do state your points but frankly my biggest problem is there is no other thrown weapon that does 1d6(S)/1d8(M) damage let alone and be a Light Weapon. The only "Thrown" weapon that does is not really thrown but hurled, which means it is a device that propels missile ammo.


Male Grippli

Chakram:
Hmm... not as useful to Grun anymore. But, the part I don't understand is how it changes from light blade to heavy blade (one handed) if used in melee.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

The proposed background details are fine. Jazlyn will work as a guard only so long as she doesn't have to arrest poor people for stealing loaves of bread or to intimidate people who do not tow a party line or stay in their low social status places.

I'll put a point into each profession: Pugilist, guard, and bouncer. As she levels up, I can put a background point into whatever seems to occupy her the most.

Her vision quest tattoo would be on her chest, which in her clan region would generally be visible. Wearing civilized clothing, it may not be visible as it will usually be under her chain shirt. However, her face received a slave brand on her left cheek, which since her liberation, she has had disguised with another jaguar tattoo, which would always be visible.

In RL I've been reading a book that describes the views of First Nations people encountered by the French in what is now America and Canada. They were generally critical of the Europeans political and social systems. Their culture allowed people to generally do whatever they wanted with no chief or authorities having any power to make anyone do anything. Order was enforced by the understanding of the benefit of social solidarity and by the influence of public opinion on those who cause trouble.

The author suggests this was a common way in which non-civilized natives organized their politics, although not the only way. So I'm weaving this into Jazlyn's personality. I don't want to make her troublesome to RP with and she is good at heart and cares for her companions. But if anyone tries to order her around or usurp her ability to decide things for herself, she'll stand up for herself. This is why she finds Trithereon appealing.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

Jazlyn will be getting masterwork improvements on her main weapon: handwraps. These may require some special handling unless you are okay with them being very inexpensive (fine by me, of course). Their cost is listed as 1 silver, so by the masterwork mechanics, it would cost 5 silver for a single enhancement, 2.5 gold for 2, 12.5 gold for 3 and 312.5 for 4 (for +2 to hit and +2 to damage).

They can have metal worked into the business end of the wraps to allow special materials. I'm thinking it would be good to have cold iron in one and silvered in the other. So doubling the cost of the weapon before mwk enhancements would be 2 silver. That would then double the costs listed above for MWK. Let me know if this is correct or if you want to adjust the costs.

Pathfinder 2E has a magic weapon for handwraps. I'll probably want to know the cost for a +1 enchantment on mwk handwraps, since Jaslyn will be most effective using her unarmed strike attacks. If some of the other versions in 2E are available (striking, for example), let me know how they work in 1E and the costs.

She'll spend much more getting her chain shirt MWK, but I think that will still leave a lot of cash.


As to Handwraps, here is what I am going to do with them. First like a Cestus you get a single Combatwrap and would require 2 for both hands (or 4 for both hands and feet) or you can use the tweaked Cestus instead. Now the Cestus is not as cheap but you might find them slightly better. Do note that a Brawler can (like a Monk) fight with Hands, Feet, Elbows, Knees and Head.

Combatwrap:
Statistics
----------------------------------------------------------------------
Cost: 1 sp per wrap
Weight: --
Damage: --
Type: --
Critical: --
Range: Melee
Special: See Text
Category: Light Weapon
Proficiency: Simple Weapons
Weapon Groups: Close; Monk

Description
----------------------------------------------------------------------
Some unarmed fighters and martial artists wrap their hands and/or feet in cloth to minimize injuries to their fists and feet. Some also weave small coins or metal bars into these wraps, adding special material effects as well. A Combatwrap does not alter the damage a character's unarmed strikes deal nor can a Combatwrap be improved by Masterworking due to its extremely simplistic design. However, they can be enchanted like a normal weapon, providing their benefits on unarmed strikes that the character makes with their hands and/or feet. A character cannot benefit from a Combatwrap and other items that provide Enhancement Bonuses or Weapon Special Abilities (such as an Amulet of Mighty Fists) on the same attack.


However, if you want to Masterwork Hand Wraps then I would say they count as a Cestus which I have tweaked slightly so that they are more viable for characters such as yours. Basically slightly better than Hand Wraps but more easily donned and removed but slightly more constrictive.
Cestus:
Statistics
----------------------------------------------------------------------
Base Cost: 5 gp
Weight: 2 lbs
Damage: 1d3(S), 1d4(M), 1d6(L)
Type: B(P)
Critical: 19-20/x2
Range: Melee
Special: Monk, See Text
Category: Light Weapon
Proficiency: Simple Weapons
Weapon Groups: Close; Monk

Adjustment Notes: Removing the Spikes removes the possibility of doing Pierce damage but also reduces the Base Cost by 1gp and the Weight by 0.5 lbs. Removing the Metal Bars removes the Spikes and causes the wielder to no longer be considered armed, they no longer deal lethal damage, they longer have a Critical Threat, and they no longer do Weapon Damage (going back to normal fist damage). They, however, still retain the pentaly to precisioned-based tasks and the object cannot be Disarmed nor Sundered. The Base Cost is reduced by an additional 2gp (total 3gp) and the Weight by an additional 1 lbs (total 1.5 lbs). Further those with advanced training in unarmed combat lose the Bonus to Damage but still gain the potential Shield Bonus and the Critical Threat but its range is reduced to 20/x2.

Description
----------------------------------------------------------------------
The Cestus is a glove of leather or thick cloth, that covers the wielders forearm to mid-finger. This close combat weapon is reinforced with metal plates over the fingers, the back of the hands, and forearms. Further, wicked spikes are often attached to those metal plates. While wearing a cestus, the wielder is considered armed and their unarmed attacks deal lethal damage. If they are proficient with a Cestus, they can have their unarmed strikes deal Bash or Pierce damage. When wearing a Cestus, one's fingers are mostly exposed, allowing one to wield or carry items in that hand, but the constriction of the weapon at the knuckles gives a -1 penalty per hand on all precision-based tasks involving one's hands (such as opening locks or grappling). A Cestus cannot be Disarmed nor Sundered.

Those with Advanced Unarmed Combat (those whose unarmed strikes do increased damage die) instead can add a +1 to their Unarmed Strike Damage, gain the increased Critical Threat Range, and they can also use this weapon to fight defensively, gaining a +1 Shield Bonus to AC. If used paired, then one can be used defensively while the other used to attack just like fighting with a sword and shield with no penalty for duel wielding.


Note added the following to the Cestus description that I have posted under the Campaign tab.

Adjustment Notes:
Removing the Spikes removes the possibility of doing Pierce damage but also reduces the Base Cost by 1gp and the Weight by 0.5 lbs. Removing the Metal Bars removes the Spikes and causes the wielder to no longer be considered armed, they no longer deal lethal damage, they longer have an Increased Critical Threat, and they no longer do Weapon Damage (going back to normal fist damage). They, however, still retain the pentaly to precisioned-based tasks and the object cannot be Disarmed nor Sundered. The Base Cost is reduced by an additional 2gp (total 3gp) and the Weight by an additional 1 lbs (total 1.5 lbs). Further those with advanced training in unarmed combat lose the Bonus to Damage but still gain the potential Shield Bonus and the Critical Threat but its range is reduced to 20/x2.


Male Grippli

As we resolve the round, if Grun's chakram damage needs to be changed to reflect max for the revised 1d4, that's fine. 5 hp damage instead of 7 hp.


Okay well as you know Grün they do not explain the Light Blade/Heavy Blade combination however this is how I looked at it.

Explanation:
The Chakram is predominantly a thrown weapon but in a pinch can be used as a melee weapon. Is it technically a Heavy Weapon, absolutely not. However, due to it being a horrible melee weapon it loses its Light Weapon status and becomes a Heavy Weapon (which btw do not exist) and therefore is considered a One-Handed Weapon instead. Sure it is still physically a light weapon but it is just no longer categorized as a Light Weapon due to how its being used.

However, as stated I could not agree with the elevated damage as there was absolutely no reason for it and every other example of a weapon of a similar nature such as a Light Weapon not really meant for melee use (aka Hurlbat) or a melee useable version of something shaped like a Chakram (aka Starknife) did not do that kind of damage nor did any other weapon of comparable mass.

I mean heck yeah, if I could find a Light Weapon that did that much damage and I am a Finesse based fighter I would jump all over it too. As it stands it is simply a technological wonder (or a game designer's faux pas). Which one would think it would then have become a fairly common weapon used by many folks due to its obvious effectiveness and the fact that it is not an Exotic Weapon so fairly simply to master as well. Still, from what I understand, it is not portrayed as being such but instead portrayed as an uncommon weapon at best.


I hope that clarifies my point on why I defined it as I did. Still again I am open to player input, if you feel the Chakram deserves the elevated damage I am willing to listen. All I did was base my decision on all the other weapons of its classification.

Oh and Jazlyn looking forward to your feedback.


Male Grippli
DeJoker wrote:
I hope that clarifies my point on why I defined it as I did. Still again I am open to player input, if you feel the Chakram deserves the elevated damage I am willing to listen. All I did was base my decision on all the other weapons of its classification.

Your interpretation is something I can live with. All good.


Will update things Thursday (2023-11-02) evening as I am hoping Salaha will post her current actions prior to then but will move forward regardless.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

I'll respond Friday morning. I read through the posts but haven't processed the information in terms of making weapon purchases yet. I have been going through the feats to see which ones Jazlyn can use with the Brawler's martial flexibility. I've made a list of them all so I'll be able to make decisions quickly during combat.

Today's a heavy work day, but then I have Friday through Sunday to post updates as I get them.


BTW Jazlyn as a guard on the docks, you are not really arresting anyone just keeping the peace so-to-speak (or basically working as a bouncer for the entire docks). Thus she keeps the rougher folk from being bullies to others as is often the case when outside folk arrive. The locals, well they would quickly get to know you and basically not want to provoke your ire, because they know you are legally sanctioned to kick their butts if they break the peace or just piss you off. Still most know that if you lay into someone, the definitely had it coming as they respect your honorable view on things. It helps that your friends with Librina as she did what you are doing when she was younger.


Male Grippli
Salaha Driftmare wrote:
Salaha takes another attack with her crossbow, hoping to hit an enemy for once

If you do hit, should be 1d8 damage, no? I'm not familiar with the build... could be wrong.

Grun appreciates ALL the support, he's going... commando!

Wait, that sounded wrong :)


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

The cestus seems to be a better choice than handwraps. Jaslyn will go with that. Can they be given cold iron materials in one glove and silver in the other? If enchanted, does the enchantment cover both gloves.


First yes each glove is an individual weapon, one does not have to wear a pair as such, yes, you can lace one with cold iron in one and other with silver.

That being said again, they are individual weapons, and you have to enchant each one individually. It is like having a pair of daggers, they are not a single weapon but two individual weapons but yes there is magic that makes them a paired set of magical weapons.

Also, keep in mind that you can have individual foot weapons as well and if you are doing individual weapons you will need to be specific about what body part you are using, and you do have 9 different body weapons in total that are available: head, left hand, right hand, left elbow, right elbow, left knee, right knee, left shin, and right shin.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Butt attack! Make a jump skill check first.


Did not understand that Dáin?

Target: 1d6 ⇒ 1
Target: 1d6 ⇒ 2

Stone To Hit: 1d20 + 9 ⇒ (3) + 9 = 12
Stone Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Target: 1d3 + 1 ⇒ (3) + 1 = 4


Male Grippli

How far is Grun from the archer Goblins?


This round Grün can move and engage one of them in melee, which is what I understood was your plan.


Male Grippli

I thought I attacked and rushed to close the gap. Trying to be in their face, so they couldn't freely take ranged attacks.

I'll be more specific next time.


Okay let us look at the situation as you seem to have perhaps something wrong.

---------{Last Round

To maintain his defensive position bonus (+4 to AC) he could not be too close but he was close enough to get to them in one round aka less than 60ft but more than 30 ft

-- You attacked (taking one down) and moved 30ft
-- They shot and missed

---------{This Round

You can now finish moving and engage one of the two before they can do anything as it is your initiative. Thus you can be in melee combat with one of them before they shoot.

I say one of them because they are not standing close enough together to allow you to engage both of them.

Now it seems that you imply that you meant to do a double move action rather than an attack and move action, and I simply used what you had posted and if that was in error then I apologize.

However, if it was simply unclear as to how far away he was then again I apologize as I thought that was evident as he was 15 to 20ft above the ground and to be within 30ft he would have had to be almost directly over head and in that case there would be no cover there. So if this was the case then I will endeavor to make clearer descriptions in the future . Still perhaps that is why the pseudo-random number generator was on your side.

Still all things considered the group is not in all that bad of a situation. Granted a few really good numbers for the bad guys and/or a few really bad numbers by the good guys and things might bleek.


Male Grippli

I thought we were closer to each other. That's what I had wrong.


Male Human Psion 10/Atlanteologist 10

Isn't there a feat for improved feinting? Maybe I should check the core rulebook.


Male Grippli
EltonJ wrote:
Isn't there a feat for improved feinting? Maybe I should check the core rulebook.

There is, but this is just a stop-gap... Later, he can sneak on a charge. Scout's Charge.

Also, he's alone on the other side. So I need to make sure if he's close it counts. Regular damage is 1d3 (LOL)... adding 2d6 helps.

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