Valeros

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625 posts. Alias of CaptainCortez.


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Aww, congrats all.

Looks like the man and his drunken carnivore missed the party!

I guess they got distracted by all of the passing gnolls. :p


He's a vegetarian... XD

Joking. Nah, I'll handle that animal/beast/lizard. :p

Apollo and Nom have been drunk together before now. Nom took a bite out of Apollo's dinner, so Apollo knocked him out with one blow.

Nom no longer steals food from Apollo, but they're still best buds!


Obi Canicus wrote:
If we both get picked, I'm going to get picked up in it's jaws by the collar, aren't I? -_-

Haha, it's only a medium creature to begin with, so no. I won't even be able to ride it from the start!


Both have their advantages and disadvantages and both look really fun to play/use. If Rex even thought about turning on somebody in the party, Apollo would either headbutt his lizard pal, or punch him, so Rexy tends to behave himself. :p


Race: Human
Name: Apollo Randasian
Class: Ranger (Beast Master)
Animal Companion: T-Rex
Alternate Racial Trait: Dual Talent (replace bonus feat, skilled and +2 mod for +2 to any two ability scores)
Alignment: CG
Style: Switch Hitting Ranger

Apollo takes his pride and joy from smashing opponents heads in, wrestling with his pet T-Rex (and best bud), intimidating others who are hostile and intimidating towards him (just to see how they like it) and switches to Archery if an opponent thinks it can outrun or fly away from him. Apollo particularly likes collecting arrows of all kinds, as he never knows when he might need that Ogre Bane or Holy Arrow.

Hobbies: Scouting, Dino-Riding, making friends, drinking and bashing unfriendly skulls in.

Attitude towards friend: Cocky, funny, friendly
Attitude towards foe: Cocky, sarcastic, annoying

Crunch:

5d6 ⇒ (3, 3, 3, 3, 2) = 14=9 Charisma
5d6 ⇒ (4, 4, 6, 4, 1) = 19=14 Dexterity
5d6 ⇒ (2, 2, 5, 4, 2) = 15=11 Intelligence
5d6 ⇒ (5, 5, 5, 4, 1) = 20=15=17 Constituion
5d6 ⇒ (1, 6, 3, 5, 3) = 18=14 Wisdom
5d6 ⇒ (1, 6, 3, 4, 5) = 19=15=17 Strength

Stats rearranged into order:

Str: 17
Dex: 14
Con: 17
Int: 11
Wis: 14
Cha: 9

HP: 14 (1d10 +3Con +1 Favoured Class)
AC: 18, Flat-Footed: 16, Touch: 12

Initiative: 4
Speed: 20ft

Fort: 5
Ref: 4
Will: 2

BAB: 1
CMB: 4
CMD: 16

Combat:

Earthbreaker: +4, 2d6+4 x3
Vs Gnolls: +6, 2d6+6 x3
FE Vs Gnolls: +8, 2d6+8 x3
*With Power Attack, minus 1 atk and add +3 dmg to all of the above.

+3 Strength Composite Longbow: +3, 1d8+3 x3 (110ft)
Vs Gnolls: +5, 1d8+5 x3 (110ft)
FE Vs Gnolls: +7, 1d8+7 x3 (110ft)

Feats:

1. Power Attack

Traits:

1. Gnoll Killer (campaign)
2. Reactionary
3. Dusk Agent - Double starting gold, selling gains 10% profit of gp and buying lowers the cost by 10%. Also applies for starting equipment.

Skills (All Class Skills):

Climb: 7
Handle Animal: 3
Intimidate: 3
Perception: 6
Ride: 6
Survival: 6

Favoured Enemy:

1st. Gnoll

Gear:

300gp to spend: Earthbreaker Hammer 40gp, +3 Composite Longbow 400gp, 40 arrows 2gp, Breastplate 200gp, Waterskin 1gp, Bedroll 1sp, 4 days rations 2gp, Silk Rope 10gp, Canvas 1sp = 555gp, 2sp.

With discount:

Earthbreaker: 36gp
+3 Composite Longbow: 360gp
40 Arrows: 1gp, 8sp
Chain Shirt: 180gp
Waterskin: 9sp
Bedroll: 9cp
Rations: 1gp, 8sp
Silk Rope: 9gp
Canvas: 9cp

= 587gp
25sp
18cp

= 589gp (broken down)
6sp
8cp

Remaining GP: 10gp, 3sp, 2cp

If chosen for your campaign, I'll give you a solid back story, but I think the amount of information here covers it for you, along with the two campaign traits I've chosen (I know only one had to be from the campaign, but I liked the Dusk Agent one also). :)

I'd absolutely love to be able to play Legacy of Fire, and I feel my character (haven't ever used one like this before) is an awesome fit for the campaign, so I'm crossing my fingers!

P.s. The story of how he acquired his hammer is a good one. ;)


Hey guys,

So the Rise of the Runelord campaign I run has been on pause for a while now, as people haven't been able to play.

One of the players however had a bit of free time and wanted me to run some of the AP for them, so to not disrupt the main story, I continued where everyone left off but with a side quest that had an invisible portal open about 15 feet down and 10 foot forwards over the water, only accessible by jumping from the top of the old light.

How did they discover it? They killed the thing that came out of it (Anti-Santa, it was a christmas themed event).

Anyway, my GMPC Cleric (level 6) and her level 5 Magus are now in this dark and twisted world that mirrors their own in place. The entire landscape is made of sharp and jagged, black crystalised rock with gold veins running throughout, with purple water (caused by different chemicals mixing together) and green acid rain.

There's a building in the distance that looks like a giant sundial and well, I haven't fleshed things out yet, but the planet is desolate and the idea I had was the only way to close the portal would be from the inside.

How could they escape back to their own plane? What creatures would be appropriate to put in? What dangers could await them, and how weird or sci-fi can I make this?

My imagination isn't helping me for once. :/

Thanks guys!


Spoiler:
Can brew/cast 6 level 1 Extracts and 5 level 2 in one day.


Meet Apollo - A character I made a while back and have always wanted to play. He too, is a Dino-Rider:
Apollo Randacien
Ranger Beast Master 1
CG Human
Intiative: 2

------------
Defense
------------

AC: 16, Touch: 12, Flat-Footed: 14
HP: 12
Fort: 3, Ref: 4, Will: 4 (6 vs Charm and Compulsion)

------------
Offense
------------

Speed 30ft
Melee: Earthbreaker: +5, 2d6+6 x3
+7, 2d6+8 x3 (favoured enemy)

With Power Attack:

Earthbreaker: +4, 2d6+9 x3
+6, 2d6+11 x3 (favoured enemy)

Ranged: Composite Longbow: +3, 1d8 x3
+5, 1d8+2 x3 (favoured enemy)
------------
Stats
------------

Str 18, Dex 14, Con 12, Wis 14, Int 8, Cha 10
BAB 1, CMB 5 (7 FE), CMD 18 (20 FE)
Feats Iron Will, Power Attack
Traits Birthmark
Racial Heart of the Wilderness
Skills[ Handle Animal 4 (6 handling own animal), Intimidate 4, Perception 6 (10 favoured enemy and terrain), Ride 6, Survival 6 (10 favoured enemy and terrain, +1 when tracking)
Languages Common
Gear Chain Shirt, Earth Breaker, Composite Longbow, 40 Arrows (provided I can afford it all)

------------
Class
------------

Favoured Enemy
Track
Wild Empathy (+2 Beast Master)

Later Abilities

Animal Companion Roc and T-Rex, with possible Stampede of Aurochs.

Apollo will ride his T-Rex into battle, attacking while mounted, unless he needs to flank, in which case he gets off and both he and his T-Rex charge side by side, towards the enemy to flank them!

Spells: Lead Blades, Gravity Bow

Concept:

This guy takes his pride and joy from smashing opponents heads in, intimidating others who are hostile and intimidating towards him (just to see how they like it) and switches to Archery if an opponent thinks it can outrun or fly away from him. Apollo particularly likes collecting arrows of all kinds, as he never knows when he might need an Ogre Bane or Holy Arrow.

Hobbies: Scouting, Dino-Riding, making friends, drinking and bashing unfriendly skulls in.

Attitude towards friend: Cocky, funny, friendly
Attitude towards foe: Cocky, sarcastic, annoying

Favoured Terrain:

Forest, Plains, Mountains

Favoured Enemy:

Human
Monstrous Humanoid
Magical Beast

Add Spell:

Abundant Ammunition for infinite Arrow replacements until the spell ends. Named Bullet for a critical hit within 30ft.

Make Holy, Keen (Composite Longbow), Human Bane Weapons.
Combat Style: Archery

Precise Shot (level 2)
Improved Precise Shot (level 10)
Manyshot (level 14)

Add three levels Two-Handed Fighter.

This gets rid of one of my Favoured Enemies, but gives me more damage for one melee attack in a round, as well as three extra feats to play about with.

Feats:

Ranger Level 1 (Power Attack, Iron Will)
Ranger Level 2 (Precise Shot)
Ranger Level 3 (Favoured Defense)
Fighter Level 4 (Point-Blank Shot)
Ranger Level 5 (Boon Companion)
Ranger Level 6
Ranger Level 7 (Rapid Shot)
Ranger Level 8
Fighter Level 9 (Clustered Shots and Critical Focus)
Ranger Level 10
Ranger Level 11 (Mounted Combat)
Ranger Level 12 (Manyshot)
Ranger Level 13 (Mounted Archery)
Ranger Level 14
Fighter Level 15 (Deadly Aim)
Ranger Level 16
Ranger Level 17 (Improved Precise Shot) +1 Feat

Gear:

100 Arrows = 15lb's
Chain Shirt = 25lb's
Earth Breaker = 14lb's
Composite Longbow = 3lb's

= 57lb's

Also grab: Rations, Waterskin, Rope, Flint and Steel, Canvas.

Apollo Level 1:

Favoured Enemy - Humanoid (Human) = +2 Attack and Damage

Track - 1 for level + 6 Survival = 7

Wild Empathy - 1 (no Charisma Bonus) = 1

Possible Damage Output by end game:

From Hammer:

15 + 39 +

3d6=18
str large = +6 mod
damage is +12 from two handed fighter
Favoured Enemy = +6
Power Attack = 15

18+12+6+15=51

+5 weapon = 56

+2d6 bane weapon = 68

+2d6 holy = 80 damage per attack

This might give you some idea on what you can do. :p


Alright guys,

I've created my *Little* event for my party around Christmas (which I've renamed to Abadamas for Abadar).

The event goes a little like this:

It's nearly Abadamas and rumours are stirring about town, stating that someone is invading peoples homes while they sleep, stealing all of their wrapped up presents and leaving them with only a few cookies and a glass of milk!

It's up to the party to solve this heinous act and put a stop to the parcel thief, but who is it and where did he/she come from?

That's for the party to discover....

Spoiler:
This will be about a CR6 Encounter.

After following many clues and listening to what people have to say regarding what they've seen around town, the party will come to discover that an invisible portal has opened up somewhere around the cliffs of Sandpoint.

This portal is about 20 feet away from The Old Light and can only be reached by someone taking a running jump off the top of the ruined Watch Tower. The portal itself is 10 foot wide and 10 foot high, is completely invisible (even with a See Invisibility spell) and is 10 foot down from the top level of the Tower.

This portal leads to an alternate reality, where personalities and ideals are reversed and will be proof that Father Abadamas exists, or should I say...........ANTI-SANTA!!!

Riding a Sleigh pulled by 12 Reindeer (Elk), Anti-Santa flies around on his Sleigh and when threatened, throws Peppermint Bombs down on the citizens of Sandpoint!

This guy is an Alchemist who throws bombs and when they run out, wields a giant Candy Cane to put a swift end to the lives of his enemies.

When encountered, he'll act civil at first and try to convince the people of Sandpoint that he has nothing to do with the recent burglaries and is here to entertain, but he takes the first chance he gets to catch the party off guard, which is where the real terror begins!

If the party manage to chase him away, there's only one way to stop him and that's to follow him back through the portal he came from. This is also the only way to close the portal once and for all. The problem is, this can only be done by finding and shutting down the source of the problem from within the alternate dimension, but if the party succeeds, how can they ever make it back safely?

Please find the enemy stats below:

Spoiler:
Anti-Santa (Advanced Template)

HP: 61 (1d8+2 Con, +2 Advanced x6 +6 Favoured Class: Alchemist)
AC: 26 (8 Armour, 4 Dex, 4 Advanced) - 28 (+2 with Mutagen)
Flat Footed: 18 - 20 (+2 with Mutagen)
Touch: 18 - 20 (+2 with Mutagen)

Stats:

Str: 14 -> 16 -> 20 (24 with Mutagen)
Dex: 14 -> 18
Con: 13 -> 14 (Level 4) -> 18
Int: 16 -> 18 -> 23 (21 with Mutagen)
Wis: 11 -> 15
Cha: 7 -> 11

Fort: 9
Ref: 9
Will: 4

BAB: 4

CMB: 9
CMD: 27 (10+4+5+4+4)

Spells Per Day:

Level 1 - 5
Level 2 - 4

Bomb Damage: 3d6+Int

Mutagen: Lasts one hour (10 minutes per Alchemist level)

Combat

+2 to all attacks (included below)

Weapon: +1 Keen Falchion (+10, 2d4+7+2+1, 15-20x2, slashing) - Disguised like a Candy Cane.
With Mutagen (+12, 2d4+10+2+1, 15-20x2, slashing)

Thrown/Ranged Touch Attacks - Bombs (+8, 3d6+6+2, Splash Damage)
Targeted Bomb Admixture (+8, 3d6+12+2 against a single opponent)

Bombs: Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Discovery effects: Bombs now have a 10ft blast radius, making enemies take minimum damage (3+6+2) from the splash. If a creature is hit directly, they catch fire, taking 1d6 fire damage per round until extinguished. This requires a Reflex Save to stop it.

Immolation Bomb - Can be extinguished as a full round action with a DC19 Reflex Save. For 3 rounds, it deals 1d6+6+2 to an enemy. Enemies in proximity take an extra 7 damage each round.

Targeted Bomb Admixture - No Splash Damage, but 3d6+12+2 damage to one opponent hit.

Equipment: +2 Elven Chain - +8AC, +4 Max Dex, +1 Keen Falchion, 5 Vials of Poison (On injury: 3 Black Adder Venom DC11, 2 Large Scorpion Venom DC17)

Dual Talent: Give +2 to 2 scores of choice. Replaces Skilled and Level 1 Bonus Feat

Traits

Fast Drinker (Drink as Swift Action)
Fast-Talker (+1 Bluff and Class Skill)

Human Alchemist - Level 6

Feats:

Deceitful (+2 Bluff and Disguise)
Mounted Combat
Martial Weapon Proficiency

Skills:

Acrobatics: 10 (6 ranks, 4 Dex)
Bluff: 12 (6 ranks, 3 class, 1 trait, 2 feat)
Craft Poison: 15 (6 ranks, 3 class, 6 int)
Knowledge Arcana: 15 (6 ranks, 3 class, 6 int)
Perception: 11 (6 ranks, 3 class, 2 wis)
Ride: 10 (6 ranks, 4 dex)
Stealth: 10 (6 ranks, 4 dex)
Swim: 11 (6 ranks, 5 str)

Discoveries:

Delayed Bomb
Explosive Bomb
Immolation Bomb

Extract Spells known:

Level 1: 2+6
2: 1
3: 1
4: 1
5: 1
6: 1

8 Level 1
3 Level 2

Spells Known:

Level 1

Bomber's Eye
Cure Light Wounds
Illusion of Calm
Jump
Longshot
Shield
Targeted Bomb Admixture
Vocal Alteration

Level 2

Bull's Strength
False Life
Invisibility


Okay, so in my game I've decided when we play, it's always in real time.

Now, the last time we can play before Christmas is most likely to be this coming Friday (8th December), so I was going to make the date everyone's leaving Thistletop (we're playing Rise of the Runelords) to be the 24th Kuthona.

Anyway, what do you all feel would be an appropriate name for this festive event? I don't see Kuthonas Day as being a much celebrated thing really.

Also, I'm a little unsure on what events to include, seeing as the Swallowtail Festival was only a little while ago. However, I have created a Merchant Stall where there are 20 presents (decorated boxes) and for 400gp, each person can buy a box for themselves or a friend and some of the boxes have very very expensive items in (such as a Frost Brand sword, Mistmail, Celestial Armour), where as others have tindertwigs and empty vials.....This is a Black Market Dealer afterall. :p

Lots of drinking can be had and this may be a good time to make the whole town drunk in celebration.

Anyway, I was thinking of making a Corrupt Reindeer flying around with a sleigh full of presents. Riding this, could be some kind of undead guy with a beard, dressed in a Father Christmas outfit and the task for the heroes would be to save the towns presents.

I have a week to do this and am open to suggestions and builds for this encounter boss, but I wondered how I could lead up to this and how I could ultimately make the festive days fun!

There are 4 party members (including my GMPC)and they're all level 5 and just finishing Book 1 of Rise of the Runelords. :)

Thanks a lot!

Spoiler:
There's also a badly beaten up Nualia on the prowl.


I'm wondering how Intensified Spell would effect Magic Missile.

I'd like to believe that because it increases the damage dice by 5 levels, it makes a 1d4 missile become a 6d4 missile and with multiple missiles (max of 5), that'd be 6d4+1x5=125 max damage from a single spell.

Is this right or wrong, because it seems pretty close to a broken spell and feat combo.

I'm thinking it wouldn't work because Magic Missile's damage dice doesn't increase as your Caster Level goes up, but I could be wrong, so of it's legit, you now have a new way of making Magic Missile awesome, Rufus. :)


If it were me, I'd choose his languages on the spot, but it's highly likely he'd speak Elvish as Elves live within Sandpoint, as do most of the Core Races.

Whether you say he knows all race languages that live in Sandpoint or not is up to you, but Elves are usually very intelligent, so he may have learned their language to further understand their purpose in life and/or use diplomatic reasoning with them to aid him in his studies, teachings or plans for the Religious Followers in Sandpoint.

Knowing Elven would most likely help him to do his job better in town. :)


Hey guys, so the PC's are just discovering Nualia has escaped, or at least, her body is no longer where it was and a trail of blood can be found, leading off.

This has confused everyone because the party all thought they had killed Nualia, with my usual GM assuming she was dead because of how he runs his campaigns, but I play with negative Con on certain bosses/characters and she was only at -1 due to the final blow only just being enough to drop her.

Anyway, my Nualia is 4 levels Cleric/2 Levels Anti-Paladin at the minute, but taking into account the above ideas of having her mind being torn apart by the constant tugging of both Lamashtu and now Desna, when the parties face her next (possibly at the skinsaw man encounter, maybe a little after) I wanted to ramp her up a couple of levels, but now have a problem.

She's escaped and is barely alive (on 12hp thanks to my GMPC not selectively channeling to heal the party after the encounter, thinking she was dead) and has all but one of her spells available to her (she only used Bull's Strength in the encounter) so even topless and unarmoured, I'm pretty sure all she needs to do is shatter someone's weapon then claw them to death before stealing their belongings, so she's okay there.

The questions I have though are:

1. Now that she's gone completely off the plot, I want that to reflect her personality and so I was thinking whether or not I should give her two levels of Barbarian so that she can Rage and get at least a single rage power (maybe she can become a bull rushing menace?) on top of her awesomely powerful Cleric and Anti-Paladin abilities, or should I give her Fighter levels to show that she's focused and more determined to succeed by any means necessary now that she's fairly psychotic and should be dealing with a split personality?

2. Her equipment has been stolen. She has no Amulet of False Life. She has no Breastplate with a design inspired by Lamashtu and she has no Bastard Sword. So, what do I kit her out with and would she somehow get hold of another Amulet of False Life?

I'm making her redeemable, but only because of the conflict in her mind between Desna and Lamashtu weakening her will. Plus, the players will most likely experience loss if they choose to pursue this route again, as she's likely to attack them all out, but will jump between attacking with rage and defensively backing away with sorrow, revealing her older self under the darkened, hardened and beaten exterior.

She's being used by Lamashtu and the forces of evil, being taken advantage of because of her past and this wouldn't end well for her anyway, so once she realises this, she'll break down even more and feel that everyone is using her, either attempting to take her own life or feeling overcome by shock and simply failing to fight or even react to anything around her.

Then, if the party are successful in redeeming her, her anti-paladin levels can become paladin levels, her cleric levels can stay as they are but she'd most likely be following Desna or a new (but good) deity from that point onward, but would keep the Strength Domain for her Ferocious Strike, as well as keeping her Demon Cleric Domain as a reminder of what she's done (along with her Demonic arm) to use her Fury of the Abyss power to instead, exact vengeance on all evil.

She'll still have her horrid memories, but no matter how much pain they cause and how harsh they'll be to her (knowing the people she loved were the ones who helped make her this way), they will in fact make her strong once again and make her go out of her way to help her new friends (the party), even if it means sacrificing herself.

Who knows, there might even be party romance if she's turned fully good. Maybe even with my GMPC Cleric who lost his wife two years ago and became an alcoholic (recently kind of cured). :)

Nualia's past stats:
Cleric 4/Anti-Paladin of Lamashtu 2
AC: 18, touch 11, flat-footed 17
HP: 60 (4d8+2d10+6 for favoured Classes)
Alignment: CE
Speed: 20 feet (30 base)

Str 14
Dex 12
Con 10
Int 13
Wis 16
Cha 16

BAB: 5

Fortitude: 10
Reflex: 5
Will: 12

Note: +3 to all saves due to Unholy Resilience.
Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his

Charisma bonus (if any) on all saving throws.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and

electricity resistance 5.

Masterwork Composite Longbow
+1 Bastard Sword
+1 Breastplate (+6 Armour, +1)

Melee Attack: 2 from Str, 5 from BAB, +1 from +1 weapon = 8 (6 when Power Attacking)
Melee Damage: 2 from Str, 1 from +1 weapon = 1d10+3 (7 when Power Attacking)

Two handing: 3 from Str, 1 from +1 weapon, 6 from Power Attack, 2 from Fury of the Abyss, 2 from Ferocious Strike = 1d10+14 (16 with Smite Good)

Smite good adds: 3 atk bonus, 2 damage
Fury of the Abyss adds: 2 atk, 2 damage
Ferocious Strike adds: 2 damage (if it hits)

Note: She will sometimes attack two-handed.

Ranged Attack: 8
Ranged Damage: 1d8/x3

Tactics:

Before Combat: If Nualia suspects combat is imminent, she casts Bull’s
Strength and shield of faith on herself.

During Combat: Nualia activates her Sihedron medallion as a free
action at the start of combat to gain false life and casts divine favor.
She prefers to fight her fights with her bastard sword, her face an
impassive mask save for her eyes, which blaze with anger. She saves
shatter to use on any weapon that seems to be particularly dangerous
in an enemy’s hands.

When casting spells: Nualia takes one hand off of her Bastard Sword, takes a step back (5 foot step), holds her fiendish hand up and casts through it. Upon losing a third of her life: Nualia casts Smite Good against the character which poses the biggest threat.

Upon losing half of her life: Nualia performs a Fury of the Abyss, Ferocious Striking Power Attack and will perfom this action until her Domain Powers have depleted for the day (you may do this 6 times with this build).

Morale: Nualia fights to the death.

Domains:

Evil - Demon Subdomain

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—doom, 3rd—rage, 6th—planar binding (demons only).

Strength - Ferocity Subdomain

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd—rage, 6th—bull's strength (mass).

Spells:

From Cleric:

Spells Prepared (CL 4th)

0—Detect magic, mending, read magic, bleed

1st—Inflict light wounds, divine favor, protection from good, Doom (Domain)

2nd—bull’s strength, death knell (DC???), shatter (DC???), Align Weapon-Evil (Domain)

From Anti-Paladin:

Evil Aura: Strong

Detect Good (Sp): At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.

Touch of Corruption (Su): Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Spell-Like Abilities (CL 4th)
1/day—daylight

Lamashtu's Mark - Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored of the Mother of Monsters, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks.

Once per day as a free action, you may invoke Lamashtu’s name as you strike a non-evil foe with any melee attack. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigial limbs like wings and tails are common deformities). The deformity imparts a penalty of 1d4 points to the target’s Charisma score for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades.

Channel Negative Energy: You can use this 6 times a day at 2d6 damage. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier (DC 15).

Special: When channelling negative energy, Nualia raises up her Demonic Arm and channels through her hand (which has Lamashtu's Mark seared into it).

Statistics:

Feats: Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark
(p 56), Power Attack, Selective Channeling

Skills (2 per level): Intimidate +11, Knowledge (religion) +9, Ride +4, Perception +8

Languages: Common, Celestial, Goblin

SQ: spontaneous casting (inflict spells)

Gear: +1 breastplate, +1 bastard sword, Sihedron medallion
(p 55), masterwork composite longbow with 20 arrows, gold
holy symbol (100 gp), 7 pp, 5 gp


Alright guys, well tomorrow is when this will happen.

Not sure I have her escape or discover them. I'm thinking roll for the movement rounds and see how far she gets before they catch up to her.


Well, I've just paved out the route Nualia will be taking during her escape, as well as adding in a few little extras onto the map. :)

Lower Thistletop

Middle Thistletop

Upper and Outter Thistletop


Ah, fair enough. I thought it was the other way around. Still, 10 nights is a long way to go before a full recovery!


I really like option 2, but if she stood trial, surely the population of Sandpoint would ensure she lost her life instead of living to help the PC's?

I guess she would be in too much shock to set the place alight, so I'll have her escape I think, but what kind of armour and weapon would I give her later?

I mean she has no money, no armour, no Sihedron Medallion, no Sword and she's topless....a prime target for rape and murder and is likely to starve with no way of gaining funds to support herself. Granted she still has her claw, but she's going to be low on health for a couple of months (only gains 1hp per night, because of her 10 Con and it's Con times your level, not your level times your con from what I'm aware of, so yea).

I'm also not really sure what she'd do in the background during this time, like where she would be based, what she would do in her base and how she'd come back into the story.

I guess she could try and kill some wild animals, maybe using boar hides as clothes for her torso and selling a few to get enough coin to make the trip over to Magnimar to meet up with the skinsaw men and let them know what happened, where she would then be under their commands and be conflicted as to whether or not this is really the life she wants, then she can go slightly mental, having conflicting issues and eventually break down into tears, giving into the stress and not being able to handle anything for a while.

I also won't be removing her scars or Devil arm. They'll be with her as constant reminders of her sins, while her mind is the only thing that can be truly purified over time.

Then I guess she'll either do good deeds and aid the party. She'll also either become a more feral version of herself, taking on more of a Barbaric figure where she wears furs and looks more like a tribal woman, or she'll save up loads of money and train to become a fighter, Paladin or Cleric of Desna.

Hmm.


My GM refuses to continue if all but two party members are dead and also stops playing if one of the other players tell him they're bored.

There is no talking to the group about it. It's just the way it is, and as such it sucks and a lot of the time I feel playing a campaign is a total waste of time.

The furthest our group has ever reached is the very beginning of book 2 and that was in Legacy of Fire.

I'm running a campaign of Rise of the Runelords currently and everyone's enjoying it, so I intend on running it to the very end and although I hate being a GM and feel that I can't play properly as all of the surprises are ruined for me throughout the adventure, having a GMPC and growing to love some of the bosses is something that keeps me going.

That and the players really get into it, so it's a nice thing to do. :)


Basically, as brreitz has pointed out, as long as you have all of the AP Chapters (each AP has 6 books), you'll just need a laptop/desktop and access to the PRD page, which has been posted above. :)

Generally, people only use the three Bestiaries, Core, APG, Ultimate Magic and Ultimate Combat.

All of the gear can be found there, along with Wealth By Level and Encounter guides in the Gamesmastering section and the amount of experience needed for each level up can be found on the Classes tab (don't click on the Classes. Instead, scroll down).

I hope this helps! :)


You could just name them all yourself, set a side quest (or main, up to you) for the PC's to investigate and if their names are ever revealed in future campaigns, you can just say your guys either retired or lost their positions somehow, for the new (Official) Justices to replace. :)

It flows nicely that way and I'm considering doing the same, if I decide on extending the whole Justice plot.

Random names I just made up for ALL Justices:

Justice Ironbriar
Justice (Bayl) Argentine
Justice Rudvett
Justice Ravenglow
Justice Creed
Justice Halamek
Justice Coruthox
Justice Yenser
Justice Mack
Justice Plissken
Justice Alacad
Justice Gorrintheen
Justice Ohlgentahl

I hope this helps! :)


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Alright,

So if you've seen my Orik and Lyrie thread, you'd see that I'm highly considering creating yet another plot within the campaign for those two characters, based around Choppers Isle.

However, Nualia (being my favourite BBEG so far) ignored one of my Players characters after knocking him unconscious (I didn't want to kill him) and went straight for the Half-Elf.

Through this entire time, right up until Nualia hit him, he tried to sympathise with her. He didn't want to kill her (neither did the downed Barbarian), explaining how he understood her and that he too was hated for his race (he's a 15 year old Half-Elf, not even an adult yet), constantly trying to redeem her, but she wouldn't have any of it.

Anyway, she hit him and in his defense, attacked in retaliation for 22 damage (Spellstrike, Shocking Grasp), sending her into a rage against him.

She hit him and it was hard.

With a BAB of 5, she placed her free clawed hand onto her Bastard Sword and hit with her two attacks, each at +10, 1d10+17.

Both attacks were devastatingly powerful, but the kid managed to live through it, just in time for the Sorcerer's summoned wolf to spawn behind Nualia and finish her off. Or so they thought...

After the encounter and not seeing any movement, they decided to take all of her belongings.

Tristan (the Half-Elf kid) has her +1 Bastard Sword and +1 Breastplate (wearing it over his chainshirt, so it looks cooler than showing a bare chest) now, leaving Nualia defenseless and supposedly dead.

Now I want Nualia to be incredibly memorable, so this is where things get interesting...

The party went off to fight Malfeshnekor and proved victorious, but didn't actually finish Nualia off. The wolf dropped her, but only to -2hp, so currently she's in the corridor just outside of the Observation Deck completely topless!

In my build I made her Cleric 4/Anti-Paladin 2 of Lamashtu, so she has pretty decent saves and with a +10 on her Fortitude Saves to stabilise and only needing to make a Save of 12, it'd be easy for her to accomplish this.

Anyway, with her loss of all dignity and pride for failing Lamashtu and losing her clothes (top half only), when the group go to leave, they'll find a blood trail from the spot she was at, leading back out the way they originally entered from.

She'll be moving at 6 squares every 1d4 rounds

When the group eventually catch up to her, she'll be talking to herself, devastated by everything and hysterically angered that Lamashtu has now deemed her worthless and has left her to die.

Now, this is where I'd like some input from you guys!

Do I have her using the walls as supports, as she marches fourth, clutching her belly (the Half-Elf re-opened her birthing wound scars), trailing blood across the floor and up the sides of the walls, spreading onto everything she makes contact with, through her sheer adrenaline fuelled rage.

Or

Do I have her normal personality start to shine through, almost as if she's coming out of a trance, disorientated and confused by her surroundings, with Desna finally giving her the chance she deserved for so long, regretting not helping before and trying to make a mense, realising that had she helped the poor girl, the devastation and loss of so many lives could have been prevented.

Or

Do I have Lamashtu give her one last chance, so she can go out with one final, big bang?

None of the party wanted her dead and felt sorry for the woman, so do I reward my party or do I still try to end them? If I should end them, read below:

To go out in fashion, I could have Nualia reach the top floor (while the party fight the Giant Hermit Crab and Shadows) and torch the place with the party still inside. Then, if the party manage to escape, as they get themselves to safety and look up, they would see a topless, beautiful Half-Angel woman emerge from the fires with a huge grin on her face.

I'm all out of ideas from here

I can see either of the above options working, but would like to put it to a vote to keep in character and keep with her theme (giving a true response to the situation of being beaten), but would very much like to keep in mind how much time and effort the party put into trying to redeem her, refusing to fight and preferring to talk, knowing that she was still going to attack them.

It was a nice change seeing my party trying to resolve things without violence, so that's why I feel I'd like to reward them, and if they did manage to redeem her, I could have Nualia go through rehab, regaining the personality of her past self and as she was always opposed to becoming a nun, have her instead become an adventurer, maybe even going so far as to having her aid the party in future encounters, having her cleansed of all Evil, switching her Class and Deity from Cleric of Lamashtu to maybe Desna (or Irori/Iomedae) and her Anti-Paladin levels to Paladin levels, shifting her alignment to Lawful Good.

Anyway, sorry for the colossal post, but I'm giving you guys a chance to have influence over my campaign and would really love to hear your ideas/feedback and choice from the above list of options!

Note: All of the options have been bolded for you.

My next game is this Friday. :)


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Aww, Nualia was my favourite and the PC's (one in particular) really went all out to try and redeem her through speaking, but Nualia had been this way for ages and as much as I wanted her redeemed, it wouldn't just happen within a few seconds.

So, the only way I could have seen it happening is if they took her in, either by knocking her out first or by restraining and cuffing her, then trying to dig out the old, nice and friendly version of herself through some kind of rehab. Hmm.

Lyrie I'm not too bothered about.

What I'd really like to see is a back story for EACH NPC enemy in the game. It doesn't have to be much, but it'd be nice to see what drove people to their wicked or nice ways.

With Lyrie, there just isn't enough back story for her to make me feel certain of whether or not I should make her become good, or at the very least neutral. Tsuto may be out of the picture, but I don't really know what Orik could do to make her feel for him.

I guess her hatred of the pathfinder society could have lead her down the dark path through the jealousy and envy of those around her, because it sounds as though she got screwed over, but then again, would that really drive her so low as to want to wipe out ALL civilization?

She knew what Nualia and the rest were up to and chose to ignore it all, unless out of rage and through the feelings of being betrayed by that which she had worked so hard for, she decided to help Nualia in the moment, before quickly realising she was in over her head and too weak to stand up for anything and so focused solely on her studies, but found a strange attraction to the Minkai Half-Elf, Tsuto and then grew an either darker personality as she felt unloved and uncared for, so stopped caring and became chaotic, doing anything that would take her mind off of things no matter what and then dwelled on how cheated she felt with the Pathfinders, eventually to a point where she hoped they'd all die and the Pathfinder Society would crumble....making her Evil with thought.

Though if that were the case, why is she so interested in Thassilonian still? Maybe through her hatred she still wants to be a Pathfinder?


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Yea, though I don't know if Lyrie is interested in Orik, so if anything, Orik would be the murder victim, sending Orik over the edge.

Not really sure what I could do with it, but if I make a haunt on Chopper's Isle somehow, I could have some kind of possessed Orik Vancaskerkin, maybe having his mind long gone and an evil Demon or Spirit possessing him?

Not really sure if there are any templates for Demon or Spirit Possession, but I guess I could do something with them, because it seems silly to do nothing with them and have them just fade out of existence, but then again, maybe Orik could just become a normal resident of Sandpoint, after he could be turned down by Lyrie. Then I could have Lyrie in the background thinking up her own diabolical plans....or just keep her interested in her studies and have her possessed or something.

I dunno really. Bit stuck for ideas on this. :/


Hmm, 46gp and 4sp each then, without the necessary +1 Bonus, so I think it'd be fair to say 50gp per arrow if I went down that route with my group.

Would be nice to have 5 arrows each for four different creature types (or 4 arrows for 5), only costing 1000gp. :)


Yea, that's how I always play, but like I said, I'll inform the player either way, telling her the cons and pros of yours and everyone elses arguments and see what she says.

Thanks Blood, idilippy, Weirdo and Phrofet! :)


Yup, but they become useless after every shot anyway. :p


Weirdo wrote:

GM gets to determine a minimum lot size for Bane arrows. I've bought them occasionally for use in specific major fights, maybe 10-20 at a time. They're expensive, but I think dealing 150 damage in one turn in a lucky full-round attack against a BBEG is worth it. Also gets cheaper if you have a crafter in the party.

I've also had a DM house-rule against the "Minimum +1 bonus before special enhancements," which would make special arrows much more attractive.

Bandavaar the Brave wrote:
This also means if she wants a Bane Composite Longbow, she'd have to save up 8,000gp then, as you need a +2 Bonus before applying the +1 Bane property onto it, because it still requires a +1 Bonus at all times.
Actually, 8,400 gold + 100 gold per point of strength bonus allowed on the composite bow. Got to remember the cost of the weapon in that, especially when it's a pricey weapon like a composite bow.

Ah yeah, I meant she already has a +1 Composite Longbow for 2,200gp (+1 Str), so it'd cost an extra 6000 to do that, unless you need to pay for the masterwork quality in addition to the +1 quality, though I thought that was already included in the price. :/

I'll have a chat with the players and see what they think about not having to have it as a +1 at all times with extra properties, but 166gp is how much each bane arrow costs of a certain boss in the first book of this campaign, so I think I'll stick with it.

The trade off seems worth it to me and an Archer isn't meant for being up close anyway, so would be better off with more HP and better saves than AC, so I guess it balances it out well.


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Hmm, my next session is this Friday and I'm wondering what to do with Lyrie and Orik.

Do I have Orik move into the house on Chopper Isle with Lyrie, have Lyrie murdered by Choppers ghost, driving Orik insane with Lyrie's spirit haunting him, orrrrrr do I do nothing, have them live together in the house/mansion or have them part ways?

I really wanted the fight with Nualia last week to be memorable, but due to a few mess ups of abilities from me and not wanting to kill off a character (everyone tried to redeem her, but I would only allow that possible if they managed to grapple and restrain her, taking her in and giving her a long time of rehab...which they didn't think of doing), I had her ignore the unconscious Barbarian on the floor (Shoanti, honourable and also not wanting to kill her) and walk towards one of the other characters when really I should have Coup de Graced him as that's what I wanted to do but felt bad for the player as he's only just managed to join us after a 7 week absence due to work and things.

Ah, sucks for me as she was my favourite character, though she did well in scaring people and running them dry of spells and abilities for the day. My girlfriend even cried when her character "died", but I realised as she decided to change her character alignment (he started as Lawful Good, but due to traumatic events, became enraged and turned Lawful Neutral), she didn't take any of the Smite Damage from Nualia's Anti-Paladin levels I gave her (replacing Fighter levels) and so a ring my GMPC gave her before leaving actually saved her and prevented her from dying and even dropping into the negatives (we realised this after the encounter and the spell on the ring was Shield Other).

Still, it was a nice surprise as she really missed my character and he came in to save the day with his 28AC, standing over her unconscious body, in her square at a -2 penalty to AC and got stabbed in the throat by Nualia for 47 damage, with 7 bleed coming into play the next round!!!

He only had 60 life but she scored a critical on him and confirmed, so he was lucky to be around, but what an entrance!

He's also a Cleric so bleed damage is nothing to him, but even I was shocked that she managed to hit him. I didn't expect it as he's literally a walking tank, but I guess that was memorable enough for the party!

In a slow and grueling encounter, they also managed to top Malfeshnakor, but only due to Lyrie's Wand of Magic Missile, hitting for 2d4+2 each round, dealing 7 damage on average. No deaths were had by him either, but that's because the party became too strong:

Aeron/level 4 - Half-Orc Earthbreaker wielding Shoanti Barbarian that looks human
Ajax/level 4 - Human Knife Master Rogue (Kukri wielder)
Brik Wahl/Fighter 1/Cleric 5 - GMPC Human Sword and Tower Shield Cleric (used to fight with Glass Tankards)
Lyrie - NPC Wizard
Moth/level 4 - Gnome Sorcerer
Orik - NPC Fighter
Tristan/level 4 - Half-Elf Rogue Magus (now has Devil Horns thanks to Nualia)

I statted Nualia out so she could deal 1d10+17 damage with her Smite, Ferocious Strike, Fury of the Abyss and Power Attack. I think she had a +10 or 14 to hit or something when all of that was active, with 71hp after False Life activated. Crazy.

Nualia:
Cleric 4/Anti-Paladin of Lamashtu 2

AC: 18, touch 11, flat-footed 17
HP: 60 (4d8+2d10+6 for favoured Classes)
Alignment: CE
Speed: 20 feet (30 base)

Str 14
Dex 12
Con 10
Int 13
Wis 16
Cha 16

BAB: 5

Fortitude: 10
Reflex: 5
Will: 12

Note: +3 to all saves due to Unholy Resilience.
Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his

Charisma bonus (if any) on all saving throws.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and

electricity resistance 5.

Masterwork Composite Longbow
+1 Bastard Sword
+1 Breastplate (+6 Armour, +1)

Melee Attack: 2 from Str, 5 from BAB, +1 from +1 weapon = 8 (6 when Power Attacking)
Melee Damage: 2 from Str, 1 from +1 weapon = 1d10+3 (7 when Power Attacking)

Two handing: 3 from Str, 1 from +1 weapon, 6 from Power Attack, 2 from Fury of the Abyss, 2 from Ferocious Strike = 1d10+14 (16 with Smite Good)

Smite good adds: 3 atk bonus, 2 damage
Fury of the Abyss adds: 2 atk, 2 damage
Ferocious Strike adds: 2 damage (if it hits)

Note: She will sometimes attack two-handed.

Ranged Attack: 8
Ranged Damage: 1d8/x3

Tactics:

Before Combat: If Nualia suspects combat is imminent, she casts Bull’s
Strength and shield of faith on herself.

During Combat: Nualia activates her Sihedron medallion as a free
action at the start of combat to gain false life and casts divine favor.
She prefers to fight her fights with her bastard sword, her face an
impassive mask save for her eyes, which blaze with anger. She saves
shatter to use on any weapon that seems to be particularly dangerous
in an enemy’s hands.

When casting spells: Nualia takes one hand off of her Bastard Sword, takes a step back (5 foot step), holds her fiendish hand up and casts through it. Upon losing a third of her life: Nualia casts Smite Good against the character which poses the biggest threat.

Upon losing half of her life: Nualia performs a Fury of the Abyss, Ferocious Striking Power Attack and will perfom this action until her Domain Powers have depleted for the day (you may do this 6 times with this build).

Morale: Nualia fights to the death.

Domains:

Evil - Demon Subdomain

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—doom, 3rd—rage, 6th—planar binding (demons only).

Strength - Ferocity Subdomain

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd—rage, 6th—bull's strength (mass).

Spells:

From Cleric:

Spells Prepared (CL 4th)

0—Detect magic, mending, read magic, bleed

1st—Inflict light wounds, divine favor, protection from good, Doom (Domain)

2nd—bull’s strength, death knell (DC???), shatter (DC???), Align Weapon-Evil (Domain)

From Anti-Paladin:

Evil Aura: Strong

Detect Good (Sp): At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.

Touch of Corruption (Su): Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Spell-Like Abilities (CL 4th)
1/day—daylight

Lamashtu's Mark - Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored of the Mother of Monsters, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks.

Once per day as a free action, you may invoke Lamashtu’s name as you strike a non-evil foe with any melee attack. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigial limbs like wings and tails are common deformities). The deformity imparts a penalty of 1d4 points to the target’s Charisma score for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades.

Channel Negative Energy: You can use this 6 times a day at 2d6 damage. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier (DC 15).

Special: When channelling negative energy, Nualia raises up her Demonic Arm and channels through her hand (which has Lamashtu's Mark seared into it).

Statistics:

Feats: Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark
(p 56), Power Attack, Selective Channeling

Skills (2 per level): Intimidate +11, Knowledge (religion) +9, Ride +4, Perception +8

Languages: Common, Celestial, Goblin

SQ: spontaneous casting (inflict spells)

Gear: +1 breastplate, +1 bastard sword, Sihedron medallion
(p 55), masterwork composite longbow with 20 arrows, gold
holy symbol (100 gp), 7 pp, 5 gp

Also, Brik was level 4 at the beginning of the game, but as I've made him a Legendary GMPC and people actually like him, I've had him integrated into the plot to some degree and from now on, his level will remain static at 6, where I may have him level up once for every two levels the players reach, meaning by end game he should be level 12 when the rest of the party members are level 17, to show just how epic in comparison to him, the players have actually become.


The Str or Dex damage would last until either it's removed with a lesser restoration spell, or, as far as I'm aware, after a single nights rest.

From what I'm aware of, you can heal 1 point of ability damage each night naturally.

Ability drain however is different and cannot be healed naturally. This can only be cured with a restoration spell.

As for what the Goblinberry patch looks like, I'd say at a guess it either got its name because Goblins often eat from it, or it's a bush full of green, bulbous, ugly looking berries. :p

It's down to GM discretion. :)

Hope this helps!

Edit:

Quote:
Ability damage returns at the rate of 1 point per day (or double that if the character gets complete bed rest) for each affected ability unless noted otherwise by the condition dealing the damage.

Source: D and D wiki


Wow! Incredibly expensive then.

I just saw them as pretty cool ideas because a ranged Ranger would want an advantage over any enemy in any encounter, so a few specific Bane Arrows seemed to be a great idea.

I also thought the masterwork quality was included in the +1 price already. I guess not. :/

This also means if she wants a Bane Composite Longbow, she'd have to save up 8,000gp then, as you need a +2 Bonus before applying the +1 Bane property onto it, because it still requires a +1 Bonus at all times.


Hey guys,

So I've got a person coming in as a Ranger soon, joining my group in my Rise of the Runelord's Campaign.

They're playing a Ranger and this is a question I've been wondering about myself, but how much is it for Bane Arrows, how few can you get and how easily obtainable are they?

This would also help me for future characters, as I've always liked the idea of a Ranger who has Elf Bane, Human Bane, Demon Bane, Vampire Bane, Wolf Bane Arrows etc, but never knew how much a batch of 20, 50 or even 3 would cost.

I've read the magic weapon chart and have come to the conclusion that I think 50 Bane arrows cost 2000gp as it's a +1 Bonus cost and so 25 should cost 1000gp, while 5 should cost 200gp, meaning 1 should cost 40gp.

Alternatively, she could make her Bow Goblin Bane and the arrows fired from it would count as both Goblin Bane and the Bane of the arrow used, right? I'm also wondering if an Elf Bane Bow with a Human Bane Arrow would deal 4d6 of damage to a Half-Elf, or just mean you could choose which one came into effect?

Is this correct?

I just wanted to make sure I was doing things correctly really.

The player in question has 3,100gp left over at character creation, so I figured I'd guide her on what she could do with that extra cash. :)

Thanks a lot!


because I can throw my weapons at them!


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Ok, so in my pc's encounter with Lyrie and Tsuto, following an escape with an almost TPK in the Glasswork's earlier (Goblins and PC vs another PC, Witch and Barbarian died as a result, other Barbarian PC got arrested for assisting Goblins and all that was left was my GMPC Cleric and Tristan, the Rogue/Magus), Tsuto made it back to Thistletop.

Last session, the new Barbarian (Aeron) burst into D15 and found Lyrie and Tsuto.

A talk broke out with Tsuto being incredibly smug and Lyrie just being cold and patronising/down talking to the party before Tristan, the only party member who knew Tsuto, ran in to attack them both.

What Happened?:
The fight took a very long time, with Tristan in reach of both this woman and Tsuto. Ajax (the Knife Master Rogue who dual wields Kukri's) came to help and pinned down the female Wizard with attacks, but not before she dstroyed Tristan's sword with a Shatter spell.

As this happened, Tristan was shocked (losing the stored Shocking Grasp and Arcane Point as Koruvus' blood red sword shattered into tiny pieces), moved back (5 foot step) and pulled out his less effective masterwork longsword. As Tsuto followed, Aeron smashed Tsuto in the face HARD (for 16 damage) and Ajax became the target of the Wizard's Ray of Enfeeblement Spell, taking 4 points of Strength Damage.

Knowing she was worse for wear, the Wizard turned herself invisible just before Tristan hit Tsuto with his sword, causing a massive surge of electricity to blast from his body, through his sword and straight through Tsuto, frying him (for 22 damage).

Now, with the Wizard successfully hiding (62 on Stealth) from the group, leading the party into false belief, making them think she had teleported away, she popped back out for an attack against Moth (the weakest member of the group - A Gnome who focuses in putting people to sleep, changing their skin colour and pranking things).

She missed.

This was when Aeron decided to grapple her, as Tristan wanted to take her in alive.

Some talking occurred and an agreement was met, where the Wizard (now known as Lyrie) would aid and accompany the party, so long as she could have the currently unoccupied and derelict house on a very small island just off of Sandpoint (Chopper Isle), to continue her studies and research.

You see, Lyrie hated the party for killing her love, Tsuto. However, Tsuto loved a woman called Nualia and they often had sex and didn't care if anyone found out. This made Lyrie resentful of Nualia too. Anyway, the party ended up finding themselves in a temple/church like room that was clearly used for sacrificial purposes before being jumped by two flying, hellish dog like creatures known as Yeth Hounds.

One Clawed Tristan incredibly hard whilst he and Ajax were panicked, but Aeron ended up killing one with the aid of Lyrie's Wand (42 Magic Missile Charges that fired two off at once for 2d4+2), whilst Tristan ended up running past the two Yeth Hounds (before Aeron and Lyrie killed one) and out of the room, with Ajax running over to Aeron and cowering. Lyrie ended up damaging the second one, but fell unconscious due to its attack on her. Aeron finished the second hound off and once the party had stopped panicking, they all decided to revive the Wizard.

As they went back to the original area on this floor, they decided to go to where they felt a draft coming from.

This draft lead to a cave, forcing the party into an encounter with a Tentamort. Tristan got stung by its barbed tentacle (but saved twice) and he and Ajax ended up killing it together, clearing the floor and finding a small bit of treasure on what looked to be an ex Goblin tribe leaders corpse, before heading back to the main hall again.

As they moved south, they found a Goblin Nursery with crying baby Goblins that tried to claw and snatch Tristan's hair. The party then found the bed chambers.

Lyrie entered one of these and said "ah, my ever burning torch. I don't want to leave that here". This was lead to be believed it was her room and the party even found Nualia's room, where Moth and Ajax decided to keep her silk bed sheets.

As they moved around, the party opened one last room and thankfully for them, Lyrie opened the door, because behind it was somebody she knew.

Confused as to why she was helping the party, this guy wondered what was going on and what the situation between he and Lyrie was. They greeted each other by simply stating each others name; "Orik." "Lyrie." "Why are you helping these people? You're a traitor to our cause." Lyrie replied with "I had a choice. Help them or die/be locked up forever. I chose the former and in exchange they promised to give me a house to live in that I've been interested in moving to for a while now, in order to continue my studies in peace." "Ok......" Orik said, "So, what's going on between us? Are we good or are we now to fight one another?" "That's up to you" said Lyrie before raising one eyebrow and explaining that she's about to head downstairs to help this group kill Nualia.

Unsure of what to do or say and shocked by the whole situation, Orik decided to go with the party. Why exactly though, they don't know, but he gave Lyrie an alluring look.

Now, with a party of 6, there was one last door to check.

Orik knocked on it whilst the party hid. Lyrie standing behind her. Shuffling could be heard from the other side of the door before a half dressed Bugbear answered the door. Orik stated that he and Lyrie needed to speak with him, referring to him as Bruthazmus.

As he left the room and approached them, Tristan and Ajax both failed their sneak attacks. Brut was not at all happy, raging and cursing at them, where he ran back in to grab his weapons.

As he did this, the party noticed 4 half naked goblin women, with a distinctly strong smell of sweat in the air. This was the room where the Goblin young were conceived....

With quick thinking, Moth put all but one of the Goblins in the room to sleep. Aeron ran in and smashed the only awake Goblin over the head, killing it in one swift blow with his Earth Breaker, before Tristan and Ajax joined in, coup de grace-ing everything left in the room (including Bruthazmus who also failed his save).

So, what do I do with Orik and Lyrie?

Lyrie has been a great help to the party and Orik is in love with her, but do I have them get together? Would she be interested in Orik now that Tsuto's dead? How fickle is she?

Would Orik and Lyrie turn on the party when they approach Nualia?

Would Orik and Lyrie continue helping the party due to Lyrie's jealousy of Nualia and Tsuto's past relationship? I know she won't be happy!

The way I see Lyrie is that although she's evil, she knows she's weak and no good in combat, so would far prefer to be left to her studies. I mean evil and good people live in Sandpoint and they don't all try to cause problems, so I think it's fine, but I wanted some advice please. :)

I don't know how to finish their part of the story, but Orik is Chaotic Neutral, so he could easily do either. Though I see him helping whoever would benefit him the most.

Hmm, do I have them live together in peace?


@Calagnar - Maybe, but that's why he has 20AC, 26 standing total defense and I changed his Con in the stats above to 12. :)

Darksol - Well, it's a Heavy Steel Shield and I don't know if you can put Quickdraw on that.

Think of Valeria Admunsen, the (I think Iconic) Paladin of Iomedae, except in all Black Gear, with a very pale, cold looking face, jet black hair (but well groomed - he is a Noble afterall) and crimson red eyes.

He has Abyssal Eldritch Heritage because somewhere down the line, a Vampire had relations with one of the female Ancestor's of the Bloodgrave family. He isn't a Vampire though. He just resembles one, but how that effects him to the GM and players is a mystery. :)

As for the Shield thing, yea I get that it allows you to use your Shield Enhancement Bonus to damage (I also would make it a Masterwork Weapon, giving it the Magical Property, so it can become a Magic Weapon before giving it the +5 Armour Bonuses, getting around the non magical shield problem!), but I was trying to make it so my primary didn't have such a huge penalty (-4 is pretty big), as it seems strange having the Off-hand weapon more accurate and effective than the primary weapon.

Also, my Feat Tree doesn't allow for me to get the Quick Draw feat as it's so feat intensive with what I need for this build, but I could buy the attachments/abilities for them. :)

Edit @Blood - Yea I know, but I'm not feeling the Barbarian route as I just want this guy to be a Fighter/Ranger and his concept is human, so I'm doing my best for this guy based on my concept, rather than optimising him to be like every other optimised character. :)

As for the Amiri comment, yea. The trade-off of -2 Attack for 2d8 Damage is good enough for me not to worry about the penalty. I mean -2 is nothing to me. That's the same as what a two-weapon Fighter gets permanently if they stick to Vanilla Fighter. :p


Well, the idea was to drop the Sword and Shield whenever I need to switch, but I find the Shield Master feat a little strange, because when you're able to get that, you get no penalty for using a shield in your off hand, but still get the -4 penalty for using a bastard sword with a shield (unless I'm mistaken and now that you get no penalty for wielding a shield in your off hand, there's no penalty all together?).

Ranger - I've actually finalised my feat layout, but I also wanted Ranger for Favoured Enemy.

Fighter - Two-Handed Fighter was my other choice, because it allows me to balance out my skill at fighting with two weapons (sword and shield) and with the large weapon.

Eldritch Heritage - With my new stats, I feel it'll be a worthy feat line to take, in combination with overhand chop and backswing at least. :)

Statistics and Feat Tree:

Str: 16
Dex: 14
Con: 12
Int: 10
Wis: 14 (bump up at level 8 and 16)
Cha: 13 (bump up at level 4 and 12)

BAB: 1
CMB: 4
CMD: 16

Fort: 3
Ref: 2
Will: 2 (4 vs Charm and Compulsion)

Traits:

Racial - Heart of the Wilderness

Character - Birthmark and one Campaign Trait

Fighter Feats:

1. Exotic Weapon Proficiency: Bastard Sword, Improved Shield Bash, Power Attack
2. Weapon Focus: Bastard Sword
3. Skill Focus: Knowledge Planes

Ranger:

4
5. Double Slice
- Combat Style Feat: Two-Weapon Fighting
6
7. Eldritch Heritage: Abyssal
8
9. Shield Slam
- Combat Style Feat: Improved Two-Weapon Fighting
10
11 Shield Master
12
13 Improved Eldritch Heritage: Abyssal
- Combat Style Feat: Greater Two-Weapon Fighting

Fighter:

14. Shield Focus
15. Weapon Specialisation: Bastard Sword
16. Greater Shield Focus
17. Two-Weapon Rend (without the Dex requirement I probably can't get this, so would most likely go with Critical Focus)

It might even be a good idea to convert the heavy steel shield into a mithral heavy steel shield later on, turning it into a light weapon from a one handed weapon. So, the penalty for dual wielding would drop to -2 from -4 on the Bastard Sword when you get no penalty for wielding the Shield with Shield Master.


Hmm, just been playing about with my stats and I think the bottom one's best:

Option 1

Str: 16
Dex: 14
Con: 10
Int: 10
Wis: 15 (bump up at level 8)
Cha: 13 (bump up at level 4, 12 and 16)

Option 2

Str: 16
Dex: 13 (bump up at level 16)
Con: 12
Int: 10
Wis: 15 (bump up at level 12)
Cha: 13 (bump up at level 4 and 8)

Option 3

Str: 16
Dex: 13 (bump up at level 4)
Con: 12
Int: 10
Wis: 14 (bump up at level 8 and 16)
Cha: 14 (bump up at level 12)

Option 3 allows me to get my Dex up fairly quickly and allows me to grab Improved Eldritch Heritage at the level I need it, with Level 3 Ranger Spells only being accessible when I'm level 16 instead of level 13.

Still, the Armour is what's good here and these stats allow me to have a +2 in Charisma and Wisdom at level 1, along with a +1 to HP which could help with the Multi-Classing due to only having one favoured Class.

Opinions? :/


Hey again Riuken. :)

How would you go about that if you were a player and not a GM?

I don't really know the rules of creating your own intelligent weapons in game, or what your character would have to do to be able to do this.

I like Clerics who have their own intentions and motives and like Magi, but am primarily a melee based fighter type, so haven't ever tried to make my own intelligent weapons.

I'm assuming you'd nee to have access to the Necromancer Spell List for any GM to allow you to do such a thing, using Vampiric Touch.

Would be cool though. Gain your Caster Level worth of life back with every attack.

Edit: Or gain HP back with every attack equal to the Caster Level you were when you made the Intelligent Weapon.


Would it be viable to create/have a Vampiric Touch weapon?

For each new subject you attack with it, you lose your previous temporary HP and gain a new temporary number of hit points (for better or worse).

That way, it doesn't stack and remains balanced.


Looking through everything, it appears as though there isn't a Spell or Weapon that allows you to deal damage to an opponent and then gain that much damage back as HP.

Is this something that's wanted from future Paizo releases or something that should only be made as homebrew material by a GM?

It'd be a hugely effective weapon and to not make it a broken ability, it could either be a +4 bonus on a weapon or a level 8 or 9 Spell.

I'm just surprised it seems there's nothing like it, that's all.


Ah, thanks. :)

I think it'll be interesting to see what happens when he decides dual wielding Shield and Sword isn't working for him, so instead stands out of the front line long enough to cast Lead Blades, then puts away his Sword and Shield to attack at a -2 penalty with a Large Bastard Sword that deals Huge damage (3d8 + his Strength + Abyssal Strength Mod + Power Attack + 2 Handed Fighter double Strength ability + Weapon Training with two-handed weapons, so Bastard Sword + Weapon Specialisation + Favoured Enemy + any weapon enhancements).

He should be just as good at two-weapon fighting, if not better with a two-handed weapon. However, he leaves himself open with less defense and less life, but that's where Heart of the Wilderness comes in. Means it's harder to kill him. :)

No Shield Spikes though.

I want to bludgeon the Undead with my Shield. :p

Reply to your edit: Ah yea. That's alright. It's easy to get confused. I mean I still do and am always asking about things in the Advice and Rules/Questions area when I've been playing for a couple of years now. :p


I guess so, but at the same time, I want this guy to be quick in combat, so being Dextrous means he can use Acrobatics and Stealth well.

Being a Ranger, he'd need to scout, so having a decent Dex with ranks in Stealth would be beneficial to him.

If I could do that and give him lots of life, it'd be good, but I can't unless I gave him +2 Dex and the Dual Talent Human Racial Trait, but that means sacrificing a Skill Rank per level, along with Heart of the Wilderness and an extra level 1 Feat.

Things that go against touch would really do him over, but Dex is used for not only armour and touch, but also skills which he'll be using frequently to gain combat advantages (using acrobatics to stand total defense for 6 extra AC when he has 3 ranks, or using Acrobatics to move through an enemies square etc).

HP is greatly beneficial, but I dunno, as much as I'd like more life, I think it's too much of a sacrifice.

Edit: Just realised - My feats are fine. I can take Skill Focus at level 3 because it's not a Fighter's Bonus Feat, so doesn't have to be a Combat feat and can in fact be any. Not really sure where you got that idea from, but I double checked and am fine anyway. :)

Hopefully this guy has a pretty decent chance of survival.


Hmm, I'll just swap Bastard Sword Weapon Focus with Skill Focus then, so I get a +1 to Bastard Sword attacks at level 3. That way I still qualify for Eldritch Heritage.

Anyway, switch Con and Dex really?

I always have characters with +1 or 2 Con, but I wanted this guy to be hard to hit, so I figured higher AC and less life was good, but he'll drop to 18 AC instead of 20 if I do that.

Hmm.


Ah, it's a level 3 spell, but the problem is I'm only going to reach level 10 and won't have a high enough stat to grant myself one level 3 Spell then.

My stats are as follows:

Str: 16
Dex: 16 (bump up at level 4 to 17)
Con: 10
Int: 10
Wis: 12
Cha: 13

However, maybe I don't need such a high Dex? Combat Style feats allow you to have feats without the pre-req's, so I won't need 17 or 19 Dex for Improved and Greater Two-Weapon fighting, so perhaps I can get away with dropping my Dex to a 15 instead of a 16, giving myself 3 points to spend, so I could then make my stats as followed:

Str: 16
Dex: 14
Con: 10
Int: 10
Wis: 15 (bump up at level 8)
Cha: 13 (bump up at level 4, 12 and 16)

I forgot the Ranger allows you to ignore pre-requisites for Two-Weapon Fighting and I guess going from a +3 Dex to a +2 still isn't really that bad.

With a Heavy Steel Shield, +2 Dex and Breastplate armour, I'd still have an AC of 20 at level 1. That's only one less than I was going to have and then I can grab the Instant Enemy Spell at level 13 (as soon as I'm capable of casting the spell!).

Spoiler:
Feat tree and Build]

Fighter 3/Ranger 10/Fighter 4

Ranger: Vanilla
Fighter: Two-Handed

Until level 5, this guy will only attack with either his shield or sword, not both in one round.

Then, his level up points will allow for him to have a pretty decent Charisma, plus cast his Instant Enemy Level 3 Spell.

Fighter Feats:

1. Exotic Weapon Proficiency: Bastard Sword, Improved Shield Bash, Power Attack
2. Weapon Focus: Bastard Sword
3. Skill Focus: Knowledge Planes

Ranger:

4
5. Double Slice
- Combat Style Feat: Two-Weapon Fighting
6
7. Eldritch Heritage: Abyssal
8
9. Shield Slam
- Combat Style Feat: Improved Two-Weapon Fighting
10
11 Shield Master
12
13 Improved Eldritch Heritage: Abyssal
- Combat Style Feat: Greater Two-Weapon Fighting

Fighter:

14. Shield Focus
15. Weapon Specialisation: Bastard Sword
16. Greater Shield Focus
17. Two-Weapon Rend

Traits:

1. Birthmark
2. Not sure, but it'll have to be a campaign trait, so either the class skill, extra money or extra initiative Lorrimor one.

Instant Enemy and Strong Jaw are two Spells I really like the look of, so picking one only will make me alternate, but that's part of the fun I guess, working out which one he'd want on a particular day. :p


Haha, swarms no doubt.

We had a problem with those in Kingmaker, so I got my Cleric to cast create water above them. They took falling damage from 6 gallons of water. Though later, the GM banned the ability to kill tiny swarms with water. :(

I figured Undead would be a big one, but only really realised that once I read a little more and had already decided on this guys concept. Nice to know his dark theme fits so well though.


Hey guys,

It's quite likely that Carrion Crown is the next AP my GM will be running and as such, I've already made my character.

However, I'm unsure on what I should pick for my Favoured Enemy number 2. So far I have the following:

FE1: Undead
FE2:
FE3: Human

In the Player's Guide it says Aberrations would be a good choice, but my character is a Lone Wolf Fighter/Ranger (ha, the lone ranger...) who supports two deities (Pharasma and Iomedae) and actively hunts down the Undead and all that's evil. Aberrations however, don't seem like something this guy would actively pursue.

So, I was thinking; Is there a big enough presence of Demons or Devils in this AP to make it worth selecting my 2nd FE as either a Demon or Devil?

My character's a pretty dark soul.

He's a Noble with black, curly and wavey hair, an extremely pale face and crimson, blood red eyes. He's human, but has Demonic/Vampiric Heritage (Abyssal Bloodline from Eldritch Heritage) and is Neutral Good.

Anyway, due to his nature, he doesn't care to talk to or fight alongside anyone, so the campaign traits would make little sense to him, as would a Ranger's Animal Companion, but at the same time the Boon Companion is equally as useless to him, because he only has a +1 Wisdom (doesn't need many spells).

He does however go out of his way to protect the weak and innocent.

So, I was thinking of seeing whether or not instead of an Animal Companion, he could have the equivalent of a Wizard's Familiar, because I feel a Bird Companion/Familiar would be acceptable as it wouldn't be with him at all times and he could use it as a messenger bird.

The Bird I want in particular is a Raven.

Anyway, I just wanted to see some opinions on this and see how well the concept fits into this AP.

My character is called Lord Valdecree Strogart and he fights primarily with a Bastard Sword and Heavy Steel Shield, but has been seen carrying a huge Sword on his back (though nobody has ever seen him wield it).

His Shield bares the symbol of Pharasma and his jet black Armour bares the symbol of Iomedae.

He believes in Valor, Honour and Justice, but sees the Undead as abominations that should have never existed and despises them as much as he dislikes everything impure (not in the way you're thinking - a tainted heart/heart filled with evil) and has made it his personal goal to purge the lands of all Evil.


Mark Hoover wrote:
Hang in there buddy and who knows; maybe you WILL inspire some new fire in your old GMs.

Maybe man, mayyyyyyybe.

I've got one up on you though; Highest I've reached is level 6 because of this. :p

If you ever saw my thread about a character in my campaign, going out of his way to bully another character....or a character who always likes to punch other characters in the face, the op is the player behind that. XD

Still, he did rugby tackle a pugwampi's through a floor once. Good times!


Solin Outlander wrote:

Don't worry, I am checking with everyone whether they'd be up for it. Haven't had a chance to talk to all of them yet, but the two I've spoken to so far seem to like the idea. I'll get a chance to talk to the others at our next gathering. And our group has never been afraid of discontinuing a game that hasn't been enjoyed, or letting the GM know WHY it isn't being enjoyed.

Most of the time we're up for experimenting, and we enjoy the role-playing in different scenarios. If not everyone is up, then I'll hold onto the idea until a latter date when I get a group that wants to puzzle it out.

Well, that fun of roleplaying goes out the window when our (yours and mine) GM decides to stop running the campaign that we're all enjoying, just because of one player not wanting to continue after a single TPK in a party of 5.

It's not fair on the rest of us who are enjoying it, constantly stopping one campaign to play another until we die, then stopping that one and playing another.

You know, in Sam's campaigns, we haven't once finished a single Adventure Path and the furthest we've ever gotten is to the first part of book 2 in Legacy of Fire, because he or ONE person gets bored and then stops running it to go onto something else, without consulting/asking the rest of us and instead telling us how it is.

It annoys me, especially when one of my characters still exists and the campaign CAN continue....

I like playing, but I cannot stand going through the character creation process every single time the GM or another player decides they don't want to play anymore. It's not fun.

That's why the one I'm running WILL go on to the end. Though sadly for me, I can't play in such a campaign, because GM'ing and playing are two completely different things.

I have more fun trying to kill the BBEG's than trying to kill the party as a GM, because I grow attached to some of the characters.

That's the problem with the group you and I play in. They don't consider the feelings of others and instead force their desires upon you. There is no reasoning, only irritation and anger towards one another.


Well yea, that's fair enough, but I see the -2 there as symbolising the inefficiency with the larger weapon.

I just see it as your proficiency doesn't change, so if you can wield a medium version of it one handed, you can wield a large version of it two-handed.

It's gonna be harder to wield, but that's where the -2 penalty comes in.

Think of the comparison between a rounders bat and a baseball bat.

A rounders bat is maybe one third/half the size of a baseball bat, but if you're used to using a rounders bat, switching to a two-handed, larger bat would be hard at first but you'd get used to it.

Though, a baseball bat can be wielded with one hand or two. That's pretty much the same as a Bastard Sword, except a Bastard Sword in reality would be a lot harder to swing one handed than a baseball bat would.

for optimum use, I'd say you need two hands on a baseball bat and a bastard sword due to the height and weight, but exotic bastard sword proficiency allows you to wield a bastard sword in one hand, so upping the size category would still allow you to wield it with two hands, but at a -2 penalty.

I'm not arguing with you by the way. I'm just kind of expressing how I feel it would/should work.

I mean if you're already proficient with a weapon, you're not proficient with the size. Size is meaningless on this front, because you're proficient with the weapon itself, so the proficiency doesn't change, but you take a -2 penalty to using it because it's not appropriately sized for you, so would be harder to wield.


ossian666 wrote:
Personally, and I am sure this is a GM call, I wouldn't allow the Bastard Sword to function in the manner you plan on using it for. It would suffer a -6 to hit due to the proficiency description above. Minimally you are suffering a -2 to hit. The Bastard Sword makes everything complicated.

If it was jumping from a light to two handed, I could understand the -6 penalty, but Exotic Weapon Proficiency makes you proficient, so due to the balance issue both yourself and Talynonyx have pointed out, surely it should only be a -2 penalty.

You could argue that a Bastard Sword counts as both a One Handed and Two Handed weapon, because when you're not proficient with it, it's a Two-Handed weapon, but the proficiency is there and it only increases the weapon size category by one, so it'd be a -2 penalty in my mind. :/


Ok, so it's only a -2 penalty?

I'm guessing then that regardless of how one handed and two handed weapons work, just because it has the word "large" in its name, the penalty still applies?

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