Poog

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Late last year, we as a group decided that we wanted a second game to our Rise of the Runelords campaign. We were coming up on the end of Chapter 2 and I had offered to run Curse of the Crimson Throne but insisted that it would not start until the new year. We play each game once a month, and this Saturday, we begin. I have seven players and have been planning for a month with them, asking each one to pick a connection to Gaedren Lamm and for extra credit give me their backstory and who they are in Korvosa. This is the beginning.

The Players
The Sable Company Marine, Leonidas: Ranger (Sky Stalker) {LG Human:Chelish}

The Beggar, Darius: Sorcerer (Pestilence/Sorcerer of Sleep) {N Human:Shoanti Outcast}

Lady Natasha Anastriana: Fighter (Archer) {CG Forlorn Elf}

Gitar Galen: Warpriest of Gorum {CG Rakshasa-Tiefling}

Burl Lighthammer: Cleric of Torag (NG Heretic: Replaced Artifice domain with Healing}

Amra: Barbarian (CN Catfolk, Raised by the Shoanti)

Doctor Eilif Pharioryn: Investigator (Sleuth) (LN Dhampir – Mordant Spire Elf mother, raised in Korvosa)


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I have finished my research and have now come up with what I feel is a good way to remove the "Big Six" by integrating them into level progression.

Here is a quick play document. It is the necessary chart replacements needed to allow the system to work.

QUICK PLAY

Here is the FAQ on how to use the IB6 System.

IB6 FAQ

Here is the full document explaining how I did it.

FULL DOCUMENT

Thanks to all of you who have been helping this past week and to everyone who has tried this before, you have been the star that guides my ship.


I think I have read a rule someplace that says that the extra small creatures use dex for attacks, skills and CMB, but I cannot find it anywhere.

Did I dream it up?


From any perspective.

As you level your “Favorite Class” what magic items are essential?

What do you have at 5th?

What do you have at 10th?

What do you have at 15th?

Anyone tricked out at 20?


From any perspective you like.

You are 20th level "Favorite Class", Magic-Mart is open, do you buy your "big six"?

Do you buy a stat booster for all your save enhancing stats?

Luck Stone?

Pale Green Ioun Stone?

Load up on Heroism Potions?

What else?


Iron Will - Great Fortitude - Lighting Reflexes

Please answer from any perspective you like.

Do you take the save boosting feats?

Do you take all three?

Do you just boost your weak saves?

Thank you for you time.


I am looking for opinions here.

How often do you expect to pass your good save?

How often do you expect to pass your poor save?

I ask because looking at base numbers at 20th level, no gear, feats, minimum casting stat, no stat bonus on saves.
[+12 Save, +6 Save, DC 23]

A good save will pass 55% of the time.
A poor save will pass 25% of the time.

This doesn't look too bad until your start looking at how hard it is to boost your Saves versus how hard it is to boost your DCs.

I looked at a caster starting with a stat of 16, +5 from Leveling, +6 from stat booster and you get a stat of 27(+8 bonus) Making the new DC 27. If we go ahead and give the Saves a +5 Cloak of Resistance Saves become +17/+11.

The difference in the boost (+5 Save - 8 DC) shows the percentage shift (-15%)
A good save will pass 40% of the time.
A poor save will pass 10% of the time.

Even if you adjust the saving player for stats higher than 10 the shift will only be 5% for every bonus the character has. Meaning in order to "break even" the PC will need a 16 in a stat to get back to the pre-buffed saves.

So what do you guys think?

Thank you all for helping me think this through.


Theory crafting here.

How do we bump those saves up outside of...
+5 Cloak of Resistance
+5 Manual of Bodily Health
+5 Manual of Quickness of Action
+5 Tome of Understanding
+6 Headband of Inspired Wisdom
+6 Belt of Physical Might (Dexterity, Constitution)
+6 Belt of Incredible Dexterity
+6 Belt of Mighty Constitution
Belt of Dwarvenkind
(Improved)Great Fortitude
(Improved)Iron Will
(Improved)Lighting Reflexes
Ioun Stones

Feats, Spells that would stack,magic items. What else can be done to boost them saves?

Thank you.


An idea I am kicking around...

I am using the Cloak of Resistance as a guide. The prices to increase the save bonus match exactly the bonus/price of increases AC in Craft magic Armor.

If we use Craft Magic Weapon as a guide to go the other way...
Going to use Craft Rod to do this.

Casting Rod
The bonus on a rod is added to attack rolls made with spells and increases the DC of spells cast while wielding it by its bonus.
Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5);

The question is "Why not?"
If anyone has done something similar and has experience with this please let me know.


I was looking at the Wealth by level table and was looking at the 25% that is supposed to go to weapon spending. Since most classes need/want a weapon that is magical it makes sense.

But do your Wizards/Sorcerers/Witches/"whatever" get a magic weapon?

Or do you spend the money on other things?

What serves as your caster's weapon?


In the Beginning... there was the Fighter, Rogue, Cleric and Wizard.

The Kingdom rejoiced and expanded outward into the wild.

(The Crusades)
Druid, Ranger, Barbarian, and Wild Mage (or Sorcerer if you will) joined us as we began the Paladin crusade.

Soon travelers from the Far East joined us. Monk came to our shore, precursors of the hidden treasures around the globe.

(Age of Refinement)
As the kingdom grew, our understanding of magic grew. We began to refine it. The Magus came first. Soon Alchemist, Summoner, Oracle and Witch followed. Inquisitor and Cavalier as well, teaching us new ways to fight.

(Age of Invasion)
Then came the East, hinted at so long ago. Samurai and Ninja invaded us and with them came the secrets of black powder, and the Gunslinger that harnesses it.

All of that has leaded us here. To the brink, the dawn is rising; sails are set and over there, beyond the horizon, sits new lands and new opportunities. As we have changed through the age we mixed ourselves up. Reinventing ourselves as a little bit of Fighter, a little bit of Rogue, and little bit of Wizard until we no longer see ourselves as a single thing. In this new world, we will combine our strengths in new ways, shaped by the path we have carved through the ages.

Come! Tomorrow waits!


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0_0

That seems like a little foreshadowing...

RAMPANT SPECULATION:

Artist+Battle System+New Editions = Pathfinder Miniature Game?


Flipping through the new catalog and I saw the new "Campaign Cards" that go along with the adventures and it got me thinking.

They could make these modules the "Book 7" of previous APs. You could bring your characters of out retirement and go for one more adventure. It could set the tone for a High level romp and possible push us up to that mythical 20th level.

They wouldn't have to do one all the time, or even regularly but it would be a neat addition here and there.


Has anyone thought of replacing the normal items found in and around Saventh-Yhi with Elysian Bronze versions? Seems like a good fit with ideas behind the city. Anyone think it would hurt to much to do this?


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from this thread
The Cayden Cailean Problem

Jim Groves wrote:

History is interwoven with myth and legend.

The Gods also change a little. They are not static. Many gods we know today were slightly different during the Azlanti civilization, like Abadar. We know this from their depiction in the ruins of Savith-Yhe.

Ok, the Azlanti having gods isn't all that surprising on its own. But then I remembered the Aboleth involvement in its development. If the Aboleth were as involved as we are led to believe. It should have been a simple thing to prevent the culture from developing followings of the gods.

So, what I can guess is that it didn't matter to them or it was too useful a tool for control that it was not a threat. And if that is the case it wouldn't matter to them now if the Humans had gods. So those countries that are Anti-Religious (Rahadourm, Hermea) may not be that big of an indicator of a veiled master.

But who would it profit to have a nation without religion?

Conspiracy Theory HO!:
Pharasma. She needs them for the Graveyard of Souls to keep Groetus away. She needs more and more souls because as the planes grow, obtain souls, the pull on Groetus becomes stronger and stronger. So she "sacrifices" souls to keep him away.


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It began in this thread...

Eutropia

Once I started thinking about how great a Taldor AP would be, I soon realized that my ideas went beyond that. So I had to think it through to feel it come to an end. What follows, will be me slowly but surely posting the stream of thoughts about this idea I just could not let go.

Best I could do is a back cover format for each book, I hope it makes sense.

So here goes a fevered dream...


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Just brainstorming…
---------------------------------------------
"Bring forth my sage." The troubled chieftain stood in is hall, sprawled all around him was what passed for a map of world he knew. Danger came in all forms and from all sides. Alone, he and his warriors could not stand against the coming winter.

Fragrant incense announced the sage’s arrival. “Crone, tell me, how do I unite my people, how do I etch my name into the stones of history and be remembered forever?”

The old oracle shook the bones from her cup and listened to them fall. Her two acolyte daughters dropped to their knees and studied the lay of the runes. Slowly they handed them up to the old mother, announcing their lay, and giving her time to feel them and know the meaning.

“So in times most ancient a great hero beheaded the god of serpents and paved the way for her kingdom to come. So too must you Saebjorn Arm-Fang, kill a mighty wyrm and find your place in history.”


This is by no means the best build, but it is the current plan for our local Carrion Crown AP. My barb was cured of Lycanthrope by the Professor, and my rage is the "beast" trying to get back out. We are currently level 3 in the first book working our way through Harrowstone.

Yric Volstag: Human [Ulfen] Barbarian (Invulnerable Rager)

STR: 16 DEX: 14 CON: 14 INT: 10 WIS: 10 CHA: 10

Skills: Survival, Acrobatics, Climb, Intimidate, Perception, Knowledge Nature
*I am taking skill points for my favored class as I am covering Knowledge Nature for the group.

Traits: Owe a Favor(CC-AP), Noble Savage

Gear: Battle Ax, Silver Dagger, Javelins x2, Studded Leather

01. F: Power Attack, BF: Furious Focus
02. RP: Lesser Beast Totem (1)
03. F: Dodge
04. RP: Guarded Life (1)
05. F: Outflank (Our group loves this feat)
06. RP: Beast Totem (6)
07. F: Mobility
08. RP: Greater Beast Totem (8)
09. F: Eldritch Claws
10. RP: Renewed Vigor (4)
11. F: Vital Strike
12. RP: Superstition (1)
13. F: Improved Vital Strike
14. RP: Unexpected Strike (8)
15. F: Spring Attack
16. RP: Mighty Swing (12)
17. F: Greater Vital Strike
18. RP: Quick Reflexes (1)
19. F: Combat Reflexes
20. RP: Come and Get Me (12)

At 1st
+4 Power Attack Battle Axe 1d8+7x3 @ 11.5 dmg
or +3 P.A.B.A. on AoO

Raging
+6 Power Attack Battle Axe 1d8+10x3 @14.5 dmg
or +5 P.A.B.A. on AoO

At 3rd
+6 Power Attack Battle Axe 1d8+7x3 @ 11.5 dmg
or +5 P.A.B.A. on AoO

Raging
+8 Power Attack Battle Axe 1d8+10x3 @14.5 dmg
or +7 P.A.B.A. on AoO
or +7/+7 P.A. 2 Claws 1d6+8x2 @11.5 / 11.5 dmg

One of the main reasons I am hanging around these threads is to try and make this better while still preserving the feel. The "Plan" between me and other players is I am the flanker. Using mobility /Charging to setup flanks for Outflank to help boost our Attacks per round as a group.

Flesh Wound looks better and better the more I read. And I am really thinking I need to add in Reckless Abandon. Probably trading out vital Strike for Extra Rage powers. (I thought I could Spring Attack/Vital Strike or Charge/Vital Strike if needed, I have learned a lot since I built this.)

I liked the Idea of "Regenerating" using Renewed Vigor. But Flesh Wound may be better.

Also, I know Come and Get Me is toward the end in the probably unreachable levels for the AP but I am not sure about being the flanker with it.

Feel free to pick apart. I need the help, its why I am here.


Forgive me if this is somewhere else, if so please just point me in the right direction, I have been looking and have not found it.

Ok I read this last night and now I am confused.

So a player character only has as many hit dice as equal to his BAB? Correct?

Fighter 10 = 10 HD
Wizard 10 = 5 HD
Cleric 10 = 7 HD

What about Wizard 1? Starting HP? But at level 1 his BAB = 0. Does he just gain a HD at level two when it goes to 1?

If so what about the Fighter? Starting HP but then his BAB = 1. So does he get another HD at 1st level?

Sorry about this, I am just really confused.