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Hey everyone,

I am running ROTRL with my gaming group and we are just starting book 5. After finishing that AP I will have a high level cleric inform the characters that the Torc of Kostchchsdgafgksdlfkseie needs to be gathered from Irrisen to stop the rising of another runelord, so we will at first play the Witchwar Legacy and after that something i wrote up myself. But we will do that only after the characters which will reach Level 17 after hopefully stopping Karzoug have had some time to spend for themselves. Meaning: We will probably return to that storyarch in about 2 years from now on.
The time between that will be spend on the Serpents Skull AP, which reads really great so far. But after reading all the fluff in the books released so far the age old installment Labyrinth of Madness popped into my mind not only as a literally killer adventure, but also as one using the serpentfolk and their mythology. Converting the AD&D adventure to follow up to that AP seems to really fit storywise, so i guess i will give it a try.
First i will try to modify the rules for the traps and monsters in Labyrinth and work on the story later, when Sanctum of the Serpent God is out.

Now have to read through LoM again and will then start converting. Any Feedback (be it wishes, ideas, curses or rotten tomatoes) in advance will be taken into consideration.
As a graphics guy i will probably also make some new illustrations and edit the maps and handouts. Looking forward to this! :D

I know there is a thread in the archive concerning LoM, but the project seems to have dies before it started, so this is a fresh new start.


Hey everyone,

I hope i got the correct forum here for that kind of question. Have to start with an excuse - english is not my native language, so please excuse any weird formulations or typos. ;)
A lot of input here, but I am a little lost and really glad for any help or hints you guys can offer.
After having seen the final PDF of the APG, I am trying to generate a build for a summoner for our upcoming campaign. The campaign will be epic fantasy, not too munchkinesque, but I do not want to get stuck with a character, that doesn't work and - even more important - i do not want to build and paint my miniatures, in a way, that actually won't play well. ;)

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I will be playing am male gnome. According to my plan the main stats including the gnome template will be:
STR 6, DEX 12, CON 17, INT 14, WIS 10, CHA 19

This should make up a strong caster and a though little bugger, what help with the Damage Sharing with the Eidolon. Alignment will be Chaotic Good, so i will be summoning with the celestial template.

The miniature I will be using is this one:
http://www.battlefield-berlin.de/shop/Media/Shop/e_3035.jpg
from Enigma Miniatures. That is Snæfellsjökull - Gnome Extrordinaire, World-Famous-Traveller, Hero

Feats I thought that would be worth taking are
LVL1 Spellfocus Conjuration
LVL3 Augment Summoning
LVL5 Summoner's Call
After that in no particular order:
Improved Initiative, Dodge, Mobility, Combat Casting

Anything else I should consider? With only having 6 Spellranks the Metamagic Feats seem a little too unaffordable Spell-Rank-wise. Especially with all the new feats I am afraid I am missing something here. Can't be that there are so few feats worth taking for a pure casting summoner, can it?

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Snæfellsjökull will be accompanied by his trusty Eidolon Bárðarbunga (if anyone wonders how I came up with these weird names, check wikipedia for icelandic volcanoes, tons of fun! ;)). But you guys can call them Snæfell and Bunga. ;)

For Bárðarbunga i wanted to use this Miniature:
http://www.battlefield-berlin.de/shop/Media/Shop/cs3017.jpg
from Anima Tactics - i came up with the idea inspired by the Final Fantasy Bestia. I was pretty happy reading in the finished book, that gnomish Summoners tend to forge clockwork creations as their Eidolon. As i want my Eidolon to use Shield and Sword, the Miniature will be getting a shield from a Privateer Press Light Myrmidon Warjack and the Sword of the Pheonix Heavy Myrmidon. As long, as Barda does not have the Large Mutation, I will be using this Miniature with a shield strapped to the back: http://homepage.mac.com/thminiatures/imagesfigurines/gobelins/corbeau.jpg (Goblin Miniature from the old Confrontation Line)

Sorry for all the talk about the minis, but I played tabletops for years... ;)

Creating the Eidolon seems a little complicated for me. I am afraid, that my shield/weapon build will not work that well, but i want something Golem like. I am pretty sure that one can dish out more Attacks by just relying on natural Attacks, especially with the Multiattacxk Feat, which comes for free - and if I get this right - will not help Bunga in any way.

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So here is what I came up with:

Base Form: Biped
Starting Statistics:
Size Medium;
Speed 30 ft.;
AC +2 natural armor;
Attack 2 claws (1d4);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11;

I will not be taking the Claws, as i do not like the Idea. He will just have normal hands.

Evolutions for Level 1 (3 Evolution Points)
AC with Heavy Steel Shield: 12 + 1 Dex + 2 Shield = 15
Weapon Training (2 - Simple Weapons)
Reach (1)
Feat (1): Shield Proficiency

Evolutions for Level 2 (4 Evolution Points)
STR/DEX+1
AC with HSS: 12 + 1 Dex + 2 Shield + 2 Armor Bonus = 17
Weapon Training (4 - Martial Weapons - will be wielding a sword from here on)
Feat (1): Shield Proficiency

Evolutions for Level 3 (5 Evolution Points)
STR/DEX+1
AC with HSS: 12 + 1 Dex + 2 Shield + 2 Armor Bonus = 17
Weapon Training (4)
Reach (1)
Feats (2): Shield Proficiency, Power Attack

Evolutions for Level 4 (7 Evolution Points)
STR/DEX+1
AC with HSS: 12 + 1 Dex + 2 Shield + 2 Armor Bonus = 17
Weapon Training (4)
Flight (2)
Reach (1)
Feats (2): Shield Proficiency, Power Attack

Evolutions for Level 5 (8 Evolution Points)
STR +1, STR/DEX+2
AC with HSS: 12 + 2 Dex + 2 Shield + 4 Armor Bonus = 20
Weapon Training (4)
Flight (2)
Reach (1)
Wing Buffet (1)
Feats (2): Shield Proficiency, Power Attack

Evolutions for Level 6 (9 Evolution Points)
STR +1, STR/DEX+2
AC with HSS: 12 + 2 Dex + 2 Shield + 4 Armor Bonus + Evo 2 = 22
Weapon Training (4)
Flight (2)
Reach (1)
Improved Natural Armor (1)
Wing Buffet (1 +0/+0 1W6+4) is this correct??
Feats (2): Shield Proficiency, Power Attack, Step Up

Evolutions for Level 7 (10 Evolution Points)
STR +1, STR/DEX+3
AC with HSS: 12 + 2 Dex + 2 Shield + 6 Armor Bonus = 22
Weapon Training (4)
Flight (2)
Reach (1)
Energy Attacks (Electricity) (2)
Wing Buffet (1) (+1/+1 1W6+5+1W6 Electricity)
Feats (2): Shield Proficiency, Power Attack, Step up

Evolutions for Level 8 (11 Evolution Points)
STR +1, STR +3 STR +8, DEX +3, DEX – 2, CON + 4, AC +1
Ability Scores Str 28, Dex 13, Con 17, Int 7, Wis 10, Cha 11;

AC with HSS: 12 + 1 Dex + 2 Shield + 8 Armor Bonus -1 Size = 22
Attacks +6 BAB +9STR = +15/+10 (Power Attack +13/+8)
Schaden with Broadsword 2W6+9 (Power Attack 2W6+13)

Weapon Training (4)
Flight (2)
Reach (1)
Size Increase: Large (4)
Feats (2): Shield Proficiency, Power Attack, Step Up

Evolutions for Level 9 (13 Evolution Points)
STR +1, STR/DEX+3
AC with HSS: 12 + 2 Dex + 2 Shield + 6 Armor Bonus = 22
Weapon Training (4)
Flight (2)
Reach (1)
Wing Buffet (1)
Magical Attacks (1)
Size Increase: Large (4)
Feats (2): Shield Proficiency, Power Attack, Step up, Combat Reflexes, Multiattack

Evolutions for Level 10 (14 Evolution Points)
STR +2, STR/DEX+4
AC with HSS: 12 + 3 Dex + 2 Shield + 8 Armor Bonus = 25
Weapon Training (4)
Flight (2)
Reach (1)
Damage Reduction (3 – DR 5)
Size Increase: Large (4)
Feats (2): Shield Proficiency, Power Attack, Step up, Combat Reflexes, Multiattack

Evolutions for Level 11 (15 Evolution Points)
STR +2, STR/DEX+4
AC with HSS: 12 + 3 Dex + 2 Shield + 8 Armor Bonus = 25
Weapon Training (4)
Flight (2)
Reach (1)
Wing Buffet (1)
Damage Reduction (3)
Size Increase: Large (4)
Feats (2): Shield Proficiency, Power Attack, Step up, Combat Reflexes, Stand Still, Multiattack

Evolutions for Level 12 (16 Evolution Points)
STR +2, STR/DEX+5
AC with HSS: 12 + 3 Dex + 2 Shield + 10 Armor Bonus = 27
Weapon Training (4)
Flight (2)
Reach (1)
Damage Reduction (5 – DR 10)
Size Increase: Large (4)
Feats (2): Shield Proficiency, Power Attack, Step up, Combat Reflexes, Stand Still, Multiattack

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The group will include a Cleric (Healing/Nobility: Martyr-Subdomain), a Two-handed-Fighter, a transmutation wizard and my Summoner. The role of me would be a supporting spellcaster with the Eidolon blocking enemies. With 15foot reach, combat reflexes and stand still it should be able to block most enemies from reaching the spellcasters and with step up it can harass anyone who is trying to retreat. The wings should guarantee it can reach it's destination and the AC from the shield usage, my high amount of hitpoints, which I can trade in and the DR along with the rejuvenate spells should help keeping the Eidolon alive.

Is a Broadsword the correct weapon for this Eidolon? What else would be a good choice? Will the Broadsword be large for a large Eidolon and how does that affect the Damage it does?
Do you think this build will work? Or am i missing something? The Eidolon can not wear Armor, right? But i can wield a magical sword and shield as long as i don't, correct? Or would that mean i can actually not carry anything magical in my hands? Any other Feats it should have or other ideas you guys come up with, that would fit the miniature and idea?

Thank you for any advice!
Tim


Dear Sirs, i would like to request your help. I am pretty new to the game as a gamemaster and have only played 3.5 before. We have started a new campaign playing the rise of the runelords Adventure Path on an epic setting (25 point buy). One of the players chose a Paladin and he expects some kind of help when developing the character rules wise. As i have never seen a paladin even as a nsc in all my 3.5 games and the Pathfinder Rules also changed the class rules a lot i am at somewhat of a loss here.

Our original thoughts (which might be flawed from the beginning) are as follows. Let me first talk about what the player character would like to play:
- A noble shining paladin - the good guy
- A damage dealer of some sort
- a male human
- wearing heavy armor and a shield
- A teamplayer, who is able to heal and provide other support
- he would also not like to push to many attributes in the negative section, if that can't be explained via a cool concept.

The Paladin will mostly be fighting frontline with a rangers and druids pet and a rogue.

We also though, that for tanking, the paladin will now need much Dex, as this would mostly be negated by the shield and the heavy armor none the less. So he used the ability points as follows:
STR 15 (+2 human)
DEX 11
CON 14
INT 12
WIS 10
CHA 16

Not the best, I would guess, but we also do not know how to do it better. The character is not supposed to be maxed out for a munchkin style of play, but i, and far more the player would be disappointed to see the build not working after playing it to level dunnowhat.

He took Power Attack as his First Level Feat.

We thought, that maxing out the Dodge or Combat Expertise tree would not work, as he wanted to hit hard and not get such a big benefit out of it. So he wanted to dive into the shield tree, but not to the complete end, because he will, with that ability point distribution not be able to take TWF. My main Problem is: The paladin needs STR, CON, CHA and DEX?! Wow...

Also... my plan somewhat ends here. I would not know what Feats to take, what attributes to give the ability score increases to and so on. I guess Extra Lay on Hands would be good for more swift healing, but what else? I have read through the paladin guide some fellow board meber wrote and was not any more enlightened. He certainly dows not want to use a bow. He wants to stand in the midst of battle and pound evildoers to pulp. Any other links or hints on how to build a paladin that works and does what he wants? Does he need TWF to skill the shield tree to it's max? Does he need more defensive options? If he needs more defensive, which ones?
I guess he will want the new Outflank Tactical Feat together with the rogue, but more help would be much appreciated.

Thanks in advance and here is hoping i chose the correct board...
TimDear Sirs, i would like to request you help. I am pretty new to the game as a gamemaster and have only played 3.5 before. We have started a new campaign playing the rise of the runelords Adventure Path on an epic setting (25 point buy). One of the players chose a Paladin and he expects some kind of help when developing the character rules wise. As i have never seen a paladin even as a nsc in all my 3.5 games and the Pathfinder Rules also changed the class rules a lot i am at somewhat of a loss here.

Our original thoughts (which might be flawed from the beginning) are as follows. Let me first talk about what the player character would like to play:
- A noble shining paladin - the good guy
- A damage dealer of some sort
- a male human
- wearing heavy armor and a shield
- A teamplayer, who is able to heal and provide other support
- he would also not like to push to many attributes in the negative section, if that can't be explained via a cool concept.

The Paladin will mostly be fighting frontline with a rangers and druids pet and a rogue.

We also though, that for tanking, the paladin will now need much Dex, as this would mostly be negated by the shield and the heavy armor none the less. So he used the ability points as follows:
STR 15 (+2 human)
DEX 11
CON 14
INT 12
WIS 10
CHA 16

Not the best, I would guess, but we also do not know how to do it better. The character is not supposed to be maxed out for a munchkin style of play, but i, and far more the player would be disappointed to see the build not working after playing it to level dunnowhat.

He took Power Attack as his First Level Feat.

We thought, that maxing out the Dodge or Combat Expertise tree would not work, as he wanted to hit hard and not get such a big benefit out of it. So he wanted to dive into the shield tree, but not to the complete end, because he will, with that ability point distribution not be able to take TWF. My main Problem is: The paladin needs STR, CON, CHA and DEX?! Wow...

Also... my plan somewhat ends here. I would not know what Feats to take, what attributes to give the ability score increases to and so on. I guess Extra Lay on Hands would be good for more swift healing, but what else? I have read through the paladin guide some fellow board meber wrote and was not any more enlightened. He certainly dows not want to use a bow. He wants to stand in the midst of battle and pound evildoers to pulp. Any other links or hints on how to build a paladin that works and does what he wants? Does he need TWF to skill the shield tree to it's max? Does he need more defensive options? If he needs more defensive, which ones?
I guess he will want the new Outflank Tactical Feat together with the rogue, but more help would be much appreciated.

Thanks in advance and here is hoping i chose the correct board...
Tim


Hi everyone,

i searched the boards for this, but I could not find anything about it, so i hope this has not been discussed anywhere else yet. Also new to the boards, (first post, yai! ;)), so I hope i got the right category.

What this is all about: I loved using the Spellbook Master App (http://petteri.kamppuri.fidisk.fi/spellbookmaster/) by Petteri Kamppuri with my D&D games as a player. Now I am gamemastering my first own Pathfinder campaign and having a file with the Pathfinder spell lists for this awesome programm would be very helpful. As you can edit the files all by yourself i would like to ask the community if anyone has yet created one and if he is willing to share it.

If not, we (my gaming group that is) will do it and share it, when we are done.

Greetings from Germany (and big, big thumbs up for all the effort to the Paizo crew - way to go!)
Tim