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Goblin Squad Member. 346 posts. 6 reviews. No lists. 2 wishlists.




I didn't see any threads on this so.

Available for PF1, 5e, and SW. More info here..


Here

The Frogs have launched a new Indigogo project for a PF1 modal Devil of the Murder Cliffs (and I guess I should say, there are options for versions in 5ED, and SW as well).

This is for the Print + PDF versions only, as PDF versions are already available.


Go to Mystery at Ravenrock..

Mystery at Ravenrock: A Fantasy RPG Adventure
A band of heroes, framed for an attempted assassination, must find clues to prove their innocence.

Suffice to say I've already backed this project.


Session 0

I plan on posting our adventures here.

Character creation: My four players created the fallowing characters.

player 1 a Goblin Ranger.
player 2 a Human Rouge.
player 3 a Elven Sorcerer (Draconic Bloodline).
player 4 a Dwarven Barbarian (Fury Totem).

So we'll see how this plays out. I gave the players the list of campaign specific backgrounds, but told them they could choose the backgrounds from the playtest document if the wanted.

Player 1 chose Hunter.
Player 2 decided on criminal
Player 3 choose Acolyte, apparently deciding that his character studied the teachings of Calistia for a time.
Player 4 choose to be a Pathfinder Hopeful.

Common complaint was with the character sheet. All of us are over forty, and the font on the second page is way too light, and small, making it hard to read. I know I have a hard time reading it, and I'm the only one at the table that doesn't need glasses (yet).

The ability scores are weirdly arranged, with one player commenting that all of the physical stats should all be on the same side. Another comment was that it was strange that the stat box was small, with the recommendation of just extending the line, and putting in a slash mark to separate the score from the modifier.


I am currently running Northland Saga, and am in the middle of NS:5.
And here's the scenario: Last night, the partty has stormed the tunnels of Jomsberg, hunting for Jasella the Sea Witch. However, after the fight with the Bearded Devils they decided to fall back, and rest. Thier Cunning womman is just about out of spells, as it the Druid. Everyone took same nasty hits durring the last fight. All in all, I think the idea of resting is a wise one, for the party.

The thing is, Jasella is in the middle of a ritual to sacrifice Sveni (one fo the people they are supposed to be rescuing) to her lord in Hell now, not latter. Honestly, I can't see streatching out the ceromoney another day, just for the party to rest up. So this leeds to the question, what now?

I see two possibilities.

1: (I'm kinda leaning toward, but entirely happy with). By the time the party has recovered, the ceromaony is pretty much a done deal. Sveni is dead, and her soul is now condemned to Hell. Jasela is has gained Something (Currently this is a CR14 fight, honestly bumping it up to a CR 15 would be reasonable). She'll be a much nastier opponent, but defeatable with the party at full health. Oh wait, two have a bit of contagion, and it's the spell casters. Not to mention the Cunning woman also took a Crucify soul attack (2 levels of level drain, not much hope she'll make the save to get rid of it either). This may not go so well...

2: Donnar(aka Thor) intervenes. After all he's a god, and owes them a favor. So he slows time in the Hall of the Sea Witch for them. They no longer have the limited wishes they don't know about, but hey that's the price they'll need to pay for victory.

The problem I have with the first option, is the Sea With is already a nasty opponent for a party of 11th level PCs. She's already pact-bound to a Pit Fiend. One option would be she gains the service of another even more powerful devil(s). Actually, what the Sea Witch hopes to gain is not spelled out So I'm free to go with what ever I see fit.

The problem with the second, is that it removes the consequences of the part's actions.

I'm hoping for another Idea.


Currently I'm running Northland saga, and they are approaching the end of NS2 Beyond the Wailing Mountains. Afterwards they'll have their own ship, and plenty of time to go looking for trouble. My question is a simple one, anyone know a quick way to determine who is defending a random village or town? What's a good way to generate the rewards they gain?

Defenders: I'd guess 10-5% of the population are soldiers, with roughly double that being militia. I'd say an average NPC level of 2.

Rewards: This I'd go with the settlements Purchase limit for goods and valuables. Some will be hidden by the locals no matter how well the Northlanders search, some will be destroyed in the inevitable fires that will be started.

This feels a little blah to me, so I'm hoping for some ideas I can use for when the inevitable cry of 'let's go a Viking!' rises from my players. After all I want to keep things interesting.


Hello,

Please cancel the remainder of this order. That would be the A Brick of the Crown of Fangs set.

Thank you,


We are a small group that meets regularly every Thursday, from 5pm to 10pm. Right now we are on a holiday hiatus, but we will resume playing on the 13th.

We are looking for one or two more players, and people new to the game are welcome.


Hello all!

I am currently running a small group, and am looking for one or two players. We typically play every other Thursday, from 6 pm to 10pm. The Game is in the Lost Lands setting.


As far as I can tell they weigh 4lbs empty, but the book has nothing about how much it can hold.


One of the devices I most dislike about 3rd edition was the Demographics system. Among my problems with it were.

1-It was too Micro managed. that it to say, it dealt with population centres in a way that was too restrictive, and ignored building nations altogether.

2- A few of the PC classes made no sense in a city, or town setting. Druids for one, and Monks for another. Okay, maybe an argument can be made for Monks.

3- First level Bloat. This a problem with the NPC classes. All are excessively bloated at first level.

4-Prestige classes are ignored completely. As was the possibility of any classes that were developed after the DMG was released.

Mind you, I understand that they were intended to be used as a guide line. So I'm tinkering with a different version with two main premises.

1- No one stays at first level forever.

2- Not all PC classes are everywhere.

Keeping that in mind, I'm leaning toward a percentage based system, for NPC class levels. And a way to place Core/Base/Prestige Classes that's more reasonable. This is what I've worked out so far.

Class breakdown:
Class________%
Adept________1
Aristocrat_____1
Commoner___85
Expert________3
Warrior_______5
PC Classes___5

NPC Class Levels:
Level_________%
1st_________10%
2nd_________15%
3rd_________20%
4th_________30%
5th_________10%
6th__________5%
7th__________4%
8th__________4%
9th__________1%
10th________1/2%
11th +_______1/2%

NPC Level chart is for NPC classes only. I still haven't worked out a way to determine PC class levels yet.

PC Class Breakdown:
Type___________%
Core_________01-75
Base_________76-95
Prestige______96-100

This cart is intended for use when trying to determine weather an NPC with a PC class is either Core, base, or Prestige.

Comments and suggestion are welcome.


In many ways, I got the idea for this thread by reading this thread:
Go to here.
The discussion was focused on the idea of minions, but I think that seekerofshadowlight, and Locworks raised some interesting ideas. But I think this would fall under the heading of new rules.

Personally I think the Idea of using template(s) would be a good idea. Sadly the only template I could find is the Humanoid swarm from the Monster's Handbook. While okay when dealing with a disorganized mob, it has more then a few flaws. So i based the fallowing template only some what off that.

Phalanx (Template)

A Phalanx is a highly organized group of humanoids, who have trained to work together as one. Because of their disciplined natures, usually only lawful creatures attempt such maneuvers. But it is not unheard of for more chaotic races to form similar units.

Phalanx
A Phalanx is a template that can be used on any medium or smaller humanoids, or monstrous humanoids. At least 10 humanoids must be present to form a Phalanx, and all must be of the same race. Additionally, all members of a Phalanx must carry the same equipment. While similar to a swarm, this formation relies more on mutual support, and training, then overwhelming an opponent.
The base creature type remains unchanged. Except as noted, the creatures stats remains unchanged.

Size:
The Phalanx's size is determined by the number of creatures used, and by the base creature's size.
Phalanx Size Creature size
Tiny Small Medium
Medium 10-15 NA NA
Large 16-40 10-15 NA
Huge 41-80 16-40 10-15
Gargantuan 81-160 41-80 16-40
Colossal 161-320 81-160 41-80

Hit-Dice:
A Phalanx had a number of Hit Dice equal to three quarters of all of it's members hit dice. Use this to determine the Hp of the Phalanx. The Con modifier uses the average Con score of all the Phalanx's members.

Speed:
The speed of a Phalanx's speed is equal to it's slowest member.

AC:
The Phalanx uses the common AC of it's members, modified by the size of a Phalanx.

Attacks:
A Phalanx's attack are determined by the weapons it's members carry (see below). A Phalanx May make one melee attack per square that adjoins an enemy.
A Phalanx gets an attack bonus equal to the number of squares it posses.

Damage:
As by weapon.

Reach:
The reach of a Phalanx remains five feet, unless the members of the Phalanx are using reach weapons.

Special attacks:
Special attacks are determined by the weapon the member of the Phalanx possess.

Melee weapons (Without reach):
Combat rotation: One every 1d4 rounds a Phalanx will rotate it's members. When it performs this maneuver, The number of attack it makes per square a doubled. This is considered a full round action.

Reach Weapons:
Hedgehog: Any time an opponent provokes an attack of opportunity, then the Phalanx may make six attacks of opportunity on that target. For purposes of the Combat reflexes, this counts as a single attack of opportunity.

Ranged Weapons:
Volly fire: When making a ranged attack, a Phalanx may make as many attacks as squares it posses. A Phalanx may not use this ability if there are any enemies threatening the Phalanx.

Special Qualities:
One among many: Because a Phalanx is made up of many individual creatures it has several swarm like traits. While damaging spells affect it normally, non damaging spells that only affect one person have no effect. Non damaging spells, that affect a large area must cover half the number of squares in order to have any effect.
A Phalanx who losses half it's hp, is reduced by one size. Unless, the size of the Phalanx is already at the minimum size for the base creature(see above). When the Phalanx looses all it's hit points, then most of it's members are dead. The few survivors run, usually there are 1d8+1 survivors.

Shield Wall: If the base creatures in the Phalanx are carrying shields then the Phalanx's shield bonus is doubled. If the members of a Phalanx are carrying tower shields, then they also considered under total cover for area effect spells.

Saves:
As base creature.

Abilities:
As base creature.

Skills:
As base creature.

Feats:
The only feats a Phalanx may use are feats shared by all it's members.

Climate/Terrain:
As base creature.

Challenge Rating:
The CR of a Phalanx is equal to the ECL of it's members +3.

Treasure:
As base creature.

Alignment:
As base creature.


The text regarding ability booster is not clear. How long must a character wear an ability booster before it takes effect?


Hello all,

I just wanted to share my opinions on the current version of Pathfinder.

Mostly I'm going to focus on the classes for now.

Cleric: My complaint regarding the cleric comes in the form of the Domain powers. Your giving a class (witch is in my op one of the strongest classes out there) what amounts to 14 powers. This seems kinda excessive to me. Perhaps if it were scaled back to the player choosing what domain powers they want when they are praying for their spells. This should hepl keep the number of granted powers to something more reasonable.

Fighter: I love the new fighter, no complaints as of yet.

Rouge: I like the changes to sneak attack. However, I think the Master strike ability, is too much. it either needs to be removed, the base dc lowered, or altered in some other way.

Wizard: At first I wasn't happy with the School powers, ie I think there are too many of them. I favor the Unearthed Arcana rules regarding specialist wizards. However, after reading further I realized the Bonded Item class ability balances this out. I think it would be best if the bonded Item ability became a separate class ability.
That said, I think Limited wish, and wish powers from the universal school, is far too powerful. They need to be changed to something else, but what I'm not sure.

Well that's it for now.