Harsk

Cinderfoot Bristlebeard's page

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Grand Lodge

Two points
Resonance should possibly go up say 1 point per four levels. This could allow for an 8 charisma character to use magic. Hand in hand with this I would do away with minus 2 to dwarven charisma and instead go with plus two to any stat. Think of it this way. Some dwarves will be good with magic ie. 12 plus charisma. Some dwarves should be strong, and some robust, some more intelligent. Think of the seven dwarves or Tolkienesque party of dwarves. All dwarf PCs could be flavored even more different than current iterations . This also allows for a non penalized dwarf paladin because of charisma. Who says the dwarves have no good leaders, charismatic kings etc? The previous 40 years of rpgs!, I say do away with charisma penalties for all races and let it be ten for all.
Second point, resonance allows for a more balanced game and magic to mean something. Currently everyone has oodles of magic in most games and it is hard to balance because, the higher level, the more you get. With resonance you will have to pick and choose. I am looking at the system and will post what I think about resonance after playing a few sessions.

Grand Lodge

Per the rulebook you instantly die if you take damage equal to or greater than double your max hps.
Speaking from personal experience, I rarely had this occur.
However, i would recommend if a player is struck critically for more than half of their hps they should make a fortitude roll or die. I would say onsta kills are rare for this rule but makes taken skills to reduce or eliminate critical hits important. Also, hero points can be used to eliminate the critical confirmation and hence no insta death since the critical did not occur.
I love using a critical hit chart in the game like Hargraves if you ae familiar with it. I love the addition of critical hits and fumbles and the inclusion of massive hit criticals in the game can make players keen on not having them occur in the first place. What are everyon’s thought on massive over jalf max hp crits, crit and fumble charts?

Grand Lodge

Nefreet wrote:
You need ranks in Acrobatics.

Why won’t my 15 in acrobatics cover that? Do you know?

Grand Lodge

Players can go anywhere they want on the island and this can pose issues when 3-4th level PCs are fighting 6-7th level encounters but pretty epic if they win. I got through book three into four. Starting over with another group in February. Should be fun.

Grand Lodge

I am a dawnflower dervish and use versatile performance to give myself high acrobatic skill. I would like to become a pathfinder delver requiring me to have acrobatics rank of 5. Versatile performance of 15 gives me an acrobatics of 15. Do I need to have points in the ranks to qualify? I used herolab and it blocked me from being a pathfinder delver even though I have a 15 acrobatics. Granted I do not have five ranks but I do have the skill three times what is needed. Any thoughts?

Grand Lodge

sojoocy wrote:

Risky Striker DOES look good. I was wincing a little at the loss of power attack/piranha strike (can't fit 13str into the build, and PS doesn't work with scimitar :L) but that definitely helps some. Also going to do some casual browsing on Arcane Duelist. Shame I can't stack those, but it was more of a "Oh, maybe I can do that? Cool." than a "YESSS!" anyway.

@ Faelyn, should Arcane Strike be my first level feat then? I don't see anything else jumping out at me. Just looked up Bladed Dash and that is absolutely fantastic...battlefield mobility ftw.

How're my stats looking?

Str: 8
Dex: 18
Con: 14
Int: 10
Wis: 8
Cha: 17 (bumped to 18 at 4)

Or...I could dump some more stats and wind up with:

Str: 7
Dex: 19 (bump to 20 at 4)
Con: 14
Int: 10
Wis: 8
Cha: 16

A little hesitant to dump wisdom from a roleplaying standpoint but it's not a 4 so I'll just be the happy-go-lucky murderbot who needs a little more common sense. As far as strength...erck...my equip burden is silly low, but I'll find a way to make it work.

I am currently playing a human Dawnflower Dervish. My dex is my high stat at 6 th level and cats grace on it is 22. I use a plus one keen scimitar and am truly loving life. I would never drop my stats to 7 or 8. I got hit with a stat rebuff last week that would have taken me out of the game with a 7 stat. No need to min/max meta game imo. If you are going to play a halfling remember your weapons do less damage and you already are at a handicap only being able to use a scimitar in one hand. But a couple things can help. I upgraded to a plus 2 mithril chain shirt, Dawnflower sash, daredevil boots and a couple wands grease/clw. I would recommend fighting defensively when the opponent ac is in the low 20 s or below. Battle dance as a move and cast cats grace asap. Get a bless asap. You can even charge once in a while. I also use tempestuous combatant to allow me to designate one opponent to disallow aoo s from them. I also always have featherstep on which allows me to move over rough terrain easily and expeditious retreat to move twice as fast. I took agile maneuver instead of combat expertise to all me a bit better combat maneuvers. My versatile performance increases dance to increase both acrobatics/fly and now at sixth I put intimidate into it to allow me to cast Blistering invective to full effect. That is some of the key points to my bard I hope that helps some of you playing one.

Grand Lodge

With light armor proficiency I can save up for a plus one or two Mithras chain shirt. That will give me an 18-19 AC without feats I will still be able to do great damage with my blade.

Grand Lodge

Here is the dex versus str version. I don’t like it as well.
Male elf fighter (lore warden) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d10+1)
Fort +2, Ref +4, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +5 (1d10+1/18-20) or
elven thornblade +5 (1d6+1/18-20)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 10, Int 15, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Ancestral Weapon Mastery, Weapon Finesse
Traits seeker, warrior of old
Skills Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Elven, Orc, Skald
SQ elven magic
Other Gear leather armor, elven curve blade, elven thornblade
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

This is the pfs version ie new version

Grand Lodge

You can go dex and then take finesse but it hurts all strength based skills. I played a dex based dawnflower Dervish before this and his swim, climb etc were awful, not to mention not being able to carry much. This particular character I see as a light armor wearing elf who can fight with any traditional elvish weapon. He has many lore skills yet is not a Bard/spellcaster. I like the bab the fighter class brings to the table. I foresee a hard hitting, dexterous type who can get initiative and at later levels is bow capable. Not enough money at level one to do more than what I have done.
I wanted to try out a full elven based weapon fighter and this looked ideal. I can see him protecting old elven ways, religion, lands and fighting with the pathfinder society and or dark archive.
As far as questioning any fighter with 10 con. I start with 8 as an elf. I figured not having a penalty was good enough. With the 15 int I get plenty of language/skills to put to use. I really hate using weapon finesse and dropping my strength. I lose a feat to do that. Plus with a 16 star I could use a str based composite bow to great effect. Thanks for all the comments

Grand Lodge

I could make him half elf. Going to try that out.

Grand Lodge

I have built an elven lore warden as follows for a level one pf society game. At first glance it looks great. I have heard/read various bad remarks about the lore warden but I really like the build at face value. Does anyone have experience running this archetype at higher levels? Any suggestions to make it batter?
Male elf fighter (lore warden) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +5 (1d10+4/18-20) or
elven thornblade +4 (1d6+3/18-20)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 10, Int 15, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Ancestral Weapon Mastery, Elven Battle Training[ARG], Weapon Focus (elven curve blade)
Traits seeker, warrior of old
Skills Knowledge (arcana) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Elven, Orc, Skald
SQ elven magic
Other Gear leather armor, elven curve blade, elven thornblade
--------------------
Special Abilities
--------------------
Elven Battle Training +2 CMD vs. disarm & sunder with elven weapons, one additional attack of opportunity.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Grand Lodge

I have built an elven lore warden as follows for a level one pf society game. At first glance it looks great. I have heard/read various remarks about the lore warden but I really like the build at face value. Does anyone have experience running this archetype at higher levels? Any suggestions to make it batter?
Male elf fighter (lore warden) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +5 (1d10+4/18-20) or
elven thornblade +4 (1d6+3/18-20)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 10, Int 15, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Ancestral Weapon Mastery, Elven Battle Training[ARG], Weapon Focus (elven curve blade)
Traits seeker, warrior of old
Skills Knowledge (arcana) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Elven, Orc, Skald
SQ elven magic
Other Gear leather armor, elven curve blade, elven thornblade
--------------------
Special Abilities
--------------------
Elven Battle Training +2 CMD vs. disarm & sunder with elven weapons, one additional attack of opportunity.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Grand Lodge

Found it. Thanks

Grand Lodge

Grand Lodge

That is my understanding. I rebuilt my level one twice and played him from my third scenario up through almost 4 th level now.

Grand Lodge

They can short man it but the AP does have leaders offering advice and multiple npcs that could join in or not

Grand Lodge

gamerdork wrote:

If you are not playing CORE mode, also check out the scabbard of vigor. I often invest in these after I have a +1 weapon with a property, something permanent that I like (keen in your case, vicious for some PCs perhaps).

The scabbard of vigor is a great buy for 1800 gp. Get a few and fill them with silvered (cost +90 gp) or cold iron (cost x2 gp) scimitars. When needed, draw your and declare the weapon to be +3 for 3 rounds. When it runs out, draw your next (cold iron or silver) weapon from your next scabbard of vigor. Rinse and repeat as needed. A much cheaper investment for the few rounds you need it. Combats don't seem to often go beyond 5-10 rounds anyway. It's not a perfect solution, but is workable.

Game on!

Thanks for that advice!!

Grand Lodge

I recommend using Herolab to create your PFS archetype since it has what is allowed or not listed as you make your character.

Grand Lodge

Are you positive? I read 3000 times in one book and +3000 gold on internet postings

Grand Lodge

Lau Bannenberg wrote:

@Cinderfoot: Just to help clarify things for you -

You can upgrade a masterwork weapon to a magical one, and a magical one to a more-magical one, by paying the difference in cost.

There is a spell, Masterwork Transformation, that can turn an ordinary weapon into a masterwork one, so that you can enchant it. You can pay an NPC to do that for you.

What you cannot do however is turn a steel weapon into a cold iron one, or an adamantine or or whatever.

Finally, there's a rule sort of hidden in the Bestiary in the description for Damage Reduction, saying weapons with a sufficiently high magical enhancement bonus can penetrate DR as if they were the correct metal (or alignment):
+3 cold iron/silver
+4 adamantine
+5 chaotic/evil/good/lawful

Note that this does not work for Hardness. To penetrate hardness you really need adamantine.

---

Putting it all together, here are some recommendations:


  • Buy an adamantine scimitar. It'll be harder to break, get through hardness, and hurt golems (which you'll otherwise have a tough time against with your magic).
  • Enchant it to +1, then Keen, then eventually Bane (Evil Outsiders). That way it'll count as +3 against evil outsiders meaning it gets through DR cold iron/silver. Evil outsiders make up 95% of the enemies with those DR types that you run into. As a bard you should be able to talk down half the fey you meet. And you probably have spells that work against werewolves in the very rare case you meet them.
  • Always carry a few oils of Bless Weapon in case you run into powerful demons with DR/good or suchlike. The oil costs only 50gp. That'll save you a lot of worry.
  • Always carry a scroll of Instant Weapon in case you run into incorporeal enemies. 150gp saves your behind.

. The big thing is the hard part. The cost: ok you have me wanting a +1 keen adamantium bane scimitar. I believe the cost for +1 keen Adam scimitar is 15 times 3000 percent for adamantium or 450 gold. Plus 2000 for plus one then 8000 for keen. Later on a want to add bane. What is this additional cost for bane? And if I want it to glow when evil outsiders are near?

Grand Lodge

Thanks guys I have been running around with my sack full of Society gold trying to figure out how to wisely spend it. Looks like plus 1 keen is worth saving 8k for. I have went through 6-7 adventures so far and haven’t confirmed a crit yet. I thought keen may be the best way to assist getting a crit roll

Grand Lodge

One more question if mithril weighs less then shouldn’t we be able to cut cost by using less?

Grand Lodge

Thanks kindly for those awesome responses. Now I know what to save for. Might take a few levels but I know what I want. Thank you a ton!!!

Grand Lodge

So what about just keen? Can I even hit a creature like a devil or daemon with a masterwork scimitar? If not what should I do in PFS play?

Grand Lodge

So I have a masterwork scimitar and want the final result to be a keen magical or keen “some other material capable of hitting devils/daemons” scimitar. What is the cost and final result of the cost?

Grand Lodge

Ok I was under the impression based on wording you can just pay the difference.

Grand Lodge

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Looking to upgrade my masterwork scimitar to a material which affects daemons/devils and then later upgrade to keen. Questions: What is best material to upgrade to as a Dawnflower Dervish? Adamantium/Mithril/Cold Iron/ Silver? What is the cost to keen a masterwork scimitar before changing the material or after changing it. Trying to figure out which way to go. I am thinking change the material first then keen at later date, but doubling my threat range is huge. I also realize I can just pay the difference in fully upgraded cost to what I have in the weapon right now.

Grand Lodge

thaX wrote:

They take the initial damage (1D10) and then take 1D6 for being on fire at the end of their own turn unless they take a full round action to put themselves out. (This is the same as Alchemist Fire and requires another Reflex to put out the fire)

The question that has cropped up in our circle is how long is one on fire? Our VC says 1 minute when it isn't state how long the target stays on fire, Alchemist fire being the exception as it specifies one (1) round.

However, if they are still intimidated they do not get to save. They continue to be on fire per spell.

Grand Lodge

Ok. I got it covered I think. I remade one of the characters and renamed them with the same number. With just that characters one chronicle sheet I can keep it on this character correct?

Grand Lodge

However based on the rules it looks like I could retrain a sub level 2 character for free. Does this mean I can change the name and keep the number. Say for instance I make PC-2 a dwarf ftr and decide I want to retrain to be a human Dervish bard. It looks like you can do this. Am I missing something?

Grand Lodge

Thomas Hutchins wrote:

Nope, no transferring is allowed. Your best hope is that they were all reported on the same person and thus you actually have like 4 exp on your one guy.

But if you have character 1 with 1 chronicle and character 2 with 1 chronicle then there's no way for character 4 to get those from them.

So I could replay the episode with that character to get the item?

Grand Lodge

Thanks Gary. Well, when you add the character to this site it adds a number to it. My new character is - 7 even though I probably played a total of three or four games. I do have the chronicle sheets and haven’t used anything off any of them yet. I also added and deleted characters on here before I decided what I really wanted to play in PFS long term. I have two of the character sheets attached to this character the beginning -1 sheet with varisian tattoo and a potion that heals one time. And the chronicle with my dawnflower sash and Qadiran ring of fealty. I decided to make a Dawnflower Dervish Keleshite and this works great for him. Thanks for the reply. What about gold, prestige and fame?

Grand Lodge

I have three PFS characters all level one. I rerolled and renamed them each time I played. I now have a fourth, level one which I plan to keep past level one. My question is this, if I have sheets of gold, exp, prestige and items from the other games can I transfer them to this character? I understand sub level two characters can be rerolled or retrained for free. I now have a concept I like and the items I received last game go great with my concept. I also understand I cannot replay the games I played to get the items again. It stands to reason this transfer should be okay within my own characters. All are the same faction too.

Grand Lodge

Diekssus wrote:

In the adventure, the adventurers may be able to choose their own house.

It mentions that the only house(s) unavailable are the common buildings and governor house. This implies that building A7 is up for grabs (and makes sense since it would need to house at least 4)

The encounter "First Among Equals" however, relies on that building being assigned to the priests first and bickering on who gets to live here later. the book does not detail how to handle this situation. There is no other house that people would argue over given the situation, so it is no simple matter of changing the house in question.

My solution to this was to move the encounter up so it is the first thing that happens. With the fact that the house gets assigned to the players resulting in Luetin and Harcourt picking a fight with the PC's in stead - a much more dangerous senario because players may feel "justified" in responding with force (deadly even).

I really wish the writers had just made that house off limit to, despite how little sense that would make.

The book does make a suggestion on how to handle the disagreement over the house

Grand Lodge

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andreww wrote:

Do you want them to have NPC or PC level gear?

Do you use crafting and if so what effect do you allow it to have? US suggests 25% extra wealth per feat to a maximum of 50%.

Does the cleric have to be a cleric or would an oracle work?

I was thinking a cleric but oracle works. Was trying to keep with the DnD themed drow. I was trying to keep it hockey level magic because if the party beats them then the parties power level goes up. However, the drow magicked items in the open air of Golarion magicks will fade. Or is most of the enchanted items usable on the surface?

Grand Lodge

Great characters. I am going to print them out tonite. It will be a blast having them fight, if necessary, my group of PCs.

Grand Lodge

I am currently running a giant slayer campaign and I need a group of drow elves to encounter the party. I want to put a call out to all herolab users to help me with this. I currently have the leader of the group who is a Drow level 1 alchemist/ level 12 fighter. I need a lvl 12 cleric/ a lvl 12 mage/wiz type and two other characters rolled up. The cleric is female the mage/wiz is male and the other two you can make up however you feel. Outfit them with level correct items/Magic and use a 20 pt build.
Create drow names and background/deities worshipped if you wish and if you are feeling really creative make one or two of them driders or the like. You can email me galahad1965@ yahoo.com once you get them done and feel free to post them here. Thanks ahead of time. This should be fun. Let's see what we can come up with.

Grand Lodge

So you grab him...easy. But isn't a squeeze attack or biting his head off an attack versus his ac?

Grand Lodge

I have a fire cleric/elementalist gnome in my campaign who currently has an AC 27 and is immune to fire and decided he wanted to permanently be smaller so he shrunk himself with a permanence spell and he is even harder to hit. I am running giant slayer and with him lobbing 50-70 point fireballs nearly nothing stands in his way. My question is should I require him to tone down his character because he is beating the system. Or should I crank up my mobs to combat him. I have found I can grab him but the problem is he now added escape artist. I cannot harm him while grappled can I? It seems like you should be able to pop him like a zit if you had a giants hens around you. Please offer any suggestions. Thanks.

Grand Lodge

I would highly recommend hitting the local print shop in your town and get a big map of any giant sized location you are fighting in. I got one for 20 dollars of red lake fort and another of the cathedral spires of Minderhal for about 10. I am getting another when I need to set up some large scale fights.

Grand Lodge

We are currently in Book 3 of the Giantslayer series and are looking for 2-3 players to join us. We typically play in Waynesboro but have played from Martinsburg, WV/Frederick, MD/Gettysburg and Chambersburg, PA. If you live in the area and are reading this would you at least give me a call. We really are looking for some fun people to join us. The group just lost the cleric and a fighter do to real life and are losing 2 damage dealer npcs next week. If you are interested in joining us add me on Facebook. Chris Vores I would love to chat with you more about it. We are having a blast.

Grand Lodge

I am sitting here thinking about what is going to happen with the noise from the fight in the finale to this book today. The party, as I previously mentioned, is fighting the leaders in Grenseldek's keep. They already killed Karrguk with the help of Droja and the lack of his bodyguards being with him. They still have the two manticores to deal with, and with the general already dead,and the other two leaders either hurt or on their way to dead I am dying to see what the party comes up with to get out of the fort or finish the fort with 30 orcs, many ogrekin, some hill giants and others in the fort. It may come down to them capturing Grenseldek or intimidation or some other great idea. I will post what happens to finish this book out today.

Grand Lodge

I know trip takes the place of an attack dire wolves normally have + 7 to hit but to do a trip it is +8 CMB. Do they get plus to to CMB to trip when charging? How is a charging trip played out? Thanks!

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taks wrote:
Sounds fun. I like combining fights like that, too. Particularly given the complaints many have with less than challenging battles as filler in many AP sections. Doing so has been very important in my Mummy's Mask campaign as well.

. I may have to check out that AP once this one is over.

Grand Lodge

So the group this week met up with Droja and after she told them about their destiny which lay in the chapel they decided to try and get to the chapel. They made it no problem. They met the inhabitant of the chapel and knowing the bear fight was over they hoped Ulmo would still be alive considering he got some help from Droja. We had another PC join our group so I made him a prisoner fighting the Bears too. So the group decided to cast invisibility on the rogue and wizard and they snuck over to the gate where the dwarf was. They snuck in freed them then cast invisibility to get back to the chapel. They also found Karrguks tent on the way and decided to take care of him once it was dark. The rogue snuck in and used oil of Taggit on the General he made his save and failed perception to wake up and with Droja sleeping beside him the rogue coup de graced him. His head rolled and Droja woke up. They made it back to the chapel and decided to hit Grenseldek in her home. What they failed to realize going in the front door had 2 hill Giants to meet them there. They took down the Giants but just as the last one fell Pappy and his bunch opened the door. 3 rounds later Grenseldek and her minions came down from up stairs. 2 dire wolves, 2 half giant orcs and Grenseldek herself. I can't wait for Saturday to see how this ends.

Grand Lodge

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My group heard the orcs headed to the bear fight around 5 pm. They overheard the orcs telling each other to hurry up or they would miss the dwarf fighting the bears. They also heard the bears growling from outside the walls. The rogue climbed the back wall and got the group over using ropes to the area right in front of the sewer grate. They checked out the moat and poisoned some of the drink left by the orcs with some poisons they had. They saw Droja's tent and correctly id'ed the fact it is the shaman/oracle type. Our night stopped right there till next Saturday to allow me to prepare the castle. I went to a local Copy Quick shop and had the map in the book blow up to 3x4ft with 3/4 inch squares per 5ft. So I have a near full size map for them to explore. Cost me 20 bucks and I can't tell you the feedback I have got from the local game shop. Everyone can't believe how awesome it is. I can't wait til next week. It is nice to read your post and see how others are getting in the keep.

Grand Lodge

So we finished out the Vault of Thorns last night and headed up river to the Redlake fort. We had a dwarf join our group who too a couple feats from the Giantslayer series. In particular, the feat which allows him to roll with it, Roll with it allows him to roll with a critical blow from a giant and take normal damage instead. Now, at 6th level the dwarf paladin had 66 hps. The first hill giant they met hit him for what would have been 56 hps but he rolled with it and took 1/3. I would toss out there to the gms running this campaign to not shirk at allowing characters to build giantslayers at level 1. Many people have posted that you won't be fighting giants right away. I beg to differ. When and you will meet giant types in the first and second books. When, you meet them they hit hard and as the books progress we are talking 1, 2 and 3 attacks per round with x3 crits and 19-20 crit ranges with plus 10+ to hit each time. It gets worse as the books move on. I would highly recommend to have a heavily armoured character join the group and at least 1 main healer with a backup if possible. Group makeup is semi crucial and Knowledge skill are key. Knowledge nature in the second book has a lot of rolls. Knowledge local, arcane, history have come up as well. I would recommend someone that can climb well in the group as well. Just take this post as you will. I like to know what my characters are getting into and now that I have completed the first and most of the second book these are just some tips. I hope it helps.

Grand Lodge

bargleslayer wrote:

I don't know how to add a spoiler button, so fair warning.

Does anyone else find the cache of weapons at the end of the vault of thorns a little underwhelming?

I mean, after all the party has gone through to get there, I was expecting more than one weapon that was intended specifically for fighting giants and more than 11 anti-orc arrows. Some of the other items make sense for druids to have, such as the wand of magic fang, but I think when I get to this part I'm going to make the treasure better match the description Halgra gave, while keeping the total value of the treasure about the same.

I get that Halgra may have imperfect knowledge of what the contents of the treasure hoard would be, even with Silvermane's description (though some details could be lost in translation), but I really don't enjoy intentionally setting up my PC's for disappointment.

Other than this detail, I love this part of the AP, its a really cool location.

Anyone have suggestions for alternate items for the vault of thorns hidden weapons cache?

I did find the loot underwhelming.

I removed said loot and added an elven blade fitting for our halfelf rogue, a wizard item and a cleric item. All fitting sometime in the past few hundred years, druidic nature, anti orcish. Each player has something that will help them in this campaign.

Grand Lodge

karpana wrote:

Looking for some quick advice...

The initial encounter run up for Ewigga in J4, it speaks about how Ingrahild and her brother decimated Ewigga's coven before she fled into the vault.

My player party has Ingrahild in the group for the moment...and while Ingrahild won't recognize Ewigga (due to Ewigga's disguise), it should be evident that Ewigga recognizes Ingrahild.

What's the best way to role-play out this initial encounter?
Should I do this by the book and "pretend" that Ewigga doesn't recognize Ingrahild? Or should I have Ewigga go ape-s#+* on the group in retribution against Ingrahild.

plot spoiler:

Just outside Ewigga's room Ingrahild got blinded. When the party decided to go in and meet the "elf" the blinded Ingrahild was outside with another of the characters. When she was brought in she couldn't see Ingrahild but remembered her voice! She asked one of the party members what this person looked like and the person just so happened to be Maleus the party's wizard. She asked Maleus if the person was a green skin hag with big nasty pointy teeth and when Maleus heard this he asked his Figurine of wondrous power giant owl who was transformed outside on the walkway to look in the room to see what it could see "true seeing". The owl telepathically told Maleus who proceeded to surprise Ewigga with a scorching ray crit to the chest. What a great way to have Ewigga decloaked!

I had the mercenaries Ingrahild and Ulmo brought with them each have a magic item (unfortunately they were eaten by the marsh giant, the dwarves not the items) and the party had a chance to find them. I put a carved meerschaum pipe with the front of it a figurine of an owl which could be removed on the back of the pipe their were three dwarven runes One Two Three...homage to the tootsie roll commercial where the owl goes one two three when asked how many licks does it take to get to the center of a tootsie roll pop. We then rolled to see if it was a great horned owl or great owl. Totally random stuff here people. And guess what they got a helpful flying creature they may need to get them into the mindspring mountains, it has true seeing and it has Knowledge Nature which the group did not have. I told the party that this particular owl came from the First World, its plane of origin. I also gave the party one other item from the other dwarf which also came in handy. The group took out the tendriculous from a distance while on the walkway but it is regenerating and when they are all down on the floor it is going to attack again. I have it playing dead like a venus flytrap till they are close. Gonna be a great day Saturday when we all play again


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