Count Lucinean Galdana

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Love the PDFs as well. Cant wait for the whole Campaign Setting

Shadram I was wondering the same thing, but I like what you provided.


1 person marked this as a favorite.

Backed!

Will be getting S&W version


Golemoid from thunderscape setting is exactly what you describe.


These are great!


Yeah link looks like its down


Hello

I am designing a homebrew setting very much like the Iron Kingdoms campaign setting.

I was wondering what you all thought would make a Pathfinder equivalent to the Warmachine "Warjacks"?

Would this be best addressed as a Construct?
What other rule options exist?

Thanks


I think this is a great idea and would love to have a set up like this. A found a series of blog posts where a gamer did the same project. His is pretty intense but going back through the older posts you can see his basic setup.

http://ultimatelcdgamingtable.blogspot.ca/search?updated-max=2010-05-17T19: 09:00-07:00&max-results=7


Customer Care rocks!

The issue was mine (who else hates address verification issues!) but I have a copy of the pdf I was looking for in time for my birthday gaming session!

Thanks to Customer Care Reps I spoke too (although I didnt record your names)


I tried to make an order on Saturday night for two Kyoudai Games pdfs. The website said it needed to be reloaded at one stage in the process. I was charged the $23.00 on my visa but was not given the pdfs. They still appear in my shopping cart.

Cant wait for customer service to open at 10am (what a great starting time) but thats still almost 3 hours for me.

(* this post is not an upset rant. I figure the web team would want to have examples of issues like this happening on this system. Im sure it will be worked out with customer service.)


Mark Hoover wrote:

If you're looking at Tsar consider Barakus and Rappan Athuk from FGG. They might not fit vanilla into what you're planning but they've got tons of good material. Also if you're willing to rework the monsters involved I like Master of the Fallen Fortress as a good stand alone with lots of potential for more adventure. Finally Hollow's Last Hope. Its a 3.5 module with an emphasis on exploration to save a town. Again, with a little modification here and there with regards to monsters you could have a very awesome one shot with potential for future adventures

** spoiler omitted **...

Mr. Hoover! Excellent just excellent. Falcon's Hollow is my favourite setting


I'm pretty sure there is a blank copy of a settlement seatback in the GM's guide


RobRendell - THIS is amazing. Thanks so much for sharing! I just tried adding my own map and it worked flawlessly. The potential here is very exciting.


Another one that comes to mind is the Northlands Saga 1: Vengeance of the Long Serpent BY Frog God Games.

Its a through and through viking adventure but has a ton of workable content for adventuring in the North.

I only have the first of four of the Northlands Saga but its a quality product for sure.


Hey Romaq

I've run my girlfriend through "The forgotten hills" in the One on One Adventures Compendium by Expeditious Retreat. Its an adventure for levels 5-7 and comes with a Barbarian and Ranger pre-gen to pick from.

Its a good product. There are alot of rouge type adventures of course but this one is definitely not.

I recommend checking out the whole line. Ive converted most of the adventures to my girlfriend's PC with to much worry.

- Adventure #6.66: The Pleasure Prison of the B’thuvian Demon Whore (from the One on One Adventures Compendium) Was the best time my girlfriend and I have had as a solo game. Despite the name its not that bad the and pre-gen Krunk the Barbarian, is as bad a$$ as they come. This is a true and true Barbarian adventure, something exactly like Conan would get himself involved in.


Told you...I feel like a goof now.


Thank you all so much!

Orthos - I like the sounds of what your saying, I feel like a goof tho, i dont know what SO1KS is? I would be more than willing to take a look at it.

Redcelt32 and Dudmeister: Glad to hear from some of the KM bigwigs about my idea. And Dudemeister is got just the stuff I was looking for.

My game with certainly include a heavy trade aspect (New France of course being based around the North America Fur Trade) and I hope I can keep the pressure up from the Iroquois/British agents trying to weaken NF from the south.

I was more thinking about which "pieces" should be included or excluded.

The PCs are agents of the Company of New France and sent to the Pays d'en Haut (The back-country)after a foul beast that has been terrorizing the countryside. They arrive at Forte Ste-Marie (Olegs) and have the adventures of Stolen Lands.

The bandits are replaced by Iroquois Raiders and English trappers, with a stag lord equivalent boss. (The beast is a fur trader that's been warped by the foul fey related changes in the Pays d'en Haut, and meet up with the Iroquois/English).
The Iroquois/English force is there to disrupt the natural order of the forest and basically try and once again to destroy the local native groups for the coming of the (Big BAD, evil fey creature).

Could most of book 2 be skipped? As long as there are lots of hexes to explore? And then maybe introduce the events of Book 3 rather early?

Any one of other ideas they might want to toss around?


Like it says in the title how would you run a kingmaker AP for an E6 or E8 campaign.

What are the very basic plot elements that need to take place that still foreshadow an evil fey creature trying to exert control over an area of untamed wilderness?

the world is not Golarion' but a Colonial North American rehash.


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Kelarith wrote:
I'm somewhat confused. Is there a feat or ability that allows the druid to use spells while in wild form? I only see reference to the druid not being able to talk or use abilities, and I'd hate to limit my players, if there is a feat or something that lets them.

Natural Spell

Go to Natural Spell


Kazumetsa Raijin wrote:

I'm not worried about the mechanics part - That's all covered extremely well. I'll happily send you a build if you want to check it out. The two classes combine incredibly well.

I'm just worried about the thought of the RP for it. I don't want to create something that is far too cheesy to be true, or abuse what I can build via RAW and it come off as "douchebaggery" to other players or my DM. That's why I asked how cheesy it would come off as : P I'm really worried about that part beyond anything else. :(

Kaz I'd love to see sample build. Post it here for PM me if you wish


Email sent. Can't wait


I like it PFBeginner! +1 to your mad skills. I got to take the girlfriend to work but will read it over in more detail when Im back with coffee.


Hello everyone thanks for the input so far! That's why the KM sub-forum is the best.

Let my try a put down a summary

(Book/Arc One)

Agents of the Company of New France (the PCs) are sent to the 'back-country' to solidify their position that far into the interior and to ensure the withdrawal of English traders/trappers they encounter.

From Montreal the PCs head north west finally arriving in Georgian Bay. Their destination is Fort Ste-Marie, a Jesuit Mission in Huronia, the homeland of the Huron Nation.

The PCs are greeted by Father Brebeuf and quickly informed of the 'bandit/English mess'. ((No offense to all the UK readers out here, I do love you, but Im looking for some kind of nickname the French would have given))

A gang of British fur traders/trappers with Iroquois allies have been harassing the French post for several months. The PCs will/should prepare an ambush and confront them.

From here they can explore the 'back-county' mapping hexes, exploring the wilderness and what not.

(Book/Arc One = Done)...well sort of

So the thing is, the Jesuit Mission was burnt before a Iroquois raiding party could reach it. Previous to this that raiding party had already destroyed several Huron village and killed/tortured 2 Jesuit priests nearby. The Hurons and the Jesuits fled to Christian Island in Georgian Bay.

I would love to incorporate the destruction of St Marie (Again, alas) into the story arc here somehow, maybe on the way back from the SL's fortress. Im DEFINITELY getting to lose with the time period here cause the Iroquois wars with the Huron were 50 + years prior to English activity in the area, but it will add to the drama for sure.

Now the PCs wont be able to use St Marie as their homebase and will have to look elsewhere (I already have a better spot in mind anyway)

Now my PCs are probably going to want to go after those Iroquois right away, I need a way to transition into the next section (book 2?). It was Winter when the attacked happen so we could have-wave some building time until summer when the revenge can start.
- after moving ahead a couple of months and their fur trade post is established they can move out after the Iroquois party while exploring the next set of hexes.

The events of book 2 I think can still be incorporated. The werewolf, the bard and the cult (Somehow im sure.

Ill give you all a break now!

Thanks for reading


(Sorry for the incoherent mess below)

Greetings

Now that my girlfriend has bitten the BB bullet and run through several adventures with each of the classes its time for me to indulge in my dream AP/story arc. A kingmaker mash-up in a fantasy/North American backdrop; specifically the PCs will be from New France.

Go to New France

---
Intro:

The PCs are sent to the Pays d’en haut (the "back-country" of New France) as agents in the Company of New France (Fantasy version of "fur trading company") to consolidate power in this part of the continent.

-(They have a similar charter from the governor of New France like the PCs in the actual AP)

From Montreal/Quebec the PCs travel the Ottawa and Mattawa Rivers on through the French River and finally into Georgian Bay. Their destination is Fort Ste-Marie, a Jesuit Mission in Huronia, the homeland of the Huron Nation.

Huronia-Game Area

The PCs are greeted by Father Brebeuf and quickly informed of the 'bandit mess'.
A gang of British fur traders/trappers with Iroquois allies have been harassing the French post for several months.

- (From here the opening scene pretty much takes place like in the book)

Exploring the Greenbelt:
- Its assumed the PCs will use the Fort Ste-Marie as a home base like Olegs while exploring/mapping the wilderness (which basically happens to be by backyard growing up)

The British trappers/traders will have a camp like Thorn (?) in the AP and a much larger (but maybe not as big as the StagLords fort) base deeper in the interior.

Although its still definitely going to be a fantasy setting, I never liked the Mites as written in the First Book. I wanted to swap out the Mites/Kobolds for various Huron tribes/Village sites that are spread throughout the region.

Im taking topographic maps from the Township's GIS department (hosted free on their website) and drawing them out by hand right now and adding bigger elevations/hills, deeper/darker forests and tons of perfect places for other critters of the "stolen lands" to inhabit.

- I dont think I will be keeping it "by the book" for much longer than book 2 or 3 but I would like to hear from others about possible directions they would take it.

thanks for reading

EDIT: Woot, it seems I got the link to work on the first try. Went back in and added another image.


Greetings Folks!

I'm looking for a little bit of collaborative inspiration here. I yanked the following from the 1001 Campaign Seeds post.

Dream Atelier said way back in Oct of 2011... (For the comedy game) The world's supply of booze is going rotten before it ferments! Clearly this is the work of fell magic, and so the barkeeper at the heroes' favorite tavern threatens to call due their tabs if they don't get up off their lazy buttocks and do something about it.

This smacks of all kinds of awesomeness, partly because Beer is (of course) so near and dear to my heart and I can only fathom the panic attack I would have if the beer turned rotten before it ferments.

Im going to post this and get on with my errands for the day but I wanted to put the idea out to the community as a whole to see what kind of craziness we can come up with to STOP THIS EVIL PLOT.


Number 4!!! Sounds Like A Great Game


Greetings all

I'v been inspired by a few posts in the last couple months mostly "Barbarian Druid Shifter. Does this sound effective?" by theishi and "Ravingdork's Crazy Character Emporium" by the Ravingdork himself.

http://thefoolscourt.zxq.net/other/meglin.pdf
> the character Ravingdork provided that helps illustrate the exact idea/build

The concept/fluff of a barbarian druid is awesome and something I would love to see used at my home table. I usually GM, rarely play but cant get the idea out of my head. I've stated up some it of it but never playing an actual druid before not sure how best to proceed.

I haven't messaged the Ravingdork directly, i know its his character that my build is based off but figure its best to have the input of the whole community on this little project.

My goal is a wild-shaping druid with the benefits of the Barbarian Rage.I want a PC/NPC (since I might as well prep for both) that can spend all day in animal farm but if the need arises, RAGE and put it an end to any troublemakers

Barbarian4/Druid6 is the goal for now.

I would think the character started as a Barbarian, allowing for the longspear (and hopefully Combat Reflexes) and d12 HP. I spent awhile looking over the Rage Power list. Ravingdoor chose Lesser Beast Totem, for the claws and Guarded Life and these seem to be the best of the best. Can anyone suggest any other low level rage powers that compliment the melee build at this point?

as theishi started off his post the Shaping Focus feat (+4 to druid level for the purposes of wild shape) needs to be utilized during the druid portion.

I was thinking Combat reflexes and power attack for the barbarian portion of the build. Not sure how the rest should look. Any ideas?


Originally presented in "Adventuring classes: A fistful of denarii"

Go to [url= http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/beastmaster] d20pfsrd

- I like this class. Ive always tried to seek out some way to have a barbarian type PC (minus rage of course but it still screams part barbarian to me) with a bad a$$ animal companion.

On the d20 page though there seems to be alot of negative reactions to this class, that its overpowered, cheesy etc.

I was wondering what you all thought? My standby option is a mounted fury barbarian itself.

AP is kingmaker
20 point buy
all books allowed


Dakaran

These are awesome! thanks so much for putting them online. Already sent them to the printer for a test session this afternoon!!!!


Jacen wrote:
My players have all chosen pawns for their PC's from the BB pawn set for our RotRL campaign and I was wondering if anyone knows which publications the art on the PC pawns came from originally, specifically the male elf cleric, the male human rogue and the male human wizard?

Im pretty sure they appeared for the first time in the Beginner Box itself.


Dagada wrote:

Same request here please, Mr. Ronald

** spoiler omitted **

Thanks for such a prompt reply Sir William Ronald! This looks amazing. I cant wait to run it for my girlfriend and her group.

Thanks so much!


Same request here please, Mr. Ronald

Email:
dagada@gmail.com


If you haven't already checked out these resources I think you should. I got both the Pdfs and they are awesome.

http://paizo.com/store/downloads/atlasGames/northernCrown

Has something like 18 playable PC's, a huge gazetteer and a cool take on the colonization of North America.

Take care!


Yarrrr!!!


I am making an NPC from the Wolf Shifter base class in Wayfinder 11. For my game I changed the wolf to a bear.

Like it says in the subject line, I need some advice for feats/rage powers for levels 10 and beyond.

Level 1 Bear Shifter: Hybrid transformation, Bear transformation, Racial feat (Weapon Focus Greatsword), feat (Power Attack)
Level 2 Bear Shifter: Rage power (Low light vision), shifting resistance,
Level 3 Bear Shifter: Bear empathy, feat (Furious Focus)
Level 4 Bear Shifter: Rage power (Beast Totem, Lesser), +1 Str
Level 5 Bear Shifter: Favoured Terrain +1, feat (Extra Rage)
Level 6 Bear Shifter: Rage power (Beast Totem)
Level 7 Bear Shifter: Fast transformation, feat (Raging Vitality)
Level 8 Bear Shifter: Rage power (Reckless Abandon),
Level 9 Bear Shifter: Favoured Terrain +2, feat ( )
Level 10 Bear Shifter: Rage power (Beast Totem, Greater)

Level 11 Bear Shifter: Greater transformation, feat ( )
Level 12 Bear Shifter: Rage power ( )
Level 13 Bear Shifter: Favoured Terrain +3
Level 14 Bear Shifter: Rage power ( )
Level 15 Bear Shifter: Improved fast transformation
Level 16 Bear Shifter: Rage power ( )
Level 17 Bear Shifter: Favoured Terrain +4, tireless transformation
Level 18 Bear Shifter: Rage power ( )
Level 19 Bear Shifter: Shifting forms
Level 20 Bear Shifter: Mighty transformation, Rage power ( )


This is a build for an NPC, home brewed Kingmaker. Its based off the wolf-shifter in Wayfinder 11.Now of course its known that the Bear is not optimized but that's not what Im going for, going for flavor. I still hes going to be pretty bada$$.

I need suggestions for some of the later Rage Powers as well as feats that would compliment the build.

The original base class had a +1 bonus to perception, stealth while under the moonlight. I have replaced that with Favoured terrain, which scales from +1 up to +4 (while in his FT) at level 17.

Concept- the NPC will mostly be a raging bear-man hybrid, wielding a greatsword.

Dagada Bear Shifter

HP d12

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4+ Int modifier.

Human

Level 1 Bear Shifter: Hybrid transformation, Bear transformation, Racial feat (Weapon Focus Greatsword), feat (Power Attack)

Level 2 Bear Shifter: Rage power (Moment of Clarity), shifting resistance,

Level 3 Bear Shifter: Bear empathy, feat (Raging Vitality)
Level 4 Bear Shifter: Rage power (Beast Totem, Lesser), +1 Str
Level 5 Bear Shifter: Favoured Terrain +1, feat (Extra Rage)
Level 6 Bear Shifter: Rage power (Beast Totem)
Level 7 Bear Shifter: Fast transformation, feat ( )
Level 8 Bear Shifter: Rage power (Reckless Abandon),
Level 9 Bear Shifter: Favoured Terrain +2, feat ( )
Level 10 Bear Shifter: Rage power (Beast Totem, Greater)
Level 11 Bear Shifter: Greater transformation, feat ( )
Level 12 Bear Shifter: Rage power ( )
Level 13 Bear Shifter: Favoured Terrain +3
Level 14 Bear Shifter: Rage power ( )
Level 15 Bear Shifter: Improved fast transformation
Level 16 Bear Shifter: Rage power ( )
Level 17 Bear Shifter: Favoured Terrain +4, tireless transformation
Level 18 Bear Shifter: Rage power ( )
Level 19 Bear Shifter: Shifting forms
Level 20 Bear Shifter: Mighty transformation, Rage power ( )


Im sure this will get bumped to Homebrew shortly but that sub-forum doesn't seem to move as quickly as it does here in Advice.

I really like the Wolf Shifter class presented in Wayfinder 11, Excellent publication. Check out the free download if you haven't yet.

Here is one of the abilities:
Lunar Link (Ex): At 5th level, the wolf shifter gains a +1 insight bonus on Perception, Stealth, and Survival checks while under direct moon light and during the entire day of the full moon, including the two days before and after the full moon (during this phase, the wolf shifter gains the bonus during night and day, regardless of being under moonlight). This bonus increases by +1 every four levels beyond 5th.

My question is: Would it be broken/unfair to replace this ability with something like Favored Terrain?

Favoured Terrain (Ex): At 5th level, the bear shifter gains a +1 insight bonus on Perception, Stealth, and Survival checks while he is in this selected environment. This bonus increases by +1 every four levels beyond 5th.

Edit: As he advances in levels hes not going to pick additional FT, the bonus is going to scale up to a max of +4


Awesomeness


If you can check out the wolf shifter class in one of the latest issues of wayfinder (exact issue escapes me, but hey they are all free downloads).

The class seems to have just the synergy that your looking for, even has rage.


Frog god games has excellent supplements called hex crawl chronicles. Check these out and get one if you can. I used two of them in my kingmaker custom AP. They at great for filling in the blank hexes with really well written non-combat encounters and unique locales.


Never really noticed this one on the Ranger spell list before but it caught my eye this morning.

On the surface it looks sweet, a never ending quiver of arrows for my switch hitting lvl 1 ranger. Now there are tons of other useful options like longstrider, keen senses, entangle etc. but im wondering how Abundant Ammo stacks up in comparison.

Abundant Ammunition
School conjuration (summoning); Level bard 1, cleric 1, ranger 1, sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S, M/DF (a single piece of ammunition)

EFFECT
Target one container touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no

DESCRIPTION
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.


If a Pc took Barbarian for his first level, then Oracle with Nature Mystery for his second character level would this result in him having a Int 6 Bonded Mount?

All other levels would be Barbarian.


The main concept that I would like to have realized is the Nature mystery to get that Bonded mount.

A mounted Barb with a Int 6 bonded mount.

If the Oracle dip is taken at level 2 then back to Barb, will the the mount come into play like I want? Its still understood that the rage cycle/fatigue dismissal will have to wait for level 8 tho.


Looking at making a Barbarian/Oracle PC.

What appeals to me about Oracle dip:

i) Rage cycle of Lame curse. Question? When would be the best point to take the Oracle Level? For the 5th PC level, or 1st or 2nd.
ii) Nature Mystery, can give you a Int 6 bonded mount at level one.

In a melee Barbarian/Oracle is is neccessary to take any more than one level. Are there any pearks to going for a couple more levels?


Here is a Spell-less Ranger12/Alchemist 1

Ranger Lvl 1 : 1st favored enemy (Humanoid (human), track, wild empathy, Power attack, Quick Draw
Alchemist Lvl1: Bomb, Alchemy, brew potion, mutagen, throw anything
Ranger Lvl 2: Combat style feat (Two-Handed Weapon), stealth attack 1d6, FEAT
Ranger Lvl 3: 1st favored terrain (Forest), endurance, nature’s healing, +1 STR
Ranger Lvl 4: Hunter’s bond (Wolf), Ranger talent (Low-light Vision), FEAT
Ranger Lvl 5: 2nd favored enemy (Animal), fast movement +10 ft,
Ranger Lvl 6: Combat style feat XXX, stealth attack 2d6, FEAT
Ranger Lvl 7: Ranger talent (Favored Enemy Critical), woodland stride, +1 Dex
Ranger Lvl 8: 2nd favored terrain Mountain (including hills), swift tracker, FEAT
Ranger Lvl 9: Evasion, Ranger talent (Improved Tracking),
Ranger Lvl 10: 3rd favored enemy (Magical Beast), combat style feat, stealth attack 3d6
Ranger Lvl 11: Quarry, Ranger talent, FEAT
Ranger lvl 12: Camouflage, fast movement +20 ft.

Suggestions needed for feats and combat style feats.


Been thinking of Ranger (Skirmisher)/Alchemist (vivisectionist).

I happen to like the spell-less variant in KQ 11 instead. With this class I would get sneak attack at level 2. This makes the dip of Vivisectionist redundant and wasted.

Can i get some better suggestions please. I know it would be a step away from the core character, but the preservationist sounds cool. I wonder if you can use mutagens on the tiny, preserved specimens in bottles.

I have considered a fighter dip for feats but then I would have to invest some serious skill points into Alch and the craft skills.


Excellent suggestions all so far, thanks so much.

Im going to be pondering the idea of a Ranger (Skirmisher)/Alchemist (vivisectionist) while out for sushi dinner. Wish me luck.


Re: Blackbloodtroll

Id give Inquisitor another shot if you can provide a few suggestions of the first 5-6 levels of the build. You cant get PA untill level 2 when you get BAB+1, Im also at a loss as how quickdraw could sneak in there so the switch-hitter concept could come into being.


blackbloodtroll: I posted an inquisitor build the other day, in the same sub forum and same character concept.

There were many holes brought up and I am going back to the drawing board. I think a full BAB class is going to the way to go. Ranger of some sort may eventual win out, and at lvl 7 ill take leadership to be recruit Mani his Iroquoian sidekick.


Any ideas/suggestions of different profession and crafting skills that may be useful.

profession: trapper, skinner, herbalist, gardner, brewer, tanner
craft: alchemy, leather, traps,