Search Posts
I just checked my order history page and I noticed that my pending order has a copy of Council of Thieves Part 2: The Sixfold Trial also pending. I already received this adventure in September so is it possible for this pending copy of the AP adventure to be removed? I can wait for my other subscriptions to be sent along with CoT Part 3.
This is a 3.5E D&D campaign where we will be playing through the Curse of the Crimson Throne adventure path. Time, tool, and player-wise, I would like to hold game sessions on Sunday afternoons from 1 PM to 6 PM EST bi-weekly using both MapTools and Skype for five players. The main books we will be using are the PHB, DMG, and MM. Material from official Pathfinder Chronicles Campaign Setting supplements and web enhancements can be used with notification while material from other D&D supplements must be requested. In all respects, I reserve the right as DM to decline and retroactively remove any game mechanics that prove problematic. Story-wise, players are advised to download and read the Player's Guide to the Curse of the Crimson Throne and make characters that fit based on the information therein. Mechanically, all characters should start at 1st level and generate ability scores using the standard 4d6, drop lowest, and arrange to taste method. Be sure to use an online dice roller like InvisibleCastle and send me the appropriate URLs so that I can verify your dice rolls. As normal, take maximum hit points at first level and for starting wealth, just take your initial character class' maximum starting gold. I have several house rules in effect as well. First, the minimum hit die size is d6. Second, the minimum number of skill points per level is 4. Third, all bonus feats accured by fighters are wild card feats, all of which can be changed after five minutes of uninterrupted practice. Fourth, monks get full BAB and finally, rangers get sneak attack damage dice equal to thier favored enemy bonus when attacking said favored enemy. Regarding stuff I absolutely do not want to see, please do not use any of the following when making or advancing your characters:
Also, do not make use of the following "legal" rules abuses or anything similar:
You can privately contact me about this campaign at the_densetsu@yahoo.com
Here are my opinions after some playtesting... Dwarves
Elves
Gnomes
Half-Orc
Halfling
Human
Inspired by Virgil's high level playtesting, I tried some as well, focusing solely on combat. I calculated that a sole 15th level character has a APL of 11 and then made several EL 11 fights to run each class through. Having finished testing three combats, here are my opinions... 7 Wraiths
1 Treant, 2 Tendriculous, and 2 Shambling Mounds
2 Efreeti and 1 Erinyes Devil
Overall Opinions So Far: Fighters, barbarians, paladins, and rogues are still really gear-dependent. I don't like this. Also, if spellcasters prepare (or have) the right spells, they can turn fights into cakewalks. I recommend giving non-spellcasters the spell-like abilities they need at high levels (FLIGHT) automatically while not really improving or nerfing spellcasters (since most of thier potency came from preparing the right spells). I'll run some more tests and see how things go.
Here are my opinions after some rough playtesting.... Arcane Strike: This feat is only good for bards and while it is okay at low levels (1-3), it is not good enough once PCs start getting access to magic weapons (4+). The overcome damage reduction and +1 bonus to damage are just too paltry. Backswing: This is decent at high levels. Primary fighters will almost always hit with thier first attack in a full attack so getting another attack at one's highest attack bonus for a successful hit is great. The hit to damage is not that bothersome either. With haste, a two-handed fighter can muster six attacks per round - useful but it doesn't add anything NEW to the warrior toolkit at high levels. Cleave: A good low-level feat which (for the most part) covers the old version's capabilities and adds something new. Dazzling Display: This is more like it! It gives warriors some form of short-term group debuff (through inflicting the shaken status) and could be very useful into high levels because if multiple warriors do it at the same time, they have a good chance of inflicting frightened and panicked status on a good portion of the opposition. I love it! Devastating Blow: This is a good upgrade to the fighter's standard action attack and affords the fighter some mobility at high level. Dodge: Good low-level. A bit better than before, but since it's a prerequisite to better feats so it doesn't have to be stronger. Gorgon's Fist: Good control move. The staggered condition it inflicts makes the feat very useful against thwarting melee-based opponents and pinning artillery to a particular spot. The duration and exemptions to the staggered condition infliction also keeps the feat from being cheesy. It's also only a standard action, making it great through middle levels. It can be very useful into high levels but iterative attacks might take precedence. Great Cleave: Like Cleave except it allows you to hit all adjacent opponents at most once as long as you can keep hitting. It's a great mook sweeper but I cannot say much else. Whirlwind Attack is better at being a straightforward AoE attack. Then again, Great Cleave is only a standard action so you can move before or after the feat. Lightning Stance: I don't like this feat. Needing to move or withdraw makes it good only for escaping. It would be MUCH better if you could use either fighting defensively or total defense and "blink tank" with it. Manyshot: I like the old Manyshot more since it allowed mobility. However, this is simpler and more straightforward. An Str 16 archer with an composite bow can inflict an additional 7 points with his full attack on average making this good at mid levels. At high levels, the bonus damage just gets better however damage reduction and lack of additional precision-based damage reduces the usefulness. Overhand Chop: Good low-level, poor mid-level and beyond. Scorpion Style: Good control against mobile foes. Shield Slam: Good control manuever for mid level characters, a useful addition to a sword and board fighter's toolkit. Against the numerous giant-sized opponents that high level characters face, its utility reduces at high levels. Stunned Defense: Great in conjunction with Intimidate (Dazzling Display) and Deadly Stroke. Vital Strike and Improved Vital Strike: These feats don't seem all too great. Since you're only getting bonus damage dice with the trade-in and it doesn't multiply, your base average damage only increases slightly and the increase doesn't make up for the loss of iterative attacks. Only useful if you're facing a lot of opponents whose AC you cannot possibly hit with your third or fourth iterative attacks. Still, this is a high level feat and it should be better. Wind Stance: It's okay, not great. Overall Opinion: I like what I am seeing in regards to the movement control abilities (Scorpion Style, Gorgon's Fist, Shield Slam). I also like Dazzling Display and also Stunned Defense and Deadly Stroke since they build on that. Please continue adding more of these battlefield control abilities for warriors and monks. However, I would like to see Wind Stance and Lighting Stance improved - make them more flexible defensive options. I would also like to see Arcane Strike improved or more feats built atop of Arcane Strike so warrior-mages have some toys to play with at mid to high levels. Also, Vital Strike and Improved Vital Strike need much more oomph being high level feats. |