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![]() Here is a small rough draft of my dwarven wizard. I'll likely edit it and add bits over the next few days/week. But for the most part its done. If you notice anything that may need to be addressed, please let me know. Fergus, the dwarven wizard:
Fergus Grew up as a young dwarf in glimmerhold. Unlike many others, He was not enraptured by that which glitters and shines, but instead by magic. He would spend his time reading books on magic, not on learning his fathers trade. Something which brought great trouble to him and his father. Fergus was the eldest son of the family, and so would be expected to pick up the mantle of one of the finest blacksmith families in the city. Yet Fergus felt little joy in hammering away on "lumps of metal". The constant pounded always echoed in his head as the work and heat amplified the pulse in head to excruciating levels. Eventually he took to using magic he had painstakingly learned on his own to aid in his smithing. Actions that would leave his father furious. After a heated argument with his father one day Fergus decided to leave so that he could pursue his passion for magic and the arcane. He eventually found his way to the crusades, working as a diplomat of sorts between them and the city of Glimmerhold while simultaneously taking advantage of the position to further his arcane and planar studies. As such, Fergus saw very little actual combat in regards to demons. This move would cause a rift between him and his family, particularly his father and his elder sister who saw this as Fergus turning away from his family. His brother however, would continue to keep in touch mostly via letters. After Fergus left, his father had taken to training Ivan, his brother in a much harsher and much more strict way than he had Fergus. Perhaps his father hoped that placing Ivan under such duress would bring Fergus back, either way, it did not. Despite feeling bad for his brother, Fergus would continue his studies. At the Crusades Fergus met Durgan, and after many talks discovered a common lineage not terribly long into the past, making them distant cousins. While they didn't always agree on some things, such as in regards to deities, and the idea of Law and tradition they managed to become rather good friends. After many years, Fergus would return to glimmerhold and attempt to reconcile his family. However this only lead to another argument with his father. Several years later, word reached Glimmerhold of dealings in Brevory of starting a new, fledgling kingdom. A new baron was to be appointed in the stolen lands and charged with bringing them under rule of law and Durgan was rumored to be among those close to the new baron. The fact that Fergus had been looking for a way to garner the funds to acquire a place where his pursuits could be followed and the thought of being able to ingratiate himself to potentially powerful people, and to possible garner a place to finally study, and to make a place where others like him could come to learn and study the arcane was too tempting to resist. Fergus decided to offer his services to the fledgling kingdom as both a wizard, and a potential envoy and connection to the city of Glimmerhold.
Fergus personality:
Fergus, on the whole, is rather strange for a dwarf. He takes care to always groom himself, keep himself clean and trimmed, and has never been a fan of hard labor that so many of his kin always seemed to enjoy. He enjoys silken, loose fitting clothes and always keeps his skin and hands smooth and soft. His beard is always painstakingly clean and kempt. Intricate runes always adorned it as ornaments, both to hold braids, or to keep it held. Fergus is a bit of a clean freak, getting understandably frustrated when dirt and grime (or blood and gore) stain his wonderful beard or robes. He is not a fan of most brew and beer, only drinking the best of golden mead and ale, otherwise preferring the taste of wine to the "burning grog" of his kin. He keeps his personal room neat, orderly, and pristine... expect for his workstation. Which is a chaotic and strewn mess of papers, calculations and empty mugs. The papers and numbers involving whatever pursuit Fergus has recently dedicated himself to. Fergus is also known for his lavish jewelry, carrying and wears several different types of gemstones on his person. However, this is more than merely an extravagant fashion taste. Fergus has always found it easier to manipulate magic by focusing it through a corresponding gemstone. The rarer and purer the gem, the better he the magic he summons. Each school makes use of different gemstones.
[spoiler=Goals]
reconcile his father and sister without consenting he was wrong for following his own passion instead of tradition. One day create a school to teach others who would have little to no chance to learn magic otherwise. Be they poor orphans with potential, or like him with families that disapproved of there pursuits.
rough draft of stats for Fergus:
the only experience I have with this AP is the Pathfinder kingmaker Computer game. ![]()
![]() just wanted to ask, I'll gladly stick with the wizard then. I'll read through some posts, but any particular schools you would rather me shy away from? hp stuff:
min4: 1d6 ⇒ 5 min4: 1d6 ⇒ 4 min4: 1d6 ⇒ 5 min4: 1d6 ⇒ 1 I am also assuming you don't wish for us to use any "craft" feats for any items we purchase? ![]()
![]() dropping a dot here. Always wanted to try a wizard in something like kingmaker. Seems like a great time to really try and actually do things with their crafting and the like. Probably looking for two goals from this point, a potential magical oddity shop, and a school of his own to teach/run. Thinking a dwarven wizard maybe.. what do you think of the instructor wizard archetype? I'm not a fan of losing the familiar but... also, I found this truly hilarious- "...and not wait for your overburdened GM to activate the dungeon's automatic walkway...." all this said, how much tech do you like in your fantasy? I was thinking about asking about this 3pp class- Machinesmith if you prefer little tech in your fantasy, thats fine as well though haha. ![]()
![]() Azten wrote:
Which archetype? And I agree, under normal situations the pre errata was perfectly fine. I just think some DMs hated being told "no" when their big scary monsters crit folk. As it stands the errated feats are nigh useless. ![]()
![]() First I want to say-
Improved X has been removed due to the feat tax rules we are using, so the party allowed the improved versions in the monk list to be replaced with greater (only applicable at level 6+) This is the feat tax ruleset we are using. We also all agreed on using pre-errat crane wing/style, seeing as how the feat is fairly garbage as written now. (I supported this, I never saw it as a real problem feat, comparative to other things. Like inherit scaling feats... crane style was not a feat that needed "fixing". /rant over ) Also we are using automatic bonus progression, apologies for not mentioning that. (so the +2 to wis comes from that) I also got the stat array a little wrong, he did put the 13 in INT, not Cha. For a bit of context, I'll post the generic easy to notice things from other characters- Note, numbers may be a little off, its again just my best guess.
Fighter has a 20 dex, 16 str. TWFer, with ~26-28? AC I think. Does 1d6+8 each hit at +14/+14/+14/+9/+9. ( I think he has just recently gotten a speed enchant on one wep) and Me, a Switch hitting fighter with 20 (22 at 7)Str, 18 Dex, 16 Con. My melee attack is a +16 for 8d6+19 (impact butchering axe + vital strike) and if ranged is needed +12(+10) at 2d8+5(+9) or +10/+5 for 1d8+9. with an AC of 26 the Monk's full attack (without tripping) I THINK should look something like-
so please don't think poorly of the monk, its just the biggest aspect is that in 95% of combats, he has free reign to move about without fear, and even has proven a threat to large quadrupeds due to his high bonus of +18 to trip even when fighting defensively. Basically the GM can hit the rest of us, he can't really "fight back" against the monk most of the time. As for a more thorough breakdown Here is what I can get, I don't have access to his sheet. But I talked to him and I was mistaken on a couple of things- Feats-
for AC, this is what I have gathered from play and my own assumptions-
SO there ARE things that require a bit of prep, but since you can take actions outside of combat he can start fights (other than ambushes) in total defense, and at 70 mins, barkskin is a reliable buff to keep up. So it wasn't his BASE AC, but his "effective" AC. Which has been fine since we haven't been surprised at all since about 3rd level. the fact that he took greater trip at 6 isn't that big of an issue, considering he would have just taken it at 7, though perhaps it started it early. Vicious stomp and greater trip are RAW two separate provokes Greater trip- when you trip an opponent, that opponent provokes AoOs
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![]() Hey guys, I'm posting this because my friend is a running his second pathfinder campaign and is having trouble dealing with one of the more optimized party members in a pre-errat crane wing monk.(since it was fine, and the errata is garbage) anyway, the rules/gen are as follows- We are using the feat tax rules (original, not the fully fleshed out PDF version)
The issue thats come up is, the monk is nigh untouchable in fights, but can't be easily ignored due to his battlefield control capabilities. The following is a break down of the numbers- we are currently level 7, the monk has the following.
HP: ~60
to hit: +13
CMB: 13
Feats:
Monk Powers:
Now, this all adds up to a rather hard to deal with fellow in combat. Since he has a 60ft move speed, 30ft of which can be made and still allow for use of flurry of blows (due to flying kick), and while if ignored his damage is lesser than the rest of the party, he can apply serious control via tripping. And, whenever the monk trips someone he gets three free AoOs against them (2 from greater trip and vicious stomp, one from them standing up). So, as it stands, the monk can trip up to 4 enemies in a round if he spends a point of ki, can move 30ft and still FoB, and anyone he trips is in a really bad situation. Now, the tripping isn't particularly the worst aspect, he has been doing this since the start, the thing that is starting to wear on the GM is the combination of that, and the ridiculously high AC/saves the monk has as well. Enemies that can reliably threaten the party, are rendered nigh useless against the monk as his ac allows him to move about as he pleases, and if anyone gets lucky and crits, he crane wings it away. Now, outside of just straight up nerfing the character(say, by reverting to the errata'd version of the crane wing), do you guys have any advice on how to deal with the PC? I have ideas of own for advice, but I thought I might as well check here to get other highly learned perspectives. ![]()
![]() omg I'm so so so so sorry. I thought I had made a post about this already. I'm going to be postponing the game until the holidays end. With all the stuff going on, I don't feel I can dedicate the time I would like to to running this game. As such, once things settle down (both the seasonal and non-seasonal, hopefully by new years) I'll do a check back to see if you all are willingly to continue. Again, I though I made this posts weeks ago. Apologies. ![]()
![]() in a flurry of strikes by both blade, claw, and tankard both hobgoblins in the tavern fall before the party. blood runs thick out the door to where the remaining hobgoblin and horse do battle. Stupid filthy animal! The hobgoblin curses before cutting a large gash down the side of the animal. in return, the horse quite literally puts the goblin on its ass, and it is quickly finished off by Mestin as he rushes out and removes its throat. GM rolls:
goboattack: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d8 + 3 ⇒ (7) + 3 = 10 bite: 1d20 + 5 ⇒ (13) + 5 = 18
As the rush of battle clears, and immeadeate danger subsides, you all take stock of the situation. Outside, hobgoblins loot in the streets by the score, inside the tavern you see several shocked and panicked faces, near the back wall you see the tavern owner trying to stem the blood flowing from Aubrins wound. While Aubrin seems to be fluttering on the edge of consciousness with ragged breath. combat over, what do you do now? Also, if anyone wants to take on the task of loot upkeep, I would be much appreciative. Also Hareal the horse takes 10 damage. loot: a masterwork backpack a masterwork crossbow with 20 bolts a wand of magic missile (11 charges) 3 potions of cure light wounds scrolls of calm animals (1), cure light wounds (1), magic stone (1) and 5 provision points. ![]()
![]() Rasheeda, intimidate is a standard action, unless you have a way to make it a move or less. Mistin, you would add your strength modifier to your bite damage, as well as your favored enemy bonus. As the chaos erupts in the inn, sprays of blood fly across the air as shouts of surprise, pain, and anger mix together in the air. As kurgan moves to attack one of the hobgoblins, the archer lets fly an arrow however Kurgan easily catches it with one of his war mugs. However, the added weight of the arrow throws off his practiced balance and he misses the mark on the hobgoblin. Mestin quickly retaliates for the harm of his companion, tearing a large chunk from the hobgoblins(red) leg and causing him to stumble and fall prone. Ori easily gets inside the (blue) Hobgoblin's defense and lands a solid strike on its leg, drawing blood. the hobgoblin shouts Then you will die like dogs! as Ori's strike lands home. The prone hobgoblin tries to stand, giving easy strikes to both Mestin and Lasaral. Blue strikes out at Kurgan, but his strike is swatted aside easily by the dwarf. outside you hear a whinny, and those near the door can see a white horse move threaten the archer who drops his bow and draws his blade turning to the animal with a sneer. However, he underestimates its agility and almost falls when his heavy swing is easily side-stepped by the beast. GMrolls:
readiedattack: 1d20 + 3 ⇒ (2) + 3 = 5 attackblue: 1d20 + 4 ⇒ (2) + 4 = 6 horsebite: 1d20 + 5 ⇒ (2) + 5 = 7 greenattack: 1d20 + 3 ⇒ (1) + 3 = 4 oh lordy lordy, talk about a lot of luck. 3 2s and a 1 in a row. Party is up, Mestin and Lasaral make AoOs against red. Also, please move your tokens on the map as you will. conditions:
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![]() did I? apologies! It seems I counted the hobgoblins as the 7th... how embarrassing. Feel free to go at any point you choose. Seems to be a simply they go you go fight this time around. Also, all mounts and or animal companions are outside the buildings. please provide me with an image of your mount/animal companion if you wish to not have me select an image for you. ![]()
![]() As kurgan finishes, there are cheers of toasts to him, then your attention is brought back to Aubrin as she finishes telling one of her more famous jokes.
The room erupts into laughter as Aubrin finishes her winding story and takes another drought from her tankard. But it’s fine now. All’s good. She named a cub after me. Someday I’m going to have to check in on little Ole "Oh Gods That’s Too Many Bees.” As the cheers die down, Aubrin gives a small bow. Now, if you will excuse me for a moment, I need to make room for more beer! After about an hour of stories, Aubrin leaves the "impromtu stage" in-front of the hearth and heads toward the door.
All right, all right! Don’t shove, she slurs a bit. Okay, Caydean strike me down if this isn’t true—
As you all get your bearings and make sense of the situation through the confusion, the hobgoblins rush in, two drawing long swords to cut down any who resist and another providing cover with a bow. One of the hobgoblins (blue) issues a threat, while the other,(red) more bloodthirsty one gets to work immediately, putting a large hole in Lasaral's leg, as his blade finds purchase and drives into it. Grovel, and you may live as slaves! Resist... and you die like dogs! The bowman (green) takes aim, but does not fire. GM rolls:
initiativehobgobs: 1d20 + 2 ⇒ (19) + 2 = 21 Kurganinitiative: 1d20 + 3 ⇒ (10) + 3 = 13 Griseoinitiative: 1d20 + 4 ⇒ (17) + 4 = 21 Lupineinitiative: 1d20 + 2 ⇒ (15) + 2 = 17 Rasheedainitiative: 1d20 + 1 ⇒ (11) + 1 = 12 lasaralinitiative: 1d20 + 2 ⇒ (12) + 2 = 14 Asurainitiative: 1d20 + 6 ⇒ (10) + 6 = 16 attack: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Order: Party up
conditions: Hobgoblin A (red) Hobgoblin B (blue) Hobgoblin C (green) Lasaral -7hp ![]()
![]() Phaendar’s Market Festival draws a crowd from all over Nirmathas, many solely to hear Aubrin the Green—the retired Chernasardo Ranger-turned-Caydenite cleric—recount bawdy tales of adventure from her youth. Outside, the celebration continues, as raucous shouts carry on the night air. Warmed by the crackling hearth and firelight after a long day, any levity comes as a welcome reward to the rough, earthy souls of this riverside trade town. As you sit among the tavern, drinking, eating, or perhaps filching to your hearts content you notice a half-elven woman being pushed onto a makeshift stage near the bar. She carries an overflowing mug and swats away hands. Alright! Alright! But my drinks are free tonight! She shouts before turning about to face the larger section of the building. She goes on to recount her tales, whether all the stories she tells are truly from her travels, or even true, you are not sure, yet they manage to bring an even more jovial mood the tavern. Many long time residents have heard most if not all of these stories before, but, seem to enjoy them nonetheless. feel free to make introductions and RP any you like. I will be around until Friday afternoon, after which I likely won't be able to update until Sunday night. ![]()
![]() The rewards can range from a free ASI, a handpicked magic item from me, or to a free feat for your character. Depending. Also, to make sure its clear, even if you die, you will be allowed to continue the current gauntlet (picking up freshly healed), I will also be keeping track of deaths throughout merely for the sake of bookkeeping. Once everyone has died once, the current gauntlet ends, and we move on to the next one, whether it was "beaten" or not. ![]()
![]() gurgle easily tracks the elk, however it's just as fast as him so he is forced to let it believe its safe before catching it. make a stealth check please As the arrows hit the two cubs one falls to the ground in a slump and the other runs back into the brush. Then as Luke pokes around in the brush a large brown paw appears speeding toward him. bearattack: 1d20 + 6 ⇒ (5) + 6 = 11 however he manages to jerk his head back before the paw tears it away from the rest of his body. The biggest bear you have seen in these woods steps to block your path to the cubs. ![]()
![]() the elk's heads pop up at skar's movements, and are mere moments from fleeing when two arrows hit them. The first striking the creatures chest and hitting its heart, but will make tanning the skin harder the second finds the elk behind it, striking it clean in the eye, it falls instantly, the other makes it over to the edge of the clearing. As Gurgle sprints towards the last one it takes off, alerted prior to skar and manages to outpace him into the woods. Gurgle can attempt to follow if he so desires, which would require a survival/perception roll. If you have the "scent" special ability you get advantage. As the rest walk into the clearing to collect, they hear a rustling near where the first elk had managed to run to. Luke see's two small bears cubs, large enough to eat, but still small pulling at the now dead elk bringing it further into the woods. Ok, I'll be moving things along at least 1 post a day. If not everyone has acted then I will bot them or have them perform what I judge they would do. ![]()
![]() sorry for the delay folks Luke, still a bit frustrated from the encounter stalks off down a path. Skar eventually manages to catch up and grab his shoulder and tell him that most of the animals have moved south, away from the mountain peaks. After giving a sheepish grin Luke nods and follows skar, helping as he can. After about an hour you come to the edge of a small grove and all of you notice a small herd of elk. Three in total and they are about 90 ft from where you are. Play it theater of the mind boys. ![]()
![]() the man quickly nods at luke. y-yes, of course. I-I'll leave a bit of food out from time to time for you. At the words of the elder and seeing everyone back of a bit. He quickly hops in the wagon and hurriedly leaves. the elder then steps forward and speaks. Take caution in your dealings with them. I do not wish to start a feud between us. Oh, and ahem. Yes, now that the distraction is gone. LET THE HUNT BEGIN! Are you all staying as a group as the elder suggested, or are any of you going your own way? ![]()
![]() man visibly shrinks at sharptooths shouts. I, we, um, I mean, J-just doing what I was, um told. We, we mean no harm honest sir. Just, just wanted t-to get s-some extra gold for me family is all s-sir. As far as luke can tell, the man may be a fool, but he is an honest fool. The driver continues to stare at his boots. As arrack lifts the man off his seat he manages to retain enough dignity to not flail wildly. He also gulps at the mention of his fate. At the question of how he found them, he says. T-the councilman told us y-you'd be in t-this a-area. The elder steps forward to view the offerings. [b] Hmmm, this will certainly aid in keeping us fed this winter. So often we barely skim by, twas part of the reason I asked others to join our Hunt and, perhaps, once in a while a different taste could be useful in strengthening the body.. Yes, A feast, we will hold a feast of honor for the winner of the Hunt this year with this. He turns towards the two men. I say let them go. They seem to speak the truth. If any of you believe otherwise you may act as you deem necessary, but know I have spoken on the matter. Come, it is past time to start the hunt. ![]()
![]() the man stops the wagon quickly and raises his hands again. w-we're from the n-new settlement on the river bend, not t-to far south from here. w-we're a frontier settlement from the m-main town down by the lake. These, um these are merely gifts of good will. w-we are told you don't farm, so you don't often eat what we do. We, just, um, thought that... um... maybe you'd like some?... His voice gets weaker as he explains, the threatening stares from many around the small tribe not helping. He also does his best not to look at Luke. ![]()
![]() As you all prepare for the Hunt, a strange sound draws your attention. After a few long moments a wagon breaks through the underbrush with two men sitting on it. One looking at a map, the other trying to steer the wagon along the smoothest path he can find. After a moment the man driving notices all of you and elbows the other. Who looks up a bit wide eyed but then takes a breath and raises his hand.
h-here, some of our smiths finest works. He lays down a couple of shields of rather good make, a suit of chainmail, a blade and several everyday items forged from iron. And, uh, food from our fields, which you surely protected from the orcs, w-whether or not that was your intent he pulls out several loads of barley, and smaller bags of assorted mixtures of potatoes, carrots, beans, and other such vegetables. He also pulls our two large barrels that seemed to contain a liquid of some sort. after this he moves to get back on the wagon, saying as he does so W-well, I h-hope that our peoples can, um, be friends. I-I'll be going now, our apologies if we um, interrupted anything of import. they are now heading to leave the clearing. ![]()
![]() ah, yes he is a human. While likely not the strongest choice it was the only one that really fit. I also took Variant human. also, that's a fair use of lucky I think, thanks for the response. also still tinkering with a few things on him. (like proficiencies and secondary ability scores) Other than that, I -believe- he is ready. ![]()
![]() how do you handle the lucky feat? here is a rough draft of my character. Camrik Alledar:
Camrik Alledar rogue (arcane trickster) 4
Age: 23
Spells&magic: Spells known: 3 cantrips, 4 1st level spells Spells per day: 1st: 3 Cantrips: Mage Hand, dancing lights, Prestidigitation 1st: Disguise Self, Silent Image, Illusory script, sleep ![]()
![]() It is late fall, the leaves that are changing colors are strikingly beautiful. The evergreens stark contrasts to most of the forest around the small grouping of tents that make up the living area for the tribe. You are gathered around the large bonfire at the center of camp awaiting the annual call for the Hunt by the village elder. The old man, with long grey hair, and even longer beard walks out of the largest tent leaning heavily upon his walking stick. He addresses those around him, including you, and some of the stronger warriors left in the tribe. Today, starts the day of the annual hunting games. These are held for two reasons. The first, and most important one is two give us food for the coming winter. The other, to allow our warriors to show their strength and skill, in the amount of of food they bring back. This time, however, I have decided to give honor to those that, while not born into our tribe, have proven their worth and earned our trust. Arrack, you won last years hunt, you have the honor this year of sounding the hunting horn. Also, you will oversee these people in their first hunt Oh, and take sharptooth with you as well. Now then everyone, prepare what you need, and remember, do not return until you have gotten all that you can, or wish, to carry. He hands Arrack the horn and instructs him to wait for a moment and then turns to walk back towards his tent. feel free to converse and the like for a moment.
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