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That link didn't work.
Make sure you change the Sharing on the Google Doc to "Anybody with link" mode.


Areas D6 and D7 are difficult to reach, according to the map.
D6 needs a squeeze through either 2' gap from D3, or 1' gap from D7. D7 pretty much requires you go up to the second floor, if you're freshing the food supplies there.


I'm wondering about the Gannet Island fortress - there's a couple of things in the central fort which don't seem to match up:

The stairs are 1 longer upstairs.
The ground floor is 6x9, the 2nd floor is 4x9, and the curved tower is shifted back 5'. It's pretty easy to presume it's build like that, but I'm curious if that's what was intended.

Normally I wouldn't care, but I'm attempting to build it in 3d for miniatures, and these things are not structurally awesome. :)


What effect do effectively permanent stat bonuses on maximum Mythic points?

It seems obvious that the maximum Mythic points would be increased, which is fair because you can only get up to +3 extra points that way.

But then there's the Dual Focus, you could quickly (and easily) end up with +5 maximum Mythic points at high level, for the cost of a single mythic feat and another belt/headband, where other abilities or feats only provide +1 or +2.


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Vital Strike (Mythic) wrote:


You can strike your foes with incredible force with almost no notice.
Prerequisite: Vital Strike, 1st mythic tier.
Benefit: Whenever you use Vital Strike, you deal double the normal amount of damage, including your Strength bonus, magic bonuses, and other bonuses that would normally be multiplied on a critical hit. Extra damage from sources that would not normally be multiplied on a critical hit are not doubled by this effect. In addition, you can use Vital Strike when making a charge, although this multiplication does not stack with other sources of multiplication of damage on a charge, such as using a lance.

What about the rest of the VS chain? Does it stop working? If yes, then the rest of the chain is kinda pointless (unless you're already low damage). If no, then VS is way better than taking the extra iterative attacks.


In my current campaign all players *and* monsters have maximum hitpoints.

So far: Works surprisingly well, except non-corporeal creatures. They become too powerful for their CR.


I believe the rules would combine: The orc would only be knocked out when the HP + NL damage combined exceed negative CON.


Area C4. The Mire.

The area is listed as CR 4, but only has two CR1's in the block and description. Mistake in the name of the area?


Make up little paper tokens and blue-tac them onto the minis.


I personally rule that the intimidate use of Antagonise forces the target to attack you with their strongest means.

So wizard hits you with powerword kill or wail of the banshee, a ranger pincushions you, or barbarian just ragelancepounces your ass.

Because making a level 20 (only ~DC35) wizard try to punch you instead of casting a spell is incredibly overpowered - forcing them to attack you with their best means is not, though it might be tactically unsound - that's what this is supposed to be for.


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Having worked on a few 6 player conversions, and run through all of them, here's my suggestions:

Use links for unmodified monsters. A link to PF SRD will save you time.

In most cases increasing the number of opponents is superior to advancing them. Obviously this doesn't work so well on solo encounters, but watch the AC and damage output. You could also give them 1-3 hero points, giving them chances to reroll, or take extra actions without changing their stats.

Individual area thoughts: (Unmentioned ones seem OK to me)
F. Give Soggy a character level. This happened in chapter 5 of Rise of the Runelords, you could do it too. I'd probably go for barbarian. OR... Give him the giant template.

G. Again, character level. Not sure what I'd go for him. Probably barbarian again.

H. Add 12 goblins (evenly between the houses), don't touch Gutwad part. Gutwad nearly wiped my 4-man party by himself, he doesn't need to be more powerful.

K. Stats on your advanced skeletons look wrong... They should have AC20 (which is way too much at level 1). Add 2 normal skeletons and call it even.

L5. Add 3 skeletons.

L6. Tsutamu is already a monster, and has been famed at wiping out many whole parties. Give him two skeletons as backup, tops.

Brinewall: Increase the number of Dire Corbies by 50%. They'll go further that way.

T4. This makes Flatbelly into a 'boss'. I actually don't mind it. :P

T5. Add another wounded Ogrekin

T6. Give Kinoku a character level instead of advanced. 22AC is nigh unhittable to level 2-3 characters.

T9. Make it a giant monitor lizard

T11. Give her another level

T15. Increase buttersnips HD using the monster manual information, if anything. AC24 is super nasty at this level.

T16. Add Giant template. It's not going anywhere already.

T19. You didn't increase the save DC on drain energy for increased stats... But I also recommend you increase his HD instead for that very reason - or give him a character level.

U7. Save yourself some time and just bookmark and link the last entry.

U12. Add HD to the attic whisperer. Those increased save DCs will be killer otherwise.

U15. Add an advanced dire corby to make up the 600XP instead of powering her up.

U17. Good thinking. Though they will have to fight her at some point, it will most likely be right after Kinoku.

V8. Add a level. Again; AC25 will be almost untouchable. (E.G. Fighter 3, +4 str = +7 to hit, only hits on 18-20. He has a lot of hp too.)

V10. This could be quite dangerous... Have the advanced Dire Corbies be affected by the sense of doom as well.

W1. Add HD instead of advanced.

Thoughts on advanced template:
It's very easy to simply "Advance" any monster - you just add 2 to every modifier, and 4 to AC and CMD. But this can be its downfall. That +4 to AC will often mean that less optimized characters will simply not be able to do anything to the target, while the optimized ones will barely even notice either the increased AC or hitpoints... So use it sparringly.


WotC still does it, but only for those with a D&D Insider account; Every individual art and map from Dungeon and Dragon into zip files for you download.

Which... is surprisingly un-draconian of them.

Their super old files are still there too, but you have to find links from off site.


There are already unlimited cantrips for wizards that deal damage: Acid splash and ray of frost.


All 6 chapters are linked in the second post of this topic. :)


Here's a month's exerpt of what I prepared for the RP variant rulership (I have dozens):

Month-----Kuthona
News: The Churches of Iomedae and Abadar have sent support for the destruction of the Occulus of Abaddon. In addition to morale support for Syxland, they also include a cash reward of 9000gp. // Destroyed Occulus in Vordakai's lair.
News: Xamanthe. She has ‘run away’ from home to Syxland, hoping to live a life of glory and adventure, like the heroes. They convinced her to train up to be safe first; induct her into Lothar's knightly regiment for further training. Wild nature rebels in future?
Count Lothar - No event
Chancillor - Position unfilled - ?
Gen. Kyria - No event
Ambassador Svetlana - Present The laws of the River Kingdoms (Guide to the River Kingdoms pg. 8) before players go to tournement
High Priestess Elohra - no event
Archon Viraqk - The Battle of Falheart - Pharasma herself claims this field. If the heroes wish to destroy the Ovinrbaane, this might be a likely place to enter the boneyards while remaining living. Inner Sea guide pg.143.
Marshal Mikmek - Outlying farms being preyed upon by wandering monsters is not uncommon, but recently there’s been a serious increase in thefts, probably due to proximity to the River Kingdoms whose possession laws are very lax. ~~ players undecided. Bigger problems next month.
Spymaster Borghildr - Early Pitax reports indicate that they have several unusual armies, including hill giants and wyverns, as well as extensive use of mercenaries and Numerian barbarians.. They are not currently on active campaigns. ~Advise only
Treasurer Zakko - No event
Warden Oleg - The number of homeless in Thornstag is increasing dramatically, which in turn is increasing the amount of crime in town, meanwhile many frivolous cases are passing in court. Anyone with enough money can charge anyone with anything they want.

-----

In short I provided reviews of past month, and then a short report that each character should provide to the council. In this case it was mostly NPCs, but I'm sure you get the gist.

Anyway, the results shouldn't be enumerated, but explored on in further roleplaying. If, say, the players allow the worship of any god(s) then they'd hit upon two problems:
Evil worshippers sacrificing people. (Summon a bunch of demons to fight!)
Good worshippers trying to stop the bad ones. (Whoa! Suddenly against the law, and lots of well meaning people are in jail!)

In the end your players give your civilization tons of personality, instead of numbers. For inspiration, I just hit up various news sources online for current events. (Government funded schooling hit a particular nerve in my group, which I found interesting - which in real life they agreed with, but in the game denied. XD)


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It's been a long year and a half of playing Kingmaker. 61 three-four hour online sessions (using Fantasy Grounds) and my 6-player group is ready (or not) to face Nyrissa, and I though I might share some thoughts on things that occured, and ideas we tried.

Prologue
I had my players meet with King Surtova to get their orders to explore the stolen lands. I had intended to make trips to Brevoy a large part of the RPing for my group, but lack of interest and motivation meant that didn't happen.

The Stolen Lands.

Spoiler:

An excellent introduction, though early on my players showed they were less interested in slowly going from hex to hex around a map basically without aim (and would often bee-line serious threats instead of pacing themselves). In the first 3-4 sessions I used day to day weather in an attempt to keep things interesting, but a large number of exploration encounters, especially before the whole party is mounted means they often won't get more than a single encounter per day.
The mite lair had too many ineffective enemies. The area dragged out and was very little fun.
The kobolds were more interesting, as they routed Tartuk and make good friends with the pests - a fact that came back to bite them several times in the future...
The Stag Lord's fort was fun. I think it works especially well when the players play along, and get into the fort in disguise rather than assaulting the walls directly. The earlier placed grog and prisoner information was great for leading the players to that conclusion, rather than railroading them.

Rivers Run Red

Spoiler:

Probably the most forgotten chapter. There were trolls (which was a nice, if a bit pointless, dungeon). There was the giant owlbear - which could have been better used to forshadow Nyrissa, but we played that before chapter 6 was available, so I didn't have the information to make the changes I could have.
The Kingdom running rules went right over the head of at least one of my players, and only had the interest of one or two. We played with 'hidden values' variant in an attempt to keep interest - but I scapped running the subgame for a more roleplaying focused idea later...

Varnhold Vanishing

Spoiler:

I quite liked this chapter. The town had enough evidence for my players as written to go chasing the Centaurs, then on to Vordakai's lair. This whole adventure was a bit on the easy side however, except the piscodaemon who almost TPK'd the group thanks to some bad saves against his stinking cloud. By now my players had all but stopped exploring except on their way somewhere.

*Realm of the Felnight Queen

Spoiler:

Due to the lack of exploring, my players were about 2 levels under recommended at this point, so I found myself a copy of Felnight Queen to bolster them a bit, and also try out some mass combat rules I'd written where players would be able to make their own actions as well as their armies. They turned out ponderous and unfun, but overall the module worked nicely, if a bit easy. It was very easy to change some names - make the town Tatzlford, and the marriage couple Loy Resbin and his defacto wife.

Blood for Blood

Spoiler:

I was in the process of re-writing my mass combat rules when we started this module, so I ended up running it as written. The infiltration of Drelev Demesne and Fort Drelev was quite fun, with much self control my players only killed the giants and arrested the nobility - almost no human loss of life - which lead into an awesome RP sess putting the former leaders on trial. The old Baron was sentanced to death, and in the process the party bard swayed Quintessa so well she fell in love. Took a bit of convincing to prove she actually quit working for Irovetti - which wasn't helped by the Poison Plot quest when she was fed misinformation. Armag's dungeon was quite fun, my players dodging the most deadly of the traps. 6-player improved Armag himself proved to be extremely difficult - not evil so not subject to smite, and he took down 3 players (of 5 in the session) by himself from full health. Also it was around this chapter when I implemented RP kingdom running. Once a game month I would present certain players with difficulties that the kindgom had to face, to present to the group. If I'd had more time to develop this idea I think it would have been a better way to make kingdom running less crunchy.

War of the River King

Spoiler:

My new mass combat system was finished by this point. Each army was effectively a character that had several abilities. It was quite simple in execution (though I'd crunched a lot of numbers on my side) so players just had HP, number of attacks and damage (not even AC - attacks would automatically hit) - and special 'powers' that would do other things, like an army of clerics could swift-heal themselves or adjacent armies. And after every battle the army would get a new power or type equipment, or more men.
Meanwhile the tournement was interesting. The boasting was by far the most fun. Jousting least. My players ended up losing the tourney to 6 player version of Villamor.
My players didn't understand why they should keep searching White Rose Abbey when they confirmed with Gaetane there was no 'secret weapon' and whatever Irovetti found there was removed years ago. And then when they cleared out the ghost they all but ignored the waterclock with Evindra in it - the one serious bit of Nyrissa forshadowing in the game. In the end I had to drop the subtleness and have one of the NPC rulers 'accidentally' release her.
Irovetti's palace had some good encounters and some bad encounters. The throneroom was one of the best encounters I've ever run. The roving bands of guards, Alasen, Geovidius, etc were very plain in comparison. Having read noted from the writer it sounds like it was originally a much more interesting place overall, but oh well. Due to a confusion in the stair cases my players managed to miss the Remoraz completely.
I felt Irovetti as a bard was very weak, and made him into a Magus. A couple of bad moves meant that he failed to escape in the end, to haunt them another day.

Sound of a Thousand Screams

Spoiler:

The blooms of this section worked marvelously. The players knew they had to take the fight to Nyrissa soon, but when these started popping up they got worried. Mostly due to luck they uprooted the realm after their second fight in Thousand Voices. We're all pretty tired of the campaign by now, so I've decided that the timeloop still functions, though the rest of the House of Knives does not, meaning all foes are staggered, which is still eating resources and means they will not face Nyrissa at full power, but also stops them from resting and recouperating, while Nyrissa just sits and waits. My players only have the defaced nymphs, Phomandala, and Nyrissa, unless they stop their current trend of running straight towards the finish. I still plan on using the upgraded 6P Nyrissa. I'm not sure my exhausted party will have a chance, but it's the end. I'm OK with a TPK. :P

Conclusions:
Kingmaker is a good AP, though with weak linking components, which can be fixed by a dedicated GM with access to all of the books up front. It's also not for everyone, if your players aren't interested in exploring every nook and cranny they're going to miss out. (Mine literally never entered/claimed the hex with the dehorned unicorn.)

I've run three different ideas for kingdom running now. In Rise of the Runelords I had a very precise system of income, staff and such, which was too much work for the GM and not very interesting for the players.
Kingmaker's kingdom builder, which could be interesting for some groups earlier one, but my group and I found it very dry - and as multiple people have worked out the magic item economy makes or breaks it. And now an RP one, where they have to make policial decisions, and have outcomes based on that, which requires the most creativity, but especially in sandboxy games makes a large difference, plus it answers questions about the kingdom "What do we do about unemployment?" for example.

15 minute work day is to be avoided. Kingmaker is very guilty of making these happen. Even interesting combats, if there's only one in a day, it's either super life threatening, or steamrolled. I think this could be avoided by clustering 2 or 3 locations into a single hex - which would leave more hexes blank but also make things more interesting, IMO.

6 player mods to a 4 player adventure path. A few others and I went to a lot of work to make sure there was enough XP and treasure to go around by expanding encounters for 6 players. In practice a lot of these encounters ended up going wildly wrong. Irovetti's guards were still a pushover, but gave more XP. 15 minute working day encounters took longer to resolve, but didn't provide more of a challenge. Armag became so powerful he was taking out tanks in a single full round action. Some of them went right, like Kankerata. Rebuilds worked well too, like Irovetti as Magus and Zorek as Oracle. This raises a fundemental problem in PF (and 3.5) - that a higher effective party level does not mean they can handle single higher level bad guys.

Objective. It has to be clear. Chapter 2, 4 and 5 are all about protecting the Kingdom, which is good. It works. But my players would be like "What do we do now?", even with a plate of sidequests still on the table. All of the antagonists in Kingmaker were too short lived, or not antagonistic enough.

I'm sure I had more stuff I wanted to say, but that's all I can think of. :P


A 'natural' 20 Bluff in this case would just make your sense motive checks reasonably hard. Not force you to do anything. That would be a magical charm effect, against which you would have a saving throw to avoid.

And you don't need to make a check to Detect Stupid on behalf of the merchant. He's clearly crazy.


As a GM with a previously optimized Alchemist in the group... they really mess up your plans. Even a moderate level Alchemist can Confuse a high level dragon causing it to suicide, with only a single save (and no SR)

I can understand where your GM is coming from, but he should be working with you rather than against you.

Edit:
In my case I brought it up with my player, and we scaled him back (within the rules). The rest of the party is still unhappy with the character, but we're near the end of the campaign and I don't want to force my player to change now.

In your case:
I'd accept the SU > SP of bombs for starters, because SU bombs are poo to plan against (reoccuring villain? Not this time!). The only option available to wizards is Spell Penetration, that I can think of. But you should be able to make changes to your character to reflect the change in the gaming world, even if that means as little as being able to swap out some feats to get those. If he refuses to allow that, that's what I think the line should be (since he already crossed making changes without consulting you)

Remember: The GM is part of the party, and part of the group. If you're making the game not fun for him, that's as fair as him making it not fun for you.


Name: Viraqk
Race: Aasimar
Classes/levels: Alchemist 15
Adventure: Sound of a Thousand Screams
Location: High Folley
Catalyst: Acid and a blind dragon
The Gory Details: The dragon escaping from a smitey paladin of doom caught up with the flying alchemist and ripped into him with a vital strike bite, knocking him down to about 60% hp. The alchemist chucked some bombs, taking an AOO, down to 40% or so. Having hit Ilthuliak with a blinding bomb the alchemist remained the only one in visible range (of blindsense) - the dragon knew he wouldn't have much luck attacking in melee so breathed on him, and with a failed save killed him down to -40hp*.

*The player pulled out some 'Questionable Mechanics' and the alchemist survived and self stabilized.


Yes, all the KM for 6 player guides are written for medium advancement.

In addition to the content provided you should also be putting in extra monsters in random encounters, as they're supposed to account for - I can't recall the exact number - but about 10% of total XP.


Happy to assist with anything from the last four Kingmaker for 6 players conversions.

Email:

Spoiler:
generalchaos81 at gmail dot com


Nope. When it's published all you can do is highlight and copy the text. Though that should work with Word or OpenOffice.

That said, I've opened up my docs so you can use view mode, then go to File > Save as...

Ch3: https://docs.google.com/document/d/144m058pklTNF3Wr-DJdeLsMaVg7aOzTJRpxZaDn G2JE/edit?hl=en_US

Ch4: https://docs.google.com/document/d/1qPmlaHD9fPkWmoKXEox8iF-EUmoxjexjpJKxj59 tuuQ/edit?hl=en_US

Ch6: https://docs.google.com/document/d/1qli0AQR6LzHFLp_-kPHnvkqzr4i70masv1osZAN nbYk/edit?hl=en_US


I'm wondering how the destination is selected. Can the caster choose a specific plane, or is it random? If random, are there limits on which planes they might get sent to?


RAW is one chance each at DC, DC+2, DC+4

Personally to keep things fast I do a reversal, and you only keep rolling if you fail. DC+4, then +2, then DC. Usually my players are high enough level to avoid everything or nothing anyway. Works escpecially well when moving through a surrounded, occupied space: +9 (or higher) then +2 then +0.


More than a little crazy.

What could stop or at least defuse this kind of damage?

You'd be looking at (unimproved) +14/+14/+14/+14/+9/+9/+4/+4 with greater two weapon fighting, finesse and haste - vs. touch. Most things don't have a high touch AC. About 25% of these attacks will probably miss (with the +4 to hits)

Displacement is a easy start. With 50% miss that's suddenly only 3 average hits. But that's still 100 damage per round with 3 saves.


You speak the truth. Updated. :)


I thought this was a really good/evil idea, so I statted up Irovetti as a magus for 6 players:

Spoiler:

IVROVETTI MAGUS CR 18
Male Human Magus 18
CE Medium Humanoid (Human)
Init +7; Senses Perception +3; darkvision 60'; see invisible
--------------------
DEFENSE
--------------------
AC 44, touch 22, flat-footed 37 (+9 armor, +8 Dex, +9 natural, -1 size, +5 deflection, +1 dodge, +4 shield)
hp 190 (18d8+54)
Fort +20, Ref +19, Will +21
DR 10/adamantine (150 points), immunity to bleed, critical hits and sneak attacks
--------------------
OFFENSE
--------------------
Spd 30 ft., Fly 60' perfect
Melee +3 Keen vorpal Adamantine Halberd +18/+13/+8 (2d8+6/19-20/x3) or
+3 Keen vorpal Adamantine Handaxe +24/+19/+14 (1d8+5/19-20/x3) or
Ranged Razors +24/+19/+14 (1d8+3/19-20/x3)

Space: 10', Reach: 10' 20' with rod

Special Attacks Arcane Accuracy +6, Arcane Edge 6, Counterstrike, Spellstrike
Magus Spells Known (CL 18, 13 melee touch, 20 ranged touch):
6 (4/day) Bull's Strength, Mass (DC 22), Disintegrate (DC 22), Elemental Body III (DC 22)*
5 (5/day) Wall of Force, Telekinesis, Shield, Quick (DC 21), Acidic Spray (DC 21), Interposing Hand
4 (6/day) Stoneskin (DC 20)*, Invisibility Greater (DC 20), Dimension Door, Wall of Fire, Detonate (DC 20), Wreath of Blades (DC 20)
3 (6/day) Stinking Cloud (DC 19), Displacement (DC 19)*, Dispel Magic, Ray of Exhaustion (x2) (DC 19), Slow (DC 19)
2 (7/day) Bear's Endurance (DC 18)*, Mirror Image (DC 18), Glitterdust (DC 18), Bull's Strength (DC 18)*, Scorching Ray (x3)
1 (7/day) Shocking Grasp (x3), Shield (DC 17)*, Color Spray (DC 17), Ray of Enfeeblement (DC 17), Frostbite
0 (at will) Ray of Frost, Read Magic (DC 16), Light, Detect Magic, Arcane Mark
--------------------
Tactics
--------------------
Before combat: Irovetti casts mass Bull's strength in the throneroom, but saves most of his enhancements for the downstairs battle, in which he casts Elemental Body III (large air), stoneskin, bear's endurance, bull's strength and shield.

During combat: Irovetti in the throneroom uses the razor firing funtion on his rod until forced to flee. Downstairs Irovetti uses a point of arcane pool to give the rod of razors vorpal quality, and casts displacement on the first round of combat, quickened if he has to. Depending on what the heroes do, Irovetti either starts by going invisible (ranged) or using Wreath of Blades (close). Irovetti the magus prefers to disarm his foes using reach as they close in. If they are adjacent he casts first, then disarms second - if he succeeds he takes their weapon and puts it in his bag of holding I. Against hostile casters he uses acidic spray and telekinesis to disrupt their spellcasting. Irovetti always spends arcane pool to deal bleeding damage on hits, except for the last 3 points, which he saves for Reflection.

Morale: He has contingency if he's hit for more than 10 points of damage, still. If himself disarmed, he attempts to flee, either by teleporting, or using greater invisibility and going on foot.

--------------------
STATISTICS
--------------------
Str 14, Dex 18/26, Con 18, Int 16/22, Wis 14/16, Cha 10/12
Base Atk +13; CMB +21 (+28 Disarming); CMD 33 (40 vs. Disarm)
Feats Agile Maneuvers, Combat Expertise +/-4, Combat Reflexes (8 AoO/round), Dodge, Extra Arcane Pool, Improved Disarm, Improved Iron Will (1/day), Iron Will, Lunge, Quicken Spell, Silent Spell, Toughness +18, Weapon Finesse
Skills Acrobatics +22, Bluff +19, Climb -3, Diplomacy +19, Escape Artist +4, Fly +17, Intimidate +22, Knowledge (Arcana) +27, Knowledge (Local) +15, Knowledge (Nobility) +15, Linguistics +9, Ride +11, Spellcraft +27, Stealth +4, Swim +1, Use Magic Device +22
Languages Common
SQ Arcane Pool (+5) (17/day) (Su), Close Range (Ex), Greater Spell Combat (Ex), Improved Spell Recall (Su), Knowledge Pool (Su), Mindbender Baton, Quickened Magic (1/day) (Su), Reflection (Su), Ring of Evasion
Combat Gear +3 Keen Adamantine Halberd, +3 Keen Adamantine Handaxe, Celestial Armor, Razors; Other Gear Amulet of Natural Armor +5, Belt of Incredible Dexterity, +6, Boots of Speed, Cloak of Resistance, +5, Headband of Vast Intelligence, +6: Acrobatics, Bluff, Ioun Stone, Incandescent Blue Sphere, Ioun Stone, Pink and Green Sphere, Mindbender Baton, Potion of Restore Eidolon, Lesser (4), Ring of Evasion, Ring of Protection, +5, Scroll: Restoration, Teleport, Heal, Tome of Understanding, +2, Wand of Cure Light Wounds, Wand of Hold Monster (CL 10)
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Accuracy +6 (Su) 1 Arcane Pool: +6 to attack rolls until the end of your turn.
Arcane Edge 6 (Su) 1 Arcane Pool: Add 6 Bleed damage to an attack.
Arcane Pool (+5) (17/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) You may make up to 8 attacks of apportunity per round, and may make them while flat-footed.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Disarm Disarm at +2, without an attack of opportunity.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Knowledge Pool (Su) You can spend Arcane Pool points to treat a spell you do not know as being in your spellbook, for you to prepare spells with.
Lunge -2 to AC for +5' reach
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Quickened Magic (1/day) (Su) 1/day, cast a spell as if Quickened without altering the level.
Reflection (Su) Use Arcane Pool points equal to the level of an incoming spell to reflect it or fewer to give a bonus to any saves vs. the spell.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

*rod changes: Rod functions as a handaxe when in 'retracted' mode. If you're using a magical version of the item, merely consider it transmuting. I made this change so he could benefit from weapon finesse. If this doesn't suit you, just use the halberd stats only. Heck, it does more damage that way anyway.

Not superb at dishing damage, but he'd sufficiently disable my group, I suspect.


Hi everyone,
Just wanted to share the idea I put into practice. Background is that I've dumped kingdom building. My players got well past the point of no return (in succeeding), and it was getting boring for all. So no more access to consumption. Secondly, at least half my players were interested in deeper skirmish rules. I'd tried out a very complicated system when we did a side-quest into the Realm of the Felnight Queen, so that got scrapped too. (Which allowed player characters to participate on an individual level... it was slow bloaty and unfun)

So what I came up with was a system as close to normal combat as possible (as I use Fantasy Grounds I wanted something that would fit on the combat sheets, and I could parse effects into) and that let the players have armies that level up with use.

The rules aren't comprehensive, but I'll share what I've got. :)

Combat changes:
No combat maneuvers.
Speed is reduced to squares from x5 feet. Approximately; 20' per round = 1, 30'-35' per round = 2, 40-55' = 3 per round, 60'+ = 4 per round (or more maybe, but this should be the most for player armies)
Double move grants a flat +2 speed.
Charge grants +2 speed and an attack in a straight line.
Armies make full attacks as a standard action.

The armies I gave out:
These were listed and given to my players based on friends, allies and actions they'd done leading up to chapter 5. (Selected at the end of chapter 3, actually!)

Lothar's Sleepless Knights Army of human knights (paladins)
hp: 50 AC: 18 To hit: +10/+5 Dam: 1d10+5 Lances (+1 to hit, 2d10+12 damage), mounted (fast 4 speed), 1/day smite (Increase damage to 2d10+20 vs. evil army), 1/day lay on hands (heal 4d6)

Kyria's Woodland Defenders Army of mixed dryads, centaurs, unicorns and satyrs
hp: 37 AC: 17 To hit: +5 Dam: 1d8+1 unicorn charge (+1 to hit, 2d8+8 damage), mounted (fast 4 speed), debuff abilities 5/day stun enemy army for 1 round, 1/day teleport, healing (3d8+9)

Borg's Lovers' Scorned Large army of mixed female barbarians
hp: 73 AC: 17 To hit: +10/+5 Dam: 2d6+4 3/day swift action: Rage (+2 to hit, +3 damage, -2 AC for 1 round), barb speed (medium 3 speed)

Elohra's Holy Blades Huge army of mixed humanoids (mostly human) warriors
hp: 67 AC: 15 To hit: +7/+7/+2 Dam: 1d8+2 Short range weapons (+6/+6/+1 1d8+2) (range 2)

Zakko's Brute Squad Large army of fighters with some rogues
hp: 63 AC: 16 To hit: +9/+4 Dam: 1d8+2 3/day swift: intimidate (-2 to hit, -2 AC for one round), flank bonus damage (+2 to hit, +2d6 damage)

Viraqk's Sootchems Army of kobold alchemists
hp: 37 AC: 14 To hit: +7 Dam: 1d4 7/day Swift Fire Bombs (Ranged touch +7 5d6 damage), 1/day Smokebombs (gain total concealment for 1 round 50% miss chance)

For the most part I winged making them. I used approximately level 4 characters as a basis, but also combined size for their HD (medium 5, large 7, huge 9, etc.)

From there they have a bunch of upgrades to choose from each time they 'level up' - every time they win a battle is the current idea (the list is reduced based on each army) but most of the common ones are are:

New army abilities
Definitions L: Level up, T: Tactics, R: Resources, S: Special ability
L: Level up +1 to hit, HP up +1/2 HD +CON
*L: Size up: hp up, +1 attack
T: Cautious Combat: 20% miss chance while in open terrain (hills or plains)
T: *Cavalry Experts: +2 to hit, +2 damage vs. nonmounted (requires mounts)
T: Dirty Fighers: +6 to hit on first attack, +6 to AC until first attack
T: Expert Flankers: +2 to hit and damage, -2 AC
T: False Retreat: Move special ability: Enemy moves instead of AOO into the hex you left. Further move may provoke AOO
T: Hold the Line: -2 to hit, +2 AC
T: Relentless Brutality: +4 STR, -4 AC (stacks with Rage)
T: Sniper Support: During melee you also make one ranged attack. *requires ranged weapons
T: Spellbreaker: +4 AC vs. armies that use magic
T: Taunt: SWIFT: Targetted adjacent army must attack you next round
R: Mounts: Some of your troops are provided mounts, increasing your army's speed to 3
*R: Mounts: All of your troopers are mounted, increasing your army's speed to 4
R: Imp. Weapons: Exotic weapons and proficiency upgrade your troops with +1 to hit and damage to 1d10+STR damage
*R: Magic weapons: +1 to hit and +1d6 damage
R: Imp. Armour: Chainmail +2 AC
*R: Imp. Armour: Field plate +2 AC
**R: Imp. Armour: Full plate +2 AC
R: Imp. Shields: Heavy Shields +1 AC
*R: Imp. Shields: Tower Shields +2 AC (Cannot be mounted)
*R: Magic Armour: Enchanted shields and armor +2 AC
R: Imp. Ranged weapons: Increase range to 3 hexes, and damage to 1d8+STR
R: Potions: 1/battle regain 3d8+3 hp
S: Break formation: FULL: Skirmishers break lines and charge into the enemy ranks. They immediately get 6 attacks (their normal 3 attacks twice) but suffer an automatic hit. With increased size, this becomes 8 attacks.
(Each army has a selection of its own specials to choose from)

GM armies for Ch5 Kingmaker:

The human armies are based on a heroic NPC build, then size = approx level. Monsters use their own HD and CON, but the number of HD = size of army. Note that an army of large creatures has less present, but since they can take and dish much more damage, I figure they work out about the same.
To hit is tough. For the most part I used size as HD, with STR mod, but I fudged them a bit. Still don't know how well they'll go.

name, size, hp, ac, to hit, damage

ATTACK ON PLAYER LANDS:
Pitax Regiment Colos13 110 17 +12/+12/+7/+7/+2 1d10+2
Tactics Dirty Fighters, Relentless Brutality, Sniper Support;
Resources improved weapons, ranged weapons

If the characters want a duel, they fight the leaders:
Leader Avinash Jurrg, male ogre mage bard 10 (Cha +6)
5 lieutenants who use the Terrion/Ameon statblock from Ch4

2x Troll Marauders Medium5 52 16 +8/+8/+3 1d8+5
Tactics Relentless Brutality
Special Abilities Regen 5

2x Wyvern Flight Medium5 52 19 +10/+10 2d6+4
Tactics Relentless Brutality
Special Abilities mobility advantage (flight, 4 speed), poison (Deal 1d6 damage next turn per poison hit)

I) Tusker Riders CR 7
5x Tusker Raide Medium5 47 21 +14 2d8+10 Ranged, Mounted Speed 3
Tactics Cavalry Experts
Resources mounts, improved armor (masterwork)
Leader Kob Moleg, advanced hill giant (Cha +0)

J) Pitax Horde CR 9
3x Tiger Lord Garga11 93 19 +11 1d8+5 Rage +4 STR, -2 AC, Speed 3
Tactics Dirty Fighters
Resources improved armor (masterwork), improved weapons (masterwork), ranged weapons
Leader Armag (Cha +1) / Villamor Koth (Cha +0) / Tolg Koth (Cha –1)

K) Reserve Wyvern Flight (As above!)

O) Catspaw Camp CR 9
XP 6,400
NE Huge army of humans (rogue 4/fighter 2)
3x Fighters Huge9 67 18 +9 1d10+2 3 attacks, intimidate, ranged
3x Rogues Large7 38 18 +8 1d8+1 2 attacks, flank attack deals 3d6+1 damage, ranged
Tactics Sniper Support;
Resources improved weapons (masterwork), improved armor (magic), ranged weapons
Leader Lady Alasen (Cha +1)

Pitax defense:
Regiment
2x Troll Marauders
+other fleeing troops

Other troops:
Centaur Outriders Medium5 37 18 +8 1d8+2 ranged, mounted 4
Tactics: Cavalry experts
Resources: Light ranged weapons (range 2 only)

Centaur Cavalry Medium5 42 20 +9 1d8+2 ranged, mounted 3
Tactics: Cavalry experts
Resources: Light ranged weapons (range 2 only)

Kobold Skirmishers Garg11 60 15 +9 1d6-1 4 attacks, ranged
Tactics: Dirty tricks
Resources: Light ranged weapons (range 2 only)

Boggard swarm Garg 11 71 14 +10 1d8+3 4 attacks, 1 speed, 2 in water/swamp
Tactics: Expert Flankers
Resources: Healing potions

Thoughts? Comments?


As I've transcribed 14 modules into Fantasy Grounds (including creating my own tokens) and the recent update in Fantasy Grounds version 2.8 to include pathfinder friendly character sheets and NPC statblocks. (Yayness!)

I'd say there's about 15-20 hours of work to copy everything over, with useful hotlinking, image sizing, token creation - based on the latest one I've done - The Brinewall Legacy. Playing online, I get about 30-40 hours per chapter. So it's an alright deal.

I'm wondering if Paizo plans to make any AP modules available for FG? It would be nice to either save myself from doing it - or contibute, so the work doesn't have to be done again.

Previously I've done Rise of the Runelords, Kingmaker (both used now). I've done Carrion Crown 1, and at the moment I'm finishing up on Jade Regent 1.


You could allow the new exotic weapons be used as martial weapons, just without their special abilities until they're proficient in them?


Geeky Frignit wrote:

Name: Mutumbo

The Piscodaemon is summoned into the room when the players enter. They shouldn't have been able to see it.


Body count: Bard has died twice.

Honorable mentions from last night's session:

Ran Armag's tomb last night with my six player party, using the six player mod.

Armag took out the Alchemist attempting to Detonate Armag and his skeletons to death. Had cold immunity discovery, so used cold - which did no damage to the skeletons, and only 60/230 damage to Armag. Armag scored 4 hits and instantly killed the Alchemist, saved by hero points.

Armag got stuck into the paladin next, who was a little surprised when his smite evil didn't work. 2 rounds later the paladin was instantly killed, but again saved by hero points.

A heal got the paladin back on his feet, then Armag cleaved hitting the rogue, ranger and paladin all at once and killing the ranger outright - saved by heropoints.


The way you've presented this, you've increasing the average by 1.

1d8 average = 4.5
1d6+2 average = 3.5+2 = 5.5

1d6+1 would reduce both the minimum and maximum, which does what the title suggests - lowering the range. a range of 2-7 with an average of 4.5

Further progressing it to 1d4+2 would reduce the range further, to 3-6, with an average of 2.5+2 = 4.5. Very reliable, but never great.


Correct me if I'm wrong, but I'm pretty sure Eldritch Heritage doesn't actually give you access to spells (in most cases).

Eldritch Heritage wrote:
You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Each bloodline has bonus spells, bonus feats, and bloodline powers listed. The description of the feats indicates it only gives the latter.

The exceptions seem to be rounds/per day, such a Fey Bloodline's Fleeting Glance.


Were it my group, I'd give my players a few lower level characters, and let the players run their own rescue (or remains recovery anyway)


I've glossed over a lot of the characters due to lack of interest from my players - The exceptions have been Oleg and Mikmek (the marshal and warden respectively) who're regularly contacted about all the terrible stuff that keeps happening in town.

I put this down to 2 things: Kingdom building, my group was not a fan and only put in basic effort (and despite hidden stats for buildings managed to construct a nation that 'cannot fail') and that seemed to suck up all of our "Visiting Town" energy. And I as GM didn't put in the effort to get them interested. I too, wanted to get back into the wilderness after number crunching.

Though of interest... Lily obviously has a thing for paladins. She's the paramour of the paladin in my game too. XD


So...
You can get 1 touch attack as a standard action.
You can full attack against normal AC
All hits get a save vs damage/drain.

Sounds reasonably fair, especially when you consider that even if every strike hits they can be saved against. And by the time the players get one, most monsters will make most of their saves (DC17 and monsters seem to favor high fort)


I'm a long time user of FG, and I can say for sure it wouldn't be good for a virtual desktop in face to face games.

Maptools is probably your best bet. It's really simple to use if you don't use macros, and if all you need is token tracking, line of sight and fog of war - they're all included with the default download. Even has awesome stuff like automatic revealing of fog of war. Well worth the $0 investment.

As for easily making your own maps... Best bet is probably Dundjinni. It's reasonably cost effective and very easy to use (so long as you watch the tutorials). You won't get Paizo quality maps, but its much much better than what you could come up with in paint. It's also quite fast to come up with simple maps too.

I can't comment on D20pro, but it certanly looks online-centric. Most of my own players own Herolabs licenses these days. Only problem with that is constant cost of new books being added into it. :P


Ah yeah. I promised a couple of double-stats when I laid out everything in Feb-March :P
Advanced Ilthuliak is pending and summoner Nyrissa is sitting in Herolab right now, but it's bed time and I have a full weekend ahead of me. So... Next week some time. :P


Kingmaker chapter 6 for 6 players

Done!

...

Almost. All that's left is the Knurly Witch. I wanted to redo her as a Witch, but I'm really not that familiar with the class, so I'm going to just do her as a cleric as presented. If someone else could whip up a block of her as a witch I'd be much obliged. ;)

Other comments and suggestions highly encouraged!


Kingmaker chapter 6 for 6 players

Done!
...

Almost. All that's left is the Knurly Witch. I wanted to redo her as a Witch, but I'm really not that familiar with the class, so I'm going to just do her as a cleric as presented. If someone else could whip up a block of her as a witch I'd be much obliged. ;)

Muftiman - Sounds quite interesting. You should publish it on Google Docs, you get 1GB of space on there.


Name: Borghildr
Race: Dhampir
Classes: Bard 6/Dragon Disciple 2
Adventure: Varnhold Vanishing
Location: Vordakai's feasting hall
Catalyst: Overconfidence in high HP and low AC. Dhampir's can't be saved by Breath of Life (positive healing)

The group having handily defeated Vodakai by drawing him downstairs having smashed an unlucky wall, ran into a group of mixed advanced and normal dread zombies. Borghildr ran off to deal with two by herself, and took a heavy beating, then instantly fatal damage in a single hit without enough hero points to save herself.


I'm actually still only half-way through chapter 6. I got married, then totally forgot. :P

What's been done so far can be found here: link

I'll give it its own post when done too.

My own game just reached chapter 4, though I didn't get to run the 6 player Vordakai fight because two of my players were away. Funnily enough they didn't have as much trouble with Vordakai as they did with the daemon and the elemental. XD


I got the new galaxy tab 10.1, and am using ezPDF Reader, and it works really well for a single PDF at a time.


Restricted Withdraw wrote:


If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.
Disabled wrote:


A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.

A disabled character may withdraw, but they only get a single move to do it in, they move at half speed, and take 1 point of damage at the end of the move, which will probably mean they start dying... Which is probably better than the alternative if you need to withdraw. :P


I'm literally just starting chapter 3 now.

After the end of part 2 I told the players we were going to run the kingdom... then 3 months in they were invited to Loy Resbin's wedding he's finally getting officially hitched with his defacto wife (check her last name as written!) - only to have the wedding go to poo as I suddenly spring Realm of the Fellnight Queen on the group.

After their success, got back and ran another 12 months - starting with a reveal that Restov and Fort Drelev have ceased communication - and Varnhold while not opposed to the polticial situation, are more interested in adventuring.

Overall: 1 level higher than expected (with a 6 person party too!) and smaller civ than expected (Size 22! but they spent a few months consolidating, and we were getting late in the sess with no action).

It worked very well. Some downtime wedding was very welcome after 6 in-game months of solid shit-going-wrong, even though it went wrong again. I'd expect most groups would welcome 'down time' to run the kingdom otherwise.

Also...

Spoiler:

Later events basically require the players have large holdings, as the modules take them away with no checks. Chapter 5 has Pitax sending armed forces in and seizing territories. Chapter 6 has blooms which in one case totally oblitorate one of the player's cities! Having a few 'empty' cities will help the players to be outraged, but not lose their main city.


I've come across a conflict as far as the the title sources are concerned:

Improved familiar wrote:
You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

E.G. voidworm, but also Lyrakien...

Voidworm wrote:
In order to gain a voidworm as a familiar, a spellcaster must be chaotic neutral, be caster level 7th, and have the Improved Familiar feat.

Improved familiar states that different alignments can be taken. But the specific entries in Bestiary 2 state in no uncertain terms that alignments must match.

Now which do we go by? My gut feeling is by the newer rules in Bestiary 2.


RAW: They work.

RAI: In my own opinion Su was left out because a lot of blink because many Su powers are 'always on' or self only (E.G. Monks: Ki pool unaffected, Wholeness of busy can be used)... But what about Quivering Palm, does that render the Monk's attack impossible to miss if he's blinking?

Using a standard action agressively while blinking I think would always result in a chance that you blink out as you complete your action, and thus have a miss chance. At least in a witches case they can always retry, because hexes don't have a limit of uses per day - where a wizard/sorc/whatever failing a spell - the spell is gone.


Speaking of which, I've begun work on Chapter 6. Anyone who wants to contribute should email me. ;)

Spoiler:
generalchaos81 at gmail

Geeky: The purpose of these convernsions is to avoid slower progression. Besides, the scaling isn't perfect. 6 players at the end of the campaign will still be appoximately level 16, instead of level 17. Without those extra monsters, a larger group will have no trouble.

That said... Up to the GM. Even with the 6 player mod my players tend to mop the floor with the enemies - as long as they take them down fast.


People always seem to go straight to 20' move from 30'... Why not trial 25' base speed for smalls?

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