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Holt's page
Organized Play Member. 83 posts. 2 reviews. No lists. 3 wishlists. 1 Organized Play character.
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So we did our first session of Kingmaker Saturday. 5 players, 5 very amusing characters.
Emilio, Human Swashbuckler and the incipient Baron, a complete city kid who has never been out Restov in his life, who dragged his best friend:
Pippin, an arcanist swordsman who prepared for the mission by buying every stupid gadget he could afford and 2 copies of a really bad survival guide.
Not a single point of knowledge nature or survival between them.
Yeah, they were doomed.
"luckily" they encountered the 3rd PC
Adna the Hermit, a warpriest of Erastil that hides his identity behind a stag skull mask (player swears he had no idea about the stag lord and this is complete coincidence)
who leads them safely to Oleg's fort without them freezing to death in the cold. which is where they meet Oleg, Svetlanna and the other two PC's
Beorn Stormborn a dwarf druid
and
Durok, dwarven ranger
and hear of Oleg's plight, they agree to help, half ass a plan, and we fast forward to the next day. In typical PC fashion, it goes -completely- sideways in fairly short order and Emilio manages to get himself shot and knocked to exactly 0 hp in the first round, an auspicious start for our baron. But, in spite of there best efforts to mess themselves up, the pc's overcome, beat back the bandits and manage to capture all of them. They hang the lackeys and then wake Happ up to interrogate him, which involves threatening to drench him and release him into the woods in his small clothes.
He sings like a canary and is rewarded with a rope from Oleg. He then gives the pc's the potions as their reward, and the pc's hop onto horses and make off to find the base camp, after two days of riding and some hilarious character interaction they reach the bandit camp.
Somehow, with a low stealth check of a 7 the pc's sneak up on the lookout, and drop him with a series of well placed arrows ad a sling stone...
Which drops the bandit to the ground in a crashing heap, alerting the other bandits to the presence of the pc's and a fight breaks out in earnest.
Again they bumble there way through the combat (with yakety sax playing in the background, as google home is wonderful for a snarky gm) and we end the session wit hthem capturing Kressel.
Quote of the session:
Beorn, emerging from the woods after 'borrowing' Pippin and Emilio's survival handbook: "There were some rough pages in that survival manual, don't use vellum as tp kids."
Emilio: "What, did it make your brown eye blue?"
What are the sources of info for these guys?
Starting running kingmaker this weekend and one of the PC's is a Rostland Bravo swashbuckler, and both of us would like more info on the swordlords so we know more about them before the game begins. Thanks for any help you can offer.
Going to be running this AP for my group soon.
I'm thinking of giving a print copy of the book to one of my players as his favorite book from childhood, would this be some huge spoiler thing, doesn't seem to be from what I read, but someone who ran it before might have better insight.
I know your into comics a little bit, and I was wondering if you'd run across the Rat Queens yet.
“GOLD, GUTS AND GROG,” Part One
Who are the Rat Queens? A pack of booze-guzzling, death-dealing battle maidens-for-hire, and they’re in the business of killing all gods’ creatures for profit.
It’s also a darkly comedic fantasy series starring Hannah the Rockabilly Elven Mage, Violet the Hipster Dwarven Fighter, Dee the Atheist Human Cleric and Betty the Hippy Hobbit Thief. This modern spin on an old school genre is a violent monster-killing epic that is like Buffy meets Tank Girl in a Lord of the Rings world on crack!
Link: https://imagecomics.com/comics/releases/rat-queens-1
TimD, My theory is: Spring, when young adventurer's thoughts turn to the opposite sex...
AS for the book itself I say: "Shut up and take my money"
In theory my character, Merrick d'Targas, bard and captain, is still Chaotic Good, and does generally try to get the opposition to surrender rather than kill them, thus far there were only two exceptions:
1) We tossed the sahuagin matriarch into the spawning room and barred the door shut, mind you this is only AFTER we'd discovered the locathah queen... We then killed EVERY sahuagin we came across for the rest of the dungeon.
2) Wholesale slaughter of a tribe of goblins who had killed the 'redshirts'(unnamed generic crew) in a filer adventure. The melon headed freaks had taken over the ship and slaughtered the crew. We then bluff, charmed and intimidated them off the ship so we could 'bless' it before undertaking there 'holy mission' and while they waited for the blessing to happen, blasted them with a full broadside of chainshot and cannister. You DO NOT mess with my crew.
So we're good-ish... And aren't just being poetic when we call the vessel "The Vengeance".
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Good bye SKR, enjoy living in the sticks, the only bad part from my POV is crap net access, but you learn to deal. Good Luck!
GM and players wanted "heroic" so we used 2d6+6, which pushes the average roll up to 12-14 rather than 9-11, the ability scores got nuts quickly.
Also Herolab's die roller (where I generated the ability scores) may be broken, I managed 3 17's and a 15 when building my Way of the Wicked PC for the game my wife runs, which ability scores are generated by "pick one 18 and one 8, generate the rest of your scores using 1d10+7"
So yes, use my 'dice' all you like :D But we may require Dice from here on out for ability scores anyway...
Holt
You should see the rest of the characters...
Hence checking balance against the rest of the group...
And it's 43 points btw...
And as a comparison, the current GM built party Fighter, allowing a fairly amateur player to be a badass swashbuckling pirate. 40 point equivalent:
Zstelian
Male Human (Varisian) Fighter 6
CN Medium humanoid (human)
Init +5; Senses Perception +6
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Defense
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AC 25, touch 18, flat-footed 17 (+6 armor, +5 Dex, +1 natural, +3 dodge)
hp 61 (6d10+12)
Fort +7, Ref +7, Will +3 (+2 vs. fear)
Defensive Abilities bravery +2
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Offense
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Speed 30 ft.
Melee masterwork knife, brass +10/+5 (1d4+1/19-20/×2) and
. . z's tidewater cutlass +12/+7 (1d6+9/18-20/×2)
Special Attacks weapon training abilities (heavy blades +1)
Spell-Like Abilities
. . 1/day—hydraulic push
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Statistics
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Str 13, Dex 21, Con 14, Int 16, Wis 12, Cha 13
Base Atk +6; CMB +5; CMD 25
Feats Combat Expertise, Corsair of Taldor, Dervish Dance, Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits besmara's blessing, expert boarder
Skills Acrobatics +10, Climb +9, Escape Artist +6, Intimidate +10, Knowledge (geography) +5, Knowledge (local) +4, Perception +6, Perform (dance) +3, Profession (cook) +5, Profession (sailor) +11, Sleight of Hand +5, Swim +8
Languages Common, Other Language, Other Language, Polyglot, Varisian
Other Gear +1 Kikko armor, Z's Tidewater cutlass, Masterwork Knife, brass, Amulet of natural armor +1, 2844 GP
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Corsair of Taldor +2 bonus on initiative checks made while on a ship and deal an additional +1 damage when using light or one-handed weapons on a ship.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Expert Boarder Besmara rewards those who board other vessels and take what they want. While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
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Extra feat is due to the fact that we don't use AoO's due to group size, so Mobility is rendered kind of useless...
AND the Tidewater was restatted into a Scimitar due to GM fiat (basically both he and I were too lazy to clone dervish dance and change it to work with another weapon when all we had to do was bootstrap scimitar to the tidewater rather than cutlass)
We run into LOTS of mooks of nearly equal level and name NPC's tend to have at least 1 Mythic Tier... Life gets interesting, and fairly nearly fatal in a hurry for this crew, we usually survive by the skin of our teeth, with half the party blowing hero points JUST to stay alive.
Yes, as of yesterday, with a couple caveats:
1)Swashbuckler is built wrong, feats every other level (following text) rather then every 4th (the chart, which is correct). So I had to remove the extra feats manually...
2)Arcanist is now COMPLETELY out of date.
But it exists.
Hopefully I'll be trying him out next Friday, the next time our Skull and Shackles group plays...
In the campaign we use 2d6+6 for ability scores, commonplace guns (flintlocks only), hero points, all 'pirate' feats open for all characters (Corsair of Taldor becomes 'Corsair' etc.)so this is pretty much to see how it stacks up against the characters in the party.
Kayden d'Targas
Male Human (Chelaxian) Swashbuckler 6
N Medium humanoid (human)
Hero Points 3
Init +8; Senses Perception +8
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Defense
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AC 23, touch 15, flat-footed 18 (+6 armor, +1 shield, +4 Dex, +1 natural, +1 dodge)
hp 60 (6d10+18)
Fort +6, Ref +10, Will +2 (+2 vs. fear)
Defensive Abilities bravery +2
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Offense
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Speed 30 ft.
Melee +1 living steel rapier +13/+8 (1d6+6/15-20/×2+6 Precise Strike)
Ranged double-barreled pistol +11/+6 (1d8+1/×4) and
. . double-barreled pistol +11/+6 (1d8+1/×4)
Special Attacks deed: menacing swordplay, deed: opportune parry, deed: precise strike, deed: riposte, panache
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Statistics
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Str 12, Dex 18, Con 16, Int 16, Wis 8, Cha 20
Base Atk +6; CMB +7; CMD 22 (22 vs. disarm, 22 vs. steal, 22 vs. sunder)
Feats Combat Reflexes, Corsair of Taldor, Quick Draw, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits bastard, expert boarder
Skills Acrobatics +13, Bluff +14, Climb +9, Intimidate +14, Knowledge (local) +12, Perception +8, Profession (sailor) +8, Sense Motive +9, Sleight of Hand +13, Swim +5; Racial Modifiers deed: derring-do
Languages Aquan, Common, Cyclops, Polyglot
SQ deed: recovery, deed: swashbuckler initiative, hero points, living steel, swashbuckler finesse
Other Gear +2 Mithral Chain shirt, Masterwork Buckler, +1 Living Steel Rapier, Double-barreled pistol, Double-barreled pistol, Firearm bullet (50), Amulet of natural armor +1, Belt of incredible dexterity +2, Cloak of resistance +1, Holy symbol, silver (Besmara), Noble's outfit, Signet ring, Platinum Necklace, 100 GP, 75 GP of Valuables
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Special Abilities
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Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Corsair of Taldor +2 bonus on initiative checks made while on a ship and deal an additional +1 damage when using light or one-handed weapons on a ship.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack.
Deed: Precise Strike +6 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Recovery (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 AC vs attack.
Deed: Riposte (Ex) When parrying, spend 1 panache and AoO to atttack your attacker.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Expert Boarder Besmara rewards those who board other vessels and take what they want. While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons.
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Swashbuckler Finesse At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.
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Thoughts?
Any ETA on backorder status?
Any news on this? My wife is running WotW as her first time gm'ing and this would be an awesome present for her...
GM and I fixed it today... what a pain in the yotz it was. The solution was: "Take everything that you remember coming across, there's so many of you that you'll still be half broke."
And they're pretty bad at their job too... So both the gm AND the party qm have lost track of our total cash and magic items, anyone have a lit of what MI's and total gp value of treasure goods (NOT plunder,I track that,and have kept up) you'd have by the end of the 2nd volume of the ap?
The (huge) crew of The Vengeance consists of:
Cpt. Merrick d'Targas, a Human Bard(Buccaneer)5(CG, sowly sipping to CN)), the party face (I took it upon myself to see how high I could get his diplomacy score, I stopped at +18, I could squeeze another point out but the DM threatened to throttle me) Heavily inspired by Cyrano D'Bergerac he leads the party into combat with a litany of cursing and insults for his opponets and rousing praise for his men. His major quirk is that he doesn't consciously cast spells, mixing them into his performances.
The Boatswain: A fiercely racist (CN) Half Elven Linorm Booded Sorcerer 5 named Dreki, who has an intimidate score to match Merrick's Diplomacy and looks that literally can kill (Burning gaze is his personal favorite spell)
Rigging Mates: Amaya (CG half elf)and Ayumi(CGKitsune) pair of Ninja 5 'sisters' who found there way to the Shackles after they escaped from there ninja clan...
Helmsman: Gen Blackreef(CN), Inquisitor(5) of Besmara, and another half elf, Master Blackreef acquired his moniker after grounding The Vengeance on a reef. He has recently acquired a taste for blackpowder weapons.
Master Gunner: Gar Bildgewater(CN), Goblin Fighter 5, This Goblin Gunslinger uses the big guns with the best of them, currently carrying 3 pistols and a blunderbuss he's trouble waiting for a place to happen.
Ships Surgeon: Lhana, a halfing cleric of Sarenrea (NG) She is trying to keep the party from sailing straight into CE territory and mostly suceeds.
The Cook: Zstelian, Human Fighter 5 CG. Easily the fiercest hand to had fighter of the group Big Z got stuck with the cooks job after Fishguts... lost his job... in the first volume of the ap, may PC into duelist when he's at the right level.
There is always the Pirates of Dark Water standby: Noi Jatut... I still have no idea what it's supposed to mean, but either half of the phrase or the whole thing is used for every curse on the series... My pirate in S&S makes frequent use of it, as well as the (for my group) standard Farscapese (Frel, Dren, Yotz...), and the occasional "frak", and then there is always "Goes off on an unintelligible rant in what might be cyclops..."
Hope some of that helps.
Want swashbuckler class!!!
That kinda takes all the fun out of it...
Part of the fun of low level play for me both as a GM and a player is that's the 'death could be around every corner' portion of the game... You feel like you've gotten more powerful when you can waltz through encounters that used to scare the crap out of you...
2 bad channels... And by the way, I'm not complaining about this, it amused the hell out of me AND my players enjoyed the hell out of it. As for how they managed to catch him somewhat unawares, a combination of somewhat intelligent tactics (They managed to draw the bandits in the downstairs room outside and dispatch them fairly quickly, then a quick room to room sweep with a sleep spell to keep the people in the sickroom out of the fight), and some really crappy perception rolls by Rohkar (The quick GM handwave is they wandered in on him just as he finished animating the frost skeletons, which moved to attack as soon as the PC's enter the door. The Natural 1 on Rohkar's initiative didn't help him all that much. But even with all that stacked against him, he still nearly wiped the floor with the PC's. which was GREAT.
Ya see, the last game I ran (when I was still learning the Pathfinder game rather then 2e) the PC's were cakewalking most of it, but now that I've got more of the system down, the Penny Arcade comic is starting to make sense to them ( http://www.penny-arcade.com/comic/2011/11/30 ).
Not even the Players had any complaints really since they have been enjoying the challenge so far. So this is looking to be a great campaign!
4 Adventurers, all first level, Spell-less Ranger, Cleric, Witch and Magus, went up the stairs, mutual startle-ment event between the party and Rohkar, party won initiative, and killed the skeletons in the first round, then Rohkar got to act. By the second round everyone but the ranger was down to 0 or less hp, while he was down to 14. The Ranger (who had the initiative action just before Rohkar) managed a Critical hit knocking him to negative 2, just before another channel negativ energy would have killed the group. This was great!
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LazarX wrote:
BETWEEN TOLKIEN, GYGAX, AND THAT FIEND FOLIO BRIT CONTRIBUTOR WHO GAVE US THE DROW, I'VE HAD IT UP TO HERE WITH THE CRYPTO-RACIST TROPE THAT EQUATES DARK SKIN WITH EVIL!
Not to step on a good rant but Gygax himself 'created' the Drow, they're Dark elves because Svartalfr (Also described as Drow in at least Poul Anderson's Translation of Hrolf Kraki's Saga) were a type of super natural creature in Norse Mythology. Svartalfr translates LITERALLY to Dark Elf, so he made them Dark Skinned Elves...
LazarX wrote:
So your argument is essentially that since the Vikings were slaving murderous bastards who viewed dark skinned races with prejudice, that excuses the the racism of everyone who came afterward.
Vikings were actually fairly tolerant of other races and creeds, being far traveled traders and explorers rather then just raiders. Yes they raided neighbors for gold, goods and slaves, but no more or less then most of there Christian neighbors, they just got a bad rap cause they raided the churches(Where the gold was) rather then offing the peasantry (farmers had little worth taking). You want some real murderous bastards look up some things on The Black Prince written by the French...
Weekend AFTER next... 22, 23, 24th of March... You go Next weekend, your gonna get kicked out of the convention hall... :D
Awesome, thanks for the insight on the character design guys. I think I'll still go with my spin on her, but the light being shed on it clears up a few things. Awesome work on Snows of Summer and I can't wait to start it on friday.
Gluttony wrote:
...Also NPCs like Nadya are great for use as pregenerated PCs with already-made tie-ins to the plot when a visiting player joins my table. I'd call her quite important indeed.
Or emergency PC when your character bites it in the first encounter of the night...
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As she may be accompanying my pc's for a good long time, and her wisdom is far to ow for her to ever gain spells, I decided to convert Nadya to Open Gaming's Spell-less Ranger, here's her stat block as that Alternate Class, with the addition of Hallit as her missing starting language:
Nadya Petska
Female Human (Ulfen) Spell-Less Ranger 3
CG Medium Humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 24 (3d10+3)
Fort +4, Ref +5, Will +0
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Offense
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Speed 20 ft.
Melee Dagger +5 (1d4+1/19-20/x2) and
. . Handaxe +3 (1d6+1/x3) and
. . Light pick +3 (1d4/x4)
Ranged Longbow, Comp. (Str +1) +5 (1d8+1/x3)
Special Attacks favored enemy (animals +2), stealth attack +1d6
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Statistics
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Str 12, Dex 15, Con 13, Int 12, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Point Blank Shot, Skill Focus (Survival), Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +2 (-2 jump), Bluff +2 (+4 vs. animals), Climb +2, Escape Artist -1, Fly -1, Handle Animal +6, Heal +5, Knowledge (geography) +7 (+9 vs. animals, +9 while in cold terrain), Knowledge (local) +4 (+6 vs. animals), Knowledge (nature) +7 (+9 vs. animals), Perception +5 (+7 vs. animals, +7 while in cold terrain), Ride +3, Sense Motive -1 (+1 vs. animals), Stealth +5 (+7 while in cold terrain), Survival +8 (+10 vs. animals, +10 while in cold terrain, +9 to track), Swim -2 Modifiers nature's healing
Languages Common, Hallit, Skald
SQ combat styles (two-weapon combat), favored terrain (cold +2), track, wild empathy
Combat Gear Potion of cure light wounds, Alchemist's fire (2), Oil (2); Other Gear Masterwork Studded leather armor, Arrows (20), Dagger, Handaxe, Light pick, Longbow, Comp. (Str +1), Snowshoes of northern pursuit (10 rounds/day), Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Hooded lantern, Tindertwig (3), Trail rations (10), 36 GP, 27 SP, 41 CP
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Special Abilities
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Favored Enemy (Animals +2) (Ex) +2 to rolls vs Favored Enemy (Animals).
Favored Terrain (Cold +2) (Ex) +2 to rolls vs Favored Terrain (Cold).
Nature's Healing (Ex) Advanced healing
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stealth Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. This works against favored enemies or when you are favored terrain.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Solution to gunslingers: A period pistol takes 45 seconds for an expert to reload, which 45/6=7.5 rounds, round down for fairness's sake, and you have a 7 round reload time per weapon...
Lets say Rapid reload halves that, and we'll round down again to 3 rounds... In that time an Archery focused fighter or ranger has put somewhere between 3 and 9 arrows into the gunman, and that's just for one pistol.
Ta-daa, gunpowder weapons with there massive criticals and armor penetration are balanced against the humble longbow, just using reality as a base.
The other solution to Gunslingers my gamemaster using in our skull and shackles game is the Highwayman class from AEG's 3.0 book Swashbuckling Adventures, which is a Rogue based class that doesn't get grit but gets lots of gun focused feats.
Softcover questions are still okay right? Buccaneer archetype from Pirates of the Inner Sea gets this little gem of an ability:
Knock Out (Ex)
At 5th level, a buccaneer may focus his blows in an attempt to knock out an opponent. Once per day as a swift action, the buccaneer can choose one target to attempt to knock out. The buccaneer adds his Charisma bonus (if any) on his attack roll and adds his buccaneer level on any nonlethal damage rolls made against the target. The bonus lasts until the buccaneer deals nonlethal damage to his target or until the buccaneer chooses a new target to attempt to knock out. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
This ability replaces lore master.
Is the "deals nonlethal damage to his target" a typo that should say 'lethal' or is it just a one shot?
Softcover questions are still okay right? Buccaneer archetype from Pirates of the Inner Sea gets this little gem of an ability:
Knock Out (Ex)
At 5th level, a buccaneer may focus his blows in an attempt to knock out an opponent. Once per day as a swift action, the buccaneer can choose one target to attempt to knock out. The buccaneer adds his Charisma bonus (if any) on his attack roll and adds his buccaneer level on any nonlethal damage rolls made against the target. The bonus lasts until the buccaneer deals nonlethal damage to his target or until the buccaneer chooses a new target to attempt to knock out. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
This ability replaces lore master.
Is the "deals nonlethal damage to his target" a typo that should say 'lethal' or is it just a one shot?
Well in some ways this bites, as the campaign I could playtest this in ends Friday.
But take the time you need to get it done right, and then I can roll up some level 17 characters with 7 mythic tiers and see if Fafinhir can be taken down by a pair of bersakers...
Gotta go with Spelljammer as well.
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Some sort of a Rapier that does bot P/S damage (kinda like the real world cut and thrust rapier) would be awesome for all of us fans of swashbuckley types... So I can stop just refluffing the wakisashi.
New Deity book maybe? Would be cool, I for one would love an update of the chevelier PrC...
Math should be all good as I let herolab do it for me. Awesome program for theorycraft builds. Went archetypless as I wasn't sure what was bing allowed in the game you were playing in.
Hobgoblin Shogun wrote: Whoa, that's sweet! Thank you. Though the Aldori Dueling is slashing, isn't it? Aldori Dueling Mastery makes it count as piercing for Duelist abilities.
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Will this work for you?
UNNAMED HERO CR 8
Male Elf Duelist 2 Fighter 5 Rogue 2
CG Medium Humanoid (Elf)
Init +9; Senses Low-Light Vision; Perception +14
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DEFENSE
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AC 31, touch 20, flat-footed 23 (+7 armor, +2 shield, +7 Dex, +2 natural, +2 deflection, +1 dodge)
hp 55 (7d10+2d8)
Fort +5, Ref +10, Will +2
Defensive Abilities Bravery +1, Canny Defense +2, Evasion, Parry; Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee +1 Agile Sword, Aldori Dueling +16/+11 (1d8+9/17-20/x2) and
Unarmed Strike +13/+8 (1d3/20/x2)
Special Attacks Precise Strike, Sneak Attack +1d6, Weapon Training: Blades, Heavy
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STATISTICS
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Str 10, Dex 20, Con 10, Int 16, Wis 10, Cha 13
Base Atk +8; CMB +8; CMD 28
Feats Aldori Dueling Mastery, Dodge, Elven Weapon Proficiencies, Exotic Weapon Proficiency: Sword, Aldori Dueling, Improved Critical: Sword, Aldori Dueling, Mobility, Quick Draw, Rogue Weapon Proficiencies, Spring Attack, Weapon Finesse, Weapon Focus: Sword, Aldori Dueling
Skills Acrobatics +17, Bluff +13, Diplomacy +13, Intimidate +11, Perception +14, Perform (Dance) +6, Sleight of Hand +17, Stealth +17
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Armor Training 1 (Ex), Elven Magic, Trapfinding +1
Combat Gear +1 Agile Sword, Aldori Dueling, +3 Mithral Chain Shirt; Other Gear Amulet of Natural Armor +2, Ring of Protection, +2
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SPECIAL ABILITIES
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Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Canny Defense +2 (Ex) +INT bonus to AC (max Duelist level).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Parry (Ex) Forego an attack to defend against enemy attacks.
Precise Strike (Ex) Extra damage when using light / 1-handed Piercing weapons.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 +1 to find or disable traps.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
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Actually the 3.5 one is still quite deadly, just ask my parties dearly departed barbarian. We're like 5 rooms in and already have 1 dead pc...
Owen K. C. Stephens wrote:
Also, everyone who has sent me an email (owen [at] supergeniusgames [dot] com) should have received an acknowledgement from my by now, though the PDFs won't likely go out until this weekend. If you don't have an acknowledgement from me, send me another email!
Sent a couple emails and haven't gotten a response...
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No animosity Ravenbow, just pity. I pity anyone close minded enough to think there fantasy world is the only one allowed to exist. Heaven forbid people want Asian influences in there fantasy world when you don't. I think after 2 Bestiaries loaded with Eurocentric fantasy critters people would be happy to see a change.
Here's hoping Paizo does MORE monsters based on other groups, I'd LOVE to see a Bestiary based primarily on Indian or even African creatures, so I can make a fantasy world just as varied as the one we live in.
Also hoping Tanuki is a playable (1/2 CR) race, just so I can make a Tanuki Gunslinger, just because I can, and I'll take the ticking off all the 'but I don't want that in my world' goofs as a free bonus.
Product I'd like to see: A sequal to Ultimate Options Grit and gunslingers. I love the idea of Guns in Pathfinder, but something in the Gunslinger just doesn't feel right, the Fusilier works better for the setting I think.
One I'd like: Power of the Ninja, because my ninja nut girlfriend wants it... Dang ninjas...
Oh maybe a pirate archetype book would be good.
Looks like you're having trouble giving something away... I'll take one please. Happy holidays.
It's a concept that exists in the forgotten realms and my party is going to be adopting it... anyone else done it in the past and what info did you guys use if you did?
My player's rules How treasure is split: cash down the middle 7 ways, one for each character participating and an extra share to buy healing items or raising services if necessary, all magic items going to the character that can best use them. How decisions are made, and of course the name of the group itself.
Still int the theory-crafting stages on this one but I was thinking about a Hexcrafter Magus using ice themed hexes and the sorcerous heritage feats to obtain the boreal bloodlines level one powers and all ice spells.
Can I gt a copy as well? kaytarn (at) yahoo dot com
Lorden wrote: if you had say... 30k to put into a serious room for the game, what would you do? Hand geek chic 20k for my new coffee table... At PaxEast the had a... I think 3x5 touch screen coffee table with contact sensitive bases for minis that was set up to do a fog of war lighting effect depending on the light sources each PC was carrying, and came with all the various CAD programs needed for over the top dungeon design... My rpg buddy and I offered our other friend in trade... on the spot... We miss him.
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