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Hello, I am looking for players for the upcoming Adventure Path in Late February, The War for the Crown.
War For The Crown
Your character need not to have be from Taldor, simply that you acknowledge your character may be involved in the affairs of Taldor up to 18-20th levels in course of the Adventure Path. Basically an entire campaign.
The sessions would be on Wednesday 2-5PM EST on Roll20

(taken from Big 16)
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

Adventure Path. Golarion Setting

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4-6.

5. What is the characters' starting status (i.e. experience level)?

1st Level

6. How much gold or other starting funds will the characters begin with?

Standard. Optional stuff may be considered.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

Well, not a class but rather a concept I want is a knight. (Cavalier, Fighter, Paladin, Cleric, Magi, WIzard, Sorcerer, Ranger, inquisitor, bard, rogue and monk can be a knight. Reference; "Knights of the Inner Sea").

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

Core races. Playable races from Bestiaries and Advanced Races are on per case basis.

9. By what method should Players generate their attributes/ability scores and Hit Points?

Attribute Buy Points, 20 points. (Pointer for newcomers; Table 1-1 in Corebook. All scores start at 10s as is standard)

10. Does your game use alignment? What are your restrictions, if so?

Yes and no Chaotic Evil or Chaotic Netural

11. Do you allow multi-classing, or have any particular rules in regards to it?

Yes, standard rules.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

Roll20 will handle the rolls. DM will roll for NPCs and nonplayer entities. Players will roll for their characters' actions.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them.

We will be using Ultimate Campaign and Ultimate Intrigue optional rules as well the following optional/variant rules;

Ultimate Combat
-Duels
-Performance Combat
-Armor as Damage Reduction
-Piecemeal Armor
-Hero Points

Ultimate Magic
-Spell Duels
-Binding Outsiders
-Constructs construction

Unchained
-Background Skills
-New Skills: Artistry and Lore
-Expanded Skill Uses
-Alternate Crafting and Profession Rules
-Skill Unlocks
-Replacing Iterative Attacks
-Wound Levels
-Disease and Poisons
-Active Spellcasting
-Scaling Items
-Dynamic Magic Item Creation

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

1 page.
And each player is required to write 5 rumors about their characters' reputations. 2 good, 2 bad, and 1 false. This is for other player characters about what they might know about the character's reputation. The other players can not know which one is false.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

Look up the Adventure Path and see if it is something you want to try.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

Pathfinder SRD and all first party sources. 3rd party sourcbooks will not be used.


Other than the scenarios that obviously have Absalom in their titles, which scenarios are set in Absalom?


The Building and Losing Reputation table is themed for Ulfen adventurers or adventurers looking to stay in the Linnorm Kingdoms.

How would I go about adjusting the table for adventurers, that is not tied to a specific culture or land?


Inspired by the fictional Black Zodiac of Thirteen Ghosts, The Ghosts.

Lords of an unnamed realm or plane, what would you conjured up for them? Initially I thought to have them all be undead. But I realized that wouldn't work out very at all and it doesn't bring a good variety to the lords.


I already have;
Guide to Absalom
Campaign Setting sourcebook
Wayfinder #1-#3
Intending to get Pathfinder Campaign Setting: Inner Sea World Guide PDF on 23rd

So I'm just asking which adventure path books/adventure modules/Pathfinder Society scenarios have info or take place in Absalom/Azlant ruins or structures?


And why does he have a bluff and three towers(one still standing)named after him in the Precipice Quarters of Absalom?


Str 15, Dex 12, Con 14, Int 12, Wis 16, Cha 18
Human
So far I just have Skill Focus (Heal) to start with. What other feats should I get for the Hospitaler?


If he gave up the spellcasting (never learned it at all in the first place), then what happen to the Spellcraft Skill? What would take its place if applicable?


Drakanav Codex is Golarion's version of the Draconomicon or 'The Book of the Dragons.

What might be Golarion's version or name for the Necromicon or 'The Book of the Dead', a reference book on the undead?


Dwarven Defender
Fearsome warriors, dwarven defender are rare even among their folk. Their durability and toughness are legendary. They are are feared for their abilities to take blows that would fell a weaker race and do their duty even unto Death.
Only dwarves can become dwarven defender, they are usually fighters, some paladins taking up the call are not unheard of.

Role: Dwarven Defenders have the ability to take anything thrown at them and endure them while they go to work on hacking away at their opponents.

Alighment: Lawful

Hit Die: d12

REQUIREMENTS
To qualify to become a defender, a character must fulfill all the following criteria.

Race: Dwarf
Base Attack Bonus: +7
Feats: Dodge, Endurance, Toughness

Class Skills
The defender’s class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Ranks at Each Level: 2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Stalwart Stance
2nd +2 +3 +0 +3 Uncanny dodge
3rd +3 +3 +1 +3 Damage Reduction 2/-, Dodge Bonus +1
4th +4 +4 +1 +4 Spell Sense +1
5th +5 +4 +1 +4 Shrug It Off
6th +6/+1 +5 +2 Damage Reduction 4/-, improved Uncanny Dodge, Dodge Bonus +2
7th +7/+2 +5 +2 +5 Improved Stalwart Stance
8th +8/+3 +6 +2 +6 surprise Rush, Spell Sense +2
9th +9/+4 +6 +3 +6 Damage Reduction 6/-, Dodge Bonus +3
10th +10/+5 +7 +3 +7 Most Stubborn

Class Feature

All of the following are class features of the vanguard.

Weapon and Armor Proficiency
A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

Stalwart Stance
He can use the stalwart stance for a number of rounds per day equal to 4 + Constitution modifier. At each level after first, he can use stalwart stance for 1 additional round. Temporary increases to Constitution, such as those gained from stance, rage, and spells like bear’s endurance, do not increase the total number of rounds that a dwarven defender can use stalwart stance per day. A dwarven defender can enter stalwart stance as a fee action. The total number of rounds of stalwart stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in stalwart stance, a defender gains phenomenal strength and durability. He gains +2 to Strength, +4 to Constitution, +4 Dodge bonus to his AC and can add his newly modified Constitution bonus to AC instead of his Dexterity. The dwarven defender loses this Constitution bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the dwarven defender would still be considered flat-footed. The Constitution bonus to AC cannot be more than his armor’s Maximum Dexterity as normal for Dexterity.
The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the stalwart stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are.
A defender can end he stance as a free action and is fatigued after stalwaft stance for a number of rounds equal to 2 times the number of rounds spent in the stalwart stance. A defender cannot enter a stalwart stance while fatigued or exhausted but can otherwise enter stalwart stance multiple times during a single encounter or combat. If a defender falls unconscious, his stalwart stance immediately ends, placing him in peril of death.

Uncanny Dodge (Ex)
Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Damage Reduction (Ex)
At 3rd level, a dwarven defender gains damage reduction. Subtract 2 points from the damage the dwarven defender takes each time he is dealt damage. At 6th level, this damage reduction rises to 4/- and at 9th level to 6/-. Damage reduction can reduce damage to 0 but not below 0.

Dodge Bonus (Ex)
The dwarven defender receives a dodge bonus to Armor Class that starts at +1 at 3rd Level and improves to +2 at 6th and +3 at 9th.

Spell Sense (Ex)
At 4th level, a dwarven defender gains a +1 bonus on saves made against spells and spell-like effects and a +1 dodge bonus to AC against touch attacks by spells and spell like effects. At 8th level, these bonuses rise to +2.

Shrug It Off (Ex)
At 5th level and higher, a dwarven defender can scorn death and unconsciousness while in stalwart stance. As long as his stance continues, he is not treated as disabled at 0 hit points, nor is he treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, he continues to fight normally until his stance ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Damage Reduction (Ex)
At 3rd level, a dwarven defender gains damage reduction. Subtract 2 points from the damage the dwarven defender takes each time he is dealt damage. At 6th level, this damage reduction rises to 4/- and at 9th level to 6/-. Damage reduction can reduce damage to 0 but not below 0.

Dodge Bonus (Ex)
The dwarven defender receives a dodge bonus to Armor Class that starts at +1 at 3rd Level and improves to +2 at 6th and +3 at 9th.

Improved Uncanny Dodge (Ex)
At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Improved Stalwart Stance (Ex)
At 7th level, his bonuses to his Strength and Constitution increases to +4 and +6 while in stalwart stance. He may avoid becoming fatigued upon leaving stalwart stance by rolling a Constiution check. The DC is 10+two times the number of rounds spent in stalwart stance. The bonus from Endurance may be included on his roll.

Counter Attack Rush (Ex)
At 8th level, a dwarven defender’s base movement is doubled in the round after using a Fighting Defensively or Total Defense action for one round.

Most Stubborn (Ex)
At 10th level, a dwarven defender may add his Endurance bonus to saves made against effects that would result from damage or death attack such as the Death Attack from Assassin. 3 times per day he may reroll a failed saving throw against death attacks or spells and spell-like effects which cause damage that would put him at 0 HP or lower including disintegrate and slay living. This ability does not prevent death from damage through disintegrate or slay living even if he succeeded on his new saving throw. He must take the new second roll, it cannot be rerolled through this ability.

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Well it's not polished, so I appreciate some criticism.
I do have an ability in mind that can replace either Stubborn or Shrug It Off. I tried to make the PRC a little more player friendly so that it could be used outside dungeons or dwarven delvings.


I have a suggestion for one ability. The charge specific abilities are usually about improving his accuracy and damage while charging on his mount. So why not give him an ability that allow him to make an immediate combat maneuver to trip upon connecting with a charge attack while mounted? It's depicting unhorsing a rider or knocking someone to the ground with having the rider and the horse momentum behind the lance. Normally you can't make a combat maneuver to trip with a lance or other usual weapons you used while mounted (with a few exceptions).


The armor discussion in "The Challenge Mechanic-Does it work?" thread brought up a thought for me. The Cavalier train and fight extensively in heavy armor, and that bring us the topic; should it get the Armor Training like the Fighter have?