Kyra

Irizata's page

14 posts. Organized Play character for Katya.


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Scarab Sages

Hello!

My group is going to be running WotR in the new year and I am stuck on what to make. Our party will have a basic Paladin, likely going Champion or Guardian Mythic Path, and a ranged Inquisitor going for the Trickster or Hierophant Path.

I'm torn between:

1) Standard Bard with Leadership Feat and Marshal Path

2) Deminslayer Ranger and either Champion or Trickster Path

3) Nature's Fang Druid with Marshal Path (poasibly Leadership, too)

I'm just not sure which area to focus on for this AP sin ecwe just have the 3 of us going up against the Worldwound.

Scarab Sages

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How is the connection with third parties and VTTs working these days? Any chance this'll appear on Roll20/Demiplane? My group isn't going to adopt Foundry at this point, so I'm trying to figure out what my options are for running virtually as we're in 4 different cities now.

Scarab Sages

Any word on VTT support for this AP? Would love to run it but my group is too spread out geographically to play in-person any more.

Scarab Sages

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I just assumed that Thralls and undead from Summon Undead (and other spells) came from The Void/Negative Energy Plane since they didn't specify needing target bodies.

Scarab Sages

The way I tend to approach Out-of-Combat-Mode is somewhat split between the 2e Exploration mode and [that other game]'s old Skill Challenges.

I run things like Chases with skill challenges, awarding points for success/Crit success and removing points for Crit fails. Fall of Plaguestone uses this kind of mechanic in the first chapter, and Gatewalkers uses something similar for the Investigation portion of the game. It's very similar, again, to the Influence system put forward in the 2e Kingmaker game.

I really only use the "base" Exploration activities (Scout, Repeat a Spell, Defend, etc.) when the PCs are in a place where an encounter is likely to occur - aka, a "dungeon".

Scarab Sages

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My party's been playing for a bit and is nearing the end. They faced a near TPK on their first assault on the orc stronghold so they retreated, rested up, and spent time looking for a back entrance.

They made a dent in the orcs on the second assault but got dropped to 3/4 stable and unconscious so the last surrendered. I had them taken as prisoners to be used as test subjects or to join Vilree's band.

They met with Vilree and agreed to simply walk away, then they of course broke that agreement and took off in a run to stop her drudge from destroying the town. They beat the drudge but most of Vilree's servants are still a threat.

SO next session we're doing a Seven Samurai take and having the party ready the town to fend off an invasion of orcs and Vilree's vile alchemical monsters. Should make for an interesting end to the campaign!

Scarab Sages

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In English, there’s also the non-binary “Xe” which could be an option if “They” doesn’t work for you.

Scarab Sages

Race: Human
Classes/levels: Fighter 2 or 3... I can’t recall.
Adventure: Shards of Sin
Location: The Crow piling
Catalyst: Poor dice and a 180ft drop
The Gory Details: The party was attempting to reach the suspended platform and feared that the rope swing would be too challenging. After successfully aiding their Alchemist across the gap via climbing the horizontal suspension ropes, the fighter made his attempt. I (DM) clarified their precautions multiple times.

The fighter repeatedly told me he had the end of 180 ft of rope (placed next to the gap to allow Tower Gurls to climb up and down the outside of the piling) tied around his waist and no one in the party had made any indication they were bracing the rope. The DC was set at 10 for an unknotted rope.

The fighter rolled a 9 and the party shouted “good thing he has the rope!”

“Yes,” I said, calmly collecting d6s. “All 180ft of it.”

He belly flopped into the harbour below and began to sink, weighed down by his armour. The party recovered from their shock in time to remember that he has the John stone needed for the Shard they were seeking and went into recovery mode, sending their slow falling cleric and eidolon down to recover the body.

And at 50 ft underwater is where they met Lockerbie the Lacedon.

Thankfully only the eidolon has gone swimming so he was dispatched and the cleric climbed up to safety.

The party later recovered the body of their fallen friend in Lockerbie’s room but I had to spend several sessions assuring them I had a plan for retrieving the lost join stone.

Scarab Sages

Thanks! I figured I was missing something :)

Scarab Sages

Like it says in the header, can you combined a fire kinetic blast with the Burn! Burn! Burn! feat as a goblin Kineticist?

Burn! Burn! Burn! wrote:
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.

Emphasis mine. So the feat gives you +1d4 damage on non-magical fire attacks and Kinetic Blasts (with the fire element) don’t appear to be considered magical except for the purpose of bypassing damage reduction.

Kinetic Blasts wrote:
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Emphasis mine again.

Does this ability work with the feat or are spell-like abilities (or things “considered magical” for bypassing DR) considered magical attacks?

Scarab Sages

KingOfAnything wrote:
Irizata wrote:
Is this AP meant for 4 PCs like the Pathfinder ones? If so, has anyone tried scaling it for 5 or 6 players?

It is for four characters. There are definitely parts that are difficult to scale right now. After the Alien Archive comes out, it will be a little easier to increase the CR of the single-foe combats.

** spoiler omitted **

Cheers! I usually have 4 or 5 players at my table depending on if one of them needs to work or not. With that, I probably won't need to modify it at all - especially since I usually like to take it easier on them - but I appreciate knowing that it's scaled for 4! My guys usually don't build for an optimal group and they're really just in for a fun time so running it as is with a newer rule set is probably best.

I can't wait to start it after we finish our PF campaign!

Scarab Sages

Is this AP meant for 4 PCs like the Pathfinder ones? If so, has anyone tried scaling it for 5 or 6 players?

Scarab Sages

Thank you.

Scarab Sages

Hello!

I'm building a Skald and wondering if I can choose Maestro of the Society trait. As I understand it, the version in the Faction Guide is legal and the version in the Shattered Stsr AP guide is not. The Faction Guide version seems to suggest I need to be a bard to take it, but the update in Shattered Star does not.

I've tried googling around and I can't seem to find an answer to this.