Axe Lord

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It should work out just fine. People in the city and territory of Katapesh aren't prejudice in the same way as other nations. They only care whether you have money or not, so they shouldn't discriminate against him just because of his species. Of course he will be the only one of his kind so it will be near impossible for him to be inconspicuous.

Of course the slavers might come after him because a four armed slave would probably fetch a pretty good price. Now that I think about it using the Earning your Freedom trait as his background would make complete sense.

I mean there are already extra-terrestrials living in Katapesh, so what is one more?


So I have held of on posting in here to give myself some lead time, because I have the distinct feeling one of my players has been peeking in here.

So we just had our first session of Book Four this weekend, so I will be writing up the end of Book two here and start writing about Book Three pretty soon.


If this is something you want all your players to have the ability to do, just give them an allowance for a specific weapon they have that they receive every time they level up. Like, maybe 1000gp at low levels (larger amounts later). They can only use this amount on upgrading the enchantments on a specific weapon they own. They can use it right away or they can save it for something better later on.


Laerlorn wrote:

Thank you, big time for your report.

I consider GM:ing Legacy of Fire, after playing it couple of years ago. I like to increase the story and game effects of Templars of the Five Winds, and creating Tempest as Intelligent weapon is a marvelous idea. Also, I think it is great campaign to use Mythic powers, but I think I ll water it out just with some increased number and uses of Hero Points, instead of opting that largely criticized Mythic rules.

Thanks again, and keep em coming!

Thanks for reading.

I haven't had much of a problem with the Mythic rules. I have house ruled a few things that I thought were broke, but other then that, we are using as is. I think the key to using Mythic is to make sure you are using the Slow xp track. This will keep you from having to do too many conversions.

Using Mythic has had interesting effects on my players. First they tend to get a little overconfident which has resulted in some great tension and several mistakes (one which almost resulted in a TPK). It has also basically eliminated the 15 min adventuring day which I think is a great thing.


I think I have come to the conclusion that martial flexibility is too good a class ability to be at level one. I think it needs to be at level 3 or higher.

I have house ruled the brawler to get it at 3rd level in my game.


Revision 4

I changed the capstone so it doesn't add to the critical multiplier and I added a confirm crit ability to martial power.

Making the fighter the king of crits I think is a good thing.


Revision 3

replaced Martial Expertise with combat style.

Changed Adamant to +1 every 3 levels.

Replaced Weapon Training 3 and 4 for some boosts to critical hits.

rearranged some abilities.


Ciaran Barnes wrote:
Aelryinth wrote:
Mettle is already used in the greater context of the game as the ability for taking no secondary effects on making a Will or Fortitude save (so, largely against poisons). I.e. it's another physical description.
Great word though.

It is and I may use it anyways. I see contagious mettle, torturer's mettle and totemic mettle, but I don't see a pathfinder class with a class ability that uses just mettle.

I remember there being a D&D class that used it but I don't think that counts for my purposes.


rainzax wrote:


Mettle?
it is after all in the fighter's descriptive text...

That is definitely one to consider.


rainzax wrote:

though it may be beyond the scope of what you are willing to entertain, i am of the opinion that the fighter needs not only additional feats, but also the means to change some out at a more frequent interval than every four friggin' fighter levels. and, Martial Versatility represents the opposite extreme.

i allow my fighter, in addition to permanent bonus feats (as written, unchanged), to prepare a certain number of feats each morning at their option, by extending and changing the Weapon Training concept to 1st level.

this keeps the Brawler, an advanced class, distinct while adding to the gameplay of the Fighter.

Ciaran Barnes posted an entire fighter rewrite based around that concept last month. It is pretty good.

I personally prefer to be able to gain temporary feats on the fly than preparing feats at the beginning of the day.


Klarth wrote:
Also, if you're going to keep weapon groups, how about an ability that lets Weapon Focus et.al. count for all weapons in the group if you have it for one of them.

In my game Weapon Focus is house ruled so that you pick a weapon group and gain the bonus with all weapons in the weapon group you are proficient in.


Ciaran Barnes wrote:
It wouldn't be the end of the world if you removed the weapon groups from the document. It would make the process of viewing it a pinch easier.

I will do this on the next update, for your viewing pleasure.

Ciaran Barnes wrote:
My recommendation for Adamant is that you remove it from the class table at levels 6, 10, 14, and 18. Then, change the bonus to +1/2 fighter level, maxing at +10 instead of +5. Using the fighter's base WIll save and your existing Adamant bonus, he still comes out less brave than a bard. Changing it to 1/2 level should fix that.

Alternatively, how about getting rid of the progressive bonus and just letting the fighter substitute his CON for his WIS when rolling to resist fear, charm and compulsions. Though that may be overkill or just not make sense.


Secret Wizard wrote:
Obdurate is an arcane word I hadn't heard of. That's flavor by thesaurus, instead of flavor by connotation. You doing it wrong.

It also doesn't sound very soldier or warrior-like. I can't imagine a general telling his soldiers how tough and obdurate they are.

I'm willing to entertain any synonyms that have a more warrior-like feel.


Secret Wizard wrote:

I like it, my only thoughts are that:

1. Martial Expertise shouldn't really be granting auto-13 to STR, DEX and CON... I know it's not overpowered, but Fighter is already a great dip. Allowing Dex builds to have easy access to Power Attack is a whole can of worms. Plus, most Fighters want 14 in every physical stat.

How about instead the fighter picks a ranger combat style and he can ignore prerequisites for the feats listed in that style?

My main point in this feature is to allow someone to focus on Strength or Dex but still get a feat for the opposite ability score without investing the points in that score. Like being able to build a sword and board fighter without having to invest a bunch of points in Dex just so you can pick up two-weapon fighting.

Secret Wizard wrote:


2. The rest is fine I guess. I really like this as a base class. I just think that the whole weapon training still feels meh. The worst part of the Brawler is the Maneuver Training, because, realistically, it will only have a noticeable effect for two or three maneuvers. Nobody really cares about WT III and IV. How about replacing those with new features for Resolve? Perhaps one that allows you to add some enhancement speed as a free action for one round instead of WT III, and another that let's you ignore critical hit immunity for one round instead of WT IV. Then, make WT I and II give the same bonus to two groups.

I have been hesitant to yank anything out of the fighter, but your view seems to be in the majority. I will give it some thought.


necromental wrote:
Secret Wizard wrote:

I like it, my only thoughts are that:

1. Martial Expertise shouldn't really be granting auto-13 to STR, DEX and CON... I know it's not overpowered, but Fighter is already a great dip. Allowing Dex builds to have easy access to Power Attack is a whole can of worms.

Allow it only for fighter's bonus feats?

That is how it is already worded.


Revision 2

I've combined resolve and martial flexibility into a single power pool, I've made DR stackable and added an additional bonus to confirm crits. Also I have changed the name of duty, just for Aelryinth.

Right now I am thinking of other uses for Martial power, but for now I have left it at what I originally had.


Aelryinth wrote:
Kindly look at the Armor Master Archetype for precedent on the DR stacking with Adamantine. By extending it to feats, you allows Stalwart to also stack with it...meaning the fighter might actually be able to get DR similar to a barbarian.

Thanks for pointing that out.

Aelryinth wrote:

The bonus to max Dex was also done away with by the Viking Subtype and turned into a straight AC bonus. It's one of the weakest parts of the class. Just make it an AC bonus (dodge).

They also loose the ability to wear heavy armor. I know I play one.

Aelryinth wrote:

Or, to put it another way, I'm level 8 and wearing a Mithral BP. The max dex limit on such is 22. I've an 18 Dex, being a normal character. I cannot take advantage of my classes +2 to Dex limit because I DON'T HAVE THE DEX TO DO SO.

If it was a +2 Dodge bonus, it wouldn't be a worthless bonus to me.

No, but it isn't completely worthless, you do benefit from spell buffs and giving a straight up dodge bonus seems like overkill to me, especially if I decide to let DR stack.


Pendagast wrote:
has anyone actually played a martial master with martial flexibility and martial versatility before they go on about a fighter rewrite?

I haven't, but my fighter in the game I play in has a level of brawler. Fighters as they are currently written greatly benefit from a 1 level dip into brawler.


Aelryinth wrote:


Armor Training: Specifically let the DR stack with adamantine armor and feats that grant DR...but not other classes.

The stacking rules are pretty well set in stone and I don't plan to change that. Unless you can point me to another class feature that lets DR stack.

Aelryinth wrote:


I personally cut back on the class skills relative to you, but let the Fighter pick any 2 as class skills. For instance, Climb and Swim are inappropriate for plains dwellers or desert warriors. I also let them add a Class skill and another skill point/level every time Bravery tinged. So they start out with low skill points, but end up with more then a ranger and 7 class skills of their choice, the ultimate in skill customization.

No. I would prefer skills and skill points work just like every other class. I have no desire to invent and add new subsystems to this fighter.

Aelryinth wrote:


Armor Training...why are you increasing the max dex a fighter may not have? Would it not be more appropriate to be just like a monk and simply award a dodge bonus, which is basically the same thing, but insures a fighter can make use of his class ability? If he has high dex, he can wear lighter armor, mithral or celestial like everyone else.

I'm confused by this comment, the only thing I changed about Armor Training is to add DR. The bonus to max dex is RAW.


Just some random ideas for centaur like creatures in Ustalav:

How about a race of centaurs that instead of being half horse are half nightmare, they can breath smoke and fire.

Or maybe undead headless centaurs.

Frankenstin like flesh golems that are horses and men stitched together.


Secret Wizard wrote:
Quote:
My purpose in doing this revision was to create a simple upgrade to the class and to not make significant changes to what the fighter can already do. I want to add on, without taking much away.

And what I'm saying is that you added too much.

Revised suggestions:
1. Remove Martial Flexibility. Allow Resolve to be spent to gain bonus feats temporarily as a swift action from level 4th on, but don't allow to gain more than 1 feat.
2. Simplify armor training and weapon training.

Oh, okay, I think I understand better what you are saying. I'll consider and think about giving him a Ki or panache like martial power that combines resolve and martial flexibility together.


Jeremy757 wrote:


Secret Wizard wrote:


1. You should remove all other Weapon Trainings besides I and buff WT by adding a critical hit confirmation bonus. One of the main issues of Fighters is that their damage doesn't scale too well past level 11. Extra critical confirmation could help. GIving the choice of extra weapon groups beyond the first seems overkill to me with the rest of the skeleton.
A bonus to hit IS a bonus to critical confirmation. So if you ditch weapon training to add a bonus to only critical confirmation it is a wash. Actually it is worse because you loose damage bonus. Maybe adding a additional bonus to critical confirmation on top of weapon training might be appropriate, but weapon training seems fine as is so I didn't do anything with it.

I just realized I misread what you wrote. You want to add the bonus to confirmation on top of weapon training. I can understand that and might consider doing it, but I wouldn't get rid of access to additional weapon groups to do it. I want to preserve versatility not remove it.


My purpose in doing this revision was to create a simple upgrade to the class and to not make significant changes to what the fighter can already do. I want to add on, without taking much away.

Secret Wizard wrote:


1. You should remove all other Weapon Trainings besides I and buff WT by adding a critical hit confirmation bonus. One of the main issues of Fighters is that their damage doesn't scale too well past level 11. Extra critical confirmation could help. GIving the choice of extra weapon groups beyond the first seems overkill to me with the rest of the skeleton.

A bonus to hit IS a bonus to critical confirmation. So if you ditch weapon training to add a bonus to only critical confirmation it is a wash. Actually it is worse because you loose damage bonus. Maybe adding a additional bonus to critical confirmation on top of weapon training might be appropriate, but weapon training seems fine as is so I didn't do anything with it.

Secret Wizard wrote:


2. I don't like the idea of giving Martial Flexibility AND so many bonus feats.

I do. I currently play a Viking fighter and I could see absolutely no reason not to dip a level of brawler to pick up Martial Flexibility. It allows the fighter to temporarily pick up those situational feats that you don't want to waste a permanent feat slot on.

Secret Wizard wrote:


At least the Martial Master archetype gets MF later and trades things for it.

Only one level later.

Secret Wizard wrote:


I know you just want to give out cool stuff but it seems overkill. The Fighter is already one of the best classes for the first few levels. Remove some bonus feats, p[erhaps make it at the same pace as the Brawler.

And it can be one of the worst classes in the late game. This doesn't necessarily solve that but at least it allows him to deal with situational issues that he might not have been able to deal with before.

The pace is slightly faster because he gets it 3 levels after the brawler does.

Secret Wizard wrote:


3. Remove Armor Mastery and the DR. That DR has always been crap because it never stacked with adamantine. Instead, you should simply armor training -- make it grant +1 AC and -1 ACP per rank and that's it, no fiddling with max Dex.

Couldn't disagree more.

Secret Wizard wrote:


4. I don't know if killing an enemy or scoring a critical is comparable with defeating the target of your challenge, which is limited by uses per day of the Challenge ability. Perhaps you could sacrifice three uses (the amount of uses granted by Extra Martial Flexibility) of Martial Flexibility to regain one charge of Resolve.

It is meant to mimic the way the Swashbuckler gets her panache back.

Secret Wizard wrote:


So in summary, remove DR, remove extra max Dexterity on armor, add raw +AC, remove Weapon Training II, III, IV and V since they always sucked and they don't fit this fighter, change regaining Resolve into something less recurring, remove Armor Mastery altogether (a s%&# feature honestly), add some critical confirmation to Weapon Training, remove...

Like I said in my first post, I am trying NOT to reinvent the wheel.


Ethereal Gears wrote:
I wanna read your fighter rewrite, bro, but the link won't let me. :(

Well I am not sure why, it works for me even when logged out and on another computer. So here is an alternate link on google.

My Revised Fighter

Try that.


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Since I have seen a lot of people sharing their revisions of the fighter lately I thought I would share mine too.

I tried to keep it simple and not reinvent the wheel here, I just picked and choose already existing abilities that would add to the fighter's versatility and survivability.

I added Martial Flexibility and Resolve and I changed Bravery and made a change to Armor Training to adjust how the Fighter receives DR. I also bumped up skill points and added a couple of class skills.

My Revised Fighter

One thing to note, in my game two-weapon fighting and two-weapon defense only require a Dex of 13.

Let me know what you think.


At that level you can just start them off at the beginning of Book 2. Book 1 is more of a prelude to the main plot, and is just meant to establish the characters in the local town. As written you can skip Book 1 and start at book two and not really loose anything except for the roleplaying investment in the town and the moldspeaker subplot (which is ultimately unnecessary for the greater plot).

If you want to give them the knowledge of the Templars(which they don't necessarily need to move forward) that they would have gotten from Book 1 and include the Moldspeaker, you can run the Monastery from Book 1 as a stand alone encounter and then skip the rest of Book 1. Just change the monsters there to something level appropriate.


A couple of more suggestions

Replace Haunt Sense with the Roaming Exorcist's Unseen Revealed ability (or something like it)

Maybe get rid of Exorcism and replace it with a positive energy channel that can only be used to harm undead and haunts.

I also agree the Medium shouldn't be completely immune to fear.


I totally dig this. Much better than the official Medium and it fits all the tropes for a medium.

May I recommend adding the following spells to the spell list: hide from undead, calm spirit, command undead, halt undead, speak with haunt, sphere of warding, spiritual ally, spiritual weapon, lesser astral projection, call spirit, mass ghostbane dirge, undeath ward, antilife shell, and ethereal jaunt (as a 6th level)

Also, will this Medium's spells be typed as psychic? I'm guessing it probably should be.


I placed this order on Oct. 24. It still shows as pending. It doesn't mention there being a payment issue so I assume the issue is on your side.

Let me know if there is anything I need to do to resolve this.


Seranov wrote:
Maybe it's because the only real knowledge I have about "real" mediums is that Houdini hated their faces, but I don't see the deal.

We are not talking about real mediums, but mediums as defined by cultural tropes and legend.

Seranov wrote:
I think changing its name might be a good idea, because I really like how the class is designed, and don't really see the need to start gutting abilities simply because "that's not what a medium does."

They don't have to gut anything, the spirit and trance abilities can stay the same. They just need to make it a 6 level caster with an emphasis placed on spells that deal with ghost, spirits, undead and the ethereal. Maybe even give it some spell-like abilities to detect, communicate and command dead/undead.


Lukas Stariha wrote:
Jeremy757 wrote:
Terminalmancer wrote:
The medium class actually covers the territory pretty well--it just cannot converse with the spirits or interact with spirits you don't know. If you'd like a medium who's followed around by a particular set of spirits it's a great flavor class.
Except that no one else can see, interact or detect these spirits that the Medium says he gets his powers from, so are they actually spirits or are they just delusions of the medium's mind. :)
Shared Seance disagrees.

Nope. There is nothing about Shared Seance that allows me to see, interact with or detect the spirit that the medium says is giving him power. The medium holds a ceremony and if I participate I gain a boon from it. That does not confer the existence of the spirit. At least with a cleric, I can actually communicate or find the being giving him his power if I have the right resources and power. The "spirits" giving the medium his power are completely internal to the medium. They exist nowhere else but in the medium's mind.

I know I am purposely being obtuse, but my point is: for this class to be an actual medium as defined by our culture and tropes, it needs to be able to interact with actual spirits, ghosts and undead as defined by the rules and the setting of pathfinder. The class can't actually do that, it has a thin veneer that simulates that in a very narrow window, but from a rules stand point it is not an actual medium.

The Wizard is a better medium than the Medium. The wizard can actually find, communicate, command and destroy ghosts.


Terminalmancer wrote:
The medium class actually covers the territory pretty well--it just cannot converse with the spirits or interact with spirits you don't know. If you'd like a medium who's followed around by a particular set of spirits it's a great flavor class.

Except that no one else can see, interact or detect these spirits that the Medium says he gets his powers from, so are they actually spirits or are they just delusions of the medium's mind. :)


QuidEst wrote:
The class does more or less everything I picture a medium doing. Hold a seance in a circle to contact a spirit? Check. Have that spirit speak and act through it? Check. Mess up and wind up with the spirit in control? Check. Obtain knowledge from beyond the grave? Thanks to Int spirits, check. It doesn't interact with ghosts and undead willy-nilly, it's true. We have Shaman who does that pretty well with various archetypes, and it seems like a likely archetype for this class, along with some sort of divination focus.

Emphasis, mine. That is the real problem, the spirits the medium does communicate with only exist as part of the class, they do not exist as part of the setting. The classic archetype of the medium as defined by our culture and numerous movies is a person that can call on ghosts, demons and ethereal spirits that try to torment and communicate with the world not just the medium. Also not just generic spirits, but specific ones. If the Pathfinder Medium wants to fill that archetype then it needs the ability to actually interact with the dead, undead, ghosts, elementals, demons, haunts and other creatures from the bestiary, not just its own generic-spirits-that-only-exist-for-the-medium spirits.

For example, say a haunt takes up residence in a Lord's manor and begins tormenting his children. Can this Medium come in and hold a seance to communicate with the haunt and find out what to do to save the Lord's children. Unless I'm missing something, it can't. It has no ability to actually communicate with ghosts, spirits or undead as defined by the game, just those as defined by the class.


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Shane LeRose wrote:


I feel I don't understand what you intended with the class originally. What fictional characters are you drawing inspiration from? What abilities do they have that you're trying to recreate in this class.

I would like to see this question answered. The title Medium implies a class that can communicate with spirits and ghosts, but this class doesn't seem to actually do any of that.


Christopher Dudley wrote:
Jeremy757 wrote:
Christopher Dudley wrote:
But they could very easily arrive at the result that the party has to make a midnight raid on the One Source warehouse as detailed in the 3rd volume of the AP, with relatively minor changes. You have to come up with a reason that Father Jackal is working with Zayifid, since Zayifid wants to open the scroll and Father Jackal wants to give it to the Captain of the Sunset Ship.

Alternativly, you could say that Zayifid learned that Father Jackal was also seeking the scroll so he decided to find out why and learned of the Captain of the Sunset Ship. He then bypasses Father Jackel completely and makes a deal with the Captain. "Help me open the scroll and free Jahvhul and you get to keep the scroll afterwards." They still need Rayhan to learn how to open it. So when the players arrive to rescue Rayhan they discover Zayifid about to open the scroll and all get sucked in (Except for the Captain)

Also, just for laughs neither of them bother to tell Father Jackel that they already have the scroll.

That's a great idea, too, but when they get out of Kakishon, they come out where the scroll is. I don't even know how I'd run that game if the Captain got the scroll.

It is exactly what I am doing. I didn't like the segue from Kakishon to Bayt al-Bazan, so this is the transition I will be using. The Captain knows that Jhavhul is destined to fail and is setting himself up to acquire the heart of Xotani when that happens. So my players get to parlay with the devil and then a shopping trip in Katapesh and then onto the plane of fire.


Christopher Dudley wrote:
But they could very easily arrive at the result that the party has to make a midnight raid on the One Source warehouse as detailed in the 3rd volume of the AP, with relatively minor changes. You have to come up with a reason that Father Jackal is working with Zayifid, since Zayifid wants to open the scroll and Father Jackal wants to give it to the Captain of the Sunset Ship.

Alternativly, you could say that Zayifid learned that Father Jackal was also seeking the scroll so he decided to find out why and learned of the Captain of the Sunset Ship. He then bypasses Father Jackel completely and makes a deal with the Captain. "Help me open the scroll and free Jahvhul and you get to keep the scroll afterwards." They still need Rayhan to learn how to open it. So when the players arrive to rescue Rayhan they discover Zayifid about to open the scroll and all get sucked in (Except for the Captain)

Also, just for laughs neither of them bother to tell Father Jackel that they already have the scroll.


Really you just need to find a source of info that can let the players know That Zayifid is looking for an artifact somewhere in the House. Any chance they made nice with the trogs or the goblin? They would be the best choice for this. If not did they leave Madfang alive? Maybe he flees the House and seeks asylum in Kelmerane in exchange for what he knows.

Here is something else you can do to help your plot: Zayifid can't enter the hidden chambers. Jhavul placed a forbiddence on them so that he is the only Genie that can enter without his permission. So the only way Zayifed can get his hands on the Scroll is if someone else retrieves it for him. The gnolls aren't up to this task but it takes him several weeks to realize this. He then ends up deciding to dupe some adventures into doing it. He is too smart to try that same trick on the players again so he seeks out a new npc adventurer group. They use Kelmerane as a way-point for their expedition. They blow their advance in the Battle market and get drunk and let loose lips fly bragging about what they have been hired to do. This is how the players find out about it.

Now you have a race between the players and a rival adventurer group to get the artifact first.


Sheik Voodoo wrote:
Don't know if you're near End of Eternity yet, but I'd be interested in seeing your take on a mythic Golden Ram.

We just got to part two of book three. Unfortunately we won't meet again until the first week of December.

I have actually given some thought on the Golden Ram. I plan on making him resemble the Golden Ram of greek legend a little more which means he will have wings and be able to fly. I also will have a flock of ewe that inhabit the Serpent Isles. They are the Golden Ram's mating flock and the flock will exist as a way to get the Ram to come to the players, if they figure out the connection. The flock of ewe also all happen to be banefully polymorphed fey that Nex imprisoned on the island.

I don't know how I am going to stat him up at this point, but I do know that when he is defeated he will also leave a golden fleece, a mythic magic item, which will be a cape or cloak, that has healing powers.

Just to add some more Jason and the Argonauts flavor to this, when the players take the Golden Fleece, a dragon begins hunting them trying to steal the Fleece from them. If he successfully steals it from them he returns to his layer and hangs the fleece on a tree and then sleeps around it.


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I do think that the Medium should have a core set of spells that are always available regardless of what spirit they are channelling, like protection from evil, deathwatch, speak with dead, Ghostbane Dirge, lesser planer ally or other spells that allow the class to deal with spirits, ghosts and the incorporeal.


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This class needs 2/3 casting not a full BAB. The stated goal of this class is to be versatile and flexible and 2/3 casting serves that goal. If you give it a full BAB you shoe horn it into being a combat class that is neither versatile or flexible.


HectorVivis wrote:

At work so I can't read earlier posts in this thread, but the medium occupied my mind for an hour already, so I come here.

The fact that the GM take the control seems, IMO, a great idea... But potentially it can be a real pain for some games.

If you have several session to play the same day, it means a player is just out of the game, and it can truly be a pain for GM's too.

I would propose alternatives (to keep it RAW and ease some GM's mind), like being afflicted by a major curse (for the day only ?), a spellblight, or other afflictions.

I agree with this. A penalty that doesn't go away until you satisfy the spirits compulsion sounds better than loosing control of your character.


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Koujow wrote:
chbgraphicarts wrote:

You have, purportedly, 54 spirits in total. Every spirit has 4 abilities.

That's TWO-HUNDRED EIGHT different abilities to read through, to decide what you're going to take and how they'll mix and match. IN THE FIRST BOOK.

This. I feel like this class is going to be a logistical nightmare. I am the type of player who plays with a 12 page character sheet... (I get kind of OCD with my character sheets) What the heck am I going to do with a character with access to a large number of skills and abilities that rotate in and out on a daily basis? I really do like the idea, but I am intimidated... and therefore suffer -2 to most of my rolls.

I really don't see it being any different or more complex than a wizard having to read through two dozen (or more) spells just to pick out the two he gets when he levels up.


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So the role of this class is supposed to be "flexible and versatile, filling whatever role the party needs at the moment". I don't really feel like it does that.

If it is going to be a jack of all trades/switch hitting type class then it needs to be on par with the Bard, which it is not.

To start it really needs 2/3 spell casting and two good saves. Also it needs to be able to trance more often, like in the range of 3 times per day at level one and a seance should only take like 10 minutes, so he can switch out between encounters. Also the spirit bonus should probably be higher, maybe starting at +2 at level one.


Jason Nelson wrote:
Sent some more!

You, sir, are a true Internet Hero.


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Christopher Dudley wrote:


That's what I was thinking. My biggest concern was that they return from their journey into Kakishon and then sell the scroll for the 45,000gp that was offered to them by one of the merchants. Although by the time they can get back to the City of Katapesh, splitting up that kind of money five ways won't really give them an advantage for the level they'll be at. So if they don't want the scroll, they'll be trading down. Seems like it would be OK.

After actually going to Kakishon they would be pretty foolish to sell the scroll for only 45,000gp. Hell, the mineral wealth of the islands is probably worth millions if your PCs are completely pragmatic about the scroll.

But outside of that this is a place that Nex walked and spent much time in. Who knows what secrets he left there, why sell it when there might be a chance there are other artifacts or maybe one of his spell books hidden in remote locations of the demi-plane.


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Coils of Flame and foreshadowing Book Five
Surprisingly I found the set piece of book two to be the most important part this module in regards to advancing the AP’s plot. So I made it a priority to make sure the players found their way to the Mountain’s Maw and gave them the opportunity to help Lasaar.

The Salamander’s were part of Jhavhul’s army and have been trapped here ever since, so they are in a position to give the players important information about Jhavhul and help me set up book five and six. This AP lacks enough fore-shadowing so I have tried to work more in.

So what did I decide Lasaar knew about Jhavhul:


    1. Jhavhul held court in the House of the Beast where he gave out wishes to his followers. He would reward them with two wishes to use on themselves as long as they used the first of his three daily wishes for something Jhavhul wanted.

    2. He used these wishes granted to him to enhance his powers and abilities. Lasaar does not know everything Jhavhul did with his wishes but does know that he used many of them to make himself almost completely undetectable by magic and divination.

    3. Jhavhul did not reside in the House of the Beast, he had a secret hideout that he spent most of his time in. Lasaar doesn't know anything about this hideout or where it might be. The hideout was also magically hidden by wishes and can’t be found by magic detection or divination. (This is a reference to Xotani's Grave, which the players shouldn't know anything about yet)

    4. The efreeti prince was not a devout worshiper of Rovagug and only paid him lip-service.

    5. Jhavhul left with his army to confront the Templars, but never returned (the salamanders were left behind to guard the mountain). Lasaar does not know what happened to the efreeti or where he currently is.

    6. After the battle with the Templars only one of Jhavhul’s generals a priest named Shirak returned. She claimed to have captured a scroll that was used to destroy Jhavhul’s army. She later died and the scroll was entombed with her.

Lasaar doesn’t know about Xotani or what Jhavhul’s real purpose at Pale Mountain was. Numbers two and three are important because it keeps the players from automatically suspecting that Jhavhul is trapped in Kakishon when they find the Scroll. Also they are important in my game because of my new set up to book five.

In Book Five instead of having the players go straight from Kakishon to the efreeti’s home in the City of Brass, they will be returning to Katapesh (specifically to the deck of the Sunset Ship, but more on that later). They will then learn from Nefeshti what Jhavhul’s true purpose is and that his “hideout” is Xotani’s grave. Although, because of the wishes he used to empower himself it is impossible to use normal magic to find out where he is, where Xotani’s grave is or how to enter the cave and bypass the forbiddances. Instead the players will have to find the one artifact that is capable of finding Jhavhul, the Impossible Eye, a magic mirror that Jhavhul had his brother steal from the Vizier of the City of Brass. Now the players have a reason to WANT to go to Bayt al-Bazan and Book Four flows into Book Five much better, with the added bonus that the players get a shopping trip in Katapesh before leaving.

When I ran this encounter I changed all the Flamebrothers to normal medium size Salamanders and my mythic players had no problem dealing with them.

The players made a deal with Lasaar, that if he tells them what he knows and supports them on their incursions into the House of the Beast that they will give him the means to return home. He agreed and allowed the players to use his cave as a base camp, though he would take no direct action himself. In return when they left the House of the Beast they gave Lesaar their mercan token, which he and his salamaders used to escape Golarion.


Mr. Nelson,

Could you also send me a copy of the director's cut.

Spoiler:
jeremymettler at gmail dot com


Christopher Dudley wrote:
I'm about to start this and only read through the module briefly. Has anyone let them stabilize Kakishon and keep it as a private resort/sanctum throughout the rest of their adventures?

I am planning on letting my players do this. We are just starting book three though so I don't have any results to share currently. I don't really think anything about letting them keep Kakishon should derail the game.

If anything it should be pretty exciting for the players. How many games do you get to play in where you can say you have your own demi-plane.


So I felt the House of the Beast was a little bare when it came to monsters, especially for a Mythic game. I wanted the House to feel active and dynamic and I wanted to players, who started this adventure Lvl 5/MT 2, to be able to chop their way through a horde. I also wanted to add to the variety of encounters and a boss fight to each level.

First of all, I beefed up the gnolls and created a second type, the Carrion Warrior.

Carrion Guard:

Male gnoll ranger 2
CE Medium Humanoid
Init +2;  Senses Darkvision 60 ft.; Perception +7

DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural) 
hp  20 (3 HD; 2d8+1d10+6)
Fort  +8,  Ref + +5,  Will + +1

OFFENSE
Speed  30 ft.
Melee  mwk scimitar +8 (1d6+4/18-20)
Ranged  mwk composite longbow +7 (1d8+4/x3 plus Poison) or stingchuck +5 (1d4 plus nausea)
Special Attacks  favored enemy (humans +2)  

STATISTICS  
Str   18,  Dex   15, Con   15,  Int   8,  Wis   12,  Cha   6 
Base Atk   +3;  CMB   +7;  CMD   19
Feats   Mounted Combat, Weapon Focus (longbow), Point Blank Shot
Skills   Perception +8, Ride +9, Survival +6 
Languages   gnoll
SQ   track +1, wild empathy +1
Combat Gear   potion of cure light wounds; Other Gea  r +1 studded leather armor, masterwork scimitar, masterwork composite longbow (+4 Str) with 20 arrows (poisoned with deadfall scorpion venom; DC 19 Fort save, 1d2 Strdamage 1/round for 6 rounds, cure 1 save), stingchuck

Carrion Warrior:

Gnoll fighter 2
CE Medium Humanoid (gnoll)
Init +2;  Senses darkvision 60 ft.; Perception    +6

DEFENSE
AC 21, touch 12, flat-footed 18 (+5 armor, +3 shield, +2 Dex, +1 natural)
hp 32 (4 HD; 2d8+2d10+12)
Fort +9,  Ref +2,  Will +4
Defensive Abilities bravery +1

OFFENSE
Speed 30 ft.
Melee mwk flail +8 (1d8+2)
Ranged: javelin +5 (1d6+2 + poison)

STATISTICS
Str 18,  Dex 15,  Con 17,  Int 8,  Wis 12,  Cha 6
Base Atk +3; CMB[/b] +6; CMD[/b] 18
Feats Cleave, Shield focus, Power Attack, Weapon Focus (flail)
Skills Perception +6, Stealth +8, Survival +7
Languages Gnoll
SQ
Combat Gear potion of cure light wounds; Other Gear +1 hide armor, heavy wooden shield, masterwork flail, 4 javelins (poisoned with deadfall scorpion venom; DC 19 Fort save, 1d2 Strdamage 1/round for 6 rounds, cure 1 save), stingchuck

The Outer Temple:

Unless you plan some random encounters here as written this place is pretty empty. I decided I wanted it to be more active. So inside the temple walls I had several dozen gnoll petitioners who were here camping out hoping to join the Carrion Tribe. These were just regular gnolls straight from the bestiary.

In the North Gate I replaced the gargoyles with giant winged chupacabras.

In the north courtyard, west of the North Gate, a dire owlbear has been chained up here. He guards the hole in the north wall from intruders and stray animals. The players ended up setting him free and injecting him with a syringe spear that had a rage potion in it causing him to go on a killing spree in the courtyard.

In the unlabeled building on the south wall I placed slave pins filled with ratfolk and pugwampis. Near by a group of Carrion Guards stand watch over the slaves.

Also, I included several infernal mesquito swarms in the reflecting pools and every gnoll petitioner killed has a 1 in 4 chance of spawning a flea swarm when killed.

The bosses for this level is Taricus, a cyclopes, and his buddy Grok, an ettin, mercenaries who occasionally get paid by the Carrion King to deal with issues his gnolls are too stupid to be trusted with. If the players make their presence known these two rally as many of the gnolls possible and confront the adventurers.

The Middle Temple:

I doubled up the gnolls here and replaced the the human slaves in the Redoubt with ratfolk slaves. The ratfolk slaves were born and bred here and are loyal to the gnolls.

I put a couple of Carrion Initiates in the Sickening Pool room along with this level’s boss, Serka, a Lamia (Cleric 2), who uses major image to make the players think they are being attacked by the Carrion King.

Lower Temple:

Other than adding a bunch of extra Carrion Warriors and Initiates to this level, I didn’t change too much. I added advanced templates to all the Unchosen and I made Madfang an Alchemist.

Ghartok, The Carrion King CR 8/MR 4:

Male unchosen unholy warrior 4
CE Large Humanoid (gnoll)
Init  +9; Senses  Darkvision 60 ft. Deathwatch, scent; Perception +5
Aura  evil

DEFENSE
AC  26, touch 9, flat-footed 22 (7 armor, +1 deflection, -1 Dex, +2 insight, +10 natural, -2 rage, -1 size) 
hp  157 (9 HD; 5d8+4d10+113)
Fort  +17,  Ref  +1,  Will  +5
DR  5/epic
Defensive Abilities  Fearsome resolve, Foresighted; Immune mind-affecting effects

OFFENSE
Speed  35 ft.
Melee  Goreshred 19/14 (2d6+16/x3) and bite 12 (2d6+5)
Melee  Power Attack Goreshred 17/12 (2d6+25/x3) and bite 10 (2d6+14)
Special Attacks  Ferocity, loathsome strike 1/day, rage (16 rounds), channel negative energy 4/day (1d6, DC 11), mythic power (4/day, surge +8/4), roaring fury 1/day
Spells Prepared  (CL 2nd)
1st – Divine Favor

STATISTICS
Str  32,  Dex  8,  Con  28,  Int  8,  Wis  13,  Cha  13
Base Atk 7;  [b]CMB  +18 (20 to Bull Rush);  CMD  27 (29 vs. Bull Rush)
Feats  Cleave, Diehard, Improved Bull Rush, Improved Initiative, Mythic Improved Initiative, Mythic Power Attack, Power Attack, Weapon Focus (greataxe)
Skills  Acrobatics +2, Climb +16, Intimidate +7, Perception +5, Stealth -5; Racial Modifiers +4 Perception
Languages  Common, gnoll
SQ  fast, unholy warrior domains (hate, wrath)
Combat Gear  +1 breastplate, Goreshred (Medium +1 Human Bane greataxe), belt of mighty Constitution +2, ring of protection +1

SPECIAL ABILITIES
Fast (Ex):   The Carrion King gains a +5 foot bonus to his base land speed.

Fearsome Resolve (Su):   Once per day when his hit points are at 58 or less, the Carrion King can attempt a Fort save (DC = 10 + the HD of the last opponent that struck him) to heal 2d8+5 points of damage as a free action.

Frenzy (Su):   The Carrion King is too angry to die. He may continue to fight until his negative hit points exceed his Constitution core.

Loathsome Strike (Ex):   Once per day, the Carrion King may add his Charisma bonus to his attack roll—on a successful hit, in lieu of normal damage, he deals 1d8 points of temporary Charisma damage.

Rage (Ex):   The Carrion King can enter a rage (as a barbarian) for up to 16 rounds per day.

Roaring Fury (Su):   Once per day, as a move-equivalent action, the Carrion King may emit a fierce roar that forces all living opponents within 30 feet to make a DC 13 Will save or become panicked. This is a mind-affecting Fear effect. The save DC is Charisma-based.

Ferocity (Ex):   An unchosen becomes enraged if mortally wounded. It continues to fight without penalty even while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 bonus on attack rolls and all weapon damage rolls.

Foresighted (Su):   An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +2 insight bonus on Initiative checks and to its armor class.

Burst Through (Ex):   When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent’s CMD, you may move through the opponent’s square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.

Fleet Charge (Ex):   As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Crusader (Ex):   Your prowess and ability draw countless followers to your banner. You gain followers as if you had the Leadership feat. In addition, you add your tier to your leadership score when determining the number of followers you gain. Whenever you are within 100 feet of such followers, each follower can use the surge ability once per day without needing to expend mythic power. The followers use the same die type as your surge ability. If you have or gain the Leadership feat, you gain followers from both this ability and the Leadership feat (in effect doubling the number of followers gained).

Avenging Maneuver (Ex):   Taking grievous wounds only empowers you. Any creature that confirms a critical hit with a melee attack against you provokes an attack of opportunity from you. You can use this attack of opportunity only to attempt a bull rush, disarm, sunder, or trip combat maneuver check. You don’t provoke attacks of opportunity for attempting this combat maneuver check.

Pit of Screaming Ghosts:

I left the Stone Speakers as is and I doubled the number of Edimmus in the Pit, which still ended up not doing much. Having a bard with coutersong really shuts these guys down.

The Waiting Beast CR 8/ MR 1:

Elite Invincible variant sand kraken
CE Large aberration
Init +6;  Senses tremorsense 60 ft.; Perception +12

DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size)
hp 100 (8d8+64)
Fort +9,  Ref +4,  Will +9
Defensive Abilities camouflage; DR 5/epic; Resistance 10

OFFENSE
Speed 20 ft., burrow 20 ft.
Melee bite +9 (1d8+4) and 10 tentacles +7 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (30 ft. with tentacles)
Special Attacks constrict (1d6+2)

STATISTICS
Str 18,  Dex 14,  Con 25,  Int 7,  Wis 13,  Cha 3
Base Atk +6; CMB +11 (+15 to grapple); CMD 23 (cannot be tripped)
Feats Improved Initiative, Improved Natural Armor, Iron Will, Multiattack
Skills Perception +12, Stealth -2 (+14 when buried), Survival +12
Languages Terran
SQ tentacle regeneration

SPECIAL ABILITIES
Camouflage (Ex)
A sand kraken can bury itself with great skill in sand or loose soil—doing so takes the sand kraken a minute, but grants it a +16 Racial bonus on Stealthchecks

Tentacle Regeneration (Ex)
A foe can attack a sand kraken’s tentacles individually; each has 15 hit points. The loss of a tentacle does not harm the sand kraken’s hit point total, and lost tentacles regrow in 1d4 days.

I added a bunch of treasure to the catacombs behind Shirak's tomb, mainly utility stuff like dunestrider boots.

I also added a brass oil lamp, it is no longer magical but at one time was. It has intricate runes across it and on the bottom a wizard's sigil. If the players research this sigil the will learn it belonged to a wizard named Ezer Hazzebaim.


Although I'm running my game as a Mythic Adventure a lot of the changes in plot and backstory I have made can be implemented any a non-mythic game too.

I really feel the AP suffers from some plot disconnect between the separate modules. I have tried to fix this by changing Xulthos background and by making Zayifid a more prominent player in the events of book two, three and four. I have also made the Captian of the Sunset ship a ally of the Dark Pharaoh who is trying to subvert Jhavhul's plan, which is a set up for my "book seven"

You can read about my game in this thread.

Aliases


Seltyiel
Ael Sunspear

M Half-Elf Inquisitor 1 - 10/10 hp; AC 17 (tch 11; ff 16); CMD 15; Fort +4; Ref +1; Will +4; low-light vision; Perception +8; Sense Motive +7; Init +1 (28 posts)
Noburo
Borumaru

M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5 (157 posts)
Abra Lopati
Flynn Wyldstrider
(0 posts)
Infiltrator's Onyx
GM MaUC

Another Step Beyond: Campaign Rules & Guidelines - Notable NPCs & Locations (614 posts)
Goblin
Gobby-Kun

M Goblin Fighter 1 - 13/13 hp; AC 21 (tch 15; ff 16); CMD 13; Fort +4; Ref +4; Will +3; Darkvision; Scent; Perception +3; Sense Motive +3; Init +4 (10 posts)
Mithral Scarab
Luciana Tabernero
(0 posts)
Catfolk
Mia Auset

F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent (30 posts)
Syntira
Molly Adda

Female Merfolk (0 posts)
Erioch Ourevest
Moryn Seasider

M Human Something 7 (13 posts)
Elf
Template Tammy

Female Aasimar Paladin 6 - 49/49 hp; AC 23 (tch 12; ff 22); CMD 23; Fort +11; Ref +7; Will +8; Init +3; Perception -1; Sense Motive +8; darkvision (0 posts)
Callous Rake
Titus Gallus Sextus

Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft) (193 posts)
Guard Captain Blacklock
Viktor Vallyntine

M Human (Revised) Shifter 3 - 31/31 hp; AC 23 (tch 12; ff 22); CMD 23; Fort +7; Ref +6; Will +3; Init +2; Perception +6; Sense Motive +6; darkvision (25 posts)