Axe Lord

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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.


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.


I'm pondering making these following changes to the fighter for my future games.

Armor Mastery
Instead of giving this as a lump sum at 19th I think it should be spread out, starting with giving the fighter DR 1/- at level 3. Then increasing it by 1 everytime the fighter gets Armor Training and culminating in DR 5/- at 19.

Weapon Training revision
Everytime the fighter gets Weapon Training they get +1 to confirm crits with the weapon group they choose in addition to the +1 to hit and damage.

Combat Style
At second level Fighters will get to pick a combat style just like Rangers do. Then when the fighter gets a bonus feat he can either select his bonus fighter feat from the Combat Feats like he normally would or choose a feat off of his combat style list. And just like rangers he can choose feats from his selected combat style, even if he does not have the normal prerequisites.


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If you are playing in a Legacy of Fire game using the Mythic Adventures rules, stay out. Many spoilers are ahead.

So last month I began running a Legacy of Fire campaign and I decided to run it as a Mythic Adventure. The setting and story seem pretty ripe for it.

Really it is going to be a kitchen sink kind of game because I’m going to be using several of the systems from Ultimate Campaign too (like kingdom building, downtime, fame and contacts)

I also am making a fair number of changes to the campaign to make it flow better and to flesh it out and make it more sandbox like. I will detail my changes in the following posts. as well as what my players did about some of them. I have relied a lot on the conversions found here on these boards and have come up with a number of my own which I will share. We have played through most of book one and everything is going great so far.

The Players

So here are some details about my player’s characters.

Human Cavalier, Order of the Tome and Seeking Adventure trait.

Gnoll Desert Druid and Missionary trait.

Human Dawnflower Dervish Bard and Finding Haleen trait.

Peri-Aasimar Wizard, Conjuration specialist and Reclaiming Your Roots trait.

Tengu Ninja and Gnoll Killer trait. I changed the ninja’s weapon proficiencies to make them more arabic flavored.

The players all started out with normal characters who then ascend when they find Tempest.

The Background
So I changed the background to part one of the adventure path slightly, because Xulthos involvement in the story seems rather disconnected from the main plot which bugs me. So I changed Xulthos to an Aghash that was in league with Jahvul and served as his spymaster and saboteur.

Also in my story, Zayifid knew of Xulthos imprisonment in Kelmerane but left him there because he didn’t trust the div. So when Kardswann comes around to help Zayifid look for the Scroll (something that Zayifid wants no help with) he sends Kardswann into a trap, telling him to look under the church in Kelmerane for clues. This conveniently puts Kardswann out of Zayifid’s way.

The Prelude
Instead of starting the characters out at the Sultan’s Claw, I began with them meeting for the first time with Garavel and Rayhan at the Sand Dragon Inn in Katapesh. I also made Rayhan the Venture-Captain for the player with the “Seeking Adventure” trait. This way when Part 3 starts they feel like they are returning to familiar territory and giving them a direct link to Rayhan makes them less dependent on Almah’s authority.

So the scenario in the Prelude is that Garavel is buying maps of the Pale Mountain region from the Pathfinder Society and Rayhan has brokered the deal. So after the players introduce themselves and learn about Garavel and Rayhan and the mission in Kelmerane a street urchin grabs the satchel with the maps and makes a run for it. Another kid stands near the entrance to the Inn to run interference.

So a street chase ensues, or at least that was what I planned. While most of the players went for the bait and started chasing after the two kids, the wizard subdued them (and several passersby) with a sleep spell from the comfort of his chair. It was a rather funny moment.

So the wizard charms the urchin and they interrogate him to discover that they were hired by another adventuring group, the Marrow Reavers (from the Rival Guide). Which brings me to my next change:

The Rival Adventuring Group
If there is one trope I think is really overused in RPGs it is the Unwitting Pawn. And this one relies on it heavily, because as written all the players have to do to defeat Jahvul is never go to the House of the Beast.

So enter the Marrow Reavers. They have been hired by Father Jackel to find the Scroll and all they really know is that it’s somewhere in the Pale Mountain region (which is why they wanted the maps). Eventually Zayifid will learn of them and that will set the events in book 2 in motion. So now I have somewhat lessened my Unwitting Pawn dilemma, because if the PCs don’t find the Scroll the Marrow Reavers will and the PCs will be made well aware of this by the time Part 3 comes around.

So the players find out that two of the Marrow Reavers are staying at a pesh den in Dogtown and they go to confront them only to find out that they left the city already.

A Wilderness Encounter
So their trek to Kelmerane takes them across the desert to Solku. I threw in a wilderness encounter here where two hippogriffs attack Garavel’s caravan trying to get some camel meat. I wanted to give them a taste of how harsh the desert and its inhabitants could be.

Solku
I then gave them a brief stopover in Solku so they can learn a little about that city and it’s paladins (who they could eventually seek an alliance with if they want). While here they find out the Marrow Reavers are camping outside the city and they go to confront them. They meet their rivals and learn they aren’t interested in fighting the PCs or in Kelmerane and that trying to steal the maps was just business and nothing personal. They don’t reveal what their real motivations are.

So that brings us up to the beginning of the actual adventure and in my next post I'll tell you how I through out the moldspeaker and dealt with the pugwampus and ascended the characters.


I'm going to be running this with Pathfinder sometime in the near future. Are there any classes that are essential for the players to have in the group? Anyone have any opinions on what the optimal PC group for this campaign is?