Sorcerer

Kakita Megumi's page

210 posts. Alias of Michael D Moore.



Liberty's Edge

Not even sure this is the right thread, apologies to the mods if it is.

So the other day I had one of those lazy days and wanted to reminisce about old games I'd been in and remembered I had this awesome one on these boards in the L5R setting. Of course since it was online it would be archived and sure enough it was still on the site here so I read through it again. What a great time that game was, it still got me excited reading through it the second (perhaps even third) time around.

Just wanted to see if any of you guys were still haunting these boards? I disappeared for a long while after our second mod kind of died out and yesterday was the first time in a long while that I'd really visited these boards. They aren't bad or anything, I just lost interest once my games died down. So any of you fellow samurai still around? I've a little personal note for you all.

Personal Note:
Just wanted to say a personal thank you again to you guys for the incredibly fun game. It was amazing back then to be in it and last night it really helped me out a lot. I had been feeling blue for a long while before then and couldn't shake it off. Just re-reading that gaming thread and remembering our fun escapades in Tsuma really cheered me up. So here's my personal thank you to everyone involved:

Thank you Shisumo, Mishi, Xaaon of Xen'Drick, TerraNova, Dark Arioch, Ferret, and Ubermench (you weren't in it long but you still had that awesome prediction right at the beginning of the game). Your participation in this game really kept me busy and happy back when we were playing but it also helped me on a personal level. So thank you to everyone.

I'm not sure that anyone from that game will see this post but I'm happier knowing it's a possibility now.

Liberty's Edge

This weekend I'll be running my very first Pathfinder campaign (I've run games before just not Pathfinder) and could use a bit of help with my first adventure. I've come up with the second half of the adventure but the beginning eludes me, or at the very least the details of it. Here's what I have so far.

Adventure schema:
There is a fair of sorts going on in town celebrating the 40th anniversary of the settlement's founding. There will be games the PCs can participate in, nobles to rub elbows with, and maybe some general fun before the "adventure" begins.

At some point in the fair some svirfneblin will crash the party and abduct some high ranking noble's daughter. I'm thinking a good time for this would be during a jousting competition or maybe a grand melee. The PCs follow the svirfneblin into the sewers in an attempt to rescue the noble's daughter.

Eventually they make their way to some underground caverns the svirfneblin use as a home. However they go about it they eventually rescue the daughter and make it back to the city as minor heroes. The noble thanks them for their service and becomes a benefactor, possibly organizing them into a brand new "adventuring" guild.

Things I need help with:
Here's my problem. What kinds of games can be had at the fair portion of the adventure that the PCs can participate in? I've thought of jousting and a melee but what other things go on at a medieval fair? I'm specifically looking for skill challenges rather than combat stuffs.

There's another concern as well, at least one of the PCs is entirely skill-based and will probably be looking for political intrigues and social challenges. I've never really run a game where someone was looking for political power so how can this be handled in-game? The player of that character has also never gone for political intrigue before he's just been re-reading the A Song of Ice and Fire novels and wants to do a Petyr Baelish character up. Any tips to get him (or other players) more involved in the political intrigue, social challenge portions?

Liberty's Edge

The other day I ran a short adventure for my group that involved the creation of a bunch of NPCs in a fairly short time frame (3 days in between school and work). The design for the adventure itself took almost no time at all but the NPCs devoured all of my faculties for close to 90% of my prep work.

Now I'm one of those types of GMs who can't make up the stats for an NPC on the fly and need to have it done before the game. I love using NPCs in my games, in fact I think it's one of my strongest points as a GM to utilize really neat NPCs rather than some random beasties from a book. However I hate having to spend so much time prepping them!

So I've come to the Paizo community for your tips and suggestions on creating NPCs really quickly. What advice can you offer, what corners might be cut? Or am I doomed to stat out all the NPCs I can think of with tedious amounts of prep work?

Help please!

Liberty's Edge

Hello everyone, for the past few days I've been working on yet another ranger variant. I've put some thought into it and figure it's about time to get some critique and feedback. I'll include a list of changes for those who only want to skim the important parts as well.

Ranger Text:
Ranger
Whereas the fighter is a general, all-purpose warrior the ranger is a specialist. In a straight-up fight the ranger is a decent warrior but he really excels under specific situations and against certain foes. Through tactical appraisal and the use of his wits the ranger gains the advantage to win the fight.

Alignment: Any.

Hit Die: d8.

Class Skills
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier

Good BAB, Good Fort and Ref saves.

Class Features
All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favoured Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favoured enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured enemy. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favoured enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style (Ex): At 2nd level, a ranger must select one combat style to pursue: archery, two-handed weapons, or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, and Rapid Reload. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Quick Draw, Weapon Focus (must be two-handed weapon). At 6th level, he adds Great Cleave and Improved Sunder to the list. At 10th level, he adds Dreadful Carnage and Dazing Assault to the list.

If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Shield Focus, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Shield Slam and Two-Weapon Defense to the list. At 10th level, he adds Shield Master and Two-Weapon Rend to the list.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favoured Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favoured Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favoured terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favoured terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favoured terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favoured terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Hunter’s Strike (Ex): The ranger excels when he can observe his prey, taking his time to plan and execute an attack. By studying the appearance, bearing, and mannerisms of his target the ranger picks out weaknesses that others overlook, and by the time his victims have shown their faults the damage has already been done.

At 2nd level a ranger who spends a full-round action studying a foe adds his Wisdom bonus (if positive) to his next attack and weapon damage roll against that target. The attack must be made within one round after the ranger stops studying. To make a hunter’s strike with a ranged weapon, the target must be no more than 60 feet or 1 range increment away (whichever is greater). If the weapon attack roll is a critical hit the Wisdom bonus to damage is not multiplied.

A ranger may continue to study the target for consecutive rounds in order to maintain the hunter's strike however he does not gain additional bonuses for doing so.

At 6th level, a ranger need only spend a standard action studying to execute a hunter's strike. In addition if the ranger scores a critical hit he increases the Wisdom bonus to weapon damage by the critical multiplier of the weapon used.3

At 10th level, a ranger need only spend a move action studying to execute a hunter's strike. Against his favoured enemies the ranger may use two different ranger talents linked to the hunter's strike.

At 14th level, if the hunter's strike is a hit the attack is automatically considered a critical hit.

At 18th level, the ranger may use up to three different ranger talents against his favoured enemies. Against all other foes the ranger may use two different ranger talents.

Ranger Talent (Ex): As a ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds.

At 4th level, a ranger gains one ranger talent. He gains additional ranger talents as he increases in level. A ranger cannot select an individual talent more than once.

Additional Favoured Enemy: The ranger may choose an additional, new favoured enemy. Bonuses to skills, weapon attack and damage rolls start at +2 but may be increased as normal through the favoured enemy ability as the ranger gains experience.

Additional Favoured Terrain: The ranger may choose an additional, new favoured terrain. Bonuses to initiative and skills start at +2 but may be increased as normal through the favoured terrain ability as the ranger gains experience.

Crippling Attack (Ex): The ranger may use this ability in conjunction with a hunter's strike. If the attack hits, the target takes a –2 penalty on all attack rolls for a number of rounds equal to the Wisdom modifier of the ranger (at least 1).

Distracting Attack (Ex): The ranger may use this ability in conjunction with a hunter's strike. A number of allies equal to the ranger's Wisdom bonus gain a +2 circumstance bonus on all attack rolls for 1 round.

Hobbling Attack (Ex): The ranger may use this ability in conjunction with a hunter's strike. The target of the hunter's strike has their land speed reduced by 1/2 for a number of rounds equal to the ranger's Wisdom modifier (at least 1).

Nature’s Healing (Ex): The ranger gains a +2 bonus to Heal skill checks when administering first aid or treating a poison. When providing long-term care the ranger heals an additional number of hit points equal to half his ranger level plus his Wisdom modifier (if positive). Nature’s healing can only be used when the ranger is in one of his favoured terrains. A ranger does not require a Healer’s Kit in order to use this ability.

Quick Healing (Ex): The ranger heals double the normal amount of hit points for a night's rest. In addition, if the ranger is given long-term care by another he recovers more hit points than normal: 3 hit points per level for a full 8 hours of rest in a day, 5 hit points per level for each full day of complete rest. The ranger does not recover any additional ability score loss than is normal for long-term care.

Upending Strike (Ex): The ranger may use this ability in conjunction with a hunter's strike. If the attack hits, he may make a free trip attempt against the target using his attack roll in place of the combat manoeuvre.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favoured terrains, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight (Ex): While in any of his favoured terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

List of changes:
d8 hit die.

Added Sleight of Hand to class skills, removed Spellcraft from skill list.

Added some feats to the combat styles: added rapid reload to archery tree; added a two-handed combat style tree; folded sword and board combat style feats into two-weapon fighting.

Added new ability, hunter's strike. Heavily inspired by Hydro's cut-throat ranger I first read of on these boards. Thanks Hydro, hope you don't mind. :)

Added new ability tree, ranger talents. Inspired loosely on rogue talents with abilities drawn from the APG ranger variant skirmisher and from Kobold Quarterly 11's spell-less ranger by Marc Radle. Thanks Marc, hope you don't mind.

Removed hunter's bond special ability.

Removed quarry special ability.

Removed improved evasion special ability.

Removed improved quarry special ability.

Removed master hunter special ability.

Removed all spell casting capability.

Notes:
Move to d8 hit die: I understand Paizo's reasoning for moving it to a d10 but I feel the d8 fits the ranger a bit better. He's durable but not quite as hardy as a fighter or barbarian. Further, the d8 will push the ranger to think with his wits more than his brawn (hopefully).

I could really use a huge amount of feedback on hunter's strike and the ranger talents. Those are the most original parts of my ranger and a lot of the utility of the class rides on those abilities. If you have suggestions for a ranger talent I'd appreciate that as well, the list seems a bit spartan at the moment.

Dead levels @ 11, 19: I'm not terribly worried about them, it seems to me at first glance that the ranger isn't missing a whole lot.

I might have drawn inspiration from other sources as well. If I've forgotten to include your name here let me know.

Can't think of anything else so thanks for checking it out.

Liberty's Edge

Glancing around my book, the PRD, errata, and a forum search turned up no results so I'm hoping the community can shed some light on this.

In Pathfinder when a character gains a level they gain X amount of skill points. Now what happens if a character wishes to put some of those points into a skill they have no ranks in? Can it even be done?

My guess is that the character can go ahead with it at the cost of 1 rank for 1 point and they are then trained gaining the +3 if it's a class skill.

P.S. My apologies if I'm just dense and missed something obvious.

Liberty's Edge

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After watching a few shows on astronomy and having an interest in the universe I've been considering making a campaign with a larger celestial (not the angel type :P) influence than normal. Though I'm probably going to include loads of different things (if/when I think about them, or if you fine folks here wanted to suggest something) I was hoping to get some help with the effects multiple suns might have on a planet.

Myself I would think most of the world would be desert and that the suns would likely be revered in some way but aside from that I'm unsure what kinds of things could happen.

Could anybody lend a hand?

Liberty's Edge

I'm planning on doing a lot of urban adventuring in an upcoming campaign, maybe even have the entire game run in one city. I've never done this kind of campaign before and no doubt there are some differences between an urban game and one based in a wilderness or dungeons.

I'm probably going to plan the city fairly well but how much information is too much information? How detailed should it get? Should I worry about getting over detailed? Keeping in mind that the players will have access to most of the information I make since they are residents of the city.

Basically what I'm worried about is something like an information overload.

Liberty's Edge

I think I'm missing something terribly obvious on the heavy warhorse. It lists the BAB as +3 with a Str mod of +4 so why does the hoof attack at +6? I'm thinking it's because the horse has multiple natural attacks but then I think the penalties would be much higher (at least -2, making it +5 instead of +6).

Anybody have the (likely easy) answer to this question?

Liberty's Edge

It's rare for my players to pick up exotic weapons but one recently gave in to the idea of wielding a morningstar and net. It's a style reminiscent of Roman gladiators (net and dagger/trident). I assumed the morningstar and net could be wielded one in each hand but haven't found what the heck a net would count as. I'm thinking a one handed weapon but that's why I'm here, to ask the Paizo community what the net would be.

Is the net a light weapon? Is it instead a one handed weapon? Two-handed even? Nets are pretty large! Enlighten me with the community wisdom, my score is but a 13.