Cayden Cailean

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I want to incorporate some Al-Qadim elements into an upcoming Legacy of Fire game I'll be running. I spent this morning converting the Barber prestige class written by Dean Poisso in Dragon Magazine #321 and I figured I would share it on here. I decided to give it spellcasting as a bard as part of the conversion. Any critique is welcome.
Thank you.

.
BARBER

Barber Advancement
Lvl BAB Fort Ref Will Special
1st +0 +0 +0 +1 Gentle touch, craft tonics, Poison use
2nd +1 +1 +1 +1 Charm person, +1 saves vs poison,+1 level of existing class
3rd +2 +1 +1 +2 Chameleon, +2 saves vs poison, +1 level of existing class
4th +3 +1 +1 +2 Potent tonics, +3 saves vs poison, +1 level of existing class
5th +3 +2 +2 +3 Suggestion, +4 saves vs poison, +1 level of existing class

Barber Requirements
To qualify for a barber, a character must fulfill all the following criteria.
BAB: Bonus: +3
Skills: Bluff 5 ranks, Diplomacy 5 ranks, Disguise 5 ranks, Heal 2 ranks, Profession (barber) 2 ranks
Feats: Investigator or Negotiator

Barber Class Skills
The barber’s class skills (and the ability for each skill) are Appraise (Int). Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (all)(Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Sleight of Hand (Dex).

Skills Ranks at Each level: 6 + Int modifier

Class Features
All of the following are class features of the barber prestige class.

Weapon and Armor Proficiency: Barbers gain no proficiency with any weapon or armor.

Gentle Touch (Ex): The touch of the barber is the hallmark of their trade. At 1st level, she learns to calm her clients with a caress that is soothing yet not intrusive. Whenver a barber can make physical contact with a creature of Intelligence 3 or higher, the barber doubles her Charisma modifier when making Bluff, Diplomacy, Intimidate, and Perform checks against the creature. A barber also gains a +2 on any Sleight of Hand checks made against the person she is touching.

Craft Tonics (Ex): In their mundane jobs, barbers must make hair tonics, lotions, and shaving creams. They are able to apply this talent to such a degree that they gain a +2 bonus to Craft (alchemy).

Poison Use: Barbers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Save Bonus against Poison: Barbers train with poisons and slowly grow more resistant to their effects. At 2nd level barbers gain a +1 bonus on saving throws vs poisons. This bonus increases every additional barber level.

Spellcasting: At levels 2–5, the barber gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before. She adds the level of barber to the level of whatever other spellcasting class she has for the purposes of determining her caster level. If she does not have levels in a spell casting class, she gains spells as a bard of her barber level -1.

Charm Person (Ex): Beginning at 2nd level, a barber’s tongue is sharper than her blade. A barber of this level or higher may use charm person as a spell-like ability. She can use this ability a number of times per day equal to her Charisma bonus (at least once per day). If the barber touches her target when using this ability, the save DC increases by +2.

Chameleon (Ex): The barber can fall into the role of whatever disguise she may adopt, and can aid those whom she disguises to act more believably in their adopted roles. The barber receives a +2 morale bonus on Disguise checks to act in character. Furthermore, anyone wearing a disguise the barber creates also gains a +2 morale bonus on Disguise checks to act in character, as the barber ably details how to act when in the disguise.

Potent Tonics (Su): By 4th level, a barber’s poison mastery has reached its peak. She knows how to brew more potent poisons and also how to apply them for maximum effect. Damage-dealing poisons the barber creates and applies deal additional samage equal to 1 point per die rolled. Thus, a poison that normally deals 3d6 points of Constitution damage instead deals 3d6+3 points of Constitution damage when created and applied by a barber. A damage dealing poison that only deals 1 point of ability damage deals 2 points instead. Poisons with non-damaging effects have their duration increased by one additional die. Thus, paralysis from a potent tonic poison lasts for 3d6 minutes or unconsciousness lasts for 2d3 hours, instead of the normal 2d6 minutes or 1d3 hours, respectively. For poisons with a set duration and frequency, the time is doubled. this ability does not work with poisons the barber uses that she didn’t create, nor for others who might use poison she creates.

Suggestion (Sp): At 5th level, a barber’s guile and wordcraft is so strong she can ably coerce others. A barber of this level or higher may use the spell suggestion as a spell-like ability. She can use this ability a number of times per day equal to her Charisma modifier (at least once per day). If the barber touches the target when using this ability, the save DC is increased by +2.


donato wrote:

Just for personal reference, everyone still in the running to date:

  • Chops the Defender Dworg - Dot [???] (Incomplete)

  • I'm not going to be able to come with with a competitive backstory by Friday. Bowing out.


    scranford wrote:
    On second thought. I'm about due for a big, mean masher of a character, and seeing the Orc option there....Hmmmm

    An orc druid with a boar companion? Pigs in Space!

    I'm thinking I am interested in a Nagiji warrior-type. Will be brain-storming a background now.

    Edit: Order of he Seal samurai is talking to me; so is a cleric of Desna who dreams to see the stars that she hung in the sky (luck and travel).


    Kratzee wrote:
    Mark Sweetman wrote:

    Lucendar - after sitting on it for a day and also seeing a few other bard types come forward I'm going to pull out of the running.

    Thanks for answering the early questions and wish you and your players well for the game :)

    Naw, dude. All bard party all the way!

    And in more seriousness, I have played through the 3rd chapter and read the 4th b/c I was going to take over gming it. I'm also in 2 other pbps (one just started and one runs at an agonizing slow pace which is why I am trying to get into another) so I would hate to have my character submission be part of anyone's decision to withdraw. So in otherwords, please reconsider or I'll feel bad :(


    Mark Sweetman wrote:

    Lucendar - after sitting on it for a day and also seeing a few other bard types come forward I'm going to pull out of the running.

    Thanks for answering the early questions and wish you and your players well for the game :)

    Naw, dude. All bard party all the way!


    Lucendar wrote:


    What's the exact class and race?

    Human bard. I haven't worked out the crunch yet.


    Eastern time zone.

    Background:
    Denison is a fun-loving high energy Andoran Privateer. He earned his letter of marque two yeasr ago and since then has been hunting the high seas for pirates and slavers aboard the Mermaid's Honor underneath Captain Gertie Adenbough. He had requested this particular ship after hearing of the tales about the extreme exploits of this particular captain. He soon learned that "extreme exploits" are two other words for "suicidal bravery." He relished it. As a private aboard the caravel he took part in more raids than he could count. He soon grew a small fortune from his shares in salvaged pirate and slave ships.

    A year ago the the Mermaid's Honor was in hot pursuit of a slave-ship out of Katapesh to Mediogalti. Unfortunately, during a freak storm out of the Eye of Abendego, he was washed overboard and ashore on Slitherfish Island. From there, he journeyed to Ilizmagorti hiding from Merry Widows and Red Mantis trainees. From there he had to hire on with the very types of pirates he was hunting; but he made sure it at least was not a slave ship. Mostly through sheer luck he survived the pirate stronghold and passage to The Shackles, where he had to commit some minor atrocities just past the muster with the cutthroat pirates. He justifies the, what he considers, crimes to himself based on the fact that those on the receiving end were ruthless pirates, slaves, and murderers; the very same type of scum he's sent down Mermaid's plank. Of course, until then he had never participated in keelhauling anyone; an act he regrets utterly and prays to Sarenrae often.

    He deserted in the Shackles, and booked passage on the first vessel leaving port, which happened to be heading to Senghor. From their he book passage again on the Velvet Rose. Eventually, he hopes to make it back to his native land of Andoran, but is not sure how. And if he does, he doesn't know if he can face is old compatriots again.


    Personality:
    Denison is a naturally fun-loving and gregarious man. He loves life and lives it to the fullest, whether it drink, gambling, women, or adventure. Although he has had to commit some vile acts in the recent past, and it gets him down. He is recovering and being in the company of good men has bolstered his spirit once more. Aboard the Velvet Rose, he is very helpful with trying to help out around the ship, even though he paid his way. He partially hopes maybe they'll take him on as one of the crew.


    Lucender - is the archaeologist archetype from ultimate combat allowed? I am torn between that and arcane duelist.


    Dotting for a lot of interest. My first forey into d&d for 15+ years was the start of this AP, which soon died do to the DM having to drop out. I would love a chance to get back into it. Is ther any particular reason as to no UC and UM. I think a kensai might be fun to play; or an arcane duelist.

    Edit: these aren't necessarily my submissions, but you can expect a dex based swashbuckler type from me.


    If you go to the Gamemastering section of the rulebook or on the PRD page and scroll way down there are rules on Cost of Living which account for living arrangements and mundane cheap items. We use it in one of the games I'm in and it saves some hassle.

    Hell I'll quote it here.

    Cost of Living:

    An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?

    You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.

    Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.

    Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.

    Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

    Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.

    Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.


    GM alientude wrote:

    Dreygard Splintershield:

    Before I go over your statblock, I'm a little confused. You first said you were thinking of an Urban Ranger, but then posted that you switched it to a Rogue. Now your profile shows an Urban Ranger. I'm fine with either of them, but please let me know which it will be.

    I'm building him directly onto his profile. The rogue thing is because I copied the format from a NPC from a campaign I'm running to use as a template....doh....I think I got something messed up. A little distracted today. It will definitely be fixed tomorrow, I think I started building from my original plan but my rogue plan is on a different file.

    OK on it. Changes should start appearing w/in 5 min. I didn't take the dog for a walk today and now I'm in the doghouse.


    cynarion wrote:


    Also, don't worry if there are some little niggling changes that you're wondering if you should make; the first day or two after the announcement of the successful party will be dedicated to sorting out party dynamics--which will include mechanics if required.

    That's good. My stats are just a rough draft. I figure I wouldn't really polish it up unless I get picked. Then I will nitpick Haunrar to death to get him just right.


    GM alientude wrote:
    Kratzee: In your background, you imply that Dreygard believes his brother Zenith to be dead. However, the Dwarves in Cauldron generally believe the fact he hasn't returned means he's been successful, and is pursuing his cleansing of the Underdark. Does Dreygard have a reason for not believing like the others?

    My take is that the general populace is assuming that the local hero was successful, but the little brother looks at it as his big brother took off and has disappeared. He is assuming the worst.


    I wasn't able to get a good feeling for the urban ranger that I originally planned, but here is a dwarf rogue that I have created instead.

    Dreygard Splintershield

    crunch:
    Dreygard Splintershield
    dwarf rogue

    Str 16
    Dex 14
    Con 14
    Int 10
    Wis 13
    Cha 10

    traits scarred soul

    feat

    9 skills
    acrobatics
    bluff
    climb
    disable device
    local
    k. dungeon
    perception
    sleight of hand
    stealth


    fluff:
    Dreygard is the youngest brother of the famous Zenith Splintershield, who launched an expedition against the evils of the underdark. Although most people would think it fascinating to be related to a genuine hero, Dreygard took the loss of the brother he looked up to very hard. He was still too young at the time to go on the expedition himself and stayed behind with the younglings. Every month that Zenith didn’t come back was another month that Dreygard sank into depression. Eventually, he found himself hanging out with the seedier elements of Cauldron and took to a life of petty crimes for a while.

    He has cleaned up his act for the last year and has been trying to turn a new leaf by hiring on with Clan Arduun to work the newly discovered mines. A good honest labor would do the young dwarf some good. He soon discovered that mining wasn’t his forte, but luckily his employers did recognized that this dwarf had other skills that made Dreygard more useful to the clan than a pick swinger. He was soon acting as part-time security and part time spy against those who would seek to undermine Clan Arduun’s claims; such as Clan Blackaxe.


    cynarion wrote:
    Hey folks, just going through some housekeeping on the Campaign Info tab and I have a few questions and things to say.

    I wanted to drop Dreygard in favor of Haunrar. Denison was an accident.


    The Madwand wrote:
    The penalty to charisma definitely hurts dwarfs for clerics.

    We got through Howl of the Carrion King with a low charisma cleric. Even with no bonus, you can still channel 3/day.


    CrazyHedgehog wrote:
    Denison Delgado wrote:

    Edit: How are you doing languages, Core or Inner Sea World Guide?

    I'll probably play languages closer along the lines of the core book, primarily as I don't (yet) have the Inner Sea world guide, so I'm not quite sure how the mechanics would work there. Is there much difference with languages from the PF campaign setting guide?

    No difference other than humans start with both common and the regional language for their ethnicity.


    Denison Delgado

    Background:
    Denison grew up an urchin in the Cheliaxian city of Westcrown. As a member of the lower class, he had zero possibility for a good, or at least tolerable life, so he stole aboard a ship heading out of port. It turns out that the ship was heading to The Shackles, and over the next couple of years, Denison learned about travel and hard work. The vessel was a merchant vessel, and Denison was exposed to a milieu of cultures, races, and traditions. Every single one fascinated him.

    One day during his teenage years, his ship was providing transport to a group of adventures aligned with the Pathfinder Society, and he impressed upon them his intellect and curiosity. One of them took a liking to him, in a motherly sort of way, and bought his tenure from the shipmaster and brought him to Absolom to be schooled in the type of education a proper explorer should have. Denison took to his studies with extreme relish, but really wanted to get out and explore on his own so he took a sabbatical and stowed away aboard a vessel to Mediagalti and booked passage on the Jenivere for the Mwangi Expanse in order to find historical artifacts and possible an exciting adventure (which is really what he is hoping for).


    nearly finished character sheet:
    Denison Delgagdo

    Male human archaeologist
    CG Medium humanoid 

    Init +3; Perception +3

    DEFENSE
    AC 13, touch 13, flat-footed 10
    
hp 9 (1d10+2)
    
Fort +1, Ref +5, Will +1
    OFFENSE
    
Spd 30 ft.
    
Melee
    Ranged shortbow +3 (1d6+1)
    Special Attacks arcane strike +1 dmg, PBS +1 atk&dmg w/in 30ft
    Spells known (caster lvl 1 conc. +3)
    1st (2/day) 2 Grease,
    0th (at will) Dancing Lights, Detect Magic, Prestidigitation, Read Magic,
    STATISTICS
    Str 14, Dex 16, Con 12, Int 14, Wis 8, Cha 14
    
Base Atk +0; CMB + 2; CMD 15
    SD
    Feats Point Blank Shot, Extra Performance
    Traits Mwangi Scholar, Maestro of the society
    Skills
    1 Acrobatics +7
    1 Bluff +6
    1 Climb +6
    1 K. geography +7
    1 K. history +7(+8 Mwangi)
    1 K. local +7
    1 K. nature +7
    1 K. religion +7
    1 Perception +3
    1 Swim +6
    Languages Common, Polyglot
    
SQ Archaeologist's Luck 15/day, Bardic Knowledge
    
Combat Gear

    I am using Drake from Uncharted as my inspiration.


    1 person marked this as FAQ candidate.

    There is a pretty sweet feat called sling flail that you could take. To see it in action, watch an awesome movie called 13 Assassins.


    I'll get to work on an urban ranger with the scarred soul trait.


    I have another submission which supersedes my previous one of Dreygard (similar concept though). Another half-orc, but this one is going to be a Standard Bearer Cavalier/Bard who will eventually become a Battle Herald PrC.

    Meet Haünrar Stridenvekter


    crunch so far:
    Haünrar Stridenvekter

    Male standard bearer gendarme cavalier 1 (order of the cockatrice)
    
LG Medium humanoid 
Init + 1; Perception -1 ,
    DEFENSE 

    AC , touch , flat-footed
    
hp 12 (1d10+2)

    Fort + 4, Ref + 1, Will 0
    OFFENSE 

    Spd 30 ft. 

    Melee
    Ranged 

    Special Attacks challenge

    STATISTICS
    
Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 14
    
Base Atk + 1; CMB + 4; CMD 15
    
Feats Power Attack
    Traits Making good on promises, Indomitable faith
    
Skills
    1 Bluff +6
    1 Climb +7
    1 Craft (instrument) +4
    1 Intimidate +8
    1 Perform (wind) +36
    Languages Common, Orc
    
SQ banner

    Combat Gear 250 gp


    fluff:
    Haünrar was a runt among his tribe. Poor little half-orc, born to a human woman captured and enslaved by his father’s band. After he was weaned off the teat, he was taken from his mother and put to work doing menial labor that full blooded orcs refused to do. He was beaten and mocked for his human heritage, but the young orc had a plan. He also had balls bigger than his head.

    Haünrar used his superior (to most orcs) intellect to learn how to manipulate and control his fellow tribesman. Of course, among the orcs, intimidation is the best tool for the job at hand, so one day, he threw a tormentor off by getting in his face and threatening to hack off his shotputs. It worked. From that day on, Haünrar didn’t have to shovel scat, do laundry, or pick fleas out of his peer’s back hair. He worked his way up to battle crier for his tribe. He had mastered the dances, the chants, and the war horn. Every battle his tribe entered was led by his horn’s blast. He rallied his troops with his chants of victory, calls of orkan valor, beratements against weaknesses. His battle dances intimidated the enemies and demoralized merchant guards, often getting them to give up the wares without a fight. Haünrar envisioned a new, less violent way to live. This last bit soon became his downfall.

    You see, Haünrar was disgusted by his brothers’ behaviors. The rampant acts of cruelty, the raping, the killing of helpless victims, the taking of slaves, living in filth; all of these things wore on Haünrar to the tipping point. He could not be a part of one more senseless murder, let one more flea bite him, or eat one more rotten unknown meat sandwich without real bread instead of sweetbread. One day he confronted his chieftain, asking him to lead the tribe into a new path. Of course, the chief laughed off the suggestion, so Haünrar tried to intimidate the chieftain to try to be more civilized. The chief beat him bloody with his own horn, and kicked him straight off a nearby cliff.

    The chief didn’t realize that at the bottom of the cliff was a deep, refreshing, river with a fast current. Haünrar was carried for several miles before he washed ashore, right to the feet of Professor Petros Lorrimor, who was out on one of his expeditions. The professor brought the half-orc to consciousness and asked only in return that Haünrar act as his guard through Belkzen and into Ustalav. When they arrived, the professor and half-orc parted ways, though Haünrar was told to expect a call from him some day.

    Also, I had plans for his battle horn to get better the more beat-up it gets. I want it to start off as "normal" then "upgrade" it to masterwork as it gets worse. Of course, I'll pay the cost for a brand new horn to keep the mechanics in check, but for flavor it't the same horn.

    Haünrar’s Masterwork Orcish Battle Horn:
    Haünrar’s horn is not made in the traditional “masterwork” methods. It had been passed down from battlecryer to battlecryer for a number of generations. It features the dents of hard use, stains from the blood of numberless battles, and is more or less, worthless as an item to any non-orc. Even though it is dented to the point that any other horn would be useless, this orcish battle horn was designed to increase the quality of sound with every dent. It is truly a special instrument.

    starting gold 5d6 ⇒ (6, 6, 3, 5, 5) = 25x10 = 250 gp

    Here is a link to his profile. I am using one that is from a game that didn't make it very far.


    Escharid Blackrose wrote:
    I'm interested, but i would need a list for the Serpent Skull's

    You can download the player's guide here for free.

    Oh, and dotting for interest. I'll be back later with a concept; thinking of an arcanist who uses a bow.

    Edit: The archaeologist bard is talking to me as well. My concept will involve an archaeology background and reason for being there regardless of the class I choose.


    Wealth roll 5d6 ⇒ (5, 3, 3, 4, 6) = 21x10=210

    crunch as of now:
    half-orc unbreakable fighter 1

    LN Medium humanoid

    Init +1; Senses darkvision 60 ft. ; Perception +1

    DEFENSE
    AC 11, touch 11, flat-footed 10 (+0 armor)

    hp 14 (1d10+4)

    Fort +6, Ref +3, Will +4 (+6vs fear
)
    OFFENSE
    Speed 30 ft.

    Melee

    Ranged
    STATISTICS
    Str 17, Dex 14, Con 16, Int 10, Wis 13, Cha 10
    
Base Atk +1; CMB +4; CMD 15

    Feats Endurance, Diehard, Iron Will
    Traits Making good on Promises, Dominator
    
Skills Survival +5, 
Intimidate +6 (+8 to demoralize)
    Languages Common, Orc

    SQ weapon familiarity, sacred tattoos,
    Equipment 210 gp

    Hx
    Dreygard was born to a human woman kidnapped by his tribe in Belkzen, who were hoping to breed a more intelligent leader. Instead, they got a him.


    I am thinking of a morose unbreakable orc fighter who has left Belkzen because he could not stomach his tribes custom. He'll be a reluctant, but hopefully unstoppable warrior. I'll get to work on specifics.


    strong arm, supple wrist gives an extra ten feet if you move before throwing.

    Edit: ninjad


    I haven't read throught this whole thread, so forgive me if this was mentioned. I think an AP where the characters have signed a contract with an advanced contract devil at some time in the past, and now realize that they screwed up big time and adventure to find this devil and destroy the contracts. It could start of with research quests into what needs to be done to break the contract, learning the devils truename, and eventually learning how to find and defeat the defeat, taking the characters to Hell itself.


    Here is a PC I built for a game that might not get off the ground. He is 9th level, but you can scale it back to see what something like this will look like at 5th level.

    9th lvl half-orc unbreakable fighter:

    Init +3 Senses: Darkvision 60 ft; Perception +13

    Defense
    AC 26, touch 15, flat 22
    hp 55 + 8d10
    Fort +13 Ref +10 Will +11 ( + 13 vs mind-affecting)

    Offense
    Speed 40 ft
    Melee
    +2 glaive
    1st or std attack + 16/+ 8 (1d10+18/x3)
    Reach 10 ft

    Statistics
    Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 7
    BAB +9; CMB +14; CMD 27

    Feats Combat Reflexes, Dodge, Mobility, Stand Still, Combat Patrol, Iron Will, Power Attack (-3/+9), Furious Focus, Spring Attack, Endurance, Diehard, Heroic Recovery (2/day), Heroic Defiance

    Traits Conspiracy Hunter (perception), Carefully Hidden
    Racial Sacred Tattoo, chain fighter, scavenger

    27 Skills
    9 perception 13
    6 k. dungeon 10
    6 k engineer 10
    3 climb 10
    3 swim 10
    0 Acrobatics 3 (8 jump)
    Racial Modifiers +2 appraise and perception to find hidden objects, determine if food is spoiled, or ID potion by taste

    46000 gp

    +2 silversheen glaive 8758
    +2 Belt of Physical Might (str/con) 10,000
    +3 Cloak of Resistance 9000
    +1 Full Plate 2500
    +1 Ring of Protection 1000
    +1 Amulet of Natural Armor 2000
    Handy Haversack 2000
    Boots of Striding and Springing 5500
    MW Cold Iron Cestus (left hand) 310

    36, 928 gp spent


    Stats were rolled and include the belt.


    Mhoram wrote:

    So one of the probably unintended consequences of this would be that a druid with Thousand Faces could, by constantly maintaining alter self to, say, look like themselves only with blue hair, get a free +2 to strength or dex depending on their base size?

    I don't understand why a size bonus would apply if you're not actually changing size.

    I think it is to keep it simple. It is much more fluid to just do the STR/DEX mod than to work out every aspect of a size change. Plus that +2 isn't gamebreaking.


    I too will thank you for all of the work you put into this. I like the idea of Father Zastoran being an alchemist and balancing the CR, not just leaving the characters at the same levels. I want to go ahead and mention a few changes that I am making to the NPC's in Howl. I think they may be helpful ideas. I am putting them here because I think it is more relevant to add to this thread than to start a new one.

    Dashki: I gave him a level of rogue instead of the 3rd ranger level and changed favored enemy to human. I feel from his background story of him being sent out to study humans, then that would imply humans as favored enemy. The rogue level is so I can max out his bluff skill. I feel he needs bluff to be able to pull off the things he is described to have done in the background; as well as simply being able to gain Almah's trust so well.

    Almah: Changed her from E4/F1/R1 to E3/R3. I thought that with the addition of archetypes, that the fighter level wasn't necessary if she took the swashbuckler archetype. It just seemed cleaner.

    Garavel: Tactician fighter just because.

    Haleen: Cad archetype. Seems appropriate.


    Xenomorph 27 wrote:
    Wow. I take it you are also running the side quests at the back of the book too. Sounds like a 20th level party at the end of it all. All of your expansions sound great.

    Nah. I 'm going to keep loose track of XP and compare it to the medium progression. but I am going to say when to level up. I am going to try and stick to keeping them very close to the level suggested by the AP. If I do let them get ahead, I am just going to ban certain spells like overland flight, some divinations, etc until the AP .

    Example: No Divination, Dimensional anchor, scrying, teleport, true seeing before the end of House of the Beast, basically anything that could allow the players do this or this is off limits until the AP is at the level of the spell. I am confidant that the AP can handle contingencies brought up by spells like these. I may have a harder time.


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    I'm going to be inserting the entire Desert of Desolation into my game. What I have planned is at the end of Howl of the Carrion King, Almah hires the party to re-open the route from Solku to Sothis, which has been closed due to the events of the DoD series. (Any trade from Katapesh goes up the coast.) Somehow I am going to link Jarvul to the big bad of DoD. It looks like it will fit in seemlessly.

    I also plan on using the same adventures you mentioned while they are in Osirion.

    There is also a Dungeon magazine adventure, 'Last Stand at Outpost' Three, that I am using as a baseline for an 'Assault on Precinct 13' style battle to place in between parts 4 and 5 of Howl.


    If he is having fun with it, why try and talk him out of it?


    I am working on including Desert of Desolation into my upcoming campaign and plan on placing it crossing the borders of Katapesh and Osirion; starting just south of the Brazen Peaks and ending somewhere in the middle of the desert. I'll probably be posting my conversion notes when I finish everything.


    Reynard Varvanyuk wrote:

    ...

    +1 Sense motive, Acrobatics, Stealth, Knowl (Nature, Profession monster hunter,Heal, Survival..

    This is one of the reasons why I love rangers.


    Animation wrote:

    Inquisitor, huh? Interesting. The fluff makes them seem like bitter divine bounty hunters with a grudge, and makes them seem kinda mean. And all the pictures depict them being big into crossbows and such. I just worry whether they have the right feel for a fairly nice guy divine warrior.

    Can they be Neutral Good? Do they get healing spells? (I have not looked at their spell list, and I am not home currently.) Can they use shields? Also, can they survive in melee on the front line?

    Thanks!

    They can do all of those things.

    Another option could be cleric 4/ fighter 3 then go Chevalier, which will give you smite. Actually, going Inquisitor 8 then Chevalier might be fun.


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    Weebles wrote:
    If this does well, would there be plans to do one of these for the other APs, namely Kingmaker? :)

    +1

    But for Legacy of Fire too.


    Here is a list I just came up with that I feel can thematically replace armor proficiencies.
    Acrobatic
    Athletic
    Agile Maneuvers
    Combat Casting
    Combat Expertise
    Endurance
    Fast Crawl
    Defensive Combat Training
    Dodge
    Fight on*
    Fleet
    Ironhide*
    Imp. Natural Armor
    Low Profile
    Nimble Moves
    Run
    Shield Focus
    Skill Focus (acrobatics, climb, escape artist, perform [dance], stealth, swim)
    Toughness
    TW Defense


    Lobolusk wrote:
    does that mean if they take iron hide then they can take the monster feat improved natural armor? each time you take it the natural armor moves up by+1

    Yes. I'm also allowing gnolls as a PC race and will allow them to qualify for Ironhid as well.

    Drejk wrote:
    In case of Fighter you mignt want to come up with replacement for their ability to move at full speed in heavy armor. Or just remove it as a tax for the exchange.

    I hadn't thought of that, but probably just as you've said. This is only something I thought of as I was going to sleep last night. I figure I would allow fighter armor training to offset the heat penalty as well.


    If I do this I would come up with a very specific list since technically, what is being replaced are class features and not feats. Dodge and Ironhide are just easy examples, and not as good as wearing a breastplate or full plate. Non of the choices will be, but some players might want to play dex based warrior who wears light armor, but not a cad or urban barbarian, so they might just say "why not?".


    Yes, ACP penalty for just hot environment not including shields. I would not change anything about loads. I basically want to add an option, but not one that feels like it is a "must have".


    I'm thinking about allowing characters to give up armor proficiency class features in exchange for certain feats and am wondering what kind of effect this may have on my game. If relevant, this will be for the Legacy of Fire adventure path; with desert themed sidequests including adding in the Desert of Desolation from 1st edition. Will this be like a bag of worms, or have very little effect?

    Examples:

    Fighter gives up Heavy Armor Proficiency for Ironhide

    Paladin gives up Heavy Armor Proficiency for Dodge, and Medium Armor Proficiency for Acrobatics.

    Characters would lose that feature for every class in the case of multiclassing and PrCs.

    Exception example:

    Cleric gives up Medium Armor Proficiency but later takes a level in fighter. He gains Medium but not Heavy armor proficiency.

    I'm also going to houserule that an armor's Armor Check Penalty is applied to Fort saves for hot environments instead of the blanket -4 penalty.

    Yes, I want to encourage the use of light armor.


    No prob. Happy New Year as well!


    A suggestions from my gm is to pick out certain spells as my "go to" spells and just use those as a standard spell list. I picked out an urban, rural, and 'vs devils" list. It has streamlined things quite a bit for me and has cut down on some of the hassle all of those choices.


    Try this on for size. I don't know how it would do against a balor, but:

    1 flask = 1 pint

    8 pints = 1 gallon

    The Pump-water cannon if full of holy water pumps 1 gallon per round for 16d4 dmg per round (avg 40 pts) with 10 ft range touch attack if each flask's worth deals 2d4 dmg.

    PFSRD wrote:
    A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider.


    I was only able to have one PC who took ranks with "Skill Talents"before switching to 3.75, and the campaign ended before I got to use it. (I think it had something to do with jumping farther). Now that others have pointed out, if skill tricks do have the effect of limiting what others do, then I would agree no skill talents (despite my earlier endorsement). I just had a conversion with a friend about how it is disappointing that some of the feats and archetypes have done this. (I am thinking the Roof Runner and Pirate archetypes specifically).

    I like the ideas that others have pointed out about just showing things that can be done with current skills. Also, archetypes that modify class skills or more that give extra skill ranks for at least the fighter (I think fighter should have 4 anyway, but YMMV). More light armored options for the "heavy-armor" classes and more love for rogues.


    Skill Tricks.


    I would definitely buy this.


    This should take care of you.

    Archives of Nethys - Traits


    Posting for interest as well. Won't be able to work on a bio until at least tomorrow night.

    JTBS, which races have a +1 ECL?


    martinaj wrote:
    Would the samurai qualify for the Musketeer archetype? I don't recall the specifics off-hand, but it basically amounts to "loose your horse - get a gun."

    Both Musketeer and Samurai change weapon proficiencies, so I doubt it.