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I'd like some feats/items that can modify channeled healing (add an ability score to channeling healing total amount, increase die size, etc), and the same for adding flat numbers to cure spells (amulet that adds +1-+5 to cure spells, or +1/die of healing).


Your best bet for stuff like this is to head to a local craft/artisan sale and ask around. Depending on the materials, the cost is pretty good and it helps support local artists.


Another possibility is that they are simply nomadic, like many of the Kellid themselves.


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We are just starting Lords of Rust but events in FoC have followed some of my sketched out plots for the middle third of the series. Choking Tower and Valley of the Brain Collectors always seemed a bit disconnected from the rest of the campaign. Now, they are bits of conflict to free Torch from Technic League control (they, unfortunately, trusted a certain FoC NPC and are now wanted by the TL and the Black Horse clan, and Torch's charter with the clan is at risk, occupied by the TL as its only means to remain), and to handle the growing issue in the Felldales. I've created a faction of former Mendevian crusaders who hold up in a ruined dropship (there is a Darklands path that leads into the Worldwound region and pops up in the Felldales). The 'vaulters' (inspired by Steel Brotherhood from Fallout) are succumbing to TL influence, and are fighting a losing battle with the things in the Valley and their annihilator robots raiding local settlements for information and brains.

So CT will involve the PCs likely hunting down a League task force (essentially a chartered adventuring party) looking for the books stolen from the League. VotBC will be more tracking the annihilators down after one of their raids. There's a bit more going on than that but some players read these boards so I will leave it at that for now.


My group finally wrapped up FoC. Meyanda is currently indifferent to the PC android empiricist, and unfriendly with the rest (and still loyal towards Hellion). They hit upon the flaws in her logic due to her lack of lived experiences and decided to show her alternate points of view in an attempt to allow her to form a new judgment of the world. Then they saved her when the TL showed up in Torch.

There was talk before the TL showed up of leaving her in Torch and holding some sort of trial with following long-term rehabilitation but that got overtaken by events.


Ascalaphus wrote:

Anyway, the point I was trying to get at is, I wanted an answer to the question "why is anyone here at all". My answers were:

- Scavenging; nowadays you have to dig pretty deep but there's still stuff to find. Ratfolk for example.
- Hiding place: mostly for individuals like Dinvaya and Hellion, but also whole populations of Chokers.
- Raider stronghold: if you assume the Steel Hawks have all-terrain vehicles (this AP is weirdly lacking in those) it's a good base of operations for raiders preying on Chesed traffic. It protects them against retaliation.
- Religion: every place gets the cultists it deserves
- Service sector: healers, prostitutes, traders and whatnot; there's enough customers.

Something that's been building out of random rumours and some of the variations on the module I've been reading here is there is also some larger issue with the ratfolk in the region - they are raiding far more than normal. Now in the module as written this is explained by Hellion's forces pushing them out, but with some of the ideas from this board, I've been coming up with some sort of clash between the various hiveminds in the area (the cranial rats that essentially control Redtooth's group, the nest of ratfolk the regional guide indicates is nearby, etc). I'm not sure how far along this path I want to go but I am looking at some Skaven/mutant vibe - possibly (outside the scope of the path) another emergent Iron God?


I like Joram, and I'm planning on using him to better tie "Old Div" in part 2 to the overall plot. He's a nice old man with a bit of a surprising past compared to the role he plays in the community now.


They rescued Khonnir this week, I had to downgrade the Collector Robot's hardness on the fly to 5 points, otherwise only 2 PCs had any chance of hurting it and both were wounded badly by the medical drone. And this was after they hit the vegepygmies, and their leader fled from the attack, opened the door to the telepathic fungus (that the PCs were spooked by the session before, fearing it was a brain collector like on the security cam footage), had it sicken and daze a handful, then abandoned and fled under the guise of surrendering (only to discover that the other half of the party who had been cleaning up the mold area didn't have message up, didn't speak a lick of undercommon and didn't know anything about the "let me go in peace" deal made with the first half of the party).

They've now hit level 3 and I think I'm getting a better handle on how to tweak the encounters to cope with numbers, higher stats, etc. This one was pretty challenging.


I'm using it with the AP and it seems to work rather well. The loot in the modules already are pretty light on the Big 6 as it is - especially stat bonuses (unless PCs are butchering high-level NPCs to extract the cyberware from their nervous systems). The party is only level 2 at the moment (so the bonuses haven't started kicking in) but I've been doing prepwork for the whole AP (all loot lists were compiled and revised at least once, I'm doing a second comb through now to help customize them a bit to fit the personal preferences of the PCs now, all of IG-1 is done, IG-2 is about 75% done with just the heroic NPC gear left for the Lords of Rust, and starting the sketching out of IG-3).

AGB also helps with certain NPC encounters - it makes them a bit more reasonable narratively (why would X be out here but still have all this magic gear that could have been sold for passage to another location?). I'm thinking particularly of NPCs in IG2 and IG4 in particular.


I hope the session went well. I looked at doing the same thing but what changed my mind was the limitations on using animal focus (it could only apply to one companion). I instead kept him as a ranger but gave him Boon Companion to give him the levels necessary to make the birds Companion 2s (picking up the Hover feat for each).


We're using the Unleashed automatic bonus progression. The group's only level 2 so nothing has kicked in yet but I am hoping that curbs the Big 6 temptation.

Our group is a big one:
Dagrun - Android Empiricist-Investigator (Against the Technic League)
Aureth of the Black Horse - Human Hunter (Local Ties) with Storm, her wolf companion
Nydda - Human Fighter (Robot Slayer), Aureth's cousin
Talyn - Half-Elf Warpriest of Desna (Stargazer), Half-Varisian outsider getting strange dreams (ala Prince of Darkness, horacalcum-powered quantum communicated warnings)
Ildranthyth - Elf Metal Wizard (Numerian Archaeologist), scholar from Kyonin, heading for Technomancer, with his test subject/familiar Ratrap v0.2
Khodan - Human Unleashed Savage Technologist (Numerian Archaeologist), mercenary, hedonist, protagonist right out of a Conan story (Snow Tiger clan)
Khirani - Human Life Shaman and her dwarf piro spirit animal/familiar, the healbot support (NPC)

At level 2 things are still too swingy to properly calibrate encounters. They cake walked over the habitat dome but half of them dropped to the repair drone in the earlier corridor.


It was up over the weekend but it's down again this morning.


Hey folks. First post here, but fairly long-time reader. I've seen a couple of sorc conversions for bloodrager, but I cobbled two for an upcoming Iron Gods AP campaign. I did have a third, but it really fell apart (if someone has some suggestions for bloodline powers for a Stormsoul path, put a reply in here).

The two I did make up were rather easy, since both lines make the Sorc more combat/melee-focused. I'll only note the bits that differ from the original sorceror lines.

I'm looking for feedback from folks with a bit more Pathfinder-specific rules mastery. In both cases I didn't want to go too far afield from the original sorceror material, so I know they aren't terribly innovative. The goal wasn't to create new but to adapt existing for possible PC bloodrager use.

Boreal Bloodrager:
This one was realtively simple - a bloodline that turns the sorceror into a melee'ing frost giant-y sort of person.

Feats: Arcane Strike, Endurance, Power Attack, Skill Focus (Intimidate), Toughness ((needs 1-2 more))

Bonus spells: Enlarge Person (7th), Ice Slick (10th), Elemental Aura (Cold only) (13th), Wall of Ice (16th)
I switched out Rage for Ice Slick given the class has a built in barbarian rage. I wanted to swap out Wall of Ice as well but then thought it might be useful to have a more utility spell on the list.

Powers:
1st level - Cold Strike
4th level - Ice Walker
8th level - Snow Shroud
12th level - Terrain Mastery: Cold +4 (new, as the Ranger class ability, stacks with ranger/nature warden abilities of the same name)
16th level - Giant Form (when ranging, can assume Frost Giant form as the Giant Form I spell, each round transformed uses 2 round of rage; at level 20 it's a 1:1 ratio for duration)
20th level - Child of Ancient Winters

I've seen the Boreal version drafted up on this board, but I wanted to shy away from a Monkey Grip-type ability. So I kept that transformative element until the level 16 power - in part because bloodrager spell casting will never get the Giant Form spell but at that level it seemed appropriate to the combat ability the class otherwise has.

Nanite Bloodrager:
I was thinking of using this bloodline to make the class a bit more android-useful but had second thoughts and decided to stay with the idea.

Feats: Blind Fight, Combat Expertise, Dodge, Improved Disarm, Lightning Reflexes, Skill Focus (Knowledge: Engineering)

Bonus Spells: Body Capacitance (7th), Defensive Shock (10th), Miasmatic Form (13th), Echolocation (17th)
Changed up the level 1, moved the level 4 to 3, and brought in a 4th level that felt appropriate without going for offensive power.

Powers:
1: Nanite Strike (this is no longer counted as a poison but as a nanite infestation)
4: Nanite Surge
8: Nanotech Resurgence
12: Reactive Adaptation (at this level the bloodrager's nanites will reactively protect their body from any form of energy damage. The bloodrager gains the benefits of a Resist Energy spell cast as an immediate interrupt, at their full class level for a duration of 1/2 their bloodrager level. The energy type resisted must match the energy damage that triggers the interrupt. This ability can be used 3 times + Con modifier per day and lasts for 1 round per 2 bloodrager class levels)
16: Distributed Body
20: Living Swarm