Warforged

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I still dream of a trade paperback trio of books (character, rules, spells) instead of the huge core rulebook. After playing with the smaller books of Savage Worlds and Burning Wheel, the "traditional" 8 x 11 hardcover is troublesome at the table.


I was wondering if anyone had experience with getting the Core Rulebook printed in a more user-friendly size. I was thinking four “trade paperbacks”—characters, rules, DM material, and spells—would do the job…


roguerouge wrote:

See the article here: Bryant

Comments on the paper?

If this was an actual essay: to be honest, the article has too little research to it. It takes no account of the considerable work that has been done on the formation and behaviour of subcultures over several decades, nor does it really address the work on "fan culture" that is nearly two decades old. There are some interesting links, especially with the general open-source movement and the copyright debates, but even these are not researched sufficiently within the Role-Playing community. I'd recommend this to accepted, but only with serious revision.

Although, to be fair, this isn't actually an "academic" essay. It's a symposium, which means it's essential a short opinion bit approved by the editorial of the journal. Kudos for Professor Bryant for raising the issue and possibly inspiring more research. I'd love to do up an essay on the topic as well, but sadly, this summer's writing is very well spoken for.


Malachite Ice wrote:

I'm concerned about the requirement to use the latest exhibits, and specifically Paizo's right to update Exhibit B. Under a draconian (but not unreasonable) interpretation, an update to Exhibit B could, even if Paizo added resources to Exhibit B, require update of existing products to bring them into compliance.

Similarly, removal of resources from Exhibit B would (unquestionably) cause previously compliant product to become non-compliant.

The license's specificity in requiring compliance with the 'current' Exhibit B is clear. Unfortunately, this is a moving target. Complying with a moving target is hard.

I am certain that the current management and company wholeheartedly supports the openness of the this license, and the greater community they hope to build. But management and corporate direction change - one needs only glance at the absurd license currently offered by Hasbro for their RPG system to realize they have since changed corporate direction.

I applaud the remainder of this license as reasonable and fair (and immensely so). I cannot, however, trust the requirements around Exhibit B sufficiently to commit resource or recommend committing resource to this license.

Malachite Ice

Many of the (usual) provisions that people took issue with in the case of the GSL are here as well: at any moment Paizo can change the agreement, terminate it if they wish, and you agree to not counter-sue if they claim you are in breach of contract and demand you destroy your inventory. Just pointing out irony, here.


Clark Peterson wrote:

OK, first off, now your villain is a "shadow protector"? This is a villain, not an NPC.

In many respects, an undead Batman...


Paul Watson wrote:
I haven't used it, but it is the most forgettable of Wizards new magic theories, IMHO

Which (and I suppose, what) of the other "new magic theories" did you think highly of?


ArchLich wrote:
Apparently some people disagree with the dictionary's assessment. Link

The research in that piece is really poor. There are numerous flaws (the most glaring being the statement that a Chieftan's position is hereditary)...


doppelganger wrote:

Wizards pulled the plug on DDM with little or no warning to its players, canceling future product releases and, frankly, causing some financial hardship for a friend of mine who resells DDM singles.

4E is not protected by something like the OGL. If WotC has already shown that it can and will cancel games without warning, what does that say for the future of the D&D brand (and 4E)?

What's to stop White Wolf from suddenly not supporting Exalted, or the Vampire card game? or Green Ronin, Mutants and Masterminds? or West End Games, the d6 system? or Palladium, say Teenage Mutant Ninja Turtles? or FASA Shadowrun, Battletech, or Earthdawn?

For that matter, what's to stop any business from suddenly not supporting a product? Some go out of business, some are unable to maintain funds--look at the big banks and loan providers who just went under less than a month ago.

I think the OP contains a bit of fearmongering and some unreasonable expectations about how businesses work and expresses a large amount of entitlement-syndrome. Remember, Paizo could suddenly experience a capital shortfall and go under (I hope not!). If they suddenly stopped producing Pathfinder, wouldn't their world be just as "unprotected" as the DDM sets are?


Goth Guru wrote:

My friend DMed us in a Waterdeep campaign for a few years.

He played a cleric of Mystra in Living Ravens Bluff, till it was destroyed.

He looked at the new version in the bookstore.
Apparently Mystra was killed, didn't see it coming, and didn't have her godhood transfer to a ready new vessel.
It seems whoever created the new version knew nothing of the Forgotten Realms.
All the important characters moved away, died, or retired.
With no chosen of Mystra, and no real differences between FR and POL there's no point to it.
The one good thing about the new source book is there are maps.

I played and ran the Realms for around 17 years before taking a break. I understand that some might have negative feelings about the changes that have been made, but I can see why they felt the need for mixing up the setting. I think the fans need to realize that when you hitch your games to shared worlds beyond your control, things are going to happen that you don't care for.

I stopped buy Realms stuff becuase of the meta-plot and its increasing role in the settings development. I can't follow L5Rs meta-plot becuase it moves too darn fast for an RPG, and so ignore it when I run that game. It seems like you emphasis the metaplot--"All the important characters..." refers to the NPCs of the setting, whereas I think the PCs should be the important characters.

Also, I can't help but point out that the people who worked on the new setting are all long standing Realms writers, including Greenwood and Salvatore, who are obstenibly the most important. Only Sean K Reynolds is the one writer I think should have been paid his weight in gold to work on the book...sorry I don't have it on hand to check the credits...


bugleyman wrote:
So...is chess unbalanced, or full of meaningless choices?

Actually chess is unbalanced in two ways: first, white always goes first. Second, the pieces move in a number of different ways. While the composition of both players chess pieces is the same (8 pawns, 2 rooks, 2 knights, 2 bishops, 1 queen, and 1 king) the challenge of chess derives from making the right choices from a range of deliberately sub-optimal pieces. You have to move your weakest pieces to reveal the power of your army. The imbalance between pieces in a contained environment (8x8 board, equal armies, same goal) makes chess full of meaningful choices.

Polaris is dead on. This is why decks of playing cards work the way they do--a random range creates an unbalanced set of hands. Same with TCGs. Magic: The Gathering has prospered by maintaining a solid mix of optimal:average:suboptimal cards. Same with L5R.

Game balance is often an illusion, and RPGs rely upon a sense of cooperation between players and between the DM and players to guide the balance of a game. That's why a group can play a fun low magic D&D game, and the group next door can Monty Haul it up.


Four sessions to full proficiency seems good for a RPG. That was about the time my players started to work out combos (one of my favorites is the rogues Set-up Strike, Action Point, Sly Flourish sequence which is great).

One of the nice things is that with only a little effort on the DMs part, everyone get proficient about the same time, rather than the casual players getting left behind...although there are still clear benefits to being an involved player.


The trickiness of comparing abilities is something I find works out well in 4e. I like the division of attack and utility powers. This way characters always have a relatively equal and wide range of combat options and non-combat options. Sure, a lot of utilities work in combat, but generally only to assist the PC or an ally and don't do damage directly. The mix of combat-non-combat powers in other games can be a bit dodgy (say, a wizard vs. a companion in Ars Magica, although that is the admitted goal of that game).


detritus wrote:

Lightning Lure while great, has a fairly short range of 3. I have been playing a Swordmage for 3 levels now, and I have never ran away from a squishy, nor have I ever gotten to use my defender ability. :( Everytime I think I will get an opportunity to use it the monster dies. I stay up front with a fighter and I play off tank and move around to set up opportunities to use the ability while being another line of defense in front of the squishes.

On a side not, I am using a Glaive since it is considered a sword type weapon, and I love the reach on this character.

I've got a group with two strikers, but I can't imagine how tough a group with two defenders would be to budge. That must make for some awesome fight scenes.


Charles Evans 25 wrote:
If their response to this class is unrestricted glee, then the spiral of ever increasing power in classes seems to have started disappointingly early.

I was pretty relaxed about this class, but it would fit my setting like a charm, so I read it. My immediate reaction was it reads as very, very evocative; I'd play one, but I don't see it being overpowered. No way a first level swordmage could cover anyone elses job except the defenders. It will be great to throw a few of these at my players in the main plot arc of paragon tier.


Stedd Grimwold wrote:
I wonder if there any "permanent" reagents. Something that has the same effect as a black pearl, maybe daily or an encounter use, but isn't consumed. It would have to fill a slot for balance I would imagine.

Hmm, could themed implements do this as well? An orb enhances divination rituals, or a rod that enchances charm powers. I think that would make for interesting material in a pre-existing design space.


AlexBlake wrote:
So, yeah, if you're into the character building, 4E won't be your cup o joe.

Well, a certain kind of character building...I think 4e provides the same amount of room to build what a consider a character--that is motivation, background, mannerisms, appearence, and other such aspects of role-playing. There is a little going to be a little loss of mechanical options because that's the nature of a new edition. I dearly love David Chart's brilliant 5th edition of Ars Magica, but it is sorrly lacking in clear guidelines to create new monsters, as well as lacking a good range of beasties. Similarily, 3rd ed. Legend of the Five Rings suffered a lack of information about the culture of the setting and role-playing advice, something that the 1st edition game had in spades (I paraphrase John Wick: L5R shouldn't be about playing in a different history, but a different culture). I haven't read the new ed of Shadowrun, but that game always lacked for monsters in the corebook.

The point being any game limited to its core book(s) is limiting. Or on the other hand, freeing in the sense that your imagination does the work...that's in part why I stopped using a lot of supplements in 3e and part of why I'm enjoying 4e. I'm looking forward to Adventurer's Vault though, as there's far too many arms and armors in the PH and too few potions and wondrous items.

As an aside, this was a very polite conversation before some disruptions above. Could we avoid such things? I'd be interesting on hearing how people are speeding up their games and if DMs currently running 4e games have any interesting experiences they'd like to share.


Admittedly, the character sheets were a big fumble, but I didn't by them anyway. Wizards really hasn't put out a good set of sheets since the orginal 3e sheets in 2000, which were nice. I have no clue as to why WotC can't get a good sheet made when so many fans seem to whip one up...anyway, I tended to house rule 3e around so much it didn't matter, and I like having setting themed sheets anyway.

The DM screen however, is excellent. I'm pleased with that purchase and even more pleased by the speed with which WotC errated one small section. The pdf they provided was a very quick fix. I'm pretty neutral about the art and the info is laid out logically.

One thing I have noticed is how responsive WotC has been about products. Players complained about "setting-like" feats like "Golden Wyvern Adept" and they were dropped from the PH. Player's complained about the cover of the 4e PH, so they got a new cover (neither cover was/is good in my opinion, but not for the reason player's complained about). Back when Eberron was released a lot of players complained about the mixture of DM knowledge and player knowledge. Now all setting books are being divided into a DM-book and a Player-book. That's good news. Now, I don't use their settings, but it seems that they are responsive...And the product seems a bit better. I bought 2 3.5 books beyond the core and some setting material for the Eberron game I ran (MMIII and Heroes of Battle), but I thought very little of WotC's offerings from around 2004-2008. The 4e material seems to be stronger, with more clarity and room for individual DMs to do their thing.


Shadowlance wrote:
The problem with power cards is that they seem to make people forget about their other options (grapple, bull rush, environmental interaction, etc)...but maybe that's just my crew.

I actually found they'd do the opposite, especially the casual players, they'd forget the variety of powers and fall back on the ol' I attack with my sword kind of situations and not use their encounter and daily powers. So we stopped using cards and listed all their powers on their sheets (I did up a setting-specific sheet for us). I do give out magic items on card (because I think its fun), and those were being forgotten about by some of the players...so I also started a little "training" program now that they're 5th level and have a new daily power. It goes like this:

Each character has a checklist of all the special options they can do, such as their powers, class abilities (hunter's quarry, etc), and general combat options (action point, second wind, trip, etc) and when they use the option they check it off. If they get to 5 different options used in a linked combat, or 8 in an isolated one, they add a small XP bonus to the encounter. At first there were cries of "more bookkeeping!" but after last session they all agreed it helped them get a sense of the game and reminded them to use the special magic item powers they had. One PC managed to get up to 4 different checks in a round (hunter's quarry for minor, move, Shadowwasp Strike for standard, use Elven Accuracy to avoid a miss (free), activate weapon power (free) (fear attack; even better because the weapon is called the waspblade and hums like a wasp and themes nicely with the special attack). I still think she should have blown an action point and used another attack, but the PC was excited, and she's a reliable, long-running casual player.


TigerDave wrote:
My question for you, because I have not had the opportunity to play 4E as much as I would have liked, is ... do the battles get LONGER as you level up, or does the timing remain about the same? I would expect as the lethality of the attacks vs. the increased efficiency of the defense would leave the timing about the same across the board, regardless of the level played at, but what has been your experience?

This is a really good question; of course, my party has only just reached 5th level. We do play once a week, and have played 4e since it came out. I can only say that it appears to progressing smoothly. I don't notice any combats taking longer, in fact the more basic encounters seem to be going quicker--say some goblin cutters mixed with a few archers and a skullcleaver--while the elite and solo encounters are getting more and more interesting.

I whipped up a Dark One Master Spy to be a solo encounter. He was a hit-and-run assassin who could generate fields of darkness (adding a bit of controller instead of just increasing his ability to attack). He was great, effective in paralysing the party's heavy hitters by remaining hidden, trapping PCs in darkness, and attacking from the shadows. It took a while for the PCs to take him down, and they had to regroup at one point and seriously considered retreat as an option.

For better or for worse, the wizards attempts to use Thunderwave to blast him out of his darkness field kepts failing, but it was a sound plan (darned luck o' the dice). They eventually took to hurling lit oil canisters into the field he was currently hiding in. We randomized the hit locations as that seemed most fair, but it did force him out of the field and into the waiting swords of the ranger and paladin. Of course, with classic tradecraft, the Master Spy killed himself rather than be captured. But the battle went very well.


crosswiredmind wrote:
My experience is that combat move swiftly after the first few games. The rounds are much shorter and as the players learn the game, their characters, and the capabilities of the party it really smoothes out.

A DM's primary role in a new system is to teach it. I've been trying out different models to familiarize ourselves (of course, the basic of advice that one should play any game three times in a row--same characters if its a narrative like an RP, or three times over three weeks for a card/board game).

To this end, I designed our first two adventures to be short, without too much linked combat. This allowed the players to digest their new round-to-round options. My more casual players have taken a while to adjust to the new options becuase there are simply more of them. The shorter adventures also allowed me to learn how to design encounters in 4e better. It really made me realize how encounter design is more prosaic, that is, benefiting from a mixture of monster roles.

After those two adventures, we proceeded into a longer one, with a more extensive "dungeon." I deliberately used goblins as a classic villain and found we can move quite quickly through encounters. Some battles take longer than others, but what I find rewarding is that I have been able to reliably design them as such--smaller, lighter encounters go fast, while the major set-piece battles are satisfyingly difficult. From a narrative point of view, there's less randomness in how an encounter goes and I can build up tension nicely. I also find the overall pacing of an adventure's action sequences go well. Depending on the pace I've set, we can get through 4-6 battles in a combat heavy night and with a normal 3 hour session.

This week we played a 2.5 hour session, in which 1.25 hour was just straight RP between the PCs and NPCs, as well as travelouge details. The two combats were: a battle against 13 bandits on the road, which lasted two rounds while the PCs used a combination of skills (Intimidate, mostly) and well-placed strikes (the rogue and wizard proving very effective) to cow the ruffians; and a second battle against an Oni Night Haunter--a battle I deliberately wanted to be tough. The fight lasted 9 or 10 rounds, flowed around the battlefield nicely, saw PCs being knocked unconscious (one even suffered the Oni's powerful Devour Soul power), and was generally an awesome, big encounter. I estimate the bandits took about .5 of an hour (mostly due to pre-attack planning--the cleric wanted to intimidate, the wizard just wanted to charge), and the Oni took .75/hour. I consider this reasonable.

I've finished the next major dungeon, and am excited about running it. I've also prepared my first mega-adventure, or at least mega-to-my-mind, that will take the PCs from 6th to 10th level. It's going to be a lot of fun!


Guennarr wrote:

Hi there,

I don't mean to be a smart ass, but just reading the blog entry of July 8 left a "bad aftertaste" for me: I know it's fiction and I know that you folks on the other side of the pond make more carefree use of that part of history - but quoting from part of the anthem used by the nazis feels really odd to me...

Kr,
Günther

P.S.: Über Alles! = supreme over everything.
Don't have to mention which "faction" was inserted in real history, do I?

I am on the other side of the pond and agree.


Paul Watson wrote:
etrigan wrote:
Tatterdemalion wrote:

A cut above, yes. But 4e has gone well beyond that. You couldn't create a Chapter 1 Sam Gamgee with the current rules.

And how exactly do you propose to create this character with a heroic class in 3.5E or Pathfinder RPG? Does he look like a Fighter or a rogue level 1 to you?
Expert 1, I'd say. No NPC classes in 4E as I understand it. ;-)

I was wondering when NPC classes would enter into this disc. Even the most generic 1st-level Fighter is considerable more accomplished than a 1st-level warrior. Higher hit die and an additional feat is a big difference, and a second level warrior simply cannot hold a candle to a second level fighter. So, even in 3.5 characters are hardly wet-behind-the-ears. Now, you can play it as such, or start out as NPC classes, but those are group decisions, not assumptions of the game. Come to think of it, how many RPGs actually assume your at the absolute beginning of a power curve/career? I can't think of any at all...


Count Buggula wrote:

Let's take a look at the history:

1974 (D&D Original)
1977–79 (AD&D 1st Edition)
1989 (AD&D 2nd Edition)
2000 (D&D 3rd Edition)
2003 (D&D v.3.5)
2008

So when WotC took over, we went from over a decade between versions to releasing 2 new versions in 8 years. That alone is enough to alienate many players and make them feel like WotC is just trying to pad their pocketbooks.

And that, I think, we can all agree is a valid argument.

But, what would we be playing without WOTC? TSR's practices put them out of business and the game out of production. So no, the argument is not valid becuase it assumes an equal level of success on the parts of both companies. While WotC run on D&D is not over, and time may prove certain decisions (removing the magazines from print) mistaken, judging them by a history that would see the game out-of-print is invalid.


One thing to bear in mind is how easy it is to lower or increase the example monsters (details are in the DMG, in the DM's Toolbox chapter). One of the monsters I wanted to use for the first session was level 8 in the MM, but 5 minutes later I had level 3 version ready to go.


Pneumonica wrote:
Aaron Goddard wrote:

And changing fly to a skill?

All I have to say to that is Javhol mein fuher!

And NO I am NOT a troll, this is really what I believe.

Ladies and gentlemen, we have Godwin's Law.

And I don't care what you are. Statements like the above have no place in discussion, comrade. (Note, the subtle weaving of irony into... wait, did I say subtle? ;-p )

I appreciate you humor, Pneumonica. I found the ignorant use of such language (and rhetoric) in the original post monstrously offensive,as would all the users of this board. I am upset to see such disrespect here. I hope Paizo does not let such libel be directed towards them.


Or the weapon tables list the most common way of damaging an opponent with the weapon: you can stab (pierce) with a longsword, and you can slash with a shortsword, or dagger. A warhammer usually had a spike or claw on the secondary end that was used to pierce a foes vitals and chinks after the foe was knocked down.

While a few weapons--halberd, for example--list two kinds of damage, the system would be overly complex if every weapon had multiple damage types. Instead, a DM is able to easily adjudicate variant uses of a weapon. I recommend following the "Improvising Weapon" rule, but might be tempted to lessen the penalty to -2 becuase the weapon is not entirely improvised, just being used outside of its normal range of use.


Windjammer wrote:
Convince Mike Mearls to contribute the chapters on combat and skills.

I'm less enamoured about Mearls work (too much crunch for things a DM should be simply winging) and, tongue-in-cheek here of course, wondering if Bruce Cordell and Dave Noonan could be taunted into working for Paizo...or at least becoming freelancers.


Wow, this is excellent. Please bring in the feats from BoXM I and II, the fighting domains, and the 20-level spell system. We've been using the BoXM spell progression for a month now, and it is simply great. And backward compatable with no work on the part of the DM...


[Insert Neat Username Here] wrote:
How can I reasonably get rid of the goblin? I've already had it try to run away; they stopped it.

My players similarily captured Tsuko (? it was a while ago) and interrogated him. There was some debate about summarily executing him, but I had the sherrif and mayor intervene: while he was certainly guilt of treason and conspiracy, he was made to stand trial and was then hanged as fit his crimes.

Goblins are a bit tricky, as they aren't citizens of Magnimar...summary execution might not be a issue. My players did catch and interrogate a goblin in town, but I stressed how violent and feral he was. Some of the players tried to befriend him, but again, the townsfolk didn't want the little monster around town after the first attack--so, public execution. If you want to get really realistic, it might be appropriate to crow-cage the little beast, or hang his corpse as a message.


Blue_eyed_paladin wrote:
Curse of Bloodsworn Vale is pretty darn good. It has a 'timeline' approach to most main encounters, and involves a fair deal of adventuring and exploring.

I second this, the Bloodsworn Vale is a great "sandbox" module.


Kruelaid wrote:

This makes me laugh.

- secrecy is a necessity in business.

Frankly, I lie more: 'really, I didn't buy a new gaming rulebook sweetheart'.

I imagine it went like this: Paizo business planners "We need plans about what to do about 4E. You, you, and you brainstorm."

Jason: "I have this thing I've been fiddlin' with"

P.B.P.: "Run with it, we may need it"

As always, the person in the right place at the right time takes the prize. I'm an academic (English) and we often see interesting conferences and call-for-papers that journals put out. Being able to respond depends entirely upon what you might have written in your draw--of-essay.


tussock wrote:

Iterative attacks are vital to 3e's balance, you have to redo all the monsters to work with SWS/4e style single attacks.

This is a big reason to keep iterative attacks, and why 4e moved towards the 1:1 ratio between PC:monster and developed "elite" and "solo" monsters.

The other option is to say, damn Monster/NPC/PC equity and just allow high level monsters iterative attacks and deny it to class-based monsters, NPCs, and PCs.

Ultimately though, I don't see changing this to be in Paizo's interests (it also belies a problem: ask 10 different DMs what's need to "fix" 3e, you'll get 10 different responses. It's probably best to make minor changes to 3.5 and then let people house-rule away).


Takasi wrote:

Did anyone defeat the black dragon at D&D XP? How did you do it?

Mike Mearls discusses the dragon in his D&D XP blog. In one of the games he ran, the dragon got slaughtered by the PCs.


Set wrote:
If Player Bob wants to play a Paladin, and they aren't available, Bob is denied his 'fun.' If Player Bob wants to play an Errol Flynn-esque swashbuckling Rogue who draws his initials in the air with his Rapier, or a woodsy sort of scout who plinks people with a Shortbow from the forest canopy, he can't, and, again, Bob is denied his 'fun.'

As a friendly, devil's advocate, isn't it reasonable to say that the former is a Fighter and the later a Ranger?


Malhavoc Press's Book of Hollowed Might II has some brilliant rules on crafting masterwork/masterpiece items, not only as bonuses to hit, but for special qualities (bonus to Cha, maybe to sunder...I can't recall right now). Still, I recommend checking it our.


hellacious huni wrote:

And by the way, I know it must have been tough to push through Erik's constant language barrier advice, but you did it. YOU DID IT. And you're a pretty phenominal writer in your second language. You know who else was like that?

Nabokov.

Vladmir.

Yeah.

*claps hands, slowly, in hopes of starting clap fire*

Conrad.

Joseph.

*claps hands*


I think, for me, the height change is fine, not for reasons of strength, but for reach and distance. Distance, and the crossing of distance, is a defining moment in combat, and quite simply, a 3-foot humanoid with a sword rushing a 5'8" humanoid with a sword is going to get hit far earlier and more often. One of my players used to joke about Valenar elves in Eberron going on "The Great Halfling Hunt!"

As far as the Tolkien connection, I have never been convinced of D&D's reliance or even the "influence" of Tolkien's work on the game. I think the aesthetic of Tolkien has been used, but none of his ideas and concept have been a common thread--even with a noted scholar like John D. Rateliff working for TSR. There is a similar disconnect with the supposed influence Tolkien has had on the "epic fantasy" model, I see little Tolkien in his supposed predecessors (although I do in a few, Guy Gavriel Kay, for example), just an mimicking of surface, or aesthetic conventions. Tolkien belongs to a tradition that precedes him, rather than one that realistically follows him.


Nicolas Logue wrote:

YES! I HATES THE BATTLEMATS! HATES THEM! FOREVER!

(All color! No need mechanics for these flavorful descriptions!).

I agree wholeheartedly with the OP and Mr. Logue's desire for fewer mechanics. While I too have had trouble with DMs and arbitrary rules, those experiences have led me to give players a lot of latitude (the moment something sounds like a great movie-scene, I let the player(s) try it--and the times they fail are as awesome as the times they succeed...like the time a player climbed to the top of a lightning rail in a siberys shard storm and took a shard to the head, or the numerous times PCs have been lit on fire one way or another).

I'm concerned about the growing "rules" around terrain and such...I like a lot of the premises in Iron Heroes or the Book of Iron Might, but I don't need rules to adjudicate the stunts, just common sense and a will to have the PCs kick ass (and my villains, too!)


Blue_eyed_paladin wrote:

at the time of writing, he probably would have have got a post-it saying something like "PCs who are sinful should get bonuses/penalties in the appropriate dungeon sections", and worked it out himself from here... but I found it a little jarring from what I had imagined it would be... I was expecting some kind of mechanic that added points to the DC of traps, spells etc in the appropriate section based on how many "sin points" the PC had in that "sin area", and if a PC was exceptionally pure, and had 0 (or maybe negative, I wasn't sure) points in a particular sin, they might be able to ignore the trap or spell entirely, meaning that particularly Zen monks might be able to ignore effects of traps in areas like Wrath, for example.

Hmm, I thought it would have worked like the Haunts (which were brilliant! Absolutely brilliant! So much better than typical traps).


Evil Midnight Lurker wrote:

There's been a lot of discussion here and there about the correlation, or lack thereof, between the Virtues of Rule, the Mortal Sins, the modern virtues, the schools of magic associated with whichever, and the runeforged weapon qualities.

Most of it seems to center around people not understanding how it could work the way it's set out in the Path, why these two sins should oppose this one, why Enchantment for Fertility/Lust, and so forth. People want to change it so it makes sense.

Here's the thing: it doesn't have to. And I don't even mean "because it's magic."

As a counterpoint: the runewells are powered by vices, which suggests, on a fundamental level, that vices--and therefore virtues--actually generate a form of quantifiable energy that can be captured and stored. Therefore, the philosophy of the Runelords does have a basis in the natural environment--otherwise those who do not subscribe to their philosophy would not fuel them.

The issue here becomes one of epistemology, not ontology, which suggests that there may be variances, but the Thassilonian (sp?) system should be coherent. But this, after all, D&D...coherence is not its specialty--adventure is!


Mary Yamato wrote:

because they think sin-forged weapons are going to be bad for them.

They are not the PCs' default moral virtues by any means, which should be interesting roleplaying fodder.

Mary

When I read the preview for RotRL, I thought runeforged weapons would be cool, then noticed later on that they are more sin forged weapons, which suits some game groups, but not mine...in fact, if a paladin or good cleric actual forged a sin-related runeforge weapon, well, that'd be the first time in 20 years that a character would be losing some deity-supported powers. [one common theme in Paizo's products is a bunch of evil, a lot of gray, but very little real good. I'd love to see a bit of emphasis on virtue and a few champions of good crop up]

I did two things to circumvent this problem in taste: first, I've had all of the PCs come into contact with runic magic somehow (two planetouched have been having dreams and are having rune-like markings emerge on their hands, the wizard suffered a critical hit by a matriarch to her eye and the pupil changed to a runic shape, and one character has a brace of daggers that was given to him by a romantic interest (the daggers hilts are carved to represent the four seasons, and their spontaneously become magic...i.e. the DM is turning them slowly into runeforged weapons).

Second, I'll be redrafting the forging of rune weapons to be based on a reconsecration of the runeforge. The cleric character gets to feel awesome and everyone gets suped-up items, so they'll be happy.


I personally think revealing a bit more in HMM is good. I've tried running three APs now: Age of Worms transmuted into an entirely different storyline (though similar) and Savage Tide ended early on a satisfactory conclusion, but one I wrote myself. The RotRL is the first that has been working out for me, in part because the adventures have been so well done, and because work has kept me so busy (curse you, Candidacy exams!). I've been thinking about what would make APs work better, and the best idea I've had has been a brief DMs guide to the major NPCs...no stats, but a list of the major plot-related NPCs.

Spoiler:
e.g. the various Lamia Matriarchs, Barl, Mokmurian, The Runelord himself, and so on

The list would give the DM a brief background of the NPCs, notes on appearance, behavior, etc, but most importantly motivations and details on goals and some kind of an index of loyalty. I think the hard part of the APs is the fact that the major bad guys appear, but I don't have enough sense of an NPCs motivations to run them as effectively as those that I create myself...


If the preview gives away the "defeat" of the Runelord, you can always have him win! My PCs are half way through HMM and, thanks to a very effective use of stealth and strategy, have managed to capture and interrogate several foes (while Zone of Truth bounces off a few NPCs, Discern Lies doesn't...good players!) and I decided to add in a few wildly threatening statements by the NPCs as to the identity of the final villian...I just watched Legend again with my son, and it really confirmed the effectiveness of the partially obscured, but still super threatenuing Big Bad. The big reveal of a mastermind only works when the mastermind is unassuming. The BBEG of RotRL isn't. He's a dark lord style figure and needs to be a looming spectre and someone the PCs already fear. In fact, PCs seem to respond best to big bads who show up earlish in a campaign, wreck the party (maybe kill a one or two characters--TPKs are no fun cause no one is left to spread the fear) and then leave, haunting the players and the characters nightmares. That is hard to pull off in published adventures, but if the PCs don't handle AP six well, and the BB walks away, I've got a back-up plan.


I can see this guys returning to cause trouble numerous times, either to forward plans for conquest or to repay the PCs for an earlier defeat. I am not a big fan of undersea play, but in this case it is evocative to think of the players (eventually) planning a counterattack against their old foe, who has a convinient escape route in the ocean...


Honestly, while this is more encounter-ish than most, a lot of this round's entries strike me as more "bad guy" and less "villain"--there is a lot of Grand Moff Tarkin and Boba Fett instead of Darth Vader (or a lot of Blastarr and Doomsday instead of Doctor Doom and Lex Luthor to switch genres/mediums).

I think the main problem the authors encountered here is the focus on getting the stat block together. I might be a bit odd, but even when I read new monsters, I look at the stat block last. The picture and the description sell me on the creature, NPC, or in this case the villain, not the stat block. Without a graphic picture to help, putting the stat-block up front really mutes the excitment a character can create. Now, not every entry failed to provide a strong lead, or to create a villain, and I think this entry has merit as an example of what should have been done more. If it was a bit more villainous, it would have been a sure-thing. But before you dismiss this work, consider how many of the other entries are "bad guys" that would exist within the context of a single adventure or theme, instead of being "villains" who can hinge repeated, and varied, encounters or levels (do you see these NPCs as something that can evolve and grow with the PCs, which is something a villain should have done).


pallen wrote:


On top of that, I have a major plot concern (major spoiler for #4):
** spoiler omitted **

I had a similar moment in running Burnt Offerings: the PCs initially wanted to fortify and defend the town. Now, they decided against that, but I would have let them. No module will ever predict the number of solutions a small group of people will come up with. The fact that your players occassionally force a radical change in an adventure, whether homemade or published, is the great advantage of pen-and-paper RPGs. Good on your players!


Generally speaking, I pull punches, or fudge dice rolls as it were, in combats or events that are relatively inconsequential. Unless the PCs do something foolish, the thugs don't get to take heads. Big monsters or leaders take heads. I've crucified PCs near to death and usually maim a few per campaign (never underestimate a good maiming). John Wick wrote an article for the L5R RPG that argued (paraphrasing here), the more you punish your player's characters, the more the player's will love the game, and I believe that. Tonight my PCs are surrounded by thugs in the Seven's Sawmill. They might not be able to take the opposition, being out numbered two to one. Now, the bad boss might not be around, so I'll probably beat the PCs unconsious and then torture them (I just saw Casino Royale recently)! I might maim one, or all!!

Pull your punches with thugs, but punish your PCs.

Believe me, they'll be back next week on the edge of their seats.

Full Name

Zaine Kildare

Race

Human

Classes/Levels

Cavalier 17

Gender

Male

Size

M

Age

27 (born Desnus 17)

About Zaine Kildare

"If you're gonna be a mercenary, you need a gimmick, right?"

"A gimmick?"

"Say you got a sword. Well so does every other guy out there."

"Yeah, but my sword has this fancy R on the--"

"Nobody cares. You need a gimmick if you want to get noticed."

"Like that guy over there? The one with the musket and the dinosaur?"

"...some people take things a little too far."

Zaine Kildare is a mercenary. Or, at least he tries to be. The truth is, he's kind of terrible at it. Though in his defense, there's a lot of reasons for this.

He had a good start for a mercenary. Low birth, parents killed by a petty and cruel noble, picked up the half-broken musket hanging over the fireplace and fought back. Although it turns out that if you shoot a noble at age twelve, it's still a crime and you still have to make tracks. He carried that beat-up old gun from battlefield to battlefield making barely enough coin to eat. Eventually, he was even taller than the weapon. He gained some renown for his young age, outlandish weapon, and the old tricorn hat that often fell down over his eyes.

Kildare grew tough on the road too. He was going to hire himself out to the rich. Fight their battles. Make enough money to eat good food, maybe retire somewhere nice. You know, eventually. Problem is, Zaine can't turn down entreaties from the innocent. He's ended up risking his life for people who can't pay him more than a chicken, or some patches for his cloak.

Tulip, well, she's a relatively recent addition. The thing is, Zaine generally has a higher opinion of animals than people. Oh, he'll help those who need it, but they get on his nerves, especially with needing his help all the time. In the old days, he generally stuck with the camp animals. Turned out that extended to the more exotic.

Kildare's still not certain what this particular nobleman was going to do with the eggs. Raise the animals that hatched. Make a giant omelet. Throw them at someone else's castle. Who knows? After the battle, though, only one made it through, and there was no way Kildare was leaving it behind. He thought maybe a bird would hatch out of it. Turned out to be a Tyrannosaurus. A Tyrannosaurus who thinks Zaine is her mama. Now Kildare has two mouths to feed, and one of those mouths isn't exactly discriminating. Kildare's been chased out of more than one company after Tulip got into the stables. Oh well, just means retirement is out of reach. Like it always is.

Least Zaine has a friend now.

ZAINE KILDARE
Have T-rex, Will Travel

NG Male Human Dune Drifter/Beast Rider 17 (Favored Class)
Medium Humanoid (Human)

Initiative +7 (+9 with at least 1 grit); Perception +8

-------------------
DEFENSE
-------------------

AC: 28 (+6 armor, +6 Dex, +2 deflection, +4 natural armor), 18 touch (+6 Dex, +2 deflection), 22 flat-footed (+6 armor, +2 deflection, +4 natural armor)

HP: 132 (17d10+34)
Special HP Modifiers: None

Saves: Fort +17, Ref +17, Will +14
Special Save Modifiers: +5 to saves from Cloak of Resistance (included), +1 to Will saves from Boarded in the Shackles (included), +4 to saves vs. fear as long as Tulip is visible, +2 to saves vs. charm and compulsion as long as Tulip is visible

Special Defenses: Spell Resistance 27, +5 to Dodge AC when reciprocating a challenge

-------------------
OFFENSE
-------------------

Spd: 30'

Melee: Masterwork Whip +18/+13/+8/+3 (1d3, x2), Faith +18/+13/+8/+3 (1d4+1+1d6 cold, 19-20/x2),
Special Melee Modifiers: +17 damage vs. challenged, +5 to attacks when reciprocating a challenge, +3 to attacks made as part of a charge as long as Tulip is visible

Ranged: Daredevil +30 (1d12+12, 19-20/x4+3d8, 40’, misfire 1), Masterwork Pistol +25 (1d8, x4, 20', misfire 1), Faith +25 (1d4+1+1d6 cold, 19-20/x2, 10’)
Special Ranged Modifiers: -5 to hit for +10 damage, +1 to attack and damage to targets within 30', +17 damage vs. challenged, +5 to attacks when reciprocating a challenge

Special Attacks: Challenge 6/day, Dead Shot

Dead Shot: +26 (1d12+23), +21 (1d12+23), +16 (1d12+23), +11 (1d12+23), critical 19-20/x4+3d8, confirm +21, misfire 1 (on all dice)
Dead Shot with Challenge: +26 (1d12+40), +21 (1d12+40), +16 (1d12+40), +11 (1d12+40) critical 18-20/x4+3d8, confirm +21, misfire 1 (on all dice)

-------------------
STATISTICS
-------------------

Str: 11, Dex: 24, Con: 14, Int: 12, Wis: 16, Cha: 16

BAB: +17/+12/+7/+2; CMB: +17, CMD: 34, Modifiers: None

Feats: Amateur Gunslinger, Gunsmithing, Point Blank Shot, Deadly Aim, Precise Shot, Mounted Combat, Indomitable Mount, Improved Critical (Musket), Improved Precise Shot, Far Shot, Impressive Grit (Dead Shot), Weapon Focus (Musket), Mounted Archery, Rapid Reload, Impact Critical Shot

Traits: Boarded in the Shackles, Black Powder Bravado, Grim Optimism

Skills: Bluff +20 (14), Climb +6 (3), Craft (Alchemy) +6 (2), Craft (Carpentry) +9 (5), Craft (Stonemasonry) +8 (4), Handle Animal +23 (17), Intimidate +20 (14), Knowledge: Local +12 (8), Linguistics +4 (3), Perception +8 (5), Profession (Farmer) +8 (2), Ride +26 (17), Sense Motive +21 (15), Survival +13 (7), Swim +11 (3)

Modifiers: +5 to Swim from Ring of Swimming (included), Can use a move action to channel your spirit guide (Tyrannosaurus Rex), granting yourself a +5 sacred bonus to the following skills: Intimidate, Stealth, Swim.

Languages: Varisian, Taldane, Polyglot, Azlanti, Aklo, Undercommon

-------------------
SPECIAL ABILITIES
-------------------

Racial Abilities
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Cavalier. Extra skill rank (17 levels)

Abilities from Traits
Boarded in the Shackles: Pick one of the three categories of saving throws—you gain a +1 trait bonus on all saving throws of that type. (Will)
Black Powder Bravado: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
Grim Optimism: As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.

Class Abilities
Proficiencies: Dune drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier's normal weapon and armor proficiencies.
Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Order: Ronin/Knight Errant
Edicts: Can’t turn away from a situation where evil is causing harm, innocents are in peril, or when personally challenged.
Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).
Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.
Order Abilities: A ronin samurai gains the following abilities as he increases in level.
Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
Without Master (Ex): At 8th level, the ronin’s fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn’t kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.
Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.
Have Gun: At 1st level, the dune drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The dune drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger.
Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.
Daring Deeds (Ex): At 3rd level, a Dune drifter gains Rapid Reload as a bonus feat. The dune drifter must choose a firearm to associate with this feat. Additionally, the dune drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat.
Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. Tulip functions as the banner.
Notorious Deeds (Ex): At 9th level, a dune drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The dune drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers.
Gun Training (Ex): At 10th level, a dune drifter can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Musket.
Old Reliable (Ex): At 11th level, whenever a Dune drifter declares a challenge, the threat range of the dune drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon. In addition, if the dune drifter rolls a misfire during his challenge, the dune drifter can spend 1 grit point to reroll the attack roll. The dune drifter must accept the results of the second roll, even if it is worse.
Spell Severed (Ex): At 12th level, a dune drifter gains spell resistance equal to 10 + his character level. The dune drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action.
Greater Banner (Ex): At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Infamous Deeds: At 17th level, a dune drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The dune drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician.

Abilities from Feats
Amateur Gunslinger: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.
You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Grit (Ex): Grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Grit: 3
Deadeye (Ex): The gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex): As a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Dead Shot (Ex): As a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.
Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
Indomitable Mount: Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.
Improved Critical (Musket): When using the weapon you selected, your threat range is doubled.
Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Impressive Grit (Dead Shot): You can perform Dead Shot a number of times per day equal to your highest mental ability score modifier (Intelligence, Wisdom, or Charisma; minimum 1).You can use this deed with an appropriate ranged weapon. If you also have the selected deed as a class feature, reduce the number of grit points that you need to use it by 1, as per the Signature Deed feat.
Weapon Focus (Musket): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Mounted Archery: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.
Impact Critical Shot: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.

-------------------
GEAR
-------------------

Magic Gear:

Weapons: +5 Reliable Thundering Musket "Daredevil," +1 Frost Dagger "Faith"
Armor: +2 Light Fortification Mithral Shirt (10)
Belt: Beneficial Bandolier of Incredible Dexterity +4 (2)
Body:
Chest: Endless Bandolier (2)
Eyes:
Feet: Boots of the Cat
Hands:
Head:
Headband: Headband of Inspired Wisdom +4
Neck: Amulet of Natural Armor +4
Ring: Ring of Protection +2
Ring: Ring of Swimming
Shield:
Shoulders: Cloak of Resistance +5
Wrist:

Mundane Gear: Traveler’s outfit (1), hat (.5), dagger (1), masterwork whip (1), belt pouch (.5), flint and steel, waterskin (4), 2 doses of antitoxin
In the endless bandolier: Daredevil (9), masterwork pistol (4), powder horn (1)

Powder: 187 doses
Shot: 187 bullets
Paper Cartridges: 102
Encumbrance (in lbs.): 22 (light)

Money: 374.9 GP

Claimed Loot Value: 81,392 gp

Claimed Loot: +1 mithral shirt, battered pistol, 600 GP worth of ammo, enchant a weapon to +1, bottle of air, instant bridge, bag of holding II, belt of incredible dexterity +4, kit of magic to enhance an magical weapon enchantment from +1 to +2, amulet of natural armor +2, anklets of air walk, weapon enhancement kit +2 to +3, ring of swimming, ring of protection +4, ring of protection +2, ring of jumping (improved), amulet of natural armor +4, +1 frost dagger, belt of giant strength, +1 flaming unholy whip

TULIP
Charger
N Large animal (T-rex)
Initiative +3; low-light vision; scent; Perception +8

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DEFENSE
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AC: 40 (+10 armor, +1 deflection, +3 Dex, +17 natural, -1 size), touch 13 (+1 deflection, +3 Dex, -1 size) flat-footed 37 (+10 armor, +1 deflection, +17 natural, -1 size)
HP: 127 (14d8+56)
Saves: Fort +13, Ref +12, Will +6
Special Save Modifiers: None
Special Defenses: +2 to Dodge AC when Zaine reciprocates a challenge

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OFFENSE
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Speed: 30 ft.
Melee: bite +22 (3d6+31) plus grab
Modifiers: +4 to start and maintain a grapple, -3 to hit for +9 damage, +4 to hit when Zaine reciprocates a challenge, +8 to damage when Zaine issues a challenge

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STATISTICS
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Str 30, Dex 19, Con 18, Int 2, Wis 15, Cha 10
BAB +10; CMB +21; CMD 35
Feats: Endurance, Weapon Focus (Bite), Light Armor Proficiency, Medium Armor Proficiency, Improved Natural Attack (Bite), Heavy Armor Proficiency, Power Attack
Skills: Acrobatics +10 (3), Intimidate +6 (3), Perception +8 (3), Survival +5 (3), Swim +13 (2)
Modifiers: -3 armor check penalty, +3 max Dex bonus, +10 to Acrobatics checks for long or high jumps
Tricks: Attack, come, defend, down, fetch, flank, guard, heel, intimidate, track, watch
Abilities from Feats
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Weapon Focus (Bite): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Light Armor Proficiency: When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Medium Armor Proficiency: When you wear medium armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Improved Natural Attack (Bite): Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Heavy Armor Proficiency: When you wear heavy armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

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SPECIAL ABILITIES
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Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier’s challenge class feature.
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Barding Training (Ex): At 3rd level, a charger’s armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger’s armor by an additional 1 for every 6 levels after 3rd. In addition, the charger’s speed does not decrease when wearing medium armor or carrying a medium load.
At 9th level, a charger can move at normal speed in heavy armor or while carrying a heavy load.
Indefatigable: At 6th level, a charger becomes immune to fatigue.
Powerful Bite (Ex): A tyrannosaurus applies twice its Strength modifier to bite damage.
Stalwart Steed (Ex): At 15th level, the charger gains the ability to withstand great punishment and stress. Whenever the charger succeeds at a Fortitude or Will save that would normally result in a reduced or partial effect, the charger is unaffected.

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GEAR
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Magic Gear: Bag of holding II, Bottle of air, instant bridge

Armor: +1 Mithral Light Fortification Full Plate Barding (50)
Belt: Belt of Physical Might +2 (STR, CON)
Body:
Chest:
Eyes:
Feet: Anklets of Air Walk
Hands:
Head: Bridle of the T-Rex +2
Headband:
Neck:
Ring: Ring of Protection +1
Ring: Ring of Jumping (Improved)
Shield:
Shoulders:
Wrist:
Mundane Gear: bit and bridle (1), riding saddle (25), Zaine + equipment (190)
In the bag of holding: Bottle of air (2), instant bridge (5), animal feed (5 days) (50), bedroll (5), gunsmith’s kit (2), iron pot (4), mess kit (1), rope (10), shaving kit (.5), soap (.5), trail rations (5 days) (5), small waterproof chest (25), alchemical grease (1)
Bag of holding: 161 (500 lbs. capacity, weighs 25 lbs.)
Encumbrance (in lbs.): 291 (light)