Megistone wrote:
Yes, I did see that. The question came to mind as I messed around with character creation and made a Champion of Shelyn welding her favoured glaive.
Gorbacz wrote:
Darn. That makes me a little sad, but thank you for the answer.
Bumping this thread as it looks as though I may be running this exact scenario in the near future. Having read the S&S AP in its entirety, there is a significant amount of material that will have to be altered and thrown out wholesale for a crew of goblins. That said, I'm looking for advice and suggestions for the following for book 1:
2)Having any reason to interact with Bonewrack Isle. I have my own, incomplete, thoughts; but I'm curious what others may think of. 3)Thoughts in general that are a bit more objectively useful than the ones above. I thank you all for your time.
I'd have to throw my weight (what little there is) behind those not quite satisfied with the base class Fighter compared to every other core class in basic utility. While the Fighter class itself can be quite diverse, any specific fighter character lacks much of that versatility in specialization that I find the other classes don't. For my next campaign I've been bouncing some ideas of how to make Fighter more, well, appealing and what I've come up with so far is simple this: -Roll the Fighter into the Rogue (basic gestalt), call it 'Heroic Bad Ass' or some such thing.
Name:Cedric Antonius Timmon Lebeda
Name: Grom Slavish
Name: Turnip
Name: Ghaelrin Lebeda
Extra note: On the ride home the player of Tandor realized he could have just covered the eyes of one of his companions in order to break line of effect and offer them a new Will save. It would have made all the difference.
Name: Turnip
He was soon reincarnated as a full elf.
Name: Baron Cedric Antonius Timmon Lebeda
The Gory Details: The party was the in the process of patrolling the streets of their newly founded town at the sight of the Stag Lord's Fort, renamed Tuskanny. Grom, Royal Assassin, heard the sounds of a scuffle around a corner and decided to investigate and came upon the sight of Kundal the werewolf beginning to savage a merchant. Blowing on his whistle, he alerted the rest of the party and stepped up to do battle. They traded fierce blows while the rest of the party showed up and attempted to take down the lycanthrope. Cedric cast a spell that failed to affect Kundal, while the werewolf dropped savaged Grom to within an inch of his life. Before Cedric could move to a safer spot, the werewolf charged; leaping into the air and cut the young Baron in half (doing over 80 points of damage and knocking Cedric to -42 hp). Kundal was put down for good seconds later.
Just got home from starting this AP. We ended the session at the point that they cleared out the Monastery, but before reporting to Almah. What an afternoon/night! The Party consists of:
Conan: Half-orc Barbarian. He was the only one to tempt fate in the rafters and never broke a single beam. King Mokknok flailed uselessly against him while the brawny half-orc cut him down in two solid hits. Threw his greataxe at the Giant Wolf Spider after it scuttled out of his reach up the wall and cleaved it in twain. Havacius: Half-elf Paladin, More used to using his Greatsword, he ended up firing shots at enemies far out of his reach with his crossbow most of the time. This failed almost completely. In frustration, he threw his blade at a pugwampi in the rafters, connected, and staggered it in a single blow. Decoy: Human Rogue; Once again, the pugwampis severely curtailed his effectiveness, but when he did hit, he hit hard. Grom, Half-elf Ranger, Not even the unluck aura could hold back his ability to fell creatures at range. Zanthrax, Gnome Oracle of Bone; An ADD and disturbing gnome suffering the curse of blindness. During the fire, he built a sand castle. During the battle in the chapel, he took to tying the entrails of the fallen pugwampis together and casting light upon them. When that failed to bring them closer to him, he began moving about the room and hissing at them in order to intimidate them. Fashioned the skulls into knee-pads and pauldrons afterward and then made the Conan a necklace out of the skull of Mokknok. Jumped up and down on the bed during the battle against the wolf spider. Animated the corpse of a baboon so that he could ride it for the short period of time it was around. Zanthrax, by dice, became the Moldspeaker...
Cedric Antonius Timmon Lebeda, Human Sorcerer (Fey Bloodline). Nominally the party's leader and diplomat. His spells have been either the thing to turn an encounter in his favor or failed utterly. Boran Thundershield, Dwarf Fighter/Cavalier. A wall of iron on horseback and nigh immune to the attacks of most creatures encountered. Can't roll a hit to save his life... Grom Slavish, Half-Orc Invulnerable Barbarian. Whatever his greatsword connects with tends to die. Came close to death on two separate occasions. Once to the deadly axes of Kressle and then again to the deadly fury of an owlbear. Tandor, Half-Elf Cleric of Saranrae, Slayer of Bugs and Scorcher of Tables. Has yet to cast a spell that didn't have Cure in the name. Turnip..., Half-Elf Ranger. A recent addition. Has made himself useful.
seekerofshadowlight wrote:
They are in other releases that I don't have on hand. After Tithian became the Cerulean Storm some Wizards figured out how to draw power off of him becoming Cerulean mages. I wish I had more to back that up...
Steve Geddes wrote:
My point of contention is that the barbarian isn't going to get to high level, at least not without a dedicated healer who tends to him for entire combats.
Krigare wrote:
Actually, that's my LG experience. I was tanking, therefore I'm taking hits; since around level 6, anything appropriate is guaranteed to hit you at least 3 out of 4 times. It doesn't take long to go through a lot of hit points. Even with the party cleric acting as a healbot. Edit: If it wasn't for raging while below 0 hit points, he would have died in every module. *Not making an argument there, simply a statement of fact of my experience in Organized Play.
The cleric lost nothing, but their heavy armor proficiency. However, having never played a cleric above 5th level its hard for me to give an accurate assessment of possible rebalancing (which involves going through the spells). I must say I enjoy the new Domain set-up. Definitely makes the cleric more interesting.
seekerofshadowlight wrote: point but I would still rule it ended. And it becomes DM fiat. A rules call yes, but its now in the realm of house rules and if that works for you, then by all means do so. In a Living Campaign, which Pathfinder Society is, cannot be propped up by house rules. Its RAW whether you like it or not. Its the only way to be fair when you have hundreds to thousands of players.
Quote: There was discussion about this in the WotC forums back in the day and it was debated whether you could rage while unconscious. If your GM let you do it then that's fine, many GMs felt raging while unconscious was impossible. I never had rage induced death (or it's potential) so never had to make that call under 3.5. Actually, the place that it mattered was Living Greyhawk. GMs there were forced to use RAW. Having played the iconic half-orc fighter/barbarian character I can tell you that often the difference between surviving the mod and dying was the the fact that the ONLY thing in the RAW that stopped rage was the barbarian voluntarily ending it or a calm emotions spell. However, my math still stands. Rage as currently written makes playing a barbarian a nonviable choice after 6th level. That's a bad thing from a design standpoint. Its a bad thing from a play standpoint. Unless of course, you prefer the archery route for barbarians? Mounted Spirited Charge barbarian can also work and even makes use of Rage, as long as you can one shot enemies and be out of charge range of the ones you can't.
Dennis da Ogre wrote:
True, but you didn't get ganked by dropping below 0 hps nearly as bad. You could continue to let your rage go while unconscious and wait for someone to heal you.
Actually, there is another glaring change that gimps the barbarian hard. I guarantee that you won't think about it for the first few levels, but you'll do a 'what the heck?' as soon as you realize it.... Barbarians, with their notoriously low ACs, will not survive past 7th, maybe 8th level. Why is this? Because of the line added to rage right at the end. "If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death." True to a fault since the time most characters, not just barbarians, fall unconscious is when they go below 0 hit points. Lets look at the math of a barbarian with a 16 Constitution that gets knocked to -1 hit point. Level 1: loses 2 hit points and falls to -3. No biggie.
And that's just the bare minimum for getting knocked unconscious. How often are characters lucky enough to get hit to exactly -1? Its realistic that a barbarian can't rage while knocked out, but it kills the viability of the class past about 6th level.
Name of PC: Drake Moonbow
Low on resources, the party (Kaskutal[elven rogue1/wizard3], Corrin Lightbringer [human cleric4], and Drake Moonbow [elven ranger4]) retreated from Thistletop dungeon to one of the towers on the upper level, the bridge having been dropped out while they had initially fought their way through Thistletop. Nualia and her yeth hound appeared a few hours later, fully buffed and ready to dispose of th annoying interlopers. Three rounds in, after Drake's Elven Hound animal companion dropped the yeth hound, Nualia turned and put her blade through Drake's spine and tore off his head with her claw (Full Power Attack and maximum damage on each attack). She dropped the animal companion the next round. |