Tordek

Neth, Net Hermit's page

4 posts. No reviews. No lists. No wishlists.


RSS


ckdragons wrote:
This is fantastic! Making a great adventure even better!
Askar Avari wrote:
Great prep work! Fun to see Delek fleshed out like that; I feel like a lot of people forget he even exists. Good work with Banny, Ibor, and Katrine as well. Looks like a very solid start to the adventure - have fun with your opening!

Thank you both! I'll keep going: to quote Warren Spector, "Players do the cool stuff, NPCs get to watch the players do the cool stuff."

Goblins in the Streets!

I plan to emphasize that the guards and important NPCs are fighting goblins elsewhere (likely Tanner's Bridge), and the goblins at the Northgate are a nasty surprise. I also think it's OK to have the goblins distracted at first, but fight in earnest once combat begins: between the PCs usually being fully armed and armored in a festival for some reason, the goblins dealing little damage, and Abstalar nearby with channel positive energy, the GM doesn't need to wait until Monster in the Closet to present goblins as a credible threat. Maybe it can also be a chance to present their uncharacteristically focused attack on Sandpoint as strange and worth investigating.

Initial Assault: The stray dog is dying and bleeding out at -1 hp instead of dead.

Die, Dog, Die!: Aldern's dog is dying and bleeding out at -1 hp instead of dead. I'm also planning to name Aldern's dog Vorel as a nod to Book 2 and the fact that his grandfather is a dirty dog. Aldern is unarmed, unarmored, and unwilling to fight out of fear as well as an allergic reaction to the goblin dog.

Potions: You may replace the prizes at the Swallowtail Festival with 1st-level potions. If a PC succeeds at an easy Craft (alchemy) or Knowledge (local) check, or if the PCs ask around town, they learn that the goblin warchanter's potion of cure light wounds and the goblin commando's potion of cure moderate wounds are in the same bottles as the festival's prizes, likely brewed by the same alchemist in Sandpoint.

If the PCs inform Sheriff Hemlock, he says there are two alchemists in town: Aliver "Pillbug" Podiker of the Pillbug's Pantry, and Nisk Tander of Bottled Solutions. Belor tells the PCs that Podiker is suspect and may be connected to local Sczarni criminals, but he has no proof; however, it was actually Nisk who sold 5 potions of cure light wounds, 9 potions of cure moderate wounds, and a potion of barkskin to a man named "Orik" a few months ago. Nisk can identify Orik as someone from Riddleport, well-armed and armored, and wearing an iconic steel shield that looks like a human face.

Notes: The dogs are dying but not dead so that players can intervene if they like; likewise, I want the players to feel like they're actively investigating what happened.

The Desecrated Vault

The morning after the festival, Sheriff Hemlock approaches the PCs on behalf of Father Zantus to investigate the ominous disturbances in Sandpoint's boneyard. The PCs may already want to investigate the Northgate environs after the goblin attack, and this fits neatly into that investigation as well. The PCs discover the ladder against the wall of the cemetery, the goblin and Medium humanoid tracks, and eventually encounter the haunt of Ezakien Tobyn's disturbed spirit in front of his crypt's doors. Once the haunt triggers, the skeletons emerge from the crypt.

Cannot Get Out (CR 1)
XP 400
CE persistent haunt (in front of Ezakien Tobyn's crypt, and in front of Nualia's sarcophagus)
Caster Level 1st
Notice Perception DC 10 (to smell smoke and burning flesh)
hp 4; Trigger proximity; Reset 1 day
Effect Each haunted character feels uncomfortably hot and trapped, imagining their own hopeless death locked in and burning on the other side of the door or sarcophagus lid. Each character is affected by cause fear (CL 1st, save DC 11).

Instead of leaving a depleted robe of bones behind, Tsuto still has the item on him. Instead, the PCs can investigate with a Heal or Knowledge (religion) check to note that the skeletons they fought are unburned and too old to be the remains of Ezakien Tobyn, nor the remains of an adolescent aasimar like Nualia. The haunt triggers again near Nualia's sarcophagus once the skeletons are defeated. The PCs can learn with a Survival check that while the goblin and Medium humanoid intruders disturbed Ezakien's sarcophagus and stole his remains, Nualia was never buried here.

If confronted, Abstalar shares what he knows: that Ezakien sequestered Nualia from her young lover in town, Ezakien lost his clerical powers, and nine months later, the Late Unpleasantness started. The town never recovered Nualia's remains from the ashes of the chapel. Abstalar is guilt-ridden for not speaking up in public, but Ezakien has also left a legacy as one of the mediators who reconciled the Magnimaran settlers with the Varisian locals through their shared faith in Desna. Abstalar may ask PCs, especially fellow clerics or Desnans, whether he should tell the town what he knows.

Notes: Players likely already know from other media that if someone is said to be dead but their body is missing, they're probably not dead.


glass wrote:
Firstly, could you unpack the first line a bit; I do not get the reference at all. Although I do want some butterscotch Angel Delight now (do they even still make it?)

It's from the royal Canadian wedding in South Park S15E03!

Thank you both for your feedback so far, it's been helpful. Ultimately, I think any meaningful homebrew changes to fighters need to (1) tweak combat feats and (2) give fighters non-combat class features. I'm hoping that my armor training rewrite was unobjectionable? I'll try to combine other topics for discussion below.

Azothath wrote:
I prefer to give extra skill ranks in themed skills rather than just open, so +2 skill ranks in Str based skills would be better than just +2 ranks. It stays in theme with less impact.
glass wrote:
Secondly, I disagree with basically everything that Azothath said: They seem to be trying to blunt the impact of your changes. Whereas I think that, if anything, they are not impactful enough. For example, I don't think Fighters getting fewer skill ranks than Rangers is justifiable, so I would set the minimum at 6 (to spend as they like).

Skill Ranks: I'm not sure if I agree that fighters should have the same number of skill ranks as rangers. I feel like it's a slippery slope that leads towards paladins, etc. having the same number of skill ranks, and bards and rogues will want more skill ranks to represent their class's focus on skills, and eventually 6 + Int modifier just becomes the new minimum. I'm trying to balance this against the shift in focus towards skill-based and non-combat roleplaying since the 2 + Int modifier classes were written in the 2000's.

Increasing the base skill ranks from 2 to 4 and effectively giving fighters the versatile weapon advanced weapon training in addition to their regular weapon training scaling (Bluff, Intimidate, plus two additional skills), should give this fighter the choice of 4 or effectively 8 skill ranks per level. I've thought about tweaking the weapon group skills to sprinkle in more Knowledge skills as below, and I've come to two other conclusions:

1. I can't think of a roleplaying theme beyond the double special weapon property for the double weapons group; and
2. I really want racial weapons groups: e.g., Dwarven: battleaxe, dwarven urgrosh, dwarven waraxe, heavy pick, warhammer.

Axes: Climb, Survival.
Blades, Heavy: Diplomacy, Knowledge (nobility).
Blades, Light: Sleight of Hand, Stealth.
Bows: Knowledge (nature), Survival.
Close: Knowledge (local), Sense Motive.
Crossbows: Knowledge (engineering), Perception.
Double: TBD.
Flails: Acrobatics, Sense Motive.
Hammers: Diplomacy, Knowledge (religion).
Monk: Escape Artist, Knowledge (history).
Natural: Climb, Swim.
Pole Arms: Perception, Sense Motive.
Spears: Handle Animal, Ride.
Thrown: Perception, Survival.

glass wrote:
Thirdly, Move Action rather than Swift Action for re-saving against Fear effects is an upgrade if you're running away. You get two extra goes at the save, and don't go anywhere (and the two extra goes applies even if you're not). I would leave it at a Swift (but still make it At Will).

Bravery: That was a silly oversight on my part, and I agree that swift action at will is better.

Azothath wrote:

I don't see Weapon Training counting as having a feat for an entire weapon group as that's too much (it's effectively the same but just a bonus rather than a feat). I'd add one weapon at +2,3,4,5 to existing Weapon Focus feat as that would allow more feat chains and add +1(0) to a few weapons. I'm not sure about ditching the Weapon Focus feat.

Otherwise you could leave Weapon Training alone and add weapon options to Fighter Talents.
glass wrote:

Fourthly, I am not sure I follow Weapon Training. Are you saying Weapon Spec (and GWF/GWS) are deleted, or just don't stack? And Weapon Focus provides scaling benefits rather than the normal +1? If so, that is not a bad idea, but I think it could be implemented/presented more cleanly. I would just say that each Weapon Focus applies to a whole Group now, and the bonuses scale with Fighter Level (and you can immediately retrain and redundant Weapon Focus feats for free).

Alternatively, fighters could count as having Weapon Focus (and subsequently GWF, WS, and GWS) with every weapon with which they are proficient.

Weapon Training: So, what I intended was to keep Weapon Focus as is, and remove Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization. Weapon training would grant you a scaling +1 to +5 attack/damage to all weapons of one weapon group; this should be better than and override the benefits of Weapon Focus, so the benefit for fighters for taking Weapon Focus would be to get their scaling attack/damage bonus on a weapon that isn't part of their chosen weapon group. I imagined it similar to how the monk's unarmed strike interacts with Improved Unarmed Strike. For example, Valeros with weapon training (heavy blades) and Weapon Focus (short sword) would get his weapon training bonus with short swords, but also treat himself as having Weapon Focus (longsword).

Now that I've written it out, it's too convoluted and definitely needs changing.


I'm trying my hand at rewriting the fighter by dipping my hand in butterscotch pudding, as of course is tradition.

Advanced weapon and armor training options fall into one of four categories: (1) adding numbers to things a fighter's already good at (i.e., attack rolls) or bad at (i.e., Will saves); (2) options that could have been a combat feat (i.e., steel headbutt); (3) options that step on another class's toes, that therefore shouldn't be a combat feat (i.e., fighter's tactics); and (4) options for out-of-combat utility, that therefore shouldn't be a combat feat (i.e., master armorer).

The fighter below should have the same number of class features as before, but 4 skill ranks per level, effectively two good saves, a weapon training that scales from 1st level but isn't so good as to encourage dipping, and room for out-of-combat utility. In exchange, the fighter effectively takes -2 on attack rolls and -4 on damage rolls from the loss of Weapon Focus and Weapon Specialization, and only gains weapon training with one weapon group. I'll write more talents later.

Alignment: Any.

Hit Die: d10.

Class Skills

The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

(The fighter now gains 2 additional skill ranks per level.)

Class Features

A fighter gains the following class features.

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

Bonus Feats: At 1st level and every even level thereafter, a fighter gains a bonus combat feat. He must meet the prerequisites of his chosen feat, if any.

Each time the fighter gains a new bonus combat feat, he may also replace up to one bonus combat feat that he already has with a new combat feat. The fighter can't replace a feat he is using as a prerequisite for another feat, prestige class, or character option.

(The fighter can now replace a feat every even level instead of every four levels.)

Weapon Training (Ex): At 1st level, a fighter chooses one weapon group described below [TBD]. The fighter gains a +1 bonus on his attack rolls, damage rolls, and combat maneuver checks with a weapon of his chosen group. While wielding a weapon of his chosen group, the fighter also gains a +1 bonus to his Combat Maneuver Defense. At 5th level and every four levels thereafter, these bonuses increase by 1.

A fighter is treated as having the Weapon Focus feat for each weapon of his chosen group, and can't gain such a Weapon Focus feat again. If the fighter gains the Weapon Focus feat for a different weapon, he gains the benefits of his weapon training with that weapon instead of the normal benefits of the Weapon Focus feat, even if the weapon is in a different group.

(This modifies weapon training and Weapon Focus, and replaces Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, and the combat maneuver defence advanced weapon training. Additional weapons and weapon groups can be chosen by taking Weapon Focus or the additional training talent below, respectively.)

Fighter Talents: At 2nd level and every four levels thereafter, a fighter gains a talent below. He must meet the prerequisites of his chosen talent, if any.

(This replaces advanced armor training and advanced weapon training. Heavy armor training effectively grants bravery. I've only rewritten five talents so far: additional training, bravery, and second skin are meant for backwards compatibility; master smith and versatile training are meant for non-combat utility.)

Additional Training (Ex): The fighter chooses a weapon group that he hasn't chosen for weapon training, or a type of armor that he hasn't chosen for armor training. The fighter can take this talent multiple times. Each time, he must choose a different weapon group or type of armor. A fighter must be at least 6th level before choosing this talent.

(This allows for multiple weapon training at the highest bonus, or multiple armor training below.)

Bravery (Ex): The fighter gains a +1 bonus on his Will saving throws against fear effects, and the DC of Intimidate checks to demoralize him increases by 1. These bonuses increase by 1 at 6th level and every four levels thereafter. The fighter grants the same bonuses to allies within 30 feet who can see and hear him. As a move action, the fighter can allow himself or such an ally to attempt a new saving throw against a fear effect. He can use this talent even while cowering, frightened, or panicked.

(This replaces bravery and inspiring confidence. "Move action at will instead of swift action a number of times per day" is experimental, and up for discussion.)

Master Smith (Ex): The fighter gains the benefits of the Craft Magic Arms and Armor and Master Craftsman feats and he treats his fighter level as his caster level, but only for the purpose of crafting magic weapons and armor. The fighter can use his attack bonus with a specific weapon instead of his bonus for the appropriate Craft skill for that weapon (or his attack bonus with any weapon for armor), and can make such checks untrained. A fighter must be at least 6th level before choosing this talent.

(This replaces the master armorer advanced weapon training. "Attack bonus instead of skill bonus" is experimental, and up for discussion.)

Second Skin (Ex): At 2nd level and every four levels thereafter, the fighter's armor check penalty decreases by 1 (to a minimum of 0). The fighter can also move at his normal speed and sleep without becoming fatigued while wearing medium armor. At 6th level, the fighter can move at his normal speed and sleep without becoming fatigued while wearing heavy armor.

(This replaces part of armor training. The remainder of armor training can be chosen by taking light armor training below.)

Versatile Training (Ex): The fighter chooses one of his weapon groups. He can use his attack bonus with a weapon from that group instead of his bonus for Bluff, Intimidate, or the two skills associated with that group. The fighter can also make such checks untrained. The fighter can take this talent multiple times. Each time, he must choose a different weapon group. The weapon groups (and their associated skills) are: [TBD].

(This replaces the versatile training advanced weapon training. "Attack bonus instead of skill bonus" is experimental, and up for discussion.)

Armor Training (Ex): At 3rd level, a fighter chooses light armor, medium armor, or heavy armor. While the fighter is wearing armor of his chosen type, he gains the benefit described below.

Light Armor: A fighter in light armor trades protection for mobility to dodge incoming attacks. While wearing light armor, the fighter gains a +1 bonus on all Reflex saving throws, and his light armor's maximum Dexterity bonus to Armor Class increases by 1. At 7th level and every four levels thereafter, these benefits increase by 1.

Medium Armor: A fighter in medium armor embraces the versatility of his armor. Each time he dons medium armor, the fighter chooses light armor or heavy armor. While wearing medium armor, he gains the benefit of armor training for armor of his chosen type as if he was wearing armor of that type. The fighter can change this choice by removing his medium armor and donning it again.

Heavy Armor: A fighter in heavy armor braces for any impact, trusting himself and his armor to endure. While wearing heavy armor, the fighter gains a +1 bonus on all Will saving throws and damage reduction 1/—. At 7th level and every four levels thereafter, these benefits increase by 1.

(Light armor training replaces part of armor training, and heavy armor training replaces bravery, armor mastery, and the armed bravery and fighter's reflexes advanced weapon training. The remainder of armor training can be chosen by taking the second skin talent above. Additional armor types can be chosen by taking the additional training talent above.)

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


3 people marked this as a favorite.

Inspired by Kobold Catgirl's and Cordelia Vianu's threads, I want to share my own prep for Rise of the Runelords.

My diagnosis and treatment of the problems with the AP may be different; I've also been listening to "No Children" by the Mountain Goats and "I Don't Love You" by My Chemical Romance on repeat as I write this post, so that's where my head's at. Still, I hope my prep is of some interest and use to you.

Burnt Offerings

Twenty years before the Late Unpleasantness, Atsuii Kaijitsu—stuck in a loveless arranged marriage to Lonjiku Kaijitsu—falls in love with an elf named Variel Ironbriar, visiting Sandpoint from Magnimar. They have a half-elven child: Tsuto. Atsuii refuses to elope with Variel back to the city, and the two bitterly part ways.

Ezakien Tobyn sees the arrival of his foundling aasimar daughter Nualia as a blessing from Desna, but he gradually becomes singularly concerned with her "destiny" to join the clergy. When he separates Nualia from her Varisian lover Delek Viskanta and takes away her child, however, he crosses a line and loses his clerical powers. Abstalar Zantus, Ezakien's most promising pupil, suspects what's going on and argues with Ezakien one night. It will be their last argument.

The Unpleasantness begins. Nualia burns down the Cathedral and Ezakien with it, and Tsuto (accurately) accuses Lonjiku of murdering Atsuii. Both of them flee to the city of Magnimar and find help from the Brotherhood of the Seven. Lamashtu twists Delek's powerlessness against an influential figure in town into cowardice in Nualia's nightmares, and she wants him assassinated; Tsuto craves revenge, and he wants to become an assassin. As far as Ironbriar is concerned, Nualia is his client and Tsuto is his protégé, one whose true parentage Ironbriar must keep a secret according to Norgorber's inscrutable will.

But Ironbriar is already under Xanesha's charms. In his reports of Nualia's nightmares, Xanesha recognizes the ghost of Bakrakhan and a possible lead to the double agent Xaliasa. Ironbriar sends his only son and Nualia on this quest, entirely to Xanesha's benefit: even if they die in the attempt, they would be a welcome distraction for her other pawn in the region. All Xanesha asks of her new pawns is to carve the Sihedron rune into their victims. Nualia and Tsuto recruit Bruthazmus, Lyrie Akenja, and Orik Vancaskerkin. Lyrie and Orik pass through Sandpoint and purchase much-needed supplies, then the party gets to work subjugating the goblins:

  • Thistletop: Nualia quickly convinces Ripnugget that she is the prophet who can find the voice beneath Thistletop, to Gogmurt's frustration.
  • Brinestump: Lyrie uses a scroll of major image to scare the goblins in line with Vorka. Rendwattle Gutwad sees through the illusion and remains.
  • Seven Tooth: Tsuto lures Koruvus and his followers with promise of treasure beneath the Glassworks. Tsuto also contacts Lonjiku and Ameiko.
  • Birdcruncher: Bruthazmus kills a bunch of goblins until he gets bored, and drags the ones he didn't kill to be his warriors and wives.
  • Mosswood: Orik parleys with Big Gugmut, but neither really care. Orik returns empty-handed, and the Mosswood goblins remain neutral for now.

If Tsuto finds Erylium and Nualia unleashes Malfeshnekor, the mandate of Lamashtu will unite the goblin holdouts and Sandpoint will burn.

Notes: I want to better foreshadow the latter half of Book 2 through Nualia and Tsuto. I also feel like Sandpoint isn't really held to account: I want the PCs to see and feel like they were the catalyst for a character arc for the town itself. Lastly, I want to convey more of the GM-facing backstory to the players in a "show, don't tell" kind of way.

The Swallowtail Festival

I thought of a couple RP encounters for the Swallowtail Festival.

Eyes on the Prize: Ven Vinder is running a game since his general store is supplying the prizes, but he's distracted. His daughter Katrine is missing, and he suspects she's with that ne'er-do-well Banny Harker. If a PC tracks Katrine down with a Diplomacy check to gather information or a Survival check and returns to Ven, he rewards the PC a prize worth 10 gp or less and promises a 10% discount on their next purchase at his store. If they mention Katrine is with Harker, Ven storms off to find her.

While this is going on, Shayliss Vinder flirts with anyone who strikes her fancy behind her father's back, including with the PC. She's too busy to do much more, especially if she has to run the game alone to her increasing boredom and annoyance. If the PC confronts her behaviour, Shayliss plays dumb and Ven refuses to hear such slander.

Note: This is setup for the Shopkeeper's Daughter. I want to emphasize Ven's temper and blind spot when it comes to his daughters, and Shayliss's troublemaking.

Winners and Losers: Banny Harker approaches a PC at a game. He points towards his friend Ibor Thorn and girlfriend Katrine Vinder; he thinks winning that game will impress Katrine, and asks the PC to lose on purpose. Banny is willing to beg and flatter the PC to get what he wants. If the PC seems unpersuaded or asks what's in it for them, he'll offer to pay the PC 1 gp up front, and another 1 gp after he wins.

Banny has no intention of paying up afterwards, however, and laughs at the PC if they ask. If the PC picks Banny's pocket, they find 1d4 gp and 1d8 sp. If the PC confronts Banny or exposes his deceit in front of Katrine, tensions rise until Ibor interjects and offers the PC 2 gp and apologizes on Banny's behalf to keep the peace.

Note: This is setup for Murder Most Foul. I want to establish Banny as unlikable (and hopefully as greedy) and Ibor as helpful.