Olmak Danvakus's page

No posts. Organized Play character for Guillaume Godbout.




I run a solo game with my wife. She is currently going through Burnt Offerings and her character, gestalt bard/sorcerer 2, went down into the Catacombs of Wrath last night.

Knowing how difficult that part of the adventure can be, she was joined by a couple of DMPCs to give her a hand. One was Herulog, a half-orc inquisitor of Desna, the other, his childhood friend and constant companion, Nurcius, a cavalier of the Order of the star.

The first encounter in room B1 of the catacombs went without a hitch. The bard/sorcerer got surpised as she rounded the corner and found the creater waiting for her. The attack almost floored her but her companions rallied around her and made quick minced meat out of it.

The exploration of the Catacombs brought the group to the final room (B13) without encountering the rest of the creatures that populate this dungeon, a result of an early decision at an intersection. In any case, with the use a potion, the group was in pretty good shape for this reputedly difficult encounter.

The main vilain, its summoned creatures and the created one at the start of the encounter faced the heroes in a battle that lasted 30 rounds (well for the main BBEG at least). After 30 rounds, we had the sorcerer/bard down to a few hit points, the cavalier down to three and the inquisitor in pretty good shape having been out of the fight for a third of the encounter thanks to a cause fear spell. Resources were dwindling and the heros wisely decided to retreat, frustrated and tired.

How did it go as far as the mechanics of the DMPCs go? I found the characters pretty easy to build. With the concepts I had in mind, a couple of defenders of the faith of Desna sent to give a hand to the hero of the AP, I found options, that I think suited the concept pretty well. Even though some of the special abilities of the class were in the end useless against the BBEG, this has more to do with the monster itself than with the way the classes are built. I found the power level of the classes to be on par with what I expect of level 2 characters. Descriptions of the powers were clear and I had no trouble of interpreting them during combat, allowing me to chose the next course of action.

Until now, I would say that these are good classes and if I have the chance, I will fill you in on the rest of the chapter when the characters return to the Catacombs.

P.S. : I kept the wording relatively vague to avoid spoilers. However, Jason, I presume that you being familiar with the Rise of the Runelords AP, you will know which encounters I'm talking about.


I have not had the opportunity to get a full group together to run this AP. With three young children (2 months, 2 years and 4 years old) on top of that, life gets complicated. My wife is keen on trying it however. I have run quite a few games and campaigns solely for her. I just wanted to know if anybody here had tried running RotR as a solo campaign and if they might want to share their experience.


Good day all. I am looking to meet players and DM living in or near Quebec city. Anyone ?


The boards have eaten my previous post, so I will ask my question once again. The inspire courage progression in table 4-3 and the description of the class ability do not match. In the table, the progression increases every 6 levels starting at 5th and ending at 17th. In the text however, the progression increases at every 6 levels starting at 8th and ending at 20th (just like in the SRD). Would it be possible to clarify which progression is correct, please?


There is a contradiction about the inspire courage ability. According to Table 4-3, the inspire courage ability progresses from +1 at 1st, +2 at 5th, +3 at 11th and +4 at 17th. In the description on page 18, it states that the inspire courage ability progresses as in the SRD 3.5 ie: +1 at 1st, +2 at 8th, +3 at 14th and +4 at 20th. Would it be possible to clarify which progression is correct?

Thanks.


Magic Items p. 108
There are two Crown of Blasting, Minor. Shouldn’t the second one (CL 17th) be Crown of Blasting, Major?

Robe, Monk’s p. 109
“…with the Stunning Fist feat, the belt…” Shouldn’t this be “…with the Stunning Fist feat, the robe…”?

Table 17-2, p. 111
First example “Belt of Dexterity +2,” shouldn’t this be “Belt of Incredible Dexterity +2”?

Creating Magic Items p.113
“…two weapons when determining cost, time, XP, and special abilities.” Weren’t XP costs eliminated?


Identify, Appraise and Knowledge (arcane) all refer to the detect magic spell which is not reproduced in the release 2.0. In the SRD, the detect magic spell refers to a Spellcraft check on the 3rd round to determine the aura of a magic item, while the Pathfinder skill description refers to a Knowledge (arcana) check. Which is it? A Knowledge or a Spellcraft check. Furthermore, since an Appraise check can allow to identify a magic item, how does that interact with the aura identification? If a character fails to identify an aura, can he still identify the item? If so, why bother with the aura identification since you can learn a much more valuable information: it’s use? Or does Appraising a magic item while casting detect magic replace the aura identification, since it also takes 3 rounds? I think that this should be clarified.

Sidebar: The spell component (“cup of wine stirred with an owl’s feather”) does not mention that it must be drunk anymore? Was this omitted voluntarily?


Table 6-1 p. 53
Shouldn't the Stunned Defense feat be indented under the Dazzling Display, as it is a requirement?


Perception p. 47
In the Touch DC table: “Notice a pickpocket…Opposed by Theft” should read “Notice a pickpocket…Opposed by Sleight of Hand”?


Linguistics p. 45
“Your Linguistics check is opposed by the Linguistics check of the person who examines the document to check its authenticity.” What of those who are untrained in Linguistics (a Trained only skill), like border guards, for example? Linguistics is not a class skill for Fighters. Does this mean that they cannot inspect permits/passes at their posts and must refer them to another authority? Shouldn’t there be a way for them to determine the authenticity without being trained in the language skill? For this particular case, wouldn’t an INT check (with stated modifier) also do?


Table 5-3 p. 37
According to the description of the Acrobatics skill (pp. 38-39), Tumble seems to have been folded into that skill. However, table 5-3 does not mention it.

Acrobatics p. 39
“…as well as soften your fall.” What does this mean? There is no other explanation in the skill description that refers to softening your fall. Under the SRD, there was a description of Jumping down in the Jump skill, which removed 10 feet of fall damage. Since Acrobatics replaces Jump, it should mention this, if this is the method of softening fall. If not, the mechanics should be made explicit. Furthermore, the only mention of high jump underlines that a doubling of the DC is in order if the jump is not preceded by a 10 feet move. Does this also apply to attempts to soften falls?

Acrobatics p 39
Special: If you are proficient in the Acrobatic skill…” No matter what amount of ranks in Acrobatics you gain the stated bonuses? It is my understanding that with such a wording, a 1st level rogue almost automatically gains the increase bonus. Was this the intent?


Familiars p.34
“Snake…Master gains a +3 bonus on Deception checks” It should read “Snake…Master gains a +3 bonus on Bluff checks” as per the description on p. 40.


Sorcerer spells p. 26
“A sorcerer can cast arcane spells which are drawn primarily from the sorcerer/wizard spell list.” This implies that there are other lists, which ones? The bard’s list?

Bloodlines pp.29-31
A few bloodline powers allow a second roll to increase chance of success. These all include the sentence: “You must decide to use this ability before the results are revealed.” Which results? The dice result (which the player announces) or their effect (which the DM describes)? I presume the latter, but it should be explicitly stated.


Rogue class skills p.23
Table 5-4 on p. 38 indicate that Sense Motive is a class skill for the rogue. It is missing in the list of class skills on p. 23. It is the opposite for Survival (in the list, not in the table).


Cleric spells p.11
There is no mention of how Domain spells enter play. In the 3rd paragraph of the spell entry of the paladin (p.20) Domain spells are specifically mentioned for clerics. This is the first mention as far as I can see. I presume that this means that clerics have access to Domain spells and may prepare them as per their normal daily allotment of spells. Some light on the subject would be appreciated.


In the orignial SRD, the Jump skill allowed a character to jump down and reduce the fall damage by 10 feet.

SRD wrote:


Jumping Down

If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.

If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.

Now in the Alpha 1.1 release, the Jump skill was folded into the Acrobatic skill (pp. 21-23). As far as I can tell, all the applications of the Jump skill were retained or reworded in the Acrobatic skill. However, I cannot find a reference to jumping down. Does this mean that this feature was removed? If so, why?

Thank you.


My wife is training herself to becoming a DM by running the Freeport Trilogy as a solo campaign for me. She started with Dead Man's Quest which appeared in Dungeon Magazine #107 (I think).

I am playing a rogue with a 32 point build. She has a DMNPC, a priest of Osprem (we are playing in Greyhawk) with also a 32 point build.

In the last two sessions, a couple of questions creeped up that we could not answer based on the Alpha 1.1 release.

Question one: How does Casting on the Defensive work in Pathfinder?
An important part of the mechanics in d20 were described in the Concentration description under the Special heading. Specifically :

"from the SRD wrote:


Special

You can use Concentration to cast a spell, use a spell-like ability, or use a skill defensively, so as to avoid attacks of opportunity altogether. This doesn’t apply to other actions that might provoke attacks of opportunity.

The DC of the check is 15 (plus the spell’s level, if casting a spell or using a spell-like ability defensively). If the Concentration check succeeds, you may attempt the action normally without provoking any attacks of opportunity. A successful Concentration check still doesn’t allow you to take 10 on another check if you are in a stressful situation; you must make the check normally. If the Concentration check fails, the related action also automatically fails (with any appropriate ramifications), and the action is wasted, just as if your concentration had been disrupted by a distraction.

A character with the Combat Casting feat gets a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.

Now according to Table 5-3: Altered Skills Concentration has been merged into Spellcraft. If one reads the entry describing Spellcraft on pages 29 and 30, there is no such reference, although the DC table does give DCs for casting a spell when sustaining damage. Does this mean that Casting on the Defensive was removed and replaced with only a mechanic of remaining concentrated while sustaining damage?

Question two : Has detect magic been modified?

This question stems from two elements found in the Alpha 1.1 release. First, the description of Appraise on page 23 states that those trained in Appraise can use it in conjunction with detect magic or identify to determine the properties of magic items. Now if one reads the entry of identifyon pages 58-59, it states that the spell works just like detect magic except that it gives a +10 bonus on Appraise checks. Unfortunately, there is no entry on the detect magic.
If one reads the SRD entry, the detect magic spell calls for a Spellcraft check to identify auras. However, it is under the entry of Knowledge (arcana) that one finds the DC for identifying auras in Pathfinder. Which is it then, Spellcraft or Knowledge (arcana)? I would assume the later, but as we do not have a write up we are uncertain.
I would also assume that the player using a detect magic must make two roles : one to identify the aura and another to identify the properties of the magic item. If one fails the first role, how does that affect the second? Is the player even allowed to attempt an Appraise if he is unable to identify the aura? If so, what would be the use of identifying the aura if one can just skip ahead to the propreties themselves?

Edit:

Oh, I forgot, question three: Are the limits to the use of 1st level Domain powers?
As written on pages 49-57, most 2nd-20th level powers have daily use limits. Some do not and none of the 1st levels powers do not either. Does this mean that the Osprem priest can cast icicle at will? Even with the ranged touch attack, being able to deal 1d6 of cold damage at will seems a bit strong for 1st levels.


Following suggestion by Jason Bulmahn on ENWorld, I have added a capstone (Blink of an Eye) and reworked the talents.

Your comments are still very much welcomed.

SWASHBUCKLER
Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants.
Alignment: Any.
Hit Die: d10.
Class Skills
The swashbuckler’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Deception (Cha), Diplomacy (Cha), Escape Artist (Dex), Knowledge (dungoneering) (Int), Profession (Wis), Survival (Wis), and Swim (Dex).
1st level Skill Choice: 4 + Int Modifier.
Table : The Swashbuckler

Level.....BAB.....................Fort....Ref....Will...Special
1st .....+1.........................+2.....+0.....+0.....Weapon finesse
2nd.....+2.........................+3.....+0.....+0.....Bonus feat
3rd.....+3.........................+3.....+1.....+1.....Swashbuckler talent
4th.....+4.........................+4.....+1.....+1.....Bonus feat
5th.....+5.........................+4.....+1.....+1.....Swashbuckler talent
6th.....+6/+1...................+5.....+2.....+2.....Bonus feat
7th.....+7/+2...................+5.....+2.....+2.....Swashbuckler talent
8th.....+8/+3...................+6.....+2.....+2.....Bonus feat
9th.....+9/+4...................+6.....+3.....+3.....Swashbuckler talent
10th....+10/+5................+7.....+3.....+3.....Bonus feat
11th....+11/+6/+1...........+7.....+3.....+3.....Advanced talents, swashbuckler talent
12th....+12/+7/+2...........+8.....+4.....+4.....Bonus feat
13th....+13/+8/+3...........+8.....+4.....+4.....Swashbuckler talent
14th....+14/+9/+4...........+9.....+4.....+4.....Bonus feat
15th....+15/+10/+5.........+9.....+5.....+5.....Swashbuckler talent
16th....+16/+11/+6/+1...+10....+5.....+5.....Bonus feat
17th....+17/+12/+7/+2...+10....+5.....+5.....Swashbuckler talent
18th....+18/+13/+8/+3...+11....+6.....+6.....Bonus feat
19th....+19/+14/+9/+4...+11....+6.....+6.....Swashbuckler talent
20th....+20/+15/+10/+1.+12....+6.....+6.....Blink of an Eye, bonus feat

All of the following are class features of the swashbuckler.
Weapon and Armor Proficiencies: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler features, as noted below, rely on her being no more than lightly armored and unencumbered.
Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse at 1st level even if she does not qualify for the feat.
Bonus Feats: At every even level, a swashbuckler gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from the following list: Acrobatics (PRPG), Agile Maneuvers (PRPG), Alertness (PRPG), Athletics (PRPG), Blind-Fight (SRD), Caught Off-Guard (Combat; PRPG), Combat Expertise (PRPG), Dazzling Display (Combat; PRPG), Deadly Stroke (Combat; PRPG), Defensive Combat Training (PRPG), Die Hard (SRD), Dodge (Combat; PRPG), Double-Slice (Combat; PRPG), Endurance (SRD), Exotic Weapon Proficiency (SRD), Greater Two Weapon Fighting (SRD), Greater Weapon Focus (SRD), Greater Weapon Specialization (SRD), Improved Critical (SRD), Improved Disarm (PRPG), Improved Feint (SRD), Improved Trip (PRPG), Improved Two Weapon Fighting (SRD), Iron Will (SRD), Leadership (SRD), Lightning Reflexes (SRD), Lightning Stance (Combat; PRPG), Mobility (Combat; PRPG), Persuasive (PRPG), Quick Draw (SRD), Razor Sharp Chair Leg (Combat; PRPG), Run (SRD), Spring Attack (Combat; PRPG), Stunned Defense (Combat; PRPG), Throw Anything (Combat; PRPG), Toughness (PRPG), Two Weapon Defense (SRD), Two Weapon Fighting (SRD), Two-Weapon Rend (Combat; PRPG), Weapon Focus (SRD), Weapon Specialization (SRD), Weapon Swap (Combat; PRPG), Wind Stance (Combat; PRPG). A swashbuckler must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Swashbuckler Talents: As a swashbuckler gains experience she learns a number of talents that aid her when confronting her foes. Starting at 2nd level, a swashbuckler gains one swashbuckler talent. She gains an additional swashbuckler talent for every 2 levels of swashbuckler. Unless specified, a swashbuckler cannot select an individual talent more than once.
Acrobatic Assault (Ex): A swashbuckler with this ability may charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This enables her to run down stairs, leap down from balconies, or jump over tables to reach her opponent. She may still need to make an Acrobatic check to successfully move over the difficult terrain, however.
Acrobatic Mobility (Ex): A swashbuckler with this ability is better at using her agility to move across the battle field. When using her Acrobatics skills to move past or through opponents without provoking an attack of opportunity, she gains a competence bonus of +5 to her skill check.
Combat Trick: A swashbuckler may gain a combat maneuver feat in place of a swashbuckler talent. This talent may be taken more than once.
Fast Movement (Ex): A swashbuckler may gain an enhancement bonus to her speed. She cannot use this ability when wearing medium or heavy armor or when encumbered with medium or heavy loads. She may take this ability multiple times, increasing her speed by 10 ft. each time.
Feint of the Blade (Ex): A swashbuckler is a master of the blade. With this talent you are able to make a feint as a free action instead of a move action. A swashbuckler must have Improved Feint before choosing feint of the blade.
Gracefulness (Ex): A swashbuckler gains a +2 competence bonus on Reflex saves.
Knowledgeable Hit (Ex): A swashbuckler with this ability becomes able to finely place her attacks to maximize damage. She applies her Intelligence bonus (if any), in addition to any Strength bonus she may have, to her damage rolls with any light weapon or a weapon that can be used with Weapon Finesse. A swashbuckler cannot use this ability when wearing medium or heavy armor or when encumbered with medium or heavy loads. Creatures that do not have a weak spot at all, due to their homogenous nature or near indestructible build are immune to this attack (ex. Elementals, oozes and some but not all undead).
Ledge Walker (Ex): This ability enables the swashbuckler to move along a narrow surface at full speed using Acrobatics without penalty.
Lucky (Ex): Once per day, a swashbuckler with this ability may reroll a failed attack roll, skill check, ability check, or saving throw. The second roll always overrides the original roll even if the result is worse.
Masterful Dodge (Ex): A swashbuckler is trained in defense. She gains a +2 dodge bonus to her AC until her next turn.
Reputation (Ex): A swashbuckler develops a reputation over time. This reputation enables her to intimidate or negociate more effectively. This ability may be chosen multiple times, each time granting a circumstance bonus of +2 to Intimidate and Diplomacy skill checks. This ability may be taken up to three times.
Resiliency (Ex): Once per day, a swashbuckler with this ability can gain a number of temporary hit points equal to her swashbuckler level. Activating this ability is an immediate action that can only be performed when she is brought below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the swashbuckler’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Stand Up (Ex): A swashbuckler with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Tactical Threat (Ex): A swashbuckler is an expert at profiting from tense tactical situations. With this ability, she gains a +4 bonus to attack when flanking instead of the normal +2. Her allies do not gain this increased bonus.
Advanced Talents: On attaining 11th level and every odd level thereafter, a swashbuckler can chose one of the following advanced talents in place of a normal rogue talent.
Counterstrike (Ex): Always on the lookout for an opening, the swashbuckler holds back her full offensive power to be able to exploit a weakening in her opponents defenses. As a full-round action, she may make one melee attack at her highest base attack bonus. At any time before her next turn, she may take an immediate action to make a melee attack using her highest base attack bonus against an opponent that attacks here in melee.
Crippling Feint (Ex): Following a successful feint, a swashbuckler with this ability can attack opponent with such precision that her blows weaken and hamper them. The opponent damaged by this attack also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged abilities.
Defensive Blades (Ex): By choosing this ability, a swashbuckler using two weapons gain an extra +4 to her Armor Class. She must have the Two Weapon Fighting feat before choosing this defensive blades.
Feat: A swashbuckler may gain any bonus feat in place of a swashbuckler talent.
Greater Gracefulness (Ex): A swashbuckler gains a +4 competence bonus to Reflex saves.
Greater Masterful Dodge (Ex): A swashbuckler gains a +4 dodge bonus to her AC until her next turn.
King of the Blade (Ex): Your exploits have become legendary, so much so that a number of able men and women are ready to follow you into danger. They will demand no other compensation than a fair share of the booty. Treat this ability as the equivalent of the Leadership feat except that only followers and no cohorts are gained.
Opportunist (Ex): Once per round, the swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the swashbuckler’s attack of opportunity for that round. Even with the Combat Reflexes feat, she cannot use the opportunist ability more than once per round.
Skill Master (Ex): The swashbuckler becomes so experienced in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A swashbuckler may gain this special ability multiple times, selecting additional skills for it to apply each time.
Strong Mind (Ex): A swashbuckler with this ability has a mind more difficult to control. If she fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only one extra chance to succeed at a certain saving throw.
Blink of an Eye (Ex): Upon reaching 20th level, the swashbuckler may once per day double the number of melee attacks she makes while performing a full attack action. When fighting with two weapons, the swashbuckler also gains the benefit of the Great Cleave feat even if she does not meet the prerequisites. She may use this ability in conjunction with the haste spell granting her one extra attack.


From your announcement, I understand that home games will be allowed under the Pathfinder Society. I also understand that the modules will be available for a small fee. My question is, however, what will be the requiered player group size to be recognized under the organised play rules? Under current RPGA rules, home games can not be recognized for groups smaller than 4 player + 1 DM. This has always been a problem at my table as I am unable to gather more than 3 players + 1 DM. Will the Pathfinder Society be more flexible in this regard?


Two gamers looking for players on Québec City's South Shore. Any players in St-Lambert, Charny, St-Henri, St-Isidore, Ste-Marie area?


I just finished running Riding the Rail from issue #143 in a solo campaign for my wife. It ended badly for her. After two bad decisions, she ended up captured by the slavers and sold to Droaam monstrous humanoids. I was wondering if anyone had adventure suggestions for me. I would like to keep the campaign going but I'm a at a bit of a loss as to how. I would like to use prepublished material if possible.

Her character is a gnome rogue/bard/investigator. She was taking the lightning rail back to Sharn after a trip on the other end of Khorvaire after the death of her aunt.

She was accompanied by a DMPC, a warforged Dol Arrah fighter/priest. It is currently out of order at -3 hp, but not dead.

Suggestions welcome.


Hi James, Hi Eric,

I know that you guys are probably swamped with work and that the online supplements are really low on your work priority list, as it should be. However, I was wondering if you guys still planned to put them up and if so, you had a very vague idea of when we might see them (in the order of weeks, months or year) ?

Thanks for your time. You guys are producing a great quality magazine that I enjoy very much.


I'm interested in starting the Adventure Path anew (I'm currently running it in a homebrew as PbP on ENWorld). I would like to use Kingdoms of Kalamar. I was wondering if anyone was familiar with the setting and if they had any advice.

Thanks,

Guillaume


Just came over from ENWorld, where I learned you had revamped the website. I must say that I like what you have done with the place. Keep up the good work.