Dwarven Rager

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Gravefiller613 wrote:

I thought about a PFS character with this Archetype. Focus on UMD, Casters's shield and spell storing weapons.

Since PFS doesn't require terrible optimization, this could be a fun human build.

Thoughts?

I am currently set to Attempt this build in a Ruins of Azlant game. Still doing some research with a Longsword/Shield build for it, possibly looking at VMC with it. Haven't fully decided yet. I just like the story aspect of it.


Purple Dragon Knight wrote:

Fighter (CHILD OF ACAVNA AND AMAZNEN) using a Kyoketsu shoge (Melee Reach + Range at the same time) for battlefield control.

Thats a two-handed Weapon, which isn't allowed by the changes to the Archetypes Weapon Proficiency.


I assumed as much, and agree. Just figured I would toss the question out here in case someone had a piece of knowledge I didn't on it. i would have loved to be a large creature that uses Righteous Might to a become Huge in an attempt to slaughter Demons.


It seems you are correct, I must have miss-clicked the forum I was looking for. Thank you.


So I know these don't stack when cast as one time spells as they are both "Size Bonuses." However, if someone were to change their size with "Enlarge person" & "Permanency," Would you consider their base size now changed so they are no longer under the effects of a "Size Bonus?" If that was the case Righteous Might should be able to be used.

What are some peoples thoughts on this?


UnArcaneElection wrote:

^Nobody . . . Calls . . . This . . . Party . . . Chicken.

Actual picture from First Intiative rolling of our first session.....

Cause of First Intitative


JohnHawkins wrote:

Mechanically it should be a walkover each of the paladins and the bloodrager will by level 20 be able to overkill a demon lord in 1 round. The Cleric will be able to heal anything . It is hard to come up with a weak party using mythic and Paladins default to I Win in hand to hand combat by the end of book 4.

Apparently there is some 3rd party stuff which fixes mythic I recommend looking at it or committing to rewriting all combats from book 4 on with at least 4 times as many hp , scaling up to 16000hp for the final boss

The Paladins and Inquisitor will be healing more hen the Cleric.....LOL


JohnHawkins wrote:
Xanatheus wrote:
We're not using the Mythic rules.

Excellent choice. You should have a great campaign, I loved the campaign except for the mythic rules when I gm'd it

You would probably better with an arcane caster but thats true for all parties and campaigns but you should be ok.

Well when my Cleric finally gets in over his head and flatlines LOL........I have a back up Dragon Disciple Orc Witch.......


UnArcaneElection wrote:

^Not really -- the Rules As Written actually make sense if you think of various weapons requiring a certain minimum number of ranks of proficiency, and Weapon Familiarity gives you a certain number of ranks of proficiency with certain weapons, which may or may not be enough to get you up to the minimum proficiency.

I have actually been toying with the idea of a more explicitly ranked weapon proficiency, sort of like what Kirthfinder does, but going even further.

If you'll bear with me for a few paragraphs, it will actually help the Pathfinder Weapon Familiarity racial traits make more sense.

* * * * * * * * BEGIN THEORETICAL FUTURE HOUSE-RULED WEAPON PROFICIENCY SYSTEM * * * * * * * *

Each weapon (or at least each of the common ones) has at least 3 ranks of proficiency described for it.

I: Corresponds to Kirthfinder Simple Weapon Proficiency. Weapons considered Simple in Pathfinder have rank I minimum proficiency. Most classes -- but not a few like Monks and Wizards -- get across-the-board Weapon Proficiency I.

II: Corresponds to Kirthfinder Martial Weapon Proficiency: Weapons considered Martial in Pathfinder have rank II minimum proficiency. Classes proficient with "all martial weapons" get across-the-board Weapon Proficiency II, while those that are proficient with specific martial weapons get Weapon Proficiency II with those weaopns. Weapons considered Simple in Pathfinder do not require this level of proficiency, but usually give some additional benefit if you have it.

III: Corresponds to Kirthfinder Exotic Weapon Proficiency: Weapons considered Exotic in Pathfinder have rank III minimum proficiency. Classes proficient with an Exotic Weapon in Pathfinder and classes with a Deity's Favored Weapon(*) class feature get Weapon Proficiency III with those weapons, with the latter case applying even if the Deity's Favored Weapon(*) has a lower minimum proficiency. Weapons considered Simple or Martial in Pathfinder do not require this level of proficiency, but usually give some...

This all seems like an unneeded overcomplification......... and interestingly off topic. LOL


UnArcaneElection wrote:

^If you are a Dwarf who DOESN'T have martial weapon proficiency (like an single-class Inquisitor), you are not proficient with a Dorn-Dergar without using an extra feat -- it Dwarven Weapon Familiarity gives proficiency with battleaxes, heavy picks, and warhammers, but only assists with proficiency with weapons with the word "Dwarven" in their name -- by itself it does not give proficiency with the latter. On a class without martial weapon proficiency it would still help with the latter in that you could take Martial Weapon Proficiency (Dorn-Dergar) at 1st level, since Martial Weapon Proficiency doesn't have the +1 BAB prerequisite (unlike Exotic Weapon Proficiency, that a non-Dwarf would need to gain proficiency with it), but it is still a feat you have to spend (unless you dip into something with martial weapon proficiency).

The dwarf took a trait, "heirloom weapon," that gives him weapon familiarity with that specific weapon.


Caius wrote:

What d you know of the overarching story? I can see some issues for gorumite cleric but I don't want to spoil.

Could be an interesting arc, but having run this ap I can definitely see spots where running hardline gorum would have issues

I am the Cleric of Gorum...looking forward to the challenge.


Farmerbink wrote:

Your paladins may- uhh... have a point of conflict, fairly early.

Let's just say there's an important sword that both of them will want. I don't recommend bringing 2 paladins.

Unrelated: if you're not aware, the campaign traits are intended to be tied to specific mythic tiers. I neglected that in my campaign and am discovering that it becomes complicated as you move on....

I believe the Teifling Paladin will being switching to wielding a Greatsword at some point. So probably going to be fighting over swords with the Cleric of Gorum.

But either way, we all are not loot mongers that fight over s~@# with each other. The story will eventually dictate who gets it, holds more weight with us than which player wants it more.


CorvusMask wrote:

Seems like ye ain't aiming to do much redeeming around :D

Also depends on how much gm uses the mythic rules for PCs really.

Redemption is for quitters...LOL


Please No Spoilers or tips that give/ruin anything.

Just curious how people think our group will fair in this campaign w/ our group make up

CN Aasimar Cleric(Crusader w/ Neg Energy) of Gorum - Greatsword
LG Aasimar Paladin of Iomadae(Forget the Archetype) - Sword/Board
LG Teifling Paladin of Ragathiel - Longsword/ No Shield
LG Dwarven inquisitor of Torag - Dwarven Dorn-dergar
&
A Bloodrager of an unknown race/alignment

Thanks for your thoughts


I had to buff up my encounters for the cyclops in Sumitha, also added more to account for a 5-6 PC/NPC party, & my players went in a level lower then intended. They still crushed it.

My group almost TPK'd with fighting Bitkendi. Possessed Sandara and then everyone started failing Saves


I have read that some people have swapped books 6 and 5 in the order for this AP. I think this order might be more desirable for my party with their current method of political aspirations. I was wondering how this has worked out for anyone who has done it. What edits did you have to make?

Thanks,

Rorryn/Epic Dave


I group I am GM of lost its first character 2 sessions ago.

Character: Gruff Frenzybeard
Race/Class: level 9 Dwarven Slayer
Location: Chelish Fort
Catalyst: Phantasmal Killer

Almost a TPK:

My 5 player & 2 NPC party almost wiped on the Bikendi encounter.

Bikendi took possession of Sandara who then cast confusion on our Brawler. The Malenti Sea Singer bard ended up hit with Feeble-minded, The Druid went down with Deep Slumber, after Envervation, bestow curse and some corrupting touches as his last action he cast Phantasmal Killer from the hallway at the slayer and he failed both rolls. The only people with their wits about them at the end of combat were the Rogue & Summoner NPC. And they were not looking to healthy....


A crew of Monstrous Characters, I have a Bugbear Tyrant running a ship around the shackles running raids on villages right now that the PC party haven't encountered yet. Lots of good premade characters in the Monster Codex for it.

I also had a rather low level encounter with a fully Goblin crew of a small ship they stole near the edge of a tributary mouth. My PC's summoned ponies onto their ship and hilarity broke out LOL.


A crew of Monstrous Characters, I have a Bugbear Tyrant running a ship around the shackles running raids on villages right now that the PC party haven't encountered yet. Lots of good premade characters in the Monster Codex for it.


I have made and can't wait for my Aasimar(Scion of Humanity) Cleric(Crusader) of Gorum.

Playing Chaotic Neutral w/ Negative Energy primary & Positive energy w/ Versatile Channler

Cranking Wisdom w/ "Guided Hand" using a GreatSword and going the Vital Strike route.


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In my S&S game, Conchobar was in the crows nest with Finbar: "The Arch Duke of Neck Punching"(Human Brawler) who found Conchobar annoying. One day he decided to take Conchobar's hat a toss it into the breeze landing in the water to never been seen again. after a short fight in the crows nest, in which Conchobar actually managed to successfully fear the Brawler out of the crows nest and down into the rigging. The rivalry then heated up and Chonchobar was sold to Ricktey Hake who eventually sold them into slavery in Bloodcove.

The group doesn't know how/why yet, but then dropped the Dominator off to get squibbed at Ricktey Squibbs and left to continue piracy. When they came back they found Squibbs burned to the foundations and their boat stolen. with a "Foppish Hat" left as a calling card.....


Every group of PCs tends to treat all the NPCs on the ships differently. What are some of the different things that have taken place during your campaigns w/ PCs listed in the AP.

For instance:

Conchobar; I had added to his back story etc. prior to the game starting, which proved to be interesting with how the group reacted/treated him.

Made into a villan/arch-enemy.

The Human brawler in my games group decided to pick on the gnome and even went so far as to throw his foppish hat into the ocean from the crows nest. The "Fish Elf" bard in the group "woo'd" Rosie and humiliated Conchobar in the process.

After the Mutiny, Conchobar was traded to Rickety Squibbs "For Ransom" along with Plugg, Scourge, & Aretta Banson. Rickety Hake sold them into slavery in Blood Cove instead.

A few months later Conchobar returned to Rickety Squibbs with his own Ship and Crew and slaughtered Hake and his men, burning the buildings to their frames. (I would explain how, but this would give away some things if one of my PCs were to stumble upon this)

It turns out that the 2 day period that I had chosen in advance for this to take place, the group decided to leave the "Dominator" for Squibbing guarded by merely "Red Shirts." With intent on returning in a week or so to pick it up.

Conchobar left his old ship with a foppish hat hanging on the wheel to mock them as they now realize their ship has been stolen after the squibbing by the annoying gnome they used to pick on in the fisrt AP.


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You guys were right about Boaty McBoatface being STUPID...and REAL pirates not taking them seriously.

They changed the name to the "Fist & Claw" due to the Brawler & Druid we have in the group because the Real Blackbeard walked into my house and gave all my players a Rodney Dangerfield type lecture about respect & ship names......Now my players know how serious this game is and stopped trying to have fun......

Except my Brawler...he knitted himself a sash that says "Arch Duke of Neck Punching" and wears it around the ship.....


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SO my crew finally Squibbed the Man's Promise which requires renaming of their new ship......They are 95% sure they are going with "Boaty McBoatface."

So I am curious what other ridiculous names other peoples parties have chosen & actually used.

(not a this would be a funny name for a ship; I mean actually used in game)


My Current Group, lvl 4 as of today for the game I am running has:

"Captain"
Eridyan - 1/2 Sea Elf: Sea Singer Bard

Amaranthe Koizumi - A Kitsune from Tian: 1/3 Kitsune Trickster/Witch

Edril Durlan - Absalom Human: Unchained Rogue

"Arch Duke of Neck punching"
Finbar Grubbs - Human from the sodden lands: Brawler
(he wears a sash stating this title that he crocheted)

Gruff Frenzybeard - Dwarf: Slayer

Seyouma - 1/2 Orc: Saurian Shaman(Druid)

This group is a really light in the ranged combat department so we shall see how this hurts them going forward. I am sure that it will pose a problem for certain encounters.


Just off the top of my head without thinking about it, you could play the Indiana Jones type in search of ancient artifacts from Ghol-Gan.


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for those curious: Bilgewater Bisque


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I was a PC in a group that waited until after bringing supplies back from the island & the mutiny was forced upon them.

In the Game I am currently running for S&S, my PCs started giving the Officers and hostile NPCs food made with the bilge water in an attempt to soften the crew up with dysentery. About 1/2 the crew got it, including Master Scourge...they over took the ship on Evening of Day 2 as soon as they heard whispers & rumors of being sold into slavery in Blood Cove.

I found this to be rather hilarious.....namely because one of the PCs said "Wait so who are we pooping.....isn't that guy friendly"


Take the alternate racial trait "Dayborn," it removes Light sensitivity.


Seannoss wrote:

I think the back section of one of the middle books has a rumor table as well for a launching point.

You can also make a rumor (or more) for each of the items listed on the covers.

Yes, I am aware of what I can do....the point was getting some extra stuff made up by people who are not me for a little extra flavor and fun.....


I am running the S&S campaign for my group of players starting around January. One of the things that I & my players really enjoyed from a previous campaign was the "Rumor Mill." We had a bard that ran around gathering info at every town/inn he went too. I had a list of rumors/plot hooks to pull from already written into the modules etc I was running. I would like to create this option for my S&S game as well as the options for this in this area are amazing.

So.....to make this a little cooler I figured I would ask for help from the community here to come up with some fun content for my game.

Please leave a response to this of a possible rumor/plot hook/ etc. to be used in my game....Feel free to make then simple or elaborate, relevant to the game &/or hilariously ridiculousness.

Example:
"A ship captained by a hobgoblin warlord is raiding settlements along the southern islands of the shackles...."

"The Hurricane King is considering a truce w/ Cheliax...."

"Lady Smythee of Tidewater Rock is actually a Vampiress..."


I am running the S&S campaign for my group of players starting around January. One of the things that I & my players really enjoyed from a previous campaign was the "Rumor Mill." We had a bard that ran around gathering info at every town/inn he went too. I had a list of rumors/plot hooks to pull from already written into the modules etc I was running. I would like to create this option for my S&S game as well as the options for this in this area are amazing.

So.....to make this a little cooler I figured I would ask for help from the community here to come up with some fun content for my game.

Please leave a response to this of a possible rumor/plot hook/ etc. to be used in my game....Feel free to make then simple or elaborate, relevant to the game &/or hilariously ridiculousness.

Example:
"A ship captained by a hobgoblin warlord is raiding settlements along the southern islands of the shackles...."

"The Hurricane King is considering a truce w/ Cheliax...."

"Lady Smythee of Tidewater Rock is actually a Vampiress..."


/Bump. Thanks for the tips so far, but I am not changing the character to a spontaneous caster. I am just looking for tips about managing the current spell selection load.


Hey guys, I am playing a Mystic Theurge in RotRL. I am lvl 12; 3Wiz/3Clr/6MT. With access to so many spells, does anyone have any tips/apps/ideas for keeping track of spells known/ spells mem'd. With so many options, I find myself taking far to long on my turn for my own liking. I think organization tips may be my solution.

Any help is appreciated.

Thanks

(I rolled this toon at lvl 12 because my last character died, so I haven't slowly gotten to this point...I am jumping in head first at the deep end LOL)


We just house rule that Monkey grip is allowed. it was great my pally in CotCT was waling around with a Tower Shield and a Earth breaker.....he was bad ass.


Speaking of running out of resources, does Expanded Arcana hold any value on adding to some casting versatility? I know it doesn't give me more spells a day, but would allow for more situational creativity/usefulness.

or Extended Bane? My Wis is an 18 so that's an additional 4 rnds.

Just curious on thoughts.

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