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Ship #6 of Agents of Edgewatch, but then cancel before teh next AP starts


Is there a way to be notified when it is back in stock? Since the print edition is not available - I can't backorder.


The party (now 20th level non-epic) just grabbed the Suture. I am going to have Korrimazah attack them at their camp. He is a bad ass - but it is still 5 vs 1 - which never goes well for the BBEG.

What/Who else should teleport in with him as part of his crew? Does not have to be a demon.
(Preferably some already created stat blocks I can steal)

Thanks


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Very Cool. Please put my name in.


I have the excellent Everyman Archetype pdfs. But is there any other support that includes ki powers and style strikes??

Thanks


I agree with the role-playing aspect of it. I was asking more with my GM hat on. Wondering what impact it would have to change Neutral to mean you are affected as both good AND evil rather than neither.

I usually don't pay much attention to alignment. The player plays the PC how they feel they would act. But we are in Book 5 of WotR and it is becoming a noticeable advantage for the two PCs who are neutral rather than good.


I know there are many spells/SLAs that do less damage/effect if the target is not good. So why not always be neutral (paladins excluded)? Are there many spells/affects that you would lose out on for not being good?

Comments welcome.


Where would be a good spot in Galorion to put Parsantium?


Ok this is what I have gathered from some of the other threads:

Council of Thieves could nicely
end at book 3 if you concentrate on curse not on the Council.

Serpent's Skull could end at book 3 with a possible mix of book 4 to claim the city.

Mummy's Mask could end with book 4 - just don't have XXX soul escape to reunite with his body

Could Giantslayer end nicely at Book 3?


I have played and and GM'd a few APs. Because my groups can only play every other week for about 4 hours - they take about 2 years to complete. Which can be hard to stay focused and invested in the storyline.

Are there any APs where you could easily convert to only play some of the books and still have a decent "full" campaign?

Which APs and which books?

Example - CotCT
As far as the story goes you could not run #4 History of Ashes and #5 Scarwall - but then you need to find an interesting way to get the characters from 10th level to 13/14th before #6 Crown of Fangs. Or majorly adapt and reduce CR for CoF encounters.


You know the giant "bugs" that shot fireballs out of there butts. Is there such a thing even on a smaller size? Bombadier Beetles really just spray fire - not launch it.

You help is appreciated.


Alex Smith 908 wrote:

<snip>

I cut the brothel bit entirely. It was too silly and mid level to belong. None of the creatures present in the base module could even really make the PCs pause. It also felt a bit too much like a retread of encounters in the Misty Isle but much less interesting.

First, I love the hell train idea - totally stealing. And I agree the brothel was silly and redundant. And I am not a big "random drow" fan.

Where did you have the party go to secure the nahidrian chisel? Was that on the train also?


Thanks for trying. It is not that big of a deal - I will just take the order when it arrives.


I did not add it to my new AP subscription delivery and would like to wait until my first AP gets delivered and my discount starts.

Thanks

Lord Sqwonk
Tod


Brother Fen wrote:
Has anyone begun a scenario index that shows which pawns are needed with each scenario?

Yes, I am curious who The Pale Silence are. Some kind of ninjas?


I got them in the PFS pawn pack and was curious who they were.


GMs,
Did you add any encounters to those in the AP? Are there any Society adventures or modules that could be inserted?

It feels like it should take a few weeks to get HER attention, but the party can blast through the encounters in the AP in less than a week.


Drahliana Moonrunner wrote:
** spoiler omitted **

The paladin has Radiance. It is now a +3 holy weapon.


Session 18

..The party leveled up to 11 the before this session. Per the AP they should be Level 12 / Tier 5

I had Grixlbee and 8 “elite” Templars in the Strategy room. The party wizard smartly cast an ice area spell that killed the locust swarms but did not hurt the papers. The party mopped up the bad guys.

Nasty Vang
He was fling and invisible when the encounter started. He “sent” for a Hezrou who teleported through the circle and came in “heroic and hasted”. He summoned 4 babaus for his first action.

Then a quick mythic web followed by a cloudkill. Which blocked up about half the room. With the cleric’s blade barrier blocking off the other half.

**I don’t like a lot of invisible combat – so Vang ony had regular invisibility cast and that went away after his spells. **

Most of the party dealt with the babaus and hezrou while the inquisitor flying charged up to Vang.
Vang hit him with 2 mythic enervations. Before the flying ranger got close enough to attack Vang.

Vang hit the wizard and some summoned creatures with Arrow Storm (1001 spells) which pinned the wizard for a few rounds.

The ranger and the wizard’s summoned flying triceratops eventually did enough damage to take Vang out.

But it was a good fight. The inquisitor could not hit Vang’s AC with 7 negative levels. The paladin is far less effective because he can’t fly. Vang probably should have teleported away, but what fun is that. And there had not been a lot of loot for the wizard.


These are the items. Comments?
Many of these break the "slot cost" rules. But I don't consider that when creating them. Just if they are cool.

Wizard
Plain platinum band – companion band to bonded ring must be worn next to bonded ring on same finger.
*Once bonding ritual is completed:
-The band imparts magic protection to the arcane caster in the form of a +1 resistance bonus on all saving throws. This bonus increases by +1 for every 3 additional arcane caster levels, to a maximum of +5 at 19th.

- You may cast one additional spell per day which you have in your spellbook and are capable of casting, even if the spell is not prepared. If the arcane caster specializes in an arcane school, this spell must come from that school. [This is in addition to the extra spell from your bonded ring]

- You may still craft the original bonded ring per the bonded item rules.

Cleric
Rod – stylized elemental runes

> 3 times per day can maximize a channel

> 3 times per day may change the damage of a spell with the fire descriptor to “Holy Fire”. Fire Resistance would not apply. The spell must be 6th level or lower.

Paladin
Scabbard – filigree matches Radiance:
“Bryce” – consciousness within (voice sounds like John Cleese) - belonged to Yaniel.

Yaniel - Paladin of Iomedae – known for her regaining her faith in a solo mission into the Worldwound. She disappeared about 6 years ago on another solo mission. She was ambushed by a lillitu named Minagho.

While in combat, the Bryce scabbard hurls threats of righteous retribution in a loud, clear voice.
He is valorous and stridently condemns displays of cowardice or dishonesty.

->Three times per day, Bryce can cast bless weapon (CL 10) on Radiance.

> 1/day he can make a knowledge X check at +15 having to do with the Worldwound

Note: Also Radiance upgrades to a +3 holy weapon

Ranger
Ring (with a small cockroach in an amber stone)
> +2 on REF saves vs spells / spell-like. +4 on REF saves vs spells cast by allies.

> When you successfully use evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.

> Once per day, you gain a number of temporary hit points equal to your character level. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent dying. These temporary hit points last for 1 minute.

> As long as you have 2 hands free, you can move on vertical surfaces or even upside down along ceilings with a climb speed of 20 feet. [Not on severely slippery surfaces—icy, oiled, or greased surfaces]

Inquisitor
Cloak - cloth but has a slight metallic look

> +2 resistance bonus on all saves

> Grants a constant endure elements effect to the wearer

> Gives you Light Fortification (as the armor property)


Session 17

The 3 brain collectors barely slowed them down.

Jerribeth was a tough fight. I left her in “elvish from” for the whole encounter. He whispers kept the ranger confused for a few rounds. Her dual initiative, nasty claws, and high AC made it a good fight. But eventually the 3 party frontliners just had more attacks per round.

For the “barracks encounter” I used Scorpion’s Scion of Baphomet ( fiendish minotaur anti-paladin) and my own Hand of Baphomet (Fiendish minotaur monk). The room was a little small for 2 large creatures to do a lot of maneuvering. The Scion did some nice damage smiting the paladin – but the party cleric kept him healed up.

They cleared out the vaults. I gave each pc a unique item.


Did I not click on something?

Or is it just stuck?

Tod


So the paladin will be 12th level when Radiance becomes a full Holy Avenger. Doesn't that just blow WBL out of the water?

$108k at 12th
Holy Avenger = $120K

I like the idea of Yaniel "bestowing" the holy avenge upgrade. But did any other GM have this happen later in the AP? If so, please share.


The Short Haft feat in 3.5 let you use your reach weapon against an adjacent enemy.

Is there an equivalent feat in Pathfinder?

I figured the soldiers of Baphomet would have figured that out. (At least with a glaive).


Session 18
I am looking forward to see how the party can handle/manage several tough fights in one day.

Ivory Sanctum – p1
Arushalae leads them to the gorge and explains where the illusioned entrance is.
I had replaced the basilisks in the gorge with a big lizard that had blur effects like Predator.
The Wiz cast true seeing before they entered the gorge and that made things a lot easier. He was able to see the true entrance/portcullis and teleport everybody in before the lizard had a chance to pounce.

The party made short work of the 3 fiendish minos in the “vestibule”.

I smooshed a few encounters together. So in the main cathedral there was 6 templars. 4 Blackfire adepts (with mirror image pre-cast) and a Blackfire adept leader.

The party stayed back for the first round because they were sure the statue of Baphomet was going to come to life. But the wizard and the cleric of Sarenrae launched 2 fireballs and 2 acid fireballs in that round using hero points. Those took a toll on the Adepts.

It was an un-exciting fight that used a little bit of their resources.

I have to tweak up the Templar stats I am using to make them a little more effective.
Blackfire Adepts are just lame. Maybe b/c I don’t like using so many low level summons as part of Team Evil. The mostly just magic missiled each round.


Session 17
The Redoubt.
I got rid of the silly grimslakes and will o’ wsips.
The encounter was Jaruunicka, 1 Derakni and 1 retriever.

The party let the shadowdancer scout ahead as they waited in the tree line about 50 yards away. He was invisible and overly confident. Jaruunicka hit him with both claws & rend on the first attack and became visible. The derakni went after the inquisitor who was the first party member to arrive. Neither could hit each other with some especically bad dice rolling. The retriever appeared on the back wall just as the rest of the party arrived. At this point, Arushalae started shooting arrows at the retriever which was the only target available. Team Evil had some nice high armor classes for a change which made it a good tough fight. It would have been tougher but the retriever got off only 1 eye beam before the Wizard dismissed it.

I have made Arushalae much weaker and with less nifty magic items. She is about the equivalent of a 9th level character – good with her bow. After the Ivory Sanctum, she will not remain with the party.

The party decides to travel directly the where the Ivory Sanctum is.


Session 16

Fallen Thane – I made it a lost temple of Torag to match with the dwarven inquisitor. I used Scorpion’s Zenadra, Svennabeth and the statue. Along with 6 templars.
The statue and Svenn were damn tough and the fight lasted many rounds. The party cleric spent a lot of healing resources to keep everyone alive.

But like many encounters in DH, it was the “one encounter per day” issue.


Even thought my party is non-mythic, I struggle to adjust the encounters to keep them challenging. I have been using Scorpion's statblocks alot.

Adding Arueshalae (as written) to the party just amps up their strength.

I am tempted to make Arueshalae much less strong. About equal to a base succubus. I also am thinking about her just leading the party to the IS, but not going inside with them.

Thoughts? Experiences?


I thought it was a great fight. The party was prepped for acid based on the surrounding countryside and a melted group of crusaders. So did not take damage from teh breath weapon. But Scorizar used his Entropic Breath as battlefield control. The poor Ranger got stuck in the confusion plus got a 1 and failed save to roll on the warp chart. The ranger and paladin were very close to going down, but were saved by a timely channel or 2.

I felt good b/c at one point there was some discussion about retreating and coming back the next day. But they stayed and prevailed. As the 2nd wyrm dropped there was a mad dash to exit the warp while still being wary of the confused ranger.

They had to go back to Dresen and pickup some wagons to transport all the loot. I had Vorimeraak and 3 vrocks attack at that point. Nice fight but I though Vorimeraak woudl be tougher.

At the end of the session they were off to shop in Nerosayn and I had them level up to 10th.


Session 15

Scorizar's Den
I decided to pump up the encounter to see how tough the PCs could handle. I used scorizar from the AP, but added in a "husband" using a young blue dragon as a base and adding entropic shield.
But I added a warpwave effect based on Scorpion's stat blocks

There is a rift at the lair's entrance that the characters have to cross in order to enter the cave, and the cave can be seen clearly through the rift.
When entering the rift – the pc must make the save. Then each round after the player must roll a d4
On a 1 = Character has to make a DC 25 Fort save Or be affected by the chaotic energies inside the cave. Roll on the warpwave effect table. All the effects are at CL 15th.

d20 Warpwave effect
1 Target takes 2 Strength damage.
2 Target takes 2 Dexterity damage.
3 Target takes 2 Constitution damage.
4 Target takes 2 Intelligence damage.
5 Target takes 2 Wisdom damage.
6 Target takes 2 Charisma damage.
7 Target gains 1 negative level.
8 Target is blinded for 1d4 rounds.
9 Target is confused for 1d4 rounds.
10 Target is paralyzed by filaments of energy for 1d4 rounds.
11 Target becomes fatigued (or exhausted if already fatigued).
12 Target becomes nauseated for 1d4 rounds.
13 Target is stunned for 1d4 rounds.
14 Target is sickened for 1d4 rounds.
15 Target is staggered for 1d4 rounds.
16 Target is teleported 2d10 squares in a random direction – stopping if hit wall.
17 Target is deafened for 1d4 rounds.
18 Target is “healed” of 1 warp effect.
19 Target gains 4d6 temporary hit points.
20 Target is affected by a heal spell (CL 15)


Session 15

The Family Crypt
- I don’t have a pc with children of the crusades trait. So they were just investigating missing scouts.

The spoke with Alyrs and headed down into the crypt. I wanted a break from demons – so I changed out the bodaks and Skulgrym for a Necromancer/Mage, a Cleric of Sikfesh and some buffed up zombies. It was a nice little fight with more magic.

Marhavok’s Hall
This started out interesting as Marhavok bellowed to the party to enter the hall as they were sneaking around. The Cleric’s player – (touched by awfulness) was really confused. He had never heard of Jerribeth. And was not sure what he was "supposed to" say or do. The rest of the player’s weren’t sure if this as supposed to be a one-on-one fight. I played M as just getting more angry as the conversation went on. He charged and the other barbarians joined.

I did not use his pet drake and beefed M and all 10 barbarians up a bit – but it was not much of a fight. M’s damage with his hands/claws was just too little.

Since the party has not been really challenged - I am beefing up the Scalazar encounter a lot . (They saw the woundwyrm flying and are going to investigate.


First let me say that my party is non-mythic. As I am prepping for the Ivory Sanctum encounters I have a few concerns.

1. The party may be able to go through in "one try", but then might not have enough left in the tank to finish off Vang in the final encounter.

2. If the party retreats and comes back for a second try, how have the IS encounters changed? What types of additional defenses have they st up?

Suggestions are most welcome.


Ssyvan wrote:


I'm curious, how did your party prevent the charges on those 3 rounds both drakes were up, and the additional rounds the second one was up? My party tried summoning creatures in front of him, but couldn't block him entirely. They're a pretty scary encounter, at least for my party, every time they've encountered one at least one PC has died.

I was a little scared that they would kill 2 pcs a round. So I had the drakes take big turns and the pcs were purposely moving around some rock outcroppings to make it hard for the drakes to charge. The drakes did not land and only made one lance flyby attack. One attack missed on the hvy armored paladin. They did do alot of damage to the paladin and the inquisitor - but the cleric was close to heal them up.

So yeah - If I would have played them "normal" more characters would have gone down. The encounter did show the party they are pretty weak on ranged attacks.


Session 14

The party investigated the tainted church of Erastil. On the way to Delamere’s tomb, I had 2 drake riders attack. After 3 rounds, 1 drake was down but I had the incubus rider call in a “squad” of 6 Thoxel demons. Each drake rider got in 1 charge during the whole battle - which did a good deal of damage. But the whole fight was not too much of a challenge.

I wish the module would have broken out the damage of the lance. ( I think I have this correct now – but not at the session.)
Base it does 1d8+11+1d6 electrical
While mounted it does 2d8+22+1d6 electrical
A mounted “spirited charge” it does 5d8+55+1d6 electrical

Delamere’s Tomb
The shadowdancer snuck in, scouted, snuck back and reported to the party. The rivers of lava were a concern. He then went back and tried to talk Jesker off the ledge and ended up tackling him. While the rest of the party was dealing with the rivers of lava.
The party was a little confused by the “angel” – but the paladin detected evil and the attack on the shachath demon began. She only lasted 2 rounds with 5 on 1.


Menacing Shade of mauve wrote:
I think you need more big picture work before you write the details.

What does that mean specifically? Do you not agree on the roles I listed?

Or do you mean that the Fighter needs a complete overhaul and should be built up from scratch?


Ugh. I hate the BBC code. I would really like comments/suggestions on my revised fighter. Here is the full easier to read doc.

Google Doc

Or I can PM the Word doc to you- just PM me.

Thanks


Feature: Each fighter has unique characteristics. At 2nd level select one from the list.
*Note this counts as “Bravery” for archetype’s replacement.

Feature list:

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Defensive Stance (Ex) Starting at 2nd level, the fighter selects one combat maneuver and gains a +1 bonus to his CMD against all CMB checks made to perform the maneuver. This bonus increases by +1 for every 4 levels beyond 2nd.

Into The Breach (Ex) Starting at 2nd level, the fighter adds half his class level to all Acrobatics checks made to jump or reduce the damage of a fall.

Offensive Stance (Ex) Starting at 2nd level, the fighter selects one combat maneuver and gains a +1 bonus to all CMB checks to perform the maneuver. This bonus increases by +1 for every 4 levels beyond 2nd.

Quick Healer (Ex) Starting at 2nd level, the fighter’s non-magic healing recovers damage at x2 the normal rate (including healing hp and ability damage healed through rest, and hp restored by the treat deadly wounds function of the Heal skill). This multiple increases by 1 for every 4 levels beyond 2nd, to a maximum of x6 non-magical healing at 18th level.

Respected Veteran (Ex) Starting at 2nd level, the fighter gains a +1 circumstance bonus to all Diplomacy checks made with professional fighters (including guards, soldiers, mercenaries, and gladiators). This bonus increases by +1 for every 4 levels beyond 2nd.

Tough as Iron (Ex) Starting at 2nd level, the fighter is disabled when at 0 or -1 hit points, and can go to a negative hp total 1 greater than his Constitution score before dying. These hp ranges increase by 1 hp (disabled at 0 to -2 hp, not dead until reaching negative hp equal to Constitution +2) at 6th level, and every 4 levels afterward.
list

Edges
At 2nd level, and at every even level thereafter, a fighter gains an Edge. (See list here.) Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn an edge in place of an edge he has already learned. In effect, the fighter loses the edge in exchange for the new one. The old edge cannot be one that was used as a prerequisite for another edge, feat, prestige class, or other ability. A fighter can only change one edge at any given level and must choose whether or not to swap the edge at the time he gains a new edge for the level.

Edges List:

Fighter Edges

The Edges listed below are typically more powerful than a standard feat or allow a fighter to take a feat without the prerequisites. Unless specified, each edge can only be selected once.

Armored Defense (Ex): The fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless.

Begrudging Respect (Ex): When mercenaries, men-at-arms, guards or other creatures of a soldierly persuasion witness a fighting man in combat they automatically have their attitude
towards the fighting man improved by 1 step. This is a mind affecting effect and can only impact a creature once in a 24 hour period and impacts the creature for 6 hours. This also imparts a sense of respect or admiration for the fighting man’s prowess, though this may influence different creatures in different ways. Some may see the fighting man as a worthy opponent and the creature affected by this may be compelled to seek him out on the battlefield. Others may be intimidated by him, but still respect his skill.

Carpe Punga (Ex): The fighter gains Improved Initiative as a bonus feat. In addition, he gains Uncanny Dodge as though he were a barbarian of equal level.

Combat Feat (Ex): A fighter may take a combat feat (that he qualifies for) in place of an edge. He may select this talent multiple times, each time he does he selects a new combat feat.

Combat Medic (Ex): The fighting man gains Heal as a class skill and does not take the -4 penalty
to attack rolls when dealing nonlethal damage. When the fighting man uses the Heal skill to successfully treat deadly wounds or provide that creature with long term care, the creature gains an additional amount of hit points equal to three times the fighting man’s level. For every 5 the fighting man beats the DC by he adds another multiple of his fighting man level to the amount of hit points restored.

Comin’ at Ya’ (Ex): The fighting man gains Step Up and Following Step as bonus feats. He may use those feats when an opponent takes a withdraw action while within his threatened area. In addition, when using these feats, he may expend an attack of opportunity to move an extra 5 feet per attack of opportunity expended.

Dodging Charge (Ex): When using a charge action, he does not draw attacks of opportunity as he passes through threatened areas. In addition, he does not suffer the standard Armor Class
penalty when charging.

Graceful Fighter (Ex): The fighting man gains a +2 competence bonus on Reflex saves. This
bonus increases by +1 for every 4 levels he has attained.

Hardy (Ex): The fighter gains the Toughness feat. In addition, whenever the fighter regains 1 or more points of ability damage or drain (be it from mundane or magic healing), he recovers 1 more point than normal. And whenever he receives magical healing, he heals an additional 1 point per die rolled.

Historian (Ex): The fighter gains Knowledge: Engineering, Geography, History and Nobility as class skills. In addition, he gets a +1 bonus on skill checks using these skills.

Iron Fist (Sp): The fighter’s unarmed strikes do an additional 1d6 damage. Do not multiply this damage in the case of a critical hit. When he reaches 11th level, the bonus increases to +2d6. The attacks made must be with fists.
Prerquisites: Pugilist Discipline or Unarmed Strike feat

Know Thy Enemy (Ex): The fighting man gains Knowledge: Arcana, Dungeoneering, Nature, Planes and Religion as class skills. In addition, when using these skills to identify a monster, he gains a +2 bonus on the skill check.

Magical Inclination (Sp): Use magic device becomes a class skill. In addition, the fighter gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the fighter’s level. The save DC for this spell is 10 + his Intelligence modifier.

Military Living (Ex):
Prerequisites: 3 ranks in Survival
The fighter gains the Endurance feat. But, may sleep in any sort of armor and not suffer any sort of fatigue. In addition, he may attempt a Survival check (DC 15) to locate weapons and armor suitable as being classified as non-improvised weapons and providing an AC bonus (respectively). These weapons and armor may be crude (possibly possessing the fragile quality) and may not necessarily hold value depending on the location they are found in- but they can always be found with at least 10 minutes of searching.

Mobile Combatant (Ex): The fighting man gains Mobility as a bonus feat. In addition, he may
move an additional 5 feet whenever he takes a 5-foot step.

Night Sentry (Ex):
Prerequisites: 3 ranks in Perception
The fighting man gains darkvision 30 feet or his darkvision improves by 30 feet if he already has it. In addition, he gains a +5 bonus on opposed Perception / Stealth checks.

Stalwart (Ex): The fighter gains a +2 competence bonus on Fort saves. This bonus increases by +1 for every 4 levels he has attained.

Stay the Line (Ex): As a standard action, the fighting man can quell any fear in his heart as well as
that of his allies a number of times per day equal to 3 + his Charisma bonus. All allied creatures who can see and hear him gain an immediate save against any ongoing fear effects at a +2 morale bonus and they all gain a morale bonus against any new fear equal to 1/3rd the fighting man’s level (minimum +1) effects for 3 rounds.

Storm of Blades (Ex): The fighting man gains the Cleave and Cleaving Finish feats.

Strong Willed (Ex): The fighter gains a +2 competence bonus on Will saves. This bonus increases by +1 for every 4 levels he has attained.

Spin Attack (Ex)
Prerequisites: BAB +5
When the fighter uses the full-attack action, he can give up regular attacks and instead make one melee attack at his highest base attack bonus against each opponent within reach.

Unavoidable Assault (Ex): When not mounted, the fighter’s charge is not blocked by friendly
creatures or difficult terrain. In addition, he can make one turn during the charge rather than moving only in a straight line.

Unarmored Dodge (Ex):
Prerequisites: Dex 13,
You have found through experience that you seem to do a lot better at dodging while not wearing armor. As long as you are neither wearing armor, nor using any item, spell, or other effect that grants an Armor Bonus to AC, you receive a +4 Dodge Bonus to AC. For every five levels you possess, this bonus increases by an additional +1.
Special: This Feat may be used instead of the Dodge feat as a prerequisite for any and all Feats, abilities, and Prestige Classes that require Dodge.

Vital Striker (Ex):
Prerequistes: Bab+6
The fighter gains Vital Strike as a bonus feat and may also use that feat on one attack granted at the end of a charge. At 12th level he gains Improved Vital Strike. At 16th level he gains Greater Vital Strike. The fighting man must be at least 6th level to select this talent.

War College: The fighter gains 5 additional skill points, which must be spent on class skills.
This does not allow the fighter to exceed the normal maximum number of ranks in a skill.
This is a one-time bonus, not an increase to the number of skill points the fighter gains at each
level (though the talent may be taken more than once, granting +5 skill points each time it is
taken).

Advanced Fighter Edges

Armor Defense Mastery (Ex):
Prerequisties: Armored Defense edge
The DR from the Armored Defense Edge talent increases by 2.
So; DR 3/— when wearing light armor, DR 4/— when wearing medium armor, and DR 5/— when wearing heavy armor. This DR does stack with the Armor Mastery class feature.

Determined (Ex):
Prerequisites: Strong Willed edge
Once per day the TF can re-roll a Will save. In addition, whenever he makes a Will save against an ability that has a partial effect on a successful save, he takes no effect from that ability on a successful save. He is still harmed by the effects that do not allow a saving throw.

Evasion (Ex):
Prerequistes: Graceful Fighter edge
The fighter gains evasion, as the rogue class feature, when in light or no armor.

Guerrilla Soldier (Ex): The fighter gains one rogue talent (but not advanced talent). The
fighter treats his fighter level as his rogue level to determine if he can take the talent, but must meet all other prerequisites.

Hard to Kill (Ex): Whenever the fighter is below 0 hit points, he automatically stabilizes without needing to attempt a Constitution check. If he has an ability that allows him to act while below 0 hit points, he still loses hit points for taking actions, as specified by that ability. Bleed damage still causes him to lose hit points when below 0 hit points. In addition, he won’t die until his total number of negative hit points is equal to or greater than double his Constitution score.

Mettle (Ex):
Prerequistes: Stalwart edge
Once per day, the fighter can re-roll a Whenever the fighter succeeds on a Fortitude save that would normally have a lesser effect on a successful save, he instead completely negates the effect. He is still harmed by the effects that do not allow a saving throw.


Fighting Discipline: At first level, you adopt a particular style of fighting as your specialty. Please see the list of the Fighting Disciplines here.

Archer
1st level: The fighter gains the Point Blank Shot and Precise Shot feats
6th level: Gain a +2 bonus to damage when using a ranged weapon

Finesse
1st level: The fighter gains the Weapon Finesse feat. In addition, he may add his Dexterity to damage rolls in place of Strength with finesse-able weapons. This does not increase this damage when two-handing a weapon and does not decrease this damage for off-handing a weapon.
6th level:

Pugilist: (Have you seen the Monk and Brawler?)
1st level: The fighter Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed damage of a monk of equal to his fighter level.
6th: The fighter gains the Iron Fist feat (see New Feats list). Or Improved Iron Fist if he already has Iron Fist.

Two-Hander
1st level: The fighter gains the Power Attack feat. In addition, when he rolls a 1 or 2 on a damage die for an attack with a melee weapon, he can reroll the die. He must use the new roll even if the new roll is a 1 or 2.
6th level: The fighter gains the Furious Focus feat.

Two-Weapon
1st level: The fighter gains the Two Weapon Fighting and Double Slice feats.
6th level: The fighter gains the Improved Two Weapon Fighting feat.

Weapon and Shield
1st level: The fighter gains the Shield Focus and Combat Expertise feats.
6th level:


My take on the Fighter follows. I wanted to keep the Fighter chassis (because of Archetypes and other core stuff). I respectively borrowed from other posters’, LRG Fighting Man , RGG Talented Fighter and Alt to Bravery

Sqwonk’s revised Fighter

BaB: Full
Saves: Same

Hit Dice: d10
Alignment: Any

Class Skills
The class’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

*Fighters may select the Signature Skill feat.

Level special


    *1 Fighting Discipline, Daily Training
    *2 Edge, Feature, Combat Stamina
    *3 Armor Training
    *4 Edge
    *5 Weapon Training
    *6 Edge
    *7 Battlefield Maneuvers
    *8 Edge
    *9 Weapon Training 2
    *10 Advanced Edges, Edge
    *11 Advanced Daily Training
    *12 Edge
    *13 Weapon Training 3
    *14 Edge
    *15 ??????
    *16 Edge
    *17 Weapon Training 4
    *18 Edge
    *19 Armor Mastery
    *20 Edge, Weapon Mastery


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I have been reading the numerous fighter threads. It seems to come down to being able to do these roles

Champion
Master
Guardian
Hunter ( I think this role is filled by the Ranger.)
Soldier
Marshal/Warlord (I suggest Amora Games Battle Lord

And also have a combat bonus at level 1. And have some daily flexibility/change-ability.

That is a pretty wide range to cover. Do you agree? Roles you would add?


Ignore my first question - it is described in the Fighting Man Talents "header". As I hoped was intended, "He does not need to meet the prerequisites for any feats granted by a talent."


I have been looking from "more" for the fighter. Fighting Man does touch upon some of the things I am looking for. A few questions

1. When a talent says "gains x feat" I assume that means even if the FM does not qualify, correct? So Spin Attack = gains Whirlwind attack" means the FM does not also need dodge and mobility.

2. There seems to be an edit or cut/paste issue on Storm of Blades. The last 2 sentences don't make sense.

3. In the chart I see level 15 gives improved combat maneuver - but that ability is not explained in the document. Battlefield and Spontaneus are described.

Thanks


Session 13

I used the PFS scenario (S5 - #13) Weapon in the Rift. I tweaked up the 8-9 tier. It was a fun scenario that was not just a fight. The Shemhazian demon really scared them, especially after the cleric’s Spell Pen roll of 25 failed. But they were able to load and fire the machine.


The Redemption Forge

Soulshear was redeemed into: +2 cold iron transformative glaive that once per week can summon a Legion Archon (as Summon Monster spell.)

The inquistor claimed it and it is now a warhammer.

Each PC now has at least one cold iron weapon.


End of Book 2

I had them level up to 9th in preparation for Demon’s heresy. Mainly so the wizard could cast Teleport so they could go to a big city to sell loot and buy shiny stuff. (They have not really had a chance since the start and had a significant pile of loot.)

I had not planned on giving them a “feaux mythic” bump yet, but I had been working with the Ranger/Shadowdancer player to deal with his lame dog and shadow. So I gave everyone a bump.

Ranger/Shadow dancer
-Shadowy Companion: ranger/shadow - The companion’s level will be equal to your Ranger and Shadowdancer levels added together. (Not ranger – 3 like now)
It has +4 to Stealth

Paladin
- Sword Bound: You may use your bonded weapon as the focal point of your spells/lay on hands. It counts as any material components up to 500 gp. You can touch allies/enemies with the pommel for touch spells or LoH. (You no longer need a “free hand”.)

- Gain Detect Evil ability lost by “redeemer” archetype

Inquisitor
- Line of Torag: Your racial bonus on saving throws against spells/spell-like abilities and poison increases by 1 to +3

- You gain the Acrobatic Steps feat even if you don’t qualify.

Cleric

- Gain a free bonus feat.

- Sustained by Faith (Su): You require no food, water, or sleep. You can regain spells once per day by spending 1 hour in uninterrupted meditation.
You can expend 1 hero point to also not need to breathe for 24 hours

Wizard

- Talented Teleporter (Ex): You learn the Teleport spell. You gain an additional 5th level spell slot that can only be used for Teleport. When you cast Teleport it is cast as a 20th level spell. (This was mainly to deal with the ranger’s new large companion)

- Max Spell : You can spend a hero point to maximize a spell that is cast at demons. (Or includes demons in the group area.) This spell cannot be of the highest level you can cast – so now at 9th you can’t maximize a 5th level spell.


Session 12

They smashed down the down the door as Joran was yelling “leave us alone”. (The admantium warhammer is the best door opener.) Inside they fought Joran and 4 mythic baubaus. After several rounds, Staunton came riding in on his wasp. I sued Scorpions version of Staunton and the warmonger mount. The battle was tough with a few PCs going unconscious. But in the end prevailed. They kept Joran alive.

Session 13

I had them level up to 8th before entering the dungeon.

I modified the dungeon significantly – there is basically a small dungeon, the forge and the shadow demon’s lair.

The 2 mythic spectre guards were pretty scary. Several levels were drained. The economy of actions made short work of Theruk Null. I thought the AP’s Vamp spawn would seem weak and lame. But I should have given him at least a couple minions.

The 2 Azers in the forge room were a nice palette cleanser – not too tough or weak.

Being prepared with Prot from Evil made the Eustoyriax fight not as epic as I had hoped. Even with 2 shadow mastiff minions the PCs were never in any serious danger. Especially with the cleric channeling several times.

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