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What updates are there that could be used immediately? As far as I know Wizards getting Simple Weapon Proficiency & Bards and Rogues getting martial weapon proficiency could be implemented right away, though the martial bard Muse would need something. I don't have a martial bard in my upcoming game though, so that isnt an issue.
So, I'm probably going to be starting up Abomination Vaults soon, and maybe Sky King's Tomb in July. I'm tempted to pick up the spell cards for my players, but I'm a bit gunshy since I don't know how many spells are going to be redone. Has there been any word on whether those are a good purchase or if they will wind up needing new versions after Remastered launches?
The only thing I can think of is "Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18" for your 5th, 10th, 15th, and 20th levels. This only has an impact at level 10 since at level five you are either boosting 17 or 18 to 19 at the most. Everything else seems to be all modifier all the time. Am I missing something that makes the 3-18 legacy have any value by the core rules?
I didn't have a better alliteration for G and speculating was already taken by sorcerers in a previous thread. So there is a spirited debate about these classes overwhelming another thread. Personally, I'm of two minds. One is that if the only reason to have specific rules for swashbucklers/Gunslingers is to have a focus on the traditional weapons, then they can easily be an archetype or even just a series of feats and builds. However, the charm of the classes for me was the risk/reward mechanic that was seen in panache/grit. If there could be a mechanic that centered on that sort of daring-do, then I think that a Daredevil/Maverick/Swashbuckler/Gunslinger could be a good class on its own.
I noticed The Grande Temple of Jing is getting at least a Kickstarter for a multi system version, including PF2. Not sure that it is going to make it, but I thought we could use a place to alert the community about possible 3rd party offerings coming to play. Has anybody else heard of anything in that vein?
Conversations and arguments about alignment and alignment based character classes are inevitable. There are people from all walks who like or dislike aspects on a wide range of intensities. This thread isn't here to say how things are or should be, but just a place to talk about it without derailing the excellent What Do We Know thread. That being said, I do have some thoughts... One thing that seems likely is that Pathfinder 2e is going to be more integrated with setting and rules than 1e was. Or at least, that is what I'm going to be assuming for this conversation. So what do Champions want? Since they are alignment focused, but not specifically religion focused, maybe they want the material world to be more like the plane that exemplifies their alignment? Not so much physically, mind. I doubt that even the most devout Chelaxian Diabolist wants their villa to wind up like one of the estates of Hell. I mean more in the line of philosophy and ideals. Paladins for example, could champion virtue and defend the weak partly because that is what would make the world more like Heaven where the purpose of strength and security is to increase benevolence. The Anti-Paladin might not like particular parts of the Abyss, but might admire a world where self-indulgence is the highest virtue and being strong enough to take what you want and crush anybody who stops you is the only thing that matters. Diabolists, Tyrants, Hellknights and the like pursue what C.S. Lewis' Screwtape would call "the realism, dignity, and austerity of Hell" and won't tolerate the delusions, flippancies, and waste of other philosophies. Primarily though, the thing that got me wanting to make this thread was the Neutral Champion types. Lawful Neutral Champions take after Axis. Everything has a place and a correct way of doing things. They support civilization over savagery, knowledge over ignorance, stability over change, but aren't particularly concerned with whether these things are good or bad. Harmony above all, even above mercy or cruelty. Chaotic Neutral Champions take after the Maelstrom and embrace both freedom and mutability. The world is a place of boundaries and limitations that must be tested and overcome, but mastery and openness to change is highly individualistic and both getting in the way of others and letting others drag you down is to be avoided. The only reason to mess with another is to break their shackles, even if they are comfortable and content in them. But the True Neutral Champions... those are the mysterious ones to me. The ideals of the Boneyard would be what they walk along side, but "balance" is hard to work with. It can be internal for sure, but a philosophy of moderation in all things (including moderation) doesn't make for a crusading sort of outlook. Champions in general should be pretty proactive, but somebody going about the world trying to balance a metaphysical ledger is its own kind of awkward. A True Neutral Champion might not be concerned about balance to much as conflict or dichotomies.
The world of Golarion is a delicate place and forces assail it from all sides. A True Neutral Champion might not care if a particular area is good or evil so much as whether it is Good or Evil. If one city is steeped in corruption and crime, but it is all mortal failings then why bother? But if another city is propped up by celestial influence or someplace has Proteans constantly stirring up the landscape or humans and fae keep wandering back and forth along the First World borders, then a TNC might become quite bothered indeed.
We know for sure that magic in the new setting order has four Essences. Material, Mental, Spiritual, and Vital. We know for sure that there are at least four kinds of magic based on a combination of these essences; Arcane based on Material and Mental, Divine based on Spiritual and Vital, Occult based on Spiritual and Mental, and Primal based on Material and Vital. That leaves two combinations; Mental and Vital, and Material and Spiritual. What do we think can fill those slots? I'm a fan of Psychic magic being Mental + Material and I think there is room for some sort of Shaman or Elementalist being Material+Spiritual. However, there could also be space for single essence users as well. Kineticists could be completely focused on Material. Mesmerists could be Mental specialists. Spiritually dedicated characters could be Mediums. I'm not sure what a Vitalist class could map to, but it could be a magnificent healer or a frightening source of damage. Anybody else have opinions or insight?
Over in the "Predictions on future books" thread there is a conversation about archetypes. I think it is a good conversation, but it is risking hijacking the thread away from the talk about future books. There is also the "Pathfinder 1 Style Archetypes" thread, which is pretty specific and I don't particularly want to hijack that one away from its topic either. So I'm going to start up a new thread! I'm going to start this party off by crossposting some of the ideas from other threads I think are relevant. Deadmanwalking wrote:
rooneg wrote: I feel like Arcanist could just be a Class Archetype for Wizard, honestly. Doktor Weasel wrote:
Deadmanwalking wrote:
Deadmanwalking wrote:
Guess I'm a Deadmanwalking fan on this topic.... moving on!
I scanned the forum, but didn't see this topic. On the next iteration of the forums can the reply function please prioritize the person we're actually responding to instead of the heavy chain of nested quotes they might be dragging? It is merely annoying on a PC to have to edit the quotation so the post I'm referencing is actually quoted instead of "..." , But on a phone it is ridiculous.
Hello, good forumites. I opened this thread to have a place to better discuss skills instead of proficiencies (I don't care what you say, spell check, I'm going with that). Mainly because the two things are different enough that talking about what constitutes Thievery over in the proficiency thread is a bit off topic. Not much, but a bit. To help the conversation along, I'm going to post sets of skill names that other games have used to see what people think of them. These will be copy and pasted from character sheets and Wiki pages, so please forgive the formatting. I'm specifically leaving GURPS and Star Wars (WEG) from the list because of their breadth of very specific skills that don't map much with Pathfinder's narrower lists. Here we go! 13th Age:
No individual skills, choice of character backgrounds instead.
D20 + relevant ability modifier + level + relevant background points A few possible backgrounds include: acrobat, alchemist, animal trainer, architect, aristocratic noble, assassin, chef, con-woman, goblin exterminator, hunted outlaw, knight errant, magecraft, priest, refugee, scout, shepherd, soldier, spy, temple acolyte, thief, torturer, transformed animal, traveling martial arts pupil, tribal healer, tunnel scout, wandering minstrel, warrior poet, and so on. D&D 5e:
Acrobatics (Dex)
Animal Handling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Stealth (Dex) Survival (Wis) As well as proficiency based on tool use (ie Thieves tools). Conan (Modiphius):
Acrobatics
Alchemy Animal Handling Athletics Craft Command Counsel Discipline Healing Insight Linguistics Lore Melee Observation Parry Persuade Ranged Weapons Resistance Sailing Society Sorcery Stealth Survival Thievery Warfare Exalted:
ARCHERY
ATHLETICS AWARENESS BRAWL BUREAUCRACY CRAFT DODGE INTEGRITY INVESTIGATION LARCENY LINGUISTICS LORE MARTIAL ARTS MEDICINE MELEE OCCULT PERFORMANCE PRESENCE RESISTANCE RIDE SAIL SOCIALIZE STEALTH SURVIVAL THROWN WAR Fate:
Athletics
Burglary Contacts Crafts Deceive Drive Empathy Fight Investigate Lore Notice Physique Provoke Rapport Resources Shoot Stealth Will FantasyCraft:
ACROBATICS DEX
ATHLETICS STR BLEND CHA BLUFF CHA CRAFTING * INT DISGUISE CHA HAGGLE WIS IMPRESS CHA INTIMIDATE WIS INVESTIGATE WIS MEDICINE INT NOTICE WIS PRESTIDIGITATION DEX RESOLVE CON RIDE * DEX SEARCH INT SENSE MOTIVE WIS SNEAK DEX SURVIVAL WIS TACTICS INT Star Wars (FFG): Astrogation (Int)
Athletics (Br) Charm (Pr) Coercion (Will) Computers (Int) Cool (Pr) Coordination (Ag) Deception (Cun) Discipline (Will) Leadership (Pr) Mechanics (Int) Medicine (Int) Negotiation (Pr) Perception (Cun) Piloting - Planetary (Ag) Piloting - Space (Ag) Resilience (Br) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will)
I mean literally. I'm contemplating War for the Crown as the next AP that we do and since it is set in Taldor I was thinking about pitching a particular character concept to a couple of PCs. Basically they would be siblings who both took up the sword and studied the Rondelero martial arts, but from different directions. One through the Fighter archetype and one through the Swashbuckler archetype. Ideally they would be friendly rivals, but I'm not sure if one option is clearly superior to the other and I wouldn't want to make the pitch if things were unfair from the start. I do intend to use Combat Stamina for the fighter, though. It has worked well so far. My players are likely to be into the flavor of it, but does this seem like a viable set up mechanically?
I've read a number of Shatter Defenses threads, but they all seem to be focused on the activation criteria and I'm curious if there has been any change or FAQ that I can reference about the duration. Specifically the "until the end of your next turn." Do I have this right? Round 1: Shatter Defenses Activates. Round 2: Shatter Defenses continues until the end of the round. Round 3: Shatter Defenses needs to be reactivated.
Good afternoon, everybody. I could use some brainstorming, if you would be so kind. I have a player who is enjoying his crit heavy fighter so far, but we are hemming and hawing over where to go from here. So far everything has been pretty fun, but advancement advice would be welcome. Right now we need a feat choice in particular, but leveling options for the rest of his career would help as well. Here he is, have at him! Stat Block: Male human (Taldan) fighter (polearm master) 13/Champion 1 (Pathfinder RPG Advanced Player's Guide 106) LN Medium humanoid (human) Init +7; Senses Perception +14 -------------------- Defense -------------------- AC 27, touch 16, flat-footed 23 (+11 armor, +2 deflection, +3 Dex, +1 dodge) hp 146 (13d10+44) Fort +12, Ref +12, Will +9; +2 resistance bonus vs. Cold effects Defensive Abilities hard to kill -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee +1 cold iron short sword +16/+11/+6 (1d6+19/19-20) or +1 keen bardiche +21/+16/+11 (1d10+31/17-20) Ranged javelin of lightning +19 (1d6+9) Special Attacks mythic power (5/day, surge +1d6), pole fighting, polearm training, steadfast pike -------------------- Statistics -------------------- Str 23, Dex 16, Con 14, Int 13, Wis 12, Cha 10 Base Atk +13; CMB +15; CMD 35 Feats Combat Reflexes, Combat Stamina, Cornugon Smash, Critical Focus[M], Dodge, Greater Weapon Focus (bardiche), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Penetrating Strike, Pin Down[UC], Power Attack[M], Spring Attack, Weapon Focus (bardiche) Traits armor expert, vigilante witch hunter
I've been using the paper minis for Reign of Winter and both I and my group are big fans of them, but I'm going to have to cut down on them, I'm afraid. They are just so expensive to print out in full color! Now, I can go for blank and white prints, which will certainly save me money or I can pick up some of Paizo's pawns, which could be slightly less, but will also be more durable and have some long term potiential. Has anybody broken down what sets you'd need for Reign of Winter? Specifically I only need them for Rasputin Must Die and Witch Queen's Revenge.
My game started back up again at last and though the adventure logs aren't coming in as fast as I'd like to repost them here, the PCs are enjoying themselves quite a bit. The downside is that they nervous about tackling Artrosa with the way they are. Granted they are Mythic characters, but they are still coming out of every fight looking like John McLain on a bad day. The ranger's AC is 17 and the cleric's AC is 18. They want to fix that, so they are going on a little side quest/raid. Their plan is to get a wagon, go down to Daruthrost, plunge into that desolate place and then, on the way back, make a stop by Zvartjan and see what sort of treasure might be there. Of course that is only the big ambitious plan. They will probably go back up north after Daruthrost (I'm planning a big Barghest/Goblin Tribe thing that I've always wanted to try) as it will sorely tax them, but just in case... What could possibly be in Zvartjan? Cyclopes ghosts are obvious, but what else might raise a fog over the placid lake and drive explorers away?
The previous thread chronicles Snows of Summer.
McManus: The Scottish Friar Tuckman from Qadira. While he is absolutely devoted to the Dawnflower, Cayden Cailen has dibs if McManus ever crosses the line with his ... pious vulgarity. I figure there was a reason he was sent on pilgrimage.
McManus
Male Human (Keleshite) Cleric of Sarenrae 6/Hierophant 2 NG Medium humanoid (human) Init +9; Senses Perception +7 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1 natural, +1 deflection) Vig 41 (6d8) Wnd 22 (Threshold 11) Fort +6, Ref +3, Will +9 Defensive Abilities hard to kill; Resist cold 2 -------------------- Offense -------------------- Speed 30 ft. Melee scimitar +6 (1d6+2/18-20) and . . spear of manhunting +7 (1d8+4) Special Attacks channel positive energy 6/day (DC 18, 3d6), mythic power (7/day, surge +1d6) Domain Spell-Like Abilities (CL 6th; concentration +10) . . 7/day—touch of glory, touch of good Cleric Spells Prepared (CL 6th; concentration +10): . . 3rd—communal resist energy, dispel magic, prayer, searing light [D] . . 2nd—bless weapon [D], bull's strength, communal endure elements, spiritual weapon, summon monster ii . . 1st—bless, divine favor, obscuring mist, protection from evil [D], sanctuary (DC 15) . . 0 (at will)—create water, detect magic, light, read magic [D] Domain spell; Domains Glory, Good -------------------- Statistics -------------------- Str 14, Dex 12, Con 11, Int 12, Wis 19, Cha 16 Base Atk +4; CMB +6; CMD 18 Feats Improved Initiative, Improved Initiative [M], Scribe Scroll, Selective Channeling, Turn Undead Traits illuminator, northern ancestry, rich parents Skills Bluff +4, Diplomacy +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +11, Intimidate +4, Knowledge (religion) +7, Linguistics +5, Perception +7, Perform (oratory) +6, Sense Motive +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +10, Survival +5 Languages Celestial, Common, Kelish, Skald SQ amazing initiative, aura, domains (glory, good), pride Combat Gear wand of cure light wounds; Other Gear +1 chain shirt, spear of manhunting, scimitar, amulet of natural armor +1, ring of protection +1, backpack, masterwork, bedroll, belt pouch, blanket, winter, flint and steel, wooden holy symbol (Sarenrae), holy text, mess kit, pot, spell component pouch, trail rations (5), 31 gp -------------------- TRACKED RESOURCES -------------------- Amazing Initiative (1/round) (Ex) - 0/1 Cleric Channel Positive Energy 3d6 (6/day, DC 18) (Su) - 0/6 Mythic Domain (1/day) (Su) - 0/1 Mythic Power (7/day, Surge +1d6) - 0/7 Spear of manhunting (1/day) - 0/1 Touch of Glory (7/day) (Sp) - 0/7 Touch of Good (7/day) (Sp) - 0/7 Trail rations - 0/5 Wand of cure light wounds - 0/50 -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric Channel Positive Energy 3d6 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity. Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks. Faith's Reach (Su) Your touch divine spells have a range of 30 ft. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20. Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized. Mythic Domain (1/day) (Su) Spend 1 power to regain use of domain powers and revelations as 8 hours rest. Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities. Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize Selective Channeling Exclude targets from the area of your Channel Energy. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Touch of Glory (7/day) (Sp) Grant +10 to a CHA-based skill or ability check. Touch of Good (7/day) (Sp) Grant +5 to skill checks, ability checks and saving throws for 1 rd. Turn Undead (DC 18) Your Channel Energy can make undead in 30 ft flee for 1 min. -------------------- Rich Parents indicates a starting point in a particularly wealthy temple, not a family background. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shamat ne Anjana: Anjana was a placeholder name, so since a player didn't choose it, I have no problem with a player changing it mid game. This player is pretty quiet, but you know what they say about still waters. She is doing a great job playing her increasing conflict between being Lawful Good and bearing the Black Mantle.
Shamat
Female Vanara Monk (Zen Archer) 6/Trickster 2 LG Medium humanoid (vanara) Init +4; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +5 untyped) Vig 41 (6d8) Wnd 26 (Threshold 13) Fort +6, Ref +7, Will +9 Defensive Abilities hard to kill -------------------- Offense -------------------- Speed 50 ft., climb 30 ft. Melee kama +6 (1d6+2) and . . unarmed strike +6 (1d8+2) Ranged masterwork composite longbow +10 (1d8+4/×3) Special Attacks flurry of blows, ki strike, magic, mythic power (7/day, surge +1d6), zen archery -------------------- Statistics -------------------- Str 14, Dex 14, Con 13, Int 13, Wis 18, Cha 14 Base Atk +4; CMB +6; CMD 24 (34 vs. trip) Feats Deadly Aim, Dodge, Improved Precise Shot, Improved Unarmed Strike, Monkey Style, Perfect Strike, Point Blank Master, Point-Blank Shot, Point-Blank Shot [M], Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow) Traits martial manuscript, restless wayfarer, wisdom in the flesh Skills Acrobatics +17 (+25 jump, +23 to jump), Climb +19, Diplomacy +3, Escape Artist +7, Intimidate +6, Knowledge (local) +6, Linguistics +2, Perception +13, Sense Motive +10, Stealth +15, Survival +5, Swim +6; Racial Modifiers +2 Acrobatics, +2 Stealth Languages Aklo, Common, Skald, Sylvan, Vanaran SQ ac bonus, amazing initiative, fast movement, high jump, ki archery, ki arrows, ki defense, ki pool, mark of slavery, prehensile tail, slow fall, unarmed strike Other Gear arrows (40), blunt arrows (20), kama, masterwork composite longbow, efficient quiver, monk's kit, 281 gp -------------------- TRACKED RESOURCES -------------------- Amazing Initiative (1/round) (Ex) - 0/1 Arrows - 0/40 Blunt arrows - 0/20 Ki Pool (Su) - 0/7 Mythic Power (7/day, Surge +1d6) - 0/7 Perfect Strike (2d20, 6/day) - 0/6 -------------------- Special Abilities -------------------- AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Climbing (30 feet) You have a Climb speed. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Fast Movement (+20') The Monk adds 10 or more feet to his base speed. Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump. Impeccable Balance (Ex) No penalty to Acrobatics checks for obstructed, slippery, sloped, or unsteady surfaces, and move at full speed. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Archery (Su) 1 Ki point: +50' range increment for bows. Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check, Martial Manuscript +2 to confirm critical hits with Unarmed Strike and Monk weapons. Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities. Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action. Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR. Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes. Unwavering Skill (Ex) If you could normally take 10 or 20, you may still do so if threatened or in hazardous situation. Wisdom in the Flesh (Stealth) Stealth becomes a Wisdom-based, class skill. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
So'Nej: The chronicler. He has been having some health issues, but is back on track. So'nej is a great version of Chaotic Neutral. Adaptable, cunning and paranoid.
So'Nej
Male Half-Orc Ranger (Beast Master) 6/Guardian 2 CN Medium humanoid (human, orc) Init +4; Senses darkvision 60 ft., scent; Perception +12 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 deflection) Vig 54 (6d10) Wnd 26 (Threshold 13) Fort +8, Ref +9, Will +7; +2 resistance bonus vs. Cold effects, +2 bonus vs. mind-affecting effects Defensive Abilities hard to kill -------------------- Offense -------------------- Speed 30 ft. Melee +1 greatsword +12/+7 (2d6+8/19-20) and . . cold iron longsword +11/+6 (1d8+5/19-20) and . . dagger +11/+6 (1d4+5/19-20) and . . masterwork handaxe +12/+7 (1d6+5/×3) and . . masterwork spear +12/+7 (1d8+7/×3) Ranged composite longbow +8/+3 (1d8+5/×3) and . . throwing axe +8/+3 (1d6+5) Special Attacks favored enemies (fey +2, humans +4), mythic power (7/day, surge +1d6) Ranger (Beast Master) Spells Prepared (CL 3rd; concentration +6): . . 1st—resist energy, returning weapon -------------------- Statistics -------------------- Str 20, Dex 14, Con 13, Int 10, Wis 16, Cha 10 Base Atk +6; CMB +11; CMD 24 Feats Boon Companion, Endurance, Endurance [M], Keen Scent, Precise Shot, Quick Draw Traits fate's favored, restless wayfarer, surprise weapon Skills Acrobatics +6, Bluff +1, Climb +11, Handle Animal +9, Heal +8, Intimidate +7, Knowledge (dungeoneering) +1, Knowledge (geography) +3, Knowledge (local) +5, Knowledge (nature) +8, Linguistics +1, Perception +12, Stealth +11, Survival +16; Racial Modifiers +2 Intimidate Languages Common, Giant, Orc, Skald SQ amazing initiative, combat styles (archery), favored terrain (cold +2), improved empathic link, orc blood, weapon familiarity, paranoid, track +3, wild empathy Other Gear +1 studded leather, +1 greatsword, arrows (40), cold iron longsword, composite longbow, dagger (2), masterwork handaxe, masterwork spear, throwing axe (4), bag of holding ii, ring of protection +1, ushanka of the northlands, ranger's kit, tent, hanging, whetstone, 13 gp, 14 sp, 8 cp -------------------- TRACKED RESOURCES -------------------- Amazing Initiative (1/round) (Ex) - 0/1 Arrows - 0/40 Dagger - 0/2 Masterwork spear - 0/1 Mythic Power (7/day, Surge +1d6) - 0/7 Throwing axe - 0/4 -------------------- Special Abilities -------------------- Absorb Blow (10 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist. Adamantine Mind (Ex) +2 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg). Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Animal Companion Link (Ex) You have a link with your Animal Companion. Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD). Darkvision (60 feet) You can see in the dark (black and white vision only). Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Endurance [Mythic] Half damage from force march, temp, or deprivation. Sleep in heavy armor without fatigue. Fate's Favored Increase luck bonuses by 1. Favored Enemy (Fey +2) (Ex) +2 to rolls vs Favored Enemy (Fey). Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans). Favored Terrain (Cold +2) (Ex) +2 to rolls vs Favored Terrain (Cold). Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Improved Empathic Link (Su) You have an empathic link with all your companions and can see through their eyes. Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Paranoid Aid Another DC 15 for attempts to help you. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Supreme Tracker (Su) Spend 1 power to create bond w/target creature. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Track +3 Add the listed bonus to survival checks made to track. Wild Empathy +6 (Ex) Improve the atttitude of an animal, as if using Diplomacy. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Sven Sienson: Sven. Oh, Sven. You crazy bastard. His rational mind speaks through a hand puppet. His shield says "This way to Valhalla" in the blood of his enemies. He is scary as all nine hells and has no idea why people are scared of him when he tries to be nice.
Sven Sienson
Male Human (Ulfen) Fighter (Viking) 6/Champion 2 CN Medium humanoid (human) Init +5; Senses Perception +7 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 18 (+4 armor, +3 shield, +3 Dex, +1 natural) Vig 45 (6d10) Wnd 28 (Threshold 14) Fort +7, Ref +5, Will +5 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power) Defensive Abilities hard to kill -------------------- Offense -------------------- Speed 30 ft. Melee light shield bash +6 (1d4+7) and . . adamantine longsword +7/+2 (1d8+10/19-20) and . . captain's sword +7/+2 (1d8+10/19-20) Special Attacks fearsome, mythic power (7/day, surge +1d6), rage (10 rounds/day) -------------------- Statistics -------------------- Str 18, Dex 17, Con 14, Int 10, Wis 13, Cha 12 Base Atk +6; CMB +8 (+12 bull rush, +9 sunder); CMD 23 (26 vs. bull rush, 24 vs. overrun) Feats Double Slice, Greater Bull Rush, Improved Bull Rush, Improved Shield Bash, Intimidating Prowess, Iron Will, Power Attack, Power Attack [M], Two-Weapon Fighting Traits armor expert, blood of giants, glint-tongued Skills Acrobatics +8, Climb +7, Intimidate +16 (+17 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Knowledge (dungeoneering) +4, Perception +7, Ride +6, Survival +6, Swim +7 Languages Common, Skald SQ amazing initiative, power-hungry, shield defense Other Gear chain shirt, +1 arrow catching shield spikes light wooden shield, adamantine longsword, captain's sword, cloak of the yeti, fighter's kit, 16 gp, 5 sp -------------------- TRACKED RESOURCES -------------------- Amazing Initiative (1/round) (Ex) - 0/1 Endure Elements (cold only, Constant) - 0/0 Mythic Power (7/day, Surge +1d6) - 0/7 Rage (10 rounds/day) (Ex) - 0/10 -------------------- Special Abilities -------------------- Aerial Assault (+20 ft) (Su) When charge use 1 power, add to jump distance & +1d6 wep dam/10 ft of height, or grapple and pull foe down. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Armor Expert -1 Armor check penalty. Fearsome (move action) (Ex) More quickly make Intimidate checks to demoralize foes. Flash of Rage (2 rnds) (Ex) You are enraged by critical hit on you or ally, +4 Str/Con, +2 Will, -2 AC. Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR). Glint-Tongued +1 to Charisma-based skill checks to impress or persuade Ulfen. Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Shield Bash You still get your shield bonus while using Shield Bash. Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities. Power Attack -2/+6 You can subtract from your attack roll to add to your damage. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Shield Defense +1 Additional shield bonus when wielding shield and not wearing heavy armor. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. -------------------- Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Zevus Djaggara: Sadly, this player had to bow out. I don't know what will happen to this NPC just yet.
Zevus Djaggara
Male Elf Sorcerer 6/Archmage 2 N Medium humanoid (elf) Init +10; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) Vig 32 (6d6) Wnd 26 (Threshold 13) Fort +3, Ref +4, Will +6; +2 vs. enchantments Defensive Abilities hard to kill; Immune sleep -------------------- Offense -------------------- Speed 20 ft. Melee dagger +2 (1d4-1/19-20) and . . quarterstaff +2 (1d6-1) Special Attacks bloodline arcana: arcane, mythic power (7/day, surge +1d6) Sorcerer Spells Known (CL 6th; concentration +10): . . 3rd (4/day)—fireball (DC 19) . . 2nd (6/day)—invisibility, scorching ray, shatter (DC 18) . . 1st (7/day)—burning hands (DC 17), enlarge person (DC 15), identify, protection from evil, silent image (DC 15) . . 0 (at will)—acid splash, detect magic, disrupt undead, ghost sound (DC 14), light, message, prestidigitation -------------------- Statistics -------------------- Str 9, Dex 14, Con 13, Int 16, Wis 12, Cha 18 Base Atk +3; CMB +2; CMD 14 Feats Eschew Materials, Scribe Scroll, Spell Focus (evocation), Spell Focus [M], Spell Specialization Traits seeker, treerazer's bane, warrior of old Skills Appraise +8 (+6 when furthen than 10 feet from a fallen ally), Bluff +10 (+8 when furthen than 10 feet from a fallen ally), Climb -2 (-4 when furthen than 10 feet from a fallen ally), Intimidate +9 (+7 when furthen than 10 feet from a fallen ally), Knowledge (arcana) +10 (+8 when furthen than 10 feet from a fallen ally), Knowledge (planes) +10 (+8 when furthen than 10 feet from a fallen ally), Perception +13 (+11 when furthen than 10 feet from a fallen ally), Spellcraft +12 (+14 to determine the properties of a magic item, +10 when furthen than 10 feet from a fallen ally), Stealth +0 (-2 when furthen than 10 feet from a fallen ally), Use Magic Device +13 (+11 when furthen than 10 feet from a fallen ally); Racial Modifiers +2 Perception Languages Celestial, Common, Draconic, Elven, Sylvan SQ amazing initiative, arcane bonds (arcane bond [familiar]), bloodlines (arcane), elven magic, weapon familiarity, metamagic adept, overprotective Other Gear dagger, quarterstaff, backpack, masterwork, scroll box, spellbook, wizard's kit, 135 gp -------------------- TRACKED RESOURCES -------------------- Amazing Initiative (1/round) (Ex) - 0/1 Dagger - 0/1 Metamagic Adept (1/day) (Ex) - 0/1 Mythic Power (7/day, Surge +1d6) - 0/7 -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC. Bloodline Intensity (Su) Cast each of your bloodline spells 1/day for free. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time. Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities. Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak With Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll. Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem). Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
And of course, poor, doomed Tenpenny. Tenpenny who doesn't bear the Mantle. Tenpenny who will surely not survive the defenses of the Hut. I imagine that tomorrow afternoon the party will have another reason to hate the Hag Queen. Are the players ready? The stage set? Give a seat by the fire and lets begin catching up with the Reign of Winter.
I thought that the forum might like to see a write-up of the first session of my Reign of Winter game. The next session is on Friday! I only deleted real names to protect the innocent. All spelling and grammar mistakes are to be considered (sic). Enjoy! McManus – Human Cleric of Sarenrae
The mid summer festival was in full swing when things began to change. Old Mother Theadora had a seizure during the festival and made a mad rant prophesizing that a blanket of winter and darkness flapping in the wind would doom us all. Everyone was concerned and sought comfort while she rested and recovered. Soon after the event, a summer storm began up on the mountain and quickly made it’s way down to Heldren, covering the area in a blanket of snow and cold much colder than in seasons past and never at this time of year. A day or so later, Uul Northman staggered down the mountain and into town, seriously wounded. He was with Lady Argentine guarding her carriages when they were attacked by bandits and cold fae. The Lady was kidnapped and taken away up the mountain. He explained that cold fae are best fought with hot fire or cold iron and that they all swear an allegiance with the White Witches of the North. So’Nej, Sven, McManus, Anjana, and Zevus assemble to investigate the attack and what is happening on the mountain and hope to rescue Lady Argentina. They quickly gather provisions and cold weather gear and head up the mountain to the site of the attack on the carriage. When they arrive, they cautiously approach the nearest carriage where they can hear someone fumbling around inside. So’Nej sniffs the air and informs the others that whatever is inside, is not alive. The party prepares to attack whatever comes out and they free the carriage doors so the 2 zombies inside can lumber out. They are quickly dispatched. While So’Nej searches the Lady’s carriage, the rest of the party gathers her dead (and recently re-dead) guards and lays them out respectively in the carriage so wandering animals will not disturb their remains and Sven follows tracks up the hill where Lady Argentine has been absconded with. So’Nej finds a box of her jewelry with her signet ring and is able to get a scent from it to track her. Further up the hill, Sven is hit by a log (trap) and knocked back down the hill. He decides to wait for the rest of the party. Tracking the Lady and her kidnappers up the hill, the party finds themselves in a snow-filled bowl with high sides and just as they are getting uneasy in the waist deep snow, a Tatsul Wyrm attacks Zevus and drags him off into the bowl under the snow. The party springs into action and saves Zevus, killing the wyrm. This is a creature that should be at home far, far to the north and should not be on this mountain. The party continues to trek up the mountain and comes across a copse of trees with strange bundles of sticks wrapped together and hung from the trees. As the party gets closer, they see that they are not made from sticks, but are crows that have been killed and mutilated. It is at this time that they are ambushed by 3 little fae creatures with wings and deadly bows. Zevus goes down first, then Sven, then Anjana, leaving only So’Nej and McManus to defend the group. Things look grim as the fae get confident and close in, but So’Nej has other plans. He lashes out and grabs one of the little fae out of the air! Squeezing it tightly, he puts it’s head in his mouth ready to bite the little bastard’s head off. The other 2 fae back off and McManus starts a hostage negotiation ending with the 3 fae leaving the party alone forever in exchange for So’Nej not having a mid-day fae snack. Before the fae is released, it is interrogated and the party finds out the fae were way further south than they thought they were and that they were scouts for the White Witches of Irrisen (which is ruled by the Djadwiga family). After leaving the fae scouts, the party finds it’s way to Wishbone Creek where the river is frozen solid and a solitary snowman standing guard on the near side of the river. Sven approaches the snowman and it says to him via a magic mouth spell “Trespassers Turn Back!”. Sven, not pleased at being called a trespasser, attacks it and it’s head explodes with a piercing shriek. As the party crosses the river, they are attacked by ice elementals bursting up through the river ice, but the enemies are quickly dispatched. On the other side of the river, they find Old Man Dansby frozen solid in a snow bank by the side of the road. It appeared he was up on the mountain hunting when he was attacked and he must have bled out and his corpse froze after he died. McManus was hit by the ice elementals a couple times and was suffering from the extreme cold so the party made camp for a few hours to warm up and have a hot meal. At this time, an elk appeared nearby and spoke to the party about being heroes and whatnot. He too was surprised to find himself so far south, especially at this time of year, but wandered off just the same. As they break camp, the party surmise that the White Witches have figured out a way to expand their wintery realm in preparation for an invasion of some sort. After trekking further up the mountain, the party hears some noise up ahead. So’Nej scouts a bit and sees 3 bandits in blue arguing over who gets what share of a treasure. It is decided that So’Nej will sneak around behind the bandits and approach from the other side to create a diversion so the others can rush up and not worry about sneaking in their armor. So’Nej creeps around and positions himself. He throws his spear and shish-ka-bobs one of the bandits clean through the middle, killing him outright. With the other two bandit’s full attention on So’Nej, the rest of the party rushes in and attacks. It is over so quickly, the party remembers afterward that they wanted to take a prisoner. |