Krun Thuul

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Organized Play Member. 47 posts. 1 review. 1 list. 2 wishlists.


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Any chance you would be returning to the Mercenaries book for the Ultimate series?


I am currently working on a project and knowing that Smugglers lose Evasion to the Distraction class ability, I have a question pertaining Rogue Talents. In the Advanced Talent section is Improved Evasion, which I am not quite seeing Evasion being a pre-req. I am curious if it is necessary to have Evasion to have Improved Evasion, although on a separate note I am wondering if Evasion can be bought via the Rogue Talents in the beginning levels after the level Evasion exists.


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You know I'm definitely looking forward to the Ultimate Armies book. Been waiting on that one for a loooooooong time, since it is required for the work I am trying to do and jury-rigging the current armies with different races and different layouts has so proven difficult for me. If you did an Ultimate Marketplace book (a book about trade goods as I have only found one book on trade goods), that would be great. Someone above mentioned Ultimate Strongholds and I agree entirely on that one.

On second place, Kingdom-Building would also be great.

Third place would be... well, those are really the only two I have interest in, really. So, whatever else that floats your boat.


Thanks. Well, I finally got the number for the guy who didn't show up and apparently he forgot entirely about it, but he still wants me in the group. So, they might have room for one or two others but I am uncertain if it's a good group yet. Already my only answers to what is playable is either a 3rd Level Pathfinder character or a 3rd Level Modern d20 Character. No specifics on books used for either, just... to make a character and that pretty much anything was open.

Still looking, though, for another option.


I'm currently in the process of looking for a Pathfinder game. Was to meet someone this week to join their group but not once did he show up. Instead, I'm hoping to seek out another group (four days to a week spending all of my free time at a Game Store intentionally to meet up with him as he has asked is quite annoying).

So, yes, I have many years experience of Dungeons and Dragons as I had started gaming at the age of 6 (currently 34) and I am quite often told that I am an excellent roleplayer (mind you Role player, not Roll player). However, as I 'suffer' (not much suffering from my perspective) from Aspergers, I have difficulties sometimes with fitting in. I've been through a few different groups previously, of which one was quite boring and focused entirely on Roll play and being as OP as possible.

Anyway, I am looking for a group that isn't too far away and looking for another player. Let me know if you are interested in having me or meeting up to discuss the possibility.


Just purchased it and I plan on reading it soon. I very much hope that things are going great, Jason. I also have high hopes for that Ultimate Mercenary (?) book that you plan on doing sometime. Seriously can't wait to use that in a game.


It was only a temporary disappointment, Jason. I'm still reading over things and the addition of Divisions into the military units does make things more interesting. I am re-creating my concept for mass combat on your books, so there is no room for me to complain about it. :P However, I will be beyond pleased when Ultimate Armies comes out. Trying to hold out for that book. :)


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That does excite me. One of the reasons I had bought Ultimate War is because to my last read there would be Mercenaries. I was momentarily upset by the lack of it when I first started to read it, but I am beginning to read it more closely now and I am getting interested in it again.

Seriously cannot wait for Ultimate Armies, though. Trying to work on something and I am going to have to just guess-work myself Mercenaries until such time as the book comes out.


*nods* I'm doing my best. I do understand what you mean, Chemlak, but I'm also agreeing with Jason Nelson in the fact that the BP do seem to be opposite to the Birthright GBs... just that I am trying to do my best to come up with an idea as to how to bridge the two.


I do love the information and will be taking a closer look at it when I can get it all downloaded. Been trying to do all of this for a good, long while. Glad to see it on here, and I am on Birthright.net, and am on it often to read up on things, so hopefully I'll spot this thread (for some reason I've missed it).


Of course, I am also now reading over the 'Starting from Scratch' section and believe that using the 01-25 Kingdom Size statistics for BP would be nice. However, considering that I am updating a Birthright (2nd Edition D&D game setting) PBeM to using /some/ of the Pathfinder information, and I am using these two books, I believe I might end up getting rid of Build Points entirely and, as the 01-25 Kingdom Size states of 1,000 GP = 1 BP, I might remove the BP and restore the traditional Gold Bar (GB) amount, however with such smaller kingdoms the GB cost would be 1,000 GP instead of 2,000 GP per 1 GB. Makes buildings much easier to purchase and make, though I am still having to look over the cost of buildings in the Ultimate Campaign again, though the chart on Page 20-21 (for some reason it reads as 25) shows the BP/Month information and I might just end up using that instead.

Again, love the book, but just trying to figure out how to retool it to assist me in my main love of Birthright.


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Again, I'd like to compliment on the book. I'm loving it, even through my third or fourth read-through. I am currently working on a PBeM game that will involve some of the information listed here, though the fact that buildings seem to cost... tremendous amounts of money (72k for an Aerie)... just seems rather staggering.


*cannot comment past his laughter*


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Eric Hinkle wrote:
Jason Nelson wrote:
And, of course, one of these days I will finally get Ultimate War out the door.
I'm looking forward to it! I also hope that the promised book/PDF about how to stage tournaments comes along sometime soon as well.

I agree entirely. That would be awesome.


I'd love to, but cannot get the time off nor afford the price of a plane ticket or attendance ticket. Would be wonderful, though.

Glad to hear you've got a lot going on.


So, whats up next on the Drawing Board? :)


Congrats. I'm glad the book went out well and is, no doubt, booming. I'm certain a few of my friends will be purchasing the book (since they are Pirate fanatics).


Any idea on when they might be updating the Playtest again? I'm wanting to run a Shaman in my GM's game, but he informed me that until they update it again, I won't be able to.


LOL. Sweet.


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*raises his pinky finger to his mouth* That sounds rather.... eeeeevil.


Anything else new coming out shortly?


Of course, when I get a chance, I'll try looking into the other books that Legendary Games puts out.


I've already had a good number of friends I have been bugging to check this thing out when it comes out (Ultimate War) and I've been doing my best to spread word of the two other Ultimate books (Rulership and Battle). Trying to get some local gamers to institute the books in their games because they have some awesome detail (though, for some reason, I cannot seem to print out Ultimate Rulership despite having bought it).


Sounds awesome!


So, what all else is coming up soon?


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Yes, thank you for answering Jason. You are extremely nice about how you do it all and don't take offense when people ask about its status from what I've read. This is a kind of writer (I think that's your position) that I enjoy purchasing books from. I will wait and will be glad to purchase it when it comes out.


So, there seems to be no response to the fact that Deserts are listed in the details of the tile Generation section, but not actually on the Generation rolling list.


I have been recently hearing a little bit about the Ultimate War book. I've picked up Ultimate Rulership and Ultimate Battle and I'm definitely very interested in getting my hands on Ultimate War. Any ideas about when it'll be done?

Recently interested,

Gruumsh4


Does anyone happen to know of the actual release date of the book? I have ordered one from a local gaming store and they kept telling me today, but when I went to pick it up I'm being told that its not really until Friday and so I have to wait till then unless I can prove the release date is today (their information is iffy).


Hah. Personally, I think it would be great to see alternate rules on Reincarnation. I actually remember an old GM of mine (pre-Pathfinder of course) taking the Reincarnation rules and trashing them before he made his own set. Of course, being extremely lucky, I ended up rolling (uncertain how I rolled that 1% chance) of being a Troll with my Reincarnated ex-Human Monk. That was fun. Troll Monk.


Alright, I have to ask: Why is it people are focusing on making Young Adventurers? I just don't see the appeal of that. Nobody in my group would ever consider that (except for one person who joined for a day and he found out the hard way that even children can die in Pathfinder). Anyways, I see my question about Deserts have been completely eclipsed by talk of Children PCs and just found that rather... confounding.


I really love this book. Honest to the Gods, I do. Unfortunately I noticed one big mistake in the book that has me confused. I was in the Hex Terrain section that details the terrain and then you roll for it and noticed 'Desert' is missing in the rolls. I know I have certain areas that I would like some Deserts in and I don't know just what I should remove number-wise in order to add it in. Any Errata on this book yet?


Interzone wrote:

The UM spell Protective Penumbra would help him.. Maybe use the wondrous item crafting rules to figure out how to cost an item that can repeatedly cast that spell or something?

Here is the spell for reference:

Protective Penumbra

School evocation [darkness]; Level cleric 2, sorcerer/wizard 2, witch 2

Casting Time 1 standard action

Components V, S,

Range touch

Target creature touched

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes

This spell keeps the target slightly in shadow. A target with light blindness, light sensitivity, or vulnerability to sunlight (such as vampires and wraiths) may ignore penalties from those qualities. The spell gives the target a +2 bonus on saving throws against nonmagical hazards related to bright light, such as glare or sunburn.

If I am reading the info on the following page (http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html) correctly, it'll cost 18,000 GP for this magical item (3rd level caster * 2nd level spell is 6. 6*2,000 GP = 12k GP. 12k * 1.5 = 18k GP)

If its the Cantrip, it's like... 3,000 GP.


To my understanding, this would be great to target a Horse and Rider (or Goblin Dog and Goblin, etc...) Unless you are looking to ask your enemies to stand on each other's heads and then blast them.


Is this product going to be available for Distribution? The local gaming store that I go to would love to get a hold of these Goblins (the ones that don't say exclusive to Paizo.com) and sell them if not make a collection for themselves.


That is definitely most awesome. Thank you for letting me know. I'll see about buying a copy. Thanks again.


*chuckles* I do know that the Weretigers listed in the Beastiary are... incredible. +12 to Str if I read correctly when in Hybrid form??? I made one in a for-laughs-only group I played in shortly and we saw how incredible it was. Overpowered too as it was a Weretiger Monk (despite being a Goblin base race). Goblin Were-Tiger Monk (a la Goblin Pimp as I called it and he did have Profession: Pimp).

Anyways... I still haven't seen anything on this. I mean, I assume a Were-Rhino has either Improved Bullrush and/or Improved Trample?

Are there Were-Dinosaurs? Were-Displacer Beasts? Were-Hell Hounds? It would be awesome to come up with the ideas and possibilities.


I am currently working on my own Pathfinder campaign for my local gaming group. There is a setting I have been working on since the beginning of 3.0 and I have been looking to finally put it into works. Unfortunately, every time I go looking for information on the subject, I usually don't find much. Having looked at the 3.5 Forgotten Realms Campaign book I noticed a map with trade resources on it and I am looking forward to using most of these. I was wondering if there were specific trade products or resources listings or other information on the subject that pertains to Pathfinder. I would prefer to use Pathfinder information over 3.5, even if they are compatible, but I was hoping that out of everything that I have seen so far I would find the subject.

I am making a large campaign setting world and with under 100 trade resources available I am having a hard time not having so many duplicates. Already in the main region that the players will start out there are 38 locations (thorpes/villages/towns/cities/metropolis) and I am already doing at least two resources per location. I would seriously love to see a complete listing of possible resources since my own made-up list looked ridiculous (after all, how many locations will make corpses for necromancers an actual trade commodity).


Heh. I know this is largely outdated, but I stumbled across this recently and figured 'Why not'. I am looking for a means to start getting the Innsmouth series. I've looked on Ebay and there is no 'Crawford Inheritance' module as people were suggesting on other sites. I've found 'Escape from Innsmouth', but unfortunately that is hugely overcharged at close to $99. There is something I found that I'm happy I have, but unfortunately it says not to use it until I have gotten the Crawford Inheritance module first.


Alright, I'm a major fan of Lycanthropy. I've seen a little bit of Lycanthropy in the past and I've seen how fun it can be both fighting as a Lycanthrope and against it. I've been killed by a Lycanthrope during a fist fight (Monk vs Sailor, when sailor lost he shifted and then I got mauled), and I have beaten someone to death as a Werewolf (One of my earliest 3.0 experiences).

Well, my question is this: How can you tell what Lycanthrope has what. I mean, looking at Weretiger I see it has a +12 to Str. Not much of anything else, but that's that. You go Werewolf and it has additional natural armor (I believe) and then the Werebear has its things and Wererat has its disease and other traits... all these animals have these things. What does a Werepanther have? Or a Werebunny? Or a Werewolverine or some other cool animal? I don't quite understand the instructions on how to make other Lycanthropes despite wanting to. Would a Werecheetah have a massive speed? Would a Werebeaver make huge dams?

Just trying to figure out what all does what. I love making Lycanthropes and there is something I'm putting together in my campaign that I am looking for these answers for.


To my understanding, at least back during 3.5, there is mention that your Cohort cannot take the Leadership feat. I know in the two groups I've played the Lts cannot ever take Leadership, as that leads to millions of people under control of one person... and each person would remain loyal to the first person who took Leadership. A whole nation's worth of people all loyal without fault to one person... that's near impossible even for a fantasy game.


I am curious how mass combat works for Pathfinder. I have played in the Birthright setting for 2nd Edition and used the Mass Combat system for them (the cards), as well as having heard reference to something called War Machine. However, as I have just finished taking advice previously on City Guards and Military, I am trying to figure out how to institute Mass Unit combat without having to roll for each individual character (considering that one side will have around 30k Goblins).


I actually intend for Fighters to have taken part in that war, considering the campaign will take place a few months after the war's end. I'm planning for certain that the Human Empire will be invaded by the Hobgoblin Empire and that martial law will be declared by the local Hobgoblin forces that their Empire leaves behind to ensure that Humans do not get any idea of rising up against them again.

*nods to Samnell* Still, its a good idea to implement, considering there will be Nobles involved. This Empire is going to be carved up and placed in the hands of stooges (some Human, some not) who worked with the Hobgoblins or even thought that martial law can't be that bad.

And thank you John Mangrum, that gave me the exact answer I was needing. I'll begin putting it into effect as soon as I'm done typing this. If anybody else has any further thoughts on the subject (perhaps rolling how many Gladiators, as this Human Empire is fond of Gladiators, are additionally involved in the military or any other ideas). Thanks.


I'm about to start up a Pathfinder campaign and in the process of doing so I am having to re-enact a war that is pre-campaign. Rather than just go and say 'Well, this happened and this happened and there were losses on both sides', I'm actually trying to recreate the battles so that whenever I have a player who says 'I fought in this war', I'll be able to go through the notebook to that battle and say 'Ah, so you probably served under <commander's name> and this battle was <success/failure/tie>.'

Anyways, the question I'm asking is that I have rolled up a number of locations from Thorpes to Metropolis' and I am wondering the following:
1) How many city guards would be in any of these locations? Is there a certain die roll amount or a percent?
2) How much of a military presence would these cities be if they were run by a High-Military Power? How much would there be if it was just a normal Romanesque society (non-forts, just normal cities that only held a normal amount of military forces, not a large army)?

That's pretty much about all I'm wondering. Thanks.

Full Name

Sara Burke

Race

Human Fighter (Cad) 13, Brawler 2 | HP: 55/185| AC: 19/17 (11 T, 17 F)| CMB: +19/+28, CMD: 28| F: +19, R: +12, W: +7| Init: +7| Perc: +17, SM +12, Dip +45, Intim +39| Speed 35ft|

Classes/Levels

Martial Flexibility 3/4, Serpentine Tattoo 3/3, Beast Form 2 (Lion) 1/1, Terrible Cost 5/5| Active Conditions: N/A

Gender

Female

Size

Medium

Age

26, Sarenith 2, 4692

Special Abilities

Martial Flexibility, 4/4

Alignment

TN

Deity

Pharasma

Location

Oppara, Taldor

Languages

Common (Taldane), Minkaian, Necril

Occupation

Spy, Anarchist, Former Resurrectionist

Strength 23
Dexterity 12
Constitution 18
Intelligence 12
Wisdom 8
Charisma 20

About Sara Burke

History:
Raised in the rough and tumble of the slums of Oppara, the Narrows, Sara Burke struggled to provide for herself and her family; with her mother lame from an accident years before, and her father an incompetent drunk, this typically meant more than begging and thievery.

Opportunity for change didn't so much come knocking as it did dropping down dead. When her father died, she no longer needed to fund his self destructive addiction or withstand his abuses; she smiled all throughout his funerary process. And at the wake, when a beautiful man in a white suit introduced himself as an acquaintance of her late relative, she gladly sold him his body for fifty gold, burying an empty coffin.

Fifty gold pieces was more than enough to change things for Sara and her family. They were fed every night, warm, full meals with fresh ingredients and spiced rum. She bought her mother a new chair and paid for education for her younger siblings. Lastly, she put herself through etiquette and grammar courses. She would make something good for this family, make a chance at the nobility and change things.

The man however had plans for Sara. He watched and waited, knowing the paltry sum that had changed their lives would not last. When they needed him, he returned, finding Sara at the same tavern her father once frequented. He remembered her comfort around death and made a proposition. Gold for bodies. The fresher the better, but dead was dead, and dead paid regardless.

When she asked for a name, he gave it freely. Hare.

She was indebted to him. Hare was a silent patron, bettering her family fortune and enabling them to rise out of poverty into something else. From outside, she was living the ideal Taldan dream: when things were darkest, she pulled herself up by her bootstraps and shone bright. That someone else's hands were on those bootstraps was not her concern.

For the first time ever, she felt like somebody. Mail came; invites to brunches, parties, missives from relatives she had never known. She never once received mail before. The minor nobles treated her like a peer. She was s*@+ at mingling, but talented at lying and playing the part they wanted for her. Embellishing her story, claiming to have been from worse conditions, being someone whose perspective was new and different and wanted. She was addicted to the high life.

The last item she brought Hare was the skeleton of a Halfling woman. Though far from the only way, their goods often exchanged hands by wheelbarrow; the exhumed body hidden in dirt and mulch. As she met to exchange with another ghoul (being the derogatory word for their profession), she reached into the dirt and provided a femur as proof, being witnessed by a guard. She was apprehended, but not before clobbering the guard with said femur.

The entire operation was upset, starting from the bottom. Hare fled, eventually being caught and executed for necromancy. Her family was evicted and forced onto the streets, unable to afford their apartment. Sara spent a several months in prison, no hope and no future.

As an additional punishment, the mark of Urgathoa was cut into her hand, branding her as a resurrectionist and necromancer.

Upon reentering society, there was no one to turn to. She took up a room in an inn, begging to afford room and board (and drink). Slowly, she started to receive mail again.

The invitations this time built slowly but became nearly drowning. Anyone she had ever met wanted her to speak about jail, dead things, assault. She felt like a freak, a showpiece. They were using her and when they were done, they would throw her away like a used tissue.

When she received a letter of work from the Lady Lotheed, she wrote back immediately, cleaned herself up, and scrounged up enough money for better clothes and a haircut. All they needed of her was help casting a vote and for her to show up looking the part. She would do it. She would climb back up there and be part of that world again, not as a visitor, but a full member.

It is here we find her, with renewed hope for her future and a chance at the upper echelons of society.

Sheet:

Init +7; Perception +11
-----------------
DEFENSE
-----------------
AC 19/17, touch 11, flatfooted 17
HP 173 (14d10+56)
Fort +19, Ref +12, Will +7
-----------------
OFFENSE
-----------------
Speed 35ft.
+5 Heels d20+27/22/17 (PA +23/18/13); d8+11 (d8+19), 19-20 x3, P (can change damage type as swift action)
Table Legs/Two-handed improvised greatclub d20+22/17/12 (PA +18/13/8); 3d8+9 (3d8+21), 19-20 x2, B (can change damage type as swift action)
Unarmed Strike d20+20/15/10 (PA +16/11/6); d6+6 (d6+14), 20 x2, B
Lion Form Claw d20+22/17/12 (PA +18/13/8); d4+8 (d4+16), 20 x2, S
Lion Form Bite d20+22/17/12 (PA +18/13/8); d8+8 (d8+16), 20 x2, P, (triggers grab)
All weapon damage subject to GM discretion.
-----------------
STATISTICS
-----------------
Str 23, Dex 12, Con 18, Int 12, Wis 8, Cha 20
BAB +14; CMB +19 (+28 Dirty Trick); CMD 27(28, 39)
Feats Enforcer, Bludgeoner, Improved Initiative, Power Attack, Catch Off Guard, Chairbreaker, Improved Unarmed Strike, Combat Expertise, Improved Dirty Trick, Persuasive, Greater Dirty Trick, Quick Dirty Trick, Outflank, Skill Focus: Diplomacy, Voice of the Sibyl, Dirty Trick Master, Skill Focus: Intimidate, Improvised Weapons Mastery, Shikigami Style, Shikigami Mimicry.
Traits Surprise Weapon (+2 to Improvised Weapons), Narrows Survivor (+1 Initiative, SM, SM is a class skill), Athletic Champion (Diplomacy, Perception both +1, class skill; +2 to CMB to move through crowds and CMD to avoid being moved by maneuvers).
Drawback Foul Brand (-1 to Disable Device, Disguise, Sleight of Hand)
FCB +13 CMD vs Trip and Grapple
Class Features Dirty Maneuvers 3, Payback 3, Brawler's Flurry, Martial Flexibility 4x, Deadly Surprise, Razor Sharp Chair Leg, Craven Combatant, Sweeping Motion
Skills (4/level F, 6/level B) Acrobatics +7, Bluff +16, Diplomacy +45 (15 Ranks, 5 CHA, 3 Class Skill, 1 Trait, 5 Envoy Ring, 4 Persuasive, 2 Tattoo, 6 Skill Focus, 1 luckstone, 3 Sibyl), Intimidate +39, K. Dungeon +6, K. Local +6, K. Religion +3, Perception +17, Sense Motive +12, Stealth +12, Survival +4, Swim +10, UMD +10
Background Skills Handle Animal +27, K. Nobility +3, Linguistics +10, Sleight of Hand +17
Languages Common, Minkaian, Necril, Read Lips: Common, Sign Language: Common

Gear:

Courtier's outfit (30 gp, 30 gp for a makeover)
Flask (1 gp for a flask attached to a garter)
Noble's outfit (75 gp, 30 of which were provided by Martella Lotheed)
+ 1 Boots, heels (2310 gp)
2 Corsets (30 gp, 150 gp)
2 smoke pellets (25 gp each)
Elaborate silk fan (300 gp)
Milibrius Tincture
2 ancient whiskeys (75 ea)
4 escape room coins (5 gp each)
3 and a half candles
Hooded lantern of continual flame
Fine clothing and jewelry (200 gp)
Ring of Protection +1
Ring of Terrible Cost (ring 1)
Envoy Ring (ring 2)
Mithral Shirt
2 Oil of Magic Weapon
Traveler's Translator (slotless)
7 Caltrop Beads (slotless, worn around neck)
6 Durable Adamantine Arrows
9 Ravens
Servant's Bird Mask
Burglar's Buckler (+2 to Dirty Trick, is any basic tool, can be an improvised weapon)
Headband of Alluring Charisma +4 (headband)
3 bottles bloodberry gin (100 ea)
Eyes of the Eagle (eyes)
Circlet of Persuasion (head)
2 potion CLW
2 potion CMW
Cloak of Resistance +2/Cloak of the Lion (shoulders) (28k)
Serpentine Tattoo (2000 gp)
Mesmerizing Tattoo (10800 gp)
Masterwork cold iron crowbar (304 gp)
Exotic perfume, 10 doses
Perfume kit, 9 doses
Standard of Conquest (slotless)
Gauntlets of the Skilled Maneuver (4000 gp) (hands, Dirty Trick)
Luckstone (20000 gp) (slotless)
7 Chelish Wines, Vinted 4562 (100 gp each)
3 potion Owl's Wisdom
Manual of Gainful Exercise (+1 STR, used)
Belt of Physical Might +4 (STR, CON) (belt)
Rod of Gates (Suzerain Scepter, 20k gp)
6 pp 95 gp 225 sp 170 cp (owe Maria 10k)

Party Role:
Damage, battlefield control and a primary/secondary face focusing on Diplomacy and Intimidate. In battle, Sara uses her fists, dirty trick, improvised weapons, intimidate and her heels to knock out and inflict various debuffs on the enemy combatants.