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89 posts. Alias of Solos.


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Diego Rossi wrote:

Ward of the seasons

As written it is typeless and stacks with enhancements like longstrider and the boots.

RAW, if you have a base climbing, flying, swimming, or even burrowing speed (not one gained through magic) it adds to it too.

would wildshape (form that adds climbing etc) count as natural movement to be added to then ?


Hello,

wondering the following, ward of the seasons (summer) what i've found just says 10 feet move increase, but doesn't specify what the bonus is from exactly.

would this stack with longstrider and/or boots of springing and striding?


rooty wrote:
Mysterious Stranger wrote:

Adjusting an encounter for a party is often a difficult task. One thing that can help is to do some analysis on the encounter. Figure out the average damage the party will do and use that to determine how many creatures should be in the encounter. Use a DPR spreadsheet or something similar to figure out how long the combat will run. This is also helpful for figuring out if you need to boost the power levels of the creatures. Factor in the boost the party is likely to have up in your calculations.

I prefer to create my own adventures and do this all the time. I generally have a good idea on how any particular combat is likely to go especially a boss fight. For the most part my boss fights end up being fairly close and often the players are not sure they are going to survive, but so far, I have had very few deaths. Occasionally a character may be knocked out, but death is fairly rare. But the players never realize that the odds favored them.

I think my next campaign will certainly be a homebrew one. Maybe in a different system. We'll see. But for now, I enjoy both this AP and PF 1e, despite the little hurdles.

This is certainly how I want my combats to feel. Not necessarily all of them. On occasion the party is free to steamroll some goons. But definitely not as much as they do right now.

My current rule of thumb for adjusting HP is that I want the enemy to be able to survive at least one full round of attacks from the monk. Maybe even two. But as I mentioned, I don't want to just pad the encounter with countless more minions and end up doubling the duration of the combat.

I think some of my recent enemies certainly could have needed a bit higher adjustments to their attacks and damage - but that one is also tricky to balance, when the Summoner has almost four times as many hp as the Sorcerer.
Any enemy that can be a reasonable threat to the front line would surely be able to one-shot the squishies, and I don't want that either.

But...

have you asked your players, maybe individually or as a group how they feel? as veteran players maybe ask them if they like the current challenges and or how would their characters be challenged.

What about something that splits the party (wall of stone, or pit traps?) or use of silence or anti-magic field?


just relisting to a podcast, talking about the rougarou and a thought occurred.

If one was to make 2 characters, possibly a druid or ranger with a rougarou companion (per leadership feat) what would be effective tandem ideas assuming the rougarou stays in wolf/dog form as much as possible and is passed off as animal companion.


Hello,

just starting a game 1e, looking for some advice of tweaks or additions to potential build

So str 20 dex 15 con 17 int 16 wis 14 cha 17

I might be able to swap numbers around or maybe adjust but this was the pre-made

level 1 half elf paladin.

Other characters have similar stats, warpriest, swashbuckler, rogue and magus.

Where I could use feedback is feat choice for level 1

Also if pali 2, sorceror 3, dragon disciple X would work well any feats i should look into etc.

looking at magical knack and/or arcane scholar for possible traits if they are approved

Not sure on bloodlines, but thinking crossblooded, arcane/draconic


Hello-

My group is starting red hand of doom soon, and i thought i'd at least post up my thoughts if anyone wants to chime in feedback-wise.

I have 5 players at level 5: witch, investigator, swashbuckler, barbarian, cleric

My current plan is to run the intial encounter as written just with hobgoblin soliders (level 1), hobgoblin archer (level 4) and an adjusted statblock of archer for the cleric

plus hell hounds.

if it's too much I can decrease the second wave or omit it entirely.

My other thought down the line is using a Siabrae for the Ghostlord.


so probably starting this in the next few weeks. would a dhampir get healed by creatures or things that deal negative damage? can ghouls or whatever choose nit to deal negative damage?


1 person marked this as a favorite.

if you have any of your work in an easy electronic version, that would be great, or if you what you used to build characters.

So like the first encounter did you use the squad rules for the archers, or was that later on.

Glad to know it can be done. what did you do for the lich? did your group attempt to fight him or work out the truce?


narchy wrote:
Lord Fyre wrote:
Would this adventure work as a lead-in to The Abomination Vaults?

Absolutely. You would be 2 and AV starts at level 1, but that only needs a little adjustment.

Both are set in Otari, so the town's PCs are the same. There's some links to MUO in AV.

I'm currently planning on Troubles in Otari 2-4 leading in to red hand of doom, but what levels does the vaults run?


1 person marked this as a favorite.

Pretty new DM here, and most of the group while experienced have limited or no 2e experience.

We are going with out of the beginners box, and troubles in otari which should get us familiar with rules differences.

I have access to the gamemastery book, and I figure on mostly pulling from npcs and archives of nethys for the bulk

If people can give me top advice on conversion from 3.5 or has already done rhod conversion specifically if you can link or point me in the right direction.

Or any general tips to know about 2e versus 1e, 3.5 or 5e

Thanks.


Jaunt wrote:

There's just not a whole lot to say about your Wizard specifically. Of course your highest stat goes into int, next into dex and con. If you want advice on specialist schools, see Q's complete wizard guide, or Treatmonk's guide, or maybe one of the handful of others. In general, conjuration is one of the best, and divination is also pretty good. Void is also fun if you want something different.

Magical Lineage is every bit as non-core as Glory of Old.

I can't speak for the entire forum, but I think the reason you may be running into issues is all you've essentially told us is "I'm playing a Wizard". Your only question is how to order your stats (pretty obvious) and what specialization to pick (covered extensively in the literature). If you had more specific questions about feats or traits, I'm sure people would be happy to give more specific answers.

To spur your question formulation, let me ask, what is it you're looking to get out of Arcane Savant? It's not something you see a ton of.

With arcane savant i hope to especially utilize scrolls, especially the third level ability to cast them at my caster level, not the level they were created. Additionally picking up spells, especially utility depending on the party which may not normally be wizard spells. given 1 druid, possibly getting an assist with selecting some heal options or at least being able to reliably umd would be helpful.

I also considered dipping one level in cyphermage simply for the ability to scribe two scrolls in 1 day.


I do not know if my posts are invisible, I have managed to upset the entire posting population, or what.

If I have done something terribly wrong or upsetting I apologize most sincerely.

I see posts in this forum along similar lines get many responses in a day or two, yet my few seem to sink into a dark void in which there is no answer.

Thank you for any time and consideration you can devote to the conundrum I am facing.


Trying to limit mostly to core rulebook only. However, am going to work towards the arcane savant prestige class.

Current other party members, fighter, druid, sorcerer, rogue, monk.
Campaign is superdungeon of some sort to get some newer players adjusted to the system

Would like suggestions on school specialization (thinking not enchant, or necro, those two would be most likely banned schools)

Stat numbers 12, 16, 14, 11, 18, 13

Traits: hedge magician
??


This look like such a good prc idea.

Has anyone one tried it starting about 10th level, so leaning toward cleric 5/arcane savant or i guess the more traditional wizard/savant

I would guess wizard has the more traditional option of scribe scroll to take advantage of scroll master more easily. Otherwise the class definitely can add more options which clerics seem to need more than wizards.

any advice on builds, thought of even going druid (with domain) but seems to lose a lot more in that case.


just for more details zen archer found this build

Spoiler:

Strength 14, Dexterity 14, Constitution 14, Intelligence 7, Wisdom 20 (22), Charisma 7
Initiative +8
Perception +15
Hit Points 54
Armour Class 20, touch 20, flatfooted 18 (class 7, dex 2, def 1)
CMD 28 (base 16, class 7, dex 2, str 2, def 1)
Fort +9, Ref +8, Will +12
Speed 50
Base Attack +4, Base Flurry +4
CMB +6
Fist +6 (1d8+2, cold iron, magic)
Bow deadly +12 (1d8+11/x3, ignore less than total concealment/cover, -1 attack & damage beyond 30’, magic)
Bow flurry +12/+12/+7 (1d8+11 & ditto)
Bow ki flurry +12/+12/+12/+7 (1d8+11)
Traits: Exile, Resilient
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim
5th: Defensive Combat Training
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot


Male Half-Orc Verdant Sorcerer (1)
Azure_Zero wrote:

I'm going to be updating the map with Player Icons in the grid,

Please give me your coordinates on the map.

apologies for being unclear. Svetlana, put out food, but is currently in the building she lives in, Oleg is standing nervously by the door to the same building, and will be heading inside as fast as possible when violence breaks out. (he only stayed outside as bandits would expect him to be there).


Male Half-Orc Verdant Sorcerer (1)
Azure_Zero wrote:

Solos

we are waiting to continue.

If you need maps
I could work on them and give them grid coordinates.
and I can store them in photobucket.

that would be great any map would be great.

again apologies everyone, holidays are taking up more of my free time than i hoped.


Male Half-Orc Verdant Sorcerer (1)
Eamon, Knight of the Rose wrote:
Is there a tactical map where we can see what's happening?

sorry not this fight, giving gunther some more time for round 3.


Male Half-Orc Verdant Sorcerer (1)
Azure_Zero wrote:
Jaestra Gelabraes wrote:

A friend of mine has told me that this campaign is different from most as it takes course over several years, is this true? If it is, should we keep track of how long we have been journeying and choose birthdays?

Some races are going to get older before others and this will lead to stat changes and maybe even death from old age.

It is one of a few campaigns that do run through at least a few years.

But I think this one is more like about a decade or two.

i haven't gotten farther into much after part 1 yet, but i gather from some threads, later on there will definitely be options for extended more restful periods. having at least a rough age/ b-day wouldn't hurt.


Male Half-Orc Verdant Sorcerer (1)

still around, not posting until i see people come out of the ship or towards me on the beach. sadly, i don't have rope, which could have been useful.


Male Half-Orc Verdant Sorcerer (1)

Varash continues his interrupted task of preparing a fire, and casts prestidigitation to help start cleaning and drying/warming his now-soaked clothes.


Male Half-Orc Verdant Sorcerer (1)

ok, but animals would be ok. good to know


Male Half-Orc Verdant Sorcerer (1)

Peregine

Spoiler:

Mentally sifting though the bits of information and rumors he had been pick up about this area he tried to recall if he knew anything about the place, or the people running it.

Knowledge (Geography): 1d20+8.

This was a fort at one time, still looks solid, and is located just inside what is referred to as the Stolen Lands.

Knowledge (Local): 1d20+8.

Oleg and his wife opened the trading post about 6 months ago. Oleg is known to be a difficult, and anti-social person, who gladly gave up a successful business in the city for more peace and quiet.

You have heard rumors of increased bandit activity, and the Swordlords have sent out several groups, of which yours is but one to help settle various frontiers.


Male Half-Orc Verdant Sorcerer (1)

stay tuned azure, i'm concerned that Tareth hasn't posted in either thread yet.


Male Half-Orc Verdant Sorcerer (1)

characters look fine to me, the only thing is clerics get 2 + int skill points, i believe and you have 6 skills.

Edit: i forgot favored class which would give you 5 skill points.

let me know if i missed something else.


Male Half-Orc Verdant Sorcerer (1)

hey i was looking over color spray, and I think, unless the lobsters are sightless, that color spray would have an effect on creatures of animal intelligence.


Male Half-Orc Verdant Sorcerer (1)

Varash wades back towards the shore, muttering about how clumsly oafs shouldn't be climbing cliffs.

first swim check
1d20 + 2 ⇒ (2) + 2 = 4

OOC: how deep is the water? can i touch as a large person now?

Second swim check to recover
1d20 + 2 ⇒ (20) + 2 = 22


Male Half-Orc Verdant Sorcerer (1)

average for your class unless you have a trait that modifies


Male Half-Orc Verdant Sorcerer (1)

OOC: Varash waits where he is, waiting to see if the cliff rescue is successful.

1d20 + 2 ⇒ (16) + 2 = 18


Male Half-Orc Verdant Sorcerer (1)

looks like the plan is pretty much solidified. if you disagree please post in here, and continue the conversation, otherwise we'll move forward toward the morning.


peregine you can wait with no penalty.

Azure, they all look interesting, personally i think the barbarian/sorc or bard or cleric/monk, but i will keep all your thoughts in mind when selecting.


I will be choosing the group come monday evening just so's everyone knows.


Male Half-Orc Verdant Sorcerer (1)
Adriano Fierro wrote:

Feeling his feet slipping from underneath him.

Reflex: 1d20+1

Adriano starts to claw at his leather armor trying to get it off as he starts to go under the water. "Help"

Varash sees Adriano fall in, and sighs. Dropping his gear by the partly built fire, Varash casts enlarge person himself, and then attempts to walk/swim out to the cleric.

Don't panic!

1d20 + 2 ⇒ (14) + 2 = 16


Male Half-Orc Verdant Sorcerer (1)

OOC: would casting enlarge person, help me walk out to the ship?

Otherwise, Varash starts collecting and laying out kindling for a fire, as both goods and people are likely going to need to be warmed/dried.

Taking 10 on survival, for a 15 in this task.


Male Half-Orc Verdant Sorcerer (1)

Svetlana answers, They arrive within an hour of sunrise, and collect the goods we have brought into the main square here, we think their camp must be about a days journey as they are in a rush to leave. There is an old firepit by the outhouses, you can use. We thought perhaps you can hide in the stables and the guesthouse (either side of the gate) and surprise them after they ride in.

She continues, I know that this is dangerous, and we would give you a reward for helping us . (Oleg appears to not like this last bit, but does not contradict his wife)

OOC: I did put a url link above that shows the layout of the fort.
Royston, you are apperently counting how many logs make up the fence :)


Azure,

You would be submitting a character at level 1, using the pathfinder core rulebook, advanced players guide, and ultimate combat.

Anything from ultimate magic, or 3.5 will be considered on a case by case basis.

The party will have been hired either individually or as a group, to survey the Stolen Lands, and reduce banditry and anything else preventing successful settlement by the nation of Brevory.

In this thread, please propose your character, what you would bring to the party (mechanically and roleplay-wise) and future plans for character development (mechanically and roleplay-wise)

25 point buy, and please no complete min-maxing of scores, nothing lower than 8 after racials, with 25 everything should be at least 10.

Two traits may be chosen and are encouraged.


Male Half-Orc Verdant Sorcerer (1)

this dice roller is NOT nice to me :(.

Noel, i am sorry to here about your grandfather, I hope you and your family have the support you need to deal with these events, definitely do what you have to without worrying about the game.


Male Half-Orc Verdant Sorcerer (1)

Perception: 1d20 ⇒ 4

Survival: 1d20 + 5 ⇒ (1) + 5 = 6

Varash starts following the marks in the sand. "Hopefully this won't be too long a trek.


dotting for interest. i am tempted with the modified goblin, rogue or ranger.

Without giving anything away, if i go with ranger may i get a hint as to what a likely favored enemy would be in this setting?


Joy: i believe a frontliner or if Kerri goes ranger, someone with access to healing (cleric, druid, oracle, etc) might be good.

Kerri: either concept would be useful.

Northman: inquisitor sounds cool, possibly consider Erastil as Deity.

Desnarth and Peregrine both seem like viable character options.


Male Half-Orc Verdant Sorcerer (1)

" Well, it wouldn't hurt to look around, if you can set up a camp, we can try searching a bit."

" I could try and break the chain on those manacles if you'd like,, Varash says hefting his greataxe.


Ok, this thread has gotten a bit confusing, however, we have a group 1 on the way.

If you are not involved in group 1 i have set up this thread,

Kingmaker group 2

People who have posted interest/concepts here will have priority, wildblooded would be allowed, you might have to point me to where those are published though, Kerri.


Male Half-Orc Verdant Sorcerer (1)

"Anyone see my mapmaking kit, and compass? They could be useful in this situation," Varash exclaims.

(he looks through whats left more methodically, taking 20, also looking for the Dawnflower shield)

"By the way, thank you for healing my wounds," he says to Adrieno


Male Half-Orc Verdant Sorcerer (1)

currently by my calculations we have

cleric, alchemist, paladin, cavalier, wizard.

i'm going to open a new recruitment to try and get a second group from people still wanting, and will put up the official IC thread tomorrow, and we'll get rolling, obviously Thanksgiving will be taking away from people's post times but we'll persevere :)


Male Half-Orc Verdant Sorcerer (1)

sounds reasonable, good job on being flexible. :)


Male Half-Orc Verdant Sorcerer (1)

everyone's char looks fine to me


Male Half-Orc Verdant Sorcerer (1)

Perception 1d20 ⇒ 14


max hit points for 1st level.

for starting wealth use average wealth given in class write-ups.

core classes

Unless you have a trait that changes that.


Male Half-Orc Verdant Sorcerer (1)
Phillip Conti wrote:
I think it's actually a Con check, as opposed to a Fort save.

OOC: well in this case, con and fort is both +1 for me :)

1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9


Look at the post tina azura made for a good step by step guide of how to create. Or post in here.

remember 25 point buy, 2 traits etc.

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