![]()
![]()
![]() Thanks for the suggestions. For a little more info if anyone is curious, the character doesn't really go nova, but he's a tiefling with a stupidly high intelligence. I think his base bomb damage is 4d6+13 now, at 8th level. He has a 28 INT, and likes the targeted bomb admixture extract. I'm running Jade Regent right now, and he's about the most frightening thing the Oni could hope to encounter. We're in the middle of Hungry Storm right now, so lots of fire weak monsters as well. The game is kind of crazy over the top, using Mythic rules and some other stuff, I'd say the group, while being 8th level, is closer to ECL 10 or 11. I've gotten an enjoyable amount of screaming from the player for using deflect arrows in the past, so I expect that will come up again as well. He also just picked up dispelling bombs, so I'm hoping I can give him other things to do than just explode s&+*. and the player is my GF, and she get's a little defensive about her munchkining sometimes. ;p Resistance and Protection from energy are my good friends, and fortunately their enemies have become aware of what they can do and are able to make efforts to protect themselves. Got a remhoraz coming up soon, that should be pretty funny. ![]()
![]() Every game I've participated in recently (as a player or GM) houserules that you can pay extra for "composite" crossbows, increasing damage but requiring a minimum STR to be able to reload the weapon at all. That being said, the primary place I tend to see them is as a sniper's weapon. My last character that wielded one was a ranger variant. His combat style feats were all devoted to ranged combat, and he was frighteningly effective at very long ranges with it, even if he wasn't getting more than one shot a round off. If you were within 30ft of him though, he was going to hit you with a sharp piece of metal. Currently I'm running Jade Regent, and I've reworked the 'sniper' encounter from book 2 as a Crossbowman fighter instead of rogue. I expect her to put a sizable hole in someone from several city blocks away. ![]()
![]() Just curious about everyone's thoughts on what makes a mechanic work or not. What makes me crazy are disassociated mechanics, those being the ones that don't make any sense from a character's perspective as opposed to the player's. Things like per day limits often fall into this category. Does a cleric have any explanation why his ability to channel the divine power has seemingly arbitrary limits to how many times he can do it per day? Or how does a barbarian describe his capacity to tap into the power of his inner rage, and how that limit at might seems like an absurdly brief time when looked at from outside the frame of reference of combat rounds? We know why these are the way they are for purposes of things like "balance", but how do our characters make sense of them? "Thog can only be angry for 36 seconds?" If anyone is curious, here's an excellent article on the subject I came across a while ago. ![]()
![]() I don't know how many people are even poking around here at this point, but I figured I'd toss this out there anyway. My group just finished Brinestump Marsh and I'm getting ready for the initial journey to Brinewall. I'm planning to use the caravan rules mostly on my end, letting the players know what they are and how they work, having input on things that affect them, but mostly leaving the mechanical parts in the background on my end as a framework for me to provide description for things that happen along the way, and track the simulationist bits like provisions, travel time, and the like. I'm tweaking a few things to try and counter what feel like some of the shortcomings. Traveler jobs: I'm allowing a bit of overlap here, with NPCs being able to fill more than one position as long as they meet the requirements and they don't have more than one that adds bonuses to the rolls. My Sandru is able to serve as driver, wainwright, and trader, for instance. All three of those jobs take place at different time, so it seems reasonable to allow him to multitask, and it is HIS caravan after all. Damage: I'm having primary combat NPCs add a flat +1 to the caravan's damage (Sandru, Ameiko, and Shalelu at the start), and some upgrades, like the ballista mount, might add an extra d6 or something instead of an attack modifier. Combat Encounters: I'm intending to have all caravan combats split as a normal player combat encounter, with the caravan combat rules letting me figure out how all of the NPCs are doing. Each round I describe how one of the NPCs is doing in the background while the players deal with their own fight. Depending on how each respective part of the battle goes, overlap may occur. Still kind of poking at it, but that's what I've got so far. I overall like the idea of the caravan rules, and think they can potentially be helpful and fun. ![]()
![]() The AP assumes that the caravan heads north late in the year, somewhere between late fall and mid-winter. I thought something seemed strange with the description of the Bearleg Lakes region talking about salmon runs and whatnot, and unless the fish of Golarion follow a completely different seasonal cycle then they do on Earth (it seems to happen between May and July for the most part), that can't be happening at the time the caravan is arriving in the area. It should be closer to the middle of winter, when most of the local wildlife is buttoned down in survival mode (unless I completely missed something, always possible). Anyone else have thoughts on this? ![]()
![]() LazarX wrote: Why is unarmed strike even there? It has nothing to do with the theme of the class, and doesn't even synergise with it's other class features. A bit lazy on that one, admittedly. I want them to be able to take some feats that normally require unarmed strike, such as deflect arrows and some style feats. It occurs to me that I could probably just do with a note in the bonus feat description. ![]()
![]() Coriat wrote:
Exactly! I failed to quite reach that point previously. I find that better all around scores helps players avoid falling into stereotype traps by giving them more flexibility with their builds, and letting them try to do things that would normally not be good ideas for their classes. (as a note, I also bump 2 skill point classes up to 4) Meanwhile, knowing that everyone has at least one primary stat in the 18-20 range at start lets me know I can have a little more leeway with encounter design. The jump is more noticeable at low levels, since by mid to high levels the extra +2 or 3 from good starting stats isn't as big a difference.In the Jade Regent game I'm prepping for, for example, I have reasonable confidence that my players will be able to deal with a CR 5 at 2nd level. I'm using the Slow XP track though, so adding extra/tougher encounters doesn't affect the overall pace of the game really, as long as I make sure to account for it and add it where appropriate and needed. ![]()
![]() Not to say we don't have the occasional 8 or 9 dump stat for RP reasons; and I'm well aware that average human stats are straight up ten. *shrugs* I also use a fair number of house rules that make combat tend to last a little longer while also being potentially more dangerous though. I'm an admitted simulationist when it comes to those sorts of things. PCs (and certain NPCS/Villains) have Con score + hit die as first level HP, armor provides damage reduction (which is bypassed by crits and certain weapon types), and I use an alternate massive damage and dying system, where massive damage saves happens more often, but instead of being instagib causes status effects and ability damage; and there aren't negative HP, once you hit 0 you start losing Con. Goes nicely with the fact that things that automatically die at 0 don't have Con scores, and makes it so that getting dropped is always going to suck, even if you get revived/healed immediately. ![]()
![]() Well I don't do straight up point buy usually, that's just how the math works out from the few times recently I ran it out of curiosity. We use classic 4d6 drop the lowest with optional rerolls based on who did best. Usually it ends up with everybody having one 17 or 18 before racial mods, with a range from 12 to 16 or so for the rest of their stats. ![]()
![]() I'm consistently astonished at how many people it seems use 15-20 PT buy for their games, as well as feeling the need to follow estimated wealth by level pretty closely. I'm just curious what others experiences are regarding these sorts of basics, as my games tend to run towards the super-powered end of the spectrum in comparison. For example, average stats tend to be equivalent of 40-50 pt buy, but I prefer it that way, as I like players to feel definitively better than the average joe. I also enjoy tinkering with and boosting encounters a lot though, so maybe that's just me. The more powerful the PCs are, the more I can go nuts with what I try to kill them with. ![]()
![]() and I'm trying to figure out how hard it would be to use two two-handed weapons (a bow and a spear) at once. I THINK, that if I take multi-weapon fighting I might be able to get away with one extra attack with one of them per round, taking a -2 to hit on all my attacks for the round, as well as splitting up iteratives between the two weapons. So like one attack with the bow and one with the spear at highest BAB - 2, then using whichever is better for the -5 iterative (-2 more). Thoughts? ![]()
![]() I'll throw some things on here, could be fun. My games tend to run a bit on the powerful side, as I like epic craziness and have far to much fun advancing monsters and bad guys. You can probably guess the party makeup from these, ;p Two items per character. I'm running with some destiny background stuff that the party strangely mirrors some of the protectors who accompanied the Amatatsus across the Crown of the World the first time, but did not live to make it to Avistan. Sashimono of the Ancient Emperors
Suishen’s Saya of Heavenly Accord
Jade Dragon Bowl
The Illustrious Sage’s Magnificent Cookbook
The Wandering Master’s Prayer Beads
Sandals of Perfect Balance (CL 7)
Silver Floating Leaf (Leaf of silver that floats joyously in the wind)
Haramaki of the Unseen Guardian
![]()
![]() I ditched Katiyana as well, wanting instead something tied to the overall plot In her place I've created NOBUYUKI THE PRINCE OF FROZEN DEATH! A unique oni who in his normal form resembles an anthropomorphic white tiger. He has the abilities of a 10th level Boreal bloodline sorcerer, with some good old fashioned Lord of The Uttercold assault necromancer fun thrown in. Most of his servants are undead of some sort or another, frost wight ninjas, and frostfallen creatures mostly, with his lieutenant being a samurai graveknight who was one of the Amatatsu's retainers on their way across the high ice the first time, decades ago. In my telling, Noboyuki was the leader of the Five Storms raiders that chased them across the crown of the world, as well as the original master of the Frozen Shadows. He is also responsible for leading the attack on Brinewall and animating Andril Kotun (who I made a frost wight as well) and Rokuro Kaijutsu as undead. He became interested in the storm tower on the trip to Avistan originally, and after the purging of Brinewall he left Kimandatsu in charge of the Frozen Shadows and returned north to study it. ![]()
![]() Not sure if anyone is still reading this thing, but I'm getting ready to run Jade Regent for the first time and looking really forward to it. I've been preparing for this game for going on a year now on and off (as our group rotates through GMs and whatnot) and have done a fair bit of tweaking and enhancement to the first three books so far far, I'd love to know what others think of some of my ideas. First of all, I have to say I'm using some straight up house rules that both enhance PC durability and power level a bit, as well as make combat potentially more dangerous. Starting HP are Con score + hit die, Feats every level, Armor provides Damage Reduction that is overcome by crits and certain weapons, alternate massive damage system that makes it happen more frequently but causes injuries/ability damage/ and status effects rather than instagib, and a dying system that doesn't have negative HP, once you hit 0 you start losing Constitution. The universal dead condition is at 0 Con you die. I've also re-written the core NPCs a bit, making Ameiko a Bard (Arcane Duelist) 5, Sandru a Rogue (Swashbuckler) 3/Fighter(Free-hand) 2, and Shalelu a Fighter (Archer) 2/ Ranger (Skirmisher) 4. Oh, and Kelda is now a fighter with the Viking Archetype, because it's awesome. I plan to try and keep her around, hoping they take to her. I've also created a new creature subtype, hengeyokai, and assigned both Tengu and Kitsune to it, which gives Tengu the ability to assume human form. Anywho, I've at this point added so much to the first two books that I switched to the slow XP track in order to make sure things were still moving at the right pace. The game will start with the party in Sandru's caravan returning to Sandpoint after a trip to Korvosa to pick up some supplies ordered by Ameiko. Some of them are traveling with the caravan as guards, others as passengers that joined in Korvosa. As they pass Brinestump, they get attacked by some goblins with fireworks, and after the fight may notice a strange blue/green light off in the distance at the edge of the swamp. They get back to town and learn about the rash of goblin attacks over the last week or so while they've been gone, and with a little more background and a warning about "ol' soggy" (who is now a merrow nightstalker, heh) they head for the swamp. I've basically doubled the number of skeletons in the swamp, and added a two more unique ones, an archer at the Blossom wreck and in the cave replacing the giant amoeba. I like that one actually: Wakana the Despairing (unique skeletal champion necromancer 3)
Spoiler:
Wakana is located in area L4 (replacing the encounter with the giant amoeba). She begins the encounter disguised to appear as if she was still her living self. She is kneeling in front of the pool of water staring down into her reflection, sobbing uncontrollably and talking to herself in a quiet keening wail. 4 skeletal warriors lie in various states of disrepair throughout the room (1 archer, 1 spearman, and 2 swordsmen). She doesn’t react unless someone steps in the water or attacks her. Once active, she turns and unloads her burning hands (cold) in the direction of whatever disturbed her while commanding in a strangled whisper for the skeletal warriors to rise and attack the living. If pressed immediately she uses vanish to buy a few rounds to prepare her spectral hand and chill touch before hitting a primary fighter type with ray of enfeeblement. I'm also using variant skeleton equipped with eastern armor and weapons, and have scattered a bit of tien flavored treasure throughout the swamp. Such as the Five Dragon Lantern carried by Scribbleface, that is responsible for the strange light they saw earlier. Which provides him with a continual sanctuary effect (as well as doing a few other things he is unaware of). Later on, I'm using the caravan rules because I think they're neat overall, but will probably be mixing caravan combats with PC combats, and probably taking some liberties with it in general. Nice set of guidelines to start though, I think. After a few not-so-random encounters on the way to Brinewall (some bandits, some ogres, and a brush with the "Duchess of Riddleport", my character from Second Darkness a few years ago), I moved the ettercap from the castle courtyard to the lighthouse in town, and filled the town with spiders and ettercap traps, since they're hilarious. In their place in the courtyard stables is Porkchop the dire boar, a pet of the ogrekin. After the party interrupts Kikonu's "dress rehearsal", they encounter their first ninja, who is actually Kikonu's lover (trying to figure out with Zaiobe, I like her, but think as writ she seems stupid and arrogant, need to change it some): Spoiler:
after defeating the four corbys Kikonu starts screaming “No, No, NO, NO! WRONG! YOU RUINED IT! YOU APES RUINED IT! MORIKO! KILL THEM!” before escaping with his dimension door ability.
Moriko (tengu ninja 5), who has been hiding in the shadows behind Kikonu’s throne (perception DC 25), steps out. She briefly introduces herself with a slight bow, “I am Matsuoko Moriko, and I am your death.” She then flips a blue winnis poisoned kunai at a character she suspects to be a spellcaster before using her vanish ki power to turn invisible and move towards the PCs. Her first strike is against the most imposing or confident warrior character, after poisoning Butterfly Razor with medium spider poison to impair their strength, as well as using her bleeding strike. She then seeks to even the remaining odds with blue winnis or lesser insanity mist. She plays hit and run through the shadows and columns along the edges of the room, trying to use her vanish ability sparingly since she can only do it four times. If reduced to below 15 hit points, she attempts to withdraw in order to drink her potion of cure light wounds and inform Kikonu that the intruders are more competent than they appeared.
I'm also trying to decide if I like Nindenzego as written or not. I was planning to swap his creature type out for something else, but some of the suggestions on here for using his illusion ability make me think he might be fun as is. Andril Kotun is a frost wight, due to reason's that become apparent in book 3, when they meet the original master of the Frozen Shadows and his army of undead ninja. (Muha! I'll admit, I didn't like the stuff with Katiyana at all, as she has nothing to do with overarching plot.) I've added a big pile of stuff after the castle (nevermind the awesome unique treasure), a raid by a bunch of nolanders instigated by Wodes, some other semi-random encounter stuff, and a probable side trek to the legendary shrine of Desna, Moonwing Bough, located in the SW part of Grungir forest, which is currently having a problem with mindslaver mold. Once they reach Kalsgard, following the attack at Skalsbridge, things return to largely as written, though I've added more ways for NP to be gained, such as assuming that there's a good chance that any shop or inn they enter has a chance of having a Frozen Shadows informant or ninja operating in it, which the party might notice eavesdropping on them. I made Hekja, the sniper, a Fighter 7(Crossbowman), whose first appearance will likely be brutally shooting someone from a rooftop hundreds of feet away after sending a street urchin into an inn to lure them outside with some sort of claim of information or something. Currently I'm trying to decide how I want the bit between Asvig's Farm and the Funeral Boat to go, because while I kind of like Helgvarl, I think the angel's assistance is overly contrived as is, in that he just happens to be there. I might do something with having him be cursed or something so that he's stuck seeming like a nice helmet unable to communicate, after being caught spying on the Frozen Shadows. There's more, but I risk writing a novel here. ;p ![]()
![]() Looking for something that allows for the cannibalization of unwanted magic items. In my current game our party has kind of an unusual composition, and we have trouble using a lot of the standard treasure we come across. We also have very limited access to markets that would let us sell them, so I'm looking for alternate ways of dealing with the issue. I have several item creation feats so far, and the GM is amenable to other options. ![]()
![]() To quote D20PFSRD.com "The bloody skeleton and burning skeleton variants indicate that they are created by use of the animate dead spell but count as double their normal HD when doing so. The variant zombies listed below did not include any such information. It is left to the GM to determine if this rule is fair when creating the zombies below (unless someone alerts us to some official ruling by a Paizo source that is.)" I'm going to be playing a serious necromancer type in an upcoming game, and was wondering if there was an answer to this. Anybody? ![]()
![]() We're starting at 4th level, and one of the players is interested in possibly owning a tavern/inn as part of their background coming in to it. We're trying to figure out how much it would might have cost to acquire he property, and how much of a living she can make from it. If all else fails, I'll dig out one of my 3.5 books. I think Cityscape or the DMGII had some info on such things. ![]()
![]() Huh. The ability doesn't say anything about burrowing through solid stone, I thought you had to have additional special something like Earth Glide to pull that off? Not being able to be attacked makes sense though. It is a pretty decent defensive tactic now that I think about it. Makes for a nasty surprise attack as well. ![]()
![]() I'm thinking of playing a summoner in an upcoming game, and having not really looked at them before had a few questions. Our party doesn't have a full BAB meat shield, so I'm planning on trying to provide that capacity with my eidolon and summoned creatures, while also supplementing the witch's casting. We're starting at 4th level, and I'm playing a half-elf Wild Caller Summoner, for flavor and to max extra evolution points. I'm going for SF: Conj and Augment Summoning right off the bat, and considering one of the moon/star/sunlight summons to enhance my summoned creatures. I'm hard pressed thinking of ways to make myself really combat offensive outside of spellcasting and summoned creatures, so I'm probably just going to wield a ranged weapon and try to get a shot in edgewise, as it were. Any suggestions on how to increase combat efficacy for the actual character? Dex and Con are his highest physical stats at 14 and 15 at the moment. I've noticed that for whatever reason Summoner doesn't have access to what I've always considered the best offensive conjuration spells, stinking cloud and cloudkill; are there any good replacements for these? Or other good suggestions for spell selections to make up for this odd lack? ![]()
![]() Not sure if there's a more appropriate forum to ask for such resources. I'm tweaking the second Jade Regent book and need a map of somewhere suitable for Thorborg Silverskorr's home/estate in the city of Kalsgard - and admittedly I felt lazy thought I'd see if I can find a nice colored one somewhere. ;p Appreciate any suggestions people can point me at. ![]()
![]() In the player's guide it mentions "You’ll have opportunities to
Does this ever actually happen in the AP? I don't remember coming across any instances of this actually occurring in the books. ![]()
![]() Not sure if this is the best place to ask this, but what the heck. I'm plotting and planning for my upcoming Jade Regent game, and I'm going to have Koya Mvashti bring up the existence of Moonwing Bough and how she would like to visit the shrine if possible, since the caravan will be within a few days travel (even if it is somewhat dangerous). I've already decided that, in the event everyone goes along with the idea and they successfully make it the shrine (sans the bulk of the caravan, left at the forest's edge) Koya will receive the shrine boon in the form of (somewhat) restored youth, shaving about 20 years off and making her more capable of making the upcoming journey. I'm less certain what to do about the other NPC's Ameiko or Shalelu, and could use some general thoughts on possible boons for PCs in a general way. I was pondering something like the Sarenraen boons from Legacy of Fire in the form of possible inherent bonuses to attributes or something similar. ![]()
![]() I'm prepping to run Jade Regent here in a bit, and was wondering if anyone had a decent idea on where exactly the road from Brinewall to Kalsgard runs. Does it follow the coast or cut east and north along the Summermelt river through the Grungir forest? My gut says probably along the coast, but I can't find any maps with enough detail to say for sure. If nothing cannon says, I'll have to have some fun with it. ![]()
![]() What the hell. I was really torn between this and the entry I submitted. Mask of the Stalking Hunter
While worn, the mask grants its wearer a +2 competence bonus bonus to perception and survival checks. The wearer also gains Low-Light vision, if they don’t have it, and the Scent ability. If the wearer already possessed Low-Light vision, the distance they can see unaided in dim light doubles. Additionally, whenever the wearer uses a charge or partial charge action to attack a flatfooted opponent, they gain the benefit of the Pounce ability.
![]()
![]() I'm just going to throw this out there, as its something I noticed helping one of my players prep for an upcoming game. Alchemical crossbow bolts + focused shot. Now as written that particular ammunition is unreasonably expensive (twice the price of an alchemist's fire for an extra 1d4 damage?) so I'm ruling that the 40/50gp cost is for ten bolts rather than just one. That cuts it down to 5gp per bolt for the fire one, which I think isn't unreasonable. But coupling this ammunition with focused shot lets an alchemist do crossbow damage + Intelligence bonus + 1d4 energy + Intelligence bonus. In her case Its 1d8+5+1d4+5. I stacks fine as far as I can tell, because focused shot adds damage to the crossbow shot itself, while the alchemist gets INT bonus to the energy damage on top of it. She can only do that once a round, and its not a touch attack, but with precise shot its not an unreasonable combo.
|