Aldern Foxglove

Zorg's page

88 posts. Alias of Patrick Chaput.




My players are about to start "Grim news from Mosswood" and meet with Shalelu to learn about the increased goblin activities around Sandpoint. Since they might ask for her help, I made her stats using the new PRPG beta rules and the 5th level version of Shalelu found in Hook Mountain Massacre.

Also, since I've taken a lot of player-made material from this board, I figured it would be my time to contribute :)

So here it is.

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Shalelu Andosana
Female elf ranger 2 / fighter 1
CG Medium humanoid
Init +2; Senses low-light vision, Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14
(+4 armor, +2 Dex)
CMB Defense 19
HP 26 (3d10+8)
Fort +7, Ref +5, Will +1; +2 against enchantment
Immune sleep
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OFFENSE
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Spd 30 ft.
Melee Short sword +4 (1d6+1/19–20)
Ranged +1 Composite longbow +8 (1d8+2/x3) or
+1 Composite longbow +9 (1d8+3/x3, Point Blank Shot)
Special Attacks favored enemy +2 (goblinoid)
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TACTICS
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During combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate.
Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won't abandon them. If she feels she can escape, get help, and return in time to save anyone captured by enemies before it's too late, she might try.
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STATISTICS
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Str 12, Dex 15, Con 14, Int 12, Wis 13, Cha 8
Base Atk +3; CMB +4.
Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Skills Climb +7, Stealth +7, Perception +6, Survival +7, Swim +7, Linguistic +2, Knowledge (local) +6, Knowledge (nature) +5.
Languages Common, Elven, Giant, Goblinoid.
Combat Gear +1 studded leather armor, +1 composite longbow (+1 Str) with 20 arrows, short sword, 25 gp
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Since Shalelu ended up with a +2 bonus on intelligence, she got 3 more skill ranks to spend. So I gave her Knowledge (local) and Knowledge (nature) to make up for her knowledge in goblins and giants. I also spent one rank in linguistic so she could speak giant. Since she's level 3 at the start of Burnt Offerings, I removed the wand of cure light wounds and the masterwork short sword.

I hope you'll find this useful.

- Zorg


Hello there.

I'm still unfamiliar with D&D 4E rules (I'll be running my first combats this week) and, looking at the disease entry for the dire rats, wondered how could someone who got to the final state could get rid of the disease naturaly?

Example :

Filth Fever
Final Effect: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense. The target loses all healing surges and cannot regain hit points.

That would take a level 1-5 character out of the game, no? Is the "Cure disease" ritual the only solution?


Just a side note.

According to RotRL #2 (p. 68), Desna's Favored Weapon is the Starknife. Yet on page 13 of the PRPG Alpha Release 2, it's the Kukri.

- Zorg


Greetings,

Sorry if that question has already been answered, but I cannot find it anywhere.

I wanted to know what kind of weather was typical for Varisia and the outlying regions. As we're playing Rise of the Runelords, the adventure starts on the first day of Fall, yet I don't know if cold weather is comming, or if winter is mild and all.

Any real-world analogy is good enough for me. Since Paizo is located near Seatle on the west coast, I guess the Varisian weather is similar to that of Washington state. Correct me if I'm wrong.

- Zorg


After convincing my group to switch to Pathfinder campaign setting, we were finaly able to playtest our first PRPG game last Saturday. Most of the game time went to character creation. What bugged them most was the new skill system.

First of all, it's now impossible to be a jack of all trade in many skills. For example, I made a gnome cleric of Desna. Since she's a traveler, I intended to give her several knowledge skills, but specialize her in Profession (Taxonomy) and Knowledge (Nature). My skill selection was limited to 4 trained skills instead, so instead of allowing greater customization, it limited it. In short, there's no generalization anymore, just specialization.

Another problem we saw was that a high level character training a new skill would instantly get specialization. This is especialy true with trained skills. So at level 12, my gnome could pick Knowledge Arcana an get an automatic +18 to her check.

Last but not least is the Rogue's starting trained skills. Under 3.5, he had 8+Int Mod skill points. This was necessary as there was many rogue skills he had to take (at least to look like a 1st or 2nd edition D&D rogue). Now that several rogue skills are regrouped, the thief no longer needs all those extra skill training. My friend made an elven thief/mage with 18 Int and ended up with 12 trained skills. Since Hide, Move Silently, Listen, Search, Spot, Open Lock and Sleight of Hand were "natural" choices for the rogue, and since they are now regrouped in 3 skills, that "leaves" 4 extra trained skills. Way too much skills for our rogue if you ask me.

In conclusion, the skill points system was generaly prefered by my players and I, is more D&D3.5 compatible and has a balanced skill progression system. The regrouping of skills is also a very good idea since when a rogue goes scouting, we never know when to make Move Silently and Hide checks (for example), so merging similar skills together is an excellent idea. And since many skills are merged, some starting skill trained should be adjusted.

- Zorg