Aldern Foxglove

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Organized Play Member. 25 posts. No reviews. 2 lists. No wishlists. 2 Organized Play characters.


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Ryan Dancey wrote:
In terms of sheer time, I'd like to see the first 20th-level characters emerge around two-and-a-half-years after launch.

let's just hope it'll take longer than 3 months for the first 20th level char.


Ambrus wrote:
Stephen Radney-MacFarland wrote:

I'm thinking about changing it so that you can only take a withdraw action (and maybe only a standard action version of withdraw) after creating a distraction. This puts it closer to the intent of the original Stealth rules without some of the wackiness of those rules.

Good catch, folks.

And so dies the bluff/move/stealth/sneak-attack/repeat dance.

real pity. it is very rogueish, using skills and sneak attack to get an advantage in combat.

i too am i favor of keeping it, and maybe modifying the feint feat line somehow. improved feint has always been too costly for a very rogueish thing to do, for a rogue.
i will probably keep the dance in my home game, ignoring the fact that it kicks the improved feint feat out of the game.


i liked the 'trapper' ranger archetype.
i've always felt the lack of ability to set improvised traps for a concept like the ranger. they are supposed to be masters of the hunt after all...
the same thing goes for rogues. they're masters of disabling traps but they have no abilities that involve setting them.
feats releated to the trapper arcehtype that allow other classes to set traps is also a good idea, but i'm not sure if that's worth the investment.


wraithstrike wrote:
The shield bash specially says it is an off-hand attack. There is no handiness as far as right and left hand aka weak or strong hand, which is what James(dev) was referring to, but there is handiness with regard to primary and off hands. Shield Bashes are limited to the off-hand. If the off-hand was not meant to be a limiter then why mention it? "You may attack with a shield(light or heavy)" would be all that is needed.

i believe the wording that says ''You can bash an opponent with a light shield, using it as an off-hand weapon'' (which is a remnant from 3.5e, in which shield bash releated feats and thus shield releated combat wasn't this detailed) is meant merely as a remark that you can actually use your shield to hit people, which is naturally used for defense (and happens to be in your off hand).

i don't think it is intended as a limitation for off-hand attacks. it is just there to underline that this defensive equipment can also be used offensively. it is an awkward way to put it, i agree, but i think that's the RAI.


taking a level of cleric and using the ''command'' spell for a poor man's ''taunt'' might work to a degree.


--Sandpoint Families--

the original settlers of Sandpoint are Flan (instead of Varisian) and the Mercantile League families are Oeridian and Suel. the conflict at the founding of Sandpoint may be analogous to foundation of Keoland, where Oeridian and Suel families fought with/dislocated native Flan.

exception is the Kaijitsu family. i've found their origin too much oriental influenced for greyhawk tastes so in my campaign they are called the Kahraldin Family, immigrants from the foreign and exotic lands of the Bakluni (middle eastern flavor), instead of Minkai (far eastern flavor).

here are the converted races and religion of the four families to Greyhawk ones, according to flavor and the race/religion combinations natural to Keoland:

Deverin:
Occupation: Farmer and brewer
Race: Suel
Faith: Lydia (music, knowledge and daylight)
Important members: Kendra Deverin (town mayor)
About: Traditional leader/negotiator, liked by almost everyone.

Kahraldin:
Occupation: Glassmaker and jeweller
Race: Baklunish
Faith: Istus (fate, destiny, divination, future and honesty)
Important members: Lubeyd Kahraldin (father, owner of the glassworks), Aymira Kahraldin (daughter, proprietor of the Rusty Dragon Inn), Sair Kahraldin (disgraced, self exiled son)
About: Immigrants from Baklunish lands, richest family with internal problems.

Scarnetti:
Occupation: Logger
Race: Oeridian
Faith: Zilchus (power, prestige, money, business and influence)
Important members: Titus Scarnetti (controls lumber trade)
About: Most conservative of the families. Has a notorious reputation.

Valdemar:
Occupation: Shipbuilder
Race: Suel
Faith: Xerbo (sea, sailing, money and business)
Important members: Ethram Valdemar (father, oldest noble in town), Belven Valdemar (eldest son, runs the business)
About: Dedicated and hardworking. Elder Valdemar is old and sick.

------------------------------------------------------------------------
dominant races in keoland:
oeridian, suel and flan (lesser)

major religions in keoland:
suel: kord, phaulkon, lydia, osprem, xerbo, norebo
oeridian: fharlanghn, heironeous, zilchus
general: ehlonna, olidammara, st cuthbert, trithereon
------------------------------------------------------------------------


hello everyone,

i'm starting the RotRL AP, set in the World of Greyhawk. i'm willing to share my conversion notes and ideas about the campaign in general.

i'm still at the planning phase, haven't gathered all the data from all the 6 books of rotrl, so it is a great possibility that i'm missing elements about the later phases of the adventure. i'd love to have some pointers. also, i'd like everyone to share their ideas and criticisms about greyhawk lore, the rotrl ap and in general.

here are the ideas, with SPOILERS ahead:

the campaign will be set in Keoland. Sandpoint will be a town on the bank of Javan River (the longest and one of the largest rivers in Flanaess), about 50 miles south of the city of Cryllor - which wil substitute for Magnimar.

i believe the western Keoland area will mesh very well with one of the AP's major themes: giants. i've decided to put Sandpoint close to the western border of Keoland, instead of Azure Coast for it to be close enough to Joten Mountains, thus making it easier to go for mountain adventures. this way, Sandpoint being attacked by giants (which happens later in the adventure) will make more sense, too. it is known that seagoing ships can sail as far north to Cryllor, so the volume of the great river should substitute well enough for a sea coast. maybe Valdemars are river boat builders instead of seagoing vessels?

also, the Keoland area gives me two great potential Thassalion Empire substitutes:

one is the Empire of Vecna. the subject is less developed in greyhawk canon (afaik of course) so it makes it easier to substitute. the kingdom was established around Sheldomar Valley and it is natural to encounter ruins from that great empire around Keoland. in this alternative, Karzoug is a great mage in Vecna's empire.

the second alternative is to have Karzoug and the runelords as a cabal of Suel mages from the great Suel Empire. the existence of the ruins on this side of the hellfurnaces is a bit problematic though. maybe the runelords were a dissident sect that travelled around sheldomar and built their own holdings?..


i'm also planning to adapt cotct ap to greyhawk. lots of great ideas here. i'm thinking about putting korvosa in great kingdom so far.

did you guys manage to play the ap in greyhawk? how did it go and where?

ramid, do you still have your conversion notes and are you still willing to share them?


turkish with %90 of the terms in english. the game sounds real awkward if you try to translate, wonder if it's the same of all languages.


solomon kane would make a good inquisitor.


there is already an option of hunter's bond that gives your allies bonus vs your favored enemy instead of animal companion:

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.


in a ranged attack situation, yes, for sake of simplicity, the target should automatically know who hit him. if the attacker is not sniping, of course.

in a situation where, say, 3 archers target one target, and if the target is already engaged in chaotic combat, i think it is up to the GM to decide if the target can tell which of the attackers hit him with a sneak attack.

in a situation where, say, 3 casters target one target, with no visible spell effect (something unlike a ray or even a projectile), i'd say it is a spellcraft check for the target to know which caster targeted him, or even if he is targeted.


vagrant-poet wrote:

For me:

chaotic people make decisions based on their emotions
lawful people make decisions based on their logic
good people try to be selfless
evil people are selfish

This doesn't preclude smart chaotic people, or dumb lawful people, but it means that the alignments are blurred. An avowed gambling cheat could be evil, but they aren't going the kill anyone, and don't deserve to be smited, etc.

P.S. I know this isn't the standard meaning, its just the interpretation I use.

+1. this is as narrow as it should get. the more you define the alignments, the more you stereotype the characters.

grey areas and interpretations are good for role playing. the important thing i think is that each group and the GM should make sure that they are on the same page for a given game.


one of the better, if not best suggestions for a location based wound system i've ever seen, i must say. i especially like the fact that it doesn't try to mess too much with the HP system.

it is good trade off to inflict a condition debuff instead of extra HP damage that comes with a crit, as it is. i'm wondering if or how it could be expanded into a called shot mechanic.


great work. do you plan to present this as a compiled document (like a pdf or something)?


A Man In Black wrote:
I allow it. WTF, shields suck enough without making them completely useless to clerics, the one class who actually has a good reason to use them without TWFing.

+1 man in black. shields are already too lame in PF/3.5.

also, if realism or sense is involved, imagine this instead: the cleric carries a heavy shield and 10 weapons. whenever he decides to cast a spell, he drops the one in his hand (free), casts the spell (standard) and draws a new one (move). and does this throughout the combat. this is doable ruleswise, but totally uncool and cheesy.

i'd allow him to cast with at least a light shield instead.


yeah, i did more or less the same thing as you did. one of my players used detect magic, but since the effect in question was supernatural, i said there is none to be detected. but now, i feel i gotta figure if that decision was right or wrong.

reading the description of supernatural abilities, there are things that make me think it should register as magical, and things that do the opposite.

Supernatural abilities are magical... --so it's magical?

...but not spell-like. --so it is not magical?

Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). --so it's magical?

A supernatural ability's effect cannot be dispelled and is not subject to counterspells. -- so it is not magical?

my guts says it shouldn't be detected but i can't be certain.


bump?


i know detect magic spell has been the subject of debate, but as far as i've searched there's no official ruling or a consensus about this question:

does detect magic reveal ongoing supernatural abilities (that mimic spells)?

or is there?


i don't know of a rule about a chance to hit your opponent if you fire into melee in 3.x. as far as i know, you just get a -4 penalty and be done with it.

there was a rule about htting your ally if you fire into melee in 2nd edition. it goes like this (quoting from 2nd ed phb):

When missiles are fired into a melee, the DM counts the number of figures in the immediate area of the intended target. Each Medium figure counts as 1. Small (S) figures count as ½, Large as 2, Huge as 4, and Gargantuan as 6. The total value is compared to the value of each character or creature in the target melee. Using this ratio, the DM rolls a die to determine who (or what) will be the target of the shot.

Tarus Bloodheart (man-size, or 1 point) and Rath (also man-size, or 1 point) are fighting a giant (size G, 6 points) while Thule fires a long bow at the giant. The total value of all possible targets is 8 (6+1+1). There's a 1 in 8 chance that Rath is the target; a 1 in 8 chance that Tarus is hit; and a 6 in 8 chance the shot hits the giant. The DM could roll an 8-sided die to determine who gets hit, or he could reduce the ratios to a percentage (75% chance the giant is hit, etc.) and roll percentile dice.


@meabolex: thanks for clearing that up. i was confused with rules as written and your clarification helped.

@wynterknight: yeah, that never happened in my medieval games, but thinking of it, i'd rule that spells that logically require only seeing the target, or the target seeing/hearing you -like charm or cause fear- would work. no area spells, touch spells or line spells. can't think and rule for all spells from top of my head though.

@charender: what you say sounds logical to me. rules as written don't stop you from casting spells exactly where you want to cast, whether you see the place or not but that's definitely metagaming. ranged attacks having some miss chance rule but spells being free of them also seems weird to me. i too will think of house rules, maybe similar to your survival rule. thanks : )


in the description of ''line of effect,'' it says:

Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

so, does this mean i can cast a sleep spell while standing inside an obscuring mist, to an area that i cannot see? or cast a fireball from inside darkness, to a designated spot on the field?

i know you can't aim a spell that requires a target, but for area spells that do not require a target, is it possible to aim a spot on the field that the caster cannot see?

for ranged attacks, attacking someone you can't see but guess, thus attacking the square that you suppose your enemy stands, has %50 miss chance (total concealment). does or should this have anything to do with aiming a spell blindly?


there are a couple of options to have armor DR instead of +ac. what made you decide this kind of a houserule is necessary for your game? need fore more realism? game balance? if you explain the notion behind this houseruling, i think people can give better feedback and opinions.


Tilquinith wrote:
Just adding my support for an official clarification on this topic.

+1


mongoose publishing's d20 king conan has all of his stats above 18, actually. and being a long time reader of conan comics, i would say no less.

i think conan can be represented using 3.5/pf barbarian, but with more than epic point buy character creation rules. but still, being one of the most ridicilously badass characters ever created, it is hard to represent him using any rules set. so i agree his model of a barbarian is an exception.