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Silver Crusade

In a game with my Dwarf Geokineticist, and my DM and I had a disagreement as to what a Geokineticist can affect with their blasts and abilities. We're about to enter a fortress, and he's of the opinion that I couldn't use my Kinetic Cover and Earth Climb on the structure, since they don't call out being able to be used on worked stone. I see it from the opposite viewpoint, that it specifically needs to call out that it can't work on worked stone (See Shift Earth). Does this mean I can't use my earth blast on worked stone (or regular stone) either? Finally, what's the source of a kineticist's blasts? I had always assumed that energy blasts were created by the kineticist, while physical blasts were manipulating existing matter.

Quote:

Kinetic Cover

Source Occult Adventures pg. 26
Element aether, earth, water, wood; Type utility (Sp); Level 1; Burn 0
You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.
Quote:

Earth Climb

Source Occult Adventures pg. 24
Element earth; Type utility (Su); Level 2; Burn 0
You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.
Quote:

Shift Earth

Source Occult Adventures pg. 26
Element earth; Type utility (Sp); Level 4; Burn 0
Prerequisite kinetic cover
Saving Throw see text; SR no
As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn’t cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature’s feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.
Quote:

Earth Blast

Source Occult Adventures pg. 15
Element earth; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.

Silver Crusade

Question: Under the Musket Master's weapon proficiencies, it says they only gain proficiency with two-handed firearms, but that they must spend a feat to gain proficiency with two-handed and siege firearms. Is this supposed to mean they have to spend a feat at first level to gain siege firearms, or is it a typo and if they want one-handed or siege firearms, they have to spend a feat?

Silver Crusade

(Cross posted to ENworld forums; long post)
Howdy folks, just thought I'd post here to show what I'm doing for this and to get some advice for how to proceed.

I'm going to be starting an Eberron Inquisitive campaign with two friends, starting this Saturday. The plan being to start with Shut-In, run through Murder in Oakbridge to Nick Logue's awesome Sant-Demain trilogy (Chimes at Midnight, Quoth the Raven, Hell's Heart). Possibly some adventures in the meantime - the hope is to wrap up at 10th on the cusp of Paragon.

The players are:
Human Warlord (father of rogue)
Half-Elf Rogue (the son of the warlord)

Anyway, to start with the first adventure, which only really has two main combat encounters, the rest being investigative and social-type stuff.

I figured I'd start out with the Death Dog. I started by trying to convert it straight over as an elite (effectively a solo for two players)

Death Dog Level 1 Elite Skirmisher
Medium Natural Magical Beast XP 200
Initative +6 Senses Perception +6; Low-light vision
HP 60 Bloodied 30
AC 17, Fortitude 15, Reflex 15, Will 12
Saving Throws +2
Speed 8
Action Points 1
(BM) Bite (standard, at will)
+6 vs. AC; 1d6+2 damage; 2d6+2 damage against a prone target
High and Low (standard, at will)
2 attacks against one target, +4 vs. Fort; 1d6+2 damage. If both
attacks hit, target is knocked prone.
Worry Prey (Free)
When adjacent to a prone enemy at the end of its turn, the death
dog may make a bite attack against that enemy.
Alignment Unaligned Languages -
Str 12 (+1) Dex 14 (+2) Wis 13 (+1)
Con 14 (+2) Int 4 (-3) Cha 10 (+0)

But it also occurred to me that a fight with two gray wolves re-purposed as "death dogs" might be better in the 4e paradigm. Thoughts?

Secondly is the second main fight, the confrontation with Auraluna and Peck.

For Lady Auraluna I used the Gnome Arcanist and fiddled around a bit.

Lady Auraluna ir' Dromdal Level 1 Controller
Medium Natural Humanoid XP 100
Initiative +0 Senses Perception +0
HP 16 Bloodied 8
AC 15 Fort 12 Ref 14 Will 16
Speed 5
(BM) Dagger (Standard; at-will) * Weapon
+6 vs AC; 1d4 damage
(R) Scintillating Bolt (Standard; at-will) * Radiant
Ranged 10; +5 vs Fortitude; 1d6+3 Radiant damage, and the target
is dazed (save ends)
(R) Startling Glamor (minor; at-will) * Fear, Illusion
Ranged 10; +5 vs Will; the target slides 1 square
Alignment Evil Languages Common, Elven
Skills Diplomacy +9, Bluff +9, Insight +6, History +7

Str 10 (+0) Dex 10 (+0) Wis 12 (+1)
Con 10 (+0) Int 15 (+2) Cha 18 (+4)

Peck (the crazy halfling) and Baron (her dog) were easier, just reflavored versions of the Halfling Thief and the Giant Rat from the MM, respectively.

The MAIN trip-up is the investigative and social parts of this. If you recall, there is a special system in the adventure that denote "triggers" that influence Auraluna and Ceseli's attitudes towards the PCs. I had thought making them two parallel skill challenges, but am unsure how to exactly do it, since with Auraluna, only an outcome is provided for a failure. Ceseli is easier, as the PCs get more dialogue hints from her as she warms to the them, as well as possibly influencing further plot threads based on how she takes the revelation at the end.

I had pondered making a third and fourth skill challenge; a minor one at the Dinner Party and a more substantial one for when (or if) the PCs investigate.

How should I handle presenting the "getting along" skill challenges? Should I just have them roll when they do stuff, as in the adventure, or should I actually delineate that these are skill challenges, the main skill is Diplomacy, yadda yadda?

Am I overthinking all this, and the simplest solution would be just to use the adventure as written? :P

Finally, the XP rewards, as they translate (with a Quest and Skill Challenge XP factored in) seem to come up short. It's alright to just say BAM you're 2nd level at the end of the adventure, regardless of XP, right?

I'd welcome any and all suggestions, please!

Silver Crusade

Howdy. I've recently picked up the new Ravenloft book, and I was considering substituting it for some of the adventures in Age of Worms. I'm running AoW in Eberron, so I already know where I'm going to put Barovia (In the mountains between Karrnath and the Mror Holds, as the book suggests)
I'm thinking I'm either going to use the retrieval of the Tome of Strahd or saving Ashyln (Who'm I'm going to replace with Melinde from Diamond Lake - One of my PCs is a Warforged Paladin of Dol Arrah) as my hook.
Other than that, I see that as far as adventures go, the level spread that EoCL takes up roughly replaces Hall of Harsh reflections and The Champion's Belt. While I have no problems dropping HoHR, I rather like Champion's belt, and there's the problem of removing the contact with Eligos. One idea is to just bump the levels of all the AoW adventures starting with Champion's Belt... anyone have any other ideas?