Kerrigan's Keep Playtest-by-Post Discussion


Play-by-Post Discussion

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Male Human - dash of elf Miniature painter/ Heroic

OK! 'Twas coincidence indeed. Thanks!


Male Workaholic, level 10

I was rereading the skills section again, and I just realized something, per page 20 of Alpha:

If the skill is one that you are trained in and it’s a class skill, your bonus on the skill check is equal to your character level +
3 + your relevant ability score modifier.

So, if I am understanding this correctly, any skill considered class skills have a +4 at first level. In Rellios case, that means I think every skill should have the bonus, and I haven't added it yet. So, I'll just so now, if that's OK.

From a mechanics perspective, I realize this was probably done as a replacement for ranks - but doesn't this strike anyone as a bit much for all class skills? Not complaining, just wondering if anyone else caught this?

My bad if its only my lack of attention.


Male Human - dash of elf Miniature painter/ Heroic

I like it as it actually makes characters good at things. It does indeed replace ranks, and it mimics increasing skills by 1 rank at each level to the maximum allowed. Characters do end up with more skills eventually but I think that's a good thing.

Rellios is a Rogue so he gets quite a lot of skills (8+Int bonus) but then that's the joy of the Rogue.

The Exchange

Female Human(ish) DM 1 / Housewife 1 / Zany RPer 3

The skills thing is grounds for a lot of debate, it is easier but it does eliminate characters with 'hobby skills' as our group puts it - one or two ranks in things like profession: farmer, or craft: drawing or something similar from background that rarely is good enough to effect play majorly but can lead to amusing moments as your prissy wizard suddenly reveals he knows a lot about soil and crop rotation because he was born on a farm.


Male Human - dash of elf Miniature painter/ Heroic

Characters generally have too few skills in whatever system for my liking.

Scarab Sages

Male Human Expert 3/Cleric 3
Alex Martin wrote:


If the skill is one that you are trained in and it’s a class skill, your bonus on the skill check is equal to your character level +
3 + your relevant ability score modifier.

So, if I am understanding this correctly, any skill considered class skills have a +4 at first level. In Rellios case, that means I think every skill should have the bonus, and I haven't added it yet. So, I'll just so now, if that's OK.

I think you're misreading it. Just because a skill is a class skill it does not follow that you have been trained in that specific skill. Thus there are two qualifications in the rule 1) It's a class skill and 2) you've been trained in that specific skill. That's my read on it.

Of course I recognize the Alpha skill system will be the first against the wall come the revolution and haven't got too attached to it. I think we will see major changes when the second Alpha is released. :D

The Exchange

Female Human(ish) DM 1 / Housewife 1 / Zany RPer 3
FabesMinis wrote:
Characters generally have too few skills in whatever system for my liking.

Ditto. As a DM I have a habit of giving people skills for free if they suit their background. Elves especially need a lot of hobby skills to show all the random things they've done over their long lives


Male Workaholic, level 10
Wicht wrote:


I think you're misreading it. Just because a skill is a class skill it does not follow that you have been trained in that specific skill. Thus there are two qualifications in the rule 1) It's a class skill and 2) you've been trained in that specific skill. That's my read on it.

Oh yes, I didn't think it was automatic. In Rellios case, I had chosen class-only skills for training, so the bounus applies to all my skills. If I had chosen something non-rogue, such as Spellcraft, I understand that the bonus would be different.

I just asked becuase
a) I had completely overlooked it in creating the character.
b) I'm used to picking a mix of trained skills, and usually some of them have very few ranks/points added at all. Like others have said, I tend to think of them as character background traits.

Scarab Sages

Male Human Expert 3/Cleric 3

Hey Alex,

I understand what surprised you. I wouldn't worry too much about the skill shtough as it has more or less been guaranteed that they will be different. Likely with the next release of Alpha.


Does this sound reasonable and not too awkward as a combat maneuver?

UNSEAT RIDER
As a standard action, you can attempt to unseat a mounted foe. If you do not have improved bullrush, unseating the foe provokes an attack of opportunity from the foe. If you do not have improved overrun, unseating the foe provokes an attack of opportunity from the mount. The DC for this maneuver is the mounted foe's CMB plus the size modifier for the mount. If your attack is successful, the foe is unseated.

Scarab Sages

Male Human Expert 3/Cleric 3

Sounds fairly reasonable.


Male Workaholic, level 10

Sounds good. Are you submitting that on the Pathfinder forum list?


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

Magnificent idea! (His eyes gleam...)

The Exchange

Female Human(ish) DM 1 / Housewife 1 / Zany RPer 3
Sir Manfred VonFalkenburg wrote:
Magnificent idea! (His eyes gleam...)

Oh lords, because Manny needs more ideas for 'heroic' expolits to add to his list of things he needs to try :P


m other rogue/bard/ranger 1/2/1

Leaping Alaznist! this is working out well.....I'm speechless! (for a little while at least)


Well, Encounter 1: 'Like Bats out of Hell' is finished for both parties.

It was certainly a dynamic encounter (both our dwarven leaders kept having to drop weapons and pick up others ... must be a family trait to always pick the right tool for the right job). I think it was the type of encounter, they made miniatures for and I could have sketched in some battlemaps but wanted to move quickly.

The goblins were the usual CR 1/3 variety but the bats were CR 2. I added a couple of feats but they didn't have their bite attack. This would make it at least an 'epic' encounter according to page 61. They also had conditions favourable to them. They had a chance at a surprise attack; the party had limited mobility; they could escape while the party could not; one party had to contend with troublesome draft horses the other with a barge. They also avoided face-to-face confrontation with the heavy melee hitters and took on the rogue in 'Foray' and the fireweaver in 'Last Seen'.

As far as the grappling rules go, they were very easy to apply. The cumulative bonuses were interesting too. The Kannonfodders could barely hold the bat at first but with each round of maintaining their grapple were able to reduce the bat's activity until it was pinned. At AC 20 it was hard to hit but once it was denied its +6 bonus to dexterity it became easier.

I like the CMB. It made it very easy to make stuff up on the fly:

  • Two dwarves holding onto the barge pole? Add in the other's strength bonus to the CMB.

  • You want to leap over the bat and pull the goblin to the ground? Sure. Increase the goblin's CMB by the bat's size modifier and they both could have attacks of opportunity.

  • Scarab Sages

    Male Human Expert 3/Cleric 3

    That was a fun encounter. I'll have to start reading the other thread now. :)


    Male Dwarf Fighter 2 / Cleric 3
    Wicht wrote:
    That was a fun encounter. I'll have to start reading the other thread now. :)

    "As well yuh should, cousin!" ;-)


    Male Workaholic, level 10

    Aye..the CMB certainly simplified things...made it dynamic without being overly complicated.


    Male Human - dash of elf Miniature painter/ Heroic

    Manfred is made of pure awesome - he is so entertaining.


    m other rogue/bard/ranger 1/2/1

    Couldn't agree more. At numerous points we were posting so fast we should have got a chat room!!


    Here is a map of Kerrigan's Keep. The tributary to the Yondabakari you have taken is the smaller, more southern branch of the river heading into the woods.

    Here is a map of the gorge with the incidents marked on it. The orientation is off. The river runs from southwest to the northeast. You are heading in a southwesterly direction towards the waterfall.


    m other rogue/bard/ranger 1/2/1

    I've read the rules and have been reading the threads on the turning healing, and I guess from what I can figure a cleric can release a wave of positive (healing) energy3x(+cha-that Hru doesn't have)/day I probably should have done that as we camped for the night but it's a bit surreal after all these years to just have the party get 1d6 (now, at first) back 3x/day....is anyone else feeling that?


    Amardolem wrote:
    I've read the rules and have been reading the threads on the turning healing, and I guess from what I can figure a cleric can release a wave of positive (healing) energy3x/day (+cha-that Hru doesn't have) I probably should have done that as we camped for the night but it's a bit surreal after all these years to just have the party get 1d6 (now at first) back 3x/day....is anyone else feeling that?

    There's a debate about whether that one should require undead to be present or not. Jason Bulmahn made it clear it was intended to offer extra healing for the party. Thoughts?


    m other rogue/bard/ranger 1/2/1

    Well, in the heat of battle I suppose you still need the individual spells so as not to heal the monsters too, and it makes the other cleric spells more likely to be used and not cnserved (sometimes you end up being the cleric just so the party has a heal-o-mat instead of for it's RP-fun value) And I guess with regards to healing everyone could have chipped in and bought a wand of CLW for the cleric in standard 3.5 which adds nothing to the rp value, and makes you flit around in combat like the Heal Fairie; so at least this gives you something to role play...just feels weird...


    Amardolem wrote:
    Well, in the heat of battle I suppose you still need the individual spells so as not to heal the monsters too, and it makes the other cleric spells more likely to be used and not cnserved (sometimes you end up being the cleric just so the party has a heal-o-mat instead of for it's RP-fun value) And I guess with regards to healing everyone could have chipped in and bought a wand of CLW for the cleric in standard 3.5 which adds nothing to the rp value, and makes you flit around in combat like the Heal Fairie; so at least this gives you something to role play...just feels weird...

    Don't think of it as a turning undead that has a healing effect. Think of it as an unleashing of positive energy that rattles the bones of undead and heals living creatures. The question then is how would Hru unleash positive energy? I imagine Hru would unleash it in a scream of some sort but I've only just met him.


    m other rogue/bard/ranger 1/2/1

    I could drw my sword and exclaim "By the Power of Gorum, I HAVE THE POWER!!!" But then Skeletor would always be buggin' me.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    The way I've been interpreting the new healing/turning rules for my tabletop group goes sort of like this...

    --Yes, it's an unleashing of positive energy...usually called down in the form of some kind of rebuke (against undead) by a good-aligned cleric in order to damage them. Or, it can be called upon as a form of prayer (for your allies) to ensure they're healed.

    --A cleric's deity knows the heart of his servant. And so he knows which creatures are his allies and which are his enemies. So, when the positive energy is unleashed, the god's power clearly damages undead in the area (because of the positive energy effect), but it only heals the cleric's allies...not every living breathing creature in the immediate vicinity. Otherwise, your god would be answering your call to assist and heal your friends while also healing your living enemies. And that just doesn't make sense (unless maybe your god is a total pacifist)...

    --The most applicable time to ensure a full blessing (and healing) from your god is to have all of your allies join hands (probably before going to bed that night) and use whatever turning "charges" you've got left for the day. That way, it's maximum healing as everyone willingly recognizes, appreciates, and dedicates themselves to the cleric's deity and/or expresses a willingness to receive his blessing.

    --At other times, like during combat, it isn't feasible for all of a cleric's friends to be gathered close together. In these circumstances, you've got the option of using a turning check to fill an area with healing power (for your allies)...possibly missing one or two of them that are outside the area of effect. Or, you've still got the ability to prepare individual healing spells (e.g., cure light wounds, etc.) that you can use to target specific allies who need it. In addition, the Healing domain provides something similar in the form of spell-like abilities that duplicate those healing spells. So a cleric can opt for that, too.

    --The reverse of all of this is also true for evil clerics who wield negative energy. They can use that power to "heal" their undead servants. Or, their dark god will allow them to call upon that power to damage their enemies (but not their allies) in a specific area of effect. And, of course, evil clerics can also prepare individual cure or inflict spells as necessary to augment those abilities.

    Just my two-cents,
    --Neil

    The Exchange

    Female Human(ish) DM 1 / Housewife 1 / Zany RPer 3

    I'm actually playing a cleric in a tabletop playtest. We're ruling it that it is an unleash of positive energy so you need to be really careful, you will heal your enemies if they're within range. it has lead to fun things like people standing over unconscious enemies to knock them out again as she lets out a positive energy pulse.


    Male Human - dash of elf Miniature painter/ Heroic

    I like NSpicer's version - it fits with what I was thinking. Many spells only affect enemies or allies- a spell 'knows' what to affect.


    m other rogue/bard/ranger 1/2/1

    But by the same token 50 priests of Desna may be calling on that power at the same time...I guess it comes down to how all knowing the god or godess is. I think they were going for a, you call on the positive energy that, being bonded to your diety, you have access to. Sort of like a well that you can get a bucket of and dump over a thirty foot radius and it's effect on all living creatures is heal. My question is: If a good cleric is healed when he uses turning healing, is an evil one harmed when he uses rebuke/inflict? or are all living and undead creatures effected except the cleric? This would tend to support your "house rule" of selective healing/inflicting (sort of like "Bless") but in that case I think the progression of how much damage is healed/inflicted should be slower, thus making it advantageous at low level and not so much at higher levels...say an additional d6 every 3 or 4 levels above 1st ( just to prevent munckinism)posted in the alpha section where your post (Nspicer) disappered moments ago leaving me looking like I.m talking to myself.


    Male Human - dash of elf Miniature painter/ Heroic

    I believe I read something from Jason saying that the cleric can choose to affect him/herself or not.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    FabesMinis wrote:
    I like NSpicer's version - it fits with what I was thinking. Many spells only affect enemies or allies- a spell 'knows' what to affect.

    Exactly. But perhaps to take it one step further, I prefer this interpretation because it allows divine powers (be they spells, domain powers, or turning abilities) to function differently than arcane spells.

    To me, a fireball affects a certain area...lighting up foes and allies indiscriminately. But when we're talking about divine, godly power, I like having it act somewhat at the direction of the god's will moreso than just the priest's. In which case, such an effect could (and should) draw upon the god's omniscience. And that allows it to affect allies, but exclude enemies...or vice versa.

    It doesn't have to be that way for every divine spell, of course. A blade barrier, for instance, probably isn't going to distinguish between friend and foe. But the turning ability when used to heal or harm, just makes more sense to view it that way. And, by doing so, you eliminate a lot of the metagaming that occurs otherwise.

    --Neil


    "Living creatures within the area are healed a like amount
    by this wave of positive energy. You can choose whether
    or not to include yourself in this effect. Hit points gained
    above a living creature’s total are lost." (p. 45).

    I find the whole thing a little odd too but it is there so use it. Amardolem can try to dress it up or put a spin on it that makes it appropriate to Hru (ok, ok, without attracting Skeletor's attention if possible).

    I think with that extra healing plus racial hit die, the 'Foray' group are damage sponges.


    Male Dwarf Transmuter 5
    Tarren the Dungeon Master wrote:


    I think with that extra healing plus racial hit die, the 'Foray' group are damage sponges.

    Sponges!

    I'll 'ave you know I'm a rock. A veritable rock.

    Soft spoogly sponge indeed!

    *hrmph*


    Male Half-elf Rogue 3

    If man falls from horse too often, fall may kill him.

    So my people say.


    Kamris wrote:

    If man falls from horse too often, fall may kill him.

    So my people say.

    In Korea they say "Even monkeys fall from trees" which translates roughly as "If you roll a one on a saving throw even your 12th level rogue can slip on the stairs" which is a house rule in some games.


    Hi all.

    From now on, I'm using Flicker to describe landscapes! :-)

    For a 3D image of the whole gorge in general, try this.

    For the recess, try thiswaterfall that has since dried up. It is not at the end of the river but off to the side so the river continues.

    Imagine if, in the waterfall picture, there were a ledge about 10' up and about 10'x10. You can easily get boosted up. From there to the top of the gorge is another 20'. A person could climb it with a some difficulty. It would be impossible to get the horses up.

    Scarab Sages

    Male Human Expert 3/Cleric 3

    I just wanted to say... Dwarves are fun to play ^_^


    Wicht wrote:
    I just wanted to say... Dwarves are fun to play ^_^

    Your version of the poem was so much better!


    m other rogue/bard/ranger 1/2/1
    Wicht wrote:
    I just wanted to say... Dwarves are fun to play ^_^

    I know, you guys are crackin' me up, by the end of this adventure Hru's going to be talking like a dwarf.


    [Canadian stereotype]I'll be offline for a good part of the day. Despite all the snow yesterday, we're going to a bilingual maple syrup festival with wagon rides, medieval combat*, pancakes, a taffy pull, ...[/Canadian stereotype]

    *She had me at 'medieval combat,' although I have no idea what that is doing in a mapyle syrup festival.


    Male Workaholic, level 10

    Well then...have a good one, eh?

    It sounds about as sterotypical as when I go to the Swampbuggy Festival - with Gator Wrestling, Crawdad Boils, Fishing Contest, and Airboat Races - here in Florida. No Medieval Jousting, but we do get to watch axe throwing - does that count?


    Male Human - dash of elf Miniature painter/ Heroic

    I'm DMing Terror in Freeport at the moment today.


    Male Human

    I'm playing in Undermountain tonight... as an obnoxious Wu Jen.

    "You fight like girl!" [standing next to female shadowdancer]
    "It OK, we use Gnome bait." [referring to gnome rogue]
    "You god mighty, he turn Grell for you! Bwa-ha-ha-ha!"

    Low wisdom is fun to play, but the Dwarf Cleric is fixing to kill me.


    Alex Martin wrote:
    .... No Medieval Jousting, but we do get to watch axe throwing - does that count?

    I didn't see any medieval combat and suspect my wife just slipped that one in there to get me out of the house. The lumberjack axe throwing was the highlight of the day. All I could think is 'Dwarves would be great at this!' Is that sad?


    Male Dwarf Transmuter 5

    To be contemplatin' dwarves is only a sad event when you be thinkin' about all that you be missin' by not bein' a dwarf.


    Heehee ... Seriously, I think having dwarves as loggers would make a lot of sense. It fits their gruff characters, they have to log to melt ore anyhow, and it would explain why elves and them don't get along.

    Elven King to Elven Prince: Son, when you sold the mineral rights to Silver Pine Mountain to that dwarven clan did you discuss sustainable logging practices?

    Prince: Logging? I don't think we discussed logging. Surely dwarves know to care for a forest as beautiful as Naked Nymph Woods.

    <ZzzzzzzzzzzzzZzzzzzzzzzzzzzzzZzzzzzzzzzzzzz>


    Male Dwarf Fighter 2 / Cleric 3
    Tarren the Dungeon Master wrote:
    Logging? I don't think we discussed logging. Surely dwarves know to care for a forest as beautiful as Naked Nymph Woods.

    "Timber!"

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