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* Hrrrmmm. Yes, without the significant power gains you will be providing the tikiman is kinda weak, so being destroyed is a major possibility and then the Yohunga is s*(t out of luck for a week.
- Seeing as some of the tiki powers require HD they will be... et all
So I posted some errata which will make the tikiman make a lot more sense. It should solve the whole, what powers do I want to add clause. What you'll see now is that a number of the powers work sort of like feats (because constructs can't have feats).

Oceanshieldwolf |

Oceanshieldwolf wrote:* Hrrrmmm. Yes, without the significant power gains you will be providing the tikiman is kinda weak, so being destroyed is a major possibility and then the Yohunga is s*(t out of luck for a week.
- Seeing as some of the tiki powers require HD they will be... et all
So I posted some errata which will make the tikiman make a lot more sense. It should solve the whole, what powers do I want to add clause. What you'll see now is that a number of the powers work sort of like feats (because constructs can't have feats).
[Emphasis mine] So basically, according to your errata the tikiman's actual HD doesn't change (unless you choose the Increased Hit Die tiki power) but it
* gains a bonus to its attacks based on your Yohunga level (but not actual BAB so no extra attacks by BAB - again, unless you choose the Increased Hit Die tiki power)* gets extra hp based on the Yohunga's hp
* even if you choose the Increased Hit Die tiki power the tikiman doesn't get an extra feat for every 2 HD after 1HD because it is a construct
The tikiman still gets 5.5 hp per increased hit die though right?
And you still need to choose the Increased Hit Die tikipower to increase it enough to choose tikipowers with HD prereqs - or does the Yohunga's level affect the prereqs?
Thanks for your errata so far - this is an awesome class, just trying to understand it properly...

Oceanshieldwolf |

Thught I'd just clarify my errata questions re: the Yohunga's tikiman.
Tikiman Errata
Armor Class: A tikiman gains an additional natural armor class bonus equal to ½ the yohunga's class level rounded down.
Simple enough. :)
Hit Dice: For the purpose of effects related to number of Hit Dice, a tikiman adds the yohunga's character level to its base Hit Dice.
Does this include prerequisites for tiki powers? Or just for calculating effects of the tiki powers etc...
Hit Points: In addition to own hit points a tikiman gains a number of bonus hit points equal to half the yohunga's total hit points (not including temporary hit points), rounded down.
So this is in addition to the 5.5 hp per HD acquired by the Increased Hit Die tiki power?
Attacks: the tikiman adds the yohunga's base attack bonus (as calculated from all his classes) to all his attacks. Use the tikiman's Dexterity or Strength modifier, whichever is greater, to calculate the tikiman's melee attack bonus with natural weapons.
I'm a little confused here. The tikiman has a bite which begins bite +2 (1d3 -1), dagger +2 (1d2-1/19-20). So if my BAB is +4 then this becomes
bite +6 (1d3 -1), dagger +6 (1d2-1/19-20)?If I have also chosen the Increased Hit Die tiki power four times, the tikiman's hit die is now 5, and constructs BAB is 1/HD. So would this now be:
bite +10 (1d3 -1), dagger +10 (1d2-1/19-20)?
And I'm right in assuming this is not an increase to the tikiman's BAB, just a straight bonus to his attacks? And thus no extra attacks at +6 BAB etc... Does this bonus have a type?
Saving Throws: For each saving throw, the tikiman adds the yohunga's base saving throws as calculated from all his classes. The tikiman adds this bonus to its base save modifiers and uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the yohunga might have on saves.
That seems simple enough. Again, thanks for posting the errata to this thread.

Oceanshieldwolf |

@Tim Hitchcock
Ok, last questions I promise...
How do you repair/heal the tikiman once damaged in combat? Can you repair him outside combat/between combats?
Construct rules in the Bestiary indicate that the tikiman would get minimum 1 skill/HD, but most constructs are mindless, and don't ever have class skills. Apart from stealth, and assuming no tikipowersthat relate to skills are chosen, what would be appropriate skills to add to a tikiman?

Alex Cunningham |

Just wrapped up the first two sessions of a new RAZOR COAST campaign, starting at 1st level, including TALE OF THE SEABEAR. For some thoughts about the SEABEAR (included in the Indulgences in the campaign book), check the spoiler!
General outline:
- Starting at first level in Magnimar. Running them on a ship populated by homebrew NPCs, with some from the NPC codex, and some rules swiped from SKULL & SHACKLES book 1.
- Session 1 begins getting recruited, sailing west from Magnimar, profession checks, onboard intrigue, hazing, etc.
- 2nd night aboard, the SEABEAR collides with the ship out of nowhere.
- After resolving TALE OF THE SEABEAR, they'll run through a modified version of the adventure "Little Island", with some stuff stolen from "There Is No Honor" and "Spider Eaters".
THE TALE OF THE SEABEAR thoughts:
- The ship is SCARY. By the end, my PCs were cowering close by every unopened doorway, with cover fire at the ready.
- The thieving rat swarm went great. Much more threatening for the players to lose valuable low level loot than to be attacked.
- Thalios Dondrel was a beloved NPC, primarily because of his being both pathetic and having a character portrait that I made to make him look emaciated and beat up, but my female players found ripped and rugged. He was discovered early, then thrown headfirst into the ghoul hold by a suspicious PC (who thought Thalios was the only survivor because he was the mastermind). Thalios got revived from negative HP twice.
- I modified the ghoul encounter in two ways:
1) I made the smuggler's hold filled with chest-high water, so the PCs couldn't just toss some torches and gunpowder in to avoid the fight, and also to give my two amphibious PCs a little boost.
2) I made the ghouls more mindless/less aggressive (few claw attacks). They just kept critting with their bites, and if they didn't crit they paralyzed. The PCs played "whack-a-mole"/Thermopylae with the trap doorway, and still we had many near deaths.
- WILL SAVES DEAR GOD THE WILL SAVES. Some great roleplaying on the part of my players, but if I did it again I would make the Will saves only when dramatically appropriate and I would clarify strength of the compulsion/delusion. My players thought "you don't think it's a good idea to harm the mast/idol" meant "KILL ANYONE WHO TOUCHES IT GRARRR!".
- 20 kegs of black powder? At 1,000 GP each, that's insane. At 1/4 price (for common guns in my campaign) that's still 5K gold worth. A very very very tempting loot pile.
- Everyone becomes a blubbering new parent when there's a kitty. C.f.: http://xkcd.com/231/
- I should have put treasure in with the black fungus.
- Any thoughts on how a crew would saw the mast off the ship in order to return it to the Tulita? Knowledge Engineering check and 6 hours work?
- It's hard to build up to the surprise scares, like Kalae's skeleton under the sheets. My best bet (using Roll20) was to just slip a scary image into everyone's player journal and then suddenly tell them to check it.
- The whole adventure, by itself, this easily gets my PCs from 1st level zero XP up into 2nd. If only for the stress.
- That stress is really caused by the intra-party strife. Regardless of CR, I would not fling this on a new party who did not have a chance to bond. Entirely due to RP elements, I may lose at least 1 character because of trust issues.
- A lot of fun. Thanks to Frog God for including it in the big book (and it's even updated from the .pdf you can buy separately at Paizo!)

Nicolas Logue Contributor |

Just wrapped up the first two sessions of a new RAZOR COAST campaign, starting at 1st level, including TALE OF THE SEABEAR. For some thoughts about the SEABEAR (included in the Indulgences in the campaign book), check the spoiler!
** spoiler omitted **...
Oh, I love Tale of the Seabear. Easily my favorite first level adventure I've ever written, and that's saying a lot, as Crown of the Kobold King and Hangman's Noose are both first level goodies.
Then again, I'm working on something for first level right now that is even creepier...its keeping me up at night, in a terrible and also excellent way.

donato Contributor |

Nicolas and Louis, I hope you guys don't get upset that I was "heavily inspired" (read: unapologetically emulated) your presentation of the NPCs, locales and events for my adventure. It is on a smaller scale, but it's pretty much ripped from Razor Coast for my sandbox adventure.
The book is phenomenal and I've been itching to run it since I got my hands on the pdf. Great work all around!

Nicolas Logue Contributor |

Nicolas and Louis, I hope you guys don't get upset that I was "heavily inspired" (read: unapologetically emulated) your presentation of the NPCs, locales and events for my adventure. It is on a smaller scale, but it's pretty much ripped from Razor Coast for my sandbox adventure.
The book is phenomenal and I've been itching to run it since I got my hands on the pdf. Great work all around!
Go for it, donato! We hope everyone enjoys the sandbox style Lou and I mashed up (big kudos to Lou really for doing most of the heavy lifting on it). Hope it works out great for your adventure!

Power Word Unzip |

I drop whispers into the game whether the players ask for them or not. Someone wants a hot bath? The washerwomen tending the tubs are talking about Falken Drango's capture. Another person goes to the Broken Skull for a drink or a fight? A few old salts are talking about the Albatross' voyage. Walk into the Church of Quell hoping for healing? Some of the priests are speaking in hushed tones about rumors of the black shark (of which there definitely be one!).

Oceanshieldwolf |

Bumping for rules clarifications/questions on Tim's errata on Yohunga stuff in this post from upthread.

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@Oceanshieldwolf
I pinged Tim for you, but I can answer the healing question. There are two ways, iirc:
1. The autonomous repair mana ability
2. The spell make whole
However, here's what's missing: make whole (mass)
That spell got dropped in the shuffle and needs to be in the errata to really round out the Yohunga class. Tim may have a version ready to post, but I'm not sure.

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Hit Dice: For the purpose of effects related to number of Hit Dice, a tikiman adds the yohunga's character level to its base Hit Dice.
Does this include prerequisites for tiki powers? Or just for calculating effects of the tiki powers etc...
I actually intended it to be both, thanks for clarifying that.
Hit Points: In addition to own hit points a tikiman gains a number of bonus hit points equal to half the yohunga's total hit points (not including temporary hit points), rounded down.
So this is in addition to the 5.5 hp per HD acquired by the Increased Hit Die tiki power?
Yes, quite... The increased HD power becomes like a toughness feat at upper levels. The tikiman is the yohunga's primary schtick so the tikimen need a fair amount of hit points to be useful, especially since they are the yohunga's pawns in combat.
Attacks: the tikiman adds the yohunga's base attack bonus (as calculated from all his classes) to all his attacks. Use the tikiman's Dexterity or Strength modifier, whichever is greater, to calculate the tikiman's melee attack bonus with natural weapons.
I'm a little confused here. The tikiman has a bite which begins bite +2 (1d3 -1), dagger +2 (1d2-1/19-20). So if my BAB is +4 then this becomes
bite +6 (1d3 -1), dagger +6 (1d2-1/19-20)?If I have also chosen the Increased Hit Die tiki power four times, the tikiman's hit die is now 5, and constructs BAB is 1/HD. So would this now be:
bite +10 (1d3 -1), dagger +10 (1d2-1/19-20)?
Yep. Remember, the tikiman is going to be performing most of the yohunga's work in combat, while he hangs back an bolsters the thing or his allies with spells, plus his casting is limited.
And I'm right in assuming this is not an increase to the tikiman's BAB, just a straight bonus to his attacks? And thus no extra attacks at +6 BAB etc... Does this bonus have a type?
Right!... Because you'll have multiple tikimen at some point so the multiple attacks will come from multiple tikimen, not an increase in the BAB. That would just get too crazy, and well un fun for everyone else but the yohunga (no one else would get a turn)
I never gave it a type of bonus, but I don't believe for familiars (which have a similar type of bonus) have a type listed for their bonus either)

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@Tim Hitchcock
Ok, last questions I promise...
How do you repair/heal the tikiman once damaged in combat? Can you repair him outside combat/between combats?
Construct rules in the Bestiary indicate that the tikiman would get minimum 1 skill/HD, but most constructs are mindless, and don't ever have class skills. Apart from stealth, and assuming no tikipowersthat relate to skills are chosen, what would be appropriate skills to add to a tikiman?
Repair Object spells work.
I haven't gotten around to making a range of repair object spells for the yohunga yet, but my intent was to make a set of repair spells that followed a progression similar to the cleric's cure spells.And yep, they are constructs so you can repair them outside of combat.
As far as skills go, the Yohunga determines what skills are most appropriate for his tikimen, and as he progresses, he might want each of his tikimen to have a different skill set. It depends entirely on what the Yohunga has built the tikiman to do. So like a tikiman designed to be an assassin tiki might do a stealth build, while a tiki designed to be a jungle hunter/tracker might build on acrobatics, climb, or survival. That was supposed to be one of the perks, that you could build your tiki to suit your needs.

Oceanshieldwolf |

That was what I got out of it Lou, but you have to be like 11HD Tike to use autonomous repair.
It is possible to get to 11HD pretty easily if you consider this:
Hit Dice: For the purpose of effects related to number of Hit Dice, a tikiman adds the yohunga's character level to its base Hit Dice
applies to the prereqs. So in our PbP, my Yohunga is 4th level, and has taken increased hit die for his tikiman four times so the tikiman has a base HD of 5. Added together that is 9 HD.
Only a few more levels, (or another level and another selection of Increased Hit Die) and I would be eligible to choose autonomous repair at the next level. At least that is how I understand it. ;)
I'm off to change my spell list to get make whole...

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I'm actually now building up an NPC portrait gallery for my players to reference so they can keep track of who is who easier.
Obviously it'll grow as they progress and possibly not giving it to them until the end of what will be session 1 for us, which I expect to cover both 5.1 and 5.2 due to the time we play.

brvheart |

Oceanshieldwolf wrote:@brvheart: You make a new alias in your account and post as them.And you can mark them as NPCs in the 'edit my campaign' section.
Thanks, I did manage to find that one. Just a bit annoying trying to switch back and forth. The only way I saw was to mark it as the default alias.

brvheart |

No play reports form me this week or next week, guys. My father just had bypass surgery and I'll be indisposed taking care of him for a few days. I'll be reading along to see what you guys are up to in the meanwhile, though!
Best wishes on your father also. We will add him to our prayers. My father-in-law had it a few months ago. It was like day surgery for him, no open heart and made for a much swifter recovery.

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GeraintElberion wrote:Thanks, I did manage to find that one. Just a bit annoying trying to switch back and forth. The only way I saw was to mark it as the default alias.Oceanshieldwolf wrote:@brvheart: You make a new alias in your account and post as them.And you can mark them as NPCs in the 'edit my campaign' section.
Aliases which you have used in a pbp thread will then sit at the top of your alias list when posting in that thread.
It does make it quicker to if you have a lot of aliases (as I do).

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Started running the campaign yesterday with
Stephen Harker - Half Elf Wizard 5 - purser, map enthusiast and someone who has a taste for the finer things even if he's running out of money
Maka'koa - Mad Dog Barbarian 4, Bestial Druid 1 - Tulita who is a little more bloodthirsty than the rest.
Mary Belle - Female Half Aasimar Cleric of Pekko - looking to set up a Chapter house for Pekko
Tim - Halfling Rogue - pretending to be a human cabin boy. Fairly manipulative in terms of playing up hero worship.
Obadiah "Four Fingers" Flint - Human Gunslinger - Another follower of Pekko who is all about the bluffing.
Campaign so far
Run sesssion 5.1 and about halfway through 5.2. They've started trying to collect the Wave Riders; realised that they probably got stolen from by Jalia, given a drink already to Montgomery and arranged to try and hire Xander Brim.
On that note - has anyone come up with some good rates for Xander to charge?
They've also gone some way to earning Zalen's trust, though they seem to have gotten annoyed with the Tulita wanting to fight for themselves - the fight with the Whalers. They stopped the fight with Zalen's help as they were on their way back to the Chapterhouse with him.
The party has no Knowledge Local, which means they really are newcomers. They tried to get rooms at the Kraken's Gullet, but were turned down because of their Tulita, who they did try to pass off as a servant.
The Cleric of Pekko has taken an interest in the Dragonsmoke pushers, partly to find their source, but partly as she wants to replace drugs with good old fashioned booze and take over running the floozies and other such things in Port Shaw. This did lead to the Dragonsmoke pushers being asked "Had they considered the benefits of Absinthe and a good woman."
They bought a map to Garr Bloodbane's treasure after scaring the seller who let them have it for 25gp and a share later. The Tulita tried to intimidate him, but failed even with a blade out, which led them to suggest that the seller really did have a backbone and should come in with them as an equal partner.
Next time it'll be talking to Zalen about Noeliss, a trip to Toe's Reach [It would help if the time it's referred to as Thumb's Reach was either corrected or had a note to say the locals had called it the wrong name], and another encounter with the Dragonsmoke pushers I'd expect for starters.

Anguish |

Removed a post. Please don't use the term "rape" like that.
OFF TOPIC:
Liz, I'd just like to take a moment to say that I really respect Paizo's ongoing policy of documenting moderation. The extra effort to disclose what moderation actions were taken and in reasonable terms why is appreciated. I don't know why, but whenever I read these it always feels... right. I don't know what the post was exactly, but it doesn't sound like something I think shouldn't've been censored. Very, very cool.

Power Word Unzip |

G'harrrrrrrr mateys, it be Talk Like A Pirate Day, and me rum-addled brain can think of no better thread'n this one ta do't in! Me FLGS be sellin' all Skull & Shackles plunder for $2 off today, so I be on my way down there ta pick up me pawns and minis fer me next session o' sailin' the Razor, yaaarrrrrrr!
(And thanks fer th' kind words regardin' me pappy from Nick and th' rest o' th' swabs. He be healin' well, but walkin' with a peg leg 'til further notice.)