DM HolyWater's Rappan Athuk Discussion


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Your Narrator

Welcome to my campaign everybody.

The caravan has set out from Mechitar several weeks ago so you will at least recognise each other even if you have not become acquainted. Please also post here your role in the caravan (guard, traveler, etc.).


Male Human Bard 1 | HP 27/27 | AC 16, Touch 12, FF 14 | CMD 16 | Fort +6, Ref +6, Will +3| Per +5 | Init +6

Freddy checking in. He's currently serving as caravan guard. I built him for a lot of versatility, but I think given the presence of an Oradin and two Warpriests, I'll regear him a little to drop the Wand of CLW.


Your Narrator

Doing this in alphabetical order to make it objectively fair. You all have heard of Rappan Athuk but in addition to this you may have somehow received or heard some rumour or legend about Rappan Athuk or the area or creatures around and in it. These may be true OR false as rumours and legends are to be investigated if one wishes.

Freddy's Rumours:

Int: 1d20 + 2 ⇒ (14) + 2 = 16 1d100 ⇒ 81
Int: 1d20 + 2 ⇒ (3) + 2 = 5
Cha: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Rumour Known
Rappan Athuk? Bah! No one ever gets out of that place alive!


Gheris' Rumours:

Int: 1d20 ⇒ 10
Int: 1d20 ⇒ 18 1d100 ⇒ 62
Rumours Known
The monks of the small shrine of the Coast Road are helpful to passersby.

Rappan Athuk? Bah! No one ever gets out of that place alive!


Good Thomas' Rumours:

Int: 1d20 ⇒ 16 1d100 ⇒ 93
Int: 1d20 ⇒ 18 1d100 ⇒ 61
Rumours Known
A great wizard tried to build a tomb in the wilderness, but couldn’t manage the effort.

Rappan Athuk? Bah! No one ever gets out of that place alive!


Koan's Rumours:

Int: 1d20 + 2 ⇒ (14) + 2 = 16 1d100 ⇒ 36
Int: 1d20 + 2 ⇒ (17) + 2 = 19 1d100 ⇒ 37
Rumours Known
There are caverns inhabited by living statues; one-time explorers transformed by evil, they ambush the unsuspecting.

A terrible dragon called Gath the Ravager was sealed long ago deep within the dungeon by powerful priests, whose spirits still guard his restless sleep.


Koayi's Rumours:

Int: 1d20 + 2 ⇒ (8) + 2 = 10
Int: 1d20 + 2 ⇒ (13) + 2 = 15 1d100 ⇒ 76
Rumour Known
“Rappan Athuk? Bah! No one ever gets out of that place alive!

Lars' Rumours:

Int: 1d20 ⇒ 14 1d100 ⇒ 35
Int: 1d20 ⇒ 17 1d100 ⇒ 4
Rumours Known
A benevolent old wizard lives near the temple of Orcus. He reportedly offers refuge to those who kill the servants of the evil one.

The temple of Orcus no longer exists within the dungeon. Its existence is a lie told by adventurers to keep others away.


Sorek's Rumours:

Int: 1d20 + 1 ⇒ (14) + 1 = 15 1d100 ⇒ 15
Int: 1d20 + 1 ⇒ (1) + 1 = 2
Rumour Known
Inside a great labyrinth lies a strange mushroom that can restore youth to a human. They are blue with red spots, and lie under a bridge.


Male Human Bard 1 | HP 27/27 | AC 16, Touch 12, FF 14 | CMD 16 | Fort +6, Ref +6, Will +3| Per +5 | Init +6

Even if there's only one Warpriest, two characters with better heal capabilities means I can shift Freddy's attention. I'll drop Ear-Piercing Scream for CLW and put the starting funds somewhere else.


Your Narrator

Freddy
Listed AC is wrong(no armour or dex).
Listed Initiative does not account for Improved Initiative.
Knowledge(History) should be +9(trait gives you an extra +1).
Let me know when you finalise equipment.

edit: my bad


Male Human Bard 1 | HP 27/27 | AC 16, Touch 12, FF 14 | CMD 16 | Fort +6, Ref +6, Will +3| Per +5 | Init +6

Thanks for the heads-up; I have a blank statblock I work off of due to not actually owning Hero Builder, but I'm prone to making a few flubs. I'll have it all fixed up by the time I make my first IC post.


Your Narrator

Yea it happens. I don't have anything fancy like mythweavers, hero labs or whatever others use these days so I have to do the same thing.


Male Human Bard 1 | HP 27/27 | AC 16, Touch 12, FF 14 | CMD 16 | Fort +6, Ref +6, Will +3| Per +5 | Init +6

Okay, fixed the mistakes you pointed out, dropped the CLW wand and two smokesticks to pick up a Cloak of Resistance +1 instead.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

Checking in. Based on the size of the party and the breakdown of melee vs. ranged (having given the chosen members a look), I have some changes and tweaks to my character. I've updated my profile accordingly, although I haven't went through and modified the background story yet as will be needed.

Let me know if you have any issues with this or the changes. Barring that, I am good to go!


Your Narrator

I haven't memorised anyone's character sheets. Could you tell me what you changed from before? I have you as 'party healer' is that still your plan?

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

Yes. Changed my race to half-elf from Aasimar. Swapped extra lay on hands feat for Fey Foundling. Picked up a bardiche as a weapon instead of a longspear. Base character idea itself is unchanged, just some minor mechanics and flavor tweaks.


I'll get the Lars alias set up shortly.


Your Narrator

Remember half elves get skill focus. And can you list where FCB's are going into.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

Gheris will be serving the caravan as a medico and teamster, assisting with the animal care and well-being as well as tending to the medical needs of the other caravan members. He is not above assisting with watch duties as required, he only asks that he be given suitable time each morning for prayer and reflection.


Your Narrator

Gheris
Ok just realised you took dual minded, How are you getting the +2 vs death though?
Will save is too high. how is it +11? I calculate +9.
Also Reflex should be +6. Remember it's fractional BAB and Saves.
Extra Channel means you get 7/day channel energy.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
DM HolyWater wrote:

Welcome to my campaign everybody.

The caravan has set out from Mechitar several weeks ago so you will at least recognise each other even if you have not become acquainted. Please also post here your role in the caravan (guard, traveler, etc.).

Sorek checking in as a traveler in the caravan.

. After passing his test at the Jade Winds Monastery Sorek was teleported by the Masters to a road outside of Mechitar where he joined the caravan. Unfamiliar with the area or anywhere outside of the Monastery for that matter Sorek is using this opportunity to learn more about the area and its people.

Normally he has no use for food or drink preferring to let his psionic nature take care of those needs,but in order to fit in better and learn more from the people in the caravan he is joining them for the communal meals at the end of each days travel.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

@ DM Holy Water

- +2 saves vs. death comes from the Fey Foundling feat
- Will Save calculated as +3 base (paladin), +2 base (oracle), +4 bonus (Divine Grace), +2 Dual Minded.
- Reflex is +0 base for both classes, +4 Divine Grace, +1 from Dex

Not sure what you are referring to with fractional BAB and Saves. Am I missing something there?

Extra channel actually doesn't show up in the class abilities for Hero Labs, but it is accounted for in my stat block above posts as 7/7.


Your Narrator

Ah i missed that fey foundling bit.
Yes you missed the post i made explaining the fractional calculation of bab and saves.

Basically you don't get +2 twice from a lvl 1 strong save. It just continues the progression. In your case will is strong in both classes. Calculate as if it was 3 levels in 1 class(+3 not+5). And reflex is weak in both classes so calculate as if 3 level in 1 class (+1 not +0). Your fort is fine. Don't worry about the bab. It won't affect you unless you take a level in another 3/4 bab class.


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

OK, alias set up.

Lars probably got talked into being a caravan guard while tipsy.


Retired

Greetings. Koayi and her twin brother Koan have traveled here for...well, Koayi's not quite sure, but Koan tells her it'll let him stop doing what he does for a little while. She's just a traveler following her brother and trying to keep him safe.

Will work on equipment. I hate struggling with it until I'm selected.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6
DM HolyWater wrote:

Ah i missed that fey foundling bit.

Yes you missed the post i made explaining the fractional calculation of bab and saves.

Basically you don't get +2 twice from a lvl 1 strong save. It just continues the progression. In your case will is strong in both classes. Calculate as if it was 3 levels in 1 class(+3 not+5). And reflex is weak in both classes so calculate as if 3 level in 1 class (+1 not +0). Your fort is fine. Don't worry about the bab. It won't affect you unless you take a level in another 3/4 bab class.

Gotcha, yea I completely missed that post. I was going by the first post and didn't see anything in the way of house rules notes. I'll make the adjustments. I will be taking additional levels of Oracle, so I'll have you work that out with me when the time comes.

Making the needed adjustments now.


Your Narrator

Also first 3hd are max HP.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

Yea, I was scanning through all of your original posts to see if I missed anything else and just caught that part :)


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

Glad to have made the cut. Made an equipment list and going to finalize my sheet today.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6
Lars the Crusader wrote:
Lars probably got talked into being a caravan guard while tipsy.

Damn drunken priests, where would the world be without them? :)


Your Narrator

Sorek is there any other archetypes you could take? I don't think you have enough. Jokes. It's gotta be the most I've seen though. Still waiting on a couple to check in but I will spend today checking character sheets and preparing the first post while we wait. Hopefully start soon though.


Retired

Okay, gear is done. Ready to rock whenever you are. Also, he could have been a Bladebound/Kensai/Fiend Flayer Magus/Oath of Chastity/Oath of Charity Hospatalier Paladin. Could always be worse, right?

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

Hah.

I've tried to look over everyone to understand the group dynamic and honestly I can't even understand Sorek at all. :) And I'm very familiar with Psionics from a Dreamscarred Press perspective. Granted, I haven't read Paths of War yet, but it looks terribly complex.


HP 38/38 | AC 21, Touch 11, FF 20 | CMD 17 | Fort +7, Ref +3, Will +3 | Per +0, Darkvision 30' | Init +5

Checking in!

I think Good Thomas is good to go. I'm envisioning him as the captain of the caravan's guard. He's looking for more out of life, however, and when the opportunity presents itself to explore Rappan Athuk, he takes it.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
Gheris Summit wrote:

Hah.

I've tried to look over everyone to understand the group dynamic and honestly I can't even understand Sorek at all. :) And I'm very familiar with Psionics from a Dreamscarred Press perspective. Granted, I haven't read Paths of War yet, but it looks terribly complex.

Yes yes everyone... I know archetypes galore lolz

But it really does make sense for the character when its all tied together. Just think of him as an Psionic Monk who uses Path of War maneuvers.

And Yes... it did take a while to put him together


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

Whoa, got equipment completely wrong. Don't know how I got it in my head that we were starting with 7,000 instead of 3,000. Will adjust my list.


Your Narrator

Sorek
I think you have 1 too many languages.
I'm going to rule it that because you are Elan and get the psionic talent feat, that instead of getting wild talent you get a second psionic talent feat from soulknife.
Power points are 14/day as your trait makes your manifester level from Psychic warrior 3 instead of 2.
So 7(wis bonus)+2(class)+2(FCB)+3(feat x2) = 14.
Weapon Focus from Soulknife is replaced so if you want it you need to take it as a normal feat.
Normal feats should be 3, seems you have chosen 4.
I see the Scarlet Throne Path listed entirely on your sheet, I guess that is just for reference even though you can't use the trance or maneuver yet?
Ok last thing, maneuvers... mind exploding.
How are you getting access to riven and silver crane?
Warsoul allows only from (Broken Blade, Solar Wind, Thrashing Dragon, and Veiled Moon)
Pathwalker allows only 2 of (Broken Blade, Iron Tortoise, Primal Fury, Scarlet Throne, Solar Wind, and Thrashing Dragon)
Can you explain where I missed this? Also I'm not quite sure I like the massive front loaded power of both those archetypes being combined.


Your Narrator

Lars
Think you might have too many skills ranks. with FCB in skills you should have 12 total.(2+1+1*3)
Is Skald a regional language that you get from backstory?
You should have an extra feat. (first HD + human + gm bonus + focus weapon + third HD + warpriest third)
Sacred Weapon has no limit that I can see, you have put 3/day but that only applies to how many times you can enhance the weapon at level 4.
Which two blessings are you going for?

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6
DM HolyWater wrote:


How are you getting access to riven and silver crane?
Warsoul allows only from (Broken Blade, Solar Wind, Thrashing Dragon, and Veiled Moon)
Pathwalker allows only 2 of (Broken Blade, Iron Tortoise, Primal Fury, Scarlet Throne, Solar Wind, and Thrashing Dragon)
Can you explain where I missed this?

Hope I'm not stepping on Sorek's toes here, but I do have a little info on this part.

I believe they are gained from taking a "Martial Tradition". Basically this is saying your character belongs to group X and they exchange an existing discipline they know for one that the tradition allows. However, I thought that Riven Hourglass was a beta tradition that didn't make it into print in Path of War? Silver Crane can be obtained via membership into the Empyreal Guardians order. There are other bonuses that come along with that, mainly a hefty save bonus against "evil-sources" and another nice, and stacking, (+2 bonus) against mind-effecting abilities/spells.

Typically you swear an oath or some such and follow a specific code or set of commands/quests.


Your Narrator

Koayi
You get 1 more language known.
Laughing Touch is 7/day.
Where is the eldritch heritage and arcane bond coming from down the bottom of your sheet?
Do you have a horse?


Your Narrator

Koan
Seems like you still need to finish updating. So just let me know when you are done.


Your Narrator

Good Thomas
Since Power attack is essentially free for everyone you get to choose a different feat to take.
Roll me a d100 to see if you ogre blood is strong enough for the 'Ogre Blood(Ex)' racial trait to apply.
I think the 5 times 2+int skills is a typo and that it should be 2 times 2 plus int. Which would match its 2HD and the Humanoid 2+int per HD rule.
Where is your FCB going?


Your Narrator

I have added a spoiler in the campaign tab outlining the houseruled feats and fractional BAB and Saves rules for easy perusal when leveling up and so on.

I will be doing experience by the medium track, instead of telling you all to level up.

Remember some areas you come across and even some encounters will be far too tough for the level you will be at and survival may depend on running away from a fight. I am hoping that you survive till the end before you get horribly murdered by the final boss but TPK's are more common in Rappan Athuk than most AP's you might have played in/GM'd for.

Everyone but Thomas will start with 5,000 experience as per level 3. Thomas will start with 0 and will slowly catch up to your level. By about 6th or 7th level that 5,000XP head start will mean you level before him but for the most part he is at the same level after that. This I am hoping will serve to balance you all out once those 2 extra HD start to not be worth 2 class levels like they were at the beginning.

I am not able to get the first post up today but tomorrow I will definitely, hopefully everyone will be updated by then too. As a sneak peak though I am putting up a Caravan encounter map which will serve if bandits or monsters attack or some such reason.


Retired

Language, Laughing Touch, and Eldrich Heritage/Arcane Bond fixed. I tried several different builds as I worked on her, and I guess I forgot to delete the arcane bond thing. Laughing Touch was a math error, as was the language. The horse equipment was because I wasn't sure if I'd need one, and I like to build characters with the extra storage space. I decided I could use the caravan instead, but didn't delete some of that stuff.


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15
DM HolyWater wrote:

Lars

Think you might have too many skills ranks. with FCB in skills you should have 12 total.(2+1+1*3)
Is Skald a regional language that you get from backstory?
You should have an extra feat. (first HD + human + gm bonus + focus weapon + third HD + warpriest third)
Sacred Weapon has no limit that I can see, you have put 3/day but that only applies to how many times you can enhance the weapon at level 4.
Which two blessings are you going for?

I have only 12 skill ranks allocated.

Diplomacy 1, Heal 1 (this is so high from the +2 from the healer's kit), knowledge religion 2, perception 3, ride 1, sense motive 1, survival 1, swim 1, spellcraft 1

Skald is a regional language which all Ulfen get rather like all dwarves get dwarven in addition to common(Taldan).

Feats:, I'm not sure what you mean. I have the 4 you provide for free. I have fey foundling and warrior priest from 1st, and combat casting 3rd, and dodge (warpriest 3rd).

I suspect the sacred weapon thing is a bug in Hero Lab.

I chose travel and good blessings.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

Lars, I think he is referring to the "free" additional feat everyone gets at level 1 per his house rules. That is the GM bonus feat and is above and beyond the free power attack, deadly aim, etc. feats.


Your Narrator

Yes what Gheris said. I am not counting those four as feats any more. You get 1 more.


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Ahh, must have missed that. I'll get it added.

Added shield focus.


HP 38/38 | AC 21, Touch 11, FF 20 | CMD 17 | Fort +7, Ref +3, Will +3 | Per +0, Darkvision 30' | Init +5
DM HolyWater wrote:

Good Thomas

Since Power attack is essentially free for everyone you get to choose a different feat to take.
Roll me a d100 to see if you ogre blood is strong enough for the 'Ogre Blood(Ex)' racial trait to apply.
I think the 5 times 2+int skills is a typo and that it should be 2 times 2 plus int. Which would match its 2HD and the Humanoid 2+int per HD rule.
Where is your FCB going?
  • I've taken Improved Initiative as my extra feat.
  • Ogre Blood: 1d100 ⇒ 84
  • I've reduced skills appropriately.
  • FCB going to skills.

Grand Lodge

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

All I know is I am standing behind Good Thomas. "There there, kill that evil beastie would you? That's a good Thomas!"

:)


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

Yes my apologies, wasn't able to get on the PC yesterday. Will have it done tonight after work.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
DM HolyWater wrote:

Sorek

I think you have 1 too many languages.
I'm going to rule it that because you are Elan and get the psionic talent feat, that instead of getting wild talent you get a second psionic talent feat from soulknife.
Power points are 14/day as your trait makes your manifester level from Psychic warrior 3 instead of 2.
So 7(wis bonus)+2(class)+2(FCB)+3(feat x2) = 14.
Weapon Focus from Soulknife is replaced so if you want it you need to take it as a normal feat.
Normal feats should be 3, seems you have chosen 4.
I see the Scarlet Throne Path listed entirely on your sheet, I guess that is just for reference even though you can't use the trance or maneuver yet?
Ok last thing, maneuvers... mind exploding.
How are you getting access to riven and silver crane?
Warsoul allows only from (Broken Blade, Solar Wind, Thrashing Dragon, and Veiled Moon)
Pathwalker allows only 2 of (Broken Blade, Iron Tortoise, Primal Fury, Scarlet Throne, Solar Wind, and Thrashing Dragon)
Can you explain where I missed this? Also I'm not quite sure I like the massive front loaded power of both those archetypes being combined.

See changes below:

If you approve these changes I will add a feat section to the character sheet incorporating the updates

Feats:

Racial Feat (Elan): Psionic Talent

Lvl 1 Improved Unarmed Strike (from Deadly Fist archetype replaces lvl 1 bonus feat)
Lvl 1 Flurry of Fists Blade Skill (from Deadly Fist archetype)
Lvl 1 Psionic Talent (Soulknife class feat, changed from Wild Talent)
Lvl 1 Chosen Feat: Psionic Body
Lvl 1 DM HolyWater lvl 1 Bonus Feat: Speed of thought

Lvl 2 Improved Unarmed Strike (from Meditant archetype replaces Psy War lvl 1 bonus feat)

Lvl 3 Chosen Feat: Extra Blade Skill(Focused Offense)
Lvl 3 Pathwalker loses the bonus feat normally gained at Psy War lvl 2

Note that I have removed Weapon Focus and Improved Initiative. I kept in a bonus feat at lvl 1 per your OP in Recruitment.

IUS is given twice as feats from Deadly Fist and Meditant. Should I keep it as is? Or replace the duplication with one of the feats that I have removed?

I have removed the extra language. Current languages are: Common, Celestial

Manifester Levels with Psionic Knack Trait:

‘Power points are 14/day as your trait makes your manifester level from Psychic warrior 3 instead of 2.” --HolyWater

The old ruling from 3.5 was that increasing manifester levels did not increase powers known or pp

I thought it was the same in Pathfinder, but I really don’t know. I see three ways to handle it. Please confirm which you prefer:

A)increases ML only for powers manifested
B) A + increases PP as well
C) A + B & increases powers known
D) DMs choice

Maneuvers:

Scarlet Throne Path is listed in entirety on the sheet for reference regarding the Skills and which of the powers I needed to take as my Psy War lvl 1 bonus power. Trance and Maneuver will not be accessible until the characters are 4th level and I have taken my 3rd lvl of Psy War.

Go to Martial Traditions

Martial Traditions allow for exchanging one discipline for another to better fit the character. The disciplines are supposed to be balanced with one another so it should be like replacing a red apple with a green apple. I did not incorporate the Allegiance benefits because it did not seem balanced ie... giving up a red apple to get a green apple and an orange. See example below:

Allegiance Benefit: In addition to access to the Silver Crane discipline (exchanging a discipline of their choice), Empyreal Guardians enjoy a +2 sacred bonus to saving throws vs. spells and abilities that originate from evil-aligned sources, as well as a +2 morale bonus on saving throws vs. mind-affectingspells and abilities.

Go to Riven Hourglass Discipline.

The Riven Hourglass discipline is currently in Beta and will be released with Path of War Expanded. I understand you may not want to allow it until it is officially released. Disciplines can be substituted through traditions at any time with DM approval, so waiting for it to be officially released will not prevent Sorek from learning it at a later point.

Silver Crane Discipline fits my character as he is devoted to the cause of Good and has been sent to Rappan Athuk to investigate rumors of a resurgent Evil strengthening there.

Riven Hourglass fits my character as well as it is a more mystical discipline not a physical one fitting in with my high Wis and low dex and str

If you don’t feel comfortable with having both of these disciplines and I can only choose one, Silver Crane is more important to my character concept.

“Also I'm not quite sure I like the massive front loaded power of both those archetypes being combined.” DM HolyWater

If you think the Maneuvers need some Nerfing at first to bring me in line with the power level of the party here is one idea:

A)Maneuvers can only be used once per encounter until 5th level where they can be recovered normally. Keep in mind that there are 2 different recovery mechanics. Maneuvers known as a Warsoul cannot be recovered when recovering maneuvers as a Pathwalker and vice versa. Also maneuvers do not scale with levels unlike Spells which increase in power as the levels increase. See example below:

At 5th lvl Shocking Grasp a lvl 1 spell does 5d6 dam, up from 1d6 at lvl 1

Enduring Crane Strike lvl 1 maneuver does 1d6 + initiator mod, no increase per lvl

So while many lvl 1 spells are still useful at later levels most of the lvl 1 maneuvers will not be, and I will be better off doing a full attack than using a lvl 1 maneuver

@Gheris... My toes are fine. No damage. The help is appreciated.


Your Narrator

Hmm. Feats look good now. Second improved unarmed strike must stay. I don't allow retraining class granted feats so unfortunately it is sort of useless atm.
Actually i think you're right and we'll go with option A there.
Ok well keep the links to riven and the others in your profile so when it is released we can check out what has changed. Will keep your maneuvers the same. If anything is causing problems i might bring it up again. Is that everyone ready?


HP 38/38 | AC 21, Touch 11, FF 20 | CMD 17 | Fort +7, Ref +3, Will +3 | Per +0, Darkvision 30' | Init +5
Gheris Summit wrote:

All I know is I am standing behind Good Thomas. "There there, kill that evil beastie would you? That's a good Thomas!"

:)

*GRIN*


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
DM HolyWater wrote:

Hmm. Feats look good now. Second improved unarmed strike must stay. I don't allow retraining class granted feats so unfortunately it is sort of useless atm.

Actually i think you're right and we'll go with option A there.
Ok well keep the links to riven and the others in your profile so when it is released we can check out what has changed. Will keep your maneuvers the same. If anything is causing problems i might bring it up again. Is that everyone ready?

All changes have been made as requested.

Sorek is READY

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