Grab Kobold Quarterly 14 for free!
The kobold overlords have decided to give their Summer/Gen Con 2010 issue, KQ 14, away for free! Pop over to the Kobold Quarterly store and use the following coupon code KoboldWelcome at the checkout. This offer runs from 30 January 2012 until 14 February 2012.
Need some more convincing? I reviewed KQ 14, focusing on the Pathfinder RPG material, over here. The issue is stuffed with all manner of RPG goodies with articles written by industry giants such as Monte Cook and Rob Heinsoo. Systems covered include 4th Edition, Pathfinder and Dragon Age – but, as with all well written RPG material, all of the articles, including the system specific and system neutral, prove to be great sources of inspiration.
Thanks, kobolds!
- Jerall
[Pathfinder] The monk and the combat scabbard
Several of this year’s top RPG Superstar 2012 wondrous items included several that addressed niche and/or relatively new rules. Amongst the top 32, we have items that address firearms, caravans, haunts and spellblights. In light of this, I’ve decided to look at a few other niches and build characters around those concepts.
First up, let’s look at the Equipment Trick feat and the sharpened combat scabbard (both originally appearing in the Adventurer’s Armory).
This PFS-legal, 20 point buy fighter/monk (master of many styles, monk of the sacred mountain) build uses a human.
S 18 D 14 C 14 I 10 W 12 C 8
F1 – Quick Draw
F1 – Equipment Trick (Heavy Scabbard) (Human)
F1 – Power Attack (Fighter)
F2 – Opening Volley (Fighter)
M3 – Improved Bull Rush / Blind-Fight
M3 – Improved Unarmed Strike (Monk)
M3 – Stunning Fist (Monk)
M3 – Dragon Style (Monk)
M4 – Toughness (Monk)
M4 – Dragon Ferocity (Monk)
F5 – Mantis Style
F6 – Mantis Wisdom (Fighter)
F7 – Combat Style Master
F8 – Furious Focus (Fighter)
F9 – Improved Critical (scimitar)
F10 – Mantis Torment (Fighter)
F11 – Critical Focus
F12 – Bleeding Critical (Fighter)
This build aims to wear heavy armour and deliver stunning fists through a ki focus scimitar. A monk in armour does not benefit from the monk’s fast movement and AC bonus and cannot use the flurry of blows ability. However, since I only use 2 levels of monk, we do not have to worry about the fast movemement, and a master of many styles does not get flurry of blows in any event. However, I still had a tough time choosing between 12 Intelligence and 12 Wisdom. Wisdom powers several skills, saves and the Stunning Fist DC. However, this build relies on several skills to get the most out of the Equipment Trick feat (Climb) and qualify for several of the other style feats (Acrobatics and Heal) used. In the end, I thought that +1 DC and +1 AC when ambushed while sleeping made Wisdom the better choice.
At level 5, assuming that the build takes 5 ranks in Climb, this build qualifies for 3 of the tricks tied to the heavy scabbard: grab purchase, hurl scabbard (which works well with Opening Volley) and a choice between find the hidden and steer opponent. Level 3 requires another tough choice between feats: do you go for a defense (Blind-Fight) or offense (Improved Bull Rush)?
In the end, we land up with a heavily armoured, yet mobile combatant (thanks to Dragon Style and armor training). Quick Draw allows for a fairly effective switch hitter using chakrams and quickdraw shields as needed (heavy blade weapon training boosts chakrams too).
- Jerall
[Pathfinder] Muskets and Pistols (Part 1)
Carrying on from last week, let’s look at another of Ultimate Combat’s new classes: the gunslinger. Firearms are (relatively) new to Pathfinder and, if you were to cruise around the internet, you’d find many individuals that absolutely despise the firearm mechanics. However, like almost every other rule in the game, they are optional. I’m going to dedicate a few posts to gunslinger builds, trying to see if they really are that broken/weak (depends on who you ask). First up, I’ll look at the pistolero archetype:
Human: S 10 D 16 C 12 I 10 W 18 C 8
1 – Rapid Reload (pistol)
1 – Point-Blank Shot (Human)
1 – Gunsmithing (Bonus)
3 – Rapid Shot
4 – Deadly Aim (Bonus)
5 – Precise Shot
7 – Blind Fight
8 – Ricochet Shot Deed (Bonus)
9 – Improved Critical (pistol)
11 – Signature Deed (up close and deadly)
12 – Clustered Shots (Bonus)
The build is PFS legal (20 point buy). The pistolero operates at short range, using grit to add extra d6s of damage to each shot. Initially, I focus on trying to increase damage (only taking Precise Shot at 5th level). Unfortunately, damage is rather poor at levels 1 and 2, barring the occassional spike caused by a critical hit. It starts getting better at level 3 and continues to climb from there. Ricochet Shot Deed allows the pistolero to ignore cover and concealment in most situations, but does require Blind Fight as prerequisite. It’s quite possible to switch feats around in this build (taking Clustered Shots early, for example). Of course, the pistolero only properly gets around the dreaded misfire at level 13 and I’m not too happy about a 10% failure chance (alchemical cartridges increase the chance of misfire, but reduce loading time).
In play, I fear that the pistolero might not really contribute in or out of combat for the first few levels (and I don’t like that). I dislike playing builds that only start to shine mid to late game.
- Jerall
Feat discussion: Common Ground
Perhaps the wealth of great feats in the Pathfinder product line act as an inhibitor to new feat suggestions; or, what can I say, maybe I’m just lazy. Still, what is your take on this? I found the wording to be particularly tricky on this feat, but I thought it made a lot of sense to have a feat such as this.
Common Ground [teamwork feat]
Your ability to understand and sense the actions of your allies are second to none.
Prerequisites: Any teamwork feat
Benefit: The benefit of any teamwork feat, other than Common Ground, is increased by 2; provided your teamwork partner is within 30 feet and has Common Ground as well. For example, Duck and Cover would grant a +4 cover bonus to AC, Outflank grants a +6 bonus to attacking on flanking, Precise Strike grants 1d6 + 2 precision damage, and so forth. Special circumstances, such as those granted by Lookout for example, are not affected by Common Ground.
Even more new games for a new year
Expanding upon my previous list:
Towards the end of last year, a friend recommended that I try reading the Mistborn series by Brandon Sanderson. At about the same time, I came across this review of the Mistborn RPG. So, I picked up the first book in the series, Final Empire, and I am thoroughly enjoying it. Then, earlier this week, I spotted that the digital edition of the RPG was going for a reduced rate and so I grabbed it too.
I’ll only start pouring over the RPG, once I’ve finished reading through Final Empire (too avoid possible spoilers). Of course, this has upset my wife, since she’s already devoured all of the available Mistborn fiction and cannot wait to try out the RPG. Reviews of the game seem promising and I look forward to getting my crew together.
Legend of the 5 Rings (4th Edition)
I have long wanted to try out Legend of the Five Rings. I’ve known about it for years (having received several recommendations from friends and fellow gamers). Last year, I got to try out the card game for the first time and that only got me more interested in the franchise. Unfortunately, I could never bring myself to pay in excess of 30 USD for a PDF version of the rulebook. Perhaps, in the future, I’ll write a post about my views on PDF pricing, but I’m normally quite comfortable with 1o USD, but anything over 15 USD is probably a no (barring very special products).
Pricing conversation aside, I managed to sneak in at the tail end of the Drivethru RPG New Year/New Game sale. Several core rulebooks were going for only 12 USD, including Lo5R. I jumped at the opportunity and secured a copy. Now I just need to find time to absorb the massive rulebook… So. Much.Delicious. Canon.
- Jerall
[Pathfinder] Taijutsu Ninja
Ultimate Combat has been around for a while now, but I’ve only recently been messing around with the three new classes: the gunslinger, samurai and ninja. Currently, I’ll soon require a new Pathfinder Society Scenario character, so that I can take part in lower tier games.
If you were to trawl around the message boards, most ninja builds make use of the vanishing trick. Though swift invisibility is incredibly handy, I wanted to try a slightly different build.
This 20 point-buy build makes use of a half-elf, though a human would work well too.
Str 10 Dex 18 Con 14 Int 10 Wis 10 Cha 14
Feats and tricks by level:
- Weapon Finesse; Skill Focus (Diplomacy) (Half-Elf)
- Dodge (Combat Trick)
- Eldritch Heritage (Serpentine)
- Unarmed Combat Training
- Crane Style
- Pressure Points
- Crane Wing
Of course, you could drop the Intelligence a bit, but I really don’t like playing stupid characters (that’s my Johnny interfering with my Spike). A few levels of monk, especially the master of many styles and the monk of the sacred mountain would significantly increase this build’s defenses at the cost of some damage output. On the other hand, I’m also considering multiclassing with a full base attack class (such as fighter) for a variety of other defensive/offensive options (like shields, mithral breast plates, Weapon Specialization).
- Jerall
[Pathfinder] Tien Pirates of the Inner Sea
If 2011 was the year of the ninja and samurai, 2012 must be the year of the pirate. 2011 saw the release of the ninja and samurai classes in Ultimate Combat, the Dragon Empires Gazetteer, the Jade Regent adventure path and the start of the Quest for Perfection PFS scenario series. 2012, on the other hand, promises a lot of seafaring adventures with the upcoming Skull and Shackles adventure path and the Journey to the West project (set in Open Design’s Midgard universe).
I’m looking forward to running Skull and Shackles later this year. Though it’s still several weeks before we can expect to see the player’s guide, I already have a few ideas for my group. Pirates may be all the rage in 2012, but I am, admittedly, pro-ninja. Thus, I’m considering mashing the two together for my Skull and Shackles group. How would this work? I’m playing around with the idea of restricting my play group’s race choices to those presented in the Dragon Empires Gazetteer (namely Tian humans, kitsune, nagaji, samsarans, tengus and wayangs) and few selected entries from Bestiary III (namely catfolk and ratfolk).
Of course, I might change my mind after reading through the first few parts of the AP (I may not be able to start the game immediately after the release of part 1) or after the release of the upcoming Advanced Race Guide. However, I do think a most of my group would appreciate the chance to try something a bit different from the all-humans-all-the-time party. I know that I certainly would.
- Jerall
Last chance to enter RPG Superstar 2012
Round 1 submissions for RPG Superstar 2012 have to be in tomorrow (6 January 2011) by 14:00 PST (23:59 CAT). There is still time to put together a knock-out, awesome wondrous item. You may think that you don’t have the time to properly ‘research’ the contest, it’s history and lore, and craft your entry before the deadline. But, don’t fear, Clark Peterson, one of this year’s judges, wrote a short piece, detailing 3 easy steps to help get you a worthy entry together.
Go for it!
- Jerall
Dragon Age Kingmaker
Pathfinder’s Kingmaker Adventure Path includes a solid set of rules for player-controlled kingdoms. I’ve been thinking of using these rules as a base for a new sandbox campaign:
Ferelden Kingmaker:
This campaign follows the Dragon Age: Origins timeline, set against the events played out in the video game. The campaign begins several years before the Blight. During the first sessions, the PCs gain control over a piece of land and one of them (or a trusted NPC) receives the title of bann. Thereafter, it’s up to the PCs to accumulate more political, economic and military power, while expanding and improving upon their small plot of land.
Eventually, the Blight occurs, and the PCs have to defend their land and Ferelden (sending troops to Ostagar or Denerim, for example) against the Darkspawn. The Warden (the video game protagonist) may not succeed in raising an army or defeating the Archdemon, based on the PCs’ actions.
Pathfinder’s Kingmaker rules easily port over to the AGE system. The kingdom rules focus on player attribute modifiers, which are relatively small numbers, when compared to skills or attack rolls. Small numbers suit the AGE system. Further, Ferelden’s social structure (which allows a commoner, like Loghain, to work his way up to nobility) is perfectly suited for a rags to riches story. I’d make the following modifications to Kingmaker’s kingdom rules to accomodate them within the AGE system:
- Kingdom Control TN = 16 + Kingdom Size (instead of DC 20 + Kingdom Size)
- 50 Sovereigns = 1 Build Point (instead of 4,000 gp = 1 BP)
- Ruler titles = bann, arl, teyrn (instead of baron, duke, king)
- Kingdom alignment bonuses change as follows:
- Pro Chantry versus Pro Mage (instead of Good versus Evil)
- Pro Integration versus Pro Fereldan (instead of Law versus Chaos)
These do not reflect a direct translation of the classic 9 alignment system (not all mages are evil). Instead I chose to represent four commonly occuring Dragon Age themes – religion versus magic, race and culture conflicts (integration represents a more accepting society).
- Leadership bonuses change as follows:
- Bann – Add communication to Economy, Loyalty or Stability.
- Arl – Add communication to any two of Economy, Loyalty or Stability.
- Teyrn – Add communication to all Economy, Loyalty and Stability.
- Councilor – Add communication or willpower to Loyalty.
- General – Add communication or strength to Stability.
- Grand Diplomat – Add communication or cunning to Stability.
- High Priest – Add communication or willpower to Stability.
- Magister – Add communication or cunning to Economy.
- Marshall – Add dexterity or willpower to Economy.
- Royal Assassin – Add dexterity or strength to Loyalty.
- Spymaster – Add cunning or dexterity to Economy, Loyalty or Stability.
- Treasurer – Add cunning or willpower to Economy.
- Warden – Add constitution or strength to Loyalty.
- Jerall









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