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Thread: Chronicles of Misthaven setting information and rules.

  1. #11
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    INteresting uniform. Will have to make some holes at the back-end though.

  2. #12
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    I've had some questions on how enemies determine who to attack...
    It uses a system of aggro. The enemies wearing the heaviest armor and biggest weapons and are the largest (high phys stats) are targeted first. As long as these targets stay presenting the most danger on the field they will keep being targeted. When damage is inflicted on my minions from other sources it depends on how much to determine how much 'aggro' it induces and there for how much attention the inflicter warrants. Offensive spells also generate an equivalent of aggro. Defensive or buff spell casting casters generate no aggro and are ignored. Minions with higher INT can start making different assessments like "kill the caster first" as can obvious or trained leaders.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  3. #13
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    Oh yeah, identify house rules:
    EVERYTHING is automatically identified as long as someone has spellcraft to look at it. I may say you don't have enough spellcraft ranks but normally one is all you need.
    HOWEVER, curses are NOT automatically revealed so identifying something is still worthwhile.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  4. #14
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    House rule: Hit points rolling per level.
    You can choose to gain a number of hp when you gain a lvl equal to half the max that can be rolled on your hit die, plus constitution modifier.
    OR
    You can choose to roll for hp. You may re-roll your hit dice and keep re-rolling your hit dice as long as you roll 25% or less than the max that can be rolled on your hit dice.
    You can choose each lvl which option you take but you can only choose 1 per lvl.

    House rule: True Resurrection.
    The True Resurrection spell can raise undead creatures to their normal living equivalent (and as such acts like a Remove Vampirism or Remove Lichdom spell). When used in this way the spell functions as a range: Touch spell.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  5. #15
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    Main floor of the citadel

    Citadel 5.jpg

    Large animated iron statue at the entrance hall. No windows at the outer wall. The outer wall is reinforced.

    Fortification (Augmentation)
    This upgrade can be applied to any room, reinforcing walls, improving doors, and treating or replacing flammable materials. Upon buying this upgrade, the room's walls have their hardness increased by +2, the doors are improved to strong wooden doors (hardness 5, hit points 20), and walls and floors gain fire resistance 5. This upgrade doesn't affect items within the room (for example, upgrading a Book Repository affects the structure, not the books within it).

    (applied to all rooms along outside wall)

    XP 1,600
    N Large construct
    Init -1 Senses darkvision 60, low-light vision; Perception -5

    DEFENSE
    AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
    hp 52 (4d10+30 size)
    Fort +1, Ref +0, Will -4
    Defensive Abilities hardness 10 Immune Construct Traits

    OFFENSE
    Speed 30 ft.
    Melee slam +9 (4d6+9)

    STATISTICS
    Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1
    Base Atk +4 CMB +11 CMD 20
    SQ 3 construction points

    SPECIAL ABILITIES

    Construction Points

    Large animated objects have 3 construction points.

    Metal (Ex, 2 CP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. (included in the stats above).

    Improved Attack (Ex, 1 CP): All the Animated Object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.

    Weapon Modification: (Dwarven longaxe) This modification enhances a construct’s physical weaponry. This process includes adding actual weapons (such as blades or spiked chains) to the physical structure of the construct or enhancing existing weapons with additional magical properties. Structural changes alter the construct’s damage only. A construct is automatically considered proficient with any weapon added to its structure as a weapon modification. The cost for adding a weapon is determined by the cost of the weapon or weapon enhancement added. The cost for magical enhancements to these weapons is the same as the cost for creating magic weapons as described on page 468 of the Core Rulebook. Performing a weapon modification also requires the Craft Magical Arms and Armor feat.





  6. #16
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    Play by post special Initiative rule: companions, cohorts, familiars, butlers, ferrets, and what else extra a char brings to a fight does not get its own initiative roll but goes simultaneously with the owner.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  7. #17
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    I would like your thoughts and reviews on the following prestige class:
    Mistwalker
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  8. #18
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    These are my brief thoughts in terms of power.

    Alright, slow BAB progression, good will, bad fort and ref. Standard for spellcasters. You can't enter before level 11. Moving on.

    Losing spellcasting progression at first level, ouch. And at level 6, double ouch. Usually that means gaining two or three universally useful abilities, but instead you gain one specifically useful ability. I would add at least one other generally useful ability. (Description for summon mists is missing). If the spell allows you to surround yourself with mists, then this ability is like plane shift.

    Bonus feat at 2nd level. Bonus feats are always nice, and conjuration has some of the best spells. Possibly the only way to get +3 to save DCs before spell perfection feat and school power bloodline power.

    At third level another specifically useful ability. Nothing to write home about, spend about 560 gp to gain access to a plane. At least the scrolls are not expended.

    At fourth level, conjuration school gets some more love. This is like spell penetration, but it stacks with it and isn't just for caster level checks to bypass spell penetration, it actually increases CL by 2. At 8th level this increases to 4. You would think this is great, but you would be wrong. This is offset by losing that caster level for all spells and another one at 6th level. True, a good portion of conjuration school has SR: No, but for those that do, this is a decent ability. Extended durations and other level dependent effects are just gravy you would get, but this is just +1 CL until level 16, then you are at +0, then you have to wait until level 18 to get +2 CL.

    At fifth level, another specifically useful ability. Now you don't have to spend money to visit other planes.

    Sixth level. First, you need ranks in craft skill for this to be useful. Minor and major creation with permanent duration, but you can cast only while inside the mists - depends on what the summon mists spell lets you do. The first way to use this would be to get within mists, create the most expensive mundane item you can think of and keep it. Adamantine heavy armor costs 15000 gp, but you are level 16 and it's as if you got 105 gp instead of 100 gp at first level. The other way is versatility, hopefully you can summon the mists around you and one standard action later you have in your possession just the item you needed (and have enough ranks in craft skill to create).

    At seventh level, you can make one summon monster VI permanent. This should be thought of as a servant rather than combatant, it would die in combat quickly, you're 17th level now and other casters can cast 9th level spells by now (you'll get there, just not yet). Take your pick guided by that. At 10th level (and level 20) you get to brag about your pet. This one can be useful in combat, finally, but be prepared to replace it when it dies.

    9th level. You can't use this ability if not within mists (see mist control). If you are within mists, you get to kill creatures that can't navigate the planes. At this point you have about 18 points in your daily pool, so about 6 creatures a day, not bad. Will DC 30 negates, so 25-50% chance enemies resist, decent if you have a round to actually create mists so that you can use this ability. Supernatural abilities already take a srandard action to activate, there is no benefit to spending 4 points to use this ability. Also, it's unclear if SR applies to this ability.

    At 10th level, you get create demiplane and lesser and greater versions. These aren't permanent, and you could already cast them as spells with a cheap focus, so there's no real benefit there (wish they were permanent at least). Also, you get to destroy planes. Major planes are infinite, so... yeah, take your bucket and try to drain the sea. Except the sea is actually infinite.
    EDIT: You get to destroy your own plane, too. This could actually be useful.
    EDIT2: You must be within mists to use this ability, too.

    Overall, useful bonuses to conjuration, 9th level ability is decent, losing one level of spellcasting hurts, but losing two means you don't get to cast 9th level spells until level 19 which is terrible, other abilities are "meh". Perhaps only losing 1 level of spellcasting progression AND moving mist pool to level 1 AND giving other conjuration related options to spend them would make a more attractive PrC to make up for the lost level (compare with veiled illusionist, pool at 1st level, no loss of spellcasting progression, very nice generally useful abilities and I'm still hesitant to lose wizard bonus feats or bloodline powers for those). Permanent major creation at level 11 is more useful than at level 16. If in need for ideas, magus, arcanist and veiled illusionist also have pools of points to spend on effects.
    EDIT: 10th level ability to destroy your own plane could also be very useful, assuming you get to target specific parts of it.





  9. #19
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    Thank you for pointing out the flaws. We will adress those points.
    On the create demi plane and plane shift and infinite planes however... In this setting either the spells don't exist, don't work and all planes are finite.
    Still, your mech input is why I needed your views. I will not ignore them.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  10. #20
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    Glad to help. If all planes are finite, then the 10th level ability is even more useful than I thought at first.

    Hugs and kisses.





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