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 21 
 on: October 30, 2014, 05:09:28 PM 
Started by Kadrok - Last post by Kurkistan_
Hmm.

On reflection, 5 slots seems a bit much. Maybe 4, or even 3?

 22 
 on: October 30, 2014, 05:02:28 PM 
Started by Antilles - Last post by Ares
By the way: How about a few AD for the team, since we have acquired all the supplies of the apothecary Wink
(Achievement unlocked: Dosis sola venenum facit - the dose alone makes the poison)

 23 
 on: October 30, 2014, 04:59:29 PM 
Started by Kadrok - Last post by Fenrirman
The utility belt is awesome! Especially the aluminum one, fits really nicely with the AoL setting. It's power level should be tested, though, perhaps Sate could get one for real...

 24 
 on: October 30, 2014, 04:58:14 PM 
Started by Pazu - Last post by Ares
Flashing and Darting Weapon have a problem with throwing since the text reads:
"Once during your current Initiative Count you may take a full action to make 4 Standard  Attacks with that weapon"

The others don't specify melee attacks, so they should be ok.

I'd still recommend Hurled Basics, since the bonus damage can be quite significant (especially if you also invest into Rage Basics).

Btw: Don't use daggers. They are way to expensive to be thrown. A superior razor with hurl and AP upgrade will do nicely especially against standard characters who have to save twice because of the excruciating quality

 25 
 on: October 30, 2014, 04:45:38 PM 
Started by Pazu - Last post by Chris
Some feedback:

2) Actually, darting and flashing weapon are melee combat feats. This means that they are applied on melee weapons. Once you throw your dagger, it effectively becomes an improvised hurled weapon. Darting and flashing no longer apply.
3) Same logic. These feats apply on melee attacks only.

If you want a knives-for-all build, you'll have to invest in the ranged feats as well.

Anyhow, this is how I would rule it at my table.

 26 
 on: October 30, 2014, 04:35:24 PM 
Started by Pazu - Last post by Pazu
Hoping someone can check me here and make sure I'm not misunderstanding something.

After multiple readings of the core rulebook, it suddenly occurred to me that I could build an effective knife-throwing specialist using nothing but Melee Combat feats (which would be preferable to using throwing knives and Ranged Combat feats since it would still allow the character to fight in melee as well).

The feats I'm looking at are the Knife Basics/Mastery/Supremacy feats, plus Darting Weapon and Flashing Weapon, as follows:

1.  Taking Knife Basics first allows all knives on the character to be considered armed at all times.  With a well-stocked bandolier of daggers and the Hurled proficiency, you don't need to worry about Quick Draw.  The bonus from Wicked Dance doesn't apply for throwing, of course, but is perfectly useful if caught in melee range.

2.  Darting Weapon and Flashing Weapon can take the places of Angry Hornet and Blackened Sky, since your dagger(s) are classified as melee weapons and it doesn't specify that the attacks you make have to be melee attacks.

3.  The benefits of Knife Mastery and Knife Supremacy apply on successful knife attacks, but again, these are not required to be melee-range hits.  Blade Flurry is comparable to Ricochet, but is single target rather than multiple.

Am I interpreting these correctly?

I do miss the Zen Shot stance and the Staple trick, but I suppose you could simulate them flavor-wise (if not mechanically) with judicious uses of Called Shot and Cheap Shot.

 27 
 on: October 30, 2014, 03:49:15 PM 
Started by Chris - Last post by Chris
Hey everyone,

I'm planning on starting a Cloak & Dagger (from the Adventure Companion) based campaign in the near future, and I'd like to know what other people have tried in the past few years that the setting has been out there. Unlike my previous settings, which were either very well developped (Dark Sun) or completely home-brew, I'm somewhere in the middle now and would appreciate all the help I can get.

So I'm looking for adventure hooks, campaign stories that you ran, NPC's that were prepped, or anything else that I could use for inspiration.

If you don't want your material out here on the boards, PMs are always welcome as well. ;-)

Kind regards,
- Chris

 28 
 on: October 30, 2014, 03:24:42 PM 
Started by Mister Andersen - Last post by Aldus Vertten
So many news about the Phase 3 marvel movies,it seems this teaser got lost.... First look at the Agent Carter series

 29 
 on: October 30, 2014, 01:14:00 PM 
Started by Kadrok - Last post by Ares
Intelligent Bruiser is a very viable concept. I'm actually playing one here in the Forum RPG:
http://www.crafty-games.com/forum/index.php?topic=7661.msg139365#msg139365

First and foremost: You have a lot of skill points, so a maximized Athletic and Acrobatic skill is no problem in addition to Resolve, Sense Motive, Bluff, Intimidate and Prestidigitation (which have all combat application).

That said: There is no reason to go up to 18 at the start. There are a lot of feats that give you stat boosts to Intelligence.

High INT helps with knowledge checks to determine strengths and weaknesses of your opponent. Often, that's more helpful than the high damage.

Without magic you won't be able to profit much more from intelligence, but canny throw and canny strike allow you use weapons with intelligence (albeit without damage boost)
You could compensate through sneak attack damage. The knife B/M/S feat chain rewards high intelligence.

Finally: Saurians and Drakes are best suited for this concept: They have useful natural weapons and can gain a stat boost to INT.

 30 
 on: October 30, 2014, 12:10:03 PM 
Started by TKDB - Last post by TKDB
Thanks for all the feedback!

It seems, at most, like the path an NPC "Blood Cultist" might follow.
That's pretty much what it's for, yeah. Not really meant for PCs in your typical heroic fantasy campaign, but more for blood cultists and vampires and such as antagonists in a typical campaign or PCs in a dark/evil campaign.

Path of Courage
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I see what you mean about never outnumbered, but I'm not sure it's realy that big an issue considering that the only things that care about numerical advantage outside of Morale are the Bushwhack and Horde feat chains. And out of the pregen statblocks in the books, only velociraptors, goons, and (if you're playing in Cloak & Dagger) Hykosian conscripts have any of those feats. Never outnumbered is a strong benefit when it does come up, but it's pretty niche.

Regarding Battle Planning, "inspiring presence" is exactly what I was aiming for, yes Smiley

On the topic of resistance to frightened, come to think of it that would actually fit in the Step IV slot in place of Heroism II. Which would help alleviate the issue of so many Paths using Heroism spells as you mention later.

Path of Hope
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Glad you like it! You're quite right, Step V definitely should have a "who can see or hear you" caveat. Missed that one!

Path of Influence
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Yeah, I was a little unsure about the Step I discount myself. The last couple Steps get into pretty buff territory, but making the discount simply equal to the Step seemed to me a bit too little unless you're going really deep in.
I like Morgenstern's suggestion though; I'll probably go with that.

Path of Leadership
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Yeah, I'm not terribly keen on Heroism at Leadership IV myself. I'd prefer it be a mass buff, but the only ones at the right spell level for a Step IV are Mass Brawn/Wit, which don't really feel right. It'd be neat if there were something like a Prayer II at level 5 or 6...maybe when Spellbound comes out there'll be something better to put in there?

The other thought would be to give a feat at Leadership IV instead, though in that case I'd also want to change Leadership II so the Path isn't just granting one lone attribute increase. Extra Mile is one I'd actually considered for Leadership I before deciding on Followers instead, so I could put that at Leadership IV instead of the Cha boost + spell. Then I could change Leadership II to give Bless I + Command I.

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Tranquility
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I definitely take your point about overlap with Discipline I, but honestly I feel that I'd be hard-pressed to find anything more appropriate for this Path. It's certainly the skill for being chill and unperturbed, particularly with it being the one used for Relax checks, Morale checks, and shaking off enraged and frightened.

Excellent point about the time needed for Calm checks though. I really like the suggestion about making it a full action. That should fit in Tranquility III along with the extra Calm per day effect without being too much for the Step, right?



For the Path of Blood, it actually feels a lot like a good path for Vampires. I am a bit confused about the use of Death Knell, however. The Path feels strong once you reach the 5th Step, but a bit underpowered until then.
Death Knell is basically meant to represent a sort of blood sacrifice or vampiric boost. It...well, mostly it's in there because there's actually not all that much that really fits well for the Path. I was kind of stretching to come up with suitable stuff. Blood is a Path I made as an attempt to fulfill a request from someone else for that specific Path, as opposed to the rest which were ideas I personally had of things that seemed like open niches. Actually, now that I think of it, the guy who requested the Path might have specifically requested that Death Knell be in it.

For Courage, I think that Never Outnumbered would work better at Step 3, and the Stress Resistance being shunted down to Step 2.
Did you mean the Battle Planning should be put at Courage II? Though, either way, it doesn't exactly fit at that Step; Resistance to major damage types doesn't come any earlier than Step IV in official Paths, and Battle Planning is established as a Step III effect in Path of Heroism, so neither would work at Courage II.

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