Saturday, May 18, 2013

Pathfinder readthough - Chapter 8: Combat (Part 1)



A retroactive (and oft-repeated) introduction: After an actual-play hiatus where I was mostly writing and playtesting for GURPS. I was invited to play in a Pathfinder game, and after a few sessions, it was time to buy the book and learn the rules! I decided to try and read the Pathfinder rules cover-to-cover and see what inspiration strikes, for good or ill!

You can find the first installments here:

Prelude
Introduction
Races

Classes (Barbarian - Monk)
Classes (Paladin - Wizard)


Skills (Appraise - Heal)
Skills (Intimidate - Use Magic Device)

Feats

Equipment




*************

Chapter 8: Combat

This one's going to be a doozy. The Combat chapter. That which more or less defines the D&D paradigm, unless it's the Vancian fire-and-forget magic system (which is, I believe, the single longest chapter in the book; that spell list goes on-and-on like a Journey song).

But, nonetheless, we wade into the fray like a Raging Barbarian. While combat isn't the only conflict resolution mechanism in Pathfinder, in the few games I've played, it is by far the most common. The Combat chapter is 25 pages long, which isn't that bad, really. 

I'll cover some basics as I go, commenting on major mechanics and sections - but read the entire thing, maybe twice. A cheat-sheet wouldn't hurt, but I bet someone's created one already!

How Combat Works

Combat proceeds according to a very specific cycle. First determine initiative: Roll 1d20 and add any Initiative bonuses you get. You will act in descending order of initiative. However, before you get to the part where that happens, anyone not aware of his attackers gets to get ganked by the rest in the surprise round. After that, combat starts for real, round by round.

The Combat Round

Six seconds of regular time. Somewhat like GURPS, the turns are sort of interleaved, since if you throw a spell or do something that lasts for (say) four rounds, it lasts from the moment you act to just before you act the fifth time, when the effect ends. That's a subtlety I didn't know.

Attacks of Opportunity are a bit the odd men out, since they can disrupt normal turn order. More on those later.

Initiative and Surprise

The first round, or more precisely, before the first round starts, gives all sorts of opportunity - though brief - for havoc and mayhem. There's a surprise round that comes first, where characters who are aware of their foes can act, while those unaware cannot. There are definite benefits to this, as well as to going first in the Initiative order: all foes are "flat footed," meaning they lose their DEX bonus to AC (opening them up to things like Rogue's Sneak Attack ability) and cannot make Attacks of Opportunity until they are no longer flat-footed.

Catching your foes flat-footed, or making them take on that status, is a big deal for Rogues.

During the surprise round, if you are aware of foes you can take any move, free, or standard action.

Combat Statistics

The good stuff. Bringin' the smackdown, Pathfinder style. 

The core mechanic, no matter what Feats or other things might prove for special exceptions or modifications, is straightforward: Roll 1d20 plus a bunch of modifiers with a target number that must equal or beat your target's Armor Class (AC). While there are lots of if/then to what you may add or subtract, this and the damage roll are the basic things you do.
This is, in its way, similar to GURPS, though it might be even fewer mechanics. GURPS has four basic mechanics: the skill test (roll 3d6 under a target number, most often skill), the skill Contest (roll 3d6 vs. a target, your opponent does the same, whomever has the highest margin of success wins), the Reaction Roll (3d6, higher is better), and the damage roll (Nd6).
Automatic: A 1 is always a miss; a 20 is always a hit, and might be a critical hit. I'm used to a natural 1 being something truly bad, but the designers (correctly, I think) decided a 1 in 20 chance for a 14th level fighter to do something crazy like lop off his own leg is kinda dumb.

Attacking: Base Attack Bonus + STR modifier (if melee) or DEX modifier (if ranged) + size modifier + range penalties (if ranged)

"Defending": In quotes because it's totally passive (but see below). 10+Armor+Shield+DEX+other special mods. Note that on p. 184 you can fight defensively. Declare it on your turn, and you take -4 to all your attacks in exchange for a +2 dodge bonus to your AC. More on this when variant attacks come up.
Personally, I'd shake this up a bit! I'd allow you to trade your Base Attack Bonus 2:1 for an AC bonus due to defensive dodging. So a 14th-level fighter, with BAB of +14, could trade that for +7 to AC. Of course, his three attacks are now at 0/-5/-10 . . .
Smackdown: Damage rolls are based on the weapon. Your Base Attack Bonus does not add to damage, but your STR bonuses do . . . except if you're using a bow or crossbow. A composite bow can get a STR bonus, but not any other sort.
Again, I don't much like this. if a bow is keyed to your STR (and it should be), then you should be able to get more damage from a stronger bow. Maybe a composite bow gets a 1:1 STR bonus, and regular bows only get half the bonus for STR or something, but if you're STR 18 instead of STR 10, your arrows should go farther and hit harder.Granted, my biases here should be well known.
You do get extra STR bonus if you use a weapon with two hands (except a light weapon), so that's a good thing to remember. That +4 STR bonus turns into +6 with a two-handed sword!

On the flip side, you only get half your bonus with your off-hand.

Ouchitude: You have Hit Points. When you get to zero, you're incapacitated. Negative and your dying, and if you get to -CON you're dead.
Personally, I'd like to have a wider range between "I'm up and fully active!" at even but 1 HP, incapacitated at precisely zero, dying at negative and dead when you're at -CON. 

Attacks of Opportunity

This definitely deserves it's own space. Attacks of opportunity are ways to ensure that the nature of the Pathfinder combat round (abstracted and 6 seconds long) doesn't engender some silly emergent behavior, such as being able to run past a fully armed and aware foe because your move is 30' and it's your turn and not his.

Attacks of Opportunity come in more or less three flavors

Cut-down Attack of Opportunity List
  1. Leaving (but not entering) a threatened square  (Note: the link is a great visualization of the threat area, and makes me understand it much more completely)
  2. An unarmed attack on an armed opponent.

    This is, to me, precisely analogous to a few things that will happen to you in GURPS, not the least of which is that armed parries on unarmed attacks that aren't strikers are "aggressive," or damaging, parries automatically.
  3. Doing something - nearly anything - that doesn't involve keeping a wary eye and a ready weapon to your foe. This is referred to as a Distracting Act in the rules. This is where most of the persnickety rules will come in.
I've cut the list from the Pathfinder Reference Document down to those with a "Yes," under Attacks of Opportunity. If it's not in the PRD, it's not on the list. If it's in the PRD but doesn't provoke an Attack of Opportunity, I cut it. I did leave some categories that are explicitly "No" in there, one of which is "Take a 5-foot Step" (not shown explicitly, it's a No Action action).
By the way, the PRD document with AoO in there is totally pasteable into Excel, as it seems to be raw HTML. So sorting it by yes/no is a trivial thing. Recommended.
You can see that a lot of the stuff involves skill use, rooting around in your pack, and a lot of spell and magic item use. I'm tempted to over-generalize that you're likely going to provoke an Attack if you're not directly related to smacking down your foe, but I'm sure there are some exceptions the rule. Might want to keep a copy of the full list handy, either in hardcopy or a window link to the PRD.

How Many: One per round. That's the "may provoke an attack of opportunity" part of the rules, even though the book and table says "Yes." If you have the Combat Reflexes feat, you can add your DEX bonus to the number you can make (meaning it's a pretty cool feat if foes are trying to get by you). But by and large, you get one per round.

Saving Throws: Your way of reducing an "unusual or magical" attack. It's not Armor Class.It functions as your Base Attack Bonus against physical punishment (a lot like a HT roll in GURPS), stuff you have to leap out of the way to avoid, such as some traps (Acrobatic Dodge in GURPS? Maybe a DX roll), and mental or supernatural resistance (a Will roll in GURPS). The Difficulty Class of the task depends on what you're doing.

Actions in Combat

You can always do one move and one standard action, or a Full-Round action. In addition, you may also perform one swift action and one or more free actions. A move action is also sort of a standard action subtype, so you can, if you like, do two of them if you don't plan to attack.

Standard Actions: most stuff, like attacks

Move Action: If you don't otherwise move, you get a No Action 5-foot step somewhere before, during, or after a standard action. This can be pretty key to maintaining your distance from foes.

Full-Round Action: It consumes your entire round. Well, except for swift and free actions. And maybe you can take a step - except when you can't. This paragraph on p. 181 is both muddled and clear at the same time, which is a neat trick.

Free Action: Drop stuff, drop your concentration on a spell, drop to the floor, prepare spell components, and speak. You can do any or all of these on your turn subject to Rule Zero.

Swift Action: You only get one of these (casting a quickened spell is the only example) but it doesn't interfere with any other actions you're allowed to take.

Immediate Action: A swift action you can take at any time, not just on your turn. Handy. Casting Feather Fall is the only example given, but it would seem logical that reaction spells and other things would qualify.

No Action, or Not an Action: Interestingly, nocking an arrow as part of an attack with a bow is the example given here of something that doesn't even bother talking about in the time scale. In GURPS, It's two full seconds - one to draw the arrow, another to ready the bow! Granted that's two of six seconds, but "not worth quantifying" is interesting. Other examples are Delay and making a 5-foot step.

Standard Actions

Attacks

Most of what you'll be doing - not all of it, but seemingly most - in melee combat are Standard Actions.  Some key excerpts:

  • Armed melee attacks are standard actions with a 5-foot range, unless you have reach.
  • Unarmed melee attacks provoke an attack of opportunity which happens first, unless you have the Improved Unarmed Strike feat. Also, unarmed attacks do non-lethal damage. And not much of it at that. If you want lethal damage you can have it, but at -4 to hit.
  • Ranged weapons can be thrown five range increments or shot (like bows) 10. That means a composite bow with a 100' range can shoot 1,000' or about 330yds. Might be a little bit far, but not out-of-the-question far.
  • Natural attacks such as claws, bites, and tails and wings have a bunch of special caveats that bear reading if these are your attack modes, or you have, say, a Velociraptor Animal Companion that uses them.
  • Multiple attacks are full-round actions, not standard actions. So if you want to be Sir Cuisinart, you'll give up some freedom of choice
  • It's -4 to shoot into a melee unless your target is a lot bigger than the other. The rules say "-2 if your target is two sizes larger," but I'd just say it's -4 plus the difference in size of your target relative to the foes around him. That scales both ways.
  • This is where Fighting Defensively (mentioned above) is mentioned
  • Roll a 20 and you might have scored a critical hit. Note that some damage types, like a Rogue's sneak attack, are not multiplied, so read carefully
Magic Items and Casting Spells

Both are standard actions, mostly, and mostly they both provoke attacks of opportunity. Highlights
  • Spell-Triggers, Command Word, and Use-Activated items don't count as activation; they're standard actions, I think, but don't provoke Opportunity attacks
  • "Did I break your concentration?" See Chapter 9 for the Difficulty Class of things that can interrupt you
  • Spells cast as a standard action take effect as immediately as a sword thrust to the guts, which is to say right the heck away.
  • Get thwacked while casting and the DC is 10+damage+spell level. 10 points of damage casting a level 4 spell is a DC 24 check. Yow.
  • Casting on the Defensive: Huh? I'm not sure this is well defined.
  • Touch attacks with a spell are considered to be armed and thus don't provoke Attacks of Opportunity. Hmmm.
  • You can hold a spell if you don't want to use it right away, but your hand is now a live wire, and the spell will hit what you touch

Splitting Full-Round Actions

Good for self-consistency, you can split a full-round action into two standard actions, one at the end of Turn A, and the other standard action as the first one of Turn B. This doesn't apply to Full Attack, charge (why not?), run, or withdraw.

Total Defense

This must be what "on the defensive" means? Anyway, +4 dodge bonus to AC in exchange for, I think, not being able to attack. This can't be combined with fighting defensively. If you allow the 2:1 exchange I suggest above, this needs to be "adds BAB to AC as Dodge bonus." This suggests that if anything, maybe the "exchange ratios" need to be more like 1:4 and 1:2 instead of 1:2 and 1:1.

Other Stuff

Without going into details, using a special ability is basically attack-like, move is a standard action, drawing or sheathing a weapon is a move standard action, but may be combined with a move if you have a BAB of +1 or higher. 

Full-Round Actions

Skipping the gory details, if you're attacking a lot, it's Full-Round. Some spells are full-round actions. Stepping through difficult terrain is too. One fun one is the Withdraw option, which is running the hell away from combat (2x distance). Not sure what that's all about, other than the free "you can leave your current hex w/o provoking an attack" thing.

Miscellany


Lots of other descriptions follow, and they're worth reading, of course.

Injury and Death

Ah, the "what are Hit Points" discussion. Here we go. The short version is as long as you have 1 HP left, you're fine, good to go, have at 'em. Get to 0 HP and your disabled, go negative and you're KO'd, and hit a negative HP total equal to your CON, and you die. Rapid transtion from "fully capable" to "deader than hell."

A massive damage optional rule that says if you take 50HP or half your HP in one blow, whichever is more, you're dead.

At 0 HP, you're staggered, can only take one move action, no standard actions without injuring yourself (and thus KO)

If you're dying, you drop unconscious and lose 1 HP per second until you die or stabilize, but this HP loss is the result of a failed Constitution check, DC 10 plus your negative HP total. If you succeed or roll a 20, no HP loss this turn. Fail, and lose 1 HP. You can be stabilized permanently using magic (any healing stabilizes you) or making a DC 15 Heal check.

Dead, well. Fairly self explanatory.

Natural Healing

1 HP per level per 8 hours of sleep at night. Ability score damage also recovers at one point per ability score per night. Nonlethal damage heals at 1 HP per hour per character level. You get better from a bruisin' pretty quick at high level, eh?
Non-lethal damage my ass. This is something GURPS gets right, I think, though the frequency of taking such lethal injury from some blows, like punches, is too high.

*****
I'm going to break this one into two parts, due to length. More on Combat later!

Friday, May 17, 2013

Challenge: Combat healing as powers

In my writeup of Cadmus, +Mark Langsdorf and I had a brief interchange about combat vs. non-combat healing. Cadmus is very, very powerful as a healing machine assuming that he has time to recover. The combination of Lay on Hands (Empathic Faith Healing) and Flesh Wounds (rapid wound recovery means he can bring a party of five adventurers from 0 HP to 15 HP each in about two hours.

But that's two hours. Two. Hours. 120 turns. Pretty much a "Frederickburger" situation if you're in combat.

That's where the Clerical magic comes in. Poof, here's a few dice of healing right there in the middle of combat. A virtual reset button, which is a big deal.

If you can lay on hands in hours, what are the ways to buff one or more of your party members using Powers?

So: here's a challenge! Post some builds of powers that would make sense using Divine Favor so that a Warrior Saint or Saint can provide combat-useful healing in a challenging DF environment.

+Antoni Ten Monrós: I'd be particularly interested if you've thought on this.

The First Answer
Based on some interactions in the comments below, my instinct is, at the same level as you can take Lay on Hands (Divine Favor 8), you can just get Ranged Healing (Healing [30], with Faith Healing [+20%], Ranged [+40%], and Divine [-10%] [45], or 9 points as an LP). This lets you fling a spell-like healing effect by burning FP and making a hit roll. The better way is probably as a Malediction, which at its cheapest is a +100% for -1 per yard of range, and that's 63 points (Divine Favor 10, 13-point LP) and will cut significantly into combat utility.

Challenge Expanded!

Go ahead and throw down your most potent healing builds, both in-combat and out-of-combat. Ritual Path Magic, regular GURPS Magic - you name it. Just note the build, the amount of healing, and what the limitations are!

Cheat: Power Investiture/Magery

One quick way to get this done is to buy Power Investiture 1 (10 points) and since you are not studying magic, buy Major Healing directly. It's a Very Hard skill, so with IQ 12 (Cadmus' level), Power Investure 1 (adds to skill), you will want to spend 12 to 16 points to get IQ+1 or IQ+2, which should net a Healing spell at 14 or 15.

That still winds up on the order of 25 extra points to get healing in there. If you've already got Divine Favor 8 and Lay on Hands, the Ranged Healing option above is cheaper.

Thursday, May 16, 2013

Pruning the Fat: Cadmus the Warrior Saint revisited

In many ways, Cadmus, my Warrior Saint in +Nathan Joy's Dungeon Fantasy game has been an experiment. He was my first DF character, well, ever. He used new rules - Divine Favor - rather than the standard magic system. I also solicited and accepted a lot of steering on how I put him together.

Now that 280 starting points has grown to 330, with many sessions under my belt, what would I do differently? Are there general theories that emerge?

Divine Favor

First, while I was told that initially I'd be 'the backup healer,' I was also steered to a level of oomph in those abilities that really equaled 'a redundant primary healer.'

By and large, this is a good thing. DF games are notoriously violent, and if your primary guy goes down due to, say, a ninja sword in the back, you need someone who can step up. Or a metric crap-ton of potions.

Also, I don't know if I've just rolled well, Nate's been kind, or what, but the General, Specific, and Learned Prayers that Cadmus has brought to bear have been really, really fun. Of course, they don't always work (General and Specific prayers; LPs always work), but when they do, they're an immense power multiplier.

Once you hit Divine Favor at level 8 to 10, you can really bring on some major mojo.

Anyway, let's look at Cadmus, who will grow soon to 330 points.


Not that kind of Paladin . . .

Brother Cadmus (313 points)

Age 28; Human; 6'1"; 200 lbs.; Solidly built, friendly looking, moves with purpose.
ST 14* [40]; DX 13 [60]; IQ 12 [40]; HT12 [20]. Damage 1d+1/2d+1; BL 39 lb; HP 14 [0]; Will 14 [10]; Per 12 [0]; FP 12 [0]. Basic Speed 6.25 [0]; Basic Move 6 [0]; Block 12 (Shield)†; Dodge 10†; Parry 13 (Axe/Mace)†. Unspent Points: 2

I'm not sure I'd change much here. The biggest thing that I've found is in the Move stat, where more is better. Being the last one to the fight, or being unable to reposition yourself quickly, is a real drag. Especially when faced with fellow compatriots who can act at range or fly.

Some of these stats aren't precisely accurate, but by and large, this isn't a bad set. Will-14 has been a real blessing (so to speak), and the only other thing I might recommend here is more Perception. I've found the same thing in Pathfinder, but you can never really have too much Perception. Also, my previous analysis of HT suggests that there are real benefits to HT 13 or 14.

Points gained/needed: Maybe 20 between Per and HT. I could potentially trade the 15-20 non-optimal points in skills I found below for some benefits here.


Social BackgroundEdit

TL: 3 [0].
CF: Inner Sea.
Languages: Taldane (Native/None); Trade Speak (Broken/None). [0]


The only weakness here has really been languages, but that's not his niche. No changes.


AdvantagesEdit

Combat Reflexes [15]; Divine Favor 8 [45]; Learned Prayer (Final Rest) [1]; Learned Prayer (Flesh Wounds) [4]; Learned Prayer (Righteous Fury); Learned Prayer (Protection from Evil, Enhanced) [7]; Learned Prayer (Lay on Hands) [8]; Learned Prayer (Smite); Striking ST 1 [5]; Trading Character Points for Money $2,500 [5].
Perks: Named Possession (Axe, "Shrivener"); Shield-Wall Training; Shtick (Beings killed cannot rise as Undead); Skill Adaptation (Judo Throw defaults to Axe/Mace); Suit Familiarity (Armory/TL3); Weapon Bond (Axe/Mace) [6].

Combat Reflexes is worth it for the defenses alone if you intend to be on the front line - and that's where Cadmus winds up, especially once we lost Gareth, the other heavy hitter. Thumvar, the Gargoyle Knight, is a front line all by himself at times, but if you're going to step up, not only is CR worth it, but enhanced defenses in general are a good idea.

I make near-constant use of all of my LPs, with the possible exception of Final Rest, but at only one point, it's great color, and makes total sense as a paladin of Pharasma, Mistress of Graves, Lady of Fate, and all around chick who hates the undead.

Everyone should look hard at getting a Named Possession. They're just that awesome.

The only "meh" has been Judo Throw defaulting to Axe/Mace. As I've noted before in a few places, this just hasn't worked for me at all. Notionally, it should be awesome. Parry with the axe, and then next turn you throw your foe to the ground, at which point either you or a second-line guy can murderize him. In practice, not so much. It's not a BAD use of a point, but it hasn't worked out well.

Points gained/needed: Maybe one or two points. No more, and not worth fiddling with.

DisadvantagesEdit

Code of Honor (Pharasmic Code) [-10]; Honesty (15 or less) [-5]; Sense of Duty (Adventuring companions) [-5]; Sense of Duty (Ameiko Kaijitsu) [-2]; Vow (Own no more than horse can carry) [-10]; Selfless (12 or Less)*; Disciplines of Faith (Ritualism)*.
  • These advantages were gained in play; Pharasma blessed Cadmus with Righteous Fury and Enhanced version of Protection from Evil, and Cadmus gained Selfless and Ritualism.

Quirks: Does not put himself in the lead role willingly [-1]; Follows an escalation of force (knobbed club, hammer, axe) , kills grudgingly [-1]; Very competitive, but doesn't start competitions [-1]; Loves to gamble [-1]; Not evangelical; helps people meet their fate, but doesn't push or preach [-1]


Code of Honor has worked fine, and ties in with my Divine Favor. Selfless and Ritualism were fun, as has been Honesty. The quirk of escalation of force? Yeah, that hasn't worked out. At all. But it's only one point, so it's not a character-changing event. It's just not appropriate for Dungeon Fantasy, where most disagreements are settled with lethal force from the get-go.

Points gained/needed: Pick a new quirk other than force escalation.

SkillsEdit

Animal Handling (Equines) (A) IQ-1 [2]-12; Armoury/TL3 (Body Armor) (A) IQ-1 [1]-11; Armoury/TL3 (Melee Weapons) (A) IQ-1 [1]-11; Axe/Mace (A) DX+5 [20]-18‡; Bow (A) DX-1 [2]-13; Carousing (E) HT [1]-12; Climbing (A) DX-1 [1]-12; First Aid/TL3 (Human) (E) IQ [1]-12; Gambling (A) IQ [2]-12; Heraldry (A) IQ-1 [1]-11; Hiking (A) HT-1 [1]-11; Holy Warrior! (WC) IQ-1 [12]-11; Observation (A) Per-1 [1]-11; Polearm (A) DX+1 [4]-14; Riding (Equines) (A) DX-1 [2]-13; Savoir-Faire (High Society) (E) IQ [1]-12; Shield (Shield) (E) DX+4 [12]-17; Shortsword (A) DX [2]-13; Stealth (A) DX-1 [1]-12; Swimming (E) HT [1]-12; Wrestling (A) DX-1 [2]-13.
Techniques: Arm Lock (Wrestling) (A) [2]-15; Armed Grapple (Axe/Mace) (H) [0]-15; Armed Grapple (Polearm) (H) [0]-12; Disarming (Axe/Mace) (H) [0]-17; Judo Throw (Axe/Mace) (H) [0]-17; Targeted Attack (Axe/Mace Swing/Neck) (H) [3]-14; Trip (Wrestling) (H) [0]-9; Wrist Lock (Wrestling) (A) [1]-14.
  • Conditional +2 from 'Striking ST'.
† Includes +1 from 'Combat Reflexes'. ‡Conditional +1 from 'Weapon Bond (Axe/Mace)'.


Here's where things get interesting. I've bolded the ones I've never made a roll against that I recall. There's basically 20 points of more or less wasted stuff on there, and I don't think I'd have put points in Bow if I'd have made the character before I did my analysis of useful levels of skill with ranged weapons. Throwing axes are better for the kind of thing Cadmus would be doing.

The Armoury skills might come in more handy during the long trek north over the ice that we face as the next step in our Journey. But the rest should have been traded for another level of Holy Warrior, which would have cost 12 points but given me another much-needed Destiny/Bonus Point. Those are gold.

So there are 15-20 points here that could be adjusted for better stats, or re-invested on other skills. Holy Warrior-12 is probably worth it for the Destiny Point alone.

EquipmentEdit

1× Hip Quiver ($15; 1 lb) containing 20× Arrow ($40; 2 lb)
1× Fine Composite Bow (ST 13; $3600; 4 lb).
1× Named Possession (Shrivener): Axe (Hilt Punch; Weapon Bond; Hammer; Dwarven; Penetrating Weapon (2); Bane (Spirits, Demons, and the Undead); Defending Weapon +1 (Bane). $10,475; 4.5 lb). [25 Energy unspent]
1× Poleaxe (Spear; $150; 10.5 lb).
1xMail, Plate, and Leather Armor Panoply
1× Boots, Leather ($80; 3 lb; DR 2)
1× Cloth, Padded Undersuit (Full Suit, Ornate (x2 cost), Lighten 3/4); $375; 12.4 lb; DR 1*)
1× Gauntlets, Medium Segmented (Reduced Cost (-20%); $72; 2.4 lb; DR 4)
1× Heavy Mail Armss and Legs (Ornate x2 cost; Lighten 3/4; Fortify +1); $3668; 20.25 lb; DR 6/4*)
1× DR 7 Plate Corselet (Torso; TL4 x2 cost; Lighten 3/4, Fortify +1); $6150; 18 lb; DR 8)
1× DR7 Plate Full Helm (Padding;TL4 x2 cost; Fortify +1; Lighten 3/4); $1845; 6.75 lb; DR 8);

I've got zero complaints about my kit. Shrivener, my Named Axe, is a thing of beauty and awesomeness. My armor could use new boots and gauntlets, but it cost me about $12,000 and was obtained fairly recently in play. DR 8 or so is great to have, and we recently came into enough money ($27K or so) that I could upgrade further if required.

The poleaxe has never seen use. Partly that's because I couldn't mentally justify the image of lugging a nine or ten foot pole around in some Highlander-like space. It's a battlefield weapon, not a dungeon one. Even a dueling poleaxe (Reach 1,2 rather than 2,3) while interesting, isn't worth the time it takes to switch weapons in most cases.

The bow? Nice, but I'm not skilled enough with it to make it worthwhile, and ST 13 is only 1d, and even with bodkin points for 1d(2) pi it's not that impressive.

Ballistic's Report

By and large, Cadmus is and remains a good character. When he gets his Righteous Fury on, he's a credible front-line combatant, though not as optimized for mayhem as Thumvar. With some time to spare, he can bring some really useful powers to bear, especially out of combat, via his prayers.

But I probably have something like 15-20 fairly non-optimal points in skills that just don't see much use. In a DF game, that's really to be avoided. Lesson learned!

Going forward, some of the concepts in +Antoni Ten Monrós' Saintly Power-Ups will make for serious consideration. The one where you can have two learned prayers active at once? That's serious stuff, especially if you want to do Righteous Fury and either Guide My Hand (Cadmus doesn't have it, but it's basically Weapon Master), which catapults you to an instant front-line meat cleaver, or something else like Protection from Evil.

Tuesday, May 14, 2013

Ravenscraeg Finale (in brief)

Last Tuesday we had the final battle with the rejuvenated Oni, whom we fondly called "Kim."

It turned out to be fairly anticlimactic. We twigged early to the massive rune-laden club with the Thousand Words of Pain on it to being the real issue (and especially after several solid hits came to no good result on our part). We attacked the weapon directly, rolled really well, cut it in two . . . whereupon it exploded.

Dawn got pasted with a massive blow before that, but thanks to Ninja! Destiny/Bonus points, turned that into a miss/graze rather than an insta-kill with something like 20+ crushing damage in one blow.

After the club exploded, we had the big bad surrounded - the bane of many-on-one encounters in GURPS for the one - and more or less proceeded to pound him into jelly. As Mark points out in the comments, Shiba crippled Kim's foot, rooting the Oni in place and allowing us to more or less go to town on the beast.

Afterwards, Cadmus cleansed the temple for an hour or two of prayer, and we went a-looting.

Staver, bored and a bit put off by all the praying (Infernal, after all) grabbed the keychain tossed to him by +Mark Langsdorf's new character, Shiba the Mystic Knight. He found the magical lock, turned the key . . .

. . . and the entire room burst into flames. Oops. Trapped.

That's where we ended. We'll see if Emily needs a new character, or is just lightly toasted.

****

Update. Staver survived, but pretty seriously singed. Loot was gathered, and totaled north of $25K per party member, looks like, plus some cool magic items. Big Pile of Character Points to be awarded later. Not sure what Cadmus will spend his loot on, but he has to spend it or give it away (pesky vow).