Warmahordes Theme Songs

I was doing my usual thing of listening to music while doing other things (writing, painting, etc) and a song by Papa Roach came up, Burn and it led me to think, This would make a good theme song for Menoth. Anyways, I’ve picked a song or two for each of the factions of Warmahordes.

Convergence
FML – Deadmau5
Never Mind – Infected Mushroom
Technologic – Daft Punk

Cryx
Down Under – Men At Work
Ghosts n Stuff – Deadmau5
Take Over the World – Your Favorite Martian
The Pretender – Foo Fighters
Villain – Theory of a Deadman

Cygnar
Bricks – Rise Against
Horizon Remix – Sabrepulse
Uptown Funk – Mark Ronson

Protectorate of Menoth
Burn – Papa Roach
Prayer of the Refugee – Rise Against
The Catalyst – Linkin Park

Retribution
Boulevard of Broken Dreams – Green Day
Thanks for the Memories – Fall Out Boy
The Kids Aren’t Alright – The Offspring

Khador
Break Stuff – Limp Bizkit
Indestructible – Disturbed
Skyrim Theme – Jeremy Soule

Mercenaries/Minions
Deal With the Devil – Pop Evil
He’s a Pirate – Hans Zimmer
Somebody I Used to Know – Gotye
Welcome to the Jungle – Guns N’ Roses

Circle
Animal I Have Become – Three Days Grace
Becoming Insane – Infected Mushroom
I’m Only Joking – Kongos

Legion of Everblight
Enter Sandman – Metallica
Monster – Skillet
You’re Going Down – Sick Puppies

Skorne
Pain – Three Days Grace
Pyscho – Puddle of Midd
Riot – Three Days Grace
The Devil in I – Slipknot

Trollbloods
Fight to Win – Your Favorite Martian
I Will Not Bow – Breaking Benjamin
Make It Stop – Rise Against
Set It Off – P.O.D.

Feel free to comment suggestions, I also may update this every now and again as I trip across particularly fitting music.

Standard “I don’t own any musicin this post” for the legal reasons.

Best Flank Buddies Forever! (Can you say “Sap Slap” five times fast?)

So I promised another Unchained Rogue build and here I am actually delivering another Unchained Rogue build! (Whoo!). So last time we got sneak attack through leveraging cleave. This time we’re getting our sneak attack through this darling of a feat, Press to the Wall. This amazing feat makes any solid object your flank buddy (and requires that you take Step Up as well, but it’s not like that’s a bad feat either). Again, this build takes a couple levels (5 to be specific) to get online, but it also finesse blunt weapons to force a comical amount of nonlethal damage through leveraging Blundgeoner, Sap Adept and Sap Master.

With those feats as a baseline, the next big question is what weapon do we want to wave around (basically, what light, blunt weapon works best)? There are two answers, be human and pick whatever simple, light, blunt weapon you want (there are 6 options, none of them are worth it) OR be nonhuman and use Saps.

Probably the most complicated part of this build is the feat order.

Feats
1 Sap Adept
HBF Blundgeoner
RT2 Slow Reactions (this is just my pick, it allows you to hit someone and just leave which is nice)
3 Step Up
RT4 Combat Talent: Press to the Wall
5 Sap Master

Press to the Wall HAS TO BE in the 4th level slot due to BAB restrictions (Sap Master requires 3d6 Sneak attack).

Sample Character

Because I can’t get enough of the goodness that is the Melee Tactics Toolbox (well…if I’m honest most of it is trash, but there are a few gems), this is a build that also makes use of the Gnome Pincher (a one handed, light, bludgeoning weapon that is basically one of those grabber toys for old people).

Poshment Stickytrix – CN Male Gnome Rogue 5/Mutation Warrior 1

Str     8  -1
Dex  20 +5 (17 base, +1 at level 4, +2 Belt)
Con 16  +3
Int    10  +0
Wis  12  +1
Cha 12  +1
BAB +4; CMB +2 (+18 when stealing with the Gnomish Pincher); CMD 17
HP 52; Init +5;
AC
23; T 16; FF 18;
Saves F
+7; R +10; W +3;
Speed
20ft; Perception +11; low-light vision;

Feats

1: Sap Adept
3: Step Up
5: Bludgeoner
6: Greater Steal
Bonus Feat: Improved Steal

Class Features
1: Finesse Training, Trapfinding
2: Talent – Combat Swip, Evasion
3: Finesse Training (Gnome Pincher), Danger Sense +1
4: Talent – Opportunist, Uncanny Dodge
5: 3d6 Sneak Attack, Debilitating Injury, Rogue’s Edge
6: Bonus Feat

Traits
Adopted:Caravan Drover – Treat whips as martial weapons.
Pillager – +1 CMB to steal and disarm.

Racial Features
Low Light Vision
Illusion Resistance: +2 saves vs illusions
Keen Senses: +2 Perception
Obsessive: +2 Craft (weapons)
Gnome Magic: 1/day – dancing lights, ghost sound, prestidigitation, speak with animals (CL6, DC11)
Weapon Familiarity: Treat gnome weapons as martial weapons
Master Tinker: +1 Disable Device/Knowledge (engineering). Proficiency with any weapon personally crafted.

Equipment
+1 Mithral Breastplate (5,350gp), +1 Gnomish Pincher (1,310gp), Masterwork Scorpion Whip (305gp), Cloak of Resistance +1 (1,000gp), Belt of Incredible Dexterity +2, Gauntlets of the Skilled Manuever (Steal) (4,000gp), 45gp left for other items

Skills
Acrobatics +12, Bluff +9, Craft (weapons) +6, Disbale Device +8 Perception +11, Sleight of Hand +12, Stealth +14, Use Magic Device +9

So this build deviates some from the original concept, but I think gains more overall for the trade. Greater Steal is comedy incarnate and having effectively a +20 to the check means that even against equal level fighters (10+6+5+3 –> CMD24), you’re probably going to make off with their weapons. The whip is there as a second finessable method of stealing (and tripping/disarming, but what fun is that?). The damage potential does drop by ~10 dpr, but to capitalize upon Sap Master, you really need to have a reliable method of being invisible (i.e. hump the leg of the caster until he/she casts greater invisibility on you). As for potential DPR, against a flanked opponent (assuming that we always hit, but never crit), Poshment has hits for 23 (1d4+5+6+3d6) nonlethal damage a hit (or he can slap them with a whip for ~18 damage).

For those interested in role playing Poshment, here’s a bit of background and personality.

Twisted by a childhood of being raised as a pet and a joke by a tribe of slaving half-orcs, Poshment is not a kind gnome. He’s out for himself and no-one else. Driven by an unrelenting need to rebel against authority, Poshment has a long and intimate history with the inside of a prison cell. After his last stint inside the clinker, Poshment found a place to work with a blacksmith for a time, but soon felt an overpowering need to travel. Bidding farewell to his employer and host, Poshment set out to see the sights of this land and to perhaps track down his biological relatives.

Warmachine Battle Report: The Flailing of the Goldfish

I spent a good 5 hours goldfishing tonight (anyone who has played magic should be familiar with the term, its basically where you play against an opponent that doesn’t nothing to test the pacing/flow of your deck). I played one 41 point game of Warmachine against myself…and I learned a lot. My main force that I want to play in Warmachine is the Protectorate of Menoth (basically the religious faction that sets everything on fire!). It’s a faction that runs off of buffing its units to make them comically good and its still a faction I struggle to play and understand (as opposed to the Circle of Oroborous which I seem to intuitively understand how to finesse).

Lists

Menoth

Kreoss
Feora
Deliverers, 6 man unit
Exemplar Errents, 10 man unit
Vanquisher
Repenter
Crusader
Vassals, 2
Choir of Menoth, 4 man unit
Hierophant (attached to Kreoss)
Cinerators

Circle/Khador

Kaya
Feral Warpwolf
Winter Argus
Argus
Skinwalkers, 5 man unit
Sorcha
Man O War, 5 man unit
Destroyer
Juggernaut
War Dog

Set-Up

The mission was murder the opposing warnouns (locks/casters). The board had a row of chest high walls along one edge (cover), a blob of forest in the middle (difficult terrain and concealment), shallow water (difficult terrain), a building and a dice rolling box (both LOS-Blockers). Menoth won the roll and chose to go first (and thus deploy first).

Turn 1

Pretty typical turn 1 in Warmachine, Menoth did a lot of running (run run run run). The Errents moved into the forest. Kreoss dropped Defender’s Ward on the Errents. Feora buffed the Cinerators.

Khador and Circle did basically the same thing, the Skinwalkers moved to counter the Cinerators on the flank. The Man O Wars lined up in shield wall and marched forwards and the Circle Warbeasts took advantage of the lovely Man O War wall to hide behind.

Turn 2

Menoth took some pot shots and set some Man O Wars on fire. Eiryss ran back away from the Skinwalkers and the Errents spread out slightly in the forest. (I forgot to take a picture here).

Some light fire was shot back from the Man O Wars that didn’t really amount to anything. The Circle warbeats kept skittering around and the Khador jacks continued to PLOW at the Deliverers. All in all I believe that the only casualty was 1 Deliverer.

Turn 3

Apparently having a wall of ARM21 Man O Wars was just absolutely irritating and I popped Kreoss’ feat. This sat every enemy in a 14″ radius down (unfortunately, I learned that sitting people down doesn’t break them out of shield wall) and ended up catching almost everyone except the skinwalkers, Kaya, and one Argus. The Vanquisher broke the shield wall and the Errents charged in to clean up. The Repenter sneaks forward and manages to set the Warp Wolf and the Argus on fire and deals a whopping 15pts of damage between the two. The Deliverers moved forward to try and put some damage onto Sorcha, but did a piddling amount of scratch damage (2 boxes). On the contested chokepoint flank, Gorum di Wolfe manages to catch 3 of the skinwalkers with Black Oil before the Cinerators close the gap and start hacking things apart with their weapon master swords. Feora turns about with her Jack and sprints towards the main lines, away from the nonsensical chokepoint that had formed. What a great Menoth turn! Easily collected a good 10 points worth of models in deaths and set fire to the Warp Wolf (who burned for a couple bubbles).

Sorcha doled out her focus, the Juggernaut burned one immediately to shake off the Knock Down. The Warp Wolf did the same thing by getting angry. With the Man O Wars dead, the Circle beasts can finally get to work Yo-Yo-ing into the Menoth front lines. The Winter Argus manages to crit on a breath, making two Errents and the Repenter stationary AND killing the Repenter with damage. This opened the Repenter up for a devastating charge from the damaged Argus (13 damage in total). The Warp Wolf charged into the  end of the Errent line, covering for the exposed position that Sorcha had ended up in. Murdered two right off the bat and then flubbed all the damage rolls for a two handed throw on the last two (it turns out that ARM18 Errent Bricks just don’t take damage…). Sorcha stands up from Kreoss’ feat and scoots into range to toss Boundless Charge onto the Juggernaut. The Destroyer stands and lobs a shot onto the middle of the Deliverer unit and manages to kill all 5 (they were just in the perfect AoE formation) which opened a perfect charge lane into the back of the Vanquisher for the Juggernaut who took it. The first Ice Axe dealt 12 damage, the fist wiffed against the Vassal and the second axe connected for 8, a massive 20 damage in one charge. To add insult to injury, Sorcha’s Battle Dog tackled and killed an Errent. Kaya finally goes and Spirit doors her charging beasts home, feating to clear enough fury to avoid a frenzy. Dear lord! A fantastic power comeback! A good 15-25pts of the Menoth force was either eliminated or crippled in a massive countercharge!

Turn 4

After maintaining upkeeps and spreading a bit of focus around, the choir scoots up and sings the murder song for the tremendously crippled Menoth jacks (the Repenter had no arms and the Vanquisher was missing its Cortex and Flail). The Repenter moved forward and attempted to set both the Warp Wolf and Kaya on fire, but manages to miss both (roll 1 dice sucks, kay?). Feora advances up through the forest and starts spraying around with her flamers, catching the Winter Argus (and with 4 focus misses on a boosted attack roll and deals 5 damage on a boosted damage roll…) and setting in on Fire. She then feats and sets Kaya on fire for good measure. Kreoss also advances and drops a Cleansing Fire down onto the Warp Wolf, dealing another 7 damage to it. The Errents, scoot around avoiding getting engaged by the Destroyer and start shooting at Sorcha and her dog. Two shots on the dog kill it, nothing on Sorcha. The Vanquisher flails about with its poor crippled flail, but fails to do anything meaningful. Menoth ends the turn after setting all 4 of the nearby circle units on fire. (The Battle of Bottleneck Gorge was progressing very…very….slowly).

4 “Shits on Fire yo!” rolls. 2, 2, 1, 1. All out. Argus wanders up to the Repenter and fails to do anything. The Warp Wolf then walks up, sneezes and massively overkills it. The Winter Argus tries to lock either caster down with its sprays and fails to roll any crits. The Juggernaut cleans up both the Vanquisher and the Vassal. Sorcha and the Destroyer continue scooting about, managing to pop one Errent.

Turn 5

This was just the turn of massive wiffs. After the previous turn of fire just going out, I was rather impassioned about doing well. First, the Cinerators finally finished off the Skinwalkers, clearing a path for Gormun di Wulfe to start putting pressure on Kaya by sprinting up the flank. Kreoss scoots forward and drops Cleaning Fire twice onto the Warp Wolf for a grand total of 7 damage…Feora also moves up and drops her flamer templates, managing to squeak out 8 points of damage between the two Arguses (seriously. These were two casters with boosted damage rolls…this should’ve been a turn of mopping up crispy-squishy warbeast insides…). The Chior moves around and attempts to screen more important targets with their old man fighting sticks. The Errents quit chasing Sorcha around and charge the Arguses, killing one and missing the other by 4 bubbles (I couldn’t roll damage to save my life). Eiryss drops a disruptor bolt into the Juggernaut and the Crusader snuggles just outside of charge range for the next turn.

Wow oh wow, did this turn out gloriously for Khador/Circle. Sorcha drops 2 focus on the Destory. Kaya leeches 4 fury from her beasts. Sorcha then casts Wind Rush, jumps into the middle of the table and maneuvers to catch both Menoth casters and all of their screen choir members in her feat (it was an 11″ move total). Kaya activates and passes Pathfinder to both of her beats (via an animus). Then runs through them and murders the choir member that is protecting the perfect charge location (i.e. engaging both Menoth warcasters) with Spirit Fang. The Warp Wolf then charges in and shreds both Warcasters into bits.

What did I learn in 5 hours of playing with myself?

  • How better to use Gorum Di Wulfe. He’s not a front liner, but he should be snuggled in with the heavy troops to up their survivability. Black Oil is comically good and in tight formations can effectively neuter my target.
  • Warcasters should never ever EVER stand within charge range of a heavy Warnoun. Just no. On top of that mistake, I put both of my casters within 2″ of one another WITHIN CHARGE RANGE OF A HEAVY. I’m dense sometimes.
  • I’m far too trigger happy with Kreoss. I really need to sit on the feat and wait until the perfect opportunity to actually shut down and open up my opponent. If I had waited to kill the Man O Wars, I could’ve pushed through and flanked them with the Cinerators for easy kills. Instead, I pretty much wasted my feat to open up the middle of the board without anything to take advantage of it.
  • I put Eiryss on the wrong side of the board. She may be highly mobile, but she spent a good 3 or 4 turns not doing anything effective. She really needs to be hovering just out of range of the enemy warcaster ready to jump in and drop the disruptor bolt (seriously, she has a 19″ threat bubble and RUINS warjacks. She should just hang out with my main force really…).
  • Errents and Defender’s Ward go hand in hand. Having a frontline unit that is DEF16 (vs ranged due to those forests) and ARM18 is just a beautiful brick.
  • When Menoth attempted to push up the bottleneck flank, a single 8pt unit stalled them, effectively negating ~20pts of my force. Eight of those points (the Crusader and a Vassal) never made a single attack roll.
  • I really want the Deliverers to be massively impressive and I ended up not thinking about them properly. Against this opponent, I really needed to use them as a mobile screen to keep my casters and jacks alive and unengaged.
  • The Menoth side suffered from some spectacularly bad turns of rolling (there should not have been a Warp Wolf alive to charge me effectively. He weathered 3 boosted Power 14 shots from Kreoss and walked away with 8 damage…SERIOUSLY WTF DICE. By averages he should’ve taken 25 damage!). Even in a game where I’m playing both sides, the Dice Gods are cruel.

Final Thoughts

Goldfishing, as usual, was quite helpful. This also helps in preparation for tournaments (one of the Tourney standards for warmachine is 50pt games that take at most 2 hours…). I found myself quite surprised by the degree of mobility that Sorcha has. She was able to jump precisely to where she needed to drop my two casters without any issues at all. If I had managed to keep pressure on her (via Deliverers, Eiryss or the Errents), that pop n drop would’ve been much, much riskier. While Warmahordes likes to sport a “Play Like You’ve Got a Pair”-attitude (it really does, its in the rulebook!). I really think that I would benefit more from taking a breath and thinking more about macro strategy then micro strategy (such as saving Kreoss’ feat to lock down more valuable targets or clear LOS to warcasters). I’ve got a lot to learn before I’m Tournament ready.

Surprisingly Cleaver! (It’s got great cleavage!)

So I have only recently been sorting through Paizo’s Pathfinder Unchained book (which had a number of “fixes” and updates to Barbarians, Rogues, Monks and Summoners). Paizo still hasn’t fixed the awful “+1 BAB” requirements on a number of feats that really aren’t intended for Full BAB classes (but that’s a different argument). The lowly, awful, bottom tier Rogue got a huge update that makes it not only a viable choice to play, but fun to play! I whipped up a couple builds that leverage it in all its new and shiny glory!

The first build is one that I’ve been toying with for a long time, I just could never bring myself to play it due to how badly rogues used to be outclassed by everyone else. It is based around the synergy between sneak attack dice and Surprise Follow-Through. Now SFT has a prerequisite of being Orc-y to use it and that’s actually not an issue. Fantastically, the two feat prerequisites SFT needs (Cleave and Power Attack). (SOP, 20pt buy, two traits, etc). Now there are two race options, Human (plus racial heritage) or Half Orc (plus lots of racial goodies). Since we don’t have a +1 BAB at level 1 (boohoo), Half Orc is the superior choice in this situation (Darkvision, some nice weapon proficiencies, etc). Next up is the question of what we take for the level 1 feat. It really boils down to one option, Exotic Weapon Proficiency (Elven Branched Spear). This weapon is from the recent Melee Tactics Toolbox (also by Paizo) and is seriously worth the feat (that entire splatbook is totally worth picking up). It is a reach weapon that is finessable AND grants bonuses to attacks of opportunities.

Nora Deftbranch – Rogue 5
Str   13  +1
Dex 18  +4 (16, +2 Racial to bring it to 18)
Con 16  +3 (this was a 15, level up at 4 went here)
Int     8   -1
Wis  12  +1
Cha 10  +0
BAB +3; CMB +4; CMD 18
HP 48; Init +6;
AC
21; T 14; FF 17;
Saves F
+5; R +9; W +3;
Speed
30ft; Perception +X; darkvision 60ft;

Feats

1: Exotic Weapon Proficiency (Elven Branched Spear)
3: Power Attack
5: Surprise Follow Through

Class Features
1: Finesse Training, Trapfinding
2: Talent – Opportunist, Evasion
3: Finesse Training (Elven Branch Spear), Danger Sense +1
4: Talent – Combat Talent (Cleave), Uncanny Dodge
5: 3d6 Sneak Attack, Debilitating Injury, Rogue’s Edge

Traits
Unstable Mutagen – Gain a Mutagen with some random effects.
Reactionary – +2 Initiative

Equipment
+1 Mithral Breastplate (5,350gp), +1 Elven Branch Spear (1,320gp), Masterwork Cestus (305gp), Cloak of Resistance +1 (1,000gp), 1045gp left for other items

Skills
Acrobatics +12, Intimidate +10, Perception +9, Sleight of Hand +12 (+10 for the Cestus Hand), Use Magic Device +8

Discussion
This build is entirely circular around triggering the sneak attack damage on the second cleave target. The beauty of the Elven Branched Spear is that it is a finessable reach weapon. Since you can take a 5ft step during a Cleave action to bring the second target within reach, having a reach weapon just purely increases your threatened area and thus increases the amount of sneak attack damage we can dole out (just remember to take that 5ft step BEFORE you cleave). Assuming two targets, with the Spear, not power attacking, we’re looking at an attack profile of:

First Target: +8 (1d8+6) vs AC
Second Target: +8 (1d8+6+3d6) vs FF

If both attacks hit, we’re achieving a DPR of about 30.5. Now if we power attack instead, we loose 1 to hit, but gain 6 damage total, boosting us to a DPR of 36.5. So we’ve got okay DPR by our lonesome selves without flanking. Add in a flank buddy and power attack, and we’ve increased our average DPR by 1.5 (to 47 damage). This is unbuffed, raw DPR. If we assume a balanced party and “boss buffs” benefits, it really shoots through the roof (I’m talking Mutagen, Cat’s Grace, a level 5 inspire courage; three sustainable buffs), we can push the to the low 70’s which isn’t shabby at all!

Sadly, this build doesn’t have the feat space to really get tremendous utility. As more levels trickle in, I’d would take serious consideration of splashing two levels of brawler to scoop up some BAB progression, feats and would look at expanding into maneuvers (you get dex to CMB for Disarm, Trip and Sunder from Finesse Training). Stacking this with Opportunist (which is amazing), there’s the potential for a very, very annoying woogily spear reach build (doing the very classic, trip –> disarm –> trip combo that procs when your allies slap enemies). Once level 4 is taken for this build (for the sneak attack debuffs), staying in rogue isn’t hugely important.

That’s really all for this build, feel free to post questions/comments. Soon to follow is the other Unchained Rogue build that plays with more Melee Tactics Toolbox Goodness!

Treefolk’s Plate (if it isn’t full then I’m probably bored)

This isn’t anything major to look at, just a list of pending projects I have floating around in my brain. Some of them may actually get completed, some may die. It’s a list.

Characters – Those cute little combo builds that I post every now and again. I often think of fun combos and forget to write them up.
-Nonlethal Unchained Wall Rogue
-Unchained Summoner Still Broken
-Bard Cleric (the archetype, not the multiclass)
-SHAMAN
-Spawn, The Wall v3

Eberron, yes! – The continuing story of the Eberron campaign I’m currently playing in
-Status Update
-Thoughts/Comments

Sullivan’s Folly – I’m already prepping for my turn at the head of the Eberron group. This is one of my adventures.
-Maps
-Story
-Fluff
-Mechanics
-Creatures
-Treasure
-Spoilers
-Announcement

Star Wars:Pathfinder Edition – I’m writing a Star Wars edition for pathfinder because there isn’t a good d20 option on the market.
-Classes (Trooper, Bounty Hunter, Scoundrel, Technician, Jedi Knight, Jedi Guardian, Jedi Counselor, Sith Warrior, Sith Assassin, Sith Witch)
Base Rule Adjustment
-Attack Options
-Force Resource System
-Tech Powers
-Force Powers
-Races
-Droids
-Droid Classes
-Light Sabers
-Ranged Weapons
-Melee Weapons
-Teaser
-Spoilers
-Announcement

Superdungeon – Remember when I said I was going to post a dungeon crawl a week? Haw. I’m working on this behemoth instead.
-Maps (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Mechanics (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Fluff (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Story (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Creatures (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Writing/Transcribing (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Editing Review (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Annoucements (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Spoilers (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-PDFs (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)

Iron Gods, Hardmode – Iron Gods is a weak, limp-wristed excuse for an adventure path. These are my notes for kicking it up to make it challenging and something to remember!
-Book 1
-Book 2
-Book 3
-Book 4
-Book 5
-Book 6
-Summary

Models and Terrain – I used to play Warhammer 40,000 and these days I play a little Warmachine. I’ve got a bit of talent for making terrain and painting models. If I can get my camera to play nice, I’ll post pictures of what I’ve done.
-Stuff I’ve Painted/Made
-WIP stuff
-Summary/Index Post

Anyways, this is just a massive list of what may or may not be arriving in the future months of posting. More for increasing my sanity then anything else. I also did some clean up and reorganizing of a few old posts that should make things a bit more sensible (like replacing my lovely “Charater” tag with “Character”).

Bringing the Force to Pathfinder

Recently I’ve been playing through Knights of the Old Republic (and it’s sequel) and I’ve been thoroughly enjoying myself. I’ve been enjoying myself so much in fact, that I wanted to start up a group to play a little Star Wars RPG. Sadly there are all of one d20 systems available at the moment, by Wizards of the Coast. There are a couple of other systems, the previous edition by WotC (which was a d6 abomination) and Fantasy Flight Games’ d-Weird system (the developer responsible for the Arkham Horror board-game series). Sadly, all of these systems have issues and problems. The old WotC d20 was just awful. It was broken, poorly optimized, edited…pretty much a perfect example of the terrible content that was being pushed to the public at that time (the system just didn’t really function as a cohesive whole). Roughly a decade after that (3.5 was mainstream), WotC released a “legacy” edition that updated the ruleset to a 3.5 cross 4.0 ruleset. This wasn’t the most horrendous of updates (it was actually playable for example). The issue with edition was that the force was comically overpowered. It boiled down to what was basically a skill called “use the force”. Need to do something, pilot a ship through a narrow canyon, talk down a guard, order drinks, tie your shoes? Just “Use the Force!”…kill me now…There were also things done to try and balance lightsabers versus other weapons meaning that lightsabers struggled to do things like cut through a stick of butter. So yeah, not the best edition. WotC has since released the license

Fantasy Flight version did a number of things right, lightsabers feel good to use (and can actually cut through doors AND sticks of butter), classes are relatively balanced, the force isn’t godmode but they did something that really just rubs me the wrong way. FFG produces specialty dice that aren’t useful outside of FFG games but it seems wrong to demand that players not only buy copies of the rulebooks, but also drop $15 bucks on a set of dice that are trash outside of this specific game (there are tables in the rulebook so that you can use normal dice, but that quickly becomes a massive pain and slows play to a crawl). It’s also not a d20 system (which is really kind of sad). Basically, if you want a d20 Star Wars RPG, you’re shit outta luck.

Now I have to answer the question, “Buy why are you boring me by rambling about things I obviously don’t care about?” I’m rambling about this because there’s a clear gap in content here (mostly due to legal reasons if I had to guess, Star Wars being such a massive franchise and all). About a month ago, I sank my teeth into the challenge of creating the Star Wars:Pathfinder. A set of rules, classes, materials,and races for running Star Wars campaigns and games in a modern d20 system. Hopefully I don’t get any legal nastigrams about this (that would be sad).  I’ve been gnawing at the problem for about a month now and I’ve finally finished with the core class mechanics. I’m drawing a lot of inspiration straight from the Pathfinder Core Rules, KotoR I & II and an entire childhood of geeking out about Star Wars.

I’ve faced a number of challenges in hammering out this ruleset. Pathfinder itself has some issues it inherited from 3.5 that people often struggle against without realizing it. One of my goals while developing this system was to address and solve those problems. For example, roughly 90 feats developed by Paizo have the most ridiculous and meaningless requirement, “base attack bonus +1”. This prerequisite is just stupid since every single class possess it by level 2. It crushes the viability of 3/4 BAB classes that really want to be martial and in melee (most of those feats are intended for full BAB, melee classes) and makes building such characters extremely awkward. If I want to build a Rogue around Surprise Follow Through (when you cleave, the second enemy is flat-footed against your attack. Whoo sneak attack dice), I cannot reasonably expect to be “online” unless I split and take a Full BAB class as my first level OR delay and come online at level 5 (it’s actually impossible to get the combo online sooner if the build takes nothing but pure rogue). Another issue I’ve finally found a solution to, is the fact that casters have a “15-minute workday”. I’ve got a lot of writing and transcribing to-do before anything is anywhere near release-worthy, but my last hurdle to making this announcement (the 15-minute workday) I have the groundwork to solve.

tl;dr I’m writing a Star Wars d20 based on the Pathfinder ruleset. Whoo!