Lemmy |
Please, share your thoughts on this idea for modifying the Confused and Staggered conditions:
Confused: Instead of having 75% chance of not being useless, characters have a 50% miss chance on their attack rolls and a 50% spell failure chance. Each round, they can make an additional saving throw at -4 penalty (same type and DC as whatever caused them to be confused in the first place) to reduce these chances to 25% until the start of their next turn. However, characters take a -4 penalty to concentration checks and Int-based skill checks.
Staggered: Characters are only deprived of their Move action if they have BAB +5 or lower. Characters with BAB +6 or higher are still capable of moving and making a single standard action, or spending a full-round action to make a "partial full attack" (i.e.: the "full attack" routine that I allow characters to use after moving). It's still impossible to cast spells or use SLA with casting time greater than a standard action.
This should keep debuffs useful without making them SoL effects.
- - -
BTW, on partial full attacks:
Effects that apply to full-attacks, but not to standard action attacks only apply to partial full attacks if the effect give you a bonus attack.
e.g.: You can use TWF and Rapid Shot, as well as spend Ki to make an extra attack, but you can't use Manyshot or Clustered Shots, since those abilities don't give you extra attacks.
Scavion |
The only problem I have with some of the brutal status effects is the duration they often have or the ease of how they are applied.
Confused is okay if you're stuck with it for a combat. Permanently on the other hand...
When status effects gained in one combat bleed into another is when I start getting frustrated. It's why I don't like ability damage or negative levels as well though I deal with it(By usually being a Cleric). It often ends up in this quickly steeping slope of debilitation that leads to characters ending up horribly useless in combats which subsequently ends up with their player wishing their character would just die.
Combine the two(Negative levels tacked onto successful attacks with no save, permanently and you only get a save on the next day) and I end up a wretched beast wanting to get the hell away from whatever area we're in.
Lemmy |
Basically, I dislike effects that remove you from the fight without giving you another chance to resist it at least partially, which is why I changed Confusion (the spell) to allow an additional save whenever the character can act normally (similar to how Hold Person/Monster gives the target an additional save to break free).
Negative levels are annoying. I usually rule that before they are made permanent, you can remove them with Lesser Restoration (a wand you should carry at all times as soon as you can afford it! It costs just 750gp and will save your lives!)
Kadir Drummond |
Pretty much done with my character. Just wanted to get a decision of what the damage of firearms is. Namely what the damage of a Musket and Pepperbox would be after increasing the dice. Also since firearms don't target touch ac any longer does that include the Gungslinger dead eye deed that targets touch ac and also the Far reaching scope wondrous item that lets you target touch without range increments as a full round action.
Lemmy |
Hmmm... I'm pretty sure it'd be 3d6...
Until Paizo gives us an official answer, let's say the die progression goes
1 -> 1d2 -> 1d3 -> 1d4 -> 1d6 ->
1d8 -> 1d10 -> 1d12 (or 2d6) -> 3d6 ->
3d8 -> 3d10 -> 3d12 (or 6d6) -> then keep adding 1d12 (or 2d6) per size category.
Increasing damage dice is probably not the best way to balance firearms, though... But I'm not sure how to make them competitive. :/
About the deeds and Wondrous item:
You can spend 1 Grit/Arcane Point point as a swift action to target touch AC on your next attack against an opponent on your first range increment. The scope lets you use this deed against opponents on other range increments.
Rynjin |
Pretty much done with my character. Just wanted to get a decision of what the damage of firearms is. Namely what the damage of a Musket and Pepperbox would be after increasing the dice. Also since firearms don't target touch ac any longer does that include the Gungslinger dead eye deed that targets touch ac and also the Far reaching scope wondrous item that lets you target touch without range increments as a full round action.
Aight I take offense at one thing here, and that's going for the "Well technically I have mostly Simple weapons even though I'm only one shy of half my proficiencies being Exotic" thing to get all those guns for one point.
I mean, I know it's abusable, but we're trying to use the honor system here.
Kadir Drummond |
Kadir Drummond wrote:Pretty much done with my character. Just wanted to get a decision of what the damage of firearms is. Namely what the damage of a Musket and Pepperbox would be after increasing the dice. Also since firearms don't target touch ac any longer does that include the Gungslinger dead eye deed that targets touch ac and also the Far reaching scope wondrous item that lets you target touch without range increments as a full round action.Aight I take offense at one thing here, and that's going for the "Well technically I have mostly Simple weapons even though I'm only one shy of half my proficiencies being Exotic" thing to get all those guns for one point.
I mean, I know it's abusable, but we're trying to use the honor system here.
Fixed. Wasn't sure how to get proficiency with firearms under the rules but realized I could just take simple and then buy the exotic weapon proficiency for a point more. That makes my alchemical tinkering spell a lot more versatile. Also, using Magus arcana: Animate weapon with firearms .... is that too overpowered? I'd still have to reload the guns and only have so many shots.
Kadir Drummond |
Basically, my main goal was to create a wizard who uses firearms in some way. As a concept I imagined a kingdom that had wizards who built and enchanted cannons and firearms. I think a better name for him would be Arcane Bombadier but he does essentially operate as a Engineer style character.
Lemmy |
Since this is the first FFCS campaign I GM, I'll just seta few ground rules here.
As usual, I'm open to discussion, but this is what I'm leaning towards.
- - -
Spell casting x BAB:
Poor BAB allows for Full arcane casting (Sorcer/Wizard and Witch spell list and progression).
Medium BAB allows for full divine casting (Cleric, Druid and Shaman spell list and progression) and/or any 6-level spell casting (even if it uses the spell list of a full arcane caster)
Full BAB allows for minor casting (Ranger/Bloodrager/Paladin)
- - -
Firearms:
I'm still a bit unsure here. Firearms are pretty underpowered, but this being a FFCS campaign, anyone can take the Gun Training class feature (which costs 5pts). So, to make things simpler and closer to RAW, I'm considering removing the increase to damage dice and allowing an alternate "Gun Training" class feature that allows you to add Int, Wis or Cha modifier to damage on any ranged weapon for 3pts (call it "Insightful Shot" or something). If your weapon already adds an attribute modifier to damage (like longbows add Str), this ability replaces that attribute.
I do not charge for standard mundane ammo, nor do I require you to keep track of how much normal ammo you have left.
- - -
Animate Object:
The only thing that bugs me about that Arcana is the weapon getting iterative attacks. At a BAB higher than the Magus, no less.
It's unclear to me if the weapon adds any of the Magus'attribute modifiers to damage roll, if it does, this feels a bit too powerful, as it's basically giving the Magus a second character... If it doesn't, it's okay.
The only requirement here is that the weapon must be size-appropriate for the Magus. (e.g.: no animating a freaking trebuchet!)
Rynjin |
Yeah, and Gun Training is not a bonus from magical enhancements or abilities.
Essentially what it's saying is it does what the weapon does at a base level, and no more.
A +3 Flaming Musket would do 1d12+3+1d6.
At least that's how I read it.
Lemmy |
Yeah, and Gun Training is not a bonus from magical enhancements or abilities.
Essentially what it's saying is it does what the weapon does at a base level, and no more.
A +3 Flaming Musket would do 1d12+3+1d6.
At least that's how I read it.
That's ho I read it too. Which means it doesn't add any of the Magus' attribute modifiers to damage rolls.
If that's the case, I don't mind it at all...
BTW, what is the action to reload a musket (with Rapid Reload), move, swift or free?
Lemmy |
BTW, is there any reason for you to have 2 spell casting progressions? Are you looking for any specific spell? I don't mind changing spell lists a bit, as long as it's not something too drastically different from what the spell list can do (e.g.: no cure spells for wizards).
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If you want, you can take a "Firearm Mastery" feat that does the same thing as Crossbow Mastery, but for firearms, allowing you to reload any firearm as a free action. So when your reach BAB +6 you don't have to spend a move action reloading.
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Thinking about it... I think infusing a cannon with life is pretty cool, so I'll not apply any size limit to the Animate Weapon Arcana, although it does take the size bonus/penalty to attack/AC.
Personally, I think it'd work better if it simply gave an weapon the Dancing property, but I'm fine with its current version...
Kadir Drummond |
I mainly did it because i wasn't sure if i'd have to have magus spell list in order to use spellstrike .. since it's pretty specific about the spell coming from the magus spell list. If you'd allow me to use the wizard spell list with it i'd probably drop the magus spell progression and pick up alchemist casting or go more into gunslinger.
Lemmy |
Yeah, you can use it with whatever spell list you want.
Now, someone get Scavion to post! Brother Cyrus just saw his two friends climb the nearest building. He can try to follow them, or find an alternative.
ideas:
Climb the building wall: DC 14 Climb check
Find a way to get ahead to stay close to the target from the streets DC 14 Kn(Local) or DC 14 Diplomacy
There should really be a check for just running a long distance,... I suppose it could be one where you add both Dex and Con to see who runs faster...
Tsc... Chase scenes...
Damn it, Nicos!
Lemmy |
Hmm... Now we gotta find a way to introduce Kadir to the game. I accept suggestions. The obvious idea is that he's investigating the same crime for whatever reason. Only "requirement" is that he must be new to Blue Shell, having arrived in the city no longer than a couple week ago.
Kadir Drummond |
If you'd like I could roleplay some stuff. My character has come to Blue shell to find the last surviving member of his family from the war, his niece who wrote him. Her husband died of a strange illness and he's come to watch over her as part of the last dying wish of his uncle who he fought alongside in the war.
Lemmy |
Since this is the first FFCS campaign I GM, I'll just seta few ground rules here.
As usual, I'm open to discussion, but this is what I'm leaning towards.
- - -
Spell casting x BAB:
Poor BAB allows for Full arcane casting (Sorcer/Wizard and Witch spell list and progression).
Medium BAB allows for full divine casting (Cleric, Druid and Shaman spell list and progression) and/or any 6-level spell casting (even if it uses the spell list of a full arcane caster)
Full BAB allows for minor casting (Ranger/Bloodrager/Paladin)- - -
Firearms:
I'm still a bit unsure here. Firearms are pretty underpowered, but this being a FFCS campaign, anyone can take the Gun Training class feature (which costs 5pts). So, to make things simpler and closer to RAW, I'm considering removing the increase to damage dice and allowing an alternate "Gun Training" class feature that allows you to add Int, Wis or Cha modifier to damage on any ranged weapon for 3pts (call it "Insightful Shot" or something). If your weapon already adds an attribute modifier to damage (like longbows add Str), this ability replaces that attribute.
I do not charge for standard mundane ammo, nor do I require you to keep track of how much normal ammo you have left.
- - -
Animate Object:
The only thing that bugs me about that Arcana is the weapon getting iterative attacks. At a BAB higher than the Magus, no less.
It's unclear to me if the weapon adds any of the Magus'attribute modifiers to damage roll, if it does, this feels a bit too powerful, as it's basically giving the Magus a second character... If it doesn't, it's okay.
The only requirement here is that the weapon must be size-appropriate for the Magus. (e.g.: no animating a freaking trebuchet!)
So... Reviewing this post, this is my decision:
1- BAB x Spell-casting: I'm keeping the spell-casting x BAB restriction. Keep in mind that you can use any spell list, but the spell-casting progression is restricted by BAB.
2- Firearms: Firearms deal damage as if they were 1 size category bigger. This makes them competitive with crossbows.
"Insightful Shot" is a feat. It allows you to add Int or Wis to damage rolls of ranged weapons. If you already add a different attribute, it instead replaces that with your Int or Wis modifier. Exceptions are abilities that explicitly say they are added in addition to the normal attribute modifiers.
3- Animate Object: Works normally. You can animate Large and bigger weapons, but they suffer a penalty to attack roll as if wielded by a creature of the Magus' size category.
Any doubts, criticism or suggestions?
Kadir Drummond |
Sorry about the late post I had to go to a wedding reception :-\. Thanks for the balance on firearms. Two size categories seemed really high. I'm wondering if I could get a gun token for my animate weapon so I can keep track of it.
Kadir Drummond |
Hey, how do i resolve crits? Do you edit your post. Does it save what you rolled? I tried to preview what it would look like and it changed my rolls. Is there a way you can see that? If not it's alright.
Lemmy |
This is the order I prefer you guys to use:
Attack Roll -> Damage -> Crit Confirmation (if Necessary) -> Extra Damage (if Necessary) ->
Other Rolls Related to Attack #1 (e.g.: Miss chances, Intimidate check granted by Cornugon Smash, etc)
Just use preview/edit post to add the necessary rolls.
GM Lemmy |
The Muderer
- According to the only witness you know of, the murderer was vaguely humanoid, but bigger than Joel Ironblood, who is quite tall.
- The murderer probably has at least a passing knowledge of magic, as indicated by his care to remove/break both victims' jaws.
The Crime
- The murder occurred 2 days ago, at night. Near the docks.
- According to the Inn Keeper, that very same day, before the crime happened, a skinny man with pale skin and syringe marks on his forearms searched the whole apartment of one of the victims.
- Whoever was there, probably didn't find what he was looking for. It seems he was looking for something liquid or something that could be safely stored inside liquid.
- No dagger was found in the crime scene, despite the fact that all evidence (and common sense) suggest that the victim carried at least one such weapon with him.
The Victims
- The dead man had unusually precise cuts on his ribs and his arms displayed syringe marks similar to those found in opium user.
- According to Lady Hazel, the dead girl (Marilia) used to work at the Calistrian temple, but quit her job and left to live with the dead guy (Theodore - aka: Ted Left-Stab).
- Ted used be part of a fishing crew, but left that job a couple months ago.
- Ted got some extra income in the last few days.
- Ted hadn't been living in the apartment that Eitylen visited for at least a few weeks.
- The last known home of Marilia and Ted, was very close to the hostel where Louise grew up.
Related (?) Occurrences
- This wasn't the first murder in Blue Shell to display this sort of brutality, but it was the first one that happened out of the more dangerous areas of town.
- Another Viper girl (Louise) disappeared a few weeks ago. Her fate is still unknown.
- On your way to visit the hostel where Louise lived (coincidentally very close to the last known home of the two victims), you were attacked by two different groups, one led by a bloated man with a tint of purple substance next to his lips, (very similar to the one seen in the victims' wounds), and another one led by a grotesque-looking Gnome.
- The Gnome's skin is extremely pale (like the man who searched Theodore's room, according to the inn-keeper's description) and half covered by purple veins. He has a few syringe marks on his neck. He used a creepy-looking smiley mask to conceal his face and carried a modified, very effective and highly addictive Mutagen.
- The thugs in the second group allegedly worked for a man named Brodd Broken-Nose, and their intended target were employees of a guy called Lukuber, one of Brodd's business rivals.
- According to the witch, someone has been crafting and using some sort of poison that causes an unspecified change on the user, who then goes on to kill people. She knows that by observing the city through the eyes of her "children".