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Why not just have him be an alchemist? It'll make bomb-focusing much more useful.
he is brand new and I didn't want to introduce him to a bunch of mechanics that I hardly understand.
He wanted to be a Necormancer and I was looking at the Archetypes and came across this.
Just trying to make it easy and fun. I am seriously thinking of making him an Alchemist now.
really appreciate the advice
you do get your INT damage with the bombs just not the discoveries. Where are you reading you don't get the INT damage?
At 1st level, the arcane bomber gains an ability nearly identical to the alchemist’s bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. He can throw bombs of that type, but cannot modify them with discoveries. This ability stacks with the alchemist bomb ability to determine the level of bomb damage, but an arcane bomber that becomes an alchemist does not gain that class’s bomb ability, nor does an alchemist that becomes an arcane bomber gain this bomb ability.
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
I am running Iron gods and had a new guy join he has not played since THACO he wanted to be a wizard. I made him an electric Elemental bomber wizard to deal with those filthy robots.
I am more of the grapple it kind of player and don't really focus on ranged and spells any advice for him on feat selection? I gave him point blank and precise shot.
what is the SChitck for the elemental bomber? what is the classes main function? what can i advise him on to have a good time and be a good part of the group? he seemed to get the bombs down I once played with an alchemist so I have some experience with bombs. can you give me the basic walk-through on this archetype?
Can I ask why people seem to like point buy? I always have my players roll 4d6 reroll 1 drop lowest.
i always find point buy makes the characters pretty predictable in terms of stats?
there is nothing like forcing a character to roleplay a -7 int but 18 str.
with point buy that isnt really feasible?
can i get a pro point buy poitn of view so i can understand the point buy though process?
good to know.
looks like Scratch vital strike till level 6.
We have decided on brawler, I think I will print out a list of some basic combat feats he can use.
any suggestions? to a good standard list of combat feats for a level 2 newbie.
1.vital strike (yes i know its a trap)
I cant find a link for Linorm style?
he is playing a Android so I might tweak it to be part of his nanite abilty like a subroutine instead of the mutagenic alchemist thing.
I have a new player and he was instantly drawn to the monk and of course fell into the trap of "why can't I hit anything"
back int he day (3 years ago)my stichk was playing a luchadore do I considered my self an expert in playing a wrestling face punching murder machine but time s have changed with the brawler and unchained monk.
my question is this what is a good basic punching class for this guy to play he has zero knowledge of the game and is a brand new player the bralwer lookes good but I am afraid the large amount of combat feats and kowing which feat does what will be a bit overwhelming.
I was thinking of having him go unchained monk or unarmed fighter with a dip into MOMS for him
level 2 and we are running the iron gods book 1
the other thing is that we have ZERO internet where we game so we have to have the stuff prepared ahead of time.
could you turn it into a vampire? then it gains vampire weakness?
what about this: under the android race. fixes the whole problem.
Anomaly: Sometimes, a particularly volatile soul can overwhelm the technology of an android body, making the resulting individual subject to emotions, and greatly so. Anomalous androids suffer a –2 racial penalty on saving throws against all mind-affecting effects, emotion effects, and fear effects but can gain the benefits of morale bonuses and suffer no penalty on Sense Motive checks. Additionally, Bluff and Sense Motive are always class skills for them. This racial trait modifies constructed and replaces logical. [JBE:BoHR:AA]
a little back story:
I am running Iron gods and the team desperately needs a rogue type character. I was going to have them run into a DM run character that is a ninja but is in disguise as a Sargovian Explorer named Mwangi Jack.
I was going to have him part of the 5th expedition int to the mountain of torch.
the reason why I want to hide his ninja skills is I do not want the party to became dependent on me to solve things for them and I want them to have fun and I may occasionally point out a trap or somethings for them.
so I waned him to have a musket he will be level 3 so what feats do I need to wield a musket in combat.
i looked at those and those didn't seem to have all the maps from the APS the interactive Maps do I am hoping those will work.
i had the map printed off at kinkos and it was 2 big for their biggest printers. I just had them print it out big as they could and the squares are 1/2 inch. I will have hem move across it with smaller markers and secretly move the skeletons to intercept them.
it is a pretty big map I plan on doing a "zoom in" fight when they find a skeleton on my wet erase map. I am open to suggestions.
First time Iran this the PCs threw Fire in the cold room and they all nearly passed out also except for a sorcerer who just happened to be 5 feet back. This is a common theme i am reading.
the second time I did this I let the party create water and make a "ice bridge" to the body then the monk lassoed it and was pulled back. i had to fudge it but these were all new players and they had such a good time being creative with the create water i figure the rule of "yes" worked much better than no.
I ran my game last night and it was a lot better,
I read a few blogs on how to be a good DM and I rolled with it and said yes alot instead of no.
there was a few times I said "serious time now" and it worked I think it is the most fun I have had as a DM and my new players had a great time.
in the fist book from Iron gods the party meets Sef the leader of the Skulks before it happened I gave the party a big speech about not all encounters have to end with bloodshed and I did also mention a every body attack scenario where another character blurts out a word like "coconut" and every body knows to just start attacking. well the parlayed with SEF and it was going really well until on guy decided to just yell the parties version of coconut ie "clown shoes" and attack sef the party almost died but I rolled with it I didn't get mad because I like Diplomacy and I played the part and the party managed to beat the encounter and have tons of fun
thanks for all your advice.
these are all Brand new players so I am workign really hard to get them interested in making characters and feats ahead of time.
This helps thanks guys. looking Forward to tonight.
Agreed I am flexible I just want every one to have fun and fight robots.
I am guilty of both probably I just need to have a serious time and joking time and be clear when we are doing either.
can you walk me through the Mechanics of being flippant to NPCS? ie Intimidate fails diplomacy fails ect..
ie what are the in game consequences? i have a few characters that try to smooth things over with his High Diplomacy.
Forgive me please I have a hard time getting out what is in my skull on paper.
my main question is how do you keep a serious Atmosphere when you are gMing? fun is okay but there times I want my players to focus and feel the palpable danger int he air.
Background: I am running Iron gods after about 4 years away from TRPG. I want my characters to have fun and it is okay to be a little silly but I am having a hard time Balancing the "fun" factor with the Serious factor.
I spend a lot of time making custom sound effects Printing out giant maps and practicing what is going to happen. In my head it always seems so badsass and serious but within about 45 minutes in it turns to a bunch of good friends joking and being kind of silly, which I like to an extent...
there is no wrong or right to do this that is my motto for RPG
but maybe some advice on how to ton-down the " the sheriff is missing a testicle lets all focus on that for 20 minutes"
because my players are all new I ran the falcons hollow module as a tutorial
I don't want to limit the players in anyway shape or form. but I want to make sure the gravity of the situation is felt ie... you get to explore a sweet buried space ship!!!!!!
one of the best and most serious DM's I ever played with had me do the weight of all the gold and every item we carried I don't want to go to that length and bog down the game.
YESSS Spankyou very much!
The same way that weapon store owners with no levels in spellcasting classes know how much a +2 icy burst dagger costs.
yes but that is magic ( I cant believe i just said that seriously)this is technology there is no known way to really understand it and identify it except for a few guarded individuals. and granted I am only on book one of the AP. but with magic( again I know magic isn't real) you have wizards on every street corner. you dont have electricians/engineers on every corner of a small town like torch, in fact with out a the technologist feat you cant even use skills you have ranks in to interact with technology very well.
This is just me tryign to make it fun for my players, because I know they will eventually come to know what every itewm is and does and it will lose some of its "mystery".
I told them that every thing that is sold is beneficial. and I plan to include basic instructions with pictures like the defibrillators you see in public.
it is a fine line I agree being a jerk dm and doing what I am doing I just want every body to have fun. alot of these guys a have never rolled a 20 in their lives. I still have super fond memories of being in a a tight spot and having no options except drinking a random potion not knowing what it would do.
I agree I want my characters to work for the knowledge of tech. and for the vendors charging they just pick a price,
I Imagine a few of these items pop up from now and then and they figure "hey this looks expensive and fancy"
I apologize a head of time I am scattered brained.
1. my Pcs want to start buying stuff in town. When they come across a flare gun at the temple of Brigh does Joram Kyte know what he is selling? or is it an orange thingy for 500 gp. how much description shoudl I give them?
same with the cureall hemochem ect..
I was thinking of telling them that what the townsfolk sell is beneficial but you wont be able to what it is yet. like if they find a potion and they dont do a spell craft all they know is it is a vial of green liquid ect..
my pcs are still level 1 so they would not have any of the feats to identify technology yet having never encountered it.
what is the exact process for identifying technological gear. I want to make it fun and mysterious not to easy but not be a jerk about it.
any suggestions? i know at some point they will pick up on it and have lazer swords and blasters ect.