Starfinder Charter Superscriber
dmchucky69 wrote:
Go here. Download the attachment on the first post. Follow the directions, and the issue should be fixed. ---Deep Cave Frog
Starfinder Charter Superscriber
Skeeter Green wrote:
Was that flies, or files? Ow! (booted back into the cave) ---Deep Cave Frog
Starfinder Charter Superscriber
mach1.9pants wrote:
Go to portfolio, then select import stock hero. From there a window will pop up. Scroll until you come to the RA stock portfolios.
Starfinder Charter Superscriber
LMPjr007 wrote:
I primarily GM. So I buy quite a bit of 3pp product. For a setting, I'm looking for something that is clearly thought out and internally consistent. I don't usually care about the sex of powerful NPCs, though I do find over-representation of either sex slightly off putting. Male, it feels women are being ignored. Female, it feels exploitative, especially if these powerful women feel the need to wear stripperific outfits. When I saw art of Seoni standing on a glacier, my thought was 'put some pants on, you'll catch pneumonia! Oh, wait, sorceress, endure elements'. Well, OK. Adventures within the settings (again, my preferences) should focus on action and story. The opportunity to RP is good, and it's nice when you get back story so all the NPCs don't sound alike/have similar motivations. However, balancing that with fights seems to work well for my group. Don't drop fantasy tropes; there's a reason they're there. Stories that stand the test of time are good ones. Instead, subvert them. Invert them. Change things up. Rescue the prince, etc. For example. the prince and the dragon are Romeo and Juliet, and his parents want him back for a political alliance. You've got your rescue, you've got your RP, and you have a good potential fight. Tired old story, yeah, but it adds a woman, albeit scaly. Also not catering to the perception of females as eye candy to be rescued. Or you could put a dragon in a g-string. Might be interesting. ;)
Starfinder Charter Superscriber
The characters in question have run through the Crimson Throne, did some side modules, hit 19th level. The party's a sorc9/harrower10, fighter1/wizard(conjurer)8/EK10, monk1/wiz(evoc)18, W1/fighter7/arcane archer10,and cleric12/pathfinder savant7. They're a quirky lot, but all the players have a fondness (love) for what would be very high level play- several did 25+ levels in Ad&D, due to massive house ruling in that game to let the characters keep playing. So, after a year of begging, I've put together a plot. It's an old classic- the soul of friend assassinated by hellfire ray, failed the save, ended up in Hell. There's a fair amount of backstory involved, but suffice to say they have intelligence that this person could be found between the fourth and eighth level. And, because I'm mean that way, they've gotta slog the long painful route through, layer by layer. And they're going to level, so I'm just going to use the suggested rules- they're simple, and I like simple. The setup is that after entering the hellmouth, into Avernus, there's a 'trade route' that, with correct papers, you're 'safe' on. You can't go more than ten feet above the ground, and the road is 20 feet wide, dimensionally locked. They want people to die on the road, you see, or better yet, leave the road, where all bets are off. What I'm hoping for are suggestions on encounters and advice on putting together random encounter tables. My first encounter involves a stench cow (tome of horrors complete) herd and fiendish T rexes, with some devils encouraging the stampede. Archerai- even if they nuke opposition from orbit, they're using up spells and it's hard to rest in Hell, since rope trick/mansion just open blindly in to the next layer- an interesting way to go, but not without its dangers. The older players are also used to many encounters in a day, and the two younger have started getting used to it. Not without grumbling though- heh. Also planning on using some of the uniques in ToHC, because they're nifty. I have a bunch of 3pp monster books, so feel free to suggest from those. Any help or suggestions are very appreciated!
Starfinder Charter Superscriber
The intent is to try to get all the way through the dungeon of graves, if we can. So it could get up to pretty high levels, unless there's a TPK. The gm's offering insurance- if we can scare up 7k gold, 'retrieval service + raise dead' is purchasable. Sadly, that's per person; indentured servitude if we're signed up but can't pay. And ideas on how to decided where on the SM list something like a leonal would be? Or any other of the suggestions?
Starfinder Charter Superscriber
We're using the magic acadamy rules from Inner Sea magic, and my character attended the acadamae. My GM is ok with me using PP to add 6 monsters to my summon lists. The character is good aligned, and the gm goes by summoning evil is an evil act. So, I was hoping to get suggestions for good or neutral creatures, or suggestions on ways to figure out which level of summon monster a new creature should go. We're second level. The GM plans to start Rappan Athuk when we hit 6th. Would a silvanshee be good? And would it be SM 3?
Starfinder Charter Superscriber
Just a couple general thoughts on inheritance and government: First, if ethnic Kelish property inheritance is matrilineal, how did the Padishah emperor come to hold his position? Also, the QGttE the satrap is a man, and on p4 is mentioned a mass exodus of heirs (i presume of both sexes)to fight over the succession for the Empire. Possibly the matrilineal inheritance is an artifact of the conquered cultures nearer to Avistan and at the heart of the empire it is either equal opportunity or patrilineal, with official position (such as Satrapies) following that tradition? From what I understand, polygamy is also not typical for cultures where inheritance is reckoned through the mother. That said, are there any indications as to how much power or control the emperor actually has, or how far the territory extends? Do the satraps hold their lands directly, or do they hold it at the pleasure of the Emporer? Obviously, power wanes with distance, since in QGttE it's indicated that princes and princesses have more power further into the empire. It would be nice to hear more about the inheritance mechanisms, as well. On one hand, you have the early Ottoman model (wince), or the later model, which permitted survivors. Given the prolific current Emperor, the bloodbath when he dies could be of immense proportions, depending.
Starfinder Charter Superscriber
Yeah, in addition to the humor potential, they're starting at 1st level, so the aasimar traits (especially resistances) are a major benefit. And there's another player, who if he gets wind of someone else getting any advantage, will then demand that he gets it too. Which then means that the other two, upon finding out that p2 got kewl stuff and then built an optimal character for that kewl stuff, will then want it too, and then we've got the traveling circus issue going (look! no base races here!). Which makes me a little sad, because p1 wants the character because of all the backstory. Thanks for the combining suggestions- those are what I'll probably have to tell him to use. I would not have thought of some of the variations that were suggested here
Starfinder Charter Superscriber
Hey, just hearing another perspective helps! It's a lot of bookkeeping to run a challenging fight at that level- at least for me- and so I'm also trying to get tips on ways to make the fights challenging without save or dies. Because P1 will always save and P3 will fail. The trying to reform the fudging- well, I'm going to try, but his dice are dark/uncontrasted and he picks them up to let you know what he rolled. Otherwise you have to hold them really close to see. There's been the occasional annoyed thought about his choices in that arena. I like your soft initiative idea, though I'm going to add to it that if you've been asked what you're doing 3+ times and do not answer, please grouch elsewhere clause =). Do you find that many littler guys make for more fun? The last CT fight (with its dozens of participants, since they blew off dealing with the little threats to go after the big one)- nearly got them killed. That fight took hours. But a big guy can usually be swamped fast, IME. So seeking a sweet spot, I guess. Thanks for the advice! And patience with rambling
Starfinder Charter Superscriber
Well, long story short, I need to find a way to keep the game fun for all my players. Each session has to have a combat to make 2 of them happy. One of these two has a very optimized character, and has streaks of dice luck. As in really, you crit on a 19-20 and you've rolled 6 crits out of your last 10 rolls. He hides his dice and cranes his neck to see mt rolls as well as damage sheets for the monsters- hps taken.
The other also tries to optimize, but has less of a tendency for 1 trick ponies- he has a variety of ways he can kill things. The third has the worst dice luck I've ever had to deal with. I've watched him roll below 10 on a d20 15 consecutive times. He tends to try to optimize, but the dice smack him around. The fourth likes to play blaster wizard/fighters. He tries to optimize, but likes to have odd stuff that isn't going to contribute to his build. Players 1 and 2 tend to pout if one of them consistently does more damage than the other. Player 1 also tends to ignore any info that isn't given in the context of a combat- and then complain when ignoring things bites him in the rump. Player 3 will bring the game to a screeching halt to look up rules if he disagrees with the GM's ruling- looking it up anyway even if I say we'll run with this interpretation now and make a permanent ruling after the game. Player 4 refuses to talk in game without actively being asked what his char is doing, but tends to get upset when his character (who won't volunteer anything) isn't consulted when the party is making plans. They're all 17 level, ran through CoCT, want to continue playing these characters. Any advice on dealing with these quirks(that doesn't involve ammo) as well as how to challenge PC1 while not killing PC3, who cannot make a save. The last fight? He cast quickened true strike for his touch spell- then rolled a 1. Meanwhile, PC1 does 100+ damage a round, not counting at least 1 crit/attack sequence. I like them all, but I'm getting close to my wit's end to make the game fun for everyone.
Starfinder Charter Superscriber
Coming from a cautionary stance: PC- 1/2 orc optimized for combat, al N ('cause all those nasty spells affect you less if you're neutral) got unlucky ( for the only time in memory) on his save after a fight with wererats. Begged to continue to play the char. Granted reluctantly. Then he bought a hat of disguise and spent all his time in hybrid form. When reminded that he needed to make a control shape to change back after full moon, whined that Int/Wis were his dump stats and essentailly refused to play until his char was back in hybrid form, with all that lovely dex and DR. Then I wept with joy 2 months later when the PF rules came out and I declared the campaign defunct and started a strict PF core game. YMMV
Starfinder Charter Superscriber
First, I want to join everyone in complementing you for wonderful work. The Bard, ranger, paladin and druid cards downloaded, no problem. They are beautiful. That said, when I tried to download the cleric1,2, sorc/wiz spells I get a volume id=) error from IZarc Archiver and it's empty; on cleric 3 I get bad block and file fails crc check. Thank you so very much for all your work!
Starfinder Charter Superscriber
In reference to the Dragon Disciple's blindsense: Can he fly 30 feet in the air and do a search pattern to automatically detect anyone invisible? Can he detect these invisible people if they're in a ruined building? If they have a partial roof over their head? Is blindsense a 30 foot radius around him? Is it active when he's asleep, so that he'll wake if someone comes into his area? Can blindsense be used to target Magic Missile? Fireball? Rays? One of my players is arguing that indeed, A DD can do all these. Me, I'm thinking people walking by on the street/animals wandering near the campsite might make for a fatigued/exhausted DD, if it's true, but I was hoping to get people's opinions. Thanks!
Starfinder Charter Superscriber
I've run for some really large groups, and echo Dark_Mistress's comments. However. Can you split them into 2 groups- meant to meet at different times- that are still part of the same big group? IE, you guys do this quest, etc, but all develop the kingdom together? Or, tap the two who still want more time as ass't GMs, who run some of the monsters while you do others- they get experience, and if there's a call they're not sure of, they go to you. It might speed combat up.
Starfinder Charter Superscriber
On Mounts- Say I have a Ftr 7 (12/month) riding a fire drake (Bloodsworn Vale) which is CR5, so 2o bp/ month for its consumption. I further pay the points for ranged for the fighter. (8/month) Now,in a ranged sequence against an army, does the fighter attack with bow and the dragon attack with breath weapon, (2 attacks) or are they lumped together as a single creature, and attack at that CR? (whatever a 5+7 is, 8 maybe?)
Starfinder Charter Superscriber
seekerofshadowlight wrote:
=) That's why I didn't comment on the other thread- I love the idea, and would be sad to hear it's out the window. Something about generating my PC pal based on that concept for the RK AP- not like I'm a little invested in it or anything...
Starfinder Charter Superscriber
Enevhar Aldarion wrote:
In the block under Fort Liberthane, at the very beginning, under authority figures, paladin of Milani is explicitly stated.
Starfinder Charter Superscriber
James Jacobs wrote:
Are the bonuses for barracks/watchtowers also treated like that, or do multiples stack?
Starfinder Charter Superscriber
James Jacobs wrote:
So multiple grid cities have additive wall? A 2 grid city would be +8 DM? And so on.
Starfinder Charter Superscriber
When figuring the city's DM, are the walls additive? It looks like you need to buy four walls to enclose a single grid, so that would be a +16 DM. If the city is larger than a single grid, does it continue adding? Say a four grid city having 8 discrete walls (one for each outside edge of a grid) for +24 DM? Is a castle in the city additive on top of the walls, or would it be considered separately in the attack? Ie, take the walls, then move in and take the castle, or one roll and all the defenses of the city are added? Yeah, my PCs are planning on besieging a city that I have to generate. Thanks!
Starfinder Charter Superscriber
Sorry if this has been mentioned somewhere, and I just missed it. Don't ask why- I was measuring areas on the guide's map, to compare likely area covered in the AP. It looks like- and if I'm wrong please let me know! the guide's map's scale is off. The area for the first AP (according the the guide's scale) would extend all the way to Mivon. When I measured the Stolen Lands in the guide it looked like they covered ~ 18,000 square miles. So, should the guide's map distances (for interacting with other areas in the River Kingdoms)just be scaled (sorry) up? Or the hexes in the AP scaled down? [sheepishly] I do like maps, and they're all pretty! [/sheepishly] That's why I stared measuring the distance to the other places... |