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![]() So a group of friends has convinced me to run carrion crown for them. Not a huge deal I've run the first 4 books before and liked it but this time around id like to make a few changes. The first is that the group would be limited to low magic to emphasize a more Dresden files "those who are in the know" feel and the other is I want to set it in a noticbly more modern era ( early 1900's) The only major difference I see as far as the time period goes is the prevalence of guns. Namely fully automatic rifles. I know that the reign of winter AP introduced rules for full auto guns but I recall being skeptical about them at a glance. Anyone know how balanced they are? Anybody whose run the full AP remember anything that may cause issues when it comes time to run this beast? ![]()
![]() so i was playing in my first PFS campaign the other day and mentioned that i may consider playing a paladin. immediately the entire table began urging me to avoid that. which confused me. I know the usual reason people are advised to avoid paladin (alignment restrictions and whatnot) but ive played paladin with most of the people at this particular table and proven that im more than capable of staying within my paladins code of choice (from the faiths of purity book) without being a hinderence to the group. so when i asked them they told me that quite a few PFS scenerarios paladins a forced to be a hiunderence because of the inherent nature of the scenario. (they quoted a few but i remember specifically remember one about going to a city where its illegal be a divine caster and stealing somthing from someone) i know not all paladins would have a problem with this especially if the situation demands it but it still seems odd that paizo would punish a player for being foolish enough to play a certain class. does anyone with more experience than me have any suggestions or input. if it really is going to be a huge hassle for the entire group just because i want to play a paladin id rather pick somthing else. its one thing to make me have to work around it but another if now the entire group has to. ![]()
![]() so I have a characters personality in mind but i just cant quite nail down the build to match it. the character would be like a "magician of combat" relying on guile tricks and items to get by instead of combat strength or magical aptitude (think a mix between Jack Sparrow and Danny Ocean. Very smart and resourceful but very unwise)i know the description is pretty vague but my mind is drawing a blank at the moment on how better to describe it. the build i have in mind at the moment is...
what do you guys think? suggestions are appreciated. ![]()
![]() So a friend of mine is DMing a homebrew campaign that im in. we were told that guns would be relatively common in the campaign but that all classes were available. This DM LOVES guns. we spend most of our time arguing over weather or not gunslingers are the best class in the game. he of course believes that they are and that no class in the game can beat them in combat. ALL of the enemies in this campaign have guns and are gunslingers. so what i want to do is join the campaign with the most antigun character possible and use it to stomb his gunslingers into the ground. ive spoken with the rest of his group and they love the idea because theyre as sick of gunslingers as i am. and i spoke with him and he said i am welcome to try. so what do you guys think is the best way to completely neutralize gunslingers? ![]()
![]() let me start by saying i apologize if this is the wrong place for this post. Instead of telling you a long and boring story les just go on the assumption that i want to write my own adventure path so that a friend across the country (as well as anyone else who wants to i guess) can run it. theres me an a few other people working on it so its not just me by myself. The idea behind the adventure path is to be based more on skill checks and social interaction than combat. combat will still be a part of it but not the main focus.
the PC's are contacted by a mysterious benefactor each for their seperate skillsets to steal an very well guarded item from a very wealthy nobel. then they spend the whole part gathering information/gaining supplies/getting help from NPC's/ Casing the place/whatever else they can think of that they might need to do to get this item without being cought. and of course executing the heist. obviously "storm the manor" is gonna be out of the question as well as pretending to be a servent and swiping it while noone is looking. so my questions are 1. does this sound like somthing that anyone would find interesting or am i just wasting my time? 2. how should i go about protectng the item itself? I was thinking scrying orb in the room with it. force wall around the item itself. guards. some type of sound detection. no expense is too much for it . i need it to feel impossible. 3.if anybody knows anything that might help i would love to check it out. atm i havent been able really to find somthing even similar so its all just me hoping for the best. ![]()
![]() So I was recently playing a magus in a friends game and I went to make a full attack with spell combat using spellstrike for my shocking grasp. the way I had learned it works is that you get a free melee attack to channel the touch spell through at the cost of the touch attack being made against normal AC. But the DM said that the spell can only be channeled through an attack that I already have. I supported my claim by pointing out in the SRD and in my Ultimate magic it states " a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell." His claim was that doing it that way was completely unfair and overpowered. but I disagree. for example a rogue with +1 str mod using 2 weapon fighting with flanking at level 3 will deal 2d6 + 4d6 + 1 average about 19 damage a magus with +1 strength using the same weapon at the same level using spellstrike will do 2d6 + 3d6 + 2 average 17 mind you the rogue needs flanking but the magus needs to get the spell off. theyre both getting about the same amount of damage except the rogues will continue to grow as he levels and the maguses will cap at 5 (10 with the right metamagic feat) so i dont see how its overpowered. perhaps im missing somthing. can someone please clarify weather im right or if theres somthing that ive missed. ![]()
![]() So a friend of mine just bought the serpents skull ap. and were just getting a group together. atm the group has a spellslinger, a bard, a summoner, and a two handed weapon fighter. ive never been in a group with a summoner or a spellslinger so i dont know what role there going to play which is making class choice a bit tough for me. It seems like we need a bit more meat in melee (the bards going to be ranged) so i was thinking Paladin (to remove some of the healing stress from the bard) but its the fighters first time playing a melee character and we had to beg and plead for here to step out of her comfort zone so i dont want to have a character "steal her thunder" and make her run back to witches and oracles. What do you guys think. does it seem like this group is missing anything that immediately needs to be fixed or should i just go with whatever. 1. Bard
oh and also the point buy is 15 points. just somthing to keep in mind
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![]() So ive started a campaign based in a victorian steampunk universe. the PCs play a group of children attending a school for "gifted individuals" (kind of a Fable 1 meets X-men thing) Ive been running it for a little bit and the group seems to be really enjoying it but my problem is. A) i need it to feel a bit more steampunkish. B) I need it to feel more like they are in a boarding school. Ive pushed both points as best i could but i could really use some new ideas. so please all ideas are welcome. |