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I was just doing some prep and looking through an old copy of the ROTRL I have and I noticed the side bar talking about Gray Dragons, the surviving brood of a weak and cursed platinum dragon that Dahak messed up. Just checked the wiki and searched the forums here to find anything else about them and I can't find anything. Does that mean these creatures are retconned? That would be a big shame because I love me some dragons and I really liked what they typed up for them.
So I've been building a character for my friend's upcoming Attack Of The Swarm! game coming up and I've been building this mechanic and I totally want them to use a shotgun to blast some bugs back when they get too close! The major problem I'm finding is that the Scatterguns are just not worth it? 1d4 Damage and a 15ft. Cone, which sounds not too great, but then you put in the -2 on attack rolls to each target in the cone? If you want to fire twice on your turn it's a -6 to each attack roll to targets in front of you for a measly 1d4 points of damage? Are they even viable in any builds? Maybe I'm missing something, but I admit I wish scatterguns were a little beefier. I'm currently trying to get my GM to let me use Owen's 3rd party stuff and replace the scatterguns with those weapon qualities.
So I've got a player who is -really- wanting to play a Naur Solarion+Blitz Solider, and apparently he's gotten this thing up to a 70 ft. movement speed per move action. It doesn't make me feel good to have a PC that can move that fast in a turn, but what do you guys think? I'm probably being the odd man out by having a problem with that.
So here's a bit of a recap; Last night me and my crew were playing Against the Aeon Throne (NO SPOILERS) and we're fighting some Azlanti who were specifically dispatched out to find them and kill them. Now they had set up an ambush of sorts given that they were waiting on the Azlanti to show up. One PC (our witchwarper) wants to charm person one of the Azlanti and convince him not to shoot at him or his team mates, in front of the two other Azlanti beside him. Now my thoughts here are that the spell would function and that if successful that the Azlanti would not fire on the Witchwarper, but for him not to attack the witchwarper's allies goes against their nature since the whole reason they're out and about is to find and capture/kill the PCs? In my opinion even though the Azlanti is susceptible to the spell Charm Person, this doesn't make him allies with the allies of the Charm Person, especially if they're here to hunt them specifically - and to further complicate this, he also doesn't believe that if he's successful, that his team mates firing on the Azlanti's team members wouldn't dispell the charm person because the attacks do not directly target the charmed person? Another point that the witchwarper brought up was that the charmed person treats you as its trusted friend and ally, and that because of the charm that the Azlanti would listen to suggestions that he gives him ("Don't shoot my friends"), but that still seems like a conflicting order that goes against their nature? Especially given their dislike for anything non-azlanti. Also, the Azlanti didn't speak common, and the Witchwarper doesn't speak Azlanti. What do you guys think? How does charm person work in this sort of scenario?
So last night in my game I had a PC drop below zero. The ghoul went to go tie the wizard up with some moldy rope when the PC was like "No, he's got to grapple me first." To keep the game going, we said we'll resolve it after the game when we can look up the rules (as not to bog down the fight.) "If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target’s CMB, the target cannot escape from the bonds, even with a natural 20 on the check." - Rules as per "Tie Up" To me, this doesn't sound like I have to grapple the target first like my PC is saying, because I've already got them unconscious, but am I doing it wrong? Does that ghoul have to spend it's first turn grappling a below zero creature, just to make sure it's holding it right so it can tie it up next turn? Or could the ghoul just tie up the creature on it's first turn rather than the second because the creature is unconscious?
Anyone else dying to get their hands on more content related to the swarm? I absolutely love Starship Troopers and would be so excited to play an inspired campaign using some of these bugs. The two in the AA are really cool, but is anyone else dying for an AP involving them? Has anyone used them in their homebrew games, and if so in what way?
I know there isn't much information to go off of at all yet, but I remember seeing the slides announcing this AP at Paizocon. Do we know what levels the AP is going to get to? As much as I understand why they did 1-13 for Dead Suns, and as much as I'm excited to try out Aeon and Signal, I'm really hoping it will run to 18 like Pathfinder APs.
I'm looking to make an evil character, and what better character to base them off of than Sauron! I'm looking for Big Armor Sauron, so swinging a big mace (maybe with a shield), use of the Enlarge Person spell, and a bunch of fun evil. Does this idea work best as an Anti-paladin? This character is being built for a Strange Aeons game, so it's a little complicated but I'm willing to lose out on Smite Good if I have to just to make the best Sauron I can.
So I'm running Hell's Rebels for a group of my friends and they've all made awesome backgrounds and they tie into the story very well. I've created a couple of custom NPCs and events I'd like to happen that run with the story already being told, the locations they're already going to go to, and the enemies that they're already going to fight, but I'm kind of nervous about putting them in. I was thinking of spreading one PC's story arc per book, and given that there are 5 PCs, that leaves the final book unchanged and keeps the PCs focus on ending the story. How have you handled adding your own stories to existing adventures? Do you think handling one PC's story at a time in an AP is a good idea?
I'm absolutely stoked for this AP and I'm hoping to get one of my friends to DM for this for our group. Do you all believe that this campaign will accommodate mounted combat? Seems silly for a campaign based around knights, kings, ect. to not keep the one class with those themes in mind while making the adventure path?
So I've only got limited funds and I've already secured the Core Rulebook by preordering it at my local shop. Do you think it would be fast/better to preorder from Paizo or my local shop? Also, and more importantly, what order should I make my purchases in to get the most? I'm curious to see what everyone else is buying and what they find more important.
Will the Starfinder Core Rulebook have rules for land based vehicles? I know we obviously have starships and one could even use those rules for planet-side aerial dog fights, but I'm curious if things like APCs or Tanks will make it in? Or at least some sort of ground vehicle to explore planets with?
Trail of the Hunted says a lot about how much time they're going to spend in the Fang Wood - like the crazy storm that thrashes your camp if you're not already moved into the Trog Cave. My question is, what's a good way to keep track of time but also a good way to drag out the time they spend in the woods so they do all of the events? I'm thinking of limiting my players to 3 excursions a week, the rest will be spent maintaining their gear, healing, tending to the refugees, and maintaining the militia. Any suggestions?
I hate to make a separate post from my Troop Template one, but I'm also really confused on the militia system in general. How do you track the number of people in your militia? Do all the rescued refugees get added into your militia's pool, and do you keep track of each individual in your militia like the book suggests? Like if you're ranking up a refugee cause they leveled up or what ever, do you keep track of that for your militia or do you just track it for the APs weird refugee system that has no outline?
http://www.enworld.org/forum/content.php?4091-EXCLUSIVE-A-Look-At-The-Plane t-Castrovel-From-The-Upcoming-Starfinder-RPG#.WQuW6tLyuCh Nice! Space Elves look great - I really like the idea of more Xenophobic elves who question their own history! Also, I didn't think that Castrovel would be that interesting, but it is!
I know we've got the first one announced. Ancient weapon that could destroy planets, Jedi - I mean Elven temples, and who knows else what that adventure path has in store for us. You know what I really want though? Give me some of that Starship Troopers. As cliche as it is, I'd love for a space war against the swarm! I know it's been done to death, but it's a cliche for a reason! What are some other themes or things you'd like see in upcoming Adventure Paths?
I know it's going to get a lot of flak, especially since the game has yet to come out, but what are some ideas from other games, books, settings that people would like to include in their worlds? Are you opposed to using established races in your games if they don't match up? Personally I was thinking of including the Mass Effect races in addition to the Starfinder setting. I figure since Earth is real in the setting, technically Turians, Krogans, and Geth could be too. Opinions? |