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Hey there!

Anyone knows a alternative magic item creation where one can infuse a portion of himself on the item?
What I am looking is a temporary item (only last days, two months max) that works on life force infused. The player must be weaker the entire time when the iten is working (perhaps slowly getting better when the item gets weaker).

I will be GMing a world where the magic feeds in the life force of the magic user, so I will try the Advanced Magic (BESM d20), but the Magic item creation (using character points) doesn´t match my idea.

So, any thoughts?


My master is a McLaine adept, so the "sensation of achievement is directly proportional to the suffering", and I hope our achievement is a one-tenth close to the unending suffering we been in this game. Althrought is fun (and is so much FUN), it´s kinda frustrating.

So my group is cut-off from civilization, no magic item, no shop to improve our gear, hunted down by the law and still trying to make home.

* Bard (lvl 4) Hold Person, Alter self, cure light, charm. Rapier, leather armor
* Bard (lvl 1) bardic music
* Sorcerer (lvl 1) Magic Missile, Sleep
* Sorcerer (lvl 3) Mage Armor, Shield, True Strike
* Druid (lvl 4) Animal companion - ape, hide armor, short spear
* Ranger (lvl 4)home-made long bow, animal companion Owl, chain shirt
* Rogue (lvl 2) short sword, leather armor
* Fighter (lvl 6) mw chain shirt, greatsword (or longsword & light mace)


Where can I find a decent book (or thread, or post, or article) about d20 group tactics?
I am in a group of eight character but with only one Fighter (one fighter, two bards, two sorcerers, a rogue, an archer ranger and a druid) so I need to create group tactics to make us survive the typical encounter. Our GM doesn't allow us to use other d20 books except the core, so I just need a tactic that don´t use rules to make it work.

Any suggestion?


Ok, we have Long Jump and High Jump, but how to combine both?

So many races have racial bonus to jump, and there´s a spell witch grants +10 (+20, +30) to do it. So ins´t ridiculous to think someone will try it sooner or later.
and so, how I do it? Do I sum the DC to do it, or use a bonus in the highest DC?

thanks


Hey there.

I am looking for a corruption rule that trully make the player think about it.
I would like to my players to think "Hey this is not so bad, perhaps another corruption point won't be as bad as..." BAM! You loose your character.

Just like the Darkside points in Star Wars (from West End Games), but something to d20. Perhaps with some kind of list of powers players can choose from.

Do anyone know a rule like that?

Thanks


Since my early days in RPG, I face a dilem:
When one character miss a gameday, what should we do with him?
At first, we put him in the Zombie-Mode (he follow the group around, doing nothing) for the sake of showing next week and being able to play without an elaborated plot.
Then D&D 3.0 (and following 3.5 and now Pathfinder) consolidate the role class. There are the hitter, the healer, the disable-man, and the support others. So now if one my players can't come to play, my group can't menage some events in the adventure as well as before and the increase deaths show me that I should change the Mark Rule (due to "The Gamers" film).
I now use the "Can't be here, your character will be played by one of the others players" Rule.

But I can't put a finger on it yet.

Someone has played like that, and can tell me what to expect. Or is there another option being used?

Thanks


Are the SRD (PRD) rules the same as the print edition?

There is a lot of changes from the BETA...