Alastir Wade

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Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Dark Archive

So my group and I just completed the third module of the adventure path, and some of us were wondering, how the hell are four people supposed to beat this guy?
I mean, there were 6 of us and we had a lot of trouble as it was, with three of us paralyzed over the course of the battle, and our cleric/wizard/mystic theurge scrambling to do as much as he could to make sure the rest of us didn't die.

Any other horror stories of fighting Vord?

Dark Archive

ThatEvilGuy wrote:


The change that I did to Stunning Shot was the limit to keep making every shot cause the target to be stunned. The other option I considered was allowing a save, though with a TWF feat chain + Rapid Shot + Rapid Reload + Revolver + haste character, you're looking at up to 9 saving throws in a round. Maybe limit it to once per round plus a saving throw instead then nix the limit on reducing the grit cost?

As for Fanning the Hammer, well Dead Shot seems to be aimed more towards muskets/rifles/blunderbusses than one-handed firearms and the whole fanning thing is a pretty archetypal trick shot that you see in movies and games (not to mention it's pretty badass). If anything, it would make an excellent Grit feat. Another deed would need to be made in that case.

It also occurred to me that with my changes to the Targeting deed, you need to hit the targets CMD to even do damage. Specifying that if you hit AC you deal damage and if you also hit CMD you get the special effect makes more sense.

I'd say keep Stunning Shot as a no save stun, seeing as it's such a high level deed that many things you fight around that level will either be able to make ANY save or be immune to it.

And the main reason I find Fan the Hammer to be kind of worthless, now that I ruminate on it more, is that it makes the revolver and the pepperbox too good. I'd just be rid of it, in all honesty.

Dark Archive

I personally like your changes, save for Fan the Hammer, which causes the class to favor pistols over muskets and blunderbusses.

Also, while I think that the Stunning shot change is very nice, I feel that you should be able to reduce any deed's cost through True Grit. I mean, it's the capstone ability, let it be outrageous.

Other than that though, I really like it.

+1

Dark Archive

Our party whor...er, priestess of Calistria, with her level 2 bluff skill somewhere north of 18 and a diplomacy somewhere in that same region, decided to slink into the fort with nothing but a sultry look and a message spell, courtesy the party wizard.

After the "do" was done, she promptly stabbed the crap out of his drunken, exhausted, and most importantly helpless form.

After that the rest of the party and Akiros cleaned house, sparing only Ox (bug doofy guy with the toys).

Dark Archive

Tsk tsk, sir. How quickly you forget that with out the NPCs, you'd all be rot grub...grub.

Dark Archive

As the DM of this particular group, I must applaud both their resourcefulness and their ingenuity. I let them remain Neutral because...well, they're simply not competent enough to have done anything of REAL merit, good or evil.

IF, however, they plan on, say, butchering the bodies and selling the meat to the less than unsuspecting public, they would find themselves on the quick decent to evil. On top of this, the adventure path doesn't specify that the party must be good, just against the powers that be and such, so them being horrific in the methods they choose to accomplish change is meaningless.

At least thats what I'M telling them.