Black Lamb's page

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I really like the Shorter AP's and having then start at 1-7, 7-14, and I would love to see a few 14 - 19/20 ones made. This would allow me to mix and match AP to get all the way to top level. The longer 6 book AP's are nice too but shorter Arcs make it easier to add new players if ones drop out between seasons (AP paths) allowing them to feel like they have less of a long term commitment.


My party is going to have a hard time in book two and I've been trying to figure out a way to make it even close to possible. It's going to be real hard to disguise two skittermanders, a yasoki, a sro, and
a dragonkin as Azlanti. I don't think there is any spell or item that can make that level of change. Any ideas how to make it kind of possible without it just being a guns a blazing raid.


What happened in my game is the DM took the NPC's we have keep along and eventually made them real sheets at 3 levels lower than us, they are the goblins we rescued. We don't really bring them out in a fight but in ship combat they can kind of help with crew roles if the dice are not with us and we talk them into helping. They also are kind of a money sink to us as they want to be supplied with stuff to tinker with. Mostly they are the comic relief and security that nothing will happen to our ship without at least some notice.


I know that when a grenade goes off and you make your reflex save you don't take the special effects like staggered, but if you fail the reflex save do you then to the save for the condition as it's listed in the weapon critical hit effects section?

Example:
You are in the damage area of a Cryo grenade, and save your reflex save so you take full damage and then roll a fortitude save to see it you become staggered or not. Or is the reflex save it and there is only one check for seeing if you take the special effect.