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69 posts. Alias of Cymric.


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For what it's worth i am also interested in playing a kingmaker game.


yeah, i am not gonna play in this S&S. thank you


That would be great zimmerwald. Please do


I would love to join as a player but do not own those APs nor have the budget to procure them.


Mondays work best for me. I have an ongoing face to face game on wednesday. I am Eastern but theres only an hour difference to our time zones


One more question, what setting do you plan on using for this? I took a quick look at the general theme of Slumbering Tsar (Orcus, city of the dead, end of the world stuff! so exciting!) and had this instant image in my mind of a paladin of Kelemvor (from forgotten realms).


I would love to join this. Tuesday is usually good for me at a 90% ratio (at least) at the moment. I do have a few questions.

1- Would the campaign include PC downtime for crafting purposes or other such things?
2- Are there any limitations such as no Synthesis summoners (not planning on making one, just an example) or GM approval for feats outside of core?
3- What would be the character creation rules. PB? How many points? Roll? With the d20 generator?

Hopefully we'll find enough interested players


In my current part is a hafling monk with 12 wisdom who uses a crossbow because he is convinced that he cant flurry every round


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What your party has been using is actually called Telepathic bond. A 4th lvl spell that my party uses abundantly, to use message the way you are would require the caster to cast it every round to keep communication open between the caster and you (IE you and other subjects of the spell can communicate with the caster, NOT with eaxh other). Furthermore, the caster needs to have direct line of sight to cast it on you, you have to designate who is included by Pointing at them). Tell your pcs that the telepathic bond free ride is over and that they need to use the 4th lvl spell to keep doing what they've been doing


maximized reduce works okay. I did it with an halfling wizard in a mid-lvl game (12-16th). It worked out okay and was fun, I was also trained in stealth with high dex so I could hide very easily. I made sure to have a few contingency spells like Still grease and dimension door and such. It was more fun then anything else really, the pros are not that great and the cons can actually be deadly to you. On the other hand I did have life sized golden statue made in my image that didn't cost me too too much


A career soldier whose last mission ended in tragedy as he saw every other men of his battalion killed in action. In the most desperate hour a phantom in the image of Gozreh appears and fights side by side whith him. Only through this divine intervention was your life spared. When danger passed and all your foes lay dead at your feet, the phantom disappears, never explaining why it came to your aid. You dedicate your life to his service, hoping to one day find out why it saved you. Was it only because it looked like a good fight?


Its not clear what you are asking here. Investigate what exactly?


If you cant have cake, bread will do.


Maybe its the egg of an elder god. CHTUllU!!!


poverty... theres a pill for that


Jaelithe wrote:
Great death, man. Did you go out telling them they stabbed like your grandmother doing needlepoint?

Nah, I spat a mouthful of blood at one of them. The dm had me roll, I missed.

My next character was a hafling sorcerer carrying a shield, Iecame crowd favorite in 3 matches and then got killed by another PC in a far less heroic death.


My most awesome death must have been my half-orc barbarian gladiator (yes typical). The master of the arena would routinely use our group to perform clandestine missions within the city. Should we ever be captured, they would deny involvement and declare that we where runaway slaves (penalty of death). Needless to say that capture was not an option.

We were 3rd or 4th level when we were issued the order to go raid a warehouse and bring back a specific crate. Unfortunaly the city guard surrounded our position and had us pinned down. 5 guards with spears and 4 more with crossbows were blocking the only escape route with ready actions to fire upon us once we left cover positions.

The situation seemed bleak at best but my character had always been the kind of man who thought his badassness knew no limit. After a few rounds of analysing the situation, his restlessness led to recklessness. I declared that I was breaching. I jumped out of cover, axe in hand and charged the battalion, I was promptly fired 3 times and stabbed by all four spearmen (who had braced). I died instantly but in so doing allowed the group to charge in before they could ready against another assault.

They barely made it out themselves


Not with my dogs in the yard. But if they ask first and I bring the dogs in, sure.

Spoiler:
that was cute, until i saw mama bear going through the garbages


lucky7 is banned for not being heroic enough


My favorite lvls are 1 to 5. After that i lose interest, i blame the power creep.

While I appreciate Tolkien for putting down the stepping stones of fantasy, i find him uninteresting as a person and his writing drab and boring. The movies are over-rated and the Hobbit was downright appaling.

4e had some incredibly good ideas, too bad it was so boring to play.

Every time I see a driver turn or change lane without using his turn signal, i seethe inside.


I've had a character once whose rage was more of a meditative trance. He would go so deeply into his meditation that he would be unable to concentrate on anything else but him and his opponents. another (back in 3.5) would provoke attack of opportunities, attack whoever struck him last and always power attack to the full length of his ability. Different character can have different rages, as long as you follow the rules. How your character comes to that state is up to the player and no one else


I base myself off the difficulty of fighting using both a two handed weapon (wich requires a lot of swinging and general mobility to keep the opponent in your threat zone) and wanting to mix it with the up close and personal style of hand to hand combat. The logistics of fighting that way are realisticly kindof stupid. Best bet would be some kind of armored monk. Could be an interesting character concept.

Look from the getgo this is a suboptimal built. its bursting with flavor and I like it but, thats the way i woukd rule it.


I personnaly would allow it provided the character takes exotic weapon profiency in armor spikes or preferably improved unarmed fighting (logic behind this is that you learn ways to fight with your entire body, think the french savate with cane). It might be harsh to impose a feat penalty but then again you are now effectively two weapon fighting with one of your weapons using a two handed advantage.


I once played an hedonistic elf who was cursed with immortality through a mask. I had decided that by the time that campaign had started he had started, he had completely abandoned the idea of sobriety. Constantly high past the point of knowing where he was or what he was doing.I had several conversations with NPCs where everything is going great until i suddenly forget who and what im talking about and go into extreme aggression mode. He was a lot of fun to play but ultimately was too volatile to keep in the campaign we were running at the time. He has now become a consultant in our drug network.

Another character of mine was an alcoholic sorcerer who specialised in fire spells (back in 3.5). Many an accident happened involving... yes fire.

But my favorite flavor character was a dwarf Cleric/Fighter who became a cleric only due to the shortage of clerics his people had during a long war with goblins from below. He was on a quest to find a mountain suitable to host a new city for his clan. They had to blow up the caverns to stop the invasion, effectively collapsing the ceiling unto the city. He had a story for every situation (that reminds when I went to .... to .... ) Most talkative dwarf ever.


Impressive


lol

I guess i never finished my train of thoughts. I was supposed to say that they go around town and subdue and abduct people and are therefore used to working together.

Did you use my cultists or the books?


Thats great. One of the things that bugged me about Ironbriar is the fact that as a Justice, he is supposedly a powerfull and influential man in Magnimar but as written nobody would ever remember that encounter. i might add some cultists too now that my pcs almost doubled the size of their party with Leadership. I thought i would have played this encounter a few weeks ago but life got in the way and we have been unable to play these past few weeks.

Thank you for sharing


yes, that would work, but i think i will keep them low level just in case they head to the shadow clock right after. My pcs can be... impulsive.

After the cultist came their Leader, again an amalgalm of poor life choices. He seems to have no real focus like he cant decide what to do with himself. A few changes needed to be made.

Justice Ironbriar
Male Elf Inquisitor (Preacher) 6 Rogue 2
NE Medium Humanoid (elf)
Init +12; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 23(26), touch 17(20), flat-footed 17(20) (+4 armor, +2 shield, +6 Dex, +1 dodge,(+3 deflection)
hp 62 (8d8+12); judgement of profane healing 3
Fort +6, Ref +11, Will +7; +2 vs. enchantments
Defensive Abilities evasion, judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune magic sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 War razor +12 (1d4+1/19-20/x2)
Ranged Hand crossbow +11 (1d4/19-20/x2)
Special Attacks bane (+2 / 2d6) (6 rounds/day), bleeding touch 3 rounds (5/day), judgement of profane destruction +3, judgement of profane justice +2, judgement of profane piercing +3, judgement of profane smiting (magic, evil), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 3 rounds (5/day), Detect Alignment (At will), Discern Lies (6 rounds/day)
Inquisitor Spells Known (CL 6):
2 (4/day) Hold Person (DC 14), Cure Moderate Wounds, Invisibility, Undetectable Alignment (DC 14)
1 (5/day) Cure Light Wounds, Divine Favor, Shield of Faith, Expeditious Retreat, Command (DC 13), Disguise Self
0 (at will) Guidance, Resistance, Bleed (DC 12), Stabilize, Light, Read Magic
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 12, Int 13, Wis 15, Cha 14
Base Atk +5; CMB +4; CMD 21
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Bluff +13, Diplomacy +12, Intimidate +15, Knowledge (local) +11 (+13 to identify the abilities and weaknesses of creatures), Knowledge (religion) +11 (+13 to identify the abilities and weaknesses of creatures), Linguistics +6, Perception +14 (+15 to locate traps), Sense Motive +16, Stealth +16, Survival +2 (+5 to track); Racial Modifiers +2 Perception, monster lore
Languages Common, Draconic, Elven, Infernal, Varisian
SQ determination (1/day), domains (murder), elven magic, judgement (2/day), rogue talents (finesse rogue), teamwork feat (change 2/day), track, trapfinding +1
Combat Gear Potion of bear's endurance, Potion of cat's grace, Wand of cure moderate wounds(14 charges ; Other Gear Mithral Chain shirt, +1 Buckler, +1 Gladius, Masterwork Hand crossbow, Reaper's mask, 10 poisoned bolts (drow poison), keys to the area, --------------------
Special Abilities
--------------------
Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch 3 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (3/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Inquisitor Domain (Murder) Associated Domain: Death
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic, Evil) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +3 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Big changes were afoot for the Justice. As an inquisitor he is now a skilled power house, should they meet him in the flesh before the Mill he will be able to talk his way out of anything. In combat his preaching will be able to sustain his minions a bit longer and I took the liberty of removing Selective Channeling to complete the spring attack feat tree. toughness was substituted for Improved initiative (he can now get the "drop" on his victims) and his bonus skill/lvls exchanged for hp/lvl and known spell.

Yes now the Justice will be able to support his allies while he darts in and out of combat for "critical" strikes.


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So my pcs are getting to the Skinsaw cultist in Magnimar. Reviewing the adventure i took a closer look at their satblock and recoiled in shock (shock I say!). Terrible, terrible choices of feat and multiple mistakes. So I asked myself what do these cultists do. One of the main things they do apparently is stalk the streets, overpower victims and bring them back to the sawmill. Now i could have went with saps and non lethal damage but it woud make an unchallenging encounter even more so. Looking at what they have to work with in the mill, I saw plenty of opportunities to use the terrain to their advantage.

This is what i came up with

Skinsaw Cultists
Human Cleric 1 Rogue 2
NE Medium Humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 25 (3d8+5)
Fort +3, Ref +6, Will +4
Defensive Abilities copy cat (su) (5/day), evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Shortsword +6 (1d6+1/19-20/x2)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Command (DC 13), Disguise Self
0 (at will) Bleed (DC 12), Light, Mending
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +6(+8); CMD 15
Feats Agile Maneuvers, Coordinated Maneuvers, Weapon Finesse, Weapon Focus (War razor)
Skills Acrobatics +9, Climb +7, Intimidate +5, Knowledge (local) +6, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9
Languages Common
SQ aura, cleric channel negative energy 1d6 (2/day) (dc 9), domains (death, trickery), rogue talents (finesse rogue), spontaneous casting, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork Ceremonials War razor (worth 348gp)
Item description: This War razor has a rich dark red blood wood handle and words have been acid etched into the blade, unholy gospel of the church of Norgorber.
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

I decided that the war razor would be a free feat (deity favorite weapon subcult) took out selective channeling (werent eligible, poor choice to begin with) and gave them Agile maneuvers amd coordinated maneuvers to represent their experience working together. And since I wanted them to have a fighting chance at hitting the pcs i gave them weapon focus as well. Changed the loot a little bit (no gold but the razors are now ceremonial with blood wood handles and unholy text etched into the blades). I was disapointed to see Improve Ini go but such is the way of life at times.

And now with a bit of teamwork (+8 when working together) they can use all the wonderful terrain around them to their advantages. Pushing the pcs into grinding gears and big old woodsaws. They should still be pushovers but at least now i get to frighten some pcs with close calls of being run through machinery.

I would like to know two things.
1) What did you think of my idea
2) What did you do (or plan to do) with your cultists?


hehe quaterstaff.

Now with more seriousness. The quarterstaff is a great and polyvalent weapon... against unarmored foes. But if you wear armor or even heavy padding, it becomes drastically less efficient. To call it the king of weapon is preposterous. I fail to see why it would give the blocking property without the use of a feat. why the quarterstaff? Why not all long hafted weapon? Oh hey, i can block a blow using a sword too, shouldnt it also get the blocking property?

I like the feat you devised bedause it involves having a technique, but otherwise you are boosting an inneficient weapon way too much. one thing i would definitely remove is the weapon spec special allowance, thats a door that shouldnt be opened


will be able to post once per day


I dont see a D&D movie as ever being succesful. Movies tend to depend on a single protagonist. When you have between 2 to 2 1/2 hour to develop a character, less is more. D&D typically tells the story of a group of 4-5 working together and all being +/- equal, characters that are involved in a long story arc. When you have too many main character the story suffers, you either end up focusing too much on the cast and not enough on the storyline or you end up with characters with no substance. Few movies manage to pull this off, Princess bride comes to mind but little else.

I could see a tv serie working. A first season of 18 episodes, the first 6 being spent introducing the cast into stand alone episodes where they would go through small dungeons or whatever and at the end of the 6th you get the hook that will plunge them into an AP for the next 12. Following seasons being 12 episodes.

I also cant see a Drizzt movie ever being approved. First its about D&D wich has limited audience, then you want the main protagonist to be black and Hollywood tends to believe that this also creates limited audience. (I dont see why, last time i checked the Blade trilogy had pretty good numbers but Hollywood wont see it that way). So now in your pitch you have two things that would limit audience, do you really thing they would back this project?

Personally im sick and tired of the drows. They`ve been overused and I dont ever want to do another quest/AP or anything really that has to do with them. Cant throw a stone in a dark place without hitting one of them.


I actually started a new job since Wednesday. My personal time is really going down. I dont think I can handle 2 pvps right now so im dropping this one since im not in yet. Maybe another time I guess


Coulson was always interesting to me but never important. I like that hes a tie in to the movie. I like that it basically says that Marvel is dedicated to creating something big. Had they replaced him, they could easily say that theres no link between the two but now they've created something (possibly) bigger then just another (usually crappy) superhero show. It means that instead of ignoring the existence of this show, i will actually watch it. And its on a channel i get with basic so that makes me happy


It took me some time to feel the inspiration for an Inquisitor. In the end i went with a simple two handed built. I present you Saphita. She is an Aasimar Inquisitor of Gorum. She likes to be the first into the fray and with her massive Cold Iron Greatsword she is ready to meet the most foul foes. It may be because of her Aasimar blood but her hate for evil outsiders knows no bounds. She hasnt destroyed any yet but is always on the lookout for such an opportunity.

Will have an Alias profile ready later today

[/spoiler=Saphita]
Saphita
Aasimar Inquisitor 1
CG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 10 (1d8+2); judgement of sacred healing 1
Fort +4, Ref +1, Will +4
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist acid 5, cold 5, electricity 5, judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Cold Iron Greatsword +4 (2d6+4/19-20/x2)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Daylight (1/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Shield of Faith
0 (at will) Guidance, Light, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 10, Wis 15, Cha 12
Base Atk +0; CMB +3; CMD 14
Feats Armor Proficiency (Heavy)
Traits Armor Expert, Veteran of Battle
Skills Acrobatics -3 (-7 jump), Climb -1, Diplomacy +3, Escape Artist -3, Fly -3, Heal +6, Intimidate +6, Perception +8, Ride -3, Sense Motive +7, Spellcraft +4, Stealth +1, Survival +6, Swim -1; Racial Modifiers +2 Diplomacy, +2 Perception, monster lore
Languages Celestial, Common
SQ domains (tactics inquisition), inquisitor's direction (5/day), judgement (1/day)
Other Gear Four-mirror armor, Masterwork Cold Iron Greatsword, Backpack (26 @ 24.5 lbs), Bedroll, Belt pouch (2 @ 3 lbs), Candle (10), Flint and steel, Gorum, Gorum, Manacles, Mess kit, Pot, Rope, Soap, Spell component pouch, Torch (10), Trail rations (8), Waterskin, 5 SP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Inquisitor Domain (Tactics Inquisition) Deities: Gorum, Irori, Torag.

Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.
Inquisitor's Direction (5/day) (Su) Forego all actions for the round, 1 ally in 30 ft gains haste for 1 round.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
[/spoiler]


How about Pauliel, it halves the weight and has harness 7 armor check reduced by 2. +15 gp per pound. Greenwood is also an excellent suggestion. And then theres the Ironwood spell but the shield also gains the weight of steel so... kindof unweildable for anyone but hercules. A supernaturally strong character (like STR 20 and up) might be able to.


Minstrel it is. The other choices leave me cold. Its the only one i can understand surviving an adventure


I think we are going to leave it to die. I might start a Worlds Largest eventually but at the moment its still firmly original.Theres a lot of work necessary in order to bring it into pathfinder/adapting it to my style. I am disapointed and im sure everyone else is as well. Lets look at the bright side, there are plenty of other opportunities that will open up.


Funky Badger wrote:
Cardboard Hero wrote:
I hit the FAQ. My opinion tough is that without using two hands you dont get the 1.5. Its just simple physics and logic. Yes those weapons are heavy but if you cant bring the right momentum, if you cant put all of your strenght behind the swing, you just wont be effective. I think people who read it any other way are blatantly misreading on purpose because it supports whatever built they have in mind. As in law, the spirit of the rule is what is important.

Alright then.

Physics.

F = MA (Force = mass x acceleration)

Lets say force is equivalent to damage.
A man holds a lance in two hands and charages at you.
F = M x A
(M = Man's mass, A = Man's acceleration)

A man holds a lance one-handed, sits on a horse and charges you. Let's assume the horse accelerates at the same rate as a man (it doesn't, it's accelerates faster, certainly than an armoured fighter). A heavy warhorse weighs near on a tonne. A man in fighting gear, lets round up and say 100kg.

So, the damage from the horse charge...

F = 10M x A

So in our freindly example, a man weilding a lance one handed from horseback does 10 times more damage when he hits, than a man weilding it two-handed from foot.

As for logic, have you ever seen a lance charge?

Whats your point? There are already rules about using a lance while charging, they deal double damage. When you know what your doing (read:with the right feat) it becomes triple damage. your not swinging the damn thing around either, you line it up and let the horse do the rest. Your goal when jousting is to hit a man somewhere vital, usually in the chest. I've never seen it in the flesh but i've seen my fair share done by professionals on documentary-like history programs.

Now i dont know exactly hom much a rider's strength should account for in this mix but i do know that using two hands to do this would not only be useless, it would be detrimental. Your posture would work against you. Adding 1.5 str damage to this? Why? How? Because your charging on a horse? Remember there are already rules on that it dosnt need more.

But we are not debating about how much the rules of charging with a horse makes sense here. We are talking about using a two handed wepon in one hand and power attacking. The reason why you deal 1,5 dam with a two handed weapon whike power attacking is because your entire body gets thrown in the mix. From the way your feet are positioned to the swing of your hips, the muscles of your calves, thighs bottocks, back and abdominals, pectorals, arms and forearms all participating together to bring the massive weapon to bear. You just dont fight the same way using just one arm. You dont solicit your muscle groups the same way. You dont get 1.5 and saying "but its a two handed weapon, its written right here" is bull ****. If your not using tow hands on it, it becomes one handed, plain and simple. What counts is how many hands are on the weapon, not what weapon category it was in.


i dont see minstrels in the career section. What can they do?


I hit the FAQ. My opinion tough is that without using two hands you dont get the 1.5. Its just simple physics and logic. Yes those weapons are heavy but if you cant bring the right momentum, if you cant put all of your strenght behind the swing, you just wont be effective. I think people who read it any other way are blatantly misreading on purpose because it supports whatever built they have in mind. As in law, the spirit of the rule is what is important.


Could be someone that whil he has good idea, he wont share them out of shyness. Maybe he mumbles and people but people cant quite make out what he meant so hes often ignored. Maybe hes got the "I told you so" syndrome where he always had the solution but "no one would listen to him", even tough he never explained his solution in a way others would understand.


Rolling the dice roller gave me one success, having the option between humam and dwarf. I will choose human. I am hoping for either a wizard or faith career.


i personally see paladins as worriors and servants of their faiths. While a cleric is expected to spread the words of his duty, a paladin is there to enforce it. Every religion should be allowed a (un)holy order of paladins.

A paladiins alignment should match his deity exactly. Want to be a paladin of cayden? have fun drinking and saving slaves. Abadar? Root out corruption in mercantile leagues and criminals in general. Nethys? Be bi-polar.

All religions have goals, as a Paladin it is your duty to protect the memberss of your faith and to accomplish the will of your deity. In a way, your relationship with your deity should be closer and more personal then that of a cleric and his god


5 card draw sounds great to me. Is there some part of the players guide where i sould focus my reading at first? I guess we'll see with what I draw.


I have the copy now. A brief look at character creation reveals that this game is at first view a lot more complex. I am going to read that chapter and wait for more info from ZZ. As i dont have character cards im assuming roll 3d10 (dump repeats and choose one). Once I know what im playing then ill read on what skills and talents i'll have and magic if applicable. Still interested


Heroes of Might and Magic 3- for some reason, i just cant throw that one out

Fallout 1 and 2 Have to reinstall those from time to time

Freespace is still IMO the best space fighting game

Baldur's gate 2 was great but i unfortunately dont have any more

Guilty pleasure Carmageddon 2 Just love ramming those cars


Yeah a quick look into your game thread showed close to a thousand page of story. Im really excited about the prospect of participating in this.


I'd like in, I find the warhmammer fantasy setting riveting. Are we playing with completely random character (wich im totally cool with) or do we select careers and race? How many advancements? I have only played second edition and only have the second edition book (I know someone who would gladly give me a pdf of 3rd) How different are the editions? A little or a lot? And finaly i heard that 3rd edition uses special dies, how do you cope with that?


I'd like to make an inquisitor for this... But it looks like its a no-go.

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