Orkoral

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On our latest delve, a paladin member of the group was unfortunate enough to fall in to a rather nasty pit trap. The GM rolled a 20 on the melee attack (critical was confirmed) and he was hit by 3 spikes. The rules state that spikes are treated as daggers, does this mean all three hits should be x2 damage? We presume this is the intention and thus poor noble paladin is shaking hands with Pharasma.

Does this seem like a correct interpretation of the rules as written? He took over 28 damage from fall and spikes combined, seems somewhat lethal for a CR2 trap although I suppose the critical hit is a large slice of bad luck.


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Brevoy. Inter-house intrigue and backstabbing a-la Game of Thrones, could be good.


Our English beer is clearly superior, and I'd put my local ale, Harveys Sussex Best Bitter, at the top of the pile. Another local brewery, DarkStar produces some fantastic ales as well.

As for foreign beers, Gulden Draak out of Ertvelde, Belgium is a fantastic beer - although it kicks your head in quite quickly.


As someone mentioned previously, star wars saga edition only had one attack per round, unless augmented with feats etc. I was a very smooth system and ran much quicker than d+d/pathfinder.


To be fair to Amazon, the core rule book seems to be particularly easy to damage (unless anything has changed since it was first released), after only two weeks of use ours had begun to split and the hard cover was seperating from the pages and spine of the book. The book does get heavy use (a gaming group of 5+, meeting weekly), but no other gaming product we have purchased has had similar issues.


Havent had a chance to read the class properly due to work, had a brief skim over it last night. There has to be a better way of giving the weapons some oomph without a rule that just seems kind of bordering on illogical.

Perhaps upping the damage to something around 2d8 for a pistol, 2d10 for a musket/rifle/etc, full round action to reload - reduced to move with feat/special ability, keep the x4 crit. I would throw in a miss chance when firing further than close range with the pistols as well to reflect their primitive nature (although archetypes/classes could reduce or negate this with class abilities etc). Other things that could be cool gun-wise:-

-Blunderbusses that fire in say a 20ft cone/line and knock people prone on a failed save.

-Different kinds of shot - lead shot for hitting multiple enemies in a narrow cone/line etc.

-Bayonets/bladed weapons for versatility.

These ideas are probably awful as I'm not a professional game designer, but I just think guns as a basis for an entire class will not really work very well, perhaps as part of a class but not as its entire "thing". Anyway everyone has their own idea, it just seems no-one has had much positive to say about this class - it might warrant a bit of a rethink.

I will read the class through again tonight and make a more informed opinion, but these are just my initial thoughts.


Doesn't the touch AC thing make it awfully easy to confirm a critical hit? That would seem to me to be the most imbalanced thing about using touch attacks, especially if the hit modifier is x4.


Yeah I guess thats what I'm driving at, doesn't require a new class to implement. It would be better to introduce the weaponry and then fit archetypes around them if needed. Musketeer could possibly be quite a good archetype for cavalier, highwayman for rogue possibly, sniper/marine/pirate for fighter etc etc.


Musketeer would have been a better choice for a class. That way it would have been feasable to give them the musket as a combat opener, deal a lot of damage, and then have the use of a rapier or light melee weapon for the rest of the fight. Or going even more primitive, an arquebusier class which makes use of some kind of pavise shield. Highwayman is another possibility, makes use of a flintlock pistol, but doesnt rely on it exclusively. If you're going with primitive pistols, they should not be quick/reliable enough to rely upon solely.

Some gun abilities could include scaring animals and mounts, halting charges if readied etc etc.

Gunslinger seems to me to be a class better suited to more modern weaponry, out of keeping with the style and setting of Golarion. A gunslinger evokes images of Eastwood style characters spamming six shooters everywhere, not some guy spending an entire round reloading his flintlock pistol so he can take one more shot. The name and concept just seem a poor fit.


Being from the UK I've only seen that O'Reilly nutter, I'm assuming Keith Olbermann is the left wing version? Whats with all the mentalists on US TV? I nearly died laughing when I saw that camp looking blonde one (Glenn Beck?) crying about how much he loves the USA and hates liberals ruining everything.


I figure this kind of material is always useful, be it for those players who do want to play different races (after all, if you don't want to allow them in your game you don't HAVE to), or for DMs to create npcs that are a little deeper.

As for monster alignment, if you like a black and white game, play yours black and and white. I understand that it is a game and you have to have your villains, but to limit all these monstrous humanoid races to being evil seems a bit weak. Its not like being evil is a great survival plan, especially when every armed adventurer has free license to attack without provocation. Orcs and goblins must breed like rabbits with the amount of rangers out there chosing them as favoured enemies.


I always assumed what Starglim said is true, the stake can only be used once the vampire has been reduced to 0 hit points and forced to rest to regenerate. All the silver does is make it easier to beat the vampire down to 0 hit points, it will never kill him. Using a stake in combat is pretty much a no-go, especially as you have to plunge it directly into the creature's heart.

In addition, I'm pretty sure the stake doesn't kill the vampire outright, it only prevents him from regenerating, if the stake is removed the sucka can still come back and plague you. In our games we always had to find some running water, do some jiggery-pokery with a load of holy wafers and some light decapitation, or hope for some sunlight.