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Something I did one time back in 3.5 D&D was make the healing a lot better. For each rank in it you could cast CLW 1 time a day at a 1 hour casting time. I have not had to use that in any pathfinder games but it worked in that game well. Yes it did add a good amount of healing to the party for out of combat but not realy as much as a Wand of CLW would have. This also gave a reason why even the every day man had access to healing and so almost every one was at max health when not in a combat. P.S. The party did not have a healer in that game as it was a 3 man party with a fighter, rouge and a wiz. I also made "high level healers" less common since so many people can do the low stuff. ![]()
In a home game this spell got a player killed for Role Playing. (5 player group, Wiz, Pal, cleric, Rogue, Magus) After the fight that the Cleric was down and out. The wiz went over and used the spell to save the Cleric and the Pal took so much offence to this she attacked the party wiz. Seeing this The Magus using his last shock decapitated the Pal. (Crit with more then Pal max hp when he was also already hurt.) P.S. The cleric and wiz lived with only the Pal forced to make a new toon. ![]()
Something I was thinking about in our game from last week was that even though the party and villeins (a bad adventuring party) had access to healing magic in the fight both sides did not use them as even the ones that could heal did not stop to use it. It made me stop to try to think of a way to get more healing done in combat. I though of something and I want to know what you all think about it, a new Metamagic feat. Yes this if effectively just Quicken for cure spells only at a +1 cost instead of a +4. I think this will make them think about using it alot more in fights since they could still do other things but it does use more power. This would even able to you use a wand like this in a fight where you can not use quicken. Please tell me what you all think about this. Fast Cure Metamagic You can cast a Cure spells in a fraction of the normal time. Benefit: Casting a Fast Cure spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a Fast Cure spell not another quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be Fast Cure. Level Increase: +1 (a Fast cure spell uses up a spell slot one levels higher than the spell's actual level.) Casting a Fast Cure spell doesn't provoke an attack of opportunity. Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time. ![]()
The Magus I am plaing at the moment uses a mauler Ioun Wyrd (Master gains a +1 natural armor bonus to AC). He is used as a flanck buddy but I have not invested other feats into him. This has worked well for us so far. Since the Magus has alot of xp (good rolls vs the Pally's bad). This works well and a ac 10 to add a +2 hit or ac helps with flank. ![]()
I was watching Z-nation and the fact that our current game may soon come to a end it sparked a idea for me. I was thinking of try to set something like that up for a pathfinder game with maby demons are the reason for the fall of the world. Some things I though about it is No Money in the game trading only (value of the item to help with the trade and crafting though). Craft skills would be used more in the game. Items made of your not just metal but like bone and stuff. I was also thinking about 2 things though that could have major effects on the game and I though I would post it here and see what you all though about it. 1) Let the craft skill make magical items with out the feat for it but at a -10 to the DC to craft it. 2) Knowing my players they are going to want to be able to salvage things from thier kill like bones, leather and meat from some of the kill's they make but I do not know what skill or how I should go about it. Has anyone set something like that up before? I was thinking mabey survival with a DC of CR+10 to get 10g*CR from it. It so if they killed a Deer (1/4 cr) the Dc would be 10 and they would get 2.5g worth of meat bone and or Leather. While a Dire Bear(cr 7) would be a DC of 17 and give you 70g worth of meat bone and or Leather. What do you all think and any ideas for this world. And yes i played DarkSun years ago but we do not want the whole magic will be bad feel. ![]()
I do not think they should have levels as much as a level ajustment for the player. What I mean is if you take starwars and say a x-wing is +3 level. The common CR 1 person in it make the ship a level 4 chalange. If the level 10 player gets in it then it is a level 13. A tie figher may only be a +2 so the same player would only be a level 12 in a tie since it is not as good. You can even make it so that a realy bad non combact ship is a -2 so if the player is in it he is even lower then his real level. This is of couarse assumaning that the player stats effect things. Like BAB affecting your + to hit with the ship guns and your skill at flying affect the AC of it. ![]()
Personly I like it where each person can do thinkg on the ship. Buy that same token they should have something to alow you to do it with less if need be. Like on the Falcon the Han can do the whole ship if he need to but buy having people take over each section they work much better. Maby something like with out out the gunner you can only shoot foward and at -4 per shot, or with out a engener your shields start lossing power each round untill some one stops doing other things and fixes them. ![]()
Here is something my one player asked me and since it is the first time any of us have tried Arcanist it took me by suprise. Does a Arcanist use Runestone of Power or Pearl of Power or none at all? I think by the wording it should be a Runestone but this class is a mist so I could be wrong. What do you all think. ![]()
One of my players was talking to me the other day about making something for his Magus to take. A new arcana. We worked out what we think would be a fair balance between 2 versions of this new Arcana to take with one sticking point. Should it be 1/day or should it be 1 arcane point to use this ability. I will not say what side I am on or what side the player thinks is better so I thought I would post it here and see what you all think and let that one into the game. Fyi the player is level 2 with a 16 int at the moment about to hit level 3 and will be taking this Arcana ether way for acid. Energy sub Arcana
The player want this so that if he is fighting some one with electric immunity or high resistance he can still attack "hard". ![]()
Gisher wrote:
Personly I think these should not have been marked for Amulet but instead any Arcane bond item and there should be more like this. You could also make it that these enchantment can be added started level 3 no matter what level the item can normal be enchanted. Maby also add in a way to erase the enchantment on it for 1/2 or 1/4 of the cost to make it so you can put a diffrent enchantment on it later. ![]()
I have GM'ed a home game that was the D20 Starwars with the pathfinder class brough in from a back water world. It was alot of playing with it to work but may and my group had fun with it. Magic was intresting to play with to work with space ships but we got it to work. The best was when a Collosal Gold Dragon did battle with a Star destroyer. ![]()
I hope to see some cool stuff for this. I hope that they take some thinks from some of the starwars d20 starships. The revised version worked well for me except that the sheileds Dr had to be doubled. It had rules for each station on a ship for players so you could have a 7 or 8 man crew and each doing things on thier turn at the same time. Some of the spots off my head here
I also hope they have rules to customize the ships and maby it is becouse of how you grew up but we always liked tweeaking things on ships even it it coused problems on the ship. (One player put a capital gun on his that if fired she shield shut down for 1d10 turns, another but so much extra Hull on his x-wing it was more round and the players called it a egg Wing). ![]()
I use a few apps on my phone when playing the game to help. These are android apps and they are
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I am not sure about the Ranger archtype or another that give the ability as I woould have to see it but the feat lets you do this for free where without the feat you are burning your action to do this. If you see them doing this change tatics as you see them doing it. If you are the wiz and you see the archer use his standard action to shoot it down you instead hit them with a Magic missile instead. I do not see this blocking range attacks I see it as destorying the attack and fireball is one of the spell that would be hit with this. Lighting bolt for instance would not or Magic Missle would not be effected at all but would wast thier actions. As to a wand of Magic Missile it would not work as "Objects are not damaged by the spell." To me the Bead would be a Object in this case. ![]()
I for one would allow a player to ready a action to Shoot down something like this. I would also allow them to shoot down enemy weapons if they can destroy it with one attack. For the fireball I would make it ac 18+ caster Mod so if it was a wiz with a 18 Int it would have a ac of 22 and only 1 hp. I see this as a weaker counter spell in a way. I would have it hit at the 1/2 point of where it was fired from and where it should have gone off. Rember that hitting it will make it go off where it was hit and could be a interesting effect on its own. ![]()
Another thing that can make things interesting with this. If you have more then one group in the Kingdom and the players are always going to that group the other groups may get worried that something underhanded is going on. Or this group may try to use the fact they have the "KINGS EAR" leak out to try to push other other religions out of the kingdom. ![]()
One of my players had a idea for a feat to add to the game. Mind you she is level 1 Soc when we start in a week or so so she will be not be able to use it any time soon and will not even take it for a while. MetaMagic feat Walking dead. (Guess where she got the idea from)
If a living creature is killed from the spell that Walking Dead feat has modified and still has a intact body they will rise as a zombie of it size with 10 hp per original spell level (split even if more then one raised min. 1hp each) for 2 round per origanl spell level. If they do not die from the spell this meta has no effect but still cost the extra levels.. So if she used this spell on the fireball spell and killed 2 people with it. They would rise as zombies for 6 rounds with 15 hp each. What do you all think about this and if it should be a +2 level? P.S. Yes she is going evil. ![]()
The Mighty Kapow wrote:
Yea if you look at the staged it is 3/4 wp = -11/2 wp = -2 1/4 wp = -3 0 wp less -3 penalty and it gains the staggered condition until it is no longer Dying. So for 18 con it would be 4.5 for the 1/4
Thank you Amanuensis for your system as well. I hope you will post how well it worked out as it is very close ![]()
Has any one ever tried to combin the Wounds and Vigor and Wound Thresholds Optional Rules but use the Threshold only on the wounds. My idea was to use the 2 systems together so that you only have the grazed, wounded, and critical on the WP. I plain to give them only 1x their con score but let them go negative with their con as the staged. So if they have a con of 12 it would look like this. Wp 10-12 No penalty
I think this would let you have you pc's and npc's feel the pain of the wounds but only on Crits or when they have been beaten down badly already as normal the damage would go to your VP first before getting these. It would also make a healing spell much more powerful as you could get rid of the penalty from a crit that lowered your WP and effecting your ability. What do you all think? P.S. This game I may use this in will start at level 2. ![]()
Claxon wrote:
Sorry. This game is for my Kids (10,11,12,15) and becouse of that I got into that habit of calling them Toons for them. ![]()
My party recently wiped so we are starting a new game soon with me as the GM. Since we have never used it 3 of the players want to use In the Company of Dragons and I am thinking of letting them. After reading it though I think the 3 that go with this will be much more powerfull then the 1 player not picking it. Do you think I should do something to balance it back out for him. I was thinking about 5 more point when making his toon or maby starting him at level 2 vs thier level 1. What would you all advise for this home game. ![]()
Spoiler:
Player saying they are staying out side when the rest when the party when in side the cave to fight the Baddie. Then after they fight starts yell "I jump out and stab it in the Neck". When asked how can he do that he said "Well I could not tell you or the Monster would have know I was sneaking in" Yes this was the first time I was teaching my dad to play when I was 15.
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