Argbadh Karambagya

Fract's page

13 posts. No reviews. No lists. No wishlists.


RSS


Alan_Beven wrote:

A bolt on to the magic system that allows for much more epic casting. Kinda like get 20 casters together and they can cast an uber fireball that wipes out a town.

I've been using the Incantations system to handle this. There was some brief coverage of it in 3.5, and I think 4E has it as well. Two supplements that do a solid job of laying groundwork for Pathfinder are "Incantations in Theory and Practice," and "Incantations from the Other Side." I use the lesser incantations ideas for common ritual/hedge magic, and I have worked up siege magic with effective spell levels of nine and much higher. It works very well for epic magic, with epic consequences, and giving magical ability to anyone with the appropriate skills who wants to take the risk.

Alan_Beven wrote:
I want to be able to run a multi transport type long range journey involving horseback, wagons, ships etc. 4000 miles or more. Requiring hirelings, and other NPCs. Would like to have details on costs of setting up this type of thing. Wages, weights of items, how much provisions, types of trade goods, etc. also the types of encounters that would occur, broken wheels, impassible terrain etc. Basically how to establish and maintain profitable trade routes, as well as just general interesting long range travel.

Check out "A Magical Society: Silk Road" for some great work on this topic. It is targeted for D20, but is easily applicable to what you want. Actually, check out everything in the "Magical Society" series, as I have yet to be disappointed with anything they published. They may cover the details you want for a medieval village in one of their publications as well.


I'm completely mesmerized by the new Varisia map, and I want more.
Are there any plans, in the immediate future, for a collection that
covers the rest of the Inner Sea / known world? Especially for those
regions which have already been covered by Companions, or other
releases.

If not, is there some other way we can fund the maps (privately or crowd
-sourced), as web-enhancements, or something of the like? If we could get a
physical copy later, especially on some form of durable material, I would happily
buy it twice. . . or even three times.

Please take more of my money!


Given that Outsiders now breathe, and the breadth of what the Outsider type covers, does it matter *what* they breathe?
That is to say, does every Outsider require a human breathable atmosphere, after accounting for their specific immunities and/or additional powers?


Please Don't Kill Me wrote:
I would like to see a character manager. Something equivalent to the poor mans Hero Labs (no where as in depth of course), just something that I can input some info into and it tells me to hits and what not.

Seconded. Something that allows me to check-box select applicable modifiers, apply conditions, and click "Roll" for a skill check, attack series, save, etc. Something akin to combatmanager, but oriented toward tracking a single character, rather than a whole combat.

Being able to drop in a standard stat block for an NPC, or a character, and parse that into a usable character entry would be fantastic. Also, being able to save the state of the character to a local file, to pause in the midst of things, would be helpful.


/follow


I sort of figured that the Eye was a fragment of Aroden, or some
derivative of his power, along with the Mayor of Ilizmagorti and
the Hermit of Mediogalti.

Oh, and the Tojanida seem to be attracted to the Eye, where they
wait "for something imminent and magnificent" (Misfit Monsters
Redeemed, pg. 56)


There was an excellent thread, on a related subject, a few weeks ago.


Many Dragons also have the Hover feat, which could create a cloud of debris (assuming the environment has things like dust, dirt, etc.)
that completely negates vision for the start of the fight (not after the dragon leaves the first 20' off the ground though).

Additionally, given that the winds from said Dragon's wings are strong enough to extinguish torches and small campfires when near the
ground, one can easily argue that Wind penalties apply to all projectile ranged attacks, potentially even when in mid-air. In a closed
environment, like a cavern, the compressed shifts in air currents might make those ranged attacks impossible (Windstorm level wind speeds).

Just some food for though, highly dependent on environments and encounter context.


I believe there is a minor continuity error in the Storasta entry, likely due to turn of phrase. On page 29 it states:

Quote:
Lalizarzadeh led that assault and thereafter made it her base of operations overlooking the city for nearly a century.

This would likely place the fall of Storasta before the fall of Drezen in 4638 AR, which is contrary to previous statements about Storasta being the last of the Sarkorian cities to fall. Probably just me nit picking, but it complicates matters when attempting to establish a reasonable date for the cities loss.


You might take a look at the Pathfinder Society scenario "The Sarkorian Prophecy" from Season 2. I think it is more focused on the Worldwound and Storasta, but it may contain useful elements.


I've been using this fantastic piece of software at our table for nearly a year now, and it has made my life as a GM much easier.

While working up our latest set of encounters, I did notice something that isn't quite a bug, but also isn't quite a new feature request. When you are using a weapon or attack that does slashing/bludgeoning/piercing as well as one or more energy types, several of the damage types are lumped together. Unfortunately, at high levels, this is really awkward, as DR / Resistance / Immunity have to be applied to respective damage totals (unless I completely misunderstood the mechanics... again).

As for genuine feature requests, I would love to have the option of rolling initiative for each turn, without having the round count reset, or having condition turn counts go all whacky.

Thanks again for all your hard work, Kyle! I hope your health is permanently on an upswing, and the new job goes well.


Evil Lincoln wrote:

@Flashblade Challenge:

Problem - Character Hit Points have inflated to the point where direct damage is less relevant. It is still necessary, but it is difficult to win high level fights through swift application of direct damage, or so I am told.

Solution - Reduce hit points across the board. If the proportion of evocation spells and melee weapons is brought back up to a significant fraction of hit points, that puts damage dealers on equal footing.
...
characters should all be more fragile when it comes to lethal weapons.

+1

Problem: (See quote)

Solution: Lethal weapons do BAB/2 (or some other fraction) in Con damage, in addition to HP damage, to effectively differentiate between real damage and stamina/luck/designated-hero-wounds. Armor and special feats/class abilities provide Con. DR. vs physical attacks.


kyrt-ryder wrote:

I think one big problem here, is that these 'sticky feats' that enable a melee combatant to somewhat control the battle field are just that, feats.

If this sort of thing was made more part of the core combat mechanics (like the combat maneuvers) and made reasonably viable (rather than needing to burn feats just to be able to use them without getting b~!@#slapped by the monsters) then I think it would solve 'some' of these problems.

This actually sounds like a really solid suggestion, and I may steal it for my own game.

Moving toward the OP's goal, which feats do folks think would be the most reasonable to convert into Combat Maneuvers?
Which ones would be more appropriate as Character Traits (assuming the DM is allowing said addition from the APG)?