Dragon

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Hello,

I'm a GM with 10 years of experience. I've played mostly D&D 3.5, Pathfinder and New World of Darkness games, with a little Rogue Trader RPG on the side and read a bunch of other stuff. I've also got my own system I'd like to test out.

I'm currently living in Streatham and I'm looking for a group of over 18's in the area or whereabouts (Brixton, Tooting, Mitcham etc.). I am also willing to travel further if the players are willing to pay for the tube/bus fare to get there and back(not exactly rolling in cash right now).

I'll play with both beginner or veteran players, as long as it's a group, and as long as they're serious (won't skip out on meetings, a little reading here and there etc.). It would also be nice to play with actual role-players rather than power gamers/munchkins. I don't mind number crunching, but that's not all there is to the RPG experience in my humble opinion.

If you're interested, drop me a line here.


Lately, I'm having trouble when things get too large in two areas:Combat, and Locations.

In combat, I find that handling 1 orc leader + 2 orc clerics + 2 orc druids + 10-15 orc goons tends to get out of hand fast when I'm tracking which one moves where and how many hit points each has.Even with minies, it tends to get very messy.

On locations, I recently built a haunted fortress for my players to explore.I found generating the huge amount of rooms inside very difficult, and handling the player exploration even more difficult(yet another nobleman's room, barracks, etc, roll a Perception check to search the room). I have no idea how to build things that large, and usually even less of an idea on what to fill them up with.

Any advice in these two areas would be a tremendous help.Thanks a bunch!


I'm building a campaign setting where dwarven and gnome ingenuity have combined to form steampunk technology, and along with it, mechanized exoskeletons.

So I'm basically looking for any PF compatible rules on how to use said exoskeletons(think Large and Huge size mechs, spiders and bipeds). How do you target the rider? How do you disable the cannons? Etc.

Thanks in advance!


I tried out the Craft skill.I built a level 6 expert with Craft(Weapons) +6(skill ranks) +3(class skill) +2(int mod) +2(Aid from apprentice) +2(Masterwork Tools) = +15

A masterwork component for a longsword cost 300 gp(3000 sp) and has a craft DC of 20

Even if he has an average of 10 + Craft 15 =25 * 20 = 500 sp each week, it still takes the expert 6 weeks to complete it(500 sp * 6 = 3000 sp).

Working 8 hours a day, on one sword.

What if you want to equip an army?


I'm planning to run a campaign in a fantasy world that has entered an ice age apocalypse, and I need the advice of a few veteran DM's, preferably ones that have read the Frostburn 3.5 book.

1.My campaign world is built around the old 3.5 gods, is there a table somewhere of them with the new PF domains added?

2.How compatible is Frostburn with PF, in terms of creature CR's and spell power?Is there an adaptation of the Cold and Winter domains anywhere for PF?

3.Is there any 3.5 or PF table somewhere that details the amount of edible food and any valuable skin/fur/bones the PC's can get off a creature of a certain size, and their values(in a frozen world, food is scarce and bones/skin/fur are essential trading items)?

4.I'm planning to create the setting as the southern part of a continent, with glaciers slowly crawling southwards over the mountains in the north, and a frozen sea on the south, east and west sides.Can any geography inclined GM tell me what is the average temperature band(from Frostburn) that I need for that effect, and if the frozen sea would also turn into a glacier itself, and start crawling over the land?

5.Do Resist Energy and Protection from Energy count as the same level in terms of level of protection against cold(from Frostfell)?

Thanks in advance!


Hello again, good people.I'm reading up on the Pathfinder core, and I've come across a number of questions regarding specific spells to which i haven't been able to answer by myself.Thanks in advance for answering any or all of the questions!

1.Can the noises produced with Ghost Sound be shaped into giving an academic lecture or something of the sort?

2.What are the attack values for Mage Hand?

3.What are the HP/AC values for Mage's Faithful Hound?

4.Do attack and damage values from Magic Stone stack with the ones on a magic sling?

5.What happens when a creature that has a Geas or a Mark of Justice on it enters an Antimagic Field?

6.What the heck is a three-dimensional grid of energy described in the Order's Wrath(not a native english speaker)?

7.Do all the effects in the Prismatic Wall happen at the same time?

8.Does an illusion created by spells such as Project Image have a separate initiative track, and if yes, what’s the initiative modifier?

9.Does Rage stack with the normal barbarian rage in effects and/or duration?

10.What is the speed for the Spectral Hand?


Hello,

I'm looking to play Pathfinder, and while going through the Core Book I've found some of the rules unclear, so here I am, with questions.Sorry if these have been answered before.

1.Does using the Vital Strike feat use up the rest of your attacks during the round?Or is it a standard attack?Can it be used for all attacks with the full attack option?

2.On page 178 it specifies that before you have had a chance to act normally during the first turn, your are flat-footed.Does this mean that if a monster get a total 3 on it's init roll(all combatants are aware of each other), does it mean it's flat-footed against all attacks that come before it acts in the first round?Or is that just the surprise round?

3.Does a Charge Bull Rush receive the -2 AC penalty associated with charge along with the +2 attack bonus?

4.Where can I find the ranges for improvised weapons?

5.Is the masterwork cost included in the magic enhancement cost(aka, does a +1 magic longsword cost 2315=2000(enhancement)+300(mw)+15 or just 2015(without mw))?

6.Is the Hit Die at first level considered maximum, or do I have to roll it?It would suck having a first level wizard with 1 hp.

7.Do necromancy spells count as evil spells for a good cleric(some of them have evil in the description, some of the don't)?

8.Lets say we have a character with
16(+3) STR, +6/+1 BAB
Two Weapon Fighting and Improved Two Weapon Fighting
a one-handed melee weapon in one hand and a light melee weapon in the off-hand.

so he's at -2 for each weapon.

As a full round action, does he get 4 attacks:
a +7 with the main,
a +7 with the off-hand,
a +2 with the off-hand(Improved Two Weapon Fighting)
and a +4 with the main(second BAB value)
?

Thanks in advance!