The current character, with all feats right now using arrows, supposing I have everything correct, would be making six attacks at +17/+17/+17/+17/+12/+12 for 1d4 + 8 (rage strength) + 1 trait + 1 point-blank. Throwing weapons are expensive, whereas ammunition is not. The advantage would mostly be in terms of being able to cheaply get throwing weapons he would be proficient in. The upkeep cost would be pretty high, as he would burn through ammunition, but it's more versatile and cheaper than getting six enchanted throwing weapons (not to mention he's not proficient with anything except greatclubs). Adding +1 to hit and damage and 1d6 fire damage to six attacks would definitely be a bit of a swing in damage.
Arrows specifically have a line about being used as improvised melee weapons dealing damage as a dagger. I assume arrows are destroyed on hit. Improvised weapons can't be weapon focused and I don't believe they can be enchanted as weapons by the rules as written. I could be wrong on that. Ammunition, however, can obviously be enchanted. The question that follows for me is obvious, would ammunition used as an improvised weapons benefit from it's enhancement bonus (and other enchantment modifiers, flaming, etc)? Would a special material arrow used in this way pierce damage reduction of that type? This comes up because I'm working on a feral gnasher goblin, and it seems like giving him a quiver of enchanted adamantine ammunition would be one of the most efficient ways to deal with a lot of inherent problems with improvised weapons. Or maybe that doesn't work at all. I believe my GM will back the rules as written unless the rules as written are obviously breaking the game. I also find it highly amusing to imagine a feral "hunchback" (bag of holding/magic quiver under a cloak) goblin scurrying around on all fours and throwing random objects at opponents. I'm investigating the options.
I'm working on a Pathfinder E6 replacement for my now dead half-orc Barbarian. The main problem I ran into was that he was always targetted over the more heavily armored Paladin, so I saw some other equipment and feats I could take to make his replacement a thrower. My basic rules questions are thus: What should the damage be on using a generic sledge as a throwing weapon? I believe it's 2d6 for the goblin because of his improvised weapons mastery lets him treat an improvised weapon as one size larger and a note I've seen that a sledge is treated as an improvised earth breaker (which would be d10 for small, 2d6 for medium). So, besides amunition being extremely limited because you can only carry so many, even with a haversack, does this work? I'm expecting that hasted, and using all feats, rage powers, rage, etc he would be throwing at +16/+16/+16/+11 with a 20 ft. range increment (belt) and dealing 2d6+16. If I move to the square "all" the sledges landed in last round, can I just start throwing them off the ground at another enemy? This is sort of my current plan for keeping up. Melee if necessary, but generally throw hammers at something till it's dead then move to that space to use those hammers again. I'm also interested in taking my next feats in two-weapon fighting and improved two-weapon fighting and similar, and basically carrying around a full kitchen set in the haversack of random objects to throw. This seems to be an even more confusing issue than the throwing things with two hands. I think it would be fun, and obviously would decrease attack bonuses even further, but it seems possible to me. And if I grapple without being considered grappled, and I take the necessary feats to not provoke when attacking, can I grapple an opponent and still throw things? Stat block provided below. Grr Chuck-Chuck
Most of the time, this feat and the explanations I've read for it seem fairly clear cut. If someone has a weapon or natural attack of any kind (including gauntlets for most medium or heavier armors), they are considered armed. My question primarily deals with archers. Is a humanoid NPC holding just a longbow/shortbow/crossbow/sling considered armed? What if they have no ammunition to use the weapon?
I also assume wearing a (non-spiked) buckler is not armed (can't be used for shield bash), but other shields count as armed.
hanez wrote: I would imagine if I was in a one shot adventure, I'd be really daring, and assume I could escape or handle the first NPCs that are aggressive to me. Unfortunately that's not the case in Wormwood Mutiny, the players really have to wait a lot and bide there time. I think this is a great adventure for a one shot, but I would do some heavy mods, and yeah, definitely get rid of a lot of the NPCs, too many distractions for players who don't need the investment in a oneshot. I was definitely going to make it more open-ended in that department. I might still make the captain himself overwhelmingly intimidating in some way, but I'd definitely cut or downsize some of the other higher level NPCs. Having the first mate actually be the toughest guy other than the captain should flow reasonably well, while still letting the captain be the ominous mostly-background monster that puts the fear into everyone else. It's still risky, I've seen people who will challenge anything, and I can't necessarily know what to expect from players. But maybe that can act as a lesson to learn. I might have to adjust on the fly if necessity demands.
I have four to six players coming over for a six hour one-shot on a weekday, none of them having played any RPGs before. I'm thinking of running a modified and cut down version of the Wormwood Mutiny as a possibility. I'd likely cut some of the days out of the initial journey, and wrap the game up with a (likely) mutiny onboard the Man's Promise. I may also cut the total named NPCs the characters see down a little, but add a little more intrigue where possible. This is mostly a group of "fantasy fiction" enthusiast friends of mine that heard I run great games and wanted to play "D&D" despite my inquiries if they might prefer a better game for a first experience/one-shot. I think this particular adventure/path seemed likely to work for certain purposes, though it is a bit linear/railroad compared to most one-shots. I think I can wing that part though to make it more interesting as a set-piece game. Any thoughts/opinions on this?
Sebastian Hirsch wrote:
A minor advantage might be that it seems you can move your "capital" around (summer court vs. winter court, or just to whatever location is most convenient at the moment).
Tacticslion wrote:
Capital is not necessarily gold either. Capital in this context is the ability to produce goods and services. Maybe I should say capital + labor in this context, but it's still irrelevant to my query.
Upon first reading the "Sell Valuable Items" step, I thought these were steps in which characters in the party could sell loot they had acquired in order to bolster their own economy. I'm actually a bit surprised that it refers to selling the items randomly generated in specific shops. This strikes me as an odd mechanic for generating revenue for the kingdom, and I don't totally understand it. In terms of verisimilitude, why does the kingdom get such a large amount of capital from an independent shop selling goods? My second question would be... will the game still work if I entirely remove this mechanic? It doesn't work for me at the moment. I was also potentially planning on increasing the amount of economy generated by mines and other structures built on resources to compensate if it's necessary.
Lisa Stevens wrote:
Any chance we will see a pdf version of the complete book? Or at least the two pdfs on Paizo's website? The website they are selling the pdfs through is giving me problems just getting signed in.
The squid can be beaten with some cunning play though. This is a spoiler, but with some clever play there's a way around. Spoiler:
The generator in the room can potentially kill the giant squid without a fight. The first level druid spell hide from animals or the second level spell invisibility can make it fairly easy to get to the machine without incurring the creature's wrath. The druid spell is preferable. Once at the generator, figuring out how to shock the thing to death is the next step. Or just avoid the encounter. I like room 10, for that. It's hard, but clever play can get one around it. Also note that as another spoiler... Spoiler:
Rooms 13/12/10 are more-or-less the gateway rooms to one of the final puzzles, so you have to solve 12/13 or 10/12 I think. Room 13 can be incredibly damaging or really easy. I've seen both so-far. It's a cool idea, but random. Room 10, however, seems rediculously lethal. Those raptors just seem overwhelming for their given CR.
I'm a bit late to the party here. I just finished the 1st floor of the module. I was running it with the pre-gens at the back of the book. This was a one-off adventure I ran because some of my players didn't make it to the session tonight. Out of curiosity, which room won the "killing the most PCs" in the Gencon delve? Some general thoughts on the first floor... Room 3: Needs cake. When I ran the room without cake, everyone assumed it was a trap and walked away. When I ran the room WITH cake, it worked much better. Room 10: I'm fairly convinced that the raptors are above the scale of the party in the book. Even given the circumstance of the room, they seem vastly more powerful than CR 7. The goblins seem tolerable though. This encounter has killed 2 different parties so far. I think, for comparison, the grey render was a push-over. I'd rather fight 2 renders and the goblins than the double raptors. |