Rust Monster

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66 posts. Organized Play character for DoubleGold.



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Dot forgot the day job, and Character info


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Don't forget day jobs as well and roll them here.


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Dot in, and roll day job, just kidding, its a bounty, no day job.


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The podcast the other day talked about dungeons and dragons getting a computerized Dm in D&D beyond.
What do you think this means? This could mean several things.

Example 1, the DM is almost human: NPC named Sheila the elf.
Player types: Hi, how are you, nice day isn't it?
Computerized Sheila: nah, I don't think so, it is too hot for me, but they day is going good and my bar is doing good for business. Say, can you take care of a rat problem for me? I'll pay you 10 gold. Player: how about 12 gold and rolls persuasion. Shiela responds: Nah, I can't give you more than 10 (even if you rolled a nat 20). Or I don't understand that command. Or, she counters: how about 11 gold?

Example 2, the DM has NPCs that give you multiple choice and allows diplomacy/deception rolls:
Player approaches Sheila:
Click a choice
Ask her how her day was
Ask her about the weather
Ask her about her business
Ask her what she needs.
She responds with a set of texts when you ask here what she needs. "I need to clear the rats out of my basement, I'll pay you 10 gold." Player picks a response.
A. Yes
B. No
C. How about 12 gold, (automatically rolls the players persuasion, and it states that in the choice) Failure means you still get 10 gold.
D. Yes I know about the rats, they have supernatural powers, how about 15 gold, automatically rolls the players deception. Failure means she lowers you prize to 7 gold.

Example 3, much like example 2, except it doesn't allow diplomacy/deception rolls to bargain with NPCs. Deception/Diplomacy are only used for major decisions, or encounters. Convince Josh to play Football and join your football time. Rolls players diplomacy or deception
Or everyone is in trouble, the volcano will erupt tomorrow. Pick a choice.
A. Diplomacy to convince people to evacuated
B. Athletics to knock out as many people as possible, drag their bodies on a horse and buggy and move them.
C. Intimidate to scare people in evacuating
D. Deception to trick people into evacuating.
E. Nature to explain the volcano and how it works and how you know this.

Example 4, this plays almost exactly like World of Warcraft.

Anything else you can think of.


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1. 1st edition guns targeted touch AC. 2nd edition guns get no bonus, they don't even target flat footed or even get a +2 bonus or anything.
2. Gunslinger class gets expert proficiency in guns, which is in a sense a +2 bonus to hit. But this does nothing for classes that aren't gunslingers that use guns. I'll discuss fighters and thaumaterges down the road.
3. Guns in 1st edition gained a X4 bonus on a crit. Guns in 2nd edition have the fatal trait as a crit special. The fatal trait is more powerful than the deadly trait when a weapon has a striking rune. But the deadly trait is more powerful than the fatal trait when a weapon has a greater striking rune. In other words, guns become inferior to bows at later levels. In 1st edition bows had crit x3, so the crit for guns was always more powerful.
4. Capacity weapons in 1st edition can be fired 3 times just like that. Capacity weapons in 2nd edition require an interact action to move to the next barrel. So at all levels you can only fire a capacity weapon only twice. At levels 1-5 capacity weapons in 2e are better than capacity weapons in 1e because of the 3 action thing. At levels 6 and up, capacity weapons in 1e are equal to or greater than 2e capacity guns. Again, bows are still superior to capacity guns as you can always shoot 3 times.
5. If you count air repeaters as capacity guns they aren't that great. You can only reload them by magazines, not individually. So if you use 3 bullets in one combat, you have a choice to switch out the magazine before the next combat or keep a half-used magazine in your gun. So after dozens of combats you could have a dozen half-used magazines and since you can't combine them your air-repeater will always have 3 bullets each instead of 6 unless you buy brand new magazines. If you are using a one-handed air reaper, you have one advantage over using the bow which is also reload zero. Agile trait.
6. 1st edition pepperbox holds 6 bulllets, slide pistol in 2e holds 5 bullets. Unless you want to count air-repeaters.
7. Guns in 1e automatically have blunt and piercing for damage resistances and weaknesses. In 2e only certain guns have that option or an option for all 3.
8. Very few classes benefit using guns instead of the bow in 2e. In 1e, almost all classes benefitted using the gun instead of the bow. Gunslingers in 2e benefits using the guns instead of the bow for obvious reasons. Ranged fighters who like to use shields benefit using one handed capacity guns instead of bows. Since you can't hold a bow and a shield at the same time, there you go. Also if you take the agile manuevers feat, that one-handed air reaper will have much more accuracy than a bow on shots 2 and 3. A rangers hunted shot would not work with a capacity gun since you need an interact action to move it to the next barrel. A rangers hunted shot would work with an air repeater, but if you are using a long air reaper what is the point? You are better off using the one-handed one as it is agile and now you can hold something else in one hand. Thaumaterges benefit using one-handed guns vs bows because of their implement's empowerment requirement.
9. Okay so guns in 2e have the benefit of working as both a melee and a ranged weapon if you upgrade it, it can't do that in 1e. Not much, but you can do that.

Thoughts?


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So we were discussing whether or not you can pick one-handed weapons with the two handed trait as an implement. Like Bastard sword or Katana. It seems that you can.

Handedness in PF2 is determined by the number of hands being used to wield the weapon. So if you're using a jezail in two hands, it's a two-handed weapon and you can't use any options that require you to be using a firearm one-handed until you're back to wielding it in one hand. If you use a dagger in two hands, it's a two-handed weapon for the purposes of feats and abilities that require a two-handed weapon, as laid out on pages 279-280 of the CRB. When determining the handedness of a weapon, the two questions are just "What's the minimum number of hands required to wield this" and "How many hands am I currently using to wield it?"
So you would either get the thaumaturge class benefits by wielding the sword one handed or get the two-handed sword benefit by wielding it two-handed but not both.

Implement's empowerment.
The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical
empowerments. When you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per
weapon damage die. Channeling the power requires full use of your hands. You don’t gain the benefit of implement’s empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

So you can have two one handed weapons out, one being your implement and one being a regular one handed weapon and still get the benefits? Alternatively, if I have two one handed weapons and I attack with my non-implement weapon, I can still get the benefit of exploit vulnerability and implements empowerment with the weapon that isn't my implement, right? Mostly I want to have a gun as my implement, but attack with my melee weapon. The trick works with multiple enemies. I get into melee with enemy number 1 and enemy 2 is to the right/left/up/down from number 1 is now 10 feet from me. When He takes his turn and tries to flank me or get into position, I now shoot one handed my gun, most likely slide pistol.


Recruitment thread for Quest 1, a repeatable.


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Dot in, this a part of Outpost V and thus you can't sign up until Feb 20th, unless you are a DM.


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Downtime is not available in bounties


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Arcane Casters only. This is still first come first serve. It is preferred you have played this before, but not required. Reason for Arcane Casters only is that they can bypass high AC creatures, basically an experiment. You do not have to have magic missile as your spell, as any spell that doesn't target AC and still does damage even on a save is okay. There is still roleplay involved before the fight, but I want to see how fast this creature can be taken down, My guess is 1 round, but it is also a matter of how far into the round. Everyone can still take there turn even if over killed.

Example below assumes max rolls
Round 1:
Player 1: Magic missile: 15 damage
Player 2: MM: 15 damage
Player 3: Pummeling rumble: 8 damage and pushed back vs a reflex save (the only way this doesn't take damage is if it crit saves)
Player 4: Magic missile: 15 damage
Now lets assume if failed its save and it is already dead at this point, but I still play it out as if it didn't die, and I don't tell you it is dead yet, and lets assume it now goes in init making its attacks. Lets assume it downs player 1 into dying 1 or dying 2, it is dead, so it can't but I'm getting to that.
Player 5: Grim Tendrils: 8 damage and 1 persistent bleed vs a reflex save
Player 6: Decides to medicine player 1 cause player 1 is in dying 1 cause of it.

After all 6 players go I announce combat over, and that it died after player 4 went. Player 5 makes sure it is dead and player 6 never had to battle medicine player 1 cause player 1 never went into dying 1 or dying 2, but player 6 was ready to play doctor just in case. Now let's assume it didn't die, we go to round 2. Let's also assume player 6 failed medicine check and player 1 went down from a crit. Players go and player 1 rolls a 1, or maybe just a failure on a death save. In the combat tracker I write player 1 died, or did he, depends upon the retcon? Or dying 3, or maybe someone can retcon and he not dying 3? Everyone takes there turn. At the end of round 2, I say it died after player 3 went, meaning players 4, 5 and 6 can retcon their actions to save player 1 assuming there actions weren't battle medicine/heal to save player 1.


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I was given this scenario by mistake, so I'm going to DM it, first come first serve.
Tier 1-5.


Retro Con
Recruiting now


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You can apply this to any character. Character gets 12 XP and 30 treasure bundles, each in 4 XP and 10 treasure bundle increments in case he/she levels up

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