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I am currently running a ROTRL campaign with a player who is a Catfolk that has Scent.
Have any of you had success with rewarding a player with Scent while keeping sight and hearing based perceptions relevant? ![]()
So, you are a free captain of the shackles, you settle down to a dinner of sumptuously prepared reefclaw secure in your knowledge that you are king of your castle. A haze of screams, fire, gunshots and glorious motion as you cut though fools attempting to take your life. the lap of waves a steady rhythm to it all. You think you remember your ships mage tossing lightning bolts at you. As you think on this you are distracted by a large shark attempting to eat you, you dispatch it. As the blood clouds the water below, you realize with shock that it was in fact not a dream. That is when you see it, in the distance with only the center mast above water is the burned out husk of your beloved Wormwood.
What do you do now? Suffice it to say due to shenanigans the party of L2 players managed to drug the officers and stage a Coup. It succeeded because Harrigan managed to roll a Nat1 on his fort save.
Anyone care to toss me some advice? ![]()
Right, so I have a group of people that are doing a Skull and shackles game. One of them wants to try out the siege mage and while digging the flavor is completely off-put by the terrible abilities. He likes the concept of controlling siege weapons but the archetype is incredibly limited, so I put this out here as a plea to help a friend. Were you given the task of making the Siege mage a viable option in a campaign that will be using Siege weapons quite often what would you do? So far my concepts have been: 1.removing cantrip loss, 2. making the siege weapon bond thing an at will ability
3. A multi siege weapon attack would be a full round action, not sure If I ought to apply penalties to the attack due to the complexity of using multiple siege weapons at the same time as a single person or just calling it magic and blowing off an actual explanation. Might just use the broadside rules. not sure 4. Making the Spell Sac swift action mechanic function with the now increased number of weapons a Siege mage can fire at the same time so you can justify not just using the spell slot for a fireball. 5. Siege engineer gains Animate objects as an arcane spell, not sure if any other spells relating to the Siege engineering thing that exist which are not already on the wizard list but any thoughts on that would be cool too. Any thoughts, suggestions or opinions to my additions to the to my budding concept would be enjoyed and digested for future use. ![]()
The group i'm in consists of a Ninja, Cavalier, gunslinger and cleric/inquisitor. The GM is somewhat insane and has a roll system that results in stats between 60-100 point buys. I've been allowed to take Suli as a race (part genie +2str/Cha and -2 int) so long as I pick one of the nerfs from the ARG that puts the race more in line with core. I was thinking Fire. With 18,18,16,16,14,14 as stats I've decided to play a ninja flanking buddy/ skirmisher bard with the intention of maxing inspire courage modifiers to make everyone more awesome.
Character is currently L2 as a Vanilla bard, thinking
Feat: Flagbearer (using a longspear to capitalize on it) Considering taking a level of Lore oracle to get Cha to AC. The concept of deflecting blows with my force of personality as a bard is quite amusing. I've read treantmonk's bard guide but it does not have the newer books included. Anything absolutely required for a Melee/ buff focused bard such as myself? ![]()
So I've got a group that I recently ran through We Be Goblins, they were entirely bemused by the concept. We had a roaring time playing out the events of the game and much merriment was had. The group of them have been prodding me for a bit about doing something like it again. I want to but I'm not sure how to go about it, so I come here for a bit of advice.
Has anyone expanded on the premise of We Be Goblins before?
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I'm a GM from a group running a ROTRL game. One of my players recently had a character die and brought to me the idea of his next character being the child of a trade tycoon. He wanted to have his character endeavor to create a trade empire and take over the world. I bartered him down to just working on Varisia for now. What with the premise of ROTRL this gives me some excellent chances to foreshadow certain villains that normally don't get much limelight till much later. Right now the group I'm GMing is just starting on Thistletop so I figure much of this is for later, but good to have it now and not need it.
I'm not sure if the Kingmaker rules would cover such a thing as trade routes or even begin to press on the idea of rival nations and companies exerting their economic might. I get the feeling, with my read through of the nation rules, that as the system was not designed with such a thing in mind that it would fall flat and be more harm than help in emulating what I want to.
Have you ever GM'ed for a player or group of players that wanted dominance of the world though trade, what did you find useful and what did you find did not work? Advice and suggestions of any stripe or flavor would be appreciated, thanks. ![]()
So, my GM decided to put us against a group of four rock trolls. They had went and stolen some orphans from town and were eating them.
So we have 13 troll skins and a wizard with craft wondrous item.
I'm trying to think up some good thematic magic items one might make out of rock troll flesh/bones, a few eyes as well.
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making an item for a 20th level campaign, tried to follow the magic item rules but I'm not horribly handy with them.
Fluff:
Crunch: (tried to follow the basic rules of the magic item part)
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The questions: How much weight would a purple worm lose from becoming skeletal? (1) How much weight in iron would it be to cover a Purple worm's carapace in two inch thick plate mail(2) I'd like to know this as it is quite possible this thing will fall from a ceiling in the near future and my DM runs with the 3.5 CW weight to damage ratio for large objects (3) I'm also aware of the time drain crafting such an item would be normally, but my character happens to have armorsmithing ranks and the spell fabricate. (1 The Remorhaz is a huge creature of similar dimensions to the purple worm it is 10,000 pounds
(2) yes I am aware plate mail is much thinner than this, even for a gargantuan creature. hence why I haven't just multiplied the weight factor by eight on an armor type and moved on. (3) Page 159 CW *but the system is essentially a 200-1 ratio* If anybody has some advice on how I might figure this out it would be appreciated. I also fully accept and enjoy the number of cat girls I am killing with this line of discussion. |