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I'm curious as how others look at this scenario. While I don't anticipate it really happening on the PC level (aside for Starfinder equivalent of Kingdom Building...whatever that would look like), I'm wondering what the general narrative rules would be so I could do some world building. From what we know via books, before the Zerg/Tyranids/Swarm showed up, the pact and the Vesk were doing their own Imperialism runs to acquire resources and build more pylons for their fight vs each other. Pact law in general says, "unless you're a protectorate of ours, we're basically hands off". Snippets of narrative of the station talk about explorers fighting each other in the politco-government deck to put in their claims on new worlds and stuff in before each other. But what would be reasonable rules? If you can take it and hold it, its yours? Explorer Betsy can claim an entire star system because she found it? Explorer Betsy can't really claim a star system but if she's done enough recon, she can stake a claim on its data and sell that stuff for phat lewt? I file a claim for Earth of behalf of Supermegacorp and we start colonizing it, but Ultramegaincorporated decides to jump our claim on the other side of the planet? I kinda feel its a combination of first come first served mixed with 'only if you can hold it'. Which potentially means if you're an independent mining group on a backwater planet that suddenly finds itself between 2 megacorps, you could end badly. Maybe some scenario of "If you're a Pact Worlder, and want to continue to benefit from protection of Pact World stuff, you have to follow a set of rules when it comes to claiming stuff' kinda like how in real life we've got sorta international agreements on space and solar-system resources ownership....even if we can't really use any of those solar-system resources yet.
So taking some loose IRL examples, on rough average you have about 20 cops/law enforcement per 10000 people or so. USA has about 1.5 million active military to its population of roughly 325 million. For a place like Hawaii, with about 1.5 million people, active military comes in around 100k people. As such, what sort of force sizes might we see with various Starfinder groups? Absolom station has about 2.5 mil people. And its kind of the "New York City" in terms of UN/Pact World diplomacy location. Would it be fair to use the 20 to 10000 numbers for 'security/etc' forces on station, so what...5000 'cops' of various levels. Then when you take Stewards and local military forces maybe 150,000 total or so? How big is the rest of the Pact World forces? I mean, I can't imagine there being hundreds of thousands of Hellknights...what were the totals back in Pathfinder days? If we took the total population of the Golarion system are we looking at billions (like modern Earth, but spread across planets), or millions? Are the Azlanti Empire dudes billions? Was the swarm an invasion of billions? etc etc.
I'm just sorta spitballing theorycrafting stuff. I won't probably have a chance to play it out myself with a group, but I was looking for feedback/number crunching from forum-readers that would be so inclined. So my thought was 'what if I tried to get rid of the super spread of 1-20 combat gear (and some of the associated mechanics), and do away with some of the aspects of 'wealth by level'. How broken could things get? First, I wanted two stages of gear, basically boiled down to 'standard' and 'elite'. Functionally weapons/armor would have two 'levels' roughly level 10 and level 15. By level 10 I mean, take the listing of the gear at roughly level 10, that's the new standard that nearly everyone uses. So even if you have a brand new level "1" character? They use level 10 gear. (10-ish). "Elite" gear would be the level 15 (roughly) stats. Characters level 1-12 or so can only usually get 'standard' (level 10) gear. At 13 and above (or so) you can get Elite gear. At high end you're still only looking at 100-something thousand credits for a gun/armor/etc. Now to avoid kiddos getting pasted at level 1 even if wearing level 10 armor, all chars, npcs or otherwise, get base hitpoints/stamina as if level 10. This number doesn't increase until they hit level 11, and then increases as normal. Roughly everyone starts at a 100 something hitpoints/stamina total, with martial classes having more. If they have a class function that gives them damage, that also gets calculated at base level 10. Solarion weapons, caster level, etc. However, a class retains its normal progression in terms of ability/etc unlocks. So while you can cast your level 1 spell zapper and it does level 10 damage, you don't get access to higher level spells until you actually reach that level. Damage increases as level increases for these abilities. This also applies to heal spells/etc. Weapon specialization dmg if applicable remains level based as normal. So A level 5 guy does +5 dmg to his base-level-10 weapon/etc. Otherwise I envision CR being as normal, since they have the same damage output and capacity to resist relative to PC values. Generally the cost factor difference between a level 10 and level 15 piece is x5. So the level 15 piece of same time generally costs 5x as much as the level 10 piece. At the same time I don't see too big of an issue with PCs maybe getting elite gear early since the difference between 10 gear and 15 gear isn't as significant. Its an increase sure, but not usually a 1-hit kill scenario at any point. Things get a little wonky with some weapon classes scaling, but otherwise the level 10 and level 15 stuff is usually like +6 to 10 dmg max compared. Some things I haven't crunched yet: 1) If I don't increase BAB can level 1 guys in level 10 gear even hit each other? Would that require the new BAB to be also based at Level 10 to even it out? 2)If you basically have gear that costs 25k and gear that cost 125k or so, and you start everyone at Level 10 wealth, do you still need a wealth cap? In terms of gear you might have millions of creds of stuff, but you only get mechanical benefits of gear level 15 or so.
Sorry for the long title. But I was wondering how you might go about building a world where you want to have things like kaiju that remain a threat to the populace, requiring 'adventurer' hunting and the like, but not just otherwise easily solved by having a cruiser in orbit shooting godzilla in the head with a capital grade railgun shot, or sanctuary wall mounted heavy-class turrets. or 'nuke it from orbit' (nukes or not). I don't want to do some sort of large scale orbital reason, like 'magical planetary shield' or 'sensor readings are fuzzy from orbit' because that wouldn't solve, "Well, why not just send some fighter craft with nukes?" to fly in closer. A bit more background, I'm thinking of a world that sorta generates monsters/mobs ala Anime trope of "semi-traditional seeming fantasy creatures and giant mobs, but not really sentient." The 'these monsters leaves cores when they die, otherwise poofing into smoke'. kind of thing. Higher concentrations and letting the mobs exist leads to bigger and more powerful ones (Dragons+) will spawn. Which also tends to mean that closer to 'homebase city' spawns tend to be weaker because they get culled more often, but sometimes get push-ins by higher powered mobs seeking to consume the weaker ones/etc. Additionally I'm trying to find a reason why PCs/NPcs would bother, some sorta special resource, in addition to the cores that makes the planet attractive enough despite risks. But again I want to avoid a solution of, "Well, hell, we just take our fighter and launch a plasma torpedo. x10 damage and at best we'll need 2 of them."
So when looking at things like Security Robots, or Ahavs, are they like golems in that they have functionally endless operation times? Do they have their own reactors or other form of long term battery storage? I mean apparently for things like Sec bots, they can have things like infinite breath weapons (jolt arc every 1d4 rounds) and assuming they aren't destroyed 'fast slow healing of CR per hour' for hitpoints. Statbox wise they then get listed with things like 'weapon + 2 batteries" but their own 'jolt' not taking any battery requirement. The AHAV listed has ammo using weapons but we don't see any 'lasgun' variants to compare with. The question i'd draw would then be, "if they can do this otherwise with no real time limit or power draw, can they recharge their own weapon batteries?" But if you can have bots that do it..I could see a problem in that there's no reason people in power-armor couldn't do it too. Attach a bot-level power pack to your power armor and it now recovers more charge per round or unit time that it expends and can recharge its own weapons.
So we're in an advanced setting, with fluff and description indicating that more advanced forms of government and commerce are in place, attending to the interplay of numerous species and the like. Laws too. But religion in the setting is different than in real life. You have churches and megachurches and church corporations (sorta) too in real life. What you don't have? Actual gods and divine/etc servants that can show up. So how might Starfinder setting deal with that? If Abadar's herald shows up and smites the f+#% out of things in the free market because some corrupt secret influence was trying to mess with his godly domain/purview, how do the 'authorities' respond? Sure they can make complaints if AbadarCORP does something, but the Lawgiver and a small army of Inevitables showup and punish? How does that get reconciled? Or when (if) a demigod showed up would it be kinda a "We hope Superman follows the intent of our laws, and doesn't kill us all" thing? I know we have classes and alignments that can go "We don't by your laws, we follow our own codes" but then they're also vulnerable to consequences of their choices. But Lawgiver shows up and wreaks s&@$ what sort of investigation/legal consequences could you even do? etc etc
I'm having a hard time figuring out NPC stats and how they line up with Starship stuff. I have both the core book and the alien archive, but I'm having difficulty figuring out how the crews of the ships listed in Sample Ships in core are created. Skill levels are easy enough, seems to be equal to tier. (Side note I find that a little off, unless we're going for a setting where the player heroes aren't really that special, since everyone else fighting against them will always be equal to their scores, if not better). But then i can't figure out where the rest of the bonuses come from. For example the crew of the tier 14 Omenbringer: Captain Diplomacy +25 (14 ranks), gunnery +25,
Where are those other bonuses of +11 to +15 coming from? For that ship it has +4 computers and +2 Pilot listed as the only bonuses. Near as I can tell the +2 comes from its slower max speed. So is that +2 included in the +18 it adds to its 14 skill ranks? Are the pilots in this case using an NPC combatant array? Expert? I can sorta see that the numbers line up roughly with the CR 14 master/good skill ratings but I'm not getting the overlap. An expert gets 3 30s and 2 25s, a combatant gets 1 30 and 2 25s. Gunnery score isn't a skill so doesn't fall under that stuff... I guess I'm wondering how the choice of how many 30s and 25s get directed to the crew in this case. Are NPC crews considered 1 NPC total for purposes of determining skill spread (since they don't have anything other than starship appropriate skills in this case), as multiple? Like the captain as 1 and the other 4 as one? Something else? In this case was it simply, CR 14 equals master skills at 30, good at 25s, fill in as needed, ignore the normal expert/combatant distribution?
Looks like my original post attempt got eaten due to site maintenance timing. Very new to Starfinder, learning differences/etc. Short version: Is weapon specialization bonus dmg applied before or after DR or Elemental Resistance as appropriate. So 2d6 laser vs a Fire Resistance 15 can do potentially no dmg (unless maybe a crit) in the hands of a newbie, but that same laser could potential due damage even without a crit by a guy who adds at least enough specialization to boost the total damage over 15? So if that newbie rolled an 8 for a x2 crit, they'd do 1 point of dmg? I'm assuming its 'figure out all damage including bonuses, then reduce by damage reduction/resistance' but the 'adding weapon specialization damage to a purely elemental attack' is sorta new for me.
So I was wondering about the interpretation of immunity abilities of mythic and non-mythic natures. Am i correct in understanding that Mythic Universal Path abilities like the 3rd tier Pure Body, Fearless, etc are designed to be potential quick work-arounds for classes that don't otherwise have those abilities within their existing trees of abilities? The downside being that these 3rd tier defenses don't work vs other mythic sources? And that they have to burn a tier powerslot in the first place. In comparison, if you're a non-mythic Paladin with Aura of Courage, you're flat out immune to fear mythic or non-mythic? So in an example where a non-mythic Paladin is fighting alongside a mythic champion Ranger with Path 3 Fearless against a mythic foe that uses mythic fear, the Paladin remains immune, while the Champion Ranger's fearless is negated (due to mythic source), but he'll still get +4 morale to save if he's within the Paladin's Aura of Courage radius?
I'm not sure if this is an advice one or a rules one, kind of both. I was wondering if anyone has gone with the idea of making a dice of sneak attack on a rogue swappable (permanently) for say a precise attack damage bonus ala Swashbuckler, so for example At level 9 a rogue usually has a 5d6 sneak attack, if swapped, they'd gain an 'at level' flat bonus. So 9. Now yes, on average that's a lot lower roll than the 5d6 would give, and at level 20, 20 out of 10d6 is also kind of a low roll, if they've got deadly sneak that's generally a minimum 'roll' of 30, but the added benefit of this swap would be like a swashbuckler, where they don't need to jump through the usual hoops to 'use' sneak attack, so they don't need to flank or catch something without their Dex bonus. So in a sense, in both a straight up fight and a 'sneaky' one, the swapped Rogue does consistent damage, while the regular/unchained rogue does less dmg potentially in a straight fight, and potentially more in a sneaky one. Then: Should this swap also mean that this rogue is ineligible for talents that boost Sneak attack (since this isn't 'sneak attack') so you don't have every attack doing Strength damage too, etc. And if you disallow those talents for this swapped precision attack, what would be an appropriate buff to balance it, or is a straight swap even with denied talents still balanced?
I really like the various setting books that tell us about the nations of Golarion/etc. What I was wondering was how their borders play out. In 'real life' security is potentially strict around borders, but I'm imagining in the golarion setting, despite an even higher threat level, it's even harder to maintain a permanent 'guarded' border. Do you consider borders to be a bit more fluid than the map boundaries we have, with settlements and areas with strict patrolling being more firm, but otherwise its "as far as either side thinks they can get away with". Do you guys play with border patrols or checkpoints, with checkpoints at 'natural' choke points around border areas. Passage between nations? As adventurers its pretty common to go wherever whenever, and have the power to back it up, but could someone from Varisia freely wander down through Nidal then into Cheliax, or require some travel papers/passport/etc. In that light, when you've got a Higher level (or mythic, or both) PC party which is like...a mini-Justice League in terms of power in comparison to most of the 'regular world' do even higher tier nations like Cheliax decide to not push it too much when the 6 dudes of the f-ing apocalypse decide they want to trek to Andoran or something?
I've sort of wondered what people think the Pathfinder gods do in their godly routine. Supernatural (TV) had the big G decide to hang around earth pretending to be one of his own prophets while indulging in human experience. Marvel Movie Setting has the Gods of Asgard basically acting like higher level adventurers, but they generally weren't seen as 'worshipped'. More like mythic level chars doing mundane to heroic things. So for our Pathfinder setting, what do people think someone like Sarenrae does when she 'wakes up for the morning?' I imagine Caiden is something like Volstagg, chasing skirts, drinking, fighting, drinking, getting into trouble from the skirts he chases, etc. A god of smiths is probably doing a Tony Stark thing. But for others, is someone like Iomedae fighting demons and devils and stuff all the time? When their faithful pray to them for spells and stuff, do they just have that on 'autoresponse' and only really get involved when someone uses divine messaging service via higher level spell to directly speak with them? I imagine what it'd be like if the Gods of a particular plane have to 'go to work in the office' every day....
Just wondering about the mythic hierophant path abilities of Impeccable Intuition. Is the 'concealed information' aspect of the three: Concealed info, secret info, concealed emotion, considered 'lying/deception' as associated with bluff, allowing a mythic with this chosen aspect of the ability basically immune to non-mythic lying?
So the tech guide does a nice job of giving us ratings for weaponry intended for personal use. Does anyone have a good rule of thumb if taking those weapons and 'upgrading' them to larger versions intended for say Siege/Naval Combat? I figure in most cases, especially if you combine them with 'targeting systems' could could keep the ranged touch quality and bonuses on refire rate. Even 'slow' rated tech cannons (say an upgraded Rail Gun) would be able to fire faster than a conventional siege weapon. If we wanna use the rail gun specifically: 3d10 dmg, B and P, range 200, capacity 10, slow fire, ranged touch, weighs 14 lbs. Big siege weapons do 6d6-9d6 or so so, with range increments of 100-400. Lets assume imperfect upgrade ratings, and say a desire to hide the tech nature of the gun so there's alot of 'wasted' weight. Would something 5d10, B and P, Range 300 (400?) be fair? Considering it may keep its armor piercing quality and ranged touch ability. In terms of visuals, I'm thinking of what a flying fortress ala Helicarrier from Winter solider would be like if converted to pathfinder setting and made to look not as 'techy'.
Sorry if this came up elsewhere, I didn't see it when I did a search check. But would Mettle potentially trump things like Evil Eye (Witch)? Mettle (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. A successful save vs Evil eye normally reduces the effect to 1 round, which can lead to cackle-cycling to keep things going. But with Mettle, a save that results in partial effect (would that include duration of effect) gets negated entirely. So would the Mettle saving guy be potentially immune to evil-eye stacking if they save?
So I was pondering the options to make mythic chars have the opportunity to take side trips/etc into non-mythic adventures at the 'expense' of suppressing some of their mythic might. I was thinking of making it a mythic trait available to any mythic of (possibly) tier 5 or less with the following effect: (The name is still a work in progress) Effect: You can suppress the draw of mythic fate by temporarily suppressing your mythic might. A mythic character of (tier 5?) or less can suppress their might down to Tier 1, temporarily losing access to all gained mythic feats/abilities/etc of their higher tiers, but will now face non-mythic, or low-mythic encounters instead of those matched to their true tier. These reduced mythic encounters do not count as trials and while suppressed a mythic cannot gain a new tier. Mythics of tier (whatever) or greater cannot benefit from this trait, as they are too heavily involved in mythic fate to be able to easily step away from it. ---
By rationale I'm also saying that beyond a point (when your passives get a bit too much, like tier 5 and more) you get more into reality warping that can do stuff like save your ass from getting killed/etc. And would likely come into play whether you wanted to suppress it or not, if some non-mythic threat managed to do significant harm to you. So its an IC and OOC effort, signalling when the party wants to not have to run mythic stuff for awhile, but also trades in some of their power for the duration.
Having watched a bit too much anime this weekend (guess what one after this post) I was wondering how, if at all, such a weapon/effect might fall into the PF setting and how it might be tiered as a magic item. Basically its a combination of at least two effects: Atonement and Dispel Magic. Similar to a Holy Avenger, once per round (but as opposed to a standard action, it can be part of an attack/full attack) if the hit successfully err...hits, then it triggers a dispel magic (targeted) effect. Using the characters level as if caster level. Similarly, punching equals 'atonement spell'. When fisted by justice....err...when hit by justice, it provides an atonement spell like effect, though it can't restore classes/spell powers. Touch doesn't work, you have to hit them with the intention of doing normal full damage. I dunno what to attach it to. Gauntlets maybe? 1 Gauntlet. Bracers?
I don't really have any suggestions, so not really thinking this goes in Advice or Homebrew stuff. Just a general musing thread. I'm kind of wondering if there's a better threshold/gating mechanism for damage than the way damage reduction is set up. Over the years (decades even) I've run with the damage reduction mechanic and despite its changes as it crosses products and versions, it comes off as kinda "rail-roady" to me. In an overall game (world environment) sense, it makes enemies potentially more dangerous to the public because of scarcity and the like. If a magic DR or special DR monster shows up in a town, theoretically that single monster could annihilate all or at least most of the town while all attempts to fight it are like stabbing at it with wet noodles. even with populations with better gear the way around that is having more of those DR mobs in the raid, where the outcome is still sorta the same, due to the time needed to take down 1 of those DR mobs, there's a chance they can nuke the defenders before the defenders take them down. I get that part. Helps with the horror/fear angle of living in a world of monsters. But it all sorta falls apart when you get to PCs, unless you railroad them. Part of it is in play, essentially mandating that PCs carry the golfbag of weapon types at lower levels until they can ditch it all for adamantine. Even Epic DR isn't that big a deal unless you're doing a cusp-of-mythic thing where the players aren't quite mythic or epic-geared yet, once they are its not really a big deal anymore. So basically the only DR that tends to still work (penetrating strike aside), is weapon-type DR and untyped DR. Oh back to the railroady, regular DR comes back into play when you do railroady stuff like "yeah you lost all your gear" story aspects or, "You've been ambushed while at the inn, and you're naked and the badguy is between you and your gear." or the "Prison. Deal with it." Otherwise DR doesn't seem to really matter for PCs almost to the point you could replace DR /whatever with DR /well...unless you're a PC. In that regard I'm wondering if there's a better option. fast healing isn't really a good approach, as its either too minimal a return per round, or you make it so massive that it really feels more railroady. Even 5 fast healing or Regen per round isn't really helpful until after the fight, especially with the various nuke builds we see here in build-threads. Theoretically DR could chew into that per attack, but tends to be negated unless you're using untyped or weapon specific stuff. I dunno how to address it tho. Maybe for Magic DR it doesn't totally negate, instead reduces the effective DR by 1 per plus, so a DR 5/magic would be DR 4 vs a +1 weapon, and negated entirely by a +5 or better one. But that's only for magic dr, and its not really a great solution for it either. Heh for some reason it makes me think of Resident Evil type games where you start off with some lower power guns that do minor dmg to early foes and basically no damage to boss types, and it makes you scramble around. But by the time you do some unlocks, maybe some bonus missions, you're carrying around chicago typewriter of doom or a rocket launcher and you can make most things that used to be threats go down like nothing. These would still be threats to everyone else, but because of the BFG you've got, and basically would never choose to NOT have, you now get something of a disconnect with the threat towards you vs the threat to the rest of the world.
So, this isn't fully formed yet, nor do I know if this will ultimately serve the overall fund of knowledge/be useful. But I wanted to get some feedback on the idea rolling around in my head. The mythic background count. Its an attempt by me to sort how/why mythic threats appear, and the impact of mythic characters on a setting. Ala "Does Batman curb the craziness, or does Batman ATTRACT the craziness" So from an external perspective of the setting, mythic background count accumulates usually very slowly, and gets worse as time goes on if left unresolved as the threat increases in potency. Like letting an evil dragon maintain and keep a lair over the centuries, its just going to get worse. The same goes with mythics, but also accelerated with a convergence of higher level fate-weaving, artifacts or higher order beings running around. The normal game allows for the idea that if you set down roots, and make enemies, those enemies can come calling on your home/city/fort/whatever when you're not there. Usually with the way CRs work you can still plausibly have your NPCs hold stuff off when you're not around, at least to the point they can call you back. On the other hand, mythic rated threats are potentially "Wipe out normal army" level and "eat your entire leadership roster you left at the castle". If anyone watched Hercules the Legendary Journeys you notice that when Herc settles down for a season (starts a home, tries to be a good dad), eventually Badness on an Epic/Mythic level occurs. As such, he tends to move around alot, dealing with mythic threats but also not sticking around long enough for his area to become a new target. So back to the mythic background count: I was thinking of an abstract idea of having a background count that gives/explains why regions pop up, how they can be managed and a mechanic of 'suppressing your mythic qualities' to have less of an impact on the background count. Kinda a mechanic to roll in why a pissed off mythic threat doesn't just roll into your hometown/kingdom beyond having to rely on the GM to not be a douche. It also then allows mythic chars to manage their impact a bit, so if they do want to stick around and draw a mythic threat so they can 'reset the count' to make the region safe again for a bit, they can do so.
Not sure if this is covered in a sourcebook, and I couldn't really find anything specific in my websearches, but... When building a castle, lets say early stages where its intended to be a primary fortification as opposed to the centerpiece of a larger city, what direction would you place your front gate or front gate + barbican? If your enemy was generally considered to be coming from one direction, say your western neighbor has a history over the generations of sorties in, etc. Would you place your front gate towards the west? The east? A different angle? A benefit of the barbican + front gate situation is theoretically a bigger potential defense screen from that particular angle, understandable since that's the main way in. Would a north or south orientation be better for a compromise of ease of friendly access (from your east, or returning scouts from enemy-west)? Would you want your front door facing the enemy, ala, "Go for it, I dare you!"?
Not sure if this is the right subforum. Buuut. In general I really like the adventure path series. They're great level 1 to level 13-15 stuff (now with mythic!). My only regret is in a sense they're also self contained. If you play out 1-6 of a series it'd be difficult to transition those chars to the OTHER adventure path series, save perhaps the 'last module' of each series. But that's sorta jumping into a story without knowing the context. Has anyone good rules of thumb/attempts in adjusting the various series that you could plausibly run the same characters through multiple series? I know some of the first module parts of the series would be problematic for higher level chars. "What do you mean mook pirates knocked me out and shanghai'd be?" "What do you mean, trapped on a deserted island, I have teleport" other than the 1st modules, anyone have any experience re-tooling the series for higher than designed characters?
So, quick question re: Burden of Sin (Sp)of the Sin Eater. If the Sin Eater transfers over the harmful quality from a recipient, and they themselves are Immune to such a quality, does that basically mean they just did a 'Break Enchantment' type effect or Curse Disease or whatever, with no actual downside? So, Sin Eater that for whatever reason is personally immune to disease or poison or somesuch, transfers over the quality from a victim and is....unharmed?
Game mechanics wise this will probably never come up, but I was wondering on whether or not use of certain special materials would be a good idea, if applied to modern technology (weapons). For example, in game mechanics, Mithril is valued for its lightness as well as material strength. But would it be a good choice for a firearm? Ala replacing all steel related components (frame, barrels, springs, screws, etc) with mithril? If you took a hunk of steel .44 Magnum revolver and made it mithril, but still fired .44 mag out of it, would it perform better or worse than a normal version due to recoil/etc. One would assume its material strengths vs wear would be better, but would it be worth it. For that matter, replace Mithril above with Adamantine for all the related components. Better or worse? Glassteel?
Hey all, haven't played a Mythic setting yet, tho I am looking over the materials. A bunch of stuff caught my eye, but I had some questions at first for the Gunslinger. Gunslinger as mythic Champion. Pistol-archetype. Using advanced pistol, range increment 20. 1) Tier 1 Champion power: Limitless range. Would now allow for a 100 range increment for the pistol, with no max range? (Up until the negatives get too high, I suppose) 2)Destroyer and or Unstoppable shot. I realize as both tier 3 powers you'd have to wait a bit longer to get both, but if you did.... Combined with above does that result in: A pistol with range increment 100, no max range, ignores Hardness of objects/etc. But if there's no max range, and you use the closest target in line to base hit off of, do you end up with a shot that can go...miles through things? Forever?
So I come to the board with a question on how to frame a story that would 'function' in a world where magic/etc is an option to uncover certain truths/reveal falsehoods/mysteries. The general scenario: Almost soap-operaish A grandchild is left in the care of the paternal grandmother and her husband. The child is left because mom and dad are (high order) adventurers that have a (high tier/order) quest chain that will take them off-plane for a good stretch of time (5+ years) the nature of which would (for purposes of story logic) also make them out of contact for that period of time, so no way of getting updates. Now, being with resources, the parents set up some measures to provide for the child. The child will be living in the town of the daddy's place of birth, under the foster care of his own parent (as noted). They will provide a sizable nest egg to be managed by grandmom. As high tier/epic adventurers leaving a trust the size to potentially BUY the town is pretty easy to happen. They also leave behind a governess. Think "Young capable maid saved along the way, owes debt to saviors, but since they're going to assault another Plane of Existence, she can't really come along", so she pledges to help watch over their child. All is good. Mostly, at first. Genuine positive love/care from grandma and governess, also the child is well regarded by most of the village. Buuuuut.... Step-Granddad is envious. Paternal grandma is actually responsible and not splurge-y with the child's inheritance, so "granddad" plans to off grandma and probably governess to gain control of the child's fortune. Wants to try to NOT whack the kid too, since that'd be a bit too much of a coincidence, better to be the purseholder/trustee of the fortune than risk losing it all or being under too much scrutiny if they all die. Let's say Granddad is competent in the semi-real world steps so through mundane efforts he's managed to cover his tracks. What would he also have to do, or what would the town setting need to look like so he could conveniently get through initial investigations that also may include magic. For scenario purpose lets also say the town is decently sized, "Large" 4000ish people, spellcasting limit of 5th level, fairly rare. LN alignment. Notable NPCs with adventuring levels at most 10th-11th level. Doesn't have its own religious leanings/outposts, so 'shares' the services of wandering clerics between say...3 other communities. So 80 percent of the time, there isn't a divine caster in town. What would be the best means to 'off' the grandma and governess? Fire? A 'botched break-in?' Grandma is a generic NPC by classes, governess at best is a level 4ish character (maybe a witch or something). Don't want to do something that specifically singles out the "witch" tho. So no, kill grandma, frame governess, execute governess. Lets also say granddad is willing to take some damage to 'sell' his part in being a potential victim too.
Howdi all. I was just wondering as I read over the Sash of Flowing Water in Ultimate Equipment: If you're a MoMS Monk, and had, say, Crane Style and Snake Style, would the Crane Style allow you to downgrade that -4 penalty to hit to potential -1, and allow you to make a counterstrike (attack of opportunity) via both Crane and Snake? Presuming you had Reflexes for bonus AoOs. Would having the Sash allow you potentially to deflect 2 melee attacks per turn? (1 auto from Crane, 1 'possible' from the Sash). |