Sinspawn

MC Templar's page

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Bavollio Frallino wrote:
MC Templar wrote:

i'd say spellbooks fall under "treasure" for value that you get for finding them....

for anything that generates money see the Profession section under skills.
it takes forever to find a buyer, her profit equals her profession(scribe) skill roll.
Why would a spellbook X would worth more gold because it was found as part of a treasure rather than scribed if it is the exact same spellbook ?

Because the treasure you find is a game mechanic to support the "wealth by level" function to ensure player have access to the gear that they challenge rating system expects them to have so the game stays challenging but not impossible. The price is reflective of this

Bavollio Frallino wrote:
MC Templar wrote:
Money is made adventuring, if you are spending your time scribing, congratulations, you just became an NPC that the party will hit up for scrolls later.
This is for a single day... your party has never taken single a day off ? Or any situation that a specific item is available in town and the party really want to buy but if few gold short ? I'm sure a reasonable party would agree to rest for a day in order to buy such desired item. I'm not sure why would finding a buyer would take so much time. Large city are full of magic shops.

And magic shops aren't PCs. The rules for using your downtime to make money are the profession rules. Anything that creates a sudden windfall that breaks the wealth by level guidelines should be killed by the GM in it's infancy.

Just because you have something that you want to sell doesn't mean someone who wants to buy it appears out of the ether. The profession rules provide the abstraction of having to keep a shop open to provide access for buyers until the right one arrives.


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i'd say spellbooks fall under "treasure" for value that you get for finding them....

for anything that generates money see the Profession section under skills.
it takes forever to find a buyer, her profit equals her profession(scribe) skill roll.

Money is made adventuring, if you are spending your time scribing, congratulations, you just became an NPC that the party will hit up for scrolls later.


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I would say "no"

Paralyzed specifically calls out can not move
Fly does not specifically identify "is a purely mental action"

so barring an FAQ, I'd rule against it.


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Douglas Muir 406 wrote:
There's no more "Bob sees the monster, but the rest of you don't", or "Alice has fallen down the pit and is facing the zombies at the bottom; Alice, do you try to fight the zombies alone, try to climb out of the pit, or yell for help and risk alerting the lizardman guards?" Those are classic situations that have been rendered obsolete by the introduction of Message. The result is a slight but noticeable increase in the level of abstraction in combat and play.

strange, I view the end of encounters that play as 'the rest of you sit and do nothing while alice has an hour-long solo adventure' to be a good thing.


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This is how I played Paranoia....
... because who cares what my character sheet says, it is full of treason anyhow.


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for some reason I see "a mage using dancing lights to constantly distract a catfolk PC with a damnable red dot" as an inescapable character dynamic


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My ROTRL party is just beginning book 3, and spent the last gaming session en route to Turtleback Ferry.

They opened the night dusting off the last of the random encounters on the journey (5 trolls that were dispatched with such speed they provided no challenge at all). When the group arrived in town, they went through the motions of chatting with the Mayor to get the set up to the next adventure, then went fishing for rumors.

After some rumor mongering (the most interesting one to the party was the rumors about Black Magga), the group decides they will investigate the wreckage of Paradise, since the town really hadn’t. This wasn’t something I was even remotely pushing them towards, but I give my groups rope when they want to drive the narrative, so I said one of their new drinking buddies from the tavern is a fisherman who will paddle them out to the wreckage.

The big fighter volunteers to go diving, strips off his armor places a dagger in his teeth and a sunrod in hand and dives in.
He quickly sees Pinkeye the huge sized albino gar swimming in the vicinity and turning to notice the new meal that has dropped in to the water. The fighter has ample time to scramble back up into the ship, as the party sees the greatwhite shark-sized gar swim passed the boat…
… it turns out scrambling back to the boat wasn’t born out of a desire to avoid the fish… he just wanted to grab his greatsword for this, and he dove right back in…

The water churned red with blood as the fighter went toe to fin with the fish, and the rest of the party supported with magic and ranged attacks, the fish went down without ever successfully swallowing anyone whole.

The party towed the carcass back to town, gave the fish over to the townsfolk and demanded a plaque be made with their names on it to commemorate the kill. As they left town, the metal worker was looking into bronzing the skull to make a statue.

It amused me to watch how much fun they had with this, but I am now terrified about what will happen when they encounter Black Magga, since this group self identifies as big-game monster hunters, that fight might be a tragedy waiting to happen.


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I consider a 'held' door to equate to stuck or locked and force the goblins to overcome the break DC to overpower or chop through the door.

A door that opens inward, blocked by dead weight is an order of magnitude more difficult to open than to hold shut. In this case a medium sized character vs a small sized character should have an even more disproportionate advantage.

conversely, you could make the interaction a 'drag' maneuver and give the wizard a +10 to his CMD for the door.


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I like how she handled the issue


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I'd say if there is nothing pointing you to that story, you only engage it on it's own terms and ignoring it doesn't derail the game I'd qualify it as "sandbox"

But since you are encountering some legacy baggage from others' definition of what qualifies as Open and what doesn't, I can't say how I'd define it is any more valid than how they would.

For my perspective, and for the open-style games I've played, the underlying question was always one of 'agency'. Do you, as players, feel in control of the story, do you have the freedom to make meaningful choices? If the answer was yes you are playing in a sandbox game.


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Under Feats: Metamagic Feats on SRD

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.


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Hebitsuikaza wrote:
Set wrote:

Inconceivable that no one has yet to offer the 'position at court' of Missionary.

Missionaries would generally not be in the court. Missionaries are strictly for peasants of foreign nations. Although you might have a royal doggy depending on the monarch's preferences.

59. Royal whisperer, person whose job it is to inform guests when they've missed the point of a joke, or the king's royal attempt at double entendre.


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Conceptually, I am designing a mechanic to fairly control something that we had always managed as GM fiat. "How suspicious of your character is the city watch?"

Back-story:
The intent of this system was to define a mechanic of control, prior to character generation so no one would feel like their character was being picked on. Everyone gets to go in with their eyes open.

The game genesis for this is one-shot I was planning based on the party being members of one of many thieves' guilds that operate in an urban environment. I am trying to capture a mechanic the players can grasp and use, to support why everyone is armed and armored lightly in a turf war.

The mechanic is each character must make a daily check (Charisma DC5)

If the character fails, the city guard follow the PC and 'observe him or her closely'
If the character fails by 4 or more, the guards stage a confrontation and attempt an arrest (arrest will inconvenience players and deprive them of equipment for bribes, but not kill characters) Guard always attack with non=lethal force until a PC has killed one of their own.

The base mechanic is easy to succeed, intentionally so. The rules exist in the modifiers

Character Alignment LG+0 LN+1 LE+4 NG+1 N+2 NE+6 CG+2 CN+4 CE+8 (or 10)

presumption:
This is based on the opinion that it is impossible to hide a person's nature forever, non-verbal body language will betray a person's opinion enough for authority figures to make judgments about them without consciously knowing why..

Race: Most Core+0 half-Orc+1 "odd race"+2 Tiefling+3 "Monstrous race"+4

Modifiers
Reputation for good -2
Reputation for honor -2
(Additional noteworthy honorable or good deeds) -2 each
Armored (wearing medium or heavy armor) +4
Non Concealed weapon +2 (not counting club or quarterstaff)
carrying 2-handed weapon +4 (not counting club or quarterstaff)
Fought with guards recently +2 (additional +2 per dead guard in fight)


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An imp should go invisible with style...
you should always envision the imp dissolving into invisibility with a wicked grin and a raised middle finger, taunting his enemies

(my favorite memory of an imp in a low level fight was one terrorizing a lvl 2 or 3 party... the fighter was able to grapple the imp so it couldn't get away again... and then the suggestion hit "Imps are poisonous, you shouldn't touch them" The player not only let go, but also role-played trying to keep allies away from it for the rest of the fight)


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Ascalaphus wrote:
Toilets.

Fed from a built-in decanter of endless water that flows from top down for permanent indoor plumbing


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Spook205 wrote:


7.) When the party wants you to 'go on a walk' so they can do something dodgy. Tell them no. Just because you're playing the paladin doesn't mean you have to give into them, anymore then they have to give into you.

I would respectfully disagree with this last point

most of the time I hear player bemoaning the paladin in the party it is over something like this.
The subtext of this behavior from the perspective of your fellow players is "you can't play your character and his motivations, because my character's motivations are more important" This is, of course, not what is going on inside your head, but that is how it feels from the other end.

So, I would suggest, you purposefully and willfully allow your Paladin to be eluded by clever party members who are trying to get away with things. It makes the dynamic playful and fun, instead of restrictive.

Only have your Paladin 'socially entrench' if the issue is of crucial importance, and he'd have to be an idiot to not notice the manipulation. If your standard response is "I don't have to give in to you" go back to step 4 on spook's list, and don't play a Paladin


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I'd suggest a stonelord Paladin for the party....

.. merely because the main push-back i hear from players considering that class are them asking themselves... "Why would this Paladin of dwarfness be slumming with this bunch of yokels"
an all dwarf party gets around that.


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I'd suggest reading the guides to reach cleric and taking the general available themes to heart as an oracle.

The ancestor mystery has some fun abilities but few of them are as 'cut and dry' as battle oracle abilities. Not that this is all bad, just in some cases your powers will be more situational.

I've had a group with an ancestor oracle, and he user spiritual weapon and spiritual ally to devastating effect (ally was always flavored to the ghost of a specific ancestor, my favorite was his grandmother attacking bad guys with a spiritual soup ladle)

Long story short, is the biggest challenge will be focusing in on the few spells you know, and making sure that you have the ones you really need. Blessing of Fervor being one, just sayin'


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Dave Justus wrote:

...

Basically your whole plot is about an NPC. It isn't about the PCs, so why would your players be content being mere observers to this intricate tale of loss and struggle with redemption....

*cough* Jade regent *cough*


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http://en.wikipedia.org/wiki/Mary_Sue

Be very wary about inserting a spotlight-mugging GMPC into a story.

Everytime that has happened in a game I've been in, at least helf the party began conspiring to murder the character while joking the the GM should keep his 'self-loving fantasies' off our gaming table.


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Imbicatus wrote:
Also, Diplomacy cannot shift attitude more than two steps. Even if he wins against someone who is hostile, the best he can do is get them to indifferent.

If it is your character's theme.. there are ways around that

human racial substitution silver tongued:
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled


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The DCs on Diplomacy really add up when you try to use it beyond innocuous things.

" Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future."

Intend to harm you or your allies in the immediate future can be interpreted by the GM to essentially exclude anyone with ultierior motives regarding the PCS

The DC for "hostile" is 25+ creatures Charisma modifier... if that hostile person will be punished for doing anything but fighting/resisting PCs tack on the "Give aid that could result in punishment: +15 or more" modifier, moving the DC to 40+Cha modifier (or more)

Also you can interpret the +5DC per additional request to associates who believe that the PC is wearing on their good graces by making too many requests of the population.

A "diplomancer" can be a fun character to play, and a creative player in this role can come up with some inventive solutions to routine problems.

But there is no reason you need to feel like this person can circumvent all challenges as sometimes, he will run into the dreaded "boxed text" the bane of all diplomancers.


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4) Create pit + vomit swarm

A very unpleasant place to be.

Treatment... Fire, and lots of it


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Human monk, adding to Ki Pool... do you force them to wait before taking it?

Human Cavalier doesn't get Banner until 5th

So I'd say there are multiple examples of favored class bonuses that accrue in advance for class features you haven't yet unlocked, there is no reason why it shouldn't apply for oracles if someone wants to spend 11 levels with no benefit from their favored class.

(If your group always starts at advanced levels, skipping the characters growing into their abilities, that is your own choice, and not a problem with the game design)


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honestly, this isn't a bad thing, and it isn't Necro'ing.

If you tend to search the forums for previous threads, before possibly re-asking an old question, having the old threads updated with links to the latest FAQs is a very handy thing.

I appreciate the effort that eldergod is going through.


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I'd presume the sense motive DC on "Evil Eye" has to be pretty low.


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James Risner wrote:
MC Templar wrote:
Was there ever an FAQ on this?

They clarified that a Ranger (EDL -3) doesn't get any benefit.

Huntmaster says that you split up your levels, so if you applied Boon Companion your total would be above Character Level which wouldn't be allowed just as a Ranger at 12th is limited even with Boon Companion to a 9th level AC.

yes but you are reading boon companion as applying to the character's EDL I am reading it as applying to the EDL for the modifiers on the animal companion's listing.

We are reading the same thing and coming away with different applications and intent.

clarification thread

Sean K Reynolds wrote:


Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum effective druid level of equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit.

This would make it clearer. And yes, you can take the feat if you're a single-classed ranger. It's actually pretty sweet deal.

Currently we don't have a place to post FAQ/update material for books other than the Pathfinder RPG hardcovers, so I can't attach this to a permanent FAQ, but consider this an official ruling on this question.

admittedly before the re-write, but it seems the dev intended it to work for rangers.

long story short.. I am hitting FAQ


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I'd go for simplicity sake, treat the oracle as if he had Blindsight (including the "a creature with blindsight maneuvers and fights as well as a sighted creature") and just make all undead and constructs effectively invisible to him.

Don't over complicate.

No ability to pierce disguise
No xray vision
Can't see naked versions of everyone

Just (within x feet you can "see" everyone except ____)


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i just ran through this, and all of the compulsion haunts were delivered via notes and forcing the possessed player to role-play the horror they were experiencing....

... except the suicide one, that player was the only one in the dark about the fact that she was about to coup de grace herself.

fun side moment... the destructive fighter decided he really didn't like the stained glass windows. he got to throw a couch through one of them before the house started 'reacting' to his destructiveness.

he was still in panic mode when he ran balls-first into the carrion swarms


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I am playing a Synth Summoner in a Jade Regent game, and I have to attest, without trying, I was able to have mobility to bypass obstacles that were probably intended to be much more challenging to the party.

(the character is intentionally sub-optimal spending multiple feats on item crafting)

Still, the ability to respend evolution points at each level up means the character adapts absurdly quickly to environmental challenges and being an 'adequate' damage absorbing tank for the party without investing much by the way of feats allows the character to spend resources on 'situation defensive' powers that can really frustrate a GM.

(1st lvl up after reaching snow, character is immune to cold attacks)

(1st lvl up after facing ninjas, see invisibility is on spell list)

(dimension door forces every significant enemy to be nose-to-nose with the eidolon on the 2nd round of any encounter)

The other overlooked issue is the 'evolution surge' spell. For a situational combat need, that spell allows cheap access to short-duration powers that are likely unavailable elsewhere for an equivalent level spell.

Finally, when the enemies started attacking at night (asleep = no eidolon) It merely meant that the "phone-book of level appropriate summons" was getting activated the instant combat arises, as these x/day summons are never used up for the Synth, meaning his 'Summon Eidolon' spell can occur on round 2.

Essentially the "weakness" of the eidolon not being available when you are asleep, generally translates into the 'camp' encounters having both a summoned monster and a Synth in an eidolon (in less time than it takes the rogue to hastily don his chain shirt)

So, I can fully understand why a GM would find this class frustrating, when played one way, it can be a broken damage dealer, when played another, it can always seem to have the perfect counter to the present challenge at hand...
... I just hope it doesn't get too miserably nerfed until after my current campaign is done :P


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MrMagpie wrote:
and he argues that since the enemies haven't spotted him, they shouldn't get their Dex bonus to AC versus his attacks, and therefore he should also be able to get his Sneak Attack bonus every round....

As others have mentioned, yes he is right, they are denied Dex bonus, but that only allows sneak attack within 30ft (very few things overcome this limitation)

On the larger scale, he is probably doing less damage than a 2 weapon fighting rogue that flanks, he is trying hard to operate with tactical awareness and probably 'cares' more about the layout of the combat than anyone else at the table... Having a player that is this involved in the encounters is not a bad problem to have.

I would say, allow your player to continue this within the rules, even encourage it...

Find some means to challenge his and his reliance on this tactic without making him feel singled out. For example.

spread the enemies out more. Make the battle begin more dispersed, which will make it harder for his allies to keep enemies away. If he is engaged in melee with an enemy, it will make his stealth checks difficult.

Have your enemies be willing to withdraw to better defensive locations, ones that potentially lack much cover within 30 ft.

make the cover a dynamic benefit to the enemies as well. Depending on the perception rolls as combat begins, don't allow the party to know the location of every enemy. Have some reveal themselves from their cover, or concealed approach on rounds 2 4 7.... Make the party feel threatened by fighting neck-deep in bushes... make them wary of any shrubs.

Lastly, make sure 'key' enemies utilize defensive magics effectively... wind walls.. fighting from within tiny huts... prepared cover, defensive eathworks, etc.


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Zhayne wrote:
Again, explain to me how 'I lied a lot lately, so now I can't learn to punch people in the face harder' makes a lick of sense.

I think in the mindset of the developers, yours isn't the question they were asking, the question was "if people can learn to punch this hard, why doesn't everyone learn to punch like this" and the answer they came up with was "only people with the internal focus and discipline to exert self denial and willpower in their trainer can master this"... hence they went with "lawful" as a game mechanic to reflect that limitation.

to paraphrase a favorite philosopher "if it was easy than everyone would do it"

So, to summarize, it isn't because you lied you can't punch, it is because you lack the willpower not to lie, you lacked the capacity to learn to punch.... the rest of your question just suggests your group treats alignment changes as something that happens too abruptly.


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Kannachan wrote:
Those are pretty good ideas. Any suggestions for when I suddenly have a massive blah moment mid-level design?

build the entrance to the dungeon, and the primary encounter(s), and the final room(s) and encounter(s)....

... if you are stuck with the middle... postpone it

allow yourself the luxury of walking away from it and coming back later...

... start keeping a scrapbook of dungeon room/encounter ideas that you can plug in later when you are stuck.

Or intentionally leave the map unfinished in case you need to insert: hostages, extra monsters, foreshadowing, traps, locations that support the ongoing narrative...


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ohako wrote:

....Nature Oracle, with the Friend to the Animals mystery.

..don't ask me how an AC with evasion saves vs. fireball while the rider doesn't...

We referred to that as the "Ablative Rider" in my game, an oddly nimble riding wolf with a habit of turning the rider towards every fireball to shield himself from the blast.


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Wouldn't it be amusing if Celestial armor was only intended to be Mithril chain that could let you fly... and someone just screwed up the math on max dex and armor check years ago?


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Hzardus wrote:
according to the pfsrd "Once per day as a swift action, the wearer can take an additional move action to move on his turn." So unless its handwaved via gm its only used to move. Now, I wonder if quick draw will be a good feat for it...if its considered as drawing a weapon.

If the point is to be able to move, start chainsaw, make an attack...

... does it really matter if the shirt move action is spent moving and the normal move action is spend firing up the 'ole goblin mangler'?

-edit- I thought we sprayed for ninjas


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Summon Monster V
1d4+1 Lantern Archons and their continual flame at will to ring a random village in streetlights and multi-colored glows and flames.

A bored gnome is a terrible thing to waste.


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#11 The party wakes in the morning to find tiny sized humanoid footprints crisscrossing the camp, evidently leading to all the bunks, mounts, and packs...
... as far as they can tell nothing is missing or has been tampered with

#12 In the night sky over a distant mountain range, the peaks light up as if some great battle of wizards and dragons is raging at the mountaintop, creating a light show that can be seen for a hundred miles in any direction....
... this has nothing to do with the plot that the PCs are working on

#13 The camp is completely besot by a swarm of crickets, they eat nothing and do no damage, but the noise makes sleep utterly impossible. No rest is gain and spells do not replenish.


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use it to create an even better story... the original group was just the prologue... the new group that follows in their footsteps are the 'real' heroes, as they have to face villains that have leveled up on the corpses of the first bunch, and who are using all the 1st group's magic items against the second.

Also allows for some revenge motivations as friends/family of the original party can be made for a second.

Or... reverse the game... let the players spend a session or two playing the 1 HD goblins who now are on the offensive... until they die, then a new party emerges to drive the story.

Remember, the game it about fun, so... the question should be, what is the most fun option, and then run with that.


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Heavens Oracle with Color Spray?


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Either discuss tactics with them, or stop complaining that their tactics aren't "waiting for me to do my cool thing"

It sounds like that near death fighter did a great job making sure he was getting attacked instead of you. It might make him sound like an idiot, but he might feel like that is his primary role, getting dropped into the meat-grinder so the casters are free to spend the first several rounds of a fights 'staying behind to cast'.


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Have you tried searching the conversion forum.

http://paizo.com/threads/rzs2lkon?Eberron-conversion#1

http://paizo.com/threads/rzs2l1nr?Eberron-artificers-for-Pathfinder#1

http://paizo.com/threads/rzs2l2mu?Eberron-Pathfinder-Artificers-Do-I-Need-T hem#1

http://paizo.com/threads/rzs2njyh?Eberron-Campaign-Setting-Chapter-2#1


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Mark Hoover wrote:


strayshift wrote:

I welcome the progress the game has made by and large, however as a DM I have noted that there is now an emphasis on maximisation of build and this is supported by both the point allocation systems (I HATE dump stats) and the players being (in theory) being able to buy or make magic items to cover individual weaknesses. It is also my experience that players often design and plan this at the outset and are extremely unwilling to compromise this.

As a player and a DM I am not comfortable with this.
This inherently suggests a frustration with working with the players on their own vision for their characters. This, IMO, is one of the BIGGEST changes to the game at the outset of 2e and beyond; this idea that each player should begin sculpting their character from options THEY controlled, not bestowed upon them by a benevolent system.

I am a big fan of the customization of character concepts, and a player's own vision of a character.

But where I agree with the OP and respectfully disagree with you, Mark, is... when someone's "vision" of his character includes specific named magic items at specific intervals, because his "vision" isn't a character so much as a series of statistical optimizations timed into a leveling chart.

I'd love every character in my game to show up with a plan to level 20. I like it even more when something they encounter in the game causes them to deviate from that plan to feel more naturally a part of the narrative world.

What I dislike, is a character build where half the levels are an insignificant preamble until level 9 "where the weath by level charts state I can finally afford 'X'" (X being the actual point, a 'character' wasn't being developed or envisions, a magic item delivery system was.)

So, to wrap up, I think character building should include the character elements, feats, trait, skills, concept, story, spells etc. But if you are creating your 1st level character with a specific magic item in mind, you better plan on crafting it yourself, because if it is "that" important to your conceptual character, make it part of the decisions that you control.


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Single level of Pistolero, Goblin Gunslinger feat at 1st. Rest of the way Fire Bomber, build around the "explosive missile" discovery.


  • Pistolero, goblin with a comically oversized pistol.
  • Alchemist (bomb damage 1d6)
  • Alchemist 2 (explosive bomb discovery) Rapid Reload Feat
  • Alchemist 3 (bomb damage 2d6)
  • Alchemist 4 (Fiery Cocktail discovery) Extra Discovery Feat (Explosive missile)2nd lvl extracts
  • Alchemist 5 (bomb damage 3d6) Strafe Bomb Discovery

By character lvl 6, You can fire explosive bullets, that will (if they hit) do 1d8 bullet damage+ 3d6 fire damage + target catches fire (1d6/round)
Also, the explosive splash damage (6+Int modifier) is either a ten foot radius burst or an 80' line to and past the target. (GM call on if you can start line from bullet target with explosive missile, or if Pistolero's up close and deadly deed interacts with explosive missile)

discoveries:

Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Explosive Missile: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.

Strafe Bomb (Su): The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.

Fire Bombardier (Su or Ex): At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist's bomb and throw anything abilities. This ability alters bomb and throw anything.


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A note to be careful with voices....

In a ROTRL game I was am running, I accidently slipped some racist stereotypes into sandpoint without thinking about it.

When housekeeper from the Rusty Dragon showed up with Tsuto's letter, we were a few minutes into the scene before I realized this halfling just turned into a Puerto Rican housekeeper.

So.. if you're doing voices... try to think ahead a little better than I did.


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This is where "suspension of disbelief" needs to arise.

Sometimes in story crafting the storyteller and the audience need to agree to ignore a possible outcome to serve a narrative, i.e. "sure that girl could spend the rest of this horror movie hiding in the police station, but that would make for a crappy film" So in your case, the audience is your group of players, so you need to create a response to this kind of scenario that will allow the players to take "no" for an answer is a way that is somewhat believable to them.

A nobleman or someone else in town that rebuffs the request for aid, and tells the mob that the PCs are just highwayman out to lure the townsfolk into an ambush.

The Mayor incredulously telling the party, problems like that are exactly what we pay strangers like you to take care of. Someone in the back of the mob mutters something that sounds like "no goo murderhobos"

The village has some means of common defense protocol (church bell rings, all the villagers take refuge in a keep or palisade fort) and the elders tell the PCs that we will protect the women and children while you (the party) clears out that crypt.

None of these are particularly "logical" but each allows a specific message to be sent "the narrative demands that you handle this as the heroes, if you wanted to whine to the authorities for help, you should've made a commoner"


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If you need a way to think about it to make the flavor text support the rules...

Incorporeal attacks actually need to physically hit the body, they just get a benefit of being able to pass through armor (but not force effects)

Touch attacks just need to get close, and are presumed to envelope and penetrate any armor that is in the way, so if your force effect isn't a bubble that blocks "line of effect" it isn't sufficient to stop a touch attack.


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Disrupt Undead lvl 0, I've seen low level dungeon crawls that were won or lost based on whether or not the arcane caster chose this spell.

Murderous Command is probably not Obscure, but as 1st level divine spells go, I am a huge fan. "Oh look, they have an Ogre with a lousy will save"

At higher levels, I like Moment of Greatness. If you have a bard in the party, or some other means of frequently-available level scaling Morale bonuses... suddenly doubling them can be great fun.

Ant Haul is fun, especially when the strongest member of the party has flight, and this spell makes "the rest of the party and the cart they are riding in" less than his carrying capacity.


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I once ran an Oregon trail adaptation in Eberron (essentially a trek from Karnnath across the Talenta Plains and into the Southern Desert and Jungle.

The Game quickly devolved into "monster of the week" but the main thing I tried to accomplish was to make the environment a character unto itself....
Making the players terrified of the grassy plains when the tall grass grew higher than their wagons.
Letting them see, from a distance, high CR monsters that they know they can't take.
Making each night seem perilous
having thunderstorms wash away their trails, swell rivers too high for them to cross, leaving them either camping for days as a sitting duck in monster country or travelling, blind, looking for alternate routes.

You can combine all of this with any number of "location-based" scenarios.

Start with building a village (I would have as much of the "book keeping" parts as possible happen behind the scenes). Have a few families of NPCs that want to help settle the area and have them working (while the PCs proceed with the pacification).
The villagers can provide the 'motivation' for the adventures

  • Saw some goblins stealing livestock
  • Monster sighting
  • stumbled upon cave complex, Kobold threw fire at us and ran
  • Crazy druid screamed at us for damaging the land and wolf appears from thin air and ravaged timmy
  • Something upstream dammed the river that we rely on for farming and clean drinking water
  • At night during a full moon ghostly apparations appear and move about the village as if they live there
  • Tavern owner was digging a wine-cellar, broke through into cavern complex that looks like crypt of some long-destroyed church
  • Dragon flies into town, demands tribute

For fun you can also place interesting options before the party. A small tribe of monsters is living nearby... should the party talk (and perhaps defeat their chieftan in honorable combat) they will agree to join the settlement and add their strength to that of the party. (Hobgoblins are lawful, they work well for this)

If I do any more brainstorming, I am going to run one of these, so I'll stop.


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Nothing special, Half-Orc Arcane Sorceror.
18 Chr from points, +2 Racial, +1 4th 8th and 12th, (23 total)

Feats: Spell Focus, Widen Spell, Intensified Spell, Elemental Focus, Greater Spell Focus, Focused Spell, Spell Penetration, greater spell penetration, Spontaneous MetaFocus.

The obvious Magical Lineage

Maximized, Intensified, Focused Fireball (level 7 spell)
Chr +6, School Power +2, Focus+1, Greater Focus +1, Elemental Focus +1, Bloodline arcana +4(I think), Single Target +2

DC 27 (one target 25 rest)

Damage 67+5d6 Damage

Not terribly creative but a happy baseline for others to beat.

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