Search Posts
One of the players on my table wants to become a Lich, and it's gonna happen. I was considering options to grant to the other players in order to balance the party, and besides allowing/creating other templates, I thought that maybe allowing a PC to take on one or two archtypes ON TOP of the class, instead of replacing class features, could also work. It would obviously depend on which archtypes, but... do you think this could work? Would it be under/over powered compared to Lichdom? I suck at modifying the system, so I'll value your opinions. Regards.
Hi, guys. I am running a SW Saga game this weekend, and after creating some pre-gens a doubt arose in my mind: why can't archtypes be more versatile? That gave me the idea to just open up the archtypes like the Talents from SW Saga. Basically, instead of committing to an archtype "for life", players can choose to replace the class features they want for any equivalent archtype class feature. I know some of you may hate this because of the "concepts" behind the archtypes, but I believe that such stiff characters are not necessary. So, my question to you is purely mechanical: do you think this could affect the game balance in any way? Are some class features supposed to suck, for balance's sake? Or will this have no big effect on balance as long as specific broken combos are looked out for?
Hi, guys. In my 'Eberron Evil-Aligned Characters Campaign', one of my players has decided to become a Lich as soon as he meets the pre-requisites. To balance the game, I've decided to give the rest of the players some new powers, all created by me for this particular plot. I also thought to share them here as soon as I finish working on them, to see if someone finds it interesting or wants to throw some feedback... For starters, I have the powers I'm giving the AntiPaladin of the Dark Six... THE BLESSINGS OF THE DARK SIX
The Devourer
The Fury
The Keeper
The Mockery
The Shadow
The Traveler
So, a player of my Serpent Skull's Campaign wants to take this feat tree. He plans to use it with weapons, but it seems to me that it's meant to be used only with Unarmed strikes. It's not specifically stated, but it is mentioned in the flavour text, and it does require Improved Unarmed Strike. What do you think?
Hi. Next month I will be returning back home for a month or so, and my old group wants to play PF. I'm DMing Serpent Skull to another group, and I really like Paizo's APs. Obviously, we won't have time to run an entire AP, but I was wondering if any AP has a good book to run separately from the entire AP, as an adventure on its own (kinda like the first book of SS). What would you recommend me? It cannot be from Kingmaker, as I will be a player of that AP soon. Thanks!
Hey! As you might have read in my other thread, I'm running SS in Eberron. I am about to start Module 2, Racing to Ruin, and I have come to the conclusion that only one major change is needed to convert the adventure: Kalabuto has to go. There is only one city in Xen'drik, Stormreach, and it will occupy the place of Eleder. Yet, as I am not great on seeing the big picture, I felt the the need to ask you people: Will there be any grave consequences in not having Kalabuto in the module? Do you think the absence of the resting and re-equipping themselves on that city will affect the party considerably? Basically, I want to know if there is any consequences that I'm missing, and what do you think could be a good replacement? I had thought they could find some small settlement of friendly natives instead, or just one singular, resourceful ally...
So, a player in a game I'm running keeps spending his turns using Demoralize on opponents. As he reads it, the first round he Shakens the opponent, and targets him again the second round to advance the Shaken condition to Frightened. I hate it, as it's as anticlimatic as it gets. Is this a legal thing to do, by RAW? Or, as I think it should be, a PC can only impose the Shaken condition and not improve it no matter how many times he targets the enemy? Thanks!
Hi. I've seen threads that propose to adapt X Adventure Path to the Eberron setting. There's still not one of these for this particular AP, and I thought I could start one, as this is what I'd like to do. A friend lend me his copy of this AP's first part, and it seems that it may not be that hard to convert to Eberron. What do you think? Have you done this, or something similar? Thanks! |