Shade of the Uskwood

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happykj wrote:

gamemastering a horror campaign

A reference if you want to add something to scare your players

What levels are you planning to set for the villain and the players? Because i afraid some players might not realizing that they should escape instead of fight back, and it will be unfortunate if the players roll some critical success and manage to beat him down.

The players will play the AP from lvl 1, but im thinking in lvl 10 or 12 for the clown, who will start following them at the end of the first book, when they will be level 4 and his first victim will be a npc.


Good day fellas. I'm planning to run Tyrant's Grasp with some modifications to include some horror films references. I was thinking in include Art the Clown as a villain who stalk the party since book 1 to add a bit of controlled pressure and challenge to the party, so i would be very thankful if you people can give me some points and opinions about my scrap:

Race: Human or fetchling
Class: Vigilante (serial killer archetype)
Template: Implacable stalker (to capitalize fear)
Abilities: Str 14 Dex 18 Con 14 Int 10 Wis 14 Cha 16
Skills: Focus on stealth, intimidate disguise, bluff, performance (comedy), a bit on acrobatics, perception.
Feats: I was thinking in feats that focus in improvised weapons and fear feats like shatter defenses, gory display, dazing display, dreadful carnage.
Gear: Basics magic items (dex belt, cloak of res, ring of prot, amulet of nat armor,

Oh, sorry, in case you are not much familiarized with Art, he is basically a serial killer with a mime gimmick. He never talks or screams (even in pain), his personality shifts from goofy to lunatic sadistic. He kills using whatever tool can have at hand. Usually carries a plastic bag with a myriad of variated weapons like hammers, scissors, power tools, knives, nails, bleach, acid, razors, etc. He uses to misdirect his victims with his clowny attitude until the moment of attack. His brutality and unerving smile trigger the fear and leaves his victims helpless and terrified.

My idea isn't overkill the party, just give them somebody to escape from until the moment (or level) when they can defeat him. For the first encounters i plan to put a deus ex machina, a cutscene or a solutions to incapacitate or slow him so they can run.

Well, that is my general idea, any advice will be very helpful

Thanks in advance.


Milkshaketeer wrote:

Hey y'all: I don't think the OP cares all that much about the rules behind the Traveler's Any-tool and would like to use their environment as a weapon instead. Yes, it's less optimal than using a sledge. Who cares?

** spoiler omitted **

** spoiler omitted **...

Thank you very mucho for the insight. I will go full dex because the rest of the frontliners are going str builds, we need some finesse in the party.

I am using your advices and thinking in use Shield of Fury to try two weapon fighting buuuut... i need to figure how to shield bash with improvised weapons. I am taking Improvised Defenses but isn't enough to BS my way to bash with improvised weapons. Do you have any idea how to do it?


My GM is ok with Shikigami + Hinyasi.
Improvisational Focus solves the weapon focus issue.

Derklord wrote:
Metal Witch wrote:
I used to make dex based builds, so this time i was thinking to go for str, so i wanted to build an avenger vigilante, but i couldn't help but notice this specialization tends to go for the dex route.

Er, what? Strength based should be the norm for Avengers.

Also, since improvised weapon aren't refined for specific combat purposes, you'd be forced to use small items (counting as light weapons), and that's really antisynergetic with Shikigami Style.

Metal Witch wrote:
-Signature Weapon (improvised)

Improvised weapons are really unclear in regards to what they count as weapons for, but unless your GM is extremely generous, this does not work. A "type of weapon" for the talent and respective feats is an entry in the weapon table.

Metal Witch wrote:
My initial idea is build an avenger specialized in improvised weapons, his gimmick is use the city as his weapon (just like the Miller's The Spirit hero). I don't know if is viable.

Heavily depends on the GM. Since this is mainly flavor, I think the GM should let you find good improvised weapon in most circumstances, because the alternative (you carrying a sledge hammer with you all the time) doesn't make the game any more interesting.

Metal Witch wrote:
I have a build in my pocket but uses the brawler hinyasi (because the unarmed damage to improvised weapons) archetype.

Shikigame Style basically killed the Hinyasi, as the feats don't work for the archetype, and are just way better.

Other talent suggestions:
Take 'em Alive: You have no attack roll bonus, this helps.
Mad Rush: This is your 12th level talent, period.
Steely Resolve: This lets you ignore most will save effects until the fight...


Hello everybody.
My group is about to start Hell's Rebels and i want to play a new class for me, the vigilante. I used to make dex based builds, so this time i was thinking to go for str, so i wanted to build an avenger vigilante, but i couldn't help but notice this specialization tends to go for the dex route.
My initial idea is build an avenger specialized in improvised weapons, his gimmick is use the city as his weapon (just like the Miller's The Spirit hero). I don't know if is viable. I have a build in my pocket but uses the brawler hinyasi (because the unarmed damage to improvised weapons) archetype. I not a fan of multiclass because the social talents of the vigilante will be a great help in this AP, so i will preciate if anybody can give me a few pointers about the build. Im open to go full dex if that lets build it more easly.

I considering:
Feats:
-Shikigami style, Mimicry and Manipulation
-Catch Off-Guard
-Improvised Defense

Traits:
-Surprise Weapon

Talents:
-Enviroment Weapon
-Signature Weapon (improvised)
-Lethal Grace
-Shield of Fury

Any advice will be more than welcome


Yeah, his penalties are ok, many monsters in this ap have low touch ac. And spell cartridge prevents misfire.


Hi everybody. Im current running Giantslayer and one of my players is using a magus/gunslinger and i want to give him run for his money.
In combat is very lethal because he uses to delays until the bard uses inspire courage and then unleashes (with point-blank master) his rapid fire twf pistols with spell catridges (force damage). Five touch force ranged attacks are lots of damage, for that reason the party is getting lazy and overconfident.
I was wondering if wind spells like wind wall can have effect in his bullets. Force is energy, but solid energy, so should be affected by physical forces like wind.
Any advice would be velcome.
Thanks

PD: i have one more question: Its possible to shoot pistols while being grappled?


Hi everybody. I need guidance about a lil debate within my party:
If i have an amulet of mighty fists that has a magical property (flaming, merciful, etc) but doesn't has an enhancement bonus (+1,+2), did my attacks counts as magic to bypass DR/magic ???????
Thank you very much in advance.


Hello everybody, i have many years playing as a PC but now im going to start my first AP as storyteller. My friends are a very experimented players, so i wanna put a challenge to them. I want to add the fear system into the Carrion Crown AP but i don't know how to add it, in which scenes, how to trigger the saves, how to determinate the levels of fear and how to calculate the DCs.

Any advice is more than welcome.

Thank you very much