Alright, so, my players are still under the impression they are after the Brotherhood of the Seven. They are currently at Skull's Crossing and we ended last week in the Western Caves.
Skull's Crossing and Overarching Plot Spoiler:
Alright, so, within the next session or two, they are going to encounter Avaxial. The pit fiend that was caged by Karzoug to power Skull's Crossing's floodgates. We do have a Cleric, but, they do have to discover the mechanism for as to how to power the floodgates. I was thinking about having Avaxial tell them that Karzoug has arisen, not in the books and there is the question of "how does he know that?" and, I am thinking that since Karzoug has arisen, the strength of the prison he is in has increase and become more potent, as potent as it was when he was "alive".
Will this be a continuity error later in the story, or is this a decent way to introduce the main villain of the story into the game?
Hey, my DM and other players, including myself. Got into a debate on a situation. Let me set the scene:
There was this big old mean guy that was wanting to toss one of our party members into a large cauldron and cook him up. At first, my party member was grappled, but I placed Freedom of Movement on him. Therefore, the dude decided to Awesome Blow him into the cauldron rather than drag him into it (for reference, we'll call him, Bad Luck Tim).
Our Cleric cast, Chain of Pertition, I think it was, and it allowed him to make a Combat Maneuver every round, but he had to concentrate as a Move Action.
So, the Cleric used the Chain to try to Reposition Bad Luck Tim outside of the Cauldron itself. However, our DM argued that it would be a grapple to drag him out.
While I can see both, I would like to have a nice difference between what a Reposition would look like as opposed to a grapple.
Hello, I am one book away on Reign of Winter where I will be confronted with playing, as the Gamemaster, Anastasia and Rasputin.
My question is for a little background on them and an idea on what they were like. I don't want to play out Rasputin as a godly person obsessed with power, unless that was what he was like in real life.
Mind that I am seventeen, and am GMing for a bunch of people who are 30 and above. Where I lack in knowledge they usually make up for. So, I'd like to know a little bit more about the characters themselves.
Hello, my players and I just finished MMC and I had a rough time steering them in the right direction. I am not sure how I am going to fare in this next AP, so grant me some advice please!
I have looked over the Words of Power, and found the concept interesting. But, the rules themselves are confusing to me. Can somebody give me a simplified version of how to create words of power?
I've been thinking about this for a long while, and I have been trying to think of what makes a good villain for an RPG. I keep looking at movies where I think that the actor did a good job in portraying a character.
I have come up with two conclusions based on the movies I have thought that the villains were awesome in.
First, I think that villains with morals that connect with humanity would be a very good villain because it allows the PCs to connect with the villain and believe that he is not so evil.
The villain I connected this to, would be to Ed Harris in The Rock. He played a character that was not evil, and his motives were justified through a very strong line of 'this is wrong'.
The next one is to have the villain make a direct off-shoot from humanity to where the PCs need to be, 'this guy needs to go', offering an opportunity for a good bad guy. His morals need to be different from humanity as a whole, and he sternly believes that his morals are more correct than everybody else.
This was based off of Heath Ledger's Joker. Heath's Joker was different because he was unpredicatable, and you could never know what he was going to do next, except that he was psychotic.
What do you think of these, I think I am missing a crucial element somewhere, hopefully you guys can spot it.
Hello, I'm a relatively new GM and am running through the Reign of Winter adventure path. I had an encounter where I had an ettin named Gurragurra and she was a witch. I made it to where one head was smart, and the other retarded.
I played it out to where a small pig named Bekkin (players kept calling him bacon) was picked up by the retarded head and was petting it and playing with it, while the other did negotiations with the PCs.
Naturally, it evolved into combat and a Worg named Korj decided to attack and kill the pig. This evoked a sad response from both me and the other players.
I have no idea how I did it, but I want to do it again with other emotions. Was it because the players could relate to it in real life? Or was it because the character was so believable that they could only feel sad that the Worg killed the pig? Perhaps both?
How could I get the same emotional reaction again?
Hello, I'm new to Adventure Paths as a DM, but my father has ran Rise of the Runelords before I started on Reign of Winter. I am having a mental crisis that this Adventure Path is going to fall short. We are currently at the end of Book 2 after about 10 or 11 sessions of Reign of Winter. Is this normal and will it get longer?
I did promise my players that I would make side-adventures for them to pursue if they want to. This seems to be one of my only ways of extending the Reign of Winter Adventure Path that I see.
I have a curious question. One of my players in my Reign of Winter game has expressed that the pace of my RoW game feels a lot like a video game.
He feels like we are not taking time out to actually enjoy the adventure path, and it feels like we are simply doing stuff just to do it.
The only thing that I can think of is introducing an adventure that they can simply pass up, but, where it is intriguing to the PCs themselves.
Are there any other options other than this? I am a big video game gamer, so I don't want it to feel like it is Skyrim or something of the sort. So, help/advice would be very nice.
I would really like to get a good theme going while the PCs are still in Irrisen, therefore, I have been looking for any type of Cold Weather Story I could find. I've been unsuccessful. So, does anybody have any links to some short stories that I could read to get some inspiration?
As the title states, I have an arrogant and aggressive player. Sadly said, that player is my brother. My brother typically will play characters that are constantly passive aggressive and angry at everyone else.
Sadly, he will make fun of the other characters and then, when the characters get angry about it and do something back he gets butt-hurt.
The best example I can come up with is the character Valeros from the Pathfinder Iconics. I wouldn't mind if it was just ONE character, but, he reflects it in every character he plays.
He has been playing for about two years now, and we've constantly told him what he has been doing wrong and continues to be stubborn and remain arrogant about the fact that he is ruining the fun of the people at the table.
The downside is that we game over at my mom's house (and I live there too, I'm seventeen), so, if I tell him that he cannot play anymore in my games. It's very likely that I will be forced to stop my games in total.
So, what do I do?
The only other thought is to keep him out of the game, and explain to my parents about what my brother's behavior has been like. He has already, accidentally, ruined my Star Wars D6 game
Many of my players are very competitive, to the point where they know the system very well.
I bring up this thread because of a simple idea. My father is a dedicated RPG veteran, however, when I started he was really into this game. He has become a serious power gamer.
One of my other players is more into the role-playing aspect of the game and is also a veteran of RPGs. He only power games when he thinks he needs to.
Lastly, there is one player who is simply there for the story, them and character development. He does not power game at all.
So, out of those three, we'll name them A, B, and C. Which one do you typically play as?
Yes, as the title states, I am running a game for two nearly 40 year RPG veterans, typically one is pretty cool with the way I DM my Reign of Winter game, the other is stubborn.
One of the vets, we'll call him Tim grew up and progressed through most of the D&D systems to date. However, he joined Pathfinder as soon as it came out, we playtested the beta and have a large copy sitting in my room. Tim has generally DMed for us his homebrew world.
The other we'll name Bob, Bob is my father. He is typically stubborn and militaristic, so, he's a very Black and White type of guy although, he's not particularly bad.
Then there is me, I am new to DMing, and in total have run 26 gaming sessions and counting. Simply put, I'm seventeen, and am running the Reign of Winter Adventure Path.
Many times I have come across the issue of not living up to their expectations, however, thus far they say that I am doing good. I'm including all the role-playing situations I can think of because the group wants more of that and less of action.
I'll give out one of my situations I had happen in my game last week:
My father's character, who is a Bard, went into a cave looking for loot in a witchcrow den and they found it, looted her room and came across another role-playing situation where they were not stop just confronted. It was by a smaller witchcrow named Casis, my father asked him to come along, but the witchcrow didn't want to out of fear.
My father gave this mocking statement, saying that even with an 18 Charisma and as a Bard, he couldn't get NPCS to go with them.
Was he correct in this aspect. Keep in mind that I am new.
Currently, my players and I are running through Reign of Winter. I have a Bard, Fighter, Cleric, Ranger, and a Wizard. The Bard is my father, and he has stated that he isn't really getting much recognition as a Bard when meeting new NPCs.
He said and I quote, "Charisma is the ability to motivate or influence people." Keep in mind that he is nearly a 40 year veteran to role-playing games.
So, when he strutted upon this issue, I remembered first opening up the Core Rulebook five years ago and reading in Charisma that it was your force of personality, and I hit this seemingly accurate idea.
Charisma is the focus on both the Character's physical appearance and/or beginning and recurring traits.
This hit me, and it's the best thus far, for example if one were to act snobby in the beginning, it would represent a greater focus of body language and voice to being snobbish.
Hence, this grants the idea that a Barbarian with a relatively high Charisma would be more overbearing and exaggerated in the focus to intimidate.
What are your thoughts on this conclusion, where might the flaws be?
I want to give off the idea of a greater country than just what the Adventure Path desires, therefore, I want to do the Rise of the Kobold King themed in Reign of Winter. So, what are some ideas, I'm thinking Ice Goblins would be awesome for the replacements of the Kobolds, or simply white and blue kobolds! :D
Hello all, from the start of my Reign of Winter game, I have been getting some strange, dark things going in Reign of Winter. This, hopefully, giving some better, more sinister perspective on the Reign of Winter outlook.
I started this, with this thread before I decided to start this one up for everybody to get some amazing ideas on.
I wouldn't mind some additional ideas as well as this one, I am basically going to be doing a Copy/Paste from the other thread to this one. So, bear with me!
I've been really wanting to give off a good interpretation of the city of Whitethrone, I know that it is primarily a monster city with Ice Trolls and misc. creatures, however, what certain things can I use to give it some more life and some moral challenge?
Some Adventure Hooks would be pretty awesome too, I have one:
1) An Ice Troll that is a Necromancer that was pushed into the sewers when he cut up a family of Winter Wolves inside of a tub, now, he cuts himself up and now he animates his parts that he has chopped off along with any victims he has captured in the sewers.
My last game with Reign of Winter was a complete success, they did a lot of stuff and discovered a few creepy elements in the Adventure Path that the AP didn't think of. This was for the Snows of Summer, Book #1.
I'd like to share some of them, so I can inspire others to try adding some spook to their Reign of Winter game:
1) The Chillbane Fever, turned out to be some type of Curse or Disease, it literally turned the people's bones to ice to make Ice Skeletons. These would act as the temporary Winter Guard until they got some more trolls other than Teb out into the Border Wood.
2) This one might be a little tricky, but, creating a larger mystery around Thora while she is in the hut. I tried doing this and it worked great. The mirror basically was used as a conduit to look into her memories, or see it from 3rd person. When doing this, think of anything you want that is gruesome and devilish (after all, Thora is supposed to be a sad story), and don't make her evil, have her be the sad story.
For example, when they took the mirror out of the Hut and made a reflection of the spirit (not the doll) the character was able to see one of the memories. The most gruesome I thought of is getting her eyes plucked and tongue cut out and later being handed a porcelain doll by Nazhenna.
This may present a beautiful character development scene, as they decide whether or not to leave the doll, destroy the doll, or take the doll with them. It may prove to be a little tough, but, spook this encounter out as best as you can.
3) Having the Giant Weasel's fur change from Brown to White, as the White Witch witchcraft starts defiling the land, it starts to defile the animals. Hence, I made it to where the animals looked like they have Chillbane Fever, but their fur was changing from brown to white and their skeletal structure was turning to ice. Those that were already turned were aggressive and hungry, the others were in pain and looked like they were dying.
One of my players said that this one of his most exciting 1st level games he's had in a while. Try it out and see how your players react, just remember, if it gets to be too much, dial it down and get back in the comfort zone of the players. It's meant to be creepy, not horrifying.
If you guys made any cool adjustments to Reign of Winter, let me know, I'd be awesome to read. Thanks for reading!
Hello. I am currently running the Reign of Winter adventure path and my first session, Imust have called out "PERCEPTION" over twenty times. Do, I have a question, when should I call for Perception checks?
Hello, I am still a relatively new gamemaster and I asked my players what they expected out of my game, aside from the Adventure Path, one of my players asked for more of a role-playing oriented game. So, I am wondering if there are any role-playing adventures ( strictly role-playing, not too much action ). He doesn't like the min/max aspect of Pathfinder and does not do it too well.
Making a new campaign, so, I have been looking at the different types of countries and have asked two of my three players what they want to see (the other hasn't responded to my email yet) in my game.
My little brother, also one of my players, said that he liked my last idea of pirates and minor amounts of intrigue. However, he wants to become a real hero and find opportunities to become a lord of a town.
The other one is slightly tired of fantasy, and is really tired of Pathfinder. I have been tossing about the idea of a different system with Golarion still there.
My other player that hasn't responded definitely likes the emo hairstyles and the fashion with tattoos.
So, that is all I have to go off of currently.
My primary idea is to do it in Varisia, where my players know it pretty good, however, we have already ran through the Rise of the Runelords already.
I was looking at Second Darkness, however, it is D&D 3.5v and I'm not too well versed in that one.
So, are there any ideas that you could think of that would definitely allow my players to be immersed in my first session and continue forth into something that is really cool.
This is something that I have been saying for a long while. What it means is simply to weigh your chances. Many of my gaming buddies have similar quotes like this, one of them being, "Not my circus, not my monkeys.", which basically means not my problem.
So, what are done of your small quotes that seem sketchy and funky, but relate to a situation.
With my players, I have had one of my veteran players (36 years) say that one of my best games was in the Mwangi Expanse with some interesting things I came up with for it.
First it was the Lady of Snakes, then it was a giant society of Aasimars along with some different towns from Nex, Cheliax, and Absalom. They were all invested in a black bug there that transformed people into age-sucking creatures.
That has been it so far, so, I'd like to know what your favorite DMing sessions have been. And any advice to help others run good games.
This past week, I had a lot on my plate and I wasn't really able invest much time into my game I've been running. I placed them in a boring town that is walled and occassionally attacked by lizardmen, their primary resource is mining.
They are exceptionally protective because they've broken away from Cheliax so, they attacked the PCs, they got inside through many different means and accidentally let some of the lizardmen in.
My only thought is that they assume that some of the citizens saw the people come in and therefore notices that they were intruders. So, the guards did a small sweep and looked for them and naturally they hid.
That is it, how else do I make this interesting to the characters AND the players.
I have time now, so, it would be pleasent to have suggestions and advice on how to fix this problem. Here are a few things that I have thought of, but, I'm pretty sure my players won't take to them:
1) The mines are being worked by elves as slave labor.
2) The guards will notice a difference between the arrows that were fired on the guards when the PCs got inside and therefore do a thorough search of the city to look for them.
Does anybody have any idea how I can create some more interesting options for my players, they are generally explorers, however, I'd like some more adventure hooks before I continue with this course of action.
Hello, I am a flavor of the month player. My DM tells me that I am a good player, however, I burn through characters quickly. I really hate doing that because it tears me away from the story that is being told.
For those who don't know what flavor of the month syndrome is, let me enlighten you and let you know. With my experience, I will get into one thing, let's say Star Wars. Then afterwards, I will gain asudden interest in pirates and forget about Star Wars. Hence, listing interest, though this can be fun in your spare time, it makes things difficult if you are trying to stay with the story itself.
Naturally, I'm a goof, so I have only har a couple long lasting characters, but none have ever made it past sixth level. Please help, this is the difference for me being a good player, and a great player.
Hello people of Paizo, I have been running a game ( I'm baby new) for sixteen weeks. It is going well, however, my descriptive skills suck. I have read different ways of describing things, however, I.can't seem to keep it in my mind for my descriptions. I would like some advice on how you describe things. Thank you in advance!
Hello, this doesn't really relate to Paizo, but, I am in a program where I will be with a 102 people for six weeks. And, I am looking to start a Gaming Group that will be done every other day (Monday, Wednesday, and Friday). I am going to be running Star Wars D6, and I was wondering what should I do to attract 14 - 18 year olds to the idea of roleplaying and gaming. I am doing Star Wars D6, because I am thinking that they'll have a lot of D6s there to use.
I was thinking on doing a poster or notifications taped to walls and stuff like that. I hope that this thread will get plenty of comments and suggestions.
Hello, I am a sixteen year old wanna-be GM with nearly 5 years of Pathfinder under my belt. I know the rules quite well and am planning on doing the Legacy of Fire Adventure Path. I know that it was primarily based off of the 3.5v ruleset and have been making the conversions from the two systems if nothing is present in the Bestiaries for the monsters.
My group has all the same experience as me and I have two 30yr. DM's going to be playing in my game. I have both a players Binder which I hold the Players Companion and Maps of the region and Golarion. I have my binder which holds the adventure path and certain details.
My question is, what other tips, tricks, and advice can you give me for preparing for his first Pathfinder campaign.
Hey Paizo peoples, I have a "problem" if you can call it that. We were helping out this town with their vampire problem so we went to their lair and started exploring and adventuring and doing the good adventurer stuff we do. Along the way I picked up a necklace that is basically a rope necklace with a tiefling hoof on it. After I died when I made a bad Disable Device check, I died (16 points of Con damage on a 16 Con total character (max being 18)) as you can expect, it was not my night. So, my friend that is just so happy to help me out tried to cast Reincarnation on me. Whether it be good or bad, it didn't work and I have turned into a Vampire via the necklace.
The reason why I ask advice is that I was wondering whether or not to get rid of my character, I have a record for doing this, but I've been trying to break the streak, however, just going out in the sunlight will kill me and we mostly travel in the daylight. So, how can I overcome this, I wear Full Plate, so I am wondering if I can just put something like a spandex on underneath it like spiderman to stop me from getting burned in the sunlight. Otherwise, I will be a huge hindrance on the party.
I have an illusionist in my DMs game and we are doing a Gestalt campaign (which is where you take the best of everything except class abilities) and I have made him a Magus (Bladebound)/ Fighter (Weapon Adept) and I was having an extremely hard time coming up with an illusion to help my fellow party member.
What are a few useful illusions that I can create that is useful in almost any situation? I know that distractions are great and amazing, but what about during combat?
I am a 4 (5 if you count beta) pathfinder player and I was curious about how metamagic feats work. Can you apply more than one, can you decrease their casting time/ level adjustment. How exactly do they work, this would be nice to know when playing a caster of particularly higher levels.
Alright, I am playing a Magus (Blade Bound)/ Fighter (Weapon Master) 5 gestalted in my DMs game (Gestalt is where you choose the two classes and take the best of both but gain all the abilities that come from the classes). With Spellstrike I can use any spell that has "touch" on it (such as Shocking Grasp) on a foe that I am attacking, it also follows my Crit Range but has a x2 multiplier if I hit. I have decided that my Black Blade was a Scimitar and I picked up the Dervish Dance feat, so I am getting 1d6 + 9 on my damage (I also have corrosive on it and eldrich heritage draconic acid to give my 2d6 + 10). (This is irrelevant but it is how I got the damage I did).
I have on my Magus Close Range, meaning I can take a Ranged Touch Attack and use it for my Spellstrike, so here is my combo that I have been able to come up with and I am wondering if it would be true.
I use my Arcane Pool to grant me Keen and give me the +1. I use one arcane pool from my blade to grant me a +2 to damage. Then cast Scorching Ray dealing the equivalent of 2 rays (I have magical knack to increase it) giving me an additional 8d6 fire damage. So, with all of that, I can move 30', attack with a +14 modifier and deal: 2d6 + 8d6 + 12 with a 15 - 20 crit range, so at most giving me a: 4d6 + 16d6 + 12 critical.
Being as to how uber this whole combo is, I wanted to know if it would work. And, if anybody else has some cool Magus spell combos please, share them! :D
After a couple of months dealing with Oversized Weapons, I have a question. Why would a Large Bastard Sword do an additional 6 points of damage? (1d10 -> 2d8) After a small amount of reading the Oversized Weapons rules, I have happened upon a more balanced way of doing oversized weapons.
For every size catagory above Medium, the weapon deals +1 damage however, you still impose the attack penalty. Weapon damage cannot go past Medium size (a Large Bastard Sword would still do 1d10 not 2d8 and would right off the bat deal 1d10 + 1).
What do you guys think, it's pretty simple and easy to work with. This will keep all weapons from getting up to an additional 4 - 6 points.
Well, my GM has allowed us to use the Forgotten Realms Campaign Setting Rulebook. And, as well as the Shade if you should so choose, so, I have decided upon a:
Human(Shade)
Bard (Dervish Dancer)5
Shadowdancer 1
The stats are as follows:
STR 16
DEX 20
CON 14
INT 12
WIS 8
CHA 19
I have taken up all the requisites for the Prestige class: (Combat Reflexes, Dodge, Mobility) as well as the feats Weapon Finesse and Dervish Dance.
Her AC is a 22 (w/ 10) and can be increased to a 23 if Battle Dancing.
My thought was to make her a preppy lil' girl that danced around in the dark using her cantrip DANCING LIGHTS to illuminate her show (Think of Harley Quinn). She smells of the Nightshade flower and has tattoos of the flower upon her arms up to her shoulders. She wears black armor (+2 Mithril Shirt of Shadow) and a black cape that covers her in darkness (just a simple +2 Cloak of Resistance). She worships the god Eilistraee in Forgotten Realms (since that is what we are playing in) and conceals her Cold Iron +1 Scimitar (DC 23 - 31 depending if it is light or dark) within a secret slot on her armor.
Being a shade, she has slightly darker (even in daylight) skin. This may give off the premise that she may be Half-Drow, however, she is only human. She stands 5'3'' and weighs 115lbs. She seems incrediblely Acrobatic and fit for almost any dungeon scenario. She has slightly dark skin with white hair flowing from her head to her shoulder blades, this turns black if in darkness.
That is my whole thought on my character, anything else that can be added to increase the overall flavor of the character?
I have been looking at all sorts of sources of information such as Heroes of Horror, Lords of Madness, Adventure Modules and Paths and I have been wondering how I can really add suspense to a party. I have within my group of friends:
A Comedian
A SCA Player
2 Long-time players of D&D
And my lil' brother (12 years old)
My problem is first, how to intrigue the two long-time D&D players (since 1st edition) to go with the story, how to keep the SCA player from saying that I've got it wrong (other than having a spine and saying that it is this way), having the comedian settle down and get into the story instead of making jokes about the other players. And how to make the lil' brother not want to kill everything he sees.
My mind was leaning toward either making a homemade campaign or going on an adventure path. If I were to do an adventure path, I was probably do the Carrion Crown. However, I really want to do something that is really a mystery and a sandbox type of game. I have been looking a mystery movies (Such as Batman Begins, The Prestige, ect...) and I just can't find anything that will intrigue me as a GM.
Does anybody have any ideas on how I can solve these problems? I am not GMing currently, being that I am a really young player myself and I want to know how to make a mystery horror that will not send the players straight to the answer.
My father (one of the long-time D&D Players) is a trivia junkie and as the GameMastery Guide so handsomely called it: A Deva, Power Gamer, and a Rules-Lawyer. So, he is going to be a problem, the only way I can see getting past these obstacles is either telling said players to leave the table, or, finding some sort of story immersing setting and mystery that will allow the players to get into the game and see what is going on within the said game.
I know that since I am really into the deserts and stuff I would be doing it in the Katapesh/Osirion area, the problem is, the two long-time players will continue to hound me on every turn I take, even if it is exotic (since I really don't know about Desert settings/campaigns I would be clueless) and new to the game.
I have 2 new races I am involving in the game as playable races:
1. Scorpionfolk/Girtablilu
2. Dreadnaught
The Scorpionfolk are these characters with their upper body being human and the lower part of their body being a scorpion body. I have made it to where they fit into the world as Gnoll raiding parties, but, they are allowed within the bounds of society for those who seperate from their Clan/Tribe.
The Dreadnaughts are black, dark machines from Nex that were made to fight Geb and most of them ended up going into the Mana Wastes as wasted metal and magic spent of a ridiculous war between two nations. Now, they have gained sentience (like the Warforged out of Eberron) and are now walking around by their own free will, however they are dumb.
Does anybody have any clever mysteries that would intrigue these players into a darker sort of campaign? And does anybody have anything that they could add if I were able to find a good mystery idea in Katapesh (as per races and gear and such)?
Well, I was thinking on doing either the Carrion Crown or Second Darkness Pathfinder Adventure Path, however, I have seen that around 8 - 10th level, the game breaks from all the items and class abilities and archtypes, we have had trouble with the Two-Handed Fighter Archtype, The Titan Mauler, and such. So, here are my houserules:
1. Negate all skills, use only ability modifiers.
2. Point-Buy, (15 point buy) and max stat is 15 (w/o Racial Modifiers)
3. Death's Final (No Resurrection or Reincarnation)
4. Two-Handed Weapons deal Strength modifier + 2 instead of 1-1/2 Strength
5. CMD = Opposed check with CMB = Str and Dex + BAB
6. DR = 1/4 Armor Bonus (Monk bonus) --
7. No Archtypes
Do these seem fair to you, these I believe will be able to keep the game running from 1st to 13th at least. Or, of course, I can do 6th Pathfinder (Where you gain only the BAB when advancing past 6th level). These are my thoughts on the matter, what do you think?
Hey, I am making a Numerian Cyborg for the Pathfinder: Campaign Setting in Golarion. I have it all worked out and how I want to work it, I just need to find ideas to make it so. Here is the whole rundown of what is going on with the Cyborg:
Cybernetic Packages
These are the packages that define your "motif" in your character. These are the packages that define your total character and what they look like. The following are the packages that you can choose from:
Golemtech: Think of John Silver off of Treasure Planet
Necrotech: Think of the Carrion Golem
Arcanatech: Think of Bao-Durr off of Star Wars: KotOR II
Nanotech: Think of Wolverine, or Sabertooth
Runetech: This is completely different and I can't think of any of the sort that can be told. But, this is basically giving you Runes on certain parts of your body granting you power.
Xenotech: This is extending arms, and such. Very similar to Nanotech and uses "DNA Manipulating" magics to corrupt/manipulate the body.
Cybernetic Implants
This is what you get, you can choose as many up to your Constitution Modifier for free at 1st level (min. 1)(max. 12). The most that you can have on your character at anypoint in the game is equal to all of your physical stat modifiers (Str, Dex, Con) (min. 1). The following are what you get:
The slots are the changes that you can make to your Cyborg. However, these slots can only be expended by the applications from your Cybernetic Package.
Cybernetic Weapons
Flamethrower (as per Burning Hands)
Laser Ray (1d6 + 1 / 2 levels)
Melee Weapon (Base Damage [Must be a 1-H weapon)
Punching Hand (1d6 + Str (doesn't stack with Monk bonus))
Energy Revolver (2d8 + 1 / 2 levels)
Singularity Cannon (3d10 + 1 / 2 levels)[3/day]
These thing do have costs, I just haven't bothered with this thread to write them down. So, there it is, any advice or ideas?
So, I have a question. It says that in order to have a weapon with a special property, you need to have a +1 enhancement bonus. But, masterwork gives you a +1 enhancement bonus for 300gp. So, does that mean that if you have a masterwork weapon, you can have a special property like Corrosive on it? The whole Magic Item description says nothing that it already has to be magical in order to do this. Is what I found a loophole?
If you're making a Greatsword magical. And you decide to do a +1, SHOCK, FIRE, is it either a +3 sword that costs 18,000 gold or does it cost 6,000 gold when adding in all the +1's?