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So, I have reached the point where my in person group is just not cutting it for me anymore, RPG-wise. And while I've tried to do Play-by-Posts on other forums, the best that I've had have always been here, so I'd figure I'd give back. So, as the thread title says, is anyone up for a Dresden Files game (I would set it shortly after the events of Dead Beat, in an American city of the group's choosing) or a Kerberos Club game (think Victorian-era superheroes in a world gone Strange). I'd also be willing to do a modern supers FATE game, using the Kerberos Club rules system and a roughly designed world of the group's making (quite possibly with Dresden's City Creation rules). So, any takers?
So, one of my PCs kinda made a bit of a... stupid mistake which resulted in her subsequent arrest, and once they get out of their current bind (Carnival of Tears is fun to run in Kingmaker) she is going to be put on trial for 1 count of 1st-degree murder, 2 counts of 3rd-degree murder and 3 counts of attempted murder. So I was wondering if there were any rules out there involving courtroom trials and the like for either Pathfinder or 3.5?
So, first I gotta say I love the Gunslinger and am planning on playing as one ASAP, but I have a couple of questions that I want to make sure I asked first. 1) Deadly Aim does not work with firearms when they are in range of a touch attack, correct? But it does work when the target is greater than one range increment away? 2) What other types of firearms are there, other than pistol and musket? I ask because the Gunslinger gets the Gun Training four times, and we currently only have two guns for it... 3) I take it that each weapon in Gun Training only gets the +1 to hit once, and that's it?
So recently I have had a neat idea for a new campaign that the main goal of the PCs is to prevent an apocalypse of sorts from happening after it has already happened, through a sort of plot-driven time travel. After much consideration, I decided to place it in Golarion, but while I am reasonably familiar with the setting, I am far from a master of the Golarion mythos. So, my question to you fellow Paizo message board goers is this: What are the best ways to destroy Golarion? Either locations or "current" events that have something potentially destructive going on or powerful individuals and organisations that might have destructive motives on mind.
Now, I am already thinking about doing something with the Worldwound as well as doing something with the whole Geb/Nex/Alkenstar/Mana Wastes situation, and if anyone has any ideas as to those as well, that'd be greatly appreciated.
One of my players asked the following question: "What would be the price of a ranged weapon enchantment that acted like Bouncing Spell?" and I was trying to find some sort of guideline to price it, but I came up with squat. So I was curious if anyone has any clue as to how to price this. The closest thing to a precedent that I could think up of was the Ricochet class ability of Dreamscarred Press's Marksmen class (you can see it here under Throw Weapon Style: http://dsp-d20-srd.wikidot.com/marksman#SignatureStyle ) but I have no clue as to how price a class feature as a magic weapon enhancement bonus. Does anyone else have any ideas?
Recently, I have gotten my hands on a copy of Dark Heresy and Rogue Trader, and plan on eventually getting Deathwatch, and I'm definitely thinking about coming up with a game to run. However, I don't play the tabletop game (I don't have the money for all those minis), and so I figured that I will pick up some of the 40K novels and get some knowledge of the universe that way. Well, I have finished reading the Eisenhorn Omnibus and am currently reading the Ravenor Omnibus, and I was wondering if there were any other 40K novels that others can recommend to get into the history, feel, and mythos of the 40K universe. Also, does anyone who has experience running any/some/all of the 40K RPGs have any advice for running one of these games?
Kinda of a silly question, but I just want to make sure that I got it right as I may end up running Kingmaker with two mounted, lance-wielding players, but is ALL of the damage (die plus static modifiers) for a lance doubled, or just the die? And if ALL of the damage is doubled, when critting with this behemoth of a weapon, you would add the crit modifier, not multiply it, so it would end up being x5 (2+3) damage (x6 with Spirited Charge), not x6 (2*3) damage, right?
I know that when you are increasing the CR of a hydra, you can add heads for a +1 to CR per additional head (and gain an additional HD and all that entails), but what about if you wanted to lower the CR of one? Would it be fair to say that for each head lost, I should lower the CR by one? And I should also remove 1 HD and all related statistics?
Right, for an upcoming campaign, I'm allowing a homebrewed/converted Gun Mage, and I was wondering if anyone on these forums would mind taking a glance and give me advice or criticism. Thanks. Gun Mage
1. Arcane Focus, Bonded Firearm, Cantrips, Quick Draw
Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons and all firearms. Gun mages are also proficient with light armor, but not shields. A gun mage can cast gun mage spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gun mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass gun mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. Arcane Focus: A gun mage is capable of channeling arcane magic through his bonded firearm. As long he is wielding a bonded firearm, he always has the arcane focus necessary to cast his spells. He can also make due without inexpensive material components, though any component worth 100 gp or more must be provided by the gun mage.
Bonded Firearm: A gun mage is a master of melding firearms with magic, and this ability is best demonstrated by his ability to bond with his firearms. By performing a ritual that takes 8 hours to complete, and costs 150 gp, he is able to make this weapon an extension of himself. This bond is taxing though, and as a result, a gun mage can only bond to a maximum number of firearms equal to his Charisma modifier. Also, due to the precise nature of magic, a gun mage can only bond to pistols, revolvers, muskets, and rifles.
Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on the table Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spells: A gun mage casts arcane spells drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a gun mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gun mage's spell is 10 + the spell level + the gun mage's Charisma modifier.
Quick Draw: At first level, a gun mage gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites. Enchant Ammunition: A gun mage is a master at combining magic with firearms and as such is able to craft his own magical ammunition, even when she does not have the Craft Magical Arms and Armor feat. A gun mage can use their Craft (firearms) skill or their Spellcraft skill, whichever is greater, when crafting this ammunition. A gun mage using this ability must still follow all other guidelines regarding magic item creation. Force Bullet: As a free action, a gun mage is able to channel a spell into his bonded firearm, and create a temporary bullet made out of pure force. This bullet deals an amount of damage equal to the spell level in d6’s (Channeling a cantrip creates a force bullet that does 1d3 force damage and does not explode). For every six levels of gun mage, one additional die can explode for additional damage, to a maximum of three additional dice (four total) at 18th level. (For example, a 2nd level spell channeled by a 7th level gun mage deals 2d6 force damage and both of the dice will explode). Gunfighter: At second level, a gun mage gains Gunfighter as a bonus feat, even if he doesn’t meet the prerequisites. Enchant Bonded Firearm: A gun mage’s skill at combining magic with firearms increases, and as such he is now able to enchant his bonded firearms, even when she does not have the Craft Magical Arms and Armor feat. A gun mage can use their Craft (firearms) skill or their Spellcraft skill, whichever is greater, when enchanting their bonded firearms. A gun mage using this ability must still follow all other guidelines regarding magic item creation. Rune Bullets: At level 3, a gun mage learns how to craft special bullets that are capable of delivering his spells at range. A gun mage is capable of creating 5 rune bullets per hour with a successful DC 12 Craft (firearms) check; failure results in the loss of the raw materials and the gun mage is incapable of making any more rune bullets until he has rested for eight hours. This costs 1 gp per bullet made, above and beyond the normal cost of creating ammunition.
Trick Shot (Ex): At level 3, and every four levels thereafter, the gun mage chooses one of the following combat maneuvers and can apply any of the selected maneuvers he knows to a ranged attack he makes by spending a swift action, using his Caster Level as his BAB and adding his Dexterity modifier instead of his Strength modifier to determine the CMB of the check. Making the combat maneuver check does not provoke an attack of opportunity.
Bonus Feat: At level 4, and every four levels thereafter, the gun mage is able to choose a bonus feat from the following list. He can choose these feats, even if he does not have the normal prerequisites.
Uncanny Dodge: Starting at 5th level, a gun mage can react to danger before her senses would normally allow them to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A gun mage with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a gun mage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the gun mage does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Improved Firearm Handling (Ex): When using his bonded firearm, a gun mage no longer suffers a misfire chance when he rolls a 2 on his attack roll. In addition, when he rolls a natural 1, he rolls on the misfire chart as if he rolled a 2. Combo Tricks (Ex): The gun mage can apply a number of different combat maneuvers to her ranged attacks with his gun equal to 1/2 his Dexterity bonus (minimum 2) as a swift action. Seeker Bullet (Sp): At 14th level, a gun mage can fire a bullet at a target known to him within range, and the bullet travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents the bullet’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Charisma modifier. Phase Bullet (Sp): At 17th level, a gun mage can launch a bullet once per day at a target known to him within range, and the bullet travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the bullet.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and firing the bullet is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Charisma modifier. Bullet of Death (Sp): At 20th level, a gun mage can create a special type of bullet that forces the target, if damaged by the bullet's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 10 + one-half the gun mage’s level + the gun mage's Charisma modifier. It takes 1 day to make a bullet of death, and the bullet only functions for the gun mage who created it. The bullet of death lasts no longer than 1 year, and the gun mage can only have one such bullet in existence at a time. Bonded Firearm Gun Mage Level Hardness Hit Points Special
Hardness: As a gun mage increases in level, his bonded firearms become more durable. A standard firearm has a hardness of 10; this increases by +1 for every two levels of the gun mage. Hit Points: A standard pistol has 5 hit points, and a rifle has 10 hit points. As a gun mage increases in level, the firearm gains +2 hit points for every two levels of the gun mage. Alertness: While holding his bonded firearm, a gun mage’s senses sharpen and he gains the benefit of the Alertness feat. Spell Link: Due to the unique nature of the bonded firearm, any personal range spell cast by the master will also affect the firearm; the firearm must be within 5 feet at the time of the casting. If the spell has a duration other than instantaneous, the spell stops affecting the pistol if it is moved more than five feet from the gun mage. The spell’s effect will not be restored even if the gun mage retrieves the firearm before the spell’s duration would have ended. The gun mage and the bonded firearm can share spells even if the spells do not normally affect items. Sighting Link: Due to the unique nature of the bonded firearm and the gun mage, a gun mage of 5th level or higher can see as if looking out from his firearm’s sights, (or end of the barrel if there are no sights) by taking a free action. This enables the gun mage to aim the firearm without looking, allowing for some spectacular trick shots. Call Firearm: At 9th level, the master gains the ability to summon his bonded firearm to his hand. When separated from his bonded firearm, the master can cause his firearm to fly into his hand so long as it is not gripped by another and can be seen by its master. This ability is a free action. Gun Scry: If the gun mage is 13th level or higher, the gun mage can scry on his bonded firearm (as if casting the spell scrying) once per day. Also, since it is relavant, here are my firearm rules:
Firearm Damage (Med) Critical Range
All damage dice explode; on a critical, those additional dice also explode. When using feats like Vital Strike, a maximum of the original amount of dice can explode.
Firearm Feats Gunfighter
Elite Marksman
Expert Marksman
Master Marksman
Right, so I'm in the planning stages for a Spelljammer-esque campaign and I was definitely thinking of creating a crystal sphere that contains Golarion's solar system, and I was wondering if there has been anything published that gives an overview of the entirety of Golarion and its sister planets. Thanks for any help.
Do clerics really not get the ability to cast Cat's Grace or Fox's Cunning? Even though they can cast Bull's Strength, Bear's Endurance, Eagle's Splendor, and Owl's Wisdom? Is there a reason why that I don't know about?
I was just thinking about it, and what type of AC are you trying to hit when you fire off a spell at a flatfooted enemy?
I was making a Conjurer wizard, and I just noticed this, and I was wondering if this was a mistake in the Core Rulebook: Summon Monster II is capable of summoning Giant Ant Drones, and Summon Monster III is capable of summoning Giant Ant Soldiers, but according to the Bestiary, a drone is the Soldier with the Advanced template applied and a fly speed. This means that the Drone is CR 3 and the Soldier is CR 2. So Summon Monster II is capable of summoning a more powerful version of something that Summon Monster III can? And this goes for Summon Nature's Ally II and III as well.
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