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So I am planning on making a bunch of new monsters for the game, was kind of thinking of Using classes more and racial powers less. But wanted some opinions on this take.

The thought was that at current monsters are build vastly different then PC's and all and all are often times technically better then the players. This leads to a feeling that the Hero's are a bit less heroic. Perhaps it's just me, plus of course it can be hard to actually know what the CR of the new creatures should be. The idea was to tone down the Racial powers to no more then a custom monstrous player race could have and then use NPC or class levels for everything else.

So instead of the giant having a zillion HD and X powers, the race would be designed to conform to the Race creation guidelines from advanced race builder then class levels would be added until it was the proper CR. Gear for the creature would be added to not exceed the proper treasure for the creature.

Plan to use similar for non humanoid races as well, Make the Lv1 version of it, then find a class or mix of classes that would give it the basic powers I had envisioned for the creature, Then perhaps refluff a lot of the powers to fit a more exciting theme. So a adept plant creature might ""cast"" it's spells by exuding spores that have magical effects.

The basic idea was to make monsters that could be effectively mimicked by players. As apposed to the monsters in the core bestiaries that follow such different rules from players that it can be hard to relate.

** the real question is, In general do you find a creature that while flavorful relied completely on race HD and powers that it was just born with (the way monsters are now)

Or would it be enjoyably if the monsters fit into a similar mechanic as the player (same basic rules as a NPC enemy would fall under CR and power wise ect)

I mean I guess thematically both are very similar, The second way however makes it easier (least in my opinion) to add or subtract from the monster to make it older or younger (stronger or weaker) While also making the system for monsters and players more balanced then it currently is.


So Though the project is already started I figure perhaps I might get a bit of feedback here while also letting people know about the project.

New RPG game that so far sounds pretty good.

http://www.kickstarter.com/projects/valkyn/valkyn

https://www.facebook.com/Valkyn.RPG

http://valkyn.net/

Valkyn RPG is a fantasy styled RPG, It uses a Semi classless system based strongly around freedom. The game starts off as low as rank 0 where the characters are little more then commoners with the spark and potential to be so much more, little stronger then other commoners.

The first 5 ranks go by pretty fast though and are there to help allow a player to rp there beginnings at rank 5 is when a character gets to choose there class. Though classes only have a very slight effect on character design. Classes add limited resources that are used to fuel special attacks during combat. These resources each act slightly differently but all are refilled between combat. a limited number of these resources can be gained when you ranked up even if they do not match your class selection however doing so means you are not raising something else in order to gain the resources.

Past the resources gained at each rank classes have no effect on your character there purpose is to make matching powers easier to use and set a theme, abilities can be selected by any character who has the requirements. Thus the game allows close to complete freedom in character design.

Special abilities in the game are being designed to function differently in this way a character using spells and one using a sword will not only have different abilities but also there abilities will feel and work slightly different.

There are at current 3 different ability styles and resources but at least 3 more are being worked on. The goal is to have 3 or 4 different ability types for each of the 3 special resources.

Gear, Unlike many games gear plays a important role without making up to much of the characters stats. In Valkyn the character not there gear has the largest effect on your abilities. Though gear does add a small but noticeable bonus magical effects are a versatility bonus then a stat buff, Further gear is designed to be extremely customizable so even two character wearing medium armor can have extremely different stat buffs from there gear based on how they decided to customize that gear.

attacks, unlike many games Valkyn does have a slightly more complex damage and attack system. But it is pretty simple once you get used to it. There are 3 types of dodge stats and 3 type of soak stats along with the corresponding attack and damage types. With this it makes it harder to be immune to all attacks thus most characters have built in weaknesses to at least one type of attack or damage. Further since there is both dodge and resistance a character is capable of focusing on not getting hit or on reducing or even taking no damage. But this is counter balanced by having multiple types of damage and dodge as well as the careful balance put into gear and abilities which means focusing to much on anything leaves you weakened to other things and there is no way to be invulnerable to everything.

Monsters are also designed to be weak verses particular damages making some characters better at dealing with them then others, since each monster is focused differently almost any build will shine against monsters at some point in the game while lacking against other ones. This allows most builds to get there moment in the sun.

The combats use a action point system that is based on allowing as much freedom during combat as possible, action point directly correspond with the time it takes to perform actions making it easy for a gm to come up with any action point costs not already covered simply by deciding how long it will take to perform the action.

I could probably go on for a long time but figured I would leave it here and get peoples opinions about what I have said so far, ideas, points of interest, ect are all welcomed.

http://www.kickstarter.com/projects/valkyn/valkyn

https://www.facebook.com/Valkyn.RPG

http://valkyn.net/


Perhaps someone has done something like this before, I am designing the map for my home game, am using a lot of the kingmaker rules since the party ended up starting a town and eventually took over the remains of a kingdom. I made a map up so I know what hexes contain what terrain and junk but wanted help making some sort of random chart for what can be found in the hexes.

Like monsters, ruins, mines, ect. Need interesting ideas that will keep the party running into different things as they continue to explore the huge map. I have somewhat determined the Cr of each area but not much past terrain type and CR.

Figured some stuff should lead into short quests, others should aid there kingdom and others should be combat hazards or just some fun RP. The main goal is to make a large enough list of things to keep each newly explored hex fresh and interesting as they will be exploring a TON


Ok so I haven't looked threw all the archetypes but the desire is a duel wielding magus.

Duel wields twin scimitars, Technically I could get the mechanical outcome perfectly with 1 scimitar and dervish dance but I want the look of the duel wielding, don't even care about the extra damage/attacks it is a NPC. 3.5 there was a large number of ways to do it I forget how I had the NPC set up but since we no longer use 3.5 only what can be found on the SRD.

is there perhaps a duel wielding archetype for the magus that I didn't read or possibly a feat chain that would allow this?


just a quick question what do you think the APL is of 6 9th lvl characters who lost all there gear

They do have a monk rouge and a sorce, past that they have a gunslinger who is reduced to using a short bow, a barbarian who is reduced to only a short sword and a pally who has nothing more then a short sword and a small wood sheild.

There is also a NPC alchemist so they will have his bombs.

The party does have good stats so I figured there APL to be about 9

8 for there lvl
+1 for 6 chars (5 players +1 NPC)
+1 for good stats
- 1 for lack of proper gear

Does this sound about right??


Trying to think of a system for dealing with loot I don't really want to be considered as worthy loot. Like all the weapons that band of skeletons where using or those shields from the goblin hoard. I tend to do larger encounters with weak creatures every so often meaning that there ends up being piles of armor and swords.

I semi often say there rusted and garbage but really how often can the monsters be using rusted arse gear. I have also just stated that the gear was used and thus only worth 10% instead of the usual 50% but of course then the party asks what if they just cleaned them up and did minor repairs on them like they did for there own gear thus they looked new.

When this really comes into play is when I have a better equipped band of monsters who are welding MW quality, normally I just drop MW and up STR by 2 points or something to remove the gear I would give them but I would rather the dwarven war party to be wearing MW gear after all dwarves in my games do pride themselves on there ability to drink and to forge great gear.

I guess maybe I could take the extra time and remove the value of all such things from any other loot I would normally give them but then it's a bit harder to toss in a +! weapon here and there or other fun loot and ether they loot everything or they ignore all the armor and junk and then wonder why there so broke.

No consistency, the group kinda shifts based on the characters and junk.

Perhaps the better question is simply, should I count all the monsters gear into the loot the party gets? Should I use 50% of the gears value or 100% of the gears value when determaining the loot the characters get from a encounter.

Also a second question have any of you guys ever thought about what value a wolf pelt or other hides and animal parts might be worth as a option for loot on such creatures, party hates fighting animals and junk outside of a lair cuz there reasonably isn't much loot on them. Figured if I count a monsters gear perhaps allowing animals and such to be skinned for a few coins could help at low lvls where such fights are more common and a few silver or gold could be worth it.


Basically the idea is to allow the party to hunt monsters in the area, since these creatures in the local are low Cr not even worth a actual encounter I figured the party could roll a survival check and the results can determine how effective there hunt was.

something like

1 = Utter failure, not only did they not get any loot of note but a random character in the group must roll for a random negative effect.
Make a small chart with chance for a random character to have contracted a disease, or managed to get poisons, perhaps a random piece of loot was stolen or lost. basically a list of stuff though pretty rare even a Cr 1/4 encounter could possibly cause it be it natural terrain mishap or some super lucky monsters attack.

2-19 = tally results and figure out how much gold was earned, Add the Cr of the creatures in the area to the results and tally similar to a craft/profession check for loot earned

20 = Lucky hunt, basically they manage to find a dead NPC or some creature with worthy loot, They get treasure as if they had actually fought a worth encounter of the Cr for encounters in the area. Perhaps gaining a few heal potions or some minor magical item ect. This gain is however added to the normal gains for the check.

This allows a quick system and resolves the question of well why can't we go back to area X and slaughter some more of those goblins, there swords might sell for a ok amount if we slaughtered a few villages ect ect, a way of allowing players to hunt down monsters in a area without running the encounters, could also be used to determine what kinda loot the party might encounter if traveling for a while threw a area with a buncha weaker monsters, that's if the party is actually trying to kill any monsters they find along the way. I mean since LVLs can't be seen it makes sense that if band A would attack that group of LVL 1 adventurers they would likely try to attack the same group if they where lvl 20, least until there recognized the party or realized they bit off more then they can chew

What do you guys think? think this sort of system might work well? anyone got better idea?


So the party is building a stronghold the palidine has made a good sized chruch the mage is starting a mages tower the gunslinger has a stronghold and is in effect named himself king after the old kings death, not that he is king of much more like a cheif.

I was thinking that as each building was compleate the player might gain leadership feat for free with condition that the cohort remains at the stronghold as a kind of leader. Cohort acts more like a NPC so it seamed proper to give it to them for free, just using the leadership to track basicaly how many free guards/preists and junk they get, ones who work under the condition that there food, gear and housing is paid for.

What do you guys think?


Looking to get some ideas for some fun encounters. Let me give a rundown of the party right now

Party will be lvl 9 soon, currently

the party:

Hobgoblin Gunslinger, Uses revolver (house ruled targets flat footed AC)

Orc Barbarian, Actually was a hobgoblin but was reincarnated as a orc.

Dwarf Anti paladin -Uses 1 handed weapon and shield plans to use shield smash and duel wield with shield.
( do to some story reasons he heals from negative energy and is harmed by positive, radiant vulnerability 5, light sensitive)

Goblin Monk 4 Ninja 4
Has flurried feint so he is able to sneak attack often

Human Sorceress
Also is healed with negative energy and harmed by positive, dark-vision, light sensitive

NPC Goblin Alchemist
Sub-optimally built, besides bombs is more of a merchant build then anything and is main supplier of potions including healing potions, for a cost of course. But does help in combat via bombs and alchemical fires


The party is mostly experienced player with only the caster being inexperienced, they are pretty decently built and can dish out good damage and take a healthy amount with average damage bonus of 15 and average to hit being around 12-15
The area and basic info:

Right now the anti pally has a small temple and the leadership feat but his cohort stays in the temple to run it, the gunslinger also has leadership but his cohort takes care of the the parties stronghold that they have managed to make. They are pretty weakly geared do to a recent near wipe that cost the most of there gear and they have spent a lot building up a small stronghold and hiring a small band of goblins to defend it.

Thus far they have had run ins with the human kingdom to the east, to the north is some giants but they have ben sticking to the mountains, the south is mainly weaker stuff (was the starting area) to the immediate west there is a swamp with some kind of befriended hags more like weak alliance and also a decent sized lizard man tribe that's growing. (that's where they lost there gear to)


Think that's a pretty decent description right now


SO it is ruled that gunslinger can work with crossbows (when firearms aren't a option this was a ok alternative and cheaper to lol.)

So I wanna make a sniper build, the kinda 1 shot 1 kill theme.

I was thinking maxing dex as high as I can manage, taking 7 lvls of pistol arrow gunslinger (5 to add dex to damage and 2 more to get essentially vital strike line)

seams like the lvl 7 version of Vital strike is a lot stronger since it has next to no chance of a fumble and a increased chance of a crit, namely you still get to roll once per attack you would have gotten. Also I think it stacks with rapid reload meaning you would make 5 attacks as normal adding base weapon damage for each hit and it strikes with just the 1 attacks.

So lvl 7 gunslinger would allow me to fire once and spend 2 grit to make 3 attack rolls, each 1 that hit would deal base damage, add those together then add dex to that and then add +2d6 for up close and personal

Then I planned to take the next 13 lvls as a ninja for the added sneak attack bonus on the first strike and all the cool talents that can make for a nicer sniper shot, then there was some feats that aided.

Does this sound like a ok build?


Did pathfinder ever make any Raw way of handling Electricity and water??

If not how do you guys usualy handle it? I mean when a party is in water right next to say a high lvl lightning bolt or other electrical source. I know by book it used to do nothing specialy so we used to house rule it but wondered if pathfinder ever got around to detailing it in the rules.


1 person marked this as FAQ candidate.

Undead Master:

You can marshal vast armies of the undead to serve you.

Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.

Benefit: When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.

animate dead:

his spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Editor's Note: The bloody skeleton and burning skeleton variants are created by use of the animate dead spell but count as double their normal HD when doing so.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Editor's Note: The rule regarding costing double HD for creating variant bloody skeleton and burning skeleton variants was not included in the fast zombie and plague zombie variant zombie template details. It is left to the GMs discretion if that rule would apply to creating variant zombies.

Everywhere I read this people keep saying it allows more HD of undead to b controlled however I see nowhere in the description that says u can control more HD just that you can create more HD with a single casting and that control undead spell has double normal duration

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Far as I know a 8th lv caster who makes undead could have 16 HD of templated skeletons/zombies or 32 HD of un-templated. Though a single casting of the spell could only animate up to 16 HD at a time or 8 templated ones.

Thus a single casting could allow you to use up half of your max allowed controllable HD, or you could make your max if you had desecrate cast.

____

Just tring to make sure I understand how the spell works, if a caster used desecrate to double the limit animated with a single casting, a 8th lvl caster could make a 32 HD undead - single creatures or a 16 HD varient zombie with a single casting of the spell using up all of his allowed HD of controle and having 1 massive undead minnion??


So I plan to run the kingmaker moduals later but some of the info seams like it might port over to the current game nicely. The party recently started building a fort, they are working on clearing the land now having built a small wood walls and moat around a couple buildings that will be built apon to become a stronghold.

I plan to allow them to build up the stronghold as well as take over the kingdom, I plan to try and keap the details of this game prety light focusing more on the joys of designing the stronghold and fort then the role of being king desiring to save the king role for when I actualy read up and run the kingmaker moduals.

I do however want a quick and easy way to track unrest and tax income, plan to track troops and junk and allow tax income to be used to further expand the fort and kingdom as well as pay for the troops so there personal and already heavily stretched funds can stay with there actual characters.

--------

Question I have is how easy and effective does the kingmaker rules track tax income? Does anyone else have a decent and easy way to track potential gold incomes based loosly on population and tax rates.


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House rules of note:

Gunslinger Pistolero class is
allowed to us crossbows instead of firearms.
Swaps out he deeds -Deadeye & Quick Clear for bonus Feats.

With Quick draw and crossbow mastery repeating crossbow is allowed to use the reloading lever with 1 hand and can swap cartridges as a swift action. ((fluff wise they put one crossbow away swap cartridges and then quick draws the crossbow at the start of there next round.))

Repeating crossbow holds 6 bolts instead of 5.

Fighter Feats are allowed for the gunslinger regarding his specialized ranged weapon (in this case repeating crossbows)

+1 weapon enchant - bonded weapons. up to +5 worth of enchantment bonuses placed on this weapon are also applied to the weapon bonded with it.

+2 Enchantment Greater Bonded weapon - up to +10 worth of enchantmens placed on this weapon are applied to the connected bonded weapon.

any effect that targets the magic of 1 bonded weapon targets the magic of both. -this is really just to make it less expensive to have duel weapons. weapon uses up 2 of it's max 10 enhancements to not have to purchase magic on both weapons.

That should be all the house rules that effect the character

Character stats are
Str 16
Dex 21
Con 18
Int 15
Wis 17
Cha 15

He rolled pretty decent and these are after lvl and race adjustments

LVL is 7 Gunslinger Pistolero

wearing +1 Leather armor

Wielding two +1 repeating light crossbows.

[spoiler=Feats=
LVL 1 - Point-Blank Shot
LVL bonus feat - quick Draw

LVL 3 - Rapid Reload
LV 4 bonus - Two weapon fighting
LV 5 - Rapid Shot

LVL 7 - Combat mastery

LVL 7 bonus - imp Two weapon fighting
LVL 8 - Weapon Focus
[/spoiler]

Attacks per round

BAB = +8
Two weapon fighting = -2
weapon focus = +1
Dex = +5
Magic +1

so attack bonus would be +13/+13/+8/+8

and damage would be 1D8
Dex +5
Magic +1
= +6 -+7 when within 30' and +1D6 when spending a grit
= potentialy 4d8 +24 at lvl 8.

Does that seam about right? is it high or low compared to a box at that lvl?


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I have read a few times that crossbows can be pretty strong and comparable to bows.

Assuming straight fighter with whatever potential archetype how do crossbows compare to normal bows.

Using light cross bow, possible duel wielding if it can be practical, can use repeating light crossbow.

Stats are

14 Str
20 Dex

Obviously rapid reload,Pointblank shot, Precise Shot, Point Blank Master and rapid shot.

probably parting shot and shot on the run.

Deadly aim (the ranged version of power attack)


OK this came about when I was talking about gunslingers but really my issue isn't with the gunslinger class but more about balancing firearms which also will have a effect on the gunslinger class.

In short what I feel needs to happen is the gunslinger class needs a mild buff and firearms need a small Nerf. Let me be a bit more specific.

_____

The main issue is with the fact that firearms target touch AC. I would like to point out that this is a property of the weapon itself NOT a property of the gunslinger class. Thus it has to be ruled that Guns are extremely accurate compared to crossbows at a increased cost to use.

Bit more specific I wanna look at Revolvers and advanced firearms, the misfire of non advanced firearms helps to offset the unbalance of them but in a unsatisfactory way.

Why should a Firearm allow a a ancient Red dragon to be hit on a unmodified roll of 5. That's +33 effective bonus against that monster. That's a hell of a difference. The firearm is in almost all respects balanced based on the crossbow. I think it should be a bit stronger due to it costing more, being exotic, and being harder to gain. But over all the difference shouldn't be to huge and it shouldn't get better as you lvl it should stay close to par.

It was obvious that the designers thought that firearms should be more accurate to offset there shorter range and higher cost of use. To that end I was thinking maybe a flat +6 attack bonus to the firearm. This Means at the 3rd range increment which should be 61'-80' (for revolvers) (or is it 60-79?)the weapon would fire without modification. This makes firearms more accurate then crossbows at close range less accurate at long range but otherwise very similar. The +5 represents the firearms ability to puncture Armor and difficulty in dodging.

Again I wish to point out that we are talking about firearms themselves not the gunslinger class so saying that the ability to hit touch AC is balanced to the fighters bonus remember that a fighter with a single feat possibly 2 can use firearms Assuming the DM don't ban such feats and allows firearms in his game. I will get into gunslinger after the firearm issue is figured out.
**We will assume for this topic that it is a fighter using a revolver.**


I was wondering what the over all thought of NPC/ PC classed monsters was?

What I want to know is if I ran a game using creatures like orc Goblins Humans Elf Dwarves ect that had mainly NPC classes or PC classes how well does the system work for CR?

To be more detailed we have a greatly expanded list of races that use class lv for progression having converted a lot of the monster HD progressions to be playable at much lower lvls. Was decided that Most monsters could use NPC/Class progression to obtain similar or better powers if they where effectively De-leveled.

Most of the monsters in out home world have drastically different fluff then core book so we didn't mind changes to stats in fact greatly preferred this. This system also allowed for greatly different stats between two of the same monsters of the same CR. Question is assuming all the base Monster (before applying any class/NPC class lvls) where balanced how well would the CR work for such creatures.

First off yes I know this approach is a TON of extra work that isn't Needed but I don't mind the work in the least and in theory it will make for a much better monster list. The ones in the MM could be done a lot better anyhows as a lot have nearly useless feats and I tend to swap out a lot of that junk as is to make it more challenging.

__________________

The main concern I have is how well does the CR conversion for Classes and NPC class work at higher CR. IF I made say a Orc which has 0 effectively lvls used average point buy for the creature (players use the heroic point buy) and then added say 10 LVLs of Warrior and 10 LVLs of adept or some other combo, how well would that creatures CR work

This would make a Orc of CR 18 all benefits of 10 LVLS warrior and 10 LVLs adept and probably gear equaling the loot that a CR 18 creature should have.

Does this sound about proper? Does this CR pretty effectively work or does the DM selecting actual decent feats and decent gear mean the CR is to low or does the large number of NPC/ Class lvls mean the CR is to easy.

I mean a LVL 11 fighter against 4 LVL 10 fighters hardly seams like a real challenge.

____

Hell I am understanding CR right, 1 CR 10 should be a challenge for a party of 4 lvl 10 characters right?


I keep reading that people think gunslingers deal low damage.

I am currently running a game and if anything I find myself flustered at the amount of damage the gunslinger does.

Currently lvl 7, he is playing a hobgoblin and got 18 Dex plus bonus of +2 for a 20 dex.

He is using a revolver that I made him craft himself and he spent his gold to have it enchanted to a simple +1.

The party has a alchemist which makes all the alchemical junk.

He took the feats for rapid shot, point blank shot, Rapid reload and deadly Aim.

So right now he deals 1d8 +11 damage and hits on a touch attack.

___________________

Let me brake it down even further

his to hit is

+7 BAB
+5 Dex
+1 Magic
-2 Deadly Aim
+1 Point Blank shot (if within 30')
-2 Rapid Shot

so he has +10 attack and targets touch attack +9 costs a grit and targets touch when further then 30' (+5 for the 3rd attack)

Damage wise
1D8 Base
+5 Dex
+1 Magic
+4 Deadly Aim
+1 Point Blank within 30'

and gets to shoot 3 times because of rapid shot. With Rapid reload he reloads as a free action so reloading don't slow him down.

Basically because he hits touch Ac he never misses (hasn't rolled a 1 yet though I will laugh when he finally does)

He deals 3D8 + 33 damage (-3 if further then 30' from target)(max of 57)

The only time he does not out damage the barbarian is against the few rare creatures with good touch AC.

The barbarian currently deals 1D12 +15 (while enraged) but often does not land both of his attacks.

so if both hits he deals 2d12 +30 while enraged (max of 54)
______________________________________________________

What I can't figure out is how people think that the gunslinger does not keep up with damage. I mean the barbarian does insane damage and yet the gunslinger easily manages to consistently out damage him and at a 20' range with only a few less hp and close to the same AC