Zorgus

Samuel Lonstien's page

8 posts. Organized Play character for GregoryEvolution.


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Liberty's Edge

Something that increases damage of improvised weapons would be cool, also a bump to grappling would be nice, maybe no penalty for grappling a creature one size category larger, or some wicked throw your opponent across a barroom. Look at MMA fighters for some inspiration.

Liberty's Edge

I personally like odd combinations, drow paladin being my current one, but race specific class bonuses or race specific classes could be a cool idea. I have always thought of dwarfs of being more divine casters than arcane. Gnome/druid should be different because of their fey nature. The bloodline sorcerer powers, but for different class/race combinations could something to look at.

Liberty's Edge

I like what calvinNhobbes mentioned, I might have to decrease the damage and increase the crit multiplier. I like the rate of fire for a muzzleloading weapon, but making them simple weapons makes since (point shot, much like a crossbow).

Liberty's Edge

Your damage is right and the -1 for using a bayonet, is only on ranged attacks, sorry. The short range is to show the inaccuracy of smooth bore weapons, rifles losing accuracy after about 50'. Maybe the range penalty could be +1 for smooth bore weapons. And these rules are for only muzzle loading weapons.

Liberty's Edge

I'm a bit of a gun nut, especially when it come to WW1 and earlier military rifles, and I have worked up rules for circa 1770 guns (and working on cannons) and would like to get some opinions on them.

First it requires a feat to be able to wield firearms. Pistols are one handed light exotic ranged weapons and rifles are two handed exotic weapons (if a player comes from a land where firearms are common they can be considered martial weapons). Reloading a pistol in combat requires two full round actions and reloading a rifle requires three full round actions (the old standard of a soldier being able to fire three rounds in a minute). To make it a bit more useful I use two new feats, Reload on the Run: Reload actions are now standard actions, and Improved Reload on the Run: Reload actions are now move actions. I have on constructed a chart to determine damage and range for firearms, using barrel length and caliber. Caliber determines the type of dice roll (d4, d6, etc) and barrel length determines the number of dice rolled. The three calibers I use (and their damage die in parenthesis) are, .30 (d4), .50 (d6), and .74 (d8). The barrel lengths (which determine if the gun is a pistol or rifle) are 8" (small pistol), 14" (large pistol), 26" (carbine like rifle), and 34" (full sized rifle). 8" rolls 2 dice, 14" rolls 3 dice, 26" rolls 4 dice, and 34" rolls 5 dice. Range increments for a smooth bore are 10' for 8", 20' for 14", 30' for 26", and 40' for 34". Multiply the range by 3 for rifled weapons but they count as masterwork. Price wise they should start a 600 to 700 gp, just to keep them out of the hands of 1st level parties. All weapons can have a bayonet attached to make them count as melee weapons, but that incurs a -1 to attack and requires the Bayonet Proficiency Feat (a ranger could be proficient in the use of a rifle but not the bayonet). Small pistol bayonet counts as a dagger, large pistol counts as a short sword, and both rifle bayonets count as a spear. Enchanting a firearm works just like a bow, but the bayonet is a different weapon and must be enchanted separately.

I think these rules strike a good balance between real guns and fantasy roleplaying.

Liberty's Edge

Resume paper works really well and it is a bit cheaper than cardstock (at least where I buy it). The plastic sheet and dry erase work OK but it is hard to right small notations, or not to over right your stats, saves, etc.

Liberty's Edge

Started a pathfinder game shortly after the playtest came out, and loved the system. The campaign started using the pathfinder pantheon but my own created world, after a great start (and me picking up the campaign setting book) I want to move my game to the campaign setting. Luckily several of the many nations in my game draw from the same cloth the creators used for pathfinder. One country is viking/dwarf influenced another venerates the dead and the past much like the Osiria, etc. The party is currently traveling in hell via an evil spellcaster's plot (prophecy said he could not kill them didn't say he could teleport them to hell). I think I'm going to explain it as they were mortals from Azlant before Azlant gained uber-power immortal status, and their plan to get out of hell (travel up the river Styx and ask Pharsma for help since they didn't technically die) backfires when Pharsma agrees to give them a rebrith only after thousands of years when fate deems it. My big problem is that one of the orginal players is a cleric of Gorum, who wasn't technically around. My explanation is that the current Gorum is the divine ghost of the Gorum she worships (she is the "I kill stuff player" and not the "I roleplay stuff player" so she won't notice), and that the fresh and blood Gorum died fighting Rovagug. This, to me fills cluncky and generally bad (why don't the old deities remember old Gorum). The only struck in stone things are, they are stuck in hell (Asomdeaous's hell) , they were sent their by a evil spellcaster who is trying to become a living deity, and I want to use the pathfinder campaign setting.

Any and all ideas would be helpful.
Thanks.

Liberty's Edge

I like the summoner a lot but it mentions the "transmogrify" spell as a way to change your eidolon on the fly but no other mention. Is this a higher level summoner spel that isn't referenced in the beta or a miss print?

"These choices [evolution points] are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell)."

If this has been touched on earlier I apologize.