The lack of fly skill is a really good point, thanks, and a smart way to balance Fly, also for mindless undead, I guess. Would it be possible for an animated object, in this case the flying ship, to wear a magic item? If so, would it be possible for the animated object to benefit from a skill enhancing item? (+20 Fly skill item, for example).
Hi, I was wondering if it is RAW to use Craft Construct to build a Collosal Animated Object that is a ship, and use build points, "Additional Movement: Fly speed" to give it Fly. On http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-objec t, the example object is a Ship As ship, let us assume that I have a Sailing Ship http://www.d20pfsrd.com/equipment/vehicles/water-vehicles/sailing-ship/ I would assume that the Crafter would be able to simply ask the Animated Longship to fly in a given direction, substituting steering for commands. I would assume the cost would be 30.000 for the animation, and 10.000 for the ship, for a total of 40.000, with a Craft Construct time of 40 days. 1 construction point would go to Aditional movement: Fly, and the remaining 5 to add speed, for a total speed of Fly 140' (Clumsy). I would assume that as an Animated Object, the flying ship would have 13D10+80 HP, before dying, and becoming a normal sailing ship which would have 1620 HP, minus the the damage inflicted. (And a gravity problem if it was mid air when it died). As Animated Object I would assume that I could cast spells on the ship as if it was a Creature. Please critique the above suggestion. In a magic world, what would keep the skies from having a significant number of these animated objects? Their over land flying capability, no fuel consumption, high cargo capability, ability to avoid land and sea based threats, and potential high speed, seems like a complete disruption of non-magical transportation.
Our system is as follows: 1250 words equals 20% of a level. The DM scores the text, and every time the DM feels something (smiles, is carried away, thinks that something is cool etc) he makes a count. We call these "wow"s. A picture counts as a "wow". Each wow gives 3% accumulative XP bonus. A perfect text (use spell-control, re-read and fix) gives 5 "wows", subject to DM discretion. Minimum is 470 words (7.5% with no "wow"s).
A session typically leads to between 1.000 and 2.000 words (sometimes more) pr player. That means a sum of something between 2.000 and 10.000 words... Everyone are allowed to recollect the event from the session, the stories are always a good read, even the basic moves are the same. Players typically add dialogue: they are allowed to freely create dialogue between the characters, without the consent of the other players. Of course this has to be done with a tad of tact. Players are also rewarded for writing extensive background stories, as well as anything that they can dream up that relates to the fictional universe we are co-creating.
The stories a quite free, we call them recaps, because a simple recap of the events in a session is sufficient. But the players have full creative freedom, and sometimes tell the story from the perspective of the monsters. A wonderful example was an orc raiding party that the players encountered in a session, where one of the players decided that his recap would tell the story of these valiant warriors whom where tracking and hunting down the heroes. Suddenly the orcs had names and motivations, intentions, ideology or morale, and the encounter in retrospect was about much more than some level 2-3 characters killing another group of orcs. This leads to co-creation. The DM shares the power to create with the players, and the players are rewarded both with game-mechanics and with the empowerment this brings.
Some years ago, we started having a parallel in character storytelling online, off-session. We found that this was greatly enhancing for the immersion and fun for our pen & paper sessions, so we tried in different ways to enhance this. It would appear that after a lot of trial and error, we found a method that works for us, and I would like to share it with players and DMs for your inspiration. We are running a campaign loosely set in the Golarion setting (we are new to Golarion, so we are learning about it as we move forth). The campaign has Slow Progression, and our sessions are typically only 3-5 hours (we are all in our 40ies). This means that the kill-XP is very slow. How the players gain a lot of XP is by writing in-character stories, recaps, "pre-caps", prequels, background, etc. This then becomes "rpg-xp", which falls within the domain of the DM to dish out. This gives a subjective perception of fast progression, there is typically generated more than 50% of a level combining these two main XP-sources. We have developed a basic scoring system, I will describe it later. The result is that the characters are a lot more like a character from a movie or book to us (of course we are amateurs and the quality corresponds to that). We are thickening the narrative layer on top of the pen & paper mechanics, and our immersion in the game increases a lot.
stick each of your index fingers in your nostrils. Say: "Not every fight should be taken head on", with your fingers up your nose. This is the international sign for TPK-hint (actually any very strong hint that should not be ignored), and has been used with success for decades in my group. If the players ignore it, TPK. They should learn it quite fast...
A different approach could be:
None of these will be a real softie...
Hi all, Need some help :-). We played a game yesterday, and I thought it would be fun if my first level character pumped his animal handlimg way up, and bpught a wartrained bison (75gp) Well, it was fun for a couple of encounters, but insta-killing small groups of opponents worked out to be really unbalancing. I dropped the bison in the interest of fun, but I wanted to come here to understand if this really was RAW. Also, how about this in for example a PFS-setting? Clarification would be very welcome.
Played a DD. With Monstrous Physique + Blood Rage and a heavily STR optimized build, I could easily get 6 or more natural attacks at maximum BAB (which was real low) that hit better than the melee types in the party, due to my almost 50 STR, and of course dealt much more damage. Huge size helps alot. I took a single fighter level, taking sorcerer and DD for the rest, optimizing CL instead of BAB, since I wasn't using iterative attacks. Quickcasting a Selective acid fireball while doing full melee attacks in the same round, and having my two undeads (the Giant Ralph, and the dragon Roger) attack as well made me the king of damage. Crossblodded orc/dragon, with acid as element, for +2 pr die of fireball damage, and magical lineage + wayang spell hunter to lower spell level of metamagic'ed fireball with 2. This arguably opens up the ability to cast fireball with level 1 and two spell slots as well. No armor, just mage armor, shield, barkskin, shield of faith, protection from evil, and lots of natural armor. At higher levels Form of The Dragon becomes available. It is more damage, more magic, and truer to the look and feel of the dragon theme, and a lot of fun to play. I realize it is not what you where aiming at, but just wanted to share the experience, possibly giving some ideas :-)
Made a rough build in Hero Lab, see below. You cannot do your build RAW, since you only have one Primary arm, no matter how many secondary arms you have. You need a Primary and a Secondary to wield a Large weapon. But go for it, ask you DM for permission for a House rule. The build is NOT overpowered, it will suck against for example a well built Zen Archer. Below: 4 Feats left open, quick build. Note that Wisdom is the Attack-stat (Guided). Haste boots and rapid shot are active. Also note thst there is a Hippogriff mount, as Ranger lvl 14. test
Construction
I played a sorc/DD/diabolist to level 12, he was a beast. Half-orc, with draconic crossblooded with Orc bloodline, itemized and feats/traits for quickcasting fireball, and attacking with a ridiculous amount of natural attacks through Monstrous Physique with his strength close to 40 as far as I recall. He took a level in Diabolist, so he had an imp familiar as well. A reanimated dragon (blood skeleton) and reanimated giant (fast zombie) provided good filler space on the battlefield :-). I believe he was lawful neutral... His man stat was strength, with Charisma coming in second. It was a super high powered campaign, and we had great fun, with a lot of good roleplaying.
Our DM has made a campaign where we are quite free to choose race, as long as our alignment is some form of Good. Startling level is lvl 4. Most chose Drow and other high race points races... Playing with Hero Lab, I came up with a Goblin with the Over-sized Ears option as well as Cave Crawler, Alchemist Vivisectionist Beastmorph. I gave him Tentacle, Feral Mutagen, and with a feat I gave him Spontaneous Healing. His remaining feat is weapon Finesse. His traits gives drinking potion as a move action (Accellerated Drinker) and Stealth as a class skill (Highlander) I roleplay the tentacle as a tentacle tail :-). Together with the huge head, mouth, ears, and small size, it is great roleplay material. One of his "moves" is to cover his head by palming his ears to his head when he is desperate. No stinkin elf can do that... He has an amulet with the enchantment "Agile", and strength is a dump stat for him. (Roleplay-wise he explains that he is very strong for such a small guy). He has potions/extracts of Reduce Person, Mage Armor, Shield, Cats Grace, and his Feral Mutagen (And protection from evil vs. mind control). So when he has all of these, his Dex hits 33, he has 3 primary natural attacks and a secondary, +16/+12, with +11 damage, and he has 2D6 Sneak Attack. We played first time last night, and it is first time I play an alchemist, so still learning. I was explained that I could walk into the enemies square (taking an attack of opportunity), being two size categories smaller, and effectively threat all squares around the enemy, so that anyone could step up and flank. I did not know this, maybe someone can explain that. I am in that scenario Tiny, so my reach is 0 (so I have to move into the enemy squares to be able to hit them) So, any thoughts? Is the tactics valid? Any good ideas for tactics or roleplaying a Goblin? Thanks :-)
Hi, I am thinking of making a build that can take two (or more) roles in the party. One is as the one providing Channel Positive Energy. The other could be rogue, bard, or monk-like mobility, or somehting else. I will get access to the Phylactery of Positive Channeling. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/phyla ctery-of-positive-channeling Are there other items that can enhance Channeling positivy energy? I am looking for advice that will allow a multiclassing/archetyping/Prestige-classing to fulfill one of the rules mentioned above other than channeling. Spells are ok, but secondary to the concept. Ideas are very welcome. :-) Also, if I take levels in say for example Paladin and Cleric, do they stack for counting the number of D6 that I heal with a Channel?
Few tips:
Use player initiative cards that you cycle through We have a 12 second second rule. If you are not in the proces of stating your action within 12 secs of being called out by the DM, your character is unable to decide what to do and does nothing this round. This is very effective. Also, make sure that the characters say exactly what the players say, unless they are holding the palm face down under their chin (the universal out of character sign :-)). Punish them from bringing meta knowledge/talk (chat) into the game by having NPCs react, perception/stealth/other skill-rolls fail because of the noise, etc. Reward them for staying in character, preparing their round when it is not their turn by differentiating xp: give kill-xp, good play style and in-game preparation xp, roleplaying xp, and off-game preparation/written roleplay contributions xp. With lower CR, they will need the extra XP for progression.
How much time do you believe you have? What is the risk of the defenders making an attack? How smart are they? Which hints/ details have your DM given? Which defences are there other than walls that you know of? Breaking it down, you have the enemy composition (numbers, strength, type, range), the terrain (ground until castle, walls, whatever is inside, possibly the air), light and weather/visibility, and possibly understanding of how your enemy thinks and operate. For each factor where you can turn the advantage to you, your victory comes closer. Can you see at night? Can the enemy? Can you bypass the disadvantageous terrain? Can you do it without being detected? Can you lower visibility to your advantage? Can you divide and conquer: splitting the enemy into smaller fractions where your overwhelming relative strength can give you victory with no or very limited losses over the small group? Can you fool your enemy into behaving in a way that is to your advantage? Can you mass the enemies together, and then fireball them?
Played with a well equipped Life Oracle once, best healer EVER. No time for archery, which is my point: you will always be challenged to the limit of your partys healing. A healer will almost never have time do deal damage. The cool thing about this is that with an uber healer, you get more XP (since you can hamdle more baddies :-))
Ascalaphus wrote:
Exactly. And everybody involved knows this... It is a ticking bomb ;-). Excellent plot driver... Mercenaries come (and came) in all shapes and sizes. Blackwater represents an infinitessimal sliver of these shapes and sizes... It comes down to what is fun in your game.
Byrdology wrote:
ROFL!
Tiago Oliveira wrote: He can't by RAW. The wild shape allows to assume the form, and not the type or any other functions or abilities, besides "climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent." If you should have the ability to fertilizer females of the specimen, the spell text should specify this. But don't tell him this. Instead have him try repeatedly, and every time, you roll a dice, and have him wait a month before he learns that this time wasn't succesful either. Make sure the party learns in character what he does. After a lot of tries, let one of the others in the group inform him of his inability to impregnate an animal by fornicating with it. Spend the next ten years having fun of Beak-Lover IRL.
Ascalaphus wrote:
Roleplaying a mercenary as in Aliens Ressurection. I (in this role) am part of a bunch with no loyalty to the commander, anti-authoritarian, and I have completely different values than the commander. It would be completely void for the commander to discipline me, because I would react with hatres and vengeance, not submission, as the commander would like. The commander would loose a problem solving unit, not gain a set of soldiers. If the mercenaries where soldiers, hey would not fill the operational niche in the first place. A high level commander would understand this. Don't play a Marshal as an emotional captain, but instead as a highly intelligent and empathic stone cold pragmatist. Generals are ENTJ, captains are ENFJ, if that means anything to you (MBTI). Lower ranking officers are much more impulsive and emotionally driven, which also gives the best display for the subordinates.
Well, I am thinking Aliens 4... Let me take the position of the devils advocate. If a commander tried anything with my mercenary character, I would probably, being a mercenary, make sure the commander was killed and that it was known to everybody in the army that messing with me means painful and humiliating death. If the commander would even mentioned this incident, I would loose respect for the commander, see her as weak, and immediately challenge her authority, either have her back down, or provoke a fight that I had rigged to win. If the commander needs to establish authority over the character in a way that make the character respect her, not frag her, it has to be by either besting the character in the characters context and values, or by having the character respect and admire the commander by strong and cool actions.
Hi all, I love the flavour of the build, even though I share the scepticism regarding the beastmass challenge. The strength demonstrated is for me that it can be fun to play, even at high levels, and even being a monk (monks have a bad rep, you know). I made a custom dwarf race, built a culture around the race build (history, city, deity, etc etc) mixing dwarf, 'warhammer beserker'-look, and some duergar. Now I am playing my ZAM in our custom setting, which we have been playing in for about 25 years, on and off. Campaigns typically take a decade (real life years), so it is worth the effort... Already the flavour is wonderful, giving a deep immersive gameplay. Working on getting some figures customized to support the character :-). |