I'm a fan of the surprise attack ability, especially when combined with hail of arrows. Setting up ambushes with that little combo essentially makes you a round 1 mercenary of pain (or death depending on your set up). If nothing else, you definately make the fighter a lot easier by softening up the enemies. All of them.
We ended last night's session on a very interesting note. An enemy assassin left a sword in the shoulder of a party member so he could go after someone else. The groups fighter sundered said weapon instead pulling it out. The blade was left in the pc's shoulder. The next round another assassin decided to hammer down on the blade on each side (the blade was sticking out the front and back of his shoulder). I decided to make the attack do 1/2 weapon damage, and gave it a con bleed since the blade nearly severed the pc's arm). The group, even the player on the receiving end of the attack, loved the use of the blade and the attack (even the way damage was handled). My question is, did I handle it appropriately? The players may have loved it, but I'm wondering if ianyone else here had any other ideas on how I could have handled it.
Magic is a very dangerous and chaotic thing in the Warhammer fantasy setting. The more you cast, the harder it becomes to control and can eventually blow up on you. And in 40k psykers can become possessed every time they use their powers. In Dragonage, you draw magic from the fade and make yourself vulnerable for possession by demons. These are some things you could incorporate. Perhaps a percentage chance or some sort of table to check to see what happens.
pipakin wrote:
Excellent refinement. The aracher is a longbow user as well so I think this not only give him an extra trick to his arsenal, but also bring him a bit closer to the enemy and let him change up his standard "stay back and shoot that one till it stops moving" tactic he's been getting a bit bored with. I like to see players rewarded for trying to impliment actual tactics in a typically head down bull rushing environment and I think this will do the trick.
The archer in my group just asked me about trying to lay down enough fire to keep an enemy pinned behind cover (not phyically pinning down but keeping them behind the cover so they don't get hit). This interested me since it is sound tactic. I was thinking of making the ability into a feat, maybe requiring rapid shot and manyshot. It would have to be a full round action and would force a target to make a will save. If the save is failed, the target must spend its next round to move to cover or, if it is already in cover, staying in cover. If it's already in cover it take it's round normally though it cannot leave cover unless it makes the will save. If the archer doesn't continue to fire at the target it's keeping in cover the target no longer needs to make a will savebto move out of it.
Name Violation wrote: ranged disarm is in complete warrior. Thanks. Another few questions: Is an Alchemist's bomb considered a special ability to qualify for Ability Focus on page 314 of the Bestiary? I wouldn't think so but i'd like some input. For a summoner's pet, how many primary attacks does it get? I'm being told that if an eidalon gets a claw/claw/bite that they can all be primary unless the attack it gets is labeled as a secondary. That seems just a bit op seeing as the eidalon can get three attacks per round by level 4.
I did open the book. I'm asking about disarming from range, not melee. I know there was feat in 3.5. Sorry if I can't memorize every flippin rule. I came for advice not criticism. Not everyone is 20+ year dm and no one starts DMing with tons of experience. If you can't come to the table understanding that or with suggestions, don't post here. Thanks man.
We've done this in 3.5 before. A group I was in even opened up a casino eventually. When we wanted to win money gambling we would actually take out sessions to be rp sessions where we'd use our character's money and play three dragon ante, dice games, watch ultimate fighter matches and use golds to place bets. Heck, anything you can watch on tv as a sport can be a nice rp session for the gambler to sit down and watch a match.
The whole point is that everything with anatomy has parts that are more vulnerable than others. On golems, joints are thinner and more manipulatable than others. Thinner parts equals more vulnerability. And even if that logic and real world answer doesn't work, try this one; it's magic. Magic weapons. Magic effects. Magic creatures. Can you tell me how magic works? No. Don't question it. If you don't like don't use it but know that your rogues are going to complain about it.
Just a few questions that I've tried scowering the books for and can't seem to find. If you know where in the book these answers are given could you please reference the page, it would be greatly appreiated. Also, some of these are situational and require answers more in the line of opinions or house rulings. 1: How long does it take a character, mount, etc to become fatigued when going full out movement during travel? 2: Sundering a weapon of armor piece is something I can understand. However, when character want to target a specific body part, knees, hands, left shoulder, etc what would the increase in difficulty become to hit the specific point? 3. Massive damage rules. In 3.5 you had to make a fort save if you took 50% or more of your health in one attack to stay alive. Where is this rule in Pathfinder? 4. I had a player with a Darkmantle attached to him from head to torso. His arms were pinned to his side and the fighter comes up to wail on the Darkmantle. With each attack the Darkmantle took, I had the fighter roll a lower dice to injure the player. While the players argued that this wasn't how attacks into a grapple worked, I argued that this wasn't two humanoids wrestling with eachother. Anywhere the fighter hit the Darkmantle, the other player was only a thin leathery membrane underneath and didn't recieve damage immunity because of the Darkmantle. He was being hit as well as the creature. How would you have handled this?
I've always been a fan of simple traps that can claim lives. A simple curve in a cavernous dungeon hides a 60ft fall into a deep (20+ ft) pool of stagnant water. The sides are slick from trickling water making it difficult to climb out. The ground on both sides of the pit will crumble down with the weight of an adventurer (reflex saves them from falling in. Unless two or more members are carrying rope, most anyone who falls in simply drowns. If you're really mean, you can let those who have rope trying to pull fallen character out make a strength check to see if they snap the rope in their efforts.
So I have a summoner in our group who doesn't realize his creatures are the ones who should be in the front lines, not him. He insists on getting into melee and duking it out with the creatures. He's taken no feats for better armor, no stats to help him in melee combat, and seems completely shocked every time he goes to cast a spell and gets smacked upside the head by an attack of opportunity because he refuses to cast defensively. When there's an obvious trap ahead, he runs to figure it out, not giving the rogue or heavier armor wearer's a chance to take the chance of setting it off. He doesn't have skills placed to do this either. I've been pulling back on the damage he's supposed to be taking and telling him that if he doesn't learn his limitations, the monsters are going to teach his character a permanent lesson. This doesn't seem to phase him in the slightest. I should also add that the only source of healing they have is from a paladin's lay on hands and some potions... he's drinking as many, if not more, than the fighter. Any suggestions from other DM's?
I play a sniper rogue in our Pathfinder campaign. I'm good at my job. I hide, pop my head for one moment, hit something with SA damage for very far away thanks to elven sniper feats, and hide again. However, our DM is starting to send creatures my way to try and prevent my 1 attack = 1 kill (for basic creatures) equation. I'm light and mobile, I can usually reposition myself and hide with relative ease. However, I've started thinking about simply fortifying my chosen position with some simple traps. Tanglefoot bags, snares, maybe even a few clouds that make creatures go to sleep. They have to be simple in design and easily dropped so I can get them out. However, I can't find any rules for making a trap as a PC... No materials needed, no skill checks, nothing. Can anyone out there help me? |