I have been in close proximity while in the water to bottle nose daulphins ( what we call porpoise, on the AL gulf coast) three times in my life. They are roughly the size of a horse, 1100 lbs or more (adult). One gave me a pretty good nudge, I have never been so scared in my life. They should be large, granted some species are medium. There are porpoises in the Amazon river and tributaries that are about 200-300 lbs Most are big though
well it would probably send the ship off course, how bad is hard to figure out. If the ship is under thrust, and is designed to continually operate under thrust. I would think it should be easy for a navigator, human or computer to compensate. If the ship is on a ballistic trajectory, then that could be really bad. Does the ship carry enough fuel to correct the course and still make the proper destination maneuvers? Can the ship refuel in space? Does the ship carry enough provisions to complete a course correction or refuel? As for Gravity, if the ship has spin to facilitate gravity, then capsize maneuver would stop the spin, or at least disrupt it. I would think that would manifest as a complete/ partial loss of gravity. If the ship uses continual thrust to facilitate gravity, then an inversion would be minimal. It would be as if the room you are sitting in just rotated 180 deg. Perhaps some non secured objects would briefly fly around. It would depend of ship size, and how fast the capsize happens. If the ship has some sort of artificial gravity, like the Milinum Falcon, I do not think a capsize would be of much effect, if any.
For gore, a saber tooth look would work very well 10' reach is easy for a cat like creature. Put opposable thumb with retractable claw on its paws Instead of wings, think about a flap of sin between fore leg and hind leg, like a flying squirt. Extra limbs could be kept folded an tucked under its belly until needed, and used as a spreader the "wings"
#3
Increase/decrease by 1 every 4 levels Maneuvers not using weapons are rolled as normal. I think this would add a new dimension to weapon selection for maneuvers based characters ( I will never play another fighter without trip and disarm), it adds so much versatility especially in a low level game, or 6e.
I am filling the xp gap between Crypt of the Everflame and Mask of the living God When my players come out of the crypt with Roldare and his sister. Two higher rank Pathfinders who have tracked the Rasmirian cultists from Tamran are at the Crypt entrance. I will give them a choice which way to go, back to Kassen or back on the track of the cultists. if they go to Kassen it is this: if they go on the trail of the cultists then this: I am concerned that the encounters look to hard, they are rolling over everything in CEF with little difficulties (except the specter) thanks
Thanks for the link. I think what I will do is play up the war with the Molthuni. If they go overland to track the cultists, they eventually cross the border and fight Molthuni soldiers, before making their way to the barge. If hey go back to Kassen, they find the town under attack by Molthuni pirates. If anyone cares to suggest, feel free. I really like to have clear motives, and strong plots.
I need some content (PFS scenarios most likely) to bridge the xp gap between Crypt of the Everflame and Mask of the Living God I am 2 sessions into Crypt. I have adjusted the CR to accommodate 5 players, no problem there. This is how I am going to link the stories. After the players kill Asar and speak to Kassen, they will find 2 mid level Pathfinders waiting for them outside the Crypt. Arriving that morning. The Pathfinders have followed the cold trail of the Razmir Cultests, to the Crypt. After seeing potential in the players, the Pathfinders extend an offer to join the Society. Then the Pathfinders will split up. One will escort the rescued Roldare and Dimira back to the Town of Kassen. The other will continue to track the Cultist's. The players can go either direction. Either way they will end up on the river barge, with a report for Reginar in Tamran.
When they finaly get to Tamran, Reginar who is working with a member of the Tamran City council will ask them to infiltrate the Cult. The players will learn that Iramine and a group of Cultists have ridden to Vellimus to hire mercenaries in preparation for the expedition to the Isle of Terror. To bridge the gap between Mask and City of Golden Death I plan on running PFS scenario #17: Perils of the Pirate Pact. Changing the setting to the lake and some other plot points. (I got this from the Chronicles Podcast) The party should then be able to cross the Lake and arrive a few days after Iramine. Who was delayed with overland travel and hiring mercs. thanks
This is my first Magus and I want to be sure I have a basic understanding on how the Spell Combat and Spell Strike thing works. The character is lvl 2 As a full round action, he can declare Spell combat and spell strike,
My questions is where do the +2, +3, +2, -4 +3 stats come into play. Those are the attack modifiers. So to make an attack with that dagger, roll a d20and add 2. if you match or beat the targets AC then roll damage. 1d3+1. If the character has Two Weapon Fighting (and a light weapon in his off hand), as a full round action you can make two attacks both at a -2.
Thanks for the imput, with no buffs at lvl 10 attack and damage look like this: Attack +17 = 10(bab) + 3(str)+1 Weapon focus + 2 (magic weapon) + 1 (weapon training) Damage 1d10+6 = 3(str)+2(magic weapon)+ 1(weapon Training) Kinda underwhelming. when I am fully buffed, enlarge person +2, Bless +1, Belt of ogre str + 2, Weapon Bond +1, inspire courage +2 so that is +8 to attack and damage rolls, throw on power attack for another +8 damage (-4 attack), then smite for +5 damage at lvl 10 so fully buffed, power attacking and smiting, damage roll is:
I would guess that loosing the second attack is where the large decrease in damage comes into play. looking into lore warden so I can build up cha thanks for the tip
I am not concerned with an uber build here, I just want to know if it will be broken or not. I will be playing a Fighter (Trip/Disarm build) in a Ptolus campaign. For some role play reasons, I am thinking about moving him to a Paladin at 6th level. he is human here are Ability stats at lvl 1:(i will take Cha at 4 and 8)
Feat progression 1-10:
What I am aiming for is a medium Damage character with lots of option in combat. There is a full party, casters, existing Pally, bard and rogue. They are experienced players.
In what book, (product) can I find a Paladin of Torag's code of conduct? if it is in the PRD or srd I cannot find it. The only mention of the Code of conduct in the Players guide that I can find is: CRB pg 63: wrote: Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
I need a few more players for this game Monday night, currently I think i have 3 players.
4/1/13 - 20:00 CDT (-5 GMT) To be eligible you must: 1. Have a working Mic, and headset 2. Get a PDF version of your Society Legal Character Sheet, with Player number, to me asap. here is the link on roll20 forums https://app.roll20.net/forum/post/102288/pathfinder-society-game#post-10448 8. roll20 is free, and very easy to use
A roll of 1" graph paper (34.5" w x120'l) is about $34.00 on amazon. You can build a table out of birch plywood and 2x4s for about $50.00 ($100.00 if you want it fancy) That's probably your cheapest route ( aprox 170' x 480' battle field) A projector on a wall used in conjunction with a program like, FGII, or Rolld20
If the players do not already know he has rapid reload then drop that feat off the mob. He spends the entire next round loading the musket ( which is plausible in my view), Once they close the distance, they have a decent chance of taking him out. The sniper making a stand with a single shot musket makes no tactical sense, if he had two or three friends that would be different. I think he would try to run, or stay concealed where he could kill another pc with the pistol. Then go toe to toe with the surviver. But even that is real risky.
FGII is a pretty good platform. There are some good community produced parsers and other tools, hero labs and pc gen both support FGII. There is a learning curve, it helps when you have a steady group. Society games, became very cumbersome, new people every week can lead to clunky, slow play. Some people use Dropbox to campaign updates before the session even starts, permissions and mask are handled through the GM client. Connection problems can and do happen, once again steady groups minimize this.
I use gimp for create maps and images, also the layers feature will allow you to move tokens about (gimp has a snap to grid feature, that is great for this), you can export to a jpg, post it and leave the original file where you can manipulate it. You often need to resize/square up PDF and jpg maps so that a grid will work. I have several custom built grid overlays, where the individual squares are numbered lettered, That way the players can give fast and accurate movement locations/paths. If anyone is interested shoot me a pm. I have 50 px per square, and 100 px per square
Try this
This is a 3.5 pc game released in the early 2000's. It is the closest approximation to actual table top play I have found. It needs to be patched with the circle of eight mod pack http://www.co8.org/ I you like this game ou will probably like pathfinder
Dalard says to Janiya,"My name is Dalard." He takes off the pendant and gives it to her. "I found this on the floor a few months ago after a bar fight, you can have it." He watches her performance. Dalard is fascinated and will remain so until the end of the your performance. Fascinate is NOT the same as a charm person spell, the scenario as written is very specific when it comes to Dalard's behavior. Remember you must have absolute proof of the Eagle Knights identity, the scenario is also specific about this as well.
Luccinus:
Janiya اللبن والعسل Sandborn:
Sorry, I went out of town late Thursday and did not get back until Sunday night. Let us continue. Roach #2 Attacks:
Instead of attacking Trey, the roach goes after her waterbag. Roach #3 Attacks:
Roach #4 Attacks:
Instead of attacking Auga, the roach goes after his waterbag. No damage, but your bag is ripped open. Roach #5 Attacks:
Roach #6 Attacks:
Start round 2
Dalard says to Hawkwren Agricola,
[b]There is no one new in town, not since Krechmoor showed up. I actually live in the Bloodknuckles Inn and would know.
Dalard says to Kargen Hapspring,
Nimt wrote:
The last claw attack hit Had a big brain fart yesterday, the roches have 8 HP each, one is dead and two are badly wounded You can indeed move your tokens, just give me a grid coord. Nimt, link me an image for ripper. we will use this one until then. Below is a map update, I marked the seriously wounded roaches with the blood drops, the dead one is marked with the black skull. If you want to move prior to the roaches starting their turn let me know, once again rubble squares are difficult terrain (x2 movement)
The man takes a moment, he looks Kargen, then Luccinus in the eye for a long moment. He says,
Pints are filled with ale. Whiskey is poured into short,fat glasses. "Two fingers high" the bartender says with a smile. The man leading the towns people turns to you and says, "My name is Dalard Fritch. I was a staff sergeant with the Royal Phalanx. Becher was our Master Sergent. We had heard rumors about decommissioning the entire battalion. Becher had a plan, we would come home with him and help convert his fathers vineyard into a distillery. In less than two months we had it up and running. He takes a sip of his Ale, We started selling or product off to Cassiomer and Oppara, even as far as Kathleer. The amount of gold was... staggering. We sailed along like this for about a year. We agreed to invest most of the gold back into the distillery to raise production output. Then Grald Krechmoor shows up two months ago with half the damn battalion demanding to see Becher's land deed. Seeing the puzzled look on your face, he holds up a finger as he drinks more of his Ale. He nods his head as if to say, "I know I am getting to the point." As part of Grand Prince Stavian III’s plan to reform his kingdom, he created an incentive program promising formal titles to any conscripted men willing to reclaim his lands from rogue lords. If Becher can't produce a the deed to his land, then Grald can seize it for the Prince by law, and it becomes his. To make matters worse, Becher and his father never got along. They constantly fought up until he died about a year ago. Old man Railford squirreled the land tittles away somewhere and Becher can't find them. If that prick Grald get his hands on the documents he will destroy them. Takes a breath, So that's where we are, Krechmoor has cut Railford off from the outside, and is searching for the Land tittles. Becher has been gone for a few days looking for the same documents. he waits for the incoming questions
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