I'm a semi-experienced gm and have a pretty lengthy campaign running. But my players have been talking about wanting to start a different one. So I was watching transformers the other day and thought about doing some kind of transformer type play. And remembering my childhood Saturday morning line-up, it included Beast wars transformers. Does anyone have any advice on the topic. My thoughts would have it revolve around Druids of some kind, possibly archetypes, lycanthropy? All help and ideas are appreciated.
I guess I should have said, I haven't had my players time jump yet, I've only begun to write it down in preparation for our session, we play only when we can get everybody together. Lately it's been every couple of months. That's not the point, the point is I have plenty of time to plan ahead. I want my players to travel a few hundred years into the future (the story revolves around dragons and their lifespan is taken into account). I've given considerable thought to the multiverse theories, and am planning on running that route. Any other advice on the subject would be awesome. Oh, and I have yet to figure how to return to the "present". Thanks a bunch.
I should start by stating that I'm working on a wolverine build for a 3.5 campaign, but plan on converting it over to my pathfinder campaign eventually. I've got it ok'd by my dm to use the feral template from savage species. So that's a good start. We're playing at level 10, so if I've done the level adjustment correctly, I'd be a level 4 barbarian, ranger 3, and rogue 2. From rolling my stats, and adding ability bonuses from level 4 and 8, they are as follows, str-16, dex-17+1, con-17+1, int-16, wis-13, cha-13. Feral template NOT included. So I'm pretty much a BAMF already, but I have yet to figure in his adamantium skeleton. I've heard of books with grafting options, and necromancy abilities to raise adamantine skeletons, so the idea is not entirely far fetched. I think the pieces are here, I just can't seem to fit them together. I would appreciate any help or advice anyone has to offer.
It's funny you mention a mission at sea, I actually have an aquatic adventure in the works for my players, part above and part below. For some reason I found it rather difficult to find decent enemies for an underwater portion of the campaign. I settled on some high level aboleths. Our dwarf will not appreciate a ship ride, hell, he once fought off a bunch of worgs so he didn't have to cross a rope bridge. I get the whole avoid LOTR aspect. I didn't plan for it, it just kind of happened. My buddy playing the dwarf fighter even named his character Gimli. Wtf.
A tarrasque... A solid suggestion. As with the golems. Thanks. A barbarian would bump up our group's already high damage output. As for other party members, I was thinking a beefy rogue or cleric. I do not however have a good idea as to what kind of build either class could effectively offer my "wrecking crew". The campaign is set with divine magic being the widest used and accepted form of magic. The arcane being more frowned upon (especially by the paladin), and less common. So wizards, sorcerers, and bards are few and far between, not absent though. Same with monks. Societies are pretty racially divided as well. I want to try and get away from the 'lord of the rings' party dynamic as well. So other races in the party could spice things up.
So I'm having trouble challenging my party. 3 members, dwarf fighter, human paladin, and a ranger/wizard/arcane archer, all level 10. So far, they just sort of blast through everything I throw at them. I could use some advice on trying to slow them down. Also we've been talking of adding a fourth member, any suggestions would be great.
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Hey folks, anyone got any idea on what the rules/laws would be about summoning entropic (chaotic template) outsiders in Cheliax? I imagine the reaction would be less intense than demons or devils in Mendev and Lastwall, but am unsure how much. we are going through hells rebels, and one of my players wants to play a Morphic Savant Summoner/Vigilante. I'm letting him do it because its a cool idea, but am having trouble convincing him that summoning chaotic creatures in his civilian identity (as distinct from the vigilante one where I thought he intended) is a bad idea. thoughts?
Do Transmuters gain special insight into the nature or type of a creature when applying a transmutation effect? Do they notice anything odd at all? for example, could a transmuter casting polymorph on a halfling disguised as a human child know it wasn't human without beating its disguise check? what about more extreme cases, could a demon under a veil effect accept an ant haul spell? would the caster know it was a demon if it failed its will save to pierce the disguise? how about a conjured creature? would it register any different than a native variant of its type (assuming no special immunities to the particular effect). Would any of these answers change if the transmutation or polymorph effect was a spell like ability instead? I understand that some of this would be GM discretion, but is there any ruling or text I can point to in order to establish a baseline.
Hi, I both play and host a lot of pathfinder, and routinely provide minis to the group at large; consequently, my Minis see a lot of wear and tear. It isn’t normally a huge issue, most of what I buy is cheap plastic that can take some light bending without issue, but a few of my miniatures are metal with protruding bits, swords, crossbow arms, etc., and my favorite mini has a very breakable (and recently broken) ankle that supports the entire body. After multiple failed attempts to fix it, I am retiring it and buying a duplicate, does anyone have any advice for a player with poor craftsmanship to protect my minis? Is there some epoxy I can buy or a service that will reinforce them? I have some friends with possibly applicable skills, but what do I ask them to do? |