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The Good:
Steam & Steel carries with it an implied setting that is experiencing an industrial revolution. If you're looking for some additional advanced firearm options, you'll get a handful here, along with some equipment and vehicles appropriate to the implied setting (some of which are also appropriate for a wider variety of settings). The Bad:
The first chapter (and any other references to the implied setting) won't do you any good if your setting has an established scientific history. The implied setting is, at best, muddled in its intent. I *think* the intent was to portray science as the common man's magic. Plenty of attention is given to how science changed Earth's socities, but zero words are spent on how science interacts with a magical society. The skills: Craft (artillery, mechanics, clockwork, gun smithing) some may find useful, but they're little more than filler, providing only DCs and costs without providing any real mechanics uses. Demolitions (an entirely new skill) is of too-limited use. (However, a new skill encompassing Demolitions as presented and Disable Device would be great.) Far too many grammatical errors. Enough to be distracting, annoying, etc. After finding a dozen or so in the first thousand words, I stopped counting. The Ugly: Steam & Steel is irreverent of copyrights and trademarks. The book also ignores requirements of the OGL and Compatability License.
concerro wrote:
This isn't the case (though that may indeed have been the intent). A creature with multiple grab-inducing attacks can potentially start several grapples in one round. Each grapple attempt after the first does have penalties for the grappled condition (unless the -20 "hold" option from grab is used). Maintaining a grapple, however, is (generally) limited to once per round, because maintaining is (generally) a standard action. Relevant link.
I'll use a Large creature as the example. According to the core rulebook, you choose to either target a creature or an intersection (and you can't target an intersection that is completely covered by a creature, such as the "center" intersection of a Large creature). Useful terms for these targeting options are "direct hit" or "intersection." If you score a direct hit, the target takes the damage of the splash weapon and all squares adjacent to that target take splash damage. This is a quirk of the rules that causes *more* splash damage to occur the larger the target is. A direct hit against a Medium target splashes eight squares, a direct hit against a Large target splashes 12 squares. When I run a table direct hits works differently: When attempting to score a direct hit, you choose the square you are aiming at. For creatures that occupy more than one square, squares the creature occupies block line of effect to other squares the creature occupies. For example, you cannot target the "back" two squares of a Large creature, you have to target one of the two squares closest to your character. (Under normal, level circumstances; diagonals and height change things, but in an obvious way.)
Then only those squares that are actually adjacent to the square that was targeted are subject to splash damage. Creatures that occupy more than one square take splash damage when targeted with a direct hit (if applicable), but only once, regardless of how many additional squares qualify for splash damage.
After reviewing this further, I think you may be on to something Joseph. Inappropriately Sized Weapons wrote: The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all. Thus your argument: 1) As a two-handed (martial) weapon, a Large-sized bastard sword becomes unwieldable by a Medium character.2) A one-handed (exotic) bastard sword becomes a two-handed (exotic) weapon. I find I agree with this assessment. EDIT: And of course I am ninja'd.
The Chopper's Isle write up as well as another side trek, Boggards in Brinestump Marsh, are available on Dorkistan.com.
Anyone see any problems with changing the vermin type to a subtype of the animal type? Spoiler: Vermin Subtype: Vermin are a lower order of animal including insects, arachnids, other arthropods, worms, and similar invertebrates. Vermin possess the following traits:
-Poor Reflex saves. -Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). A mindless creature gains no skill points or feats. Vermin have no class skills. A vermin-like creature with an Intelligence score can gain skill points and feats as normal. -Darkvision 60 feet. This replaces low-light vision.
TwilightKnight wrote: It really only takes a few seconds and a $5 hand-held calculator with a square root button. Or an awesome range calculator!
In my games (which use skill tricks*), you automatically get the trick when you have X ranks in the required skill, X being the normal purchase price. I find that using this system works just fine in Pathfinder without modifying the required ranks. *The only games I run that use skill tricks are for the power gamers, so YMMV. Edit: Previously this part of this post had erroneous information: I forgot how skill tricks work. Corrected Advice: 2 skill ranks sounds right. My reasoning is this: In 3.5, at the time you could purchase skill tricks, your character is no longer getting (X+Int) x4 skill ranks, you are getting X+Int skill ranks, which is the same value you are getting in Pathfinder. The requirements for skill tricks should be lowered by 3 ranks each (after conversion to their PFRPG counterparts), with a minimum of 1 ranks (if the conversion would lower the requirement to 0 or less, leave the requirement at 1). (Most likely, a requirement of Concentration can be filled by Spellcraft.)
Tim Statler wrote: Anyone updated the encounters to Pathfinder rules? I have! Though it's way to late to help ya. Tim Statler wrote: I'm not sure how the Atomie's Entangle works and don't have the ToHR to look them up.It's just a spell-like ability; it works just like the spell. Here's Tide of Morning Encounter Conversions: spider swarm:
Bestiary p. 258 Gire:
Female atomie (Tome of Horrors Revised 23)
hp 3 (½d6+1) CMB -5; CMD 8 Skills Craft (woodworking) +5, Escape Artist +7, Fly +7, Handle Animal +6, Perception +5, Stealth +7, Perform (dance) +6, Perform (sing) +6; Modifiers +5 racial bonuses to Stealth in forests. rat swarm:
Bestiary p. 232 Thaven & Roven:
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 15 (2d10+4) CMB +4; CMD 16 gnome warriors:
Gnome Warrior 1
Small humanoid (gnome) Init +1; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size) hp 7 (1d10+2) Fort +3, Ref +1, Will +0 Defensive Abilities defensive training, illusion resistance OFFENSE Spd 20 ft. Melee longsword +1 (1d6-1; 19-20 x2) Ranged shortbow +2 (1d4; x3) Special hatred Spell-Like Abilities (CL 4th) 1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals STATISTICS Str 8, Dex 13, Con 14, Int 8, Wis 11, Cha 11 Base Atk +1; CMB -1; CMD 15 Feats Weapon Focus (longsword) Skills Craft (woodworking) +2, Perception +2, Stealth +4 Survival +4 Languages Common, Gnome Gear longsword, shorbow, quiver with 20 arrows, chainshirt wolverine:
Bestiary p. 279 small viper snake:
small viper snake CR 1/2
N small animal Init +5; Senses low-light vision, scent; Perception +9 DEFENSE AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) hp 13 (2d8+4) Fort +5, Ref +4, Will +1 OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +2 (1d2–2 plus poison) STATISTICS Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Base Atk +1; CMB +0; CMD 11 (can't be tripped) Feats Improved Initiative, Weapon FinesseB Skills Acrobatics +11, Climb +11, Perception +9, Stealth +13, Swim +11; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity ECOLOGY Environment any temperate or warm Organization solitary, pair, or nest (3–8) Treasure none SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. medium viper snake:
Bestiary p. 255 Cyflymder:
Cyflymder CR 3
Male quickling (Tome of Horrors Revised 301) CE Small fey Init +7; Senses low-light vision; Perception +9 DEFENSE AC 19, touch 18, flat-footed 12 (+7 Dex, +1 natural, +1 size) hp 7 (2d6) Fort +1, Ref +11, Will +6 Defensive Abilities blur, brooch of shielding (101 points), evasion, natural invisibility, uncanny dodge; DR 5/cold iron OFFENSE Spd 120 ft. Melee rapier +9 (1d4-1) Ranged dagger +9 (1d3-1 plus poison) Special Attacks kava leaf poison Spell-Like Abilities (CL 6th) 1/day - dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13) TACTICS Before Combat Cyflymder uses his natural invisibility and ventriloquism powers to remain hidden. During Combat When he sees the dome of light, Cyflymder panics and flees to the circle’s perimeter. He attempts to stay as far from the PCs as possible, leaping along the stones. He does not use levitate because he fears it leaves him too exposed to ranged attacks. Cyflymder uses Spring Attack to harass the PCs only if he can avoid attacks of opportunity and end his turn safely away from the PCs. STATISTICS Str 8, Dex 24, Con 11, Int 15, Wis 15, Cha 15 Base Atk +1; CMB -4; CMD 13 Feats Dodge, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +12, Bluff +7, Craft (alchemy) +7, Escape Artist +12, Knowledge (nature) +7, Perception +9, Spellcraft +7, Stealth +12 (+20), Survival +7; Modifiers +8 Stealth racial bonus in natural terrain; +2 Perception racial bonus Languages Common, Sylvan Combat Gear brooch of shielding (101 hp), cloak of resistance +1, daggers (2), rapier SPECIAL ABILITIES Kava Leaf Poison (Ex) dagger—injury; save Fort DC 15; frequency 1/minute for 1 hour; effect unconscious; cure 1 save. Only the first successful attack with the dagger carries a dose of poison. Blur (Ex) A quickling that takes any action (other than a free action) in a round appears as a blur. This grants the quickling concealment (20% miss chance). Natural Invisibility (Ex) A quickling is effectively invisible (as the spell) when standing motionless. It loses this invisibility and remains visible (though blurred, see above) in any round in which it takes any action other than a free action. spriggan: Enlarged Spriggan (2) CR 3
CE Large humanoid (gnome) (Tome of Horrors Revised 326) Init +3; Senses low-light vision; Perception +9 DEFENSE AC 16, touch 12, flat-footed 13 (+4 armor, +3 Dex, -1 size) hp 34 (4d8+16) Fort +5, Ref +7, Will +1 OFFENSE Spd 20 ft. Melee short sword +9 (1d8+6) or halberd +8 (2d8+7) Space 10 ft.; Reach 10 ft. TACTICS Before Combat The spriggans hide behind two of the stones. During Combat The spriggans do their best to block PCs from reaching Cyflymder. They remain Large unless they flank a PC, in which case one transforms to Small and sneak attacks. STATISTICS Str 20, Dex 16, Con 19, Int 11, Wis 11, Cha 9 Base Atk +3; CMB +9; CMD 22 Feats Combat Reflexes, Weapon Focus (short sword) Skills Climb +5, Disable Device +5, Perception +9, Sleight of Hand +10, Stealth +6 Languages Common, Gnome SQ size alteration Gear short sword +1, halberd, chain shirt SPECIAL ABILITIES Size Alteration (Su) At will, as a standard action, a spriggan can grow from Small to Large size. Weapons, armor, and other inanimate objects on its person grow proportionately with it when it changes size. The spriggan can changes sizes at will, each time requiring a standard action to do so. Spriggan (2) CR 3
Very well: Blade Binding:
New Attack Option: Bind You can attempt to bind an opponent's weapon as a melee attack with a khopesh or temple sword. If you are not proficient with a khopesh or temple sword, attempting to bind a opponents's weapon provokes an attack of opportunity from the target of your maneuver. The target's CMD is modified by any weapon-related abilities it might possess, such as Weapon Focus. If your attack is successful, your opponent's weapon is bound. A bound weapon cannot be used to make attacks, nor does it allow its wielder to threaten any space. A bound weapon can be wrenched free with a successful CMB check (DC = your CMD), or can be dropped as a free action. If your opponent does not free or drop his weapon he cannot move beyond your reach. While binding your opponent, you suffer the same limitations, except you may end the bind as a free action. If you attempt to disarm your opponent or sunder the bound weapon, you do not provoke an attack of opportunity, and you get a +4 bonus on such checks. Blade Binder: Not only are you skilled at binding your opponent’s weapon, you can seize the advantage while he struggles to retrieve his blade. Prerequisites: Base attack bonus +4, proficiency with khopesh or temple sword. Benefit: You receive a +2 bonus to CMB when attempting to bind an opponent’s weapon, as well as a +2 bonus to your CMD when opponents are attempting to break your bind. This bonus stacks with the +2 bonus from wielding a khopesh or temple sword. If you succeed in blade binding your opponent, your opponent becomes flat-footed until he either wrestles his blade free or drops his weapon. Special: A fighter may gain Blade Binder as his fighter bonus feat. A monk may select Blade Binder as a bonus feat at 6th level.
I like damnnitall22's suggestion also, but here's what I did (in a nutshell). I had only 3 players at the time, so you may need to modify: When the players rescued Kaven, Vale, and Jakardros, I had them turn in their character sheets. I then laid out 3 packets, each with a cover sheet describing (without meta-game details) each of the rescued characters. The players had to decide, without opening the packet, who would control what character. (Each packet contained detailed information, including game stats, in case that isn't obvious.) After they had decided, I ran a "flashback scene" - the players were part of the black arrow patrol (lead by Jak) that was away from Fort Rannick during the attack. The whole of the flashback was littered with clues about the dangers surrounding Fort Rannick and Hook Mountain (without directly revealing too much), as well as information about Kaven's betrayal (the Kaven player was the most 'in the know,' but feared the penalty for betraying the black arrows.) Each player was provided with background info that included some clues and red herrings, and throughout the course of the flashback this info was revealed. The flashback ended with Fort Rannick coming into view (after having been attacked) and the substitute PCs quickly being overwhelmed by their attackers, with Kaven garnering suspicion (at last) from the other two when he said something to the effect of, "Unhand me! Lucrecia will see you suffer for this!"
MarkusTay wrote:
Indeed! Mark me down as part of this clamor. Side note: are you aware the WotC Old D&D page has a handful of Maztica downloads? These days converting from 2E to 3E is almost nostalgic. |