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brkndevil wrote:

Ok, then how would you do the Unchained Monk Unarmed Damage?

PFSRD Unchained Monk

Level 1: 1d8

Level 4: 2d6
Level 8: 2d8
Level 12: 4d6
Level 16: 5d8
Level 20: 13d6

Monk unarmed attacks get the Analog, Operative and Archaic traits. At level 4 they lose the Archaic trait.


brkndevil wrote:
Like what you did with the weapon damage adjustments for transfering and calculating damage and level of weapon and such. I am wondering how you came to that formulation and would like to know how you came to such values.

The damage per hit is calculated as such:

Take a specific weapon family (such as the longswords) and calculate the expected damage per hit for each member (for an XdY weapon, the DPH = X * (Y+1) / 2)

Once you have all of the damage per hit values, you can use Excel to fit an exponential function where DPH = A * e^( B * (Item Level + N)). N is a specific modifier that I calibrated by hand to determine the relative impact of the different weapon properties.

Comparing the values of different weapon families helps to determine N for each weapon property.

Once you have this equation, it’s trivial to determine the DPH for a given level, and use the DPH equation given in step 1 backwards to determine the number and soze of the dice for that weapon.

Note: price is even easier since you don’t need to convert anything, but it’s still an exponential function related to the item’s level.


brkndevil wrote:


Google form for commentary is not working though

Whoops, forgot to turn off a security setting. Should be fixed now!


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I am proud to release my largest homebrew yet for Starfinder: Powers of the Past, a collection of class abilities, feats, races, spells, and items inspired by the Pathfinder universe. It includes:

* 4 new archetypes
* Variant Multiclassing
* 17 classic races
* 2 new themes
* 20 new envoy options, now including Holo Trinkets
* 16 mechanic options, including 3 new drone chassis
* 2 new Mystic connections and 7 new mystic spells
* 16 new operative options
* 12 new solarion options, including 4 alternate stellar modes
* 10 new soldier options
* 14 new technomancer options and 3 new technomancer spells
* 3 new summoning grafts
* Tons of new items, including Magic weapons, a hoverboard, AI boosts, and rules for 4 new classes of items!

I am currently releasing this document as a playtest version and looking for volunteers to provide feedback on the balance, format, and layout of the document. Any commentary is appreciated and I hope to make the best product possible with your help.

Link to the live-updated GMBinder version here: https://www.gmbinder.com/share/-L1_EgprYu14ySU6kfIh

Link to the stable PDF document can be found here: https://drive.google.com/file/d/1vXutKIKdHfyczpO9NYskVrj-5BZ6KzwE/view?usp= sharing

Link to the Google Form for commentary here: https://goo.gl/forms/RokWKL7hFPCEjkyX2

I hope you all enjoy and thank you to anyone who takes the time to give feedback.


calvsie wrote:
Is there a specific way to railroad the runeforged or how do Dm's prep for 7 separate areas?

The best suggestion I've seen is to have the different sections "call" the player who most epitomizes that sin, and use that to suggest an order to the players.

Personally I would do my darndest to get them to finish a session in the main hall, and straight up ask "which hall do you guys want to go in first?"

The other option is to lose the flavor, have all the statues be worn out, and then only "pretend" that you're letting them choose which path they go down and really have them go through all of them in the order that you pick. It's not as clean, but saves you a lot of trouble.


So my party wasn’t really enjoying the themes of my previous story (too many robots in their fantasy), so I’m switching over to RotRL. They’re going to be sent over to Turtleback Ferry to check on the fort as per usual, but I don’t know what they should be aware of at this point in the story with regards to the overarching plot. Should they already have a decent understanding of thassilonian magic? How can I introduce the threat of Kharzoug and Mokmurian? Does anyone have any tips for helping this transition run smoothly? I also need to change the whole beginning of book 4 since they’ve never been to Sandpoint, but that’s for another thread.


Ok, what I have so far:

Scrapwall is getting reskinned as Devil's Elbow. When the PCs plan on heading out from Riddleport they hear rumors of strange goings-on and the inhabitants going crazy or getting mind controlled by some unknown evil. This is confirmed when they land at the port (Aldronard's Grave reskinned as a port on Devil's Elbow) and they hear the reports from the captured guards. They tell stories of guards going to tour the island and coming back as savages (the Smilers you fight off) as well as mysterious new creatures they've had to fight off (mostly automotons that they don't understand).

The different bands (Steel Hawks, Redtooth's Raiders, Smilers, and Lords of Rust) are getting reskinned as the local briggands (still named steel hawks), Zincher clan, corrupted or insane guards/populace (their minds shattered by the new divine presence on the island), and the Drow who are attempting to work with Hellion.

To tie in the rest of the story, Unity will have landed on Golarion voluntarily hundreds of years ago, and has been amassing power and trying to gain influence. Now that the Drow know about Unity, it is very possible that they will be able to bring Unity to destructive strength and pose a real threat to Golarion. That should provide the impetus for the party to visit the Silver Mount (which I'll make a lot closer).

If anyone has other ideas or additional information on how to update the rest of the adventure, I'd be thrilled to hear about it.


If you're currently in Rochester NY (and go to or recently graduated from RIT) and running through the Second Darkness AP please stop reading.

I'm a fairly new GM, and I decided to play through the first book of The Second Darkness to get my group (of mostly other newbie players) into the game and having fun. We enjoyed the first book, but I didn't expect them to be super excited about continuing the game so I now need to get the rest of the AP set up. Now that I've read the rest of the Second Darkness, I'm not super excited about it. The whole Drow thing seems super repetitive, my group would just kill all the elves rather than work for them, and it doesn't look enjoyable to play. What I'm hoping to do is mix the second book of Second Darkness with the second book of Iron Gods to transition into that AP.

Instead of calling down a meteor, I'm having the Drow instead have accidentally pulled down the starship Divinity. Instead of fighting over weird alien things, now the Cyphermages, Drow, Zincher clan, and the PCs are going to be fighting over alien tech and fighting androids. Since I'm wholly new to being a GM and I'm not super good at developing stories like this, I'm looking for help (particularly from people who have run both APs) in cleanly transitioning into the third book of Iron Gods with whatever locations/names/enemies reskinned or renamed to make it fit.