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It's my understanding that you can make technological weapons magical. My question is about the emp pistol. I've printed the info below from the srd.

An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An EMP pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.

One of my party was wondering if he added the shocking enchantment to the weapon, would he be able to deal that 1d6 to living creatures? And therefore apply pbs, deadly aim, and other gun slinger traits that add to damage? Or would the shocking enchantment only apply to creatures that can be damaged normally by the emp pistol?


I'm the GM for a campaign. We are getting into the third chapter, and I'm trying to put together a timeline. What would you recommend as a good current year?

First time posting a spoiler, I hope the following is hidden!

Spoiler:
It says that Xoud infiltrated Iadenveigh in 4707. The main question is how long after Xoud extracts Casandalee do the PCs come by?

Here's an extra bit of intrigue: I have an android PC, and was hoping to make him from the foundry below Iadenveigh. So likely I would have to push back the date when the well was dug, since that seems to be his only way he could leave the foundry after being created there(The module says this was also in 4707, which I think is a little too close to Xoud anyways). This means I would likewise push back the founding of the town. Would there be a continuity issue if I pushed the founding of the town and digging of the well back 50-100 years each? Then I would keep the dates involving Xoud as they are stated in the text.

Please let me know your thoughts and suggestions!


The campaign I'm running is starting to get to fairly high levels. The party is now 13, and about to fight a wizard that will most likely open with PS. If, by chance, one of them gets sent to another plane, how would the pcs go about rescuing said pc?

I am not well versed in high level spells, so am not aware of all the potential options! The first hurtle being figuring out which plane said pc went to.

The only party casters are a druid and inquisitor (and technically a ranger)


Thats great! Thank you. I am looking for maybe somethin g a little more unique or refreshing for the party, as they have been fighting almost exclusively drow and demons (and are rather optimized to face them).


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I am currently running Second Darkness (converting to pathfinder as I go). Chapter 4 leaves the characters at 11th level, but chapter 5 starts at 12th. What could some quick adventures be to gain a level while their plea is caught in the dense elven bureaucracy?


Minor spoilers potentially.

I am GM for a second darkness campaign (converting to Pathfinder as I go). Page 51 of the adventure path Armageddon Echo, under the description about Celwynvian, talks about the Vista of Visions. On the path are several statues of historical elf citizens that all have a short sentence description, but at the end there is a brand new wooden bust of an elven man with a scar on his face. Who is that supposed to be? Even if it never specifies in the writing, has anyone come up with any cool ideas to tie this bust into the plot?

I was thinking making it one of the necromancers described later in the Celwynvian summary. But I am open to other ideas, especially if they come back way later.


I was going over the Wormwood's layout in preperation for starting the S&S campaign. I noticed that the only two stairs to the main deck from the lower levels are either through the officers' quarters or the captain's quarters, and both areas are pretty clearly off limits to not only the PCs but most NPCs. Not being a sailor by any means myself, how is the crew then supposed get to the main deck of the ship??


This great! I had been tooling with some conversions myself and am happy I was not too far off haha. This takes a big load off my shoulders for this campaign. Thank you again!


Ah! I am running a game in Armageddon Echo tomorrow.... what happened? These were all working less than a month ago!


I am starting a Second Darkness campaign, and one or the PCs is picking "scouting for fiends" as his campaign trait. None of us are super familiar with the pathfinder universe, and I was wondering what faction or group would be a good choice for him to be a part of that could have sent him to investigate. He is a Chaotic-good Half-orc ranger beast-master. Any ideas would be greatly appreciated!