Pipefox

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Well thanks anyways for at least giving me that much. I'll probably try and throw something together logistically with what you've given me. Thanks a bunch.


I'm starting up a campaign with a group of comrades as the GM, but one of the main things I've been having trouble finding a way of sorting out is scavenging and dismantling gear for spare parts and scraps to be used elsewhere. How do you guys typically handle situations like this or what do you think might work? Like say my group decides to take apart things like weapons, armor, or guns to recycle the material for other things. In this campaign there is a heavy emphasis on scavenging through what you find for supplies and other material to make more useful things. Do you convert the material into a value equivalent to gold in terms of paying for other equipment crafting costs? Is there some pre established system I missed for this kind of thing? I'd appreciate some advice.


That Gunslinger idea actually sounds amazing. I'll take a look into it.


If that's the case, then I'll look into a Slayer. That grenadier sounded interesting as well. Thank you so much everybody that responded.


I am open to firing multiple arrows. My main feature I want to highlight to my character is dealing as impressive of an amount of damage from a distance as I can.Essentially, what I am looking for is a guy who can run, climb, or sneak to a favorable position on the field, and stay reletivly stationary the majority of the fight, acting as essentially a scout and a living Turret for my allies.


I am namely looking for the class, archetype, race, and feats that will make this class the most effective at targeting a single opponent at a time at long distance and taking it out with the highest amount of damage output.


Hello there. I am new to the sneaky character scene as paladin's and support clerics have been my main intrigue. In my list to try something new, I want to make a new type of character. Problem is I don't know how to nail what I had in mind down. I want to make a sneaky or at least from behind the front lines ranged character. The main thing I'm looking for is to optimize the character to be sort of a focus on one enemy and fell it in one swoop kind of guy. My team and I are starting at 5th level and the race is up to suggestions. I have heard a Slayer might fit the bill, but I want to know if anyone has a good idea to make it even more of a focus or just more lethal in general.


I will look into those. Thank you everyone.


Hello there all. I have a bit of a strange question, but I thought you fine people might be able to aid me in an answer. So the main thing is I had a thought about trying to formulate a a stealth oriented, spellcastery type character. The things is that I wanted to see how possible it would be to make a character that focuses on sneaking around, but employs things like teleportation spells and illusions to get around and avoid harm. Do any of you know if this is too farfetched or could this be possible with the right build and know-how?


Those are both wonderful ideas Mr. Nearyn. Those really help. I think I have a better Idea on how I want these things to work. Thanks a lot everyone who replied.


Thanks for all the feedback so far. So my party is going to consist of 5 3rd level PCs. The reason I want to include such artifacts is that they have a place in the plot, (probably obvious) and function later on as "keys" to a grand reveal nearing the higher ends of the story. They are supposed to be tools older than written legend and strange enough in use that it would puzzle the magic savvy world the characters live in. I actually want to get some advice on what more experienced GMs think make good and balancing effects for these things. As far as I have right now, all I can think of are limitations like the ever classic limited uses per day system. I was thinking to find their first "orb" around 6th or 7th level.
As far as each of the previously mentioned orb ideas, I hadn't put too much thought into the specific numbers.

-An artifact that transmutes materials into more precious or different substances.
/Can transmute things like silver into gold, Steel into platinum, Plants into coal, and chunks of more rare rocks into low grade gemstones. It would have maybe some chance of relishing nothing and destroying the given material with no results, leaving the PC with one less item.

-An orb with an unimaginable amount of knowledge and can give a boost to knowledge skill checks as well as translate messages as if using a comprehend language spell.
/As far as this one, I thought about it being considered a sort of limited version of an intelligent object, not having any will of it's own, but still having some level of consciousness. It would evaluate any question that would constitute a knowledge skill check and formulate an answer based on the result. It's stats for doing so would be boosted in such a way that it would be beneficial to ask it.

-An orb that acts as a small construct, able to do menial tasks.
/As a move action, a PC could activate a switch on the orb as long as it is being held in a free hand. The construct would be considered a tiny creature and would be deployed adjacent to the controller. It would function as a cohort or familiar, whatever would make more sense in this situation, and perform menial tasks like using Mage Hand to manipulate objects, fire ranged weapons,make certain skill checks like disable device check, observe small areas, and probably some other substantial features I can't think of.

It wouldn't be able to be destroyed, but if moved out of a certain distance from the activator (say 25 ft.) It would cease all activities and revert to it's dormant form.

The main point of having these things is to make plot essential items that portray a certain alien feel to a magically attuned society and that feel good and rewarding to find for the entire party not just because you found a new piece of the puzzle, but also because of the wonder and mystery of how to make this thing work and what exactly it will do.

Also, do you think it would be more effective and beneficial to simply look into and physically redesign some of the artifacts already made?


Hey there everyone, I am currently making a homebrew pathfinder campaign. It consists of a large expedition for a wide array of lost artifacts said to be left behind from ages past. I had an idea of making a large set of spherical, metal artifacts about a foot in diameter. Each of them has a unique effect. My question is to ask some of you experienced GMs out there if something such as this could work without being unbalanced in a party of 5, and if so, what are some good ways/ideas I can balance such powerful artifacts?

Right now, all I have is as follows:

-An artifact that transmutes materials into more precious or different substances.

-An orb with an unimaginable amount of knowledge and can give a boost to knowledge skill checks as well as translate messages as if using a comprehend language spell.

-An orb that acts as a small construct, able to do menial tasks.

-An orb that functions like a portable hole except it can be programmed to open up and allow the exchange of items to and from certain containers in the world designated by a PC.

What do you guys think? I want each of these things to be an exciting find that PCs should be glad they have at their disposal but they can't be too game breaking.