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Species grafts are perfect, thank you for the help.


I'm currently doing a set up for a quickly growing in scale cyberpunk themed campaign using Starfinder but I've run into a bit of a hitch in something a lot of my players mentioned wanting.

Specifically they would like to see stuff like genetic alterations being a thing (possibly as something corporations shill like fashions nowadays). The way they describe it is things like a human who brought something that now gives them outward traits you'd normally see in a Vesk or has light fox fur instead of skin.

I really like the idea but I've no idea how to achieve it mechanically speaking, if anyone has seen official rules, 3rd party or has built something like this before I'd love help getting this sorted.


those three suggestions seem like great options I'll take them to offer up to the group, maybe we'll get a symbiote that could be a interesting thing to handle from the Gm side.


I'm looking at running a Starfinder game in the near future but after going through the races I couldn't find any rabbit races. Knowing some of my group a few of them will no doubt want to play one so I was wondering if anyone had homebrew ones or links to some that are preferably medium size?


The David, the choice of race in my group is normally chosen based on two things the first being if we've played it before as a long standing rule is you must play or try to play every race once. The second being we intentionally choose minorities a lot of the time to make the game more difficult and interesting. Plus this is our silly campaign we've another campaign for 'serious' characters.

Thank you all for the help.

Shelyn and Apsu sound like perfect choices to me now that I've read up on them. I will have to think carefully about which to choose as both present some very tempting role play aspects.

The Evangelist sounds like a good archetype since it allows be to stay away from the front and let the heavy hitters do their thing but still help. However I was wondering about the Sermonic Performance given how it's worded does it count towards bardic performance related feats like spell song?


My group has currently begun playing the reprint of the Crimson throne campaign, as a joke (as well as for awesome points) we choose to approach the campaign with a few extra rules.
1. every player must be lawful good.
2. No stealthy characters.
3. we're encouraged to play vigilantes or have mannerisms of being 'super heroes'.

Recently after a misjudged acrobatics check during a rooftop adventure I lost my current character who was a Centaur vigilant and need to make another.
I've decided on playing a Kobold Cleric and am sticking with the rules above, however I'm having trouble picking a Deity and Domains. Given the nature of the campaign and my role in the group the deity and domains need to be good for teamwork.
Does any one know and suitable choices? Also if there's any archetypes good for a support focused cleric?


Recently my group has started the serpents skulls campaign and for the first time ever I am playing a wizard. Playing a wizard has been fairly simple but due to constantly getting cornered and wailed on by monsters I was looking at exchanging my familiars feats taking combat reflexes and body guard as it's feats. then I was considering taking an familiar archetype for it the Mauler archetype suits what I need however I've found a number of things confusing, The Archetype states that it cannot speak any language in a descriptor and replaces the speak with master and speak with animals abilities. Would this apply to a improved familiar since they start speaking a lot of languages sometimes including common?

additionally the later powers of the archetype give a 'battle form' which turns the creature into a medium creature and reads "In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a poly morph effect." does this mean for the power I need to add the size bonus for each size category and add a +2? Also does this power run out or is it a constant affect until turned off?


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I am currently playing a character who is slowly being corrupted due a variety of things and was considering taking a feat or class to reflect it, however the most in depth one I can find is Demonic Obedience.

I was wondering if there was similar feats for making deals with Devils or other outsiders?


The party I run sessions for accepted a job that I didn't expect them too. (due to their disposition towards anything undead and unexplained horror. In the past they have burnt buildings to the ground rather then deal with it.)

Their Job is to enter a abandon and run down estate and retrieve two items a book on planer travel and a relic bearing the crest of the former owners , The Estate was formerly owned by a wealthy merchant family known as the Serpentines.

The current information the players have is as follows.
The Serpentine family was not liked by local nobility due to their "lack of class." in truth the nobility was envious of the vast wealth the Serpentine.
Roughly 5 years ago the family consisting of 3 children and two parent along with all members of the estate vanished overnight. A Search lead by the local guards proved futile. Reporting only an uneasy feeling within the boundary's.

This is also all I have planned and need help designing a the estate or maps to borrow for it. I have literally no idea what to have the party face. The party is well equipped and varied but has never faced more then skeletons and zombies.


Legio_MCMLXXXVII wrote:
tsuruki wrote:
jonn254 wrote:


The first is what has been explained to me as a Razor disc for the Sorcerer

. Chakram or perhaps a shield with the throwing enhancement.

jonn254 wrote:
The Second is a M1911 requested by the gunslinger (they are slowly becoming captain america)

At best an advanced firearm, disallow it entirely. The ideas, skills and refined metalworking (and plasticworking) technology nessessary to design such a weapon dont exist. A Double pistol will do fine.

jonn254 wrote:
specialized arrows. Exploding, grappling hook, fragmenting tips, ensnaring and a noise maker arrow.
Exploding: Enchanted arrows from "Heroes Of battle", a 3.5 product. Grappling: Pathfinder SRD. Fragmenting: Any arrow that causes bleed, there should be a ton of them both magical and not. Ensnaring: Tanglefoot arrow, Pathfinder SRD. Noise: Whistling arrows. Try pitching further arrow ideas! Brilliant energy earrows. Fire, ice, Sonic arrows. The list of possibilities is long.
What the hell plastic are you putting into your 1911? It's a steel framed pistol, with a steel slide, steel barrel, steel springs, trigger, and steel everything else, except for the wood grips.

As the Op of the thread I feel I should take a moment to add something I forgot, in regards to the m1911. This firearm existed in 1911, thus saw active use in WW1 (eg reign of winter) this is why my players are asking for it.


Several of my players have recently started taking craft classes with the plans of creating weapons that don't exist in the pathfinder universe. While I'm willing to allow this to happen I'm unsure of what needs to be done as GM rules wise.

The first is what has been explained to me as a Razor disc for the Sorcerer, effectively this will be a metal disc the size and shape of a small plate with sharpened edges, it's intended as a weapon for use with telekinesis or magic weapon (similar spells) and unusable in any other way. I have no idea what damage it should do or what rolls they should make with it.

The Second is a M1911 requested by the gunslinger (they are slowly becoming captain america) as we are doing to do reign of winter or similar campaigns. Rules wise I'm considering it a Revolver with 7 shots and you won't be allowed to select from chambered rounds, however I am hazy on range and rules needed for the weapon, mostly in the area of rapid reload and how jamming should effect it as it's rather different to a revolver.

Our Bow using fighter is also wanting to make specialized arrows. Exploding, grappling hook, fragmenting tips, ensnaring and a noise maker arrow. While all do able I can't find any home brew rules on the web.


Cyrad wrote:
I love the magus. I always think of cool character concepts with it due to how much flavor your weapon and spellcasting can give. It's a shame almost everyone just plays a Dervish Dancer.

Strangely enough the groups I've played in have never had a magus.


Even harder if your a multi class.
Since I have to choose between a rouge and gunslinger.


I'm Currently running a game with a few players who all but one have Con over 14. The one with the lowest is the groups Sorcerer. (who also has no armor.)
From what I've seen so far Having a high Con only helps in encounters if you expect to be hit. So I make no adjustments beyond what the party CR is and meeting that. If I change it too much People will die instantly due to a unexpected roll.

This happened in a previous game one I was playing where the GM had made the enemies have a higher hit and damage to counter my character who had a very high AC and hitpoints. But because of this when the other players got hit they'd almost die or be knocked down.


LazarX wrote:
the secret fire wrote:


People can do those things. The fact that the Aztecs cut out someone's heart every day and played football with severed heads didn't make them evil in their own eyes. Alexander the Great didn't think "gosh, I'm so evil" when he ordered his army to raze Persepolis.

The entire universe doesn't turn on your moral compass, Walsh.

You need a couple of reminders.

1. The Aztecs would frequently start wars solely for the purposes of acquiring POWs for sacrifice. They may have considered themselves "noble, or honorable" but that is from even among their contemporaries, a sick, and twisted view of cosmology.

2 Alexander burned Persepolis purely as revenge for what the Persians had done to Athens. Not exactly the most noble of motives.

3.Good, Evil, Law, and Chaos are values we impose on the real world. In Pathfinder, the default assumption is that they are not only values, but actual real forces, so let's put the real world comparisons to bed.

Thank you, just thank you for this input, the amount of times I here people trying to use real world values in table top.

It's like playing dark heresy all over again.


In a recent discussion with some of my group the idea came up of at some point doing a game where our characters are sent to a more modern world similar to our current earth.
I was wondering if there was a module like that, I know about reign of winter but the idea was for a more current one.
Has any one heard of such a thing or maybe made a homebrew one like that?


In my group lawful good does not mean you have to be nice.
While things like torture are out of the question it doesn't mean you can't play the good cop.


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played a game once where all of the party came from a former noble family and servants of.

We have a half elf sorcerer princess and her "left hand and right hand."
the left hand was my character a Rouge and former spymaster of the court and the martial was the right they were ah half elf samurai.
then we have two servants who started as fighter classes.

It was a lot of fun playing the noble side when we had to deal with underworld or lower classes. it actually ended with the two fighters being the most charismatic two of the group.


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I can't stand the Bleeding effect,it's a pet hate of everyone I play with as it make little sense how it works when everyone hitting each other with swords.


alexd1976 wrote:
Brew Bird wrote:

I've had monster cohorts in a few games I've run. Generally I use a bit of GM magic to keep them out of encounters that they'd be too powerful for, and usually they're pretty stubborn as well.

The PCs should have to go out of their way to maintain the friendship. Maybe the creatures start demanding a cut of the loot?

If someone of appropriate level takes Leadership to keep them around, that's one thing.

If they just stick around, it's gonna steal thunder from the PCs... I wouldn't advise it.

GMPCs get ridiculed and hated on... because it's like the GM is telling the story AND controlling the characters.

It leaves the PCs with less to do.

Yeah I have concerns about me as GM controlling them.

Up until now the creature was controlled in combat by the player who's character it was following and then I control them out of combat.

If I stick with the animal handling checks and explain it as asking the creature to act the players will be okay with it... and it just hit me they've basically got Pokemon.


alexd1976 wrote:
Brew Bird wrote:
Aren't Griffons above animal intelligence? I believe you can interact with them like any other NPC, if that's the case.
Both are above animal intelligence.

Should any special considerations be taken due to that? rules wise.


alexd1976 wrote:

There are rules under Handle Animal regarding training.

You are not obligated to allow these creatures to progress unless you want them to.

So it is, thank you for pointing that out, completely forgot to check there.

I find it amusing having the creatures around (outside of combat) it provides a lot of entertainment for the party.


Due to some unexpectedly good rolls on animal handling checks my party has recently come into ownership of a Griffion (formerly captured by poachers) and a Pseudodrgaon.
As they aren't bonded to a character or a familiar, I have no idea what to do with them.
The current how rules is as follows.
'1.Upon ordering the creature to attack anything other then natural prey or a enemy that is directly threatening it you must pass a animal handling check for it to do the action.'
'2. you may teach the creature to do complex action with a animal handling check of dc 10 once per day for 2 to 7 days depending on the action'

I was wondering if any one has better rules for the creatures as we are counting them a NPC members now and the Griffion keeps breaking the CR?

I, as Current GM am also getting requests for animal 'classes' for the creatures.


In my groups sessions there has always been one human character, normally of varying class but with a high charisma. They act as the face of the group as humans dominate the cities and places of authority.


M1k31 wrote:
PC levels would be nice to know to determine what CR adventure you are talking about, as your quest seems to be a homebrew lacking other indicators(the dragon is the closest indicator, yet it has a large range, and sounds OP compared to your the rest of the story.)

The current CR rating is 7-9, all party members are at level 5 and well equipped (currently lacking a healer). However there is also a Griffon accompanying the party due to previous adventures.

Davor wrote:

As a DM, I like to come up with encounters, then decide why those encounters happened.

So ask yourself this question: Why is the dragon attacking? Then, follow the train of thought that inevitably follows. Do yourself a favor, and NEVER stop at "Because it's evil/greedy."

Is there a place with more information on the dragons?

If I can find additional information, for example what a chromatic dragon will work with or if it's possible to control one with magic,


Recently I was give the role of GMing my group due to our previous one being able to run two sessions. The party is all currently level five consisting of one Trox barbarian, one Sylph sorcerer a Gillmen rouge and a paladin multiclass with a gunslinger.

The Party is currently hired as protection for a ship called the Cena (party named.), the captain is the one who hired them and has been vaguely suggested to be a retired adventurer/cleric.
The party is about to come up against it's first dragon battle.
I haven't got much of an idea as to what to do story wise and need some ideas on what I can have the party do since they really like story focused sessions.