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![]() 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. ![]()
![]() 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.
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.
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![]() 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? ![]()
![]() 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.
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:
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. ![]()
![]() 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.)
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:
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.
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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."
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. ![]()
![]() alexd1976 wrote:
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:
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.
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. ![]()
![]() 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:
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.
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