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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.
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.
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.
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.
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.
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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