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![]() Vidmaster7 wrote:
I MEAN..... if this stuff works anything like the Sci-fi stuff from Pathfinder, you will have shield that will just eat up all the ranged fire, as you close the gap in to melee range ![]()
![]() Vidmaster7 wrote: The thought occurred to me with most classes being between either shooters casters or teks won't strength be a almost useless stat for everyone? aside from being able to carry stuff (heavy guns or something) maybe throw the occasional grenade otherwise what sort of space class would really need it? For the last two years I have been running a wild west Pathfinder campaign, and ran in to a similar issue. Everyone was high dex, no one had str. They'd run in to problems that a strong character could handle, but every single PC had a str of 10... One day, we invited a friend who had just moved back to NYC to play with us. He made a melee character and instantly started being a force to recon with. He's get in character's faces, sometimes disarming them, forcing them in to melee. NO ONE was built for melee so, he'd win the fights. Plus, he'd make a great distraction while fighting monsters. In summary I think it will become LESS important, but if you've play games like Mass Effect 3 and Destiny, you know that there are a lot of way to go sci-fi close combat. ![]()
![]() Zog of Deadwood wrote:
Haha. Good point. Though, he had to fight against an entire corrupt organization... but thats something to think about... ![]()
![]() Well, currently the original 3 members of the party were all framed then had their sentences bought by the railroad company. The 4th (the marshal) was added later, after this her character character died, he joined to investigate the rail, to make sure everything was on the up and up. They are all still building the railroad/settling a frontier town. ![]()
![]() Let me start by saying that I'm not 100% sure this is the right area for this, but I this is my best guess... So, in my Wild West homebrew game, we have a character who is a Marshal. Its become a bit constricting for the rest of the group, who have become good guys framed for a crime they didn't commit. So, we've talked about thinking of making the Marshal an outlaw as well. Unfortunately his lawful good, Captain America-esque, character would never willing quit the Marshals. So I've been tasked with coming up with a story line that find him in a position where he has to become a fugitive, without being a bad guy. But I've hit writers block! I was thinking he becomes a scape goat for one of his Marshal superiors... for some reason.... but I just don't know how exactly... So, if you guys have any ideas, I'll hear any an all. Thank you! ![]()
![]() I wrote up a whole long question, but then I thought, "Surely someone has asked this before?" So I look it up, turns out, yes. It's been asked a few times. Not all were answered, some not answered clearly, ect, ect. Until this! I think this entire discussion should be reviewed for FAQ. I personally want to understand this better, and I think a lot of people like me would be very relieved if there was an official word on this. Sorry for digging up an old post, but I'm feel passionate about this one! Click the FAQ button if you agree with me! ![]()
![]() Koujow wrote:
Thank you. And yes, it is the Major religion. Unless you are from another country, evil, or agnostic, your religion probably falls under the head of "The Light". As for leader ship, I guess I just love leadership... haha. I felt like it was a fluffy power. Why don't you like it? ![]()
![]() Sovereign Beacon
Table: Sovereign Beacon Level BA Fort Ref Will Special Spells per Day 1st +0 +1 +0 +1 Channel energy, Candescent(+1) 2nd +1 +1 +1 +1 Guiding Light, Refulgence(+10ft), +1 level to divine spellcasting class 3rd +2 +2 +1 +2 Candescent(+2), +1 level to divine spellcasting class 4th +3 +2 +1 +2 Basking Faith, +1 level to divine spellcasting class 5th +3 +3 +2 +3 Candescent(+3), Refulgence(+20ft) 6th +4 +3 +2 +3 Radiant Hope, +1 level to divine spellcasting class 7th +5 +4 +2 +4 Candescent(+4), +1 level to divine spellcasting class 8th +6 +4 +3 +4 Refulgence(+30ft), +1 level to divine spellcasting class 9th +6 +5 +3 +5 Candescent(+5), 10th +7 +5 +3 +5 Glowing Apotheosis, +1 level to divine spellcasting class Class Features
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![]() Hendelbolaf wrote:
1. So, since skeleton is a template, am I just assuming this is a average humanoid? Who had all 10's in life? 1 HD? And was medium? 2. Interesting. So there are no rules about this, that I'm just missing? 3. Wait.... you take MOVEMENT penalties for being in the darkness? How have I been playing this game (and 3.5) for so long and not known that??!? Fortunately she rarely ever moves once combat has started, save for a few ft here and there to line up a shot. 4. Well, what I'm asking is, it says, "A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy." In official statements on here, pinned is not helpless. Grappled is not helpless. Being tied up (since its an extension of pinning in Pathfinder) doesn't seem like it'd be helpless either. So, what besides paralyzed, unconscious, and sleeping make you helpless? The rule seems to imply that there are OTHER circumstances where you are helpless while not paralyzed, unconscious, or sleeping. ![]()
![]() While I'm not sure what 'doff' is, this brings up an interesting question I just noticed. The rules say "Removing a shield from the arm and dropping it is only a move action." But what if I want to put it away? Remove, then sling on back? Two move actions? Edit: Ah... DOFF... was this in 3.5? I don't recall that. ![]()
![]() So I'm working on a prestige class that is focused on the Channel ability. I wanted to get everyone's thoughts on balancing it. Right now I like most of the abilities... but I'm not sure how much spell casting one should loose to have these powers. Just a note, The Sovereign is a god. The Light the the pantheon of three gods, including The Sovereign. Obviously, home-brewed campaign. Thanks for you time guys! ![]()
![]() We are taking a hiatus in our game for two weeks due to everyone's schedule. I decided to run through the dungeon my PC's are currently in, to make sure everything was ready for them. Kick the tires, tighten the bolts and screws. So I came up with a few rules questions: 1. Undead Ooze skeleton generation. The dungeon is full of oozes and undead, so I figured I'd throw in a side boss: the Undead Ooze. Reading over the rules I read this: Skeletons (Su) wrote: As a full-round action, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled, and each skeleton conforms to the basic statistics for its size. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze's form holds up to 10 skeletons. These skeletons are included in the determination of the undead ooze's CR. What are these skeletons? Large? Huge? Medium? Small? Am I missing something? 2. Your mount doing the climbing. Our cleric loves riding around on her magebred giant chameleon. She also refuses to get off of it if she doesn't have to. They recently had to climb cave wall to get the top of a waterfall and she wanted have her chameleon carry her up. Does this work? Does she have to make some kind of... check? 3. Shooting in to a light source from the dark. Our ranger is quite the sniper. Unfortunately she is the only one without dark vision. So often the party is fighting closer with no need for light in the dark caves. Fortunately the monk got some +1 flaming cestuses, illuminating most targets. Now heres the question, looking at the rules for concealment, theres no miss chance if you and your enemy are in the light. But what if the attacker is firing into a bright area? From say... 80ft-160ft? Where these isn't even dim light? 4. Can anyone give me an example of being completely at an opponent's mercy?
Helpless wrote: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy.
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![]() So, here's dem rules! ANTIPLAGUE
So say I get bite by an Akata. Ouch. I fail my Fort save, and am infected (the onset is 1 hour). I take antiplague before the disease does anything, roll Fort again, make the save this time; am I now cured? Or do I have to make another Fort save in an hour? Or some other combination of things that I'm not understanding? ![]()
![]() Hi! I've been writing a dungeon recently, and its all natural, no traps, all hazards. But I realized I've NEVER run things like this... its either above ground or a dungeon with man made traps. How, as a DM, do you run stuff like Yellow Mold, Azure Fungus, or Green Slime? Is it just there? Do they just see it? And walk around it? That doesn't seem worth the exp they'd get from it. "Oh... hey don't touch that!" Boom, 250 exp? Anyways, I figured I'd turn this question over to you, my friend on the interwebs. And in case it's important, they are EPL 5. And here are SOME of the ideas I'm kicking around.
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![]() insaneogeddon wrote:
Wow, yeah. This one doesn't age well, but it's definitely a good blaster for low level. ![]()
![]() Korthis wrote:
Thats very good, I might steal that. So much HP also. Magda Luckbender wrote:
Wow, this one is not broken, but its a very good, and well thought out build. Nice. ![]()
![]() Lamontius wrote: When variations of this thread come up, I just go and see what is banned in PFS and then work with that stuff to fulfill the request Which ones are? And... wheres this request fulfillment? Ironic Hero wrote:
Very Nice! Knuckles Jarvis wrote:
This is maybe more than a 'simple barbarian' haha... I like it! ![]()
![]() Petty Alchemy wrote: Something that becomes a monster, like a vivi-alchemist or a summoner. Natural attacks laugh and dance on the grave of BAB-based iteratives. Do you have a specific build? Pupsocket wrote: Horse Master (scion of humanity Aasimar, Nature Oracle, favored class bonus, huntsmaster feat + celestial servant). At level 3, your 5 HD horse will kick anything that opposes you, has DR 5/evil and 3*elemental resistance 10 + smite evil 1/day. Wow! Now thats what I'm talking about people! ![]()
![]() Recently my roommates and I started a new campaign. Everyone came to me for advice on making their characters more powerful, because when I play, I use all the rules, and bend them to my whim!! Of course I'm much nicer as a DM. Anyways, the point is, it got me thinking about broken, or extremely powerful low level characters. And, while I have MANY ideas on the subject, I can't be the ONLY building IMBA characters for funzies? So, let me know! It does have to be damage based, but that is the most obvious. Bonus points (which can be cashed in for imaginary fun-bux) if you can do it in 3 levels, but 4th max! No 3rd party stuff (except Dreamscarred Press' Psionic content) Here's an example: Pistolero Gunslinger 1/Sniper Rogue 2 First note, that this takes place in the "Gun Everywhere" rule active. Here, at level 3, you combine the The Rogue's ranged Sneak Attack with a revolver, the pistolero's Up Close and Deadly, and the Rogue Talents (via Ninja Trick): Ki Pool and Vanishing Trick (via Extra Rogue Talent feat). This leads to the rogue being able to vanish mid combat, being able to put out 1d8+2d6+5. More reliably he's doing 1d8+1d6+5 almost every turn. You have to min/max you skills, but you can VANISH.... anyways... lemme know! ![]()
![]() In our wild west campaign, my characters are getting up in the levels and I thought that our Ranger probably will want to buy a rifle with more rounds. And why not? The Winchester repeater was "Gun That Won The West!" It had 15 bullets in that thing! But of course there aren't rules for that... technology wise they go straight from a bolt action rifle to the Mosin-Nagant M1891 (in Rasputin Must Die!). Both cost the same (if you are workig with the 'Guns are Everywhere' rules as I am)... but the latter has 5 bullets and does a d10 instead of a d8. So I'm left with a conundrum, how do I price out a repeater? For that matter, ANY gun that has more ammo? Theres no real precedent to go off of. Thoughts? Comments? Snide remarks? ![]()
![]() thejeff wrote:
Exactly. I think it's pretty solidly factual that RAW nothing changes for the Archetypes... I just wish I had the opinion of a designer. ![]()
![]() I'm not sure what benefit cheaper crafting of guns and ammo would afford in a "Gun Are Everywhere" world. You can buy em for almost nothing in any store on in any town. Do you think the swap would be for Gun training? An argument would be the Trench Fighter Archetype in Rasputin Must Die! In that book, they state they are applying the discount for "Gun Are Everywhere" to guns listed in the book, and they the Fighter gains Trench Warfare (which is in essence gun training). Of course the obvious argument against is "Its not in the RAW". But, all my PC's that want to be damage deals took one level in Gunslinger just to get that ability.... so yeah... just a thought. ![]()
![]() So, recently I got in to a conversation about what to do with Archetypes that include 'Gunsmith' when using the "Guns are everywhere" rules in Ultimate Combat. As a refresher here it is: Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
So, in cases like Spellslinger (where the class gains Gunsmith by name) or Holy Gun (where it gains Has Gun, which is Gunsmith in Spirit), what do you do? Do you give them all Gun Training 1? Only some that explicitly have gunsmith? None but gunslinger? Person or official thoughts? ![]()
![]() So, so far I've written up some basic models, chassis if you will. And reading through Ultimate Magic there are some very useful ideas. But now I'm trying to figure out how to price things like, an arm that does more damage, or replacement adamantium plating. My first thought was to say, make a store where you could buy these parts, so I'd set the bonus and price. Problem is, UM says that I price things based on CR. For a hypothetical example, if I understand correctly.... you make a CR 1 golem do damage as a size larger it goes from 500g to 2000g. If its a CR 2 golem, it goes from 2000g to 4500g. How do I justify that? "Oh, your nicer golem cost more to add the same arm to... sorry bub." I feel like nothing else works that way, on the PC's end. ![]()
![]() Well, you both make good points and suggestions. Originally I was thinking that yes, it would be one size fits all. Though I see the complications... though I also see problems with one core type per golem. THERE ARE SO MANY. What could a middle ground be? Maybe power levels of cores? And as for the body, I figure to make a body from its components, maybe a feat that required a few points in Knowledge Engineering. But for repairs, anyone with the appropriate craft skill could repair the bodies. And hmm... I'd never thought about what happens if you break the core... maybe elemental explosion? I mean nothing happens when you break a golem, right? As for socially... the irony is these golem replaced slavery. I imagine it's not so morally taxing as most elementals are only a little smarter than predatory animals. ![]()
![]() In the world my campaign is taking place, there is a technology that permeates the world. Golem Cores. Basically, they are the elemental inside of the golem, but in side a modular core that can be put in any golem body built for this purpose. They are also used to run the air ships and the railroads. So... this is so that in war or heavy labor, if the golem's body is damaged destroyed, you don't have to get a wizard to make a whole knew body, and it save the more common man money! But how do I translate this to rules? How much should it cost my PC's to buy/maintain this golems? ![]()
![]() I've been playing pathfinder/3.5 long enough to know how to read a stat block. And reading the stat block for giant chameleon, I would assume with its tongue it can either GRAB or PULL. BUT then I read the special attack description and I get confused. Tongue (Ex)
So wait... it can grab AND pull? Or is this just colorful description of what the chameleon is doing when it's grabbing? So confused... also here is the full stat block. http://www.d20pfsrd.com/bestiary/monster-listings/animals/lizard/lizard-cha meleon-giant
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