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Shadow Lodge

lordofthemax wrote:
Make heavy ranged weapons strength-based for aim instead of dex, as dex for something that heavy is almost pointless.

Don't you use dex to fire things like siege weapons?

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Vidmaster7 wrote:
Umbral Reaver wrote:
Equip your melee characters with personal teleporters and power armour and deep strike the enemy to shreds.

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

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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.

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Zog of Deadwood wrote:

Joex gives good advice above. I don't know that I can add much, except...

You say this PC is rather like Captain America in his outlook and you cannot see how you can make him choose to be a fugitive. Question: have you seen the latest Captain America movie? If you have not, you should. It's very relevant.

Haha. Good point. Though, he had to fight against an entire corrupt organization... but thats something to think about...

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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.

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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!

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I agree with almost all the comments on this thread. In my own games, as GM, find that I'm winging it with WAY more terrain rules than I want to be as soon as I veer from the norm.

Make it now and I'll buy it. I will also play test this.

Shadow Lodge

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!

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Interesting. I wanted the class to become almost messianic. A natural leader. Do you think there's a better idea? So I could convey this in another way?

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Koujow wrote:

Don't feel bad about being ignored. I noticed that this type of stuff usually gets ignored for some reason. I have no clue why. (possibly because so many of them are terrible?)

Question that could decide how awesome this is: Is the Light and the Sovereign and all the jazz THE major religion of your setting or just a religion? Because if it is just a religion, then it is a class that could be absolutely useless. It would be like travelling with a party member who can only help followers of Desna. If no one is a follower of Desna, then you are going to be useless.

I really like a few of the abilities. Turning a bunch of allies into torches is kind of awesome. I personally don't like granting Leadership as a class feat, but otherwise I like it overall.

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?

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christos gurd wrote:
It seems ok, though it feels like a cleric or oracle archetype.

I thought about that. But I wanted oracle, clerics, paladins, and witches (with the life mystery) to be able to use it.

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Sovereign Beacon
A rare few already with the gift of channeling the Light finding themselves called to become an even great beacon of light and hope. People of all nationalities find themselves drawn to the beacon, who in turn grants boons to the faithful.
The sovereign beacon has substantial spellcasting ability, though not so much as a focused cleric or paladin. His combat skills are considerable and his healing powers prodigious, and those whose religious views align well with the beacon will find a ready ally.
Class Details
Alignment: Beacons are always the embodiment the all encompassing light of The Sovereign, and must be Neutral Good.
Hit Die: d8.
To qualify to become a sovereign beacon, a character must fulfill all the following criteria.
Special: Channel positive energy class feature.
Special: Must worship The Sovereign.
Skills: Knowledge (religion) 5 ranks.
Feats: At least one Channeling feat.
Spells: Able to cast 1st-level divine spells.
Class Skills
The beacon’s class skills are Intimidate (Cha), Knowledge (local) (Int), Perception (Wis).
Skill Ranks per Level: 2 + Int modifier.

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
The following are class features of the sovereign beacon prestige class.
Weapon and Armor Proficiency: A beacon is proficient with all simple and martial weapons and all armor and shields (except tower shields).
Spells per Day
At the indicated levels, a beacon gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a beacon, he must decide to which class he adds the new level for the purpose of determining spells per day.
Channel Energy (Su)
The beacon’s class level stacks with levels in any other class that grants the channel energy ability.
Candescent (Su)
After channeling positive energy (either to harm undead or heal living creatures) the beacon’s flesh and non-magical items give off the light of a torch for 1d6+1 rounds. While he is candescent, any worshipper of The Light within 10ft gains Fast Healing 1 if they are in this area during their turn. The duration and the Fast Healing amount increase by +1 at 3rd and every 2 levels thereafter (to a maximum of +5 at lvl 9).
Guiding Light (Su)
At 2nd level the beacon gains the Leadership feat as a bonus feat and a +2 bonus to his leadership score. The beacon must actively attempt to convert any follower that does not worship The Sovereign within a month or lose the +2 bonus until she only has appropriate followers.
Refulgence (Su)
At 2nd level the beacon’s Channel abilities area is increased by +10ft and every 3 levels after that to a total of +30ft at 8th level.
Basking Faith (Su)
At 4th level any worshiper of The Light, not including the beacon, healed by the beacon’s channel ability or Cure spells gains +4 sacred bonus to AC and gives off 5 feat of dim light for 1d4 rounds. This bonus applies to touch AC.
Radiant Hope (Su)
At 6th level any worshiper of The Light, not including the beacon, healed by the beacon’s channel ability gains a +4 sacred bonus against fear effects for 1 hour and may immediately make another say to attempt to resist any fear effects they are currently under. If she spends two uses of his channel ability, any ally healed becomes immune to fear effects while the beacon’s Candescent ability is active. The beacon cannot use this ability while under any fear effects herself.
Glowing Apotheosis (Su)
At 10th level, while the beacon’s Candescent ability is active, she sheds the light of a small sun. This effect is identical to the light given off by the Daylight spell. He also gives doubles his Cha bonus when determining daily uses of the Channel ability.

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I figured I'd bump it one more time before fetal positioning + weeping.

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HectorVivis wrote:

Question: Can you use the smiting gun on a scatter gun ? Ôo

It seems to be yes... Huuuuuu!

Hmmm I think it might... SMITE AOE!!!!!

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Claxon wrote:
If you wanted to stow the shield away after removing it, it would require another move action.

Huh. What page is stowing items on?

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Thanks Hendel! I'm not sure how I'm going to handle 1 and 2, but if it's not in the rules, no one will argue with me. Haha.

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Hendelbolaf wrote:

1. There is no set size so it is up to you the DM to determine. Start out with medium and work your way up if you feel the battle is too easy.

2. That can be done, but one hopes she has some type of saddle or else she maybe hanging for most of the journey. I might tell the player that she needs a military saddle for a special mount for that type of a situation. Other than that a few Ride checks should suffice.

3. I have always been a proponent of the light source needs to be near your target for you not to have a miss chance. Now, if she is in darkness then she will still have penalties like double movement and critters sneaking up on her.

4. I am not sure what you are asking here, but an unconscious character is consider helpless so they are completely at your mercy. What is the context? Why do you ask?

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.

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Master of the Dark Triad wrote:

1. Given that info, I'd assume you just choose whatever skeletons you want to be in the ooze.

4. A sleeping opponent.

Sleeping is already in the description. I'm looking for an example that hasn't been given in the rules themselves. But thank you.

Shadow Lodge

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.

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Would it be easier for people if I posted it in the post itself?

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horngeek wrote:

Ah, right.

Phew. And I need to check all the feats involved next time, huh.

A lot of people (I'm currently running a wild west game) forget that Amateur Gunslinger also gives you one 1st level deed. Go with Quick Clear!

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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.

Here's the link.

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!

Shadow Lodge

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.

Shadow Lodge

Ah! I see. So that day I would not take the Dex and Con damage, but the NEXT day I could take it, if I fail the save again. Right? And if I pass it, I'm cured, because it 'cure' is two saves in a row?

Shadow Lodge

So, here's dem rules!

If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

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?

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First, I'm not sure WHY those links don't work.... but oh well.

Second thank you. I think I know what I'm going to do. Thank you so much!

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Did I post this in a the wrong section or is this a dumb question?

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Any advice from you fellow DMs?

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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.
Azure Fungus
Green Slime
Yellow Mold

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insaneogeddon wrote:

Half-Elf Oracle Dual Cursed of Wind (Tongues and Haunted [wind]). Besmara is your god of choice.

Level up haunted. For roleplaying the combo works well - only being able to speak auran and having winds blowing around you (haunted) is pretty 'blessed/cursed by wind'.

Trait : Magical Linage (spiritual weapon) - for eventual attacks that trip and on 18+ stagger.

Revelations: 1: Lightening Breath, 3. Vortex Spells, 5. Fortune, 7. Thunderburst, 11. Air Barrier
Feats: 1: Misfortune, 3. Extra Revelation (Lightening Breath), 5. Toppling Spell, 7. Extra Revelation (Thunderburst), 9. Ability Focus (Lightening Breath), 11. Destructive Dispel,

Use elf racial to up lightining breath (available as half elf).

Misfortune every round
Pop out a spiritual weapon and then line up for your
At 4th = 3x DC (13+chr) 6d4 : 30ft lines.

Rest of your spells are free for whatever. Your misfortune/spiritual weapons/lightning and thunder bursts are for debuffing/target damage + trip and stagger/blasting. 3 (4 if you count trip separate) actions a round isn't bad.

Blasting is weaker at times but this is a great way to blast from low level that scales (and saves your limited spells known). Can always grab more 'extra revelation' feats if want. Will see you through to the high level blaster spells oracle ....eventually gets without any SR issues.

Elf (so half-elf), Aasimar, Sylph can all up any revelation.

Wow, yeah. This one doesn't age well, but it's definitely a good blaster for low level.

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Korthis wrote:

Human racial heritage orc

1)scarred witchdoctor witch (con instead of INT for sleep hex)
2)Barbarian (any really) +4 con
3) Alchemist (see above) +4 con mustagen
+2 con belt
= (10 + 1 (witch level) + 5 (ability score) + 4 from above) 20 DC sleep @ 3 with ability focus it's 22 DC sleep @ 3 (23 with a potion of bear's endurance instead of belt)
Carry a scythe for coup de grace (2d4 X 4)

Thats very good, I might steal that. So much HP also.

Magda Luckbender wrote:

You want broken at 3rd level? Here's a nasty combination that matures early:

Human Multiclass Controller (not a weapon user, but good defenses). You inflict little HP damage, but you shut down foes and boost your allies.

1 level Oracle of Heavens Dual Cursed Oracle, 1 level cleric , 1 level Sylvan Wild-blooded Sorcerer. High Charisma. You must worship one of a select few deities, possibly Sun Wukong, Dispater, or Abadar. Any alignment is possible. Archdevil Dispater is most effective, but there are others less objectionable.

Revelation: Misfortune (oracle-1), Awesome Display (from Extra Revelation feat)
Feats: Selective Channeling[1st], Boon Companion, Extra Revelation (Awesome Display)

Special Abilities:
Variant Negative Channeling 30' area effect mass daze & damage effect. Available in variations to deities with portfolios Ale/Wine, Rulership, Cities, and several others. High DC and many uses each day. At 5th level Quick Channel will allow channeling as a Move action.

Color Spray spell, cast as a Sorcerer, is exceptionally effective as a result of Awesome Display revelation and CHA 20. Also takes a Will Save.

Grease to target Reflex Save, DC16+

Full level 3 Animal Companion via Sylvan Wild-blooded Sorcery and Boon Companion. As a Sorcerer you have access to some unusual buffs for your Animal Companion, such as Enlarge Person. Some animals make better companions than others.

Immediate Action Misfortune Force d20 re-roll once per round.


This PC gets outrageous action economy at 3rd level:
1. Your pet does something
2. Every round you use an Immediate Action to Misfortune a d20 Roll
3. You take an action. Possibly a super-powered Color Spray, possibly a 30' area effect Daze and Damage effect. Possibly some other 1st level spell, of the ten you can cast each day.

I've played such a character in PFS. Just your immediate action Misfortune, used to sway luck in your favor, pulls your weight as a party member. Your...

Wow, this one is not broken, but its a very good, and well thought out build. Nice.

Shadow Lodge

I like that a few people used the Advanced Classes form the playtest. CLEARLY this is on people's minds!

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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:

Synthesist Summoner 1/Vivisectionist Alchemist 1/Barbarian 1

Biped eidolon; ability increase (str) and improved damage (claws) as evolutions, with improved natural attack as eidolon feat.

Add power attack, and assuming a raging, mutagened full attack, you get two claws at 1d8 + 10 (+1d6 if a sneak attack)

This is off the top of my head, and I'm sure it can be improved.

Very Nice!

Knuckles Jarvis wrote:

A simple barbarian is pretty disgusting at level 4.

With only a +1 Greatsword:

Power attack + Lesser Elemental Rage + Lesser Fiend Totem + Rage
Greatsword +1: +10 (2d6 + 1d6 + 17)
Gore: +5 (1d8 + 1d6 + 5)
Bite: +5 (1d4 + 1d6 + 5)

Edit: And he's got 57 HP and DR 2/-.

This is maybe more than a 'simple barbarian' haha... I like it!

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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!

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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!

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Thank you! And I'll look in to those sources.

Haha, and yeah, I was thinking about referring to the Platinum as $, so prices seemed lower.

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Thank you! So far no, no bright ideas here.

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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?

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thejeff wrote:
Xaratherus wrote:
ShadowcatX wrote:
I certainly wouldn't give them gun training, but the truth is they'll probably get it from a 1 level dip.

Actually, they definitely will. I misread legomojo's statement. If your PCs have dipped one level into Gunslinger, then part of the Guns Everywhere tech level is that you replace Gunsmithing with Gun Training at 1st level.

Now, if you're asking that you get additional Gun Training because you also had Gunsmithing from an archetype? No, I probably wouldn't give you another training at that point.

I think the question is "Do they get it automatically? Or do they have to take the one level dip in Gunslinger to get it?"

When he said "they'll probably get it from a 1 level dip", I think he meant they'd probably take the dip to get it.

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.

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I LOVE IT! It could use ONE TINY feature IMO.... you can select attributes, like "Plant" and "CR 3" and "Name" and then hit Random and let do the rest!

Then it would be a tool I use every game.

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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.

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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?

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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.

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I think I might make standard levels of golem based of off existing golems. Then make them upgradable via the construct rules in Ultimate Magic.

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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.

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I just would like a way to convert existing golems to this new system.

Shadow Lodge

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?

Shadow Lodge

Have you considered the Aegis class?

Shadow Lodge

MaxAstro wrote:
It also seems to me that the pull ability is only useful if the grapple attempt fails, since if the chameleon succeeds in grappling them they are dragged adjacent to it anyway as per the grapple rules.

Oh yeah!! I completely forgot about that...

Shadow Lodge

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)
A giant chameleon can grab a foe with its tongue and draw the victim to its mouth. This tongue attack has a reach of 15 feet. The attack does no damage, but allows the creature to grab. A giant chameleon does not gain the grappled condition while using its tongue in this manner.

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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