Did I miss the date that the Gen Con season 6 and special scenarios are going to be available to download for the registered gm's?
I want to get some prep work (printing, minis, maps) set up before the last minute. I work two (soon three) jobs and want to get my gear oganized before it cramps my style.
Thursday, August 14
Slot 1 (0800-1300): #6-01: Trial by Machine (1-5)
Slot 2 (1300-1800): OFF
Slot 3 (1900-2400): Gen Con Season 6 Special: The Paths We Choose (3-7)
Friday, August 15
Slot 4 (0800-1300): #6-01: Trial by Machine (1-5)
Slot 5 (1300-1800): OFF
Slot 6 (1900-2400): Gen Con Season 5 End Special: Legacy of the Stonelords (1-4)
Saturday, August 16
Slot 7 (0800-1300): #6-01: Trial by Machine (1-5)
Slot 8 (1300-1800): #6-01: Trial by Machine (1-5)
Slot 9 (1900-2400): #6-01: Trial by Machine (1-5)
Sunday, August 17
Slot 10 (0900-1400): #6-01: Trial by Machine (1-5)
This is from an adventure I ran. The bear animal companion wanted to move by a half orc without provoking an apology. The acrobatics check roll was a 23, causing me to comment that the bear went down the stairs and around the half orc on a unicycle. The orc didn't die from the damage, but from embarrassment.
Imagine the conversation in the underworld: "how did you die?" "Well, there's this bear in a unicycle ...."
1) The SORD from Myth Merchant Press (RPG Now)
The Hunter needs access to EITHER a favored enemy OR a favored terrain. Gaining this at level 4 wouldn't hurt if it were more flexible (a Knowledge nature or dungeoneering check to activate for a specific foe)
I have no real problems with the weapon selection. This can be gotten around by race selection (elves and swords, dwarves and axes).
But the armor restrictions are unclear. Is METAL armor prohibited (metal shields are)? If the Hunter loses certain bonuses in heavy armor, that would make sense.
There should be some other class based bonuses for having the animal companion. Flanking, initiative, perception, tracking. Any of those (or all), especially if the companion is within 30 (or so) feet.
The animal could also receive some advantages to being partnered with a Hunter. Combat bonuses, access to more tricks, or ability score mods would work. Maybe a specific version of Enlarge that would only work on the companion.
I've looked through this forum to check for this question: How does RANGED combat work?
Some of the monsters/vilians have references to ranged combat and some of the weapons are (obviously) ranged. But there is no direction on how ranged combat differs from standard.
Can you roll a check on a bane in your location with range, or is range for a helping character at a different location?
As my dice collection grows (and whose doesn't), I have acquired some different sided dice.
From a kickstarter I received a d7, d14, d16, d18, d22, and d24 (from Impact Miniatures). At Gencon two years ago I bought a set that included d3, d5, d14, d16, and d24. (from Gamescience)
The d3 has a set purpose already in the Pathfinder damage system. I would like some suggestions for using the other dice for damage, either for weapons or spell effects, to build into the system.
I could use them to generate damage from traps (they have no "set" damage in the rules) or for rolling on random tables. But I want to see some worked into the damage progression by size.
I ran the BB for my two sons (14 and 10) and a friend of theirs (13) using the iconics (Valeros, Merisiel, and Ezren). They had a blast!! Actually talked to the goblin tribe rather than fighting them. They realized the need for a cleric to save them from bad rolls.
A couple of weeks later, I ran "Sinister secret of Saltmarsh" and they played right into it. They had no problems killing the bad guys. Though I did cause the youngest to have nightmares after I used my BOOMING voice from one of the traps.
Last week my boys rolled up their first characters. Austin chose to go with a human Barbarian and after mods, he had 18's in his three main stats. Jacob went with an elven wizard, and after mods, his Int was 19 and Dex 18. Great starting points.
The boys look forward to playing whenever we get a chance, and they take it fairly seriously. No fart jokes or anything out of character.
Here's the link to the pics I just uploaded: http://www.facebook.com/media/set/?set=a.2382888339760.2142976.1477279585&a mp;l=92b3d78ca5&type=1
They are in the second largest card box available for now. All of the spells were printed out 9 per page, grouped by level for each class.
The spells are sorted by Class/List then by level. So there are multiple copies of many spells if they appear in more than one list.
Kind of a legend: Sorcerer/Wizard (Red), Cleric/Oracle (Yellow), Druid, (Blue), Witch (Purple), Alchemist (Orange), Summoner Green), Paladin (White).
The other lists (Ranger, Magus, Bard, Inquisitor) aren't sleeved yet and won't be until they are needed for a session, or a player creates a character for that class.
Is there a chart that expands on the weapon damage past Large (or smaller than tiny) towards Huge, Massive, and Colossal?
Specifically (on Table 6-5 p145 of the core rulebook) a medium weapon that does 2d6 (Greatsword) would do 3d6 if it was large. What is the progression to huge if (god forbid) a wizard enlarged an Ogre holding the sword (or a medium barbarian holding a large greatsword was Enlarged)