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  1. Ramaster

    Rogues and Shields

    Archers and single weapon rogues can use masterwork bucklers without any problem. The archetypes that suffer are the two-handed weapon user and the dualer (Being the later, probably the best build, damage-wise). There are three distinct choices when it comes to rogues: A) Single weapon...
  2. Ramaster

    Help with Custom Spell effect Wondrous Items creation rules

    As a GM I would certainly not allow the at-will gallant inspiration amulet (the other spell is troublesome, but workable). I would cap the uses-per-day at 3 and probably price it at around 15k to avoid early game abuse. If I was a player on a game that lets PCs buy those items at 15k, I'll...
  3. Ramaster

    The playtest has begun

    Nice!
  4. Ramaster

    My Homebrew ISN'T core (and neither is yours)

    Practically in EVERY RPG rulebook I have ever read, this is stated on AT LEAST on the first few pages (something along the lines of: "This rules are nothing more than guidelines, feel free to modify them and play the game as you like/enjoy/see fit!!!"). And yet time and time again we see...
  5. Ramaster

    Playtesting with more than 4 players

    If the fighter doesn't get the Weapon Master Theme (tm) and is presented with a variety of different weapons (and has a similar expertise on all of them) you could double up on fighters and say: "Ok, you there, only 2 handed. The other guy, only ranged" Or something on those lines.
  6. Ramaster

    Are feats selections too limited?

    A "Trap" option is one that seems super-awesome-cool, but in practice is not that good. Like dual wielding (compared to using a single 2 handed weapon). Regarding feats, Whirlwind attack is not that good and asks for a lot of specialized feats (like Mobility, Spring attack and Dodge, all of them...
  7. Ramaster

    Are feats selections too limited?

    The problem is not a wide selection of feats, the problem is "trap" options. Make Quick draw and Run a single feat, for example. Also, the "+2 to one skill/+2 to another" feats are worthless (so is skill focus). The bonus could be +15 and they would still suck. Give me interesting options...
  8. Ramaster

    "Best" single class party

    With proper planning, 5 commoners would wipe the floor with 5 wizards. Now, in all seriousness, 5 lvl 5 Zen Archers are a force to be reckoned with. They can even change tactics mid-match! Run, like A LOT to escape from melee classes (and then full attack them into oblivion), charge/grapple...
  9. Ramaster

    Scrolls, spellbooks, and learning spells

    Putting "Research Points" into your spells in order to be able to prepare them on higher levels seems cool and flavorful, but too book-keepy
  10. Ramaster

    Beyond the encounter: rules for pacing and downtime.

    There is an income system, sort of, on the Craft and the Profession skills... To avoid the "We take a year off to make money" problem, we could penalise the PCs XP. "You take a year off? Ok, you get a little rusty when you return to your adventuring career, so I say -100 x Lvl xp" or something...
  11. Ramaster

    Advice: Oracle/Seer Build?

    Well, the Lore and War mysteries are pretty kickass. With War you will be a great combatant while Lore lets you replace quite a lot of things with charisma and allow you to do some sweet tricks. We need more info on the type of campaign and your style of play to further advice you.
  12. Ramaster

    "Best" single class party

    Level is also an important factor. 4 1st level gunslingers with rifles could take down like 1.5 enemies each round. High dex also gives them good initiative and AC, to boot. If they face wizards, thay can probably take out 2 on the first round. On higher levels, they become much less...
  13. Ramaster

    A Xenomorph for your toughts

    I'm not sure about some of these things. After thinking about it for a while, I realized that the Colonial Marines used flamethrowers because they were told to (not because they proved effective). Additionally, it makes sense not to use firearms aboard a spaceship... that's just common sense...
  14. Ramaster

    A Xenomorph for your toughts

    Ok, I run the section with the Xenos! Before combat, the Xeno kills the two rangers that were guiding the party through the cave without them noticing. When the Xeno decides to attack, the party was terryfied. On the first round of combat (after a nasty sneak attack on the surprise round), the...
  15. Ramaster

    Big Bad Evil Melee Guy

    A two-handed guy with AMF on and Step up with wreack HAVOCK on a party. But, generally speaking, Casters are so much better BBEGs because they are insanely powerful on their own
  16. Ramaster

    A Xenomorph for your toughts

    All great suggestions... BTW, where can I find the Dragonborn template? I need to do a little more research before I delve into the addtional sensens... blindsight seems cool, so does darkvision.
  17. Ramaster

    A Xenomorph for your toughts

    Thanks for the feedback! Cool ideas come to mind... an Elven Hatched Xeno would be most deadly... a Dwarven one super resilient... So many possibilities!!!
  18. Ramaster

    A Xenomorph for your toughts

    Oh, I read Fire Invulnerability! That explains a lot... Well, this is what I have so far: Xenomorph (Aberation 13/Medium) HP 104 (13d12+26) Ini/spd: +10 AC/CMD: 26 (6dex1dodge9nat) Melee: Bite +19 (1d12+7) 19 x3 Clawx2 +15 (1d8+5) 19x3 Tail +18 (2d8+7) 19x3 Stun DC18 Ranged: - Salvaciones...
  19. Ramaster

    A Xenomorph for your toughts

    You ninja'ed my on that Powerful Build thing. I did mean stealth! Edited out "pounce", typo. You are right about pounce... that might just have been my trying to make my favourite movie monster more powerful.
  20. Ramaster

    A Xenomorph for your toughts

    Great! Let's see... I thought some people would say large... is just that... Ogres are large... do you really think a Xeno is as big as a ogre? I imagine them about as big as a half-giant, like, with Powerfull Build or something. The natural attacks and reach seem great. Which one would you...
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