How to beat pathfinder at level 5
20 more posts in this thread. [Missing image file: 03169.gif]
Theirs a fun little exploit you can do with pathfinder as a cleric with the animate dead spell.
At level 5 with animate dead you can make a 5 hd zombie for 125 gp, the normal amount of gold that you can have at a cleric at that time is around 10k gold.
Heres the catch though, with the different variant zombie types you can make a magus zombie, give it the cleric class and voila it can cast level 3 spells!
Normally you can only control 4 zombies at 5 hd at this level, which is nice, however now your zombies can also do the same thing. So you have your new cleric zombies make more cleric zombies.
The amount you can make by yourself at level 5 is around 85 zombies, each zombie is controlled by another zombie, and the zombies in control of the other zombies are controlled by you.
With a party of 5 you can make around 340 level 5 evil cleric zombies, arm them with pikes and hide armor and send them into battle no problem.
Also, retarded exploits general
40 more posts in this thread. [Missing image file: 468px-Xcom_enemy_logo.jpg]
- only ten maps, looped endlessly
- Australian outback looks just like Washington State
- the entire world is basically the same 3 types of area: desert, forest, park, city center
- can't choose classes
- everyone speaks American
- niggers everywhere
- nobody from Switzerland, although Belgium and unknown African nations are in it
- soldiers aren't automatically unequipped, if you shelf a soldier, his equipment goes with him, you have to re-select him, if you can find who has what, and then unequip him, unselect him, and get the guy you want and give him the stuff
Still loved the game and hope a sequel is coming, as well as other similar games.
>40k xcom style, yes
>we need more aliens and a better plot, fucking hated xcom's twist
>need more discovery channel stuff about aliens and their culture, now that I found them all, not so motivated to go fight
18 more posts in this thread. [Missing image file: AntiPaladinJimProfi.jpg]
Thinking of doing a bit of a social experiment with my players. I've always liked X-Men but fealt it was an unrealistic potrayal. Why should we sympathize with the guys who can move mountains and mindfuck us at will? They have every reason to be hated and feared. We don't even want citizens having assault rifles, let alone super powers.
But not only would that be explored of "normal fuck-ups with super powers" but even within that edium, unequally. Creating bitterness, hostility, fear, and maybe switching sides.
>System: D20 modern with a toughness check instead of HP.
>Attributes are 3d10 best 2 six times put wherever you want. Starting level 1.
>Players must roll a d10 for their super power. (10=0 level spell) And can cast this super power as a spell-like ability. They must choose a spell in normal D&D based on the dice roll's appropriate level.
>Caster level is 2d10+key stat modifier. Key stat modifier is determined by a d3. (Intelligence, Wisdom, or Charisma)
>Here's the kicker... the players roll for key stat, caster-level, spell-like AFTER they've made their character as though they were a normal human. Thereby cannot build around it.
Good idea? Terrible idea?
197 more posts in this thread. [Missing image file: Purplehorror.png]
Well, I'd say we've done it /tg/ but really the battle has only just begun >>21777250
We started out less than stellar, but we've moved on from there. We have the beginnings of Purple. The sixth colour of magic. This is no super-blue!
Purple is the colour of Mystery, Wonder and Discovery.
Favoured creature types are;
Mutants, Rogues, Explorerers, Horrors, Djinn and such.
Mechanics are... well we are still working on that, but we've gone in the direction of hidden knowledge, some sort of stuff with enchantments and some kinda secret-knowlegde mechanic. Some ideas of reperposing morph.
Come in, get shit done.
On the agenda is hammering out purple's identity and mechanics and investigating it's relations with other colours.
3 more posts in this thread. [Missing image file: 1350077508706.jpg]
/tg/, would a house rule for Magical Burst for failing transformations work?
For example, you have to make two DC 11 rolls to have your transformation succeed. The first is 2d6 + your lowest magical attribute, and the second is 2d6 + your highest magical attribute.
Even if you succeed, if your Physical is low (3 or 4), if you roll 17 or less on both rolls, then after your transformation, you get knocked unconscious and require medical attention.
Think it could work well?
Worldbuilding: The World in the 2040's
2 more posts in this thread. [Missing image file: futuresheep.png]
> Join in
Following the pattern set by Japanese economic dominance in the 1980's, followed by their Lost Decade in the 90's, the Chinese "Fat Years" of the 00's go belly up in the 10's. In the 2020's India becomes the developed world's new anticipated overlord with its economic boom, followed once again by a bust the next decade. Currently, the rising giant in Asia is Indonesia, using its economic muscle to exercise soft power on Malaysia and engage in territorial rivalry with its old antagonist, Australia.
Along with Indonesia, Brazil is once again a leading destination for Western capital, as are the Muslim Tiger economies of Turkey, Tunisia, and Egypt surrounded by unstable neighbors.
In the United States, following the militarization of the border with Mexico between the 10's and 20's, the Age Bomb (an aging population) necessitated a shift to 1960's style immigration policies: welcoming in skilled labor (tradesmen, not just white collar professionals as per today) from Central America and the Caribbean, Africa, and Asia to permanently resettle with their families (after the perceived failures of the previous Mexican-labor based guest worker program).