Hey just wondering how a giant anaconda miniature would work, like would the snake just be coiled up? Or would the gargantuan size category be spread out to make it a long twisty miniature? I very confuse
I am GMing this one-shot boss fight, and my players aren't that familiar with creating characters, and I don't feel like making 5 lvl 20 PCs. Anyone know of anywhere I can find/download some sheets? Like pdf's?
Hey, just wondering what power let's Doctor Strange telekinetically throw objects like cars, I just accidentally found out I could do it in Hell's Kitchen South.
I'm quite a new player and one thing I noticed is the game doesn't do the best job at telling you clearly what powers and abilities the heroes have.
Just trying to get a hold of which would be more effective. I want to go for a centaur-type body style, so I'll have to use 2 evo points for the addition of limbs. I want him to focus Str and Con for ability scores. One more thing, I'm not exactly sure how natural attacks work, so there are Primary ones and Secondary ones, and when you use full-attack action you can use ALL of your primary ones?
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So I have this horse skull/carrion demon in a campaign I'm writing, and I think making it the "Huge" size category will make things very interesting, I'm guessing that would raise the CR of the monster, so I'm wondering by how much. Also, I'm planning on having the demon teleport away before the PCs can defeat it, and I've always wondered how that looked like, would the demon just wave his hands a certain way and disappear? The second question is more for flavor than mechanics.
I couldn't really find any specific rules for what I'm trying to make for an adventure I'm writing. The party will be venturing into a temple of an ancient demon king, and I want there to be a trap room that casts a spell as a penalty that turns a PC against the party. Can anyone help with this?
So just after watching the beautiful film that is Doctor Strange, I thought to myself "hmm, a monk wizard? Ok." So I made it. A 6th level monk/transmuter, and he's pretty great. Combining the feat School Strike with Telekinetic fist is pretty cool, would using Telekinetic Fist with School Strike take away from my daily uses?
How does Matt do Laura's and Trinkets actions on her turn? My GM house ruled that our Druid can spend one of her actions and have her panther use it instead, for example the Druid could use a standard action to cast a spell while she can have the panther go up to an enemy with a move actions. My GM claims this is how Mercer does it, but it seems underpowered and different from CR episodes. Also, does trinket just go on Vex's turn?
I noticed that there are some talents and other things that read something like "the investigator can use his inspiration ability on this check without expending a use of inspiration. So does this mean, if I have the right talent, that I could just add a d6 to my perception checks for free?
So I have some creatures in my campaign that have DR. If a PC deals a certain amount of damage so that the creatures DR just absorbs all of it and takes none, do I try to portray that to the PCs or let them know? Or is that something that GMs usually keep to themselves? Like do I say "your attack hits, but the creature seems unaffected by your blow."?
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I'm trying to get the "Agile" special ability on my Rapier in a campaign that me and some friends are going through right now. I looked it up and apparently there are some prerequisites for special abilities, like apparently they're different from enchantments and there's like a "+1" cost and I'm just SUPER CONFUSED HELP!
P.S. would this be considered meta-gaming? Like would I have to make sure my character knows that this Enchantment/special quality exists?
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