A friend of mine is planning for a campaign in a colonial/pirate setting, and is planning on re-skinning crossbows as firearms, (i.e. light crossbow = musket, hand crossbow = flintlock), but I was wondering if there were already rules for such weaponry.
Gamer Forger Response:
Catch-a-Gun! Uggghhh. That sounds bad, just typing it. When you a crossbow just won't cut it for your pirate, DCR says:
1. The DMG says 1d10 with a times two critical multiplier. Fantasy settings often don't give much love to firearms, even Renaissance-era flintlocks. So, unfortunately, that's all the official answer gives us.
2. However, D20 Modern gives a host of options with your firearms. The books Ultramodern Firearms and D20 Weapons Locker give all the deets about all the guns you will ever need, including the stats and damage for the game. If you were expecting some huge damage rolling because it's "from the future", then prepare for disappointment. most guns comes up as 1d10 with a times two critical multiplier. Just like it says in the DMG. Most game systems give all the rules for firearms, and most just carryover from setting to setting. You just won't get the ridiculous damage rolling no matter where you go.
I’m just curious if any supplement out there includes an Animal Companion that is not, in fact, an Animal. As in the type.
I mean that just any Druid of sufficient level can take; there are probably feats that allow you to get nonstandard Companions from other types, but I mean just ordinary “Animal” Companions.
Bonus points if the Animal Companion in question is an Aberration, Dragon, Elemental, Magical Beast, or Plant, and thus qualifies for Rapidstrike.
Super bonus points if you find a Construct or Undead, because that would just be weird.
Gamer Forger Response:
Catch-a-Familiar! Okay, just had to try again. That's the last one, promise. When your run-of-the-mill familiar just isn't sitting at the cool kids' table, DCR says:
1. Familiars can often be designated as any commonplace animal. Part of the point of the familiar is that, by themselves, they don't stand out very much. Most familiars confer a small, one-time bonus at the start of game play. Usually a small bonus to a skill or a small, special attack the familiar can do. It's what the familiar does over time is what makes them special.
2. If you want a familiar that is not only different, but almost diabolical, try a humunculous. It's a familiar that is constructed from the master's own blood. It behaves in the same way as a normal familiar does, just more...gross?
Why are wizards and their ilk so restricted in their choice of personal armor in most fantasy roleplaying games? (...let alone novels etc.)
Sure, learning takes up a lot of time, especially about such an arcane and cryptic subject as magic - but this is just a stereotype. Games and worlds could both easily be designed otherwise.
Why is this stereotype so prevalent, and where does it come from?
Gamer Forger Response:
Does the clothes make the hero? DCR says:
1. Armor, in all actuality, is bulky and restrictive. There's nothing in the rules that says you absolutely cannot wear armor, it's just never recommended. A sorcerer's/wizard's movements are commonly the most important aspect of the magic. It's more dramatic that way, trust us. Also, mages become some of the most potent damage dealers around. So a heavy cannon that also becomes impossible to damage? Talk about unbalanced!
2. Lightning Rod! It's about the real-life repercussions of what you're doing. A fireball is very, very hot. When you wrap some meat in tinfoil and make it very, very hot, what happens? It cooks! Remember, a mage in heavy plate mail acts as a lightning rod when casting lightning spells, and becomes terribly frozen when using cold spells. However, you can double-dog dare a party member to stick their tongue to your armor right after casting "Touch of Frost" on yourself. Just saying.
3. Action heroes! Bruce Willis wasn't awesome in Die Hard because he was wearing heavy armor. Hell, he wasn't even wearing shoes! Star Wars Saga Edition best reflects the action hero mentality with an ever-increasing defense. So, we say NOT wearing armor has it's merits, so don't knock it. Unless, of course, you want to make a few extra coin by double-dog daring someone.
*Bonus XP: To go the extra mile, take a few minutes and give your familiar a bit of personality. A simple quirk to draw a little more attention to it and have a little fun with it. But remember that the character is the main focus, so don't stress the familiar too much. Archemedes from the animated Sword in the Stone is a classic example of a familiar. Not very exotic. Quirky. Understated. Relevant. All the makings of a great supporting character.