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#21 |
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Join Date: Apr 2005
Location: st louis mo
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so nice that you are doing this, i think i am getting ready to start a GURPS Rise of the Runelords campaign shortly as well. Hopefully we can find some good stuff to share for this!
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Dark Paths and Wandered Roads contains all session reports of my GURPS campaigns. Some have been running for multiple years. Check them out! |
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#22 |
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Never Been Pretty
Join Date: Jan 2005
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#23 |
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Join Date: Dec 2008
Location: Cumberland, ME
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Ah, that does clear it up. I was assuming that Area Effect couldn't be combined with Aura/Melee Attack, and that the only way to get "affects X yards around you" was with Emanation.
So, if Costs FP works the way I think it does, the final version would look like this: Inspire Courage (Affliction 1) [+53 CP]: Advantage (+1 DX), Area Effect (8 Yards), Aura, Bard-Song Power, Costs FP (2 FP to initiate, 1 FP to maintain each minute), Fixed Duration, Malediction (Melee), Melee Attack (Reach C), Reduced Duration 1/60 (Effect persists 3 seconds after termination), Requires Skill (Singing), Selective Area, Sense-Based (Hearing) |
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#24 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Quote:
Let's format it as if it was to be written in a book: Inspire Courage 77 points The bard knows hims that inflame the hearts of those who hear them, making them redouble their efforts in the face of adversity. To activate this ability, take a concentrate maneuver, pay 2 FP and roll IQ, plus any Bardic Magery, Bardic Talent or Bard-sing talent. If you succeed, all allies within 8 yards that can hear him experience a surge of morale, making them more resistant fear and panic, and also making them strike truer and harder. Mechanically, this gives them +1 DX, Striking ST 2, and Fearlessness 5. This effect lasts for 3 seconds. The bard must continue to sing every turn, taking consecutive concentrate maneuvers, and roll IQ every turn, to renew the duration. If he fails three rolls in a row, the effect ends, otherwise it lasts for a minute. Those who leave the area can enter it again, to recover or renew this effect. Statistics: Affliction 1 (HT; Advantage, +1 DX, Fearlessness 5, Striking ST 2, +400%; Area Effect, 8 Yards, +150%; Aura, +80%; Based on IQ, +20%; Bard-Song, -30%; Costs 2 FP, -10%; Fixed Duration, +0%; Malediction, +100%, Melee Attack, Reach C, -30%; Nuisance Effect, 3 consecutive failed rolls end the effect, -5%; Reduced Duration 1/60, -35%; Requires Concentrate, -15%; Selective Area, +20%; Takes Extra Time, -10%) [77] Last edited by Kuroshima; 08-13-2011 at 10:50 AM. |
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#25 | |||
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Join Date: Dec 2008
Location: Cumberland, ME
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Quote:
Quote:
(Of course, the Inspire Courage ability needn't necessarily be executed through singing. It could also be carried out through a musical instrument. The Goblin Wardancer just happens to be song-centric.) Quote:
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#26 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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I had Unzazeable in there until I decided that it was too over the top... I'll edit the post
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#27 |
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Join Date: Oct 2008
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I am currently running a GURPS campaign where most of the Burnt Offerings adventure path is part of a larger prophesy of doom.
Started the campaign at 100+50 points, with templates used for the start and about 1/3 of future points are from templates too, 2/3 free placement but limited in how many points you can put into attributes and such. It is a fairly high point gain campaign at about +1 charater point/hour of play. They are currently at about 230 points after 19 sessions I decided to basically just run the D20 monsters as direct conversion as base and then tweak as needed. So for example on the spellsinger I did not do exact power writeup as it is really not needed as it is a NPC power so I just noted the effects she gave to the other goblins. The same with the goblin warriors, I did not worry about things like exact advantages/disadvantages and such, as the things I needed to know about the goblins were the combat things, thus my goblin warriors came out as: Small Humanoid (Goblinoid) SM:-2 Attack: Dogslicer 13 melee (1d) javelin 13 ranged (1d-1) shield: 13 Abilities: St 11, Dx 13, Ht 11, Iq 10, Will 9, reaction: -2 HP:13 Speed: 6, dodge:10, Parry:10, block:10 Armor: leather: Dr 2 Darkvision 60 ft. Skills: Steath 13, Per:13 Ride 12 |
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#28 | |
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Join Date: Dec 2008
Location: Cumberland, ME
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Quote:
So, yeah. I could do it the quick and dirty way and just get things running, but I'm consciously choosing not to, because "getting things running" is only part of the objective of this exercise. Now that I'm happy with where the Wardancer is (and thank you for all your help, Kuroshima), later this afternoon I plan to throw together the rat-faced Goblin Dog. Hopefully the Allergic Reaction affliction will a more straight-forward one. |
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#29 |
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Join Date: Oct 2008
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Oh, there is nothing wrong with doing full builds, and I will definitely follow your progress with intrest, I just mentioned the approach I took.
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#30 |
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Join Date: Dec 2008
Location: Cumberland, ME
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And now, the Goblin Dog!
Goblin Dogs are flat-nosed, rat-faced beasts with tiny clawed forelimbs and long, hairless, pink tails, giving them a decidedly verminous appearance. They are ugly, craven, and irritable, and even the healthiest look sickly and starved due to their horrible appearance and constant itching. Few men or beasts would consort with something that smells like a dozen dogs soaked in sewage, but Goblins keep and breed them, using them as companions on raids and occasionally as mounts. D20 Information
Spoiler:
GURPS Information
Spoiler:
Last edited by Landwalker; 08-13-2011 at 03:39 PM. |
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