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Atendri

Brian Cortijo's page

Contributor. 81 posts. No reviews. No lists. No wishlists.

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Crimson Night wrote:

Looking through my 'monsters revisited' and noticed they each have a Grp score listed next to their base attack score. Can't find it described anywhere on the forums...can someone explain what it means and how the # is derived?

ex. Goblin (p21 of Monsters Revisited): Base Atk +1, Grp -3

Thanks!

That's the grappling modifier (which is BAB + Str mod + special size modifier, as described in the PH).


James Jacobs wrote:

So check this out.

I just finished statting up the big bad end boss of "Legacy of Fire." As I did, I realized that this stat block (a CR 17 wish-fueled menace) is very likely to be the LAST 3.5 stat block I ever have to build/develop. It's all PF RPG statblocks from here on out.

Made me a little teary-eyed, it did.

I can send you some more, if you want?


Stefan Hill wrote:

Hi,

We have been playing 4E for about 4 months now once a week. The problem I'm having is that everyone is now doing the infamous "15 min adventuring day". The real headache is if someone has used their daily power and another hasn't and they argue over taking a extended rest. Due to not being 100% sure of all 4E rules I have been using "canned" adventures. Without heavy modification there seems little reason that in most cases the players can't rest after immediately blowing their daily powers in almost every encounter. Exaggerating slightly, but the adventure feels like "clear room, rest to get daily power - repeat".

The only solution I have come up with (and is unpopular) is remove the daily power and allow the use of 2 more encounter powers.

Due to the power of a daily and if everyone uses theirs in a specific encounter my "15 min adventuring day" has dropped to a "5 minute adventuring day". Very frustrating from the DM's point of view.

Suggestions most welcome,
S.

As with most cases, the "fifteen minute adventuring day" is a symptom of the "adventure" being a game that's being evaluated on a mathematical basis by its players. If there's no reason not to rest at a particular juncture, players are going to do it, except when they want to "see what we can do."

The trick is to remove the incentive to rest, or give an incentive not to: the bad guys are getting away, the princess is going to be slain, the MacGuffin has a magical time bomb on it.

It doesn't matter how many powers the PCs have if they FAIL the objectives of the story by getting where they need to be an hour too late, as a result of resting for 6 hours.


houstonderek wrote:
WotC hasn't even bothered to post a tribute or anything on their main page as of five minutes ago. Considering they're profiting off of the sandbox he created, it kind of pisses me off...

WotC posted something a little less than an hour ago. Keep in mind that they're on the West coast, and only opened up for business around that time.

Agree with their business decisions or not, the people that work at WotC are good people, and let us (please, I beg) not turn Dave's passing into an excuse for sniping at anyone.

I would rather remember the man and his work than form opinions of any kind on those that won't bother to.


... I thought I'd share some of the topics of discussion.

James liked this one. <click here>

Wes was mad we blew his cover. <click here>

Jason is just irascible. <click here>

Enjoy!


Arnim Thayer wrote:
Brian Cortijo wrote:
Agile Maneuvers affects your CMB, which will affect the DC of enemies using combat maneuvers on you.
So as worded, Agile Maneuvers applies to your CMB defense (aka the opposing CMB DC)? Was that it's only intention originally?

Agile Maneuvers allows you to use your Dexterity modifier instead of your Strength modifier when calculating your CMB for all purposes, offensive and defensive.

CMB= BAB + Str + Special size modifier

with Agile Manuevers, that changes to

CMB= BAB+Dex+Special size modifier

The DC for any CMB against a target is 15 + target's CMB, no matter how you arrive at the target's CMB.


Arnim Thayer wrote:

Does the use of Weapon Finesse trump the need for Agile Maneuvers? If my character only uses light weapons (or weapons that Weapon Finesse can be applied to), and only makes Combat Maneuvers that require an attack roll (such as Disarm), do I really need Agile Maneuvers?

This became a debate this weekend. Has anyone else had this come up? I eagerly await answers.

It really depends on the final wording, whether things like disarm actually use attack rolls (which would allow for enhancement bonuses, Weapon Focus, Weapon Finesse, and the like), or should more properly use "combat maneuver rolls." I greatly suspect that the language will be different in the final release version.

Regardless, the answer to your question is "it depends." Not only does Weapon Finesse only apply to attacks (and therefore only certain combat maneuvers), but Agile Maneuvers affects your CMB, which will affect the DC of enemies using combat maneuvers on you.

Woe to the disarming rogue who suddenly learns that he can be disarmed as well...


Lisa Stevens wrote:

I saw the new races line-up yesterday. It was done by Steve Prescott, who did the covers for Second Darkness. It has the same feel of the original races line-up but without the angular artwork and the 4-foot long elf ears. As for whether dwarves still like boxers.....

-Lisa

Please please PLEASE let them keep their boxers. Or something. +3 dwarven thongs of revealing are not OK.


F. Wesley Schneider wrote:
Nicolas Pena wrote:
I hope this is fixed in the final version.
Dude. We're just starting to see laid out chapters of the final book floating around here. You will not believe how different, and absolutely fantastic, it looks.

Ooo. Wes, did you design the new outfits? Awesome!


stowcreek wrote:

I am in a serious dilemma. Eric's "Last Ride" is definately my favorite and I would normally simply vote for him. However, I can only judge his proposal on it's IDEAS, the imagery it creates, and the "coolness" of it. I am a poor judge when it comes to what would work well in a Pathfinder 32-page module or the (dry) "mechanics" of an adventure. I have to bow to the true judges experience for that. And they seem to agree that it should NOT be Eric. I do like Neil's "Realm" the next best (Eric's 9 out of 10 to Neil's 7). I am trying to decide if the Judges opinion should be worth enough to override Eric's lead in my mind. I have the tendency to think it should. Of the previous Lairs, I also far more enjoyed Eric's "Sanctum" than Neil's "Playhouse." Previous to that however, I did not like Eric's "Vashkar", but really enjoyed Neil's "Gulga."

I need some respectable's RPGers opinion on my ANGST.

There's nothing wrong with being conflicted; there are some great ideas in the various proposals, and Paizo wants people to vote on the adventure they'd most like to see published.

How you decide that issue is up to you. I gave my reasons for the choice I made above, but my opinions are those of someone who: a) has written a Pathfinder adventure for Paizo already, b) wants to see all these contestants succeed--in the long term--as writers, c) knows the Paizo folks and wants them to be able to work with the winner with a minimum of fuss, and d) wants to see the adventure proposed be the one that's actually published. I'm not speaking from a perspective of "I know better, and therefore should be listened to," but from my own experience; I've been through the development process with Sean, and I've had stuff cut from my writing by James & Co.

I suppose, for me, I was more judging the pitch itself than I was the adventure. I think Eric's module could make a great story and a lot of fun play. I just wasn't swayed by his entry that it could be a tight, cohesive 32 pages without cutting out a chunk of what he's trying to do.

The thing is, I'm not Paizo's typical customer. I write. I occasionally edit. I often pick things apart until they're less working machines than a pile of gears and springs. I don't expect people to use my criteria for voting, and I don't want them to. In the end, this is about what the Paizo audience wants to read, buy, and run. I'm not really the audience; I'm a guy that gets to come in and write an episode or a scene every once in a while.

Vote your conscience. Vote your "cool!" factor. Vote for the one you would actually pick up from the Paizo store or FLGS.

I have every confidence that all four of these fine gentlemen will receive offers of work for Paizo over the coming months. I suppose the question is really which one will get the big shiny 'The More You Know' RPG Superstar banner.


Jason Nelson wrote:
To read this thread, though, it looks like a landslide.

Ahh, but it's only exit polling. I'm expecting the final vote to be far closer, based both on what I've read and the quality of the submissions.


So I printed out all the proposals yesterday, read them on the bus home (without author names), and came to my conclusion. I voted as soon as I got home. The winner, for me, was pretty clear.

Let me preface my comments by saying that I did not vote in the earlier rounds (I was too busy with my own deadlines to give them a fair shake), and I evaluated all four proposals from a number of standpoints:

-Coolness to Read
-Coolness to Run
-Ability to Preserve Coolness when edited down to 32 pages
-Ability to Preserve Author Intent after developing for balance

After reading, all four proposals seemed a little too ambitious about what could be covered in 32 pages (not surprising, since one of the criteria for the contest is that one doesn't have large-format works to one's credit), and perhaps a bit too 'epic' in their finales. So I couldn't hold that against anyone. These were my thoughts:

Denying the Boiling Beast was too apocalyptic, and just a little Joe versus the Volcano for me. One of the primary rules of writing Pathfinder material is to keep the major pieces intact, and this violated that cardinal rule. Some of the monstrous imagery is really cool, but I kind of wish Matthew would have stuck to more of that and less of the plot devices. The struggle between the two made the proposal seem disjointed, and when combined with some of the English errors in the pitch, that sealed it for me.

Dragonrest Isle was the first proposal I read. A few language choice problems jumped out at first (if Dragonrest is the colloquial name, what's the formal name), as did the reliance on the tale of these dragonriders. The red/silver dragon spirits evoked the Calim/Memnon struggle from Forgotten Realms for me, and not in a good way.

What really killed this proposal for me, though, was the area. Three dragons, over party level, are going to need their own (full) stat blocks. Worse, it reads as though the PCs have to fight these dragons at the same time. As a GM, if I'm flipping through an adventure and see an encounter area with 3 dragons and a sorcerer, I'm done. Put it down and walk away. Even if they're in the same structure (like a volcano), there's no way for a party to survive three dragon battles unless they're way over the dragons' level.

Last Ride of the Mammoth Lords seemed interesting at first. More dinosaurs? Okay, I can live with that (I guess), even though I just read some in an adventure I didn't especially care for. I really got drawn in by the tests of mettle--so much so that I considered voting for this adventure. The slider puzzle at the end made it feel more like a video game than a D&D adventure. Why, exactly, should I want to summon the monstrosity that is the Jökul-Vidja, anyway? The logic of the narrative and the flow of the adventure both broke down toward the end. It feels like Eric was rushed at the end, which is a sure sign that he was trying to do too much... and a clear signal that this is far too big a story for one 32-page module.

Realm of the Fellknight Queen was, I thought, more solidly put together than the other proposals. While it suffered from the same "too epic" problem as the final encounter of Dragonrest, that was something that could be fixed at the outline stage without really changing Neil's intent. More than that, it does something incredibly important for an adventure pitch--it doesn't lock him in. This is a proposal, not an outline, so things like CR and NPC levels are mutable... as long as you don't lock yourself into ridiculous encounter setups.

What clinched my vote, though, was a minor phrase. "Provided the PCs succeed," at the opening of the conclusion. This proposal was so tightly written as to give Neil the space to acknowledge the possibility that the PCs might not achieve the objective of the module. This is a huge deal, and cannot be overstated, at least not in my estimation. The players are the stars, but sometimes even the stars fail, and a module, no matter how short, should give a nod to that.

So, Neil Spicer '09.


James Jacobs wrote:
yoda8myhead wrote:
Sean K Reynolds wrote:
Yes, the thread on the Osirion book beat that into my head, thank you, so much that I had Josh go back and write traits for his (finished months ago) Taldor book just to make sure it had some. :)
But will we ever see Osirion traits? Ever? Please?

Probably.

We've got a few other things that are taking up our time in the mean time.

Like finishing an adventure path and starting a new one.

Like creating a book filled with several hundred monsters.

Like launching an entire game.

Like keeping things on a monthly schedule at the same time we do all those things.

Osirion traits are pretty low on the to-do list as a result.

Crap. This means I'm gonna get an email from Wes about Osirion traits in a couple of days, doesn't it? :P


Charles Evans 25 wrote:
Brian Cortijo wrote:
answers!
Thank you Brian. I'll run up any more queries regarding PF #18 I have in later posts. Now I just need James Jacobs to explain that Nocticula one... :D

No trouble at all. I'll do my best to answer, but we all know the guy who wrote it can never be expected to speak with any authority. ;)


Charles Evans 25 wrote:
P. 27
The Moldering Emperor wrote:
...the Moldering Emperor was one of the first creatures to undergo the hideous transformation into a black blooded creature - and unlike those that followed, the Moldering Emperor's body is forever. It does not fear the dissolution that affects all other victims of the black blood curse - but only as long as it remains in the Land of Black Blood: it can never return to its kind in distant Denebrum far to the west...

Question:

What 'dissolution that affects all others victims of the black blood curse'? I can find no mechanic given in either the entry for the Land of Black Blood or the Black Blooded template in the bestiary section for acquiring (the template as?) any kind of 'curse', nor, unless by 'dissolution' the Tainted Life (Ex) feature of the Black Blooded template is referred to can I see anything which resembles dissolution.

This isn't a mechanically-driven breakdown. The implication is that black-blooded creatures cannot survive for long in that state, and begin to physically break down. Consider it not a statistical change, but a massively-accelerated physical degeneration.

Wolf didn't really elaborate on how this manifests, but I'd say that the Black Blood normally overwhelms the physiology of most black-blooded creatures within a year or two, leaving them a bubbly, rather gross mess.

Charles Evans 25 wrote:

P. 34-35

Glyph of Watching
No details are given for just how (in the true key section) a character is supposed to successfully decipher the Glyph of Watching's runes so that they can realise what the key to defeating the Glyph is. Based on details for the other Glyphs my guess is that a DC 20 or 25 skill check would be required; could someone please clarify what check this should be?

The glyph of watching does not have a specific skill associated with identifying its means of deactivation. Characters can still use Decipher Script or read magic, as described in the introduction to the focus glyphs, to determine how to shut it down.

Charles Evans 25 wrote:

And, on the subject of identifying means to disable Glyphs:

P. 29
Glyph of Vigilance
The Glyph of Vigilance is the 'odd man out' of the glyphs of Fury, Renewal, Defense, and Vigilance, in that the DC for discerning the means to disable it is only DC 20; is this correct, or should it be DC 25 in line with that for the other three Glyphs for which a DC is listed?

The DC should be as listed. The focus glyphs, while similar, are not meant to be perfectly symmetrical in ability.


Vic Wertz wrote:
Brian Cortijo wrote:
(My guess is that they'll amend the name when they correct the cover artwork)
..or, when somebody tells the web guys that we assigned an author. Updated.

That could work, too. Thanks, Vic!


fray wrote:
OOOO! Then you can tell us what gets cut afterwards?!?!?

Um...

Probably not?


Zuxius wrote:

Hey there James!

Any chance we can see a "little ole" map of what you are detailing in Qadira? Maybe slip it in the Paizo Blog :)

Just hoping

Zux

As it turns out, James is once again listed as a placeholder name as the author for this book. (My guess is that they'll amend the name when they correct the cover artwork)

I wrote it, and I can say that there's, umm, stuff. And some places. And traits and things. Oh, and sand.

Being a good boy, I'd rather not spill the beans on this one. Sean (the developer) still needs to tell me how much was slashed and burned, anyway. ;)


Tim Bürgers wrote:

Wow... thanks a lot for these new insights! Since my first question worked that well, I´d like to ask another one:

Which Adventure Path will be the first to make use of your 3.75-rules ? Is it Council of Thieves?

Council of Thieves will be the first AP to use the PFRPG rules. The Pathfinder rules and Bastards of Erebus are both set to release in August (oh, happy Gen Con for Pathfinder fans!), and after that, we should probably expect all releases to use the PF rules exclusively.

Now, about that Descent into Midnight...


James Jacobs wrote:

The "best" order to do the glyphs isn't something that the PCs should necessarily be able to figure out... but PCs have a lot of tricks. A PC that, say, uses powerful divination magic might figure it out, as might a PC that rolls a really high DC for Knowledge (arcana). Basically, this is the type of information you should hold back on and then hand out if the PCs do something that REALLY impresses you and you want to reward them with something.

Because doing the glyphs in the "wrong" order doesn't make the adventure unwinable.

I agree.

The glyphs are designed to have an extra benefit for parties that follow the exact 'best' order, but specifically not set up to have just one way of completing the task. The best-route stuff is provided for the DM of rewarding clever PCs, or dropping hints to keep them from drowning if they're over their heads.


flynnster wrote:
Half coffee mug boiling water. Add one pat butter and one table spoon brownsugar. Stir.

That's me, butter and brown sugar... :/


F. Wesley Schneider wrote:
David Wickham wrote:
As long as he gets his work done on time and doesn't run around stork naked, I don't really care.
He does one of those things.

Well, I never!

Throwing Piers Anthony novels down on the floor and running around them in ritualistic dances is something that should be private and sacred.

I cannot believe you, Wes.


F. Wesley Schneider wrote:
Brian Cortijo wrote:
Despite the kind words from both James and Yoda, I feel compelled to respond just a little.
STFU NEWB! :P

Who you callin' newb, whippersnapper? I had my first article in Dragon before you... gave me my second article in Dragon.

Umm, yeah. Get off my lawn!


Lord Snow wrote:

I never heard of him before. <snip>

so... that means he never did anything that has to do with PFAP. I don't realy know if I should be glad or sad with the adition of a new writer for the team. I do belive, however, that assining him with the most importent issiue of the path is a huge bet... hope it works.

Despite the kind words from both James and Yoda, I feel compelled to respond just a little.

No, I haven't written a Pathfinder adventure before. But I've written a number of Dragon articles and support pieces for Pathfinder. I feel honored that Paizo has called on me so often to do work, and to be trusted with such a short deadline on such a high-stakes project is a huge deal for me. Frankly, I was as worried as anyone that it was a gamble, but the responses I've gotten from James and others at Paizo has been overwhelmingly positive, so I must have done something right.

As for who I am, well, I write stuff. I edit stuff, when I can get my hands on it. I develop stuff, too, though nothing recently.

I got my start doing design review (which is a sort of combination between playtesting and development) for Sean Reynolds--coincidentally now a Paizo employee--which then grew into editing and design work.

In addition to Sean and Paizo, I've worked on stuff for The Game Mechanics (I edited the ENnie-nominated Temple Quarter), Goodman Games (I co-wrote Forgotten Heroes: Fang, Fist and Song), and wound up on the consulting side of a whole mess of FR projects for a number of different authors--including Ed Greenwood.

Why am I spouting off at the mouth about my past work? Does it matter what I've done in the past, if you haven't read any of it? Not really, but that's precisely the point. What matters here is my ability to turn over a completed adventure that serves as a fitting end to what's been an engaging (and I think engrossing) adventure path.

Far as I can tell, Paizo thinks I've done that, but we'll all have to wait until January (February?) to see what readers think. I look forward to feedback, good and bad--writers don't improve unless someone tells them what they're doing wrong, and don't continue unless they see that someone wants to read what they've written. James and his crew seem to think I turned in something good enough for publication, and I tend to trust their judgment on these things. If it's decent enough that they can hammer out the kinks, then everyone's in better shape.

If Descent into Midnight winds up disappointing people, no one will be more upset than I will be. But personally, I think it's a solid ending to a great story. If I've done my job, I hope to convince everyone that's been playing Second Darkness of the same.

Happy gaming!


F. Wesley Schneider wrote:
Dennis da Ogre wrote:
I would prefer Sean or Wes stuck to strictly believable things with dice.

First of all, you'd be amazed what I and especially Sean can stick to. I imagine that including dice would only improve our... um... viscosity.

Wow. I've never rolled a d20 and had it come up "Ew!" before.


FatR wrote:
As in, way, way less lethal, than previous APs.

*evil little giggle*


Set wrote:

"the heroes travel into a forgotten world hidden deep underground—the Land of Black Blood."

Ah, the source of 'Black Blood of the Earth!'

Indeed. Thank you for enlightening us, Egg Shen.


yoda8myhead wrote:
Congratulations, Brian on your first Pathfinder cover credit! I can't wait to read this one and maybe even run it someday. Here's to many more!

Thank you, sir. I certainly hope that everyone reads it, enjoys it, and asks Paizo for many more. ;)

Not too many more, though. I do need to sleep once or twice a week.


Looking at the famed pumpkin carvings on today's blog, I can only think that SKR's carving looks a little bit like Homestar Runner dressed like a spider on a web. I'm sure I'm the only one, but still... it had to be shared.

You may proceed with your day.


F. Wesley Schneider wrote:
I mean, that one. Really? Of all the ones to choose from... Really? (I think we all know who we're talking about here.) ;)

Okay, Bobby McDrooly. Whatever you say.


Cheddar Bearer wrote:
Nice looking cover particularly the final drow. Would I be right in guessing that the Drow on the cover is Allevrah?

Yep. That's Allevrah. Rawr!

51 to 81 of 81 << first < prev | 1 | 2 | next > last >>



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