|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Economy handbook? OMG. Alex, you'd make me very, very happy there.
And I second Chemlak's suggestions: We need *a LOT* more perks. Multi-function perks (kingdom building/downtime/mass combat-crossovers), cohort-add-ons...and most of all: More loner perks. I love what's here, but there simply aren't that many to choose from.
I wrote this glowing review mainly because I used this in actual game-play and it works..OH SO WELL!
My main campaign uses mass combat, downtime and kingdom building (though it's more "taming the frontier", focus-wise) and so far, the respective systems did not gel well together. I had to wing rules for leadership influencing components etc and constantly stumbled over some rough edges. LG's upgrades helped make these less jarring, but did not address the leadership component at a character level.
That's the one problem of many cool Paizo-sub-rulesets: They are created and then exist in a vacuum. This blends them together. My players *ADORE* this book and yes, not all roles receive perks - that's why I wanted MORE. I'd definitely love a second book with more perks!
Btw.: Last Sunday, one of my players, a badass pact-magic half-orc-barbarian one-man-army'd an army of goblins, while the PC's cohorts and followers were running the operations.
Finally: I really enjoyed your review, Chemlak! We need more concise, well-founded reviews like yours!
Per default, a HD-increase increases all other abilities tied to it. Specific wordings may result in different results, so if you point me towards the respective abilities, that would help.
Per default, automatons act on the tinker's turn. Why? because they're dumb. They follow the commands upon being deployed and the programming - think of them as stupid, mindless programming-scripts. Hence, as far as I know, regular automatons may not perform *ANYTHING* they're not specifically programmed to do. No skills, no feats... etc.
Alphas are another chapter altogether, being autonomous beings. These guys, to my knowledge, can 5-foot step, execute combat maneuvers sans programming etc. Think of them as an animal companion/cohort/familiar - they essentially are extended, second characters and can do what characters usually would do.
(Mind you, this knowledge comes from my tinker-NPC-building-spree and I *might* remember something wrong/fail to take an expansion into account, but generally, that's how I run them.)
Amen. Races guided towards subsystems tend to suck in many cases. As much as I love psionics, for example, I consider 4 races of the base psionic races good...the rest. Well.
As an idea, especially for e.g. the atlan's - why not codify pact magic's racial bonuses along the lines of alternate racial traits for certain races? Or as a kind of ethnicity/cultural-template?
@ladydragona: I'm the bottleneck, I fear. I'm cranking hard away at editing Ultimate Composition and Truenaming as I type this. UComp will be completed this week, my aim is to get Ultimate Truenaming done as fast as possible as well. Thing is, checking these books takes time and I want to make sure the final book is as good as it can possibly be. So yeah, once I'm done, the final coupons will arrive.
I add to that my personal favorite desert-themed metal-song The Pharaoh.
Flame of the Nile - Fire in the Darkness to swallow the light...
Still gives me the shivers.
And the bridge:
Don't you see that it's coming, it's near
The wise man died and the seance went on
I've been using it a lot. Crits become much more interesting and versatile. One downside: I *really* want book 2, so that energy/magical/alchemical/etc. crits are covered as well.
Also: Unlike many similar systems, extremely fast/easy to use.
So no, as far as I'm concerned, I think you have not wasted your money. ;)