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I'm talking more the Campaign Setting/Module/Player Companion Books here. I've seen references to the River Kingdoms and sometimes the Stolen Lands in the 'People of the River' Player Companion, and I've been told that there's quite a bit covering Iobaria in one of the books for the Reign of Winter AP and in, I think, the Dragons Unleashed book?
Does anyone know of any other Pathfinder books have additional details that can be used in this AP?
Silly question time, but are there any hints in the book on how you can play an evil character in a group with non-evil characters without having it end in party-destroying mayhem? I'm not into bad guys save when it's an all-villain adventure/campaign (Way of the Wicked), but it does seem that a lot of other players like to use them.
That's a good list. I'm especially pleased to see some low-level villains in it. It's always good to get high level baddies, but a few more suited to facing and being (hopefully) defeated by beginning heroes are just as good. Especially if we get tips on what kind of schemes they can be involved in and what sort of resources for troublemaking even lesser villains can manage.
Very awesome and helpful, but just where did you get this template from? I remember troops showing up in 'Rasputin Must Die', but I don't think they detailed how to create one yourself.
But that template works wonders for keeping bandits and other low-CR monsters a threat at higher levels.
This one sounds impressive. Creepy and twisted too, but that's only right.
And Cannibalism subdomain? Do we even want to guess what it's a subdomain of and what powers it grants?
I hope there is more stuff on Hellkinights.
Wouldn't that have gone better with the 'Champions of Balance' book given that most of the membership is Lawful Neutral, with some evil and good members?
What he said. Use Baleful Polymorph to transform your enemy into a harmless animal, and then use Anthropomorphic Animal and Awaken* on him to make him your bestial slave.
* -- I know that for some reason you can't use this and Anthropomorphic Animal on the same animal, but I houserule it so you can.
Ah! Thanks. For some reason I always think it's six rounds to a minute and not ten.
Thanks for sharing that link.
Jason Nelson wrote:
Thanks for the heads-up, and sorry to hear about the troubles.
I have two questions about the Cannibal archetype in the PDF. First on page 10 under 'Imbibe Feast' the line reads:
At 5th level, you may spend a full round action
The sentence ends with that 'a'; what came next?
Also on page 10, under 'Consume Vigor' it reads that:
At 7th level, you may spend a full round action
How long does the Fast Healing last?
Jason Nelson wrote:
At some point you've gotta find a good place to stop and then start the next one. The heroes-to-armies piece was a casualty of that this time around, but it'll be front and center when Ultimate Armies comes to town. :)
Both good advice and good news. I'll be looking forward to this book.
I beg pardon, but "blot"?
Jason Nelson wrote:
It was there, I just downloaded it. Thanks!
That's odd. My PDF has its cover but it has some of those other little problems I listed in an earlier post. It's also labeled 'UltimateWar2', I don't know if that means it's a different version from yours or what.
In any event, I really do enjoy this PDF, it was more than worth the wait.
Some quick comments from the read-through of the PDF:
The siege rules. Oh my yes. Such a wonderful collection of weapons and attics for conducting a siege. And I love the magical siege weapons -- zombie apocalypse siege shot, anyone? A new and novel use for all those corpses that pile up around a city under siege!
The new command boons are very good. I like the war chant and surgical strike ones in particular.
Aerial warfare -- I admit, going in I expected to dislike this. I'm rather a 'traditionalist', preferring a 'Dark Ages - Renaissance' level of of technology in my games. Thus convinced me otherwise, with the inventive tactics, the vehicles, and the ideas on how to use them in non-military ways, like for trade. The latter is especially good to me. Besides, if we go by books like the Dragonslayer Guide Player Companion aerial warfare already does exist in Golarion to some extent.
Naval Warfare -- Yes! I love the variety of ships, ranging from the real world to steampunk for those interested. You see ship types here that almost never get mentioned in fantasy -- Galleys and Longships and Roundships and Barges to such exotica as Dreadnoughts and Ironclads and Nautiluses. Truly wonderful, though it's a shame that I'll probably never get to use some of them (what with that Kingmaker campaign set along rivers rather than oceans). Nice range of tactics too as well as ways to see them in both war and peace aside from the standard 'sight enemy, sink same'.
There seem to be some minor errors with the lists of ships in the book. For example, Table 9 on page 21 lists the required types of buildings for every sort of ship except the Nautilus. Not a major error, as I'd assume it needs the same ones as the Dreadnought (and let me say, I love the addition of needing not just BPs but certin kinds of buildings to make certain vessels; as well as the idea of artillerymen and ships' crews being separate from the soldiers in armies while still counting against the maximum forces you can have).
Also, in Table 11 on page 23, some entries for things like required crew for the Dreadnought and Greatship, with a '1' for the former (just one crew? Talk about a ship that sails itself!) and a '?' for both crew and oars for the latter. I assume the proper number of crew for a Dreadnought is meant to be '100' and ''50' for a Greatship, the same as a Longship and Gallleass, and that it needs no oars given that no oar speed is listed for it.
And on page 22 something seems to be missing. Right after the lsiting for 'Crew' we get a paragraph that reads:
The number of passengers the ship can carry. This
However, there is no listing for heading for 'Passengers'. Again, this isn't a big thing but I thought maybe it needed to be brought up.
Also, with the listings for various ships for the number of oars -- are these to mean 'oarsmen' in addition to the regular crew, or just the number of oars on the ship?
Sorry to be a nit-picking pain but I wanted to be sure that I wasn't misreading some of those entries. Again, I [b]LOVE[/b} this book and am looking forward to the hardcopy. It really is great and I'm looking forward to the next one in the series, Ultimate Armies, whenever it comes out.
Thanks again for all the great books you publish.
James Jacobs wrote:
Nope. The Azlanti were here (and indeed had been destroyed by Earthfall) well before the ship crashed into Numeria.
Ah. Darn, I was wondering if Pathfinder was going to go with the old 'Atlanteans were the spacemen' argument I remember from some lost civilization/ancient astronaut literature.
James Jacobs wrote:
As fro the rebirthing chamber... it's an artifact. It gets to break the rules, and is more powerful than the "Sorshen trap" you cite. A character who is rebirthed by one gains a +2 inherent bonus to all her stats and has her age reset to young adult. A live creature that's rebirthed by the device doesn't gain negative levels.
Translation, if I don't want it to be abused, then think twice and think twice again before introducing it? And/or give it some nasty side effects?
Thanks for the advice.
Sauce, Troll -- I looked at the PRD, and yeah, they're impressive enough that I question the wisdom of a GM who allows PCs to get their hands on them. Of course for some groups that's part of the appeal.
Also, the rebirthing machine, hmm, I wonder how best to handle the effects it has on a character who gets rebirthed by one (along with the +2 to all stats)? I guess the easiest way is to just do what was done with 'PC becomes Sorshen the pure Azlanti' and have them lose two levels.
And now I wonder if the Azlanti are/were descended from the space people in setting.
I just read the description, and -- extinction wave device? Let me guess, this is something that goes under the 'never ever let people who can't resist pressing the Big Red Button touch it' heading?
And just how good is the death ray? I hope this isn't like, "Death ray, bah! It doesn't even knock 'em down!"
It was directly inspired by a mix of his work with the barbarian and Korean folklore (unlike the Japanese or Chinese, Korean stories about nine-tailed foxes are almost ubiquitously about them murdering people)
Ahh, the infamous gumiho. Who live in cemeteries, defile the dead, and replace people so they can murder their entire family for laughs. Such pleasant creatures.
Beg pardon, this will be OT here but what is the 'enormous bonus for wizards' that you can find in Kingmaker? I have the entire AP and I'm banking on this right now.
And speaking on a purely personal level, I prefer the sorcerer as Pathfinder does them. Less versatility than the wizard, yes, but to me the color and flavor of the bloodlines can more than make up for it. I think they do tend towards being best when specialized, though.
That said you can overcome some of that by having a second arcane caster in the party, like an alchemist or magus.
I have one dumb question about the slayer class: is this or is this not basically a not required to be evil version of the assassin? I know, if you what non-evil assassins in a campaign than all you need is to get the GM to say, 'they don't have to be evil' but I suppose want an 'official' response.
Because if so then I might want to use these guys with those Daggermark killers, the Yenchabur.