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Trying very, very hard not to pester, but is there any hint/glimmer/inkling regarding Royal Tournaments (even if it's just "wait and see")?
I'd like to hear something about this one myself.
And yay for the new bestiary. If we can get some more for the pre-Columbian Americas, the Middle East, sub-Saharan Africa, etc., I'd be delighted.
Ah! Thank you, I'll have to re-examine them.
Alexander Augunas wrote:
Thanks for the news that this is going to contain a lot of new material. I was wondering if I wanted it or not given that I already have both the Leadership Handbook and the Psychological Warfare book.
Does the new material allow you to use them together? Like Leadership perks that enhance your ability to Antagonize/Demopralize/Feint an opponent?
Robert Brookes wrote:
Why stop with the Greys? I'd like to go the Ken Hite/John Keel Inhumanoid route and use the Greys, the blond Nordics with their racial purity obsessions, the violent hairy Dwarves (usually South American), the Giants (30+ feet tall in one story!), the cold-hearted Reptoids, and the Qlipotthic-serving Mantids. Of course one could probably do all of them already with existing races and monsters, especially if you use the Occult classes and Tech guide.
And let em say again I enjoy being able to recognize many of the cryptid-inspired critters that show up in Pathfinder bestiaries.
Purple Duck Games wrote:
This is a toolkit that lowers the magic level in Pathfinder to help it have more of a Call of Cthulhu-like tone. Its a scaling back of Pathfinder to have a more grim and gritty feel by providing new archetypes and suggestions for making adjustments to the main game.
Thanks for explaining more of what the PDF is about.
Wolfgang Baur wrote:
Thanks. I did know of the real word origins having read Coleman's 'Field Guide to Bigfoot and other Mystery Primates'; great source for anyone who wants to get some ideas for variant Sasquatches. If only the authors didn't try to shoehorn every single legend from Grendel to the Mesoameriacan ikhals to the menehune into some version of 'Bigfoot'.
But it'll be great to have gorilla-men in the game.
DM Sothal wrote:
** spoiler omitted ** That's all I found quickly.
Those first three feats sound very, very useful for slayer poisoners. I do hope they've got a little something for their rogue and alchemist brethren.
And I just read about the new Kitsune oracle curse. One more reason to 'get this book ASAP'.
Alexander Augunas wrote:
Wonderful news! And pardon my asking this crass question, but what is the projected cost for this wondrous tome?
Thank you sir. You are a gentleman and a scholar.
I'd go with both succubi and medusas (medusae?) can 'switch off' their powers when they want to. Might be difficult for them both to engage in the sort of skullduggery they do. When every time you give someone a handshake or accept their kiss on your hand like lady, they shrivel up and drop dead, people start to get suspicious.
Great review as always, End. And secondly:
now can we have more kingdom-synergy-classes? Ultimate Kings and Queens, for example?
I would so love to see this. They don't even have to be classes as such, just archetypes, provided we can get a small book on how the different classes approach ruling kingdoms and leading armies. I know it would have to be rather generic in many ways, character personality and alignment would play at least as big a role as class, but I'd still love to see it.
Matt Goodall wrote:
Thanks for this information. I think I'll be getting this one, though not until after purchasing the Paladins PDF.
Owen K. C. Stephens wrote:
Thanks for the response and for clearing up my question about the psychopomps.
I just got the PDF and I am definitely getting the hardcopy! This is something I've been waiting for, for a long time. I love the idea for the Guardian Spirit, the various feats (especially Scouting Summons and the tattoo feats), the information on binding and calling, the new monsters available to divine casters, all of it's wonderful.
I'd like to know why Expanded Summon Monster doesn't let you summon psychopomps, or am I missing them? Maybe Pharasma keeps them too busy to let them go running off when a summoner whistles?
And I wish we could have gotten something allowing Unchained summoners to have eidolons more than one alignment step away. Say, a good summoner trying to redeem their demon or devil buddy, or an evil one trying to corrupt that angel or agathion. And maybe some hints on just what exactly the eidolon gets out of the relationship with the summoner. Is it just for the chance to visit the material plane regularly, do they somehow get stronger by doing this, or do they just like the sumoner they're working with?
Owen KC Stephens wrote:
If this question is stupid then I beg everyone's pardon but: am I to understand that spending $7.95 gets you not only the starter collection at that link but the bonus as well?
Just that description of the charioteer reminds me of some very old art I once saw of Cu Chulainn riding through the armies of Connacht mowing men down left and right. You have one heck of a game, End!
I have to second what Lurion, Endzeitgeist, and Chemlak have all said, they have some great ideas there. I'll have to go through the Leadership Handbook once again for some more ideas myself. I especially like their ideas about loner and dynastic perks; and maybe there could be room for a few more mass combat perks? I'd love it if they could be made to work with the rules from the 'Ultimate' series of PDFs/books from Legendary Games but that's probably asking for too much.
Whatever we get, I'm looking forward to it.
Owen K. C. Stephens wrote:
Ah well, so long as we get some more information on how to use and make poisons useful, I will be very happy.
The news about the kitsune information pleases me as well.
Will McCardell wrote:
Ah, thank you for explaining that.
Just posted a review for this amazing book and I hope it brings in some sales. It deserves them!
I will admit to some confusion about the skirmishing tactic on page 13.
First it says that you get a pool of dice equal to 1d6.. Does this mean you roll 1d6 for the damage done, or that you roll 1d6 to see how many dice of damage you get? I'm guessing the latter because it also says that the dice for damage are to be divided between the two 20-foot lines affected. Though that seems like the potential for an awful lot of damage there, especially given that the dice rolled for the pool increase at 4th and every third level afterwards.
Also, with the 'two 20-foot lines extending from any corner starting in the squad's space', are these lines running horizontally, across the front of the squad, or vertically, away from the squad? Or can they be either?
I hope I can soon get the answer that will explain what I'm missing or mistaken about here. I also hope we can get even a small release in the future covering things like additional extraordinary tactics and genius stratagems, I would love to see some more of those. This is a great book!
Alexander Augunas wrote:
Looking forward to this!
Jason Nelson wrote:
Thanks for the revised PDF and the book, I got the first and am looking forward to the latter. And I'll have to run off a copy of the PDF so I can refer to it for a review.
Chris Ballard wrote:
Centaurs get a cavalier archetype. Chateau-Kia get new items. Cyclops get two new oracle curses and an oracle archetype.
I am especially looking forward to getting the information covering these two given their importance in one of my favorite APs, Kingmaker.
And a cavalier archetype for the centaurs sounds like something long overdue.