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Vimanda

Eric Hinkle's page

2,335 posts. 78 reviews. 3 lists. 1 wishlist.


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I'd like to hear if anyone did this myself and how well it worked.


Chemlak wrote:
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.


Athel wrote:
Eric Hinkle wrote:
Milo v3 wrote:
Pixie, the Leng Queen wrote:
Well yeah its not a true "poisoner" but without a straight revamp of the entire poison system this is probably our best bet.
You realize there was a straight revamp of the entire poison system don't you?
When and where did Paizo do this?
I believe they're referring to the Diseases and Poisons Optional Rules that were published in Pathfinder Unchained.

Ah! Thank you, I'll have to re-examine them.


Milo v3 wrote:
Pixie, the Leng Queen wrote:
Well yeah its not a true "poisoner" but without a straight revamp of the entire poison system this is probably our best bet.
You realize there was a straight revamp of the entire poison system don't you?

When and where did Paizo do this?


'Bout time we returned to the Darklands. I'm looking forward to this one just for the urdefhan. And the seugathi. And the troglodytes. And, well, I guess all of it.


Alexander Augunas wrote:
Interjection Games wrote:
How does this fit in with your last stab at Leadership?

Ultimate Charisma is a compilation and expansion of Pyschological Combat and the Leadership Handbook. It takes all of the material from those two products, cleans them up where necessary, and expands both rules systems with over 20 pages of all-nee material.

I was originally going to do an expansion project called Leadership Expansion 1. That
Whole product got folded into Ultimate Charisma. For example, there are over eight pages of Leasership perks in Ultimate Charisma.

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?


Epic Meepo wrote:
Animal Races: Clan of the Ox was just about ready to go... Then I decided to add some cool stock art and another two pages of content. I hope to have it finished and posted by Monday (August 31st, 2015).

This is great news! I was beginning to wonder if the series was dead.


Robert Brookes wrote:

In case anyone was curious about the grays, I come from New Hampshire where the first hugely popularized account of an alien abduction happened (Betty and Barney Hill) and grew up terrified of Unsolved Mysteries alien episodes. So, that all worked into my design.

But also this.

I'm still terrified of the concept of grays as an adult. I hope it effectively shows in my writing :)

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.


I have to agree with the folks who said that you can find just about anyone or thing in the River Kingdoms if you look long enough. Used as a homeland it can justify practically anything with 'Mom and Dad ran away from our homeland, settled here, and had me.'


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.


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I second Thurazor's remarks about Ultimate Armies and the other two Ultimate books. And yes, more for the Kingdom Building AP would be great.


Wolfgang Baur wrote:
Eric Hinkle wrote:
And I'm curious to see how the orang-pendek differs from the vanara. Maybe more of a gorilla-type race?
Well, the orang-pendek is a RW cryptid, a sort of Sumatran Sasquatch, so I'm inclined to say you're right, it's got to be some kind of a bigger primate.

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.


Just getting more information on Hermea, Jalmeray, Numeria, and Razmiran makes me happy.


Just asking, is this more information on how to do Cosmic/Lovecraftian horror in the typical medieval-ish Pathfinder setting? Or is this how to adapt Pathfinder to run 1920's style Lovecraftian adventures a la' Call of Cthulhu?


Love that cover art, though it looks like Grim there is about to carve some fish-folk and alien Grays for lunch.

And I'm curious to see how the orang-pendek differs from the vanara. Maybe more of a gorilla-type race?


Nargemn wrote:
All of the occult iconics have been given backstories. You can find them here :)

Thanks, I appreciate this.


Hoping this is the right place for this question, how many of the OA Iconics have been given backstories thus far, and where are they?

Thanks for any help.


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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:

What Luthorne said. You can expect to see the digital version of Ultimate Charisma on sale before next Thursday, and I'm currently in-process of getting the print copies finalized. (I submitted a proof to Lightning Source for their approval yesterday.) The PDF version will be on sale before the print version is available and there will be a bundle option.

Ultimate Charisma is HUGE, and has tons of new content. For reference, simply combining the Leadership Handbook and Psychological Combat as-written would have been about 40 pages of content. Ultimate Charisma has closer to 64.

Wonderful news! And pardon my asking this crass question, but what is the projected cost for this wondrous tome?


May we please have some information on the poison-related feats?


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Once again End shows the rest of us reviewers how it's done. He knows how to make people want to get the good products!


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Jason Nelson wrote:
I think there's certainly room for that on the docket!

Good news!


I second a vote for Ultimate Strongholds!


Gisher wrote:
Eric Hinkle wrote:
I've been hearing about the Silver Balladeer bard archetype. Being a big fan of Wellman's Silver John stories, could someone here please share some information on just what makes this archetype special?
The changes are fairly minor compared to a lot of other archetypes, but they are very flavorful. You have to be good and use a silver or silver-stringed instrument. You get performances versus curses and one that prevents undead or evil subtype creatures from entering a room. You get some bonuses vs. curses, hexes, and charms, and you also get some abililies that make silver or mithral weapons better for you. I like it.

Thank you sir. You are a gentleman and a scholar.


I didn't even know these existed for Kingmaker! I'll have to pick some up.


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.


I've been hearing about the Silver Balladeer bard archetype. Being a big fan of Wellman's Silver John stories, could someone here please share some information on just what makes this archetype special?


I've seen recently on sites like DrivethruRPG where Silver Games was releasing HeroLab extensions for PDFs they haven't released as yet. Is this simply an error or are they going Herolab-only from now on?


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Great review as always, End. And secondly:

Endzeitgeist wrote:
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.


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Matt Goodall wrote:
Eric Hinkle wrote:
Do they at least give us some guidelines on which talents are best suited to whatever 'theme' you have for your rogue character? It might be a bit overwhelming otherwise.
There is the equivalent of a 'feat summary table' that lists each talent and a brief one line description of each. The table takes up 3 pages by itself but should give a rogue player looking for an appropriate talent a quick and easy way to find suitable options.

Thanks for this information. I think I'll be getting this one, though not until after purchasing the Paladins PDF.


Thanks so very much for sending me & everyone else who bought the original PDFs the coupon for a free copy of this book. I love the new material.


Looking forward to seeing what you do with the minotaur.


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I like it quite a bit, and just did a review for it. The Chivalric Harbinger is an especially great idea!


90 new rogue talents? Do they at least give us some guidelines on which talents are best suited to whatever 'theme' you have for your rogue character? It might be a bit overwhelming otherwise.


The Legendary Rogues one ought to be pretty good. I'm looking forward to it.


Owen K. C. Stephens wrote:
Eric Hinkle wrote:
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?

Basically, yes, Pharasma keeps them too busy. As do, I suppose, summoners who take Summon Neutral Creature. But the decisions was made from a Golarion-lore perspective that most people can't summon psycopomps without being priests of Pharasma, so they were removed from the list.

Eric Hinkle wrote:
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?
Those are neat ideas, but for Unchained I didn't have time to do more than make sure all the options were dual-summoner-compatible, and going into the summoner-eidolon relationship was beyond the scope of what I had room for.

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:

So, first, a massively revised and expanded Anachronistic Adventures is available in the current All-Star Bundle of Holding, along with products from Kobold Press, Dreamscarred Press, Legendary Games, and Rite Publishing! But only for another week!

Second, I released a free "adventure sketch," a rough outline of an adventure a GM can fill in and modify as needed for a specific game, for a Progress Level 4 Anachronistic Adventures game: Jurassic Island!

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?


Endzeitgeist wrote:

@Frank: Indeed, it shows - I'll take high-concepts over perfection any day and this one is VERY close to working perfectly, so kudos!

Okay, so the charioteer saw use last session in my main-campaign, when a PC's charioteer cohort took to the field during a massive incursion of over 1000 Undead suffused by necrotic flames sought to burn a northern frontier town (AAW Games' Rybalka) to the ground. The PCs had 2 hours to prepare for the onslaught and made the whole village essentially one gigantic death trap - they had the people erect haphazard barricades, sniper nests on the roofs and created impromptu traps galore - all went pretty well for the PCs until I unleashed 4 massive, unique and templated undead elementals as well as a stamped of blackfire mammoths on the barricades, whereupon they collapsed like cinder and the retreating battle began.

The charioteer was exceedingly awesome in providing PC mobility - beyond trampling the lesser undead and cleaving paths through the horde, hard veering brakes that catapulted the paladin/swordmaster hybrid right into the face of a mammoth, had him, Smite-crit the beast and then, run from the collapsing carcass to jump right at the 18 ft. Gravestone-infused Earth-elemental while the charioteer crashed into its legs would probably constitute the high points of this archetype's use during the combat. :)

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!


Just asking, what details does this book give us on conjuring and summoning focused groups in Golarion? Do they say anything about the old Sarkorian god-callers, like whether or not that was something common to other Kellid cultures such as the Numerians?


That's a lovely cover illustration for this PDF. Who does the kitsune art in your releases?


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:
knightnday wrote:
Eric Hinkle wrote:
I'll love reading this one just for the rules on poisons. Heck, I'd get a Player Companion that got all the various rules for poisons and poisoners together in one place.
Will this book use the information on poisons from Pathfinder Unchained?

No, which kinda makes me sad but I only have so much room. In most cases, the rules from Pathfinder Unchained are optional rules that just don't play well with the rules they replace so, like the words of power from Ultimate Magic, we provide them for GMs who want to play with the feel and style of their campaigns — but we don't have space to present supplemental material for both the existing rules and the optional rules.

There are some exceptions. The Unchained classes are generally pretty close to the standard classes, so even when something doesn't work perfectly for both versions it seems to just take a quick note to make a new option compatible for both. I have an outline for a future book that mentions the stamina rules as a special case. But sadly there's just not space to cover every possibly implication of ever Unchained rule. It's a toolbox, so you should still be able to use its tool, but it'll take some elbow grease.

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:

Thanks for the review, Eric!

To answer your questions:

Flagbearer was indeed altered here. We thought it fit well, but that as written it'd be a bit too good.

Skirmishing is sort of a different way of damage than anything else in the system, so here is how it is supposed to work:

You have a dice pool. It's comprised of a number of d6s. If you get the tactic as soon as possible, your dice pool will have 1d6 in it. You also get 2 lines when you use this. Each line will do 2 points of damage, and you can assign any number of the dice from the dice pool to either line. If taken ASAP, that basically means you'll have 2 lines, one that does 1d6+2 damage, 1 that does 2 damage. Once you get a 2nd d6 in the dice pool, you could have 1 line that does 2d6+2 and the other doing 2, or two lines that do 1d6+2, etc etc.

The lines will follow the usual rules for line effects, same as spells. So, act like someone in the troop's squares is casting lightning bolt, and resolve it that way. :) Hopefully that helps.

Ah, thank you for explaining that.


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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!


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Legendary Games, congrats on having Cyborgs as the #1 top download from other companies at Paizo! And you've also got Ultimate Commander and Legendary Paladins in there too!


Oh I'm going to be loving these. Thanks so much for making these PDFs.


Alexander Augunas wrote:
Dietrich von Sachsen wrote:

Just want to say Alexander, I really enjoyed this book. Nicely written, and a good way to include numerous systems. The Leadership Perks, in particular, my players and I are enjoying.

My only really niggle - and it's not so much a criticism as a desire for more! - is that, given that each character gets 10 Leadership Perks over the course of their career and can only have one title at once - is that my players and I felt the number of Perks was a little on the small side, especially since we were not using the Relationship system. P

While I certainly won't be so un-gallant as to expect or demand anything, but any chance that we might see a small supplement with additional perks in the future?

Again, great work!

Definitely. This summer I'm planning on releasing Leadership Expansion I, which will feature a Relationship System that is tied back to the Leadership rules. (Particularly your reputation, which has a sizable factor in determining your starting attitude with another person and how quickly you can build relationships.)

Its also set to feature a LOT of new perks. A LOT. I have ideas for perks of almost every type, plus new types like congregation (perks that only work if your cohorts and followers worship your deity), chivalric (perks that only work if your cohorts and followers belong to your cavalier order), coven (perks that only work if your cohorts and followers build a coven with you), and more.

Looking forward to this!


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Jason Nelson wrote:
Eric Hinkle wrote:
Will McCardell wrote:

Thank you both! Linda has some other books out with Legendary Games as well, namely Treasury of the Kingdoms (and Pirate Codex too!).

And CB, you've definitely hit the nail on the head for how we wanted it to work. Actually getting a number of men would need a spreadsheet of sorts to keep track of, and we wanted to hit all the high notes of this concept with minimizing the any headaches.

I'll definitely recommend Treasury of the Kingdom to anyone who wants some magic items that are meant for a kingdom building and ruling campaign. Her work in it is very well done and I loved the originality, like the little magical watchtowers and the magical plow to make farms more productive -- really, that's the kind of thing that non-adventurers would be looking for, and that a realm of any size could use!

And pardon my asking but has any progress been made on getting the physical copies of the book out to those of us who bought them through the LG site? Or the corrected PDF?

Hi Eric,

I thought I had sent the books out already to those who had bought them. My mistake. I'll get those going today!

EDIT: Updated PDFs and print copies sent! Thanks for the reminder.

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.

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