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Goblinworks Executive Founder. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. 46 posts (68 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I had something for Shattered Star, a veiled master who is using the star metals for its own evil purposes (meant to be the core of a rival party to the PCs) but my HD had a physical crash and I lost everything right before Xmass. :( Oh well, there is always issue #18. :)


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Ok throwing in my 2 cents...

1) Anything distant worlds/dark tapestry-ish
2) Arcadia
3) Southern Garund. We have had a ton of hints about what is there, but I would like to see more.
4) Thuvia where mad alchemists the divs have sway. :)
5) Hell anything in the unexplored areas of Golarion... maybe an epic voyage in the vault with the vast ocean (I forget its name), you know the one with the huge aboleth infested waterspout. :)
6) Southern Tian-Xia where the jungle and the kaiju play.
7) We haven't had a true "across the planes" kind of thing. So that would be fun. Maybe focused on the less traveled planes?


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Yay! Made the cut. :)

As for issue themes, with Starfinder coming out next summer how about an "Into the Void" theme, that is articles about the Golarian solar system from the Pathfinder point of view. It could make a nice bridge between the two systems.

Then again, coming off the heals of the Issue #16, another sci-fantasy issue maybe not totally desirable *shrugging shoulders*


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Drakir2010 wrote:
Astral Wanderer wrote:

Glabrezu again (why isn't edit time a little longer?)

Skill issue about Diplomacy and Intimidate: the listed bonus for both is +22, while the math tells me +12 ranks +5 Cha +4 feat = +21 total.
Possibility 1: Diplomacy and Intimidate haven't been considered class skills, yet 1 point in excess is listed.
Possibility 2: Diplomacy and Intimidate have been considered class skills, but in this case the above +21 becomes +24.

The stat blocks come out as follows for these skills:

+10 ranks +5 Cha +4 feat +3 class skill = +22 total

The tradeoff for doing things this way is that you will now have spent only 104 skill points out of an available 108.

I think the issue here was forgetting that Persuasive grants +4 bonus instead of +2 if the skills have 10 or more ranks. If Diplomacy and Intimidate are class skills (which makes sense for a glabrezu) we have

+12 ranks + 5 Cha + 2 feat + 3 class skill = +22 total

but it should be

+12 ranks + 5 Cha + 4 feat + 3 class skill = +24 total


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Being a Mythos AP I am definitely looking forward to being able to customize some encounters here and there with the extended lore that is out there. I always wanted to hit my players with a NPC like the Harlot from Fall of Cthulhu and Hexed.


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I am so looking forward to this. Horror can be really difficult to pull off. I actually think it is one the hardest genres to pull off. It needs buy in from the players as well as a GM who knows how to craft the adventure/narrative.


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There is also spells that only are for classes not on the hierarchy list. For example, the spell Bloodhound from the APG has a Alchemist version and a Inquisitor/Ranger version. It is not clear which one would be used for a SLA.


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Is there an official expanded hierarchy for which version of a spell a spell-like ability uses beyond the standard order of sorcerer/wizard, cleric, druid, bard, paladin, and ranger? In other words, a hierarchy that takes into account all of the spellcasting classes including the new occult classes.

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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The thing to remember that this is a very tough contest. You might think you have a solid entry, hell you even may have a solid and well designed entry, but the whims of the voters are hard to predict. This year I have seen items that looks to have made it through that I thought were less than stellar as well as items that I thought were really good that got culled. The point is just keep trying and hone your design craft. Take advantage of the forums and 3PP who call for content (especially don't forget about the magazines like Wayfinder).

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Bonus Type: reverse luck

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Chris Shaeffer wrote:

Phew! Still haven't seen my item, but it looks like it's still rolling around in there.

How many culls are they doing in total? Worry worry... -_-;

Much more than in the past. I think that is because the voting public are deciding this time on the final 32 instead of judges. So far it seems like 1/2-3 days.

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ARGH.... use commas in your numbers!!!!!!!!!

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so a Swiss army weapon... ummmm.... no.

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Johannes Gutenberg wrote:

Cull the pig

Slit its throat
Drink its blood!

Give that man the conch.

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Frothy... really???? Frothy???? I feel like I need a shower.

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ummm there is no such bloodline in the srd :/

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That is a first. Not a weapon, but a weapon power.

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Ewwww... just ewwww

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A 9th level spell effect for how much? Way to cheap.

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Wow that was the most expensive item I have ever seen in this contest that does stuff an item 10% of its cost could do.

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Hmm... third item with just a description.


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Every time I read about this adventure I cannot help but thinking about this Brains!


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Would like opinion/ruling on this.

When you give a dragon an inherited template that increases its size would you treat the beast as the larger size and assign damage from its attacks according to the dragon damage table, or first make the dragon then increase the damage from its attack via. the table on increasing damage with size?


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Quick question on the classification of subtypes.

Subtypes can be grouped into some large categories, i.e. energy (cold, fire, electricity, etc.), element (air, earth, fire, water), miscellaneous (mythic, incorporeal, extraplanar, native, etc.), but what about racial subtypes? All humanoids get a racial subtype, but what about subtypes like angel, demon, etc. that specific a race (species?) but applied to other types? Are they considered racial subtypes or a different classification? So if a template says a base creature loses all racial subtypes does that include these "species" subtypes?


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Here is the list of the required books.

Prologue:
Advanced Player’s Guide
Bestiary
Ultimate Combat
Ultimate Magic

Rise of the Drow:
Advanced Race Guide
Adventure’s Armory
Animal Archive
Bestiary 1-4
Book of the Damned 3: Horsemen of the Apocalypse
Humans of Golarion
Inner Sea Bestiary
Inner Sea World Guide
Misfit Monsters Redeemed
Ultimate Combat
Ultimate Equipment
Ultimate Magic

Epilogue:
Bestiary 1-4
Dungeon Denizens Revisited
GameMastery Guide
Inner Sea World Guide
Malefactor (TPK Games)
Mythical Monsters Revisited
Rise of the Drow main package


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Hey folks. I am the Hero Lab dev for Rise of the Drow.

I just sent updated files to the folks at Adventure a Week.

Technotrooper: You need the Adventure's Armory package.

Sethvir: I updated the file and sent it to Jonathan for release. In general if you get an error like this in the future when loading a por file try reloading (ctrl+r) or recompiling (ctrl+c) it after you open it. If you cannot do this, make sure you have debugging enabled in the devleop menu.


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Ulka! Ariel! RIDE!!!!

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Congrats to all the winners!

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I blame Wormstrom.... WORMSTROM!!!!!

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While Murph's list is interesting, I don't think it is very useful for R2. After all, the list includes all environments and the top 32 need to make an urban environment creature.

Now if the distribution was just urban creatures...

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Is it the 21st yet.. :p


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Enjoying this one, but is it just me, or there is a bunch of errors in this one. For instance, Melazmera an old umbral dragon should be CL 11 not 15, an abyssal harvester should have 21 HD not 20, there are also a bunch of creatures missing feats, have feats that don't meat prereqs, etc.

Don't mean to nit pick, but I am surprised by some of these. There is usually much better quality control on the adventure paths.

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Seriously, I have run into a number of items that are either way to cheap, or way to expensive for what they do. I am not saying that pricing is the deciding factor, but at least be in the ball park.

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Amby's Brain wrote:
Bardess wrote:
Feat in a box. Bad!
{suddenly flashes on Andy Samberg and Justin Timberlake skit}

You are nopt the only one. Now how can I get that song out of my head...

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...and an item that already exists (with the same name) in one of the Paizo products.

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Hmmmm... 9th level spell effect.... 1st level cost. :/

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Item you saw last year, and it is worse.... 1 shot everclear + face palm (but no vomit as per the guidelines)

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Thanks for the critique of my entry (fleshwarping unguent). Valid points all.

I agree, I severely mispriced the item. Given the addiction component and the limited duration of the item I think it should be in the 2,000 - 5,000 gp/dose range. Expensive, but not severely so.

I also think I would have reworked it without the addiction component. Maybe an increasing Will or Fortitude save or become sickened or nauseated? Maybe open it up to allow a list of extraordinary universal abilities beyond natural attacks? Though opening it up to a poison or disease abilities is a whole can of worms. Yeah I realize it is treads on "Swiss army knife" territory, but that is kind of what fleshwarping does. :/

The reason I went with the addiction quality is that I was imagining that using the unguent makes the user less and less able to resist the fleshwarper, eventually becoming a living mannequin for the fleshwarper.

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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thanks for the critique of my entry (fleshwarping unguent). I agree, I mispriced the item. Given the addiction component and the limited duration of the item I think it should be in the 2,000 - 5,000 gp/dose range.

BTW, I mentioned the drow because fleshwarping is specially a drow art. I also think I would have reworked it without the addiction component. Maybe an increasing Will or Fortitude save or become sickened or nauseated? What I was imagining the using the unguent makes the user less and less able to resist the fleshwarper, eventually becoming a living mannequin for the fleshwarper. Yeah it is nasty, which is also why I chose the word unguent. It is an ugly word.

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Here is mine:

Fleshwarping Unguent
Aura strong transmutation; CL 12th
Slot see below; Price 140,000 gp; Weight

Description
This foul-smelling ointment was originally created by drow fleshcrafters so that they could experiment with different forms on their subjects before permanently changing them. The fleshwarping unguent molds the flesh of the subject into a different form for 1d10 minutes and grants a bonus, a penalty, a natural attack, or a purely cosmetic effect (applier’s choice) depending on which magic item slot it is applied to:

  • Body or Chest: +2 natural armor bonus.
  • Eyes: darkvision 60 ft. or blindsense 30 ft.
  • Feet: two-hoof or a single tail slam attack.
  • Hands: a single claw, slam, or tentacle attack. (A second application of unguent grants a second natural attack.)
  • Head: bite or gore attack.
  • Neck: waterbreathing or airbreathing.

Other effects from fleshwarping unguent are possible and left to the GM’s discretion.

Creatures immune to polymorph effects, with the construct or undead type, shapechanger subtype, or amorphous special quality are immune to the effects of fleshwarping unguent.

Natural attacks granted by the unguent are treated as specified on Table 3-1: Natural Attacks by Size in the Pathfinder Bestiary. If a subject already has a natural attack, the unguent either transforms it into a different kind of natural attack or increases the attack’s damage by one step (as the Improved Natural Attack feat).

Fleshwarping unguent has minor addictive qualities that cause the subject to crave the sensation of flesh being molded (see Drugs and Addiction in the Gamemastery Guide.

Fleshwarping Addiction: Type drug, contact; Addiction minor; Save Will DC 12 (+1 cumulative per total number of applications of unguent); Effect none; Damage 1d2 Wis damage.

Construction
Requirements Craft Wondrous Item, Craft (alchemy) 10 ranks, baleful polymorph or greater mutagen discovery; Cost 70,000 gp

---
My own critique: I think the cost of the item is off. Going by the straight rules the the cost does calculate out, but with such a high cost the fact the item has an addictive quality could be really problematic. Also, it looks like the items people liked were items for players. I tried to design this item as a cool item for GMs to use for their villains.

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Wow. What a list. Glad to see my item wasn't culled, but didn't make the top 89 (from another thread). I wrote the fleshwarping unguent.

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Jacob W. Michaels wrote:
Ironically, I did actually sort my sock drawer yesterday (OK, not sort, but cleaned it out)... It's not really a good substitute for RPGSS.

Sock drawer... Try the sock drawer of a toddler ("Honey why is the dwarf mini in your tights?") that will keep you busy. :)


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I think there is an error with the Knowledge skills with the Chrestomath. (I am trying to enter it into Hero Lab :) ). Assuming the knowledge skills with +32 are class skills, there is not enough skill points (even with the +10 bonus) to get the skill totals in the stat blocks (currently it looks like it is 18 overspent). Am I missing something?


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The Tiberolith looks to have a few errors in its stat block.

1) It lists has a Huge construct so it should have a hp bonus of 40 not 30 (thus having a total hp of 111)
2) The AC breakout is not listed. However assuming a natural AC bonus of +16 and a size AC bonus of -2 the AC looks like it would be 24, touch 8, flat-footed 24, not touch 10.
3) Also I think the Will save should be +4 not +3


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Many of the 3.0/3.5 monsters specify that they can be summoned via the various summon monster spells. However, it has been said that Pathfinder intentionally limits the creatures that can be called via summon monster. So when I convert a monster to Pathfinder, how do you handle the statement that is can be summoned via summon monster? Do you ignore that text? Make a specialized spell for that creature?


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The Phantom Armor entry mentions a Floating version, but there are not stats for it. (My best guess from the trend on the create undead table is 4 HD, guardian phantom armor with fly speed and a CR of 3).