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Hal Maclean's page

RPG Superstar 2008 Top 16, Contributor. 473 posts. 1 review. No lists. No wishlists.

RPG Superstar 2008 Top 16, Contributor

3 people marked this as a favorite.

I've actually been running a Hermean Exiles campaign since Christmas. So far so good.

It's a great premise for a campaign. Especially for players that don't know a lot about Golarion. A group of 16-year olds kicked off their island home and dumped on the mostly legendary mainland (or the "Outside" as Hermeans call it).

I had a lot of fun with a series of "What every Hermean knows about..." essays as part of the campaign documents.

A quote from one of them:

Tips on dealing with them: Ulfen require a firm but understanding hand. Speak slowly and clearly to them. Use small words and gestures to help them grasp difficult concepts. People unused to dealing with Ulfen often mistake confusion for disagreement. Don’t make that gaffe. If an Ulfen seems to argue with you be patient but firm. Speak more slowly and use simpler words. Explain what he is to do and make sure he understands that you won’t tolerate any backtalk.

Some of my players have really enjoyed the experience of figuring out what parts of Hermean general knowledge they can take at face value and what they can't.

RPG Superstar 2008 Top 16, Contributor

1 person marked this as a favorite.
Nebten wrote:

Hey all. I have a question about Rheumy Refrain in Blood of Fiends on page 28.

It states:

"If the target fails its Will save, whenever it attempts any action other than moving up to its base speed or making a single melee attack (but not both) in a single round, it must succeed at a concentration check (DC 10 + your Charisma modifier) to avoid wasting its action because of a fit of coughing and sneezing."

My question is, how is a Concentration check made for non-casters (Fighters, rogues, barbarians, etc)? Is this an errror in the print or is there a rule I'm not aware of non-caster Concentration checks?

If it is an error, what check/saving throw is used to replace it?

First, sorry to leave you waiting. This got developed after it left my hands so I was hesitant to step in right away.

I think it's simplest to handle non-spellcasters with a level check + Con modifier. My rationale for this is that it's the default for everybody. However, spellcasters receive special training on how to "play through the pain" which allows them to make a concentration check instead.

Hope that helps. :)

RPG Superstar 2008 Top 16, Contributor

1 person marked this as a favorite.
Colin Credric wrote:

Quick question about the keepsakes describes in the Halflings of Golarion sourcebook. The overview mentions that that allow divine casters new options when casting certain spells. But do they allow the halfling to cast a spell they ordinarily wouldn't have access to?

For example, I would like to give my character a Harvester's Pouch or a Persuasive Arrowhead since they match his deity best. But he's a cleric and the spells are for druids/rangers (Goodberry and Charm Animal). Do the keepsakes allow him to cast those specific spells?

Thanks in advance!

That wasn't the intent when I wrote the article. The keepsakes are foci which give you the option of casting one of your spells in a different way to bring about a different effect. They don't give you access to spells you couldn't already cast.

Sorry. :)

RPG Superstar 2008 Top 16, Contributor

1 person marked this as a favorite.

"Enemy Hammer" was my spell (one of a couple of things I did to make it into the preview). I don't want to step on Jason's toes but I'll quickly drop in and say the intent when I wrote it was if you make your save nothing happens to you that round (act normally).

Hats off, some very creative people are coming up with some really cool ways to use this spell. :)

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