The Golux wrote:
I LOVE using hexagons for overland maps.
For city maps and dungeon maps I hate it. Not only do hexagons not help as guidelines for drawing the map, bu they're pretty much useless when it comes to running a combat for Pathfinder, which uses grids.
1) That could be an interesting genesis for the Sandpoint Devil. Not one I'd use, given the differences between the Sandpoint Devil and a shantak's powers and alignment, but interesting nonetheless.
2) I'd give Hook Mountain a MUCH more Dunwich feel, and would introduce a spawn of Yog-Sothoth in the role of Black Magga. And would change the Skinsaw Cult into a Hastur cult. And would have a lot more denizens of Leng; might even set Runeforge on Leng.
3) Yes. Plenty.
The NPC wrote:
Arshea and Kofusachi don't really interact much.
And Arshea and Calistria don't get along well at all. Their personalities are way too different. Arshea basically finds Calistria to be too mean-spirited, while Calistria finds Arshea to be too tentative with pushing her limits and to distracted by worrying about being nice.
1) Anyone on the design team (Jason, Sean, or Stephen). Note that with the playtest being in full swing... that's all they're really talking about, and after that they're probably not gonna have a lot of time or ability to chat more about it.
4) The Eldest of the First World are in large part inspired by the Endless of the Sandman comics.
5) There are certainly deity-level entities in the dimension of time. Again... we haven't done much with this realm yet. AKA: I've not thought about it much at all, so I don't have much more to say about it now.
1) I designed the demon lords, Great Old Ones, kaiju, and dinosaurs.
2) I'm not sure what we've revealed or not about that book yet, so I'm not gonna say more yet...
3) The Dimension of Time is still out there, as are the other ones, but for now we're not doing much with them.
4) Todd Stewart came up with the bulk of them. The Dimension of Time's been in the game for decades though.
5) Not really. I suppose animated movies like Aladdin or Nightmare Before Christmas are bearable.
1) We haven't said in print what Lord Varklops is... so he could be anything.
2) Of course there's a chance. Biolante is awesome, after all.
3) I just playtested the swashbuckler yesterday and provided a lot of feedback to the team, and have a meeting with them later in the afternoon to talk more about it. But that'll probably be about it as far as my direct work on the book. I might be recruited to help edit some of it later, but I'm not going to be involved in the direct design or development at all.
4) I'm intrigued by the investigator, the shaman, and the brawler.
5) Probably not. Should I?
As mentioned on page 301 of the Inner Sea World Guide, the Wardstones create a 300 foot wide path when they're linked in a line. They don't have to be 300 feet apart at all. The line of wardstones basically runs in a large "L" shape from Icerift Castle down to Nerosyan, then west on the Moutray River to somewhere in the eastern Shudderwood. This two-sided ward is "mirrored" on the other side of the Worldwound, creating a softer border to contain the threat. If the demons were at all interested in expanding north or west as they were east and south, that'd be a problem, but as revealed in "The Worldwound" and in the Wrath of the Righteous Adventure Path...
"spreading out all over the place" isn't really their goal.
In any event, there's not scores or hundreds or thousands of them. Again, they don't need to be 300 feet apart—that's just the rules for a lone wardstone. As part of a larger network, they need only to be linked to form the fence.
There's probably dozens of them. We've not nailed down their exact locations, because by keeping that vague, we don't hedge ourselves (or GMs) out of possible storylines in the future.
While I very much like this idea, I figure this would be a long, long ways off, since it is a rather niche book.
But since the company's Creative Director is such a huge fan of dinosaurs, it's got a MUCH better chance of seeing print!
I'm not a big fan of re-naming them though. The dinosaur names are ones that a LOT of kids learn real young, and being able to say "This is a tyrannosaurus" when it attacks your group has a lot more power to it than announcing it as a made-up name. Warcraft's works because it LOOKS like the dinosaur, and you can see it and hear it. In a game like Pathfinder, where all you have is description to go off of anyway. It's easier and more primal to imagine a tyrannosaurus than, say, a "swordtooth titan."
Alexander Augunas wrote:
You should ask them for a pet tarantula.
Craft is the skill that makes things you can touch and use.
Profession is the skill that just makes money.
Absolutely. There's as many as there needs to be.
What makes them lawful is their behavior.
Over-analysis of alignments only leads to insanity too, by the way.
Does, doesn't it?
I suspect the intent is to block magical detection via things like detect evil, locate creature, scrying, and the like. It's NOT intended to make the character immune to being noticed by perception checks.
Archpaladin Zousha wrote:
Alexander Augunas wrote:
Part of this will fall to the GM. He should do his best to encourage your brother to step into the "face" role for the group by asking leading questions or defaulting many roleplaying encounters to have the NPC address your brother... but remember, if your brother doesn't enjoy that type of gaming... I wouldn't worry about it. Your group also lacks a strong healer, and in the long run that'll be as bad or worse a disadvantage than the lack of a "face" character.
And frankly... if I were in your position, I'd strongly consider making my ranger a face character as well. To me, a character like that is MUCH more interesting than just one more cut-and-paste ranger. (Not saying that YOUR ranger is a cut-and-paste one, mind you!)
Different kind of gothic.
Tancred of Hauteville wrote:
This is a great question for the rules forum and an FAQ.
My take: since dimensional anchor won't prevent summoned creatures from disappearing at the end of a summoning spell, I'd say that it can't stop a summoned creature from being banished via banishment or dismissal. Whether or not it would work the same on called creatures... I'd be tempted to say yes, it would. Being banished/dismissed isn't a teleportation effect, after all, but an abjuration effect.
But in any case, you should definitely post this question to the rules boards.
As a demigod, a demon lord would absolutely behave the same way as a deity with regards to things like antimagic fields.
Kairos Dawnfury wrote:
Then the best step is to let it drop, I guess.
1) Grabbers (it was okay; tried too hard to be Tremors), All is Lost (EXCELLENT movie), Thor 2 (not bad, but all my friends liked it better), Maniac (excellent and creepy!), and The Monolith Monsters (one of the best old sci-fi movies—very original premise). I'm heading out to see the new Hunger Games movie in about an hour.
2) Nope. Not a south park fan.
3) I might. Depends on how many other video games are distracting me at the time, or whether there's more content added to the games or not than just HD.
Nope. Not at all. I invented Dervish Dance. I'm delighted to see it get used and talked about.
I know it's not a core book feat... but I really think the swashbuckler needs a Dex to damage option so that it's not a feat that people will obsess over for them.
Mad Minxie Frubjubber wrote:
Just to be clear, Nocticula's stats ARE in this book, right? If they are, it's going to be fun if (When?) the party paladin decides to go Lawful Stupid and track her down! Can we say 'dead paladin', anyone? ;)
Not only are her stats in this book...
... but her appearance and interaction with the PCs is a SIGNIFICANT part of the adventure.
1) No contest whatsoever: Rikku.
2) Lady Luck.
3) Probably the humbaba fight, I think... but vegnagun was cool too.
4) The coeurl looked cool, but my favorite was probably the dolmen/monolith/tomb (super creepy) or the humbaba. Or, obviously, the gug!
5) Either the scene where you infiltrate the headquarters and have to give what's-her-name a back massage, or the scene where it's revealed that Rikku was causing the chocobo problems.
6) Lulu, but she wasn't in it enough.
7) Probably the humbaba fight. Finishing that one was pretty epic. At least... I think that was the one... been a LONG time since I've played it...
Archmage Mescalin wrote:
And that's exactly what I meant. A "teaching adventure" would provide advice not to the GM on how to run the game for the players (that'd be a teaching adventure for players, not the GM), but advice on how to adjust and adapt the adventure for his/her own group.
In any event, in the lack of such an adventure... that's kind of the whole point of our messageboards here. They provide a great place for GMs to share their tricks and advice.
Kairos Dawnfury wrote:
I'm not implying anything. I'm saying that the old insult, "You throw like a girl" or its endless variations of "You are a man but I will call you a woman because I believe that lessens you," is mysogynstic, and I don't find that kind of "humor" funny.
I'm not implying that you DO think it's funny, or that you created the "joke" about Justin Bieber at all. Doesn't change the fact that I don't find it funny and in fact kinda find it to be offensive.
In any event I feel I've explained myself sufficiently. No need to keep this particular line of words going.
Nope. I don't have whip proficiency. I do have the "Induce Writer's Guilt" feat though.
If we built every encounter to be "Punishing enough/testing enough" then we would run the real risk of alienating a lot more folks by making our adventures TPK machines. It seems to me that there's no better way to get bad reviews (and thus decreased sales) than to kill off a lot of players' characters.
Likewise, we don't want to make the adventure cakewalks. We try to aim at the midline between the two, with the assumption of 4 players of moderate experience using 15 point buy for their stats.
The more you deviate from that, the more you're going to have to adjust things for your table. It's part of being a GM.
No. A summoned creature doesn't exist before and after the spell that summoned it starts and ends. It'd have a strange sort of amnesia. It could answer questions using its skills, but wouldn't really have much in the way of a personal history to share at all. You need a calling spell to get that type of character.
Kairos Dawnfury wrote:
It's not that I'm offended for Justin Beiber.
It's that the idea that calling someone a woman is intended to be an insult is what I find offensive. It's misogynistic.
Kairos Dawnfury wrote:
Kinda makes it worse.
Kairos Dawnfury wrote:
AKA: An attempt at an insult by implying that a man is a woman? That's pretty lame. Thanks for nothing, Google.
Nope. The four armed demon is...
... Gelderfang, a four-armed incubus gladiator who might just have a few mythic tricks of his own...
GWANGI! The pseudodragon golem my mom made me!
Yes. I'm sure. I've told Erik he has until Friday to write Balazar, and if he can't get it done by then, I'm taking it away from him. At which point Rob or I will write it and get it online pretty soon.
2) What I mean is that I wrote all the CR 26+ creatures in the book EXCEPT the Empyreal Lords. I didn't write many things for the book. My actual design work in the book was the dinosaurs, the kaiju, the Great Old Ones, and the Demon Lords pretty much. I did a lot of work developing other parts of the book.
3) Demon lords are not dumb brutes. I would have assumed the fact that I gave them high INT scores would make that clear. Chaotic evil DOES NOT equal brutish and dumb. Nor does 18 Int equal stupid.
4) That is, again, a question for the designer. My guess is no one bothered to cross-check the Empyreal Lord mental stats against the other high CR creatures in the book, frankly. Or maybe they just felt these three Empyreal Lords aren't as smart as those three Demon Lords. That is a very real possibility.
5) As things that cultists or other groups worship. The demigod doesn't have to appear in combat to be part of an adventure. I put a few more notes on how to use high CR monsters in a game in the intro for the Demon Lords—that advice works just as well for any high CR demigod. OR: See Wrath of the Righteous for examples.
6) Because they're all demon lords. They need more than those two words to be similar. The fact that they have a similar suite of spell-like abilities and skills helps make them feel of a kind.
7) I wouldn't change anything; the stats are fine as they are. I developed them, after all, back when we were working on Bestiary 1... my chance to change things happened many years ago.
8) Any of them whose plot involves an empyreal lord.
9) I would not use the word "hir" at all, first of all. I'm not a fan of made-up pronouns. My preference would be to use "she" for her, but that's only a preference. You can use "he" as well. As for what sorts of stats? I have no idea. I'd have to do a fair amount of research into the character first.
10) That's the whole point of the open gaming movement. It's one of the many reasons we make most of our stats open content. It's the whole point, in other words. Publishing is the right word. You don't have to make a profit to be a publisher.
Actually... this is the type of comment and observation I hope we see more of.
While the hardcover line is world neutral... in theory, it DOES directly support Golarion, and allowing the swashbuckler to use something like an Aldori dueling sword makes a lot of sense. I would love to see this type of thing work better between the hardcovers and Golarion content...
...so keep comments like this coming!!
To me, playtesting is a different thing than playing. Playtesting is actually work. Playing is not. I'll probably make a swashbuckler the next game that I start up, but for now, I'm pretty happy with my two bards and my rogue. as they are. Furthermore, I'm pretty happy just PLAYING those games to relax rather than playing them to work.
...talked about monks...
So, full disclosure. I only skimmed your rant.
But I've seen folks complain plenty about the monk.
The thing is... the monk is not intended to be an offensive combat class, but a defensive one. It does its damage over a longer period, not as quickly, and can do so because it is a more defensive class.
The brawler IS intended to be an offensive combat class that works off of unarmed strikes; that's why it's presented in the book as a hybrid of monk and fighter.
Is it possible that the brawler is actually your favorite class, not the monk? If you want to be an offensive hand-to-hand character and not a defensive one, then the brawler is your class, and up until now the one you THOUGHT was your favorite class was just a stand in.
It's okay to change favorites.
Kairos Dawnfury wrote:
Inner Sea Gods will be comprehensive. Whether or not that means you'll be getting new info on a non-core deity from the region or just a name on a table depends on the deity.
And I'm not really involved in the ACG playtest or design at all. Personally, I didn't know that there was a piercing weapon restriction, and having not looked at the class at all, I suspect that it should change to any weapon. My guess is that they're trying to tie the swashbuckler to the duelist. Dunno. But as it turns out... this is a playtest, not a final. Let the designers know, and chances are good that if it makes sense you won't have to house rule it since the whole point of this is to get the classes to where they need to be WITHOUT being house ruled.
So... if folks want me to post the reason why you can't resurrect the dragon and why you might wanna keep the scales around... I can do so in a spoiler.
In fact, I assume that folks will want to know, so here ya go. Warning. Spoiler.
Terendelev can't be resurrected because she's now undead, a ravener slave of the Storm King. The PCs get to fight her in the last adventure, and her scales, if the PCs still possess them, can be used against her to defeat her more easily than without them.
If you want to foreshadow this by letting the PCs learn that Terendelev is now undead, you can certainly have them hear rumors... but she's limited in scope to Iz, and is a CR 21 creature, so if you let the party know before the last adventure, chances are they'll be too distracted by this and want to go "save her" before they're high enough level to deal with her... it's best to let this be a surprise that they learn about in the final adventure.
Kairos Dawnfury wrote:
What were you doing when the ACG Playtest went live?
Walking into work and being annoyed at the fact that the website crashed so that I couldn't do my normal morning routine of checking the messageboards as a way to settle into the day, so I just dove right in to working on filling out a big list of deity information for "Inner Sea Gods."