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Svilennius Tripe

Joseph Wilson's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 560 posts (569 including aliases). 9 reviews. No lists. 1 wishlist. 1 alias.


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Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
UnArcaneElection wrote:


James Jacobs wrote:
The fact that plain old lawful good paladins can be Hellknights too complicates matters. As does the fact that it's not a base class in the first place, which is kind of also the point when it comes to offering something like a Warpriest that allows you to play a "paladin of a non LG alignment" from the start.

Well, that takes us back to the question of why we don't have a Holy Warrior base class that accepts alignments other than Lawful Good and Chaotic Evil. (Alternatively, you can turn this on its head and ask why Paladin and Antipaladin aren't Prestige Classes, but the answer to that is obviously historical reasons.)

That is exactly what James is stating that the Warpriest is intended to be.


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I was taught by peers who were already experienced players. (namely, my older brother)


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Jadeite wrote:

Honestly, I would prefer them to release those products without kickstarting them. They have excellent material, both old and new, but they fail at stuff like meeting deadlines or communicating to backers.

I'd like a PFRPG version of the Book of Fiends, but at this point, I'm extremely hesistant to become a backer on a GR kickstarter again.

Not sure where this is coming from. I backed both the Advanced Bestiary and Freeport and I get update emails from Chris Pramas all the time. He's been incredibly transparent with the timelines for both books, and I'm very happy with how those Kickstarters have turned out.


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Juda de Kerioth wrote:
Erik Mona wrote:

Everybody has chakras.

Characters capable of manipulating ki will be able to goof around with their chakras to unlock cool powers and abilities.

We _might_ do a feat or something that allows non-ki users to manipulate their chakras, but I haven't quite gotten to that part yet, as I'm focused on getting the core system correct.

i truly hope that this quote do not mean that we will have all the 32+6 Mythic paths using chakras to cast all the same psychic cosmic power

Please, do not let that happen!!

A psychic commoner and a psychic expert... then all the prestige classes, if so, the monster can do the same?

I want my Psychic ki master slime blasting monks around :3

Just because a PC, the rarest of rare beings already in any campaign setting, takes a particular feat doesn't mean that suddenly every NPC and monster in that setting takes that same feat.


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I am currently GMing 2 APs (one Paizo and one 3PP).

Way of the Wicked: We're nearing the climax of Book 2. Characters are level 8.

Party consists of:
Drow Rogue
Tiefling Sorcerer
Aasimar Antipaladin
Human (ghost) Cleric
Human Bard

Iron Gods: Recently started this one. The group just hit level 2 last night.

Party consists of:
Android Gunslinger (Techslinger)
Human Bloodrager
Gnome Alchemist
Human Ranger (Galvanic Saboteur)

I'm also a player in a Golarion homebrew campaign where the GM has created an island nation where Azlant used to be, being lead by a God-King preaching that his island-nation's population are the inheritor's of the Azlanti's blood and power. Good times!


1 person marked this as a favorite.
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Aelryinth wrote:

Um, George RR Martin was writing in the early 80's?

Because Githyanki stems from the original Fiend Folio, which came out in what, 1986?

==Aelryinth

Yup. Dying of the Light came out in 1977 when Martin was about 29. Obviously, his popularity didn't REALLY start to gain steam in popular culture until A Game of Thrones came out in 1996.


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I vastly prefer hardcopy, and pretty exclusively use hardcopies at the table. But I do like having access to the pdfs to aid in quick searches for prep and for the creation of visual aids and handouts.


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The reason it doesn't seem too "edition war-y" to me is because among my large pool of tabletop gamer friends, none of them have cared to pay any attention at all to the fact that there's a new edition of D&D even out. It's a relatively irrelevant game in my neck of the woods compared to things like Pathfinder, Numenera, etc...


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Gorbacz wrote:
Adam Daigle wrote:
Gorbacz wrote:
Meh.
Shush, you! ;)

Iron Gods and Rasputin Must Die taught me how to bareback jump from an exploding spaceship in to a sky filled with Doomrazor Drones and Plasma Falcons.

Now you're offering me a backseat in a glider through Cloud Cuckoo Land.

I'm way too high for that, I'm afraid ;-)

Not even a little excited about the fact that Mr. Pett is providing the fiction? ;-)


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You'll probably find this post from James Jacobs relevant: link


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Joshua Goudreau wrote:
Does anyone know what the urban/wilderness/dungeon ratio will be on this AP? I watched the AP GenCon panel and followed the thread so I'm assuming urban will be pretty low but my concern is the description makes it seem like it relies heavily on dungeons, giant-themed dungeons ala Against the Giants, but dungeons none the less.

Rob just answered a similar question a little ways up-thread:

Rob McCreary wrote:
Samy wrote:
c) What would you say is the ratio between outdoors/wilderness and indoors/dungeon/underground encounters? Is it more of an wilderness AP or more of a dungeon crawl AP?
We're trying to have a good mix of both. Maybe a bit heavier on the indoors/dungeon crawls, but plenty of outdoors action too.


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How is it that a new, 64 page adventure module by Nic Logue didn't seem to get mentioned at all at GenCon?!?!?


1 person marked this as a favorite.
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Reading all of the material released this far has me desperately wanting a Pathfinder Tales novel about the crew of the Divinity...


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Cheers!


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Rysky wrote:
Kolokotroni wrote:
Also... issue 100 will be in an adventure set in chelliax... you know that question paizo staff always refuse to answer up front in 'Secrets of Golarion' panels? Let the rampant speculation begin! I call he's alive and imprisoned by asmodeus in order to gain a foothold on the mortal world.
Who?

I'm guessing they're referring to Aroden.


1 person marked this as a favorite.
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Troodos wrote:

I was wondering what the requirements for the Technomancer are. Im making an Investigator (Mastermind)/Wizard (Metal Elemental School) NPC who will eventually get levels in the Prc, so it would be helpful to know how to divide up his levels.

Feats: Skill Focus (Knowledge [engineering]), Technologist

Skills: Disable Device 6 ranks, Knowledge (engineering)
6 ranks, Spellcraft 6 ranks.
Special: Ability to cast 3rd-level arcane spells.


2 people marked this as a favorite.
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havoc xiii wrote:
There is no handedness...so none of the iconics are right handed either...I feel excluded ;(

This is true. Paizo had said repeatedly that they don't attribute a handedness to any iconics because they do often have to flip art to make it fit the layouts. Therefore, it's not uncommon to see one picture of an iconic being portrayed as left-handed and that same iconic later being portrayed as right-handed. The art team needs that freedom.

Also, I'm not sure that handedness is that comparable to the actual societal issues being addressed here (said another lefty).

EDIT: reread and think the handedness thing was a joke. So feel free to ignore me!


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FormerFiend wrote:

I hope it doesn't deal with the Dominion of the Black specifically.

I use the Dominion as a way to incorporate mindflayers in my homegame. Paizo ever actually spills the beans on what they are and it'll be a whole lot of information that's useless to me.

I highly doubt it will be Dominion of the Black themed, since

spoiler:
Iron Gods will have been so recent and has lots of Dominion content.

That being said, if you specifically DON'T want official Paizo Dominion content, you should probably steer clear of

spoiler:
Part 4 of Iron Gods: Valley of the Brain Collectors, which has a full article on that organization...


1 person marked this as a favorite.
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the David wrote:

I've mentioned this before, but one of Meyanda's feats is wrong. She could get Deadly Aim or Exotic Weapon Proficiency at level 3 and Craft Magic Arms and Armor at level 5. If she takes her first level as ranger however, she could take both Deadly Aim and Exotic Weapon Proficiency, but not Craft Magic Arms and Armor.

My solution would be to drop Craft Magic Arms and Armor and replace it with another feat.

I'm going to leave it as-is, because it doesn't impact gameplay at all.


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James Jacobs wrote:
brad2411 wrote:
What is this that I keep hearing about Timeworn stuff?
The technology in Numeria is thousands of years old. Not all of it works well. The stuff that's aged poorly is timeworn—it can glitch and can't be recharged. Timeworn objects are a way to introduce technology into a game in a way that gets objects in with a sort of "timer" in case you don't want them to stay forever (aka, be recharged), and a way to get them in "cheaper" since they cost less (since they're charged items that can't be recharged).

Which is just an awesome and elegant way to handle things. I am beyond excited to start running this campaign!


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See this post from Liz Courts earlier today for a more detailed explanation straight from Paizo.


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Samy wrote:
The Player's Guide said three new alien animals for potential familiars? Any more than the petromin?

It says there're 3 new animals for both familiar and companion options. So now we know there're 2 companions and 1 familiar.


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-Steve Johnston- wrote:

The images, including the cover, look really dark in my downloaded version. The cover on the product page looks much better.

Were the PDF images saved as CMYK instead of RGB?

I do not have this issue with my download.


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Yeah, as James said, the full free guide isn't out yet. But there's a two-page spread in the just-released People of the River Player Companion that acts as a sort of preview, and it includes the campaign traits.


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The Iron Gods Players Guide pages in People of the River lets players know that the campaign kicks off in the town of Torch, and supports the choice to either be from the town or a visitor to it.


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Steve Geddes wrote:
I could definitely use more Varisia. The more fleshed out it gets the better, in my view.

Agreed. As much as I'm looking forward to Iron Gods, the more Varisia the better.


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I'm conflicted on it. The new version is more eye-catching, but is also more generic. Whereas, the older style is not as "in-your-face," but it is undeniable LEGENDARY GAMES.

So, while I do like the new version for the broad-appeal aesthetic of it, I think I actually prefer the older version for its unique "brand" quality.


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*YOINK*


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I wouldn't change a thing from what they're doing right now.


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magnuskn wrote:

Using the AP's as written, combat is about 75% of the time you spend in an AP. Since combat encounters take so long to set up and play out (even an encounter which is totally harmless to the PC's will take at least half an hour to draw up a map and then get through the entire thing), they constitute so much of the time spend playing Pathfinder. If that is your kind of game, I'm happy for you.

The thing is, when discussing an AP as written, you can't disregard the supplemental content provided. That includes the NPC descriptions and backstories at the end of the adventure proper, as well as articles on the towns and cities that events take place in, and everything else. It is all there to help provide the GM with all of the tools that they need to create a memorable adventure.

As I alluded to in my first post, as far as I'm concerned, it boils down to the mindset of the GM's approach to the material. I read and consume it all so that I'm as well versed in the plot, characters, and setting as possible so that when my players do something outside of the box (which they are wont to do), I'm prepared.

I will say this, I have a couple of different groups that I GM for, and my players all share my predilection towards roleplay versus combat-heavy gaming. In fact, I only play with players who share that mindset. I've had players in my groups that only care about getting from one combat to the next, and I don't play Pathfinder with them anymore. The other thing I'll mention is that I don't use grids or minis, so I'm not wasting time drawing maps, etc... Everyone just has to be very descriptive of what they're doing and trying to accomplish.

The important thing to remember is that the adventure, as written, can only ever be a baseline of assumptions. Each GM will present the course of events in at least a slightly different way, and the way each group of players react to those events will vary even more greatly. I do feel that I run the adventures as written, but I also feel very confident saying that the percentage of time that my group spends in roleplay and combat is very nearly the exact inverse of what you mention in your first sentence.


4 people marked this as a favorite.
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magnuskn wrote:
Probably a lost cause, but an AP centered on roleplaying instead of constant fighting would really be appreciated.

I'm not sure why I'm commenting as, to use your phrase, I'm sure it's a "lost cause." I've seen your interactions with James over the years, and my approach to the game, as well as my experiences with it, line up pretty much 100% with James'.

I am an incredibly story-oriented GM. I HATE combat-centric plots and campaigns. Which isn't to say I hate combat (if I did, Pathfinder wouldn't be the game for me), but the story and roleplaying always has to come first, with the combats serving the story.

With that said, I have never had any issues running Pathfinder APs. In fact, since I started running them rather than homebrew, I've had more fun gaming, and have had more memorable roleplaying experiences than ever before. As far as I'm concerned, Paizo gives the GM all the tools they need to make an AP as roleplay or combat heavy as they choose. I always choose the former, and have had nothing but positive experiences.

Next, I'm gearing up to start running Iron Gods. I probably won't end up running Giantslayer, but I greatly look forward to reading and being inspired by it!


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Liz Courts wrote:
Product image and description updated to final!


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Nicos wrote:

Uhm, A FAQ for a FAQ does not seems like good business.

Instead of making a general rule, can you just say what specific options are disallowed?

As Mark pointed out in the post above yours, an "faq for an faq" is not actually necessary.


2 people marked this as a favorite.
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BigNorseWolf wrote:
James Jacobs wrote:
Odraude wrote:
ikarinokami wrote:
I'm think with regards to the summoner they might do what JJ suggested once, which is for the class of have a specific creature that levels up with you, much like an animal companion
Yeah, that's my biggest worry. I really hope they don't do this.
If it makes anyone feel better... I'm not going to be one of the authors on this book, nor am I going to be much involved with its outlining or its development.
Now i feel worse about it! I was hoping they'd reign in the summoner with that method. Any time you give people the kind of options the summoner does they WILL find a way to abuse it.

Yeah, bums me out too. James' vision of the summoner is exactly in line with what I'd like. My first reaction on hearing about this book was the hope that James would be tapped to lead this particular design.

As written, I'm one of those GMs who doesn't allow summoners at my table.


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I also have this, and it is glorious.


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I'm just gonna leave this here. Though it does focus more on the Book of Erotic Fantasy and more sexually themed content, Wes does mention some general concerns when approaching this design space as a company.

That said, I think something like Mikaze's proposal could assuage many concerns, and if executed well, could fit nicely within Paizo's design goals and philosophies.


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I run a group of 6 (4 of whom all have at least 10 years or more of gaming experience), and therefore have no choice but to modify things like encounters and treasure to make sure I'm challenging them and rewarding them appropriately.

I always set out to run things "as-written" plotwise, but with the knowledge that my players will force me to adapt at a moment's notice, which I am more than fine with. They tend to do things... creatively... which keeps me on my toes. I really need to be familiar with the books, and be willing to improvise quite often, which ultimately leads to lots of unplanned personalization.

I'm currently running them through Way of the Wicked, and due to one of my experienced player's background and actions in book 1, there is now a significant subplot that is carrying through that has absolutely nothing to do with the books themselves, but my group is equally riveted by it. The fact that they main campaign is still on track allows me to utilize my free prep time to add more and more substance and depth to things like that.


1 person marked this as a favorite.
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Response from the archetype's designer on the product discussion page: link


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Glad to see I'm not the only one with this issue. I've already sent an email off to customer service, but still stopped in here to see if anyone else had mentioned the same issue.


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Heine Stick wrote:
D'oh! Forgot to add the "donated to the Paizo team" part. Bugger...

See the contact information Jessica posted up-thread.


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Awesome! This will be coming out in plenty of time for the start-up of my Razor Coast campaign!


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Aberzombie wrote:
Tonight it's Firestone's Wookey Jack Black Rye IPA. Very not bad so far.

One of my absolute favorites! The standard by which I rate all black IPAs.


1 person marked this as a favorite.
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Hitdice wrote:
Finally managed to get ahold of the Ommegang Fire and Blood. Much tastier than you would expect from your typical trendy-TV-show-licensed beer.

Ommegang was one of my favorite breweries long before they ever got the GoT license, and they continue to never disappointment me.

As for what I've been drinking, the most recent notable was Sierra Nevada's Bigfoot barleywine. Really interesting take on the style, with huge hops. Almost smells and tastes like a perfect fusion of DIPA and barleywine.


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doc the grey wrote:
Is the price for the pdf accurate here? Usually the hard back books go for much less in pdf form then their paperback cousins. Is there a reason for the price increase or is it hopefully a typo?

The $9.99 pdf priced hardcovers only goes for the Rulebook line and the Inner Sea World Guide (as, essentially, the core introductory product for the campaign setting). Other hardcovers follow the normal print to pdf pricing ratio. See the Rise of the Runelords hardcover for a precedent.


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Jason Nelson wrote:

And here it is - the 200-backer surprise(s)!

How do you make a good thing even better? By adding even MORE great people to work on a project that's already awesome! Sean K Reynolds and Carolina Eade and interviews, OH MY!

Carolina Eade cover art might be what actually puts me over the top. Absolutely love her work, and I feel like I haven't been seeing her as often in Paizo products of late. Kudos to you on that great catch of an artist!

Edit: also, awesome to see SKR onboard. More incentive when there was already so much. But no money... resistance failing...


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City of the Fallen Sky is one of my favorite Tales novels. While I really enjoy Liar's Blade, I very much preferred City. Great characters, entertaining writing, interesting settings, and gripping plot. Really looking forward to this one.


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YES!!!

So excited to see Alaeron and Skiver back!


2 people marked this as a favorite.
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Important thing to remember is that the modules are not designed specifically for PFS play. In fact, sanctioning them for PFS is a relatively recent development.

I personally love the maps in this adventure, and hope that the maps in the module line continue to reflect the needs of the adventure versus the fact that modules have begun being sanctioned for PFS.


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mathpro18 wrote:

Hey Erik,

I am trying to keep an open mind about this product and have subscribed on the Big Finish end of things but the one issue I have is the hour run time. Was there a reason they decided on that length? My concern is that to much would have to get cut from a great adventure to fit in that time? Seeing how you have listened to this did the adventure feel rushed/to condensed? Would there be any possibility to get this pushed out to an hour and a half or 2 hours?

I suggest you read Vic's 2 posts prior to yours for an explanation to your very question, as well as further insight.


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Just had Mayflower's Spring Hop Ale. One of the most amazingly aromatic beers I've had. Huge, fresh, citrus and floral hops. And yet it's a red ale, so the taste doesn't have any of the hop bitterness the big IPA-like aroma would have you expect. Really nice malt balance, and it actually finishes on the sweet side, with a hint of caramel.

Highly recommended if you can find it! I've only had 1 of my 6-pack, but I'm probably going to go out and grab another pack tomorrow before they disappear!

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