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Gnoll Mutant

Kcinlive's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber. 161 posts (162 including aliases). 1 review. No lists. No wishlists. 2 aliases.


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I'm throwing money at my screen but no pdfs are coming out.


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I'm really liking this. The couple minor errors don't bug me. Especially because it's a pdf and can be updated.

Really like the picture on page 15. Probably my favorite. What veil would that be?

Hopefully I'll be able to play a Vizer sometime. :[

-Kcinlive


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Found a typo I don't see under Luthorne's post, I think,

Spoiler:
Under "CUIRASS OF CONFIDENCE", it says, "Essence: For each point of essence invested in this ability you gain a +1 insight bonus to Diplomacy checks against any creature that has". I think part of the sentence was cut.

-Kcinlive


1 person marked this as a favorite.
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Mine!

-Kcinlive


2 people marked this as a favorite.
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And in other news, World saved from destruction by plucky band of heroes, again.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Oh! Werelion! Neat!

-Kcinlive


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This may add an option to let you do it. We'll have to see.

Familar Folio

Also, stop using my avatar picture. :P

-Kcinlive


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Derro... I will admit I did not see that one coming.

-Kcinlive


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Alexander Augunas wrote:
ericthecleric wrote:
I'd be quite happy *not* to see any mythic material in the hardback, maybe as a high stretch goal for a separate book.
I've had quite a few people ask for the opposite. I don't think I'm going to be able to please everyone, but we'll see. Maybe Mythic Pact Magic *should* be its own book. I'll brain storm on it more while I work on the stretch goals. I would hate to feel forced to include Mythic support in this book because of a promise I had made, only to discover that the topic would be better covered by a full book.

I would like Mythic support of Pact Magic. It doesn't have to be in this book. Hell, I don't care if it's not even a stretch goal. But at some point in the (near?)future, I'd like to see it.

-Kcinlive


1 person marked this as a favorite.
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The only thing I don't like about it is that I have to re-buy stuff I already bought. Fixes and improvements aside, it's still annoying.

Though having said that, I'll still support the kickstarter.

-Kcinlive


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

I've seen them scattered about in the various Mythic Monsters, but when you get enough, or even when you don't, you should create a Mythic Monsters: Familiars. Give us mythic versions of familiars to use with the Mythic Improved Familiar feat. I would buy that. I would buy the heck out of that.

Also, if you already have this, point me to it. If this is already planned... I can wait, probably...

-Kcinlive


1 person marked this as a favorite.
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Jason Nelson wrote:

You can still get excited. Because... reasons... :)

P.S. For lovers of the alienist, Legendary Games did make a version of the Alienist as a summoner archetype in Beyond the Void, which is also included in the Gothic Campaign Compendium. Very creepy and cool for fans of the PrC.

Your ideas are intriguing to me and I wish to subscribe to your newsletter.

-Kcinlive


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Just want to reiterate what's been said above about staffs and wands. When I saw this post, they were the first things I thought of. They're just spells-in-a-box. Don't get me wrong, that's good, but so boring. If there are new magic items somewhere, I get excited. If there's are new staffs and wands, I "ignore" them. All a new staff or wand adds is a new list of spell(s) in the same old package.

In my opinion they should do something to the spells the caster is casting. Almost similar to metamagic rods. I think metamagic rods kind of took the place of wands/staffs doing something to the caster's spells. They should allow you to enhance your spells on the fly. Maybe all of your spells. At least in 4th/5th/whatever editions implements gave you a bonus on attack/damage like a weapon welder's weapons. Maybe not the most exciting thing, but still better then a spell-in-a-box.

-Kcinlive

Edit: Maybe that's the thought process that went into it? Wand/Staffs were setup to be the spells-in-a-box. Rods got all the (interesting/random)abilities that didn't fit under "spell-in-a-box". It's a thought anyway.


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I always liked the Alienist. Ultimate Magus was also a cool class. Maybe not the best execution of it, but I love the idea of being the ultimate master of spells/arcane power. Though now the Arcanist is kind of trying to do what that prestige class did.

On a slightly different note, I've always wanted a prestige class based on becoming a worm-that-walks. I always thought they were neat, if creepy. Have to admit when I saw the post on the Legendary Games site, I got excited. Then disappointed...

-Kcinlive


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Sorry about the extra work. Finding stuff like that last minute sucks. Personally the wait isn't a huge deal for me. I've waited this long, I can wait a little longer.

-Kcinlive


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Marc Radle wrote:
Of course, as a pure aside ... a Kobold Press adventure path would be absolutely amazing!

Kcinlive would support a Kobold Press adventure path. Just sayin...

-Kcinlive


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Neat.


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Ratfolk. I love the little guys. I need to find a game so I can play one!

-Kcinlive


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Thanks for the update, Ssalarn. Hope you feel better!

-Kcinlive


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Now mine!


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Really wish I'd had the money to get in on the kickstarter when it was going. I'll just have to buy all of this when it's released.

-Kcinive


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I was looking over the Vizier again and was wondering something. Does the Vizier have a way to Detect Magic? I mean they have access to Analyze Dweomer and other similar abilities at higher levels, but I don't see anything about detecting magic. It's one of those spells/abilities that is pretty basic but at the same time vital. It's required to be able to use Spellcraft to identify magic items for example. That definitely seems like something the Vizier needs to be able to do.

It's very possible that I'm just blind and missed it in the description somewhere, but it's something I noticed.

-Kcinlive


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Elsidar Amhransidhe wrote:

I second the concerns that Justin had, though not through preference of power points. With the ever-changing size of the essence pool through burning and regaining points, the Pharaoh is going to have a lot of editing of defenses, temporary hit points, and other elements dependent upon his current Essence from round to round.

The shifting of Essence and the changing of numbers was already a hassle under the old Incarnum system (and caused one DM no end of headaches), so I wonder if there couldn't be a way to represent the same ideas that the Pharaoh has (which sound amazingly fun, don't get me wrong) with simpler mechanics that don't require recalculating as much so often.

By level 20, Temporary Hit Points, Armor Class, Will Saves, and Energy Resistance are all determined by the Essence pool, and burning it reduces everything. That's a lot of things to keep in mind, and I worry that forgotten math will make this class unwelcome at some tables.

I have to second(third?) this. All the dynamic stat changes is going to get confusing. I have to say I really like the class, but changing stats on the fly often slows down things at the table, and/or leads to errors.

-Kcinlive


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That picture is great. I love the fact that the macaw is almost as big as the goblin!

-Kcinlive


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Gratz!

-Kcinlive


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Wow that's a cool cover!

-Kcinlive


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Drock11 wrote:
Overall I thought it was well done. I still would have liked some solid answers about the subjects in the book instead of a list of maybes.

For better or worse they probably don't want to give definitive answers because if it's ambiguous then the GM and/or players can decide for themselves.

Also this is Occult Mysteries, not Occult Answers. ;]

-Kcinlive


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Well I'm a fan of Ratfolk, so I'm not disappointed. :]

Also, I think this is a great idea for a book. I'm looking forward to it.

-Kcinlive


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terraleon wrote:
Kcinlive wrote:
I do wish there were more Celestial Glyphs though. I was hoping for a full set similar to the Aboleth Glyphs and Runes.

Like that one? :D Good. I spun it up as a nod that the glyphs didn't need to be limited to Aboleth or Runic glyphs, and I thought it came out well. There wasn't room to do a whole suite of them, though, I asked.

-Ben.

That's pretty much what I figured. Teasing me with one glyph is cruel though. :]

-Kcinlive


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Got my copy yesterday. It's very nice.

This is kind of a strange compliment... but I really like the paper it was printed on. I'm not sure what's to nice about it exactly. It has a very nice texture and thickness. Maybe because it's also not glossy? There's a lot to like/love about this book. That just stood out because I wasn't expecting it. Like I said a strange compliment.

I do wish there were more Celestial Glyphs though. I was hoping for a full set similar to the Aboleth Glyphs and Runes.


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I'm slowly going through the book and I have to say it's very very good. However, I did notice something that I think is odd. There might be a perfectly good reason for it and I'm just not thinking of it, but it makes me curious.

The Empyrean Opus has a list of spells it contains. Some of these spells, guardian deva for example, aren't on the spell list of anyone who would prepare a spell from a spellbook. I mean only a wizard or magus uses a spellbook. Why would a spell not on a wizard/magus spell list ever be in a spellbook?

Is the only reason it's there so someone who prepares the spell from the book can get the preparation bonus? I guess that makes sense, it just seems odd to me.


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My hardcopy hasn't arrived yet, but I just got my pdf!


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Majuba wrote:
The Bestiary has a nifty elemental outsider, a tiny construct, a small magical beast (that reminds me of a creature I edited for Wayfinder #10), a sort of baby phoenix, and (of course) some delicious new swarms.

Neat!

Don't suppose anyone would be willing to spoil these a little more?

-Kcinlive


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Good luck Sean!


3 people marked this as a favorite.
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Fine! I bought it! Are you happy?

Curse you Kobolds and your quality gaming products!

-Kcinlive


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This is a pretty neat adventure. So some of the encounters are pretty brutal. Though given the power of the PCs at this point, it makes sense.

And maybe it's me, but this adventure seemed to be very "gruesome". More then the previous adventures in the path. I'm not saying this is a bad thing, this is the heart of the Worldwound we're talking about. It's just something I noticed.

Familiar:
So the fact that Areelu has a mystic familiar with class levels is pretty impressive. I want a mystic familiar with class levels...

-Kcinlive


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This is very unexpected, though not unwelcome!

I'll echo Eric Hinkle, I never considered the Lamia a player race. I'll add this to my short list. All the Advanced Races books are very well done.

-Kcinlive


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Ssalarn wrote:
...I like the idea of the "anti-Guru" (and that's the kind of idea that the Sineater evolved from), but I butt up against some possible copyright issues there. There was a system in the original Incarnum material called Necrocarnum; I've tried to pay subtle homage to that system with various Veils and mechanics without actually intruding upon its sovereignty, and I have concerns that a true class or philosophy fully embodying that idea might disrupt the delicate balance we're maintaining to bring this material to you.

Interesting. Going to have to hunt down a copy of that book.

-Kcinlive


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Just finished reading through the Guru and I have to say it's a really neat class. I'm personally not a fan of the name, but it fits thematically.

Using temporary hit points as a resource is an interesting mechanic. I'm not sure how well it would play. Though that's what playtests are for. The Sineater wouldn't have a problem because they can hit someone and get more temp hit points. An Akasin could have a problem though. I could see a Guru running into some bad luck, getting hit, and running out of the resource. I almost wonder if they should be allowed to use real hit points as well? Though then you'd run into the problem if they used real hit point to heal themselves, thus getting more hit points and repeating. Maybe if they use real hit points they can't use it to heal themselves? Also, what if they get temp hit points from another source? Could those be used for their powers?

I love the concept of the Sineater philosophy. I love the idea of using your foe's wickedness against them. Though I almost wonder if there should be an alignment component to it. Say when fighting a good aligned foe it's less effective. When fighting an evil creature, it's more effective. Although I don't see many guru's fighting good aligned creatures. Just a thought.

One concern I have is that the Guru is supposed to be all about not killing. I don't know how this would mesh with traveling with a group of adventurers. I mean if the guru hits someone and does non-lethal damage, what's he going to think when the archer fills the same foe with arrows?

One thing that would be interesting to see would be a sort of “Anti-Guru”. The Guru is supposed to control their life energy and Incarna, manipulate it through their chakras, and channel it to use their powers. It would be interesting to see a version that instead channels “death energy” through their "anti-chakras". I could see them manipulating undeath, etc. Just an idea.

-Kcinlive


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Ssalarn wrote:
I had to make a very difficult decision to let go of my pet and very dear friend last night, so I'm going to be taking a couple days away from the forums and the project just to regroup and get centered...

My deepest sympathizes, Ssalarn.

-Kcinlive


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

My group didn't have any problems with it personally. I "ran" it like the opening cutscene in a video game. They actually thought it was a pretty good opening. Though my group doesn't mind being "railroaded" occasionally.

-Kcinlive


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Wolfgang Baur wrote:

I'm pretty sure an Arachnomechanist was responsible for that contraption in Wild West.

I love that typo. I want to write it up.

I'd play it.

-Kcinlive


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Ssalarn wrote:

If you like the flavor, wait until you see the Daevic and the Guru. The Vizier had to be kind of bland (by comparison) because as the primary veilweaving class he needed to be something that could be accessed through as wide a range of idea and concepts as possible.

The Daevic, with their Daeva Possession and Passion abilities, and the Guru with its Philosophies are both pretty juicy.

Consider that my teaser to keep you interested in the project :)

Very cool. I look forward to it!

-Kcinlive


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Thank you much! I'm understanding this all much better now.

I'm definitely adding this to my buy list when it's released.

-Kcinlive


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This is interesting. I never looked at the 3.5 version. So this is new to me. It looks very interesting. I do have some comments/questions if someone doesn't mind. Actually it looks like I have a LOT of questions. Sorry, I find this really interesting, but I don't think I'm quite understanding it.

First, I really like the Persian/Indian/Middle Eastern flavor of the text. I don't think I've seen anything quite like it. I'm not sure if that's how it was in the original Magic of Incarnum, but it's a very good "vibe"(for lack of a better word).

How exactly do the veils work? A vizier would meditate and pick their veils at the beginning of the day and they would be set for the day. That is they couldn't change them. I see there are higher level abilities that allow the character to change them, I think. So the character is basically picking a set of powers/buffs that they will have access to throughout the day? Can these veils be "dispelled"? I figure that an antimagic aura would suppress them, but would Dispell magic or something similar cast at the vizier forceably remove one of their veils?

The character can also add essence from their essence pool to these veils to boost them. However, this essence can be moved between the veils to boost different ones at different times. This essence doesn't "go away" does it? I mean it's a resource that gets moved around, not something that's spent, correct?

It also looks like the vizier can bind the veils to a chakra to farther boost it. Or does a veil have to be bound in order for it to be used? Can more then one veil be bound to the same chakra? Can a veil be bound to more then one chakra?

Also, are all the veils available at first level, or do they have to be learned like a wizard would learn spells? Or does the vizier get all the veils for the appropriate chakra when they get access to that charka?

Finally, you don't need a magic item in the slot to use a veil do you? The veil "overlaps" any magic item in the slot, correct? Is there an advantage to having a magic item in the lot and having a veil bound to that chakra?

Yea, a lot of questions. Sorry.

Thanks in advance,

-Kcinlive


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Not sure if there's any other Earthdawn fans out there. I'll post there here just in case. FASA recently announced the 4th Edition of Earthdawn. The kickstarter for it is up, and it met it's goal amount in less then a day.

Earthdawn 4th Edition Kickstarter

-Kcinlive


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Very nice art all around! Now I'm even more excited... Curse you Kobolds and Friends!

-Kcinlive


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There! My first review!

-Kcinlive


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I like the Advanced Races series. I would like to request more. Someone should do a Ratfolk version. They're not in Midgard that I can remember, but someone should do it anyway. I want more Ratfolk options. Just saying.

-Kcinlive


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Ken Pawlik wrote:
Also, an eventual print compendium of the Advanced Races material would also be fantastic... if you're looking for suggestions.

I second that. Though I kind of own all of them too...

-Kcinlive

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