Corbin

Lyingbastard's page

Goblin Squad Member. RPG Superstar 6 Season Star Voter, 8 Season Star Voter. 1,330 posts (1,486 including aliases). No reviews. No lists. No wishlists. 4 aliases.



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I also do not use Hero Labs.


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You might like the Book of Arcane Magic by 4 Winds Fantasy Gaming, and Paths of Power by the same company has an elemental wizard with spells organized into elemental groups.


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Christina Stiles wrote:
Would you mind touching base with her to see if she would be interested?

I linked her to this thread and let her to know contact you if she's available (hard science courses are a major timesink!)


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Makarion wrote:
Sadly, Rite Publishing has the kind of track record that causes people to ban all third party material in PF games. No quality control whatsoever.

That doesn't match my experience with their products at all. Rite Publishing produces generally very high quality from the products I've bought. The only reason I don't have more of their products is because I have a very limited gaming budget.


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Because Ninja and Monks have developed different methods of tapping into their Ki, I'd imagine. If we're going with a stereotypical kung fu monk, the idea is that the character's training was rigorous, disciplined, and ascetic - by depriving oneself of worldly pleasures and distractions, one channels the inner self into power. This takes a dedicated and axiomatic mindset - someone undisciplined or resistant to authority would quit - hence, a lawful alignment. Monks gain significant power through mastering their ki, both actively and passively.

Ninja, on the other hand, have to be much more morally and spiritually flexible, and while they train to tap into their ki, their abilities are far more specific than a monk's, result in various tricks of using their ki. Ninja thus could be considered to know how to use ki in bursts, while monks have it flowing through them at all times (ie some of their more esoteric abilities).

Back to the original question: Alignment restrictions make perfect sense to me. Druids being neutral - because nature itself is neither wholly good nor wholly evil, and is both orderly and chaotic at once; while a particular druid may lean in one direction or another, their very power comes from being balanced between the extremes. Paladins being lawful good - because they are champions of order, justice, and goodness. Good over lawful, when it comes down to it - at least in the best cases - but honorable, fair, just, and diligent. Too many people play Paladins as Lawful Stupid - ie "you committed a misdemeanor, DIE SCUM!" - but that's not the fault of the class.

I've written a few classes that had alignment restrictions, because they were important to the flavor of the class. For example, the Samurai class was originally written that they must be lawful in alignment, because one of the defining things about (folklore) samurai was their honor and loyalty, even to death. Ronin, masterless samurai, could be of any alignment, but they are often considered outlaws, mercenaries, or criminals (negatives to reaction rolls, etc). The Sheriff class, as the enforcer of law and order in their jurisdiction, must be lawful - serving and administering law is their job.

So if an alignment restriction is important to your concept, by all means, go with it.


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The 4WFG Shinobi is now in the editing stage, and at the moment has, among its other class abilities, 17 ninjutsu techniques and 3 unique weapons.


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I've gotta back up what Dale's saying. I was talking about one of the classes I'm working on for PDG/4WFG on a fan group owned or sponsored or whatever by d20PFSRD. The only response I got was "Ew, Third-Party." So yeah, the stigma's there.


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4 Winds Fantasy Gaming has released a PDF of NPCs / PreGen PCs, GM's Options.


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Very consistently with SGG products, I read them and I admire how easily grasped the mechanics are and extremely solid the concepts are. Then I shake my fist to the heavens because I hadn't thought of it first for my own work!


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I wrote most of the flaws. There was absolutely no attempt made to balance the flaws in terms of penalties because, quite frankly, some difficulties simply are more impairing than others. The flaws are mostly for adding flavor to your character, making them more personalized and ideas for roleplay. There are no positive modifiers to any of the flaws, we wanted to avoid the "flaw that's actually a benefit".

Regarding the "social flaws are free if you're not a social class": Just because your character isn't the group's "social tank" doesn't mean they never have to deal with people. It's not like the party will always be together all the time - and using combat magic in a crowd of bystanders is rarely the best choice.

Flaws will not make your character a better monster-killer and loot-gatherer. But hopefully they'll make your character more well-rounded or unique.


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How about Hearth Witch instead?


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No, Super Genius is Hyrum Savage and Owen Stephens.


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You know, "calling someone out" means that either you're publicly exposing their deceptions, challenging them to prove their lies, or challenging them to a fight. I don't really think any of those apply, except the last, and that wouldn't be a wise move, though aptly suited to your company's name.

Quite simply, you can already do part of what you want in the product forum, this is a discussion forum, as Marc said. I wasn't familiar with your work before, and I have to say that your overly-aggressive thread here, while it brought you to my attention, gives a somewhat negative impression.


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I know right? I could go broke on all the kickstarters that look good right now.


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I think the original Mass Effect did a great job with male and female armor being equivalent. Shepard, M or F, wore serious equipment, as did Ashley and Kaidan. The sequels, maybe not so much, but at least all the more scantily clad characters could be excused as using their biotics as their main form of protection.

Honestly, I don't mind scantily clad heroines as long as it doesn't break immersion. But it should be optional, and it should go for both genders. Want your female paladin to wear a battle-thong instead of plate? Fine, choose that option. Want her to wear sensible armor? Choose the instead. But the same should be an option for those who play as males. Personally, I think it would be hilarious to see a hulking Orc with a greataxe chasing down elves while wearing a "War-speedo". Disturbing, but hilarious.


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That is most excellent to see.


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Also, neon signs get really hot. Hot lights + paper = hope your game store has good insurance.


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Some say that if you buy this pdf, you'll be able to grow as thick and luxuriant a beard as any dwarf.

It isn't true, but it's worth getting anyway.


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Take your time and hopefully see some improvement, Ender. You've been a real credit to the community and your reviews have helped steer my purchases, as well as pointed out things in my own work I didn't notice.


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Paths of Power by 4WFG had 3 NPC classes: Courtesan, Sycophant, and Captain. The Captain was a warrior with leadership skills and class abilities, the sycophant was an aristocrat with rumour-mongering skills, and the courtesan is a healer, entertainer, and spy.


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Thanks for the well wishes, all of you. We do have several products in the works, but we're going to hold back on making a formal announcement until we have multiple works ready for release. This is so we can keep a more steady rate of publishing in a timely manner. I can say that if you've enjoyed our products to date, you should find our new batch of Pathfinder-compatible works up to the same standard.

Sean
4WFG


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Badhabits wrote:
Wicht wrote:
Inkantations covered it pretty well. I also did some work with magical tattoos in Way of the Yakuza.
I've seen Inkantations' take on it, but if I remember correctly their version is built more around Monk buffing and equipment alternatives. From what I've seen so far the rules in Relics and Rituals fit perfectly with the feel of the character I'm thinking of.

Um, what?

Since the wondrous tattoos in Inkantations function as wondrous magical items, for balance purposes they *must* take an equipment slot. That doesn't mean they're designed as equipment alternatives or specifically for any class. In fact, we have an wizard archetype that uses their tattoos as their spellbook, an Inked Bloodline for sorcerors, and a prestige class with uniquely empowered tattoos.


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I'm currently working on a project for 4 Winds Fantasy Gaming, and I could use some experts to help spot potential problems with a few new combat options I'm developing. Interested parties can PM me here with your email address and those chosen will receive an NDA by email. Once that's signed, I'll send you the material for testing.

Thanks in advance!


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4 Winds Fantasy Gaming's Tome of Monsters has several Fey as well: Erlking, Gremlin, Grindylow, Leprechaun, Likho, Mannegishi, Narecnitsi, Redcap, Selkie, Silverlight, Valva, Xana. And it's available in print HERE


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As will I!


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I love the WEG game. It FEELS like Star Wars and every game I've been in with d6 has been awesome. It's fast and loose which really lends to the cinematic feel that SW should have. Yeah, the force and stuff isn't as well defined, but that's really okay.


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I absolutely loathe character concepts like this. Paladins are the champions of justice and good. Upholding just laws, protecting the innocent, serving the greater good. Insane or not, if the character is not doing this, or worse, they're causing harm, they aren't a paladin. They may think they're one, but they aren't, and shouldn't get the abilities tied into it. If you want a champion of evil, use an Anti-Paladin. Otherwise, they're a fighter or cavalier with delusions.

As for "being fooled by the gods", I just don't see that working in a world where the Gods are distinct entities with defined domains, and where good and evil are objective forces. A paladin's ability to detect evil would go off like an air raid siren inside their head in the presence of an evil deity.


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So, in conclusion, I think the answer is not "too much", but rather "not enough, along with some beefcake for those who enjoy it."


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Of course, the medieval peasant farmer isn't the same as a beefy midwestern farmer with dozens of acres, with plenty of food and lots of exercise, who hunts to supplant his table and has to handle bales by hand before they're loaded on the wagon.

The commoner farmer has probably 1/4 acre subsistence level living or sharecropping, which leads to poor nutrition, and no/few weapons to go hunting with beyond throwing stones. These are the people who spend most of their lives knee deep in mud and dung, have worms, marry at 14 and die by 40. THAT is a commoner, and being as they'd be lucky to be literate, I see no problem with them having very few skill points.

Heck, look at the Amish. (Or better, don't.) They do everything the simple hard old-fashioned way, and yet they're not natural supermen toned by hard work - by and large, they're usually a bit thin, have bad joints by middle age, etc.

As for skilled artisans or tradesmen, the answer is simple: All their points are invested in that skill. A blacksmith would thus have all their points in Craft: Smithing, perhaps their bonus point in Profession: Smithing. Now, that's for a village smithy. Your master armorsmith isn't going to be a level 1 expert.


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Chris Evans - Iron Elves series: sword and sorcery with muskets, bayonets, and shakos. First book is "A Darkness Forged In Fire".