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Wayne Reynolds wrote:
Oh, that's brilliant!
Lots of good stuff there.
Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.
Fire: Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.
I did a fair amount or research on the subject when I was writing The Sunken Pyramid. I actually compiled all the relevant under-water combat and spell-casting rules in an appendix to that book to make the GM's life a little easier ...
Marc Radle wrote:
Heh ... actually, I just ordered print copies of GM'S MISCELLANY: Dungeon Dressing, GM'S MISCELLANY: urban Dressing and GM'S MISCELLANY: Wilderness Dressing!
What can I say, I like good quality stuff in print format :)
Freehold DM wrote:
[cue loud record needle scratch sound effect]
Wait ... woah, woah, woah!!! Did I parse through Freehold's clever sarcasm correctly? Was that a shot on Alton Brown!?!??!?!
I hope not because I LOVE Alton Brown!!!!
Vic Wertz wrote:
Didn't Eric make a statement to the effect that, in the case of the ACG, you were going to go against your normal policy and release the big errata dump sooner than the net printing, due to the huge number of errors? I'm about 98% sure that was the word ...
In that case, you'd just have to compare each of the skin-changer's class abilities with the spell-less ranger's class abilities and figure out what gets replaced.
For instance, Animal Shape, lesser, which the skin-changer gets at 1st level clearly would replace Favored Enemy. Animal Combat, which the skin-changer gets at 2nd level would replace Combat Style. Animal Shape would replace Hunter's Bond etc.
Of course, if you are trying to make an archetype for a Core ranger (as opposed to a New Paths Compendium spell-less ranger) you'll have to decide what you want to do about class abilities such as Ranger Talents, Nature’s Healing and Stealth Attack which are exclusive to the spell-less ranger and skin-changer alternate class
Hope that helps!
Normally that's true, Paizo coordinates the errata release of a given book with a new printing.
In the case of the Advanced Class Guide however, everyone (including Eric Mona himself) has admitted that, due to the unacceptable number of errors, the APG would get its first big errata released before the book's second printing.
My understanding is that the designers have turned in all their errata, which is now being edited and otherwise gone over with the proverbial fine-toothed comb before it is released.
Not sure why it's taking so long, but Paizo has acknowledged the issues and is working to fix them sooner than later. Let's give them the benefit of the doubt.
You know, since this book (this series, actually) is made up almost entirely of material created and published by Paizo and other third party companies, it would be nice if the product description at least listed what 3PP are represented, perhaps even giving credit for what elements come from what 3PP.
Not to criticize, but it kind of seems like the least you could do ...
Wow, interesting thread! :)
Quick point of clarification ... the white necromancer class was definitely NOT created specifically for the Midgard setting. It was created and conceived as a setting neutral class.
The white necromancer class is from Kobold press and that class is most certainly represented in the Midgard setting, so I understand the misunderstanding, but I think the distinction is important.
I do agree that the white necromancer class might be a bit problematic in the Golarian setting, especially if played in a 100% canonical way as it pertains to undead. However, plenty of folks use homebrew worlds in which a white necromancer fits just fine, and even more folks that use Golarian can, and most certainly do, modify aspects of the setting to fit their needs. So, unless you use the Golarian setting AND are very strict about adhering to the Golarian 'rule' about non-evil undead, the white necromancer class can fit quite esily into your game.
Oh sure! Of course, that's a good rule for ANY new product, even one from Paizo! :)
Brother Fen wrote:
Absolutely! That adventure is excellent!!! Creighton is an amazing adventure writer!
Another very well-reviewed adventure from Raging Swan worth checking out is The Sunken Pyramid. As an added bonus, the person who wrote it is a heck of a guy! :)
I'll just echo what others here have said ... you should give the New Paths Compendium from Kobold Press a look!
How soon do you need this? If you can wait for a few months, then BOY do I have the products for you! :)
* Southlands Core Hardcover in Full Color
What more could you ask for? :)
Best of all, it's from Kobold Press and Wolfgang Baur (fans of Al Qadim should certainly know that name!)
Well, it is, afterall, a teaser trailer. By its very definition, it's just suposed to 'tease' us with a few hints and quick glimpses to get us excited and talking about the movie. Given that, I'd say this first teaser trailer was just about perfect.
The first full trailer, when it comes out, will surely have all the additional things some folks are compaining they didn't get to see.
Again, this is only a teaser trailer...
There's going to be a TON of Egyptian themed material for Pathfinder, including necromancer stuff, cities of the dead, lost tombs etc in the
If you want lots of cool Egyptian stuff (and Arabian and African stuff as well) for your Pathfinder game, it'll be worth checking out! :)
Hear hear!!! End does an amazing job and his reviews are pretty much THE go-to resource on 3PP material. A big Thanksgiving THANK YOU to you End:)
Oooh, looking forward to your thoughts on Deep Magic!
This is a pretty great sale. In fact, for those that don't have the Sunken Pyramid adventure yet, this would be a fantastic time to pick it up at a great price!
From what I hear, the Sunken Pyramid is a way cool aquatic adventure that's received numerous positive reviews. That's just what I hear, of course :)
Great ideas - writing them down!
Sounds like the Force Blaster archetype for the Battle Scion is more what you are looking for ...
I'll definitely work on a few force blast related feats, including the one above and we'll see what happens!
I don't really see it until the Battle Scion starts shooting blasts at will. I will say that I'm surprised that it doesn't. I found the blasts not particularly powerful with it's limit. I mostly use it for ghosts and when I cant do anything else. I see him more like a buff Magus than anything else.
Certainly interesting points. I don't think giving the core Battle Scion class at-will force blasts is in the cards - the Battle Scion has to be the base line balance-wise and many folks do not like at unlimited, at-will combat abilities.
HOWEVER, I could *absolutely* see a feat that 'upgrades' a Battle Scion's force blasts to at-will. Maybe I can work something like that up for a future printing of the NPC ...