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Shag Solomon

Marc Radle's page

Pathfinder Society Member. 6,212 posts (6,268 including aliases). 9 reviews. No lists. No wishlists. 1 Pathfinder Society character. 2 aliases.


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Liberty's Edge

1 person marked this as a favorite.

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 :)

Liberty's Edge

1 person marked this as a favorite.

The Back in Black reference is very clever, given Raging Swan's covers - well played Paizo Store Blog ... well played!

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! :)

Liberty's Edge

Have there been any more ACG FAQs since that one on Oct 10?

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Hey there! This sounds like something I might be very interested in!

Liberty's Edge

1 person marked this as a favorite.

Love the Star Trek Enterprise shout out!!!

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Hopefully is stars and schedules align, Kobold Press and Wizards will work together again :)

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I don't recall which issue, but I wrote an entire article for Kobold Quarterly about this very topic (among other similar things as well)

It was called Beast Leaders if memory serves

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@Malwing - a hard cover version of the NPC you say? Interesting ...

@Axial - cool, a tiefling battle scion sounds like an interesting reoccurring villian!

Liberty's Edge

1 person marked this as a favorite.

Nice to see Creichton Broadhurst mentioned - he's definitely a great adventure writer.

I know I sure learned a lot from him!

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Keep in mind that this isn't a hand operation. These are all fairly highly automated processes. It's very possible that the entire run was already bound before a human even realized there was a problem

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Jacob Audette wrote:
This book looks gorgeous. Can't wait to see the finished product. It looks like similar graphic design to the Beginner Box books.

I think that was intentional - this book is supposed to be the next after a new player has 'mastered' the Beginner Box, so the two products are pretty closely tied together

Liberty's Edge

Project Managers make sure everyone does what they need to do, as well as they can do it, when they need to do it so that projects/products are finished on time, with the highest quality possible and with as few problems as humanly possible.

Can you tell I've worked with plenty of Project Managers? :)

Liberty's Edge

Nate Z wrote:
Marc Radle wrote:


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'll take 8!" :D

Ha! I actually have 3 new feats written that modify force blast which I think are pretty cool. I'll see about getting them into a future incarnation of the book ...

Liberty's Edge

1 person marked this as a favorite.
Malwing wrote:
Marc Radle wrote:
Malwing wrote:
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 ...

Or just more things that key off or modify the blasts. When reading the class my first problem was that the blasts don't particularly do anything and aren't particularly useful to solve a problem that I couldn't by hitting it. My first instinct was to scour the feat section to see if there were modifications for it. Perhaps in the future you could make a product where the Battle Scion could take Blast Talents in place of it's bonus feats (like a wizard discovery) and do things like buff it to d6s, make ranged combat maneuvers, use it in melee to make an explosion, make it fire damage or whatever. U

TL;DR: I'm totally all in for buying a product with force blast upgrades.

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!

Liberty's Edge

1 person marked this as a favorite.
Malwing wrote:
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 ...

Liberty's Edge

Kryzbyn wrote:
I saw battle scion as a fighty 3.5 warlock. Looks fun as heck.

You know, a number have people have made similar comments about the battle scion being kind of warlock-like. That certainly wasn't my intent but hey, if it works for some folks, who am I to say otherwise? :)

Liberty's Edge

1 person marked this as a favorite.

Any ETA on the big ACG errata/FAQ dump?

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Awesome to see this featured! There are so many really cool essays in here ... really interesting stuff! :)

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I never played 4E so I'm not familiar with the swordmage class, but I might suggest taking a look at the Battle Scion in the New Paths Compendium. From what I'm seeing here, it might be pretty close to what you're looking for.

Liberty's Edge

Tarantula wrote:
Marc Radle wrote:

Oh, I agree, although I think it's pretty clear that the idea the developers were implying is that you can wear one ring on each hand - that's why I said "The rules definitely say you can only actively use two rings - one per hand clearly being the intent."

I was just commenting that a case could be made for one ring per hand, so if you have additional hands/arms beyond the normal two, you could use additional rings.

My point was that just because humanoids have 2 hands, and you can wear 2 rings, does not mean rings are tied to number of hands. You could war 2 rings on one hand, or you can wear a ring on your toe. So by that logic, humanoids should be able to wear 4+ rings.

The alchemist vestigial arm discovery specifically calls out that while the 3rd arm can wear a ring on the hand, the alchemist is still limited to 2 active rings at once.

Oh, I didn't know about the alchemist vestigial arm discovery! Well that certainly would seem to be a big nail in the 1 ring per hand argument then!

Liberty's Edge

Tarantula wrote:
Marc Radle wrote:

That's actually a pretty interesting question. The rules definitely say you can only actively use two rings - one per hand clearly being the intent.

BUT, I know of know official rule one way or the other that addresses if you literally have more than two hands. The strict, as-written ruling would certainly lean toward sticking with the two rings max rule, but I can absolutely see making a strong case for one ring per hand, so if you have additional hands/arms beyond the normal two, you can use additional rings ...

Magic Items on the Body

Ring (up to two): rings.

A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings.

It doesn't matter if you wear both rings on your right hand, both on your left hand, one on each foot as toe rings. You can only benefit from 2 rings at a time. Its never said that you have to wear a ring on your hand.

Oh, I agree, although I think it's pretty clear that the idea the developers were implying is that you can wear one ring on each hand - that's why I said "The rules definitely say you can only actively use two rings - one per hand clearly being the intent."

I was just commenting that a case could be made for one ring per hand, so if you have additional hands/arms beyond the normal two, you could use additional rings.

Liberty's Edge

That's actually a pretty interesting question. The rules definitely say you can only actively use two rings - one per hand clearly being the intent.

BUT, I know of know official rule one way or the other that addresses if you literally have more than two hands. The strict, as-written ruling would certainly lean toward sticking with the two rings max rule, but I can absolutely see making a strong case for one ring per hand, so if you have additional hands/arms beyond the normal two, you can use additional rings ...

Liberty's Edge

@Nate Z - that's an interesting question!

I would probably say no. force blast is essentially a variation on magic missile which cannot benefit from feats like weapon focus since magic missile is not a ray. That said, I don't see anything overly unbalancing in allowing force blast to be treated as a ray for purposes of determining what feats can modify it if your GM is willing. Doing so would simply make the battle scion's force blasts a more potent and significant combat option.

Of course, if you are really looking for awesome force blasts, you should play a battle scion with the Force Blaster archetype - great fun! :)

@Ed Reppert - I would love to see such a comparison!

Liberty's Edge

Great questions!

Let me see if I can cast summon kobold-in-chief ....

Liberty's Edge

Wow, check these out!

Flat Plastic Miniatures.

Very interesting alternative to plastic minis, and having a cool Southlands tie-in doesn't hurt either :)

Liberty's Edge

Mark Seifter wrote:
Erik Mona wrote:


We'll have an ACG errata sooner rather than later. The book has almost sold through its first print run, so we won't even need to do it "early."

However, in the meantime I am having the entire book re-proofed to catch as many errors as we can. I know there is an unacceptably high number of errors that involve rules elements, but the book has more typos and other sloppiness in simple running text than I'm comfortable with, and I want to make sure we fix before we reprint. Some of that stuff will reveal more errata material, I suspect.

So, soon.

Now that Erik has announced that and lifted the gag order on the errata's existence, I will say that I have done a fairly extensive comb-through of my own notes and this thread and generated some really substantive and useful errata that will, I think, fix most if not all of the big head-scratchers in this book. It's still significantly less than the errata for a Bestiary, but a lot of them are higher profile errata than in a Bestiary and affect your character more, so it's more noticeable.

This is simply FANTASTIC news!!!

PLEASE tell me that the 'Hunter can teach his animal companion Skirmisher tricks" and "What CR is a hunter's animal companion for purposes of applying templates such as celestial" questions are on that last! :)

I'm pretty sure I already know the answer to this but ... can you tell us *when* we we see the highly antcipated ACG errata?

Liberty's Edge

Oceanshieldwolf wrote:
... but I am yet to finish layout (and a map or two) on #1.

Hey there OSW - if there's anything I can do to help get issue #1 finished and out the door, please let me know!

Marc

Liberty's Edge

I'd say there's TONS of synergy between the Southlands book(s) and Mummy's Mask!

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Congrats!

Liberty's Edge

1 person marked this as a favorite.
Driver_325yards wrote:

This is not worth a FAQ. I generally hit FAQ just about whenever someone ask me too, but I just don't see why here.

Point is, it is just not a question that is even worth answering even if a million people hit the FAQ.

I'd argue if a million people hit the FAQ button, then that topic kind of IS worth answering, unless your 1 voice/opinion is somehow more important than those other million.

In any case, you've expressed your opinion, so thanks for that. Other folks clearly don't agree and feel the question might be worth some clarification.

Liberty's Edge

Driver_325yards wrote:

This is clearly not a real problem except for in very very very isolated cases at a Pathfinder table with a ultra-conservative & micro-managing GM. Thus, it is hardly worth the thread.

Well, as I mentioned in the original post, normally I see folks play that you can use all three of an Efficient Quiver's compartments to hold arrows. I've played with many different people over the years in many different groups.

Comments like "This is clearly not a real problem except for in very very very isolated cases" and "It is hardly worth the thread" are a bit dismissive and needlessly insulting, not to mention not all that helpful, don't you think? A number of people have clicked the FAQ, so clearly others also feel this is worthy of some official clarification.

Liberty's Edge

Have you looked at the skin-changer class from the New Paths Compendium (Kobold Press)?

It' all about shape shifting

Liberty's Edge

Yeah, how did the arcanist make the wizard unable to speak???

Liberty's Edge

Nice! That certainly lines up with what others have suggested here.

Well, until we get an official FAQ on this (please don't forget to click the FAQ link!!!) I think animal companion's CR=class level is close enough to official/general consensus for now!

Liberty's Edge

1 person marked this as FAQ candidate.

This seems like a good time to jump in with ...

Please be sure to click FAQ if you haven't already:)

Maybe we can get this answered once and for all!

Liberty's Edge

So, depending on the interpretation chosen, we'd be looking at either:

SR11 (HD5=CR5 +1 + 5) or SR9 (HD5-2=CR3 + 1 + 5) for the celestial animal companion of a 5th level divine hunter.

Either certainly sounds reasonable at that level. It will be interesting to see what the Design Team rules ...

Be sure to click that FAQ if you haven't already!

Liberty's Edge

Annnnnyway .... :)

Back on topic, please be sure to click FAQ if you haven't already and we'll try for an official answer (which, contrary to Dave Justus' assertion, I think the Paizo Design team absolutely would do if enough people felt it was needed)

Liberty's Edge

Wow, I had no idea this book had additional crunch, such as class archetypes, feats etc! I guess I assumed with a name like 'Advanced Class Origins' it was all fluff - i.e. expanding on the various ACG iconic's origins/back stories.

So, what's in there for the hunter? Maybe I'll need to pick the book up after all ...

Liberty's Edge

OldSkoolRPG wrote:


Turducken should not even exist in real life much less be brought into the game! It is an abomination I tell you! Stuffing wet bread up a dead birds butt isn't bad enough so we now have to stuff another bird up there. Still we can't leave it alone we have to stuff yet another dead bird up the second dead birds butt! This is madness!

See, this is why I'm a vegetarian! :P

Liberty's Edge

Pupsocket wrote:
Just use the PCs level. It's easy and it produces reasonable results. An Animal Companion literally has no CR, it's counted as part of the character's CR.

I think that's certainly a reasonable approach. It's of course essentially a house rule until we get an official ruling (for instance, I wonder how they handle divine hunters in PFs?)

Still, it seems like a good house rule for the time being.

Any other thoughts, comments or ideas?

Liberty's Edge

1 person marked this as a favorite.

Alchemist, you clearly have a strong opinion on this, and that's cool, but let's try not to let this thread devolve into back and forth arguing.

Remember, the original question wasa) how does everyone else handle this, and b) has there ever been any kind of official ruling on this one way or the other? Not, who is right and who is wrong, OK?

Once again, PLEASE click the FAQ link so we can all hopefully get some clarification

Thanks!

Liberty's Edge

OK, clearly there are more than one opinion on this item and I think it's safe to say the item could use some clarification.

Can everyone please click the FAQ link so we can get this on the radar?

Thanks!

Liberty's Edge

9 people marked this as FAQ candidate.

Normally, you don't need to know the CR of an animal companion. However, with the new hunter class from the Advanced Class Guide, one of the hunter archetypes is the Divine Hunter, which gives the animal companion the Celestial Creature template. So far, so good ...

The Celestial Creature template says:

A celestial creature's CR increases by +1 only if the base creature has 5 or more HD.

A celestial creature gains SR equal to its new CR +5.

At 5th level, the hunter's animal companion's HD increases to 5

So, a 5th level Divine Hunter's animal companion gets at least SR6 (CR1 +5). The question is, how do you calculate the animal companion's CR and does that CR increase as the character and/or animal companion increases in level?

The strictest ruling would probably say something like use the CR of the base animal (a normal wolf is CR1, for example). However, an animal companion is clearly more powerful than a normal animal, especially at higher levels, so that doesn't really work.

Perhaps an animal companion's CR should equal the the CR of the PC? That seems more reasonable, but to my knowledge, there is no hard and fact rule for calculating a PCs CR. It's typically said to be something like PC level -1 = CR or sometimes PC level = CR.

So, maybe a 5th level hunter/divine hunter's animal companion CR might be 4 or 5?

Is there any official word on this? If not, how do most GMs handle this?

Oh, and if there is no official word yet, I'd ask that folks click the FAQ link on this post so we can get it on the FAQ/errata radar!

Liberty's Edge

13 people marked this as FAQ candidate. 1 person marked this as a favorite.

Normally I see folks play that you can use all three of an Efficient Quiver's compartments to hold arrows. Just how many arrows the other 2 compartments can hold is usually up for debate although typically I see people go with each compartment holding up to 60 arrows

My question is a) how does everyone else handle this, and b) has there ever been any kind of official ruling on this one way or the other?

Thanks!

Liberty's Edge

Qstor wrote:
Marc Radle wrote:

Well, it's not a sequel to Courts of the Shadow Fey, but there will be a new Pathfinder RPG adventure from Kobold Press in early 2014 that will involve the shadow few ... or, more accurately, one specific and rather mysterious shadow fey ...

I know the author very well and he assures me the adventure will be really cool :)

Did you mean 2015? :)

Mike

Woops! Yes, yes I did! :)

Liberty's Edge

I'm playing an archer and I want to start carrying different cool and useful arrows.

I'm hoping we can gather together all the different types of arrows Paizo has published and their source (ie what book they are from)

OK, who's first!? :)

Liberty's Edge

1 person marked this as a favorite.
LuxuriantOak wrote:

I haven't read up on any of the options - I don't usually play casters.

but when I read the name "White Necromancer" (that's the name right?) gears started turning in my head - first though was: "yeah, that sound interesting."
The concept gives me ideas for characters and stories, is the class any good/fun?

Edit: after a quick search I find that the only class with that name is a 3pp one that seems a bit boring. Maybe I was thinking about the arcanist archetype White Mage? who knows ...

Personally I like the idea of a wizard with the necromancy/undead school, the image suits my tastes better than the cleric.
the gravewalker witch is also cool.

then again, in my games all the full spellcasters have to deal with ASF and none of them start with armor proficiency. so ymmw.

Boring!?!?! How DARE you sir! :)

Just kidding.

White Necromancer from Kobold Press has received 7 out of 7 5-Star reviews, including a 5-Star review from the great Endzeitgeist himself.

In addition to the class itself, there are also two archetypes: the Necrotic Healer, which gets greatly increased healing capabilities, and Grave-Bound, which gains an intelligent undead companion that scales up in power as the character does.

The White Necromancer is also one of the 7 new classes in the New Paths Compendium, also from Kobold Press :)

Liberty's Edge

For a good, mid-level aquatic adventure, may I suggest The Sunken Pyramid from Ragin Swan.

The adventure has received 8 out of 8 5-star reviews, including one from the Illustrious Endzeitgeist himself!

Liberty's Edge

Torpedo wrote:
Wolfgang Baur wrote:

Yes, pretty happy that we're going to get a chunk of this for 13th Age. However, since that system does some things differently, many elements just don't apply. On the other hand, we're adding in a lot of feats because, well, that's the way some things work for 13th Age.

And I'm very happy that the reviewer noticed that considerable work that went into both design and presentation.

Any estimation of when the 13th Age compatible edition of this product will be published? Is the .PDF ready?

Soon!

Liberty's Edge

1 person marked this as a favorite.
DungeonmasterCal wrote:
Would the shaman spells from Deep Magic be useful or even able to be used by the Shaman class from the ACG? I actually don't have a problem with using both versions at the same time. I was just curious.

I think that's gotta be a GM call. On the one hand, I'd say sure (see my comment a little up stream). On the other hand I believe the new ACG shaman uses mostly arcane spells drawn from the witch spell list, while the original Kobold Press shaman's spells have a bit more of a druid / nature / spirit world feel

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