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MythicFox's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Roleplaying Game Subscriber. 210 posts. No reviews. No lists. 1 wishlist.


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Entryhazard wrote:
Can someone tell me in a spoiler what is the source of his oracle powers?

Spoiler:
Raw power inherited from his mother, Baba Yaga. Yes, her.

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Dates to begin APs are usually up to the group playing them.


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Unlike the Rise of the Runelords version, the Cleric Class Deck version of Major Cure leaves out the text about discarding the card after using it (but still has the recharge info). I'm assuming that's just a mistake, but I feel better checking.


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One of my players has wondered what extract level to use for a bottled ooze with a fractional CR (they are few, but it could come up). Do you round up to one? Apply a template? Get multiples?


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Luthorne wrote:
You can't use something if it would require you to accept more burn in a round than you can take, as I understand it. You'd have to use Gather Power, Infusion Specialization, Internal Buffer, or something similar to get it down to a level of burn you could accept in a round.

Ah, okay, thanks, I get it now.

Anyone have any ideas on my second question?

Quote:
2. When you're using telekinetic blast to throw unattended objects, what if one of those objects is a vial of acid or alchemist's fire or something? The object takes the damage as well, so the vial should break. Does the target take the acid (or whatever) damage as well? (I can see that being a fair trade-off for requiring objects for the blast in general.)


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Galnörag wrote:
MythicFox wrote:

A couple of questions have come up regarding the Kineticist here...

1. First off, I know this is one of those 'am I reading this right' questions and I hate to ask those, but does the '1 burn per round' limit basically mean that effects with a burn cost could require some charging up to unleash? (above and beyond Gather Power, of course)

I don't have the book in front of me, but the burn limit in the play test, and from what I can tell of the pregens increases as you level. So at low levels you can gather energy to use things that cost more than one point of burn, at higher levels you can just ahead and do some burning. There was also something in the play test that I assume survived, you could specialize in types of infusions reducing their burn by one. So again, as you levelly can do more for less burn.

Well, right, I just mean in general. If, after everything, you have multiple burn left over as a cost, do you have to spend multiple rounds taking it before you can use the power? And if so, what are you doing during those other rounds? Just charging up?


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A couple of questions have come up regarding the Kineticist here...

1. First off, I know this is one of those 'am I reading this right' questions and I hate to ask those, but does the '1 burn per round' limit basically mean that effects with a burn cost could require some charging up to unleash? (above and beyond Gather Power, of course)

2. When you're using telekinetic blast to throw unattended objects, what if one of those objects is a vial of acid or alchemist's fire or something? The object takes the damage as well, so the vial should break. Does the target take the acid (or whatever) damage as well? (I can see that being a fair trade-off for requiring objects for the blast in general.)


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Here's the specific situation, which I couldn't recall off-hand when I made my initial post (but if I put off the post to ask, I'd have forgotten to post it):

I have someone playing a Paladin with the Oath of Charity, which has the following feature:

Oath of Charity wrote:
Charitable Hands (Su): At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage. This ability otherwise works like and replaces lay on hands.

And then he's looking at taking Word of Healing, which does:

Word of Healing wrote:
Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.

If you round off every step of the way (add/subtract 50%, round down, add/subtract 50%, round down again), the order in which the effects are applied has a very minor difference. It's like one point. But a) my group feels better knowing we're doing it right (or close enough) and not just fudging on someone's behalf, and b) we've all had a situation where a single hit point makes all the difference. Thus, the question.

(Also, it occurs to me as I type this that source of effect might matter as well; there might be a class feature vs. feat priority I've forgotten)

While I'm here, I'd like to take a moment to thank people for their thoughts, as all of the solutions posted here have provided some insight.


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I'm certain I read an official answer to this somewhere, but for the life of me I can't find it now. But what applies first: bonuses or penalties to rolls or effects? One of my players stumbled onto a combination of mechanics that would provide both a 50% increase and decrease to a particular effect. Now, mathmatically, they generally come out to about the same regardless of which comes first, but because of the nature of rounding and such there is a difference (albeit a subtle one).

So when you have multiple bonuses or penalties in a situation, what's the protocol for sorting out which comes first?


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Quote:

Q: Does aether blast require unattended objects to function?

A: Yes.

Is there an alternate link for this question? Because the linked post doesn't actually answer it.


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Honestly, based on past precedent, I figure any sort of special Harrow version would be an archetype in a setting-specific product like, say, Occult Realms. Or some future book.


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Clearly what is needed is a magic ring that can store a costume in it.

Goblin Squad Member

Keith the Thief wrote:

Hey Lisa,

I was one of the Kickstarter backers, and I didn't hear anything about access to the game back in January. I don't remember the level of donation, but I did receive the T-shirt and autographed module. Perhaps my level of donation didn't qualify me. In any event, I thought I would mention this in the forum since there may be others who donated and did not realize it was already underway.

Thanks much,
Keith Parker

Were you one of the backers for the tech demo Kickstarter, or the second one? Because if it was the first (the tech demo one), that didn't really come with access unless you paid through the nose for the alpha access.


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I'm just curious as to whether this is going to expand at all to modules outside the Adventure Path line, especially with the ability to tweak encounters. Might be a good resource for GMs who try to fit modules into Adventure Paths where it might be appropriate -- Carrion Hill into Carrion Crown, for instance.


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James Jacobs wrote:


There'll be more than a nod to the opera in Hell's Rebels.

Note the title of part 4, "A Song of Silver," which follows part 3's "Dance of the Damned."

Welp. Time to break out the Final Fantasy VI soundtrack.


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Hawkmoon269 wrote:
Yes, only the character closing gets to banish their haunts. Check the closed side of the card and you'll see that, once closed, any character ending their turn there can also banish their haunts. So the cost of teaming up is one of you will (probably) have to waste a turn at a closed location to banish your haunts.

*facepalm* I always forget to check the backs of the locations before closing them. Thanks.


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As worded, the 'When Permanently Closed' text on the Wishing Well suggests that only the character doing the closing gets to remove the Haunts they've accumulated. Is this correct? If two players team up on the Wishing Well (say, one person needs the boons more but the other can actually make the checks to close the location), is one of them just screwed for the rest of the scenario?


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Keep in mind that there are almost certainly several entries in previous years where the creator was like "This is my best idea, and it would be perfect as a ring... But it has to be a wondrous item. Well, crap. *shoehorn*"


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I'll be honest, I was thinking of skipping it this year because coming up with a decent, workable, original wondrous item has been such a pain in the ass for me in past competitions. (Intellectually, I know if I was writing for Paizo normally it's something I'd have to learn in any case. But some stuff is easier to learn with an editor as opposed to trial-and-error.) But opening it up like this means there's a decent chance I'll be able to submit something.


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Also, it's not like the playtesting is the absolute last thing they need to do on the book. They need to make sure the text is finalized, do layout, plug in art, and so forth. Changing the text after doing layout could require changing a number of other aspects of the book (each of which can unintentionally change any number of other aspects of the book), so it's not like they can keep editing the text up until the moment they send the files to the printer.


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Until we get an official response (assuming we haven't gotten one in another thread and I missed it), I'd probably go with the more complex of the two parent classes. This would put it at:

Intuitive: Bloodrager

Self-Taught: Shaman, Skald, Slayer, Swashbuckler

Trained: Arcanist, Brawler*, Hunter, Investigator, Warpriest

*-- I could see someone theoretically making a case for putting the Brawler at self-taught.


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Stephen Radney-MacFarland wrote:
GeneticDrift wrote:

The spiritualist spells per day seems odd. Did i miss something? at 1st level he has 1/day first level spells and 1 2nd level spell...

Yeah, it looks like a 1/day snuck in there somehow. Disregard that. You gain one 1st-level spell and no 2nd-level spells.

Looks like something in the 'special' box on the chart was supposed to have 1/day (from the wording, I imagine an earlier version had that indicator for Shared Consciousness) and it got pushed into the spells per day and pushed everything over. The '-' that's supposed to go under the 6th level spells has been bumped to the next line.


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Thanks. My group is only just now reaching the halfway point on RotL (we don't get to play as often as we'd like). My comment about a similar list for S&S was just for future reference and in case anyone else is wondering.


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Is there any sort of guide or list of which location cards from the Adventure Decks are never re-used after the appropriate adventure, for the purpose of setting aside and clearing up space?

Or are only the base set locations re-used and I just haven't noticed?

This is more for RotL but an S&S guide couldn't hurt either.


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Cool, thanks, everything looks good now. Thanks! High-five!


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Unless I misunderstand something, I'm missing a couple of promo cards in my order. When I was picking things up at Gencon I wasn't able to get the Ranzak or Mogmurch promos because there weren't enough copies at the convention. I was told at the time I checked out that I'd eventually get them but I'm not seeing them in my subscription email. I think I might have been marked as having picked them up at the convention but I never received them. I only got the Goblin Weidling and Goblin Keelhaulin'.

(In fact, I'd even started to go ahead and pick up the Ranzak card off the rack at the convention because I didn't know that the promo one was supposed to come out of a different supply, but I was told that unless I wanted to buy an extra one that I should wait.)

In addition, I pre-ordered one of the class decks after I got home from Gencon (Order 3252887) and thought I'd set it to ship with my next possible subscription. Is that going to be able to ship this month, and if so would it be possible to combine it with my subscription order?


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Secane wrote:

Can someone explain the river of souls artwork?

Is that a human souls ---> Demon on the green circles

and a souls ---> demiplanes on the red ones?

Okay, here's the TL;DR version, hidden behind spoiler tags for people who would rather not know the mysteries of the universe for whatever reason. The full description of the progression of souls is in the sixth Mummy's Mask module, and it's a lot more interesting and poetic than I'm making it sound. I'm just laying out enough of the process to explain the image.

Spoiler:
The swirly thing at the upper left reflects the souls of dead leaving/passing through the Material and Ethereal planes (mostly) until they come out through the Elemental Planes and out into the Astral Plane (which is the swirly thing in the middle). They're eventually collected and brought to the Boneyard (the castle-looking thing left of center) where they become a petitioner of their appropriate planes.

The red represents the path of a soul who becomes a petitioner, who will one day meet a final end or simply merge with their home plane. That material is eventually broken down by the Maelstrom (the very colorful swirly thing on the far right side) like erosion on the beach.

The green represents the path of a petitioner who becomes an ascended outsider, who will also meet a final end and either become one with their home plane (where the material will eventually be broken down by the Maelstrom, again like erosion on the beach) or be swept into the Maelstrom directly.

All of that material (quintessence) is eventually swept up into the Antipode (the white circle next the Maelstrom) where it becomes something not unlike a spiritual primordial soup and it streams back to the Inner Planes, passing through the Positive Energy Plane and becoming fresh souls again seeking out mortal vessels on the Material Plane.


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Bump?


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TO SAAAAAND!

Edited later to add: In all seriousness, a very auspicious start for another novel featuring Alaeron.


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When a hex embedded into a hex glyph spell goes off on someone, does it count as your one use per day on that person?


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As someone who's run Carrion Crown, I wouldn't recommend it for a group that's out of practice. It's got some hiccups here and there that, if you're not prepared for how to handle them, will leave players' heads scratching. Also, it has a villain who comes completely out of nowhere towards the end and it's highly recommended that you read the whole thing ahead of time and try to foreshadow some.

That said, having read it but not played it, I'd have to agree with the Mummy's Mask suggestion.


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Lemmy wrote:
Dragonborn3 wrote:
She looks awesome, but I bet she was a Wildcaller once though because wolves don't normally gave symbols on their foreheads...
That makes me wonder... Does any iconic use archetypes?

I think by default they don't, but occasionally we see theoretical archetyped 'versions' of them to illustrate a particular concept. (like the Tattooed Sorcerer artwork)


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Rynjin wrote:
Blackvial wrote:

this class also looks awesome

if this ever gets a firearm archetype i could make a proper Mordecai

I couldn't handle it. If my bird ever died I'd have horrible flashbacks and break down crying mid-session.

I know that feel.


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Magicdealer wrote:
Chuck Norris is a terrible person, and I am saddened to see him referenced here :(

I'd have gone with Christian Kane, myself. (Eliot Spencer from Leverage)


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Sara Marie wrote:

Fixed and sent you a new confirmation email.

thanks
sara marie

Thank you very much, I appreciate that.


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I'm trying to add a couple of items to my impending subscription shipment (order #3112808) but every time I hit the 'Place Your Order' button at the end it just takes me back to my original cart.


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Mikaze wrote:

You know, someone focusing on summoning dapsaras could invoke instant Bollywood dance scenes anywhere they wanted.

In all seriousness, this makes me want more Jalmeray/Vudra even more. :D

Now there's a bard archetype waiting to happen.


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What's the formula for determining the creation cost of the oozes, if a player character wished to construct one that isn't in the book?


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John Compton wrote:

I wrote that archetype, and one design goal was to make the archetype different from the Champion of Irori prestige class. If it were too similar it might cheapen the prestige class. If it readily provided the prerequisites, it would make transitioning into the prestige class too much of a no-brainer. Instead, the archetype is something unique that can stand on its own and is an attractive option to take from 1st level all the way to 20th.

I'm very happy with how the archetype turned out.

It's very cool, I'm definitely not complaining. I just had sort of a "Huh, that wasn't what I expected, I wonder why they went that way" reaction.

Besides, in hindsight, it completely works that there would be multiple 'paths' for a holy champion of Irori to take towards enlightenment.


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agnelcow wrote:


It does indeed do the paladin/monk thing with no multiclass, although it's not compatible with the Champion of Irori PrC.

I have to admit I'm kind of wondering what the thinking there is. I mean, I wasn't expecting something like the Winter Witch Archetype/Prestige Class combo but the option could be nice.

That said, I'm one of those folks who has no ability to judge mechanical effectiveness on paper so maybe there's something I'm missing that would make it a really obnoxious combination.


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It could be an error, the book does have a couple little annoying typos and such that slipped through.

In particular, the 'Vengeful Kiss' is a very... hammer-shaped sort of whip, and I suspect that the 'Unspeakable Bond' trait is intended for followers of any Outer God, not Elder God.


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Now, this question may be the unintentional result of our playstyle. When one of us plays Holy Candle, since the cards selected are random, we shuffle the Blessings discard pile, deal out the 1d6 cards face-down, shuffle them in, and put the discard pile back as we found it.

Assuming we're doing this right, does/should this effect the top card of the Blessing discard pile for the purposes of, say, the Lycanthrope cards? Because unless I'm misreading something, all that matters is which card's on top and not necessarily the same card flipped at the start of the turn.


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Dragon78 wrote:

Is it june yet;)

I take it radiation is one of those new hazards?

Given the bit in the "Beyond the Campaign" bit of WotR #6 about the...

Spoiler:
device they assemble out of bits of the wreckage and accidentally detonate, resulting in a mushroom cloud and fallout
...I'd say it's a very safe bet.

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David knott 242 wrote:

That "Why are there no half-dwarves" sidebar in the inside back cover clearly was not well thought out. The very existence of the Racial Heritage feat implies that humans can mate with and produce fertile offspring with any sort of humanoid.

Fortunately, this book does provide some guidelines as to how you might create such characters anyway.

I'd have to look up the post (and I'm on my phone or else I'd go ahead and do so) but the Racial Heritage feat has been said to be intended for game worlds other than Golarion where it is possible. Unless they specifically state otherwise, the core set hardcovers are setting-neutral and don't always represent options available on Golarion. It's like how one can have nondenominational clerics in the PHB but in-setting, every cleric is expected to have a deity.


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Malwing wrote:
Sorry if this has been asked and answered already but will this book contain generic/real world deities for homebrew game use? Campaign Setting books generally don't have things that are friendly for out of Golarion lore but the description "Details on nearly 300 deities from across the Inner Sea region and beyond." sounds promising.

The 'and beyond' almost certainly refers to deities that originate outside the Inner Sea region that are worshipped there (like Irori, whom if I recall is a Vudrani deity).

But this is one of the setting-specific books and I doubt you're going to find anything not specifically created to exist in the setting (aside from some of the Great Old Ones and such). That said, we have lots of evidence of deities not necessarily being planet-specific. I can't think of a reason why you couldn't also give the various deities of Golarion representation in your campaign world.


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I'd argue that Space Dandy (from the anime series of the same name) is CN. A few times he's proven to have a relatively decent core, but he doesn't spend a lot of time and energy wanting to improve the world around him (which, IMHO, is much of the difference between the N and the G). He's in it to do what he wants and screw the consequences. But for the most part, he doesn't have a lot of interest in hurting or victimizing others.

Also, as awkward as it is to read Worldwound Gambit (enjoy the story, but the writing style doesn't agree with me), Hendregan is a good example as well. He doesn't want to hurt people, but he is fire and fire burns things.
(Haven't read his later appearances, so if those make it clearer in either direction feel free to correct me with as few spoilers as possible, thanks.)


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Quandary wrote:

Thinblood Resilience is nice, Poison and Disease are major categories of Fort Saves you will face, so nice to counter the Racial penalty to CON. Interesting to see if this will be PFS legal, and if it will have similar allowance to Alchemist re: Poison access.

Not to double-post, but IIRC (I don't have the PDF on-hand) the Thinblood Resilience trait also replaces different things than the suggested half-drow stuff in the ARG.


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nighttree wrote:
Heine Stick wrote:
There's not a lot of changeling-specific info. A paragraph and a trait, it seems. That goes for all the non-half-elf/orc races. A total of two pages with each race getting a paragraph and a trait. The rest focuses on half-elves and half-orcs (providing various heritages) and fluff/game mechanics for half-races in general (A Bastard's Origins, The Celebrity, The Illegitimate, The Outcast, The Unfortunate, and Distant Heritages).

Wow....that's..... disappointing.

Think I'll pass on this one.

It's probably not going to tip the scales one way or another but there is also a feat for Changelings as well that gives them bonuses if they're around other Changelings. It's easy to miss in the PDF because it's part of a two-page spread (which they've been doing more of lately).

In more general stuff about the book, was I the only one who thought the map showing the distribution/territories of the various races was pretty cool?


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I'm pretty sure they're all new (feel free to correct me if I'm wrong, anyone). And jungle affinity replaces multitalented.


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I imagine someone worshipping a mythic character with Divine Source would probably go to the plane most in line with their alignment and beliefs, perhaps with a leaning towards specific destinations depending on the mythic character in question.

And now I have a mental image of a mythic character during downtime, going about his day, and being approached by a psychopomp asking for suggestions for this.

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