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Elan

MythicFox's page

Goblin Squad Member. Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion Subscriber. 193 posts. No reviews. No lists. 1 wishlist.


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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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doc the grey wrote:
Heine Stick wrote:
Ogrekin get a brief paragraph in the Distant Heritages section as well as a typical racial trait (natural armor).
Really just natural armor? They already get that as part of their build.

That's because the 'Distant Heritages' section is a set of guidelines of using the ARG's race builder rules to represent someone with a more diluted non-human heritage. So when we're talking about Ogrekin in this context, we don't mean humans with the full-blown Ogrekin template but someone who's got an Ogrekin parent, grandparent, or great-grandparent. There's a list of suggested traits you incorporate into a human character depending on where their heritage comes from. The natural armor is what someone descended from Ogrekin is likely to have.

While I do like that section (some very... interesting sources of nonhuman heritage), I personally find it to be a little clunky because if you're swapping out existing human racial traits for an equal point value of new traits to represent heritage (which is one of the suggestions), the existing human racial traits come in chunks of either 4 or 1 and a lot of the suggested heritage traits cost 2. So unless your character's family tree is really complicated (which is in-theme for the book), you're going to need a GM willing to let you get a little creative with making up those extra points. Something like swapping out 'Skilled' (4 RP) for a 2 RP trait to represent heritage and then, say, the 'Skill Bonus' trait (2 RP). But that might be a better discussion for its own thread.


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I'd have to politely disagree with the Carrion Crown suggestion. I'm running it right now, and enjoying it greatly, but it's a little uneven in places and it's one that takes a little finessing in places. It starts really strong, but a couple of the volumes feel like they're separate adventures only tangentially linked to the main plot.

I am +1-ing the Rise of the Runelord Anniversary Edition suggestion. And if you're not too worried about it being a sequel to an AP you haven't run yet, Shattered Star might be a good pick. It's a classic macguffin hunt with dungeon crawling goodness.


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Well, the Wyrmling's going to suffocate after 10 minutes in the bag, so you're about to have more trouble with the "not killing helpless creatures" thing.

Also, selling intelligent creatures into slavery is not only the epitome of greed but some would consider it a fate worse than death.


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If I can add something: While I don't wish to cast aspersions or anything, I do hope your decision to play a pacifist character isn't some sort of passive-aggressive revenge move. Because if it is, it's going to lead to bad feelings and someone will probably wind up walking away from the gaming table over it.

And even if it isn't, it's likely to look like it -- leading to bad feelings and someone probably walking away from the table over it.

Just a warning. Best of luck.


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With all due respect, it sounds like your gaming group might have issues a pacifist character isn't going to solve.


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Taking a slightly different tack with it... This might work better as a web fiction, but I'd love to see someone 'transcribe' an Ailson Kindler novel or short story. I'd be curious to see what sort of fiction is actually popular in Golarion.


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Burn56 wrote:


Are there Feats? Traits?
Lycanthrope specific, not just skin walkers?

The majority of the skinwalker stuff is shared with the lycanthropes. Mostly because the lycanthropes, genetically and socially, share a lot with their kin. I'd have to check again but it didn't see anything that's lycanthrope-exclusive, if that's what you mean.


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Odraude wrote:
Question on the form change. How long do they stay in their other form?

As long as they want, but they suffer social penalties when interacting with non-shapechangers and have to shift back if they want to change their active bestial trait (or stat bonus, in the case of the 'vanilla' skinwalker).


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Mine's shipped and I really like the presentation of the Skinwalkers. They also remind me slightly of the Wesen from Grimm (in a good way), with regards to their abilities and appearance.


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I admit I've skimmed a lot of the posts so forgive me if I'm repeating a notion that someone else has shared (and if they have shared it, take this as a '+1').

I could totally see that Bolka having a specialty in opposite-sex marriage isn't necessarily a matter of homophobia but simply a matter of skill set. There aren't a lot of fundamental differences between heterosexual and homosexual relationships, but there are some -- usually cultural -- differences in the dynamics (what with men being from Akiton and women being from Castrovel and all). There's no reason to assume she wouldn't help a gay dwarf find a mate but it's simply possible she's not as good at it. It could be like how some LGBT people have relatives who are fully supportive but keep trying to set them up with every other appropriate LGBT person they know without regards to compatibility. They mean well, and they do sincerely want to help, but they don't get that you might not want to be with the only other gay person in your town.

Gods tend to have a handful of specialties, 'lesser' deities even moreso, and part of being specialized means that you can't be good at everything. Similarly, she's described as focused on bringing love to arranged marriages but also helping bachelors find wives. One could argue she's not as good (or as focused) at helping non-arranged marriages work out in the long run. Does that make her ineligible to be a 'good' deity?

And if that is the case regarding Bolka, it doesn't mean she's evil. It just means that some worshipers aren't going to get the full spiritual bang for their buck out of her temples. There might be less dwarf-centric deities that would be more helpful, but I don't think that necessarily makes her a bad person or affects her alignment in any way.

Now, that said, this could completely be clarified/adjusted in Inner Sea Gods and I'd support any efforts there. I'm just arguing that Bolka not being the best god ever at every individual aspect of marriage between dwarves doesn't make her evil.


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Vic Wertz wrote:
Madclaw wrote:
Further more can we purchase Dogslicer Ale via the interwebs?
Yes—we can do that now! Put your tongue up to your screen and click the button:

Seems legit...

Vic Wertz wrote:
** spoiler omitted **

OHGODMYFACE


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They get Trap Sense because Paizo will get sued if they call it Spider Sense instead.


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James Jacobs wrote:


You as the GM should know that you've got one of those players, and you should adjust your game as appropriate. The best way to adjust that is to just give out the boons to players as you see fit. Run the game you know you need to run, not the game we at Paizo are merely guessing you might need to run.

Fair enough.


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Four White Mages!

(No, wait)


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One concern/question I've got about the traits is that since they're going to be apparently enhanced somewhat by one's mythic status, what happens if not everyone took one and you've got one of those players who has an aneurysm at the possibility of noticeable imbalance between party members?


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Awesome, thanks everyone.


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And now I'm imagining the old Hackmaster gnomeling (half-gnome/half-halfling) reimagined for Golarion. Halfling positivity combined with gnome ADD? *shudder*

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