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OmNomNid's page

495 posts. No reviews. No lists. 3 wishlists.


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The Real LG wrote:
I would prefer to see the arcana pool stay, but I really like this conversion. Maybe keep the spell point bonus to one every two level? You do not have the extra bonus from int added again so I would not see there being a problem with balance issues. Also, sorry for the late post.

One every three levels?


This is actually a really neat idea. If you want help I am afraid I can offer little, though if you need to raise some funds for it I'd be glad to through a hundred or two your way via Kickstarter or something to see this happen.


Little Red Goblin Games wrote:
I have the plague (aka a bad case of bronchitis). I failed my Fort save with a Nat. 1. I am sitting here with it open now and it has like all but 5 pages formatted. Also, we had some changes in Little Red's internal structure that I'll be talking about in a blog post at some point I'm sure that slowed things down.

Ah, well get better soon- we miss you. And your product.


Everything okay? Book is a little off-schedule, which is fine. Just making sure whatever you had didn't do you in.


Awesome! The first Alternate Paths PDF was a gem and one of my favorite books you over at Little Red put out (I think Gonzo might still take the cake however). Looking forward to Saturday all the more- my party is going to love this; I know because one is a playing rockstar and another has plans to get a tarasquiling thane cohort with Leadership.


Should fit right in with the adventure path. Goes really well as the wizard who is trying to approach super-science by taking a shortcut through magic.

Further more, the tinker and gadgeteer from Interjection Games make excellent classes to fill Numeria.


Little Red Goblin Games wrote:
OmNomNid wrote:
Little Red Goblin Games wrote:

Now Live on DriveThruRPG

And thanks for the heads up Nid. I was aware as soon as I uploaded it, for some reason it snagged the name of a previous product and wouldn't change itself back. That product listing no longer exists and the URL above works just fine ;-)

Thanks but now it is saying the book flat out isn't there. Any information on that?
Yep the link I posted should work however. I was saying there was a name error in the system and the product page for that early version you saw with the weird name is not there anymore and was replaced with the new link.

Great but it seems in my eagerness I will be buying this PDF twice.


Little Red Goblin Games wrote:

Now Live on DriveThruRPG

And thanks for the heads up Nid. I was aware as soon as I uploaded it, for some reason it snagged the name of a previous product and wouldn't change itself back. That product listing no longer exists and the URL above works just fine ;-)

Thanks but now it is saying the book flat out isn't there. Any information on that?


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Hey, PDF is up on Drivethru but mislabeled as Really Simple Prestige Classes. Heads up.


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I really should get around to supporting your Patreon- it's just that my situation means I never know how much cash I will have each week :( .

Anyway, happier conversation, the thane sounds awesome, can't wait to see it! I asked about it first because I can at least guess at what each other class does from its name. That said, the Tataued Warrior I am guessing gets tattoos, however I am none the wiser on how that works as part of the class. Explain, pretty please?


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YES~! I have been waiting for this one- looking forward to it; any chance we can hear a little bit about the thane first?


TricksterHoldsAllTheCards wrote:

Note that the game is going the Virtual Reality perspective, so people would NOT be able to play during work/grave-shift/whatever. My play group typically does a lot of strategizing in combat, which is good, but it also tends to slow things down. I think the minute-turn-timer is a good feature that will speed up combat and mix up their usual mode; and make them pay more attention!

In regards to Bluff/Sense Motive: You have it right OmNomNid, its the NPCs that are actually PCs in the game that I am pondering; I figured I would use typical strategies for NPCs that are actually NPCs.

Since the game IS in VR, I was wondering if I could use that to my flavor advantage and say that the sensors monitoring mental activity are able to reveal things like someone lying or hiding information. Additionally, successful Diplomacy checks would create positive mental reactions to what the PC says; not completely forcing someone's opinion, but nudging it towards a more favorable response (as Diplomacy should be)

Could work but not as fun as making people keep track of both their character sheet and their personal sheet.


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Awesome but I think you mean 32 races in the third paragraph, not classes, lol~!


Goth Guru wrote:

Sense motive is a pass fail. When an NPC is talking, you either see a window which says "Lying" or "Truth", or the window never appears and it's anybody's guess.

Selecting a statement in talking with NPCs, some options will automatically apply bluff or diplomacy.
The turn timer should be adjustable by a majority vote. If everyone is using their laptops, at work, during the graveyard shift, the turn counter should allow up to a half hour.

I think the issue the OP was having though was with 'PC NPCs', not 'NPC NPCs'. Using Diplomacy as is seems fine when you are talking to John the Smith or Rorgar the King, but what happens when you meet Katmaster 4445? Your virtual character's stats won't matter as much then unless you plan to give a minor debuff to the other 'PC.'


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Dotting.

If you are facing an issue with players using social skills on NPC PCs, if I understand your problem you ar facing, either-

A.) Make such characters unaffected with social skills and make players roleplay interaction.

B.) Have players keep two sheets, one their online character, the other themselves as rolled by their fellow players.


Black Star please!


Scaramouche, Retch, and the Breaker all sound like good places to start.


Agreeing with Aleron on this- the only one I can immediately think of clashing with the setting are oracles which are supposed to be cursed by the gods with strange powers; hard to be cursed by things that probably don't exist, though you could flavor them to be related to the Fallen.


Dotting.

Also, I know you're backed up but I have two ideas- a aasimir antipaladin and an orc monk.


Any word on the guru's release?


CrinosG wrote:
For Vel'koz, I would use the Eye King Template from Advanced bestiary. (Which basically makes any creature a knock off Beholder). I'm not sure what monster I would use as the basis...... Leng Spider maybe?

Giant octopus?


Eh, currently running a Iron Gods game- you will face more organic enemies at the start but there are enough robots spaced out to feed your pet often enough.


You know, and I don't know why, but I picture a fleshwarped catfolk turning into a feral, serpentine thing with saber-teeth.

Other ideas for fleshwarps:

Kobolds- Mini-linnorm monsters

Bugbears- ogre sized beasts with torsos that double as their mouths

Goblins- gibbering mouthers (or at least something like them)

Boggards- Bloated things that spew swarms of tadpole like leeches

Ratfolk- Furry xenomorphs

Ooze- no apparent change but now said ooze is intelligent and doesn't digest it's prey but transforms it into a fleshwarp itself loyal to its ooze master.


Rynjin wrote:


OmNomNid wrote:
Likewise, the Elder Scrolls setting would probably want to have an option for three base classes (Thief, Warrior, and Mage) that act as general, customizable classes; not something I find necessary personally- the hero of each game tends to be a jack of all trades but the NPCs always seem to be pretty specific classes.
Ehhh, not really. The NPCs are just as modular as the PCs. Most tend to have leveled up quite a few skills by end-game (mainly due to how the leveling system works for classed NPCs, in that it's impossible to reach max level while only leveling 2-3 skills to 100).

What I mean is that many of the NPCs have a special template of skills, attributes, spells, ect. that we can identify as a class. So if you jumped onto Nirn for a campaign you could still find your wizards, fighters, and rogues, ect.


It sounds like it would work well and it does make more sense then 'use and forget.'

I like it but one thing- for prepared casters why would you ever put the more ritual-y of the spells in a slot like auger or such? I would just fill my slots per day with the basic offensive/defensive stuff.


Little Red Goblin Games wrote:
We have a HUGE martial book that has alternate rules and just shy of a dozen very off-the-wall creative martial classes coming out after our Non-Traditional Race book :-). It also includes more than a dozen plug-and-play alternate rules that spice up combat, particularly in the martial sense. It includes a fatigue system (though we are still hammering out the bugs on that one).

Still really looking forward to that book. I have my own stamina/fatigue system if you are looking for ideas/inspiration; I have been looking to get my foot in the developing door for awhile now.


I am not one to argue with a president but some of us can dream, Mr. Lincoln!

Personally I would really want one of two setting:

-Dragon Age, which I know is licensed under Green Ronin already and uses the great AGE system. Still, Thedas is a fairly rich world with a pretty big amount of things to cover for a standard-grim fantasy setting.

-Elder Scrolls; to this day I can't believe no one has tried to licence this amazing power house of a setting. Heck, it originally started out as a GUPRS game from a few of the developers at Bethesda, if here-say has any value. With a rich world at I think many people in the gaming world have gotten to experience in titles like Morrowind and Skyrim I seriously want to see this utilized in the Pathfinder system.

With both settings I can see alternate magic systems maybe needed to sell these titles (or at least with Dragon Age, with it's very specific means to be a mage) but I could cope. Likewise, the Elder Scrolls setting would probably want to have an option for three base classes (Thief, Warrior, and Mage) that act as general, customizable classes; not something I find necessary personally- the hero of each game tends to be a jack of all trades but the NPCs always seem to be pretty specific classes.


-In the game I am running right now actually my group met up with some of Pathfinder's iconics who were heading off to Sandpoint or whatever the start of Rise of the Runelords is. My players had a good laugh once they were talking to The Sorceress, not just an ordinary sorcerer.

-I like peddlers offering some recognizable items to players who pay special attention. In my last game I had one guy selling both the Lambent Configuration and the Bombernomicon. No one in my group could aford either item, so they of course stole them.


With Malwing on this one- I feel like o one tries to be creative with Martial characters anymore maybe save for Dreamscared's Path of War which rocks but I still dislike that the only thing we have for a swordsman to give him some 'omf'is by essentially giving him spells. A different/alternate system for manuvers would be very nice.

Aside from that-

I would always like to more thing's done for Radiance House's Pact Magic, like more spirits specifically, and, even though it just came out, more veils for the new Akashic classes, primarily the vizier. I love the concept of the class but a few others and myself have noticed its veil selection is, well, kinda not diverse; want to make a defensive, d6 for HP- low BAB class? No problem! Want to make that same class alright at crowd control? Kinda doable. Anything else, like damage or support? Not really a thing you can do at the moment which is a shame.

So number one on my list? Veils for the Akashic subsystem.


BetaSprite wrote:
Excellent! Can't wait to get my copy. =)

You and me both! So excited!


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Desha wrote:
Oceanshieldwolf wrote:
Desha wrote:
It's a book whose theme is classes that influence their surroundings? Sounds neat but a little vague. Is this going to be available for people who weren't in the Kickstarter to purchase sometime soon?

I would say the theme of Liber Influxus Communis is communal power, synergy and sympatico - either with your surroundings, your allies or your foes attacks, among other things. With more than ten new Base Classes I'm actually very pleased to see the theme developed so well.

Though Greg will clarify this for you, I am almost certain the book will be available for non-Kickstarter backers - this is the beauty of Kickstarting a book in this way. Case in point - stretch goals for the recent Southlands Kickstarter by Kobold Press included new Advanced Races PDFs that themselves will be unit-shifting items.

Okay, I'm interested! Is there any idea when this will be available? From people who've seen it, what are your favorite classes? It sounds like there's a bender class, what are some of the other classes and how do they fit the "communal power, synergy and sympatico" theme?

All the classes are super neat and unique, though my favorite so far has to be the demiurge, a supernatural-philosopher that creates short lived servants through thought that act like one shot eidolins.


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You know I will be doing the same thing.


I believe they say in CS that psionics is natural thing, a fundamental energy that exists with certain things have evolved to use (and others learning how to use it). Sorry, but Waves of thought doesn't dress it up further than that, though it does mention that the psychic arts predate magic in the Cerulean Seas- or at least beneath the waves. We had psion merfolk before we had sea elf wizards apparently and I think that is neat.


Personally I would say to go with the AA rule set. Broken Earth used similar rules and I think it helps a lot in games where firearms aren't the newest thing on the block.


Wait, bows work underwater? In my Cerulean games I have rules that bows don't work underwater... please don't tell my players.


Steven "Troll" O'Neal wrote:

See, I would go with the symbiote bonding with the still living wood of their body. It never states they can't.

Another thing about Relluks, how can they use stealth? They have the equivalent of an non-extinguishable torch for a head, wouldn't that kind of make any attempt to hide sort of difficult?

...a really thick blanket? That or they disguise themselves as lampposts. Not gonna lie, I don't see Relluks being sneaky in any traditional sense of the word.


Maybe they use a organic creature as a medium? Like trained a newt that they keep on them that is actually the Congulair that uses its abilities on command for the Relluk or something.


Little Red Goblin Games wrote:

So this book was a huge success and we got a lot of fantastic feedback/praise on this book. We would be very excited to do another Gonzo style book and I’ve love to get feedback from you guys on what we intend to include. Nothing is set in stone and we don't have a release date (we have at LEAST 3 products we are releasing prior to it).

Thus far we have:

  • Sparkle Princess** spoiler omitted **

  • ”Sentai Hero”** spoiler omitted **

  • Agent** spoiler omitted **...
  • Want it!


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    Wow, you have no idea how much off a relief I felt after actually reading through the post.


    Glad to hear.


    Interjection Games wrote:
    SeeleyOne wrote:
    I vote for #3. It seems that everybody these days is doing Lovecraft and Cthulu. I don't care if you do, but I won't vote for it. If you don't believe me do a search for Cthulu in RPGs.

    I think we're getting the wrong kneejerk reaction here. What defines the Cthulhu Mythos is the fact that its powers that be are, with the exception of Nyarlathotep, mindless forces of nature that don't give a used fig for the puny and insignificant lives of the mortal beings that cling to the areas of the universe to which they are adapted. This goes for humans just as much as it goes for Great Cthulhu, Hastur, and the rest of the gang.

    Obviously, given how much "setting railroading" that sort of insert requires, and given there's a whole bloody game for that sort of thing, any Lovecraftian work I do will be missing that core element and will instead be focusing on broad, non-central Lovecraftian themes.

    Besides, Lovecraft isn't only Cthulhu, and if everyone else is doing Cthulhu, then I'd have an advantage by throwing my lot in heavily with his non-Mythos work. There was the Lord Dunsany phase, which put strong emphasis on dreams and a sort of twisted high fantasy. There was the Poe phase, which he never really grew out of. And then, of course, there were the more standard tales that he produced whenever the editor of Weird Tales was really on his case. See the content produced after the rejection of At the Mountains of Madness.

    Let me rephrase it this way.

    Ultimate Lovecraft would contain the following:

    - an investigator/occultist base class and carefully expanded investigation rules
    - a half humanoid / half outsider mutant base class who fills the gap of full BAB shapeshifter.
    - a "dreamer" class who walks through life in a waking dream, altering the world in his general vicinity
    - a necromantic class that burns the bodies of the dead, raises corporeal shades inhabited by the original owner of the body, then coerces/tortures that being into service
    - Possible sanity rules...

    ...oh come on guys! This stuff sounds epic, especially considering it is a Interjection product; even if you don't want it can you do me a solid and change your vote to this? C'mon, I'll make it up to you guys. At least do it to support the dreamer class- I have tried making a class for years now that manipulated the world like a waking dream. From magic to psionics to even incarnem, I have tried it every way I can think of only to have it fall apart on me. But I know Interjection can do this idea justice, as well as the rest outlined. So c'mon guys, please? For me?


    All of these sound great, though agree with Lindley- 1 and 2, with 1 first.


    Cerulean Seas is a awesome setting with a Core Setting book, three supplement books (Waves of Thought, Indigo Ice, and Azure Abyss) , and even its own Bestiary. It has at least one more source book on the way (Viridian Something), as well as an adventure path along the way.

    All of this material also comes in both PDF form and colored books (The Core and Bestiary are hardcover); you will find few settings with as much support as Cerulean Seas.


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    Yeah!

    #1- Dark Sun!

    #2- The World of Midnight

    #3- Dragonlance

    #4- Dragon Star


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    Alright; get better Scott and keep up the good work!

    PS: Before I forget to mention I loved the Gonzo PDF, especially the craven and the punk.


    Let's see, I currently have-

    - A male human sorcerer with the Arcane bloodline.
    - A female kitsune oracle with the blackhands curse (their Mystery escapes me at the moment).
    - A male magus (eldritch scion) with the Elemental[Air] bloodline.
    -A aasimar[half-archon, I think] marksman [kaigun]

    I also might have a player rolling a time thief, though no race decided yet.

    We played last night for the first time and had a blast.


    Excellent! I want all of these, can't wait; I am especially interested in your Exotic Martial Book- lately traditional combat has been lacking for me, to the point I added a vitality subsystem to the game to give more varied actions in combat.


    Cerulean Seas is a good option, as is Thunderscape, especially if you'd like stuff already drawn up for Pathfinder.

    Midnight is a good setting, however I'd take another setting from the same company any dy of the week: Dawnforge. Basically the setting takes place at the beginning of a traditional fantasy world's history; while many games are typically set in a world with tons of background events Dawnforge places players at the helm of these events. The dwarves are starting to dig too deep, yet for the moment have a powerful nation; what will happen with them? The orcs are a savage race yet not evil; instead they have just met many of the world's other peoples and feel frustrated for they don't have a racial identity (dwarves are unparalleled craftsmen, elves have potent magic, and even humans are a hardy people with close tie to nature [instead of elves for once]) but want one. Even the elves are new, only having emerged from the fey realm a few centuries back. They liked this new world at first but their leaders (sun/high elves) decide that they have had their fun and need to go back; yet many of the other types don't want too (especially the night elves/pseudo-drow)and thus fight back against their betters.

    For a Middle Eastern setting to insert into a custom why not the actual Middle East? Somewhere on Paizo is a setting that takes place during our real crusades- I just can't remember the name of it.


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    Odraude wrote:
    As an aside, what is a good example of third party companies that do some of these genres? Like steampunk or future or my favorite dieselpunk.

    For Steampunk the Pure Steam Setting is a most.

    If you like magitech, go with Thunderscape.

    Little Red Goblin Games produced the wonderful sci-fi setting Necropunk (though note it's more in the line of Dune than say Star Wars).

    There is also a setting called Conquests of the Universe being made by Tripod that will be a space-opera setting with psionics (which I know you don't like greatly but the space rules should be worth it).

    Broken Earth is a great setting to get a Fallout feel.

    Also, Rouge Genius Games has a series of classes (with pulp rules) called the Anarchistic Adventures series. They also have a apocalyptic setting (someday) known as Warlords of the Apocalypse in development.


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    Looking forward to this, though I seem to recall you guys mentioning a racebook with unorthodox races, like a swarms and oozes; is that still in the works or has this one taken its place?

    Either way this book is on my must own list.

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