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Anthony Adam wrote:
Actually I think the live-to-die-ratio of my delves is something like 8-1.2
No, being polymorphed into a frog with the powers of the god of thunder? THAT is a rare outcome!
Wei Ji the Learner wrote:
*Especially* for flumphs!
(And yeah, we're generally all happy to sign things!)
I've had beef-heart. I figure writer-heart should work with the same recipe.
Thurston Hillman wrote:
You are perfectly safe Thursty. You haven't reached a point where it's meet and right to eat your heart to absorb your power.....
Not quiiiiiiiiiiiite yes...
The Mortonator wrote:
If I ever suggest someone who worked on a book I helped develop should be sacrificed, you'll know I have been replaced by a pod person.
Mark Seifter wrote:
Not confirmed. I do write things that aren't for the kineticist. ;)
It's true, he does. There were a couple of things I decided I *really* wanted Mark's system mastery for.
Things people have sometimes claimed are impossible to do in a balanced way.
Things I wanted to make sure I didn't write. :)
I really hope I am not getting too hyped for this one. But my imagination of what could be in this book is too strong.
I hope you;re not too hyped as well! We'll do our best, but it's only 32 pages, and a lot of different people want a lot of different things!
But I am *really* proud of what we've done with it.
Sagas were supposed to be skald-only. My apologies for allowing an errant piece of text to come in and directly contradict that.
Ambrosia Slaad wrote:
Owen (or anyone else): Is there any chance this one particular player companion be bumped up to 64 pg/double-sized-ish? I don't think it'd be that difficult to find enough content to fill it, and I'd still be interested in grabbing it at the higher price bump.
I can quickly and easily saw no, but not because we don't think there's enough content for such a book. I could easily do 32 pages on each of these races.
Sadly,we have tons of evidence that a 32-page book on grippli won't sell well. We DO want to give more info on the race, but we simply have to combine that with other racers, and look at ways to make sure even non-grippli players find some of the grippli info interesting.
But none of that is going to mean having a 32-page line kick out a 64-page book. We have a limit to how many pages we can develop, edit, and lay out in a month. Adding more pages here has to mean reducing the size of something else.
Not to mention we have subscribers, who expect to manage their budgets based on books of a given size coming out at roughly the same time every month. there are enough variables that impact that calculation without us adding one by sticking a 64-page product into a line that subscribers know is only 32 pages.
We did a hardback Races of the Inner Sea. We did Advanced Races Guide. We did the Dragon Empires Gazeteer. I feel like this is a good time to add *some* more information and material for a set of less-common races, which lets us expand the options for a lot of players in one book and hopefully still sell enough copies to pay for the art, writing, development, layout, printing, overhead, and so on.
We DO look at whether a given subject or set of subjects are a good match, based on what we have said about them, what players and GMs are asking for, what product lines have room, and so on. And we are always examining whether the lines we are presenting are still meeting customer needs.
For the moment, this is the best match of what we want to do, what we can do, and what we think we won't lose money on.
Sadly, Shield Brace does not say "normally" anywhere in its text.
Okay, I'll take a step down into the pedantic death spiral these types of debates usually turn into.
You can use a two-handed weapon and a shield with Shield Brace.
However, according to all the shields descriptions in the Core Rulebook, when shield bashing "Used this way, a heavy shield is a martial bludgeoning weapon."
Does Shield Bash allow me to use a martial bludgeoning weapon with my two-handed weapon? No, only a shield. If a use a shield to bash, it becomes a martial bludgeoning weapon. I am now not using it as a shield, so the ability to use it with a two-handed weapon no longer applies, I am using it "as a weapon" (as written later in the shield bash description), not as a shield.
Does parsing the rules that thinly make sense? No, not really. But that's the direction this kind of argument goes.
This is not an official answer, and not a faq.
You can use armor spikes and a two-handed sword at the same time, in that armor spikes just sit on your armor and a two-handed sword can be held in two hands. You can also have a spiked gauntlet on at the same time. But the armor spike rules tell us you can't attack with both armor spikes and the two-handed sword, because you are using both hands for the sword.
The armor spikes don't require a hand to use, but the game (though the faq) still limits you to making attacks with as many hands worth of weapons as you have hands. You can use armor spikes and a spiked gauntlet to attack and, though still holding your two-handed weapon, you can't make a two-handed attack that turn.
Unless a rule specifies it allows you to bypass that limitation, you should assume it doesn't. So you can use a shield with Shield Brace while using a two-handed weapon, but that doesn't mean you can attack with the shield while attacking with the two-handed weapon, for the same reason that the fact that armor spikes say you can make a regular attack or off-hand attack (a specific rule) doesn't allow you to do so while using a two-handed weapon (a general rule).
That faq is part of the rules we consider when writing new material, Shield Brace included.
These things are often great in small doses, but can become old if you draw they out too long.
For example, in the Humble Bundle Twitch Livestream Gaming Marathon, Jason, Logan, Amanda and I played up the silly "Goblin Jug Band" angel for our whole game session. It was cute, and silly, and we were hamming it up for the camera as well.
But I don't think we'd have focused on that for a campaign that we played twice a month for two years. It've gotten old.
So if your gut says not to do it, either just don't do it or, if you really want to buck your gut instinct, do it in a way that can be easily fire walled if the players don't like it, or get tired of it.
Game story time.
In the 1990s I ran a heavily-houseruled 2e D&D game. It wasn't unusual for us to play haphazardly (coming up with a story for the character of whoever showed up, regardless of how much sense that made), and to play after a long day of people working, and to play until the sun came up.
In other words, we often played while punchy. Silliness could creep in.
In an example I remember well, I was running a game with just two players and three total characters - a wizard, a cleric, and a a paladin. They got stuck in an area with many small floating islands over a bottomless void, and needed to cross many, many chasms. After they used every spell, plan, and resource they could think of, they were still two chasms short. And we were all tired, And it was 7am, having played allllll night.
So the paladin's player suggested she tie a rope to the cleric, swing him around her head with her 18/00 Strength (for those of you who don't remember percentile Strength scores, that was really good - but not superhuman), throw him 120 feet over both remaining chasms, have him grab onto the far side, and then she and the wizard would jump into the void trailing the rope and climb up to him.
This was clearly a stupid plan. Throwing a fully armed and armored human 120 feet is not a reasonable feat of Strength, even for someone very strong. The world record for a 16 lb. hammer throw is only 284 feet, and that's less than 10% of the weight and a record set by someone trained in using a well-balanced throwing item. I didn't care. I wanted to go to sleep. So did the players. We all agreed this was reasonable, and it worked, and we ended the game session
And then we woke up, and thought about what allowing that bit of Looney Toons logic into the game meant.
When that group was next together, with additional friends, the story got told. A lot. And we all agreed it was sillier than we wanted that campaign to be.
The player who had the wizard suggested that maybe the pocket dimension they'd been escaping had been affecting their minds, and that even the characters knew that wasn't ACTUALLY how the party had escaped. That was just the mass hallucination they had all shared.
This solved everything, and was adopted as campaign canon. The characters all remembered what we had played out, so we could reference it and talk about the rest of that game session before we got too goofy and should have stopped, but within the continuity of the world it was accepted as a hallucination. We decided not to play when that tired anymore, and the players didn't feel like the game had become too silly for their tastes.
I try to keep this in mind whenever I am running a playing a game. Some games ARE that silly, all the time, and that's fine if everyone is having fun. But adding something much sillier than the game's norm into a campaign can make people unhappy, and generally it's worth finding a ay to firewall that event from mainstream game continuity.
It was never the intent that Ironclad Reactions would negate an attack. It's a reaction, and a reaction to an event (however fast) occurs after the event.
So the Yojimbo's designated squishy can benefit from Resolve? That's pretty neat. How does the Bodyguard class feature work? If it's similar to the feat we may finally have a tank class.
Yes, the yojimbo can use resolve on the person he is guarding - as well as greater resolve and true resolve when gained.And yes, of course you have to be adjacent to someone to use abilities than can automatically remove up conditions, roll twice and take the best on s ave, remain conscious and stable when KO'd, and (at higher levels) automatically turn crits into normal hits and even prevent death.
Otherwise the ability would be amazingly unbalanced, instead of just extremely strong.
Guardian armor is, and was always designed to be, a corner-case spell. It's primarily designed for divine preparation casters, who have access to it with no opportunity cost (unlike arcane casters or any spontaneous caster), and its inclusion on other class spell lists is for those few players who enjoy a tactical challenge.
Are you one of the best?
The human in me just says: "Awwwwwww." and scuffs a foot.
The GAME DESIGNER in me wants to know, one of the best What? And how big a percentage of the total is considered "Best"? The best 20? The top 13.25%? Those who are so good they feel willing to pit their worth against anyone in the industry under any circumstances? Those who have won awards?
The Company Man in me says "Of course - I am a Paizonian, and we are ALL the best!"
And then there's the introvert with social anxiety side of me that loudly whispers "Ah... probably not."
Dover Pro wrote:
I have a follow-up question. Awakened Wombats are based mechanically on Donkey Rats. I am thinking of replacing some Donkey Rat encounters with Awakened Wombats. Would this be fun or would it lead to bad craziness? ;)
Those two options are not mutually exclusive. :D
That said, you know your adventure and your players better than I ever could, so I'd trust your gut on that question.
Each shadow eidolon automatically gets access to the attack forms listed with its base form.
And also nothing wrong with Gruumsh. Blibdoolpoolp was pretty cleverly explained to be a result of that language in an article: Modifiers to the main word are added in the middle of that word, so: Bliboolp modified by doolp.
"By Any Other Name: Races of the Underdark" Dragon 281.
I DID have fun writing that. :) I'm glad you liked that bit.
Petty Alchemy wrote:
If you had the executive decision of giving a core race slot to a featured/uncommon race, who would get it? Likewise for moving a currently core race to featured/uncommon.
Who I'd pick for a racial rank downgrades are easy. I'd downgrade half-elves. Don't get me wrong I *like* half elves, but I feel their niche is the least unique of the existing core races (unlike the half-orc, which has an important role no one else gets particularly close to), and they represent the smallest population of people so I'm fine with them being a featured race.
What race I'd upgrade to core is muuuuuch trickier. There are races I feel have strong niches not cuttingly filled (and of the --folk, for example), those that make sense if I want to expand representation on other continents (ifrits, kitsune, oreads, samsaran, wayangs, et al), and those I feel have strong fan bases who would love to see more regular representation (aasimar, drow, and tieflings primarily) - especially since I pressure we'd still make all core races always available in PFS.
I'd actually want to gather opinions and do some more research before making such a call, because I think it has far-reaching implications on what our game is, and what stories it's most likely to support.
But in the end I suspect I'd go with changelings. The niche of "born with a seed of potentially powerful magic... which may also corrupt you" is cool. Changlings can be reasonably placed in they community of nearly any humanoid settlement, which allows them to be easily sprinkled throughout a campaign setting. And they give a "touch of darkness" option that's distinctly different from half-orcs.
And since i only get one if I'd picked tiefling, the aasimar fans would pillory me, and vice versa. :)
I was specifically speaking of the Wayfarer fan 'zine. It's a great way to make a first entry into RPG writing, and to have something you can show as professional-level work if you are (for example) contracting third-party publishers about possible freelance.
I think it helps fill the void left by Dragon ending its print run, and no longer really feeling like a viable gate into the industry anymore,
It's also worth noting that is specifically talking about (scrying) spells, as in the sub school of divination magic, and (teleportation), as in the sub school of conjuration, as being, in general, things that can work well together. It is not discussing the individual scrying and teleport spells.
Honestly the spell is already so flexible, I don't know that we'd be likely to expand it yet further with another bestiary worth of spells. Even if we force players to swap out existing options, they'd obviously pick those that gave them the most flexibility.
We may well write new spells that can summon monsters from B5, obviously.
This sort of thing is never at the feet of freelancers. Even if they don't have access to such material (and in this case they didn't), as the developer going back over spells and making sure they are given to the classes I think makes sense for them is literally part of my job as developer.
I keep a list of all the spell lists, what classes get them, if they are arcane, divine, or psychic, and what spell levels they cover. It helps me make sure I don't forget that bloodragers and shamans have their own spell lists, for example, or that clerics, oracles, and warpriests all share the cleric spell list, but antipaladins, inquisitors, and paladins have their own.
In this case I had to make a decision well after the freelancers were done, but well before Occult Adventures was in print, about whether to try to add occult classes to the spell level description. Some book has to be the first book to do so, and while ideally it'd be this one, given the material and circumstance I had to work with, I decided to push it back one more book rather than risk giving classes spells they shouldn't have.
I make adjustments to what classes freelancers give spells to all the time. Some freelancers are great about that, while others design awesome spells, but tend to just assign them to a single class. Having a unifying vision that's in tune with what the other developers are also doing about what a class spell list should look like is exactly the kind of thing a developer needs to be good at, and one of the reasons Paizo uses developers rather than just passing all freelance turnovers directly to the editors. They already have enough to do. :)
Note that this is RAI and my view of RAW, not an official errata or faq.
Drow Noble requires not "spell-like abilities" or even a specific list of spell-like abilities, but "Able to use drow spell-like abilities."
Neither Drow Magic nor Lesser Spell-Like Abilities gives you the ability to use "drow spell-like abilities." The are, at best, drow-like.
So no they fail to meet the prerequisite, regardless of whether Drow Heritage would qualify them as drow for the prerequisite.
My concern would be that without watermarking, the pdfs are not valid for use in pathfinder Society, which is huge and many new players get into. I don't know that it's an official concern, but as a bystander I certainly wouldn't want to sell more than 60k sets of pdfs people would then they couldn't be used in the popular and active organized play group the company runs.
Blood of Shadows notes that most Disk Knights are followers of Abadar. Why is that so? There are a number of Lawful Good Ephemeral lords that have the darkness domain and would make way more sense lore wise, that is unless I a, missing a link that will help me understand?
"Most" certainly doesn't mean "all." For Abadar, dusk knights fall into his plans for being patient, calculating, and far-seeing. It also ties into his role as Master of the First Vault, as well as the Earth domain, which means dusk knight paladins of Abadar are often spending time underground in vaults and similar strongholds. And, of course, cities often have shadowy alleys where law is tough to enforce.
Of course not all non-LG deities have any paladins, but Abadar specifically has them trained in the Tempering Hall in Absalom.
It does indeed mean you removing ALL extra damage from the smite evil ability, just like it says. It's much more a defensive option than an offensive one.
While Weapon Master's Handbook had no material designed specifically for classes with access to 9th level spells, it did offer the Molthuni Arsenal Chaplain, an archetype for the war priest (a 6th level caster), and things of specific use to sneakier weapon-wielders. So it's not truly 'all martial options," just s;anted to heavily that way that no one really focuses on the tiny amount of other stuff.
I think you'll find that Armor Master's Handbook is similarly focused and there isn't any more "caster material" than in WMH.
Similarly, Arcane Anthology added prayer book and meditation book rituals, arcane spells available to clerics and warpriests of Iomedae and Milani, seven new cleric spells, and anointings as options for clerics with the artificer domain.
I try to both make sure a booth has primarily What's On The Tin, and carry ideas out to support other types of character where thematically appropriate.
Yeah, I suffer from insomnia, and have on occasion gone 50+ hours without notable sleep (due to the existence of micro sleep and the fact I wasn't hooked up to monitors I actually can't say I didn't get *any* sleep during that time).
Friends and colleagues can apparently tell when I have going 30+ hours without sleep, due to how the tone of my Facebook and Twitter posts change.