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It takes significantly longer than you might think (and incidentally, these guys have some extreme hp at lower levels); Large constructs get +30 hit points, so for a horse or camel, barring Con raises (which I've never before seen, over Str or Int raises), it takes until character level 12th for the live animal to even reach parity with the +30 of the construct. That's most of the game, so personally I wouldn't say "quickly outstrip."
Shar Tahl wrote:
Indeed. That was what I was driving at ;)
Steven Schopmeyer wrote:
Or in most cases, if you want the boons bad enough, you can probably sell the pregen's gear to recover the death without paying very much (if any) of your own character's loot.
As far as I can see, there were a few things from the Guide that should have applied:
The Guide wrote:
So for sure you can sell the pregen's equipment to clear the death (and at level 7, there's typically enough gear to clear the death).
Also, the first sentence indicates that you can apply the credit to a 1st level character, so I think that would let you avoid the death being on a level 7 character, or at least that's what I have seen in the past? This is not as 100% clear-cut as the last point, but I am still 98% sure of that.
EDIT: Looks like others agree
EDIT2: Found it set in stone in the PFS FAQ. I knew I saw it somewhere.
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
That wouldn't change the current actor; he used tech to assume Wells's appearance.
GM Hills wrote:
I'm not seeing any posts where John or Mike say you could play the summoner until the 29th. I may have missed something. Do you have a cite?
GM Hills wrote:
Witch Doctor, there have actually been several posts referring to and the blog itself has been updated concerning the date. It was adjusted to Wednesday, the 29th. If you were playing last night or tonight with a Summoner then, you could play APG Summoner. IF that still did not get you to 2.1 and having played post 2, then that isn't the concern here. There was only about an hour window when such a character could not be played and that was due to the fact that John put the wrong date in the blog.
The 29th thing is true for the free retrain, but the blog says "effective immediately" for the restriction of the summoner.
Agreed. I undestood it completely. Thanks a lot! I totally agree with the Elven Protector being kind of like a "boss monster" relationship. The Suspicious archer druid PC who had a somewhat little-sister relationship managed to break through to rank 10 early in Part 5, which flabbergasted some of the other characters who were much further back.
Based on your review, you'll be happy to know that once I finish some of my other freelancing commitments, I am planning to work to finish some LG releases for more character options for relationship NPCs! I actually have dozens of them for my own GMing of a Far Eastern Adventure Path, in fragmented sentences and notes "for me" that basically just need me to translate from Mark notes to English. That said, such a translation takes a lot of time.
Loving those reviews so far! Make sure to look through that list of pdfs carefully... ;)
These lives, bah!
But seriously, no pressure. That was meant to show that your awesome review for URel was so thorough, I actually thought they both had reviews from just the one, not to be impatient on a review for ImpRel!
So, can someone review more of Jon Brazer's race books if they have them. Seedlings were good but I'm on the fence about them.
I certainly wouldn't mind a review of Reapers. I know a few people who are playing them and like them a lot, but I'd still like to hear more one way or the other about my only non-reviewed for-sale product. Masquerade reveler and Ultimate/Imperial Relationships are also cool, but they have reviews so far, and I'm curious what other people think of my little psychopomp planetouched.
EDIT: Looks like Ultimate but not Imperial has reviews, but the review mentions Imperial anyway.
DM Beckett wrote:
My understanding was that AoN has special permission, whereas other online sites are required to stick to the PRD material, which is why D20PFSRD needed to change the names and reword a lot of that material, but I could be wrong.
It's the opposite—due to gaining a store, d20pfsrd has special non-permission.
I don't think the spell does quite exactly what anyone (except Jaunt) thinks it does.
When you voluntarily use one or more actions or feats that apply penalties to attack rolls with your melee weapons (such as a charge, fighting defensively, or using the Power Attack feat), the spirit reduces the total penalty on affected attacks by 1 (to a minimum penalty of 0).
(it decreases "the total penalty" on the affected attacks by the given amount, not each penalty every time. So if you have CL 15 and are taking three -4 penalties, it reduces the total penalty to -8; it doesn't ignore all three of the penalties. It's still extremely powerful for its spell level at high caster level though, particularly for magus where it's 1st.)
No one from Paizo has stated that. In fact, as a rogue eidolon myself, if evolutions no longer existed and you were unable to customize your eidolon at all beyond selecting from a menu of a few choices, I would be pretty shocked at this point. I know this is just one post, though, and the common wisdom on the internet holds the opposite view, but I would urge you to consider that I am pretty likely to be correct, as a rogue eidolon.
The NPC wrote:
Posting as Rogue Eidolon since I have a policy generally not to link my other stuff with my golem-having avatar and everything. It's Ultimate Relationships for the rules themselves and then Imperial Relationships for four "social links" for your favorite Far Eastern Adventure Path.
@Occult casters only—I think it would work. In fact, if you also remove the psychic too and keep only barbarian, fighter, monk, ranger, rogue, paladin, and the other five occult classes, it may be super easy to run at high levels compared to a normal campaign. At that point, for non-combat stuff, the most disruptive ability even at level 17 that I can think of is a medium ability (for in-combat, aura of justice is still pretty disruptive if the bad guys are evil).
London Duke wrote:
KK well I donned my mask of dazzling intellect and was able to save my third draft. Sorry for how short it is. My previous attempt was longer but hopefully this inspires a few "Martial-fans who are sad at being left out of OOC situations" to buy the book.
Many thanks for taking the time to review it not once but three times! I'm glad so many people like revelers and are having fun with them in their games.
Dustin Ashe wrote:
Yeah, the lump sum relationship scores weren't particularly compelling for me and my players. When I ran this for my group, I used a 10 rank system that would have incentives like leveling up, and the system has since been published, that's what we've been talking about.
I do have more, but they aren't written up in a useful way like that. The amount of time it takes to do that and the money art costs meant that a book of all of them wouldn't be a feasible thing due to how long it would be and thus how much it would then have to cost to buy (I still plan to release a regular stream of more of them when I can build up a surplus).
London Duke wrote:
Not sure whats happening. I have tried reviewing it 2x now and when I hit preview... it goes to the general paizo products page and I loose everything... Not very happy atm (love the book, very frustrated atm with the system)
Argh :( I hate it when they happens. On any site, I always obsessively copy my longer posts or write them in text files out of paranoia of this kind of thing. Of course, I'm someone who obsessively saves the game in games with save features too.
If you're using Ultimate Relationships at all, I suggest making the rebellion its own Relationship Link. It's what I'm doing right now (in Book 5). I've given details about each province and region from Book 5's gazetteer and have just let the PCs decide what they're doing (right now, half the party is debating between assassinating or making contact with the governor of Akafuto, since it's the last province in their march from Seinaru Heikiko to Kasai, and the other half is under Mt Kumijinja trying to reforge Raiko (the Sugimatsu blade; I decided all the families' special weapons were intelligent instead of the Amatatsu's being arbitrarily way better, but Munasukaru had broken Raiko's intelligence over time)...then again, I also created 4 other "Storms" to go with Anamurumon and made Anamurumon more badass, so they're going to need all the help they can get...
N. Jolly wrote:
So any word on what a 'living' homunculus
I've been holding off because this one is more complicated. I can't comment in a way that's more than speculation to the homunculist because my clarification was cut, likely but not certainly to copyfit. However, I will post a rundown of how it started, but I'm using my Rogue Eidolon alias because as much as my clarifications weren't official FAQs before, this is completely and utterly unofficial. With that out of the way, here's the rundown of how it went (and how I'll run it in my games):
Super Unofficial Rundown:
The homunculist has actually created life. What they created is a living creature that, as the ability says "It functions in all ways as a familiar". So you pick hedgehog, and you get the exact same hedgehog as everyone else does, except you created it in a lab because you are just that awesome. You go Victor Frankenstein! Despite the auto-link feature on d20pfsrd that sometimes overlinks things, this does not make it the specific creature "homunculus." That paragraph is the same one I sent in. However, I realized there might be some ambiguity, so to make sure this was super-clear, I included a later ability that specified what would happen if the homunculist later decided to take Improved Familiar and get the actual creature type homunculus (which seemed like something a homunculist player would want to do). After all, it's a construct, and their special familiar is alive. Here's what it said:
Life Given Form (Ex): If the homunculist takes the Improved Familiar feat, he may only select the homunculus. Despite being of type construct, a homunculist’s homunculus is actually a living creature with 10 Constitution, losing all construct traits.
In other words, you could take Improved Familiar to get a homunculus, but if you did, since your special creation is alive, you get a living creature with 10 Con and no construct traits. With this text gone, now if you take Improved Familiar and select homunculus, you're going to get the non-living one by RAW, but hopefully that at least resolves the ambiguity about what's supposed to happen if you don't do that.
London Duke wrote:
Reviewed. Question Mark, it seems to me that this archetype gets more out of rage cycling than even a normal barbarain. If I am immune to fatigue, how often I change my masks? It seems like I could: Free Action Mask of Linnworm Wings, Move (fly) to the target, Free Action Mask of the Beserker, Attack, Free Action Mask of something giving me blur or the like.... Seems like a rage cycling dream.
Tireless rage is indeed really awesome for a reveler. I generally have seen most GMs draw the free action limit on entering a rage once per round (since free actions have a clause about the GM having to decide). It's what I do. It's still amazing even then, though, to have so many options round by round.
London Duke wrote:
You can 100% make your own masks! In fact, the original archetype appeared without any masks and just left you on your own to make them from eidolon evolutions, but I really felt that it was worth adding 100+ new evolutions and then make lots of sample masks, for players who prefer premades. There's a few evolutions that tell you that they are only available for a particular mask, but otherwise, absolutely make your own, following the rules for masks in the archetype near the beginning.
Also, yeah, Berserker Mask is a solid combat option. Not quite as good at bashing heads as a normal barbarian, but hey, you have all those other options too, and the normal barbarian doesn't!
London Duke wrote:
Hey there! Trust me, bumping a product description is not a necro, and no 3rd party author would be anything but happy for it.
As to your questions, the easy one first: As a quadruped beast mask, it gets claws for free (see the Beast Reveler feat, which is required to pick dweomercat).
As to stat build? You can go with typical barbarians stats if you like. There are masks out there to suit almost any build, but the more typical barbarian you want to go, the more that typical barbarian stats are going to be fine for you. It'll mean that certain masks won't be so useful for you, but those probably weren't masks you wanted to use anyway!
Prince of Knives wrote:
I agree with Prince. I'm glad Dale put the race info on the thread. I want people to be able to take a look at the mechanics and buy the product if they love it to support the product, or if they want the flavor information and ideas too (I stand behind the flavor as being cool enough to be worth the price on its own).
The player with a reaper dusk druid (director's cut version of the archetype, PM me if you have the pdf and want a peek at it) in my Jade Regent campaign has said it's her favorite character she's ever played, so that's a good thing! There's a bunch of alternate abilities, but honestly the panoply of ability score options for aasimar and tieflings comes from the fact that those planetouched represent many different outsider subtypes, while reapers are only for psychopomps, so it wouldn't make any sense (plus it's easier to make a balanced race with cool abilities that won't overshadow all the other races when there's a fixed set of ability scores).
David Neilson wrote:
I am still slightly curious that it has no other requirements. You are assumed to either marry in or get adopted. Which gives me the horribly funny mental image of the Charisma seven point this way at enemy characters married to a Blakros.
Sounds like the perfect tool for the family, easily manipulated and pointed at the correct enemy by a more intelligent wife, who dallies with more charismatic fellows while he is away Pathfindering.
Dustin Ashe wrote:
I needed a system for my home game that worked with the fact that there are currently roughly 30 relationship links available at each milestone, and 6 PCs, and I wrote it all out more carefully to release to you guys with this book (and URel). If it's flexible enough to work for that without causing my head to explode, it makes it easier for me to bend it to handle queries like yours!
Given that you only have two NPCs to worry about, one possibility is that you could have your PCs do a retrospective / flashback episode for those two NPCs, wherein you take the campaign so far milestone by milestone and retcon a bunch of conversations. Another possibility is to just treat those Part 1 NPCs as Part 3 NPCs for the purpose of CP needed (thus lowering the number of CP needed to rank up) and just carry on as normal. That could be your easiest bet. Cheers!
Bad news and good news.
Reskinning is not allowed in PFS. Also, if you don't have a playtest boon, you'll have to wait for the book to come out to play a kineticist.
Now the good news: there are rumors of some actual blood kineticist type stuff in the final book, so when it comes out, if those rumors are true, you might not need to reskin!
doc the grey wrote:
Okay so for the vast majority of instances the only time one can gain CP or rank up is during a milestone. All other times it's just game as usual unless otherwise GM stated.
Yep, although the CP/rank up attempt can happen any time between the two milestones. It doesn't have to be like on the exact day that you announce "We hit a new milestone guys!"
And also, leveling up gives you some free CP to spend on your relationships too. By controlling milestones and levels, you can pace the relationships exactly right for your campaign!
doc the grey wrote:
Each milestone, they get 1 attempt per NPC to give a gift or perform an interaction using a skill (maybe go on a little hunting trip, etc). This might give CP. However, if the PCs do something significant for the NPC, it might give free CP above and beyond this. For instance, saving an NPC from being kidnapped would definitely count.
doc the grey wrote:
So that means that if the PC sorcerer had potential rank ups with all 5 NPCs in that potential period he can take a shot at ranking up with all of them correct?
Indeed. Because I am a crazy person, my PCs had the opportunity with 28 different NPCs during the last milestone (they're getting to the end and have met nearly all that they will ever meet, and they've fastidiously managed to convince every possible NPC to join their caravan because they love collecting NPCs and ranking them up).
If you collect all the minis, you too can have an intricate web of relationships that connects the PCs to a complicated supporting cast!
As I mentioned in the Ultimate Relationships thread, thank you to everyone who made Imperial Relationships a part of your game! I'm working on a series of minis that can be generally be retooled to fit in your campaign but particularly cover characters you might meet in a Far Eastern campaign. It's your interest, as expressed by talking about the product, buying it, and leaving reviews that help inspire me to get more of these out there!
doc the grey wrote:
During that period between frog princesses and flamingo knight milestones, PC Sorcerer can attempt to gain CP once with every NPC that spent significant time with the PCs in that period. The PC can also attempt to rank up once with every such NPC who is ready to rank up.
El Ronza wrote:
Anything else in this line is most likely going to be an insta-buy for me. I loved this product! When would one be able to expect more minis? :-)
We'd like to get started as soon as I take the ones I already have and put them in a presentable form for the crew at Legendary to lay them out!
With the holiday season coming up, I don't want to make any promises on estimated dates though.
That's why I put a permanent dimensional lock on the entire room. :p
I did something similar (my version of the Seal was more badass so that the oni could be less foolish/do-nothing without breaking the plot, but it prevented the party from using dimensional magic while they benefited from it) and also gave her several more levels, switched her to a playtest shaman (who still had cleric spells at the time), added an escaped Tunuak to the encounter, and had her use a scroll to bring in a frosty glabrezu of Sithhud (PCs usually have 8 people, and they were 1 level overleveled, so I don't recommend all that for 4 players).
It's always a judgment call when it would affect the encounter as much as this one. In this case, if you look at the two subtiers, all the scenario adds in the high subtier is the third hag that uses coven powers. Normally adding one creature to an encounter with two of that creature raises the CR by only 1, and since the higher subtier is usually shooting for raising the CR by 3 (since 8-9 is 3 higher than 5-6), it probably means that the author expected those tactics to be allowed. After all, in theory, an encounter with 5 hags is 3 CR higher than an encounter with 2 hags, and the 5 hags could have 3 of them do a coven power and the other two attack in melee, and this illegal 3 coven is strictly weaker than that. When I ran it, I stuck with the tactics and just had this be a special coven.