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Lolth

Rogue Eidolon's page

3,534 posts. Alias of Mark Seifter (Designer).


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DM Beckett wrote:
Rogue Eidolon wrote:
Fromper wrote:
Black Waters was a lot of fun. I should GM it again before doing this one.
IMO, the coolest experience would be to intentionally grab a group of players expecting to go to School of Spirits and have them build characters with the idea that they are fresh-faced young recruits, running Confirmation and Black Waters and a few other adventures that are fun for low levels, and then have them "age up" the characters for Season 7 (assuming they started in Season 0, so add +7 years), perhaps gradually with 1 year for every scenario after Black Waters (making School of Spirits their 10th, so they play in subtier 4-5) or just all at once at some point.
I don't know, I've always found The Confirmation boring and underwhelming. Silent Tide and Blakros Museum Scenarios (minus Silver Mount), though would be a pretty epic run.

The idea was to emphasize the fact that these were fresh recruits on their first missions. Replace with any other scenario you prefer and you could even call it their confirmation! :)


Fromper wrote:
Black Waters was a lot of fun. I should GM it again before doing this one.

IMO, the coolest experience would be to intentionally grab a group of players expecting to go to School of Spirits and have them build characters with the idea that they are fresh-faced young recruits, running Confirmation and Black Waters and a few other adventures that are fun for low levels, and then have them "age up" the characters for Season 7 (assuming they started in Season 0, so add +7 years), perhaps gradually with 1 year for every scenario after Black Waters (making School of Spirits their 10th, so they play in subtier 4-5) or just all at once at some point.

*****

BigNorseWolf wrote:
Elizabeth Corrigan wrote:

I ran this last week in the low tier. A player solved the puzzle right away.

One question I had---Henbane doesn't have knowledge(local), at least not at low tier, didn't check high. To use her bane ability, she has to be able to id the creature. Can we assume she knows the basic Society humanoids? Does she have to roll a 10 untrained to target them?

I've seen some variation on whether an inquisitor can set their bane to "THAT THING!" or not.

Most humanoids are going to be a DC 10 though.

Yeah, or less even. Since goblins are the CRB example of something that's common and thus DC 5, humans, at the bare minimum, would also be DC 5.

*****

Blackbot wrote:
Steven Schopmeyer wrote:
To be honest, the only thing about the puzzle is that I don't understand where the future versions of the PCs got the hash marks from. It's like knowing the password is banana because future you told you so. And if that's the explanation, that's fine.

Wait a second. Future PCs? As in time travel?

Is that the GM only-explanation or are the PCs supposed to find this out?
Because that would've been one hell of a revelation!

If I remember correctly, the GM is encouraged to use phrasing to make it sound like a PC wrote the clues as they appeared, and then the players can get involved in adding little additional style flourishes once they figure it out.

EDIT: As TOZ quoted!

*****

Steven Schopmeyer wrote:
To be honest, the only thing about the puzzle is that I don't understand where the future versions of the PCs got the hash marks from. It's like knowing the password is banana because future you told you so. And if that's the explanation, that's fine.

If I recall correctly, the initial handout is in Sylvan and comes from a source other than the future PCs. The future PCs only add the new clues.

*****

Paladin of Baha-who? wrote:

Quadstriker, I take it you were the GM at Game Depot last sunday? I really enjoyed playing that with you, and I appreciate the effort you put into the roleplay. It's too bad the puzzle was kinda obtuse to figure out -- I really liked it as a puzzle, but the solution was kinda out of left field there, and I still don't quite get how Steven was able to figure it out. Intuitive leaps for the win, I guess.

The way the puzzle was presented was fascinating, I just wish it hadn't been such a slog to figure out.

I really liked the giant non-euclidean clocktower, and my character got to defend the amazing invention in the name of Brigh from a person trying to destroy it. (I think I didn't really explain that motivation very well, so I apologize if it came off as "I'm chaotic neutral and I'm going to bomb her because I had a whim!" when it was supposed to be "I'm a worshipper of Brigh and you will pay for attacking this technological marvel!")

Anyway. I give this a 4/5. Everything except the puzzle clues and solution were excellent.

That sounds like some really cool RP at the end; I bet if you kept at that argument, you might even have been able to convince her to agree with you too!

Anyways, you should totally share that in the reviews section, where others can check it out too. Follow my link!


Dekalinder wrote:

Yea now I get it. The mistake was that there was no rule to override. Originally I was so sure that that quote was not from a dev that I actually wrote it in my post, then I edited out when I checked Owen's new tag before the angry mob would catch it ^^.

They really should take your habit of having a "double identity". Next time they level up make sure they get a level in vigilante.

Who's that Mark Seifter guy anyway?

*****

I talked to some of the people running this at Gencon. Here's one way I've seen for the three stages that seems to work pretty well. It involves letting the players know one bit but otherwise lets them do what they want:

Let the players know that they have a chance at the beginning to try to throw Sloan off his game to get advantages when it comes time to actually deal with him. This is Stage 1, and it covers the first three things the PCs try to do to throw him off (using the suggestions in the scenario to raise the DC but allow it if they try other things than the ones listed).

If they don't do that and go right to Stage 2 stuff, then that's fine; skip to Stage 2 in that case. They just don't get the small bonus from Stage 1.

There's no danger they will skip to Stage 3, since all of the bits in Stage 3 are based off Sloan's statement at the end of Stage 2, as well as facts for which you give them a passive check in Stage 3 (so Stage 3 isn't free-form, but they also can't get lost, as you are calling for the appropriate checks there).

This allows you to let the PCs do what they want to do, more-or-less as free-form as they like, for the stages that involve their own ideas and interactions. At most they might not get the +2 from Stage 1 on their checks in Stage 2.


3 people marked this as a favorite.

Thanks Libertad! Secrets of the Masquerade Reveler was a major labor of love for me, since I love fey and I love giving martial characters more options out of combat. I'm thrilled that it's had such a great reception!

I ran an investigation game a few months ago, and the reveler was gathering some great information (a combination of excellent social skills and creative use of plantspeech). Not bad for a barbarian!


3 people marked this as a favorite.
SheepishEidolon wrote:
Reminds me of Annie and Tibbers of League of Legends, but that might be coincidence. ;o) Anyway, well written. I decided to pass on Occult Adventures a while ago, but with each article I get more tempted...

You should give Occult Adventures a try, one eidolon to another. Don't be sheepish here; go rogue!


ElterAgo wrote:

I have been asked to start putting up reviews/comments on scenarios. So even though this is an old one, here it be.

We played at the low tier with 5 PC's. Granted they were all 2nd (almost 3rd) so geared pretty well. But the fights were just ridiculously easy. I think almost everyone went down on the first hit. One of the guys who kept rolling poorly in initiative never even got to do anything except move toward the fights before it was over.

But really, I can't see anything that should have kept all the fights separate either. They should have been able to see/hear if on guard. Then if all of them had swarmed us, it probably would have been too hard for 1st level PC's.

Also it was all combat. There were these vast detailed descriptions, we were listening and taking notes since we expected that to mean something. But it was just a series of easy fights.

I doubt I would consider running this unless it was a bunch of newbies who wanted an intro to combat.

I have no experience so far with the high tier.

Nice comments! If you looks at the tabs near the top, there's a review tab where you can post this same text and even give a star rating; it'll make it more visible.

Designer

1 person marked this as a favorite.

Who, me? Why would you think that simple Rogue Eidolon was a designer or something?

Incidentally, if you'd rather see more on one of these in particular before the end of July, express your preference. That preview blog will have to happen one of these weeks ;)


14 people marked this as a favorite.

It really depends on what you're choosing them to do, as there are a lot of possibilities. I'll choose one particular theme and then choose three from each following that theme. See if you can guess my theme!

Aether: aether puppet, spell deflection, telekinetic globe

Air: aerial evasion, air shroud (greater), celerity

Earth: deadly earth, enduring earth, shift earth (greater)

Fire: fan of flames, from the ashes, unraveling infusion

Water: cold snap, tidal wave, veil of mists

Universal: draining infusion, mobile blast, skilled kineticist (greater)


doc the grey wrote:
Rogue Eidolon wrote:
doc the grey wrote:
Rogue Eidolon wrote:
doc the grey wrote:
Okay so other question, if you are using downtime to gain CP with a character what is the DC supposed to be? Do we just use the preexisting metric for earning ranks or does it use a different formula?
Downtime basically allows for "milestones" even when actual milestones aren't happening in the game. Treat the downtime spent just like using a milestone to spend time with that NPC.
So they make a skill check with a DC determined by the rank they are aiming for and should they succeed they get 1 CP then?
Yup! DC determined by rank and the perfunctory/awesomeness of their interaction or gift to get 1 CP. Or possibly 2 CP, or in super rare cases 3, as per the normal rules.
Are the 2 and 3 bonuses meant to follow the same system that gift giving does or more of a perview of the GM thing?

As per the normal rules.


doc the grey wrote:
Rogue Eidolon wrote:
doc the grey wrote:
Okay so other question, if you are using downtime to gain CP with a character what is the DC supposed to be? Do we just use the preexisting metric for earning ranks or does it use a different formula?
Downtime basically allows for "milestones" even when actual milestones aren't happening in the game. Treat the downtime spent just like using a milestone to spend time with that NPC.
So they make a skill check with a DC determined by the rank they are aiming for and should they succeed they get 1 CP then?

Yup! DC determined by rank and the perfunctory/awesomeness of their interaction or gift to get 1 CP. Or possibly 2 CP, or in super rare cases 3, as per the normal rules.


doc the grey wrote:
Okay so other question, if you are using downtime to gain CP with a character what is the DC supposed to be? Do we just use the preexisting metric for earning ranks or does it use a different formula?

Downtime basically allows for "milestones" even when actual milestones aren't happening in the game. Treat the downtime spent just like using a milestone to spend time with that NPC.


Grimboldorf wrote:
Rogue Eidolon wrote:
Grimboldorf wrote:

So Fey Foundling says whenever you receive magical healing of any kind you gain an additional 2 life per die rolled. So if I receive magical healing from Reward of Life equal to my cha mod but the dice rolled go to the target of lay on hands, do I still get the 2 life per die rolled?

Personally I think that it would work, simply because of the fact that the healing you receive from Reward of life comes from your Lay on Hands which is also the source of the dice rolled. Not to mention the fact that Fey Foundling does not say that you specifically must be the target of the rolled dice, all it requires is that you were healed magically and dice were rolled for healing by that same source.

Here's why I would say no:

Assume that both the target and the paladin had Fey Foundling. Which one gets the 2 extra healing per die rolled? I would think it was for sure the target, as they were actually healed by the dice rolled, whereas the healer was healed by Reward of Life instead.

Well if they both had Fey Foundling wouldn't they both get it, since one spell healed both of them and it rolled dice? I am suggesting this because Fey Foundling does not require a target, it only requires the conditions to be met which they are for both players. Also lets say there was a circumstance where you were hit with magical healing and dice were rolled but do to some reason or another you get no healing from the dice, even then you would still get the healing from Fey Foundling.

I'm sure we could also come up with circumstances where, say, someone casts cure light wounds on you and then six other people attempt Spellcraft checks to identify the spell and then we could try to say "well 6 die were rolled during that healing." Due to the passive voice, we're left filling in the blanks of what "die rolled" means, and I'm saying that, for me anyway, the natural reading for me is "die of healing that just applied to your hp."


Grimboldorf wrote:

So Fey Foundling says whenever you receive magical healing of any kind you gain an additional 2 life per die rolled. So if I receive magical healing from Reward of Life equal to my cha mod but the dice rolled go to the target of lay on hands, do I still get the 2 life per die rolled?

Personally I think that it would work, simply because of the fact that the healing you receive from Reward of life comes from your Lay on Hands which is also the source of the dice rolled. Not to mention the fact that Fey Foundling does not say that you specifically must be the target of the rolled dice, all it requires is that you were healed magically and dice were rolled for healing by that same source.

Here's why I would say no:

Assume that both the target and the paladin had Fey Foundling. Which one gets the 2 extra healing per die rolled? I would think it was for sure the target, as they were actually healed by the dice rolled, whereas the healer was healed by Reward of Life instead.


1 person marked this as a favorite.
Rysky wrote:
Should I buy dis?

I think you should seriously consider buying any product that makes it into Endzeitgeist's Top 10, and not just mine (#4 for 2014, woo!). I strongly recommend the masquerade reveler, though. Obviously, I am the most biased person in the world on this matter (literally), but I think it's too awesome not to pick up. Also, the masquerade reveler worked out super-well as a pregen in one of my games, which made me excited! People were so shocked that she was a "barbarian."


CWheezy wrote:
Joesi wrote:

It has more HP than many/most druid animal companion because it gets bonus hit points for being a construct.

it is important to remember constructs die at zero, and they get bonus hit points once. Animal companions quickly outstrip them

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:
Rogue Eidolon wrote:

"A character with an intelligent item cohort can enhance and improve the item’s magical abilities as if possessing the appropriate item creation feat for creating an item of its type."

If you possess Craft Magic Arms and Armor, can you upgrade a black blade?

FAQ

Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?

No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.
posted July 2013 | back to top

Indeed. That was what I was driving at ;)


"A character with an intelligent item cohort can enhance and improve the item’s magical abilities as if possessing the appropriate item creation feat for creating an item of its type."

If you possess Craft Magic Arms and Armor, can you upgrade a black blade?

*****

2 people marked this as a favorite.
Steven Schopmeyer wrote:
RoshVagari wrote:
It's a dishonest death by dishonest design.
With an honest 'put it on a non-existent character for a non-existent death' clause, making the repercussions equal 'you can't use that number next time you make a character'.

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.

*****

Curio wrote:

I can still remember Serpent's Rise, even now. I know there are those on here who had tons of fun doing it, but sadly, this was not my experience.

1. The characters were interesting. By themselves, they were well-built. They just weren't built to do this scenario well. Not only were they required to use skills that none of them actually had for their respective missions, but the players at my table were hampered by the unclearness of the missions themselves. Sometimes you had to Meta from your memories from Siege of the Serpent to actually have a clue what to do, which obviously wasn't the intent. Mind you, these were not newbies to Pathfinder.

2. Character death. Nowhere in the scenario or any disclaimers was it said that your pregen's death would also be your designated character's death. Later some tables found out about it after the fact, which caused much dismay. Some GMs counted the characters as dead, while others didn't because the biggest precedence that we'd had for a pregen-only scenario was the We Be Goblins series, which not only gives you credit for a designated character, but also doesn't kill your character if your goblin dies. The matter-of-fact reaction from the staff suggested that they expected this to be no problem, but when you have to res a 7th level character with 22 prestige, that's a bitter pill to swallow. Especially when you have no warning. I will not put spoilers on this fact, because I believe it shouldn't be hidden from anyone who wants to play Serpent's Rise. You should be allowed to know beforehand that there is a risk in your choice of character designation.

3. Some GMs played intentionally softer. Considering that the "end boss" can (and did, at my table) easily wipe the floor with an entire party within a few rounds, some GMs realized that letting him do so would kill the enjoyment, especially when people found out about #2 above. So some of the fights such as that were toned down. The survivability of the party depended on either this, or having everyone run away,...

As far as I can see, there were a few things from the Guide that should have applied:
The Guide wrote:

You may

also opt instead to apply the Chronicle sheets earned with a non-1stlevel pregenerated character to a 1st-level character with
the amount of gp gained reduced to 500 gp (or 250 gp for
characters using the slow advancement track). You do not
lose access to any of the Prestige Points, or items listed
on the Chronicle sheets that were earned during the
adventure. However, any boons must wait to be utilized
until the character is of the same level as the subtier on the
Chronicle sheet unless otherwise noted. Any equipment
that’s listed on the pregenerated character sheet may only
be sold to clear conditions such as death during the play of
a sanctioned event, and any remaining gold does not carry
over at the end of the adventure.

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.


Mykull wrote:

This actually caused an unfortunate gaming night. The regular group hadn't gotten together in a while so three of the six (Brian, Casey, and Doug) decide to track down Raxnar the Unborn (the anti-paladin of Asmodeus) and put an end to him.

The bugbear Raxnar was lvl 7 and they were only fourth level. They were upwind of Raxnar and had goblin scouts, so he knew they were coming. Raxnar invited them into camp for a parley. They came on in and I started my timer.

After 15 minutes IRL, I said, "Okay, I get to make Raxnar's Intimidate check now." Raxnar is built to do that; Casey & Doug fail their checks and are now 'helpful' for the duration. Brian, the paladin, is immune so he, of course, doesn't stand down.

I tried to encourage him to look to his comrades but he was having none of it. They managed to kill Raxnar, but his minions killed Casey and captured Doug & Brian. The shaman used Brian's still beating paladin heart to bring Raxnar back to life.

I knew Raxnar was too tough for just three, but Brian Immune To Fear sealed their fates.

Antipaladin wrote:
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.


Set wrote:

It would be a freaky option if they needed to recast the part of Wells/Eobard, for Eddie to die and some *other* Thawne become his ancestor, causing a change in features (as an in-story excuse for a new actor taking the role).

That wouldn't change the current actor; he used tech to assume Wells's appearance.

*****

GM Hills wrote:
Rogue Eidolon wrote:
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.
And then it is specified in the comments by John Compton and Mike Brock that: You can play the summoner until the 29th but not START a summoner. So if you had XP on a summoner, you could, in fact, play it. That said, the case of someone showing up and wanting to play one for the first time, a corner case for sure, was a situation where yes, they had to be told they could not play that particular character, but there are plenty of options they could have played or done. Or, if you really wanted to, the GM could have let them play it, knowing that afterwards they would have to rebuild it to play it again.

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?

*****

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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.


Malwing wrote:

That's 5 more today. (Technically Tinker was 6 books in one package) That's 44 reviews in ten days and marks the end of the books I have hard copies of or printed out and bound. The exception is my two Pact Magic books because that is going through a huge thing right now so I'm going to wait on the final product of it's revision and compilation.

Now that I'm moving on to PDFs I'll be taking a look at a lot of things that don't have reviews at all and some things that I thought I reviewed but did not. If you read my reviews looking to purchase something please read carefully. Sometimes I have five or four stars for things that disappointed me or wouldn't be for everyone and I note why the review is so high despite this because they are good products but I don't want you picking up something with the wrong expectations.

Loving those reviews so far! Make sure to look through that list of pdfs carefully... ;)


Chemlak wrote:
Rogue Eidolon wrote:
Looks like Ultimate but not Imperial has reviews, but the review mentions Imperial anyway.

Oh, I'm going to give Imperial Relationships its own review, too. I just need to remind myself all about Jade Regent, first. And do a couple of other reviews, too. And prep my adventure. And work.

Damn, it seems I do have a life...

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!


1 person marked this as a favorite.
Malwing wrote:
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.


1 person marked this as a favorite.
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.


Yes, it would be multiple magical effects not stacking (also battle form is missing its polymorph tag due to my error of omission, which, when present, would also trigger a separate line about polymorph effects and size changing spells).


However, don't miss his exciting second post in that thread here.


1 person marked this as a favorite.

I don't think the spell does quite exactly what anyone (except Jaunt) thinks it does.

Spell wrote:
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.)

*****

3 people marked this as a favorite.
Jiggy wrote:
UndeadMitch wrote:
While it is stuck at +1 damage it does let all of his weapons get past DR/ magic and hurt incorporeals.
Just the DR. Doesn't help against incorporeals.

Link.


8 people marked this as a favorite.
Devilkiller wrote:

Has Paizo actually revealed any details about the new Summoner, or is the idea that they're limiting the eidolon to a menu of a few choices purely conjecture?

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.

*****

Table Variation wrote:

knock knock

who's there?
it's me

We've been expecting you.

Designer

The NPC wrote:

Mr. Mark Seifter,

What was that 3rd party thing you did that drew on Persona?

Also, do you think that a setting where all of the spell casting classes are replaced by the occult classes would be viable for easy game play?

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).

*****

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Nohwear wrote:
Personally I will just be happy with Chosen One Paladin.

Would the familiar be a talking cat named Luna?


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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:

Huh, from what I'm hearing on this and other threads, a lot of groups really enjoy developing relationships with the NPCs. Some even sound like a Pokemon show: 'collect 'em all!'

My group largely ignores the NPCs. Ameiko and Sandru are actually PCs (played by latecomers to our group). They have very little, if any, interest in Koya or Shalelu and only slightly more interest in Ulf. (Never met Spivey as they didn't explore Brinewall village.) Of their own volition, they've forgotten all about Relationship scores. I've thought of trying to reintroduce the concept to them, but no one seems to care much about it.

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.


magnuskn wrote:

I just got the PDF a few days ago (and Imperial Relationships... as to that, I was a bit surprised that it only contained the rules for the four main NPC's... didn't you have rules for almost 50-something NPC's in the campaign?). I really didn't have the time to read anything beyond scrolling through it, so I can't give an informed answer at the moment. I'll get to it during the next weekend and then I can give a proper response if using it for the rebellion seems like a good idea to me. :)

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.


London Duke wrote:
Reviewed.

Many thanks for the review. Can you let me know on which site I can find the review? I like to read all my reviews so I can gain XP and level up as a designer!

Designer

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magnuskn wrote:

Sounds like a lot of things went similar to my campaign, although I personally hated module three and, contrary to my original plans, ran module six pretty much as it was written.

I am picking up this campaign again for my second group, when we finish RotRL there in a few weeks, where I still am a player, instead of the GM. Since that group only has four players, instead of six, I foresee that they might try the slow approach to module six, instead of just bulldozing through the module. I'll have to rework rebellion points then, 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...


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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:

Quote:
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.

Designer

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:

So Mark, this archetype is amazing. I have now played 2 sessions with the character and I want to just say that it is a ton of fun. Figuring out which mask I wanted for 5th and 6th levels was very tricky. One thing I noticed though is that many of the masks seem quite repetitive, I am sure that comes mostly from the fact that the mask inspiration comes from repetitve monsters (fey). Am I able to make my own mask with 4,6,8 evolutions points or am I limited to only those that you listed? I was thinking that a Killorian (from 3.5) would be cool with the Alignment Smite evolution along with strength and some knowledge (nature).

Once again, this product is just awesome and I cant believe that I am just now finding it. It is so awesome to play a barbarian that lacks the Hulk Smash mentality (I do have to Berserker mask as my primary combat mask which I say resembles Pyramid Head from Silent Hill).

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!

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