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Sean K Reynolds

Sean K Reynolds's page

Developer. Pathfinder Society Member. 4,498 posts (4,512 including aliases). 21 reviews. No lists. 1 wishlist. 3 aliases.

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Apostle of Gygax wrote:
It has immunity to dimensional anchor but no innate abilities to shift dimensions. At first glance I thought that the immunity was overpowered but now it just seems like a useless ability unless some wizard tries to teleport it. I look forward to when the voting is over so you can explain what you were thinking with that.

Actually, dimensional anchor prevents teleportation effects, and thunderdash is a teleportation effect.


Caedwyr wrote:
Do as I say, not as I do? I know you've got an article talking about why absolutes are problematic when designing things, but that doesn't seem to have stopped Paizo from adding a large number of absolutes (whether they are elemental immunities or other types of absolutes). I'm not sure if it is fair to ding the contestant for following Paizo's lead in this area.

Every monster that crosses my desk is a monster that I scrutinize for absolute immunity to an energy type. And unless the monster has a really good reason for having immunity, I change it to a numerical resistance.


I don't think any Paizo Bestiary has "X as Characters" rules for any creature with racial Hit Dice. The Adlet has 15 Hit Dice, the tanuki has 5 Hit Dice.


Neil Spicer wrote:
It's heartening to see that my writing mistakes can now motivate others to find them more efficiently. I only hope you guys apply that skill as strongly to your own stuff. ;-P

That's a burn. :)


That's great, thank you! :)


LCFlores91 wrote:
Thanks for clarifying, Sean! This will help a lot at this week's game. I had assumed the condition applied to everyone until they acted in initiative order, but even on p. 58 I couldn't find exactly where that particular aspect was touched upon. The "Losing Your DEX Mod" section only says you become flat-footed when surprised or paralyzed. Again, I understand now, but I am just wondering if maybe this was an oversight in writing or if perhaps if it has been reworded in newer printings (or the more likely answer, it's covered somewhere and I am just not seeing it!...

There's been only one print run of the Beginner Box so far. I'll make a note of this and see if we can squeeze in some clarifying text for the next printing (I don't know when that'll happen, though).

spectrevk wrote:
Not sure if this has been mentioned yet, but pregen Kyra has only one domain power listed on her sheet.

Yes, the pregens really simplify things so you don't have to read a lot of extraneous text on your very first run through the game. As her second domain power would just give her +1 damage when channeling energy to harm undead, we omitted it so we wouldn't have to explain on the pregen why it's heal 1d6 or harm 1d6+1.


I think you're asking two questions.
Q: Are all creatures flat-footed before their first action in combat, or is that rule only for PCs?
A: All creatures (whether monsters or PCs) are flat-footed until they act (see Losing Your Dex Mod, Hero's Handbook page 58). This means creatures that act before them make their attack rolls against the creature's lower (flat-footed) Armor Class.
(The Hero's Handbook is written for players, but its rules apply to monsters, too.)

Q:. Rogues add sneak attack damage to opponents that are flat-footed. Is that only for rogues, or do other classes and monsters add sneak attack damage, too?
A: That's a special class ability of rogues, and only rogues get to add sneak attack damage under those circumstances. Other classes and monsters just get the normal "I get to roll against your lower, flat-footed AC" benefit for attacking a flat-footed creature. Basically, "you lose your Dex bonus when you haven't acted yet" is a general rule that applies to everybody, and "you can sneak attack when your opponent hasn't acted yet" is a special rule only for rogues.

And just to be clear, I'm going to answer a question you didn't ask:
Q: Once the first round ends and we change to the top of the initiative for round two, is everyone flat-footed again?
A: No, you're only flat-footed at the start of a combat, and it doesn't reset every round (fortunately!).


*phew* Done with my reviews of the 16.

I didn't do a hardcore analysis of everyone's math (I included a blurb at the start of each of my comments explaining why), just spot-checked a few things, and focused on developer and gameplay issues for each creature.

Overall, this was a good round with a lot of interesting submissions. Even the things that I felt were only "B" or even "C" quality could easily be salvaged with some development tweaks or changing the CR.

This is going to be a hard round for voters, there are a lot of good choices.

Good job, Top 16!


James Jacobs wrote:

And unfortunately, "whipping one up" isn't easy. The act of designing and writing things like this takes a fair bit of time—which is why I'd been hoping to pay a freelancer to do so. Anyway... it apparently doesn't exist yet, so maybe someday we'll get around to doing an Irori paladin code...

... but at the same time, there's no organized Irori paladinhoods, so if ANY one of the deities who has paladins doesn't ever get a code writeup... Irori's the one.

IIRC that was the reason for the omission: Abadar is the only non-good deity who has orders of paladins, so that's the only non-good god who gets a paladin code writeup.

And it doesn't hurt that Irori's followers are all individuals with individual goals for enlightenment, so his paladins are likely to have their own individual codes based on their own ideal path toward enlightenment. One paladin's code may include "slay no animal unless it attacks you first, for animals are the reincarnated souls of other beings trying to overcome negative karma" another's may be "overcome previous inferior incarnations by challenging yourself to defeat every kind of dangerous animal known to exist."


Congrats! And sorry for the dead PCs.

*salute*


There aren't rules in the Beginner Box for PCs to attack more than once per round.


LCFlores91 wrote:
This may just be me but in the BB I could have sworn characters were flat-footed until their place came up for the first time in initiative, just like in the CRB, but now I can't find it anywhere. How does flat-footed work in the BB?

It's simplified. See Surprise in Hero's Handbook page 54 and Losing Your Dex Mod on page 58. It's also relevant to the rogue for sneak attack (page 24).


Games Workshop skaven?


Now that you've finished your monsters (RIGHT???), you should start brushing up on your mapmaking and encounter skills.

Here is last year's R4 rules and FAQ.

Here is an old Paizo blog with examples of awful, bad, mediocre, and reasonably good maps, plus two links to common map symbols used in the gaming industry.

It doesn't hurt to get a head start... or, if you've never done a map before, get caught up!


I saw the unpainted stone giant blanks in person and they are REALLY impressive. I can only imagine the painted ones are more so. :)


Have you looked at the creature type definitions in the Bestiary?


See Bonus, Core Rulebook page 11.


Thanks for the link!


The Grandfather wrote:
In all fairness the word counter should include the title box.

No, and here's why:

The rules say

Round 1 Rules wrote:
PRESENTATION: Use the presentation for magic items found in the Wondrous Items section of the Pathfinder Roleplaying Game Core Rulebook (page 496). The subject line of the submission form should contain only the name of the item. The body of the form should include only the complete item text in the appropriate format (this means the item name will be included in the body as well).

I bolded the relevant section: the item name goes in the subject line of your submission (so the new thread for your item has the item name as its title), and it is supposed to go in the body of the message. If the word count tool also counted the text in the subject line, it would count the item's name twice (once for the subject, and once for the body), falsely inflating your word count.

And I'm not going to suggest that the tech team write code that checks if the text in the subject is also on the first line of the message body, counts the words in the subject if it doesn't match, and doesn't count the words in the subject if it does match, so it gives a correct word count whether or not you include the item name in the body. Why? Because the submission rules are clear, and I'm not going to have the tech team waste their time trying to outthink someone who can't be bothered to follow the rules.

About 95% of the people who submit a wondrous item get this right. The remaining 5% need to pay more attention and/or try harder.


Last year I only had one PaizoCon workshop to cover many different aspects of terrain-building. I'm thinking this year we ought to split them up a bit to give each topic more time and give everyone the opportunity to do some hands-on experimentation with building terrain. Here are some topics; I haven't yet thought about organizing these into related topics for a single workshop (that'll come later, once we've rounded out ideas). Would you be interested in these? Are there other topics you'd like to see?

* epoxy clay/epoxy putty/polymer clay
* casting plaster/using silicone molds
* greenstuff
* wood/dowels/balsa
* found items/salvage
* carving and cutting hard foam
* painting and flocking
* LEDs, robotics, electronics
* glue
* paper/tissuecraft
* painting terrain
* wires and armatures
* storing/transporting terrain
* making furniture


Folks, suggesting we go back to how channeling was in the Beta doesn't help the discussion of NEA. We're not going to change how the channeled energy rules work and we're certainly not going to change it back to how it was in the Beta. Let's remained focused on NEA so we can make it understandable, compatible with channel energy as written, and still fit in the 3-4 lines available in the Bestiary 2 appendix.

Here's the example scenario, and how NEA is supposed to interact with channel energy.
You have a cleric PC, his dhampir buddy PC, and an enemy ghoul.
If the cleric channels positive energy to heal the living, nothing happens to the dhampir or the ghoul (because the channel ignores undead).
If the cleric channels positive energy to harm undead, the cleric takes no damage (he's living, the channel ignores him) and the dhampir and ghoul take damage (because they're both effectively undead).

And here's the latest revision to NEA:
Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, and targeted by these effects as if it were an undead creature. Format: negative energy affinity; Location: Defensive Abilities.

Is that sufficient, or can we make the NEA wording clearer so "everyone" would interpret the example scenario correctly? I think the problem now is the word "targeted," because channel energy doesn't "target" anyone, it's an area that is tuned to either heal the living or harm undead.


Yay! :)


Hear hear!


I assume you're talking about the line break between "Poison (Ex)" and the rest of the poison info. If the vorin looks like that, the vorin is wrong. Check the following Bestiary monsters to see how they match the provided format: venomous snake, naga (any), quasit, phase spider...


Gluttony wrote:
Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, and targeted by these effects as if it were an undead creature. Format: negative energy affinity; Location: Defensive Abilities.

Do the other people involved in this discussion think this sufficiently clarifies the rule?


Beckett wrote:
It is less that NEA is unclear and more that Channel Energy works wonkily, and people don't understand that so well.

Yeah, I really think that's the crux of it.


Drejk wrote:
After looking at this one more time: forgive me for being a advocatus diaboli here but new definition can spark another problem with strict RAW reading. Now that you defined it as working only in respect of healing/harming what will be with chill touch: it is described as negative energy effect, it harms living creatures but undead it does not heal - it causes them to flee. How will dhampir/NEA creature react?

NEA only affects positive energy and negative energy effects that heal or harm living/undead creatures in the manner of cure and inflict spells, heal/harm, and channel positive energy/channel negative energy. So it wouldn't affect chill touch, even though that uses negative energy (it's not a healing/harming spell).


Beckett wrote:
It looks good to me. Are you still wanting to include a few other affects, like Chill Touch and Searing Light?

It would have been interesting to keep that in, but the new rule is simpler without it and prevents weirdness from things like brilliant energy and the mirror of opposition, so ...


Kirth Gersen wrote:
EDIT: Then again, when the developer drops in to let us know he isn't reading the suggestions made ("TLDR"), I guess it's a moot discussion.

Actually, that TLDR was me letting people here know that they could skip all the discussion in the other thread because the net result of that discussion is "yes, this needs to change, and will be changed." I wasn't dismissing what was discussed here.


See the thread on today's blog for more discussion on this. TLDR: revision in progress.


Drejk wrote:
Also, instead of errating/rewriting NEA maybe start with defining positive/negative energy to be more clear AND after that rewrite NEA. Otherwise it will remain mess.

We can't use Bestiary 2 as the place to introduce rules revisions for the Core Rulebook. And there's no space in the Magic chapter of the Core Rulebook to talk about positive and negative energy (which aren't mentioned in that chapter at all). What I really need is a time machine so I can go back and clarify/simplify a lot of the excessively wordy language in the Core Rulebook, much of which was inherited from 3.5.

I think this general statement is clear enough. Any questions?

Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. Format: negative energy affinity; Location: Defensive Abilities.


Looking at some of these examples, I'm thinking the NEA does need to be revised again and just limited to pos/neg energy effects healing and harming the creature. I was hoping we could stick with the looser interpretation, but unfortunately the legacy of 12 years of 3E products not written with dhampirs/NEA is going to cause too many problems.

Cheapy wrote:
Also, here's a question I've been asking myself frequently the past hour: why is there a spell and feat named Command Undead? :(

Related question: why do command undead and the Command Undead feat not work the same way? The feat works like control undead (and to top it all of, that's an arcane spell that normal clerics can't get). Brain hurts.


Jeremiziah wrote:
Sean, isn't Antagonize still really borked? Any plans to finish the job on that one? I know you said Jason was looking at it, but all that ended up happening was an increase to the DC, which doesnt seem to account for the radically different scaling of skills vs. ability modifiers. It's still cheap insult-comic-dog mind control.

I believe we're also changing it like this (new/revised text in bold):

Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks. Once you have targeted a creature with this ability, you cannot target it again for 1 day.


Beckett wrote:
Also, just for future reference, saying things like use common sense doesn't help a thing

Sorry, but I'm never going to give up hope that people will actually try to think about what makes sense instead of being deliberately obtuse and demanding a page of explanation for every rule.

It's impossible to write a rule so clearly that everyone will understand it. This rule is going to be weird because (1) the question of "what exactly is negative/positive energy" isn't explained in detail anywhere, and (2) positive/negative energy effects are in just about every hardcover we've published. Ideally, we'd go back through EVERY rule that uses pos or neg energy and clarify what it does to living creatures and undead, and state in the NEA ability that the creature is always treated as undead for these abilities. But we don't have that option, so the GM is going to have to--dramatic music--make a call.

The GM is not a robot. You have a brilliant human brain, the product of millions of years of evolution. I'm complementing you by saying, "I think you can figure this out."


mdt wrote:
Sean, there's nothing to my knowledge that affects undead one way and living another way, other than positive/negative energy, that I'm aware of.

Examples are:

chill touch
searing light
sunbeam


If you need guidelines for stats for CR monsters, check the Monster Statistics By CR table in the Bestiary (page 291).

If you're wondering what constitutes a "Golarion monster," stick to things that (1) fit with the Golarion setting, (2) have a reasonable expectation that it could be found on Golarion, regardless if its home is elsewhere.
A phase spider is a "Golarion monster" even though its home is on the Ethereal plane.
A flumph is a "Golarion monster" even though its home is the Dark Tapestry.
An akata is a "Golarion monster" even though it comes from another planet (it flies through space and lands on other worlds).
Golarion is an inclusive setting--it has guns, vikings, genies, ninjas, mothmen, dragons, and all sorts of crazy stuff... but it's still a fantasy campaign setting. But it doesn't really have steampunk, post-apocalyptic, or other nonstandard fantasy genres (ignore Numeria for the purpose of this discussion). If your monster idea is something that's only found on the Plane of Fire, or on planet Castrovel, or in the future, and never found elsewhere/elsewhen, those aren't really "Golarion monsters" and you should rethink your concept.


concerro wrote:

Sean Reynolds I think you should read this post.

This ability still has issues.

Answered, I'll repeat here what I said there.

NEA doesn't give you all the undead traits; that would be a pointless ability (we'd just change the monster's type to undead if we wanted it to work that way).

Basically, if an effect specifically says, "this works this way on living creatures, and this other way on undead," then treat the NEA creature as if it were undead, otherwise, treat it as living.

"Undead are immune to X, Y, Z" is not the same as "this works this way on living creatures, and this other way on undead."

So a dhampir is still affected by charm person because that spell doesn't say "it affects humanoids like X, but affects undead like Y."

Unfortunately, we don't have the option of rewording every single effect in all books in the game to clarify corner cases of how they interact with NEA. GMs will have to use common sense on how to parse the two core elements of NEA, which are, in order:

* The creature is alive (and therefore, unless otherwise specified, is affected as if it were a living creature), but
* If an effect specifies that it does one thing to living creatures and a different thing to undead creatures, the creature with NEA is affected as if it were undead.


NEA doesn't give you all the undead traits; that would be a pointless ability (we'd just change the monster's type to undead if we wanted it to work that way).

Basically, if an effect specifically says, "this works this way on living creatures, and this other way on undead," then treat the NEA creature as if it were undead, otherwise, treat it as living.

"Undead are immune to X, Y, Z" is not the same as "this works this way on living creatures, and this other way on undead."

So a dhampir is still affected by charm person because that spell doesn't say "it affects humanoids like X, but affects undead like Y."

Unfortunately, we don't have the option of rewording every single effect in all books in the game to clarify corner cases of how they interact with NEA. GMs will have to use common sense on how to parse the two core elements of NEA, which are, in order:

* The creature is alive (and therefore, unless otherwise specified, is affected as if it were a living creature), but
* If an effect specifies that it does one thing to living creatures and a different thing to undead creatures, the creature with NEA is affected as if it were undead.





godsDMit wrote:

I just wanna make sure Im getting these correctly.

Regarding Negative Energy: So a cleric who uses Channel Positive Energy in order to heal liviing creatures around him would harm a dhampir in that same Channel? If he Channeled Positive Energy to harm undead, it wouldnt do anything to a dhampir, because he is living, right?

No. The intent of the target and the cleric doesn't matter. It doesn't matter if the cleric is trying to heal the living or harm the undead--the dhampir is always treated as if it's actually undead. So if you have a cleric, his dahmpir buddy, and a ghoul, and the cleric channels positive energy to heal the living, nothing happens to the dhampir or the ghoul (because the channel ignores undead). If the cleric channels positive energy to harm undead, the cleric takes no damage (he's living, the channel ignores him) and the dhampir and ghoul take damage (because they're both effectively undead).

Edit: In other words, hogarth is correct. :)


I like the negative energy affinity change because before it was limited and ambiguous--obviously it was supposed to affect cures/inflicts and channel positive/negative, and presumably other effects that have that sort of flip (like heal/harm), but that's a really specific subset of the rules, and if that's all you wanted it to be limited to, you might as well say "you're living, but harmed by positive energy like an undead and healed by negative energy like an undead." I think it's more interesting if the undeadish-ness of these creatures comes up more often.

If this becomes a problem, we may revise the ability so it's limited even further to just effects that use positive or negative energy (which would rule out sunbeam, which is neither), but we'd like to see how this works for now.


This thread gets a lot of traffic and I only check it about once a day, so a PM is just fine.


Guys, it's a really simple rule: you can talk all you want, just don't talk about your submission during the voting period. Toeing that line risks getting a DQ.

You can still talk about Dr. Who. Or Firefly. Or your campaign. Or your birthday. Or the latest cool movie trailer. Or whatever. Just don't talk about your submission.

You're not six years old. You can keep your mouth shut about one topic for a week. You don't feel the need to blab about what presents you're buying for a person's birthday, or spoilers for every movie you've seen, or the color of your latest bowel movement, or details about your sex life, right? You understand the concept of discretion, and that certain things shouldn't be talked about under certain circumstances, right? So be discrete and don't talk about your submission during the voting period. Yes, in a way, this is a test to see if you can honor an NDA. But it's also something you do every day: not talking about stuff you know you're not supposed to talk about.

Competitors this year were admonished to "shut up" because this year we had far too many people getting post-happy in ways that flaunt Rule #5. If you're having a problem seeing where the line is, just stay away from the line entirely. But that line is just about one thing (your submission), and there's plenty of other stuff to talk about in this community, if you can just not talk about that one thing for a week.


Steve Miller wrote:
Are we allowed to ask questions of the judges regarding assignments during non-voting hours?

Yes. And if it's something we think needs to be clarified (like, "we forgot to say your monster can't be a template"), we'll make a big post about it so all the competitors see it. And if it's something we don't think needs to be clarified (like "Do we include a Tactics section?" when the provided template doesn't have a Tactics entry), we'll transmit AWKWARD SILENCE.


hida_jiremi wrote:
Hey, I did the darklight candle. This is the closest I've ever gotten, so I'd love personal feedback!

Here is your item:

Darklight Candle
Aura moderate transmutation; CL 5th
Slot none; Price 2,000 gp; Weight 1 lbs.
Description
Darklight candles are often crafted by subterranean races to enhance their natural advantage over their surface-dwelling enemies. These black, waxy candles burn with a black flame. Lighting a darklight candle requires no flame, only a standard action to breathe onto the wick. The candle remains lit as long as it is carried; if it is put down, the flame goes out. If lit in conditions of normal lighting or brighter, it reduces the light level by one step within a 20-foot radius. If lit in a dim area, it doubles the range of the user's low-light vision; when lit in a naturally dark area, it doubles the range of the user's darkvision.
Construction
Requirements Craft Wondrous Item, darkness, darkvision, creator must have low-light vision or darkvision; Cost 1,000 gp

Neil felt it was an innovative low-magic item that found an underused rules niche.

Clark agreed, calling it a "why hasn't this been done before?" item.

I would have liked it better if its radius matched the 5 ft. radius of a candle (because the item is a candle) or were a torch (to match it's torch-like 20 ft. radius). I would have liked it even more if it affected all creatures in that area instead of just the bearer, mainly because it lets the party huddle up to share the effect, and the GM can apply the expanded vision range to all party members instead of remembering that one has better vision range than everyone else in the group. The item is utilitarian, but not "sexy." I do like the "breathe on it to light it" bit, though, that's creepy and neat.

Ryan thought it was clever, but too expensive and "lasts forever" (probably meaning he'd like it better as a lower-cost, consumable item).

In the end, it wasn't quite as good as the other items we decided to keep. Clark almost used one of his golden tickets to move you into the Top 32, and says you "definitely caught our attention."

To give this item a boost, I'd go with Ryan's suggestion and make it an inexpensive consumable. Perhaps you could add a one-shot effect to it, too, like if you throw it into an existing fire source (like a campfire) it's immediately burnt up but hides all light from the fire for X rounds.


Darkjoy wrote:

Sean,

As the (now very proud) designer of the "Torc of Zealous Tenacity" I welcome any advice you might give me.
What I think I failed to do right was this: add mojo, I had lots of words to spare but did not use them.
The item came to me in a rush and ofcourse the moment I submitted it I thought of several ways to make it better: 1) change the name to: Torc of Tenacious Zeal 2) maybe play around with the Iron Will feat - offering a bonus on the DC 13 Wisdom check to avoid gaining the disabled or dying condition.
This is the second year in a row that I made the keep folder, looking forward to year 6!

Here is your item:

Torc of Zealous Tenacity
Aura faint necromancy; CL 3rd
Slot neck; Price 12,000 gp; Weight 1 lb.
Description
Engraved into the twisted iron of this torc are dozens of dull glowing runes warding the wearer against death.
The wearer of the torc only dies when his current hit points drop to a negative amount that is equal to or greater than his Constitution score plus half his Wisdom score.
If the wearer of the torc is reduced to 0 or less hit points he may immediately attempt a DC 13 Wisdom check to avoid gaining the disabled and or dying condition for 1 round. During that round he may act normally, this includes taking full-round actions, but at the end of his actions he receives 1d4+1 points of damage from the strain.
Construction
Requirements Craft Wondrous Item, false life; Cost 6,000 gp

The judges agreed that the design on this item is pretty tight--everything makes sense and there's no confusion about any of its abilities. The main flaw is it's not much more than Diehard-in-a-can.

Diehard:
* below 0 hp, automatically stabilize
* can act as if you're disabled rather than dying
* staggered if you choose to act under these circumstances
* performing an action deals 1 point of damage

Item:
* below 0 hp, make DC 13 Wisdom check to not be disabled for 1 round
* act normally if you succeed
* performing actions deals 1d4+1 damage
* add 1/2 Wis score to Con score to determine your negative hit point death limit

Those three similarities fall into the "things should be the same, or different" rule of design, which I believe I've discussed before. The fourth ability is the only thing that's really new.

I pointed out to the judges that this item is best when worn by the party cleric. She's going to have the best Wis, which means that Wis check is easy and she gets the biggest bump to her negative hit point maximum, which gives her a lot more wiggle room when it comes to healing herself and the rest of the party ("Oh, I'm at –9, I'll make my Wis check, then channel positive energy for 4d6, which'll bring myself up to positives again and help my allies." Me pointing this out is a criticism because the cleric already has many, many things she can do to prevent herself from going unconscious, so you're basically making her better at something she's already good at (like a barbarian item that makes you even stronger when you rage).

It's a solid item, but it's very similar to a feat and doesn't have enough "punch" to make the Top 32. Perhaps if its main ability was something else, and the Diehard-ish stuff was just secondary to that (or if it only gave one of the benefits of Diehard, then it wouldn't be a feat-in-a-can).


When a judge asks, "what is an arcane bonus?," that actually means "that isn't one of the official bonus types."


Steve Miller wrote:
Where do we find the twist?

Twists, plural, announced tomorrow with the final R3 rules. >:)

(We're still running a little behind because of the snow that shut us down for a week, else we'd have it ready today.)

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