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Kyra

Skeld's page

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 2,767 posts. 6 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Grand Lodge

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Liranys wrote:
DrDeth wrote:


I dont get the hat hate. There's no reason to hate a person based upon their choice of headgear. That's quite superficial.

And I have been wearing fedoras for forty years, and I never bring up "a discussion on men's rights or Linux." I think your sample size is too small.

Fedoras are cool. They keep the sun off you face, protecting you from skin cancer. They keep your head worm in the cold and dry in the rain.

Hating hat wearers is like hating people who wear shoes based upon the fact that one of them was a jerk once.

I think the hat hate was mostly a joke (it was for most of us). I personally don't have a problem with Fedoras. I think they are cool as well. Also, generalizations are definitely not truisms. Not everyone who is under 60 and wears a fedora is into "men's rights" and/or Linux. (I hated Linux, it's hard to configure)

"Fedora hate" is a joke. It's also an internet meme. I don't actually care if anyone wears a fedora, but I also don't think there are very many people that can pull that look off without looking dorky.

-Skeld

Grand Lodge

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PG-13.

Me and nearly all my players are middle age with small kids. We keep the foul language to a minimum, as well as the gory and over-violent descriptions. There is sexual innuendo and adult themes, but we handle it in a mature and tasteful manner.

In other words, you're not the only alone, Orthos.

-Skeld

Grand Lodge

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JurgenV wrote:
DungeonmasterCal wrote:
Jacob Saltband wrote:
Skeld wrote:

I dislike anyone under the age of 60 that comes to gaming wearing a fedora.

-Skeld

*hides fedora behind his back*
I'll be 51 in 6 days and by golly I want a classic broad brimmed fedora!
A real fedora not a hipster hat

Don't get me wrong, outside of a well-dressed elderly gentleman or an actor in a period piece, I always know what to expect from a conversation with a guy wearing a fedora (especially if he isn't wearing a suit and tie): a discussion on men's rights or Linux.

-Skeld

Grand Lodge

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I dislike anyone under the age of 60 that comes to gaming wearing a fedora.

-Skeld

Grand Lodge

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thread Title wrote:
Why do Thornkeep levels count as "modules" for PFS credit?

Because several years ago, the people that play a bunch of PFS demanded that things like Modules and APs (which do not at all lend themselves to the PFS format) be declared PFS-compatible because they were literally running out of scenarios to play. The solution was to create Chronicle sheets for Modules and APs in an attempt to shoehorn them into the PFS structure.

This is still going on today, but at a lower volume. Look in the Emerald Spire product thread. The day it was released, people were asking when they could have Chronicle Sheets for it.

-Skeld

Grand Lodge

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I am much more scared of Eleven Bards than I am Elven Bards.

-Skeld

Grand Lodge

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Eric Hinkle wrote:
Skeld wrote:
Major_Blackhart wrote:

Ok, I gotta get specific now with everything for the two following races. I'm getting this on the 22nd when the PDF gets out, no question, but dammit I can't wait any longer.

What is actually in the book for the two following races:
Orc and Fire Giant.

I love Orcs, and for monster races, outside of Rune Giants, Fire Giants are another favorite of mine. Tell me of feats, abilities, spells, all of it please!!!!!

Also, you can assume that the Fire Giant who has that specific apocalyptic mystery worships either the god of the fire giants or any one of the Horsemen. It's a nice touch, because I never really thought of the Fire Giants, incredibly militaristic and uptight, to put much stock in oracles and divining and divinations and such.

** spoiler omitted **

-Skeld

*Reads the list of Fire Giant stat blocks*

Does this mean the book shows us King Snorre Iron-Belly and Queen Frupy in all their glory? Now lets see if anyone's old enough to get those references. Really, though, it sounds like an impressive list.

And do any of the monsters use classes from the ACG? I think that the Brawler would be a great class for giants.

I got your reference. :D

I don't remember seeing anything from the ACG (and it's missing from the book references sidebar), but there's plenty from the APG and ARG.

-Skeld

Grand Lodge

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Major_Blackhart wrote:

Ok, I gotta get specific now with everything for the two following races. I'm getting this on the 22nd when the PDF gets out, no question, but dammit I can't wait any longer.

What is actually in the book for the two following races:
Orc and Fire Giant.

I love Orcs, and for monster races, outside of Rune Giants, Fire Giants are another favorite of mine. Tell me of feats, abilities, spells, all of it please!!!!!

Also, you can assume that the Fire Giant who has that specific apocalyptic mystery worships either the god of the fire giants or any one of the Horsemen. It's a nice touch, because I never really thought of the Fire Giants, incredibly militaristic and uptight, to put much stock in oracles and divining and divinations and such.

Spoiler:

Orc section:
Feats - Horn Rider, Horn Rider's Charge, Mutual Hatred, scarred Legion.
Equipment - Gorthek Saddle, Horn Harness.
Magic Items - Ambush Cauldron, Banner of the Rushing Horde, Crashing Boots, Gorthek Masks, Spikebones, Wardrums of Savagery.
Statblocks - Orc Sergeant, Orc Lieutenant, Orc Mystic, Orc Thug, Orc Wardrummer, Orc Scout, Gorthek Rider, Orc Warlord, Orc Chieftain, Orc Witch Doctor.
Monster - Gorthek.

Fire Giant section:
Oracle Mystery - Apocalypse (Deities: Gorum, Rovagug).
Feat - Smoking Boulder.
Magic Item Properties - Burning (weapon), Steaming (armor).
Statblocks - Fire Giant Glaive, Fire Giant Strongarm, Fire Giant Lieutinent, Giant Dire Boar Mount, Fire Giant Magmablade, Fire Giant Doombringer, Fire Giant Queen, Fire Giant King.
Monster - Steam Hog.

-Skeld

Grand Lodge

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Dennis Baker wrote:
Axial wrote:
Skeld wrote:
Axial wrote:
Why is it that the archetypes aren't useful for PCs? Are they...overpowered or something? Or can they just not be used with 0HD characters?

Because this is a Monster/GM book. It's not meant for PCs.

-Skeld

But WHY can they not be used by PCs? Is there something mechanical preventing them from being used?
There is no reason players can't take them. Some might have abilities or powers that assume racial abilities though.

Pretty much what Dennis says here. Of the 9 Archetypes, I didn't see any that players specifically could not take. However, so of them are weirdly specific in what they do and don't readily lend themselves to players. For example, the Troll Fury (Druid) Archetype has a class ability that allows it to whip other Trolls into a rage and gain combat bonuses. That's probably not a useful ability for a PC. Again, the book is written with GMs in mind, not players, so that point of view affects everything in the book.

-Skeld

Grand Lodge

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Lord Fyre wrote:
Hama wrote:
I think that hydra is done with being subtle.

Why?

They are still criminals in the eyes of most Governments.

In world: maybe their relieved to not have to remain hidden, can show the world who they really are, or are excited about the opportunity to be blatant after 7 decades of being subtle.

Out of world: it helps the TV show to have a recognizable antagonist because casual viewers like to have "good guys" and "bad guys" that are relatively easy to identify. Too many "who's the good guy/bad guy again?" switcharoos week-to-week is confusing and off-putting and can lead to confusion in the presence of missed episodes. Too much subtlety or comicbookiness might turn off the general viewing audience.

Those are just some ideas off the top of my head.

Grand Lodge

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magnuskn wrote:
MMCJawa wrote:
magnuskn wrote:
What I mean is that the developers are introducing new rules (Mythic Adventures, ACG, upcoming stuff, prior sub-systems in other AP's) which are not suffiently tested, often function clunkily at best and won't get erratae'd/FAQ'ed for years. And that they are just forging ahead with this approach and are leaving a mess behind them. AP's are of course unchanged, but many of them have suffered from those badly developed sub-systems in the past and probably will in the future.
Having seen multiple conversations between you and, for instance, James Jacobs, I don't see anything he could contribute to this thread that would satisfy you or make you happy.
Well, since he can't really promise things which go against company policy, of course. Still, it is a bit sad to see that the devs stop paying attention to their older AP's so quickly. Well, if they turn into a walking disaster like this one (for reasons enumerated very often by now by very many different GM's), I can kinda understand not wanting to touch it with a ten foot pole.

It's a bad assumption to say that because none of the devs have posted to this thread in a while, they are ignoring it. We don't know what they do or don't read without posting. I read lots of thread I never post to.

Also, James said that he thought the Mythic rules didn't accomplish what he hoped they would and that he was disappointed with the way the AP turned out overall. He even thanked everyone for the feedback and requested that it continue.

Like MMCJawa, I'm not sure there is anything James could do that would satisfy you, so why continue to engage? That's a conclusion James may have reached as well.

-Skeld

Grand Lodge

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Dragon78 wrote:
I am talking about the new creature for each monster, only a few were descripted though all were named.

Spoiler:

Bogwiggle - small, malformed spawn of boggard priest-kings.
Frightful Haunter - incorporeal, undead bugbear haunt to scare you from beyond the grave.
Abrakarn Viper - huge, demonic serpentine construct used by drow.
Dark Spitter Beetle -sometimes used as mounts by duergar.
Juggernaut Beetle - sometimes mounted by 2duergar.
Steam Hog - Huge, half-animal, half-construct, all steam hog! Used as pimped-out fire giant pet/mounts.
Svathurim - huge, 8-legged frost giant centaur thing.
Sootwing Bat - tiny, ghoul bat familiar.
Ghoul Hound - pet ghoul dog.
Flind - gnollier than the average gnoll (gnoll varient).
Mutant Goblin - acquired template to modify a goblin through mutation.
Yzobu - hobgoblin pack animal, sometimes mount/pet/companion.
Lizard Scion -variant lizardfolk.
Troggle - half-troll, half-ogre, all disturbing to imagine how that happens.
Gorthek -cantankerous orc bison rhino animal thing.
Feeder in the Depths - think shark, but bigger and eviler.
Seru -small flying snake .
Slaugrak -variant troglodyte.
Sewer Troll -variant troll.
Vampire Spawn -template for vampire spawning.
Kirrix and Kyrana are already described.

Hope that helps.

-Skeld

Grand Lodge

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Chemlak wrote:
I think we'll have to wait for Strife2002 and chopswil to dig into the stat blocks for the "real" errors to crop up, but nothing has leapt out at me in my perusal.

Right. I'm not digging into statblocks. I also don't hand-wring about whether a +1 got added to something incorrectly or if a creature is underspent by 2 skill points.

-Skeld

Grand Lodge

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James0235 wrote:
How is the editing overall? I know they are not really the same type of book and thus wouldn't be terribly easy to compare but I am wondering how this compares to all of the editing issues we saw in the Advanced Class Guide.

Someone else will have to field that question because I don't pay much attention to editing. It would have to be pretty egregious for me to notice it or for it to affect my opinion. I don't get my panties twisted if a word is misspelled or they leave our a word.

-Skeld

Grand Lodge

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magnuskn wrote:
grandpoobah wrote:
Then again, we're already seeing book 3 of Iron Gods this week, so maybe WOTR is yesterday's news....
Most probably. The devs have stopped paying attention to the board for months now. It all kinda feeds into my perception that Paizo is kind off just running in front of the lion of game mechanic problems they have created, by pushing out new products as fast as they can.

They're putting out APs at a rate of about 1/month. Just like they've done for the last 7+ years. The pace hasn't changed.

-Skeld

Grand Lodge

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Eric Hinkle wrote:
Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

Hmm, any word on what new classes would work well with the Daggermark Poisoner PrC? I get the idea that the Investigator would work very well with that class if you reskinned the PrC's sneak attack as studied combat.

Also, any hints as to what if any of the new classes would work with the Noble Scion? I get the idea that there aren't very many classes that would work well with it aside from the Bard, Cavalier, and Rogue.

Spoiler:

According to the sidebar:
Daggermark Poisoner - Ivestigator (with the Daggermark Lore feat), Slayer
Noble Scion - Investogator, Swashbuckler

-Skeld

Grand Lodge

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Nate Z wrote:
Chemlak wrote:


Alchemical blood (for all you Angel/Twilight fans out there).
ooooh! Any chance I can hear some more on this? "Angel" is one of my favorite shows and the reason I'm asking about vampire stuff is, yes, I'd like to play one. :)

Spoiler:

There's not much to it. 1 dose sates a vampire's blood lust for a day.

-Skeld

Grand Lodge

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Guy St-Amant wrote:
Ghoul stuff?

Spoiler:

Ghoul chapter has: Ghoul Bloodline for Sorcerer, Feats (Bag of Bones, Corpse Companion, Old as Dust, Sleeper, Warren Digger), Spells (fleshy facade, hungry earth)

-Skeld

Grand Lodge

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Purple Dragon Knight wrote:

Running s&s right now; @ the first third if chapter 2 where they are capturing other ships and reselling for plunder points ...

Does this book provide a sidebar on how to insert these ships in the adventure path i.e. where to drop these in the campaign so as not unbalance things to much?

Also any new feats or siege weapon or nautical magic items in there?

Thank you!

Spoiler:

1) No, but each specific ship has a section on adventure hooks.

2) I didn't see any new feats. There are a couple items: Aviary of Spirits, Funerary Crown of the True King, Rimeheart Amulet

-Skeld

Grand Lodge

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Emperor Point wrote:

Does anyone know any of the Twilight Sage's features?

People have said its necromancy focused but beyond that there is no information.

Spoiler:

Twilight Sage gets: Consume Life (drain a living creature of its life energy (kills it) to gain some Arcane reservoir points; replaces Consume Spells), Necromantic Focus (must prep a necro spell each day), Twilight Barrier (must take Arcane Barrier at level 1), Twilight Transfer (use 1 arcane reservoir point to cast breath of life), Death's release (if you die while you still have arcane reservoir points, you reappear above your corpse as a spellcasting Force ghost)

-Skeld

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LessPopMoreFizz wrote:
Super curious what those new Investigator Talents do.

Don't know if this got answered:

Spoiler:

Applied Engineering - Use Knowledge(enginnering) in place of Strength checks sometimes.
Domino Effect - Apply the effects of Studied Combat to an adjacent foe.
Prolonged Study - Extend duration of Studied Combat.
Slowing Strike - Studied Strikes can slow foes.
Timed Strike - The longer the study period, the greater the damage.

-Skeld

Grand Lodge

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I house rule that magic items automatically resize to best fit the wearer (like the scene at the beginning of Lord of the Rings where the One Ring resizes from Sauron-sized to Isildur-sized). This eliminates all the grief associated with dealing with different sized magic weapons.

-Skeld

Grand Lodge

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Luthorne wrote:
Any chance of spoiling what the new spells are, and what classes get them at what level?

Spoiler:

acid maw - druid 1, ranger 1
arcane disruption - bard 2, bloodrager 2, magus 2, sor/wiz 2, witch 2
blood salvation - bloodrager 3
defensive grace - investigator 5
energy hack - sor/wiz 4
imbue hex - shaman 5, witch 5
phantom hunt - druid 4, ranger 4
spirit call - druid 1, shaman 1
wrathful weapon - cleric 4

-Skeld

Grand Lodge

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Benchak the Nightstalker wrote:
Skeld wrote:
Benchak the Nightstalker wrote:
If you could talk a little bit about that mammoth spirit, I would truly appreciate it :)

** spoiler omitted **

-Skeld

Thank you!

If it's no trouble:
** spoiler omitted **

Spoiler:

Powerful Smash - foe must Fort save or be dazed by Shaman's unarmed strikes

Mammoth Hide - grant a creature +2 natural armor and resist cold 5

-Skeld

Grand Lodge

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Barachiel Shina wrote:

A quick sentence, what do each of the feats do?

Much appreciated!

Spoiler:

Ambush Sense - Perception bonus to avoid surprises
Amplified Hex - sacrifice a spell slot to make a hex more powerful
Eldritch Aid - sacrifice a spell slot to grant additional magic energy to a nearby caster
Expanded Spell Kenning - can select a spell from either Druid or Witch spell lists
Expanded Studies - add 7th level spells to your spell list fo rthe purpose of using spell trigger items (Hunter or Warpriest only)
Fencing Grace - DEX TO DAMAGE (with a rapier)
Fighting Frenzy - Teamwork feat; don't take the -2 AC for ragin if an ally with this feet is with 60'
Mad Magic - cast seplls from any class that grants you sepll while bloodraging
Onslaught -add Sneak Attack to the first attack you make in a surprise round if you use Power Attack (flanking, Dex denial not required)
Pack Attacks - animal companion is treated as having all your Teamwork feats for determining whether you and/or allies receive Teamwork benefits
Totem Beast - animal companion takes on aspects of Hunter's Animal Focus
Unfair Grip - +1 on grapple; -1 to opponent's trying to escape grapple

-Skeld

Grand Lodge

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Barachiel Shina wrote:

Are there:

---Any new Slayer talents?
---Any new Investigator talents?
---Any new Arcanist exploits?
---Any new Rage powers?

A quick sentence, what do each of the feats do?

Much appreciated!

Spoiler:

Slayer talents - Blood Reader, Studied Ally
Investigator talents - Applied Engineering, Domino Effect, Prolonged Study, Slowing Strike, Timed Strike
Arcanist exploits - Altered Shifting, First-World, Face Thief, First-World Illusion Catcher, Lepidstadt Shifter, Nidalese Shadow Veil, Sonic Blast, Third Eye
Rage powers - didn't see any

-Skeld

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Dead Phoenix wrote:
What's the whirling dervish do? I'm assuming something involving scimitars, but anything interesting beyond that?

Spoiler:

Whirling Dervish gets: Dervish Finesse (treat scimitar as a 1-hand piercer for Shwashbuckler's Finesse and feats), Dawnflower's Mercy (no +1 panache for dropping a for below 0HP unless it's an evil outsider of undead; +1 panache against evil outsiders under certain conditions), Dervish Dance (Dex mod to melee damage when using Swashbuckler Finesse), Deeds (Whirlwind Dance, Dance of Dawn, Dance of Mercy).

-Skeld

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Neverwillibreak wrote:
What do Daggermark Lore and Know Weakness do?

Spoiler:

Daggermark Lore - allows you to use a selected poison more effectively.

Know Weakness - +1 attack/damage bonus when you correctly identify a monster with a knowledge check (requires Bardic Knowledge). [Something for Bards, yay!]

-Skeld

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Bruno Breakbone wrote:

Ulfen Beast-Wrestler?

Bruno grapple curiosity.

Spoiler:

Ulfen Beast Wrestler gets: Beast Training (at level 3, replace Maneuver Training with +2 to CMD checks vs. creatures selected from the Ranger Favored Enemy list; select new creatures at levels 7, 11, 15, 19), Beast Defenses (replace AC Bonus with AC bonus against creatures selected above equal to 1/2 Beast Training bonus).

-Skeld

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Galnörag wrote:
Anyone want to spoil the scarab stalker archetype? I'm about to start a hunter in Mummy's Mask, so it seems relevant.

Spoiler:

Scarab Stalker gets: Sacred Animal Focus (bull, falcon, snake, bee [+4 fly], cat [+4 acrobatics], cow [+1 fort], crocodile [+4 swim], ibis [+2 save vs. disease], jackal [+2 survival], kite [+1 HP when magically healed], leopard [+4 escape artist], lion [+4 intimidate], ram [+1 damage on charge attacks], scarab beetle [+1 natural armor], scorpion [+2 save vs. poison], sha [ignore perception penalty in sandstorms], uraeus [+2 saves vs. breath weapons]), Desert Walker (move through deserts at normal spell w/o taking damage or impairment unless the terrain has been magically altered)

-Skeld

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Benchak the Nightstalker wrote:
If you could talk a little bit about that mammoth spirit, I would truly appreciate it :)

Spoiler:

Mammoth Spirit gets: some spells (enlarge person (1), bull’s strength (2), rage (3), stoneskin (4), beast shape III (5), tar pool (6), summon nature’s ally VII (7), frightful aspect (8), polar midnight (9)), hexes (Burdan of the Beast, Mammoth's Hide, Phantom Stampede, Primal Speaker, Thunder Foot), spirit ability (Powerful Smash), greater spirit ability (Strength of the Beast), true spirit ability (Megafauna Companion)

In a nutshell.

-Skeld

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Alex Smith 908 wrote:
What do the two new bloodlines get?

Spoiler:

Black Blood gets: Black Blood (immune to black blood effects), Abnormal Reach (reach increases by 5'), Black Blood Resistance (resist cold 5, +2 to saves vs. ability drain, death effects, disease, energy drain, paralysis, poison; at level, bonuses increase to resist 10 and +4), Retributive Spray (slashing/piercing damage causes black blood damage to attacker), Black Blood Transfusion (when you crit, black blood covers your opponent and negates the next attempt to heal them), Black Blood Immunity (immunity to cold, nonlethal, crits, and sneak attacks).

Kyton gets: Painful Strike (sicken opponent on a crit), Grasping Chains (+4 to Climb), Armor of Chains (+4 armor bonus), Agony's Embrace (+2 bonus to Str when you suffer a crit), Unnerving Gaze (you gain a 30' gaze attack that shakens foes on a failed save), Kyton Immunities (immunity to cold, DR10/good&silver).

They both get some bonus feats and spells too.

-Skeld

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Axial wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

** spoiler omitted **

-Skeld

How about the Yzobu, Kirrix, and Kyrana?

Spoiler:

Yzobu - A large herd animal, yak-horse(?) that hobgobs use as mounts.
Kirrix - Medium unintelligent iguana-like true dragon (fire) relative.
Kyrana - Large magical beast, disease-spreading, 6-legged, ratfolk use to guard their warrens.

-Skeld

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Troodos wrote:
Kvantum wrote:
xidoraven wrote:
But not too soon to start pulling out our hair (if any), and screaming at the screen, "WHEN, DAMN YOU?!? WHENNNNN?!?!?!"
Does "now" work for you? (I can only answer so many questions - I'm at work so I can only look at it in short spurts, though after 6 PM CDT I'm the only one in the building.)
What are the monsters and new tech items?

Spoiler:

Monsters: Irradiated Dead (undead), Thought Harvester Robot, Warden Robot, Thorgothrel (alien ooze)

Tech: Hivebrain Symbiote, Nutrient Training Node, Smoke Furnace, there are also some items that are strictly magical and not technological.

-Skeld

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Dustin Ashe wrote:

How is it organized? I'm assuming twenty chapters, each species getting its own?

If so, how long are the ecology/society sections of each chapter and how many stat blocks in each?

Each race gets a 12 page chapter. Each chapter is broken up into "New Rules", "Creature Statisitics", and "Encounters." New Rules includes things like alternate racial traits, favored class bonuses, feats, spells, items, etc. The Stats are for various examples and variations on the monsters. I think the organization is quite nice.

-Skeld

Edit: It looks like about a page of desfriptive info on each race and 7 pages of stat blocks/descriptions (and art!).

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Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

Spoiler:

Lizard Scion - Not a car. A bigger, tougher, lizardfolk that are born every few generations.
Feeder in the Depths - A bigger, tougher, eviler, intelligent "magical beast" shark.
Steam Hog - Magical beast mash-up of flesh and steel. Used as a warbeast.
Seru - Underground telepathic venomous snake with bat wings.

-Skeld

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Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

Spoiler:

Boggard - Bogwiggle
Bugbear - Frightful Haunter
Drow - Abrakarn Viper
Duergar - Dark Spitter Beetle, Juggernaut Beetle
Fire Giant - Steam Hog
Frost Giant - Svathurim
Ghoul - Sootwing Bat, Ghoul Hound
Gnoll - Flind
Goblin - Mutant Goblin
Hobgoblin - Yzobu
Kobold - Kyrana
Lizardfolk - Lizard Scion
Ogre - Troggle
Orc - Gorthek
Ratrfolk - Kirrix
Sahaugin - Feeder In The Depths
Serpantfolk - Seru
Troglodyte - Slaugrak
Troll - Sewer Troll
Vampire - Vampire Spawn

-Skeld

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I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

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Man, you leave a thread for a few days and it gets whacky.

I don't know... People run games at every level of RAWiness from "PFS" to "freestyle", but the goal is always the same: to have fun. My preferred playstyle is slightly on the freestyle side because I don't want to get bogged down in rules (hence I'm PFS-free these days), but I also prefer to GM because I like to weave the narrative.

XP, or going without, is nothing more than a tool for the GM to control the flow and pacing of the game. Depending on a GM's comfort level they can run anywhere from rule-driven XP mode to a more narrative-driven story mode.

-Skeld

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Zardnaar wrote:
Good stuff.

The +5 bonus for trained skills and the +5 bonus for skill focus were both too high. But your right, SWSE was the best RPG put out by WotC and I bought all the books.

-Skeld

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Toon. Lol.

-Skeld

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KamisLastStand wrote:
What I'm asking is who is right?

None of you are "right."

The other player is wrong because actively working to undermine other PCs leads to a toxic roleplaying environment and runs a serious risk of fracturing the group. If you guys are going to commit to playing a cooperative, social RPG, you should at least all commit to playing characters that can work together.

You're wrong for this reason: "So I tell the DM If he causes a problem in the game for me, I wont hesitate to kill him. I am an inquisitioner. I have the duty to..." That very excuse ("That's what my character would do! I'm just playing my character!") has been used for over 30 years to self-justify all types of dickish behaviors by players. Those kinds of phrases are red flags. Intra-party strife (conflicts between PCs) can quickly and directly lead to intra-group strife (conflicts between players) and are not for the enjoyment and well-being of everyone involved.

You GM is wrong because he's allowing you guys to play characters with cross purposes and for allowing it to continue to the point where one PC is ready to PVP another PC. That usually ends with a bunch of butthurt players at the table.

It's fine for a PC to have an ulterior motive the rest of the players don't know about. When that ulterior motive becomes "actively work against other party members" is when the real problems start.

I'm sorry if that's not what you wanted to hear.

-Skeld

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Another thing I noticed: the science in Sharknado is not very solid.

-Skeld

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Sara Marie wrote:
Skeld wrote:
Steve Geddes wrote:
I think someone should manually check the shipping calculations on this/these orders. You seem to be undercharging me (possibly) by a fair bit.

I have the opposite problem. $17 UPS Ground from Seattle to Alabama for an AP, a Companion, and a Campaign Setting seems kinda high.

-Skeld

Sending you an email.

Received you email. You are correct: it's totally Steve's fault.

-Skeld

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Dragon78 wrote:
So what are the monsters in the bestiary and what are they like?

Spoiler:
Four Creatures, one of which is Brigh's herald (a construct called the Latten Mechanism). The others include a small aberration (Rhu-chalik), another construct (Observer Robot), and an undead called a Rust-risen (which is made partially of mechanical bits).

-Skeld

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Mythic Evil Lincoln wrote:
Lemmy wrote:
Reading Mark's mention of the Occult Adventures made me realize I'm not even excited about the playtest... sigh... :/
I've been completely disinterested in the last three playtests -- but it wasn't Paizo's doing. It was the participants.

My participation in both the Mythic and ACG playtests were minimal precisely because of the drama that the playtests seem to attract. I've also noticed that a portion of that drama seems to cling to the forums well after the playtest if over. Most of it seems to move over into the Rules forum where it gets convolved with RAW/RAI?Rules angst.

-Skeld

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barry lyndon wrote:

Well while we're in this vicinity, how do GMs deal with Erylium's tome?

The alchemist in the party wants to translate it via Comprehend Languages. The description is "reads as much like a bestiary of the world's most horrific and cruel monsters" which could be a huge bonus to knowledge checks on an undisclosed number of creatures.

I'd treat it like a Masterwork Tool which would give a +2 circumstance bonus to Knowledge checks related to monster lore.

It makes since for a character to read something like this and be familiar with the creature detailed inside, but this is hardly an item a character would break out at the beginning of or during combat to look up information on a monster. This is more of a "I remember reading about a creature like this..." item.

I also think a GM would be completely within reason to limit the creatures included in the tome. For instance, a GM might say it doesn't include information on Undead, Constructs, or Aberrations. Or a GM might say the book only contains the monsters from the fist Bestiary.

-Skeld

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Skeld wrote:
Steve Geddes wrote:
I think someone should manually check the shipping calculations on this/these orders. You seem to be undercharging me (possibly) by a fair bit.

I have the opposite problem. $17 UPS Ground from Seattle to Alabama for an AP, a Companion, and a Campaign Setting seems kinda high.

-Skeld

Wow, and I just got my shipping confirmation ~10 minutes ago.

I'd still like you to check the shipping. If UPS Ground is going to be this high on small-ish orders, I might need to re-evaluate my shipping method.

-Skeld

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captain yesterday wrote:
James Jacobs wrote:
leo1925 wrote:
Also if your players are good with the rules and know the gameplay/system then you are going to need to made serious work, especially at high levels, don't be surprised if you have to rebuild nearly all the encounters in books 5 and/or 6. If you don't let them go crazy and/or tell them to tone it down, your job will be a lot easier and require a lot less adjustments/rebuilding.
Alternately, you can have your really good with the rules players use a 10 point buy for their characters. They're experienced gamers. They should be playing the game on "hard" mode anyway!
i'd give them 25 point buy, with the condition that they must fight everything with a Spoon, 20 points gets you a Fork:)

Absolutely not.

Forks have been BROKEN since the Fork Master archetype was released.

-Skeld

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Really, Quink et al are just there as a tool of the you to pass whatever information on to the PCs that you feel is appropriate to your campaign. In my game, I gave some information out through Quink, but left some of the details vague and some others outright incorrect. Once the players discovered the Thassilonian library under Jorganfist, that changed and information on Thassilon became a firehose, with so many details, they've had to be careful in parsing it all. Some details are important, while others are just cool tidbits that aren't particularly helpful in-game.

-Skeld

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