Gruesome monstrous humanoids has potential. Depends on the templates themselves, but a parasite infested gargoyle or a lepreus hag can be gruesome. Serpentfolk, scorpionfolk, harpies, medusas, etc, have a nice gruesome potential.
Gruesome humanoids too. A secret cult in a village with its members having something gruesome has potential. Humanoids can be used in so may situations, good templates for them are always welcomed.
So do outsiders with the evil subtype.
I aksed Wolfgang in the Kickstarter. He said that we are encouraged to submit a spell with a mythic element to it. Here a is example of Deep Magic spell with mythic elements to it.
From the submission guideline, we can write a total of 300 words per spell, but if a spell is 200 words long the second spell can be 400 words long (or less). I do not know if you can submit one 600 word spell.
Contrary to RPG superstar, you can post your spell idea in a public forum and get people's review. There isa subreddit forum for that (I do nto have the link). I think it is safe to post it here.
Remember, you have til the end of monday to submit it. If you join the KS, send a message to Wolfgang to get all the info.
I have to agree. Having a party of say level 5 PCs face the mythic king of kobolds sound pretty awesome (not sarcastic). The PCs themselves do not need to be mythic, this just gives more options to GMs, and adds more dept and flavor to Pathfinder.
This sort of rule supplement, and others like Ultimate Campaign, really prolong the longevity of the edition.
Diego Rossi wrote:
No they do not. The rules in UCam are the downtime rules who are also optional.
The rule for from the GMG are different set of rules, that function outside of the downtime system. They are two separete system. It is just that one is really bad compared to the other. Ironically, it seems someone didn't do its research.
Spell lists are not just a question of balance, it is also a question of flavor and class concept. If witch has access to fireball, it is because it is part of her flavor (and if she has access to that spell, she doesn't have access to others). If clerics heal and not wizards, it is in part a question of flavor (and class roles).
A class should't be able to do everything. Ultimately it is up to your GM. Your characte concept might help. A nature focused wizard might be able to research some druid spells, but not every spell he wants.
You are forgetting the spell research rules from the Gamemastery Guide.
Cost is 1,000 gp per level of the spell, but spells of level 1-3 take one week to research, level 4-6 spells take 2 weeks to research and level 7-9 spells take 4 weeks to research.
It also mentions bards and sorcerers researching spells. They do not get extra known spells, they just develop new known spells.
The downtime system of UCam is not interesting when it comes to researching spells. Too costly and it takes too much time.
Marc Radle wrote:
Woah! Feats for incantations and mythic incantations!? Aboleth, Margreve and Mechanical (!) bloodlines? Animation subschool!? Support for te Elven Archer and the White Necro? Amazing!
I do not see blood magic in chapter 1 or the 12 arcane colleges. Those will come later?
Rob McCreary wrote:
Brandon Hodge wrote:
But they use d8s in the stat block.
There is a difference between an incursion in 1918 Russia and a whole AP based on sci-fi.
Not that I would hate a Numeria/science-fantasy based AP, just that a whole AP could scare people away. Just look at Wrath of the Righteous. Some people are scared of it because of Mythic rules and that ain't sci-fi.
I understand why high ups at Paizo might not want to do a whole Numeria AP. A module could work, like the one coming out that is set in Alkenstar. With modules now at 64 pages, it makes them more detailed and Paizo high ups can see how the market reacts (like how the market reacted to Distant Worlds). Add a whole chronicle and a compagnion on Numeria and that would be very satisfaying.