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Evil Lincoln wrote:
These are all great thoughts. I think lifting the curse is certainly excellent. I would also set up Shazathared as an ally / friend / half-sister to Nefeshti. Perhaps Nefeshti sends the players to the City of Brass with a plea to rescue Shazathared from Bayt Al Bazan. Nefeshti might also hint that Jhavhul will be far stronger on his home turf (give him a level bump for his daring escape from the players), and that Shazathared may have discovered some keys to his undoing. That gives the players a reason to be wandering the innards of the palace instead of just flying to the top and pouncing on Jhavhul. You may also fortify the exterior heavily with ranged casters to discourage such tactics. If the party takes to the air, the casters give them a pounding and try to force them to the ground... Finally, I would reduce the faction element. Most if not all will re-establish loyalty to Jhavhul when he returns. The big dog is back, the time for turf wars is over. Jhavhul might even string up a ring leader or two to make that exact point.
I would highly recommend finding a way to switch the two. My players wrapped up LOF a few months ago as written, but I think it would have been better had I seen this thread before hand. As it is, books 4 and 5 have far too many similarities. Consider the following summary, which describes either book, just with different window dressing. Against their will, the players are sent to an alternate plane of existence which previously served as a home to the efreeti Jhavhul. Travel away from this strange plane is blocked by powerful magic, and the group has no choice but to find the key to their release. Trapped without hope of resupply, the group must explore, meeting along the way powerful factions (which have been further split by Jhavhul’s departure) each of which vie for control of this plane. Yeah. Basically, we got to book five and it felt as if we were doing a less fun version of End of Eternity again. If instead the players had chosen to go to the plane of fire to defeat Jhavhul, and had they been more "storming the castle" I think that would have gone much better.
I would add that a significant thing that breaks the sense of a cohesive arc is when an adventure path seems to re-use the same storytelling formula. A good (or bad) example of this is Legacy of Fire. I GMed Legacy and loved it. My players loved it. But, books four and five felt eerily similar to us. Consider the following summary, which could apply equally well to either book. Against their will, the players are sent to an alternate plane of existence which previously served as a home to the efreeti Jhavhul. Travel away from this strange plane is blocked by powerful magic, and the group has no choice but to find the key to their release. Trapped without hope of resupply, the group must explore, meeting along the way powerful factions (which have been further split by Jhavhul’s departure) each of which vie for control of this plane. Yeah. That all felt a little too familiar to me, and I had to change a good bit to make book five feel more "new". Arcs should avoid reusing the same storytelling formula, especially in books that occur back to back.
UltraFennec wrote:
+1. FFG's release plan has a nice synergy with the films. A New Hope starts with fringers and scoundrels. Tatooine, the cantina, Greedo, scavenger Jawas, an introduction to Jabba, etc. To paraphrase Luke, if there's a bright center to the universe, ANH kicks off on the planet that it's farthest from. To me that's also the perfect place to start dabbling around with a new set of rules.
Berik wrote: There we go! Gifts should now be sent to Oceanshieldwolf, tocath and Cursed and Geas'd! Arkady Zelenka needs to pick a tribe, Taliesin needs to pick a map and we still have days 6 and 11 available! Trust me, Points of Light is fun reading and while I don't have it the adventure for the 11th day looks neat and is well reviewed. :) Thanks much, Berik! That is awesome!
I'm torn on the EU. Thrawn was fantastic and part of me would like to see him stay "canon". Dark Empire was a lot of fun. The Jedi Academy series was decent and provided a nice look at how new Jedi were trained. The Yuuzhan Vong were a waste of time. Horrible. I read half a dozen of the books, but they no longer felt like Star Wars, so I eventually abandoned them altogether. All told, I'd prefer they wipe the EU slate clean rather than try to incorporate the Vong into 6, 7 and 8. Plus, wiping the slate would give a whole new generation of writers the opportunity to put their own spin on the expanded universe...
Back, and with Wondrous Items! Apparatus of the Imitation Crab - Enchanted food processor transforms 1 pound of Alaskan Pollock into "crab" spread. All creatures who see the spread must make a will save or spend 1d4 rounds helping themselves to "just one more cracker." Bag of Withholding - Gold put into the Bag of Withholding is deducted from your Wealth by Level, allowing you to complain to the GM that you are underpowered. Efficient Quivering in Your Boots - Magical boots make fear more efficient. -2 to all fear based will saves, but any fear effects only last for one round and can be dismissed with a move action.
cartmanbeck wrote:
One thing. It looks like all racial feats are blue. Intended?
cartmanbeck wrote:
This is fantastic. Seriously, a hugely helpful guide with details about alternate racial traits, favored class bonuses, racial feats, etc. Thanks for putting in the effort on this!
Adderall Strike – A target with more than one attack must chill out and calm down. Target loses all those spastic attacks for 1d4 rounds. Reclusive Redirection – force your opponent off your damn lawn. Gore Vidal Strike – Snarky commentary reduces one target to tears and leaves them helpless for 1 round. Nothing but Net and Trident – Use your trident to net enemy heads from downtown.
And throwing some feats into the mix as well, cause hey, why not? Stunning Critical Reception - they love you, they really love you! Death or Fortune and Glory, Kid - you may explain the Pathfinder Society to Short Round. Hairpin down - use momentum and a sharp corner to grapple an opponent. "CORNER!"
Telekinetic Charge of the Light Brigade - You may launch up to 600 allies into battle at a distance of half a league. Most of them will probably die, though. Feather Fallout - Infuse one tiny or diminutive object with nuclear radiation. The object gains a nuclear aura of 15 feet and deals 1d6 negative energy damage per round to anyone within that aura.
Intercontinental Ballistic Misdirection - While this spell is active, if you would be affected by a spell or spelllike effect and the caster does not have line of sight to you, the spell is instead redirected to your nearest foe. Word of Recall Me Maybe - A somewhat less effective version of the popular teleportation spell. On a percentile roll of 25%, the caster is instead transported to a teenybopper concert.
St. Elmo's Fireball - You point your finger and unleash a howling ball of Emilio Estevez which deals 1d6 contractual damage. For every added caster level, you may add to the ball an additional brat pack actor or actress from the cast of Breakfast Club or St. Elmo's Fire for an additional 1d6 of damage. Shield of Faith no More - You are surrounded by 1d4 axe wielding musicians who act as meat shields.
I introduce the cousin to the comically mispelled spell: THE SPELLMANTEAU. 1. Take a spell.
And I would just say that it is probably more than just requirements. For example, if there is a way to word the addendum in such a way as to impact things like this as well, that would be ideal. "You can use Ki Focus a number of times per day equal to your Wisdom bonus." or "These temporary hit points do not stack with any other temporary hit points and last for a number of hours equal to your Wisdom modifier or until expended."
Jason Nelson wrote:
Jason, I would love to re-review it! Thanks so much for following up so quickly!
Bringing this comment over to this side from my review since I'm seeing some stuff from the authors! First off, GREAT production value. I love the look and feel of this! Second, a great number of the feats look very cool. However, I have a few beefs. You mention ninja a few times in the product brief, saying "expanded options for the the monk, ninja, and samurai." The problem is that nearly all of the feats assume a WIS based ki pool and character build. Ninja are CHA ki pool based, and most Ninja builds I have made and seen keep WIS at 10 or perhaps 12 in favor of bumping up CHA, DEX and STR or CON. Specifically, most feats have Wis 13 as a requirement and base the length of effect or strength of impact on the Wisdom modifier. It would be nice if somewhere near the front it said, "Ninjas use their Charisma score in place of Wisdom for purposes of feat requirements and for the number of rounds that effects last for all feats in this book."
c873788 wrote:
This build also seems like it would pair well with Snake Style. You already have Improved unarmed strike for free for purposes of your natural attacks. Skill Focus: Sense Motive would really start to make a lot of sense with this build as well!
Thanks much for the trip guide! I've crafted up a Gnoll Guisarme fighter to throw at my group this coming weekend. I would picture these working in pairs or even a trio. We'll see. Comments welcome. Gnoll Guisarme Tripper:
UNNAMED HERO CR 9 Male Gnoll Fighter (Polearm Master) 9 CE Medium Humanoid (Gnoll) Init +3; Senses Darkvision; Perception +10 -------------------- DEFENSE -------------------- AC 23, touch 13, flat-footed 21. . (+9 armor, +1 Dex, +1 natural, +1 deflection, +1 dodge) hp 90 (9d10+2d8+22) Fort +10, Ref +6, Will +2 -------------------- OFFENSE -------------------- Spd 20 ft. Melee +1 Defending Guisarme +18/+13 (2d4+9/20/x3) and . . Gauntlet (from Armor) +14/+9 (1d3+4/20/x2) and . . Unarmed Strike +14/+9 (1d3+4/20/x2) Special Attacks Pole Fighting -3, Steadfast Pike +2 -------------------- STATISTICS -------------------- Str 18, Dex 16, Con 12, Int 13, Wis 8, Cha 6 Base Atk +10; CMB +14 (+18 Tripping); CMD 27 (29 vs. Trip) Feats Cleave, Combat Expertise +/-3, Combat Reflexes (4 AoO/round), Dodge, Greater Trip, Improved Trip, Lunge, Outflank, Power Attack -3/+6, Toughness +11, Weapon Focus: Guisarme Skills Acrobatics +10, Climb +0, Escape Artist +2, Fly -1, Intimidate +3, Perception +10, Ride -1, Sense Motive +10, Stealth -1, Swim +0 Languages Common, Gnoll SQ Flexible Flanker (Ex) Combat Gear +1 Defending Guisarme, +2 Field Plate; Other Gear Ring of Protection, +1 -------------------- SPECIAL ABILITIES -------------------- Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed. Darkvision (60 feet) You can see in the dark (black and white vision only). Flexible Flanker (Ex) Choose an adjacent square for the purpose of determining who you are flanking. Greater Trip +2 to Trip, target provokes AoO when tripped. Improved Trip You Trip at +2 and don't cause an attack of opportunity. Lunge -2 to AC for +5' reach Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target. Pole Fighting -3 (Ex) Use a spear or polearm against adjacent targets with a -3 penalty. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Steadfast Pike +2 (Ex) +2 to hit on readied attacks and AoO with polearms & spears.
James, sorry if this has been asked before. I see some threads on it, but no official response. Can you tumble while making a charge? IE, Rogue wants to charge an orc who is 20 feet away, and her ally and a hobgoblin are engaged just off to the side of her charging lane. So, when she runs through the space the hobgoblin threatens, she draws an AoO. Can she tumble through those threatened squares instead as part of her charge?
j b 200 wrote:
Eyes of Keen sight are good deal more expensive at 6000gp.
A few more: Iron Spike of Safe Passage - nail it into the ground, create a 15 foot high, 15 foot wide illusion. Could be a hill, crates and barrels, mound of rubble, or a small structure. Instant camo, then when you are done pull it back up. Eyes of Keen Sight - spectacles. +2 to Perception and low light vision. Of course, the trouble with all of these is the cost. It will take you a bit to aquire any of these. As I build my char, I may go through and stat up a quick "Ninja kit" with handy items for first level.
JB, First of all, thanks for a fantastic guide! I've been building up a Ninja and Ultimate Equipment has some great selections. Here's a few that I think you might call out in your guide... Ring of Ki Mastery - Store 2 ki points and ninja tricks cost less, still 1 point minimum. This makes forgotten trick far more viable. Amulet of Hidden Strength - recover two ki pool points per day. Stalking - this is a weapon enchantment. Assign the weapon a target to study. For each round you study the target, the weapon gets +1d6 precision damage up to the max weapon bonus (ie +3). I see this as ideal for a secondary weapon like a dagger. Whip it out, target something, start sneaking up on your target, kill with weapon damage + sneak attack + stalking precision. Wyroot - this is a weapon material. Can only apply to weapons made of wood (ie nunchaku) or to things with a wooden haft (ie longspear). Wyroot recovers ki pool on critical strikes. Ideally you would want this on something with an expanded crit range. Unfortunately, from what I can see, there are no weapons the ninja is proficient with that have both an expanded crit range AND a wooden structure. A Terbutje or Bardiche or Fauchard would work if the ninja was only proficient in them...
Emmit Svenson wrote: “There are no beginnings or endings on the Wheel of Time. And, having read this far, we're sure you’ll be glad to hear that we will be publishing plenty more of this stuff, prequels and parallel narratives and short story collections, as long as we can find other authors willing to separate you from a buck.” Except that Jordan's widow, Harriet McDougal, has control of the future of WOT, and she has no intention of having WOT books to continue past AMOL, saying that Jordan would "rise from the grave in wrath" if that happened. The most that will happen is an encyclopedia and possible movies or miniseries based on the books. But no new material.
/revive thread. The Wheel of Time is done (ish). Brandon has finished the final revision of A Memory of Light. Thank goodness. Now he can get cracking on Stormlight 2 :)
Doodlebug Anklebiter wrote:
Can we expect to see new opposing avatars? Say, Philistine Anklebiter and High Priest Doodlebug?
loimprevisto wrote:
Never did go back :) I'm now reading The Unincorporated Man which is a good deal of fun.
Finished The Android's Dream by SCAAAALZZZI!!!! Attempted The Brass Man but gave up when I figured out that the author loves technobabble and unintelligible sentences more than his plot or his characters. Trying hard to work my way through The Furies of Calderon but not finding it very compelling. Does it get better?
Don't think I can help you there, not sounding familiar. I do have one of my own, though. Also in my early teens, I read a sci fi (not sure if it was a novel or a short story) written from the point of view of a robot. This robot wanted freedom, and really wanted to see in color. He was outfitted with old optics that only let him see in black and white.
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