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Well, there's an ECL 0 plant race in Lands of the Jade Oath, forthcoming from Rite Publishing. It's even up as a preview. Clicking the link will download it directly. It's an Arcana Evolved-style race, meaning it has only +2/-2 on one stat apiece. (A format I rather like.) http://ritepublishing.com/images/Jade_Oath_-_Mandragoran_preview.pdf Nuts. Restov is not in PC:CS. Is it detailed in a supplement? Oh wait. I see. Pitax isn't either. Good idea. Take undetailed places and drop Zobeck into them. Sidenote: Is it just me, or could you turn Skywatch in Brevony into Skynet with constructs to get a Zobecki-Pathfinder Terminator-esque game? I would use either Warforged, ironborn (Book of Iron Might; Malhavoc Press) or gearforged (Zobeck Gazetteer; Paizo store, from Open Design Press LLC). Since these are races, you just need a creation price. I would figure the cost like a mercenary hireling bought outright. Since you are getting the use of the construct (barring destruction) for a length of time, what's a price? I think 20 years worth of wages. I don't have my books in front of me to go through though. Why should you think Pathfinder? Get yourself a copy of the Pathfinder Companion and just browse through it. Wow! Talk about a world rife with possibilities. I was always interested in Paizo products, but not a buyer for adventures because I write my own. Holy cow, the ideas that drip from every page! There's material in there to ignite your imagination. Now I'm hooked and interested and trying to finish it so I can figure out how to stick Zobeck in. I go about it a couple ways. For random names, I like to look at what turns up in my spam filter, and borrow those, sometimes changing a syllable here or there. When I map out a place as the DM, I like to find a real language, translate stuff, then roll it around sounding it out to get a name that sounds very similar. When my kids were very young and learning to speak, I used to say a fantasy name at them, and use what they repeated back, which often had a unique and/or interesting change. The biggest key is to say it out loud. Then think about how you might mock it at the game table if you were playing. If you get past those two, you're pretty good. Mikaze wrote: About these Maenads, are they like the Bacchae a la 2E Planescape, or are they something else? They seem rather like the Greek originals to me, with a lot of new stuff to make them fit better into generic fantasy. The Maenads are the wild women who often appear at the Bacchanal, IIRC. I don't know the Bacchae unfortunately, so I can't fully answer the question. I also like the cover. Forgot to say that. I have found two editing mistakes. Guess I'm happy with an issue out two weeks early. One mistake per week early is very cool. Are you looking for a mechanical replacement, or for one who fills the player's spot at the table? If you're running mainly investigation and intrigue, instead of needing a swashbuckler, you need an Expert. Or an akashic (Monte Cook's Arcana Evolved). If you want a derring do fighter who takes over for the swashbuckler/duskblade, how about a spellthief? Interesting set of abilities that are different, but with a similar mindset. All good points. Our group tends to appoint a player as Initiative Caption. The IC notifies players when their action is coming up, so they stop chatting and look at the board to think about what they'll do. Other good practices include rolling all relevant dice at once (remember that section of the 3.5 PH?) and not stopping combat for big rules lookups. If it's a question that can't be answered and tabled, someone looks up what the answer is while the DM moves forward (if possible) with the next person in the order. As a DM, I like to put all my monsters on one initiative so that I run through my entire list and get it done. I think that's slightly off the point of why weak saves, particularly Will saves, are at issue. A fighter, rogue or other weak Will save character frequently gets targeted by DMs with creatures, spells and abilities. How many of us have hit the Barbarian with confusion because it's fun? Critters that attack everyone deal hit point damage, and there's a range of possibilities that everyone will suffer. Running up against mentally powerful opponents, or mentally threatening ones, gets frustrating. (I know. The DM in the game I played in ran us up against several opponents several weeks in a row where we lost a lot of actions to bad Will saves.) Abraham spalding wrote: The complaint that the party almost bought it because everyone rolled poorly is like saying that you don't like Uno because someone loses -- it happens everythign find a way around it don't play. The only way it couldn't happen is if we stop allowing a chance at failing. You know, I have concerns that this could happen.... I have reviewed a few products, so I have a tiny bit of experience. You can refer to encounters vaguely. Example (made-up): there's a demonic pillar of rock that spits out enemies and that is actually the villain. The PCs encounter it. There are no clues that it's alive or is the biggest threat because the encounter includes a way that camouphlages it spitting out critters. (Who's going to look in a battle? Not too many.) You can write about this by saying "The finale had some excellent ideas, however it could potentially turn into a TPK since there's no clue to the source of many enemies." One thing I like to do as a reviewer is to be factual, and not just emotive. If I like something or dislike something, I give an example. "This rawked" is okay. "This adventure really worked because it had a mystery with a clever system for organizing clues" tells the reader a lot more. I also like to remove negative language (like "sucks", "hated" or less acrimonious words but still pejorative) and give a meaningful (yet sometimes vague) description of what doesn't work in terms that the reader finds meaningful or useful. Consider also what DMs want or don't want in adventures:
Good luck! I don't think that's too much different (except perhaps for frequency) from gamers in the group that have been in other campaigns together talking about them fondly and nostalgically. Especially if you weren't in that game either! My wife games, but a lot less in recent years. Fortunately, my daughter is an enthusiastic convert and my son is interested! Two alternate possibilities: 1. A thin layer of something (like makeup) blocks a detect evil spell. Even an illusion, a disguise, or something like that. This lets you salt "suspicious" and actual Evil people out there who aren't the bad guys. Then you mess with your players when they accuse them and they are indeed evil, but they have friends in high places. 2. Change the range to a touch spell. Imagine spellcasting while touching anything for a couple rounds? Kinda tough. Makes for some fun RP episodes though when you have to manuever into position. Ross Byers wrote: Also, Adepts, Sorcerers and Druids can all fill the same shaman role, without needing such a power source. That's a good point. An alternate explanation is that there is a kobold god. He, she or it is a child of one of the dragon gods. A puny mutant compared to the other dragon gods who was cast out, never to be spoken of, abandoned to die in the screaming wilderness. But the godchild lived, cared for by kobolds (or so goes the myth), who never speak of the one they saved. Now the Saved One, grown into full power, lurks in the secret tunnels, worshipped silently and secretly by the kobolds. Some day, the Saved One will lead them all onto the surface, where they will taunt the larger races into following them down into dark and final doom. Plus traps. Or something like that. Shhhh. I would say the Rogue Will save could use it actually. A rogue is likely to have a decent Con to get hit points. Wisdom doesn't give you hit points. A rogue can multiclass as a fighter. However, there are few ways to boost one's will save past Iron Will (I know, I've looked) even when you go severely splatbook, whereas there are several decent options to improve a Fort save for the rogue. I recently got Pathfinder Campaign Setting, and really like it. I would be interested in getting some of the 64-page supplement books now since I'm unfortunately late to the party. (I notice that there's several calls to reprint them as well.) Have you folks given any thought to combining them into hardcover for reprint purposes? Maybe four at a time? Thanks in advance for any consideration. vivsavage wrote: Yes, you can take feats that help with saves, but I don't think the big brave fighter should have to take a special feat just to be as brave as a a wizard. How about rephrasing this in other contexts? Why should the wizard have to take a feat to be as nimble as a rogue or as tough as a fighter? If you want to have a mentally tough fighter, he can also choose to go with a lower Con and a higher Int. hogarth wrote: As I said before, I loved it for my 14th level sorcerer, but my DM hated it along with all immediate action spells (which he felt disrupted the flow of the game). Then it's not the spell, it's the immediate action that let you use it to escape some fate he had in store for you that bugged him. There's a look DMs get when something unanticipated hits them. (Especially those who really try to plan for everything.) I get it from time to time. I love seeing it on the face of the DM when I'm playing. The spell's fine. Though I agree that it should be bard only. Human. Human, human, human. It's awesome. However, I have enjoyed playing a cannibal sibeccai and most recently a gearforged wizardly type. His original form was a litorian (leonine race) and he was killed and returned in the gearforged body thanks to a mysterious magical device deep within some caverns. Now he wears his own skin and yells about how he can't smell or taste anything! Fourth and final review. I have not been following the contest up until now. I have not read anyone's comments before commencing this review. Cons
Pros
This is my third adventure read/reviewed so far. Unfortunately, I missed much of the contest prior. Sorry. I have not read judge's comments before writing these piquant yet obscure observations. raidou wrote:
This is the first adventure of the three where this was incorporated up front. I like the emphasis on all four. I think balanced adventures offer something for all these areas, even if combat is #1! Cons:
Pros:
I like this one a lot, despite what seems like a lot of scripting. I have one more to read. I will see what the fourth and final one is. Second adventure I am reading. As noted, I've missed most of the contest. Bleah. Cons
Pros
I have been missing/busy for most of this contest. Wish I had had more time. Okay, I am reading and commenting on entries without reading any judge's comments. Thoughts on this: Cons:
Pros:
What does the item do? Without knowing that, it's hard to guess what sort of a discount to apply. (The rule of thumb is 10-30% discount, with the typical discount being 10%.) If it's a racial specific item that only one character in the party can use? Max 10%. If it's an offensive item (rather than defensive, curative or just neat), then I would say that it should have a bonus increase instead of a discount. The mirror represents the ideal city of K'Tang, a city under the ultimate curse where every inhabitant screams out in pain, agony and fear every moment of every day. It is so filled with fear and pain that it is indefensible, as those fears and agonies take on new life. The citizens of the "local" K'Tang heap their frustrations and sadness upon the mirror every day, allowing it to send forth hopelessness and despair. This being D&D, Hopelessness, Despair, Fear and Agony are the runner-up Horsemen of the Apocalypse, ancient emotions made manifest who feed upon the offerings of K'Tang. Who ride out not to defend the city for some great and holy reason, but to covet it and keep it and devour the lusts of its terrified peopls for themselves. I would put them at CR 30 or so, just below gods. As a note, the costs for the print edition are "at cost" for patrons. Right now, there are many patrons, but the numbers are small compared to big outfits like Paizo. Unless he's found a different deal with the fine folks here, print copies come from Lulu.com. That said, please also check out Tales of Zobeck, the companion volume! Edited by Mike McArtor, it has eight different adventures written by patrons and by luminaries such as Wolfgang Baur himself. It has a nifty adventure by Ed Greenwood! What's not to like? :)
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