Golem in Progress

AVATAR OF THE KAGA's page

43 posts. Alias of JP Chapleau.


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(Completion of review)
Finally
Art
The maps is simple, but effective. Its colors fit the overall theme and I did not find any names that made me go "WTF?"
The ponies within are well-drawn merging My Little Pony imagery, while outfitting them like regular adventurers. Some parts of the book like the deities and NPCs are particularly nice.
Surprisingly, some of the chapter headers aren't as good. It is not bad, but it is not as enjoyable as the rest of the book.
I will go for a 4/5
Highlights & Organization
Some of the color used for highlight clash with the rest of the document. The Cyan and yellow pastels for the feats and special powers really clash, and not in a way that make me want to read them. The colors are very "poniesque", but they do not draw my eye the way they should and I found myself looking at the text right after them. Interesting since that is where most of the crunch is. When you scroll and reach these pages it breaks the flow of reading.
Races then racial bloodlines and feats, then more races with their bloodlines and feats was reminicent of the Advanced Race Guide, an organization I did not like at all.
Another thing I found difficult to follow were the headers. More important titles are difficult to find in the text. For example, on page 57, a page dedicated to "Optional Rules". The main header is the same size as the rules themselves.
The setting information is not together and requires a lot of flipping back and forth. For example the campaign traits are all at the end, many of which are era-related. Racial traits similarly appear at the end. I would really have preferred to see everything together, much like the Core Rule Book.
The organization of the book is perhaps its greatest failing. I am a big fan of trying to keep everything together for ease of reference.
The magic items formatting was bad.
I have to rate this 2/5
Writing
Now in spite of the organization, I really found myself reading stuff everywhere in the book. The writing is good. As I stated previously, I came into this expecting to laugh myself silly and throw this out as mental masturbatory fanfic. While the fanfic part is obvious, I became engrossed in the story, the world, pretty much everything. This product is one I actually enjoyed.
The rules, for the most part (the only major flaw is the vampiric bloodline), but that can be GM-errata'd fairly easily. The feats have flavor and present a game balance that works. The spells, the traits, the history, the world, all around, I found myself enjoying the read, almost like a guilty pleasure.
I would say 4.5/5 which I will round up to 5, because most of the issues won't bother many other people.

Overall
My daughters (9 and 7) LOVED the idea of playing ponies and they both loved the art. They have been asking me to play ponies in Pathfinder Society... That would be interesting... I don't seriously expect to run a full-blown campaign of it, but one-shots with the girls are a definite possibility.
This is a solid product, with good writing, solid art, and a decent setting. The flaw is its organization, but in spite of that, everything is there. I could see one-shots filling up very quickly at Gencon.
Overall, I must say this is a solid 4 out of 5 (a 5/5 for fans of ponies). Reusability of the product, without having ponies is limited.
I would like to see an adventure published in Everglow, see how they plan on using everything together.
I will look for more from Silver Games in the future.

For full disclosure, I received a free copy in return for providing a fair and honest review.


I will be sending some NeoExodus events for the 4 year in a row! Three events this time!


belt of con 1d20 + 17 ⇒ (14) + 17 = 31
cloak of res1d20 + 17 ⇒ (2) + 17 = 19
circlet1d20 + 17 ⇒ (16) + 17 = 33
ring of sust1d20 + 17 ⇒ (17) + 17 = 34
goblet of quenching1d20 + 17 ⇒ (6) + 17 = 23
handy haversak1d20 + 17 ⇒ (17) + 17 = 34
headband of cha1d20 + 17 ⇒ (19) + 17 = 36
rod of ext1d20 + 17 ⇒ (14) + 17 = 31
luckstone1d20 + 17 ⇒ (13) + 17 = 30
ring of countersp *1d20 + 17 ⇒ (10) + 17 = 27
ring of spell turn1d20 + 17 ⇒ (8) + 17 = 25
robe of arcane heritage1d20 + 17 ⇒ (9) + 17 = 26
ioun of dex 1d20 + 17 ⇒ (18) + 17 = 35
ioun of int1d20 + 17 ⇒ (2) + 17 = 19
ioun of caster1d20 + 17 ⇒ (20) + 17 = 37
brooch of shield1d20 + 17 ⇒ (2) + 17 = 19
scroll of BoL1d20 + 17 ⇒ (10) + 17 = 27
scroll of BoL1d20 + 17 ⇒ (1) + 17 = 18
scroll of BoL1d20 + 17 ⇒ (17) + 17 = 34
scroll of conting1d20 + 17 ⇒ (4) + 17 = 21
scroll of dark1d20 + 17 ⇒ (2) + 17 = 19
scroll of dark1d20 + 17 ⇒ (9) + 17 = 26
scroll of invisib sphere1d20 + 17 ⇒ (12) + 17 = 29
scroll of mage's sanc1d20 + 17 ⇒ (4) + 17 = 21
scroll of planar adap1d20 + 17 ⇒ (4) + 17 = 21
scroll of planar adap1d20 + 17 ⇒ (11) + 17 = 28
scroll of tongues1d20 + 17 ⇒ (16) + 17 = 33
scroll of tongues1d20 + 17 ⇒ (10) + 17 = 27
scroll of tongues1d20 + 17 ⇒ (7) + 17 = 24
wand of CLW1d20 + 17 ⇒ (14) + 17 = 31
Wand of glit1d20 + 17 ⇒ (19) + 17 = 36


Delayed Blast Fireball cl=1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 DMG =19d6 ⇒ (4, 6, 1, 2, 2, 5, 2, 2, 2, 6, 3, 1, 4, 1, 2, 6, 1, 5, 5) = 60*1.5 for vulnerable Ref = 27
Quickened Scorching Ray cl=1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
Atk 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 dmg 4d6 ⇒ (5, 2, 5, 1) = 13*1.5 for vulnerable
Atk 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 dmg 4d6 ⇒ (1, 2, 4, 2) = 9*1.5 for vulnerable
Atk 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 dmg 4d6 ⇒ (5, 4, 5, 4) = 18*1.5 for vulnerable

Greater Fire Elemental Smacks it:
slam 1d20 + 23 ⇒ (18) + 23 = 41 dmg 2d8 + 8 ⇒ (3, 5) + 8 = 16 plus Burn (DC22 for 2d10 ⇒ (4, 1) = 5)
slam 1d20 + 23 ⇒ (15) + 23 = 38 dmg 2d8 + 8 ⇒ (4, 2) + 8 = 14 plus Burn (DC22 for 2d10 ⇒ (5, 6) = 11)


elem reflex 1d20 + 19 ⇒ (11) + 19 = 30

Arcana 1d20 + 18 ⇒ (11) + 18 = 29

Elemental Blast
Reflex = 31 for half
22d6 ⇒ (5, 6, 1, 1, 4, 5, 5, 3, 1, 1, 1, 4, 5, 2, 3, 3, 6, 2, 1, 6, 1, 4) = 70 on fail, become vulnerable to fire for 1 rnd cl=1d20 + 22 + 2 + 1 ⇒ (19) + 22 + 2 + 1 = 44

if fail I will cast a quicken scorch ray
cl=1d20 + 22 + 2 + 1 ⇒ (13) + 22 + 2 + 1 = 38
atk1 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 dmg 4d6 ⇒ (3, 2, 4, 1) = 10*1.5
atk2 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 dmg 4d6 ⇒ (4, 2, 5, 1) = 12*1.5
atk3 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 dmg 4d6 ⇒ (2, 6, 2, 3) = 13*1.5

Greater Fire Elemental keeps looting


Elemental Blast
Reflex = 31 for half
22d6 ⇒ (5, 3, 6, 2, 1, 2, 5, 4, 6, 1, 1, 2, 6, 6, 6, 1, 3, 6, 6, 3, 3, 5) = 83 on fail, become vulnerable to fire for 1 rnd
cl = 1d20 + 22 + 1 + 2 ⇒ (4) + 22 + 1 + 2 = 29

the quickened dispel magic 1d20 + 19 ⇒ (1) + 19 = 20 dc= 29

Greater Fire Elemental
slam 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41 dmg 2d8 + 8 ⇒ (4, 3) + 8 = 15 plus Burn (DC22 for 2d10 ⇒ (1, 9) = 10)
slam 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40 dmg 2d8 + 8 ⇒ (7, 8) + 8 = 23 plus Burn (DC22 for 2d10 ⇒ (3, 3) = 6)
slam 1d20 + 23 + 1 ⇒ (3) + 23 + 1 = 27 dmg 2d8 + 8 ⇒ (3, 8) + 8 = 19 plus Burn (DC22 for 2d10 ⇒ (2, 3) = 5)


Will 1d20 + 17 ⇒ (19) + 17 = 36


Ext False Life 1d10 + 10 ⇒ (2) + 10 = 12


time stop 1d4 + 1 ⇒ (4) + 1 = 5


ref 1d20 + 14 ⇒ (3) + 14 = 17


Fort 1d20 + 14 ⇒ (13) + 14 = 27


dbf sr: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29 dmg: 19d6 ⇒ (1, 1, 1, 5, 4, 6, 2, 1, 3, 6, 2, 1, 5, 6, 6, 3, 4, 5, 3) = 65 ref =27
quickened fire bolt sr: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29 dmg: 10d6 ⇒ (6, 2, 1, 6, 3, 3, 4, 2, 5, 5) = 37 ref =23


cl: 1d20 + 22 + 2 ⇒ (11) + 22 + 2 = 35
DMG: 22d6 ⇒ (1, 5, 3, 4, 5, 2, 5, 6, 1, 5, 1, 4, 4, 1, 4, 1, 5, 6, 6, 2, 3, 3) = 77 dc=29 fail= dmg+ vulnerable to fire


cl: 1d20 + 22 + 2 ⇒ (4) + 22 + 2 = 28
dmg: 22d6 ⇒ (2, 3, 3, 3, 4, 5, 6, 4, 1, 5, 5, 1, 6, 2, 2, 3, 1, 3, 2, 6, 4, 4) = 75 dc=29 fail= dmg+ vulnerable to fire


8846-1


Empowered Fire Pit Reflex = DC23

Dmg = Fall: 3d6 ⇒ (4, 1, 6) = 11 Empowered Fire: 2d6 ⇒ (1, 5) = 6


Control Construct

School transmutation; Level sorcerer/wizard 7

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one construct

Duration concentration

Saving Throw none (see text); Spell Resistance no

You wrest the control of a construct from its master. For as long as you concentrate, you can control the construct as if you were its master. You must make a Spellcraft check each round to maintain control. The DC of the Spellcraft check is (10 + the construct's HD). If the construct's creator or master is present and trying to control the construct, you both must make opposed Spellcraft checks each round to control the construct.

Spellcraft: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36


will: 1d20 + 15 ⇒ (13) + 15 = 28


Fort: 1d20 + 13 ⇒ (17) + 13 = 30

Feeblemind: F U 'HO WIll DC= 28 (including the +4 for arcane)


CMD for Black Tentacles: 1d20 + 20 ⇒ (8) + 20 = 28 dmg = dmg: 1d6 + 4 ⇒ (2) + 4 = 6


MASS SUGGESTION Will DC 25 or Leave us alone as we are quite sin-ridden and thus, friends


magic missiles: 5d4 + 5 ⇒ (2, 3, 1, 1, 4) + 5 = 16


Quickened Command Undead (Will DC 21) then "STOP FIGHTING!" OppCharisma: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26
Empowered Scorching Ray
Ray: 1d20 + 10 + 4 + 1 ⇒ (17) + 10 + 4 + 1 = 32 for DMG: 4d6 ⇒ (4, 3, 1, 2) = 10
Ray: 1d20 + 10 + 4 + 1 ⇒ (15) + 10 + 4 + 1 = 30 for DMG: 4d6 ⇒ (1, 5, 3, 1) = 10
Ray: 1d20 + 10 + 4 + 1 ⇒ (10) + 10 + 4 + 1 = 25 for DMG: 4d6 ⇒ (5, 3, 1, 4) = 13


Boss Mummy Around: 1d20 + 10 ⇒ (4) + 10 = 14
EMPOWERED SCORCHING RAY on M4
Ray: 1d20 + 10 + 4 + 1 ⇒ (4) + 10 + 4 + 1 = 19 for DMG: 4d6 ⇒ (6, 6, 3, 3) = 18
Ray: 1d20 + 10 + 4 + 1 ⇒ (15) + 10 + 4 + 1 = 30 for DMG: 4d6 ⇒ (1, 1, 3, 1) = 6
Ray: 1d20 + 10 + 4 + 1 ⇒ (20) + 10 + 4 + 1 = 35 for DMG: 4d6 ⇒ (5, 3, 4, 4) = 16

crit:Ray: 1d20 + 10 + 4 + 1 ⇒ (1) + 10 + 4 + 1 = 16 for DMG: 4d1001 ⇒ (174, 203, 402, 147) = 926


charisma: 1d20 + 10 ⇒ (7) + 10 = 17 to attack his buddy


dispel magic: 1d20 + 10 ⇒ (20) + 10 = 30


False life false life: 10 + 10 = 20


Katharan since 2009


Starter level for Legacies is third. However, the game can take characters up to 5th (if you've played a few adventures before).

Get the guide here

Finishing the adventure right now. It can always get worse ;)

I will have pregen Iconics

5/5

Hey everyone I'll be in the Louisville area starting mid-July. Anything going on? I might be willing to put together a few games.

5/5

I'll be there mid-April too! 9-23 I will be GMing NeoExodus at Geekfest on the 13th.

5/5

You may contact Mark Garriger (form VC) He used to run "Seekers of Secrets".


Also... Nimon is in constant talks with the authors and creators of the world (LPJ & me). We are both very interested in this game and I just might try a PBP see what he comes up with... I like what he sent me.


LPJ Design is the publisher and you can find a lot of information and links on NeoExodus.com

There is an AWESOME deal for NE products http://www.rpgnow.com/product/97023/NeoExodus%3A-Starter-Kit-%28PFRPG%29-%5 BBUNDLE%5D

As I told Nimon in private, I'm interested.

JP


Like! Grats Jeff


I think last year's experience will make the 2013 adventure much better than 2012... and last year's was pretty good!

JP

5/5

I know I said this to a number of you many times over the years, but I've gathered some more thoughts on making fun characters for organized Play which is valid for NeoExodus Legacies, PFS and any other OP.

Note: It's not just about the damage you do.

Link to my Blog

JP

5/5

Play the character YOU want to play more than the one you are TOLD or ADVISED to play.

I'll caveat myself with " as long as you are good at what you want to do".

JP


The Psionic Classes are not "fully in" because I'm waiting on word from Dreamscarred Press that the version in the Ultimate Psionics will be the same.

Expect DSP's psionic classes to be allowed.

JP

5/5

+1 to the praise! I had a good time!

I have to make it back there again in the future!


This adventure is dark, gritty and oh-so fun to play and GM!


Just a quick word... I'm following this thread very closely with a very interested ear.

When I sit down to work on something, gender is not what I think about first. I'm worried about a few things
1- What is the NPC's role in *HERE*?
2- What is the NPC's motivation *HERE*?
3- Do I have another NPC that could fulfill 1 and 2?
4- What type of character would be good here?

With these I then make a guess about what character I would like to see.

I am currently working on the NeoExodus Players' Guide that includes gender roles by race (if you check out NeoExodus, our races are far out there, very different from "elves and dwarves"). Roles are very varied: some societies are egalitarians, others are VERY male-dominated, others are Highly Matriarchal, for an interesting mix overall.


Great ideas...

@Endzeitgeist-> I already had something in there that would make your character knowledgeable in things that he should know. Every character gets a trait that allows them to make any Knowledge check related to their home land up to DC15 instead of 10. So your character would know some basic info about their home land.
We are trying to keep most of the Organizations (such as the Order of Kaga, Section Omega, and a few secret ones we haven't fully detailed/revealed yet), for their own book, allowing us to focus our energies. But we may definitly add some small ones.

@Volkpanzer-> What do you mean by "more varied portrayal of the less humanoid races? Like a "what do the Enukas do when they are at home"? We assumed that all races in the book had two genders.
As above for the classes, these books contain great player information and PrCs about their organizations.
That said, I hadn't thought about adding some psionic archetypes and region/org-specific goodies. There are already a few of them (such as the Sanguine Missionary, the Emissarist). But more is good...

LPJ will tell you that I really hate generating base classes, especially when Paizo does it so well. I was a tough sell on the machinesmith (though I eventually came to). I played Palladium for too long and the class creep just meant you didn't know what your character did anymore... ;) I definitely think about adding some Machinesmith archetypes into the book.

JP

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