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Aberzanzorax's page
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On further thought, a point against my own argument...
Can a person in gaseous form move through an enemy's square? I don't deny they'd provoke an attack of opportunity, but is it possible to move through them, or are they trapped in? I'd think by raw, there's nothing in the spell that says they can...but consider:
E.G. If a vampire is killed in a room with a low ceiling with 8 opponents (say players, animal companions, familiars, etc) surrounding them. The ceiling and floor offer no way out (there are not cracks immediately above or below them and the ceiling is low enough that there is not a square above the players and mounts. The only way out of the room to get to the vamp's coffin is to move through an square occupied by an opponent.
Is the vampire stuck?

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Let's look at gaseous form.
There aren't any rules written into the spell to prevent disarm, grapple, move, bull rush, or any other combat maneuver.
So we are forced to decide what makes sense given the spell's wording.
It indicates which things the person in gaseous form cannot do (e.g. It also can’t manipulate objects or activate items, even those carried along with its gaseous form.) and can do ( It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists.)
It indicates which things the person in gaseous form is vulnerable to (e.g. The creature is subject to the effects of wind, and it can’t enter water or other liquid.)
But we're really making a binary decision here. Is a gaseous form person (or vampire, remember that they go into gaseous form upon 0 hp) able to be affected by combat maneuvers (or things that use CMB or CMD) or are they not?
Does it make sense that a monk could grapple a vampire in gaseous form to prevent it from getting back to its coffin?
Does it make sense that a gaseous sword could be disarmed from a gaseous character? If so, does it remain gaseous, or when disarmed, does it become solid. If it becomes solid or even if it remains gaseous, the rules say that the character can't "manipulate it". Does that mean the gaseous character can't pick it up again?
If a character jumps and grapples a gaseous creature, does it fall through it, or does it grapple the creature mid-air?
Could you bull rush a gaseous vampire out of its cave into sunlight?
Could a horse be given a potion of gaseous form and it's rider remain on it, riding it (very slowly) through the sky?
Could you sunder the armor of a gaseous creature even though the armor doesn't protect the creature per the spell?
The spell gaseous form says "It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form." as well as previously mentioned "It also can't manipulate objects or activate items, even those carried along with its gaseous form."
If that is the case, but we still say that RAW allows them to be grappled, can they make a combat maneuver check to break the grapple? Remember, that's a grapple resist, not an escape artist check.
If they can make a grapple resist, what about if they have drag down? Can they, if tripped in gaseous form, trip their opponent as a triggered retaliatory action?
Finally, the spell says "A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks." Can they walk? For instance, if they have a movement rate of 30, can they walk at 30 or fly at 10?
I mean, there's RAW, but there's also common sense. Beyond that, there's absurdity flying in the face of sense. If they didn't put obvious things like "you can't wrestle something insubstantial" into the spell, can you?
Full disclosure: I'm a player in the OP's group and have a dog in this fight.
Thanks for the advice all. I'm liking shaman and ecclesitheurge.
I did look over Theologian, and I'm thinking you're misreading it. The power says that your granted domain powers are as two levels higher. It says nothing about your spells themselves being cast as if at a higher caster level.
I may still use some of those other tricks to increase caster level with my shaman/saranrae priest.
Oh, and a bonus: both holy word and holy smite are evocation!
We have a moderate to large party (depending on who can make it), but almost no blasters/AoE and weak healing.
I'm looking to find a way to fill both roles with one character, and to be good, but not broken.
Ideas welcome!

Thanks all...
There actually is a good(ish) per reviews fps called Lichdom: Battlemage, which, combined with "use these systems to program" got me thinking. (I bought it over the holiday sales but haven't had time to play it, so don't blame me if you buy it and it sucks). ;)
EDIT: I somehow missed your post about it Rynjin.
I'd want to do it for me and my group, not for sale. I thought it'd be awesome to program all the adventure paths for much faster play that we'd actually GET to...my group takes forever to finish them and they come out faster than we play.
I'm envisioning something like Skyrim meets Zeno Clash (a first person melee). But I would want to make it true to a "dungeon crawl" or rpg feel. There I'm thinking a feel like Fallout 3 or New Vegas, or even going as stealthy as Dishonored.
I'd definitely not want a "run and gun" game (though barbarians would probably feel like that amongst the rest of the party).
(I realize I'm mixing in some 3PS, but you guys get the idea).
Alternatively, if anyone knows someone at Obsidian, and they want to partner with Paizo to use the Fallout engine to make the adventure paths in a first person mode, sign me up as a kickstart backer (or simply someone who will purchase the games).
I recently was looking at Steam sales and some "programming kits for non-programmers". One allowed people to create first person shooters.
That got me thinking (as I use Maptools to run a Pathfinder game with friends across the country)...it would be an interesting (and perhaps exciting) experiment to transform the game to a first person perspective. You could cast evocations, have percentile chances to charm/confuse, could buff, could melee, could be an archer, etc.
On top of that, I've bought all the adventure paths since the beginning, but we've not gotten to most of them. It would be exciting to "program" a first person perspective and build the adventures so that players could go through them (admittedly somewhat linearly) perhaps with DMs running boss NPCs or being able to control groups of NPCs in real time.
I'm wondering if anyone has thought of this, and if they have or haven't, if anyone has advice to someone who doesn't know how to code but is fairly savvy with computers?
Having same problem. The site seems to need fixing in this regard. I tried on three browsers (explorer, chrome, safari) on two computers. Definitely seems to be something on your end.
I'll contact you during business hours to manually correct the issue.
These were very helpful answers. Thank very much!
Quick Q: Can a wraith see a priest using etherealness?
Thanks!

That's true...though I'm discussing it with my PCs at the moment over email as well.
It's an evil campaign where they might become vampires or liches...which means that if one of them ever got controlled, the rules would be pretty hard on them as well.
Agreed on the different parameters. Yes, double the HD able to be controlled, but only for 1 minute per level...not unlimited/only one save per day. I'd certainly rather have an undead slave all day long rather than grabbing control of it for a few minutes.
We may add the line from Dominate Person "Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out." Which might be a bit of a nerf...or might not. Control undead has a pretty short description and the enchantment spells (e.g. charm person and command undead or Dominate person and Control undead) are fairly analagous.
But, I'm thinking at this point that if we decide to do that it'd be a houserule.
I agree with the black raven.
My one concern/question now is: "Did they, under the feat, really mean it does the work of a 7th level spell? Or did they mean it works as the second level spell?"
I don't want to nerf my player's ability, but man... I'm wondering if that's an error it seems so off. (Not to mention extending the 7th level spell's duration to "unlimited" and "days per level instead of minutes per level".
I just looked up the feat "command undead" as well as the spells "command undead" and "control undead".
It seems that the feat says it acts as the spell "control undead". However, the duration is as the spell "command undead" (one save per day for intelligent undead, unlimited control for mindless).
Also, the feat, available at first level, essentially allows the casting of a 7th level spell multiple times per day (however many turnings a cleric/necromancer has).
I'm starting to wonder if there was an error in "command undead" casting "control undead" rather than "command undead".
Is there an errata on this?

I suppose mostly I'm thinking of spells such as dominate person and charm person, which allow a save if asked to do something against its nature...and was wondering if there was some blanket statement in pathfinder that covered attacking one's own controlled creatures.
I'd say that most creatures would find it against their nature to "stand there and let us kill you", of course. At least that's how I'd rule it for dominate person.
But this isn't those spells...it's something else. I realize that, but what I don't know if there is a blanket rule that covers this overall, something like "any creature attacked by its controller gets a new save" or somesuch.
I guess my question goes along the same lines of "could you command an intelligent undead to do something entirely against its nature" and if you did, would it get any sort of save or chance to resist?
For my specific case:
Intelligent undead do normally get a save daily...though the party has bargained for this particular undead not to attempt its save because of RP reasons. So apart from the initial save, it will be choosing to make its one daily save to fend off destruction.
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I agree that there is nothing in the spell itself (or in command undead). However, I was wondering if there is an overarching rule somewhere about magical control and its limits.
Thanks for the replies so far. I'm asking generally as this is likely to be a campaign long question, though currently the pc has controlled a dread wraith, which is quite intelligent.
If someone (either a necromancer or cleric) finds an uncontrolled undead and successfully commands it, what happens if his party (who the undead can see are clearly his allies) attack it? What if he attacks it?
Is the control broken automatically?
Does the undead get a free saving throw (and what if mindless or intelligent)?
If a save is permitted, how often? Just one? One per round they are being attacked?
Is the undead forced to stand there and be obliterated?
Please help, and any links to "official" rules or errata would be most welcome?

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My take on the Dirges (I thank Patrick Kropp for the inspiration, and I also borrowed some of his lines).
I wanted to make the dirges 10 lines long (one per round) so that players who did them during a fight would actually have something to do each round other than "I continue the dirge"--they can actually read a line/roleplay the ritual.
Here's my take:
Supplication of darkness – At Midnight daily; blood of the the cultists.
1*In fear of your wrath and hope of mercy, we invoke ye, O Great Vetra-Kali! There is no refuge, nor source of safety from your wrath, excepting you.
2*Blot out our transgressions. In darkness, hide thoroughly away iniquities, and cast free our sins and failures against you.
3*Our wounds fester and are loathsome because of our sinful folly. We are feeble and crushed, body and soul. We repent, and in our penitence bow low before you, lower than you have brought us by thy will.
4*Vetra-Kali! All will fall to ruin and rot except you. Secret plagues and murders are made manifest through you. You will dissension, disease, and death and they are done.
5*You are the mighty and glorious; We are the abased and wretched. You are the Grand One; We are the despicable.
6*You are the giver; we are the ones begging. You are the creator of undoing; we are thy servants. You are the master; we are thy slaves.
7* We beg unto you not to cast us from your presence, but to release us from our longing to serve.
8*We plead for your mercy and fear your wrath, not for our glory, but that we might perform thy bidding.
9*We beseech thee that, by the blood of our brother, he takes our sins and his soul to you in the darkness.
10*By your fearful guidance and magnificent power, we invoke your return. All light inevitably extinguishes; darkness inevitably overwhelms.
Cursing of the light – At dawn daily; blood of a devout Mitran.
1* Loose thy wrath, O Great Vetra-Kali; the mouth of the wicked and the mouth of deceit have they opened against me: The Mitrans have spoken with a lying tongue.
2* They have compassed about also with words of hatred, and crusaded against your name, claiming Mitra as almighty, and others as false.
3* Pour out thine indignation upon them, And let the fierceness of thine anger overtake them.
4* Eat their eyes. Let sorrow overtake them. Let them weep unto death as they waste away in your name.
5* Let there be none to extend kindness unto them; Let those in greatest need be feared, reviled, and shunned.
6* Let their children be vagabonds, and beg; Let them seek their bread from desolate and pestilent places. May vinegar be their drink and rot be their food.
7* Let Mitran posterity be cut off; In the generation following, let their name be blotted out. Let Mitra become a forgotten God.
8* Because they remembered not tolerance, nor knew proper fear; but persecuted your faithful and slew them.
9* Let them curse thou: They shall be put to shame, but thy servant shall rejoice. Let mine adversaries be clothed with disease.
10*I will give great thanks unto ye with my mouth; Yea, I will praise ye among the multitude, that they may know that this is thy hand; That thou, Vetra-Kali hast done it.
Call across the void – At dusk daily; blood of a descendant of the Victor.
1* He who is named Vetra-Kali, Eater of Eyes, Creator of the Tears of Achlys, Bringer of Plagues and Suffering, Highest of the Leucodaemons, archdeacon of the Pale Rider, hear me!
2* Across the void and maelstrom that is the Astral, deep into the darkness of Abaddon, hear me!
3* Because now is the time to bring suffering on those who have made you suffer; because now is the time to bring low those who have brought you low, hear me!
4* From the infirm the diseased fountain of your blessings shall flow. From the blood of the Victor your freedom shall flow.
5* Ye see with vigilance, hatred and withering; your eyes see you, let them guide you back to where vengeance will reign.
6* As you spoke, and as it was written in The Dirges of Apollyon, tome of the Sons of the Pale Horseman:
7* “The path of the faithful is beset on all sides by the iniquities of the crusaders and the tyranny of Mitran men.
8* Blessed is he who, in the name of Vetra-Kali, shepherds the weak into the valley of darkness, for he is truly his brother's keeper and the finder of lost children.
9* And I will strike down upon thee with great vengeance and furious anger those who attempt to silence and destroy my brothers.
10* And they will know my name is the Lord when I lay my vengeance upon them!”
Some great suggestions here!
I especially like the ideas of noncombatant events as well as the combatant ones. I'm stoked for Kly and the ghosts, but also weather, pc minions versus bugbears, and burning of food.
I'm also thinking something related to an avalanche could be done in this snowy, mountainous region. (Maybe buried bugbears, priests causing it on purpose, or simply a random occurance sweeping into town.
Events in Sanctuary???
I've started a thread here , as I'll be DMing this once the PCs are out of the Horn. Please share any thoughts/ideas regarding events in Sanctuary for the three month period.
(Either this thread or the one linked would be fine.)
The scene:
It is a small vale, cut off from the rest of the world/help for 3 months of winter. Normally a very holy site, Asmodeans and their bugbear army have taken it over, seeking to slay everyone in the vale --especially any clerics/spellcasters and to prevent people from seeking help.
I'm looking for what events might occur over the three months of seclusion and slaughter. Feel free to put yourselves in the place of the DM, or in the place of a player of a good priest/churchgoer seeking to survive the winter.
(I didn't mention this at the start, but this is from the adventure path Way of the Wicked; the Asmodeans are the player characters.)
I'm using this map for the civilized/town part of the vale.
Map
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I know Gary probably wants to move on to his cool new adventure path now that book 6 is done/submitted to the two editors...
But two requests:
1. Minionquest! I wanna buy it!
2. A book of side quests and optional evil events was mentioned early on as a possibility. I'd love to see additional source material to flesh out all 6 books in a "here is more fun stuff book".
I'm loving reading book 4. I'm very excited about book 5.
I don't blame Gary or Fire Mountain Games, but I am kinda ticked off that I haven't yet received my print version of book 4. Since I bought it with the pdf, it's already been charged to my credit card, and I'm stuck in "waiting limbo". I hope the book comes soon.
I'll be ordering book 5 and 6 from rpgnow, not Paizo (and will be buying any other print on demand type books from them as well). (Which is sad, because I love Paizo).
Anyway, to Gary/FMG, keep up the great work!
I believe night hags count as hags (as they're able to form their own coven).
It's a big party willing to help (also evil, so willing to do evil).
I want to make a coven with either two green hags (monstrous humanoids) or two night hags (outsiders).
I'm looking at potential in game ways to do this (magic items, feats, plot stuff, spells, etc. ANYTHING!)
So far, all I've got is planar binding/planar ally for the night hags or charm monster (person?) for the green hags. One other potential option might be making the hags undead and then controlling them?
Any and all thoughts welcome and appreciated!
Oops, re-reading my last post, it seems to be critical in a way I didn't mean at all. Sorry 'bout that! Grumblejack is a pretty cool dude. I just meant I wanted to give him more of an angle for my pcs.
Anyway. Important NPCs, PCs, and cohorts get a "theme song" in my campaign (to be played when they do something cool).
Here's Grumblejack's. I also will be using the voice from the song as his voice:
God's Away on Business

One other thought I had, while thinking about/prepping my campaign for Monday...
Grumblejack = Tom Waits in my campaign.
I always want meaningful cohorts/followers/etc. to have as much personality and color as possible in any campaign I do.
I wouldn't say that's missing from WotW, but I wouldn't say it's present either (for this NPC)...which is fine. I don't mind developing the personalities of my NPCs specifically suit my pcs.
So, in my campaign, Grumblejack is not just "an ogre with horns in another cell that we can exploit". He is "an ogre with a raspy voice, a strange perspective on life, has an unusal rhythym, likes to bang things...and is sincerely philosophical."
He's easy enough for the pcs to send to his death, but why would they do that rather than learning more about his (increasingly interesting, but completely off-the-cuff/un-established backstory)?
My hope is to (at minimum) break the player's (not their characters) hearts if they sacrifice Grumblejack. He was an incredibly evil inspired romantic brute destined for greatness...and all they had to do was let him accomplish his destiny..and serve them well.
Anything less...well that's a minor failure...unfortunate, but too bad. It is also a clear opportunity missed. (I want to drive that home for my pcs to point out how it is better to convert rather than to slay, when possible.)
I think I'm going to use Grumblejack as a lesson for my PCs, if they don't know the lesson already...
...treat evil beings as servants, and make them your servants...or you're not recycling...you're filling landfills and/or cemetaries.
In the most evil sense..."Waste not, Want not."
I'd like to teach them this singular lesson with a charismatic Grumblejack: If you can, enslave the powerful, treat the weak as dispensable after immediate needs have been sated...all others (unenslavable or worthless, can be fed to the hungry, whoever they may be).

I just wanted to address one thing that was mentioned earlier here, and that is slated to come out in book 6 (would that we could wait that long!).
Introducing a new PC.
It occured to me that (at least earlier on), the easiest way to introduce a new pc would be for a name simply to appear in blood on the contract, with the old name crossed out.
Instead of animal blood...it'd be the new pc's blood (satisfying a number of elements of story, including allowing Thorn to scry on, and find, the new pc).
Then it'd just be a matter of Tiadora going to meet that new pc, travel with him to the rest of the pcs (or them to him), and make introductions.
The best part: the new pc could make any agreement or arrangement with a devil and sign any appropriate contract "serving Asmodeus"...with the new contract becoming a subcontract of Thorn's.
Well, not the best part. Even better, Asmodeus, in his wisdom and foresight, could have arranged the same as above, but months ahead of time. The new pc could be tested by Thorn, and have travelled many miles, only to arrive the day after the former pc died.
"Six months, six days, and six hours ago, I had a vision that I must be here, in this place, when the sun set. Now, here I am, and here we are, watching darkness overtake the light."
Thanks for pointing me in the direction of that thread.
I haven't gotten to read the whole thing yet, but (as DM) the campaign I'm running (Way of the Wicked) does have some substantial chunks of downtime (at least in book 1-3, I can only assume there will be some chunks later on as well).
I am comparing the 120,000 base cost of the phylactery (and the benefits of being a lich) to the 120,000 base cost of other items (or 240,000 market cost).
In this campaign, players will have the time to make items, and will be doing so. So, at least here, it's a pretty clear cut comparison (clearer than in the other thread).
The direct question is: is lichdom better than 120,000 gp BASE cost of other magic items, and if so, how MUCH better?

Good point, but I'm mainly discussing the balance issue, and I don't see lichdom being particularly better than the cost of other items that money could buy.
Frankthedm is pulling from canon, and I'm not one to separate the fluff from the crunch, but I'll also add that there aren't hard and fast numbers there (the fluff is vague), and one could say that those are the things that the adventurer/lich-to-be is doing during the course of levelling from one to (a minimum of ) 11.
I guess that I'm agreeing with Frankthedm that the ecology backs up an emphasis for DM adventure hooks along with some DM control about becoming a lich (and adds to the eventual mystique of the player's becoming a lich).
But, on the other hand, I'm primarily concerned with balance between pcs and the cost of becoming a lich versus the cost of other alternatives.
I worry that the 200,000 gp ON TOP of the 120,000 (plus the additional time expenditures) might make lichdom unappealing for anyone but NPCs (much like trapbuilding costs and poison costs seem to be "not worth it" in comparison to traditional magic items).

Awesome to hear help is on the way, Gary (from Fire Mountain Games).
To Umbral Reaver and Frankthedm...I'm not sure where you're getting those numbers.
My number checks as DM are that 120,000 spent on create wondrous item = 240,000 purchased on an item.
that's more than a +5 vorpal sword.
that's about the cost of a staff of power.
AND it requires the player to devote time and scheduling to it, rather than simply buying the latter.
Honestly, I think I'd rather a wizard lich than a wizard with a staff of power...especially at higher levels.
Course, I could be TOTALLY off base here. I'm just giving info on where I'm coming from. If anyone would like to throw out some numbers or justification on how badly I've mistaken things, I'd be in their debt! I don't want to wreck the campaign, nor do I want to wreck the experiences of the other players.
But, as I see it, the benefit and the cost seem to be about on par (and if anything the cost might be too high).
I do wonder...are we letting the mystique of liches override what they actually are able to do with game mechanics?
If so, (or even if not) isn't there a difference between an eons old lich (with storehouses of resources, magic items, minions, wisdom, etc) and a brand new lich?
To Gary:
Again, massive accolades for the AP. I was wondering...and wanted to put a bug in your ear...
Any chance for a "special edition compilation" of this?
You don't have to answer (don't want to kill your sales of the AP while it's being released)...but, if there were to eventually be something like Rappan Athuk Reloaded, I'd buy that up in a second.
Perhaps down the line a fully compiled single megabook or boxset? Include all errata, advice from threads like this one, maybe a few extra adventures or sidequests (some of which have been mentioned in feedback threads as well) and any maps and/or little touches you had hoped to put in (e.g. player prestige classes, potential cohorts, rules for replacing pcs, etc etc).
Just something for you to consider, and considering it now might make it easier to do later (if you take notes as you go, for example).
Take care.
Thanks for the replies.
I looked at wealth by level and magic items to compare the cost.
It's whopping.
120,000 gold for the phylactery (that's a base cost, so it'd be 240,000 to "buy" one if that were possible) is huge. It's staff of power huge.
So, that said, if a player decides to dedicate the time (64-480 days depending) and the money, I think it should not require any adjustment for level.
Thanks again for the replies, they helped me decide that this line of thinking isn't overly broken.
I'm the DM, running Way of the Wicked (Fire Mountain Games, pathfinder ruleset), and one player will want to become a lich in the future.
I see the rules for the cost of the phylactery made with craft wondrous item (120,000 gp and the accompanying time costs), but no rules for a level adjustment.
Is there one? Is the crafting cost meant to offset other items that could be purchased (e.g. opportunity cost)?
Help appreciated.

I'm just dropping in with a few quick thoughts.
1. I LOVE this adventure path. It's unique, and it's the only time I've seen evil done well.
2. It's not just evil done well. It's a great adventure path in its own right. There's a ton of creativity here, and, above all, the designer notes are incredibly helpful to guide the dm in understanding how to extract some of the more clever nuances from the adventures and NPCs.
3. I actually think this might become a classic. I'm thinking not of the original Ravenloft, but more of groundbreakers like Kingmaker and Ptolus. It has their same level of originality and quality.
4. (My one and only critique). I wish the editing were tightened up just a bit. There are a number of typos, words running together, etc. I haven't noticed anything key, or anything to do with missing or erroneous gaming info.
I wonder if, since the PDF is often out ahead of time, if you might not take a page from Open Design's book and allow people who spot errors a limited time frame to post them to you before releasing the printed proof? Maybe even a raffle based on number of new errors found for a (single) free copy of the print book amongst the editors (who would have paid for the pdf already).
Just a thought.
Anyway, KEEP UP THE FANTASTIC WORK!
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Now I think we need a "Dark Mistress and Lou Agresta" romance kickstarter project....
Thank you for the apology. Here's hoping you'll find some spark of joy in RPing again.
As a name that came up continually asking for/pressuring you about the status of RC and yourself, I find it only fair to mention that I never did finish my dissertation (and therefore my doctorate) which I started just about the same time as RC started.
Sometimes, no matter how much we want to get something done...we just don't have it in us.
But your writing is killer!
I was surprised to see that Nick would be a guest at Paizocon for the Runelords anniversary.
Any word at all from him regarding plans for/the status of Razor Coast?
I didn't order KUG (space ain't my thang), but I wll be paying for the print copy when it becomes available.
Still hoping for RC (I asked for a refund, but didn't get one - but that was only because I thought there would never be a product. I'd prefer the product).
I'll say this: I might not have noticed the name Lou Agresta amidst the werecabbages, but thanks to this whole mess, I've found someone who does some pretty great work, so I guess there's an upside to this!
(Check out Lou's work for 0one games if you guys haven't. Both "The Bloody Fix" and "Puncture the Blackened Vein" are masterful.)
Hugo Solis wrote: *sigh*... I just hope Nick is still alive... or Lou... Just keeping the record straight...Lou, by all accounts, did an AWESOME and some might say saintly job, working on, and finishing RC.
Then he handed it back over to Nick, ending his involvement with the project (apart from poking Nick for us every once in a while).
Lou has performed a herculean effort to save RC, and despite that, Logue STILL hasn't gotten off his ass to publish it.
I just wanted to make sure that people knew that Lou has only moved the project forward, and has in no way been responsible for delays or holdups that we're upset about.
LOU ROCKS!
So I had originally preordered it after about a month of it being announced. Eventually (sometime a year and a half ago) I gave up (and money was tight) so I asked for a refund (and got it).
Then, things started getting good again, the site was hot, and other things were moving (I don't recall specifics, maybe Lou -who I greatly admire- picked up the project). In any case, my faith was renewed and I foolishly preordered AGAIN.
I've now finally given up entirely. I just emailed (moments before this) Nick for a refund. I'll return here and post if I ever get it.
Yeah, won't be buying from this guy, ever.
What an utterly, utterly classless move.
To top it off, he apparently is "editing" his blog comments (selecting which ones to include and which ones not to)...as I wrote the simple comment of
"Not funny. -Aberzanzorax"
It WAS there (so he approved it), as was another post by "anonymous"...but those have disappeared.
Just douchey move after douchey move.
Seems the site no longer exists?
Domain name needs renewal.
<FACEPALM>
And on further thought....
bonuses to sense motive, see through disguises, see through lies, etc could be of benefit. Even clairaudience could be cool, or detect evil.
Also, perhaps if the OP were to spend his legacy item on the bow and then focus on buying specialized arrows?
The problem with arrows is players are generally loathe to use them as they are one shot (pardon the unintentional pun) magic items.
Not really a spoiler, but while LazarX is correct...this "is going to be a lot more than just a series of combat rounds with token separation between them".
However, little if any of this is in the Underdark...it's an invasion of Drow on the surface world.
Nonetheless, the point rings true.

I'm his DM. (He can verify this as needed, of course.)
As he said, they're all starting at lvl 1.
One solution would be to make his bow "more uber" using gold along with a legacy item...which in the end, since you can't go above +10 on a weapon until epic, would mean the +xx,xxx gp enhancements to items. These are usually more common on armors than weapons and I'd have to look into weapon bonuses for this to be helpful.
Another solution would be the robe of eyes option. I'm extending legacy items (normally just weapons or armor) to just about anything. E.G a mage sorceror character may want an uber staff (staff of power/of the magi/specific spells) or an uber rod (various metamagic rods all put onto the same item). I'm cool with this/flexible.
So the goggles DrSparnum has mentioned would be fine by me, but since this is a public discussion, maybe the best/maybe not the best choice?
And if they are to be the choice, perhaps a layering over time of see invisibility, darkvision, true seeing (extended, spot check bonus, blindsense, blind sight, low light vision, clairvoyance?, true strike?, and possibly the bow feats/magic item bonuses that allow for distant shots, piercing cover/concealment, shooting into melee.
Just spitballin' some ideas here.
I'll say two things:
1. As soon as POD is available, I'll be buying this for PF or regular 3.5...or even 3.0!
2. I WANT part 2 and 3!
I'd pay money for them as well. Guaranteed sale...right here! (If in print..on demand or otherwise.)
Thank you Nick.
Got your email.
You, sir, are a gentleman.
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