![]()
![]()
AAA Games has the Holiday Mini-Dungeon Bundle which includes an Easter themed adventure. ![]()
So basically, you ask for advice here and in the Organized play Forum. Everyone, in both subforum, agrees that your reading the rule is inaccurate. In support we cite:
You asked for our advice, we gave it. And you refuse to accept it. At this point nothing more can be said, you will persist in insisting that you are reading this correctly an unless we say that you are correct, you will refuse to listen to our advice. Might as well just drop it as you will not get the rule validation that you are seeking. ![]()
In one game I was in, we were 1st level fresh out of toen going to another nearby town. The random encounter rolled was Red Dragon. So the DM made us roll to see if we spotted it, most did so we hide in the nearby forest. DM was a bit of a bastard and had the juvenile Dragon land near where we were in the open, sniff about as he approached the woods then left. So yeah, random encounters doesn't have to mean a fight (unless players are being radh), could be an opportunity for a social encounter and a bit of role play or a chance to foreshadow what is to come. ![]()
We have demonstrated that you are incorrect. We have quoted the core book and the FAQ which are both PFS legal. more to he point, unless something in the PFS Roleplaying Guild Guide, the Additional Ressource or the Csmpaign Clarification explicitely contradict the source book, then what is indicated in the book is valid in a PFS Organized Game. But, despite this, you insist that you are right. So be it. When the Organize play GM will refuse you at his or her table because your character is illegal and when the Venture-officer (be it Agent, Lieutenant or Captain) will support the GM and tell you your character is not legal and therefore cannot be accepted on any tables. And when the Regional Venture-Coordinator will tell you the same thing...maybe you will accept that you are incorrect in this instance. ![]()
Ferious Thune wrote:
You've just hit the nail on the head. If you look at Altaica's Organized Play character he or she has completely misunderstood how spell level and Bonus Spells works. So at the moment, this character built is Not Legal since Bonus Spells gained from high Primary Stats, is still bound by the Spell Level allowed by your class level. Meaning: A 1st level Oracle can only cast 0-Level and 1st Level spells augmented only by 1st level Bonus Spells from High Charisma. 2nd, 3rd, 4th and 5th level Bonus Spells from High Charisma will only become available when your level as an Oracle will allow you to cast these Spell Levels. ![]()
Roswynn wrote:
Cat's Meow does have a Lionoid race. That might be worth a look. ![]()
I was a bit bored today so I pulled out my Monstrous , My Complete Book of humanoids, Issue 250 of Dragon Magazine (for the Heroes of the Sea Article) and Of Ships and the Sea and started comparing the Hobgoblin and the Koalinth, pulling out main elements. once that was done, I compared the 2nd Ed. Hobgoblin with its Pathfinder counterpart to get my benchmark. Here is my final product (CC and suggestions are always welcome) Koalinth are marine creatures closely related to surface-dwelling hobgoblins. They stand about 5’ tall, with sleek, muscular bodies. Their fingers and toes are webbed, and they have gill slits in their necks. Their skin is light green and covered with patches of dark green, aqua, or blue hair. Their faces have been compared to seals, and large male koalinth have enlarged noses like elephant seals. Male koalinth also share the aggressive behavior and loud bellow of elephant seals. Koalinth, like surface-dwelling hobgoblins, live in a rigidly organized, militaristic society. Their tribes are fiercely territorial and war with each other and with other aquatic races when their territory is compromised. They make their homes in caverns in shallow waters, ranging from subarctic to tropical seas. Ability Score Racial Traits Koalinth are fast and hardy. They gain +2 Dexterity, and +2 Constitution.
Amphibious Koalinth are amphibious and can breathe both air and water.
Languages Koalinth begin play speaking Common and a dialect of Goblin. Koalinthwith high Intelligence scores can choose from the following: Aboleth, Aklo, Aquan, Draconic, Elven, and communicate Note Due to their Subtype, Stealth & Swim always considered Class Skill. Height 50 male, 48 Female
![]()
Endzeitgeist wrote: Aye, Pyromaniac's AP is amazing and utterly underappreciated. It's not yet complete, though. Oh I could not agree more with this, it's a very rich city and the guides are also awesome and do make the city come alive. It is the that it's not completed, but it does look like it's more a matter of time though...I might gave to adapt it to my Cerulean Seas campaign. ![]()
Pyromaniac Press has 4+prologue (working on book 5) of their 7 (or is it 8?) Parts Adventure Path published. What I love the most about it is that it is essentially a Urban AP (aside from prologue and Book 5) set wholly in 1 city. So lots of fun details. ![]()
It's a creative plan, and I'm all for rewarding creativity...or at least give it a fighting chance of success. Unless very big, the first casting (125 square feet of water) should pretty much fill up the occupied sarcophagus (Assuming 4x4x10 dimension for 160 square feet)...the last 35 square feet being mostly occupied by the elf. If the air cannot "leak out" of the sarcophagus, that will already cause a lot of pressure that could potentially pop it open say a DC 20 Con, Fort or Hardness check for the false sarcophagus The 2nd casting would fill up the remaining space either creating more pressure (say adding a +10 to the DC) or leak out from the mouth/seal (either unchanged or a +2 to +5 to the DC check depending on how much and how fast it leaks). Every subsequent casting would increase the DC at the same rate as the 2nd. Starting on the 3rd casting or 4th casting the elf should start making a similar roll (starting at DC 20) as IIRC Aquatic elf doesn't go that deep after all (based on Cerulean Seas and the old 2nd edition underwater material). ![]()
While unpleasant, sometimes it is needed. But overall, I do believe, it is a good learning experience for them. IIRC, for most of them, it was their first go at RPGs so bound to have some issues, but now that they have been identified, the kids can work on it, improve and become better gamers. So ultimately, it is a good thing. ![]()
I'm wondering if, once all the Remarkable Submerged Races will be done, if we will get a compiled: Remarkable Submerged Races Pathway to Adventure: Compendium of Unusual PC Races as we did for the Remarkable Races (available both as PDF and POD on DrivethruRPG). I do hope so as, for print purpose, I prefer to have all of them in one book. ![]()
Planar Races could be intriguing. Higher/Lower Planes would very likely be similar to stock Aasimar/Tiefling. Elemental-kin, would be interesting too, especially forthose tied to the Fire plane. And if we could add Para- and quasi-elemental kins, I'd be happy. Positive/Negative plane, Astral and Ethereal planes are never done, that could also be a great addition. Shifter Races could be fun too, explore a bit more the therianthopes of the Celurean Seas and how they interact with the moon. ![]()
Back in the days, when Drizzt was introduce, he was quite the unique character (sure his full-blooded sister and his father had similar inclination, but not to the same level and were unable to break free unlike him) and it was great, this uniqueness made his story that much more compelling. Now a unique character will often lead to clone, people like it and seek to recreate it. It's not a bad thing, but when it become "too much of a good thing", that can be a problem. So I started working on a "what-if" scenario: "What if Good Drow were not Drow at all? What if they were a distinct but related elven subrace?". Pondering this idea and daring to slip into the Heresy, I came up with this: Deep underground, hidden in the uppermost cave of the Darkland, there reside a virtually unknown even race. Seen fairly regularly in the Darkland, and impose rarely aboveground, they can easily pass for a drow at first glance and only closer scrutiny would allow to see the telltale of a different subrace. Descendant of elven and drow scholars, merchants, explorers, rogues and other malcontents who found a deeper kinship with each other than with their own people, these elves and drows created small communities where they could met, exchange and spend time together. Over the slow course of decades and centuries, this kinship lead to the stronger bond of blood-kinship; creating a race that held to ideas and belief of both parents but with a more balance view. After comparing both race, I've worked out a first draft (Don't have it handy for now, but will post it later) for this subrace. It currently sits roughly on par with Dhampir and tiefling, so a bit stronger than regular elf, but slightly weaker than a drow. And like the drow, they would have a noble bloodline too (descendant of Noble Drow) and this bloodline is roughly on par with the svirfneblin. So powerful, but nowhere as powerful as Noble Drow. Obviously, it needs to be refine, but could potentially offer a nice alternative to what is considered by some to be a problem or overused trope. ![]()
Remember a year or do ago, when AAW did their Underworld Race and Class Kickstarter? We had a Special Goal that would be unlocked at 900 Backers...yeah, we missed it by a mere 18 backers. Were today is the day! The Occult Secrets of the Underworld for Pathfinder and D&D 5th edition has gone live. ![]()
3 Things: 1) The arts are awesome!
3) For the Feyling, here's the Height, Weight and age table I've created. Race: Feyling
Age
![]()
NobodysHome wrote:
That can be a pain indeed. For RuneQuest (and Call of Cthulhu) I never had that problem as we roll in order of the stats...So you get what you get. Makes for interesting characters. It's actually a surprisingly good way to avoid one-trick pony as it forces you to consider the character as a whole. ![]()
With 17 issues published, plus the Bestiary, I was curious to know: " As a player or as a GM, what did you use from Wayfinder in your game? How did it turn out?" I figure this would be interesting to know as both feedback to the magazine and the writers, but also to help prospective writer by showing the area of interest. ![]()
Coidzor wrote:
Varisian is the primary Ethnicity in Varisia and not all of them have a wandering, bohemian lifestyle. you can also find Varisian settlements in Lands of the Linnorm Kings, Lastwall, Nidal, Nirmathas and Numeria. Ustalav just happen to have the biggest concentration of settled Varisian, but it's not the only one. ![]()
Vidmaster7 wrote: If I'm remembering correctly in 2nd edition in order for a dragon to advance in age category in addition to years acquired they needed a minimum level of wealth in their hoard. So if you wanted to go from young adult to adult you better invest. That was a new rule introduced in Council of Wyrms. As good a reason as any though. ![]()
A couple more options. LPJ Design has the Blooded Noble. Little Red Goblins also has a couple noble classes in Noble & Skirmisher Base Classes and in the Politic & Power. First Ones Entertainment has a Noble base class. ![]()
This Kickstarter did well over the weekend and is still going strong...although (to be expected) 5th edition backers are pulling ahead a bit. What we have so far:
What do we have to look for:
Idea been tossed around at the moment:
Come and join the fun!! ![]()
Endzeitgeist wrote:
Thank you for the info. I saw it on Facebook a few weeks ago, and as I was not working today, I patiently sat at my computer on Kickstarter for about 5 hours waiting to go live. Backer #4. I really can't wait to hold my book and read through it and see what was done (both the new material and the updated material from the previous books/pdf). ![]()
thenovalord wrote: Need an AP starting at 9th or so I guess A few company did that and it works well. Frog God Games has at least:
AAW has at last:
So there is a market and a precedent for it.
|