Steve Geddes wrote: Depends on your expectations. Mine is that the player guides come out with issue one, if possible. I dont know what date others expect (the day subs begin fulfilling? If thats the date theyre nearly always late) but no subscriber is guaranteed their copy early so sitting down to play before then is taking a risk, in my view. It's not really expectations, or at least not just ours. The good people at paizo themselves have said that they always try to make the player guide go out when the subscribers get the first issue, so they set that expectation for themselves as well. Try being the operative word in that sentence. I'm a firm believer in "it's ready when it is ready" however you can't really blame people for having expectations.
Fabian Benavente wrote: The original concept ideas included two tieflings which later decanted into humans. One of the players asked about a strix but I thought it was just too weird, specially for an urban adventure. Considering that this is one of the few, if not only, campaigns with strix as a playable race being plausible. that's to bad. One of my players who previously wanted to play a paladin actually switched into a lawful neutral Airborne Ambusher, who wants to join the hell knights. He did take the Cloak of Feathers feat at level 1 in order for him to blend in better. All because he wanted play a stix once in a campaign path :P
My group looks as follow's a rogue(Kintago rebel) of the Sarini family going for noble scion later. a Wizard(instructor) best friend of the character above. The brains behind the escapades they got into. a Cavalier(Esquire) with a (herald squire) cohort, Order of the blue rose, worshiper of Milani. a Paladin (chosen) of Iomedae, used to be a farmer, got chosen one day, could live under law before, but no more. Thematically its fantastic. nice dynamic, I'm seriously doubting their survivability. It is cohort heavy, so that should make it a bit more viable.
LazarX wrote: There usually isn't even then...the lifespans of the players are a limiting factor. :) Luckily, there are plenty of ways for people to become immortal in pathfinder. Some obviously more morally dubious then others certainly. But it would be rare for you to run out of options. However when playing as monsters, it can be incredibly hard. I've played a skulk before in a kingmaker campaign. He eventually had to become a half-babu in order to keep him alive. To get back to one of the earliest questions; Hags are immortal as far as they've been shown to be in adventures so far. There have been hags of hundreds of years of age without any age category modification. Sadly no collected source for this. It's mostly scrounging for assumptions.
Berselius wrote: The Leadership feat to me is quite simply too much of an utter pain to keep track of / manage and not every adventurer wants to have an army at his / hers disposal (especially when your dealing with campaigns that don't involve mass combat situations). I'd blame your GM for that, I cannot count the times when I've just used my followers as informant networks or as employees for our groups mansion. The leadership feat doesn't say you have to babysit every aspect, so why would your GM make you do it if you don't want to? In any event, I'm really looking forward to this, I love playing classes that have interesting interactions with the leadership feat. like the low Templar and the noble scion. I have a new skull and shackles game coming up. And I know the "captain" wants to take the feat. Hopefully he can get some good options out of this.
I can see the issue, probably because of the disparity in which it is used. And the only time it is differentiated is during archetypes and the progression table. I think though, that anybody with a lick of sense understands the meaning of the words. And they should not try and force it to suit their own needs. abilities that actually make separate note of the advancement (whether in the archetype or the table) of abilities and give the option of trading that advancement away, actually trade away the advancement.
I found joy in the strangest of places. A new toy against the forces of Asmodeus; Gender-changing potions. I was rather surprised it was so easily acquired. I mean forcibly changing someone's alignment takes much more effort, and that can be changed back relatively easy. Pro-male religion, prepare to meet your nemisis. edit: and of course, drow, witches, etc.
With 3.5 or pathfinder, If I dream up a character I would want to play, I can probably create it with the rules provided, the characters growth can also be mimicked using the rules. In dnd 4th and 5th I feel its easier to play the character I've created. without having to worry about the growth. I thinks its a matter of preference. And I can seriously understand people wanting the focus to be on other parts then character and rules complexity. Personally I wouldn't dream of playing a game where I cannot create the story or journey I want for my characters. In that, I've felt that 4th and 5th are lacking. It has heart but lacks soul.
wraithstrike wrote:
by that logic I would challenge your first post. you said you'd be fine with using 2 limited wishes (3000g) to basically substitute for resurrection (10000g) Goodnatured ribbing ofcourse, I understand your sentiment, I could just not help myself ;)
Larkos wrote:
don't forget good ol norgorber NE living in LN.
seebs wrote:
Its not, not really, I mean in the real world, a priest with at most +1 bluff was able to convince massive amounts of people that they should kill for the god that demands "thou shall not kill" with the penalty of eternal damnation...... The guy believes he's on fire.
In the case of racial heritage... can someone explain to me, how a species that procreates with eggs, could ever mingle with a species that bears live young.... if you GM allows you to take heritage kobold, then he might as well rule that you are born with a tail, because clearly, neither of you care about any of the realities of it. On the subjects of orc's and teeth feats, there is something that might help. It was rules that an orc, with a racial bite attack from traits, could take the feat that gave him a bite attack because he qualifies for it. however, unless he grew a second mouth somewhere, the feat would do nothing. the same logic applies here. Unless you grow a tail, a tail attack does nothing, even if you have it, even if you qualify for it.
Not a fan of the druid list, of all shamans in the world only animists had any real connection to nature as opposed to spirits... and you could take the nature spirit for that. I'd support it for the sake of having another full caster druidlister.... but completely ruining the flavor of a class seems a bit a high a price. mechanically, it still plays a lot like the previous tests, and sadly most "hex's" are not at all that. I'd like more cursing, less buffing. Also I'd like to see clarification on improved familiar and other familiar feats.
Infernal Contract Broker wrote:
1 - A sanguine talisman will hold you, read the book 2 - I don't need the benefits of a contract to bind a devil, nor bind you somewhere3 - I already have your truename, you signed the contract with it, finding you, imprisoning you, binding you, are all so much easier now. you lost devil, simply deneying the rules doesn't absolve you from them. It's also incredibly unsightly for a devil to admit to such a disregard for rules.
Ravingdork wrote:
how many warriors want a sword that can heal them when they've been knocked unconscious? .... um, every single one of them? |