Tarrasque

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Organized Play Member. 633 posts (665 including aliases). 11 reviews. No lists. 1 wishlist. 21 Organized Play characters.


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Yes, but the wording is fuzzy on what the damage die for the "posative energy that can only hurt undead" pool is


Ok. So... now what happens when we have a cleric that channels negative energy?


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Eh
My friends and I came to Pathfinder because we loved 3rd Ed D&D and didn't care for 4th.
Now Pathfinder is going to a new set of rules too.
Kinda defeats the point for us.
I'll pass.


I just wanted to download the War For the Crown Player's Guide >.<


To put it simply, it's not flavor of the month anymore.
Mummy's Mask is long done, so you aren't likely to see much more support for it in a while.
Same reason we're not seeing more support for Tien pantheons, all the racial pantheons outside of core (the greater Elf pantheon and Dwarven pantheon, for instance), better write ups for existing minor gods (there are a handful with little more than a domain line or an appearance in an old Adventure Path, such as Camazotz, Feronia, Erecura, and Easivra), Sargaven/Mwangi gods, or any of the gods briefly mentioned in Distant Shores.

Personally, I'm a fantasy theology fan with Stockholm Syndrome for clerics, so I would love books upon books of gods and lore, but that's a bit much to ask of ask of a major publishing company.


The Mortonator wrote:
doctor_wu wrote:
Now this thread is making me wonder if I am a horrible person for being able to read the book of the damned right before bed and still go to sleep.
Not having trigger points doesn't make someone bad. This is more about making the product more secure for those that do.

Thing is, trigger points are wildly varied and everyone has their limits.

Me, I can nonchalantly talk about my past brushes with suicide, yet the song "You Shook Me All Night Long" takes me to a *VERY* dark place.

In the end, it's Aesop's fable of the man, the boy, and the donkey.
Try to please everyone, and you will please noone at all.
I suppose the best course would be for Paizo to decide where they as a company want to draw the line and stick to it, regardless of criticism from any given side.


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Not bothering to read the whole thread, just gonna throw my 2 copper in...

Pathfinder, like many fantasy RPGs, is a fantasy.
Your average adventuring party is a group of vigilante murder hobos.
Even some of the best things a party can do (such as, say, helping with a crime scene investigation) simply would not fly in the real world.
Use of lethal force is commonplace, and death of sentients is the norm.
As such, when things in a fantasy setting are supposed to be evil, they often go full mustache twirling.
After all, when the GOOD guys have a high body count, how do you make the bad guys...well, how do you make them bad?

So this is where the depraved stuff comes in.
Torture, rape, slavery, abuse, excessive violence, child abuse, and other evils that I can't even put into words.
These are bad things; we know them to be wrong, we refuse to accept them as even possibly being righteous; these are what make the individuals truly EVIL.
Let's just look at the core deities of Evil persuasion for a moment.
Take away slavery from Asmodeus, torture from Zon-Kuthon, mass destruction from Rovagug, beastiality from Lamashtu, slavery in the form of undeath from Urgathoa, and Father Skinsaw from Nogorber, and... well, you have a pantheon of Neutral deities.

Is child abuse a step too far?
Perhaps.
But it is a real world issue, a real world evil, and one that should be recognized.
Placing it under the purview of a Demon Lord does that.
Paizo is no more complicit in child abuse than "Twelve Years a Slave" is slavery.


I keep getting more and more glad that I held off on running Ironfang Invasion until this book is released.


Queens of the Night?


Bottom up creature design.

I like it!


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Ok, this is pretty hilarious! Oops indeed.

But hey, you owned your mistake and fixed it, so it's not like I can knock you.

Thank you and the whole staff for what has very rapidly become my favorite AP. Rock on, Dev team.


Jonathon Wilder wrote:
Honestly, with all the bickering I'm starting to think that it would be better as a prestige class.

Low Templar PrC.

Also, Warpriest more or less covers the "Paladin of any alignment" bit.
Gray Paladin, Antipaladin, and Tyrant Antipaladin all exist too, covering other extremes without displacing paladins as what they are.


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I'll echo what others have said: Bravo!
To put it in rather coarse terms; we will never have equality until we have equality in the mooks.
All too often in modern media we have a diverse cast of heroes, a slightly less diverse cast of villains, and a totally homogeneous suite of supporting baddies.
No reason that the thugs, bandits, gang members, enemy soldiers, and the other rabble the heroes square off against can't be as diverse as the heroes themselves.


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Does this mean that we'll get a legit way for a psychic magic user to become a Hellknight Signifer?


Quig, without a doubt.

See, in Skull and Shackles we had this ratfolk alchemist who managed to repetitively get himself thrown into the sweatbox, earning the nickname Sweatbox.
He survived and lived on throughout the campaign, being the most simultaneously helpful/hindering party member of the group.
"Squeak squeak. I've got this, captain!" as he throws a stink cloud bomb into the melee, forcing the captain to withdraw from combat but also denying the opponents their sneak attack on the captain.
"I've got this captain! Squeak squeak," as he turns the headlights of the Apparatus of the Crab on, cutting through the Darkness spell but also reflecting off the metallic bird, blinding half the crew.
He later, in post campaign material, magically propagated an entire legion of Sweatboxes across the Inner Sea, meaning that all future campaigns can and will feature a "Sweatbox" somewhere.

In head canon, Quig is yet another Sweatbox.
He is a Space Sweatbox.
And somewhere out there, in the eerie black, there is some spaceship with an increasingly frustrated captain.
"Squeak squeak. I've got this captain!"


There's a feat in Armor Masters' Handbook that allows for casting somatic spells while using a shield; Shielded Mage.


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Archmage Variel wrote:
Pathfinder is generally one of the better ones in terms of inclusivity and cultural sensitivity, but with such a vast amount of written products, occasionally something can come out not looking as it was intended, with even the best intentions.

Try to please everyone and you will please noone, not even yourself.

Pretty sure there's an Aesop fable about that one there....


So in Path of the Hellknight, the Order of the Gate has a Signifier by the name of Ariotol the Listener.
He's a LN male psychic 10/ Hellknight signifier 4.

My Question is: How?

To qualify for Hellknight Signifier you need either Arcane Armor Training (which is useless for a psychic caster) or Warrior Priest (which you need to have either domains or mysteries to qualify for).
By current RAW a psychic could simply take Arcane Armor Training and sit on a wasted feat...and a wasted prestige class ability, but outside of multiclassing that seems to be the only way into it.

So, how do the psychic magic users of the Inner Sea become Signifiers?


I honestly couldn't pick a single favorite, or even a host of favorites. I like all the Pathfinder gods for different reasons.


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James Jacobs wrote:
They know, in the same way we know doctors and firefighters and lawyers and hobos and serial killers and authors and explorers and astronauts and ninja exist.

I thoroughly appreciate the spectrum covered in in this quote.


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Live squids.


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OH boy, this thread again.

2/5

Between my hair and my gut, Mavaro is the only iconic I could pull off.
But if I ever get around to playing PFS at cons again, I'll probably dress in character.
It's more amusing that way.

*Edit*
On second thought...no...
The character I'd WANT to cosplay as is my Qadiran merchant alchemist.
Something tells me that I'd be strung up if I showed to a Con as a white guy dressed as a Saracen, and I'm not sure what group of people would do the stringing.

There's my issue.
Most of my characters are humans of different ethnicity than mine, and any attempt I have at merely dressing like them will spark outrage within one group or another.


Thing is, you can't just "disregard bloodline powers" when talking about sorcerers casting off of stats other than Cha.
There are exactly two bloodlines that grant you the ability to cast off of other stats, meaning that YOU WILL be using that bloodline's powers and abilities if you desire to cast off of it.
That is, of course, unless your DM allows for wild-blooded and cross-blooded to be combined (by RAW they are not, but even James Jacobs says he house rules this way) and you are comfortable with the hit to Will and spell progression.
So we HAVE to look at the abilities that our bloodlines grant if we're talking about casting off of other stats.
And, IMO, Sage and Empyreal leave much to be desired.

Honestly, unless I was planning on going into a prestige class, I wouldn't dip a spontaneous caster.
The spell loss is too much for me.
That said, if we're talking dips, why not mention dipping Paladin for old fashion Cha casters?
That is a way to go for Dragon Disciple after all.
It's as valid as a Cleric dipping Sorcerer, or vice versa.


I believe the answer is B, for reasons you stated.

Quote:
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.

So, as I read that, the weapon deals Weapon Damage(eg 1d6)+ Modifying Ability Mod (eg +2 from Strength) + Enhancement Mod (eg +1 enhancement)+ Elemental Damage(1d6 acid, in this instance), all before halfing.

The spellstiked spell does it's damage separately, then is halved on it's own.

Actually, this is a very interesting question. let's take it one step further...

Let's say we make that weapon a +1 Corrosive Ghost Touch weapon...
In this instance, the whole weapon damage goes through (base damage, strength mod, enhancement, and elemental) as if it came from an incorporeal source due to Ghost Touch.
Now, does the spell get halved as it is from a corporeal source...I am inclined to say yes, but rules seem vague here.

Of course, the spell could be an Ectoplasmic Spell, in which case it would effect incorporeal creatures normally...


_Ozy_ wrote:
Many people house rule that creatures with diehard, ferocity, etc... add their con score to their HP for purposes of adjudicating non-lethal damage.

A sensible house rule.

After all, while Diehard and Ferocity shouldn't be negated by non-lethal, neither should non-lethal be negated by Diehard and Ferocity.

QuidEst wrote:
Keep in mind that nonlethal from a Kineticist's burn overrides anything like this since its effects can't be mitigated.

*sigh* So true. Really nuked my idea of making my PFS barbarian who's archetype got banned after three years of it being legal into a Kineticist, since the Deathless tree is totally incompatible...


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Rysky wrote:
No, that is not how it works. Because that is incredibly stupid.

Just because something seems stupid does not mean that isn't how it works.


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Yes. That is how it works.

Ferocity is a show of just how tenaciously you cling to life, but it doesn't account for how bludgeoned and bruised you are.
Consider it a bleeding out vs a being entirely worn out.

If you want to keep going while under nonleathal damage, consider the feat Flagellant

Flagellant wrote:

Source Inner Sea Gods pg. 212

You have learned to ignore the effects of pain through long years of exposure to it.

Prerequisites: Endurance, character level 7th, worshiper of Zon-Kuthon.

Benefit: You gain a +4 bonus on saving throws against pain effects. Also, you suffer no adverse effect when your nonlethal damage equals your current hit points, and you become staggered when your nonlethal damage exceeds your current hit points. You never fall unconscious due to nonlethal damage.

Normal: When your nonlethal damage equals your current hit points, you become staggered. When your nonlethal damage exceeds your current hit points, you fall unconscious.


James Risner wrote:

Also you can't charge something you can't see it are obstructed (door in the way).

This is for the "enemy sees us, closes a door" so you don't need to move, open door, move, attack. You can move, free action open, attack.

Normally I agree with you 100%, BUT

Quote:
If his attack deals enough damage to destroy the object, he can continue to move.

Seems to imply that the intent is for the movement to continue unimpeded.

In the end, I still agree with you, but only 95%.
It's a poorly worded ability.


Touch attacks are about how an attack resolves, not how it is delivered.

The PRD wrote:
Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor.

For example, many tech weapons (such as laser pistols) resolve as touch attacks, at all ranges.

You can make full attacks with such weapons as you would any other weapon, those attacks are all touch attacks.

Most monsters that get touch attacks get a single one as part of some special natural attack (such as a ghost's corrupting touch).
Since they are natural attacks, the monster must be hasted to get multiple of them (or be a really wierd monk build with a very specific feat).
Some such attacks specify once a round to avoid this.

For most spells, a successful touch attack discharges the spell. However, since you can hold a charge, if you have iterative attacks, you could keep swinging if you miss on the first (if you miss with say a Harm on the free attack given as part of the spell, then proceed to wiff the first attack of the round thereafter).
Note that unless you have some special ability saying otherwise, your touch attack itself would do no damage, merely allow the spell to go off.

As far as the gloves go, the issue is that they do not grant a touch attack themselves, it falls into that lovely gray area of referencing a rule that never existed...


Archpaladin Zousha wrote:
Aren't psychics casters? Don't Eldritch Knights, Arcane Archers and Hellknight Signifiers run on this principle? I'm just skipping the prestige class stuff since there's no "psychic/warrior hybrid" prestige class like those two.

EKs are potentially good at higher level, but very difficult to get into. Requiring both full martial weapon proficiency and 3rd level spells means that you're either struggling with a handful of useless martial abilities until you get into the PrC or you're taking a hit to your casting progression and hitting the PrC late.

Signifier can be gotten into as a full cleric or at the cost of three feats (doable as your 1st, 3rd, and 5th) as a wizard and requires no dipping to do.
These are things to consider when comparing to PrCs.

So, the real question at the end of the day; what are you trying to do with your Psychic/Paladin?
Are you trying to be an armored caster, still maintaining your psychic casting powerhouse?
Are you trying to be a martial warrior with a little bit of psychic abilities?
Or are you aiming for a middle ground; a holy warrior with some martial ability and some psychic discipline, but not particularly strong in either camp?
Knowing what you're looking to make in the end with help you figure out what to build in the first place.


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Jade Regent:
Asian woman returns box.


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Is the Vicarius of the Gate supposed to be a Hellknight rather than a Signifier?
If so, why?


The problem here is that we are only looking at EFS as an immediate action.
let's look at some other immediate actions and see how they interact, bot by RAW and RAI.
It will give us better insight into the nature of immediate actions.


MMMmmm...
T'challa.....MMMM!!!
So good, so good!


Check and see what Order they are, then give their Lictor or Vicarious (or whomever the ranking officer is) the ol Paladin Stare.
Seriously, each Hellknight Order plays differently than the others.

If the hellknight order is the Nail and the Lictor is non-evil, then you shouldn't have a problem.
They're dedicated to fighting barbarianism, so is the paladin of Abadar.
Your goals align just fine.

If the order is the Chain, then there may be a few issues.
They are dedicated to capturing those indentured to others (primarily slaves), and while Abadar is big on justice being served, paladins of Abadar are still against slavery as a principle.
While they won't be the worst thing, you can expect to but heads time to time.

If they are the order of the Gate, expect problems unless their boss is LG.
The gate consorts with extra-planar forces, particularly those of Hell.
As a paladin, regardless of what god you follow, chatting up devils is a big no-no.
Devil summoners and binders should not be welcomed in your lands.


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"HAH! MY AC IS IN THE 40s! NOONE CAN TOUCH ME!"
*touch attack against a touch AC 12*
*Will Save with a +2 bonus*
"Crap..."


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I don't know what my point buy is, but by now I've killed enough rats to be at least level 2.


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Chris Lambertz wrote:
Removed a series of posts. Again, let's keep this discussion centered on the original topic. We have a variety of community members who would be/are fairly uncomfortable engaging in this conversation when others use phrases typically used to describe "sex" rather than "gender." For the purposes of this thread and keeping our community a welcoming space for gamers of a variety of backgrounds, my team would appreciate if folks used "women" or "girls" from this point on. If you have further feedback on this, please email community@paizo.com. Thanks!

Heh, I had a reply and got ninja'd by moderation. Honestly, I'm glad to get back on topic.

As to specifics;
I love my player H. on Thursdays.
She actually keeps notes, but they always end up hilariously unspecific.
"Old church.

Haunted???
Monsters???
Ghosts???"

still, better notes than B. takes.


Sharoth wrote:
50 pound teleportation limit.

The one time Folding Plate becomes a necessity.


As from Demons Revisited, Demons *can* wear armor, it's just that most chose not to or have major issues with it.
A babau needs its armor to resist acid, succubi generally are oppose to hiding their voluptuous figures, glabrezu require very large specially made armor, and hezrou require something that will hold up in swampland.

Now, demons with considerable wealth and a couple class levels may well utilize armor.
A babau may craft black dragonhide armor, a succubi wear a glamoured suit of mail, a glabrezu may have a hulking set of full plate, and a hezrou may have a rustproof breastplate.
However, these are considerable monetary investments, well out of the scope of typical demons.

For most demons, armor is a waste of money anyways; why bother increasing your defense when you can increase your destructive potential?
Weapons and magic items are far more common around demonfolk.
After all, that suit of armor could be a bigger sword instead.


KenderKin wrote:

I have never had any problem or trouble out of any female in any gaming groups (all the way back to first edition), and all the persons involved regardless of gender got along well.

As I recall the female players often had male characters, and male players often enough had female characters.

Females have always been part of the community.

yep yep.

If I have had a problem with a female at the table, it was because of her as a person, not because of her as a woman.


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Ok, so....
Outside of light weapons, natural weapons, and one-handed piercing weapons wielded by a Swashbuckler, only the following weapons may be weapon finessed;
Aldori dueling sword(1 handed)
Bladed scarf(2 handed)
Elven branched spear(2 handed)
Elven curve blade(2 handed)
Estoc(2 handed, though special clause for one handed)
Rapier(1 handed)
Spiked chain(2 handed)
Sword cane(1 handed)
Whip(1 handed)
None of which are monk weapons.

HOWEVER
Crusader's Flurry exists!

Crusader's Flurry wrote:


You learned to use your deity’s favored weapon as part of your martial arts form.

Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity’s favored melee weapon.

Benefit: You can use your deity’s favored weapon as if it were a monk weapon.

So, if you're willing to drop one level into Crusader archetype cleric, you can flurry of blows with your deity's favored weapon.

Using this feat, Cleric/Monks of Zon-Kuthon can weapon Finesse flurry a spiked chain and Cleric/Monks of Sivanah can do such with the bladed scarf.


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I'm Hiding In Your Closet wrote:
Dragon78 wrote:

Would love to see alternate racial mods for Lashunta.
Female +2Int +2Cha -2Str
Male +2Str +2Int -2Cha

I wouldn't mind a sexually dimorphic race that has it the other way around, too (mighty females, lithe males) - be good for a race of anthropomorphic mosquitoes (which, incidentally, has precedent in DRAGON magazine's 3.5 conversion of the China Miéville races).

Or any other insectoid race.

Many arthropods have larger females than males.
The infamous Black Widow spiders and Praying Mantises, for instance.
There's also arthropods where the femlae population significantly outnumbers the male; members of the Apocrita suborder (ants, bees, and wasps) come to mind.
So if we see a Formain or Thriae player race, I'd *hope* for sexual dimorphic stats skewed for physically strong females.


Not reading this entire thread.
Just adding my two copper.

*shrug*
People are people, whatever they are elsewise.

There's a gal in my Thursday group. She's a significant party member, and one of the ones with the most attention to detail (yes, taking notes is often helpful in a RPG).
There's no ladies in my Saturday group. Just aren't, and the tables full up, so that's not changing.
In the group I used to play in on Sunday there's a woman. She is interested in the AP for about three sessions maximum before she's distracted by other things, playing on her phone, and generally just being uninterested in what's going on (if you don't want to play, why are you here?)
There's a Monday night game that a few of my friends are in with a few ladies at the table. I don't like the playstyle of that group in general, so I chose not to play on Mondays.

I make no behavioral changes for gals in the gaming group.
Nothing for, nothing against.
No special problems, no special privileges.

People are people.
No more, no less.


Shasazar wrote:

It's a core balance/game design issue for DnD that's been this way since Basic.

Up until very recently, one of the core concepts of DnD is that you have a small team of highly specialized PCs each solving problems in their own area. You have the spell guy, the heal guy, the tank/bruiser and so on, everyone has their own thing.

Strength and Intelligence are the two 'power attributes' that everyone gets use out of but are primary to fighters/barbarians/etc and wizards/arcane spellcasters respectively. As such, a Str/Int race is ideal for both diametrically opposed classes as well as Gish builds. Both class types are very powerful in Pathfinder, combining the two has to be handled delicately to maintain game balance especially when you consider PFS legality.

Touch attacks, for example, exist to give low-strength, low-BAB spellcasters a chance to actually do something hand to hand, give them higher strength or the ability to optimize for str and int you're going to get synergies that the devs probably don't want to deal with.

This isn't to say that it can't be done in a balanced way, I'm sure it can, but it's a worry and that probably makes it a low priority for the devs. As such even if you get an official str/int race (or more if one already exists, I can't think of one off the top of my head) don't expect them not to have some downside.

I think this is the right concept.

Consider just how many Magi end up Dervish Dancing.
Now imagine that without any feat investment to balance it out.


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I think the only real area that Paizo devs won't mess with for major portions of an AP is Absalom, as that is already the heart of PFS.

Then again, I could easily see them doing it too.
Not like there isn't anything to write about there...


taks wrote:

As for #3, I'd hardly call this bait and switch. It is called Giantslayer, afterall, not Orcslayer, an the first and second books are heavy on orc encounters anyway. Being on the edge of the Mindspin Mountains sorta fits the whole giant theme, IMO. Is there a more appropriate giant setting? I dunno, since I haven't really dug into where giants would be otherwise.

I was referring to the pre release stage.

When they annonced the concept of the next AP, they didn't give us the title or the giantslaying theme; just the setting.
We were given that "The next AP will take place in the Holds of Belkzen and be a back-to-basics type AP" (as oppose to the hyper specialized settings prior to it, such as Skull and Shackles, Iron Gods, Reign of Winter, and Mummy's Mask).
Then, when the title was announced, those of use who played RotRL groaned.

If you haven't played RotRL, then I suppose that a giant slaying AP is a pretty sweet gig.
It *was* fun in RotRL, after all.
It's just after playing RotRL, the "fight all the giants" gimmick was pretty worn through.
We were looking for something a little different.
An AP set in Belkzen had us excited: Orcs must die! Dwarven Sky Citadels! Kasavon and Tar barphon influences!
In the end, it was more giants.

I'm not saying that Giantslayer is *bad*.
Not having played it, I can't say that at all.
I am saying that for those of us who have played through RotRL, it's rather unappealing.

If my gaming group said "We're playing Giantslayer next," an unlikely prospect given that we played RotRL and my sentiments are echoed in the group, well, I've already rolled upcharacters.
However, if we were voting, my vote would be for any AP but it.


Davor wrote:


Oh, and Shield-Trained (Trait) lets you treat Heavy Shields as light weapons.

Just be sure to follow the right god!


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I haven't played it, but honestly, it just doesn't look appealing to me.

1)Honestly, after playing Rise of the Runelords, I'm pretty Gianted-out. Later books of Runelords are chocked full of giants, so a full AP of Runelords book 4 just seems...tedious.

2)Even reading the quick summaries of adventures, the premises aren't really promising. Each book seems to be "next tier of giant" in theme from description. One book Stone giants, one book Ice giants, one book Fire giants, etc. Again, haven't played it, but that's the impression from the short descriptions.

3)Bait and Switch setting. Like Mort mentioned above, set in Belkzen, I was really hopping for orcs! When the AP was announced as a Belkzen setting with a "returning to the roots of tabletop RPGs feel, I was super excited for a Warcraft-esqe AP, fighting against the war machine that is the hordes of Belkzen. Instead, we were given more giants... I go back to comment 1 about Runelords.

Strength 11
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 12