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Contributor, RPG Superstar 2010. Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Dedicated Voter, 8 Season Dedicated Voter, 9 Season Dedicated Voter. Adventure Path Charter Subscriber; Pathfinder Adventure, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Battles Case Subscriber. Organized Play Member. 570 posts (736 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 1 alias.


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Yep, you don't get your insight bonuses. I guess they've got put some limits on things. Although that would be a good idea for a feat.

Mech Jockey
You can get the most out of any mech you operate.
Prerequisites: Piloting 5 ranks.
Benefit: When you grant a mech you’re operating an action, and the mech performs a skill check as part of the action, then you can add your insight bonuses with that skill to the check. When performing a Strength- or Dexterity-based skill check in this way, you can add your Piloting skill insight bonuses to the check.

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Starfinder Core Rulebook wrote:
An inhaled affliction is delivered the moment a creature that breathes (and isn’t wearing a space suit or suit of armor that filters out such toxins) enters an area containing such an affliction. Most inhaled afflictions fill a volume equal to a 10- foot cube per dose. A creature at risk can attempt to hold its breath while inside such an area to avoid inhaling the affliction. There is a 50% chance each round a creature holding its breath doesn’t need to attempt a saving throw against the affliction (see Suffocation and Drowning on page 404).

Source link

In an ideal world the scenario text would have provided a reminder of this rule.

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Here's a simple way to do it:

Calculate horizonal distance, calculate vertical distance.

Halve the smaller of these two numbers and add it to the larger number. Done.

So for the 15' horizonal and 15' vertical, the answer is 20 feet.

15/2 = 7.5 (round down to get 5), then 5 + 15 = 20

No calculator needed.

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We were working from Greg's very meticulous outline, so it certainly has his 'feel' to it. Greg also went through my adventure (and all the others I assume) in development and added a heap of Lost Lands lore that only an expert of the setting would know. Lastly I did try to pen a 'Vaughan' style adventure with a detailed lead in culminating in a savage and desperate final battle at the end.

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I'm glad all the writing for this is done and dusted before the KS even starts.

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Shelyn's Tenets wrote:
I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.

Contributor, RPG Superstar 2010

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I'd be ok with any of four types of selectable class feature (advanced armour training options, advanced weapon training options, prowess options, and perseverance options) being retrained. I do agree that perseverance options should be one of the harder options to retrain. Personally I'd probably go with 20 days to retrain one of those, 10 days at the very minimum.

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Glad to see folks are still enjoying Legendary Rogues. Thank you to Endy for giving his guidance.

Regarding positioning strike, this rogue talent came from the investigator talent, repositioning strike, which let the investigator make a reposition maneuver against a foe after dealing damage with studied strike. It made a lot of sense to allow rogues to have a similar option.

For positioning attack, I remember that this rogue talent was quite problematic.

As written in the APG, it is a 1/day talent that lets the rogue move up to 30 feet without provoking AOOs after a successful melee attack against a foe, as long the rogue ends up adjacent to that foe. This movement is completely free, it doesn't cost any actions and the rogue could do even do this in the middle of a full attack or as part of an AOO.

Making the talent once per opponent per day as discussed above is a good call. However this then runs close to bending Endy's 'bag of rats' rule. That is, the rogue throws down a bag of rats and proceeds to stab each of them to gain movement each time. I don't believe that it breaks this rule but there are a lot of interactions in Pathfinder so this is something to consider. Possibly making the talent only work once per round could close any potential loopholes.

The free movement is listed as ‘move up to 30 feet’ rather than granting the rogue an amount of movement. This means that as written an encumbered gnomish rogue fighting in a deep bog can still move 30 feet around a foe.

It's also a bit strange that as written the rogue doesn't provoke AOOs from anyone during this movement. Not provoking from the struck foe is fine but the rogue probably shouldn't be able to freely walk past other foes.

Lastly, on an esthetic level, every other rogue talent called something attack usually adds a rider to rogue’s sneak attack, such as bleeding attack or dispelling attack. The positioning attack talent doesn’t even require a successful sneak attack and so breaks this pattern. I considered renaming it, but this affects compatibility with other parts of the system.

Here’s my updated Legendary Rogue version of this talent:
------------------------------------------------------------------------
Positioning Attack (Ex): Once per round, when a rogue with this talent hits a creature with a melee attack, she may then move with a movement speed of 30 foot. This movement must end in a space adjacent to the creature hit with the melee attack and doesn’t provoke an attack of opportunity from this creature. A rogue can use this ability once per creature per day. A rogue must be at least 6th level before selecting this talent.
------------------------------------------------------------------------

Looking at it, this version of positioning attack now feels like an alternate version of the Spring Attack feat.

As for how this interacts with the Switchblade feat, having the prerequisites for Switchblade be either positioning attack or positioning strike is fine. I’d also allow the Friendly Switch feat (SoS) as an alternate prerequisite to the Swap Places feat.

Hope that all helps.

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Number 4 in Endzeitgeist's Top 10 for 2018! :D

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Endzeitgeist has it correct on how it is meant to work officially.

And like him, in a home game I'd also consider allowing those types of feats (when made latent), to let a legendary fighter jump two steps deeper into a feat chain.

Some feat chains are super long and the feats at the end are often not as good as the ones in the middle.

Some other things to consider which could help when digging into those long feat chains:
Defended Movement is a shield mastery feat which means a fighter can access it as an advanced armor training option via the armored master option.
The latent recall prowess option increases by 1 the maximum number of latent feats a legendary fighter can have.

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Yes.

I've spoken with Michael and we are both keen to get the third part done and published well before PF2 hits the streets. We aren't going to look too far into the future, but we will certainly have to consider what rules system to for any remaining adventures when PF2 becomes the 'new thing'.

The majority of the work on the third part is done and it's up to us to develop it into the great adventure that we both know it has the potential to be.

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Welcome back Patrick!

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Michael Allen and I have been creating a series of adventures for Legendary Games called One Player Adventures for a GM and a single player.

One Player Adventures *link*

I find that a 1-on-1 adventure can help a new or younger player feel a lot more comfortable about getting used to mechanics and roleplaying without having to worry about what the other players think. They can be really useful for PC side quests where the other PCs would only be in the way, such as a druid seeking a new animal companion, etc. I also have noticed that such sessions run a whole lot quicker than a group session, a lone PC can easily level up in around 1-2 sessions - assuming they survive.

We intend to bring out more One Player titles and convert all of these to PF2 when it comes out.

Contributor, RPG Superstar 2010

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As per other Adventure Paths we don't rely too much on a specific character surviving (or not surviving). Feel free to stat Collin/Colleen as you will. The pacing of the adventures means that there can be plenty of down time between them, giving a young urchin plenty of time for a growth spurt when it suits.

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Legendary Games' Legendary Fighters has quite a few AWT and AAT options among other things.

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Thanks Chemlak, my goal wasn't to outdo the slayer or barbarian etc., but to make the fighter a legitimate choice that stands alongside other modern martials and still has his own design space. Certain character concepts may work better as a slayer and that's ok; each class should have its selling points.

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The first of my big 'must haves' for this were to have pretty much every fighter archetype retain weapon training and armor training, that way every fighter can access advanced weapon training options and advanced armor training options. The second was to make the legendary fighter reasonably compatible with existing archetypes, some of the more non-standard archetypes required either a few notes or a redesign of the archetype, but the conversion notes in Legendary Fighters should allow any future archetypes to be converted with minimum fuss.

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Eric Hinkle wrote:

Can anyone give any hints as to how well this matches up to the 'Everyman Unchained Fighter' from Everyman/Rogue Genius? I hope they can be made to work together, as I truly love the Unchained Fighter even as I know this will also be an amazing piece of work.

Really, please, any further clues as to what the PDF contains will be vastly appreciated!

In a nutshell, more advanced armor training options, more advanced weapon training options, two new types of fighter class feature - perseverance options and prowess options. Ways to fix the fighter chassis to make it comparable with other martial classes. Options to allow fighters to take combat feats easier and earlier by reducing prerequisites. And brought all together to make a Legendary Fighter that is reasonably compatible with existing archetypes. Conversion notes for all Paizo published fighter archetypes as well as some new archetypes.

Perseverance options are 'resilience' options that allow the fighter to keep going in spite of the adversities of combat. Some examples include Hard-bitten which reduces the damage from critical hits and effects triggered by critical hits, and Dogged Obstinacy which grants bonuses when attempting the same action repeatedly.

Prowess options are what I started out calling 'metafeat' options. They allow a fighter to do more or gain more from skills and combat feats. Some examples include, Friendly Persuasion lets a fighter use his Intimidate bonus on Diplomacy checks and Latent Recall the fighter gains an additional latent feat and can gain the benefits of a latent feat as a move action. What's a latent feat? It's what I call a tax rebate for all the feat taxes that martial classes often have to pay.

Is it compatible with EMG's Unchained Fighter? A lot of the options are, but I've gone a different path to the UF. It is a lot like Legendary Rogues, there is a whole arsenel of new options and you can pick which ones you want to use.

Milo v3 wrote:
Does the Legendary Fighter have more utility to it than a standard fighter?

I'm hoping that the legendary fighter feels and plays like a badass, and your players will consider it an equal choice to a barbarian, slayer, or ranger.

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I'll email Jason to check that. The revised version still has the mislabelling of C5 and C6 but the doors on the south of the foyer should be there as blue circle, indicating a arcane locked door hidden by a silent image. When Jaylin is receiving visitors these doors would be open, to allow guests to ascend either of the two staircases up to the upper landing (C14) and then into the drawing room (C15) or the study (C16).

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One of the maps in this adventure was particularly tricky to create for this reason:

Spoiler:
The PC needs to commit a burglary at a mansion protected by a guards and wards spell. So the map has to show:

  • unlocked doors
  • locked doors
  • 'arcane locked' doors (that aren't otherwise locked)
  • locked 'arcane locked' doors
  • and some of these doors are also hidden with illusions from the 'lost doors' effect of the guards and wards spell.

    So, definitely a fun map to adventure in but also a difficult map for a cartographer to visually convey that information easily. Liz Courts has done an exceptional job of making this map easy to read.

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    I have to say I did like how you made it easy for a GM to take the unlabelled map and use it electronically, without revealing the secret doors and other hidden bits. Not an easy map to draw by any means.

    Contributor, RPG Superstar 2010

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    Thanks to Jason and Legendary Games for taking the chance on a One Player Adventure Path.

    Michael and I have put in a lot of work into these adventures and we hope everyone enjoys them.

    Contributor, RPG Superstar 2010

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    Thanks again to Liz Courts for more excellent cartography and layout. Looks great!

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    Kitsune's Guile adds Int to 4 skills (Diplomacy, Bluff, Sense Motive, and Disguise) which is very strong for a skill speciality, especially at low levels. I'd probably replace inherent talent and the 1st-level skill specialty for it, although replacing both 1st and 4th level skill specialities is also an option (but does make dipping a bit too easy, unless you limit the Int bonus to be less than or equal to class level, or something like that).

    Kitsune's Charm isn't an avoidance, it's more like a specialised rogue talent, I'd make it a talent that only tricksters can take and I'd make it more like the standard major magic talent (no -2 to caster level, and more uses per day). Similar to how the acrobat archetype can choose specific spells for major magic without needing minor magic.

    Hope that helps.

    Contributor, RPG Superstar 2010

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    One small optional cosmetic change we were considering for Orphans of the Hanged Man was this:

    Spoiler:
    After the art order came back with this:

    http://www.facebook.com/makeyourgamelegendary/photos/a.198864016952344.1073 741830.196917653813647/648641591974582/?type=3&theater

    We considered swapping Collin's gender, to make him/her become Colleen, just because it is such a nice picture. In the end we didn't, but if feel free to do so if you think it would work for your game. Because the picture is barefoot, you'll need to change the description of the encounter where the PC first meets Colleen to have one of the Orphans holding a pair of shoes with noose laces demanding Colleen wear these shoes, and her refusing to do so.

    Contributor, RPG Superstar 2010

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    Canadian Bakka wrote:

    In the Cutpurse archetype, what sort of action is the Bluff check for the Stall and Steer class feature to cause an innocuous distraction? Is it the same as using Bluff to create a diversion to use Stealth (in which case, it is a standard action as described in Ultimate Intrigue)?

    Also for the Cutpurse, if he/she successfully uses Stall and Steer, is the distraction penalty (as described under the Perception skill in the Core Rules) stackable with the penalty on the Perception check to notice a theft if the Cutpurse successfully uses Stab and Grab on the round after using Stall and Steer or are the two penalties to the Perception check essentially the same type of penalty?

    The action for using Stall and Steer varies depending on how long the distraction lasts. As listed under the Bluff skill in the CRB, attempting to deceive someone takes at least 1 round but possibly more. Usually the minimum action to do that would be at least a standard action like you said.

    The penalties from Stall and Steer & Stab and Grab stack. It could even be one character performing the Stall and Steer and another performing the Stab and Grab. Pickpockets work in teams for a reason.

    Contributor, RPG Superstar 2010

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    Eric Hinkle wrote:
    Would it be okay to ask here to as what sort of legendary rogue talents, skill specialties, and instincts would best serve a tiefling sniper, or is that best done elsewhere on these forums?

    Dang it, the Paizo golem ate my post.

    Short version:

    Rogue Talents: Ambush Assailant, Consummate Avoidance, Deadly Range, Fast Stealth, Hide in Plain Sight, Sniper's Eye, Stealthy Sniper, Superlative Stealth.

    Instincts: Ambusher and Leap Aside

    Skill Specialties: Imperceptible and Vigilance

    Hope that helps.

    Contributor, RPG Superstar 2010

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    Canadian Bakka wrote:

    Also, there appears to be an editing error for the Supreme Stealth class ability of the Master Thief prestige class: it states that it applies to the Escape Artist skill instead of Stealth.

    Yep, that is a mistake, it should be the Stealth skill, the master thief already gets the increase with the Escape Artist skill at 8th level.

    Contributor, RPG Superstar 2010

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    Canadian Bakka wrote:

    Quick question regarding the revised archetypes covered in this product: some of the revised archetypes have class features that do not alter, modify, or replace an existing class feature from the Legendary Rogue class. Is that intentional?

    For example, the Burglar's Silent Prowler class feature does not indicate what it alters, modifies, or replaces.
    CB

    That is intentional, the Burglar's careful disarm class feature isn't as good as what it replaces (a rogue talent), so silent prowler + careful disarm = a rogue talent. However, when writing archetypes it's confusing to say that both abilities replace the same class feature. This is also true of the Survivalist's hardy and improvisor replacement abilities which effectively both replace the legendary rogue's 1st-level skill specialty.

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    Big props to Liz Courts for this one, the maps and layout are reeeeally nice. These weren't the easiest maps to do but she nailed it. I'm also super happy with the art, beautiful stuff.

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    Feel free to ask questions or let us know how you went with 'Orphans'.

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    We certainly want each adventure to be as stand alone usable as possible while still following the AP. We will be including adventure hooks in each adventure to make it easy for GMs to use these as one shot adventures or side quests.

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    We're also interested in listening to people's ideas around the concept of a One on One Adventure Path, so let us know what you think.

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    Good questions.

    (1) We are looking at the AP ending at around 15th level. Each adventure is aimed at covering 1.5 to 2 levels of XP. Orphans of the Hanged Man goes from the start of 1st level to about two thirds of the way through 2nd level. The next adventure in the series should easily take the PC to the start of 4th level. We've planned out and got ideas for around 10 adventures in total.

    (2) So far we've done the XP awards in a similar way to a traditional AP. We've included an Advancement Track if GMs prefer the milestone approach. There will certainly be plenty of story based experience awards in this adventure path.

    (3) Having more PCs would mean that the GM would need to scale the adventure. 'Pets' such as familiars or animal companions shouldn't need much scaling, if any. However, as it is a urban adventure a cavalier's mount or a druid's animal companion may have trouble clambering around in the sewers. :-) By the time a PC is high enough level to gain Leadership, they should also have considerable resources and other favors to call on.

    (4) We have designed the adventure for a fairly broad range of skill based characters. A PC with a roguish skill-set should do well. Having Disable Device and a good Perception will help considerably, but having the trapfinding class feature to be able to disable magical traps isn't a compulsory requirement.

    (5) Michael's been playtesting the second adventure and making edits, this should be very close to being out around the start of April. A release every two months would be great, but this does depend on how 'Orphans' is received. We're hoping that it will be very well received.

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    We are definitely considering which downtime systems to use further down the track, once the PC gains a fledgling organization to manage.

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    Now that Jason has announced Orphans of the Hanged Man, it's time to give some more details.

    As you may have guessed, Legendary One on One Adventures are designed for one player and one GM. Sometimes it’s hard to get a group together and most adventures assume at least 4 players so this style of adventure fills that gap.

    Orphans of the Hanged Man is designed for a skill based 1st level PC who has greater aspirations of becoming an influential figure in an urban setting. Investigators, rogues, stalker vigilantes, and so on are well suited for this adventure.

    This adventure does stand alone and certainly works well as a prelude or sidetrek in the first book of Red Queen AP, which is why it has been initially marketed as an Adventure Path Plug In, however, we have greater plans for the Legendary One on One Adventures line.

    Our end goal is to create the first One on One Adventure Path! The plan is for this adventure path to take a roguish PC from lowly beginnings of slums and gang fights to ascend through wit, guile, and a sharp blade, to the rulership of their own powerful criminal organisation. We've named this AP, the “Guildmaster Adventure Path”.

    We even have long term plans to do similar things with other classes groups, such as the “Archmage Adventure Path”.

    However these plans are well in the future and we have to start somewhere, and well as to see if there is a large enough market for this style of adventure/adventure path, so please feel free to comment and ask questions.

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    Gotta combine them: I thought the AC of the OP's AC was OP!

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    An easy way to calculate a 3D distance in Pathfinder is take the longer dimension then add half the shorter dimension. This works because of the 1-2-1-2 nature of diagonal movement.

    For example: A flying enemy 50 foot away and 20 feet up is 60 feet away.

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    Number 8 in Endzeitgeist's Top 10 for 2015! :D

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    A quick link to Amber's Pathfinder profile:

    *link*

    As you can see Amber really has done the hard yards as a RPG freelancer. I've enjoyed everything I've read of hers and I thought that her work in Pirates of the Inner Sea was excellent.

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    Had a quick chat with Jason (whose queue of "things to do" runs very long), over the weekend. Currently, my personal plan is to work on Legendary Fighters before coming back to Legendary Rogues 2.

    If you want to give some ideas of subjects you'd like explored in LR2 then that may lure me away from other pursuits. :-)

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    Probably better here, that way it is all together (and easier for people to find).

    For the Skulking Slayer, some things are pretty easy to fit in.

    Combining Pass for Human (+1/2 rogue level to Disguise checks, no penalty for a specific individual of a different race) and Shifty (+1/2 rogue level to Bluff checks to feint) into a skill specialty and making it the skill specialty gained at 1st level is a good fit.

    The bonus feats are fine, after all a rogue talent should be equal/close to the power of a feat. Replacing the +8 BAB prereq for Improved Surprise Follow-through with a prereq of being an 8th level rogue would work.

    For Bold Strike (1d8 sneak attacks when charging with a 2 handed weapon), having this ability replace Telling Blow doesn't seem unreasonable.

    For Unexpected Charge the wording needs a little bit of cleaning up to specifically allow the Skulking Slayer to feint a target who is a goodly distance away. Having this ability replace Outmaneuvering Sneak seems reasonable, Skulking Slayers seem to be designed to use feints and surprise follow-through to gain their sneak attacks rather than being an expert at flanking.

    For Underhanded Maneuvers (make steal and dirty trick maneuvers with a bonus instead of sneak attacks) I'm still considering. It's probably worth a talent (inherent talent) but I'd want to change the wording a little.

    For the greatclub and whip, I'd modify the Weapon & Armor Profs, but given legendary rogues already get proficiency with whips and a one-handed martial weapon I can't see a problem.

    The loss of skill ranks and class skills seems unnecessary, given the other trade outs are fairly balanced.

    That's just me brainstorming, let me know what you think.

    Matt

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    MMCJawa wrote:

    Also Paths of Prestige specifically calls out common folk frequently mistaking Hellknight armigers as Asmodean paladins, and the armigers themselves tend more toward evil than normal hellknights due to all the devil summoning and such.

    So they kind of have provided multiple ways around the whole Asmodeus Paladin thing

    Just did a quick word search on Paths of Prestige. The only time the word paladin turns up is in the Champion of Irori prestige class. The word Asmodeus doesn't appear at all. You are probably thinking of text from a different book.

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    Spellcasting services wrote:
    The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This price assumes that you can go to the spellcaster and have the spell cast at her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question, though you may be lucky enough to find someone who has it prepared that day or a spontaneous caster who knows it).

    Generally =/= Always.

    Note the bolded words, if that paragraph doesn't say 'GM discretion required' I don't know what does.

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    Just received my latest Paizo package via Aus Post. It was one of the standard 'golem' cardboard boxes, with foam thingies inside, then contained inside that was one of the white Paizo card stock envelopes and in that was my latest Player Companion.

    The box had still been thrown/dropped hard enough that the Player Companion had a ding in one corner. >:-/

    I picked this up from the Post Office so it's likely that this was done before it got to the local postie, meaning this is probably a widespread problem.

    I'm going to beg a favor from the Paizo warehouse folks, can we Australians please have the cardboard corner protectors on the corners of white envelopes when they are inside bigger boxes. It's about the only way I'm ever going to get a product without corner dings.

    Thanks.

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    I've lost track of the dinged corners on RPG supplements I've had mailed by AusPost.

    All I can say to any RPG company: pack anything you are sending to Australia assuming that someone is going to throw the package across a room as hard as they can onto a concrete surface at some point.

    Please bubble wrap, put in foam thingies, and use those cardboard corner protectors as much as possible.
    Thanks.

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    Draw a line from one corner of your square to each corner of the opponent's square, if any one of those lines crosses something solid (including another creature) the opponent has cover.

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    Here's one reason to play a rogue, I want to play a class that doesn't have spells/extracts/consumable resources has skills, and still is still effective and contributes.

    Or as TOZ said, for a challenge.

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    Wow, that is some good work.

    I hope that John can make use of what has been done here. I always feel that tweaking something that's already there is a lot easier than starting from scratch.

    I'm playing this AP and hope that sanctioning can happen soon. However as I'm playing in campaign mode, I'm not that fussed about chronicle sheets. Would it be possible to turn on the reporting option for this AP (and possibly other APs) before the chronicles are done? Even if this is only for campaign mode reporting?

    GMing an entire AP is a large undertaking and this way those GMs can get the GM credit they deserve.

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    Eric Hinkle wrote:
    Do they at least give us some guidelines on which talents are best suited to whatever 'theme' you have for your rogue character? It might be a bit overwhelming otherwise.

    There is the equivalent of a 'feat summary table' that lists each talent and a brief one line description of each. The table takes up 3 pages by itself but should give a rogue player looking for an appropriate talent a quick and easy way to find suitable options.

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