Crai wrote:
This compilation contains Playing A Lycanthrope, Archetypes, Wereblooded, Minor Wereblooded, and Skindancers, Crai. Products *not* contained within it are: Meat-That-Screams, Weremantises, and Werewolves. Upcoming products include: Wererats, Werebats, Weretigers, and more.
The author has gotten the core classes chapter to me and I'm working through it now. The Magic chapter requires a revisitation, since Paizo published a ritual magic system in Occult Adventures and there needs to be a decision as to adopt it or stay the course with what we had. Spells, Feats, and Covencraft sections have already gone to editing. Still have Prestige Classes to go from Tim, plus whatever I'm forgetting.
Watch the Product Discussion section for an announcement regarding playtest for a conversion of the cyberpunk Savage Worlds setting Interface Zero 2.0. (The playtest document is going to layout as I type, so it shouldn't be too long before our project lead announces it) There's not a magic component to the setting, but it does have a psionic class, and you could add magic back in if desired. There would need to be some conversions to balance it against weapons technology, but it shouldn't be impossible.
While I don't want to discuss specifics since we're in the middle of the project, SeeleyOne, I can tell you that we are not using the core Pathfinder firearms system, in part because there is no need to balance firearms in combat versus magic and melee combat. Melee is still important, but firearms are the major offensive tool for everyone.
We're 63 hours and $433.00 dollars away from Morgan Boehringer and Christos Gurd's War Witches and Hexmavens stretch goal - that's just 18 backers at the $25.00 level, less if you want the print version. We've made our goal, and the book is coming out, so if you've been on the fence this is the time to jump in and help get some great stretch goal material added to the project!
$482.00 away from funding the project - that's effectively just 16 people at the $25.00 level folks. For that price, you get PDFs of the Ultimate Witch for Pathfinder AND Castles and Crusades, The Talented Witch by Owen Stephens, The Witch (for 'old school' RPGs) by Tim Brannon, The Warlock by Tim Brannon, and every stretch goal. That's a steal! Sign up and let's get a start on some of those awesome stretch goals like Morgan Boehringer's Warwitches and Hexmavens!
Christina Stiles wrote:
I think that's correct, Christina. It was supposed to be a spell that was essentially a 1st level alternate version of Magic Fang that gave your natural weapons the effect of silver.
Christina Stiles wrote:
Yes, you would need Eschew Materials, since Natural Spell does, in fact just cover the verbal/somatic components. But with Eschew Materials and Natural Spell, you're already working a powerful combination, adding in Silent and Still Spell makes it even more so.
Lord Mhoram wrote:
You'd need to take the Natural Spell feat as presented in modified form in the product, but, as you note, that does not raise the level of the spell.
Jeffrey 'Zerzix' Swank wrote: LOVE this! My whole table of players are all excited when I busted this out at our last session. Needless to say we had some people remaking their PC's. Great product! =) Please keep posting and let us know how the product performs for you, Jeffrey - and I'm glad you and your group liked it! =)
Lord Mhoram wrote:
Glad to hear that Lord Mhoram. I tried to write the book that I wished I'd had years ago.
Christina Stiles wrote:
The follow-up demon, Syllylthyl, is also a good fit for inclusion in an extended (or even not-so-extended) Wrath of the Righteous game, albeit in a totally different way than Zunirei.
Eric Hinkle wrote: Dumb question, but can monstrous wereblooded (the ones with animal-like heads and faces) be used as PCs with this, or are they restricted to monster/NPC status? Ben built out monstrous wereblooded as an advanced race, Eric, so, assuming other advanced races are available, they should be playable.
Ambrosia Slaad wrote:
They're 'new/else,' Ambrosia Slaad. The Wayfinder #7 race is a cool idea, but went in a different direction that I did, and I can claim no knowledge of what Paizo's doing with their skinwalkers, so any resemblance there will be completely coincidental. I went for more of a call-back to the original Navajo legends to come up with my core idea, and then adapted elements of the natural lycanthrope PC race system developed for Bite Me! for the mechanics.
Some quick questions folks - I think I got lost in the 'fast-and-heavy' on the last page. =) I've downloaded the paladin upgrade PDF and read through it, and gone over it with my lone paladin player... who had a question or two that I can't answer (and don't see answers to in the thread here after some looking), so, in the time-honored tradition of seeing what others think.... 1) The revision states that the paladin's mount can be 'called to them' once a day. Where is it outside of that? The revision doesn't state, so it could be anyplace from wherever it was last left to a celestial plane. Is there some hint of designer intent that I've missed in reading? 2) Can they send it back when they're done, or is it now stuck wherever they are until called again? Can they, at 9th level, use their second daily summons to send it back, or is the transport one-way only? 3) Would it be possible to put some thought into mounts suitable for urban paladins? Warhorses are all well and good, but they don't do much for you in a back alley in Absalom, or a crowded street where they're not even going to fit. I'm not sure what can be done about it to be honest - at least not for human-sized characters, anyway, although I can see several possibilities for, say, halfling, dwarf, or gnome paladins beyond the boar and dog listed just on the animal companion revision list. Thanks!
Some quick questions folks - I've downloaded the paladin upgrade PDF and read through it, and gone over it with my lone paladin player... who had a question or two that I can't answer (and don't see answers to in the thread here after some looking), so, in the time-honored tradition.... 1) The revision states that the paladin's mount can be 'called to them' once a day. Where is it outside of that? The revision doesn't state, so it could be anyplace from wherever it was last left to a celestial plane. 2) Can they send it back when they're done, or is it now stuck wherever they are until called again? Can they, at 9th level, use their second daily summons to send it back, or is the transport one-way only? 3) Would it be possible to put some thought into mounts suitable for urban paladins? Warhorses are all well and good, but they don't do much for you in a back alley in Absalom, or a crowded street where they're not even going to fit. I'm not sure what can be done about it to be honest - at least not for human-sized characters, anyway, although I can see several possibilities for, say, halfling, dwarf, or gnome paladins beyond the boar and dog listed just on the animal companion revision list. Thanks!
Eric Hinkle wrote:
See the extremely long post I just posted, Eric. In short, and sadly, yes, yes, I have.
In my experience - and I speak specifically of paladins as a class and characters of Lawful Good alignment here - the single biggest problem to seeing more of both in the games that I've played in can be summed up simply: bad examples. To explain and illustrate the paladin part, I offer an actual example from a published (non-Paizo) product, Dramatis Personae: Campaign Ready NPCs by Archangel Studios. In it, they offer up a paladin npc who, straight off the page, has the established practice of walking into bars (and presumably any other establishment he visits), using his Detect Evil power, and then more or less mindlessly attacking anyone that registers until they are slain. I don't know how that would work in anyone else's game, but in mine it's a one-way ticket to jail since no paladin could lie about having done it and remain a paladin (presuming he'd somehow managed to keep his paladinhood after a few stops in the first place). This kind of 'convert or die,' 'my way or the highway,' 'kill them all and the gods will know their own,' and so forth behavior is a staple of the way that I've seen paladins portrayed in campaigns and source material since I started this hobby (which was, to give you an idea of how long I've been seeing it, in 1976). Too many people seem to think that this sort of rigid, unyeilding, famaticism is what's required to be a paladin, and after a few encounters with guys like this, most parties will (understandably) turn around and walk the other way when they see one coming. The Lawful Good issue is a simlar sort of thing: far too many people seem to think that having that alignment turns you into either a killjoy inquisitor from Torqumada's cohort that is out to ruin everyone's fun (a frequent use of the alignment in published material), or someone with an IQ of about 45 that gets everyone into trouble because they refuse to believe the worst of anyone (more often encountered in a player in my experience). It's been so bad in some groups I've gamed with that 'Lawful Stupid' or 'Awful Good' were the way the alignment was actually referred to by players and the DM. Now neither of those ways off viewing the alignment are, in my opinion, accurate, as they both come from extremist viewpoint ends of the alignment line. But both of them can kill the fun in a game faster than you can say "Jack Robinson." The problem is in the way the alignment and class are presented to and by the players - because gamers have to a real extent been conditioned to think of paladins as rigid, unyeilding killjoys, and people with Lawful Good alignment as either idiots or fanatics out to make everyone into a Stepford Wife 'for the good of their soul' then players avoid them both because of simple avoidance. They're like Pavlov's dogs, reacting because of a stimulus, no matter if the stimulus is accurate or not. |
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