Kyuss Spawnling

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Organized Play Member. 23 posts. No reviews. No lists. 1 wishlist. 5 Organized Play characters.


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Liberty's Edge

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Really in love with this setting. It has a really unique and fresh take on things. Some of the music-themed naming of things is a little cringey and silly-sounding though.

Hopefully the other material like the intrigue and technology books come out soon.

Liberty's Edge

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In many places in real life, pistols can be more difficult to acquire than rifles or considered more dangerous because of their size and ease of concealment even though a rifle surely does more damage and has better range. I'm not saying it's not an error in the book, but there are definitely ways to justify/headcanon it as them being more strictly regulated or just being generally more desirable for some types of work.

Liberty's Edge

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Not sure what to make of it only being a select city in each region. Hope we at least have a larger map for each to show exactly where it is in relation to everything else even if that map isn't overly detailed.

Liberty's Edge

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Jason Nelson wrote:

As a side note, from the Mythic Monsters line, generally about 5 or 6 creatures out of the 13 in each book (Mounts, Bugs, and Animals have around 20 monsters in each) appear in the Mythic Monster Manual. Some of the frontmatter is included in the hardbacks (generally feats and spells where they appear), but most is not. The monsters from the various books that appear in the Mythic Monster Manual are listed here for ease of reference:

Aberrations (5): aboleth (veiled master), froghemoth, mimic, otyugh, roper

Aliens (5): aballonian, dragonkin, flumph, intellect devourer, qomok

Animals (6): dinosaur (tyrannosaurus), dire bear, dire tiger, dire wolf, dire wolverine, murder of crows

Bugs (13): ankheg, ant (giant, army ant swarm), deadly mantis, drider, formian (queen, warrior), phase spider, remorhaz, black scorpion, spider (swarm, giant, black widow)

Colossal (3): colossal dire ape, linnorm (Midgard Serpent), tarrasque

Constructs (6): clockwork goliath, iron golem, homunculus, phantasmagoria wagon, retriever, wickerman

Demons (7): babau, balor, glabrezu, gulgerak, quasit, shadow demons, succubus

Devils (8): bearded, barbed, contract, erinyes, horned, imp, pit fiend, temptation

Dragons (10): dracolisk, green, black, white, blue, red, pseudodragon, fell drake, frost drake, tor linnorm

Emissaries of Evil (5): ankou, night hag, maldonado, shadow mastiff, yeth hound

Fairy Tale Creatures (7): boojum snark, green hag, pixie, redcap, faerie dragon, jabberwock, unicorn

Giants (7): angurboda, cloud, frost, rune, storm, merrow, stone

Guardians of Good (8): blink dog, chiron, couatl, copper dragon, gold dragon, brazz dragon, swan maiden, triton

Inner Planes(7): janni, djinni, efreeti,...

Is there any way folks who purchase this book can get the other mythic monster pdfs at a discount since there's a significant amount of overlap?

Liberty's Edge

I've seen one or two Merchant classes on forums here and there, but I don't think your player is going to think that's appealing for adventuring. The big issue with any merchant rules that actually make sense and let you make a profit can tend to a) make it even more obvious how unrealistic the game's economy is and b) break the WBL guidelines.

It's really not hard, though, to look at the trade goods and decide what regions of the world might have more scarce supplies and which might have more abundant supplies of a particular good. Then just adjust the prices a little keeping in mind the distance between high and low points to make it plausible that someone might want to run a caravan or shipping lane between them.

If you want actual rules to give you hard guidelines, you have the following options (unless I'm missing some great mercantile sourcebook out there):

1) You can simply have them use Profession (Merchant). The profit will be meager and it won't feel at all like being a merchant/trader, but it's an option.

2) You might want to take a look at A Magical Society: Silk Road. It's written for 3.5/OGL, but should be applicable to PFRPG just fine. Not only is it a wealth of information about all sorts of trade routes, but it has pretty good rules for trade goods. Excellent book for a trade-centered campaign.

3) It's broken beyond belief, but the DMG2 for 3.5 had rules for running a business. This might work for a merchant with a shop, but won't really cut it if you wanted a travelling merchant caravan or ship.

Trade Routes: Expanded Caravan Rules is a decent ruleset on running a caravan if he wants to be on overland trader, though that doesn't really cover any of the actual merchant/trader parts.

It's 3.5, but there's EN Guilds: Merchant Guild, which might have some useful information on merchant guilds. I don't have this one, though, so I can't speak of its utility.

Liberty's Edge

Just fyi this is on sale on RPGNow/DTRPG for $4 less than here sadly...

Liberty's Edge

I think I actually prefer the 3.5 Worldthought Medic to the Vitalist even though they're practically the same. I would have much rather seen the Vitalist and Tactician as one class with different paths rather than two distinct classes. After all, the original Worldthought Medic was really only a relatively small modification of the Society Mind (which is I guess where the Tactician draws inspiration).

Liberty's Edge

It looks like all the LITE versions are now reasonable in filesize now... except the ISWG. I realize the point isn't to decrease filesize, but it's ENORMOUS compared to the others and I really can't imagine a good excuse for that. The non-lite version even somehow grew to enormous sizes so I have to keep a copy of my old PDF I downloaded and remember never to "update" it. Particularly in the case of the regular version, is there any justification for the filesize to have grown so high? Were the images all upped to higher resolution versions or something?

Liberty's Edge

@Laithoron, that is incorrect. The APG downloaded from Paizo March 26th is only 51MB while the one downloaded now is 110MB for some reason (and I'm not even talking about the LITE one which is ~104MB). That's an enormous difference. There's something wonky going on with the APG and ISWGs (which is actually 90MB larger - an over 60% increase in filesize). You're only comparing to the "updated" non-LITE versions rather than the versions from before the LITE one was introduced.

Liberty's Edge

Why are the filesizes still enormous on these?

Liberty's Edge

Is the soulbolt's bolt a thrown weapon (all the text says you "throw" when shooting/launching it, but it's never called out as a thrown weapon specifically) or a projectile (aside from Str to damage on short-range one, it behaves much more in-line with a projectile weapon). I'm asking because there are feats that may specify they only work with throwing weapons rather than all ranged weapons. Should these work with all forms of soulbolt, just the short-range one, or none?

Liberty's Edge

The same part of the rules that says a corporeal creature cannot occupy the same square as another corporeal creature. It never specifies that only corporeal creatures cannot end their turn in an enemy's square.

Liberty's Edge

writerman34 wrote:
On a related note, would it be reasonable to adjust these goblins to medium size? You know, since they're going to be running with the big boys anyway? :P

Either just use Hobgoblins or have the Goblins drink potions of Enlarge Person or something as they run into battle. I suppose as long as you have a reasonable explanation in case a player asks why they are so large, it'd be fine though.

Liberty's Edge

Tiny Coffee Golem wrote:
This has been covered. Zero level spells are not supposed to be mentioned. There are no new ones. For the rest you should check the errata thread.

Sorry about that. I should have checked before I posted.

Liberty's Edge

You could argue that both replace how the Sorcerer picks his or her bloodlines and are therefore mutually exclusive. If you do allow both, though, I'd argue that since the WB archetype doesn't have access to the non-mutated bloodlines that both bloodlines you pick for CB need to be mutant versions. Of course, don't ask me what would happen if you were a Empyreal/Sage bloodline with regards to your casting stat.

Liberty's Edge

Ultimate Magic does not appear to contain any new cantrips, yet the spellbook descriptions inside make reference to a number of them that supposedly are in Chapter 5 (breeze, drench, jolt, penumbra, root, and scoop).

There are also many 1st- or higher-level spells listed as being in these spellbooks with a single asterisk marking them as being in Chapter 5 that are missing like choose fate, comet, fantastic reach, hungry are the dead, hush, lightning field, madness, metabolize, pierce reality, rainbow helix, reinforcing bands, shadow blade, symbol of peace, thunderclap, transfer intelligence, and vitriol. I have looked in the Core Rulebook, Advanced Player's Guide, and Ultimate Magic (both print and pdf) and these spells are not listed anywhere.

Were a number of spells dropped and the spellbook descriptions never updated or were the spells renamed or something? For instance, while shadow blade is nowhere to be found, there is a 2nd-level spell called shadow weapon so it is likely referring to that spell.

Liberty's Edge

Quandary wrote:
i´m pretty sure the adjustment table in the polymorph sub-school section of the magic chapter covers that.

Ah, you're correct. I didn't even realize that table existed. It doesn't completely counteract the bonuses from being Large (only half, in fact) but it seems a lot more balanced now. Thanks.

Liberty's Edge

So let's say we have a Synthesist Summoner from Ultimate Magic. This basically combines you and the Eidolon into a single entity. Taking the Large evolution, you make yourself Large and get a large number of modifications to your stats which appear to mirror those listed in the Bestiary for moving from Medium to Large like +8 Strength and +2 Natural Armor. If you then use Alter Self to make yourself Small, what does that do to your ability scores? Do you still get to keep the +8 Strength and whatnot from the Large evolution.

My gut says that you'd pretty much lose everything from the Large evolution while Small since you only really get those as a side effect of you being Large, but I'm not sure the RAW backs that interpretation up. Anyone have any thoughts on the matter?

Liberty's Edge

To cast a spell, the opponent has to forgo their attempt to break free since grappling takes both hands. You can certainly cast a spell, but you also have to stop actively grappling to do so. I do not see why you cannot use a quickened spell, though. Maintaining your grapple is just like any other standard action.

I do, however, think it's BS that it's so difficult to grapple someone for any length of time (even with that +5 bonus). I also think that escaping a Pin should put you back to Grappled, but you are correct that it completely frees you.

Liberty's Edge

ThornDJL7 wrote:
Kobold Cleaver wrote:
To avoid a can of worms, no monstrous races are allowed in PFS. I learned this by bickering with the Paizo staff about it. :P
Further, the format if you look at it explicitely states what is allowed, not what isn't. Thus it doesn't say it is, so it isn't allowed.

Looking at the resources entry for the Inner Sea World Guide under races it says everything is allowed except the Azlanti human subrace hence my question.

Liberty's Edge

Reading the Pathfinder Society guide under Races and Classes, it says all the options in the Core Rulebook are allowed, but doesn't specify anything not allowed. In the next couple of sentences it even starts talking about alterations to the Alchemist without specifically saying classes from the APG are allowed.

Looking at the resources page, nothing specifically says the races listed in the Bestiary with Character blocks (Aasimar, Tiefling, Tengu, etc.) are disallowed and those races are also listed in the new Inner Sea World Guide as being suitable for player characters. Is there some ruling I have glossed over that disallows their use in PFS or are they legal?