Hello, I am wondering what the status of an order and the expected shipping date will be?
I ordered all three of the PACG bundles together and have already received the Skull & Shackles bundle, but the Wrath and Mummy bundles still say pending. They both state that they should ship within 1 to 7 days of the order and it has been over 2 weeks since then.
Awesome, I have been wanting to get this book but just haven't gotten around to actually doing it. Now I don't have an excuse, so that means.... DOWNLOADING. YAY
C - Changeling
D - Duegar
G - Gillmen
G - Grippli
K - Kitsune
M - Merfolk
N - Nagaji
S - Samsarans
S - Strix
S - Suli
S - Svirfneblin
V - Vanara
V - Vishkanya
W - Wayang
Edit: By the way. I posted this last week. These are all the other playable races we have so far that are not getting the good treatment.
I like the layout but am not fond of the material. What I mean is that I agree with some of the above posters about the lack of material for certain classes, the overabundance for others, and sometimes the complete uselessness of some of the material to a player.
Each category should provide fluff and crunch for that area for every type of character. Examples:
Combat: This should have feats, traits, gear, etc. relating to combat. Making it funner, easier, better, etc.
Faith: This should have feats, traits, gear, etc. relating to faith. It should have new domains, spells relating to deities, special deity weapons, etc.
Magic: This should have the same stuff as above for magic. It should have new spells, power components, items like special scrolls, wands, staves, etc.
Social: This should again have the same kind of stuff but for social uses. Traits, feats, new skill uses, secret languages, body language, etc.
Of course all of it would be relating to the material the book is about. I just feel that making the categories for specific classes really limits what you can write and include.
Here is an example of what you could do for a book about Kobolds:
COVER
FLUFF ABOUT KOBOLDS AND THEIR SOCIETY
COMBAT: Kobold weapons, special Kobold fighting styles
FAITH: Kobold deities, a set of magic items representing one of the deities
MAGIC: What kind of spells Kobolds like, new kobold spells for all casting classes
SOCIAL: Discussion about the Kobold language, new skill use of Linguistics for talking in a special form of Kobold body language
BACK COVER
As for the AP Player's Guide. It could always be a small booklet inset, kind of like how the maps where in the Shackled City compilation. Or it could just be a chapter at the very end of the book making it easier to keep an eye on where the players are looking.
Personally I am not a fan of PDFs and having the Players Guide in physical form would be great. And if there was a way to get other APs PG in book form (without having to print it out personally) I would defiantly fork out the money or do whatever else was needed.
I know that it states that they stated they don't plan on doing this with other APs but it would be really awesome if they did this for at least the APs before the release of the PFRPG.
I like that they are making more minis I was excited. Then I read that it will be $4 for a random mini (or 2 small ones) and that does not interest me in any way.
As a RPG supplement I like to know what I am buying before I buy it. I don't buy Pathfinder books randomly, I buy the ones I need. The minis should be the same way.
I do have a question. Do the backs of these cards have the same art as the first set of plot twist cards?
The reason I ask is cause I like to shuffle them all together and hand 1 out to each PC at each level. So I would like these to be able to shuffle in with the old ones.
Personally as a player I like to sometimes do something out of the ordinary. So I like to make a character every now and then of a non core race.
As a DM I feel that each of those races has a time and a place. Really it all depends on the setting. If you DM is using Golarion then each of the races has an area that they would be as common as a core race and then there are other places where they are as common as a machine gun in a fantasy setting.
But also as a DM I prefer that my players have a good reason to want to play a non core race. And saying because it gives you a bonus to an ability or gives you access to something is not a good reason.
But all in all that is my own opinion and you can take it how you want.
Elemental Companion
Your ties to nature have evolved beyond the norm and into the primal elements of nature.
Prerequisite: Cha 13+, Animal Companion class feature (or something similar)
Benefit: You can choose an elemental companion from the list below. Your effective druid level for determining the abilities of any of these companions is equal to the class that provided you with the animal companion - 2 (minimum 1).
List of Elementals:
Air Elemental Starting Statistics: Size Small; Speed fly 100 ft. (perfect); AC +2 natural armor; Attack slam (1d4); Ability Scores Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11; Special Attacks air mastery; Special Qualities elemental traits
4th-Level Advancement: Size Medium; AC +1 natural armor; Attack slam (1d6); Ability Scores Str +2, Dex +4, Con +2; Special Attacks whirlwind (DC 10 + 1/2 HD + Str modifier, 10-30 ft.)
Earth Elemental Starting Statistics: Size Small; Speed 20 ft., burrow 10 ft.; AC +4 natural armor; Attack slam (1d6); Ability Scores Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11; Special Attacks earth mastery; Special Qualities elemental traits, tremorsense 30 ft.
4th-Level Advancement: Size Medium; Speed 20 ft., burrow 20 ft.; AC +3 natural armor; Attack slam (1d8); Ability Scores Str +4, Con +4; Special Qualities earth glide, tremorsense 60 ft.
Fire Elemental Starting Statistics: Size Small; Speed 50 ft.; AC +2 natural armor; Attack slam (1d4 + burn); Ability Scores Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11; Special Attacks burn (1d4, DC 10 + 1/2 HD + Con modifier); Special Qualities elemental traits, fire immunity, vulnerable to cold
4th-Level Advancement: Size Medium; AC +1 natural armor; Attack slam (1d6 + burn); Ability Scores Str +2, Dex +4, Con +4; Special Attacks burn (1d6)
Ice Elemental Starting Statistics: Size Small; Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.; AC +4 natural armor; Attack slam (1d4 + 1d3 cold); Ability Scores Str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11; Special Attacks numbing cold (DC 10 + 1/2 HD + Con modifier); Special Qualities cold immunity, elemental traits, snow vision, vulnerable to fire
4th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d6 + 1d4 cold); Ability Scores Str +4, Dex +2, Con +2; Special Qualities ice glide, icewalking
Lightning Elemental Starting Statistics: Size Small; Speed fly 100 ft. (perfect); AC +1 natural armor; Attack slam (1d4 + 1d3 electricity); Ability Scores Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11; Special Attacks metal mastery; Special Qualities elemental traits
4th-Level Advancement: Size Medium; AC +1 natural armor; Attack slam (1d6 + 1d4 electicity); Ability Scores Str +4, Dex +4, Con +2; Special Attacks spark leap
Magma Elemental Starting Statistics: Size Small; Speed 20 ft., burrow 20 ft.; AC +5 natural armor; Attack slam (1d3 + burn); Ability Scores Str 10, Dex 8, Con 11, Int 4, Wis 11, Cha 11; Special Attacks burn (1d4, DC 10 + 1/2 HD + Con modifier), lava puddle; Special Qualities elemental traits, fire immunity, vulnerable to cold
4th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d6 + burn); Ability Scores Str +4, Con +4; Special Qualities earth glide
Mud Elemental Starting Statistics: Size Small; Speed 20 ft., burrow 10 ft., swim 30 ft.; AC +4 natural armor; Attack slam (1d6 + entrap); Ability Scores Str 14, Dex 8, Con 13, Int 4, Wis 11, Cha 11; Special Attacks entrap (DC 10 + 1/2 HD + Con modifier, 10 minutes, hardness 5, hp 5); Special Qualities acid immunity, elemental traits, tremorsense 30 ft.
4th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d8 + entrap); Ability Scores Str +2, Dex +2, Con +2; Special Qualities earth glide
Water Elemental Starting Statistics: Size Small; Speed 20 ft., swim 90 ft.; AC +4 natural armor; Attack slam (1d6); Ability Scores Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11; Special Attacks drench, water mastery; Special Qualities elemental traits
4th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d8); Ability Scores Str +2, Dex +2, Con +2; Special Attacks vortex (DC 10 + 1/2 HD + Str modifier, 10-30 ft.)
Here are some evolutions for making the Eidolon of smaller sizes.
2 Point Evolution
Tiny (Ex): An eidolon shrinks in size, becoming Tiny. The eidolon gains a +2 bonus to Dexterity. It takes a –4 penalty to its Strength and a -2 penalty to its Constitution. This size change also gives the creature a +1 size bonus to its AC and on attack rolls, a -1 penalty to its CMB and CMD, a +2 bonus on Fly skill checks, and a +4 bonus on Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3, etc). The eidolon must be Small to take this evolution, and the bonuses and penalties stack. The summoner must be at least 6th level before selecting this evolution.
3 Point Evolution
Diminutive (Ex): An eidolon shrinks in size, becoming Diminutive. The eidolon gains a +2 bonus to Dexterity. It takes a –2 penalty to its Strength and a -2 penalty to its Constitution. This size change also gives the creature a +2 size bonus to its AC and on attack rolls, a -2 penalty to its CMB and CMD, a +2 bonus on Fly skill checks, and a +4 bonus on Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3, etc). The eidolon must possess the Tiny evolution before selecting this evolution, and the bonuses and penalties stack. The summoner must be at least 11th level before selecting this evolution.
Here is an interesting idea that is limited to Eidolons of small or smaller size.
3 Point Evolution
Split Form (EX): The Eidolon splits into an additional copy of itself. The copies act individually and are treated as individual creatures but share all of the evolutions of the original. They split their HP between them equally. So if the original Eidolon had 14 HP, the two new forms would have 7 HP each. If a copy is killed it disappears and does not return till the Eidolon is summoned again. This evolution is limited to Eidolons of size small or smaller. This evolution may be taken multiple times each time creating an additional copy but splitting the Eidolons total HP equally among the new forms.
or it could work like this
Split Form (EX): The Eidolon splits into an additional copy of itself. The original and the additional copy act individually and are treated as individual creatures. They each have their own HP and abilities equal to the original. You must spend your evolution points on each Eidolon individually and you draw from the same pool for each. If a copy is killed it disappears and does not return till the Eidolon is summoned again. This evolution is limited to Eidolons of size small or smaller. This evolution may be taken multiple times each time creating an additional copy.
The first one would make carbon copies of the Eidolon but make it have less HP so it will more than likely not last as long. The other option is to have them share the base statistics like HP, etc. but you must spend evolution points on them as if they were individual Eidolons.