Hello, I recently purchased a copy of the alchemy manual from my LGS and I have found some issues with the cover. When I took the price sticker off of it the sticker took the cover's ink with it, resulting in a blank white patch. I shrugged and figured it was an issue with the sticker, but after I got it home I noticed that any amount of pressure on the cover causes the ink to come off. I understand it's a minor concern, but if you wouldn't mind sending a replacement with my next Adventure Path shipment I would greatly appreciate it. I am also wondering if this is an issue that has been mentioned before, or if it seems to be an isolated case. Thanks.
Hello, Can you please move Order 3184253 to my sidecart instead of shipping it directly? I would prefer to save the extra shipping price and it's been a while since I ordered something new, so I thought the sidecart option came up at the end of the order, instead of showing up as a shipping option. Thank you,
I really like the new flavor and class features far more than the old ones. This new Arcanist really feels like it is bringing something new and different to the table, and is much closer to what I expected when I heard the class mentioned for the first time. I can't wait to see the next playtest file.
I'm really excited to hear about the upcoming changes to the Arcanist. It sounds like Paizo is looking to make the class more along the lines of the "master of the arcane" I suggested in my last post, and I'm looking forwards to seeing what new abilities the class gets.
I'm not going to touch the whole question of how this class casts spells and how over/under powered it is, as I have no playtest experience with it and have not run the numbers as others have. My biggest issue with this class is the lack of flavor that other people have mentioned. When this class was first announced I was very excited, picturing the possibility of a class that brought interesting new mechanics and class abilities to the table. My ideal vision would be a class that does for the wizard/sorcerer the same thing the magus did for the wizard/fighter, providing a class that provides some of the benefits of each while having enough differences both mechanically and flavor-wise to make it stand out as its own thing. I know that this is my own personal view, but I was picturing more of the "master of the arcane" type, who specialized in magic itself while mostly eschewing the bloodline and school focus mechanics of other classes. However, instead the arcanist seems to try to mix the class abilities of the sorcerer and wizard while providing nothing really new and exciting beyond its new type of spellcasting, and limiting the class features it does incorporate so that they are nowhere near as useful. For me the idea of an arcanist should try to break new ground by introducing new material, like many of the other new classes have. My ideal arcanist would have some or all of the following:
These are just my thoughts. I think that the Arcanist concept has potential but I don't think that just preparing spells in a different way is enough to make a new class interesting, just as it took until Pathfinder to make Wizards and Sorcerers really feel different to an interesting degree.
The copy of "Sword of Valor" that I received through my subscription began falling apart on the second day of reading it. It seems that either there was a problem with the glue that held the pages to the binding or it was not applied properly. Either way, I would greatly appreciate if a replacement could be sent with my next subscription shipment. Thank you.
story post: Erol followed his guildmates down into the mine to begin their morning work. Although he was a wizard he still carried the same pick and wore the same toughened leather as his companions. They descended down the most recently sunk shaft, making their way down the steps that had been carved into the rock. It was a long way down, but the dwarves were tough and inured to the strain from years of working in this manner. Once they reached the bottom Erol placed a light spell on the head of each pick and the dwarves entered the tunnel that had been dug the day before. The miners began the process of checking for gas, as they did every day, and by the time they had finished the lights Erol had created had begun to flicker out. They replaced them with torches and lanterns, now that they knew it was safe, and set to work. They mined for hours, cutting through the stone in order to enlarge the tunnel and travel ever onward in their search for the gems and metals that the Vaegerhos supplied to the Empire. As the day wore on and the air began to grow hot and stuffy Erol conjured a light breeze to blow cool air into the tunnel, helping the miners to breathe a little easier. When lunch break was called the dwarves sat wherever they were and began to enjoy the food they had packed. Once the eating was finished the miners relaxed for a few moments, enjoying the chance to rest their strained muscles. While they talked or stretched Erol retrieved his latest project from the small bag hanging from his belt, examining it and trying to decide what the next improvement would be. When the bell for the end of their break rang he was still deep in thought, but he managed to shake himself awake and returned to his work. Hours more passed with no discovery that would make their efforts seem worthwhile, but finally one of the dwarves gave out a shout that he had found something. The miners clustered around to see that he had found a small vein of silver running through the rock. The dwarves knew that care would have to be taken in order to extract all of the silver, but the day was reaching its end and they wished to do it quickly. Erol placed magical guidance on each dwarf, helping them in the upcoming task, and he then enchanted the picks of the two most skilled miners, allowing them to cut through the rock more easily. By the time the final bell rang and the dwarves made their way back to the shaft they each carried sacks of silver ore, ready to be refined and crafted.
Tie My Shoelace: This is my first PbB on these forums, although I have been posting on Rpol for years. I am a writer and would be happy to add in more information about my character. I plan on doing it soon, but I am in my last days of an intensive publishing program and so have been very busy with various projects and assignments. I should have a few more posts up by Monday or so. I am moving back home on Friday so I will not be able to most much on the weekend.
I will certainly be doing my best to get into character and post as many details as I can while I am posting. As for you making rolls for my character I have no problem with that, and agree that it helps with immersion and pacing.
Tie My Shoelace:: That sounds good about the other dwarves. As for the bracers they could be sealed on my character's wrist. I think that would work well as insurance that he always had them with him (I was picturing miner mages having them in case they were trapped in a caved-in area or such, allowing them to still prepare simple spells. I was also thinking it could serve as a form of identification, since only miner mages have those particular types of bracelets.
As for the ring, I was thinking it might have some kind of information about what created the prison or a group of beings who used to live there, though I am open to any ideas you might have about it. Some scenes I would like to see:
Is there anything else you would like me to add to my character before we start working on the crunch part? I'll post an anecdote tomorrow.
I have finished up my character's background. His name is Erol Deepdelver, dwarven miner mage. 10 minute backstory:
Step 1: He was a member of the Dwarven Vaegerhos mining and smithing guild, a massive trade organization that provides raw materials and finished items to the Sovereign's nation. He worked as a miner mage, a wizard who ventured into the mines alongside his fellow dwarves to help search for new veins, increase the speed and efficiency of mining, and protect the miners from cave-ins, dangerous creatures, and other hazards. He also worked in the manufactury, smithing and assembling items for shipment. Although he was loyal to his guild he was also a member of a small group within it called the Sappers. They knew of the Sovereign's tyrannical ways and provided supplies and weapons to groups who fought against her reign. When the authorities discovered the Sapper's activities they quickly moved to capture every rebel in the Vaegerhos guild's large holdings. Erol stayed behind in order to buy time for others to escape. Though he did not fight the soldiers he managed to distract them, helping the Sapper's leadership to flee. Since he did not fight the soldiers, but merely delayed them, Erol was not charged with the most serious of crimes (I'm assuming level 3 or 4 for supplying weapons to enemies of the state), but he also earned the court's wrath by refusing to give up his fellow conspirators. Although at first he hoped that the Sappers would rescue him before his exile, he has since reserved himself to a life underground without hard feelings towards his former guildmates. Having no attachments besides the guild, he has decided to forge the best new life he can underground rather than dwell on what could have been. He feels sure he can use his skills of mining and magic well in a world he sees as simply a set of deeper and darker mines. His prized possession is a ring he inherited from his father, a thick gold ring with a single emerald and bands of runes running around it. He values it so much he has made it his bonded item. Step 2:
Step 3:
Step 4:
Step 5:
In the previous thread it was mentioned that there may be an issue with spellbooks. I was thinking Erol could have his spells engraved on a pair of steel bracers (since he doesn't have many as a second level wizard). My thinking was that a dwarf who lives and works in mines would want to have them always easily accessible without risking the frailness of paper. The spells would also not detect as magic or be readable to someone else unless they cast Read Magic, so it would be possible that they were overlooked. Once Erol gets into the Prison he will cross the bridge of finding a way to make a new spellbook for the spells he gains later. Would this be an acceptable solution?
As far as spellbooks go is it an issue with them being made of a flimsy material or them being confiscated by the Empire? I can think of fluff ways around either one, but it is up to you. My character concept is pretty strongly for a standard wizard, both because of the backstory and because I really want to avoid multiclassing if possible. If this is a serious problem let me know and I will start considering other options.
So far I am thinking of playing a dwarf wizard with a specialization in either Transmutation (and possibly the Enhancement sub school) or the earth elemental arcane school. My very rough idea for his backstory is as follows, I will provide names and the like later:
Backstory:
Step 1: He was a member of one of the Dwarven mining and smithing guilds, massive trade organizations that provide raw materials and finished items to the Sovereign's nation. He worked as a miner mage, a wizard who ventured into the mines alongside his fellow dwarves to help search for new veins, increase the speed and efficiency of mining, and protect the miners from cave-ins, dangerous creatures, and other hazards. He also worked in the manufactury, smithing and assembling items for shipment. Although he was loyal to his guild he was also a member of a small group within it who knew of the Sovereign's tyrannical ways and provided supplies and weapons to groups who fought against her reign. When the authorities discovered their involvement they quickly moved to capture every rebel in the guild's large holdings. My character stayed behind in order to buy time for others to escape. Though he did not fight the soldiers he distracted them, helping the group's leaders flee. Since he did not fight the soldiers, merely delayed them, he was not charged with the most serious of crimes (I'm assuming level 3 or 4 for supplying weapons to enemies of the state), but he also earned the court's wrath by refusing to give up his fellow conspirators. Although at first he hoped that his organization would rescue him before his exile, he has since reserved himself to a life underground without hard feelings towards his former guildmates. Having no attachments besides the guild, he has decided to forge the best new life he can underground rather than dwell on what could have been. He feels sure he can use his skills of mining and magic well in a world he sees as simply deeper and darker mines. His prized possession is a ring he inherited from his father, a thick gold ring with a single emerald and rings of runes running around it. He values it so much he has made it his bonded item. Step 2:
Step 3:
Step 4:
Step 5:
How limited will wizards be in this campaign? You mentioned that there would be issues regarding magic but will these be so commonplace as to make a spellcaster a liability, fairly rare, or somewhere in between? Once I hear what you think about my backstory and get an answer to my magic question I will begin working on the crunch.
I would love to join this game, as the idea behind it perfectly matches something I have been thinking about for a while, but unfortunately it looks like there are already too many players who are involved in the game. I am also incredibly busy with other obligations right now and I don't know if I could keep up with the frenetic pace of the posts on here. Please let me know if a space opens up later on or if you start another game like this one, but for now I think I will have to bow out. Enjoy the game everyone!
Hello everyone, Faceless Entertainment is currently working on a new PDF product for Pathfinder. The book will contain a number of NPCs with stat blocks for each one at a variety of levels. At each level the NPC's back story will progress forwards in order to keep in tune with their new abilities. My question is, which one of the following options would the Pathfinder community find most useful. 1) NPC focused, with each NPC having their own section with their stat blocks for each level arranged in order. or 2) CR focused, with the stat blocks for all NPCs placed together in sections divided by level. If you think one of these would be particularly useful, or have another suggestion, please let your voice be heard.
I would like to announce that McKale's Legacy, a D20 Modern supernatural horror adventure for 1st level characters, is now available for purchase here. This modern tale of horror was the first product produced by Faceless Entertainment, and is now available in the Paizo online store for the first time. Although written for a modern day setting it would take very little work to run this adventure as fantasy, and it is fairly rules light and easy to adapt for any setting. I hope you enjoy the horror!
Hello all! Slayer Dragonwing here. I would just like everybody to know that I've started up my own little publishing venture called Faceless Entertainment, and that you can find my products here. For now I am offering the beginnings of what will hopefully be a long running series called "Eat, Drink, and be Merry," which offers a variety of taverns, inns, and other establishments for use in fantasy RPGs. I am also working on another project that will come along later, but I'll talk more about that when it's closer to completion. So by all means pull up a chair, grab a pint, and warm yourselves by the fire. It's a dangerous world out there, and it's always good to have a safe place to rest after a hard adventure.
There's the Cloak of the Salamander (Lesser and Greater) from the 3.5 Magic Item Compendium. They cost 6,000 and 36,000 respectively. The lesser can be activated 3 times per day and deals 1d6+7 damage for each strike that round, while the greater version is the same but always on. You could use that as is or as a base for pricing your armour quality.
I really liked the idea behind "12 Alternatives For The Fighter's Bravery Class Feature," and I would like to see more PDF's along those lines, things that allow more specific options for certain class features. It would be especially handy if these alternatives did not interfere with archetype selection, giving players even more options. These would be even more interesting if they replaced specific higher level class features, so players could continue to modify their characters as they level up, rather than being fairly stuck with an archetype loadout at level 1. I would also like to see more options for wizards who take an arcane object bond rather than a familiar, more options for spell-less rangers, more ways for spellcasters to make their spells unique, and I second the call for new types of masterwork items, feats to enhance certain schools of magic, and making spellbooks more interesting.
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