Ghoul

Stephen Rowe's page

RPG Superstar 7 Season Marathon Voter, 8 Season Marathon Voter. 31 posts (202 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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For people interested in yet more vampire content, keep an eye out for the 10 Vampire Items book coming out soon. I tossed in some additional rules for using blood magic to craft magic items, and some true secret lore the elders don't want you to see.

If or when we pursue an expanded book (which I am all about doing), I'll make sure to take these comments/ideas (and any others you all might have) into account. I'm a big geek for this subject matter, and would love to work on a much larger project along these lines. I'll talk to my boss, and see if we can make something happen.

Personally, this is what pops into my brain as far as ideas for more content:

*Expanded lore for each family and mingled family.

*A few new "rare" families, with maybe a lost or "extinct" family. Plus, expanded content for each of the mingled lineages featured in the book. Then, a corresponding expansion of the paragon class with new blood talents. Maybe a few blended talents for each of the secondary families representing their unique abilities.

*An archetype per family (or even per mingled family) that fits with their specific themes and ties into the paragon class.

*Maybe a few plug-and-play setting staples, like a few NPCs (an elder and a young vampire) from each family, or even a major city's worth of vampires so the interwoven politics can be covered better.

*Covering some unique options for non-humanoid moroi.

Any other ideas folks would like to see incorporated into an expanded volume?


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Eric Hinkle wrote:
You seem to really like this one, End. I assume that the closest one can get to a WoD Tzimisce vampire is a Strigoi?

If I may interject, I think there are a few possible routes to go in order to get something Tzimisce-like. I think it would work best as one of the mingled lineages. Essentially, a lesser family focused on body modification and transmutation.

A nosferatu-warlock mingled lineage seems like the most appropriate thematic fit, potentially with inspired, sovereign, or vanguard thrown in depending on if you want to approach it from a religious, aristocratic, or warrior angle. Then, you can use warlock blood magic to take a bunch of polymorph spell-like abilities.


Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine, posted here, on OBS, etc.

Thank you (as always) for your review, sir! I am really happy you enjoyed it!


Bill Redford wrote:
This looks cool. Any chance there will be a print version?

Maybe! Though I'd wager not in the near-term future.

However, since it has been really well-received, it is possible we could do an expansion with a print-on-demand option (probably though Kickstarter).


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stormcrow27 wrote:
I'm seeing a lot of old Vampire the Masquerade in the description. Was that part of the inspiration for the various families?

I am pretty sure the writer played Vampire: The Masquerade and think a few of the families bear varying resemblance to some of the clans. However, there are distinct differences and divergences with no direct analogue. Additionally, I think it is fair to say that both are probably drawing from the same source materials, which can cause a lot of superficial similarities. For example, the nosferatu concept probably dates to the 1922 film, which in turn was an (unauthorized) adaptation of Bram Stoker's Dracula.

Likewise, vampire lineage functions very differently than in VtM. Specifically, a vampire isn't shaped solely by their "parent", and instead has their blood influenced by other vampires they associate with.

So you can be a warlock-sovereign, an inspired-nosferatu, or a shade-nightcaller-vanguard. There's more than 80 different abilities available through the paragon class, and the more families you claim, the more versatility you have. However, you get limited on accessing abilities the more families you possess, and also suffer some social penalties in the vampire society. The book details a lot of these mingled lineages, providing some additional information on 14 (IIRC) to serve as examples.


Wraithguard wrote:

I had some time to give this revised version a read. I can't wait to use this version.

In my looking over it though I noticed something odd.

Master the Urge is noted as increasing to +4 at 12th level when it later notes it at 14th, the correct level it should increase with the pre-established formula of Level 2 and every 4 levels later.

Did I miss something or is this a typo?

Yes, that is definitely a typo. Sorry I missed it! The progression should be 2nd, 6th, 10th, 14th, and 18th.


SilvercatMoonpaw wrote:

Question:

On Undead Mind and Undead Resilience how long does the "function as" last?

There is no duration. Essentially, it functions for a single saving throw, and does not necessarily end an ongoing effect.

For example, with Undead Resilience, if a vampire is not immune to disease and has contracted devil chills, they could use it to automatically succeed on the daily saving throw against the disease, but would still need to pass three consecutive saves to cure it.

If they are immune to the base effects (likely due to the blood noble class), you can instead automatically succeed on Fortitude saving throws. For example, it could downgrade damage from a disintegrate spell.

Does that make sense?


SilvercatMoonpaw wrote:
p 14: Under Natural Attack: "A vampire can choose deal Constitution damage but not hit point damage when drinking the blood of a helpless or willing creature." Missing "to".

It is in fact missing a "to", and thank you for catching it! =)


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Luthorne wrote:
Great Cthulhu wrote:
For the Warlock Talents Empowered Blood and Quickened Blood what exactly does 'this is subject to the same caster level restrictions as the feat' mean? Spell-like abilities don't have any spell slots to expend of any level so I'm rather mystified by how this is supposed to work.
While I don't have this product yet, from your wording, I'd imagine they mean Empower Spell-Like Ability and Quicken Spell-Like Ability.

Luthorne is correct. It is referring to the Empower and Quicken Spell-Like Ability feats, which have caster level prerequisites. So, for example, you must be 10th level to quicken a 1st level SLA, or 14th level to empower a 5th level SLA.


Great Cthulhu wrote:

Thanks for the swift reply!

I see I had misread the HD cap as 1 per level instead of 2 per level. But I can hardly be faulted while trying to read Vampire, Aberrations, and Dopplegangers all in one go!

Not a problem!


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Wraithguard wrote:

I finished this a day or so ago. Wonderful read with amazing crunch though it did leave me with one question.

The Vanguard blood Curse that triggers off wooden piercing weapons; are we talking about the iconic wooden stake, or a more broad categorization of wooden piercing weapons?

My guess would be unless the "business end" of the weapon is specifically wood, it wouldn't trigger it; so no bolts, arrows, or longspears unless they were specifically made with this curse in mind.

Wraithguard,

I’m glad to hear you liked the crunch as much as the fluff!

Regarding the vanguard’s curse, what qualifies as a “wooden” weapon is purposefully left just a little bit vague as it is not something always clearly defined within the core rules. I think we are in agreement on how we’d personally handle it, but some GMs may vary in thought processes and style. I’d just recommend that it all gets clearly figured out and communicated to the vampires as early as possible.

The iconic wooden stake being pummeled into a vampire’s heart would certainly qualify, but there aren’t clear weapon statistics for wooden stakes outside of the heartstake bolts dhampir equipment. Also, it doesn’t make a lot of logical sense that a wooden stake would work, but a lance or crossbow bolt made completely of wood wouldn’t work.

Then, naturally, there are some gray areas. Like, a shortspear with a metal tip probably wouldn’t count, but one that is basically just a quarterstaff with a sharpened wooden tip probably should. An arrow or bolt with a metal tip probably wouldn’t count, but as you say, one could easily be specifically crafted for this purpose.

Likewise, if the vampire is helpless, I’d personally let just about any sharpened piece of wood plus a mallet work.


Great Cthulhu wrote:

Excellent pdf and one of the better treatments of vampire player characters for Pathfinder I've seen! I'm really looking forward to using this in my campaigns.

I do have a question. As far as the Create Spawn ability is concerned all vampiric spawn use the wight stats, meaning 4 Hit Dice. But later in Create Spawn's description its suggests that you can control 1 vampire spawn per two class levels. Shouldn't this be 1 spawn per 4 levels?

Secondly Create Greater Spawn gives a variety of bonuses for spawn. Are these to negate the penalties the ordinary spawn incurred from Create Spawn, or is it a bonus to the base stats of a wight/vampire spawn?

Thanks.

Oh Great Cthulhu,

I am ecstatic that you approve of the product.

Perhaps we might be slain last when you awaken.

Regarding the create spawn blood talent. The base wight statistics used have 4 HD, and the blood noble can control 2 Hit Dice worth of spawn per class level. That equates to one 4 HD spawn per two class levels. So, a 2nd level blood noble can control one spawn, a 4th level, can control two, and so on (6th level = 3 spawn, 8th = 4, 10th = 5, 12th = 6, 14th =7, 16th = 8, 18th = 9, and 20th = 10).

The greater spawn blood talent does indeed offset the initial penalties spawn gain (from the base wight statistics) of –2 penalty to attack rolls, saves, ability checks, and skill checks, as well as –2 hp per HD. However, greater spawn can be selected multiple times. Each time after the first, it would be bonuses to the base wight stats. So, if it is selected three times, then all spawn get a total of +4 to attack rolls, saves, ability checks, and skill checks and +4 hp per HD.

Does that make sense?

Regarding the nonlethal damage, that appears to be an oversight. Vampires are intended to not be subject to nonlethal damage.


Wraithguard wrote:

So far I've read everything before the Moroi racial traits (Pg. 13) and I gotta say this is awesome so far.

The artwork is also amazing.

Thank you! That's wonderful to hear! Hopefully it continues to impress! =)


SilvercatMoonpaw wrote:

I'm not sure what it is, exactly, but the intro fiction makes me chuckle a little with the way the vampire is trying so hard to get Qwill to be bit and all the talk about mortals being "cattle". I think it's probably impossible by now to do a straight evil-aristocrat vampire and not have it sound like some parody.

To me that's not a bad thing. :)

I'm glad it made you chuckle! It was written to be moderately humorous, so it sounds like it succeeded. =)


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SilvercatMoonpaw wrote:
Stephen Rowe wrote:
However, at GM discretion there are always other possibilities for specific, individual circumstances. Like, maybe they get a save right before they kill a trusted friend, or after 24 hours locked in a room they "rest" long enough to try shaking off the crazy.

Maybe if they go long enough the Urge reduces to where they can kill a reasonably-sized animal instead.

Still, I can see this being a contentious trait for someone somewhere.

Exactly. That is a good example, and helps reinforce the principle (since I hadn't thought of it). I think there are infinite possibilities on ways the GM could potentially cut the player slack on this, understanding that it then sets precedent for the future.

On the design side, at some point you can easily walk into the realm of over-quantification on rules. The base assumption in this case is the GM and player understand the deal. The specific situation should be rare. Nobody should be surprised when it happens, as either the player has made a purposeful decision to get themselves fatigued, or the GM has set up a situation where it might occur. Even then, the player is always going to get a saving throw. Plus, the actual ramifications aren't really that bad, since the out-of-control wight is usually just flailing around with 1d4 + Strength damage and no longer threatening allies with negative levels.

It can then solely be at the GM's discretion if they want to go by the rules as written... forcing the players to go to some potentially dark lengths to recover their ally, or having the wight player wake up a day or two later covered in some innocent stranger's blood. Either way, its primarily a launch point for some drama. If the GM wants to move things along, has done it a few times, or it was a freak occurrence, they can always elect to concoct some way to make it easier on the PC.


SilvercatMoonpaw wrote:

Question:

Does the fact that hollowed with Positive Energy Affinity can't energy drain mean that they must kill to receive a saving throw to end the Urge?

Short answer, yes.

Long Answer:
There is very little benefit to a wight walking that particular path purposefully succumbing to the urge (they only gain a slam attack). So, the only reason they should be succumbed to the urge is if they've skipped meditation, or have been somehow fatigued/exhausted. That could either be through a purposeful use of their abilities or being targeted by something that causes fatigue. Then, if (with full awareness of the associated risks in such a situation) they take HP damage and fail a save, they lose control until they kill a humanoid.

This is purposefully done to reflect the inherent difficulties in a wight trying to achieve this level of redemption. They essentially have to be extremely cautious about meditating, or avoiding damage in combat if they are fatigued. They also might want to invest in abilities or items that make their save better, so they are less likely to succumb.

In general, this should be a relatively rare situation. Though, this means their allies have to somehow deal with their friend's insanity. The upside is, depending on the wight's build, they might not be as dangerous when they are just trying to slam attack people.

The clear path to snapping them out of this is locking them in a room with a person the party has selected for death. This could lead to a lot of cool story potential, as the wight on the path of redemption doesn't get to choose who they kill. However, at GM discretion there are always other possibilities for specific, individual circumstances. Like, maybe they get a save right before they kill a trusted friend, or after 24 hours locked in a room they "rest" long enough to try shaking off the crazy.


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SilvercatMoonpaw wrote:

Errata: the Undying feat mentions Constitution score.

Also this work deserves and expansion like the upcoming one for dragons, so that other kinds of undead can be made.

Yes, that should be Charisma not Constitution.

The current plan is to focus on a variety of iconic undead instead of creating a single, big encompassing book.

In general I envision three different categories of In the Company Of products. There will be the big-picture books that explore an entire class of creature (Aberrations, Fiends, etc.). Then, books that focus more narrowly on a single type of creature, but one that has a lot of variety within its type (Genies, Hags, Gremlins, etc.). Finally, books that create options for a specific, isolated monster (Treants, Wights, Gargoyles, etc.).


Papa-DRB wrote:

You say this is part one of five parts.

Questions....

What are the character levels for each of the parts?
When do you expect the rest of the parts to be available?
How many "pages" is each adventure?

thanks,

-- david

Hello David!

The plan is to get to level 5 over the five Adventures, but it's a work on progress so I can't be 100% sure how it'll play out.

I am aiming for getting each separate portion of the series done every 6 weeks on my end, so likely every other month, but again that's only an estimated goal.

I likewise estimate they'll all be around 20 pages (plus or minus).


Dot. =)


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I love witches, and wrote on a couple of books for Rogue Genius Games (Talented Witch and More Witch Talents) greatly expanding and compiling their available options. I'm especially proud of More Witch Talents, which Endzeitgeist was kind enough to give his highest possible praise.


Endzeitgeist wrote:
Stephen, srsly, you provided more joy in those few pages than I deemed possible for such a brief module. If you ever write a mega-module, for kids or for adults or for both, I'd immediately jump for it. PoP is brilliant and transcends its humble page-count. Kudos!

Wow. That is kind of you to say, and the sort of thing that makes it all worth it.

Pixies is my first published adventure but I should have more (for kids and adults) on the way soon!


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Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on Lou Agresta's RPGaggression and OBS and d20pfsrd.com's shop.

Thank you so much for your amazing review! Pixies means a lot to me for many reasons, and the fact that you (and your playtesters) enjoyed it so much is a massive compliment. It is one of my favorite things I've ever written, and I cannot wait to someday run it for my own kids (my first is due in April)!

Marathon Voter Season 7, Marathon Voter Season 8

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Jacob W. Michaels wrote:
So here's a question: Is there a formula to determining the construction costs for constructs? Because I haven't been able to figure that out, I have to admit.

The formula is discussed in Ultimate Magic > Mastering Magic > Building and Modifying Constructs >Pricing a New Construct.

In summary, it costs CR squared x 500 gp + 5-10% in raw materials. Additional special abilities add to the CR. The first is free, the next two count as +1/2 CR per ability, and anything after that is +1 CR per ability. Really powerful abilities count as two abilities for this purpose. Most weaknesses don’t make a difference, but berserk is -1 CR (flesh golem version) or -2 CR (clay golem version).