Bodhizen, I just wanted to thank you for all this effort. Dark Sun is one of my favorite settings TSR ever produced; after someone mentioned it to me recently I really wanted to run it in Pathfinder. You have saved me so much work, not to mention given me many ideas with your interpretations. Now for some questions. The original setting had no potions as they existed in other settings; instead they made use of potion fruit. Based on your Alchemist write up it seems you've decided to ignore this quirk. Was that intentional? While I generally like how you've described defiling; I have three comments. In addition to affecting the plant life, defiling affected those (friend or foe) caught with-in the defiling radius; it reduced their initiative. Had you thought of adding in some affect to replicate this? Secondly, in the lore defiling is generally depicted as something once you start doing you can't stop. With the rules you've set up, even the Dragon could cast a spell without defiling. Had you considered inflicting some inertia type penalty on defilers? I.e. the more defiler points they have the more difficult it is not to defile out of habit even when not intending to? Perhaps make it a Will save with the DC based on number of Defiler Points and the level of the spell reduced by the Caster Level (higher level means more control)? Having said that, I'd also give them the option of taking an extra action to ground themselves to guarantee they don't defile (say a move action). And lastly, how do you envision your version of defiling interacting with Trees of Life? No plant life destruction is the obvious one; but does the potential defiler accrue points when they offset the defiling to a Tree? Again, thanks for all the hard work!
The Primal Companion Hunter needs some clarification as for what the Animal Companion counts as. Does a quadrupedle animal (say a wolf) count as a quadruped eidolon as far as qualifying for evolutions? Does an animal companion get "free evolutions" based on what they have naturally (and thus satisfy requirements for other evolutions)? I.e. does the aforementioned wolf count as having a free Bite evolution as well as four leg evolutions? I assume yes, but official clarification is always nice.
Torbyne wrote: actually i hope to see a lot of clarification on the Bolt Ace, as three or four threads on it pointed out, it retains firearms and has a starting firearm but no expanded crossbow options. also, was there touch attack mechanic meant to apply to a single attack or all attacks in a full attack? can they use deadly aim when targeting touch AC? love the concept but pulled out too much hair trying to make one. @Torbyne, Deadmanwalking was compiling a semi-official list of things (I know, the thread is too long to read all at once) and had already covered the other things, hence I didn't mention them.
I don't think it's been discussed in this thread, but the level (and wording) of the Bolt Ace's deed Inexplicable Reload needs to be examined. By level 11 it can be safely assumed someone using a crossbow as their primary will have acquired Rapid Reload and possibly Crossbow Mastery. This means that unless the Bolt Ace is using a double or repeating crossbow (which are not covered by those feats) this deed does nothing valuable (though there are a number of threads questioning that). It is also ambiguous as to how loaded a double or repeating crossbow is when affected by the deed.
Claxon wrote: Is the particular reason you need to be an elf? The choice of elf is a story one. Half Elf may work as well I guess. Zhayne wrote: There's also a trait, Berserker of the Society, that tacks on 3 rounds. Note sure my GM will allow that one, but it's worth a shot. Gwen, hadn't thought of taking the feat multiple times, good call! The Chew is . . .interesting. The adventure does start in Varisia, so I suppose it should be an option.
I'm trying to build an Elven barbarian (Masquerade Reveler Archetype) for an upcoming Jade Regent game. I want to maximize the time he can spend in rage/Masquerade but the Elven Con -2 is a bit of a damper. Things I've come up with so far to increase rage time:
I recall seeing a 3rd party product with a Feat that makes Rage based on something besides Constitution, but I've been unable to relocate it. Anyone have any other suggestions for increasing rage time?
I'd like to see an "Inner Sea Traders" type book (with some fleshed out details on crafts and professions as others mentioned). But more importantly I'd like such a book to explain what is so valuable in Sargava and points south that make it worth running the Eye and the pirates in the Shackles to get to.
I'll be participating in a Kingmaker campaign soon and one of the ideas I've been tossing around is an inquisitor of Sarenrae. Is there any reason not to expect at least a small temple to Sarenrae to be found in Brevoy and/or the River Lands? Basically, I'm asking what the plausibility of this idea is.
Troubleshooter wrote: Depending on the GM's interpretation, this may or may not be an evil act. True, you aren't casting a spell with the Evil descriptor, and since you are not animating the creature into an undead, its soul is still available for certain resurrection-effects. However, some GMs would still treat this as a lack of reverence from the dead and treat the act as evil, similar to dragging an opponent's body around a city or pelting bodies over city walls to lower their morale. I wouldn't call it evil so much as tacky and in poor taste. Now if you use it to torture the poor deceased's family, that would probably be evil.
I'll be house rulling the drowning rules when I run them for my PCs. The basic holding breath rules stay as is. However when someone fails their Hold Breath check (or are knocked unconcious under water) they begin taking 1d6 Con Damage per round. When their Con reaches zero, they've drowned. I'm debating allowing the use of Profession(Sailor) or Healing to perform CPR and restore some of the Con damage caused by drowning.
Enlight_Bystand wrote: If there's a location that's supposed to be secret & the players are supposed to spend a while searching for it, it'd be a bit disappointing if when the GM first mentions this mysterious place the players go 'oh that, that's 30 miles west of here... That was pretty much my concern. I'll likely end up using one of the emptier maps.
Does anyone feel that showing the PCs this map would spoil anything for them? I'm thinking that without Isles of the Shackles or the AP books this would just come across as a collection of names. I'd considered trying to figure out how to blow up one of the maps of the Shackles and toss on a hex grid to keep track of the players' ship. Need to decide what I should use as the base map.
vikingson wrote: If you feel safe about it, have Sargava be the northern trade stop for coastal trafic from southern, where goods from the south end of the world are traded. It's an open continent after all... would be alike to India with local coastal traffic running towards the larger Ports for "travel north". I think that sounds like one of the better options and will probably make this assumption. vikingson wrote: But given the Sargava pays a hefty fee to the Pirate Lord's for safety, there might be trouble in this. The Isles of the Shackles book implies that not all of the Pirates follow the "We won't pirate you" all of the time. It probably also only applies to ships flying the Sargava Ensign flag. But then again I don't have a reason why they (merchant ships) wouldn't all do this, except maybe to avoid Chelaxian Privateers.
I've found a few references to Saragava doing a bit of trading, with some other references to the colony becoming less profitable. I've also seen a few references to slave trading and exporting artifacts from the ruins in the Shackles and down the coast. But none of this would seem to account for all the trade ships, or seem to make pirating in the Fever Sea the least bit profitable. So what are all the trade ships pirates attack in the Fever Sea shipping? |