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The Golux's page

RPG Superstar 7 Season Star Voter, 8 Season Marathon Voter. 1,087 posts. 1 review. 1 list. 2 wishlists.


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Isabelle Lee wrote:
The Golux wrote:
All The Stars In the Sky is interesting, for a non-capstone thing in the book. Would be nice if non-ninja classes that use shuriken could take it too though.

The ninja class is in a tricky place. It was the kinda-sorta "fixed" rogue... until the unchained rogue stole its lunch money and pushed it into a locker* in front of the class it had a crush on**. As such, one of my goals for the ninja content was to give them some unique stuff to reinforce both their niche as "mystic" rogue-types and major elements of their thematic brand - including, of course, shuriken.

That said, it's worth noting that any class with access to the full list of rogue master talents can select Master Trick*** (Ultimate Combat 71), which would presumably allow them to select All The Stars In the Sky. Might not be useful for whichever class you have in mind, of course, but maybe it is! ^_^

*But using Dexterity!
**Kineticist, the sassy new exchange student with the air of mystery.
***Niche protection was not the ninja's strongest suit.

I totally get that and it's a cool idea, my main thought was actually for Monks who I don't think have a way to get it.


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All The Stars In the Sky is interesting, for a non-capstone thing in the book. Would be nice if non-ninja classes that use shuriken could take it too though.


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Roswynn wrote:
The Golux wrote:
The Gold Sovereign wrote:

You can actually see the new World Map that is included in the Lost Omens World Guide in one of the Pathfinder Friday episodes. You can watch it on Paizo's Twitch or Youtube channel.

But here it is, the animated Globe of Golarion...

...Huh, Arcadia's kinda tiny...
Are we watching the same Globe?

On another look, I think I was comparing it to Casmaron and Tian Xia, and also my expectation of it being a bit wider.

Also Casmaron is bigger than I expected.


The Gold Sovereign wrote:

You can actually see the new World Map that is included in the Lost Omens World Guide in one of the Pathfinder Friday episodes. You can watch it on Paizo's Twitch or Youtube channel.

But here it is, the animated Globe of Golarion...

...Huh, Arcadia's kinda tiny...


Zaister wrote:

What I find strange that the progression and setup of this project will likely result in people having to pay extra to not get the faux leather special edition.

Currently the Ruler level is at $150 and it gets me the screen for free. If I prefer the standard edition, I have to get the Marshal level at $100 and have to play (maybe) $20 for the screen.

Now if more of these "Ruler level free add-ons" are coming, the moment their total cost passes $50, I'll have to pay more for the standard edition than for the special edition, if I want these add-ons.

Does that make sense?

Yes, assuming you want ALL the add-ons and really want to avoid the faux-leather. This is one of my minor concerns.


Jason Nelson wrote:
Likewise, the Forest Kingdom Campaign Compendium is normally $30 but is only $25 if you purchase it as part of the GameOnTabletop Kingmaker project, plus you can then buy the hardback after the fact at half price (i.e., $25 plus shipping directly from Legendary Games).

The one for this funding project is just the 5E version of the existing pathfinder book that is available Or is the 5E version already available too?


Jeff Alvarez wrote:
NielsenE wrote:

hmm new stretch goals posted out through 200k (only one new one, large jump) and still nothing that seems Ruler unlock relevant.

Loads of stretch goals will add value to the Ruler level. Some in the form of 16pg additions to both the AP book and the Companion book and some are free Add-On products that apply only to the Ruler level (and not General).

The 16 page additions aren't somehow exclusive to the Ruler level, are they? Anyone who backs at General (or even less as long as it includes both PDFs) should still get those, right?


Bluescale wrote:
Is the only difference between the General and the Spymaster the faux-leather cover on the book?

Supposedly there will be later things added to spymaster/ruler if they are unlocked but we really don't know what any of them are yet.


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I wish I had a better idea of what kinds of unlocks for ruler level there might be, because I actually kinda don't like faux-leather covers.


I kinda wish Axebeak was on the expanded ranger companion list like it is on the Cavalier, but luckily I usually play with GMs that are willing to allow unusual companions if you have a good story idea.


I mean that's still significantly inferior to any healing spell that's not two or three spell levels old, and it makes the "treat deadly wounds" version of the heal skill not COMPLETELY useless. I mean, it's fast enough to be usable in a pinch, and if your party is all the same level it's healing like, 2 HP per hit die plus your wisdom modifier, and that's only if you can make a 30 on your heal check.


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The Gold Sovereign wrote:

A friend just told me that the book revealed a very intriguing plot twist about a certain demon lord.

Could someone help me with that? What secrets are that?

Demon Lord Spoiler:
Nocticula has vanished from her realm in the Abyss

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Yeah, but the sapphire ooze is right in the CR and helpfulness-of-partnering-with-humans sweet spot for it.


The bestiary in this book has some really amazing ideas that I wasn't expecting from a planar book. I wish the Sapphire Ooze could be an Improved Familiar, though!


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I'm concerned by the fact that a lot of people have pretty contradictory desires, and also the fact that I had been considering what I would put in the core of an update of pathfinder and I doubt you'd come up with the same answers; most of my favorite classes (Oracle, Investigator, Kineticist, Occultist) and races (Changelings, Tengu, Skinwalkers, Aasimar) are non-core.

While building monsters differently than PCs could be OK, for NPCs to not be compatible is a big no-go for me; I really like the feature a lot of adventure paths have where there are NPCs that are pointed out as being possible cohorts or new player characters if a player's character dies or a new one wants to jump in (possibly temporarily).

I dunno, I have more thoughts about what stuff should be made accessible in what order, but that's what I can marshal right now (it's rather late).

Edit: I do also second concern with backgrounds; even things like the ones in Ultimate Campaign rarely even remotely approach the idea I have for a character, and I almost always approach my characters from a concept and origin first, before a lot of other stuff. No matter how broad the background ideas are, there are a lot of ideas that they won't cover. That said, breaking up what parts of a character come from their biological traits and which ones come from cultural traits is probably a good idea.


I apologize for my slowness in publishing my review, the last few weeks have gone by faster than I expected, but it's up now. I hope it fits expectations and doesn't go into too much detail; this was my first ever RPG Product review so I am open to feedback.


I'm curious if you could build a freeform shifter that would satisfy more people as an archetype or if you really have to tear stuff down.

Relatedly, a different ooze archetype using the new ooze form spells (which presumably were written by someone else and notes were not compared) with something like morphic weapons added could be cool too.


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Actually, as forest centaurs, horses aren't that much forest animals compared to deer and stuff. My initial mental image when I heard of them was more like a halfling with a deer lower half. Horse is fine, just mentioning since I had thought about it and the differences in their capabilities came up.

Regarding my earlier comments on climbing, Quixote covered most of it - on a slope, hooves can work pretty well, especially if cloven, and the arms can be involved too; on a ladder, they might be able to use arms and one pair of legs, and for a vertical climb with a rope they can use the hooves to brace against a wall just fine. I feel like it's mostly just the "Climbing a vertical(ish) stone wall or cliff without rope, by handholds alone" and "Climbing a rope to the ceiling with no walls nearby" kinds of climbing that would be really terrible for them. Though they would probably have to do it differently than normal humanoids because of the differences in body plan.


...So I was misunderstanding how bracers of armor work. That is... kind of dumb, honestly. I guess mage armor or wild studded leather/leaf armor or hide armor (Darkleaf if necessary) might be better, at least in places where you can't houserule bracers working when polymorphed.

Mage Armor would probably be better than that if you have a reliable caster; it's very expensive to get +1 wild studded leather/leaf armor which is the same bonus as mage armor; Wild Darkleaf Hide is a little better but it depends on whether you're going for high dex for shifter's edge or what.

I just really prefer permanent bonuses so I don't have to constantly be recalculating my stats or taking time to buff.

EDIT: Also my alternate elemental associations is air with cold, water with acid, and electric with earth.


The arcanist themself might want a headband to increase their spells, though...


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Deadmanwalking wrote:


In a home game you have two options:

#1: You have a caster in your party with Mage Armor on their list. Pearl of Power is absolutely reliable.
#2: You do not have such a caster and will need to pursue other alternatives.

So it's either perfectly reliable or you shouldn't do it. The first is...

Third option: You have someone with mage armor in the party but they have an erratic schedule and might not be there every time.


I suppose that is pretty efficient, since pearls of power or wands cost way less than +4 bracers. It's probably more reliable in Society than a lot of home games though.


SO this is perhaps a silly question since everyone's concerned with bigger issues than this, but what is best for a shifter's armoring? Bracers of Armor, or Wild Studded Leather, or some kind of heavier wild armor (Hide or stoneplate?), or nothing, just good dex and the wisdom bonus and save money?

Likewise, Amulet of Mighty Fists seems like an obvious choice to me since it benefits your claws and any natural weapons, but is it too expensive to be worth it?

or am I misunderstanding how wondrous items work in wild shape?


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Definitely some interesting ideas here, though how you handled some of the things like the climb penalty are a little bit clunky to use (I agree they should have some problems climbing in a lot of circumstances, though).


That's a pretty solid array of buffs, though I'm less sure what the benefit of taking major forms is after a while. I guess the divination protection?


You can probably do everything in one if you want, but at minimum I think there could be archetype-type variations for a free shifter (Full Druid Wildshape but less specific buffs from the aspects), a Chimeric shifter (allows combining major forms and/or using animal or other traits while still in human form), and probably something else I'm forgetting?


I hope we get a basic shifter guide soon. Is anyone working on one?


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Paradozen wrote:
Page 185 Giant Mantis Shrimp is probably missing a comma between aquatic and blindsense 10' unless aquatic Blindsense refers to blindsense that only functions in aquatic environments.

Pretty sure that is exactly what it means, I think something has had this before.


I suppose I could give a shot at a review, what is the timetable you expect?


Kerney wrote:
Fourshadow wrote:
They did say all Changlings are female, they did not address what Changling's children might be, though--IIRC.

My reading of the race has always suggested that for "breeding purposes" changelings are effectively her father's race. So if a changeling's father were human, her children would default to human. If 'human' changeling had a child with an elf you would get a half elf.

That said, I would probably look at some racial traits and see if they couldn't be flavored to suggest hag ancestry. For example, a half elf with the mismatched trait from horror adventures would make sense.

This is pretty much how I had been running it, but I was hoping for official word.

Edit: Though of course in my specific case it's complicated by the father being a Werebear anyway...


So I missed it if the book covered it and it's one of the things I wanted to (kind of needed to) know - When a changeling has a child, is it always the father's race? Is there a chance of it being a changeling? Is it an appropriate half-breed based on the child's father and the changeling's father's race?


I appreciate the PC option for Locathah especially, for people who don't want to deal with racial hit dice. Other than the 2HD, they're basically equivalent to a normal race statistically already, though I noticed the INT penalty is slightly at odds with the 13 INT on the bestiary version.


The one in the ACG is an update of the one in the APG, since the APG one was written when only witches and a few archetypes had a class feature called Hex and all hexes were from the witch list. Then the Shaman was introduced in the ACG and had a class feature called Hex that honestly has as much or more to do with oracle revelations as it does with witch hexes, and are linked to the Shaman's spirits (though they can take some witch hexes too I think). An update to the feat was needed to account for how shaman hexes and the process of selecting them are different from witch hexes.

That said, the PRD is basically a digital version of the books, so it will probably continue to have the original witch-based version of the feat in the APG section.


Firearms has a specific thing where basic proficiency is one feat but improved things like focus and specialization are separate per weapon. Kind of like simple weapon proficiency, though that barely ever comes up.


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Darigaaz the Igniter wrote:
Have them take a look at the iconics.

This is generally a good idea but some of the iconics are not the most typical members of their classes (Harsk, especially) so it shouldn't be the ONLY thing.


Sorry to ask about this more, but can I bother you guys about the animal used for the wereraptor/what its animal form ability scores would be and the way the ability scores were derived in hybrid form? I've run into trouble with this for other lycanthropes before but I'm particularly interested in this one. Normally I prefer lycanthropes/therianthropes to be kept to mammals, but this one is especially well handled (way better than the werebat, for example).

Edit: Also, Talon Attacks are usually with Feet, right?


Statblock thing I noticed question:

Regarding our Great Old One:
Atlach-Nacha's Web ranged attack is listed as doing "special/x3." I assume the Special is the usual web wrapping, which has a DC and HP in its special attacks, but I don't see any damage listed so I'm not exactly sure the x3 is for? Unless the webs have x3 HP on a crit?


Arcanist or even just an ordinary Wizard as long as you don't take Evocation or Transmutation as opposition schools. You will probably need to make yourself a wand of magic missile or something at some point as either an arcanist or a wizard.


I think the model for a more respectful colonization is somewhere between what the Vikings did and what the French did. That said, that's no guarantee that Arcadia is going anything like that.


Just go with two domains out of Evil, Magic, and Trickery or fire; the first two overlap and the latter two are possible fifth domains for this alleged face of Nyarlathotep (I would go trickery over fire), and this face's favored weapon is the same as Asmodeus's (Heavy Mace, if I recall correctly). If you make those choices, it doesn't matter which deity you actually worship because you're not doing anything limited to one or the other.


kyrt-ryder wrote:
The Golux wrote:
kyrt-ryder wrote:
The Golux wrote:
You're not a god unless you can cast miracle at will as a free action, have at least a 90% chance to negate critical hits from a non-mythic source (75% non-deific source), automatically save versus non-mythic effects, and have magic and damage immunity against non-mythic or deific sources. And at least +40 on all skills.
Why do people WANT 'gods' like this? These aren't characters in the world, they're unapproachable freaks.
Well the Miracle thing is non-negotiable, since any full deity can grant the miracles of any number of worshippers simultaneously.
I get it. You see divine magic as the hand of god. I see it as magic caused by Faith, the object of said faith having little to no relevance.

Not all divine magic necessarily, but Miracle specifically I consider to be an act of a god.


kyrt-ryder wrote:
The Golux wrote:
You're not a god unless you can cast miracle at will as a free action, have at least a 90% chance to negate critical hits from a non-mythic source (75% non-deific source), automatically save versus non-mythic effects, and have magic and damage immunity against non-mythic or deific sources. And at least +40 on all skills.
Why do people WANT 'gods' like this? These aren't characters in the world, they're unapproachable freaks.

Well the Miracle thing is non-negotiable, since any full deity can grant the miracles of any number of worshippers simultaneously. The other stuff is mostly there to allow for the vague chance of gods being killed or defeated by non-gods. I admit that there should probably be some skills that they do not automatically have at least +40 to, since mortals seem to be able to defeat gods at skill-related challenges far more often than in outright battle.

Also, as a note, I'm of the opinion that NORSE Gods could probably reasonably be statted as demigods (albeit probably with five domains) under current pathfinder rules; they're not only not immortal but they routinely have trouble with Jotuns, unless you would have the entire race of Jotuns also be deific. Greek gods are far more force-of-naturey and do things like the aforementioned crushing-the-father-of-monsters-under-a-mountain.


You're not a god unless you can cast miracle at will as a free action, have at least a 90% chance to negate critical hits from a non-mythic source (75% non-deific source), automatically save versus non-mythic effects, and have magic and damage immunity against non-mythic or deific sources. And at least +40 on all skills.


Honestly the level adjustment for the lycanthrope template is less about animal stats and abilities (though those help) and more about the DR 10/Silver, I think (though any other movement speeds are part of it too). When I played a lycanthrope the GM Had it have the reduced DR of an acquired and made the form changing slower like an acquired (though I didn't have to make the save). Then again, the situation for that was a little different anyway (It was technically acquired, but as a gift through a ritual by a clan of werebears rather than inflicted by bite).


Drakes don't have hands, so Wands might be tricky.


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Those dinosaurs are a pretty solid mix of classics that haven't been statted yet and ones that are more uncommon but pretty cool.


The difference between hardness and DR is that hardness also applies to energy damage, whether magic or not.


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James Jacobs wrote:

The Doomkitten is 100% correct.

The act of intentionally creating undead is evil, and as a result most undead are evil, because they're filled with a burning desire and need to bring harm to life and to consume living energy and spread pain and sickness and so on.

But ghosts aren't usually intentionally created. They arise when a spirit is unwilling to move on, when a soul is not allowed to rest due to a great injustice. As detailed in the bestiary...

"Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife."

The primary reason why most undead (and even most ghosts) are evil is simple—that's the classic role they play, and the role undead are most well-suited to play. Look at all the world's stories about undead. Yes, there are examples of them being non-evil, but those examples are not the majority, and I can think of several that portray undead as non evil that are common targets of ridicule, which hardly makes them a good contender for something to aspire to.

For me, as creative director of Paizo, I prefer the stories where the undead are evil, where they propel horror stories, since "fear of death" is at the core of all undead stories. But there are exceptions, and in most cases, those exceptions are ghost stories. I can think of MANY ghost stories that are great but don't portray evil ghosts, but even then most ghost stories are about bad ghosts.

Beyond ghosts, I'd say that vampires probably come in second in the "sometimes they're not evil" but that's both rarer AND (in my opinion) easier to turn into something ludicrous than a non-evil ghost. (For the record, when I say good movies about non-evil vampires, I'm specifically referring to "Near Dark" and the Underworld movies and "Let Me In," but whether or not the vampires in those movies are actually good or are just not-all-out-evil is kind of a matter of opinion.)

Leng Ghouls are the other kind of undead that specifically has a "Sometimes not evil" callout in their bestiary entry, I think, presumably because of The Dream-Quest of Unknown Kadath and some other stories (one of which I will not not name because spoilers) casting the Ghoul characters therein as comparatively benign and relatable presences, while still definitely being monstrous.


This looks pretty cool, more dinosaur possibilities is always nice!


Dale McCoy Jr wrote:

Today we share with you hexes from the Agility patron. Read all about them at JonBrazer.com.

Question: would you like the patrons defined more? Should they have names, personalities, goals, ...? Should they be more than vague nebulous forces? Should they be as detailed as deities, even if they lack the restrictions the religious classes (cleric, paladin, inquisitor, warpriest) have?

The difference between Patrons to Witches and Deities for divine casters to me is that the Deities are granting you a bit of their power in the form of spells, whereas the Patrons are just an extraordinary tutor that teaches ways to use your own power. The different themes of patrons aren't necessarily single individuals; there can be different entities that work as agility patrons, and the same entity can potentially serve as a different type of patron to different individual witches (for example, my Cartomancer witch's patron spirit is the spirit of the Harrow decks, which is a Deception patron to her, but could easily be something else)

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