suomynonA wrote:
I know I typed up a response to these questions when they appeared, but must not have actually posted it. Sorry for that - here’s what I think I said last time: 1) I would call this an exception to the minimum healing decree and say that it works as the standard paladin ability, 1d6 / 2 levels.
George Velez wrote: Thanks for your reply to my question, and I have follow-up: How many racial points are Gearforged worth under the Advance Race Guide race builder rules? Apologies for the late reply - Ben McFarland cheerfully schooled me on Race Building, so it's his fine work that I'm sharing here: Gearforged = 12 RP (in the neighborhood of Aasimar, Darakhul, Drow, Fetchlings, and Tengu): 00RP Humanoid
Racial Traits
James Jacobs wrote:
Spoiler: For real? Because there's this: "Baphomet shrieks again, but then his form shrinks away and vanishes as he chooses instead to flee from Nocticula’s presence."
In any case, if Baphomet didn't get away, then I presume this is a pretty dynamite isle-making kill for Nocticula? So Baphomet resurrects in his realm but with a bit of his essence left behind? Talk about phantom limb pain. Man, Nocticula is the worst, by which I mean the best.
hi Wes - I'm looking forward to listening to your Lovecraft discussion on Know Direction. In the meantime: Necropants!
Wolfgang Baur wrote:
And I think they might depend on where you decide gearforged come from. If you'd like to treat them as truly artificial life, constructs animated by magic and mechanics, then I would second Wolfgang's suggestion above. On the other hand: in Midgard canon, all gearforged were once truly alive, their minds and souls ported into new mechanical bodies. This is certainly the more complicated option, but easily more interesting in terms of roleplaying and backstory. Who on Golarion would be doing such a thing and why? - Numerian automaton/android cults ("one of us...one of us...")
This points at the broader question of the role that you want them to have in your campaign world (and your appetite for Golarion canon-juggling if they are especially numerous and/or commonplace anywhere other than Numenera). Lots of possibilities. Fun stuff.
Sorry, overdue reply here. Lucas Servideo wrote: I have a quick question are the new Gearforged Stats going to replace the ones in the Midgard Campaign Setting Book. I believe the short answer here would be yes, though if you prefer the MCS version then I would totally encourage you to play that one! Quote: Also do the Gearforged with the new stats lose Con it is not mentioned(unless I missed it). Being living constructs of varying mechanical quality, the new book's GF do have a Con score.
Marc Radle wrote: I must admit I was not really a fan of the whole 'automated-race, warforged-type race' thing, BUT the more I read through this, the more I found myself thinking "huh, that's pretty cool, actually.' By the time I had really read through this, I'd pretty much come around to thinking I'd love to play a gearforged at some point! Glad it brought you around, Marc! I like to think that my having basically missed warforged entirely (aside from admiring Wayne Reynold's cool depictions of them) was some kind of weird plus on this project. And I'll third that beautiful layout. It continues to be a total pleasure to page through. Many many thanks for the fantastic work.
Wolfgang Baur wrote: The word "clockwork" makes me a LOT happier than, say, "golem", "construct," "automaton" or even "robot". YMMV on naming, which is always a matter of taste. Yes. Alternately, replace "clockwork" with the unwieldy but flexible "mecha-fantastical" and go with your favorite interpretation of whatever that means.
DM_aka_Dudemeister wrote:
You're exactly correct. That's a dumb mistake on my part. I've started going through it very closely after many months away - hopefully we can fix a few things up soon.
Magic of the Celestial Sea Pt. 2 - Rune Magic of Temperos Arcane markings harnessing the powers of the yellow planet's oppressed bestial godlings, using the Kobold Press rune magic mechanics.
Thanks, Wolfgang! Writing these articles was a fun opportunity to explore Midgard's night sky through the lens of some useful magical crunch. The next two installments visit a pair of planets, Asaph and Temperos, with a bard achetype and some diabolical rune magic, respectively. The series will close with two entries on Midgard's living stars, including a dip into the new Mythic rules. There's some weird stuff out there, to say the least. Send help! |