Perpdepog wrote:
zzzzzzzzzzzzSNORT What? Oh... must have been a dream...grrrrrrzzzzzzzzz
AND: From the office of managing expectations! Keep in mind that there's a LOT more ideas folks are suggesting here then we'll likely EVER get to explore in the Modules line, or the AP line for that matter. And the ones that get the most "votes" aren't likely to be the ones we pick up! This is mostly just an information gathering stage for me to find out if there's a part of the world that I didn't know folks are starved for information about PLUS me wondering if there are areas I hadn't considered. And by I... I mean the other T-Rex. THAT'S THE SCOOP!
Kajehase wrote:
The scoop is YOU ARE GOING TO LOVE IT!!! Buy five copies!
Major_Blackhart wrote: Rune giant! I am officially pumped for this AP. Now, the big question is how many rune giants will be involved overall. A handful, a small family, a clan? Will these be the grand overlords or ate they themselves serving a higher power? From the DoEM (Department of Expectation Management)... I'm pretty sure there are no rune giants in this AP. They're pretty deeply tied into Varisia and Thassilon, and Giantslayer is not set in Varisia and doesn't really have any Thassilon ties whatsoever. We WILL be illustrating at least one rune giant in the AP (as evidenced) but not as an illustration for one of the adventures. Giantslayer is about something else other than rune giants and Thassilon, and that's on purpose, because we want to tell a different story than what we told in "Rise of the Runelords."
From the department of expectation management: This book is going to focus HEAVILY on the core races, and not so much on the other races. Just as Inner Sea Gods compiled and expanded upon the deity articles we published in Pathfinder, so will Races of the Inenr Sea compile and expand upon the earlier race books we published in the Player Companion line; things like Elves of Golarion and Dwarves of Golarion, which are close to or are now out of print and/or have some early material from 3.5 or early Golarion that wasn't quite on model with where we are right now in Golarion. There WILL be plenty of new stuff in the book though—never fear there—but the book's purpose is not to provide hundreds of pages of content on obscure races like lashunta, catfolk, triaxians, monkey goblans, ghorans, androids, etc.. Some of those will have some info in the book, some won't... but the bulk of it will be focused on humans, elves, dwarves, halflings, half-elves, half-orcs, and gnomes. Creatures with racial hit dice, such as dark folk, aren't appropriate player choices and won't be represented in this book at all, really.
From the Department of Expectation Management While volume #100 will indeed be special and memorable with something extra going on... ...it's only the 17th Adventure Path. Maybe when we hit AP #20 we'll do something outlandish for the whole AP, but for now... we're not going to do something over the top like a Test of the Starstone AP or something like that. It'll be pretty cool, and it absolutely will involve elements of things that have been oft-requested here... perhaps not in EXACTLY the way they've been requested, but I think folks will dig it. And that's the scoop on that!
Shadar Aman wrote: The real question is: when do we get a "Lords of Madness" book in this style? This books sounds awesome and all, but I want more info for Aboleths and other awesome aberrations! From the Department of Expectation Management: This book is not going to be a "Lords of Madness" style book in the first place. It's going to be a lot closer to NPC Codex. It's not going to have a lot of in-depth world content; it's a world-neutal book that focuses pretty heavilly on stat blocks and rules, not so much on ecologies and the like... there'll be some elements of that in here, but if you're looking for that kind of info, we've already published books for these monsters in the various Revisited books.
From the office of Expectation Management: Note: when the boss-man says "a LOT of androids" he means a "Certain Amount." Those adventures are being written right now, but how many androids end up in there remains to be seen. Could be a lot. Could be an amount less than what you might say is a lot. It's gonna be more than one though, that's for sure. And thats the scoop on that.
Kajehase wrote:
Yup.
Kajehase wrote:
Here's the scoop on that! Tom Rex isn't big on the "Indoor Jobs." The "Indoor Jobs" tend to make it tough for Tom to grab a meal on the go. Eating employees is frowned upon, Tom Rex has learned. And since Tom's at the top of the food chain as it stands, any sort of promotion at this point would involve a desk and a roof. Tom's got no interest in that. Tom would rather be out in the field (or forest, to be honest) getting the latest scoop and maybe munching on a herd of cattle. Ones whose horns have been removed, preferably. Horns hurt.
Aerodus Whiteblade wrote: Where has Tom Rex (Ace Reporter) gone?!?! Here's the scoop! I've been up to two things of late, and one of them was hibernating. You see... not all of us have the boss's outstanding metabolism, and we need to periodically retreat into our dens to get some much-needed recharge time. And then, back to back with my hibernation time, I got sent out on a job in the field. It was a cow field. They were delicious. But now I feel a food coma coming on......zzzzzzzzzzzzz
Ambrosia Slaad wrote:
Tom is still researching this complex and important subject, but here's a short list of things that Tom has found are particularly effective at bribing and/or enticing the boss: 1) Pictures of Merisiel.
As for Carrion Crown... there'll be tengu NPCs. Not necessarily in load-bearing roles, but they'll be represented, particularly toward the last half of the AP.
Jeremy Mcgillan wrote: How does Tom type with those tiny forearms. I mean his head would be over the computer screen....... o never mind I'll just get eaten again if I continue this train of thought :P How does Jeremy Mcgillan type from inside Tom's stomach? Does he have some sort of wireless connection? Tom feels a bit bubbly in the belly. Maybe he does. Maybe Tom should go swallow whole some angry sharks or something to give Jeremy company in there?
Jeremy Mcgillan wrote: Dear James Why is the T-rexs skin red. From a biological standpoint it is very expensive to produce such skin pigmentation, not too mention most reptiles (other than a chameleon and snakes) have very earth tone pigmentations. And snakes who use the expensively produced pigments for mating display A T-rex would have no use of such a display mainly because of it's physical build, a female T-Rex would be much more impressed by it's body build than a display. I find it highly doubtful and historically inaccurate that your T-Rex image is therefore red. Thank you for your time. NOM. Now that that's out of the way, Tom would like to point out two things: 1) That dinosaur is a FIENDISH dinosaur. And red is the color of fiendish. 2) You were delicious. Tom thanks you for being so tasty.
Megan Robertson wrote: Just to warn you, Tom: EVERYTHING that bites me dies!! What about stepping on you? Tom has big feet and there are claws on them. OH! OH OH! What about slamming you with a tree? Tom can pick one up with his big mouth and hit you with it! OH! What about standing next to you and then when the meteors come Tom dodges to the side at the last minute? Tom's just saying that Tom is quite creative in methods of mayhem.
About Alyn IvgeorisCrunch:
Alyn Ivgeoris Elf wizard 5 N Medium humanoid (elf) Init +5; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 32 (5d6+10) Fort +1, Ref +4, Will +3; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft., shift Wizard Spells Prepared (CL 5th; concentration +10) 3rd—fly, stinking cloud (DC 18), stinking cloud (DC 18) 2nd—frigid touch[UM], ghoul touch (DC 18), glitterdust (DC 17), invisibility 1st—color spray (DC 16), grease, mage armor, shield, shocking grasp (2) 0 (at will)—acid splash, dancing lights, mage hand, prestidigitation Opposition Schools Divination, Enchantment -------------------- Statistics -------------------- Str 8, Dex 16, Con 10, Int 20, Wis 9, Cha 13 Base Atk +2; CMB +1; CMD 14 Feats Evolved Familiar[UM], Improved Familiar, Reach Spell[APG], Spell Focus (necromancy), Toughness Traits clever wordplay, reactionary Skills Diplomacy +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (nature) +13, Knowledge (planes) +13, Knowledge (religion) +13, Perception +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Draconic, Elven, Osiriani, Polyglot, Sylvan SQ arcane bond (breeze, elemental, air, small), arcane focus, elven magic, summoner's charm (2 rounds) Other Gear 150 gp -------------------- Special Abilities -------------------- Arcane Focus +2 to concentration checks to cast arcane spells defensively. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Divination You must spend 2 slots to cast spells from the Divination school. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Evolved Familiar Familiar gains a summoner evolution Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Shift (10 feet, 8/day) (Sp) Short-range teleport Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20). Teleportation Associated School: Conjuration |