Sketchpad wrote: If this book does well, will there be a supported line? Or is this a single book? While I know this is fantastic apocalypse, if the line does well, might we a Mad Max expansion? ;) Currently it's planned as a single book, with more support forthcoming if sales warrant. I'd certainly love to do more WotA products!
Greatbear wrote: Sounds cool. I always love a good post-apocalyptic story. Have you looked at the alpha release of psionics rules over at Dreamscarred Press? Any effort to make yours compatitible? We're actually adapting the OGC from Green Ronin's psychic rules. dm4hire wrote: Also have you thought about presenting a portion of the book to address post apoc fantasy? By that I mean how to present a fantasy world that has suffered some cataclysmic event, such as was done with the game Desolation, thereby including the traditional fantasy races. We'll have an appendix for mix-and-matching fantasy with WotA. There will be a section on blowing up fantasy worlds.
MerrikCale wrote:
dm4hire hit the nail on the head. dm4hire wrote: Walt - Will there be a pure strain human race? That's "human" by default. Is there something in particular that you're looking for in non-mutated humans?
Sketchpad wrote: A few questions if you don't mind ... Not at all! Sketchpad wrote: 1) Any idea on how many new classes we might see? Any spoilers as to which ones? Six is the magic number, although the APG is making me rethink one or three. There will definitely be a psychic class. Sketchpad wrote: 2) Will there be a Bestiary? Is it in the main book or a separate book? There will be a bestiary included in the main book.
Brutorz Bill wrote: I'm a big fan of Gamma World from way back and very much like Gamma World's "take" on mutations. GW has historically had many random tables of mutations to roll against, even allowing for some defects to occur. I was just curious how this book will handle mutations since they seem to be a big part of the book. I seem to be having an awful time with Paizo's site today. There will be both good and bad mutations. The default method of gaining mutations is to randomly roll for them.
Brutorz Bill wrote: Thanks for chiming in! You're welcome! Brutorz Bill wrote: So will this allow me to run a Thundarr type campaign using the Pathfinder system? The basic concept of WotA is "Pathfinder as science fantasy," so the goal is to have compatibility across the board and allow you to mix-and-match as you wish. So to take Thundarr as an example (as well as an obvious influence), if you don't think the psychic class covers Ariel well enough, then you should be able to port in PF sorcerors, witches, or wizards without difficulty. Brutorz Bill wrote:
Your vote is noted :-)
Hey all, I'm the Lead Designer for WotA, so I'll try to answer questions as best I can. Understand that we're still pulling this together, so any answers I give are subject to change as we tighten things up. Brutorz Bill wrote:
We're still discussing what we want to include as "standard" races. We'll probably end up with 3-5 races, not including human (which is detailed in PF). All races can also be used with mutations. Kadeity wrote: Have you looked at the Zen Archer Monk variant in the Advanced Players Guide? When i saw it i immediately thought "if this used revolvers instead of a bow, it would be a gunslinger". We're presently going through the APG for usable content. I'll have to look at Zen Archer more closely. Thanks for the tip! Walt
stardust wrote:
It's unlimited. My reasoning was cut for space, but I intentionally made the arcane blast a bit more powerful than the others.
Damon Griffin wrote:
They're the same categories as PF core, so the first B is barbarian. BR(ogue)S includes shaman, warlock
Hope that helps!
Okay, let's see how many I can hit with one reply! Here's the Age, Height, Weight, and Starting Money tables (I'll try to get these in a better form soon): Random Starting Age Half-Ogre (15 years) BRS +1d4 BFPR +1d6 CDMW +2d6
Aging Effects Half-Ogre MA 32 O 49 V 65 Max 65+1d20
Height and Weight Half-Ogre Male H 7’6 W 250 Mod 2d6 WM x7
Starting Money (Optional Occupations version in parentheses) Artificer 3d6x10 (1d4x10) gp
@Sean FitzSimon - I didn't design the Artificer, but I did alert the author to your questions. @Nepenthe - Yes, I did look at that possibility, but I had a lot of balance issues and not enough time to iron them out. As it stands, I still think the Warlock would be overpowered if we tacked those on (as well as adding bookkeeping to a class designed without it), but a similar class based on the sorceror bloodlines might be fun...I'll have to muse on that. :)
DarkWhite wrote:
I did mention that GMs should probably limit PCs to two or three drawbacks... :-)
Hey all! I originally wrote the drawbacks section for 3.5. As a GM, I find it hardly game-breaking if the PCs have a few extra skill points (assuming max ranks stay the same) as opposed to granting extra feats. One thing I should have had added is that all drawbacks are subject to GM approval, and that the GM should feel free to adjust skill ranks gained. In fact, one of the ideas I was toying with was granting an extra class skill (with a single rank) per drawback, rather than 4 skill ranks. Walt
mach1.9pants wrote: Hey Gareth/Walt can you clear up the question from above about Shaman. The '0' spells is on the Spells known not the spells per day table. There is no current 3E mechanic that adds to spells known for high ability scores. How would you suggest we correct this for our games? Swap the tables, just make it 1 spell known or give Shamans a bonus spell per and AND a bonus spell known using the ability score table? It's for both. Generally, divine casters can prepare any spells from their lists, but none of them can cast spontaneously. The shaman would be too powerful compared to his cleric, druid, or priest brethren if we let him have unfettered access to the druid list all day. Still, just as a cleric generally knows more spells than a wizard of equal level, we wanted to set the shaman a bit above the sorceror in terms of spells known (and kept it variable to represent his relationship to his spirit guide). That said originally we were going to use the Wisdom bonus for spells per day and the Charisma bonus for spells known. This makes logical sense (bargain for more spells and have the displine to cast more) if you consider the spirit guide as a separate being rather than the shaman's "spiritual self", so you may want to consider that "Designer Notes" option if you want the spirit guide to be a distinct entity. (This is also why the section is missing; the earlier Wis and Cha stuff was deleted and we forgot to replace it with straight Wis). mach1.9pants wrote:
A gremlin placed it there during editing. Ignore the whole blurb beneath the shaman level advancement table. Walt
@Sean, A line was omitted that said that Shamans get extra spells per day for high Wisdom scores. In the omitted designer notes, I mentioned that I debated giving them extra spells for high Charisma (reflecting their ability to negotiate with spirits) because that would make them the only spell-casting class that had a different score for casting as for spells per day. Walt
@flash_cxxi - Yes. The swashbuckler's Evade would count as the Dodge feat for purposes of selecting a prestige class. @Matthew Morris - Yep, that should be "every four levels thereafter." A spellblade can never add more infusions/special abilities to his weapon than (1/2 spellblade level, round down). This maxixum also includes adding infusions/special abilities to magic weapons. So even though a 9th level spellblade knows 3 special abilities and has a +2 infuse weapon bonus, he could only make a +2 weapon with 2 special abilities or a +1 weapon with all three. @neceros - Nothing is stopping you from using the original as printed :)
In order: 1. I can't speak for the Artificer (or the Warlord, for that matter). However, Gareth explained the reasoning in the preview thread. 2. I dabbled with the idea of incorporating sorceror bloodlines into the warlock, but ultimately we decided to stick with schools, as the warlock is more in tune with pure magical energy. Hmmm...maybe Tome of Secrets II... 3. The shaman does not have a static spell list. Each day, the shaman communes with his spirit guide and selects a cleric domain and spells from the Druid list. He casts them like a sorceror.
Hey everybody! As a co-author of the Tome I want to thank everyone for their thoughts and criticisms! I had a lot of fun working on the project and I was thrilled that we could have it ready for GenCon. I designed most of the classes; each initially had a sidebar that explained my reasons for why I designed it the way I did (I love to read Designer Notes sections). Unfortunately, those notes were cut for space and to allow the class section to more accurately model the PF core book. Yes, the d12 hit die for the knight was sort of a legacy thing. He's a protector and it made sense to give him the hp bump. No, the BAB for the spellblade is not correct. Initially, I was going to make him more like a paladin or ranger (primarily a front-liner, but with a few arcane spells). As I came to see him as more of an "arcane cleric" role-wise, I'd intended to set the BAB and hit dice accordingly. Unfortunately, only the hit die was corrected. This should be fixed for the full print run. Sorry for the confusion. Walt
flash_cxxi wrote:
Yes, Arcane Blast is optional. You don't have to select it. Additionally, you might choose to wait a few levels before taking it (since damage is based on Warlock level, not when you selected it) in order to "front load" with other abilities.
Mon wrote:
Not a problem. Thrust is essentially the same ability as sneak attack, but it is limited to melee weapons that can be used with weapon finesse. It will stack with sneak attack when appropriate.
yoda8myhead wrote: Ranged attacks within 30' feet against flat-footed opponents also qualify for SA. This seems to be restricted to melee attacks, which makes sense for a duelist. I would actually go so far in designing the class as to restrict weapon proficiency to melee weapons only, given the flavor of the class, but that's another topic. You won't need to house-rule that.
I wouldn't beef anything up. If you beef up Burnt Offerings, you'll get stuck beefing up the rest of the path. What I would do is have a discussion with my players and tell them that the adventure path is more fun if we start at the beginning, but I understand that they want to keep their old characters. With that in mind, I'm freezing XP until they "catch up" in the adventure. e.g. If they're frozen at 6500 xp, then they don't start progressing until they've earned 6500 xp in Burnt Offerings. The trade-off is that the early encounters will be less of a challenge, but I don't really see that as too much of a problem. If your players want something in return (and they usually do), you can make up for it with extra money or magic items. Walt
Thanks for the replies! I should have mentioned that I'm running this with 6 PCs, using the Beta (and only the Beta) rules. We have a cleric, 2 fighters, a monk, a rogue, and a sorceror. Currently, they leveled to two just after Spoiler: in Burnt Offerings. I'm planning ahead.
killing Tsuto Do you think 7th level is necessary for the final fight, given that the Beta classes are a touch more powerful than vanilla 3.5?
Hello, I apologize if I'm treading old ground, but I'm about to start running a Rise of the Runelords campaign. I'm considering abandoning XP and just allowing the characters to level when appropriate. While each RotR module assumes a 3 level gain (oddly, RotR5 assumes you'll get to 15th level, while RotR6 assumes you'd start at 14th level), I'm not sure how to break it down within the modules. Has anyone outlined appropriate points to level up? Thanks, Walt
Hi, This is my first post (and my first time checking out this forum), so if this has been asked elsewhere I apologize. While I realize that Pathfinder is a replacement for 3.5 and thus uses the same core classes, I think another core class should be considered. Over the years, I've seen many attempts to do an "arcane warrior" type class. WOTCs "complete" series includes at least a couple examples (Duskblade and Hexblade), and various third party publishers have their own versions. It's a class idea that has wide appeal. I think Pathfinder would benefit by including such a class in the main rulebook. But that's just my two coppers... Walt |