Hmmm... I'm not crazy about the card design. It's very 1990's. I started a thread on RPG.net last year where I posted examples of what I consider gorgeous card design you can find it here (ignore the art, I'm talking about borders here): http://forum.rpg.net/showthread.php?662329-Where-we-post-pictures-of-our-fa vorite-game-cards I think this game could use a bit more attention to the border design because it's boring me. I'll buy it regardless because I've been waiting for something like this for a looong time. Will the rulebook be made available for download?
Interesting. I've asked my nearest venture captain to sign me up as a solo player. We'll see if it works. Am I right in thinking that the game will be released in much the same way FFG does their Living Card Games (LCG's)? That's to say there won't be any randomness to the cards? You buy a base box with all the cards in it and all followup expansions will be self contained in their own non-random boxes? If so you have all but a guaranteed sale here. Add solo play and I might just give up all other games ever (slight exaggeration). Let's hope it lives up to my ridiculous expectations!
It all looks great. Any plans to to a rogue type psion? WotC did one for 3.5. You can find it here: http://www.wizards.com/default.asp?x=dnd/psm/20040723b I always loved it. Between the psion, the psychic Warrior, the chirurgeon and a psychic rogue you would have all the bases covered for a psionics only setting. Just saying. Question, do you plan to adapt the gem dragons at any point? They were completely left off 3.5 if I recall and the 3.0 versions are woefully out of date. Lastly, I've heard that WotC may not have rightful copyright of githyanki. Apparently George R.R. Martin came up with the name long before TSR ever included it in the Fiend Folio. I'd love to see WotC lose control over that race. It's much too cool and woefully underused.
I'm on the fence. For modern I have SpyCraft 2.0 and nWoD which work really well. If instead you offer me a stand alone D20Future/Pathfinder (i.e. Pathfinder rulebook NOT required) and I'm all over it. I don't know that even a 400 page rulebook can adequately address all that a modern AND sci-fi set of rules require. As much as I love D20 Future it felt tacked on and incomplete. Now $50 is not a lot of money so I could easily be convinced to buy in in the hopes that I might see something like D20Future/Pathfinder at a later date. Again, stand alone. None of this "D20 Modern required" BS that we saw with D20 Future.
The Pathfinder Campaign Setting is growing on me little by little. Initially I was underwhelmed by the two page spreads per region. I really didn't feel it was enough information to do anything with. My opinion has changed in large part because of the superb material included in the Chronicles, AP's and, to a lesser extent Companion supplements. Still, I'm holding back on buying any more in fear that the setting will see a second edition this or next year and incorporate much of this material. I don't know that Paizo has decided what to do about the setting (continue as is, second edition, whatever) but I thought a nice compromise would be to publish a second volume that includes much of the previously published supplement material. Not a perfect solution by any means but no worse than a second edition IMO. Thoughts? Suggestions? Alternatives? Or should I just bite the bullet and buy what's been published so far?
James Jacobs wrote: This one has 6 of 6 adventures set in a city (or within sight of the city walls). Sold! I'm certain to pick up the set as well as the companion and the Princes of Darkness supplement. Question about this last book: it's labeled Volume 1 which implies additional volumes. What can you tell us about it or the series and will any of it tie into the Council of Thieves AP?
Dr. Johnny Fever wrote: My original intent when I started this thread was more to address the paucity of level 15 - 20 content. This. I think the real reason for the lack of high level adventures is that Paizo and company don't like writing them (16-20th level) for two reasons: 1)too difficult (those stat blocks are a killer) and 2) it's outside what some believe to be the "sweet spot" of the 3.5 rules. As someone said upthread, I can do the low level stuff myself (and there is so much of it I don't think I'll ever be short of prepackaged scenarios). I want someone else to do the heavy lifting when it comes to high level adventures. It would be more useful and therefore more valuable to me. Low level adventures? Couldn't care less. In fact they suck part of the "awesome" away from AP's afaic. Just my two cents.
I haven't read all the post thus far nor do I really plan to but I thought I'd throw out an idea for a book. How about a book of templates? Does the PfRPG still allow for templates? If so I think a big book of templates like Green Ronin's Advanced Bestiary or Goodman Games' Book of Templates adds a tremendous amount of value and variety to the game. Many time more than a simple monster manual can. Just a thought.
Great work on the iconics guys. I can't wait to see the rest of them although I would have preferred a bit more racial variety. I get that humans are versaitle and all but this is a great opportunity to add real flavor to your setting. Distinct flavor like you did with goblins. It seems like a wasted opportunity. It's a minor complaint however. The Iconics look far and away more interesting than any WotC has come up with. I'm anxiously waiting for my first issue. I'm loving the Blog. Keep up the great work!
Probably not what you're looking for but Hyperconscious has a psionic lich template you could use. It's been a while since I last looked at tit but I believe the power level is about the same as the traditional lich. Obviously how to become one would be (or at least should be) very different. Just a thought.
I put up a fuss about a non-psionic Mind Flayer a while back. After a bunch of posts someone by the name of Airwalkrr posted the following conversion:
Zyrxog, male psionic mind flayer telepath 3: CR 11; Medium aberration (psionic); HD 8d8+16 plus 3d4+6; hp 76; Init +8; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +7; Grp +7; Atk +11 melee (1d4, tentacle); Full Atk +11/+11/+11/+11 melee (1d4, 4 tentacles); SA extract, improved grab, mind blast (DC 22); SQ darkvision 60 ft., power resistance 28, telepathy 100 ft.; AL LE; SV Fort +7, Ref +9, Will +15; Str 10, Dex 18, Con 14, Int 19, Wis 19, Cha 21.
I took a couple of liberties since there are some discrepansies that simply don't work with psionics. Below are design notes, including discrepansies.
Have fun killing your parties.
I'm not much of psionics guru but I do prefer a mind flayer that actually does what he was designed to do. I guess I'm a purist that way. Anyway, I know this is not much help with you half-drow but there you have it.
Hello Paizo, Just wondering if I should panic or give it a couple more days. Issue #132 also took it's sweet time getting to me. In fact it took so long I posted a request for a replacement and you guys were kind enough to send it to me. I got it in the mail a few days later ALONG WITH THE MISSING ISSUE. Obviously I blame the post office but trying to reason with them is as productive as talking to a wall. HELP!
I have only one suggestion: make use of the Demonomicon articles. You have this wonderfull resource but most readers (including myself) have little idea of how to incorporate these ideas into an adventure, much less a campaign. I'd like to see some way to have the 10 or 12 Demonomicon articles (that will appear in Dragon magazine by the time AP3 is finished) made a part of a truly epic adventure. Just a thought.
I just picked up The Red Hand of Doom last night and look forward to reading it in hopes of actually playing it some day. With that in mind it occurred to me that James is also the brains behind the spectacular Demonimicon articles in Dragon magazine (which make a subscription well worth the money). My question is this: Given the recent tie in articles between Dragon and Dungeon magazines(Wormfood and Age of Worms respectively) would it be possible to provide us with adventures that tie in and make use of the Demonomicon articles? I'm thinking of a high level adventure(s)featuring travel to the demon's plane with an ultimate battle against either the demon himself or some sort of aspect. What do people think?
Paul Kemp post regularly on the www.rasalvatore.com website messageboards, in the "Other Authors" list. Look on page 31 of his thread and about halfway down I took a guess at Cale's stats. Paul posted a bit later and made some suggestions for slight changes. The following is a guess as to the Cale's writeup: Male Shade Rogue 6/Fighter 3/Cleric of Mask 10/Divine Agent 2. Depending on what writeup of the shade you are using that would make Cale a CR 25 PC more or less. Not bad. Now if we could get a write up on Waveshear...
Golbez57 wrote:
That's what I thought. I was thinking of fireball as perhaps the best example, but with a maximum of 10d6 damage it would take at least two (doing maximum damage)to kill one wormswarm. That may not sound like much but when you have a room with 6 of them (room #6 in The Spire of Long Shadows) and have only average die rolls then it will take over 20. What mage uses up that many slots for one spell? I assume it would be a combination of attacks from everyone in the party but like you said, it will take some time. The Age of Worms continually surprises me with just how difficult and challenging it is. The elder black pudding in a Gathering of Winds also blew my mind.
The Spire of Long Shadows (adventure #7 in the AoW) has a nasty new monster called a wormswarm. It has some rather impressive immunities including "weapon damage" among others. My experience with swarms of any kind is rather limited so I thought I'd ask the experts (you) for avice. How would you deal with this menace?
I'm a subscriber and as of last night have yet to receive issue # 339 of Dragon Magazine. Am I the only one? It's the issue with the planescape cover. It's been available at my local game store for some time now so I'm starting to worry. Who can I contact about this? Should I just go out and buy a copy just in case? Thanks.
I'm a subscriber and as of last night have yet to receive issue # 339 of Dragon Magazine. Am I the only one. It's the issue with the planescape cover. It's been available at my local game store for some time now so I'm starting to worry. Who can I contact about this? Should I just go out and buy a copy just in case? Thanks.
A question for James Jacobs and Erik Mona (as well as anyone else wanting to chime in): On the EN messageboards I asked for suggestions of other sources of "Demonomicon type" information of the lower planes. I was given a good list of Planescape sources and I'm in the process of buying them one by one. What do you think are the best sources for additional RPG reading material?
People like the Malhavock psionics books because they are written by Bruce Cordell, the same person who wrote the official WotC XPH and therefore the rules are 100% compatible. Keep in mind that you only need to purchase Hyperconscious. It's a compilation and update of all the material previously published by Malhavock. I should also mention that it's very cool as well. As far as the Psychic's Handbook is concerned, it's also worth checking out. It's written by Steve Kenson (Mutants & Masterminds) and presents a different and alternate system to the one presented in the XPH. It's similar in some ways to D20 Star Wars force rules in that instead of points and powers it's all done with feats and skills. The system is much simpler if a little weaker in power. It presents a new core class, the psychic (I think) and some alternate material for using it in D20 modern games as well.The rules show up again, in their entirety, in Green Ronin's Advanced Gamemaster's Guide (sans D20 modern material) so you might consider picking that up instead and getting the other unrelated extra material as well. In the end you could concievably use both systems in the same game if you like although you would need to keep the classes and rules systems separate. You could use it to flavor your campaign and say that the Psychic HB system is native to only a specific area of your setting and the WotC material is "normal" everywhere else. Both systems are good but very different.
I'm not James but I think I'm right to say that none of the adventures that appear in Dungeon are designed for gestalt PC's. Your GM would have to make many adjustments, I think, to make such a game balanced. I'm not saying it's impossible, I just don't think the adventures will work as written for such a party. Regardless of whether you use psionics or not.
I'm glad to see I'm not the only one who would have liked to see real psionics used. I understand where you're coming from James and I can't really blame you for your editorial decisions. That said, I do think the designers of the rules, and the writers of the 3 core rulebooks specifically, are to blame for the "problems" caused by psionics. It was a big, BIG mistake to exclude psionics from the core rules. Although the current set of rules found in the XPH work and work well there are certain incompatabilities (like the one you describe in your post above) that will always make psionics the red-headded step child of D&D. Tsk, tsk.
The latest installment of the Age of Worms adventure features Zyrxog, a Mind Flayer sorcerer(7). Am I the only one who finds this rather lame? I know, I know, people hate psionics. Whatever. I would have apreceated at least a sidebar writeup with a psion as the chosen class. The adventure is great and I have no real complaints otherwise. I just had to say something as the exclusion of psionics will always be a pet peeve of mine.
I agree with Polite Elliot, this latest issue was a dissapointment. The class act articles are garbage (to me). Fiction? Yuck! I'll add to the grievances by saying that the article on Waterdeep was little more than a listing of previous sources of info on the city. 2 pages on that?! What a waste. I'm not going to stop buying the magazine but I must admit that it has been less than inspiring lately. It might be because so much good material is actually being published by way of supplements. Maybe Dragon is simply running out of material?
I don't know about the rest of you but I am not at all impressed with the way the Warforged look in any of the Eberron illustrations presented in either WotC material or in Dungeon magazine. I don't know what about them turn's me off (maybe it's their roundness and/or cartooniness...). Anyway, yesterday I finally got a chance to look through the latest issue of Dungeon magazine (# 126) and on page 55 there is a wonderful illustration of a new monster called a Brass Man. The illustration is done by Kieran Yanner and it's awesome. He manages to capture exactly how I would render the race. Thoughts?
I haven't actually seen that much written about them. I know they play a big role in the Eberron campaign setting as members of the Lords of Dust. They also preside over the Demon Wastes as that is where their HQ are located. You can find a bit more about them in the Eberron CS hardback. They also come in several different varieties. There is the standard Rakshasa as it appears in the Monster Manual. There is another variety called the Zakya which are written up in the Eberron rulebook. I think they are more martial in focus than the regular Rakshasa. And lastly two other varieties appear in the Monster Manual III, the Akchazar and the Naztharune. I see them as Necromancers and rogues/assassins respectively. I don't see why you couldn't use them as templates to make a monk. Rakshasa are as varied as humans imo.
About PippimiPippimi Volikoli
Abilities:
Str 20+4 Dex 18+2 Con 14 Int 8 Wis 14 Cha 13 Feats:
Opening Volley: Whenever you deal damage to an opponent with a ranged attack on your first or second turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.
Improved Combat Maneuver (Grapple): +4 on grapple attempts. {SFS CRB} Weapon Focus (Advanced Melee Weapons): +1 to attack rolls with advanced melee weapons. Coordinated Shot: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe. Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square. Enhanced Resistance: You gain damage reduction equal to your base attack bonus. Blind Fight: In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243). You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded. Spellbane: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with Great Fortitude, Lightning Reflexes, or Iron Will, or the improved version of one of those feats if you meet its prerequisites. Adaptive Fighting Spend a move action to gain a combat feat for 1 minute. Choice of Improved Disarm, Improved Bull Rush and Close Combat. Scurry: You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so. Many Handed Master As long as you are not flat-footed, paralyzed, staggered, stunned, or unconscious, you gain a +2 bonus to your KAC against combat maneuvers. Underfoot As a move action, you can try to slip into the space of an adjacent foe larger than you are. To do so, attempt an Acrobatics check (DC = 15 + 1-1/2 × opponent’s CR). If you succeed, you enter your opponent’s space. If you fail, you remain in your starting position, and you are flat-footed and off-target until the end of your next turn. While you occupy a foe’s space, that foe is flat-footed and off-target. If your opponent tries to move out of your space, it provokes an attack of opportunity from you. Penetrating Attack Reduce your target’s energy resistances and damage reduction by 5 against your weapon attacks. Theme:
Corporate Agent (+1 CHA):
Theme Knowledge: When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy is a class skill for you. {SFS CRB} Networking: If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average. Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute). Strong Arm Tactics When you throw the name of your company around, you can usually get what you want, though acting in such a way never wins you any friends. When you successfully use Intimidate to bully a creature, its change in attitude lasts three times as long. At the GM’s discretion, this ability might not work on creatures that haven’t heard of your corporation. Skills:
(3 ranks/lvl, ACP = 0)
~Acrobatics +24 (12 ranks, 5 dex, 3 CS, 4 insight, 0 ACP) ~Athletics +15 (5 ranks, 7 str, 3 CS, 0 ACP) Bluff +1 Computers -- Culture -1 ~Diplomacy +16 (12 ranks, 1 cha, 3 CS) Disguise +1 ~Engineering +3 (1 rank, -1 int, 3 CS) ~Intimidate +6 (2 rank, 1 cha, 3 CS) Life Science -- ~Medicine -- Mysticism -- Perception +2 Physical Science -- ~Piloting +11 (3 rank, 5 dex, 3 CS) ~Profession (N/A) -- Sense Motive +2 Sleight of Hand -- Stealth +5 ~Survival +6 (1 rank, 2 wis, 3 CS) Languages:
Common, Skittermander, Vesk. Equipment:
Combat Gear
Spear of Fates, Tac. Starknife (Called), Ultrathin Longsword, Basic Vibroglove, Squad Hardlight Series (Infrared Sensors, Electrostatic Field Mk1, Thermal Capacitor Mk1, Jetpack), Golemforged Plating III (unequipped), Falcon Boots, Mk1 Ring of Resistance, Field Tactical Shield (--), Hailstorm Zero rifle, LFD Screamer. Consumables Frag Grenade I, Smoke Grenade x1, Standard batteries x4, Sprayflesh, Antitoxin Tier1 x3, Temporal disruption grenade x3, disruption grenade x3. Other Gear Personal Comm, Consumer Backpack, Everyday clothing, Travel Clothing, Mobile Hotelier Tent, Survey Map of Ukulam, Sleeping Bag, Hammock, Rope (50ft), Laser Drill, Datapad, Grappler, 100ft titanium cable line. Mk2 Str Upgrade, Mk1 Dex Upgrade. Credits: 494 cred. Weight ? (current) / 10 (encumbered) / 20 (overburdened) Racial Capabilities:
Grappler: Skittermanders get +2 to grapple checks.
Hyper: 1/day can take an extra move action. Low-light Vision: Low-light vision. Six-Armed: You have 6 arms. -------------------- TRACKED RESOURCES -------------------- See stat line above. -------------------- Special Abilities -------------------- Fighting Style: Hit & Run Opening Volley: You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat. Nimble Fusillade: When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up. Duck and Weave: When you move or make a ranged attack, you can spend 1 Resolve Point to avoid provoking attacks of opportunity from that movement or ranged attack. Bonus Combat Feat: x6 Secondary Fighting Style: Blitz Rapid Response: You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. Gear Boost: Armored Advantage: When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class. Gear Boost: Unstoppable Strike: Your attacks with weapons that deal energy damage slice through part of your target’s resistances. If your attack with a weapon does not already overcome the target’s energy resistance, treat the target’s energy resistances as though they were each 5 lower. Gear Boost -> Special Ops Training: Advanced Operations Specialist Choosing acrobatics. You gain an insight bonus to this skill equal to one-third your soldier class level. Currently +3. Soldier's Onslaught: When you make a full attack, you can make up to three attacks instead of two attacks. You take a -6 penalty to these attacks instead of a -4 penalty. Weapon Specialization! Character Fluff:
Appearance: A fuzzy, electric blue ball of fur, two and a half feet tall. With bright violet eyes and a big, grinning mouth, Pippimi always gives off an aura of approachability. She typically wears heavy armor with her arms bare and keeps a doshko twice her height at the ready.
Background: Pippimi works as a middle-manager in the sales and marketing department of Blastwerks, a Veskarium build-it-yourself arms dealer (think IKEA, but for weaponry). Her effervescent attitude and eagerness to please have helped her climb the corporate ranks faster than most of her more cantankerous Vesk colleagues. When a call went out for a corporate representative to go to butter up the Starfinder Society in hopes of securing a lucrative contract, Pippimi was the first to sign up. Personality: High Energy, High Encouragement, High Positivity Bot Me!:
Botting instructions: If Pippimi expects combat she wears her vibrogloves and takes out her starknife. Pippimi approaches combat with enemies she can reach by running up and trying to grapple them. She tries to position so she doesn't impose penalties on her ranged teammates. Her Coordinated Shot feat grants ranged allies a +1 to hit vs. enemies that she's threatening in melee range.
[dice=Grapple attempt; vs KAC+8]d20+28[/dice] [ooc.]Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found [url.=http://www.starjammersrd.com/game-mastering/combat/#Grapple]here[/url][/ooc.]
Against foes that require a magic weapon, she throws her Called Starknife and recalls it with a swift action.
Once a foe has been grappled or pinned, Pippimi can try to finish it off with a full attack longsword flurry!
With foes at long range:
[dice=Spear of Fates (Inferno Flame Mode)]d20+20[/dice] [dice=Damage (F)]5d8+12+7[/dice]
[dice=Spear of Fates (White Star Mode)]d20+17[/dice] [dice=Damage (E+F)]3d10+12[/dice]
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