Scarecrow Golem

stepanxol's page

13 posts. No reviews. No lists. No wishlists.


RSS


James Jacobs wrote:

The original outline for "Souls for Smuggler's Shiv" actually had the first 3rd of the adventure take place on the ship, with lots of on-board antics, an encounter on a recently risen-to-the-surface islet, a big storm, and some mahyem with stowaways.

Ehm... there's no chance to have this material posted as a "bonus" somewhere, right? I'd really love to read it.

I'm just starting Shiv with a new group and I plan to make a lot of small encounters along the way (I happen to own cities of Golarion + map folio... time to put Corentyn and Ilizmagorti to good use!).

This will allow me to consolidate the playing group and give them plenty of opportunity to interact with the NPCs. Too bad you didn't expand on the ship journey, although I understand you motivations...

ciao
S

PS: Shiv is one of the best adventures I've ever read. And I started playing (against Bargle, of course) in 1984...


I've got a quick question for the guys in charge: have you already sold the translation rights for the Tales line, somewhere in the world? What about Italy?

thanks,
S

PS OK I'll admit it... I'm a (micro) publisher and I'm thinking about it


Asphesteros wrote:
Inference I drew is the very fact the PCs get rescued lets the cat out of the bag.

Yeah, but as I wrote above, the real problem is the other factions knowing the exact location of Tazion. The module itself implies that at the beginning they don't; that's the very reason why they vie for the PC's help (since in fact the PCs offer nothing more than that, being a low-level party with no experience whatsoever in jungle expeditions).

James, above, suggests that the factions can mount their own expedition to the Shiv. If they do that, of course they need no more info from the PCs (and in this case they are not even going to ask for their help anymore).

So, what really needs some work here is justifying the fact that everybody knows Tazion's location. You can have the notes stolen or copied from the PCs in Eleder, have the other factions mount their own expeditions to the Shiv, or a mixture of that (considering also that the factions can steal info from each other "off stage").

At the end, and at the risk of sounding a bit annoying, I still consider this part of the adventure seriously under-developed... APs are nice because they don't require a huge amount of work. Serpent's Skull is more open-ended than most, and that's something to commend it for, but it doesn't mean it can't help DMs consider and manage all options.


Karui Kage wrote:
I... I can't tell if you're intentionally misspelling 'square' as 'squire' all the time or not. :)

Thanks for asking it. I was going to go crazy...


Hi guys, I'm re-reading the first volumes of the AP, and I've got a question about this "race". It's spoiler-y, so... here's the spoiler:

question:

At the beginning the group has to decipher Yarzoth's notes, and it seems pretty safe to assume they own the only copy. Also, they may clearly state to the GM that they are reasearching in secrecy (some players may really do their best to do so), and it's even possible that no NPC castaway survives from the Shiv.

That said, how come that everybody instantly knows they're looking for Tazion/Saventh-Yhi, and moreover, everybody knows exactly where Tazion is? Frankly, it's a pretty serious plot hole. The text only says that "rumors travel fast", a pretty weak statement. This could justify other groups tailing the PCS and arriving after them, but winning the race? Of course they need to know Tazion's exact location. For this to work there should be a plot hook, eg somebody stealing the notes, or a crooked librarian making some copies, or something.

Of course it may be that Yarzoth is still alive, or that an NPC knows everything about the "library use" (or even partecipates to it). Once the news are out, the GM can assume that the various faction spy each other out of every detail.

Yet, the whole thing is still pretty hard to justify, and I'm frankly surprised that the text does not go in more depth. Since the whole adventure revolves around the race, it would have been nice to set it up a little better...

So, what is your best idea? How would you set up the scene and justify the race?


James Jacobs wrote:


As for the speed in which we're putting out books... we're still dedicated to 3 rulebooks a year.

Ok, great. Thanks a lot for the reply! I hope you understand that I was only concerned. I have to say, it does make sense to get the system "out" as soon as possibile and then hammer it to perfection in the next years...

To close the topic, I want to repeat again that I'm a huge fan -- I'm reading the Serpent's Skull AP and boy, that stuff is EPIC :)


Skaorn wrote:


Paizo doesn't have to open their playtests to their consumers. They could do what most RPG companies do and put out their books and tell you to deal with it. This shows commitment to the fan base and should earn them a bit more trust.

Don't get me wrong: of course, I know they are committed to quality etc etc. I do trust them. I'm simply afraid they'll going to release too many books in too short a time, when there's no need to do so and, fatally, this will have an impact on quality.

Since the majority of fans, when something is announced, react like "OMG yes! I want it now!", I just wanted to tell them to take their time. It's not that there's a shortage of material to play, again, thanks to them :)

later,
S

PS about words of power in particular, I have to say that I find it incredibly promising, but let's say it, what we've been seeing in the beta is very, very "beta" for a product allegedly out in 3 months... this is not an extra class that one can always ignore, it's a whole overhaul of a core system. It's bound to require much more than that to really work.


Richard Leonhart wrote:

I think your concern has been dealt with very very extensivly in the class-bloat thread.

In short, no need to worry about further class-bloat, there will be other books, they have to make money, but quality should stay as good as it is.

Great. But what about words of power? That sort of thing could be a real revolution in the history of D&D, but it would need many, many months of testing and care.

If it gets published hastily, and with plenty of errata, it'll just be a curiosity that nobody actually uses and will be soon forgotten (and that would burn away the chance of it actually getting developed and adopted).

You say "quality as good as it is", but sadly I have to say that the quality (of the cruch -- fluff is great, as usual) has already began to go down.

Oh well, let's hope for the best. Just remember, Paizo: pushing books forward to improve them will never remembered as a bad choice, afterwards!


Hi,
I know I'm probably in the minority here, but I want to voice my concerns. I think Paizo may be working on too many "core" products, too quickly, and they are getting out too soon.

Now, before you say the new classes/mechanics (ie words of power) are all optional and not "official" or anything, I respond: A 20-lev base class is "core" enough; and I think that -- if one gets published -- it has to be refined and balanced enough to be 100% official (think APG).

So, I'd rather have a single, well-developed hardbound book every year (or even 18 months) than the current, announced avalanche. I'm excited as everyone for the gunslinger, magus and words of power; I simply believe that they need much more playtesting to be bulletproof & a worthy addition to the system.

We already have 18 base classes, do we really need 4 more in the next 6 months? Paizo thrives because so far it's been protecting the system, that's its first and foremost mission. I cannot but fear a wotc-like devolution, and that would be much worse than waiting a few months for a new class...

thanks,
Stefano


Purple Dragon Knight wrote:
You don't need awesome social skills to be badass. Take the feat that lets you add STR bonus to Intimidate if you want "badass"

I know we can go on forever about this, but CHA is definitely not a measure of "social skills". Those are a consequence of CHA, which is a concept that can be best explained by the original (Polynesian) term "mana".

CHA is pure personal magnetism, an aura that can take an arcane, praeternatural form (sorcerers), or express rock-steady faith (paladins) or religious kerigma (clerics)(*). And yes, it can be sexy too (although, as I said, it's very wrong to associate it with comeliness). And can make for a great orator.

This is the reason why it fuels so many different classes: the cleric, for example, calls upon her personal aura, her inner power, to repel/destroy undead.

In this sense, for gunslingers CHA may be taken as a measure of "badass", since (as somebody else noted) it has to fuel the grit, which is the inner reserve.
In other words, badass is the gunslinger's ki :)

later,
S

(*) Kerigma is the greek word from which CHA is derived. It's not by chance that in the New Testament it's used exactly to mean the announcement of the christian message. Even now, the Pope is considered (by dogma) the embodiment of the "apostolic kerigma".


For what it's worth, add my vote to CHA. And that's because CHA can mean a lot of things (*), but one thing is for sure: gunslingers are BADASS.

And PF's 'slingers are EVEN more badass -- just see the description and the grit mechanic.

Now, I understand that WIS can mean courage, poise and stuff, but c'mon... just say it alound -- "a wise gunslinger". It's just wrong! It's so wrong that if it came from another source I would have bet it was a typo!

So, please, just scratch this WIS silliness and make it CHA-based. CHA is perfect, but even other solutions (DEX, CON, whatever) make much more sense than WIS.

thanks,
Stefano

(*) although definitely NOT comeliness... this is for the guy noting that gunslingers are "fugly" -- huh?


Hi Paizo, first of all, excuse me if I'm posting in the wrong place -- I haven't been able to find a better one :)

I am a customer from Europe (Italy) and, once again, I'd like to ask about subscriptions: as many Europeans, I find the shipping rates from the US prohibitive (moreso considering taxes), so I'm buying the odd PDF here and there and some books through http://www.bookdepository.co.uk.

So far I've been happy with them, so I was wondering: why don't you just strengthen your partnership and simply use them to "funnel" through any subscription? This way I'd be able to get the PDFs as well!
I recently pre-ordered the newest hardcovers (GMG and APG) and don't feel like shelling out extra money to get the electronic formats as well...

thanks,
Stefano


Eric Hinkle wrote:
Thanks. I keep forgetting that it exists!

Don't say that, the Wiki is delicious. In related news, hello everybody.

Classes/Levels

5th level | 55/55 HP, 17 AC, Init +2(adv), PP 19 | 5/5 HD, 3/3 Rages | inspired

Strength 17
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 12
Charisma 8

About Moq Qo Harr

Medium humanoid (variant human), barbarian 5, chaotic neutral

Proficiency Bonus +3
Armor Class 17 (unarmored defense and shield)
Hit Points 55 (5d12+15)
Speed 40ft

STR 17(+3) | DEX 14(+2) | CON 16(+3) | INT 8(-1) | WIS 12(+1) | CHA 8(-1)

Saving Throws Strength +6, Constitution +6
Skills Athletics +9, Acrobatics +5, Investigation +2, Perception +4, Performance +2
Proficiencies Armor Light armor, medium armor, shields. Weapons Simple weapons, martial weapons. Tools Disguise kit, plucked string instruments (bouzouki/mandolin/lute), thieves' tools
Senses passive Perception 19
Languages Common

Tavern Brawler. Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the
following benefits:
✴ Increase your Strength score by 1.
✴ You are proficient in improvised weapons.
✴ When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Gladiator. A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor.
Routine. Sports Entertainment
By Popular Demand. You can always find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality. "I'm a hopeless romantic, always searching for that 'special someone.'"
Ideal. "People. I like seeing the smiles on people's faces when I perform. That's all that matters."
Bond. "I idolize a hero of the old tales and measure my deeds against that person."
Flaw. "I'll do anything to win fame and renown."

Rage. 3/long rest. Enter a rage as a bonus action. While raging, gain the following benefits if not wearing heavy armor:
✴ Gain advantage on Strength checks and Strength saving throws.
✴ When making a melee weapon attack using Strength, deal +2 damage.
✴ Gain have resistance to bludgeoning, piercing, and slashing damage.
Can't cast spells while raging, can't concentrate on spells while raging. Last 1 minute or until knocked unconscious, turn ends without attacking a hostile creature, or turn ends without taking damage since last turn. End voluntarily as a bonus action.

Unarmored Defense. AC is 10+Dex+Con when unarmored. Can use shields still.

Reckless Attack. Decide to take advantage on attack rolls using Strength with first attack, all attacks on you are with advantage.

Danger Sense. Advantage on Dexterity saving throws against effects seen (traps & spells).

Primal Path. Path of the Storm Herald. Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm of Fury. Sea. At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level.

Brawny. You become stronger, gaining the following benefits:
✴ Increase your Strength score by 1, to a maximum of 20
✴ You add double your proficiency bonus to checks you make with the Athletics skill.
✴ You count as if you are large for the purpose of determining you carrying capacity.

Extra Attack. You can attack twice, instead of once, whenever you take the attack action.

Fast Movement. Your speed increases by 10 feet while you aren't wearing heavy armor.

Equipment List

Background:
Moq Qo Harr (Mock Koe Hare) grew up in the Scarred Ports outside the Golden Capital of Uluhedra. He was always a hand or more larger than the other boys, and it wasn't long before he was declared one of the unclean - marked by the storm titan and sworn enemy of the sea faring folk - and sold as a young teen in the capital. He grew up quick and strong, channeling his ability into his fighting and while gaining popularity was never a breakout star in the arena. Before the revolt in Cuona, the empire sent him as guest spots in the new arena in Patir.

After three months in Patir he took a bet to spend the night in the Shadow Steppe and was never seen again. He barely made it on his own power to Vornheim, and was able to establish a life spending off weeks working odd jobs as muscle for hire and performing around town in the pit fights and pugilism bouts. Eventually he took a job that sounded too good and ended up in the maze. He didn't even see what turned him to stone, and when he came back he could tell some amount of time has passed and worked his way to the entrance only to find the guardian woman gone and the exit blocked.