Eric Hinkle |
I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.
They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?
Shadow_Charlatan |
1 person marked this as a favorite. |
David knott 242 wrote:They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.
Depending on the politics it would be one way to get control of someone, when you're undead and want to keep your position of power, you've got a secret someone can hold over you.
David knott 242 |
Could someone please share a bit more information on the new Rogue archetype? I think it's called the "Relic Raider?"
Does anyone mind sharing some additional guidance?
You get more curse related stuff:
Curse Sense replaces Uncanny Dodge.
Disable Curse replaces Improved Uncanny Dodge.
Additional advanced rogue talents for this archetype are Cursed Strike and Etheric Strike.
QuidEst |
1 person marked this as a favorite. |
David knott 242 wrote:They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.
It's more about the selling of animated zombies and skeletons. It actually mentions the additional price necromancers tend to charge if you don't provide the body. There's a lot of economic incentive for businesses to try getting away with using undead labor.
Actually, that's a pretty good low-level campaign, dealing with the zombie miners that have gotten loose.
Shadow_Charlatan |
Eric Hinkle wrote:David knott 242 wrote:They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.
It's more about the selling of animated zombies and skeletons. It actually mentions the additional price necromancers tend to charge if you don't provide the body. There's a lot of economic incentive for businesses to try getting away with using undead labor.
Actually, that's a pretty good low-level campaign, dealing with the zombie miners that have gotten loose.
Does it mention how those undead are controlled ?
Garrett Guillotte |
1 person marked this as a favorite. |
QuidEst |
QuidEst wrote:Does it mention how those undead are controlled ?Eric Hinkle wrote:David knott 242 wrote:They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.
It's more about the selling of animated zombies and skeletons. It actually mentions the additional price necromancers tend to charge if you don't provide the body. There's a lot of economic incentive for businesses to try getting away with using undead labor.
Actually, that's a pretty good low-level campaign, dealing with the zombie miners that have gotten loose.
Nope. It does mention that necromancers are just going to assume you've got it covered. There's a nice illustration (well, for a given value of "nice") of a zombie with its arms tied to a crossbar, carrying two nets full of trade goods, so it's likely through discount means and taking advantage of their mindlessness. I'd guess that using them in mining is probably more for hauling things than it is for carrying out the actual mining.
Garrett Guillotte |
2 people marked this as a favorite. |
Are any of the new spells available to Alchemists ?
Another section has an additional spell available to alchemists that aids with Appraise and anti-forgery Linguistics checks.
There's also a poison-focused alchemist archetype, the eldritch poisoner, who loses bombs but gains the ability to generate level + Int mod/day amped-up poisons with a short shelf life on demand, as well as 10 new discoveries specific to that archetype.
Luthorne |
4 people marked this as a favorite. |
QuidEst wrote:Gee, there's no way that can go wrong. Now we know how the Golarian zombie apocalypse will hit.Shadow_Charlatan wrote:Nope. It does mention that necromancers are just going to assume you've got it covered.
Does it mention how those undead are controlled ?
No wonder necromancers are judged so harshly with such unsafe business practices!
Kalindlara Contributor |
Owen K. C. Stephens Developer |
7 people marked this as a favorite. |
Before someone asks,
Though this is not errata or a faq, the spell venomous promise which lists "Saving Throw yes" (which is true, if perhaps not as helpful as we normally strive to be), would, if I were to complete it, be Saving Throw Will negates (preventing the entire spell from taking effect, separate from any save allowed against the poison if the spell takes effect and is triggered).
BardWannabe |
Read through this last night and was very disappointed. There's probably not a single thing that I'll use in my games.
Some of the standout disappointments:
1. Black market subsystem: This seems like the sort of thing that belongs in the campaign setting line, not the player companions. These are essentially rules for the GM to incorporate taking up space in the player companion.
2. The pack mule archetype trades away armor training, a bonus feat, and bravery to become.... a nonmagical bag of holding. That can't carry as much. The archetype succeeds at what it tries to do (carry stuff, sometimes secretly), but unless you're playing a game about running drugs across the border, I don't think this will ever be useful.Things I liked (but probably won't use):
1. Intentionally crafting cursed items. It's cool, and now we know how to do it.
2. Necrografts. Body modification stuff is always cool, though only really appropriate in certain types of games.Most of the rest of the stuff in the book may be good, but not really my style (alchemist archetype, mechanics for hiding your faith, pesh stuff).
I know you can't please everyone all the time, but it was unfortunate that this book was such a big miss for me. Even though I'm not a big fan of the Occult Adventures material, I found a decent chunk that I liked in Occult Origins. This one just left me searching for the good part, and I never really found it.
I agree completely. I don't think I would have picked this one up if I had just flipped through it at the store, but I'm a subscriber. This is very style specific and much of it is dependent on your GM choosing to use the subsystem. I can't imagine myself using any of it.
wabbitking |
Eric Hinkle wrote:No wonder necromancers are judged so harshly with such unsafe business practices!QuidEst wrote:Gee, there's no way that can go wrong. Now we know how the Golarian zombie apocalypse will hit.Shadow_Charlatan wrote:Nope. It does mention that necromancers are just going to assume you've got it covered.
Does it mention how those undead are controlled ?
well in city of strangers theirs the death heads talisman so their is a way to control them just not in this book.
Luthorne |
Luthorne wrote:well in city of strangers theirs the death heads talisman so their is a way to control them just not in this book.Eric Hinkle wrote:No wonder necromancers are judged so harshly with such unsafe business practices!QuidEst wrote:Gee, there's no way that can go wrong. Now we know how the Golarian zombie apocalypse will hit.Shadow_Charlatan wrote:Nope. It does mention that necromancers are just going to assume you've got it covered.
Does it mention how those undead are controlled ?
I didn't say there wasn't a way to control them, but if necromancers just assume that you are both aware of the dangers of zombies and that you have your own method of dealing with them, there's bound to be customers for who that isn't true. Thus, it's ethical business practice for a necromancer to go over ways you can control a zombie, the dangers of having a zombie, as well as offering to refer you to various merchants who can provide such methods if you don't already have your own lined up. Or is that smart business practice...
...but more seriously, I was joking. And only slightly pondering a setting with necromancer 'zombie barons' who have an economic stranglehold over much of the country, hated for their unsafe business practices, unethical acquisition of corpses for zombie production (ranging from suspicious deaths, people being pressured into contracts, and just plain graverobbing), and, of course, for being wealthy douches who generally view other humanoids as sources of money and corpses, evenwhile necromantic contamination is creating ecological disasters, plagues sweeping the countryside, and spontaneous undead generation...
Kalindlara Contributor |
Garrett Guillotte |
deuxhero wrote:So is there anything relating to varying prices/tarifs so you can actually turn a profit while smuggling?Sadly, no.
I'm still hoping to see something like this someday, but we didn't get it here.
Seems like something that could feasibly be tacked onto the new market rules. Maybe a cumulative percentage base price increase for resale based on market scale and qualities.
Owen K. C. Stephens Developer |
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I have house rules I use, which basically boil down to "You turn a profit on smuggling efforts equal to the average treasure you should earn from the CR of each encounter created as a result of smuggling, minus the actual treasure you get from those encounters."
Which is a simple way of saying I'm happy to run smuggling adventures, and we'll use it to keep you on the proper wealth by level track.
Luthorne |
SamuraiFlamenco wrote:Sorry I meant Sorcerer Archetype but I can not Edit my Post...(;~;)
Hello...:)
What are the Changes on the Sorcerer of Sleep(Bard Archetype)?
And can you give a hint on his flavor?Please and ThankYou! (^.^)
The Sorcerer of Sleep trades away their bloodline arcana, eschew materials, and their 1st-level bloodline power.
The flavor is that they have trouble using their innate magic and the visions pesh provides is the key to helping them unlock their natural abilities.
David Schwartz Contributor |
Scott Romanowski |
1 person marked this as a favorite. |
I noticed that both Black Markets and Heroes of the Streets have a spell "Secret Coffer". The spells are almost identical except:
* the one in HS is sorcerer/wizard 2, witch 2, but the one from BM is sorcerer/wizard 3, witch 3
* the spell from HS requires a 10gp ring, but the one from BM requires a 5gp replica.
Which version is correct?
Purple Dragon Knight |
1 person marked this as a favorite. |
I have house rules I use, which basically boil down to "You turn a profit on smuggling efforts equal to the average treasure you should earn from the CR of each encounter created as a result of smuggling, minus the actual treasure you get from those encounters."
Which is a simple way of saying I'm happy to run smuggling adventures, and we'll use it to keep you on the proper wealth by level track.
My rule is have your cookie, but you better watch your fancy gear when you get to the hotel, especially if you display swag like you're begging for it.
Ron Lundeen Contributor |
The duration of evaluator's lens include "or until discharged". There's no way to discharge the spell (e.g., ablative barrier or dimensional bounce).
That spell got a bit better in development--I think I'd intended that it discharge the spell to detect a magic item's properties. Now, it's another function of the spell. I'd ignore the "or until discharged" part.
Ron Lundeen Contributor |
Thanks Ron! You wouldn't be able to help with my /secret coffer/ question above too? :-)
Hmm, no. It seems the HS version is just better. I can see how both would exist in game--like in real-life spell design, it's parallel design that comes to similar (but not identical) things from two directions--but the HS version would probably quickly eclipse the BM version where both are available.
Canadian Bakka |
I see it is mentioned that there are Downtime rules for establishing a Black Market, but what about for the Kingdom-Building rules?
For example, one of my players is the Spymaster in the Kingmaker AP I run, and he wants to establish a black market (and Thieves' Guild) in order to have relative control over those fields of business in the sense that he can either change/influence the primary focus of the black market (to prevent any one criminal from building too big a hold over any given type of illegal goods) and use his own Thieves' Guild to keep out the competition from other thieves guild that came from other nations (such as Brevoy, Pitax, etc.).
So rather than getting bogged down in every aspect of the criminal world, can the Downtime rules introduce here be easily adapted to the Kingdom-Building rules for more streamlined and simpler mechanics?
Thanks for any feedback about the Downtime rules introduced in this product and its compatibility with the Kingdom-Building rules from Ultimate Campaign.
Cheers!
CB out.
Urath DM |
I see it is mentioned that there are Downtime rules for establishing a Black Market, but what about for the Kingdom-Building rules?
For example, one of my players is the Spymaster in the Kingmaker AP I run, and he wants to establish a black market (and Thieves' Guild) in order to have relative control over those fields of business in the sense that he can either change/influence the primary focus of the black market (to prevent any one criminal from building too big a hold over any given type of illegal goods) and use his own Thieves' Guild to keep out the competition from other thieves guild that came from other nations (such as Brevoy, Pitax, etc.).
So rather than getting bogged down in every aspect of the criminal world, can the Downtime rules introduce here be easily adapted to the Kingdom-Building rules for more streamlined and simpler mechanics?
Thanks for any feedback about the Downtime rules introduced in this product and its compatibility with the Kingdom-Building rules from Ultimate Campaign.
Cheers!
CB out.
Generally, the Downtime and Kingdom rules represent different scales of operations. Downtime is personal, small-region scaled, while the Kingdom rules are more abstracts and cover multiple instances. There is some overlap, but the two are not intended to be used together; the PCs are either operating personally (and use the Downtime rules to build their organizations within a settlement/nation run by NPCs) or they are operating as government officials (and use the Kingdom rules to set policies governing multiple regions and settlements).
patternscribe |
I've searched through the posts here, and have done a bit of searching online, but I still need help understanding one of the Bard Archetype: Hoaxer class skills.
At 5th level you gain Curse Crafter (Ex) which replaces Lore Master. If you look up the rules for crafting cursed items found elsewhere in the product you find "Intentionally crafting cursed items requires the same item creation feats and skill checks as does crafting a normal item of that type, but in addition to such requirements, intentionally cursed items require bestow curse or major curse as a spell prerequisites." (emphasis mine)
As a bard, you never gain direct access to *either* of those spells. So my question becomes, does this ability grant the hoaxer the ability to fulfill that requirement innately as part of its design (can cast the spell as if learned, but only in conjunction with crafting an item) mediated by the hoaxer bard level (determining which version of the spell could be used)? Or does it mean that unless you find someway of acquiring those spells, you will never be able to do more than craft the faux magic items(an awesome ability but as the sole recourse not outstanding).
Thank you for your time and assistance with this ^_^