yeah.ġ0 onwards you can choose from some basic Rogue Talents.ġ8 and 20 you can choose from some advanced Rogue Talents. But hey, it's free action so technically you can make as many attempts as you like and if you have even a 5% chance of success. Over levels 2-8 you gain shitty "If you hit someone with it, free action Grapple/Trip/GET OVER HERE! attempt" and we know how bad the Combat Manoeuvre system is in PF. You could argue that this counts as a Hex for the purpose of the Extra Hex feat. Nothing forbidding the use of weapons, and it grows in reach over time. The hair thing with no limit - all day every day. You lose:Īll Hexes ever (including Greater and Awesome)Īnd there are some nice Hexes too. The White Haired Witch alternate class feature. Oh, solution to some of the Hair Witch problems (though overall weakening): The attacks of opportunity are pretty nice. I sometimes burn a feat for proficiency in the Trident, which arguably lets you threaten everything within 15 feet. Max out your INT, and you can use a single-handed weapon with that as your Strength score. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows. The witch can manipulate her hair a number of minutes each day equal to her level these minutes do not need to be consecutive, but must be spent in 1-minute increments. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. Pieces cut from the witch’s elongated hair shrink away to nothing. The hair cannot be sundered or attacked as a separate creature. Her hair can manipulate objects (but not weapons) as dexterously as a human hand. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. But you're right, the sheer volume is hardly comparable with a 64 page book. I was aiming for the fact that both products are re-prints, and that older versions are still available (altough RA might not be as cheap as Runelords). I agree that prestige is a motivating factor, of course. The fact that people are willing to pay $60 or $100 for 400+ page books is not really strong evidence that people are willing to pay $50 or $100 for a 64 page book. I'm sure there are people who were keen to contribute because of the book, but I doubt many people would have paid $50 or $100 solely for a 64 page book. So the masses will think that they get something special (more pages than a normal adventure), but right now I believe it's be a so-so settlement description and a destillation of the stuff GoblinWorks posted on their website, with flowcharts and everything.Īntariuk wrote:Probably both. Normal adventure modules or companion modules from Paizo are like 36 pages I think, and the Kickstarter description sounds like they want to make something of a mini-setting and not an actual adventure. Look at Rise of the Runelords Anniversary for $60, which is No.2 on Paizo's selling list even though you can get the 3.5 version dirt cheap and Pathfinder conversions of this AP are like everwhere.Īlso, I bet a lot of people haven't really read the description saying that half of the book is about design philospohy of Pathfinder Online or whatever. Look at the Rappan Athuk Kickstarter, where 316 people gave $100 for the non-signed leatherbound hardcover. I wouldn't underestimate the fan's desire for special supplemenets. TOZ wrote:Was it the demo, or the adventure module for backers that raised that?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |