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Jedi Knight.. Maybe make an archetype that adds some mind control and telekinesis powers and some abilities to improve those powers. Works for both Jedi and Sith.
Jedi Mystic.. Make an archetype that refluffs the Wild Surge as Force Channeling, or Force Trance. Some of the Surge Types work for Jedi, some are more Sith flavored.
If this works for what you need, I can make the archetypes pretty quick.
I wanna see that build. How did you do that?
Also, to your question, a 20th level fighter can, literally, by the rules, jump from a falling spaceship, hit terminal velocity, ignore the burning from the air friction, hit ground face first, inside an active volcano, swim in the lava, leave the volcano, be hit by the falling spaceship, have it explode around him, shrug off the radiation poisoning, and go on to fight like nothing ever happened. Breaking the sound barrier doesn't even merit a yawn.
14+ level characters are pratically superheroes, why are you surprised?
Nice concept, but here's some comments:
First Versatile Profession should only give one Profession skill each time. Choosing two makes this straight up better than Versatile Performance, and the Explorer a better skillmonkey than the Bard, when it has no reason to be.
Second, Market Baron is just bad. Gaining 60% percent more on what you sell means you sell stuff for more than you would spend to buy it. This means you could sell a +5 weapon to one guy, buy a +5 weapon from a different guy and have a net profit. Don't mess with WBL, or at least don't mess with it so much, it breaks the game.
Favored Movement, Terrain mastery and Terrain Dominance all come too soon. You only have one Favored Terrain so you can't actually choose your movement, mastery and dominance. And this keeps going until twelve level. Also Terrain Dominances are too powerful for fourth level, they were designed for tenth level characters.
Gear Upgrade just goes from 90 gp to 65,610 gp. Might think of having this increase gradually with levels? Also, a nine-fold increase would be 810gp. 65,610 is a seven hundred and twenty nine-fold increase. And finally, this ability is broken as all hell. Seriously he can produce a headband or belt of +6 to one attribute or +4 to all three, every day he is not adventuring and outfit the party for free.
Exotic Ritual, once again straight up better than what a similar class gets, in this case, the Skalds Spell Keening. Make it a full round action unless the spell has a longer casting time and either restrict the classes it can cast from or limit the spell level to sixth or maybe seventh, to keep it close to the factotum.
Master of All Lands, why does this gives the final favored movement? Why does the explorer gets all favored terrains, all terrain masteries and all terrain dominances but not all favored movements?
Being of All Terrains. Wow, this is broken. You basically gain at least +2 favored enemy against everything, a boatload of spell like abilities, lots of improved senses, movement types, bonuses to a bunch of skills, immunity to fatigue and exhaustion, Fire and Cold Resistance 20, Dr 2/Adamantine, and his attacks count as good, lawful, chaotic, evil, silver and cold iron. This would be broken as a capstone, as a 15th level ability it's just nuts.
What I suggest is:
Unassuming is cool, but Bliss is awful. He can grant multiple wishes or miracles with a week long ritual, without cost. Wish and Miracle are already broken spells, no need to make the thing even worse. If you're dead set on this capstone add that it can only grant the wish or miracle to one traveler per trip and that it can't grant wishes/miracles to the explorer since he already obtained his bliss.
I'll throw in some Forbidden Path ideas later. Do you mind if some are based on MtG?
Thanks for the feedback!
Ciaran Barnes wrote:
No. It's an extra five foot step, five foot steps don't provoke.
Ciaran Barnes wrote:
Extra Swift: What kind of action is it to use? I assume a free action.
Second paragraph of Celerity: Unless otherwise noted, performing an act of celerity costs 1 point from his pool and spending a celerity point is a free action.
Ciaran Barnes wrote:
Quick Opportunity: It looks like the point has to be spent before an attack is provoked, so that the point could very easily be wasted. I suggest rewording this so that he can spend a point and make an AoO, even if he doesn't have any more left.
I'll have to think on a new wording for this one.
Ciaran Barnes wrote:
Fleet-Footed: The second sentence should be expanded upon. I'm not sure what the wording should be, but I'm sure there is an existing ability somewhere whose wording your could compare to.
I'll look into it, but can't guarantee anything, the first time I searched I didn't find anything I could use.
Ciaran Barnes wrote:
A huge boost to speed is the intention.
Ciaran Barnes wrote:
Ciaran Barnes wrote:
Not the intention, Momentum is already higher than the attack bonus because of it.Changed wording on Skirmisher Strike to "weapon attack rolls", based on wording from the ranger and fighter, that should stop the stacking.
Ciaran Barnes wrote:
Italicized the Stunt names.
Ciaran Barnes wrote:
It's supposed to make up for only having a good Ref. I'm okay with it having a second point pool. If it keyed off directly from Celerity I would need to increase the Celerity pool. Changed the wording a little from "roll a Reflex save instead" to "use his Reflex save instead". Does that make it clearer? I honestly don't know where else the wording needs work.
Arcanemuses wrote:
Added a small dodge bonus to AC and an ability I had scrapped as not being good enough for a speed stunt.
Please read and review. Tell me if there are any glaring errors, any possible abuses or just any talents or powers from speedsters in other media that you would like me to add.
Accompanying the class are two archetypes:
This is pretty good, and hopefully the beginning of a series.
I love the intimidation and strenght lines you added.
Accurate Stance, I liked better the unchained version that only works with melee and thrown. I think throwing barbarians should be more vable than archer barbarians. Or at least give the AC penalty from Reckless Stance. There is no need to be two different stances that add attack bonuses. Also: "This does not apply to damage rolls for spells, spell-like abilities or supernatural abilities." Course it doesn't it's a bonus to attack. If I gueess your meaning, change it to "This does not apply to touch attack and ranged touch attacks".
Superstition, you forgot to add "supernatural abilities" back to the wording. The unchained wording is an unnecessary downgrade from the original Rage Power. If anyone needs a hit it's the human FCB not the Rage Power.
Unexpected Strike, remove "The barbarian can use this ability only when there are no other foes in a square threatened by the barbarian.", this makes the power nearly useless. Add a number of times per day it can be used like Mighty Swing.
Beast Hunter: What is the duration on Penetrating Blow? One minute, until the creature is dead, or something else? Way it written it almost looks like you have to make a standard action attack and pass a skill check just to ignore a little DR. If that's it, at least ignore 5 and later 10 points of DR or ignore the creatures natural armor against attack or hit it as if it was flatfooted or block fast healing and regeneration for a few rounds. Or give a choice so the beast hunter can use the best straegy against that particular monster. Disabling Strikes is crap. Depending on the monster you might roll something useless or that they're immune. Or it becomes unconscious and gets coup de graced. Also it's usable at will whenever a monster misses? Dude, no. That is too random, at the same time too powerful and too useless. Back to the drawing board with this ability.
Braker, Centurion, Meta Adept, Tavern Brawler and Toxicologist are all from older products. Makes me wonder if we're getting a revised Commander in this book too. I noticed the Adventurer being based based on the Adventurer class you guys had too, but improved.
Forged: No big problems, except for the two things Insain mentioned and some bad grammar. Needs a pass by the editor.
Ki Scion: Change Focused Path to give more Ki. This class will burn through Ki like nothing else. Powerful Blast needs to change "he gains additional damage" to "he may add additional damage" so he can choose not risk staggering at a bad moment. Super Scion: I see what you did there. It gives very little rounds, barely enough for a single fight. I suggest 4+Con.
Long Gunner: How does Sniping Shot interacts with Vital Strike? Can you guys add a paragraph that allows you to add Vital Strike with Sniping Shot?
Wild Shot: Cool ideas but not enough oomph, might as well stay as a Gunslinger. Pistol Whip and Evasive are gunslinger deeds, Reliable Friend is worse than Quick Clear, Hair Trigger is worse than Gunslingers Initiative, Two Pistol Fighting makes no diffeence for someone targeting touch AC, Dual Shot is missing the word "standard" in "as part of the same action"
Armiger: So cool. Arcane Heraldry needs a paragraph clarifying what happens if the magus has an arcana that gives new weapon properties to use with arcane pool, such as Bane Blade or Devoted Blade. Hopefully they can also be used with Arcane Heraldry.
Battlefield Sapper would be a great archetype if Hidden Satchel didn't came in at 19th level. The heck, that should come online much earlier and for free. Sapper Satchel on it's own is not worth losing the Animal Companion. Make some other ability for 19th level like being able to have multiple Satchels as long as they are affixed to the Structural Quarry or to Ranger Traps. Also in Hidden Satchel change "A battlefield sapper must possess the Learn Ranger Trap feat in order to use this ability." to "A battlefield sapper must be able to create ranger traps in order to use this ability." so it works with the Trapper archetype and other classes or archetypes that offer Ranger Traps as class features.
Battle Sorcerer: Sorcerer Strenght is pretty cool but still not enough to make up the fact that the sorcerer has low BAB and no armor. Cool concept but no socerer is going to fight in frontlines. And Spell Barrier is awful. One spell level is not worth one HP. Maybe ten, five at the lowest, but one for one is a horrible trade. You're trading three feats for something that can be only used if your HP is low and might not save you you until 11th level because the next attack from the full attack will probably kill you any way
Decrier: The first knee jerk is that this is a bad archetype because Condemner, Spread the Word and Word of Censure are not worth the abilitites they replace. But then Propagandize comes in and might save the whole archetype. Can I use a bane that is not the creatures alignment? I mean can I hit a LN enemy with a chaotic bane or a evil bane? The line "Creatures without a chaotic, evil, good, or lawful alignment may not be affected by this ability" Means a LN creature is immune, is immune to Good and Evil banes or only TN creatures are immune to this ability?
Field Medic: Medicinal Mists either blinds your allies or heals your enemies, or both. It's worse than useless, it actively harms the group. Make it so it makes a cloud that gives fast healing but only to allies and hinders the sight of enemies as a fog cloud. Maybe coming at a higher level, like 4th or 6th.
Peacebane Oracles curse doesn't actually hinder him any. Might inconvenience the party but not that much. Maybe make creatures inside the area have a starting attitude one step lower unless they pass a DC15 will save, and foes in combat have to beat that save in order to surrender or flee, otherwise they fight until they die or the oracle dies. And the bonus are missing the type, probably don't stack and are not that good.
Qi Gong Ninja, Raider, Sleep Peddler, Warchanter and War Wizard are okay. On the whole I love Armiger and I think Battlefield Sapper and Field Medic can be easily fized.
PrCs on the next post.
Update is a few weeks late, so let's see what took so long.
Adventurer is more complete, but still only three guilds. Hope there's more on the final product.
Also, how has this slipped by so long? Journeyman Apprentice and Master Apprentice are useless. You can take 20 a craft check as a standard action? Craft checks are made by the day or week. Do these abilities let me craft stuff in one standard action? If so it should mention it in the ability since that is the main part of the ability. If not maybe you mean they can take twenty on their apprentice skill without increasing the time and without wasting materials when crafting or without making mistakes for proffession. I have no idea what Journeyman Apprentice is supposed to do.
Also the names are dumb. Just change them o Journeyman Skill and Master Work.
Ward of the albatross feels too obviously tacked on and doesn't scale.
Adventuring Guild:
Assassin Guild is missing it's Guild master ability. Also Hide in Plain Sight and Death Attack need to go through editing and make sure to say that 8th(?) level and 6th(?!?) level are prerequisites. As written now they look like they were supposed to be given at those levels intead of chosen as talents. And adventurers apparently can take them earlier than Rogues and Slayers. Is that intentional?
Herculean Guild... "Woe to the men" Not "Whoa to the men". Also a couple of instances of rage instead of rush. Scrap It makes so the broken shield can't be repaired even with magic and it breaks the shield independent of the shields hardness or hit points. No one is going to ever use that. Except maybe to use artifacts and other indestructible stuff as improvised shields and destroy them without any effort. Not a good ability.
Battle Lord archetypes: Warchief and Zealot still trying to dictate the alignment of the party. It's bad on the paladin and it's worse here because it doesn't even have the excuse of flavor and being an iconic archetype of roleplaying games.
The Dan Tien straight up lost the ability to increase the threat range with trance. I'm okay with that.
Synergist archetypes:
Warloghe Forbidden Magic Taboo doesn't have the lesser version as a prereq. That means a Warloghe could get Greater Forbidden Magic without taking the other two. Is that intentional?
Other Archetypes and Prestige Classes next post.
Secret Wizard wrote:
Book one is finished? Where can I buy it? What's the name?
Weird, did Munitions Complexity get changed? The combo was to use Quickened Munitions to launch two Micro Munitions in one round. That costs no war points and deals half damage twice, so the equivalent to full damage. You have to wait until level 12 to do it because you need to apply two morph counts to your Micro Munitions. Wait, what was the purpose of using Munitions Complexity with this combo again?
The problem with Swallowed by the World is that it is an instantaneous Save or Die. (Not a Save or Suck, a Save or Die. You gotta look at it from the point of view of a low reflex character being hit with this ability on the opening round of a fight:
DM: Hey, Fighter roll Reflex.
Can I at least convince you to do like Suffocation, and give the target a three round count before it dies? Like:
First round if the enemy fails his Ref save he is entangled and takes damage, if he fails again on the second round he is paralyzed, buried to the neck and takes damage again, on the third round he dies. On the first round he can try to escape with a strenght check or Escape Artist roll, on the first or second round someone can spend a standard action to dig him out, making a strenght checkto break the hold, with the trapped creature providing an Aid Another.
Also it should cost an additional void point if the creature is more than two sizes bigger than the Nihilurge. Swallowing a giant should be harder than a human.
Hey Gears. I like the class, despite the name. I can stomach Unmage, but Abarcana? Those talents need a way better name.
Some things I noticed:
Trace teleport: Could this also include a free perception check if someone teleports into that 60ft area? Sensing a mage teleporting in for a Scry and Fry could be more useful than finding where he goes when he runs away.
Null healing: No problem I just wanted to say how much I love that the Unmage can counter Channel Energy.
Instantaneous Dispelling: This would allow the Unamage to Dispell two spells right? One with a readied action and one with an immediate action?
I agree with Scud22 on Fumbling Feint, Teleportation Stalker and Turn Magery
Ideas for new Abarcanas: It needs something to handle incorporeal and the miss chance from Blink, basically getting Ghost Touch. Some anti-undead/antinecromancy would also help the class, since undead are common minions of casters and many undead are also casters.
Finally to extend the class use against things that aren't casters you could add Abarcanas, or mabe archetypes, dealing with creature types that are normally but not always spellcasters, like if you have Eldritch Slayer against Dragons you can spend a use of Unspell to gain flight, energy resistance and natural armor, if you have it against constructs you gain DR and the ability to ignore DR and hardiness and if you choose magic beasts you can gain scent and darkvision and something else.
Start with a base of Slayer. The archetypical martial hero is smart and not above some sneaking about. Add full Brawler and full Barbarian with some refluffing, so Rage is more of a battle focus. Add the Samurais challenge and resolve and the Swasbucklers panache and deeds. Give him a good Will save, the archetypical fantasy hero can out willpower mages and gods, it's weird that no martial class has a good will save.
15 Bucks for a pdf is expensive. Some questions:
I just bought and downloaded this. Unlike the original this doesn't seem to have had any playtest.
Okay after testing some builds, I changed my mind. The uncommoner is a solid tier 2. He starts weak as hell but about level 7 he has great utility and can summon stuff like nobodies business and his utility just increases by level.
First build: Shaggy
Norville 'Shaggy' Rogers
Human Uncommoner Shadewright 12, 20ptb
Str 12 Dex 16 Con 12 Int 12 Wis 10 Cha 18/22
Feats: Run; Nature Soul; Dodge; Animal Ally (Dog); Fleet; Mobility; Sidestep
Skills: Disguise, Acrobatics, Ride, Handle Animal
Gloamings: Shadowy Avoidance; Hide In Plain Sight; Shadow Initiative; Gloom Seer
Relevant Items: Headband of Charisma +4
Unexplained Phenomena: 18
One UP is used to turn into a shadow point and another to start Underworld Armor everyday as son as he wakes up, leaving 16 points for other Phenomena. Shaggy mostly uses Disguised, Forgotten Aptitude and Expertise, Surprise Resilience, Stroke of Luck and Twist of Fate.
Jokey character, but the list of Gloamings is actually pretty solid and doesn't eat his Unexplained Phenoma. Any chance of a Shadow Speed or Speed of Darkness Gloaming? As Pratchett said darkness is faster than light, because wherever light goes, darkness is there first waiting for it. Also would improve the Shaggyness of the build a lot. Also you should increase the skillpoints. Only classes that can get by with 2 a level are int based fullcasters. If I could afford Bluff and a ix of Stealth and Disable Device Shaggy could work pretty well as a face character and abackup rogue.
Second build Garret
Garret Level 1
Human Uncommoner Shadewright 1, 20ptb
Str 10 Dex 14 Con 14 Int 10 Wis 10 Cha 18
Feats: Light Armor Proficiency, Martial Weapon Proficiency (rapier)
Weapon: Rapier
Skills: Perception, Bluff, Stealth
Unexplained Phenomena: 6
One point in Underworld Armor means he actually has a pretty good AC, Leaving him with five rounds of ball lighting and really hoping to have less than four fights or that all fights end in round one. With only two skill points and no int he can't even do like a wizard and be helpful with skill checks.
Garret Level 5
Garret Level 12
My main preocupation is the lack of skillpoints, specially at low levels. I'm of the opinion that no class should have less than four skillpoints per level, except maybe int using full casters.
At first sight the free action summoning is a little worrying, but the creatures aren't particualrly powerfull, are buffed by summoning feats and unlike an actual caster the uncommoner doesn't really have anything to with his other actions. He can miss with a crossbow or sling, move around the battlefield, maybe try to feint or demoralize an enemy. He can't cast a buff or fireball or even a second UP. It also has the side effect of making it look less like random crap and more like there is some supernatural powerhouse that really wants to potect the Uncommoner.
Unexplainable Phenomena:
Potergeist Haunt: Area debuff as mischievous spirits or fey move small objects, tug at clothes and are generally annoying. -2 to attack and damage, to concentration checks and to dex and str skill checks. Affects everyone except those that pass a Will save.
Sudden Possession: Enemy gets possessed by a vengeful ghost or angry demon. Does confusion or like a short duration Dominate, anything that makes him immediately attack other enemies. It's a possession effect instead of compulsion though. Can instead affect an ally giving him some bonus, like rage or something.
Expontaneous Combustion: 1d6 fire damage per level, fort halves, not ref because the flames come from inside the creature, maybe affects more enemies at once as you advance in levels.
Unnatural Sounds: The area around the Uncommoner is filled with the sound of rattling chains, screams of the damned, evil laughter, creepy children songs or dark gloomy instrumental sounds or maybe even unnatural eeiry silence. Penalty to perception checks and in saves against fear, caster have % of spell failure to spells with verbal or emotional components.
Silent Mists: Casts Obscuring Mist, later can upgrade to Haunting Mist, Solid Fog and Mind Fog, all centered on the Uncommoner. Can also be called Mists of the Hills.
Also Umbral Chemtrails should scale to Cloudkill and Incendiary Cloud.
Grasping Portal: Opens a portal to some other plane that releases alien tentacles or hellish chains that entangle and damage opponents.
I also had an idea for Unnatural Sights from seeing paintings that move, sudden blood messages on the wall, shadows and reflections that move out of sync and nightmares or hallucinations that would give the uncommoneer divinations, but you can do close enough with Umbral Communion and Through a Glass Darkly.
Also Unaware Teleport, to me, would be better as something like:
And I gotta admit, I don't understand how troops work. Their damage is your base weapon damage or is it something else and just use the damage type? Do you get extra HP or HD as a troop? What if you have a ranged weapon when you become a troop?
Well with low bab and nothing to increase it besides stroke of luck he can't attack until level 5. Also the bonus to attack from uncanny allies is useless since troops, like swarms, don't roll attack and simply deal damage to enemies in range. With all weak saves and a d6 HD he will depend on underworld armor, stroke of luck, surprise resilience and twist of fate any time some enemy looks in his direction. On low levels he will depend on ball lighting since unexplainable beings only have 10% HP and damage.
The main problem is that he needs to use the same pool for survival, attack, and for utility and I think it will not be enough. I'll make a build and run it through a few scenarios see how he works.
I don't think it needs an increase in BAB or HD, but maybe some passive abilities could help. Increased speed from running from horrors all his life, a bonus to will from becoming jaded to all the jumpscares and ghost possessions and what not, a fort bonus from going through so many swamps and abandoned hospitals, maybe some more ways for him to participate in combat besides suummoning and uncanny allies.
On more phenoma I've thought of some but they would be less 'random weird' and more 'this is now a scene from a horror movie/game'
Dude. The uncommoner.
More seriosuly, while this is a very fun archetype for a comedy one-shot, it is unplayably weak for anything else, and kinda of an NPC archetype. It's literally an commoner with some small powers. Could be a commoner archetype instead f a Shadewright archetype.
Sorry for the rant, but one of the classes I've been trying to realize for the last couple years started on a similar idea of playing a commoner that keeps getting into PC stuff and surviving it and my main struggle has been to keep that feel while giving him class features to keep him relevant and useful as a PC.
Ethereal Gears wrote:
I like all your ideas. I'll try to work them into the documents (probably with a few tweaks of my own because I can never leave well alone)
No worries, as long as i'm in a creative swing I'm full of ideas, but I don't ever have the ilusion that I'm actually a good rules writer. You should probably check with Kamenhero or someone for actual balancing.
I'll see if I can cobble up something else, especially for riders and brutes since I didn't get them on my first pass. What's your opinion on stealing bit and pieces from other martial classes, like maybe giving the brute a few rounds of rage and allowing to buy rage powers for evolution points?
On the DR, I think it wouldn't work because of the warder. Maybe Fire Resistance 10 and later 20, add acid, eletric and cold resistance if you have those stratagems (caustic, galvanic, cryo), Munitions Resistance would still be better but it would help you not worring if you shoot your own soldiers.
Also, just saw the Shadewright. I'll comment there in a few days. That is a lot of archetypes to through. I love it.
And I should ride this creativity burst and work on my own classes. Someday I'll finish one of them.
Thanks for the change to sulfuric munitions. And you're right about micromunitions and selective, no need to make them features. I can think of at least two good builds that wouldn't need them. Three if you like the Stratagems.
I think you didn't see it because I edited it in later so I'll ask again:
Stratagem Ideas:
Alchemical Bombling: You can change the base attack of a bombling from alchemist fire to liquid ice, acid flask or alkali flask. As a swift action you can transfer a flask of holy water or similar, a flask of oil, a packet of powder or similar, a tanglefoot bag, thunderstone or smoke pellet from the battlecaster to the bombling. The bombling can throw it with his next attack on the same round or keep it to throw when ordered.
Elite Grunt: When summoning a Grunt the Battlecaster can spend a warpoint to make an elite grunt. If the grunt has a higher base strenght he becomes large sized as per the Enlarge Person spell. If the grunt has a higher base dexteriy it gains a +2 dodge bonus to AC, a +10 feet increase to his base speed and can make an extra attack at his highest BAB when mmaking a full attack action, this extra attack does not stack with those granted by Haste or similar abilities.
Adept Mageling: The Battlecaster can scribe in his spell book one spell of each fisrt second and third level from the cleric, druid or witch spell list. All three spells must be from the same spell list. He doesn't add this spells to his his spells known and cannot cast them but he can use them with the Magery ability of his mageling spell soldier.
Combat Mageling: The mageling can cast personal and touch range spells on other spell soldiers as if they had range of 30 feet.
Poisoning Scout: When summoning a scout spell soldier the Battlecaster can spend a dose of poison on his person as a swift action. If he does so the poison is transferred to the scout. If it's an injury or contact posion the scout gains a bite attack that deals 1d2 damage and injects the poison. If it's contact, inhaled or ingested poison the scout can attempt to set the delivery method of the poison.
Assassin Scout: When summoning a scout spell soldier the Battlecaster can spend a war point to give him the ability to strike at vital points. If the scout hits an unaware or helpless target he adds a number of Sneak Attack dice equal a rogue of half the battle casters level.
Fighting Warder: When using a shield the Warder can use any polearm or spear of size as a one handed weapon. He can also use his shield hand to load and draw a crossbow without losing his shield bonus to AC.
Double Summoning: By spending a full round action the Batlecaster can summon two Spell Soldiers of the same type at once. He must pay an extra war point and the the war points for both Spell Soldiers. The Spell Soldiers appear at the start of his next round. If he summons two Spell Soldiers from a type with multiple selections, like grunts or magelings he can summon different selections of the same type. Prereq: Level 12
New Spell Soldier:
New Feat
Overpowered. Kek.
No. A low BAB with 4th level spells is nowhere even near the same league as anything close to being overpowered.
And it really isn't all that good a dip either. It gives you Combat Casting and a single tamwork feat, one round of tactician, a blast that will become useless in a couple of levels, and a somewhat good summon that will get useless in a few levels.
Now to some actual constructive criticism.
Arcane Strategist, when used on a Spell Soldier, only affects the one summoned. you would have to use two uses and summon two spell soldiers before this is actually useful. Maybe have it affect all summoned Spell Soldiers at once. Or clarify if that is already the intention. You could move it to level five, when the duration is also more useful to the party. Would also help with not steping on the toes of the poor cavalier.
Eldritch Munitions wants to be meat of the class, judging by the number of Munition Stratagems, but it's too expensive at early levels to use all the time and with Stratagems it could eat your War Points like nobodies business. I could see Munitions builds having to take extra War Points multiple times and spending lots of spells on realocations. At the same time it seems balancd since it does do a lot of damage and can have multiple riders.
Spell Soldiers are what I really like about the class, the real meat, but they are sorely lacking in Stratagems. I'm hoping this will be rectified, and if you want I can suggest several possible ideas.
Battle Lore is okay, Tactical Mind needs to clarify if it also adds to Perception checks to notice ambushes, since you're technically not in a combat situation yet, but it starts a combat situation. Eldritch Field Marshall is a good capstone.
Selective Munitions is pretty much obligatory. So is Micro Munitions.
The save of a Micro Munitions doesn't change right? It's still good for delivering conditions?
You can combine Micro Munitions, Muntions Complexity and Quickened Munitions to do the equivalent to full damage munitions every round for free. Takes three Stratagems a full round action, level 12 or 11 with a feat and has a smaller range and area and can't apply conditions, so in the end I consider it okay.
Strategic Strikes work only with the Standard action attack, correct? Maybe add so he can use it with charges too, or Strategic Charge will be pretty much useless. Maybe with Spring Attack attacks too. Anyway this and Strategic Expansion can actually make for a viable Vital Strike build since he can't full attack for cap anways.
You should allow Strategic Reactions to increase his BAB to full on AoOs because otherwise he will misss with all of them even with Strenght and Int to them.
I would personally like if the automatic damage to items worn and carried be removed from Sulfuric Munitions. It's fine for Alkahest and Conflagration, for when you really want to nuke everything, but on Sulfuric it makes a cool DoT into something that risks destroying your loot by accident.
Also Alkahest and Conflagration should mention that foes killed by them are turned to ash and harder to ressussitate like with a Desintegration spell.
Lastly on Stratagems, Tentacled Ammunitions still does damage on top of the tentacles right?
Spell Soldiers:
I can see why the concentration for multiple soldiers is necessary for balance, but I don't quite like it. Maybe Stratagem to reduce it one step at something like 14th or 16th level?
Their basic abilities are comparable to a basic animal companion so they're okay. BAB and str/dex bonus are a little higher, HD and saves are lower, they're more glass cannons than normal ACs but that is a good
Adjutant is neat. It's not going to be anyones first type of soldier, but when you can control three or more he becames very useful.
Bomblings and Magelings strongly remind me of tower defense games. I might make a build based around it.
Munitions Resistance seems to me like something all Spell Soldiers should gain, maybe in exchange for Evasion and Improved Evasion, which are kinda of useless with their poor Ref save.
Can Magelings use Share Spells to use personal buffs on other Spell Soldiers?
Brutes only have half evolution pool, so I guess they'll be fine.
Grunts need an aside marking hat if they have a style like Two Weapon Fight or Sword and Shield they get a light weapon or a shield, otherwise they only show up with a single weapon as per War Forged.
Rider and Scout are neat, Warder shold appear with a shield too, maybe even be able to appear with a Tower Shield.
I have some ideas for other Spell Soldier types I will include them with the Stratagem ideas if you want.
Edit: Some spellchecking, an extra thought about Spell Soldiers.
I like the name Warspeaker better than Knight-Scholar. Knight-Scholar feels more like the name of an archetype or prestige class. Maybe an archetype that returns the Warspeaker to Int?
With a name like Warspeaker and abilities like Warcries, I think the idea going in should be less 'motivational speaker' and more 'sergeant telling the universe to what it's told or else'.
I like the name Advocate. It gives me an idea of someone that either convinces the universe through rethoric and debate or through some sort of bargaining. Can the Advocate have a lawyer archetype? Maybe a writer or storyteller archetype whose edicts are him telling the universe that the story should go this way instead of that. Maybe a bard archetype?
Also What Tzocatl really needs IMO, is a third class. PoW I and II and Akashic Mysteries both have three classes, it seems to me the perfect number for showcasing a system. Maybe a medium BAB skill user? Split focus between Int and Cha with abilities to use these two instead of phisical scores so they don't get too MAD. Someone in the playtest documented suggested Poet for a class name. A mixture of word artist, conman and motivational speaker. Where the Warspeaker orders the universe to do things and the Advocate reasons with the universe, the Poet could be the guy that lies and charms so well the universe believes and changes to accomodate.
Question on Telekinetic Athleticism: It gives all the effects of both feats, any reason why it doesn't just grant those two feats?
There are Blades Skills for getting Soulbolt, Mind Armament and even the Soulblade if you don't have it, but there is none to get the full Mind Shield from the shield achetype or Empowered Strike from Deadly Fist. Is that an oversight or on purpose?
And I guess that is it for me. Everything looks good and those are my last doubts.
upho wrote:
No worries. The most optimized way to be a shield thrower is having a single shield and bouncing it off from enemy to enemy. It's already well suported by both the Iron Tortoise style and by the Shield Champion Brawler. It's also the most flavorful, since it is what Captain America uses. Two shields is cool for two weapon fighting and melee, but it doesn't help with throwing.Covering yourself in 40 shields is a joke build, pure flavor, no optimization. I believe that if a player really wants to do it in a comedy one-shot he shouldn't be punished. If my item allows for a bit of fun and it's not breaking the game, then it's doing it's job as intended.
To your former question, the problem with the Belt of Might Hurling and the Blinkback Belt is the problem that you still need to have multiple magic weapons and they all need to be kept at a competitive enhancement bonus.
upho wrote:
Humm, extra AC for having multiple shields, that is a little outside of what a single item should give...Maybe a feat?
This one should help. Should increase his AC by +3, not much, but it helps. It's third party, but since you're already using homebrew...
Oh, maybe you could count all those shields as if he was wearing fullplate armor. Fullplate armor made of shields, should increase his AC, unless he is already wearing fullplate.
Also, I'm kinda curious how he is using gargantuan size stuff. Did he start as a large race?
Fury of the Tempest wrote:
Wrong playtest, go to the Soulknife Augmented playtest. It has an entire archetype of UBW. And can also be used to play Gil.
I like that the paragon changed from just Superman to any hero who is super strong and invulnerable.
I still think that in Man of Steel you can change "At 10th level, this damage reduction is no longer be negated by magic weapons." to "At 10th level, this damage reduction becomes DR/-" to use clear rules language.
Something that could make a good Paragon Power is gaining the rock throwing racial ability.. So you can throw
The Paragon Power Touch of Truth should specify that holding an end of the rope, chains or lasso used to tie an enemy counts as phisical contact with the enemy.
Uncanny Movement allows you to make Jason Voorhees as a paragon fighter. This is good.
The barbarian Rage Powers Body Bludgeon and Come and Get Me, or variations of them, could be used as Combat Prowesses. CaGM was actually a combat feat in 3.5.
A few more ideas for Paragon Powers:
Battle Telepath:
On Collective Skill, Improved Lend Blade Skill means you can lend all your Blade Skills at once? It sort of implies you can lend any one blade skill you know instead of the one you chose for Lend Blade Skill, but Lend Blade Skill doesn't say you have to choose one Blade Skill and can only lend that one. Also, can you lend different Blade Skill to different members of the collective?
I agree this and Primarch need better names, but I really can't think of them. Primarch makes me think of WH40K, which has nothing to do with the PrC. And Battle Telepath makes me think of telepathic attacks, not of mind blades.
Also the Primarch is much better now.
Lemmy wrote:
Hey, VMM! Good to see you're still around! I thought you had given up on Pathfinder.
Not on Pathfider, just on juggling work and games. I mostly haunt the homebrew forum and the 3pp playtests.I'll be back if I can guarantee to always have sundays free. Or if you can guarantee the rest of the group isn't going to disappear for three sundays and only go when I can't go.
Lemmy wrote:
Maybe add it to reflex saves against things that would entangle, slow or pparalyze him instead?
Lemmy wrote:
Core Rulebook wrote:
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Yeah, core fighter can move normal speed in medium armor at 3rd level. Only Heavy Armor is 7th level.
Lemmy wrote:
Not diminishing returns, I would like a swordmaster, for example, to be Heavy Blades +5, Light Blades, Bows, Polearms, Close +4, but I know it's just me.
Armor Adjustments: I get what it's supposed to do but it's useless. Increase the duration from rounds per level to hours per level, that way you can use it on the whole party in the morning and have it set, instead of having to fidget with their clothes every other minute like a fussy mother.
Fake Surrender: If you ever make a Revised Rogue this should be Rogue Talent too.
Phalanx Fighter: It has an extra he lost on the phrase. Also add that he loses reach if he is not using a shield on the other hand. Unless two weapon fighting with reach is supposed to be allowed, in which case give some other benefit to wielding spear and shield, like being able to brace as an immediate action.
Positioning: Clarify is this is an extra 5ft step, he can take. If it isn't then this prowess does nothing, since you can already do 5feet teps.
Shield Expertise: Change the last sentence to "He may equip a shield as a immediate action when attacked. He gains the shield bonus to AC against the triggering attack. This may cause the triggering attack to miss."
Skill Focus: Yeah... no one is going to waste a prowess on a skill focus. Prowesses are supposed to be better than feats, and as humans prove skill focus is worth less than a feat.
Wild Card Feat: Clarify that if you get more than one feat with a swift action you can use a wildcard feat as prerequisite for the other, so you can, for example, use two uses to get vital strike and improved vital strike.
Awe Inspiring Strike: No need for the *. Just add the sentence about switching strenght normally, like you did on Impose Will.
Fleet Footed: Should be a Basic Prowess.
Secure Perimeter: Change it to a Greater Prowess, increase the Blindsense to 15ft, increase it to 30ft at 17th level, increase the blindsight to 10ft at 20th level. A Supertitious barbarian gets Blindsense 30ft at 16 level and Blindsight 30ft at 19th level, no reason the fighter should be so much worse.
Toe Stomper: Add that if it's a winged creature he can attack the wing and apply the penalty to flying speed and to Fly skill checks. If the creature is flying when he does this it must pass a fly skill check or begin falling.
Rise the Fallen: Should be 'Raise'. It would make more sense to me if it was Breath of Life, so he could revive people, instead of using their corpses. Also it's missing how many times a day e can use it.
Elemental Warrior: Change "and gains energy resistance 10 against all other types" to "and gains energy resistance 10 against the other three types" or add "and gains energy resistance 10 against all other types, including sonic and force". Maybe allow him to choose immunity to sonic or force but gain only 2d4 extra damage instead of 2d6.
Hero of Legend: Give a save to the Shaken condition, or remove the additional 5 rounds after they leave his threatened area.
A few ideas for Combat Prowesses:
Army Training: The fighter gains ranks in Profession (Soldier) equal to his fighter level. He does not take non lethal damage from hustling or forced march. He gains a +4 bonus to resist thirsty and starvation, and considers his strenght score as two higher for the purposes of carrying capacity.
Navy Training: The fighter gains ranks in Profession (Sailor) equal to his fighter level. He can hold his breath for one minute per point of con instead of two rounds per point of con. He ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. He can move half his speed as a move action underwater with a sucessful swim check, or his full speed as a full round action with a sucessful swim check.
Master Blacksmith: You gain the Master Craftsman Feat and a bonus to to the chosen skill equal to half your BAB. This Prowess can be taken more than once each time you take it you must select a new skill.
SKILLS: I think 4 skill points should be enough, 6 should be reserved for the classes that are supposed to be skilled, like the ranger and bard.
FIGHTING STYLE: Have you considered changing it to one feat from that list and starting Weapon Traing at first level? It's weird to me that the Fighter of all full BAB classes is the only one that has to wait until fifth level to get his attack and damage bous feature.
PRACTICE OVERCOMES TALENT: Pretty good, not only it helps with Combat Expertise, it also allows the fighter to use Two Weapon Fighter without focusing on dex and allows him to take those monk feats that require high wis.
TATICAL MOVEMENT: I'm trying to remember if there are any circunstances that ask for a reflex save instead of an acrobatics check for any of those things and I'm coming up blank. Are there any spells that do it or is it just future proofing?
COMBAT PROWESS: I like the name, just for avoiding using 'talents'. More in depth on the prowesses on my next post.
ARMOR TRAINING: For some reason you changed the not being slowed by medium armor from 3rd level up to seventh level with heavy armor. It also allows you to sleep in any armor which is better than Endurances main benefit, making an already bad feat worthless for the fighter.
BRAVERY: Change mind control to charm and compulsion effects.
SOLO TACTICS: It's a good ability. You should make at least one archetype that replaces it with Tactician.
MEN AT ARMS: Good ability and I like the flavor.
WEAPON TRAINING: It's okay. I would prefer if his main weapon group was full bonus and the secondary groups were all at full bonus -1, but for flavor reasons. I like the idea that he is best with one weapon group but still awesome with the other. But I think that is just me.
FEARLESS: It doesn't invalidate bravery, since bravery still protects you from possession and mind control.
PROMPTITUDE: Gods that name! How about Battle Ready, or Vigilant? Also maybe add your bravery bonus to perception checks to notice ambushes and to determine awareness during a surprise round?
MARTIAL MASTERY: Pretty cool, more flavorful than powerful.
UNSTOPABLE and RELENTLESS: maybe add a little something unstoppable, it triggers my OCD that unstoppable is only one thing and relentless is four. Also Relentless needs to make clear if the fighter is staggered if has less than 0 hp but isn't unconscious. Normally abilities that allow you to remain conscious make you staggered, but on the other hand they usually allow you to remain conscious until you die.
ARMOR MASTERY: It allows a dex melee fighter to suddenly wear full plate with no penalty, for maximun AC. That is a feature. It allows an archer the same thing. That isn't. Not much can be done about it, just wanted to point out the exploit.
WEAPON MASTERY: It's okay, just change te last sentence to "In addition, he cannot be disarmed while wielding a weapon from one of his weapon groups". The way it is now it makes it seem you have to chose one weapon group that can't be disarmed.
WARBOUND: Good capstone.
Paragon: I see what you did there :)
Lanitril wrote:
Now that it's actually out:
Kineticist: Scarred Witch Doctor (ignoring the godawful errata). Con and Dex is all you need. Blast with kineticist and if you're up against elemental resistance debuff with witch spells. And you have lots of utility slots on both sides.
Medium: Dunno, I don't like the medium, the spirits feel very bland.
Mesmerist: Fighter or Cavalier. Psychic spells can be used with heavy armor, the stares work well with melee combat, bravery becomes actually semi useful, being a frontliner helps with implanting tricks mid combat if you need and mesmerist covers the fighters lack of outside combat abilities.
Occultist: Wizard, Arcanist or any other Int full caster, because being int SAD is always powerful. Battle Host//Fighter or any other full BAB that can spare points for int without getting MAD. Occultist/Investigator//Wizard makes for a perfect Harry Dresden.
Psychic: You can use the psychiic instead of the wizard in any gestalt that uses wizard, except now you have an easier time wearing armor. Psychedelia Mutation Mind Psychic//Alchemist is astonishigly flavorful.
Spiritualit: Monk. Punch people while yor
Elricaltovilla wrote:
Crossed bandoliers, the always necessary belt of phisical perfection, crossed bandoliers are cool, in case someone wants to pay for two sets of weapon enchanments, bandoliers are badass.
Elricaltovilla wrote:
Posting a suggestion that popped in my head coming back from work:Belt of Throwing: This belt has loops, hooks and pouches for daggers, handaxes and other thrwing weapons. This belt can be enchanted as a throwing weapon. Any weapon or ammo drawn from this belt gains the weapon enhancement and enchantments applied to the belt. This lasts until the weapon is used for an attack or for 30 seconds (5 rounds) after it has been drawn. The belt can hold up to twenty one handed or light weapons, or 50 pieces of ammo. Belt Slot or Chest Slot. Two belts of throwing can be used on chest slot at the same time.
Basically an Amulet of Mighty Fists for throwing. Hopefully not as overpriced.
ErrantX wrote:
Maybe use Mind Daggers as a prereq and the other hands have to use a mind dagger?
Also, link, so I don't have to go to the first page everytime.
Edit: On the Primarch, The 4th level Ice Psychic Awakening is worse than the Fire and Storm ones and it's a worse form of what he gains at 7th level anyway.
Pixie, the Leng Queen wrote:
1. How many don't? Along with Abyssal, Demonic, Subterranean and Drow. Those are the languages of their main enemies, why wouldn't they study them? What kind of stupid paladin wouldn't want to decypher written messages and be able to understand what their enemy commanders are shouting?
2. That is why you arrived with weapons sheated and announce yourself in a loud and clear voice before arriving. Ask them to leave without bloodshed. If they start a fight you kill them in self defense.
3. Only a racist lets prejudice cloud judgement. Paladins by definition are not klansmen. They won't kill them just because they are green.
Just because some people don't know how to play a Good character, doesn't mean it's impossible.
Pixie, the Leng Queen wrote:
Yes all undead are made evil, and the vampire template makes you evil.
An inteligent undead is fully capable of changing his alignment. That example vampire is trying to, and probably has, change her alignment.
Undead are not of the [Evil] subtype, so if they change alignment to good, or even just neutral, they stop pinging on Detect Evil.
And a paladin, or any adventurer really, should study the vampire before attacking, if nothing else to make sure it's not ten levels higher than the party. That scouting would reveal the thruth to the paladin.
Quintain wrote:
Kill none. If the deity can forsee Rovagug awakening then it can forsee how it is awakened and we stop that. And remember what we say to the gods of Evil: Not today.Kill Rovagug. If we can't stop Rovagug awakening, we remind the gods why THEY need US, because gods are limited by their destinies but mortals are pure potential, changers of fate, destroyers of destiny. Be awesome, be epic, be mythic. Kick your puny reason to the curb, pierce the skies, do the impossible, kill the unkillable.
Die trying. If its impossible you go out fighting for good. You don't bow to evil, you dont accept death. Never give up, never surrender, this is the duty of a paladin, nay, his privelege.
Quintain wrote:
Prevent the fall. You can't predict the future to know this would cause a greater evil, you also can't predict the future to know if this will make the future better for everybody.Stop evil now, and if a worse evil shows up, you stop that evil too.
Bardess wrote:
Yeah, sorry. And sorry to you too Luggs. It's just, I love Discworld and I'm on a project of rereading every single book since Pratchett passed away and it hurts me seeing some really badass characters getting undersold like that.Most recurring characters got fleshed out and become better with passing books. Vimes in Guards Guards is just a drunk. Granny Weatherwax in her first appearance is just an old jerk. If someone is too translate them to PF I want to see them at their best.
Luggs wrote:
Why do people that didn't read the books keep giving their wrong opinions? If Vetinari needs someone diplomanced or intimidated he doesn't send people bearing his words. He calls them to his office or goes to them himself as shown in The Truth and The Last Hero to name the first two books that come to mind.Sure, sometimes he sends Vimes to do some mean diplomancing but Vimes doesn't need a quiet word, he has a good enough intimidate score that Vetinary only needs to send him to the right place.
If he needs to send someone, he sends his clerks. Each one of which is also an assassin.
Edit: Proof that Carrot is a paladin:
Bardess wrote:
The Patrician is a high-level LN Aristocrat/Expert. I don't see him as a PC.
I guess you stopped reading before Night Watch, then. Vetinary is a slayer, or possibly a ninja. He could beat Vimes perception checks when he was a teenager, before he graduated from the Assassins Guild School.His stealth score is so good, he failed his stealth exams because the examiner couldn't find him to take the exam.
I don't think you guys get what darth_bored is trying to do. It's not a point by point conversion, but more a translation, how these characters would be in a Pathfinder world/in Golarion.
That in mind, Rincewind should not have a wizard level. It's made pretty clear that he never actually passed his wizard exams and doesn't know a single cantrip. He only gets the title of wizzard because of the octavo (GM Fiat) and he is pointedly not allowed to call himself a wizard.
Vimes Diplomacy is way too high. His ability to be diplomatic or even friendly is notoriously low. Take out those skill points and redristribute to other stuff. Or maybe trade a couple of levels from investigator to barbarian. When he lets the Beast out he can kill werewolves with his bare hands. Also he is lacking in weapons. A masterwork crossbow and a sap at the very least.
For Carrot I would vote Paladin. He doesn't have paladin powers in the books but he has the personality of a paladin. But in a PF world just being that much of a good guy is what gives someone paladin powers.


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Collinson FX Market Commentary- August 5, 2013 - KIWI drops
by Collinson FX on 5 Aug 2013
SKUD18 in 30kts and white water - Day 4, Oceanbridge Sail Auckland 2013 © Richard Gladwell
Collinson FX market Commentary: August 5, 2013
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The big news to close the week was a miss in Non-Farm Payroll expectations. The markets were expecting 185,000 but received only 162,000, although the Unemployment rate fell to 7.4% due to falling participation. The news was not good, but the markets took it in their stride with little movement after Bernanke's reassurances earlier in the week.
The EUR traded 1.3275 and the GBP 1.5300. Central Bank support from Europe ad the US has reinvigorated equity markets and continue to inflate the bubble. Commodities drifted as demand from China contracts and economic conditions deteriorate. The AUD now broke below 0.8900 after a string of weak economic data and a massive write down in Budgetary conditions.
The Budget is now in crises and with an election looming (SEPT 7TH) it is hard to see these economic vandals being re-elected! The NZD/USD and its crosses have opened the week considerably lower, than its .7850 close on Saturday am, at .7725 as the news from the Fonterra milk powder crisis hits the airwaves....look for more volatility here as events unfold. This week will continue to be dominated by Central Banks with likely cuts from the RBA!
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Envco The Environmental Collective
based in Kingsland, Auckland, NEW ZEALAND
Envco supplies environmental agricultural and scientific equipment for monitoring air soil and water. It is our goal to provide quality monitoring equipment to professionals who monitor earth processes and human impact on these conditions. As population density increases, demands and pressures are placed on the environments we interact with to exist. Many times this ...
InnoTech Instrumentation Co., Ltd
based in Hong Kong, CHINA
InnoTech Instrumentation Co., Ltd (InnoTech) provides board range of environmental monitoring instruments and laboratory equipments.Environmental Monitoring Instruments:InnoTech represents numbers of leading suppliers such as Teledyne API, Tisch Environmental, RM Young, WTW, Millennium Instruments, Casella CEL, RAE Systems and Environmental Sensors, etc. Laboratory ...
Durpro Ltd.
based in Candiac, QUEBEC (CANADA)
Durpro brings over 30 years of experience and expertise in process engineering to the development of innovative and cost-effective solutions to various water treatment challenges. Our team of water filtration and separation specialists are leading the way to more sustainable industrial practices ensuring the continued vitality of our blue planet. Durpro distributes, ...
Pike Agri-Lab Supplies, Inc.
based in Jay, MAINE (USA)
Pike Agri-Lab Supplies is a small family company providing testing supplies and resources for the sustainable agriculture and composting industries. The company is based in a small Maine community with mail order customers throughout the United States, Canada and worldwide.
PONSEL - Aqualabo Group
based in Caudan, FRANCE
PONSEL MESURE manufactures instrumentation for water quality. We provide practical solutions to all professional working in wastewater, drinking water, scientists involved in field and laboratory conditions. PONSEL was founded in Versailles, France, in 1948 by Laurent PONSEL. With 4 engineers, PONSEL worked with researchers and the first institutes in field of agriculture ...
VWR International Ltd
based in Radnor, PENNSYLVANIA (USA)
VWR International is built on the strong foundations of two market leaders – Merck Eurolab and VWR Scientific Products. These are the companies that have long defined the science of supply around the world. Now VWR's singular vision is all about being the most successful distributor for people engaged in science, and we will do that by delivering excellence in the ...
Kore Technology Ltd
based in Ely, UNITED KINGDOM
Kore Technology Ltd. has been in business creating scientific instruments based on Time-of-Flight mass spectrometers since 1991. We have delivered over 200 analytical instruments to researchers around the world.Kore specialises in designing and building customised mass spectrometers, related components, and other vacuum-based equipment. We are able to offer instrument ...
MBT GmbH
based in Kiel, GERMANY
MBT GmbH is a sales and engineering company for marine and underwater technology. Since October 2000 we are member of the MacArtney Group, a worldwide leading network of companies specialized in the supply and service of underwater technology products and systems. MBT GmbH expertise concentrates on the sales of oceanographic and hydrographical instrumentation. In addition ...
MacArtney Solutions
based in Esbjerg V, DENMARK
The MacArtney Underwater Technology Group is a global supplier of underwater technology specialising in design, manufacture, sales and service of a wide range of systems to offshore operators, surveyors, the renewable energy sector, ocean sciences, security forces and navies across the world. We offer a range of advanced and reliable systems from proven components, cables ...
based in Acharnes (Menidi) Attikis, GREECE
TEMAK SA is a Greek company which provides its customers with expert solutions in the field of water treatment and fluid control equipment. We study the water problem in hand and input almost 40 years of expertise, designing the perfect solution for our customers. We provide solutions to Industries, Hotels, Municipalities, Public Organizations, Construction Companies, ...
Baseline Scales ( Pty ) Ltd.
based in Cape Town, SOUTH AFRICA
Baseline Scales is a leading supplier specialising in innovative premium scales and balances in the Southern African market.Our comprehensive range includes Precision Balances , Platform scales , Medical scales , Analytical scales, Weighing Scales, Portable scales, Counting Scales, Label Scales. Based in Cape Town since the company`s establishment in 2011 and aiming at a ...
Water Monitoring Solutions, Inc.
based in Sulphur Springs, TEXAS (USA)
Water Monitoring Solutions, Inc. is not just another sales firm; we are a full-service organization. We want to be a partner in your monitoring program. At Water Monitoring Solutions, we understand your need for high-quality data; your desire to use state-of-the-art technology; and the constraints of project budgets. Our staff is highly educated and experienced in field ...
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This Original Tall Wellie from Hunter is the most popular style due to it's long lasting fashion appeal. Comfortable and constructed with an orthopaedic fit, these wellies boast a vulcanised natural rubber outer construction and a cushioned sponge sole for extra comfort. With the traditional Hunter buckle on the side, this authentic boot offers functionality and style.
|Footwear Style:
Please remember to add postal time (2-3 working days) to obtain a complete estimate of delivery to your door.
You will receive an email to confirm when your item has been sent.
You can also check the status of your order and individual items by accessing My Account details and following the prompts.
Please allow 10 working days from dispatch of your order before notifying us of any late deliveries.
It may be advisable to check with your neighbours to see if a parcel has been left with them, check any outhouses you might have where it may be left if it cannot fit through your letterbox and contact your local sorting office to see if the item has been returned to the depot as undelivered and awaiting collection.
Please see our returns policy.
Where reviews refer to foods or cosmetic products, results may vary from person to person. Customer reviews are independent and do not represent the views of The Hut Group.
(4 Reviews)
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Products are good quality.
Very good quality and service, will defo shop again at allsole
Hunter wellies are the best ,nice colours,great Quality. I love them
I bought these Hunter Wellies a few weeks ago for V festival. They are a gorgeous colour and go with absolutely anything! I also bought some of the leopard print fleece welly socks, they were so warm and my feet stayed bone dry despite the typical UK weather. I would recommend these to anyone for any occasion, I'll definitely be wearing mine again summer through to winter!


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"BettyMills is an Internet Top 500 Retailer. We evaluated many animation studios before selecting LONRIC. If you are looking for a world class animation video, look no further, you've just found it!"
-Victor Hanna
If you've been searching for a way to turn your website and social media into an unstoppable selling machine, you're in the right place at the right time.
I dare you to read this entire article and not change the way you sell on the Web.
What if you could boost your conversion rates by to 15, 20, or even 64%?
What if I told you that you could boost your click-through rate by 200% to 300%?
Have you ever found yourself scratching your head, wondering why your competitors are making money so easily on the web, while for you it's more of an uphill struggle with two flat tires, and a gas tank almost on E when it comes to your product or service gaining attention and leading to sales? How in the hell do they quickly rise to the top of the Google mountain while you sit in the foothills pulling your hair out by the chunks, trying everything possible, yet getting barely enough sales.
Have you ever noticed that those same websites tend to always feature a good looking animated explainer video on their front page?
Then you know the answer to why they are so successful, and you're not. It's that eye-catching, informative and engaging explainer video that they have gracing their front page while you have only text and static photos screaming at the top of their lungs for attention, but not getting any. You might as well be yelling at yourself in a dark closet full of cobwebs.
Maybe it could be that your website is doing well, but deep down inside, you know it could be doing so much better.
Lets face it. If you are not getting the attention that you deserve today, you probably weren't a year ago either. Am I right?
Newsflash, It's 2016 now, so don't you think it's time for a change for the better? Don't you think it's time to join the successful online businesses at the top? Don't you think it's time to fly high with the eagles and stop sitting dormant in the coops with the chickens? If you answered yes or at least nodded your head to these questions, then please, by all means, read on!
Explainer Videos are basically commercials, just like those awesome ones you see on TV that grabs your attention and focus like a cats eyes to a flashlights beam. They are short animated videos usually in the duration of 1 to 3 minutes that explains exactly what you do in a nutshell.
Have you ever had someone whether they were a friend, family member, stranger or better yet a prospect ask the question "So tell me. What do you guys actually do?" Imagine instead of going into a long drawn-out explanation, you just whip out your nifty mobile device and let them see for themselves creating that Aha moment in a fast and effective way while being entertained at the same time.
These videos can be in animation (2D or 3D) or digital hand drawings (Whiteboard Animations),
• Explains in great detail about what you are selling in a short period of time rather than 10 to 15 pages of text.
• Explainer videos now appears in 70% of the top 100 search results listings
• Guarantees a much higher understanding for your website visitors about your product or service and how it will benefit them by purchasing.
• Make a more personal impression
• Showing that you are professional and serious about your product or service. Prospects take you more seriously with an explainer video.
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• Explainer Videos demonstrates your proposal in an efficient and simple way for your users to understand. Thus, increasing your conversion rate.
Dropbox. The highly successful online giant gained attention with an Explainer Video, where they were able to get more people to learn how their website works. Thus, resulting in a sign up rate increase of 10%, where profits soared to an extra 48,000,000 per year.
Another perfect sucessful example is Buytwitterfollowers.com.
After adding an explainer video to their websites homepage, their sales boosted by a whopping 216%!
And who can forget about Crazy Egg. After placing their animated explainer video on their homepage, they generated a jaw dropping $21,000 per month in extra income and increase conversion rates by 64%. Pretty impressive huh?
It's a proven fact that the average user spends 88% more time on a website with a video.
• Explainer Videos equals higher viewer retention. The information retained in one minute of online video is equal to about 1.8 million written words.
• Explainer Videos are now in the top five most popular content marketing tactics as 70% of B2B marketers use some form of online video with their overall strategies.
• More than 90% find video advertising to be equally or more effective than display advertising.
• Tests prove that when marketers included an Explainer Video in their web copy or an email, the click-through rate increased by 200% to 300%.
• Explainer videos now appears in 70% of the top 100 search results listings.
A decision that will take your business to the next level.
If you've ever wondered what the single most important thing that you could add to your web copy that would single-handedly account for more sales, boost conversion rates, attract investors and catapult your product or service to unbelievable heights, that would be without a shadow of a doubt would be a Lonric explainer video. That's because there are two main important ingredients of any commercial website, and that is animated explainer videos and great web copy.
I would honestly have to say that it would be the fact that we care. It is our passion to help companies bring their ideas to life, and help them grow through video and great web copy. There is nothing worse than watching great ideas die.
Other companies are more about the money. They don't care. We get to the bottom line of your problem or idea, and create eye-catching engaging video content marketing to help your company go from infant to giant in an substantially short period of time.
…and the best news of it all is you can get a professional animated 2D or Whiteboard 1 to 2 minute explainer video from $550 to $3,750 depending on duration and style.
You have about 7 seconds to grab the attention of your prospect before he or she moves on to your competitor that has an attention grabbing professional explainer video, leaving you in the dust as if they were driving a race car, and you were driving a tricycle struggling to get noticed.
You cannot afford to lose that prospect. Hypnotize them and glue them in with an engaging explainer video created by us the best animated explainer video production team ready to create you a success magnet Explainer Video.
• Professional script
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So what are you waiting for? Fill out the contact form below to say YES, you want to take your business to the next level in 2016!


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Iceland's Northern Lights & Winter Wonders
Discover Iceland's many attractions on this winter break. Explore rugged active volcanoes and iceberg-packed glacial lagoons by day, before relaxing in chic bars and sampling award-winning fare by night.
This five-day escorted tour takes you along the southern coast from Reykjavik. You'll stay in isolated areas that offer fantastic opportunities to spot the dazzling Northern Lights.


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Blendtec Parts and Accessories
Blendtec Accessories: Lids, Stands, Motor Bases, Sound Enclosures
Everything Kitchens' selection of official Blendtec accessories and replacement parts includes lids, sound enclosures, motor stands, gaskets, and electronics. These accessories, being official Blendtec parts, are guaranteed to fit their respective models of Blendtec appliances—just be sure to check the individual item descriptions to see which models each piece is designed to fit.


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Peekaboo Magazine asked me to do a write-up on '10 albums that changed my life' - check it out at the link below:
Peekaboo Magazine asked me to do a write-up on '10 albums that changed my life' - check it out at the link below:
Be there! With the one and only SLUTMOTHER as our very special guests!
Exciting show coming up in a few weeks - we are featuring at the VAMPYRE Masquerade, an ASYLUM event in Hamilton!
Check out the Facebook link for info on tickets!
All the info you need is on the poster ... but the FB event link is here for those who prefer ...
Here's a sneak preview of our new album cover! Since it's a remix album we were trying to play off the look of the original album cover, and so we contacted artist Caryn Drexl to ask her if she had any more images from the photo session that the cover shot for Seven Years came from. Incredibly, that session only resulted in one other image - which we are using a detail from - check it out! Release date TBA but it's coming soon ....
Many of you probably know that key Double Eyelid collaborator Karl Mohr had a rich solo career spanning a couple of decades before the DE project even began. Recorded during 2002 and originally released as a limited edition CD only, "Magic Christmas" is a wild and truly bent ride through the Christmas classics. Treasured by the few who had copies as perhaps the one truly essential Christmas album, on its 13th anniversary Mohr has finally decided to make it available to the masses with a free digital release. Download it now - it's like a Christmas album made by aliens. DO NOT MISS THIS. Link below. Please share!
Double Eyelid is excited to have a pair of shows coming up this weekend in Quebec City and Montreal. This is our first trip to Quebec City and we're thrilled to be going. While we've been to Montreal before, this weekend will be our first gig at legendary goth venue The Katacombes! Hope to see you there!
You can add yourself to the event page for Quebec City by clicking here
You can add yourself to the event page for Montreal by clicking here
Au plaisir de vous y voir!
Ian spoke with Didier Becu for Peek-a-Boo magazine last month and the interview has just been published ...
Click here to read it!
Double Eyelid has a few Hallowe'en gigs coming up:
I'm excited to announce that a remix album of tracks from "Seven Years" will be coming soon, featuring contributions from Leaether Strip, Psyche, LaNada, nTTx, Reactive Black and more! Stay tuned and in the meantime enjoy our new video ...


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David Paul
Jan. 2, 1988
Jan. 2, 1988
Meriden police to again honor baby
December 30, 2010
Meriden Record Journal
MERIDEN - The thick bed of leaves rustles and crunches as retired Meriden Police Chief Robert Kosienski Sr. returns to the spot that 23 years ago launched an investigation that was to become one of the most troubling and memorable of his career.
On a bright late-December day the chill of the wind cuts deep. It's 34 degrees, much warmer than the frigid morning a passerby found a blueeyed, blond newborn boy here, abandoned to die from exposure by a forked tree in the parking lot across from AGC Inc. on Evansville Road. "He could have been something, someone with potential," Kosienski said. "In fact, I know he would have been." Local clergy named the boy David Paul , translated from Scripture to mean "God's beloved little man." Members of the Meriden Police Department adopted him as their own, vowing never to forget the child by staging a service and later memorials at his grave each year, around the anniversary of his discovery.
This year's memorial is set for Monday at 10 a.m. at David Paul 's gravesite high on a hill in Walnut Grove Cemetery. The public and all child-care service providers are invited to attend.
At the time, 23 years ago, the patch of land on Evansville Road was clear and used as a parking lot. Now overgrown with dried leaves and brush, with a chain across the entrance, the lonely spot is a reminder of what must have occurred in the overnight hours of Jan. 2, 1988.
"The mother must have been through some type of trauma to do this," said Kosienski, who was police chief at the time. "Think about it: you carry a baby for nine months and then leave it?"
The circumstances surrounding the death have vexed local investigators for more than two decades. Kosienski doesn't think the mother acted alone; she must have had help, a driver, maybe someone who forced her to abandon the child.
Medical examiners determined that the baby was full term and likely alive when he was left by the tree, wrapped only in a blanket on a January night when the temperature hovered near zero.
By the time Kosienski arrived at the scene that day, the baby had been taken away. But the case would leave a mark on him and the officers who investigated the child's death. He retired as chief in 2001. "I can't drive by there without looking over and remembering what we found," he said.
Jeffry Cossette, the present chief, was assigned to the case that morning. "This has been one of the most frustrating cases of my career," Cossette admitted last week. "It's very difficult to see an infant left out in the cold. The mother must have panicked."
As the head of the Youth Division in 1988, former Detective Keith McCurdy investigated the case and helped arrange a funeral for the child when it became apparent that the boy's identity and the circumstances of his death wouldn't be known for quite some time.
"You go through a range of emotions when you see these kinds of things in law enforcement," McCurdy said. "You're exposed to a lot of things that leave a scar. This case scarred all the detectives who worked on it. Everyone here has been touched by it."
Local residents and businesses donated all the items and services needed to give the child a proper burial, from at plot at Walnut Grove, to his burial gown, to the red wagon that officers pulled to carry his tiny casket to its final resting place.
Each year since, members of the department have organized a memorial service for David Paul with the help of local churches. Cossette's executive secretary, Shawn Thompkins, has seen to the details for nearly a decade. The department's Honor Guard, along with other officers, members of the public and members of area churches regularly attend. Although their numbers have dwindled in recent years, for those involved in the case the commitment to honor the boy hasn't waned.
In 2000, Kosienski was asked to recall the circumstances of the baby's death before a state legislative committee considering the passage of a "Safe Haven" law allowing mothers to leave their babies at a hospital emergency room without fear of prosecution.
The law passed that year with the help of David Paul 's story. Women are now legally allowed to turn their babies 30 days old or younger over to any emergency room without having to leave their name or being prosecuted, as long as the child has not been abused or neglected.
The state Department of Children and Families says that, to date, 12 children have been saved under the law, which took effect in October of 2000. One baby was dropped off at St. Francis Hospital on Christmas Day in 2007.
"Almost without exception, these children have been adopted," said DCF spokesman Gary Kleeblatt. "There are some fantastic, beautiful families that are together because these children were given a second chance by their mothers through this law."
In 2000, Kosienski also sought out Federal Bureau of Investigation scientists after attending a conference in Washington on missing and exploited children that highlighted improvements in DNA techniques, which he hopes could help finally identify the baby.
So far, there have been no concrete leads to bring investi- gators any closer to finding out the child's identity or how he came to be found in a parking lot on a frigid winter morning. Detective Sgt. Mark Walerysiak still works on the case, said Detective Bill Grodzki, who also serves in the department's Special Crimes Unit. "The actual expert on that is Mark himself," Grodzki said. "He took an interest in the case and has done considerable research on it. The case is definitely open and we still throw things around. He's still actively investigating and rides by the spot where the baby was found often."
Walerysiak is on vacation until the Monday service.
Along with several other officers and members of the public, Kosienski has attended David Paul 's memorial every year. Now 76, he vows to continue as long as his health will allow. McCurdy has missed only a few due to his job at the Chief State's Attorney's Office. "We unofficially adopted that child. He represents all the children who have been abused," McCurdy said. "He was abandoned once; it's important that he not be abandoned again." In case of bad weather, the memorial service will be held Tuesday. Anyone who may have information on the case is asked to call the Meriden Police Department Youth Division at (203) 630-6234. For more information on the state's Safe Haven law, call 211.
Beloved Little Man
Walnut Grove Cemetery
New Haven County
Connecticut, USA
Created by:
A Marines Daughter
Record added: Jan 06, 2011
Find A Grave Memorial# 63827887
Added by:
A Marines Daughter
Added by:
Jan Franco
Added by:
A Marines Daughter
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I'm still holding out hope that we will know you're true identity and story.
Joey Mauro
Added: Apr. 13, 2016
Randy Colter
Added: Dec. 26, 2014
Rest in Peace Little One.
Randy Colter
Added: Dec. 1, 2014
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- Description
- View Full Specifications
Jones Act Exempt charter yacht
- Year:
- 1973
- Length:
- 95'
- Engine/Fuel Type:
- Twin / diesel
- Located In:
- Seattle, WA
- Hull Material:
- Steel
- 58929-2559952
- Last Listed Price:
- Sold
What a great vessel, with a fun layout and modern systems ideal for proven charter income of 8 weeks a year in Alaska at $40,000 a week. Currently 3 deposits in escrow for 2016.....
In nautical terms, Dutch steel is world renowned, and this unique yacht delivers that AND a Jones Act exemption for legal charters in U.S. waters. Corten steel hull is fitted with stabilization - a huge extra for comfort and safety. Old world style craftsmanship in joinery and paneling is augmented with systems modernized in a major 2004-2005 refit. Beautifully kept, she offers a bright top-deck master ensuite with jacuzzi deck plus three guest cabins and crew belowdecks. Too much on board to list it here - she's a must-see if you can catch her in town between Alaskan trips for salmon, wildlife and glaciers...
Caledonia is licensed to carry 12 guests in comfort into the fjords of Alaska, she has extensive charter history on the books and is primed to deliver many more years of service in a rebounding charter market.
Turnkey charter business with yearly clients awaits! Oct 2013 survey done shows value at $1.1M
Charter season is upon us and we have 3 weeks booked already. If you are looking for a revenue generator, this is the boat!
View her full specifications and recent color photos online here at our homepage, then CALL for addtional details and an appointment to go aboard. ***THIS VESSEL KEPT OFF SITE IN SECURED MOORAGE - PLEASE CALL AHEAD TO VIEW***
Listing Agent, Tim Dies, may be reached in the office or on his cell at 206-817-4577.
Please contact Tim Dies at 206-283-6400
Additional Specs, Equipment and Information:
Boat Name
LOA: 95 ft 0 in
Beam: 19 ft 6 in
Minimum Draft: 7 ft 0 in
Total Power: 750 HP
Engine 1:
Engine Brand: CATERPILLAR
Engine Model: D343 375-hp
Engine Type: Inboard
Engine/Fuel Type: Diesel
Engine Hours: 10300
Propeller: 3 blade propeller
Engine Power: 375 HP
Engine 2:
Engine Brand: CATERPILLAR
Engine Model: D343 375-hp
Engine Type: Inboard
Engine/Fuel Type: Diesel
Engine Hours: 10300
Propeller: 3 blade propeller
Engine Power: 375 HP
Cruising Speed: 11 knots
Maximum Speed: 14 knots
Fresh Water Tanks: (1100 Gallons)
Fuel Tanks: (4200 Gallons)
Accommodations & Layout
Sleeps up to (8) owners and guests in 4 double staterooms, each with ensuite head with separate tubs or stall showers; CREW quarters forward accommodate three plus the captains cabin, sharing a crew head plus shower.
LAYOUT ABOVEDECKS begins with the raised SKYBRIDGE forward, offering centerline command BRIDGE HELM and guest bench seating wrapping aft to port. Upper deck full-beam SKYBRIDGE MASTER follows with walk-around island queen berth, private ensuite MASTER HEAD with soaking tub and access aft to the JACUZZI DECK with hot tub and built-in bench guest seating. BOAT DECK follows finally aft with tender storage chocks and davit launch/retrieval system.
MAIN DECK brings forward with the PILOTHOUSE with centerline MAIN HELM, port and starboard side deck access doors and raised bench settee aft with hi-lo table. MAIN SALON follows with dining table and seating arrangement that takes advantage of the views on either side! Aft and up finds a spacious U-shaped starboard side BAR with seating inboard plus aft at the sheltered AFT DECK.
Forward starboard companionway to BELOWDECKS lands at the MIDSHIPS GALLEY, stretching athwartships to port. FORWARD BUNK GUEST STATEROOM is along the starboard side, with inboard stacked single berths and ensuite GUEST HEAD forward with separate stall shower. CREW quarters are accessed just forward of the galley and include a CAPTAIN'S CABIN with chart table and office. CREW cabin with double lower and single upper berths is through a watertight door; both share a CREW HEAD with shower.
Aft centerline companionway to BELOWDECKS finds a TWIN GUEST STATEROOM to port, featuring side by side single berths with aft GUEST HEAD with separate stall shower. VIP AFT STATEROOM is full width and finally aft, offering an island queen berth offset to starboard with port side sitting area and forward private ensuite VIP HEAD with tub and shower.
INTERIOR features rich teak paneling and joinery, with updated finishes in granite, leather, and carpeting in tasteful colors and nautical themes! MAJOR REFIT in 2004/2005 upgraded domestic systems throughout, plus soft and hard goods, all with a focus on comfort, quiet, and consistent running. ENTERTAINMENT SYSTEMS include plasma television with DirecTV satellite receiver with Find Me tracking; Pioneer stereo receiver; Bose sound system; and CD player.
Galley & Domestic
All modern GALLEY offers commercial grade appliances and features, including updated stainless Jenn-Air LPG galley stove with oven; stainless double door upright refrigerator with freezer; commercial dishwasher; Whirlpool trash compactor; double stainless steel galley sink; hot/cold pressure freshwater system with 220v commercial hot water heater; expansive countertop space for food prep; and dedicated storage throughout including belowdecks cruising storage. ALSO NOTE full size clothes washer and dryer at the SHIP'S LAUNDRY.
Electronics & Navigation
- Furuno 48-mile radar with daylight display
- Furuno GPS
- Eagle VG800 color video fathometer
- Datamarine offshore fathometer
- Robertson AP-45 autopilot
- Icom M-550 VHF radio
- Furuno FS-1501 SSB radio
- West Marine Weatherbase 10
- Aft camera
- Rudder angle indicator
- Hydraulic jog stick steering
- Full engine instrumentation
12vDC and 110/220vAC systems with panels and fuse/circuit breaker protection; main 3-phase electrical panel is located on the aft bulkhead in the engineroom; house and starting batteries with charging system; isolation transformer; Isuzu 40kW genset in the lazarette; Isuzu 50kW genset in the engineroom; 4kW inverter; 30-amp plus 50-amp dockside electrical inlets with 50' hook-up cables.
Deck & Hull
DECKS are nautical TEAK; stainless safety rails; radar arch; international navigation lights; fenders & lines; lifejackets. GROUND TACKLE includes main anchor with chain plus rode; stainless chain plate; and capstan with wildcat at the foredeck.
Mechanical Equipment
ENGINEROOM is aft of amidships and reached via the starboard weather deck and offers ample space for storage, tools and a stainless steel workbench on the port side with metal storage cabinet. The entire engine room has been isolated with sound control padding.
ENGINES are situated with full walk-around access; CONTROL STATIONS are the at skybridge and wheelhouse helms; freshwater cooling; fuel filters; engine alarm(s) and emergency stop; manual fire control; auto/manual bilge pumps; potable water pumps; shower sumps.
The Company offers the details of this vessel in good faith but cannot guarantee or warrant the accuracy of this information nor warrant the condition of the vessel. A buyer should instruct his agents, or his surveyors, to investigate such details as the buyer desires validated. This vessel is offered subject to prior sale, price change, or withdrawal without notice.
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