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Alchemaic's page

Goblin Squad Member. Pathfinder Starfinder Roleplaying Game Subscriber. 194 posts. 11 reviews. No lists. No wishlists.


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Rysky wrote:
Alchemaic wrote:
Or you can just buy an Animal Call (from the ACG) for 1 sp, keyed to a T-Rex. If you really need to be able to get an animal call at-will, spend the feat on Brilliant Planner to be able to pull an appropriate call out when you need it, and the feat does other stuff too.

*looks up item*

Not the same thing, since all that item does is give you a +2 to Survival to track the animal it is modeled after (what?) or “get along in the wild” (what?).

The Feat would let you mimic a T-Rex roar and scare the everliving s#+! out of some guards. Or goats.

Which the call also does, since the call generates the same noise as the feat. The feat just has a failure possibility, while the call doesn't

The feat's actually kind of weird, since yes you can generate the sound, but it doesn't actually give you any use out of it. Like being able to mimic an animal to throw something of your trail (like the Burglar Rogue's Distraction ability) or beckon a similar animal over. So you've got to convince your GM that the noise you're making is doing whatever it is you're trying to do. I have to assume that sort of thing is the intent, but the feat itself is just missing it.


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John Compton wrote:
Alchemaic wrote:
Mother of god, a good Alchemist archetype? Purchase instantly justified.
Sounds like you're enjoying the gun chemist? That section was fun to write.

Yeah, I was really worried because the page break cuts it off most of the way through Alchemical Ordinance, but the rest of the archetype made it work.


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Or you can just buy an Animal Call (from the ACG) for 1 sp, keyed to a T-Rex. If you really need to be able to get an animal call at-will, spend the feat on Brilliant Planner to be able to pull an appropriate call out when you need it, and the feat does other stuff too.


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swoosh wrote:
Rysky wrote:
Actually I went digging some more into this because I've never actually seen any rules for allowing Bluff to imitate voices, and that's because there isn't.

You're correct. There were no hard rules for this mechanic before UW, but that's what I'm lamenting.

Paizo has a tendency to take corner cases with no clear rules interactions like these and introduce rules for them, but do so in the form of feats. This takes something that may have in the past been a very niche issue you'd adjudicate with your GM and now locks it away behind a wall that I wager most people won't be willing to pay given how limited a commodity feats are these days.

Which is a shame in my book, because this feels like something that doesn't need to be a feat in the first place.

It's not like adding new uses for skills is impossible or something too, this book alone adds several. Plus previous player companions (the one that sticks out to me is Spymaster's Handbook) added a bunch of handy skill uses that were only locked behind being in a PDF not everyone might read.

Almonihah wrote:
I'm just kind of amused by how polarized the reviews have been. I grinned a bit when I saw the 1-star and 5-star reviews had balanced out perfectly to give it a 3-star rating (though the scales have since tipped slightly).

Does make me wonder how many of the 1 and 5-star reviews are being made just to counterbalance the 5 and 1-star reviews.


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Matthew Downie wrote:
Biscuit Monster wrote:
I just don't get why they didn't just give them wildshape as is.
Simplicity? To use Wild Shape correctly you need to consult Beast Shape and the general polymorph rules (which aren't very clear) and the Bestiaries.

As opposed to saying "This is Beast Shape, but with THESE differences".


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DM_aka_Dudemeister wrote:

First, they should gain an aspect every two levels (for a total of 10 at level 19. Two levels is enough to learn the nuances of each new form gained.

Second, while wild shaped they should be able to switch from one aspect to another without spending wildshape uses.

Third, let the ability emulate beast shape III (at 6th) IV (at 8th) and Magical Beast Shape (at 10th). However, they can still only take the forms of the Aspects they have, but may use chimeric aspect to pick a single ability from the Beast Shape special ability menu, and/or the size increases/decreases. Second and third chimeric aspect lets them choose additional abilities to have active simultaneously. Also move chimeric aspect down to 6th, 9th, 14th and 17th.

This just makes me think it would have been better as a more direct copy of the Harrow Medium, instead of being an odd crossover between the normal Medium and the Druid.


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PossibleCabbage wrote:
I would have hoped that people wouldn't have put quite so much into anticipating a new class, since past history shows us that sometimes you get the Bloodrager or Occultist and sometimes you get the Medium or the Swashbuckler.

Hoo boy, bringing up the Medium just reminds me that the Shifter could have gone over even worse by having a playtest and then pulling a massive bait and switch to the current version.


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Yeah, reading through the feats as well right now and a lot of them just seem uninspired. There's a pretty large chunk of small bonus increases or super duper niche "nobody would actually take these without a specific campaign" feats. Some of them are cool though, like Beastmaster Style.

And then there's the nerfed Wolf Savage, which while I get why it was changed (mostly because curses became stupid powerful as a result of Horror Adventures) it's still like "Aw, come on, it was so cool before."


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Okay, this is getting silly, someone has to start doing a search on any of the numerous SRD websites before naming things. This is the third unique Bottled Sunlight item.


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Thomas Seitz wrote:

I'm still wondering how much of Chapter 4 and 5 I'll use. I mean Horror Adventures, some of that I do use...but still wondering how much I'll use of that section.

Any thoughts?

Well, chapter 5 is the exclusive domain of someone who has an animal companion or familiar they actually care about. I imagine it's probably useful for those folks, but the most familiar stuff I've dealt with personally was a tumor familiar once.

Chapter 4 seems more frequently usable. First World and Green Faith stuff is focused on the First World and the Green Faith, so that's of questionable use, and then there's that weird section of just describing how spells can be used in the wild. Discovery and Exploration seems like something a Kingmaker group would be dealing with, where searching and "clearing" a territory is the end goal, but for a lot of games the end goal is on the other side of the territory and the most you're going to care about it is if something happens to cross your path. Foraging and Salvaging and Herbalism I could see getting some use as a sort of expanded Survival check, though at the same time that's another book you would have to open up and flip through. Hazards and Poisons are definitely things I could see getting used since they would factor into the normal adventuring day, along with Weather and Traps to a lesser degree (again, too much book flipping to be used all the time). And honestly the trophy rules are better implemented than the ones in Monster Hunter's Handbook.


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So I'm reading over the book, and I just have to wonder if someone who worked on Unchained stole someone's else's lunch or something, because it's been a long while since an Unchained Monk-friendly archetype has come out, the last one (of three total) being the Disciple of Wholeness in Healer's Handbook back in January.

Also, I'm pondering how easy it would be to swap the Water Dancer's element around. Doesn't look like it would be too hard honestly.


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Mother of god, a good Alchemist archetype? Purchase instantly justified.


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Ectar wrote:
DamagedGlasses wrote:
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.

Improved Spring attack requires spring attack, nimble moves, and 9 bab. Lets you attack a second target at bab-5, and you don't provoke from either target.

Greater spring attack requires acrobatic steps and bab 15 (on top of all the other prereqs for imp spring attack). Attack a third foe at bab -10. Don't provoke from any of the three.

Do they both stack with Spring-Heeled Reaping?


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Ectar wrote:
Alchemaic wrote:
Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?
::shrugs:: As GM for a RoW game, I'm all on board with letting my druid PC cultivate a magical plant in a location that the PCs will be returning to on a regular basis.

RoW might not be the best example, since I think the entire campaign takes place over the course of like a month.


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Ectar wrote:
Joe Hex wrote:
To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?

First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.

Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.
Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.

Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.

And not really any guidelines.

Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?


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deuxhero wrote:
Having seen a lot of "What's the best class for a new player?" threads the consensus on what's best seems to be that Fighter and Sorcerer (two classes that live and die based on such selections) may be easy to play but they are very hard to build and should be avoided by new players unless you're doing pregens.

That's true, though at least in the case of Sorcerer and Fighter you can swap your features out at certain levels if it turns out your spell/feat selection isn't doing it for you. I'm not sure if the Shifter has the same ability to swap out aspects.


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Keydrin wrote:
Dragonborn3 wrote:
...what if, instead of shifter, we call the class Totem? It's more suited to that, mechanics wise. Extra aspects become Totem Pole.
With a different, more tribal, flavor, and those names/abilities it would be much better imo. It certainly fulfills that fantasy better then a master shapeshifter one.

Problem there is that it overlaps with the Barbarian's totems.


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Thomas Seitz wrote:
captain yesterday wrote:

What kind of animals are in it.

Besides big fuzzy bears.

I'm assuming Dire Raccoons that might have rocket launchers. ;)

Ysoki mechanics aren't in this game.


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ErisAcolyte-Chaos jester wrote:
Will probably buy the PDF anyway in spite of having a subscription. It's been 14 days of nothing.

That seems more like something you should contact customer service about.


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Dragon78 wrote:
It also doesn't make sense that the shifter can choose a dinosaur but doesn't even get an aquatic animal option like shark or octopus.

It's probably pretty simple to add new aspects though, so a bunch of aquatic forms can be tossed in at any time in the future. The harder sell is taking an aquatic form as one of your limited number of aspects.


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Rysky wrote:

The Shifter isn’t bad at all,

it’s not a supreme master of many forms shapechanger that outdoes the Druid or other Casters in the shapechanging department that can be absolutely anything

but the whole of it together makes for a fun and interesting class.

So in your opinion the Shifter isn't bad because, while it's objectively worse at shifting, it's subjectively fun and interesting.

I think that sums up the discussion of the class pretty well from what I've seen in this thread.


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QuidEst wrote:
SheepishEidolon wrote:
Rysky wrote:
And an Eidolon’s Evolutions. That’s the main draw I would say.
Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?
One point evolutions only (one per talent), and I’d say the strongest thing not restricted is energy resistance or gills. Natural attacks replace your hand/arm.

Oh, it's one of those evolution archetypes. Well, I guess at least it doesn't have to burn feats for points like the other ones.


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David knott 242 wrote:
The new book does add this sentence: "A creature that succeeds at its saving throw against thunder call is immune to the stunning effect but still takes sonic damage."

That's... how the effect would work normally though, isn't it? Sound burst deals damage regardless but allows a save vs the stun. Thunder Call just has scaling damage instead.


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Fourshadow wrote:
Alchemaic wrote:
Fourshadow wrote:
Still reading and enjoying this book. Sure, a few missing items of text here and there...nothing "Common Sense" can't fix.
You'd be surprised just how lacking "Common Sense" is when someone needs a *very* liberal reading of a bit of text to justify something. Rules text needs to be airtight within whatever editing constraints exist.
For Rules Lawyers, sure. PFS too. But not for my friendly home games, which is where I play. So, "Common Sense" works just fine for ME, thank you.

Alright, your home games don't necessarily reflect all other home games. Even if it did, that still wouldn't make tons of editing mistakes in a major core-line release any better.


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Fourshadow wrote:
Still reading and enjoying this book. Sure, a few missing items of text here and there...nothing "Common Sense" can't fix.

You'd be surprised just how lacking "Common Sense" is when someone needs a *very* liberal reading of a bit of text to justify something. Rules text needs to be airtight within whatever editing constraints exist.


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QuidEst wrote:
Alchemaic wrote:
The Purity of Violence wrote:
Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.
It's... still usable by other people though, right?
Yep. It's a really awesome archetype. The prosthetic limb (which could be a leg I think, but I'd recommend arm) gets to count as an unarmed strike while being enhanceable like a weapon. You get bonus feats that let you do the work yourself. You also get cool modifications to it, like a grapnel, built in shield, or either a wider crit range or larger crit mod.

Ohh, that was the image at the back of Blood of the Coven. That sounds awesome!


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The Purity of Violence wrote:
Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.

It's... still usable by other people though, right?


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Dαedαlus wrote:
Heck, if you factor spells into the mix (and as a 9th-level caster, you kind of would want to for the druid), the Druid can take the shape of giants, dragons, plants, and elementals, all of which are impossible(?) for a Shifter to get.

This reminds me a lot of the issues that people had with the Metamorph Alchemist when Ultimate Intrigue came out. Shapeshifting-focused derivation of a class which ironically becomes worse at shapeshifting than the parent class, mostly because of spell access, while lacking access to major class abilities as a result of its focus.


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Alexander Augunas wrote:
shaventalz wrote:
Alchemaic wrote:
Alexander Augunas wrote:
I *did* contribute Shifter’s Edge, but the thing I’m excited for is Eidolon Mount!
Aren't Eidolons already mounts?
Only if you give them the Mount (1-point) evolution from PFUnchained.
And eidolon mount is WAY cooler then just giving the eidolon that evolution....

Is it a feat that the Eidolon itself takes, or a feat that the summoner takes that affects the Eidolon?


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Alexander Augunas wrote:
I *did* contribute Shifter’s Edge, but the thing I’m excited for is Eidolon Mount!

Aren't Eidolons already mounts?


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Feros wrote:
cavernshark wrote:
Thank you, Feros. Would you be willing to share a short description of the Keeper of Constructs (Inquisitor) and Primal Warden (Shaman)?

So the book is very heavily focused on constructs it seems. Can you give a bit of info about the Gunchemist and the Brawler archetype?


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Fourshadow wrote:
Whoa, the Thundercaller got a reprint?! I hope they tweaked it, because it certainly pushed the Over-Powered envelope.

Thundercaller was considered OP? It seemed like it was pretty decent, trading out support and more tricksy abilities for the ability to help out in combat more directly.


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Dragon78 wrote:
Hyenas are not related to canines.

Huh, so they aren't. According to Wikipedia, Hyenas only look similar to dogs, and are actually closer relatives to cats.

Which also doesn't have any real connection to Gnolls, which are CE lazy slavedrivers, who sit around in the sun while their slaves do all the wo-

Hold on, they ARE just cats aren't they?


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Rysky wrote:
Alchemaic wrote:
Kvantum wrote:
The Constructed Pugilist Brawler is probably my favorite at first glance.
There's... a new Brawler archetype? Can the legends be true?
There’s a bunch in Ultimate Wilderness.

THE LEGENDS ARE TRUE


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Kvantum wrote:
The Constructed Pugilist Brawler is probably my favorite at first glance.

There's... a new Brawler archetype? Can the legends be true?


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nighttree wrote:
Damn....I'm betting if there was a Primal Kineticist Archetype it would have been mentioned in the update.....sad....sad....sad.....

There was that Primal attunement thing in... Occult Origins I want to say? Basically you take a nap in the mana wastes and wake up with the ability to create primal magic events.


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The Book wrote:
gun chemist alchemist

I really, REALLY hope the Gun Chemist gets some sweet gun modifications, that would be super cool.


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Rysky wrote:
While it doesn’t use a voodoo doll technically the selections of buffs and debuffs the fetters offer are really neat and universally useful.

They're... really not. The best one is probably the +2 to +6 deflection bonus, which also sickens the target it's used on. And actually, on reading it closer, may only be usable on a single wounded creature? Since the attacker is technically the target, and they can only be targeted once every 24 hours.

Most of the debuffs are save or suffer a minor inconvenience for a few rounds. Best one of those is probably Divine Dread, since it actually does something noticeable on a save, but it's still only one round every 24 hours.

Flavorful as heck, sure, but it's asking a lot for a player to get really weak hexes in exchange for their spellcasting, while the Witch is sitting over there with both and better.


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Somewhat unrelated to the above discussion, but I really wish the book containing the actual encounters for the game had been published alongside the CRB instead of 2 months down the line. I guess the Pathfinder CRB did the same thing, but at least then you could use the existing 3.5 monsters without having to put them through a whole conversion process.


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The Raven Black wrote:
The poisons mostly deal Conditions (shaken, sickened, staggered, blinded, flat-footed). It is an interesting change and actually much more in line with what poisons should be :-)

I agree, although that's been the case for a while now. Paizo's been slowly reducing the number of simple "do ability score damage" poisons in favor of ones with weird side-effects or ones that do damage but in some weird way (like Arsenic). Gives me a lot of hope for the Poison handbook that's coming up.

My only issue with the ones in this book is that the concentrated laxative only sickens and nuseates. I think I can safely say if I had ingested a concentrated laxative, I'd be taking a lot more than one move action per turn.

Also, thank you for not including another Alchemist archetype in this book and just including a trio of actually really good discoveries!


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Rysky wrote:
The Raven Black wrote:
Is it a good idea for Paizo to hedge its bets so heavily only on the people who play in the Golarion-setting ? I think not
*looks at the Adventure Path line*

The adventure path line does well because it's a godsend to busy GMs: instead of spending precious time creating custom encounters, maps, and NPCs, there's an entire book of them already laid out with care. Not to mention that most things are self-contained enough that, with a few exceptions, you could jam them into any world and have the game continue running as normal. Doing so would require some adjustments of course, but generally speaking if I wanted to set Hell's Vengeance in my world of "Megalarion" where the gods are dead and zombie hordes roam the night in a world ruled by magitek corporations, I could. As long as all the story beats remain similar and the maps are the same, I still have a full adventure already written for me.

Plus, plenty of people use them as jumping points for other custom adventures. Besides just the high-level adventures that most books have hooks for at the end of the paths, I've heard of plenty of Reign of Winter groups who just stuck around on Earth and adventured around, or groups that jump from one AP to another to create a different narrative.

Zhangar wrote:
But folks who've never even played a pencil and paper game before know what D&D is.

Yeah, that's the thing that made Tom Hanks go nuts isn't it?


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Steve Geddes wrote:
Mighty Squash wrote:

Flicking through this book has just left me feeling that the core rules line has been devalued by this book's inclusion.

With so much setting specific reprinting, this book is just disappointing.

It's a definite change in focus. Some will like it and some not.

For me the books which are nothing but rules tend to be flicked through once and then get ignored (unless I run some specific genre that would benefit). I'm glad they've moved to incorporate more setting specific material in the rules line. I suspect books like this will see more use at my table than previous entries.

There's bound to be people disappointed by any change in direction, I guess.

That's because the definition of what the Core line was seems to have changed fairly drastically, from "a big book of new rules that can vastly change the nature of the game by its inclusion" to "a big book". The closest comparison points for Book of the Damned are to the Bestiaries or the Codices which, while they aren't exactly what I'd consider transformative rulebooks, are at least handy piles of usable statblocks without any real chaff. Book of the Damned, while a handy companion book to the Campaign Setting line, changes very little about the base game by its existence and inclusion in any game.

If you want more fluff that's fine, but it kind of feels to the rest of us that these are taking the place of fun new material to play around with.


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James Jacobs wrote:
The fact that we put a creepy character like Folca in the game has nothing to do with gender identity, and bringing it up in the same post as an attempt to try to justify the potential existence of trans fiends is gross.

I just want to say I like what was done with Folca. I don't like Folca, obviously, but he's been so well designed as to find every single part of his existence repulsive, from his design to his domains to the boons he grants. It's honestly really impressive.


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Dragon78 wrote:
I can't wait for the eventual murder hobo's handbook;)

You mean the Core Rulebook?


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Alchemaic wrote:
Atomos wrote:
And now to wait and find out what that feat actually does.
My hope? Ki-powered/limited use Improved Awesome Blow. That feat is too fun to be locked behind 16/20 levels of Brawler or a Monk prestige class.

I more or less called it, but Hurricane Fist is actually better than I expected and hoped. Absolutely taking that feat on future builds, it's too fun to pass up on.

That Alchemist archetype though... As much as I love me some Alchemists, this recent glut of bad archetypes brings me little joy. Please just leave the class alone unless you've got something really worth it, instead of jamming a new mediocre or simply bad archetype into every other book. Give some of the design space to the poor Brawler, which hasn't had a new archetype since Advanced Class Origins, or the Ninja and Samurai, who have 5 archetypes total between them.


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Atomos wrote:
And now to wait and find out what that feat actually does.

My hope? Ki-powered/limited use Improved Awesome Blow. That feat is too fun to be locked behind 16/20 levels of Brawler or a Monk prestige class.


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KingOfAnything wrote:

They replace one of the ki pool abilities.

Monk wrote:

ki Pool

By spending 1 point from his ki pool, a monk can do one of the following:
  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.

And Stunning Fist, and Slow Fall. Which is a lot of stuff to give up for "just moves slightly faster"


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Zaister wrote:
The windstep master gives up stunning fist, slow fall (or his 4th level ki power if he is an unchained monk), and the ability to spend ki to increase his base speed.

Uh, what? Are we talking like a +30 to their base speed instead of a +10 at the fast movement levels?


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The Book wrote:
New archetypes, including a vigilante who changes identities even more radically than most

Oh nice, glad to see that finally exists now! Would have been better if it was part of the class from the beginning, but at least it's a thing. Hopefully it's less like neutral Paladins and more like neutral Antipaladins.


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Erich Williams wrote:

The suspense is killing me. I don't think I've ever been this excited about an RPG product.

Why are people refreshing?

Refreshing emails to see if the shipping notice has been sent out, refreshing order pages to see if the order has been completed, refreshing the product page to see if "In your downloads" shows up, plenty of things to refresh. Probably not at this point though, I think Paizo's closed for the day so there's not going to be any more shipping done until tomorrow.

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