Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

New Paths #1: The Expanded Spell-less Ranger (PFRPG) PDF
***** by judas 147

A21: Snow White, Part Two (PFRPG) PDF
***** by Megan Robertson

Pathfinder Pawns: Skull & Shackles Adventure Path Pawn Collection
****( ) by judas 147

Amazing Races: Grippli! (PFRPG) PDF
****( ) by Golden-Esque

Pathfinder Miniatures: The Scarecrow, Flesh Golem
***** by William Sinclair

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Vimanda

Dreadfox Games's page

97 posts. No reviews. No lists. No wishlists.

RSS

Search Posts
Search Dreadfox Games's posts:

1 to 50 of 97 << first < prev | 1 | 2 | next > last >>

You get to choose.

Upon a successful bull rush, "You can move with the target if you wish but you must have the available movement to do so."


Lareg wrote:
Just a minor issue I noticed. Manipulator’s Wiles is described at occurring at 2nd, 6th, 12th, 14th, and 18th level. The puppetmaster table lists the ability at 2nd, 6th, 10th, 14th, and 18th. I'm assuming the 12th is a typo.

The table is correct, the text is incorrect.

An updated file has been submitted to Paizo and should be available for download very soon. It's also optimized for display on tablets.

Thanks for letting us know!


havoc xiii wrote:
What exactly does Appel do....?

Mechanically: It enables a sequitur. It's a conservative opener that trades your move action for a 100% chance to advance the compound, but has no additional effect.

Thematically: It's a short and quick step that distracts your opponent, breaking their guard enough for you to advance. Here and here are videos of it in practice.


Lareg wrote:
Considering the high quality of the work put into class, I was curious why there ended up being columns with sections that are blank? Did some art fall through?

If you are viewing the PDF on a tablet, then yes, some art is disappearing.

There is a compatibility issue with newer versions of Adobe Acrobat and most tablets. We have resolved the issue and have an updated version in-house that should go live very soon. We're working on a lot of brand-wide improvements and want to hold off on updating our live files until they're all finished because we don't like to spam updates.

Very good things loom on the horizon...


Chris Zank wrote:
Has anyone played a puppetmaster yet? If yes, how did it go?

I know mine are not valuable words from this perspective, but we play everything we develop in at least one campaign.

I loved my marionettes puppetmaster, and so did everyone else in my party.


havoc xiii wrote:
I was going to make a swordmaster who throws daggers as his semi "ranged" attack.

There are lots of ways to gain a solid ranged attack at level 1. You could be a tengu, gnome, half-elf or elf, or you could take the Heirloom Weapon trait. Only tengu or gnome will grant proficiency with multiple daggers, but half-elf could grant proficiency with starknives, which are pretty similar.


1 person marked this as a favorite.
Zenlike wrote:
Maybe I'm just missing it but why is the Int bonus to AC a deflection bonus instead of untyped? It's already stated that it doesn't stack with the Duelist's Canny Defense (untyped) ability, so it seems that all you are doing is limiting the Swordmaster's ability to use a deflection bonus from another source.

Short answer: Yes, this exactly.

Long answer:

It was untyped at first, but as we continued to playtest the class, we changed it. It was a simple solution for a lot of convoluted issues.

1) Nerf Maximum AC. We want swordmasters have a slightly higher AC and slightly fewer hit points than Strength-based fighters. Emphasis on slightly. This change reduces a swordmaster's maximum AC by 5. 5 points may seem insubstantial, but not so much when phrased as "a 25% chance to hit" - especially when that brings an epic monster down to just 5%. The bottom line is that the -5 AC cap makes a defending optimized swordmaster difficult for epic monsters to hit as opposed to untouchable (requiring an attack roll of ~17 instead of ~22 in most cases).

2) Encourage Active Play. Swordmasters can get huge bonuses to AC from sword arts. Active and dynamic play are the foundation of the class. The only 2 AC bonuses we have control over are the Int and sword art bonuses, and we didn't want to tone down the sword art bonuses in order to keep the class as dynamic as possible.

3) Reliable AC. Swordmasters would be very soft front-liners in low-magic campaigns without a secondary AC bonus. With only mundane items, Dexterity is a ~4 AC disadvantage to Strength. Again, we wanted swordmasters to have a higher AC and fewer hit points than most Strength-based fighters, so including a secondary armor feature was an important way to standardize those strengths and weaknesses across all campaigns.

4) Balanced Defenses. We wanted the Int bonus to apply a small buff to CMD and touch AC - two of the most important defenses - to help compensate for lower hit points. Circumstance, deflection and dodge were the only types that a) apply to both of these and b) could be sensibly derived from sharp swordsmanship. But, because of maximum AC issues, something had to give, and both circumstance and dodge bonuses always stack.

5) Reduce Dependence on The Big 6. Every player in their right mind buys a ring or protection if one is available. Deflection is the best bonus to AC (applies to AC, touch AC, flat-footed AC and CMD) and the ring is cheap for what it is. But it's terribly boring when every player buys the same 6 items, over and over again on every character. By putting this bonus at odds with a ring of protection, we gave swordmasters the option to free up some gold (and a ring slot) to explore new and more exciting items. Int also increases a swordmaster's damage in many cases, so it's not often optimal to ignore this feature, dump Int for Con and buy the ring at a net -1 AC anyway.

Ultimately, the change brought all swordmasters closer to the same place on the power curve, encouraged active play and made itemizing more fun.


havoc xiii wrote:
Just wondering but what exactly are the swordmaster's weapon proficiencies?

We used "swords" as opposed to a specific list to accommodate future Paizo material, 3.5 material and other 3pp material.

Definite Inclusions: cutlass, dogslicer, falchion, gladius, greatsword, longsword, rapier, scimitar, short sword, sword cane.

The GM is the final arbiter of additional inclusions. Some weapons straddle the fence between sword and something else (kukri comes to mind), making their inclusion a matter of opinion more than common sense. When in doubt, always consult the GM.

Adding this to our FAQs right now. Great question.


Orthos wrote:

Presuming of course you prefer Dex-based characters at all... I've always been more fond of a heavily-armored Strength-based smasher myself. Not my cup of tea, but at the very least interesting for those who do.

That said, if you're in to Dexy characters, this appears to do the job.

You make a really good point.

We hope you agree that the mechanics are clearly more fun; not necessarily the concept.


Dreadfox Games invites everyone familiar with Pathfinder or previous editions of D&D to the open playtest of Players as Feature Creatures.

There are still 2 spaces available at this playtest.

Playtesters get:

  • Free food
  • A credit on the product tested (the top 2 feedback contributors are credited as designers and the rest as playtesters)
  • A free copy of any Dreadfox product

    Playtests are a lot of fun, and this product is particularly cool (it introduces rules to enable a player to assume the role of another player's animal companion, familiar or eidolon).

    If you live in L.A. and want to playtest but can't make these dates, get in touch with us and we'll send you information on future playtests.

    Email open.playtest@dreadfox.com if you are interested.


  • apexut wrote:
    Really enjoying the class on first read through, I was struck by the breaking of the BAB/HD core rule of Pathfinder though, what made you choose to do that? Was it for flavor?

    The puppetmaster got a d8 hit die combined with a low BAB for a variety of reasons, but they're all mechanical in nature.

    In short, it was about making him play the way we wanted him to play.

    Hit Die: In terms of flavor, I wish we could give the puppetmaster a d6. But a d8 is as squishy as we can make a class without inherent defenses (especially a MAD one). With a serious dearth of mid-to-high level defensive spells (he has mage armor, but doesn't get stoneskin, fly, dimension door, etc.), he wouldn't last very long with a d6. He is very MAD (multi-attribute dependent), which means that, unlike sorcerers and wizards, he can't afford to spend a lot of ability score points on Constitution to compensate for a low hit die. And in most cases he will have a lower AC than a cleric or rogue, but he should be a higher priority target for intelligent enemies. Rod puppeteers in particular have to utilize tactical positioning, which would be a recipe for disaster if we coupled the poor defenses listed above with anything less than a d8. We don't want puppetmasters leading the charge against dragons, but we also don't want them to be too skittish to enjoy their abilities.

    BAB: This is low to encourage puppetmasters to be team players, regardless of their primary focus (i.e. even animist primaries). At low levels, when puppetmasters don't have enough Wonder Points to diversify their puppetry, BAB is fairly insubstantial. Ability scores and proficiencies are much bigger factors in chance to hit than BAB until level 4 or 5, which is why the puppetmaster has a number of excellent string-based proficiencies (to help carry animists and rod puppeteers caught without an appropriate story through low levels). At mid levels, we wanted to make it optimal for even animist primaries to spend a few Wonder Points in marionettes or rod puppets, so that every puppetmaster would benefit the entire table. A low BAB effectively phases out weapon attacks at mid levels, replacing those standard actions with spells, Use Magic Device checks or the use of a secondary puppetry style. That's exactly what we want - an optimized puppetmaster's standard actions to benefit other players. Even if a puppetmaster is adamant about sinking 100% of his Wonder Points into animism, a low BAB ensures that nets quickly become the best use of standard actions (because they target touch AC), which is ideal because tossing nets helps the party in a controller / leader capacity.


    We really want to include Shadow Puppets as well, but that will have to wait until Secrets of Sword & String (the swordmaster & puppetmaster expansion). Which has to wait until we've played, watched and talked about the classes for several months.

    We just didn't have enough time to tweak and balance a 4th style of puppetry.


    Cheapy wrote:
    If I'm not a huge fan of the summoner due to the Build Your Own Pet aspect and powergaming, what would make me like the puppetmaster?

    If you don't like complicated character builds, you won't like this class.

    If you don't like focusing on pets, you may very well like this class.

    You build your own puppetmaster, but you don't have to build your own pet (or allow players to do so). The focus is on the main character, and there are plenty of non-pet abilities to choose from.

    You get a certain number of Wonder Points based on your level. Almost all of your abilities are purchased with these. You can spend them however you like. There are three basic Puppetry Wonders, plus Miscellaneous Wonders:

    • Animism - A construct companion. It's powerful (better defense but worse offense than an eidolon) and strongly encourages imagination, but its ability to heal is very limited. If it dies, you can bring it back once per day, but repairs take a lot of in-game time and the animated doll becomes substantially weaker each time you bring it back (until you gain a level).

    • Marionettes - Actions through other creatures. You start with the ability to make a single attack through another creature as a full-round action, and get the ability to perform more diverse actions with a better action economy as you invest further.

    • Rod Puppets - Stories with an infinite number of uses per day that apply effects to all creatures within range (including enemies). There are some really unique effects to these; it doesn't play like your typical buffer because the effects are so exotic and you have to use them cannily to make them benefit allies more than enemies.

    • Miscellaneous - Includes spells known and a handful of extremely unique features.

    I think that this class encourages role playing much more than it encourages power gaming, but for those players who can't help it, it's a great choice. Instead of 1 player running away with the game and making everyone else feel weak, an optimized puppetmaster helps every player contribute and makes everybody feel like their character is awesome.


    How to navigate the PDF:

    Click the name of a spell to travel to that spell's page on d20pfsrd.com.


    Thanks, Liz!

    Subscribe at dreadfox.com during January, 2013 and save 20% with zero commitment!

    Don't forget to check out the free Preview and Tips!


    icrywolf wrote:
    I recently bought the supplement from dreadfox games, and... i would love some adivce

    TreantMonk is currently working on a guide for the gypsy. Please email us - customer.service@dreadfox.com - and I will be happy to send you the rough draft.

    Buffer / Debuffer is a safe and reliable theme, though not the most powerful (which is not to say that it is weak, just relatively less powerful than a few less reliable or more challenging themes). We rank it 5th out of 9 themes in terms of power (behind burst, versatile, enchanter and healer) and TreantMonk seems to rank it 5th out of 9 as well (seemingly behind enchanter, versatile, shapechanger and debuffer). Ultimately, the optimal build depends on your group, your GM and your skill level.

    The following questions can help you determine the most effective build for you:

    -How many "mandatory" spells will be provided by your party?
    -How many encounters do you face in an average day?
    -How many creatures do you tend to face that are immune to Fortitude saves or mind-affecting effects?
    -How effectively can you improvise a cunning use for a "wild card" spell like shadow conjuration or limited wish (at a moment's notice)?
    -How well can you keep track of what spells remain in your deck?

    icrywolf wrote:
    side question the gypsy cards are all considerd divine would the feat spell focus divination work on all my cards even if they are not normaly divination school?

    No.

    But there are two auguries that add +1 to the DC of all of a gypsy's cards: Cast In Stone (vanilla) and Foretold in Legends (expansion - Secrets of Card & Salt).

    Cheapy wrote:
    you can't easily use wands, staves, scrolls, etc.

    This was very true prior to July, but the gypsy gained UMD as a class skill and a +8 bonus to UMD checks related to 1 class's spell list (at level 3) in an update issued in July. This means that at level 3, the gypsy is looking at +14 UMD with regards to a single spell list (assuming 10 Cha, no UMD traits, feats or auguries and 3 ranks in UMD), so a roll of 6 is required to activate a wand. This makes most gypsies more likely to activate a wand than hit with a ranged weapon (though exceptions do exist - archery gypsies can be surprisingly effective if the player sets out with that purpose in mind).


    We still have 1 seat available for the 11/25 playtest of the puppetmaster.

    Playtesters get:

  • Free food
  • A credit on the product tested (the top 2 feedback contributors are credited as designers and the rest as playtesters)
  • A free copy of any Dreadfox product

    The playtest will occur on Sunday, November 25th from 12:00 - 6:00.

    Playtesters always have a lot of fun and it's a cool experience to take part in the development process. If you live in L.A. and want to playtest with Dreadfox but can't make this date, get in touch with us and we'll send you information on future playtests.

    Email open.playtest@dreadfox.com if you are interested.


  • The Gypsy turns spellcasting into a card game. I don't know if the card game mechanics are a selling point or deterrent for you, but I wanted to help you make the most informed decision possible.

    We are currently working on several pregen decks for the gypsy (which should benefit GMs and novice card game players the most). The development of these pregens is taking longer than expected (we are consulting with a number of renowned "power gamers" and [busy gamers x labor of love = slow response times]), but I would be happy to advance you a prototype of a build if you tell me the level and general tendency you are going for (generalist, blaster, buffer, healer, etc.).


    LazarX wrote:
    You mean having Dervish Dance wasn't enough?

    It was not.

    The swordmaster was an opportunity to do a lot of really cool things (listed in the design goals).

    Among our goals was make Dexterity a viable option for melee combatants. Even with Dervish Dance, Dexterity-based melee combatants are second class citizens. Having to choose between foregoing Power Attack (-50% damage in many cases) or wasting 3 ability score points, foregoing 2-handed and dual wielding damage while not using a shield and spending 2 feats on basic functionality combine to make Dexterity-based melee combatants much weaker than equivalent Strength-based melee combatants. The perks (+10 ft. speed, skill bonuses, high initiative, high Reflex) don't compensate enough to make the trade-off worthwhile mechanically in most cases, and the scimitar restriction renders it a poor choice for many characters in terms of flavor.

    The swordmaster makes Dexterity and Strength competitive with each other. Neither a Dexterity-based swordmaster or a Strength-based fighter is clearly better than the other. We hope you will agree, however, that the Dexterity-based swordmaster is clearly more fun to play.


    Cheapy wrote:
    But I am interested in seeing how you pulled this off and may recommend it to those who are a fan of that.

    This is our first product to be requested by 100% of its playtesters (every playtester gets any Dreadfox product for free after an open playtest).

    Hopefully that is an indication of responses to come.


    How to navigate the PDF:

    Click a sword art's type at the top of its description (opener, sequitur, finisher) to travel to that section of the sword art table.
    Click the name of a sword art in the sword art table to travel to that sword art's description.


    Subscribe at dreadfox.com and save 20% with zero commitment!

    Don't forget to check out the free Preview and Tips!


    Endzeitgeist wrote:
    WOAW! NEAT! That's a lot of content! :)

    It's a lot more content than we could normally develop in 1 month, but we had a lot of help from the community.

    10 months of actively seeking player feedback, watching others play the classes and playing the classes ourselves enabled us to exceed our standards.

    Thanks to everyone that helped inspire and playtest this product!


    Dreadfox Games invites everyone familiar with Pathfinder or previous editions of D&D to the open playtest of the swordmaster.

    Playtesters get:

  • Free food
  • A credit on the product tested (the top 2 feedback contributors are credited as designers)
  • A free copy of any Dreadfox product

    We may have 1 global space available at each playtest (Skype required, we won't be able to feed you, priority goes to previous playtesters).

    Email open.playtest@dreadfox.com if you would like to participate.


  • The ritualist's expansion is now avaiable.


    This product does NOT include the base rules for the gypsy or ritualist.

    Owning at least 1 of these classes prior to purchase is highly recommended (read: required with very few exceptions).

    The expansion features plenty of content to warrant its purchase for either class individually, though players that own both will effectively double its value.


    The expansion is 33 pages long (it has 29 effective pages; 33 - 1 cover, 1 title, 1 with 2 single-item tables and 1 legal).


    The gypsy's expansion is now available!


    Subscribers: We will be releasing premade decks for several gypsy builds within the next 3 months. We do not know exactly when or how much they will cost, but they will be free for subscribers as a special thank you for your continued support.


    How to navigate the PDF:

    Click the name of a feat in a feat table to travel to that feat's description.
    Click the name of a feat in a feat's description to travel to that feat's table.


    Subscribe at dreadfox.com and save! No commitment!

    Don't forget to check out the free Preview and Tips!

    Auguries:

    Fateful Insurgence (Su): Once per day as an immediate action, a gypsy with this augury can cut her deck. When a gypsy cuts her deck, one creature she can see may reroll a d20 roll they just made. A gypsy must have at least 8 gypsy levels before selecting this augury.

    Impetuous Regret (Su): Once per day, a gypsy with this augury that uses manifest destiny may admit that it was a mistake before she draws the card she named. She immediately stops drawing cards, returns all cards drawn via manifest destiny to her deck and must spend all of her remaining actions shuffling her deck. If she does not have a standard action remaining, she is dazed until the end of her next turn. A gypsy must have the manifest destiny augury before selecting this augury.

    Archetype Features:

    Conduit of Compassion (Su): A harbinger of hope gains the channel energy class feature. She can channel positive and negative energy, but she can only channel these energies to heal the living or the undead. She must discard a card from her hand depicting an abjuration or conjuration spell in order to channel energy, and the energy cures 1d6 points of damage per level of the spell discarded. A harbinger of hope may use this ability 3 times per day. This ability replaces fated draw.

    Conduit of Mischief (Su): At the start of her day, a harbinger of deceit chooses one spell of the charm, compulsion, figment or glamer subschool in her deck. Once before the end of her day, she may treat any card depicting a spell of the same subschool as if it depicted the chosen spell. Creatures that would be targeted by this spell receive a Sense Motive check (DC 10 + your Bluff modifier) to ignore its effects. This ability replaces fated draw.

    Ritual Mastery Effects:

    Arcane Torrent (Su): Add a single metamagic feat that modifies a spell to use a slot 1 level higher than normal to the list of feats made available by this ritual. Once chosen, this feat can never be changed.

    Reciprocal Trance (Sp): If at least three subjects complete 2 hours of spiritual service, the ritualist gains 1 hero point that may also be spent by any creature that endeavored the service. This hero point is lost if not spent within 24 hours.

    Feats:

    Cloistered Fangs
    Creatures seldom view you as a threat and you have learned to capitalize on that misconception.
    Prerequisites: Dex 13, Quick Draw, BAB equal to or less than your level -2.
    Benefit: You gain a +2 circumstance bonus to attack and damage rolls made with light manufactured weapons against creatures that did not realize you were armed until the current turn. Additionally, the critical threat range of any attack that benefits from this feat is increased by 1. This effect is always additive (it is never increased to 2, even if your critical threat range is doubled). These bonuses last until the end of the turn in which a creature realizes you are armed.

    Destructive Symbology (Ritual)
    Barriers sown in Evil symbols enable you to damage creatures in affected 5-foot squares.
    Prerequisite: Ritualist 5.
    Benefit: After completing a ritual that binds an Evil deity by sowing salts in an Evil symbol, you can damage a creature in an affected 5-foot square within 30 feet by making a ranged touch attack as a standard action. Your touch deals 1 point of negative energy damage per ritualist level times the bonus provided by the symbol. For instance, the touch of a 7th level ritualist would deal 21 points of negative energy damage to a creature in an affected square of a hexagram (7 x 3 = 21). You can only use this ability on a creature in an active ritual’s area while its barrier remains sealed. This is a spell-like ability if it targets a creature in a spell-like ritual’s area and a supernatural ability if it targets a creature in a supernatural ritual’s area. You can use this ability a number of times per day equal to your Intelligence modifier, but no more than 3 times per ritual.

    The Time Comes (Fated)
    Your divinations hide their mysteries until you need them most.
    Prerequisites: Wis 17, Profession (fortune teller, etc.) 5 ranks.
    Benefit: Once per day, you may divine your own fortune through a mundane Profession check (fortune teller, etc.), enabling you to apply the result of that check in place of a single Knowledge check you would make before you divine your fortune again.

    Traits:

    Furious Determination: Failure makes you angry; anger helps you focus. You gain a +2 trait bonus to concentration checks for 1 round after failing a concentration check.

    Self-Affirming Superstition: Your belief in the occult is an integral piece of your identity and you would sooner die than abandon it. When a gypsy or oracle convincingly portends your future in the process of granting you a bonus to a d20 roll, you gain a +1 trait bonus to that roll.

    Equipment:

    EVANESCENT DYE
    Aura moderate illusion; CL 7th
    Slot -; Price 5,000 gp; Weight -
    DESCRIPTION
    Once you apply this red dye to an object, the dye disappears. You, however, see the object as if it were still dyed red. Enough dye is provided to coat 1 page, 1 card or 1 similarly sized object. Applying this dye to individual cards does not disturb the magic in a magical deck of cards. The color of evanescent dye is perfectly thorough and uniform - there is never variation between instances of the dye that could be used to tell two dyed objects apart.
    CONSTRUCTION
    Requirements Craft Wondrous Item, permanent image; Cost 2,500 gp

    THURIBLE OF ISTHICA
    Aura moderate enchantment; CL 6th
    Slot -; Price 11,700 gp; Weight 30 lbs.
    DESCRIPTION
    The bronze that comprises this diagonally-frilled thurible is impossibly dense. While incense burns within, a ritualist that holds this thurible can forfeit one move action per turn to grant his thrall an extra move action. However, the thrall must spend the entirety of this action attempting to close a ritual’s barrier.
    CONSTRUCTION
    Requirements Craft Wondrous Item, haste, suggestion; Cost 5,850 gp


    We are currently putting the finishing touches on the gypsy-ritualist expansion.

    Though we schedule releases on the 1st of every month as a courtesy to our subscribers, the gypsy-ritualist expansion may be delayed by a day or two. This is the good kind of delay - we are not repairing critically flawed features, we are polishing exciting new features that were inspired by the final open playtest.

    We will have a preview build available on our website by the end of the day so that subscribers (and anyone else that buys the expansion) can catch a glimpse of what to expect once the final balancing and editing passes are complete.


    We are currently putting the finishing touches on the gypsy-ritualist expansion.

    Though we schedule releases on the 1st of every month as a courtesy to our subscribers, the gypsy-ritualist expansion may be delayed by a day or two. This is the good kind of delay - we are not repairing critically flawed features, we are polishing exciting new features that were inspired by the final open playtest.

    We will have a preview build available on our website by the end of the day so that subscribers (and anyone else that buys the expansion) can catch a glimpse of what to expect once the final balancing and editing passes are complete.


    Dreadfox Games invites everyone familiar with Pathfinder or previous editions of D&D to the open playtest of the gypsy / ritualist expansion.

    Playtesters get:

  • Free food
  • A credit on the product tested (the top 2 feedback contributors are credited as designers)
  • A free copy of the gypsy or ritualist
  • A free copy of any Dreadfox product

    We may have 1 global space available at each playtest (Skype required, we won't be able to feed you, priority goes to previous playtesters).

    Email open.playtest@dreadfox.com if you are interested.


  • How to navigate the PDF:

    Click the name of a spell to travel to that spell's description.
    Click a class to travel to that class's spell list.


    Subscribe at dreadfox.com and save! No commitment!

    Don't forget to check out the free Preview and Tips!

    Gypsy's Charm:

    Gypsy's Charm
    School abjuration; Level bard 2, cleric 2, witch 2
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target object worth at least 5 gp touched
    Duration 1 day/level
    Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless)

    A creature in possession of the affected object becomes resistant to curses. You choose whether the charm will protect a creature from all curses, in which case any curse has a 20% chance to fail, or one specific curse, in which case that curse has an 80% chance to fail.

    Every effect of bestow curse is considered a single curse for the purpose of this charm, though each class requires a distinct charm (a charm against a witch’s bestow curse spell would not protect a creature from a cleric’s bestow curse spell).

    This charm is capable of protecting a creature from a cursed object. If a cursed object would be the subject of this charm, that charm is automatically altered to protect a wielder from that object’s curse and only that object’s curse. This spell ends if the creature holding the charm believes that it has stopped working.

    Lunar Mantle:

    Lunar Mantle
    School abjuration; Level druid 4, ranger 4, witch 4
    Casting Time 1 standard action
    Components V, S, DF
    Range touch
    Target creature touched
    Duration 10 min./level*
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

    While exposed to direct moonlight, the subject gains a deflection bonus to AC based on the moonlight ’s strength. The subject may end this spell as a free action while in direct moonlight to increase the critical threat range of one piercing or slashing weapon they wield by an amount equal to the bonus currently provided. This bonus lasts for 1 round or 1 attack (whichever ends first) and is always additive (the bonus never increases, even if the subject’s critical threat range is doubled).

    (Table Omitted)

    If your plane features more than 1 moon or a lunar cycle that is not 24 hours long, adjust the table so that a +5 bonus is granted when any moon is at its peak, and decrease the bonus by 1 for each hour that the moon closest to its peak has either fallen or has yet to rise.

    When cast by a druid, the duration of this spell is increased to 1 hour/level.

    Skylance:

    Skylance
    School abjuration; Level antipaladin 3, magus 3, paladin 3, ranger 3
    Casting Time 1 immediate action
    Components V, S, M/DF (a hawk’s nail)
    Range personal
    Target you
    Duration 1 round

    The next time you would take falling damage, the damage you take is reduced to a maximum of 2d6 points and you land on your feet. Creatures within a 5-foot radius of your landing suffer an amount of damage equal to the amount mitigated by this spell (Reflex half) and must make a DC 15 Reflex save to avoid falling prone.

    Syncretic Field:

    Syncretic Field
    School abjuration; Level bard 4, cleric 4, druid 4, sorcerer/wizard 4, summoner 4, witch 4
    Casting Time 1 standard action
    Components V, S, F (a gemstone worth at least 500 gp), DF
    Range close (25 ft. + 5 ft./2 levels)
    Target one creature that has readied an action to cast this spell
    Duration concentration + 1 round (maximum 1 round/level)
    Saving Throw none; Spell Resistance no

    When an arcane and divine iteration of this spell are both readied within range of each other, the spell casts itself. A field of energy erupts before you, spanning an area with a diameter equal to the distance between you and the other spellcaster that readied an action to cast this spell. You gain a +4 deflection bonus to AC, a +3 resistance bonus to saving throws, DR 5/adamantine, resist 15 acid, cold, electricity, fire and sonic and SR 5 + your caster level. When this spell is completed and once at the start of each of your turns thereafter, you may share these benefits with one creature within the area as a free action. Shared benefits last 1 round.

    Arcane spellcasters must use a divine focus to cast this spell. Divine spellcasters must use a non-divine focus to cast this spell.

    Both iterations of this spell end 1 round after either caster stops or is prevented from concentrating on it.


    bstern wrote:
    @Dreadfox, I think you mean "betray," not "belie.

    Nice catch, bstern.

    All spells containing that line will be updated to read, "The somatic component of this spell is so subtle that it belies the fact that you are casting a spell."

    I don't think it's possible to update that on the messageboards, but it will be updated in every grimoire.


    How to navigate the PDF:

    Click the name of a spell to travel to that spell's description.
    Click a class to travel to that class's spell list.


    Thanks, Liz!

    Subscribe at dreadfox.com and save! No commitment!

    Don't forget to check out the free Preview and Tips!

    Detect Word:

    Detect Word
    School divination; Level bard 2, cleric 3, inquisitor 2, sorcerer/wizard 3
    Casting Time 1 standard action
    Components V, S
    Range long (400 ft. + 40 ft./level)*
    Area 1-mile-radius spread*
    Duration 1 day/level
    Saving Throw none; Spell Resistance no

    Choose one word. Anytime that word is spoken within the area, you hear it plus the next 20 words spoken by the same creature. This spell is neither language- nor context-specific; anytime the chosen sound is spoken, you hear it. This effect reveals a vague cardinal direction from whence the word was spoken, but the exact direction and distance from whence it was spoken remain unknown. There is a 50% chance that you recognize the speaker’s voice the next time you hear it. This spell ends once it relays a total of 100 words per caster level.

    You may choose to make the range of this spell personal. If you do, its area becomes a 500-foot-radius emanation centered on you.

    If a creature within range repeats the chosen word at least 3 times in a row, the echo forces you to make a DC 16 Fortitude save to avoid becoming stunned for 1d4 rounds. If a creature within range repeats the chosen word at least 10 times in a row, the echo forces you to make a DC 20 Fortitude save to avoid falling unconscious for 1d4 rounds.

    Divine Endowment:

    Divine Endowment
    School divination; Level cleric 2, druid 3
    Casting Time 1 hour
    Components V, S, DF, M* (incense worth 500 gp)
    Range personal
    Target you
    Duration 1 hour/level*

    You gain the benefits of a single feat that requires the channel energy or wild shape class feature. You must meet any prerequisites of the feat as normal.

    The component cost of this spell is reduced to 100 gp and the duration is increased to 1 day/level if you do not posses any feats that require the channel energy or wild shape class feature.

    This spell does not stack with itself; you may not benefit from two divine endowment spells at the same time. If you cast this spell while still under the effects of a previously cast divine endowment, the first spell is dispelled and you gain the benefits of the second spell.

    This spell cannot be dispelled by any means other than casting it a second time or perversely offending the deity invoked.

    Hypothetical Vision:

    Hypothetical Vision
    School divination; Level antipaladin 2, bard 2, cleric 2, paladin 2, sorcerer/wizard 2
    Casting Time 1 standard action
    Components S
    Range personal
    Effect vision of one creature’s reaction to one action
    Duration instantaneous

    You close your eyes and picture yourself performing a single action. You see a specified creature’s most likely reaction to that action. If the creature is an NPC, the GM describes the creature’s reaction. If the creature is a PC, the player describes the creature’s reaction. The creature’s actual reaction may very well be different than their hypothetical reaction due to the unpredictable nature of circumstance.

    The somatic component of this spell is so subtle that it does not belie the fact that you are casting a spell.

    Infiltrator's Touch:

    Infiltrator's Touch
    School divination; Level bard 0, inquisitor 0, magus 0, sorcerer/wizard 0
    Casting Time 1 swift action
    Components S
    Range touch
    Target creature touched
    Duration 1 hour/level
    Saving Throw Will negates; Spell Resistance yes

    Your touch imparts a portion of the subject’s muscle memory to you. You may perform any secret handshakes, dances or similarly structured physical displays as if your mastery of them were equal to the subject’s. This skill very rarely translates into skill bonuses and you are generally considered to pass any checks related to performing the gestures imparted. If a skill check becomes necessary, you use the subject’s ranks in the appropriate skill but apply your own ability score modifier to the roll.

    You do not choose whether or not to perform these gestures; you perform them involuntarily under any circumstance that would prompt the subject to perform them. You have no recollection of performing the gestures and you do not know them well enough to teach them to other creatures.

    The somatic component of this spell is so subtle that it does not belie the fact that you are casting a spell.

    Prescience:

    Prescience
    School divination; Level sorcerer/wizard 2, witch 2
    Casting Time see text
    Components S
    Range personal
    Target you
    Duration instantaneous

    Casting this spell does not require an action. You may cast it even while you are flat-footed.

    Reroll an initiative check you just rolled. You must use the second result. You may not change or reroll the second result by any means.

    Having this spell available through natural means (i.e. not through a scroll, staff, etc.) grants you a +1 insight bonus to initiative checks, provided you have not cast a spell with the word prescience in its name within the past 24 hours.


    We have updated the ritualist.

    HERE is a detailed list of the changes and a discussion of how and why these changes improve the design.


    We have updated the gypsy.

    HERE is a detailed list of the changes and a discussion of how and why these changes improve the design.


    How to navigate the PDF:

    Click the name of a spell to travel directly to that spell's description.
    Click a class to travel to that class's spell list.


    Dreadfox Games invites everyone familiar with Pathfinder or previous editions of D&D to the open playtest of Grimoire Cognitas.

    Playtesters get:

  • Free food
  • A credit on the product tested (the top 2 feedback contributors are credited as designers and the rest as playtesters)
  • A free copy of any Dreadfox product

    Saturday, July 21st from 11:00 - 4:00 - we have room for more.
    Saturday, July 28th from 11:00 - 4:00 - we have room for more.

    Playtesters always have a lot of fun and it's a cool experience to take part in the development process. If you live in L.A. and want to playtest but can't make these dates, get in touch with us and we'll send you information on future playtests.

    Email open.playtest@dreadfox.com if you are interested.


  • Thanks, Liz!

    Subscribe at dreadfox.com and save! No commitment!

    Don't forget to check out the free Preview and Tips!

    Dracoscript:

    Dracoscript
    School evocation; Level bard 5, cleric 7
    Casting Time 1 round
    Components V, S, M (dragon's blood), F (see text)
    Range 60 ft.
    Target one creature
    Duration instantaneous
    Saving Throw none; Spell Resistance yes

    You must speak Draconic to cast this spell.

    The focus of this spell is a page from a bestiary, mythological tome or religious script worth at least 1,000 gp that contains an illustration of a dragon. You may create such a page by using fine inks and paper worth 500 gp and making a successful DC 30 Craft or Profession skill check of an appropriate subtype (Craft (book), Profession (beastiographer), etc.). Once used, the focus becomes dormant for a number of hours equal to 40 - twice your caster level. While dormant, the focus cannot be used to facilitate spells.

    You cause physical harm to one creature that can hear you as if a dragon had made a full-attack against them. Choose one dragon with a number of HD equal to your caster level + 5. Make every attack roll that the chosen dragon is capable of making, applying the chosen dragon’s modifiers as normal.

    You gain a +4 bonus to caster level checks related to this spell if you have personally encountered a dragon of the chosen type.

    Dragons are immune to this spell.

    Elemental Primer, Electricity:

    Elemental Primer, Electricity
    School evocation [electricity]; Level druid 2, magus 2, sorcerer/wizard 2
    Casting Time 1 swift action
    Components V, S
    Range personal
    Target you
    Duration 1 round

    You charge yourself with volatile currents of lightning, vastly increasing the power of your next electricity spell. The next time you cast a spell with the electricity descriptor, you suffer 1d6 points of electricity damage and the first creature damaged by that spell must make a Fortitude save against that spell’s DC to avoid becoming dazed for 1 round. If electricity elemental primer causes you to suffer at least 5 points of electricity damage, you must make this Fortitude save as well.

    Frost Fox:

    Frost Fox
    School evocation [cold]; Level magus 4, sorcerer/wizard 4, summoner 3
    Casting Time 1 round
    Components V, S
    Range 5 ft.
    Effect one quasi-real, fox-like creature
    Duration 1 hour/level
    Saving Throw none; Spell Resistance no

    You conjure a Tiny, quasi-real, fox-like creature comprised of ice and snow. A frost fox has a white head and body, black eyes and a black nose. It has what seems to be constantly-falling fur. It does not fight.

    This spell requires concentration; however, the concentration required to hold a frost fox together requires only a swift action and does not preclude other actions (including casting spells). You may direct the frost fox to take two move actions each time you maintain the spell.

    The fox is semi-incorporeal - it takes half damage from weapons and magical weapons. It is AC 18 (+2 size, +6 Dex) and has 8 hit points + 1 hit point per caster level. If it loses all its hit points, the frost fox disappears. A frost fox is healed (and may only be healed) by cold damage and is vulnerable to fire damage. A frost fox has a speed of 40 feet.

    The frost fox passes through creatures as if it were incorporeal (except you). Creatures suffer 2d6 points of cold damage the first time that the frost fox moves through their space each round (Reflex negates). The frost fox may reduce its speed by half to disallow opportunity attacks it would provoke by moving for 1 round.

    This spell may never be contained within a magic item of any kind, including but not limited to: scrolls, staves and wands.

    Song of Storms:

    Song of Storms
    School evocation [air]; Level bard 5
    Casting Time 1 round
    Components V
    Range close (25 ft. + 5 ft./2 levels)
    Effect 10 ft./level radius storm, 80 ft. high
    Duration see text
    Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless)

    Your song calls magical wind and rain. Effects within the area that were caused by fire spells are immediately ended and fire spells cast from, through or into the area automatically fail. Creatures of the fire subtype suffer 10d6 points of damage each round they start their turn within the storm (Fortitude half). This storm lasts for 1 round.

    Once per turn as a free action, you may expend one round of bardic performance to attempt to maintain the effect for an extra round. Maintaining a song of storms requires a successful DC 23 Perform skill check. Using Perform (wind instrument) grants a +4 bonus to this check. This spell may not be maintained at the same time that any other bardic performance is being maintained.

    Each time you maintain this spell, the severity of wind within the spell’s area increases by 1 step (to a maximum of Windstorm). You may direct these winds, and your direction supersedes the direction of any winds of lesser strength. You may choose one of four basic wind patterns to function over the spell’s area.

    A downdraft blows from the center outward in equal strength in all directions.

    An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.

    Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.

    A blast simply causes the winds to blow in one direction across the entire area from one side to the other.


    We are revisiting the Gypsy and Ritualist to make minor enhancements in July, 2012! YOUR feedback helps inform these enhancements!

    Send us your feedback on the Gypsy / Ritualist via the Dreadfox.com Feedback Tab prior to July. Every piece of player feedback will be taken into consideration when we revisit these classes.

    Hot on the heels of this update will be the Gypsy and Ritualist expansions (archetypes, new auguries / rituals, etc.), scheduled for release in October, 2012.

    We hope that you have enjoyed these classes and look forward to your feedback!


    Dreadfox Games invites everyone familiar with Pathfinder or previous editions of D&D to the open playtest of Grimoire Tempestus.

    Playtesters get:

  • Free food
  • A credit on the product tested (the top 2 feedback contributors are credited as designers)
  • A free copy of any Dreadfox product

    Saturday, June 16th from 11:00 - 4:00 - we may have room for 1 more.
    Saturday, June 23rd from 11:00 - 4:00 - we have room for 2 more.

    Playtesters always have a lot of fun and it's a cool experience to take part in the development process. If you live in L.A. and want to playtest but can't make these dates, get in touch with us and we'll send you information on future playtests.

    Email open.playtest@dreadfox.com if you are interested.


  • Fabius Maximus wrote:
    What's the use of Thirsty Blade, though? I cannot think of a reason to cast that spell.

    As with any 1 round/level or 1 min./level buff, Thirsty Blade is best when cast just prior to combat or during a "buff break" (Sleet Storm, Fog Cloud, etc).

    It has 3 things going for it.

  • Immunity to Disarm. Keeping your weapon can amount to a huge bonus to attack and damage (especially once class/feat specialization and enhancement bonuses become common).

  • +1 Damage. This damage can't be reduced (it bypasses DR and resistances).

  • +1 HP Per Hit. This allows you to pay for healing in advance (you can cast this spell before combat and heal while attacking, freeing up actions that would have been used to heal). It probably won't rival Cure Moderate Wounds' healing and requires you to attack in order to heal, but action economy and its other bonuses keep it competitive.

    This spell does inflict ~10 points of damage to you, but it can contribute more than most spells of its level (on the antipaladin and inquisitor list, anyway). It takes ~10 hits to heal itself, and ~30 hits to match a CL 10 Cure Moderate Wounds. We start to prefer this spell at ~5 hits, and easily prefer it at 10+ hits (or 0 if it prevents a disarm).

    Plus it's just cool.


  • Subscribe at dreadfox.com and save! No commitment!

    Don't forget to check out the free Preview and Tips!

    Painful Empathy:

    Painful Empathy
    School enchantment [emotion, mind-affecting, pain]; Level bard 3, cleric 2, magus 3, sorcerer/wizard 3
    Casting Time 1 standard action
    Components V, S, M (two feathers from a pair of mated hornbills)
    Range close (25 ft. + 5 ft./2 levels)
    Target one creature
    Duration 1 round/level
    Saving Throw Will negates; Spell Resistance yes

    A subject that fails a Will save develops a strong empathic connection to a creature of your choice within range that they can see. Whenever the chosen creature suffers damage, the subject suffers half as much nonlethal damage (to a maximum of 2 points of nonlethal damage per caster level). The subject only suffers this damage if it can see the chosen creature while the chosen creature is being damaged. This effect ends if the subject or chosen creature move beyond the range of the spell.

    The chosen creature does not receive a saving throw to negate this effect and may not apply spell resistance.

    A subject cannot develop an empathic connection to themselves.

    Maternal Compulsion:

    Maternal Compulsion
    School enchantment (compulsion) [emotion, mind-affecting]; Level cleric 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target one creature
    Duration 1 day/level
    Saving Throw Will negates; Spell Resistance yes

    The subject believes it is the mother of one creature that it can see designated by you. It loses the ability to understand that creature’s verbal communication and treats them as a mother of its type would treat their infant (a drow might try to eat them, a troll might try to nurse them, etc.). This spell does not grant the subject any kind of magical insight into their newfound infant’s relationship with other creatures or otherwise affect the subject’s attitude toward other creatures.

    This spell ends if the designated creature directs a violent action toward the subject.

    Shazbakkar's Haggling Dweomer:

    Shazbakkar's Haggling Dweomer
    School enchantment (compulsion) [mind-affecting]; Level bard 4, sorcerer/wizard 5
    Casting Time 1 standard action
    Components S
    Range close (25 ft. + 5 ft./2 levels)
    Duration up to 1 round/level (to a maximum of 15 rounds)*
    Saving Throw none; Spell Resistance yes

    You must determine how many rounds this spell will last prior to casting it.

    If you manage to haggle with the subject in terms that include a given item throughout the entire duration of this spell (see below), the subject is compelled to buy or sell that item at a price that is 1% more favorable to you than their final offer for each round that you spent haggling. The subject believes that the enchanted offer is favorable toward them until this effect ends. This effect lasts for 1 minute.

    This spell fails if the subject is unwilling to change their offer for at least 18 consecutive seconds or otherwise demonstrates that they are finished negotiating with you before the spell ends.

    The somatic component of this spell can be disguised as vehement haggling gestures by increasing the duration of this spell by 1 round (this extra round does not contribute to the spell’s effect and may cause the spell’s duration to exceed 15 rounds and your caster level by 1 round).

    This spell’s effect does not stack with itself or any magical effect that renders prices more favorable.

    Witchlight:

    Witchlight
    School enchantment (charm); Level witch 9
    Casting Time 1 minute
    Components V, S
    Range touch
    Target one light source/four levels touched
    Duration 1 round/level*
    Saving Throw Will negates (object); Spell Resistance yes (object)

    Creatures that see you by way of the enchanted light become enamored with you until they see you without the aid of the enchanted light. Creatures that are enamored with you cannot be hostile or unfriendly toward you and those that fail a Will save become friendly toward you. Creatures that could see you without the aid of the enchanted light are unaffected (this spell has no effect while you are also illuminated by an unenchanted light source). This is an emotion and mind-affecting effect.

    This effect ends if you attack an enamored creature or if the enchanted light is extinguished before this spell ends.

    How to navigate the PDF:

    Click the name of a spell to travel to that spell's description.
    Click a class to travel to that class's spell list.


    Subscribe at dreadfox.com and save! No commitment!

    Don't forget to check out the free Preview and Tips!

    Culture Monster I:

    Culture Monster I
    School transmutation; Level alchemist 1
    Casting Time 1 standard action
    Components V, S, M (remains worth 25 gp, see text)
    Range personal
    Target you
    Duration 1 round/level

    This extract imparts one of several bonuses based on the component used to create it. For a complete list of viable components along with their effects and storage requirements, refer to Table: Culture Monster on page 32 of Dreadfox Games’ Grimoire Mutamateria.

    • Dwarven beard: +2 Con, stability
    • Elven ear: +2 Dex, elven immunities
    • Gnomish nose: +2 Cha, gnome magic
    • Halfling breath: +2 Cha, halfling luck
    • Human heart: Component human’s most iconic feat
    • Orc bone: +2 Str, ferocity
    • Snake venom: Bite (2d4 plus poison), poison (Ex) bite-injury; save Fort DC 10 + 1/2 your HD + your Con modifier, frequency 1/round for 6 rounds, effect 1d2 Con, cure 1 save
    • Zombie ashes: DR 5/slashing

    CR 1/4 or higher creatures of the appropriate type that died no more than 24 hours ago (aside from halflings, whose breath must be captured as they die) provide suitable components for the effects listed above. A successful DC 6 Craft (alchemy) check allows you to harvest enough components from a creature’s remains for one extract. Failure ruins a creature’s components. The process of extraction takes 1 minute. It is imprecise and practically ruins the creature’s remains; only one component may be collected from a given creature, even if that creature’s remains consist of multiple components. The strength (CR) of a component must be noted prior to storage. A human’s most iconic feat must also be noted prior to the storage of their heart. The amount of matter required varies by component but is never more than would fit inside a handheld jar. If a storage requirement is violated, that component is ruined.

    The components of culture monster I are extremely rare and it is nearly impossible to find them among the stores of even the most well-stocked alchemists or apothecaries. However, demand tends to be nonexistent, which makes it very difficult to sell the components under normal circumstances.

    Magician's Workshop:

    Magician's Workshop
    School transmutation; Level sorcerer/wizard 2, witch 2
    Casting Time 10 minutes
    Components V, S, F (suitable workspace)
    Range 0 ft.
    Effect 4 hours of craftsmanship
    Duration 4 hours
    Saving Throw none; Spell Resistance no

    This spell accomplishes 4 hours worth of crafting as if you were investing that time yourself. You must make any checks necessary to the creation process, applying your own ranks and modifiers to the results. Magician’s workshop can develop mundane or magical items so long as the means to craft the items are provided before you cast the spell. Multiple instances of this spell may be used to develop the same item simultaneously, provided that the workshop is capable of accommodating multiple craftsmen.

    Magician’s workshop’s development does not apply toward the caster’s normal magic item creation limit of one item per day, nor does it apply toward the caster’s normal magic item creation limit of eight hours of work per day.

    If this spell is extended, eight hours of work are accomplished.

    Thirsty Blade:

    Thirsty Blade
    School transmutation; Level antipaladin 1, inquisitor 2
    Casting Time 1 standard action
    Components V, S, DF
    Range 0 ft.
    Target one melee weapon wielded by you
    Duration 1 min./level
    Saving Throw Fortitude negates (harmless, object); Spell Resistance yes (harmless, object)

    The hilt of your weapon extends to slither down your arm and coil around your wrist before puncturing your skin with a pair of jagged fangs that deal 2d4 piercing damage. The weapon cannot be removed unless your arm is altogether severed. This makes it impossible to disarm the weapon, but you cannot use the hand for any purpose other than wielding the weapon. Each time you hit a living creature with the weapon and deal damage, 1 of its hit points is transferred to you (hit points in excess of your maximum are gained as temporary hit points that last for 1 hour). At the end of the spell, the weapon draws your blood before releasing your wrist, dealing 2d4 points of damage.

    Thunderbird's Polarity:

    Thunderbird's Polarity
    School transmutation; Level druid 3, sorcerer/wizard 4
    Casting Time 1 standard action*
    Components V, S
    Range personal
    Target you
    Duration 1 round/level*

    You charge your body with the polarity of a thunderbird. Spells you cast that have the electricity descriptor deal an additional +1d6 points of electricity damage the first time they deal electricity damage each round.

    You may cast this spell as a free action when you assume an avian form. If you do so, you gain the ability to cast spells with the electricity descriptor in your avian form as if utilizing the feat Natural Spell and the effects of this spell last until the end of the triggering polymorph effect.

    This spell ends if you gain the effects of another spell or ability that can be cast as a free action upon assuming certain forms.

    How to navigate the PDF:

    Click the name of a spell to travel to that spell's description.
    Click a class to travel to that class's spell list.


    Updated to fix the typo in Resist Negative Energy, Communal. Nice catch!

    Quick note on Revenant Sense: We had given Revenant Sense a much higher spell level to begin with. After a playtest's wild goose chase taught us the hard way that it gives the "What" and "When" but not the "Who" "Where" "Why" or "How" of a kill, we lowered it to a 1st/2nd level spell. While it has the potential to solve a lead, it takes a lot of sleuthing (or a very small town) to put it in a position to do so; it is much more likely to open new leads (enhancing the roleplay of investigation rather than supplanting it).

    Quick note on Kiss of Death: Creatures that kiss you have to make the save (not creatures that you kiss) - kissing a creature does not necessarily make them kiss you back. It is possible in the midst of combat, but more than likely you would need a charm or compulsion spell (unless you are just that sultry); active and semi-voluntary participation is required.

    1 to 50 of 97 << first < prev | 1 | 2 | next > last >>



    ©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.