Why do people think this sounds like an artificer? I see no relation to crafting magic items in the flavor.
Because arcanists can dismantle magic items to gain flexible magical resources, which is half of what an artificer does.
In fact, since this is going to be a talent-based class, I'm seeing at least three obvious paths an arcanist could follow:
1) Artificer talents which involve dismantling and reassembling magic items.
2) Blood focus talents which convert spell energy into temporary bloodline abilities.
3) Counterspelling talents which involve absorbing and re-purposing spells.
I've participated in every Paizo playtest so far, from the Alpha playtest to the mythic playtest, but I considered skipping this one altogether. For the first time ever, I didn't see anything that inspired me to run a playtest...
Jason Bulmahn wrote:
...an arcane spellcaster that focuses on tinkering with the fundamental forces of magic, tearing apart the bonds and forging new ones...
I really like the concept of arcanists who tinker with fundamental forces. Especially ones who can dismantle magic items and forge the magic they once contained into something new.
I seem to recall some empty design space that could be filled by arcanists who tinker with those sorts of things. If I could just remember what it was, I'm sure Paizo could engineer some relevant arcane talents...
On a completely unrelated note, how does one pronounce "artificer"?
Necromental is correct: I'm unable to field requests at this time, as I'm busy working on a few paying (and a few hopefully paying) projects.
While I plan on taking monster requests again at some point in the future, I'm about to get very busy releasing three dozen troop stat blocks as free online content while also setting up storefronts for a variety of PDF products.
This past month, I've been busy laying the groundwork for a full product line of short PDF products, but I haven't forgotten The Lazy Gamer's Guide to Wealth and Power. In fact, I've regularly refined my font selection and page layout over the past few weeks.
I have decided that it definitely makes sense to release a fair percentage of the 96 pages in Wealth and Power as free web content. In particular, I'm planning on releasing all of the troop stats announced in this thread as free content on d20pfsrd.
For those of you familiar with the two-hundred or so monsters I've posted on d20pfsrd, the roll-out of my troop stats will look familiar. I plan on releasing a handful a week for several months while continuing to work on other projects. With any luck, that will help create a bit of visibility for my efforts as the release of my various PDFs grows nigh.
At the moment, all of the announced troop stats are written (though not yet in HTML), but I want to do an additional editing pass before releasing them.
I may also need to set up a d20pfsrd storefront before I release any troop stats, as I want to post them as "official" content from a third-party publisher instead of fan creations. I'll be contacting the good folks at various websites to discuss storefronts and related matters in the near future.
I think SKR once said that the WBl is basically a rule.
WBL is a rule the same way CR is a rule. You use it to (very roughly) gauge what sorts of challenges your character can reasonably expect to overcome.
I'm leaning towards a house rule that says Perception and Stealth are only rolled in non-ambush situations, such as active searches for hiding places and traps. Ambushes are instead resolved with Reflex saves against DC 10 + one-half the attacker's ranks in Stealth + the attacker's Dex mod + a few situational modifiers (for things like concealment and invisibility).
That way, one of the better skills in the game is reigned in a bit without making it completely worthless, while one of the least important saving throws in the game becomes much more valuable.
In an old school adventure, you'd never get to fight half of that stuff.
When you listen at the door to the dungeon to hear what's on the other side, a centipede burrows into your brain.
And if you survive that, the instant death trap on the door kills you when you try to enter the dungeon.
And if you survive that, the hallway to the first room is a tunnel terror and you just walked into its gullet... :P
Ah, dungeon crawls. Those were the days. :)
Got a question about the Ancestral Oracle archetype which gives you a sorcerer bloodline. Is that arcane, or is the oracle still a divine caster?
The ancestral oracle is still a divine caster (and his bloodline does not count as the mystery class feature).
Would it make any difference if the NPC oracle took the Ancestral Oracle archetype and also had the Class-Specific Archetype feat, essentially granting them the original build, and this build on top of it?
I'm not sure what you mean by "Class-Specific Archetype feat." An ancestral oracle can't take feats like Abundant Revelations which list the mystery class feature as a prerequisite, so no feat of that sort could be used to gain revelations in addition to bloodline powers.
If you're comfortable with fairly basic website design (using the Google sites page editor), you can also contact the folks at d20pfsrd and ask to set up a custom creations page.
That's how I went about setting up my Epic Meepo Presents page. That gave me plenty of writing practice, and opened up several freelance opportunities once I'd posted a hundred or so monsters.
Abandoned Arts wrote:
Monty Python is not what comes to mind when I read the Grendel's "Gruesome Dismemberment" ability.
Grendel's CR puts him at a level where heal spells are negating hundreds of points of damage. This makes it possible for Grendel to rip off all four of a front-liner's limbs without reducing that character below half hit points.
So you have a raging barbarian with no limbs shouting, "It's only a flesh wound!" and threatening to retaliate with a bite attack, a la a certain knight from a Monty Python movie.
Meanwhile, a squad of four tiny fey with pliers TPKs an entire level-appropriate party by putting them to sleep and pulling out their teeth.
This is all quite silly.
Are there any non-joke monsters in this book?
So far, we have a horned bunny rabbit; a big oaf that rips off limbs, Monty-Python-style; a cuddly fox monster; and a fairy that steals teeth using a pair of magic pliers.
I'm starting to worry that Paizo's take on Cthulhu is going to resemble a plush Cthulhu doll instead of a true cosmic horror.
Judging by most bestseller lists I've seen, fantasy novels based on Tolkien (or D&D, for that matter) don't have much traction these days. Over the past decade, the majority of fantasy bestsellers have been contemporary fantasy novels (paranormal, urban fantasy, etc.).
I'm seeing lots of expanded skill uses that would make great feats. I'm still not seeing any reason to make a new class. Unless the "skill class" has bonus skill-related feats as its primary class feature, I suppose. But you could do that with the rogue by simply adding a "bonus skill-related feat" rogue talent that can be taken more than once.
Yes, but what does this hypothetical "skill class" actually do? Everyone has skills. Everyone can use feats (and sometimes class features) to get bonuses on skills and new uses for skills. What is this "skill class" doing that can't already be done?
I'm asking because, to me, "skill class" sounds a lot like saying "attack roll class." "I want a class that uses attacks rolls and isn't easily replaced by the wizard." Okay, but everyone can already make attack rolls. So what new thing should this class to do with attack rolls?
Similarly, everyone can already make skill checks. So what new thing should a "skill class" to do with skill checks?
I had an epiphany the other day:
Much of the content I'm trying to cram into an over-the-word-count 96-page PDF would work better as free online content.
I could, for example, post my thirty-plus troop stat blocks to d20pfsrd.org (an outlet I've used extensively in the past). That would reduce my page layout workload by a third, keep the price low on the Wealth and Power PDF, deliver content to consumers faster, and generate web traffic on pages where I can advertise products I make available through the d20pfsrd.org store.
This may have to happen in the near future.
Fake Healer wrote:
Dog, BadDog, Corn
As dozens of forum posters will tell you, Japanese cars are the ones Paizo should never mention in its automobile analogies, because there's no room for Asian cars in their Euro car fantasy. But American cars are acceptable, because Andoran. :P
That is, honestly, the simplest way to implement it.
Actually, the simplest way to implement spell combat would be:
"As part of making a full attack, you can cast a single magus spell with a casting time of 1 standard action in addition to your normal attacks. Resolve the casting of this spell either before or after resolving your normal attacks."
That may sound game-breaking, but it's no worse than a summoner casting a spell while his eidolon makes a full attack.
Lovecraft is essentially the Tolkien of the Gothic Horror genre. He's the inspiration of a bunch of other great names of the period and afterward, and he still inspires today.
I'd say Bram Stoker is the Tolkien of the gothic horror genre, not Lovecraft.
Now, can we all go back to discussing the actual topic of this thread: whether a PF-derived game with no level advancement would be silly, as posited in the OP, or worthwhile.
Vincent Takeda wrote:
I searched for e1 and didn't find anything... I thought to myself... it's as legitimate a concept as e6 for the purposes e6 are designed for... I wonder why nobody's talked about it...
I don't get it. Is the OP supposed to be some sort of insult or parody?
Far from being laughable, E1 is the easiest place to start if you want to convert Pathfinder's system of level-based advancement into a system of skill-based advancement (in which characters advance by earning free-form skills and feats instead of gaining levels in rigidly-defined classes). Skill-based advancement is a well-established design philosophy used in numerous RPGs, and isn't snarky in the least.
You do realize, Meepo, you just pulled a fallacious argument here on the logic.
Shhh. Your logic is ruining my enjoyment of karlbadmannerV2's knee-jerk reaction.
(I don't think anyone in this thread is being intentionally racist. I do, however, think the use on these boards of "Asian/anime" as a synonym for "weird otherness" is both unfortunate and unwelcoming. I intend to call attention to that trend wherever I see it, and make no apologies for doing do.)
The thread title pretty much covers what I'm asking. What are some good fonts for text in a PDF product? What about fonts for section headers?
Is my attention to detail warranted here, or should I just use a few of the more common fonts found in any word processor and call it good? (Preferably not something as bland as Times New Roman.)
It was purely an observation is all - my players noticed that the majority of elves in the core books look weird...
So your observation is that people "look weird" if they are "too Asian." Gotcha.
More seriously, elves are described in the book as having almond-shaped eyes. This has also been used as a descriptor for Asians. The reason this was used was probably to move away from the pointy-eared-human trope that elves had been trapped in.
So you think elves were made to look Asian so they would seem less human. Gotcha.
So, putting those two comments together: Asians are "weird looking," and less human-like than Europeans.
Yep, I'm flagging this thread.
Someone asked if it was Int or Cha - Jason wasn't sure yet.
I hope it's both: Int to learn and prepare spells; Cha to cast them. Otherwise, the arcanist sounds a bit like a better version of the wizard, and the game really doesn't need a better version of the wizard.
Kirth Gersen wrote:
Seriously, if you want to argue with me, that's fine, but have the decency to argue against my actual position rather than someone else's oft-discredited misrepresentation of it.
Sorry, Kirth, but your actual position doesn't fit the theme of this campaign setting. You'll just have to play someone else's misrepresentation, instead. :P
"Here's a list of things I dislike about Pathfinder. My preferred fix is to play D&D, instead. I'll be back soon to talk about the D&D playtest."
Based on the direction the OP wants this thread to go, I'd say the D&D section of the boards would be the perfect home for this thread.
Kirth Gersen wrote:
(c) Everyone at the table is friends, so they've had long discussions about the sorts of campaigns they would like to run if given the chance. Sometime thereafter, the group as a whole asks one particular friend to GM, knowing full well what sort of character options that friend will allow. So there is no excuse for anyone to demand changes to the GM's setting. They knew in advance what limitations the GM of that setting would impose, and chose to play in that setting despite those limitations instead of choosing to play in a different friend's setting with looser restrictions.
Has the arcanist actually been confirmed?
The only evidence of the arcanist class I've seen so far is "some guy on the internet says its true." That individual may well be correct, but I'd prefer to have a link to a Paizo employee announcing the arcanist before assuming it actually exists.
While I have yet to see proof that the arcanist actually exists, a mixture of prepared and spontaneous casting was pretty much what I was expecting from the shaman, if nothing else. Prepare your list of spells known each day by communing with a spirit, then cast those spells spontaneously. That's pretty much the 3.0 shaman class in a nutshell, and it worked fine.
Four more weeks of design work finished; time for another update:
I've reached the original deadline I set for myself on this project, and I've arrived at a sort of good news/bad news point for those of you who have expressed an interest in The Lazy Gamer's Guide to Wealth and Power.
First, the bad news: This project is going to take a few months longer than originally planned. I've decided to work on several projects simultaneously so as not to burn out on any given one of them. While this approach is slowing down my self-publishing schedule, I think it will produce better end results than a series of mad dashes to finish a given project before starting the next one.
Now, the good news: I'm running behind because I hit my 64-page end goal this week and realized that I still had stuff to say. Lots of stuff. So I've extended my word-count goals, acquired additional artwork, and made plans for even more content. Though I have plenty of design work yet to do, it now appears that The Lazy Gamer's Guide to Wealth and Power is going to be 96 pages long.
The 96-page PDF will have even more troop stats than the several dozen already announced in this thread; even more new events that can effect your kingdom; even more additional content of other types, such as ritual magic spells and edicts for characters and kingdoms. (Have I mentioned that yet? Kingdoms can now cast spells.)
If this was a long-term publishing venture, I would be splitting all of that content into half a dozen narrowly-focused PDFs and selling them separately. But I'm not going to do that. I'll have plenty of time to write narrowly-focused products in the future. The Lazy Gamer's Guide to Wealth and Power is my first real self-published PDF, so I'm making it big. 96 pages big.
By the time you're at 20th level, there's not much else to do besides go Mythic if the players/GM want to keep on advancing.
Or you just advance to 21st level, as described in the Core Rulebook.
gustavo iglesias wrote:
Why on hell would the designer of a trap based on teleport make it so the target of the trap goes to the other side of the room?
If you don't have an answer to that question, I think you're right to not use traps in your campaign. They don't really fit your playstyle. In contrast, some gamers with other playstyles would consider a trap that teleports people across a room to be a perfectly logical addition to a campaign world, and would have fun interacting with it.