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No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.
So if I'm reading this right, "Charisma bonus (if any)" is considered a Charisma bonus on saving throws, and would therefore not stack with other Charisma bonuses on saving throws as per the "same source don't stack" rule. But if you had a Charisma bonus and, say, an insight bonus equal to your Charisma, those would stack because the insight bonus is measuring itself against your Charisma, and isn't actually a Charisma bonus. (In effect, the same difference because a natural armor bonus and an enhancement bonus to your natural armor).
How does this work with baseline ability score bonuses? For example, all characters add their Dexterity bonus on Reflex saves. If there was a theoretical ability that "added your Dexterity bonus (if any) on Reflex saves," would the two of them stack? The reason I ask is specifically for the interaction between Divine Grace and the lore mystery's sidestep secret, which I've quoted below:
"Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity."
In effect, is that baseline "all characters add their Dexterity bonus on Reflex saves" considered an ability bonus for the purpose of this FAQ?
Dread Knight wrote:
It basically says, "Up to your GM.
Also, it focuses on the Paths of Prestige prestige classes.
Matrix Dragon wrote:
Mark has used the FAQs to distract us from the questions that we asked him previously ;) [dice=Sense Motive]1d20 + 3
Considering that the Sense Motive DC to notice something's off is DC 20, you are now morally obligated as a Pathfinder player to ask no further questions of Mark's ethnics or morality until the next time he slips up.
Sweeny Todd was a barber.
Today I spent searching, pretty much everywere for pathfinder books, not a single store had them. I live in rhode island, its not too big of a place so I figured I could easily find some, right? Dead wrong, I didn't find a single one, I searched pretty much all of the local gaming stores, I found nothing but a copy of blood for blood. I ended up finding out game on! is now stocking pathfinder books, but only the core rulebook. This is just plain dumb, why are these books so hard to find? Why aren't they more widely sold? Why is paizo being so stingy with distributing these? Im sure they like making a profit, but why limit the supply so much? Its near impossible for me to get these books unless off the internet! I just feel that I can't enjoy pathfinder as much, forget reccomending it to people.
Paizo isn't stingy about distributing anything. Stores, not publishers, choose what they carry. It sounds like the stores in your area are choosing not to keep a stock of Pathfinder products available.
I think it'll be fine to throw out a little bit of additional information about what you'll see in the changes from previous products to the more modern ones. Here's a bit of a teaser.
"Boost the Occultist:" One of the complaints that I have for the occultist class as someone who spends a considerable amount of time making character builds (see my Guidance blog) is that the occultist, as written in Pact Magic Unbound, Vol 1, is constantly outshined by other classes in pact magic for the first few levels of her career, until 6th level when she gets bind additional spirit, as a matter of fact. In order to help the occultist deserving of the title "master of pact magic," I made a few big changes to the class and how pact magic in general works.
1) More Spirits, Sooner: While the occultist is still limited to a maximum of four spirits, she gains the ability to bind multiple spirits sooner. Bind additional spirit is now a 4th level class feature for the occultist and is earned every four levels thereafter, to a maximum of four spirits at 16th level.
2) Better Constellation Aspects: It was clear when I made Occult Options 1 that the constellation aspect class feature was pretty terrible as written. As such, I went back and redesigned all of the constellation aspects so they were roughly as powerful as 1st-level granted abilities. Here's an example:
Hero Constellation Aspects
As you can see, these are constellation aspects that you would actually want to have without being ridiculously powerful.
3) Binder Secrets as a Core Class Feature: Binder secrets return in Pact Magic Unleashed, but instead of being pseudo-feats like arcane discoveries, they function more like witch hexes or revelations. You get a binder secret at 1st level, 2nd level, and every three occultist levels thereafter. The list of binder secrets was heavily expanded upon as well; they include two subtypes of binder secrets (ritual and alteration) for a total of five pages, six including art.
4) Reduced binding for other classes. And now for some of the downsides. Several of the archetypes were just too good given the binding progressions they got. So in Pact Magic Unleashed, all of the pact magic archetypes (except those for the occultist) improve their maximum spirit level at a slower pace than the occultist; they improve their maximum spirit by 1 at 4th level and every three levels thereafter, to a maximum of 6th level spirits at 16th level. This means that 7th, 8th, and 9th level spirits are currently reserved for occultists. This is a change that is totally up for iteration during the various incarnations of our playtest, but I think that it is a positive change that helps the occultist shine.
And while we're talking about maximum spirit level changes, the other big one is that maximum spirit level is now tied to class level rather than binder level. This means that if you choose to multiclass around a lot, your binder level will stack between classes and improve the potency of your spirits, but your maximum spirit level won't go up and you'll be stuck binding lower-level spirits.
You're welcome to discuss this information here and I will definitely consider all comments made, but please do it civically and recognize that good design isn't always a Democracy. Have a nice day! ;D
You've consistently been one of the most vocal advocates for the inclusion of fiction in our products, this is true.
And while its true that we weigh Endzeitgeist's opinion a little more heavily than others because of his role as a respected reviewer of 3PP material in the Pathfinder community, he's hardly the only person that I've heard from who's spoken in favor of the inclusion of fiction in our products. The short stories in Age of Electrotech, for example, have also been popular.
No problem. I made this thread to get feedback and answer questions.
I'd be quite happy *not* to see any mythic material in the hardback, maybe as a high stretch goal for a separate book.
I've had quite a few people ask for the opposite. I don't think I'm going to be able to please everyone, but we'll see. Maybe Mythic Pact Magic *should* be its own book. I'll brain storm on it more while I work on the stretch goals. I would hate to feel forced to include Mythic support in this book because of a promise I had made, only to discover that the topic would be better covered by a full book.
I'd also be happy to leave out the colour aspects as well. $ 75 dollars is a lot, especially when shipping outside the US will be added on top of that. $50 with black and white illustrations would be good for me, especially as I already have volumes 1 & 2. (Perhaps a reduction is possible for those who have both volumes, perhaps by emailing you a picture of us holding those books?)
I'll take to Dario about doing a Black and White version for those who want it. Color could certainly be a premium. We're still talking about how we want to handle shipping; I've watched poor planning in regards to shipping destroy other Kickstarters, so it is an issue that I am tackling carefully.
Incidentally, now with an upgraded occultist class, I would *love* to see an archetype that lets it use medium abilities (per Purple Duck Games Legendary Classes: Covenant Magic and Legendary Classes: More Covenant Magic), especially as there is an archetype for mediums that lets them use pact magic in LC: MCM.
See my previous comments on 3PP topics. I am not opposed to doing it, but if I do, it'll be as an Everyman Gaming Occult Options PDF, not as part of the core Pact Magic compilation product. This book needs to be about Radiance House excelling as a publisher without needing to rely on the works of other 3PP.
An anthology is on the table as an option, but pulling all of the fiction from the book is not. Without a doubt, the fiction has been the most praised portion of the Pact Magic Unbound series by critics. (Example: Read Endzeigeist's reviews of the volumes.) Critics aside, we (Radiance House) actually have a very small minority of customers who buy our books for their fiction. Yes, they're a minority, but not one that we're willing to ostracize for an extra page of binder secrets or a prestige class or two. Plus some of the people that we're talking to about guest-writing with us are REALLY cool people that I'd be proud to list in the credits of Pact Magic Unleashed.
But your money ... it is so sweet. So succulent .....
Question. Regarding what you said about looking at the spirits, does that mean that there's been a general upgrade of the abilities for some or many spirits? The hp damage done by many abilities isn't much on reading, for example, and some spirits just seem to lack oomph to me. Of course, some are meant to be of situational use, like the one that lets you travel to other planes.
Yes. There have been upgrades for a LOT of spirits. For example, all of the spirits with area attacks for Major Granted Abilities had the damage upgraded. (Area attacks are no longer restricted to d4s, for example.) I actually took Psyren's "Guide to the Occultist" and took a hard look at his opinions (as well as other opinions I've found on other forums and threads) and considered them considerably. Toned some things down that were too good while boosting spirits that were too low. Are all of the spirits perfectly equal? Heck no, and I wouldn't want them to be. But hopefully there is a good reason to consider sealing a pact with every spirit in Pact Magic Unleashed, even if you need a specialized build to utilize the spirit effectively.
Lord Mhoram wrote:
Everything from every previous volume is in there. Nothing was cut.
I actually just finished putting in the Background Generator and character traits the other day. I *think* there's even a new trait or two baseline.
Are there plans to take volume 1, 2, and the eventual 3 that is mentioned and turn them into one giant hardback compilation book, perhaps with a Kickstarter? (I think Ultimate Psionics spoiled me :P)
I announced this in our Pact Magic Facebook group a few months ago, so I guess there's no harm in saying it here on Paizo.
We are NOT doing a Volume 3.
Sorry for the click-bait title, folks, but title is 100% accurate.
The Full Story:
Around February of this year, after I had finished designing Age of Electrotech for Radiance House, I sat down to begin work on Pact Magic Unbound, Vol 3. Ever since I started Pact Magic Unbound, I had wanted one thing: to have one spirit, per constellation, per spirit level. That means 13 1st-level spirits, 13 2nd-level spirits, and so on. Completionism is VERY important to me.
Now, as I sat down to work on Volume 3, my brain-meat was working overtime and I came up with some great ideas. Like a new "constellation" that really wasn't a constellation at all, or the reintroduction of spirit alignment. Other bits were qualify of life improvements, such as saving space on spirits by breaking the Tome of Magic mold and allowing them to grant spell-like abilities to binders. But of course, as innovation kept on rolling I looked back at my old work (especially Volume 1) and signed. Pact Magic Unbound, Vol 1 was my first professional product. I've come a LONG way as a designer since then. I've gotten a LOT better. And honestly, I was sort of embarrassed of Volume 1 as though I was a teenager who had to sit and watch his mother show pictures of him as a toddler sitting naked in the bathtub to his girlfriend. Its not a good feeling.
That's when I decided to cancel Pact Magic Unbound, Vol 3.
In short, I cancelled it so I could design a better product instead.
The working name is "Pact Magic Unleashed," although that's not set in stone. Basically, I went back through all of my Vol 1 & 2 notes and fine-tuned everything. Abilities were streamlined. Alignment was added. Abilities were simplified. Balance between Pact Magic archetypes was improved. And the occultist was cleaned up so it truly is the master of pact magic.
I've been working on this clean-up project since about March now, and I'm happy to say that I've just about finished my initial draft of the product. This behemoth currently clocks in at 300 pages. It is everything from Volume 1, everything from Volume 2, and about 120 pages more, what *could* have been Volume 3. Includes are ten new archetypes for the Advanced Class Guide classes, about a dozen new binder secrets, the starless "constellation," alignments for all spirits, the inclusion of options for paladins and the game's alternate classes, and more. If we started on post production today, we could probably have this product out by December, January at the latest. But I want better for all of you.
First, Dario and I are looking to do some in-house playtesting. About the same level of quality control that we did for Age of Electrotech (which was fairly extensive thanks to my paranoia). Second, the art. While I love our Volume 1 and 2 art, most of it is almost a decade old at this point. I want new stuff. Sadly, art is VERY expensive, and with the amount of space I've budgeted into the book Dario would probably have to sell his apartment to pay for it all. So we're going to do a Kickstarter for this book, as literally dozens of people have begged me to do. Finally, Dario and I are planning on doing this as a hardcover, color-print book.
I don't have specifics so far, but here's what I can share:
2) After the playtesting is done, I would like to run our Kickstarter. If I had my way, we would do this early 2015, but not only do I need to be comfortable, but the timing needs to work for Dario as well. I'm currently gobbling up all Kickstarter-related information that I can in order to prepare for this, because of the next part.
3) Our Kickstarter will not determine if the book gets made. Even if we fail to fund, we'll still make the book. We have the means to. Rather, the Kickstarter will determine if we can afford to have new artwork (and new legends; see below) made for our product. Whatever our minimum goal is, that'll be the amount of money that we need to commission artwork to fill all of the blank spaces that are currently in the product.
4) You'll get a good deal on the book if you "buy it" through the Kickstarter.
5) Pact Magic is supposed to be something that, once you discover, you get swept away in. I'd like to emphasize this by making our higher-value stretch goals VERY customer-interactive. A popular reward is going to be a limited "design a character for a piece of artwork" tier. So, for example, if you're someone who's played an occultist, you could increase your pledge value to the point where we'll take a character description from you and we'll put your binder in the book being awesome. Don't play an occultist? That's fine, give us a description and we'll place you at the receiving end of some occult-based pain. For example, those of you who follow me on Guidance and Everyman Gaming know that I love to sneak my kitsune cavalier into as many products as I can. If our project funds, then there will be a picture of my treasured PC reeling from the after effects of an alter age spell.
Just to throw out some random numbers that are in no way official, let's say that the the highest-level pledge that gets you a hard cover copy of the book, plus a PDF copy is $75. Then the next pledge level above that might be $100 - $125 to supply a description and have your character appear in a piece of artwork in the book. A pledge level above that would allow you to pick a description that I provide you and work with the artist and myself to design that character from start to finish. A pledge level above that might allow you to choose a spirit to have its full-page level written and included in the book. The highest-level pledge that I have planned so far will allow you to design what our iconic occultist looks like.
6) One of the unlockables that Dario and I want to provide is what we're calling "celebrity legends." I'm in the process of contacting some well-known people in the Pathfinder community to take part in this stretch goal. I won't name names of the people that I've talked to (there honestly hasn't been very many), but I've gotten a few people who've implied interest that I'm REALLY excited to work with.
7) More content. This is what you've been waiting to hear about, isn't it? Currently the book sits at about 300 pages, give or take a page or five. Dario and I are willing to bring this total up to a maximum of 500 pages, meaning that there will be about 200 pages of stretch goals available, including new levels, new races, updates to class Secrets of Pact Magic systems, prestige classes, and the thing that EVERYONE has been asking me for ... Mythic Pact Magic.
I will have a LOT more to say about this in the next few months, but in the meantime, I have several things to ask of you, fans of Pact Magic Unbound.
1 — Tell people that we're coming. The more people who are looking for our Kickstarter when it happens the better.
2 — Talk about it here. Tell me what you want to see and what you don't want to see? What did other RPG Kickstarters do that you like and what did they do that you didn't like? What would make or break our Kickstarter for you?
3 — Figure out who your favorite Pathfinder RPG authors are and ask them to check out this page. I would like a diverse roster of writers to call upon for stretch goals. Better chance that I get someone you've heard of and/or like.
4 — I've been hunting down useful tips for running a successful Kickstarters. I read about it almost every day. If you find some good information, leave it here. I will probably check it out in a day or two. I've never ran a Kickstarter before and it would DESTROY me if something as cool as Pact Magic didn't get funded. I need my picture of 8-year old Kyr'shin tripping over his adult arms and armor, darn it! ;-P
They don't interface at all. One ability is the panache class feature, the other allows you to activate deeds by spending panache from your arcane pool. If you were to multiclass swashbuckler / magus, the two pools would stay separate and use the class level of either class to determine their effectiveness.
That said, sources of precision damage stack, so having precise strike from both classes would stack the damage. You would just need to pay 1 point from each resource pool in order to double the damage bonus.
Here's a picture of me holding my own personal copy of Age of Electrotech! If I have it, then Paizo should have it in the next few days, as Dario is on the same coast as Paizo is. The wait is almost over!
And speaking of the wait, I have great news for everyone! If you purchase the book from this initial wave, you get a special surprise! A misprinted collector's edition! What's the misprint, you may ask? Well, in the interior cover one of the author's surnames is misspelled. I'll give you a hint — its NOT the author with a five-letter last name! For extra giggles while you enjoy your shiny new collector's edition, take solace in the fact that the author who's name is misspelled did the initial text layout for the product. In short, I misspelled my own last name on the title page and now you all get to laugh at me while enjoying what will henceforth be a collector's edition of the book. ;-)
That figure looks lovely, especially the creepy eye on the Iconic Oracle's open palm.
And I have a long-standing theory that when it comes to Alahazra, the more powerful she becomes the larger her hat gets. Have you ever seen her Mythic character design? It takes up half of the blooming page in Mythic Origins!
Is this for PFS or a home game?
If its for a home game, I wrote a 3PP product called the Kitsune Compendium that might be able to help you out.
In it, there's a racial trait that makes taking the Magical Tail feat a little bit easier, plus three dedicated archetypes designed to help you gain your nine tails more efficiently. They are the jiuweihu (shaman), the nine-tailed mystic for kitsune oracles and sorcerers, and the kyuubi visionary for monks.
Also, as to all of the errors in this product, allow me to produce an explanation. Not an excuse, but an explanation.
Basically, I developed this product back in June (before Psychological Combat) and set it aside for a few months (until late August, to be precise). Around that same time, a new Radiance House project started moving forward. A very big project. One that involves my compiling and categorizing and reviewing every bit of rules mechanics we've ever done for the Pact Magic Unbound series. As you can imagine, its been a dizzying trying to finish this project and develop this new project. That didn't happen with, say, Kitsune Compendium or Psychological Combat because I wasn't doing anything kitsune or psychology-related when I was writing them.
So that's my mistake, but I thought some readers might find the hectic life of a freelancer interesting.
Some of you know what the big project is. The exciting one that involves kicks and starting and 2015. Hehehehehehehehe.
My answer is "No." You're already taking a rather serious stat penalty for being young, why do you need to be restricted to NPC classes?
That's even before mentioning that ALL of the characters mentioned in the Young Characters chapter's heading most certainly have levels in PC levels. Harry Potter is an arcanist, not an adept. Arya Stark is a rogue, not an expert. Aang is a Qinggong Monk, not a warrior/adept multiclass thing.
Why does a FANTASY game have to adhere to what children can do in the real world? It most certainly doesn't adhere to what adults can do in the real world.
It seemed a bit off to me that I've had my own publishing venue for almost four months and to date, I haven't done ANYTHING Pact Magic related. So, what the heck? Here's roughly two dozen new binder secrets for you!
This product requires Pact Magic Unbound, Vol 1 & 2. In addition to adding new general secrets, it also adds new alteration secrets as well as a new category of binder secret: aspect secrets! Now if you're an occultist who doesn't like his constellation's aspect, you can trade it away for a new ability with a nifty aspect secret!
Now that I've opened Pandora's box on doing additional supplemental support for Pact Magic stuff, I'm all ears about what else fans of Pact Magic Unbound want to see next. I can't do anything involving PMU Product Identity (for example, the atlan race), but if you ask, I'll try to deliver!
There are a bunch of reasons that I like Paizo. I like how they've embraced the OGL and made it extremely accessible to new talent. I wouldn't have become a writer if they had made it extraordinary restrictive, and over the past two years being a writer has become a core part of my personal identity. I love the Pathfinder Roleplaying Game and I love how the company communicates with its fans. (My favorite thread so far is the 'You may be a Paizo veteran if ...." threat even though I'm too green to remember ANY of those things.)
But the real reason I like Paizo is a bit more personal. For the past few years, I want to say past two years or so, I have had a secret. There is someone in the Paizo Warehouse who notices me. I don't know how this person does it, but virtually every time I order something from Paizo (which is quite frequently, as I'm now a Player Companion subscriber and a Core Rulebook subscriber), this person leaves me a small note on my order invoice. Its never anything big: it is usually a large smiley face across my address with a short one or two word greeting off to the side somewhere. Something small like "Hi!" or "Hai there!" Its the equivalent of a Facebook poke on my invoice and I absolutely love getting them.
It isn't a huge effort on Paizo's part (they're not taking development time from Occult Adventures to write silly messages to me) and its clearly not a corporate policy; My parents have ordered stuff from Paizo before (usually for my birthday or because they want a copy of one of my print products or whatever) and they haven't gotten the little messages. This is just one person in the warehouse who recognizes me from the messageboards or has handled a product with my name on it or something that is doing something nice. And that's why I love Paizo. From the top of the totem pole with Lisa and Vic all the way down to the very bottom with its interns, I truly believe that Paizo is made up of some of the nicest people that you'll ever find. People who are willing to give up their own time to come on the forums and answer questions or goof around with fans. People who are willing to take an extra second out of their day's work to write a silly little message on some random bloke's invoice form that they might never meet.
To this mystery person, if I was able to send you back little invoice "Hi's," I totally would. Thank you very much for taking the time to validate my existence as a customer and a person.
Steve Geddes wrote:
Personally, it depends on what I'm looking to build and what level I was planning on starting at. If I'm going out of my way to build a character with options that I'm already somewhat familiar with, I could have a 1st-level build mentally figured out in 10 minutes, with maybe another 20 or 30 to actually write it down on paper.
If I'm working with options I'm not familiar with or specifically trying to build something new or weird, then it would easily take me two or three hours to get stuff together.
But then again, I like building characters and because of the Guidance blog, I regularly build the outline for one new 20-level build a week. The more you work with the rules, the faster you get.
We've only had one Kitsune player (Runelords campaign) and we ran her as if she didn't know what she was, orphaned or abandoned from birth and had learned to hide her heritage lest she fall victim to abuse in the slums where she grew up (Realistic Likeness was her first feat). She never met another of her kind in the entire campaign.
My first kitsune was like that too. He was adopted by elves and was raised like a weird cross between an adopted son, a trophy (look at this rare and exotic kid I have!), and a conversation starter for social gatherings and the like.
He left home at Level 3 and adventured until Level 6 before meeting his first "fellow" kitsune. My GM wrote them into his world as a mostly enslaved race, so my character decided to set out and build a kingdom where his people could be free. He's had to deal with pirates, raiders, and slavers, all without incurring the wrath of the organizations those people belong to. I've learned that it is VERY hard to be both a hero and a protector simultaneously as a result of this campaign.
I talk a little bit about this in my Kitsune Compendium product (on my phone at work, so no link :-[ ). One of the ideas I toss around I the concept of a kitsune "coming of age" day where young adult kitsune spend the entire day in their true forms. Otherwise, they stay in their true forms most of the time.
This idea is backed by their psychology. Kitsune are shape shifting tricksters who prize loyalty and live in a world where they are often confused for Yokai / Lycanthropes. As a result, kitsune are not likely to hang around in their true forms unless they are with peoe that they know and trust. Otherwise, it would make sense for them to keep to the down-low even in a place they were well accepted.
I'm sure my opinion doesn't matter too much, but I personally think that Slashing Grace as a mechanic is sound. (I've had a homebrew feat that was basically Dex to Damage with one specific type of weapon with Weapon Focus and Weapon Finesse as a prereq for a long time now.) Rather, the implementation is a touch sloppy. ISlashing Grace has set a precedent that Paizo needs a unique feat to allow Dex to Damage with most of the weapons in the game, and the fact that the upcoming Fencing Grace feat allows Dex to Damage with one standard swashbuckler weapon (the rapier) but not all of them (every other light or one-handed piercing weapon) doesn't feel right either to me. (I am biased because I'm playing the flying blade swashbuckler in Pathfinder Society.)
Regardless, the feat would probably have been stronger if it was worded like this:
Graceful Finesse (Combat):
Blah Blah Blah Flavor Text.
Prerequisites: Weapon Finesse, Weapon Focus, Dex 13.
Benefit: You may use your Dexterity bonus on attack rolls and damage rolls in place of your Strength with any weapon that you have selected with Weapon Focus. When wielding such a weapon in two hands, your Dexterity modifier is not multiplied by 1.5x times. Additionally, you may treat any light or one-handed weapon that you have selected with Weapon Focus as a one-handed piercing weapon for the purposes of feats and class features that require such weapons (such as a swashbuckler's or duelist's precise strike).
This isn't what happened, though, so we need to accept that Swashing Grace's design isn't perfect. Changing Slashing Grace to something like what I posted isn't an errata, it is a flat-out altercation and even if it was something that Paizo gave us before the next printing of the ACG, it would cause a LOT of confusion with people who don't read the message boards, which comprise a majority of Pathfinder players.
Additionally, the argument of whether Dex to Damage is appropriate for the game's realism or not is a moot one. It is in the game. It will soon be in the game again. That's just how it is.
Finally, my personal opinion is that the argument of "this weapon is wielded in this manner," is also a moot one. Nobody blinks twice when the wizard gets a new spell that pushes the boundaries of what magic can do in the game. Why are we (as a community) in such a mindset of forcing realism on martial characters but not spellcasters? Just because you're not using magic doesn't make you any less of a fantasy character, after all. Most of this argument comes down to, "Dumping Strength doesn't make sense for martial characters," and honestly, that's not a bad point to make. In my opinion, the fighter who dumps Intelligence is just as dubious as the swashbuckler who dumps Strength. But again, my opinion.
Mwangi Inquisitor wrote:
So, how long until he takes the Test of the Starstone?
Right after he collects all six Infinity Stones and places them into the gauntlet. Only then will he have the power to ascend into the Temple of the Starstone and take the Seventh Infinity Gem, Aroden's Star, and become God of Gods.
Hence the suggestion that a theoretical child iconic would be very technically within the lowest ranges of adulthood - something like 15 for humans, or the appropriate other-racial equivalent. Old enough to no longer technically be covered by the Child Character ruling of "only NPC classes" (a ruling I personally ignore anyway) but much younger than any of the revealed iconics that already exist, and still within the cultural bracket we currently consider childhood.
Not gonna lie, it would be nice if we had an Iconic that ignored that rule anyway. I've never liked it or enforced it. Seemed silly to cite Harry Potter (an arcanist), Arya Stark (a rogue), and Aang (a qinggong monk) in one paragraph and then say, "NPC classes only!" in the next.
Part of playing a PC is breaking the normal limitations of reality. So why shouldn't young characters get to do that too?
To play devil's advocate, maybe images like some of the more graphic ones in that thread shouldn't be portrayed in Pathfinder's art at all? Is art like that needed to sell the game? The answer is clearly, "No." because such pieces are, as you said, typically limited to the Monsters Revisited and Monsters Unleashed line.
While I think our culture is definitely too squeamish when it comes to romance (and everything it entails), I also think we rely too much on violence to sell things. Maybe a young iconic could be a good internal reason to dial back on extreme violence and dial forward on more pieces of feel-good artwork. I mean, when was the last time we've seen any of the iconics embracing anyone? Or kissing? Such things may be minor displays of affection, but aren't those emotions just as important to the human experience? Shouldn't we include them if we're going to have successful, well-rounded characters?
The Pathfinder Comic certainly seems to think so.
Mark Seifter wrote:
However, I don't think anyone has promised a totally new system (I may have missed someone other than me promising this, in which case, neat, and please link!), just the same system with a scrappy new advocate working to raise our rate of FAQage.
"Lemme at'em! Lemme at'em!"
"Da-da-da-da-da! Seifter ... power!"
I asked James Jacobs what he thought of a husky iconic and a young iconic back in his thread. His response seemed pro-husky but unsure of a young iconic. American society doesn't take well to children in danger. So here's a thought:
The husky iconic is female. Our culture has a bit of a stigma against larger people and forces preconceived notions of body size on its citizens, but this is more evident for women then it is for men. Show that Golarion is a place where truly anyone can be a hero by having a middle-aged, husky woman as an iconic.
For kicks, let's REALLY confuse people by making the young iconic someone who isn't human. For example, the dwarf "Youth" age category starts at 20 years of age. Make the iconic Youth a dwarf because by our standards, he'd be an adult. Better still, make the iconic youth male so we can get a picture of a male dwarf without a fully-grown beard as an iconic.
Plus interactions between the young iconic and Harsk could be potentially hilarious. Especially if the youth was a Pahmat deserter.
Aw, don't say that! The nashi have been in my home game for about two years now. D:
If the Kitsune Compendium has been a labor of love for me because of its flavor, Age of Electrotech has been a labor of love for me because of its mechanics. I slaved and stretched my brain into non-euclidean shapes creating the technician class, especially its weird, new "casting" system.
Essentially, the technician is a non-magical class that combines alchemist extracts and incarnum together using a power points system (called battery points) to regulate usage. You get an allotment of battery points and need to choose whether you use that energy to empower your jet back for a few uses, build a wand-like device that fires a blast of combustive fire at foes, or build some other fantastic invention.
I talk a LOT about what, exactly, you'll find in this book mechanics-wide here, in our product announcement thread.
I'm often asked how this book compares to the Technology Guide. Simply put, it doesn't. They're compatible with each other because they're very different eras of technology. The Technology Guide assumes that its wears are rare, exotic, and futuristic. That they're from beyond the stars, crashed onto this world by interplanetary travelers. Age of Electrotech assumes that your technology level is squarely placed in the mid-to-late Industrial Revolution and it is set against a Roaring 20s backdrop. You won't find cameras in Age of Electrotech, like you would in the Technology Guide: you'll instead see stats for daguerreotypes.
And yes. We made a Rocket Raccoon race for our technology book. Because we love you almost as much as we knew we'd love Guardians of the Galaxy.
Age of Electrotech: Introduction wrote:
Radiance House is happy to announce Age of Electrotech, a new 98-page supplement for the Pathfinder Roleplaying Game! Far more than a simple book with new classes, archetypes, and equipment, Age of Electrotech is about innovation, both in game mechanics and in the campaign setting. The Age of Electrotech is a golden age of new possibilities and new ideas. Set amidst a background of roaring engines and crackling batteries, the Age of Electrotech details a pulp fiction fantasy set between the Industrial Revolution and the Roaring 20s. New technology utilizing the mundane forces of nature has slowly begun to emerge in the world, and its heralds, the electrotechnicians, claimed that it would bury the esoteric arts of magic into the annals of history while ushering in a glorious, new age where anyone could obtain fantastic powers simply by sliding on a cheetah gadget or waving a scorching ray tinker.
Sadly, reality got in the way. Although most homes possess cookers and many people drive electric carriages around their city homes, these devices are simply too expensive to produce in order to truly replace the arcane arts. One could train a dozen wizards and teach them all to cast acid arrow with the amount of gold it would cost to equip one soldier with a state-of-the-art nucleonic rifle. Electrotechnology has been mostly confined to the great urban areas of the world, moaning again city walls, beginning for release into the wild world.
Now, it is up to you to unleash the wonders of electrotech into the world! Featuring:
— The technician includes a special subsystem called trades. There are roughly nine trades for technicians to specialize in and master, and each trade grants the technician a unique set of abilities to choose from. Become a craftsman technician and put your building tools to the test or act as a soldier technician, specializing in tinkers of war. From motorist to symbionts to traps, there's a trade for just about everyone!
— Choose from a slew of new archetypes, such as the self-enhancing cyborg, the tricky holomaster, the spirit-dealing esotechician (requires Pact Magic Unbound, Vol 1), or the mutable transmoglomaniac.
— New feats, vehicles, equipment, and items to truly immerse yourself in the Age of Electrotech! This also includes a category of artifact-like machines called Wonders of Madness. You'll need a small army of technicians in order to meet those crafting DCs of 100 or more!
— Two all-new races. Grab your gun and your nearest treant buddy as you play as an inquisitive nashi. These raccoon-like humans are natural aces with electrotechnology and pride themselves on their intellectual pursuits. Or if you're not above a bit of genetic flagellation, give the humans-gone-mutants known as the mutamorphs a go! Using the most illegal of black market symbionts, these former humans have augmented themselves with bestial traits using illegal experimentation on strands of lycanthropy. Whether you're a shark mutamorph, a crocodile mutamorph, or even a wolf mutamorph, hushed whispers and baleful stares are sure to follow your way everywhere you turn!
— Downtime rules including a technician background generator, new rooms and buildings, new kingdom building structures, and even an expanded skill system for use with electrotechnology await you!
All this, and so much more will help you begin your journey into the wondrous world of the Age of Electrotech! Available here at Paizo.com!
Darksol the Painbringer wrote:
Honestly, defending people when they are most certainly capable of defending themselves calls into question whether the intent of those "defending" isn't really just playing a game of teacher's pet.
"You disagree with my practices, so therefore you must be a suck up" is your best retort?
My "motivation" for defending Paizo is quite simple: I liked when James Jacobs felt like he could be forthright with answering rules questions, but that was ruined. I liked when Jason freely posted on the boards and chatted about game design. Now I can only ever hear his discussions alongside dozens of others at convention seminars.
You can say that the line between being bluntly honest and rude is fine if you'd like, but both responses have the same effect: pivotal community members disengage from the community. If you want to continue to drive people away, by all means do so.
It would have been a perfectly correct thing to say. But the swashbuckler preview mention dex to damage. Where do we stop giving them excuse and just admit that something went wrong in the whole make a new book process? If it was only that, but there's a huge list of errors and balancing problem that just hint that there was poor editing and poor vision on this project.
I can't speak for the design team, but I can tell you this. Good designers hear and react upon criticism, such as this:
"It doesn't same appropriate that the swashbuckler can use her Dexterity modifier on damage rolls with weapons that she can't normally finesse, but she can't use her Dexterity modifier on damage rolls with weapons that she can normally finesse."
But when even the best designers receive insults like this:
"Where do we stop giving them excuses and just admit something went wrong in the whole 'make a book process'?"
"There's a huge list of errors and balancing problems that just hint that there was poor editing and poor vision on this project."
Then two things occur. First, the designers don't feel the need to respond to your criticism because they rightfully assume that they're wasting their breath on such irrationally negative people and that their time is better spent working on new projects. Second, the designers become less willing to share their ideas and thoughts and previews with the public, because they determine that giving the public anything to mentally digest will set their expectations off in ways they can't predict, and therefore will generate a backlash of broken promises and expectations from the people that they wanted to excite with the product that they've been slaving over for anywhere from three to six months.
Insain Dragoon wrote:
Then we have Modern benders like Mako who have less flowing styles and more "boxing" styles focused on quantity, swiftness, and mobility. I don't know if you already have some inspiration from this aspect, but talents or style feats to represent the difference might be cool
Depends on the style. All mystics are designed so that you can use your element while making unarmed strikes. That's more Mako's style. Zuko's style focuses on learning lots of powerful techniques and implementing them.
Another contrast, Bolin's fighting style is generally much quicker than other earth benders because of him being a probender. There are talents that work like this, such as the AoE pellet blast attacks. (Which was inspired by the scene in Season 1 where Bolin bends pebbles at pursuers like a tommy gun.)
The return of combustion bending was very welcome.
I don't think I build that into the Fire Path, but I could be wrong. I always pictured it as more of an archetype than an inherent part of the fire path.
Yes. Those two specifically, but also a water technique that allows the water path mystic to gain a climb speed (you know EXACTLY who I am talking about). Although now I'm also pretty sure that when I do an Avatar archetype (assuming Daron didn't do one in the final product), the Avatar will be able to mix and match between talents and techniques. Korra metalbending is what settled me on that one. I'm also thinking about a metal-focused archetype that allows a character to access the all-important metal technique sooner.
I'm actually playing a kitsune sanctified slayer in a party with an elf slayer in Wrath of the Righteous, and you're right. It is pretty obvious who wins this contest.
I win every out-of-combat challenge. I bluff our way through social encounters, I figure out most of the esoteric lore (especially in regards to which monsters we're fighting), and I come up with most of our party's long-term plans. I sneak into everything with my invisibility spells, I help our oracle heal the party (and sometimes save his life), and I rely messages back and forth from our group to our army. I can do this because I have plenty of class features that buff my skill bonuses, a selection of great spells that is mostly designed around social combat, infiltration, and limited self-buff spells, and an awesome domain that enhances my maneuverability.
But our slayer kills everything. Everything. It just dies. Last combat, our party slayer decimated this poor barbarian warlord for 200 damage in a single round. He got off a few excellent crits and most of his bow attacks hit. It was glorious to behold. He can do this because he's got three feats over me, ignores prerequisites on those three feats, and has a base attack bonus that two or three points higher than mine, so he hits more. The only damage-dealing option I have over him is my bane, and with only 10 rounds per day (Level 7 + Extended Bane), I don't always use bane. Especially since using my studied target requires the same action as bane.
In short, we're both pretty invaluable in our own way.
Let me lead you down a dark and narrow road, a road of shadowy deals and forlorn hopes. A road cobbled with good intentions and paved with the skin of the fallen. Let me lead you down a dark and narrow road, a road from which you shall never return.