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Arcanic Drake wrote:
Lewis Crown, a long-time supporter of Dario and my stuff got that honor.
And HOLY CRAP WE'VE FUNDED IN LESS THAN 24 HOURS!
I have so many FASCINATING rewards planned for you backers. The game has only just started, so prepare yourself to partake in the epic adventure that is ... post-funding fund-raising.
Third Mind wrote:
Dario and I talk about it in the video.
You'll get EVERYTHING our playtesters got, which is everything. We literally just handed [our playtesters] a picture-less copy of the entire book with all of the words carefully organized in it and told them to go to down. And that's what our backers will get on March 28th, if we fund.
After months of planning, its finally here!
What We're About
Dario and I have gotten many requests for a product like this ever since we released Pact Magic Unbound, Vol 2. We want to deliver on the idea of the Ultimate Pact Magic Product in the biggest way possible.
What We Need
What We're Offering
The incentive that I'm most excited for is our Create-A-Character add-on. Essentially, if you pledge enough funds for us to commission a piece of artwork, we'll let you decide what characters are portrayed in that artwork. Your character(s) can be forever immortalize in the forbidden pages of the Grimoire of Lost Souls, either flaunting occult power or becoming horribly maimed by it. For instance, my kitsune cavalier, Kyr'shin, will be making an appearance in the Grimoire of Lost Souls as the unfortunate victim of an alter age spell.
Thanks for your interest! Please keep up with this thread, as I'll be making announcements on it as the Kickstarter moves along.
He posts here all the time, as a matter of fact.
I answered this question with my intent here and here. Remember, this is all just my intent, so this shouldn't be taken as an FAQ / Flame War Fodder or anything. Although the fact that the effortless lace isn't PFS legal certainly takes a lot of the heat from the discussion. ;-)
Basically, I wanted the effortless lace to be able to allow you to treat the weapon as a light weapon while two-weapon fighting, but only if you actually had the Two-Weapon Fighting feat. So effortless lace + two-weapon fighting doesn't work, but effortless lace + Two-Weapon Fighting does. My justification for my wording appears in one of the posts that I commented; the Sword and Pistol feat, from Ultimate Combat, likewise notes a difference between two-weapon fighting and Two-Weapon Fighting.
So in case anyone wanted to know my intent, that's my intent. It isn't a Paizo-official response, though, so don't feel entitled to my ruling at your GM's table. Talk it over with her and work together to run the item in a way that works for you.
I believe that this text block could use a FAQ for clarification.
Although I would be honored if my item was the first item in a Player Companion in recent memory to get an FAQ, I don't foresee that happening in the near future. Since you can't use the effortless lace in Pathfinder Society anyway, you'll have to settle for discussing what you're looking for in your build with your GM like an adult. :-)
So as an update, according to Kickstarter there's an issue with the Kickstarter than I need to resolve before the project goes live. It has to do with the video thing that I mentioned earlier. They (Kickstarter) are saying that I'll have to wait a business day or two before I can launch it.
So what I'm going to do is whenever Kickstarter gives me the all-clear, I'll post back here and let you guys know. Then the VERY NEXT DAY at 7:00 am EST I'll launch the Kickstarter, make the new thread, and all that wonderful stuff. For those of you on the other side of the pond (aka ErictheCleric), that means that I'll be launching it around noontime for you, as soon as I get the all-clear signal from Kickstarter.
Sorry about this, folks. It really comes down on me and how I wrote the video file. Apparently there's a reason that I'm a podcast host and NOT a v-blogger. :-P
The Stars are Right!
The Pact Magic Unbound: Grimoire of Lost Souls Kickstarter will begin Tuesday, February 24th.
We've got a lot of stuff planned. One of them is this add-on: Everyman Gaming 2015 Subscription. If you add on $25 to your pledge of $5 or more, you'll get Everyman Archetypes: Swashbuckler, Microsized Adventures, and every other Everyman Gaming product that I publish in 2015, or up to $30 of product if something beyond my control happens and I don't product $30 of product this year.
Third Mind wrote:
You're not necro-ing; this thread is relevant until the Kickstarter goes live.
As ericthecleric mentions, Scribe Binter Tattoo will get the job done. That said, having plenty of creepy tattoos inked across your body is a perfectly valid reason for your enemies to keep better-than-average tabs on you. ;-)
Also, exciting news! I took Part One of Dario's workshop today! When the workshop ends on Saturday, we're going to be recording the official, final Kickstarter video. We'll be announcing the Kickstarter's launch date on the following Sunday (the 22nd). Check back here for more information!
Eric Hinkle wrote:
Microsized Adventures would excel in an adventure like that.
Mark Seifter wrote:
We're all pretty excited about the idea of creating new and fun ways for everyone to play around with new options, and it's definitely true that in many ways, the old version of the FAQ holds back any potential for such things becoming available for more characters in exchange for granting backdoor access to fewer characters.
I'm honestly hoping that the one thing that the Design Team takes away from this is that Prestige Classes have an audience in a post-3.5 world. The "Prestige Classes are too strong" sentiment has clearly calmed down substantially, and I believe that this thread shows that plenty of people want to try them out.
But asking players to wade through a mathematically inferior option to some golden field of intent in the higher level range just isn't feasible. Most games (sans PFS) fall apart well before any player reaches a level that's high enough to appreciate, say, the Mystic Theurge. This is largely due to a major component of Pathfinder's class design philosophy, which has been apparent since the Advanced Player's Guide: a heavy focus on class level, not caster level or base attack bonus. That design philosophy alone kills Prestige Class builds for people who are interested in them and leads to many pro-Prestige Class player's critiques of, "the Designers intent for us all to fit into neat little cookie cutters," even though that's clearly not true.
I'm not saying to make Ultimate Prestige your next product. I'm not even saying to put a single Prestige Class into Occult Adventures. But for now, at least try to include some feats that play off of Prestige Class features (Extra Shadow Jump or Extra Impromptu Sneak Attack would be welcome) and give us more ways to ease the penalties of multiclassing (a caster level version of Shapeshifting Focus would be nice). Prestige Classes are a legacy component of Pathfinder's system, and rather than discarding them completely, you should be looking for a way to make the system your own, just like you took the Epic Rules and made them into something uniquely yours.
You've got four of the brightest minds in the business at your disposal. It would be a shame not to use them to fill an area where the game is lacking.
Third Mind wrote:
I've been delving into the occultist from radiance house a bit and it's extremely intriguing. However, from the looks of it, currently there's not much to rely on at early levels spirit wise.
Keep your eye here on the 3PP Announcement Threads, my personal Twitter page, and our Pact Magic Facebook group. Before the end of this month, Dario and I are launching a Kickstarter for our next Pact Magic product, called Pact Magic Unbound: Grimoire of Lost Souls. In it, we'll be addressing some of your concerns. For example, there will be at least 15 spirits per level for the occultist to choose from, for a ridiculous 135 spirits. (We have some more planned as stretch goals, too.) Additionally, we rewrote the occultist base class so it has more options from Levels 1 - 4 that set it apart from the low-level pact magic archetypes because we too identified that zone as a weak point for occultist characters.
In the meantime, I'll answer your questions on the current editions of our Pact Magic products as best as I can. (Which turns out is pretty good. ;-] )
1st - What should the occultist do early on in levels (say 1-5) in terms of combat? General Hessant seems like a solid choice for combat, but that leads to questions 2.
Hessant and Aza'azati are often player's favorite choices for martial offense (Hessant) and ranged offense (Aza'zati) respectively. Sevnoir is usually favored for its fear-based debuffing. Volume 2's Marat is perhaps the most defensive spirit in the game, and is favored by occultists who want a good AC.
2nd - What are solid stats for an Occultist to have with a 20 point buy? Obviously you want your CHA to be as high as possible to better hit good pacts, yet, if you intend to wade into battle or even just range attack, you'll need solid stats there, probably some Con too. How would you stat your occultist generally?
It depends if you're going to specialize or generalize. Generalized occultists want 14s in Strength and Dex while specialized ones usually emphasize one stat over the other. For instance, a dedicated Strength-based martial character often cares less about Dex, but a dedicated ranged touch attacker or finesse fighter generally cares more about Dex. Both concepts are doable by the occultist, but generally speaking Charisma is your most important stat. All of your granted abilities key off of it and you need a good Charisma in order to make good pacts with spirits, because binding checks don't scale very quickly.
3rd- More vaguely, how do you run your occultists?
In my campaigns, I run occultists as poorly-understood characters with weird, supernatural powers. I often pick spirits that have powers that other classes can't replicate and use them to great effect against my players. I enjoy their confusion when anti-spellcaster and anti-martial tactics simply don't work because of whatever combination of spirits I've given my occultists is.
Typically, I flavor cults around specific sprits and build generic stat blocks designed to use that spirit in combat in different ways.
It will not.
The Kickstarter will happen before February's over, but not before next weekend. The reason? Dario is coming to Philadelphia to do a neurology workshop and he's invited me to attend. So for the first time ever, Dario and I are going to be at the same place at the same time. We've decided to shoot our Kickstarter video when we're together.
So yeah, before February's over but not before next weekend.
For anyone interested, Ryan and Perram talked to John Compton last night on Know Direction, and he even HELD UP a copy of the Strategy Guide and SHOWED OFF SOME OF ITS CONTENT for our readers / listeners.
And why don't you stay and read some of my blog, Guidance, while you're there. I promise its the most effective way to possibly keep me from going on a Gorbacz-style rampage throughout Seattle, stealing all of the whine as I go for my own, nefarious ends.
Probably because the no-bloat people's arguments basically boil down to, "Stop making money, Paizo."
Whether you prefer to think otherwise or not is your business, but products targeted at players sell better than those targeted at GMs because when you target GMs, you're only selling to one-fifth of the player base. Players don't need Lands of the Linnorm Kings; they want People of the North.
If I remember my legal mumbo-jumbo right (and I might not, as this is an untrained Profession [barrister] check for me), you can't copyright game mechanics, but you can copy right the terminology that goes with it. For instance, you could copyright the word, "Samophage Defense" if Samophage is something that's your Intellectual Property, but the mechanic itself (your Dexterity + a value = a number that your opponent needs to beat with a die role) can't be copyrighted because that sort of language can't be considered intellectual property. Its the same reason why every FPS game ever can use the same general button combinations on the same consoles without one having the right to sue the other.
So, for example, the term "saving throw" is considered Open Content under the OGL, and adding values to 10 to determine a defense isn't copyrightable, so there's nothing stopping Paizo from going this route if that's what they want to do in Unchained.
Here's my thoughts on the new classes after seeing them in action and testing a few builds:
Arcanist: Didn't break the game. Turns out that having a witch's spell progression with no at-will powers and no bonus spells known is a great balancing factor after all.
Bloodrager: This is a freaking good class. I never thought bloodlines could be as useful as they are here. This went from being a, "What the heck is this? This is a dumb, unsupported concept," to, "Holy crap! This is AWESOME!" in my eyes.
Brawler: Flippin' fun, but I'm disappointed that there isn't more I can do with it. Many weapons that feel like brawler weapons are specifically excluded. We could use a feat or ability that allows a weapon to be treated as a monk weapon for the purpose of monk and brawler class abilities. (Monks / brawlers with katanas would be awesome, for example.)
Hunter: I ended up really liking this class as the spontaneous nature caster. I still think that its the most bland of the new classes, but I will attest that no animal companion is quite as powerful as a hunter's animal companion, especially when those characters are teaming up.
Investigator: I'm a big fan of this class, but I hate having to wait until 4th level for studied combat. I wish it came sooner, because that's essentially the crown jewel to the investigator's combat strategy.
Shaman: I haven't been as crazy about this class as I thought I was going to be. Part of it is that I could *really* use a familiar-less shaman archetype. Another problem is that my favorite archetype (animist) doesn't leave you with any hexes to customize your build with. It sort of feels like an oracle without an abundance of useful revelations.
Skald: Probably my favorite of the new classes. Its basically the battle bard. They lose a lot on their versatility compared to the bard, namely in the performance department. In my experience, the skald isn't as good of a team player as the bard is, either. That said, I do really like this class.
Slayer: I think the slayer could have used more class-unique talents. Almost everything it has it bums off of the rogue, which is disappointing. Investigator got TONS of unique stuff in addition to the rogue / alchemist abilities. Slayer ... not so much. Also, I'm really surprised that none of the freelancers made a slayer archetype that swapped out rogue / ranger for ninja / ranger. That's just common sense, in my opinion.
Swashbuckler: This is the class that I have the most experience with because I play it personally, and my opinions basically boil down to: Too much gunslinger, not enough fighter. The class has severe problems with when it gets abilities. For instance, my swashbuckler was almost entirely useless until he got precise strike; I've never had a character just randomly "turn on" like that before. Meanwhile, you get two defensive deeds at 1st level, for a total of three 1st-level deeds that all gobble up your panache. If I was designing the class, I would have put precise strike at 1st level and moved opportune parry and riposte to 3rd level. Second, while the evasive deed works for gunslingers, having all of those important melee abilities locked away until 11th level really hurts the swashbuckler. Finally, I have so much stuff tugging at my swift actions and my panache that most of those abilities don't get use. I'm officially a 5th level swashbuckler now, and I can honestly save that I've doubled my precise strike damage a total of one time, and that's mostly because of charmed life. In my personal opinion, the swashbuckler is the only ACG class that needs a true overhaul.
Warpriest: I honestly think that the warpriest, while not the most exciting of the classes, is the most balanced. Its the closest to being a hybrid in the same vein as the magus. Sure, its not as explosive, but every time I've seen it in action its been a solid, reliable class with plenty of fun tricks up its sleeve. The new blessing system has been a blast to see in action and some relatively poor cleric domains (Artifice) have awesome blessing equivalents, which is cool. If I had a complaint, I hate how alignment-based options are always carbon copies of one another.
Disk Elemental wrote:
Your points are only correct here if you're talking about raw damage output. Most of the Advanced Class Guide classes are one-trick ponies while the core classes (and even the base classes) are more general. A well-built fighter has a more diverse array of things that he can do compared to a swashbuckler. Inspire rage might be situationally more powerful than inspire courage, but the bard's other performances are better than all of the skald's other performances. Bloodragers also are more specialized than barbarians are.
Secondly, it's the book itself. As Esquin said, the book is really, really sloppy. There are obvious typos, things are poorly formatted, it's just a mess. Paizo tried to do too much, too quickly (I'd be willing to bet Paizo rushed it out at Gencon so that they'd have something to compete with 5e), when the book really could have benefited from having half the content cut, and spending a bit more time in editing.
When you get right down to it, the Advanced Class Guide's scope is more focused on player options than any other book that Paizo's done. It has the least number of spells of any Core Rulebook product, it has the second-most number of classes (behind only the Core Rulebook itself) and feats (behind only Ultimate Combat), and the greatest number of archetypes for the most number of classes. Remember that Ultimate Magic and Ultimate Combat each left several classes out while the Advanced Class Guide tried to service them all. Meanwhile, Ultimate Combat and Ultimate Magic both have extensive rules systems that didn't add to player power while the Advanced Player's Guide had more equipment (both magical and mundane) as well as the section on races and the Additional Rules section. The Advanced Class Guide really only has the philosophy of class design section taking away from its crunch, and its really quite small.
Lastly, it's rules fatigue. There are ten new classes in the book, the amount of content you have to process in order to GM for ACG parties is insane. In a homegame you can ban it, but PFS requires you to GM for the table, regardless of the party comp, so there's no way to avoid learning the mechanics.
Honestly, I don't think you really *need* to know every new class in order to GM for ACG parties. You only really need to know whatever shows up at your table. In short, what your describing is really more of a PFS problem than a universal problem with the book, and its a problem that repeats itself whenever a big rulebook is released.
James Jacobs wrote:
I do kinda like the idea that everyone's home games set in Golarion constitute the parallel universes though. That's actually really cool. It does further mean we'll NEVER do stuff with those universes, of course! Which is fine with me!
This reminds me of this far-out theory behind Pokemon's recent game remakes, Pokemon Alpha Ruby and Omega Sapphire. I know you've said that you're not a Pokemon buff, but as a Sci-Fi buff, I think you might appreciate it as a thought exercise.
Will you give the video a shot?
As a general rule, having the benefits of a feat is different than having a feat.
For example, part of the reason that Two-Weapon Flurry and similar feats exist is that having flurry of blows is not the same as having Two-Weapon Fighting, even though the former effectively works like the later. This is why Swashbuckler's Finesse specifically calls out that it functions as Weapon Finesse for feat prerequisites.
Swashbuckler Weapon Training doesn't have that language, however, so you don't have the feat for the purpose of meeting feat prerequisites. You have swashbuckler weapon training.
Bwuhahahahahahahahaha! I'm on that list four times! Exeeeeeecellent.
Twiddles fingers like Monty Burns.
Unless D&D Next embraces the SRD philosophy I have no interest in making the switch wholesale or buying anything more than (possibly) the basic rule set from them.
Personally, I think this is unlikely if D&D sticks to their traditional business model, which would be their focus on Game Mechanics as their primary product rather than Adventures and IP.
On-topic, I'm hoping Inner Sea Races includes:
– A reprint of all of the racial feats that various X of Golarion products that have been created over the years, similar to Inner Sea God's reprints.
– Some new racial archetypes. (Could take the place of subdomains.)
– Content for the android and ghorian races.
– Since this is Inner Sea Races, I'd like some mention made for any non-Inner Sea race noting where in the Inner Sea the largest population of that race can be found. For instance, saying, "Wayangs have a small presence in Nidal," would be awesome.
– I'm crossing my fingers for another modular Prestige Class along the same veins as the Evangelist / Sentinel / Exalted, but I'm sure sure if something like that is feasible. It would be awesome if there was a Racial Exemplar feat that could pull off something like that, though. (Dibs on that idea if Paizo didn't use it in Inner Sea Races.)
James Jacobs wrote:
And in the end... it IS a game. A certain level of metagaming should not only be expected, but allowed or even encouraged.
You have no idea how happy it makes me to hear you voice that opinion. I did an article about how metagaming in regards to fighting monsters is a good thing and I generally got a lot of backlash for it. Tons of people saying, "No! You're metagaming! You're making the barbarian too powerful and devaluing the bard!" and stuff like that.
My thoughts exactly. That's why I wrote the Leadership Handbook. ;-)
@Insain Dragoon The wording was correct and intentional. The elemental strike feature of the mystic's ki pool never once mentions that the type of the damage is altered by the elemental strike; the path basics feature of the mystic's elemental path modifies this.
Effectively, elemental strike increases the damage dice of your weapon up to a certain point and your weapon deals damage based on that value, but still of the weapon's type. Path Basics allows you to further modify the kind of damage that your weapon deals, so you could exchange half or all of the damage that your weapon deals for the type(s) indicated by the path basics ability.
In order words, you read the ability correctly. If you want to fluff it as flame rocket elbows, you can.
The effortless lace only makes you a light weapon for the purpose of feats, spells, and special weapon abilities. One of the reasons that I choose to specifically lay out what it affects rather than allow it to be treated as a light weapon "for all purposes" was so that people didn't get the impression that they could wrap it around a greatsword and use said greatsword in one hand.
The bastard sword (and by extension, the katana) is something of an outlier as far as the effortless lace goes. However, there's an awesome FAQ on the topic. Basically, the FAQ states that a bastard sword's handedness counts as needing as many hands as you need to wield it, so two hands if you don't have Exotic Weapon Proficiency or one hand if you do. This means that if you don't have Exotic Weapon Proficiency, the effortless lace does NOTHING for you. That FAQ also goes on to state that the bastard sword is treated as a two-handed weapon when you wield it in two hands, so effectively the effortless lace "turns off" if you try to wield your bastard sword in two hands.
In short, the effortless lace DOES NOT transform your bastard sword / katana into an elven curved blade.
The reason that the effortless lace specifically states that it only works in conjunction with feats, spells, and special abilities is to ensure that it isn't an item that just anyone can pick up and get a ton of mileage out of. The effortless lace was always intended to be a specialist item; either you use it because you found some giant treasure or specialize in wielding bigger-than-thou weapons or because you're a finesse guy and specialize in using lighter weapons.
As for Two-Weapon Fighting, yes. I did intend for the effortless lace to make Two-Weapon Fighting more inclusive for other weapons. However, the effortless lace does nothing unless you actually have the Two-Weapon Fighting feat; merely fighting with a weapon in each hand is not enough for the effortless lace's magic to work. This isn't the first effect in the game that specifically requires the Two-Weapon Fighting feat to function in any case; the Sword and Pistol feat specifically notes that you have to be using Two-Weapon Fighting for its effects to function as well, that merely "wielding a weapon in each hand" isn't enough.
Despite being the writer, please remember that this is really just my intent for how I envisioned the item working. It isn't iron-cast and if you as a GM think that such an interaction is too good, don't use my intent. PFS people can't use it period, which is one of the major reasons I'm disclosing my intent on the item in the first place. I really don't want people slapping each other with my words.
Matrix Dragon wrote:
The alternative that you could do is to allow your players to grab more racial traits themselves. Giving them each an extra +2 to two different ability scores as well as a bonus feat would bring every core race up to about 25 - 26 rp.
Of course, +2 to two different ability scores and a bonus feat are MUCH better than what dragons receive as racial traits, but that's my subjective opinion.
I was asked to post my perspective in this thread after writing my GM Guide to Polymorph Spells article for Know Direction today.
In the case mentioned by the OP (a case that comes up frequently and deserves an FAQ, in my opinion), the shapeshifter would NOT gain the giant octopus / giant lake octopus's extra reach. Here's why.
While polymorph spells do state that you gain any natural attacks that the forum possesses, anything that the spell doesn't specifically state that you receive either from the polymorph subschool rules or the special abilities list of the spell is not given the caster. For example, the grab special ability is listed in the melee attack section of every creature that possesses it, but despite that all polymorph spells specifically call out whether or not a caster gains grab when assuming a forum with that special ability. If the rule was, "You gain the natural attack exactly as its printed in the stat block," then the spell wouldn't have bothered to call out that you gain the grab special ability.
Likewise, a giant octopus's extra reach with its tentacles actually isn't described under its melee attack. It is described under the creature's reach entry. A thorough read of the polymorph subschool and every polymorph spell in the game reveals that not a single instance of the word "reach" is uttered. As a result, you only gain whatever reach would be afforded to you for your new size when you use a polymorph effect to transform into a creature. Because as I say in my blog article: A polymorph spell only gives you what it says it gives you.
"Extra Reach" is not part of the natural attack, nor is it an ability specifically defined by the polymorph spell. Therefore, you don't get it.
It becomes stronger if you combine the mauler familiar with Fighter (Eldritch Guardian) and Ranger. Take two levels of Fighter to get the ability to share combat feats, then progress as ranger. Grab natural attack combat feats using your ranger combat style and grab Eldritch Heritage (Arcana) to gain a familiar of your level –2, which syncs perfectly with the two levels of fighter you possess, for a total familiar level equal to your level. You can also pick up goodies like Eldritch Claws that are likewise shared with your familiar, and Hunter's Bond (companions) would allow you to share half of your favored enemy bonus with your familiar (as well as your other allies).
Alternatively, you could do two levels of Fighter (Eldritch Guardian) and then progress as a hunter. The best teamwork feats are also combat feats, so by 5th level you would have two animals (your animal companion and your familiar) that shared all of your teamwork feats with you, your animal companion from the hunter tactics class feature and your familiar from your levels in Eldritch Guardian.
Owen K. C. Stephens wrote:
Awesome idea. Innovative design (when it was new, that is). We've seen a few expansions since the Adventurer's Armory came out, but more expansions would be welcome.
Here's a weird question that I think the answer to is, "Yes."
Is a specific rogue talent / alchemist discovery / investigator talent / etc considered a class feature?
Specifically, if I pick the Poison Use slayer talent, do I meet the prerequisite of "Poison Use class feature" of feats like Addler Strike?
Along those same lines, Is an archetype feature also a class feature?
For instance, if I gain the Slayer Talent ability from my Sanctified Slayer inquisitor archetype, do I qualify for the Extra Slayer Talent feat, which requires the slayer talent class feature?
Bind Additional Spirts is a seperate class feature from Bind Spirits. As such, occultists are an exception to the rule; they can bind multiple spirits whereas all other spirit binders can deal a pact with no more than a single spirit at a time.
Keep an eye out for our Kickstarter next month! We are doing a big compilation project called Pact Magic Unbound: Grimoire of Lost Souls. It's a compilation of Vols 1 and 2, plus a large chunk of new content, such as new spirits, feats, and Advanced Class Guide archetypes. The book also includes expansive rules editing and alot of our previous assumptions (that the reader is already familiar with Pact Magic via the Tome of Magic) has been abandoned. We're in the process of playtesting the material now.
Arcanic Drake wrote:
There's a preview of Microsized Adventures in my company's Facebook group. I'm going to do another preview every week or so until its ready to be published (probably the first week of February atm).
Gun Dragon wrote:
Are you gonna make some cool Kitsune Summoner stuff soon?
Is there a demand for me to make more kitsune stuff?
(As an aside, I'm not touching the summoner until I see Unchained. I have some eidolon ideas floating around in my head, but I don't want whatever I write for the class to be obsolete if the summoner is getting a total rehaul.)
Maybe instead of lamenting that your players don't leave themselves room to grow and develop because of the encounters and experiences they face, you should think about where the PCs would like to take their characters and design a story that will help the PCs realize their character concepts? Just a thought, but when someone complains of rigidity, its typically a two-way street. If you're a GM who is playing an AP, then you're also a hypocrite because in using an AP, you basically have your entire adventure mapped out in advance.
Personally, I'm a planner. I want my character to be cool and effective. However, the best laid plans of mice and men are often lead astray, and I usually end up revising my build based on my experiences in-game (Oh man, my GM is really pushing this "leader" thing. Maybe having Leadership would be a cool idea!) or mechanically (I keep getting wrecked by Fortitude saves. Maybe I should take a level in a class with a good Fortitude bonus). But having a build idea already in place helps me have a starting ground from where I am and where I want to be going.
Mark Seifter wrote:
Its also got Anthony and me as freelancers. Private Sanctuary Podcast, unite!
Players can be surprisingly hard to replace, and in my experience bludgeoning them with my Core Rulebook brings the unpleasantness of police investigations, so I prefer to stick with thwacks rather than clobberings.
The black raven wrote:
Again, I'm not the developer or a representative of Paizo, Inc and my word has no say at anyone's table but my own, but if you tried to tie multiple effortless laces onto a single weapon at my table, I'd probably thwack you with my copy of the Giant Hunter's Handbook.
Ken Pawlik wrote:
Thanks for the direct shout-out (Age of Electrotech) and the indirect shout-out (Liber Influxus Communis)!
I also think I'm in the GM Miscellanies, Village Backdrops product but I don't remember. D:
I think it WAS "suggested" on the playtest forums (and humorously I saw a small minority of people who said that our pact magic was more interesting than the medium's spirit binding; thanks, guys!) but at the same time I respect the need to have a class called "occultist" in a book called OCCULT Adventures.
As anyone who purchases my Everyman Gaming products (or who has purchased Age of Electrotech) knows, I personally don't let other 3PP determine for me what I should and should not do, so I respect Paizo's need to cater to its fanbase. It just so happens that their fanbase happens to be just about everyone in our community.
I think Dario and I settled on the alternate name for the occultist. Early on in the book, there's going to be a blurb about how the word "occultist" is a very common name and means a lot of things, so if you feel the need to "specify" one occultist from another, you can call the class the "spirit bound" or the "spirit bound occultist." But everywhere else in the book, the class's name will be "occultist" and will be referred to as such.
There will be archetypes for every Advanced Class Guide class in the new book. And because it's New Year's Day, here's a list of all of the new archetypes that are currently in the book, in alphabetical order.
I say "currently" because I just took inventory on the artwork that we need (which is the reason that we're running the Kickstarter in February in the first place) and Chapter 1 is VERY loaded with potential pieces. I might ultimately end up writing some more class options in order to reduce the amount of artwork that we need in that chapter, but we'll see. As is, that last covers every Advanced Class Guide class at least once (there's at least one ACG class that has two archetypes) and it also includes a decent number of new archetypes for the Occultist class.
Also, the following archetypes were renamed from their previous iterations in order to make them match the source material's theme better.
Warshade (Fighter) ---> Warbinder
Untouchable (Rogue) ---> Fringe Binder
Spirit Drudge (Witch) ---> Weird Witch