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There was a 3.5 Book called the Draconomicon that had a ton of things you could craft from Draconic remains. I am not sure if the content is open game but I highly suggest it for anyone who plans on doing a lot with dragons. It is an excellent book and I still use it as most of it translates easily over to Pathfinder.
That's an awesome book. Justin uses it ALL the time; instead of finding things like random sacks of gold coins, we'll fine dragon bones and teeth scattered all around. Players get excited for them because in the Draconomicon, you can actually make some pretty wicked stuff out of dragon teeth.
After having theorycrafted the specialization that I ultimately played and then playing in a game with two vigilantes, I have some feedback on the mechanical design of the class.
A vigilante's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), and Sleight of Hand (Dex). In addition, a vigilante also adds 10 additional skills to her list of class skills. She must select all Knowledge skills individually.
This way, you get the flexible class the ability to be flexible with its skills while also maintaining the design goal: the character who is a polite, working-class member of society "by day." But what she is by night is completely determined by which skills she chooses to be proficient in.
Weapon and Armor Proficiency:
Personally, I think that the vigilante SHOULD have some ability to cast arcane spells in armor; specifically light armor, similar to a bard. To that end, I think that Medium Armor Proficiency should be removed from the vigilante and a note about how the vigilante can cast spells in light armor should be added to the class baseline; that way, if you choose to do other arcane spellcasting specializations that ability doesn't need to be reprinted over and over again.
For the avenger, medium armor proficiency should be added back as a base ability to the specialization. Let the avenger be the exception.
But scrying magic is different; it is typically done miles, if not hundreds of miles, away. If an enemy fails to scry on you, you don't necessarily know that your ability did anything. Despite how cool the concept is, this ability isn't powerful enough to warrant the significance that its given at Level One. Dual Identity is not smite evil; it is not rage and it is not inspiration or bardic performance. If you wanted to make an Amateur Vigilante feat, it would be TOTALLY balanced, because Dual Identity is definitely worth a feat at most.
This ability also doesn't really capture the whole point of having a secret identity. This ability treats the vigilante as sort of an alternate identity; a heroic mask that you point on. But psychologically, vigilantes are very much the opposite. Dexter Morgan wakes up in the morning a serial killer and he spends several minutes, "Putting his civilian face on," so to speak. Batman does the same thing; Bruce has all of Batman's martial training and abilities at the drop of a dime, but he's often got to center himself to act NORMAL. Another great example is when, at the end of Iron Man, Tony Stark is asked what he knows about Iron Man? He doesn't say, "I become Iron Man." He says, "I am Iron Man." To this regard, instead of having two separate alignments, your "true" alignment should be your vigilante alignment while your "civilian" alignment should be something that is socially acceptable for whatever social situation you're in. Your civilian alignment should mask your vigilante alignment.
Finally, dual identity takes too long to activate. A rogue with the Quick Disguise rogue talent can assume a disguise that requires, "minor details," as a full-round action as early as Level 2. That's fair for the vigilante as well. If you want the vigilante to need time to "change," then "taking off the social identity," should be a full-round action if you're wearing your costume under your clothes (which maybe others can detect with Perception as if your costume were a concealed item) while putting your costume on if its stashed somewhere else takes 1 minute. Meanwhile "putting on the social identity" should take a five minutes, as written. It is harder to mentally balance yourself then it is to descend into the vigilante persona.
Defend the Ward has had the following update:
"Defend the Ward: As a move action, you switch places with one ally within 30 feet without provoking attacks of opportunity. If you target an ally that is being grappled, you become grappled instead. This ability is a teleportation effect. After using this ability, it becomes expended for 5 rounds."
So basically, you teleport right into another creature's hands. (Or stomach, if its being swallowed whole.)
Background generation has existed since Pact Magic Unbound: Volume 2, and is still in the Grimoire of Lost Soul's playtest. Alexander Augunas has already said he doesn't intend to include mythic support since relatively few people utilize mythic in the first place, and he doesn't like mythic much much in the first place.
I don't care much for mythic at the moment, true, but I certainly want to provide the option for mythic pact magic for people who do use the system. Despite my preferences, I feel that it is more important for a new system like Pact Magic to fit completely within the realm of what Paizo publishes to make it feel more inclusive to Pathfinder as a whole.
That's why you have spirits like Catha of Codex in the Grimoire, who play with the words of power rules. I don't use those rules in my games (and would likely trade that ability for her Vestigial Companion every time I bound her as a result), but I still like that the option is available within Pact Magic for people who don't share my opinion.
Hope that clears things up a bit.
the xiao wrote:
We did that in Volume 2, so it'll be returning in the Grimoire.
-simple class template for monsters in Monster Codex
This will not be included; we're saving it for the Weird Bestiary. In my opinion, it makes more sense to be in a monster book then in this book.
-variant multiclassing from Pathfinder Unchained
This will not be in the Grimoire of Lost Souls, but on July 15th I'm releasing an Everyman Gaming, LLC product called Everyman Unchained: Skills and Options. Everyman Unchained: Skills and Options will include Variant Multiclasses for the Technician (Age of Electrotech), the Mystic (Amora Game's LIC), and the Occultist (Grimoire version, but Volume 1 should be enough to use it).
In short, you will be able to have this before the Grimoire itself is released.
-some Mythic support
This will be in the Pact Magic book that we do after the Grimoire. I don't have a name for it yet, but it is going to focus heavily on alternate pact magic systems, including animism, possession pacts, and mythic rules for pact magic. Mythic was originally going to be in the Grimoire, but there simply wasn't enough room to do it justice here.
Which almost makes it sound like the vigilante should be judged based upon his vigilante identity rather than his social identity.
Since this class is supposed to be Batman, I'll go ahead and say it: I don't like the idea that Bruce Wayne suddenly looses his 20+ years of martial combat experience just because he's not wearing the bat suit and "isn't in the right mentality" for it or whatever.
Simplifying the mechanic down to you having two identities that are independent from each other for the purpose of scrying and the like would be more than enough, in my opinion.
How PFS handles firearms is a house rule. (You need the gunsmithing feature to purchase a firearm.)
The Day Job mechanic is a house rule. (it is assumed core for PFS, but the closest that it has ever come to being printed in the Pathfinder RPG core rules is as a gp-only version of the capital system in Ultimate Campaign.)
Fame and Prestige (specifically the ability tying purchasing power to it) is a house rule. (One that partially got lifted for Ultimate Campaign, but it still counts.)
The lack of crafting (and the alchemist, investigator, and gunslinger's subsequent breaking of that rule) are both house rules.
You can call them Organized Play rules if you like, but they're still variations of the core Pathfinder RPG rules, which makes them house rules. It just so happens that PFS's house spans the entire globe. ;-)
Great question, because its really quite subtle. This is from mind blank. "n the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all."
"Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in an identity known to the creature attempting to locate him. If he is in an identity unknown to the creature, the spell or effect has no effect, revealing nothing but darkness as if the target was invalid or did not exist."
The biggest difference isn't a mechanical one; it is something much more subtle. A motivational difference.
For instance, if Bruce Wayne ran around with a permanent mind blank spell, people might be suspicious. What's he got to hide? Why is he always mind blanked? A permanent mind blank effect isn't cheap, after all. Maybe Bruce WANTS the Joker to scry on him every once and a while when he's feeling suspicious. Dual Identity effectively only allows you to protect what matters (your identity) all the time. Not to mention Dual Identity can't be dispelled, suppressed, and requires absolutely no magical skill whatsoever.
If you're talking about downtime as it exists in Ultimate Campaign, sure. There's none.
If you're talking about time that the PCs would normally use to gather information or shop, then a large majority of the scenarios have time to let you do that. I'm also willing to bet that by the time the final class is released, if something ends up not working without some special modifications to the rules, the PFS team will add house rules to make the ability worthwhile.
John and Mike are pretty baller like that, so let's not split hairs over whether or not you'll have the time to use these abilities in PFS. That's a society problem and not a vigilante problem.
The whole mechanic seems forced. Also it does not really seem to accomplish anything.
Except for being a foolproof way to completely thwart divination magic that tries to connect you to your secret identity?
I mean, seriously, this is a martial class (3/4 spellcasting if you take warlock or zealot) that has an ability that LITERALLY does something that no spell can currently do: foil divination effects so hard that they only pop up as "black." How is that nothing?
This isn't a class that you're going to be able to drop in Shattered Star and have it work, no. But Kingmaker? Hell's Rebels? Wrath of the Righteous? Those are ALL APs where having a secret identity that no one expected would be super useful.
From his lair in the City of Locusts, Deskarii slams his fist into his table.
A kitsune vigilante is sounding rather hilarious. I can be human or kitusne in my social identity, human or kitsune in my vigilante identity, and eventually, human or kitsune in my mundane identity. Then, I could take Realistic Likeness and be in social, vigilante, or mundane identity in YOUR identity.
What about an Amateur Vigilante feat? You wrote that there won't be an Extra Vigilante Talent feat, but something like Spirit Talker, enabling other classes to choose ONE Vigilante talent? Maybe with limitations, like, a fighting class could choose only Avenger talents, and so on...
I feel like if an Amateur Vigilante feat become a thing, it should probably start by giving you Dual Identity. I think that's good enough to be worth a feat.
Mark Seifter wrote:
DEAD INSIDE! DEAD INSIDE! :D
The class has tons of focus. Its the Super Hero class. Avenger is the "martial superhero," stalker is the "rogue superhero," warlock is the "magical superhero," and zealot is the "gods-based superhero."
You don't get to be ALL the things, you only get to be ONE of the things. You pick one specialization and call it a day. So when you're a player / GM, you only ever have to worry about one specialization at a time. Its no more complicated for a GM then, say, a sorcerer is with her bloodlines. The only difference is that the vigilante's "bloodlines" are focused on themes rather than party roles.
Lurion Coravoss wrote:
This is a good idea. I can make that happen.
I was surprised how many people at PaizoCon told me that they wished the Unchained Monk had more available archetypes. Never fear, I'm more than willing to do ALL your work for you. (Well, Game Designing, anyway)!
My participation (as well as the topics that I wrote about) have been SO unbelievably hard to sit on!
But don't worry! If you think that I'm weird for liking foxes as much as I claim to, I think you're still going to ultimately walk away from this particular product feeing more than a bit satisfied. ;-)
Eric Hinkle wrote:
My goal is August 15th, but September might end up being a more reasonable expectation depending upon how my summer goes.
Dietrich von Sachsen wrote:
Definitely. This summer I'm planning on releasing Leadership Expansion I, which will feature a Relationship System that is tied back to the Leadership rules. (Particularly your reputation, which has a sizable factor in determining your starting attitude with another person and how quickly you can build relationships.)
Its also set to feature a LOT of new perks. A LOT. I have ideas for perks of almost every type, plus new types like congregation (perks that only work if your cohorts and followers worship your deity), chivalric (perks that only work if your cohorts and followers belong to your cavalier order), coven (perks that only work if your cohorts and followers build a coven with you), and more.
You do not currently need a boon to play a Kitsune.
I have 5 kitsune characters. I'm aware. :-)
I want kitsune boons as "character insurance." They're my favorite race, and if in the future I have a hankering to play another kitsune, I want to make sure that any changes to the "Always Available roster" don't prevent me from being able to do what I want.
In a weird way, I want a few kitsune boons on the side so I don't have to worry about playing other races in the meantime. When I get a toy, I don't particularly like the thought of it possibly getting taken away from me. :(
EDIT: As a side note, there's no evidence that the current racial availability might change. I'm just ridiculously paranoid is all.
But I wanted them, and they were mine.But you ate them.
You ate my fries.
And I cried, but you didn't see me cry.
Joynt Jezebel wrote:
As the guy who wrote the archetype, I would disagree.
You trade your bloodline spells for a Magical Tail feat every time you would have gotten a spell. While you ultimately end up with additional "castings" in the sense that each spell-like ability is usable two times per day, the spell-like abilities from the Magical Tail feat are often lower-level than the bloodline spell you traded for them. For your final one, you're trading a 9th-level spell known for a 5th-level spell-like ability usable 2/day.
Its a good archetype; it was intended to be. But I don't think you necessarily gain more than you lose. In fact, I would strongly argue that its a fair trade.
Mark Seifter wrote:
Noooo! I cast remove disease!
Caster Level Check Result: 1.
Nevermind, then. Get better soon.
Eric Hinkle wrote:
I actually wrote the product specifically so I could update the Primal Hunter, the Savage Technologist, and the Urban Barbarian. The fact that I also had space to update the Viking (Fighter archetype) was icing on an already delicious, rage-inducing cake.
It will be released on June 1st.
If Yigg and other customers can come up with a list of once-per-rage rage powers that need converting, I'm not opposed to updating those and adding them on after the fact. If there's a lot of rage powers that need updating, however, I'll have to do it separately as a cheap, $1 product, though.
Really good all things considered. You should do the other unchained classes too.
I've got Unchained Rage done; it'll be out on June 1st. It deals with fitting the bloodrager, rage prophet, skald, and stalwart defender with the new rage mechanics, plus adds a bunch of new feats for unchained barbarians and updates even more.
Right now, I'm slowly working on Unchained Cunning, which gives the ninja some of the Unchained Rogue's toys and gives the Unchained Rogue some new archetypes and rogue talents to play with.
Everything about Siege of Serpents was fantastic, from the scenario to your GMing to the people we had at our table. I will treasure always the oracle who was almost the mother of seven lovely little hatchlings.
Mark Seifter wrote:
Alexander Augunas wrote:
I don't know if its going to be helpful, but I'm writing a big blog post on PaizoCon tomorrow for Guidance, on the Know Direction Network. I'll try to remember to post it back here when it goes live; in the meantime, I need to get back to *writing* it. :-)
Mark Seifter wrote:
That's cool. In truth, I enjoy kitsune characters for several rather weird reasons.1) Change shape is REALLY fun to roleplay. I would play skinwalkers if I could too.
2) I like the challenge of puting unoptimized races in optimized character builds. (I only JUST started playing a kitsune sorcerer at PaizoCon; all of my other kitsune are Strength-based martial characters. I feel a little bit guilty about having a DC 17 on my daze spell....)
3) I love mythology (all mythology, not one particular culture) and foxes are awesome.
More than anything, being super kitsune-oriented is a publicity strategy of mine, sort of like a trade dress for my public persona. I also have a Taldane slayer in Carrion Crown that I never talk about. ;-)
In order to pretend that this post was even slightly on-top, what's your favorite race to play?
I will treasure my Sovereign Court patch. Thanks again! :D
Nice to see Alex Augunas' name up on the list of the LG team, and SO MUCH AWESOME COMING!!!
There's actually a funny story about that. I was already on the schedule for two products that haven't been announced yet, but while we were chatting at PaizoCon on Tuesday, I mentioned some of my ideas for the swashbuckler class. I finished and he said, "Great! You're doing Legendary Classes: Swashbuckler and I'm going to announce it tomorrow."
So yeah, great PaizoCon story. :-)
Interjection Games wrote:
Baby steps! We gotta raise his confidence first, THEN we crush his soul with the nuances of the American legal system!
What you should do, 100%, is make a Deviant Art page and get into the habit of posting to it. (Or tumblr. Or tsu. Or wherever you can get people to look at and comment on your art.) Its easy to become intimidated by some of the art that you see floating around on the internet, because their are EXTRAORDINARILY talented artists out there.
And for the hobby projects that I do, I sure as heck couldn't afford a single one of them.
Always remember that you have a customer base. Pathfinder is the best time to be a 3PP in a long time, and us 3PP need art. We like to commission art. We like to purchase good stock art. If your wife thinks that you're good, chances are that someone else will think that you're good too, and they'll be willing to pay you for your work. So get some pictures together, make an RPGNow account, make some stock art, and talk with industry artists of all levels of skill and experience.
But yeah, I firmly believe that if you want to improve at a craft, you need to show your craft off first. And you'll get better. Even when you're at Wayne Reynold's level, you'll still get a little bit better with every piece that you experiment in and step out of your boundaries with.
Edit: As other people said, no matter how bad you think you are, never give something you spent any amount of time on away for free. That's the number 1 rule of being a creator.
Eric Hinkle wrote:
Just posted a review, hopefully it encourages some of the other owners of this to write their own. I really especially liked Mister Augunas' listing how he changed things and giving guidelines for how to do this with other archetypes.
I don't mind being "The Unchained Guy." If other publishers want their products made compatible with the Unchained Monk but don't want to do it themselves, they can contact me and we'll work something out. ;-)
Ivan Rûski wrote:
I'm going to go with "full class write-up" for a combination of A) context/usefuless and B) to improve the sense of organization in the book. If I just put a bunch of dispart class features on a page, it'll look really poorly designed no matter how awesome my mechanics are.
Thanks for the input, guys!
Third Mind wrote:
With Sybee's False Death, can one wake up from it at any time? Or do they have to stay down for the amount of hours they decide on when using the ability?
Its like any other ability that lasts UNIT/day. You can end it whenever you want, but you have to spend it in increments of 1 hour. So if you stay down for 10 seconds, you still spend an hour of the ability.
With Gaston's Vestigial Audience, what is Gaston's starting attitude for the performance combats? Indifferent?
Yes. I'll see if I can fit that in. Gaston is a VERY smushed spirit.
With Alexandria's Occult Concordance ability, it says you can immediately use the major ability if you manage to get its rounds to 0. Does that mean you use it as an immediate (quickened) action? Or simply that you could use it if you have the available action, such as standard, available? I assume the latter as that makes more sense, but I just want to make sure.
The second one. If you could use it as an immediate action, it would say, "that major granted ability immediately becomes available and can be used as an immediate action."
Under the pact magic rules, it states that such changes are physical ones. I'm also fairly certain that they're not considered polymorph effects, so you might not want to show Giza's sign while you're wearing clothes. That could be painful. And expensive.
Alright, I've finished some more updates to the product.
Master of Many Styles: This archetype has been added to the product. It gains the following ability at 5th level to make up for the fact that as written, it can't use the style strike class feature:
Master of Styled Strikes (Ex): At 5th level, a master of many styles can use his style strikes whenever he makes a full-attack action while he has one or more style stances active. This ability alters style strike.
Sensei: This archetype has been added to the product. It gains the following ability at 5th level to make up for the fact that as written, it can't use the style strike class feature:
Tetori: This archetype has been updated to better reflect changes to flurry of blows and to remedy the fact that style strike is useless to the class:
I'm going to finish fixing up the layout and changing sidebars and such, and then I'll submit it for upload. Hopefully, you'll see it go live tomorrow.