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You're too sneaky! Confirming things is difficult. D:
Blayde MacRonan wrote:
You're unlikely to see clarification in a Player Companion; the Player Companion line exists to expand upon the Core Rules, not alter or replace them. Now, an option that expanded shadow jump to work with Dimensional Agility and friends, that's something that's more in-line with what the Player Companion line exists to do.
Eric Hinkle wrote:
1) Why remove the ability to use Charisma in place of Intelligence to qualify for combat feats? Was it deemed too overpowered?
This is totally biased, I'm aware, but I never thought the "Cha for Int" ability make sense. The fantasy of the swashbuckler is someone who is both charming and witting, and telling swashbucklers that dumping Intelligence is encouraged for the class never made sense. In my opinion, it makes more sense to build options into the class that allow the swashbuckler to break the norm (i.e. with a personage focused around combat maneuvers) rather than breaking the norm for the entire class.
The problem with doing anything Aldori as a 3PP is that you can't call the weapon by its true name, the Aldori Dueling Sword. Most of us shorten it to the "dueling sword," but that's a really unsatisfying name to call a weapon because in theory, every sword is a dueling sword. That said, with the reworkings of the swashbuckler class in Legendary Swashbucklers, building an Aldori Swordlord out of the standard Swashbuckler is MUCH easier because you get to decide what weapons you can finesse and when, thanks to the new swashbuckler weapon training class feature.
Really again this is a great, great piece of work. I'd buy any more Legendary Classes Mister Augunas does in the future for Legendary Games.
At the very least, I'm doing the Legendary Gunslinger ;-). Expect more in the line of personages, save with gunslinger slants rather than swashbuckler ones. (Think of the difference between sorcerer bloodlines and bloodrager bloodlines for an apt comparison.) Also, one of the biggest problems that I, personally, think that the gunslinger has (that doesn't involve the base firearms rules, that is) is the fact that the grit regeneration mechanic doesn't "click" for the gunslinger like it does for the swashbuckler. That's something big that I want to fix; I want to give gunslingers a more reliable means of regenerating grit.
Huge fan of the first two books, been a while since an update I was wondering if a release date has been solidified yet. (have my wallet at the ready)
We had major problems with one of our artists, who was failing to meet our deadlines. We've since transferred his existing projects to other artists, who are trying to make up the slack. I'm hoping to do another update on Fridau with some examples of the re coloration process that I've mentioned.
(In addition to all-new artwork, many of our existing backers expressed a desire to see some of our classic pieces from the older books in the Grimoire. Re coloring is the process of taking those black and white images and making them color. Our recoloration artists basically color the pictures themselves the way you might color a coloring book, except they're artists so they look fantastic! Dario and Inare hoping that recoloring classic pieces will help maintain the feel that the older pact magic books had that our customers have this far been very positive about.)
Gordrenn Higgler wrote:
I'm not Mark, but I always roleplay my telekineticist's elemental overflow as random objects within gather power range getting "caught" by his aether. Dust, dirt, and other objects that I can affect with my telekinetic blast suspend in mid-air in a 20-foot radius around him (the area he can affect with gather power) and his eyes glow with aetheric power.
That is an industry standard price for a PDF.
The Core Rules PDFs are discounted because they're the core rules assumed for the Pathfinder Roleplaying Game. The Inner Sea World Guide is the core setting material assumed for the Inner Sea campaign setting. Both Inner Sea Gods and Inner Sea Races use the standard pricing adjustment because they're not core setting material and they're not core rules.
At any rate, I started subscribing to the Campaign Setting line to get the PDF free with this product. There might still be some time for you to do the same.
James Jacobs wrote:
The original intent of the book was to pick up some of the older content in the older books and update it to Pathfinder RPG's current rules... but be it a miscommunication or a change in the outline or whatever, that ended up not being the case. As a result, as far as I know, all of the new rules mechanics in the book are indeed new, and as such, the rules mechanics and options in the older 32 page race books were not reprinted.
Somehow, I'm sure we'll all live with the change. :-)
With the exception of the racial trait index in the back of the book, I didn't see ANY game mechanics that were reprinted in Inner Sea Races. I wouldn't drop any of my "of Golarion" or "Blood of" books, personally.
Eric Hinkle wrote:
Nope. My book still assumes that Leadership is free, but it works just fine if you require your players to take the feat. It does, however, contain an "Improved Leadership" feat that basically amounts to additional leadership perks, so if you're a cleric with the Nobility domain, there's something replacing your Leadership feat in this system. (I don't remember who requested it, but that was a common request that I got when I first announced that I was doing Ultimate Charisma. There's a lot of little stuff like that in Ultimate Charisma that really makes the product's cover price worthwhile, even if you already have Leadership Handbook and/or Psychological Combat.)
Basically, it works like Paizo's Relationship Rules, except there are four tracks instead of two. Paizo's Relationship Rules have Friendly/Rival as the two choices; Ultimate Charisma has Familial, Friendship, Peer, and Amnesty. Each type of relationship lists the core emotions associated with that type and includes notes about functional and dysfunctional relationships of each type. Generally speaking, a relationship is functional if both NPCs properly deal with the emotions associated with it. Together, it makes an alignment-like system of categorization, such as Dysfunctional Familial, Functional Peer, or Dysfunctional Amnesty.
Moving on to Romance, basically there's a chance every time you increase your relationship score with someone that you can add Love as a core emotion to the relationship. Love in general can mean whatever you want it to mean; it can be the love between siblings, love between close friends, or love between soul mates. In order to start a romance with a character, you need to have love as a core emotion in your relationship.
Ultimately, I wanted a system that better captured how dynamic emotions are when it comes to relationships, and between the rules teased (as well as the Dynamic Relationship rules, which I didn't even touch on), the four pages on Relationships in the book are OOZING with storyline goodness that makes creating and maintaining a relationship much more interesting for PCs!
I would say that this falls squarely in the category of "Humans can't take feats with Racial Heritage that modify things they do not possess." A human with Racial Heritage (tiefling) can't take a feat that gives her a prehensile tail because humans don't have a prehensile tail. A human with Racial Heritage (kitsune) can't take fox shape because she doesn't have the change shape ability. This is supported by the flavor text to fox shape, which says, "in addition to your other forms."
What you do in a home game is your own business, but I'm almost positive that this use of Racial Heritage wouldn't fly at PFS. (Although its a pretty great way to get access to the kitsune trickster rogue archetype, if you want to add Int to all of your Charisma-based skill checks.)
If I were to let the slayer pick it multiple times, I might let them choose it once as a standard talent and once as an advanced talent. I might also consider making slayers have Weapon Focus with the weapon too, but that's a big "maybe."
All said, what you have is certainly workable. If I end up doing an Everyman Archetypes product for slayers, I'll certainly revisit the Dex to damage option for slayers. If I didn't put it in here, however, it means that I probably didn't have space for it and didn't want to deal with the mental acrobatics that making finesse training available to slayers entailed.
Mark's vigilante talent idea was something along the lines of, "If using Dex to hit and Str to damage, add X to the damage that your weapon deals." His idea was essentially the following:
As you can probably tell from the Steadfast Personality errata, the game as a whole runs better when you have choices to make when character building, and allowing characters to dump multiple stats effectively takes choice out of the game.
Milo v3 wrote:
Paizo's really stopped trying to even conceal the fact the "setting-neutral" campaign line is just Golarion with Occult Adventures spending eight pages on golarion fluff.
So you expect them to print information in any of their product lines that isn't setting-applicable? If they're going to talk about the Negative Energy Plane, why shouldn't they talk about it in Golarion terms? What's the purpose in creating a second, campaign setting book that boils down to, "Everything we said in Occult Adventures doesn't apply to Golarion; here's how the plane REALLY works in our setting." That's poor business taste, and frankly its an insult to the people who play in Golarion.
You're not the only person who plays Pathfinder and while the people who play in Golarion aren't the only people playing Pathfinder either, it makes more sense to keep their eggs in a row for people who play in Golarion so there's no confusion. Golarion's as much a Paizo product as Occult Adventures is, and to be frank there's no way that Paizo could ever print enough information to satisfy every possible homebrew GM's world. If you want a planar creation kit, you can find that in the GameMastery Guide. (Literally; its filled with planar traits and stuff. Check it out.)
Ultimately, if you are so thoroughly bothered by the fact that eight pages in Occult Adventures are more applicable to Golarion then your campaign setting as compared to the 248 pages that are setting neutral (even more so considering the Medium is no longer harrow-based), I suggest you step away from the forums for a bit and meditate on all of the things in life that are more rage-worthy than the Esoteric Planes section of Occult Adventures. If you're American, there's a lot of bigger stuff going on in the news right now where your displeasure could be better spent.
When picking the new spells for the witch patrons, I tried to draw on the spirits that belong to each constellation for inspiration. Hopefully you enjoy the new lists.
New Fiend Patron: 1st–protection from good, 2nd–scorching ray, 3rd–wrathful mantleapg, 4th–aura of doomUM, 5th–dismissal, 6th–planar binding, 7th–blasphemy, 8th–unholy aura, 9th–meteor swarm
New Nobility Patron: 1st–moment of greatness, 2nd–eagle’s splendor, 3rd–contingent actionACG, 4th–glibness, 5th–greater command, 6th–repulsion, 7th–mage’s magnificent mansion, 8th–binding, 9th–overwhelming presence
New Scholar Patron:1st–heightened awarenessACG, 2nd–share language, 3rd–blood biography, 4th–lesser simulacrum, 5th–false vision, 6th–battlemind link, 7th–circle of clarityUM, 8th–protection from spells, 9th–wish
New Seer Patron: 1st–true strike, 2nd–obscure object, 3rd–borrow fortune, 4th–contingent scrollACG, 5th–false vision, 6th–mislead, 7th–phantasmal revengeAPG, 8th–screen, 9th–wish
New Skull Patron: 1st–phantom bloodACG, 2nd–ghoul touch, 3rd–animate dead, 4th–shadow projectionACG, 5th–vampiric shadow shieldACG, 6th–undead anatomy III†, 7th–finger of death, 8th–create greater undead, 9th–energy drain
New Thief Patron: 1st–disguise self, 2nd–knock, 3rd–gaseous form, 4th–jester’s jauntAPG, 5th–seeming, 6th–getawayAPG, 7th–ethereal jaunt, 8th–screen, 9th–time stope
Tirelessly fighting to bring YOU a better Customer Service experience, Diego is honor-bound to make your experience with Paizo a better one by answering any questions that you ask him! Do it! DOOOOOO IT!
I'll start! Diego: which Cards Against Humanity popsicle was the BEST Cards Against Humanity popsicle at PAX?
Owen K. C. Stephens wrote:
As an aside, I've always thought that the Genius Guide to the Talented Cavalier's approach of, "the cavalier is the fighter with societal clout and authority," was a brilliant direction to take the class in, and I definitely got shades of that with the constable archetype.
James Jacobs wrote:
If its any consolation, it seems like a nice compromise for all of the people out there who prefer one depiction over another.
I'm a huge fan of the new rogue talent where they can move into cover or concealment and make a Stealth check to get observers to lose track of them. Unless I'm missing somemajor limitations to that, it would be well worth it all on its own, but it also has a rider where success allows you to make an Intimidate check to shake enemies with your disappearing act.
What's REALLY cool is that a note was included to specifically allow them to be selected by the Unchained Rogue. Player Companion rogue talents have this weird design limbo where technically, the Unchained Rogue can't pick them but almost no home GM would say "No" to allowing them. Its nice to see a specific, "YOU CAN DO THIS, GUYS," in print, though! :D
Matrix Dragon wrote:
As much as I want to agree with you, remember that vocal posters aren't always indicative of the majority. If you want to see more weird races spotlighted, the best thing that you can do is speak with your wallet by buying the products that come out that DO support them, like Blood of Shadow and Dirty Tactics Toolbox. Make weird races profitable and you'll see more content trying to capture that market, methinks.
Grey Lensman wrote:
Any love for the classic Sword and dagger look?
Legendary Swashbucklers includes updates for every Paizo archetype to make it compatible with the legendary swashbuckler class, as well as updates for every archetype in my Everyman Options: Swashbuckler product. There's at least one sword and dagger option among all of that.
I really did go crazy in this book. :D
Think of the Legendary Swashbuckler as an unchained version of the class. It is completely redesigned, with new class features and deeds supporting classic ones. In most places, it is a straight-up buff to the swashbuckler while keeping the soul of the class in tact (and enhanced).
Examples. The swashbuckler gets an ability called finesse training, which is like the unchained rogue ability of the same name; you pick a few weapons to deal Dex to damage with. The swashbuckler gets this ability more often than the rogue (as she should; she's supposed to be the master of Dextrous fighting), ending with 5 chosen weapons by 20th level.
The biggest change is the concept of personages, which function like a cavalier's order or a sorcerer's bloodline. The personage represents the source of the swashbuckler's panache; the personality trait or goal that defines where her recklessness and bravado stem from. Legendary Swashbucklers include seven choices, including the aristocrat, the buccaneer, the phantom, and the madcap. Each personage has a base ability at 1st level, three more abilities as the swashbuckler levels up, and one unique deed at 3rd level, 7th level, 11th level, 15th level, and 19th level. In order to balance out all of the new deeds (some familiar, some brand-spanking new), I cut some deeds from the base swashbuckler class, so you generally have the same number of deeds as an ACG swashbuckler, but your deeds are better tailored to your personality and background.
The final change that I want to mention is to swashbuckler finesse. It no longer applies only to light and one-handed piercing melee weapons. Instead, at 1st level you pick one fighter weapon group and you can use Weapon Finesse with every melee weapon in that group. This way you can be a buccaneer swashbuckler who can finesse cutlasses at level 1. Or picks if you're a dwarf. Or the elven curved blade or even the quarterstaff if you don't feel you'll need the precise strike deed very much. All of the swashbuckler deeds in the class have been updated to note when they require a weapon that belongs to a fighter weapon group that you have chosen with swashbuckler weapon training, which is a combined version of the ACG's swashbuckler finesse and swashbuckler weapon training abilities. (Same scale, singular name.) You also can pick more weapons with a scaling system that works like fighters selecting their weapon training.
Hope this entices you enough to check out Legendary Swashbucklers! If it does well, maybe I can convince Jason to let me give a similar treatment to gunslingers down the road.... ;-)
Owen K. C. Stephens wrote:
Which makes sense because the archetype is called the "herald caller." If you don't worship a deity, who's herald would you be calling? And if you're calling the herald of something other than a deity, chances are you're not a cleric.
Milo v3 wrote:
Fetchliings are outsiders that are native to the Plane of Shadows. Wayang were outsiders that were native to the Plane of Shadows that got stranded on the Material Plane after the Age of Darkness ended and were forced to, "Go native." Every other race is, for now, a speculation on forum-goers' part.
It is difficult to claim that this product is going to go with a "races with a darkness" theme when we don't know what's going to be in it yet. For all we know, the book might focus on those two races, plus humanoids whose ancestry was tainted by the Plane of Shadow. For instance, we could see some heavy Kuthonite love in this book for that very reason.
I think the point is, you're telling everyone that the Titanic is sinking before its even left port. Give the product a chance; maybe Blood of Shadows is the alternate timeline where Balthazar saves the Titanic in order to ensure that Celine Dion stays in Canada and never sings her famous hit song, "My Heart Will Go On."
Eric Hinkle wrote:
Does the new material allow you to use them together? Like Leadership perks that enhance your ability to Antagonize/Demopralize/Feint an opponent?
Off the top of my head, I don't think there are any perks that specifically makes you better at Psychological Maneuvers. That said, there are TONS of perks that can give you bonuses to Diplomacy, Intimidate, and Bluff under certain circumstances, which translates over into bonuses to psychological maneuvers.
Which, again, makes sense. Your leadership ability shouldn't make you any better at antagonizing creatures that have no conception of what your leadership score actually means. (Aka Handle Animal checks.)
Interjection Games wrote:
How does this fit in with your last stab at Leadership?
Ultimate Charisma is a compilation and expansion of Pyschological Combat and the Leadership Handbook. It takes all of the material from those two products, cleans them up where necessary, and expands both rules systems with over 20 pages of all-nee material.
I was originally going to do an expansion project called Leadership Expansion 1. That
Coming soon to the Paizo Webstore!
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Raise armies, expand your reputation, and secure victory over your foes using Ultimate Charisma, by Everyman Gaming, LLC. Designed for the Pathfinder Roleplaying Game, Ultimate Charisma gives GMs and players all the tools they need to put their charisma to the test as they recruit a legion of followers, exercise their leadership skills, master a variety of psychological maneuvers, and build lasting reputations and relationships to last a lifetime.
Ultimate Charisma includes:
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Its even worse when you decide to scrub off the deific flavor and instead use it to replicate the Chaotic Evil Kraken worshipers over in the Elder Kraken-ruled nation in Tien Xia....
Eric B. Ives wrote:
Just to echo some of the praise given above, this is a really interesting book with a lot of potential to make the game better as a whole. I am really excited about Dirty Fighting, as it will decrease the need to dip into Lore Warden or Brawler as often, and will give melee builds with fewer feats, like Cavalier, a chance to do something besides hit.
I like Dirty Fighting because its actually a pretty strong alternative to both lore warden and brawler, like you said. Lore warden has a choice between it and Improved Unarmed Strike, which the archetype is fairly ambient towards because it gets Combat Expertise for free and promotes having a decent Intelligence as-is. Brawler ignores the Intelligence prerequisite entirely and gets Improved Unarmed Strike for free.
So yeah, Dirty Fighting is almost like a third route towards being a combat maneuver specialist, and its one that's available to all characters, regardless of class.
The archetypes, while quite specific, are really flavorful and make me want to jump in and play the characters. As do the new race-specific options.
Rather than just throwing racial-themed stuff on the pages, I tried to sit down and think about what members of each race would actually gravitate towards, given their racial abilities, quirks, and overall design space in the game. For example, the Among Humans racial trait was a direct result of my discovering that there are less than one handful of traits that grant Disguise as a class skill, and I felt that being able to disguise yourself as a human effectively was an important quality for kitsune to have. Same with the jungle-stalking catfolk options and the ratfolk baubles-and-swarm-fighting options. (Though I do admit that the tiefling class option was merely a result of my desire to be able to create Ursala the Sea Witch in the Pathfinder Roleplaying Game. ;-P)
Generally speaking, I LOVE non-human races because I find it fascinating to conteplate what an entire group of people would act like both on an individual and a societal level if they all had a particular way of thinking or quirk. For example, I find gnomish society to be utterly fascinating. An entire civilization completely and utterly devoted to experiencing new things lest they come down with a fatal illness? That would be like humans getting brain cancer if they didn't take sufficient means to broaden their horizons. I imagine that's why gnomes are so affable; they don't have the luxury that humans have of being able to live inside their own, personal bubble (so to speak). It would be a race without comfort zones because to stay within one's comforts could ultimately prove fatal.
As always, if you (or anyone else reading this) want to see more of anything new that we freelancers tried in this Player Companion, such as prestige class support, multiclassing support, or racial options for non-humans, you need to speak up about it. Almost all of the Paizo staff, including the people who outline, assign, and develop Paizo's products, read the forums. All of the freelancers are forum-goers and/or community members. When people want something and its A) something that's a genuine need for the game and B) people are polite about it, designers, all of the people who make the products you love take notice and take note. ;-)
For this product alone, Andrew Marlowe is the husband of last year's RPG Superstar and works closely with Owen K.C. Stephens on Rogue Genius Games products, Luis Loza is an active reader and poster on the forums, and Anthony and I are podcast hosts for the Know Direction Network and avid Pathfinder Society players. Anthony in particular is a Venture Lieutenant.
Now I'm looking forwards to hearing Alex's complete breakdown of it on the Know Direction Podcast.
I typically don't review products on Guidance anymore. (I have to take my professionalism into consideration now, and abstinence is often the best cure where the Internet is involved.) That said, if you want me to actually come on Know Direction and talk about freelancing in general, you'd have to put in a request to Perram and Ryan about it; that's completely outside of my department. (Though not willingness to do so. I actually spoke a teeny tiny bit about it for literally a minute when they pulled me on Know Direction to talk about the ACG Errata on the show.)
Saw a couple people commenting on the change to the terrain mastery rogue talent. I think its worth mentioning that the change effectively makes the terrain master talent from Ultimate Combat the same as the version found in Pathfinder Unchained, which was likely the intention.
Yes, it hurts horizon walker rogues, but it does promote internal synergy within the rules system.
I specifically called out archetypes like that because in my mind, the oracle curse is swapping out your mystery's bonus spells. If an archetype also swaps out a mystery bonus spell for a new bonus spell, then the new bonus spell belongs to the archetype, not the mystery, so it wouldn't be a valid swap anyway. Sort of like how the qinggong monk archetype can't allow a qinggong monk to gain an ability back that he traded for another archetype ability. In short, its specifically laying out a ruling that would have otherwise been implied. :D
Also, are any of these new spells antipaladin or mesmerist spells?
I'm not looking at my copy at the moment, but Occult Adventures wasn't out when we (the freelancers) wrote Dirty Tactics Toolbox. That isn't to say that there aren't any psychic-equivalent spells in the book since Owen (the all-seeing master of crunch that he is) might have very well added compatibility during development.
Originally, however, this book was slated to come out during the same month as Occult Adventures, so I wouldn't get too hopeful about psychic / occult support.
I can say with 100% certainty that if I had seen Occult Adventures when I wrote the Trickster Races section, the kitsune oracle curse would have specifically granted the oracle possession (and probably greater possession at 15th level) instead of magic jar, since I personally find the possession spells to better worded and more in-line with what Japanese folklore said that the kitsune could do. At the same time, the flavor of using a kitsune star jewel as a soul reciprocal is pretty awesome too, so talk with your GM about it!
This one feat turns a ton of Arcane Trickster builds on it's head.
I was SO happy to see that Luis took my suggestion and wrote up the arcane trickster-helping feat and the multiclass rogue-helping feat for the sneak attack section of the book. :D
And now I know exactly how I'm going to rebuild my Kitsune Vigilante for PFS, assuming that the contents of this book go PFS legal.
The nice thing about Luis's style feat is that unlike my oracle curse, its available to non-kitsune.
What Luthorne said. You can expect to see the digital version of Ultimate Charisma on sale before next Thursday, and I'm currently in-process of getting the print copies finalized. (I submitted a proof to Lightning Source for their approval yesterday.) The PDF version will be on sale before the print version is available and there will be a bundle option.
Ultimate Charisma is HUGE, and has tons of new content. For reference, simply combining the Leadership Handbook and Psychological Combat as-written would have been about 40 pages of content. Ultimate Charisma has closer to 64.
The base kineticist is designed around bringing both all-day damage and consistent, caster-like utility. Are they as good as martials? No. Do they have as much utility as casters? Again, no. But in both cases, they shouldn't. Balance-wise, the kineticist is a work of art.
Now, if you want to be Captain DR, the elemental annihilator archetype is for you. If you want more utility, consider the kinetic chirgureon.
Remember that post of Mark's that you vivisected? The one where he posted that he invariably reads something sad on the forums that makes him retreat from them for a while? Congratulations on being the end of one of next week's forum perusing!