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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.
I'm just about ready to put out v3. Some notes:
Finally, there's ONE section that I have sitting on my lap that isn't done: the frehmin race. Here's the deal: your feedback has simmered down. Because there's less feedback, there's less changes and responses that I need to make, so I can work a little bit faster on the frehmin. I can probably finish the whole race by next week. Alternatively, I can update the playtest to v3 tonight or tomorrow and have it out to you immediately, but depending on how many changes and responses come up, it might take me as late as early June to get v4 out. What would you guys prefer?
Some updates for the Occult Scholar archetype and associated abilities. Based on the feedback that I got, I think this'll be appreciated:
Occult Scholar wrote:
Revelation of Brilliance wrote:
Barachiel Shina wrote:
Is Drunken Master in here?
Every monk archetype that isn't from a Player Companion or a Campaign Setting Guide is in this product.
If it does well, I also want to do Rage Unchained, which will have updates to the bloodrager, skald, viking (fighter) and wild stalker (ranger) archetypes so they use the barbarian's new rage wording, plus updates to the several barbarian archetypes out there that modify the rage class feature (like the urban barbarian). Another idea I had was an update to the ninja, creating an "Unchained Ninja."
Still gathering data to see how much people are interested in this product, however.
The book also has rules in Chapter 3 for rewarding Knowledge Tasks or even full-out spirits for free. Ultimately, the occultist isn't (and shouldn't) be a class that you show up with at a game and say, "Oh yeah, by the way, I'm playing this 3PP class called the occultist." The mechanic is intentional; it fosters the intent that you'll TALK with your GM in order to get the most out of the class. Because if you don't, you won't be finding cool, occult rules and such around the places you travel to. And that would be such a shame.
leonardo monetti wrote:
I was asking, since several feats mention either character level, or HD, I assume it means the character that owns the dragon, when it mentions character level, and the dragon's HD when it mentions HD?
This is sort of a confusing question, so I'll do my best to answer it.
The only feats that the "character that owns the dragon" can take are the Draconic Companion and Draconic Companion Mastery feats. A character can't take Draconic Heritage, for example, to give the benefits to his draconic companion. The character who takes the feat gets the benefit, after all.
So if a feat says something like, "YOUR draconic companion gains A, B, and C," then yeah, its a feat that the "master" has to take. (I use master because that's how the animal companion rules phrase it.) But if the feat says that YOU gain the benefits, then your draconic companion would have to take it as one of its feats rather than the character invest in it for his companion.
I hope that makes sense. Basically, the dragon feats are just like any other, save that both dragon characters and draconic companions can qualify by virtue of being dragons.
I see. I still don't think it's a very useful ability - it doesn't come up very often, and when it does you've still lost access to nearly all your other class features, including Tommy's granted abilities. Would it be possible to buff it so that you retain access to Tommy's abilities even if he's dismissed for some reason? As it is, I can't see myself taking it - if the DM is sufficiently dispel-happy for this to be worth taking as it is, I wouldn't use a pact magic character at all.
I'm going to try something different: I've folded that trick into the Greensprout Rapscallion's capstone, and have given it some much-needed love. Here's the new capstone:
"Greensprout Paragon (Su): At 10th level, all granted abilities that the greensprout rapscallion receives from Tommy Greensprout are considered extraordinary abilities when determining how they interact with an antimagic field. In addition, the greensprout rapscallion stops aging, will never die of old age, and always has access to Tommy Greensprout’s capstone empowerment; he no longer needs to perform a ritual once per day in order to obtain it."
Very cool! No one's more deserving of a promotion than Liz and Robot Chris!
From a 3PP perspective, how does your promotion affect 3PPs, since you [Liz] were basically the Improved Familiar to our wizard.
As in you did everything for us and had all of the useful spell-like abilities that we could ever hope to imagine.
I liked the "Occult Weapon replaces the vestigial companion," idea, so I went ahead and make that change. Here's the text below; will someone let me know if this interacts oddly with any of the shadow-based binder secrets?
"Benefit: After sealing a pact with a spirit, an occultist with this secret can choose to trade one of a spirit’s granted abilities for the benefits of this binder secret instead of the vestigial bond normally available to that spirit. This granted ability is the same one(s) that the chosen spirit trades for its vestigial bond ability. The benefits of occult weapon are considered that spirit’s vestigial bond ability for all purposes, and the occultist cannot gain the benefits of another vestigial bond ability while benefiting from this binder secret.
Instead of binding a spirit onto her soul, an occultist with this secret can bind it into a weapon as part of a ritual. She may select any manufactured weapon or her body in this manner; if she chooses to bind the spirit to her body, this secret’s benefits apply to all of her natural weapons and unarmed strikes. While wielding the weapon, the occultist can use the bound spirit’s major granted ability as if the spirit were bound to her soul and the selected weapon is empowered with occult energy, granting it a +1 enhancement bonus for 24 hours. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.
Additionally, these bonuses can be used to add any of the following weapon properties: conductiveAPG, corrosiveAPG, corrosive burstAPG, dancing, flaming, flaming burst, frost, icy burst, keen, returning, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the spirit is bound to the weapon and cannot be changed until the next time the occultist uses this binder secret. These bonuses do not function if the weapon is wielded by anyone other than the occultist. Once the occultist has chosen how to allocate this bonus, it cannot be changed until the pact ends.
An occultist can only enhance one weapon in this way at a time, and she cannot enhance multiple weapons similtaneously. If the spirit bound to her weapon has multiple major granted abilities, she must choose one to gain when the ritual is performed. The spirit bound within the occult weapon counts against the total number of spirits that she can bind to her soul at once."
Also, the vestigial protection binder secret had its "binder level 11th" prerequisite removed, so there's another 1st-level secret for you guys to play with. ;-)
James Jacobs wrote:
Fun factoid: Almost all of the "weird vestiges" in the pact magic section of Tome of Magic are actually based on the 72 demons of theLesser Keys of Solmen the Wise.
What sort of entities on Golarion do you think would make good vestiges?
Mark Seifter wrote:
Completely off-topic, but I took Mark's Unchained Spirit to heart and wrote updates to all of the Core Rules monk archetypes to make them compatible with Unchained. I'm going to publish them with my company, Everyman Gaming, LLC, in the first week or two of May. Of course, if you can't wait you ought to unchain them yourself. ;-)
Completely on topic, if there's one thing that you wish you COULD have Unchained but couldn't (any reason), what would it be and why?
Barachiel Shina wrote:
No. I sat down the other day to figure out it for myself; the only archetypes from the Core Rulebook line that are still compatible with the Unchained Monk are the master of many styles and the sensei. The reason? Both archetypes don't trade any of the monk class features that were either A) bumped back a level or B) transformed into ki powers.
That said, I sat down and took Mark's "Unchain everything!" message to heart. I just finished writing unchained monk versions of all of the Core Rulebook-line monk archetypes. As soon as I can get some art together for it, I'm going to publish it as an Everyman Gaming product. (I'm shooting for early May.)
Barachiel Shina wrote:
This should be Fighter only, but instead every class, once again, gets to "play with the Fighter's toys." Fighter's don't really have anything unique and extremely good only for them, and that which puts them more on par with all the other martial classes. The book says classes can take a feat to get into the Stamina system. I say they should never have even stated that, actually, they should have rewritten the Fighter with the Stamina system built into it, just like how the Skill Unlock is built into the Unchained Rogue.
A) The fighter didn't need the rewrite. It only needed that one line because the Stamina Pool is exactly what the fighter needs.
B) It doesn't matter if other characters can train into the Stamina Pool; the fighter is inherently better at it than any other class. Other characters had to spend a feat to get the Stamina Pool, which means they're at 9 feats + bonuses from class or race, tops. The fighter spends nothing for the Stamina Pool, plus they have the full 10 feats from character advancement, 11 feats as bonus feats, with an extra feat if you're human.
If you REALLY want to be sick, you'll grab the lore warden and martial master archetypes; lore warden gives you ANOTHER free feat and martial laster allows you to grab whatever combat feat(s) you want, when you want it with martial flexibility.
The Stamina Pool is only as good as the number of feats that you have, and the fighter ROCKS those feats.
Do you know what the best part of Pathfinder Unchained is? The part that NO ONE has mentioned yet?
Publishers, freelancers, developers, and designers everywhere, rejoice, for the monk has been unchained from the formatting convention that mandated that the word "ki" be italicized each time it is used.
Thank you, PDT. Thank you SO much....
Third Mind wrote:
I can understand wanting to limit it. I just found it odd that it was limited when one couldn't even get a feat normally I guess, such as 7th level.
Originally, the occultist got a bonus occult feat at 6th level. The assumption was that you could pick Reserve Spirit with your bonus feat at 6th level before anyone else could. I'll likely go and update the level prerequisite so the occultist qualifies at 5th level instead, mainly so I don't screw over the mascareri prestige class.
The answer about the unchained monk, flurry of blows, and Two-Weapon Fighting is, "no." The text clearly includes this line: "He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects."
The confusing part seems to be that "from haste and similar effects," bit. It sounds like someone thought that meant, "Anything similar to any of the things that I've listed." However, thanks to that lovely comma, its actually saying "and from haste or any effect that is similar to haste." Examples would be the speed special weapon ability. Otherwise, it completely and unquestionably cuts out Two-Weapon Fighting, its later iterations, and Rapid Shot.
Of course, I'm not a designer so I could be wrong, but grammatically I'm right. ;-)
This is a tough question. For one, it is EXTREMELY difficult to compare occultists to, say, standard spellcasters because they don't use the same resources. Occultists are about the long-haul, so an occultist isn't going to need to stop and rest as much as a spellcaster would. (They have use/day abilities, but they're usually the exception, not the rule.)
In terms of power, I would say that the occultist is very comparable to a witch/cleric hybrid class; they have the awesome supernatural powers of the witch combined with a few limited use abilities and the capability to be decent at martial fighting. I the occultist is more versatile than the witch, but less versatile than the cleric and again, not as good at nova-ing. The class itself is really designed to be a sort of supernatural bard as well; a jack-of-all-trades class that can fulfill any role based upon the daily needs. But they don't really have the group-buffing power of the bard and while they're good at knowledges, they don't have the sheer skill versatility of the bard either.
I would place them around the witch's power level; better in some situations, worse in others.
It is difficult to say what class combinations will win out the most when we don't even know what the variant multiclassing rules are. Mark's paragraph is basically an elevator pitch, not a comprehensive mechanical treatise.
Speculation is fun, but let's not go on a character-building-rampage without anyone having actually seen what the option gives you. I like speculation, but it makes me sad when people's expectations aren't met.
Mark Seifter wrote:
Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.
Does this mean that, say, the investigator's studied combat/studied strike and the swashbuckler's precise strike deed can't work against targets with concealment?