I've noticed that a lot of "[X] Request" threads have started to crop up in the Playtest, and because asking for new archetypes and/or hybrid class combinations isn't what the Playtest is about, I've decided to start this wishlist thread in hopes that it'll A) help foster discussion on what content people would like to see in the Advanced Class Guide and B) keep that discussion out of the Playtest and into a singular, unified thread.
Here are some quick, common-sense ground rules:
With that out of the way, let's hear your wish lists and show Jason, Sean, and Stephen that the Paizo Community can be as productive at formulating new ideas for Player Crunch as we are at formulating new ideas for Bestiaries!
Its finally here!
Mythic Weapon Training (Ex) wrote:
Select one group of weapons from the list of fighter weapon groups. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you select this ability, it applies to a different weapon group.
The Path ability states that you can [instead] apply the effects of that feat to all weapons from the chosen weapon group. My question is simple:
Does Mythic Weapon Training replace your previous weapon selection for feats such as Weapon Focus?
For example, if I took Weapon Focus: Katana and then later select Mythic Weapon Training: Thrown Weapons as a Champion path ability, do I still add +1 on attack rolls with my katana? The word instead in the description seems to imply that my katana no longer benefits from my Weapon Focus feat, but then the ability states you can select the Path ability multiple ties to apply its effects to multiple weapon groups, which seems like it implies that the feat can be applied to multiple things at once. What do you think it is?
Regardless of what Golarion canon says, the Cosmic Balance is real, and the (not-so) recent creation of the >>Blame *Cosmo* for ALL Your Problems Here<< thread has upset the Cosmic Balance of the Paizo Forums. The Dark Lord Cosmo thrives on negativity and as his forum shows us, he gets stronger with every passing day.
So, its time to change that. Here's a new, positive thread for you to be thankful for. But who should champion this Renaissance of positive energy? I nominate Sara Marie, Paizo's very own Dire Carebear Manager. Trained by Cosmo as a CSR, she is the Luke to Cosmo's Vader. The Light against the tide of Cosmo's Darkness. Only Sara Marie can save you, so PRAISE her! PRAISE HER LIKE THERE IS NO TOMORROW! (Because if you don't, there won't be.)
One thing that your explanation confused me about, Justin, is that in your closing statements you say this:
Justin Riddler wrote:
Earning capital costs half as much as purchasing it, but takes time and some creative thinking on how our character will work to earn it. Let's say our character can reliably earn 1 point of capital per day, and can do so for each type of capital. This means our character would spend 62 days gathering resources and labor building their house for an overall price of 645 gp. The time investment can change however, as some characters are suited to earning certain types of capital quicker, and the town's size limits how fast construction can go.
Most rooms in Ultimate Campaign have a time cost associated with them. Is that time cost referring the time it takes to perform the labor required to build the room?
Basically, are you saying the following:
Scenario 1 wrote:
Scenario 2 wrote:
Your post seems to imply the following, that because you're performing / overseeing the labor yourself, when you're done, the building you are constructing is done.
I absolutely love the downtime rules, but if Ultimate Campaign has a weakness, I truly think it is in the explanations for how capital is earned and spent on buildings. All of the information that you want and need are scattered about the Chapter and squirreled away in large blocks of text instead explained quickly and concisely. I appreciate your effort in trying to explain the system, however.
So I've been reading the Equipment Entry for the Madu (Ultimate Combat, Eastern Weapons or Ultimate Equipment) and it reads as follows:
Ultimate Combat wrote:
If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty). You cannot hold anything else in the hand that bears a madu. If you are not proficient with the madu, treat it as a light spiked shield.
So from what I'm understanding, even if you aren't proficient with it, a Madu is a light spiked shield. If you are proficient with it, you reduce the penalties for fighting defensively and using Combat Expertise.
So, here are some questions:
1) Do you have to be attacking with the Madu in order to reduce these penalties? Namely, if I make a full-attack action with my only my sword and use Combat Expertise, do I still get to apply my Madu's modifier to fighting defensively and/or Combat Expertise?
2) If the answer to #1 is "No," a previous FAQ states that you may use any weapon you are wielding during a Full Attack action. If I am wielding a longsword and a madu, is making a single attack with the madu enough to receive this benefit?
3) If the answer to #2 is "Yes," does it matter which attack is made with the madu? For example, does my first attack have to be with the madu, or could I allow my final attack (the attack with the lowest bonus because of a previous ruling that attack rolls must be made in order from largest bonus to smallest bonus) to be the one that I use the madu with and still receive this bonus on all of my attack rolls?
My curiosity stems from the fact that as far as I know, fighting defensively and Combat Expertise have never had a clause that specifically said, "You are doing this thing with this specific weapon." Because of that, my gut instinct is that simply wielding the madu is enough to gain the benefits regardless of whether or not you are actually attacking with it, partially because there is no precedent of needing to attack with a specific weapon to perform those actions and partially because this ruling would make the madu s heck of a lot less complicated, but I want to see what the Rules Forum thinks.
Aura Strong transmutation; CL 20th
This soft, comfortable cap is adorned with a wreath of living steel roses that protrude with jagged adamantine, mithral, and living steel thorns. As a standard action, the wearer of Cassidy's crown of spiked armor can command the metallic flows to spread across his body, protecting him as a suit of +5 invulnerable chain mail of spell resistance 13 would. This armor replaces any armor that the wearer was previously using.
Furthermore, the armor is outfitted with +5 armor spikes that overcome damage reduction as adamantine and mithral weapons. Finally, the wearer can coalesce all of the armor's spikes into two massive barbs, functioning as two +3 keen punching daggers that overcome damage reduction as adamantine and mithral weapons. While the punching daggers are coalesced, the wearer cannot use other weapons or take any actions that require the use of his hands, nor can he perform the somatic components of spells. The wearer can change between armor spikes and the punching daggers as an immediate action and all weapons created by this ability share the armor's invulnerability.
Destruction: The crown must be buried deep in the endless deserts of the Plane of Time, where it sprouts into a crystal rose bush over the course of 100 years. After it has fully matured, attacking the crown with a set of armor spikes with an enhancement bonus high enough to overcome DR/epic shatters it forever but leaves the attacker lost to the ravages of time, recoverable only by divine intervention.
Wrote a quick archetype for a player in an upcoming game. He loves it, but I'd like some feedback on it if anyone's available. Druids are sort of hard to design for. : /
Class Skills: Add Knowledge (history) to the evolutionist’s list of class skills.
Intellectual Equals (Ex): An evolutionist considers all properly evolved animals intellectual equals to humanoids, and as a result intelligent animals do not abandon an evolutionist who awakens them. An evolutionist can possess animal companions with Intelligence scores that exceed typical animal intelligence (Int 3 or higher). These companions cannot receive class levels as long as they remain in the evolutionist’s service and progress as typical animal companions would.
Spontaneous Evolution (Su): An evolutionist’s greatest power is the ability to inspire change in the natural world. At 1st level, an evolutionist gains an evolution pool with a number of points equal to ½ the evolutionist’s level + the evolutionist’s Wisdom modifier (minimum 1). This pool refreshes once per day when the evolutionist prepares druid spells. When preparing spells for the day, an evolutionist can spend these points in order to inspire evolution in other creatures, specifically the evolutionist’s animal companion, familiar, or plant companion. Each point spent in this manner grants the companion or familiar one 1-point evolution from the list of evolutions available to a summoner’s eidolon for 8 hours or until the next time the evolutionist prepares spells. The companion or familiar is treated as though it possessed the form evolution that is most appropriate for its type when selecting evolutions. For example, a shark would possess the aquatic form while a lion would possess the quadruped form. A companion or familiar can possess a maximum number of evolutions at once equal to ½ its Hit Dice (minimum 1).
At 10th level, an evolutionist can spend 2 evolution points from the evolution pool to select a 2-point evolution from the list of evolutions available to a summoner’s eidolon. At 15th level, an evolutionist can spend 3 points to select a 3-point evolution from the list of evolutions available to a summoner’s eidolon. This ability replaces nature sense and spontaneous casting.
Evolve Spellcasting (Su): At 2nd level, an evolutionist can alter a spell using the evolution pool. An evolutionist can use this ability to spontaneously apply the benefits of a metamagic feat to a prepared druid spell without increasing its level. Using this ability costs a number of points from the evolution pool equal to the metamagic feat’s level increase and the evolutionist cannot use this ability to modify a spell with a metamagic feat that the evolutionist could not normally prepare. This ability replaces woodland stride and trackless step.
Wild Shape (Su): An evolutionist cannot transform into plants or elementals using the wild shape ability. This ability otherwise functions as the standard druid’s wild shape class feature.
Wild Evolution (Su): At 4th level, an evolutionist can assume a hybrid form by spending 1 point from the evolution pool when using wild shape. This transformation functions similarly to assuming a lycanthropic hybrid form, except the evolutionist may use this ability to transform into a hybrid of humanoid and any animal that the evolutionist could transform into using wild shape. When transformed into a hybrid, the evolutionist’s size becomes one step closer to the animal’s size, gains a +2 natural armor bonus, and any of the animal’s natural attacks or special attacks that wild shape would normally bestow upon the evolutionist. Unlike wild shape, the evolutionist does not lose the ability to speak while in hybrid form, but the evolutionist cannot speak with other creatures of the hybrid animal’s kind while transformed. Because the evolutionist’s body remains humanoid in shape, equipment does not merge into the evolutionist’s body as though the evolutionist had transformed into a monstrous humanoid. At 20th level, assuming hybrid form no longer costs evolution points. (Although it still requires a standard action.) This ability replaces resist nature’s lure.
Timeless Evolutions (Ex): At 10th level, an evolutionist adds permanency and all spells in the necromancy (aging) subschool to the druid spell list as spells of the same level as their sorcerer/wizard counterparts. This ability replaces venom immunity.
I rushed to type this down the minute I woke up (I don't usually have dreams) so forgive me if it doesn't make sense. (It was a dream.)
Dream starts in a building I assume is my interpretation of the Paizo Warehouse. Must be completely inaccurate, because it is basically the size of the Flyer's stadium and there are forklifts carrying cases of miniatures around.
For reasons unknown James L. Sutter and I are in said Warehouse with Liz Courts and Sarah Marie. I think Liz and Sarah are doing some type of Inception on me, because they're both singing silly rhymes about the Warehouse to the tune of I Dreamed a Dream while James is eating some sort of sandwich. I don't remember most of the lyrical one-liners, but they were stuff like:
I dreamed that I wouldn't urge to buy ... everything that I see ...."
I'm fairly certain that I tried to join the lyrical one-liners, but James just kept eating his sandwich. (I think it was everlasting, because that sandwich did not deplete during the course of my dream.) After the singing died down we all started talking shop about Pathfinder, and I mentioned that my parents baked cakes. One jump cut later (literally, my dream had a jump cut) and I am mixing a bowl of icing while the conversation continued. Developer Mark made a cameo appearance and asked us who I was and why I was mixing icing. I blamed Cosmo and he said, "Oh, that makes perfect sense!" and left. There was a second jump cut and someone was talking to me off-screen (I think it was Intern Cassidy) while showing me the armor spikes in Jason's room.
Then I woke up.
I'm not sure WHAT I did last night to have that dream, but I need to do it again. 0_0
Hello, good people of the Paizo Forums!
I put out a bunch of Kingdom Building sheets eons ago. I'm thrilled so many people liked them, but I'm sad to say that my own sheets didn't pass a crucial test.
That of my players. : /
You see, while I love super intricate sheets that allow me to quickly breeze through chapters of rules in seconds, it turns out that my players just wanted something that moved quicker and was easier to navigate. Sure, I knew where everything was on my sheet because I was the one who designed it!
So with all this in mind, I started working on a new series of Systems sheets for the different rules found in Ultimate Campaign. My players like these MUCH better, so they suggested that I share them with the good folk of Paizo.com. And I am nothing if not a Samaritan!
So I hope you enjoy these and stuff. If this thread ever vanishes forever. just click on my Alias's user name. I am storing the links under my profile to make life easier for each and every one of you. :)
Nah, just kidding! The real reason I'm compiling the links under my user name is that I will be taking requests for the next Ultimate Campaign Systems sheet that I design. There are a bunch that I know I want to do (Reputation / Fame / Relationship), but I'm also curious to see what you, the people of Paizo.com would like to see. So let me know in this thread and I'll see what I can cook up for everyone. If you're reading this thread for the first time, click on my alias to save yourself the trouble of scouring this thread for whatever wacky new sheets I've made.
Whelp, if you haven't heard (or didn't read my title), I'll be the one to spoil it for you.
Next year's GenCon release is called ADVANCED CLASS GUIDE.
What We Know:
What We Can Guess:
What We Don't Know:
So, what's everyone hoping for out of this product?
Personally, I'm hoping we get some more archetypes for the classes that didn't see much love during the Ultimate cycle or that simply don't have a lot of choices in them. Namely Ninja (no archetypes), Cavalier/Samurai (virtually no choices and few archetypes), and Gunslinger (few archetypes, absolutely no customization in the class). Also really want that Swashbuckler ....
So we're starting to work with the Downtime Rules in the groups that I play with (one I GM, one I play in) and there are a couple questions that are cropping up that don't seem to be addressed in the book, namely:
Can you construct multiple rooms simultaneously? For example, say I want to construct an Arena. Do I need to build one Battle Field (800 gp, 40 days) and wait until it is completed to build the next one, or can I build all four of the Battle Fields that I need at the same time. Could I build all of the rooms noted by the Arena at the same time, or do I need to build them all one at a time?
My big question for this comes from the Constructing Buildings from Rooms entry, under the Rooms and Teams section. Namely, the following line:
Ultimate Campaign wrote:
You don't need to construct all of a building's rooms at once. The price of constructing a two-room buildings is the same whether you build them together or complete the first one and add the second one later.
In the example of building four areans, does this mean that I can spend the required capital (1,200 gp worth) four times on four Battle Fields and have all four Battle Fields done at the same time (40 days later) or is one battle field constructed, then the next one starts, followed by the third, and finally the fourth?
The rules themselves are a little unclear in this regard.
Thanks in advanced!
I'm almost afraid to ask this question in light of the handedness thread that seems to have exploded over the last several days, but I'm planning on my character's progression, so here it goes.
I'm planning on taking Improved Unarmed Strike to qualify for Vicious Stomp. I would also like to take Two-Weapon Fighting in the next few levels. If I am using a sword as my Primary weapon, can I use an unarmed strike as my Off-Hand weapon while holding a shield in my other hand? I'm not using the shield to attack in any way, I'm wielding it only for its shield bonus to AC. I wanted to theme the combat "style" as my character is slashing with his sword while making deft kicks at opponents while blocking incoming attacks with his shield.
I couldn't find anything to the contrary in the rules. What is the verdict of the rules forum?
One thing that I notice creeping up all over the boards are complaints about specific spells, archetypes, feats, you name it. This happens frequently in situations of the classic Final Fantasy boss battle. Often the cries of 'Overpowered' simply aren't true for whatever the culprit may be; the GM simply doesn't know how to properly construct difficult encounters.
I would like to help each and every one of you work on that.
Below you'll find a link to my Guide on the subject, the GM's Guide to Creating Challenging Encounters. You'll learn why the concept of the Boss Monster doesn't work, how the CR system is mathematically designed, and how you can use the power of mathematics to build truly challenging encounters.
As of this original post, the guide is still in-process. I would like to add some art and maybe answer a few more questions in the Summary section. Until I get around to that, I think the guide is functional enough as-is to start benefiting GMs. Also, I will be updating this guide based on the feedback I receive in this thread.
With all of this in mind, please follow This Link to the guide.
Hey Miniature people, I was wondering if I could get your help.
A few months ago I remember Paizo's very own Lisa Stevens popping into a thread and mentioning the millimeter measurements for bases of each size category and I can't find that thread for the life of me. Does anyone happen to have a rough guestimate for base size that I would need for Large and Huge figures? I prefer round bases to square ones, if that helps.
And now to wait and hopefully figure out how to make a Colossal base for my Cthulhu ....
So my brother and I play in a campaign on Sundays; he's a Bladebound Magus and I'm a kitsune with levels in more classes than I care to tell you about. Said GM was like, "Hey, you design stuff! Design this for me!" Originally he wanted me to design an archetype that worked with the Black Blade that allowed the magus better spellcasting abilities; we both noted that none of the archetypes in the game actually improve a magus's ability to cast spells, so I agreed to it.
When I sat down to work on it with his notes, however, more and more I decided that this was a concept better handled by a Prestige Class. In my GM's campaign world, black blades are crafted in a set with a white mask; they're part of a secret order that is devoted to destroying the remnants of an all-powerful empire.
With that introduction, here's the class I am working on. It doesn't have a name yet, so in lieu of a name the word [CLASS] just appears wherever the name should be. I'm looking for feedback, so please be brutal!
Hello everyone! We're getting closer to the release of Pact Magic Unbound, Vol. 2 so I wanted to take the time to make sure that I answered as many questions as possible from the first book in the series, Pact Magic Unbound, Vol. 1.
If you have any questions that you would like answered, please post them in this thread or reply to the comment in our Facebook group here. Answers to questions will be posted by myself here and on Facebook, and I will be compiling them into a free to download PDF at an undetermined point in the future; probably when Dario and I have finished our errata of Pact Magic Unbound, Vol. 1.
So, ask away!
Hello, everyone! This is Alexander Augunas here, co-author of Pact Magic Unbound, Vol. 1, avid forum-goer, and one-half of the Pathfinder RPG Dream Team at Radiance House. We're getting very close to the release of Pact Magic Unbound, Vol. 2 so in the meantime I wanted to take a few minutes to run an idea that Dario and I had past the Paizo Community.
For those of you who do not know, Dario is the author of a d20 game called the Radiance RPG, which is a rules lite system for playing in a 1920s electropunk fantasy setting. Dario and I have been exploring ways to bring some of the look and feel of the Radiance RPG into Pathfinder, and one of the major ways we want to do that is through Townies.
What Are Townies?
Townies are NPCs (Non-Player Characters) who possess an extremely specialized set of skills and abilities. Townies are farmers, acrobats, soldiers, and priests.
Where Did the Idea for Townies Come From?
Townies come from the Radiance RPG, which is designed to be a rules-lite system. The Radiance RPG is a powers-based system similar to something like Savaged Worlds in that you pick new powers as your level improves.
In systems like Savaged Worlds, building NPCs is not something that is easy to do on the fly. Dario wanted to design a system that let GMs quickly find a set of special abilities that were appropriate for an unimportant NPC to use instead of having to stop play to custom-build an NPC. This resulted in the creation of Townies.
How Do Townies Work in Pathfinder?
Why Would I Want Townies in Pathfinder?
Our reason for designing these archetypes are two-fold; for one, we want Dario's game, the Radiance RPG, to be as translatable to Pathfinder as possible and vice versa. More importantly, we feel as though the NPC classes are wasted; they imply that non-heroic characters have no special skills or abilities, when we clearly know that this is not the case. Our goal is to add simple-to-use and easy-to-manage abilities to NPC classes so that they are more interesting options both for a GM's characters and for followers that a PC with Leadership might recruit; as written, there is absolutely no reason to ever recruit an NPC class character with the Leadership feat. Ever.
Why Make This Thread?
~ Alexander "Alex" Augunas
I'm making a sixth level character for a game I'm in. I already have a Dwarf Drunken Weapon Adept who is focused on trips, but the GM is allowing us to have "alts" that we swap in and out for, and even though I love my monk no one in the group is willing to step up to the plate and bring any amount of healing to the table. So that's what I'mma do.
That said, I don't know how to proceed with my character. I prefer Spontaneous spellcasting to Prepared spellcasting because I am lazy, but I haven't found an Oracle that works for me. My ultimate problem is that of my group of friends, I am the only team player. Everyone else is speccing out their characters without the rest of the party in mind, so I need to make a character who encourages team play among everyone. When I played my aforementioned Monk, I was the only character giving our ninja his flanking bonus, so whatever I play needs to be able to do that too. My monk is trip-focused which was nice, but I don't know if I want two trip-oriented characters.
So, to sum up:
Anyone have any ideas? •-•
Now that Ultimate Campaign is upon us, I decided to go through the new rules and update my old Kingdom / Settlement sheets for the new book!
This is what you're going to find within the character sheet:
Page 1: All of the modifiers for the kingdom, as well as the kingdom's name and alignment, are here. One page reference for all your dice rolling needs!
Page 2: All of the Leadership positions (except Viceroy), their vacancy penalties, and any special rules that are associated with that position. Each role also indicates where its modifier bonus is added.
Page 3: A Cheat Sheet for the four kingdom edicts, as well as one of the new edicts: the trade edict.
Page 4: A Cheat Sheet for forms of government, the Fame and Infamy rules, and a nice big chunk of space for you to keep notes on.
Page 5: A place to record your relationship with foreign kingdoms as well as a place to record the information regarding your trade routes.
Pages 6 & 7: A place to list the modifiers of a specific settlement, as well as the number of each type of buildings you have in that settlement.
Page 8: Diplomatic Edicts! Seriously, those rules require the ENTIRE page.
Page 9: Exploration Edicts, Vassalage Edicts, and Settlement Modifiers. This is where the Viceroy position is, so you don't have to worry about it cluttering up page two if you aren't going to be using those optional rules.
Page 10 & 11: A list of every type of building and hex augmentation you can purchase, its benefits, how many lots it takes up, and so on.
So I totally know I'm setting myself up for disappointment when Ultimate Campaign comes out this month and potentially invalidates all of the work I've done, but hey! Don't worry about that, worry about new Character Sheets!
I'm currently in a Kingdom Building game, and after realizing the Kingmaker Character sheet wasn't good enough for my needs, I started scouring the internet trying to find a better character sheet. And although there were tons of great Excel Spreadsheets, there was nothing I could easily stick into by binder and bring to the game.
Here's a quick breakdown by Page:
DISCLAIMER: I am aware that the Kingdom Building rules say that you use only the benefits from your city's buildings to determine your settlement's base value. That seems silly to me, personally, so that rule is hand-waived away here. If you want to stick with that rule, enforce it and ignore the base value entry of the Settlement Table.
==PAGES SIX THROUGH EIGHT==
Cutting to the chase, according to the Cursed settlement disadvantage, you reduce one of your statistics by 4 while your settlement is affected by the curse. Crime and Corruption are statistics, but it hardly seems like a disadvantage to "curse" either of those statistics. Thoughts?
About a month ago I posted this thread detailing my attempt at a fix for the Antagonize feat, from Ultimate Magic. In my quest to make "tanking" an easier-to-perform role in Pathfinder, I added a new special action, antagonize, as well as a new combat maneuver, parry. I got a lot of great feedback from that thread, tweaked the rules drastically, and am now ready to share them with the world.
As a brief run-down, since I understand it is a lot of information.
— For now, Antagonizing is mostly Charisma-based. It is modeled after the demoralize action, and aside from needing to use hostile actions against the antagonist, an antagonized creature suffers no penalties. That is intentional; since Antagonize doesn't actually affect the creature's toughness (no debeuffs or whatever), the action isn't going to make encounters any easier or any harder.
— Antagonizing is designed to be very personal in that there are many ways to do it. There are many feats which I would describe as "quality of life improvements" rather than something you absolutely needed to succeed at antagonizing.
— You can use one of four skills to antagonize an opponent, and each skill modifies the core rules in small ways depending on how you use it. The skills are Bluff, Diplomacy, Handle Animal, and Intimidate. In addition, Sense Motive is vital to preventing yourself from becoming antagonized. The ultimate result is that two skills that people often skip over, Sense Motive and Handle Animal, have very real advantages for investing in now for any character. You're more than willing to debate whether those advantages are important or not, but they exist.
Looking forward to reading some comments, so hop in, grab a copy for yourself, and tell me what you think. I'll be playing these rules myself on Saturday and GMing for them on Thursday, so I'll post some information about them there. I'm expecting them to be a godsend for anyone who focuses their character on defense, because nothing is more frustrating than investing in all of the cool defensive abilities, then flailing about as your GM can't find a way to justify the monster actually trying to attack you.
I'm about to reach 7th level in a campaign I'm playing in, and my GM's required me to take Leadership. [sarcasm]Oh no ....[/sarcasm]
So I'm trying to figure out a cool character to build as a cohort to fill out our party. We're currently a three man band; I'm a sword saint (samurai) / lore warden (fighter), party member #2 is a bladebound (magus), and the GM gave us a seer (oracle of life). We're sort of hurt on skill coverage at the moment, but we also don't have a full arcane spellcaster.
Because of that, I've been thinking about arcane trickster, but considering that my cohort is going to lag behind us in levels, the loss of those spellcaster levels could be huge in his/her helpfulness. What does the board think? Any suggestions for stuff to look at would be great too.
Still working out the kinks on this one, but I figured, "Hey, why not share some of the designing process with the Homebrew / Suggestion board?"
Critiques are welcome. Comments are DEMANDED. (Not that I could enforce that anyway. :-P)
If you haven't seen it or heard of us (Radiance House) before, check out all of our Pact Magic rules, available on the d20PFSRD.
Eldritch Jailor (Occultist)
Eidolon: An eldritch jailor gains the service of an eidolon, which functions exactly like the summoner class feature; see Pathfinder Roleplaying Game Advanced Player’s Guide. The eldritch jailer uses his occultist level –3 when adjucating the eidolon’s abilities, and the eidolon possesses share granted abilities instead of the share spells ability. The eidolon is housed within an extradimensional space within the summoner’s ritual totem (see below); this extradimensional space is treated as the eidolon’s home plane for all purposes. Only the eldritch jailor who bound the eidolon to the ritual totem can force it out of this extradimensional space.
Ritual Totem: A eldritch jailor possesses a ritual totem, which is an object of personal significance that weighs no more than 10 lbs. and can be held in one hand. An eldritch jailor’s ritual totem is pivotal in performing the ritual required to bind and command his or her eidolon.
In order to command an eidolon, an eldritch jailor must assert his or her commands over its mind. Doing so functions as handling an animal, as described under the Handle Animal skill except that an eldritch jailor makes Knowledge (planes) checks instead of Handle Animal checks. Instead of trying to teach tricks to an unwilling creature, an eldritch jailor spends one week “teaching” the ritual totem a desired trick through various rituals. A ritual totem can be taught a number of tricks equal to the eldritch jailor’s binder level + his or her Charisma modifier. After this week has finished, the eldritch jailor attempts a Knowledge (planes) check against the trick’s DC; success indicates that the eldritch jailor can now command the eidolon to use the desired trick while failure indicates that the eldritch jailor must start anew.
Unlike an animal companion, an eidolon never attempts to use its tricks willingly; the eldritch jailor must always command an eidolon by spending a move action (and by making a DC 10 Knowledge (planes) check) in order to command it to take any actions aside from free actions; it cares so little for its master that the eidolon will even refuse to defend itself. Because the ritual totem unwillingly commands the eidolon, the DC does not increase if the eidolon is damaged. If the totem ever gains the broken condition, however, the DC increases by 10 and if the ritual totem is destroyed, the eidolon cannot be controlled until a new totem is created by spending one week of time plus 200 gp per HD of the eidolon crafting a new one Depending on the condition of the ritual totem’s destruction, the eidolon may simply be unable to move or act, but in more terrifying situations the eidolon may become free to act as it will, an unkillable monster until it is contained once more.
Tunneled Lore: Select 1 constellation. The eldritch jailor is barred from this constellation and its allied constellations. The eldritch jailor cannot bar constellations with this ability that have been bared by other classes or that have been selected as an aligned constellation. An eldritch jailor cannot bar the Dark Beyond constellation.
So I've been tweaking my Charisma melee character build for a three-man band that I've been playing in and I was looking for some feedback. The character's general role is a utility character / combat maneuver expect; one of our three players is a blade-bound magus and from previous experience I know better than to try and out DPR that!
The only REAL rule is that storyline wise I need to keep my levels in either cavalier or samurai, my order needs to be the Order of the Cockatrice, and I need to keep my race (kitsune).
Here's my build so far:
Samurai (Sword Saint) / Fighter (Lore Warden)
01 (S1): Antagonize, Challenge (1/Day), Iaijutsu Strike +1d6, Order of the Cockatrice, Resolve (1/Day)
We're Kingdom Building; my GM told me I have to take Leadership at 7th level.
How it Plays
More importantly, free Dazzling Display helps me qualify for Shatter Defenses and Deadly Stroke, which sync nicely with Braggart. In addition, because of Braggart, I can demoralize in an area without having to draw my weapon if I want, meaning that I could theoretically get the +2 braggart bonus to hit with my Iaijitsu Strike on the following turn if I wanted to.
Terrifying Iaijitsu rounds out my methods for demoralizing my foes (a whopping three choices), and its biggest draw / advantage is that it uses a Will save instead of a skill check, meaning it ignores my foe's size. Better still, it happens as a consequence of using another ability.
Things That Could Be Tweaked
As a final note, I'm not opposed to multiclassing outside of Fighter / Samurai once I have my levels, but anything not in the Core Rulebook Line I'd have to clear with my GM first. :D
So, I have a character I talk about a lot in various forum threads, my kitsune cavalier. We're playing a Kingdom Building campaign and because of my heavy focus on Charisma, I'm the party face and also set to be the King / Baron / Prime Minister / Whatever of the Kingdom we're going to be building.
Now, I really like the idea of the Battle Herald prestige class, but I'm turned off by the idea that all major commanders have to have some level of bardic expertise. That's not my character at all. So this is my attempt to build a Prestige Class that really conveys the "support my allies" theme without resorting to magic. Here's the link if you want to check it out. I'm hoping for some feedback before I present it to my GM and wish for the best.
And yes, Cheapy. I totally used the opportunity to practice my InDesign skills again.
Here are two abilities:
Advanced Player's Guide wrote:
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Ultimate Combat wrote:
How would you say these two abilities interact for a multiclass cavalier / fighter? Would you get a second Teamwork Feat as a bonus feat to use with Tactician? Does the second ability also allow Fighter and Cavalier levels to stack for determining tactician's rounds per use?
So, I'm playing a Charisma-focused fighter in my current campaign (yes, it can be done!) and one of the things I've noticed is how ridiculous the Antagonize feat is. Based on its current wording, its either laughably broken or depressingly worthless; in nearly three levels of play, I've only had the opportunity to use it once.
I've seen many other people also complain about this feat, so I decided to sit down and take some time away from tinkering with my Pact Magic Unbound writings to bring you my musings on two new combat maneuvers; antagonize and parry.
Maybe I'll find a place to put these in print one day in the future, but for now? Enjoy.
Feel free to leave any feedback you might have, and I'll do what I can to update the document accordingly as I deem it necessary.
I am planning on introducing a mythic magus to my players forthcoming and when selecting his path abilities, I came across an interesting power:
Sweeping Strike (Su): Whenever you make a full-attack action, you can decide to make only one attack roll and apply the results of that roll to all enemies within your reach. Roll damage only once, and apply it to all foes hit by the attack. If the attack is a critical threat, choose only one enemy to target with the critical threat. You must be at least 6th tier before selecting this ability.
Here's my question. If I'm a mythic magus and I use Sweeping Strike, could I combine Sweeping Strike with Spell Combat and Spellstrike for the following effect:
As full-round action, use Spellstrike to deliver Shocking Grasp as a melee touch attack, then sweeping strike that melee touch attack, hitting all enemies within reach with both a melee attack and shocking grasp at once?
I think it would be perfectly fine output wise (and wicked thematic!), but I'm not entirely sure if that move is allowed RAW. What's the verdict on that?
First off, I wanted to say that I really, really like the ideas of the Mythic system and feel that its already doing its job quite nicely. That said, while I was reading through the Player content, I wrote down notes and questions I had. Many of these questions can be solved with a little bit of Common Sense, I think, but I figured they warranted asking considering that these rules will be used to construct an Adventure Path down the line, and if the system is ever allowed into PFS, it might as well be as rules-tight as possible.
Here it goes:
Basic Mythic Rules:
Finally, the high priest spoke that it was time. The Keeper reached deep into the basin and pulled out Damon’s body. It was dark jade and slimy to touch. The keeper gently placed his ward onto the alter and picked off a bit of the greenness; seaweed. He slowly unraveled all that Damon, the man, was. Bit by bit the seaweed came off as though Damon had been mummified in the stuff. Damon’s body grew smaller and smaller with every piece until, finally, a bit of pink appeared beneath the green. The Keeper, tearing through the seaweed now, pulled forth from Damon’s body to reveal a soft body; scarcely three feet long and innocent. His eyes opened wide; they were the color of ocean waves and two flaps of skin on either side of his neck rippled, making a sound akin to coughing. The Keeper embraced the tiny gillman; sobbing lightly.
“Are you my father?” the boy asked. The Keeper nodded his head.
“Yes. Please, my son needs clothing.” Someone among the villagers brought forth a garment for the boy; the Keeper dressed him and placed the child bare foot onto the stone floor. He clutched his father’s side, looking frightened.
“Do not be afraid my son,” he chastised, “These are your people. You are one of us.” The boy’s eyes darted nervously around the room until they spotted something that made his face open into a wide, toothy grin. He ran across the room to a group of boys and before long he was shouting merrily among them.
The Keeper, now the father, watched his son, his new playmates, and their keepers and smiled.
Welcome, would-be readers, to the Open Playtest for Pact Magic Unbound, Volume 2! If you didn't get the message before, thank you so much for making our first open playtest the huge success that it was. Dario Nardi and myself were very pleased with how everything turned out and we're excited to announce that our second volume, Pact Magic Unbound, Vol. 2, is well in the works. Originally we weren't going to have a Playtest of any kind (this is why this playtest is occurring so late in the book's creation), but our fans in our Facebook group enlightened us that there was a specific portion of the book that they wanted us to make sure that we got absolutely right. That section was on Anima.
For those who are not familiar with Dario's original book, Secrets of Pact Magic, Anima basically broils down to build-a-spirit. Anima provides a number of generic spirits with heavily themed powers for a binder to pick and choose from when building a spirit. This iteration of anima functions very similarly to the original incarnation; with some serious differences.
Ultimately, I want your feedback on these rules. Give me your gut interpretation, build some spirits of your own, try it out! I'm not sure how long this playtest will run; as I mentioned, we were not planning on doing something like this. I wouldn't expect it to run much longer than three weeks at the absolute most, however.
One final note, this is not all you will see in the book when it is released. This is roughly 9 pages out of a 109-ish page document and we don't feel the need to run a public playtest on the rest of this material at this time.
Cheers, and let round two commence!
You will house me, it continued. Damon though to himself, You want into my house? Fine, we’ll have tea and biscuits if I get out of this alive! The being’s terrible eyes began to glow bright until they finally overtook Damon’s own. Then … a feeling overcame him; swept him up like a wave at the beach. If Damon could see his own face, he would have called it a stupid grin. Today was going to be a good day.
The Keeper stood stoically as ever, overlooking his ward. The room was etched with runes and signs, with seals and vessels. It was spacious; most of his village’s people gathered here today; mothers and fathers with their children, adolescents with their lovers, and fellow keepers with their wards. The high priest stood before them; a handsome gillman barely old enough to father children of his own. The Keeper knew better; few in the chamber were older than youths themselves.
“We picked only the best; heroes of the surface world,” the Keeper proudly explained. It had been his idea to lure would-be heroes to their doom by attacking a local wharf unprovoked. Four heroes came, and the keepers returned with four wards. The high priest nodded his head in approval.
“It is time for your ward to step forth,” the high priest commanded. The keeper bowed his head and grabbed his ward, Damon, by the wrist. The human was staring off into the lights, drowned in bliss as the gillmen called it. The keeper worried not; his ward would learn in time to overcome those feelings, perhaps even learn to subdue Vishgurv’s effect on the weak willed. The keeper lead Damon up to the high priest, careful not to hurt the human; any sudden pain could remove the bliss and foil the ceremony. Gently, the keeper lifted his ward onto the alter and laid him down. Damon laid there in all his glory, the blanket long since discarded after Vishgurv had been imparted upon his soul.
Aw man, you have no idea how long I've waited to make this thread! After a grueling month of play testing, and several months of preparing the final product for all of you wonderful people, ITS HERE!
Pact Magic Unbound: Volume 1!
Yeah, yeah. I made a mistake. >.< I'm pretty sure I called it "Spirits Unbound" instead of "Pact Magic Unbound" when I alerted all my play testers about its eminent coming. Sorry, folks! I'm going to play the newbie excuse card. :)
Now, with that out of the way I can finally talk about the book! I posted a bit of this in the Product Page, but here's a not-so-brief rundown of what's in the book:
One last detail, for the time being Radiance House is offering a printed version of this product through our website.. The website also includes a PDF / print bundle offer.
Now, as for the rest of this thread, feel free to make comments, suggestions, ask questions, or do anything else of the sort. Ancient secrets have surfaced once again; now its time for you to seize them with Pact Magic Unbound: Volume One!
So I was in the shower this morning thinking about my least favorite class (the Summoner) and what someone could do to make it a little less ridiculous. My mind started wandering and I thought of an old TV show used to watch as a kid.
And then, slowly at first, the parallels started to add up.
The summoner is an arcane spellcasting class that relies on one (or more) minions to battle for them. Using their 'spells,' a summoner is able to beef up their eidolon. As the eidolon grows in power, they earn 'evolution' points to 'grow' in power. The summoner's key ability score is Charisma, which is widely known as the strength of your mind or personality.
Charisma could also be tied to the strength of your virtue.
You're summoning a weird monster that no one knows existed, making it fight for you and as you and it grow stronger it evolves into new forms. You increase its powers via a well-defined mean and if it dies, it will simply re-materialize later.
Why yes, I'm calling it.
Eidolons are actually Digimon.
Mind = Blown
Kenneth wiped the sweat from his brow as he slowly poured the venom into his mother's chalice, careful to never spill a single drop least he ruin the delicate chalk lines that danced across Vandrae's seal. He lifted the chalice up slowly, his hands shaking as the cold metal touched his lips.
It won't hurt me, he thought. She won't let it kill me. He took the first sip and nearly gagged, as if every natural fiber of being was trying to warn him that what he was doing wasn't 'natural.' Kenneth knew it wasn't and drank deeply anyway.
It wasn't bad at first. However, the very moment that Kenneth allowed himself to feel a twinge of relief was when it started; violent, gut-wrenching pain seared his stomach as he clutched it, watching in horror as his blue veins pulsed an acidic green. The horrendous sight was too much for the occultist to bear; he vomited onto the seal that he had spent so much time drawing and perfecting. His bile was a dark, sickly black; the color of dried blood.
Wiping his mouth on his sleeve, Kenneth was sure that he had failed the ritual. That is, until he noticed something. Something repulsive. His bile had begun to faintly twitch in the faint candle light, slowly at first and growing faster and faster, until finally a large lump of black ichor complied in front of him. Roughly two feet tall, the ichor shaped and modeled itself; Kenneth fell back upon the moist ground, a testament to his prior sickness. Slowly the ichor bleed and molded itself as if it were nothing more then clay under the command of an invisible sculptor. The figure of an elf stood before him. A slit that could only be its mouth opened, speaking.
"Thou hath summoned Vandrae; state your bargain."
Forgotten Secrets have been unearthed ....
Radiance House invites the Pathfinder Community to partake in an event that, quite frankly, we're very excited for. Dario Nardi and myself have been working tirelessly for the past few months to bring something extraordinary back from the sands of time that buried it. I'm talking, of course, about Pact Magic.
What is Pact Magic? Pact Magic refers to the binding of otherworldly spirits onto the soul of a person that prepares a relatively simple ritual, often known as a binder. Texts referring to this particular form of magic date back to the 17th Century, featured the first section of the Lesser Key of Solomon. As a game mechanic, Pact Magic is a supplemental rules system that was made famous by the world's most popular roleplaying game in 2006 and was expanded upon further by Dario Nardi, owner and lead of Radiance House publishing.
Now, Dario and I want to bring pact magic to more roleplayers then ever before, through the Pathfinder Roleplaying Game community. After some in-house playtesting, Dario and I would like to invite anyone who is interested in playtesting the new rules for the first installment, Secrets of Pact Magic, before its upcoming release.
About Secrets of Pact Magic
When Is This Being Released?
What Can I Do to Help?
#1 - Leave a post in this thread clearly voicing your interest. You get bonus points if you include a short remark as to what interested you in this playtest; it can be anything from "I used the original books!" to "You caught me at Playtest!"
#2 - I'll send you a PM with a link to the playtesting document. Its really that simple!
I'm something of a forum lurker, so if you post, there's a fairly good chance that I'll get to you reasonably quickly.
How long will playtesting last and what are you looking to have tested?
Excellent question! As publisher, Dario has informed me that he needs the book shipped out to places like the editor and eventually the printer in the month of June. This means that we only have about two weeks, maybe three to really get this show on the road.
As to what I'm looking for? Go wild with the playtesting and theorycrafting. I want to see and hear everything you people have to say. Please keep all of your comments in this one thread, however.
Send me as many impressions as you can muster; does this look too good? Does this look not good enough? Did you find a potentially broken combination of spirits / abilities? Tell me everything!
As I mentioned before, I'm something of a lurker, so I'll do my best to respond as frequently as I can; however, I can't promise that I'll respond to every question I receive. Just most of them :). Any questions, comments, concerns, criticisms, whatever can all be posted here in this thread and I think Dario himself is planning on stopping by and chatting when he can.
So, without further adieu ...
Let the games begin!
So, I'm playing a Halfling Oracle in one of the campaigns I'm in and I am designing his spell list to be both healing magic (he's "cursed" by lyrakin, a type of azata) and luck magic, since he's a halfling.
As of right now, I'm a Dual-Cursed Oracle of Life with the Haunted Curse as my primary curse and the Tongues Curse as the one that will not improve.
Naturally, I took the Misfortune revelation and have Ill Omen as one of my spells. I'm looking to be a mix of a combat medic and a control character, using luck-based elements to accomplish the second part of that.
I'm looking for spells, traits, feats, anything luck-related. What'cha go for me, Paizo Advice forums? :D
Bit of background before my download; this is a rules expansion for the rules found in the Kingmaker Adventure, "Rivers Run Red." It is designed to allow a PC(s) to own and operate a business instead of a full kingdom. These rules were developed because I got tired of trying to micromanage one of my Player's attempts to run a business using only the rules provided in the Core Rulebook; they took up way too much time and I had to put hard caps on everything he did (this especially became problematic when the PCs would essentially skip weeks for Kingmaker, all the while he'd say "I use all my extract slots for the day to craft potions to sell."
Here's the document; it's saved in PDF. Please leave all questions, comments, critiques, and suggestions here. I truly want to hear them, and I check back on these sorts of posts fairly often, so if you do leave a comment, expect for me to get back to you on it shortly!
EDIT: Fixed the link.
Okay, so I'm looking for some advice on an Oracle / Witch / Mystic Theurge build. Before I go into what I'm thinking of for the character, I want to give a little bit of background information so the reason why I'm picking such a strange, uncommon build makes sense.
Basically, my character had a lyrakin (a type of Azata) become soulbound to him several months prior to the start of the campaign. He's an Oracle with the Life Mystery (level 2 currently) and I was originally planning on giving him a lackluster sling fighting build. However, my group already has an archer for ranged weapon damage and several melee fighters (a cavalier, a samurai, and two magi). We also have a wolf shaman druid. So as you can imagine, it's kind of difficult for me to figure out just where, exactly, I should build my character's niche into so I'd feel useful. Since the Druid is planning on focusing on shapeshifting combat and we don't have a full arcane spellcaster, I thought it might be cool if I build my character into a full mystic theurge build. But which way to take it?
My character already had a history with spirits, so I thought that taking the witch class, choosing a patron that thematically fits with the Azata (I'm thinking about Agility as of right now), and then going for Mystic Theurge would be fun. So I'm looking for some advice to make this character work; support-centric using Witch and Oracle of Life. Right now, here's what I'm thinking of:
Oracle 4 (Dual-Cursed) / Witch 3 / Mystic Theurge
Any thoughts, tips, or suggestions?
I'm looking for any and all feedback. Too weak? Too strong? What do you think?
Quick question before a game; can I transmute pebbles with the Magic Stone spell, then use Abundant Ammunition spell to make additional Magic Stone projectiles whenever I use them?
Magic Stone wrote:
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.
Abundant Ammunition wrote:
Does it stand to reason that a relatively high-Intelligence character could learn virtually every language in the game if a race possessed both of these two traits?
Not saying that languages are overpowered or anything, but several other traits (most notably the ones that grant bonuses to Stealth) specifically mention that you can't take a bunch of traits that stack the same bonus. I was wondering whether people think the same rule should apply to these two traits.
Or is that one race from 3.5 that was completely focused around languages coming back? :-P