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Valeros

Golden-Esque's page

Goblin Squad Member. Pathfinder Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 764 posts (3,963 including aliases). 38 reviews. 1 list. No wishlists. 2 Pathfinder Society characters. 3 aliases.



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Ever wished there was a way to grab a cohort without spending a precious feat slot on it? Maybe you'd like a handy list of things your followers could do that doesn't involve getting eaten by a dragon in droves. Maybe you'd like a way to track your reputation with multiple factions for a true sense of political intrigue, or maybe you're looking for some neat ways to progress your character's Leadership skills that didn't make you choose between a +1 bonus on kingdom rolls or Power Attack. Or maybe, just maybe, you'd like a means to connect all of the dispart campaign systems that exist for Pathfinder together under one statistic.

If any of this sounds like you, make sure to pick up Everyman Gaming, LLC's 4th Pathfinder Product, the Leadership Handbook, which is now available at Paizo.com!


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Sorry for the click-bait title, folks, but title is 100% accurate.

The Full Story:

Around February of this year, after I had finished designing Age of Electrotech for Radiance House, I sat down to begin work on Pact Magic Unbound, Vol 3. Ever since I started Pact Magic Unbound, I had wanted one thing: to have one spirit, per constellation, per spirit level. That means 13 1st-level spirits, 13 2nd-level spirits, and so on. Completionism is VERY important to me.

Now, as I sat down to work on Volume 3, my brain-meat was working overtime and I came up with some great ideas. Like a new "constellation" that really wasn't a constellation at all, or the reintroduction of spirit alignment. Other bits were qualify of life improvements, such as saving space on spirits by breaking the Tome of Magic mold and allowing them to grant spell-like abilities to binders. But of course, as innovation kept on rolling I looked back at my old work (especially Volume 1) and signed. Pact Magic Unbound, Vol 1 was my first professional product. I've come a LONG way as a designer since then. I've gotten a LOT better. And honestly, I was sort of embarrassed of Volume 1 as though I was a teenager who had to sit and watch his mother show pictures of him as a toddler sitting naked in the bathtub to his girlfriend. Its not a good feeling.

That's when I decided to cancel Pact Magic Unbound, Vol 3.

In short, I cancelled it so I could design a better product instead.

The working name is "Pact Magic Unleashed," although that's not set in stone. Basically, I went back through all of my Vol 1 & 2 notes and fine-tuned everything. Abilities were streamlined. Alignment was added. Abilities were simplified. Balance between Pact Magic archetypes was improved. And the occultist was cleaned up so it truly is the master of pact magic.

I've been working on this clean-up project since about March now, and I'm happy to say that I've just about finished my initial draft of the product. This behemoth currently clocks in at 300 pages. It is everything from Volume 1, everything from Volume 2, and about 120 pages more, what *could* have been Volume 3. Includes are ten new archetypes for the Advanced Class Guide classes, about a dozen new binder secrets, the starless "constellation," alignments for all spirits, the inclusion of options for paladins and the game's alternate classes, and more. If we started on post production today, we could probably have this product out by December, January at the latest. But I want better for all of you.

First, Dario and I are looking to do some in-house playtesting. About the same level of quality control that we did for Age of Electrotech (which was fairly extensive thanks to my paranoia). Second, the art. While I love our Volume 1 and 2 art, most of it is almost a decade old at this point. I want new stuff. Sadly, art is VERY expensive, and with the amount of space I've budgeted into the book Dario would probably have to sell his apartment to pay for it all. So we're going to do a Kickstarter for this book, as literally dozens of people have begged me to do. Finally, Dario and I are planning on doing this as a hardcover, color-print book.

I don't have specifics so far, but here's what I can share:
1) Before we do the Kickstarter, we're going to be teaming up with a playtesting company that I know and respect to playtest the product with us. I'm hoping to get two, solid months of playtesting done through this company.

2) After the playtesting is done, I would like to run our Kickstarter. If I had my way, we would do this early 2015, but not only do I need to be comfortable, but the timing needs to work for Dario as well. I'm currently gobbling up all Kickstarter-related information that I can in order to prepare for this, because of the next part.

3) Our Kickstarter will not determine if the book gets made. Even if we fail to fund, we'll still make the book. We have the means to. Rather, the Kickstarter will determine if we can afford to have new artwork (and new legends; see below) made for our product. Whatever our minimum goal is, that'll be the amount of money that we need to commission artwork to fill all of the blank spaces that are currently in the product.

4) You'll get a good deal on the book if you "buy it" through the Kickstarter.

5) Pact Magic is supposed to be something that, once you discover, you get swept away in. I'd like to emphasize this by making our higher-value stretch goals VERY customer-interactive. A popular reward is going to be a limited "design a character for a piece of artwork" tier. So, for example, if you're someone who's played an occultist, you could increase your pledge value to the point where we'll take a character description from you and we'll put your binder in the book being awesome. Don't play an occultist? That's fine, give us a description and we'll place you at the receiving end of some occult-based pain. For example, those of you who follow me on Guidance and Everyman Gaming know that I love to sneak my kitsune cavalier into as many products as I can. If our project funds, then there will be a picture of my treasured PC reeling from the after effects of an alter age spell.

Just to throw out some random numbers that are in no way official, let's say that the the highest-level pledge that gets you a hard cover copy of the book, plus a PDF copy is $75. Then the next pledge level above that might be $100 - $125 to supply a description and have your character appear in a piece of artwork in the book. A pledge level above that would allow you to pick a description that I provide you and work with the artist and myself to design that character from start to finish. A pledge level above that might allow you to choose a spirit to have its full-page level written and included in the book. The highest-level pledge that I have planned so far will allow you to design what our iconic occultist looks like.

6) One of the unlockables that Dario and I want to provide is what we're calling "celebrity legends." I'm in the process of contacting some well-known people in the Pathfinder community to take part in this stretch goal. I won't name names of the people that I've talked to (there honestly hasn't been very many), but I've gotten a few people who've implied interest that I'm REALLY excited to work with.

7) More content. This is what you've been waiting to hear about, isn't it? Currently the book sits at about 300 pages, give or take a page or five. Dario and I are willing to bring this total up to a maximum of 500 pages, meaning that there will be about 200 pages of stretch goals available, including new levels, new races, updates to class Secrets of Pact Magic systems, prestige classes, and the thing that EVERYONE has been asking me for ... Mythic Pact Magic.

I will have a LOT more to say about this in the next few months, but in the meantime, I have several things to ask of you, fans of Pact Magic Unbound.

1 — Tell people that we're coming. The more people who are looking for our Kickstarter when it happens the better.

2 — Talk about it here. Tell me what you want to see and what you don't want to see? What did other RPG Kickstarters do that you like and what did they do that you didn't like? What would make or break our Kickstarter for you?

3 — Figure out who your favorite Pathfinder RPG authors are and ask them to check out this page. I would like a diverse roster of writers to call upon for stretch goals. Better chance that I get someone you've heard of and/or like.

4 — I've been hunting down useful tips for running a successful Kickstarters. I read about it almost every day. If you find some good information, leave it here. I will probably check it out in a day or two. I've never ran a Kickstarter before and it would DESTROY me if something as cool as Pact Magic didn't get funded. I need my picture of 8-year old Kyr'shin tripping over his adult arms and armor, darn it! ;-P


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It seemed a bit off to me that I've had my own publishing venue for almost four months and to date, I haven't done ANYTHING Pact Magic related. So, what the heck? Here's roughly two dozen new binder secrets for you!

This product requires Pact Magic Unbound, Vol 1 & 2. In addition to adding new general secrets, it also adds new alteration secrets as well as a new category of binder secret: aspect secrets! Now if you're an occultist who doesn't like his constellation's aspect, you can trade it away for a new ability with a nifty aspect secret!

Here's the link.

Now that I've opened Pandora's box on doing additional supplemental support for Pact Magic stuff, I'm all ears about what else fans of Pact Magic Unbound want to see next. I can't do anything involving PMU Product Identity (for example, the atlan race), but if you ask, I'll try to deliver!


Thanks for the shout-out, guys!


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Age of Electrotech: Introduction wrote:

Life is an endless precession. Men are born,

men grow older, and men die. Nations built from nothing decay into decadence and collapse. Even gods themselves bow down before the forces of time and fade into the annals of history and myth. There is only one force that is truly immortal, an idea born with intelligence that will never truly vanish. Philosophers have many names for this enduring idea: inspiration, innovation, or the muses. Innovations takes many forms, as
new ideas, spells, philosophies, and technologies. Innovation can be set back, innovation can be buried beneath the ageless sands, but it can never truly die.

Radiance House is happy to announce Age of Electrotech, a new 98-page supplement for the Pathfinder Roleplaying Game! Far more than a simple book with new classes, archetypes, and equipment, Age of Electrotech is about innovation, both in game mechanics and in the campaign setting. The Age of Electrotech is a golden age of new possibilities and new ideas. Set amidst a background of roaring engines and crackling batteries, the Age of Electrotech details a pulp fiction fantasy set between the Industrial Revolution and the Roaring 20s. New technology utilizing the mundane forces of nature has slowly begun to emerge in the world, and its heralds, the electrotechnicians, claimed that it would bury the esoteric arts of magic into the annals of history while ushering in a glorious, new age where anyone could obtain fantastic powers simply by sliding on a cheetah gadget or waving a scorching ray tinker.

Sadly, reality got in the way. Although most homes possess cookers and many people drive electric carriages around their city homes, these devices are simply too expensive to produce in order to truly replace the arcane arts. One could train a dozen wizards and teach them all to cast acid arrow with the amount of gold it would cost to equip one soldier with a state-of-the-art nucleonic rifle. Electrotechnology has been mostly confined to the great urban areas of the world, moaning again city walls, beginning for release into the wild world.

Now, it is up to you to unleash the wonders of electrotech into the world! Featuring:
— A new base class, the technician. This innovative new class combines aspects from 3.5's psionics and incarnum as well as a dash of Pathfinder's alchemist in order to create the first true artificer class. Whether you spend your precious battery points brandishing a powerful wand-like tinkers or slap a set of cheetah gadgets onto your feet to run twice as fast as any mortal, the technician uses her supreme intellect and cunning craftsmanship to overcome obstacles.

— The technician includes a special subsystem called trades. There are roughly nine trades for technicians to specialize in and master, and each trade grants the technician a unique set of abilities to choose from. Become a craftsman technician and put your building tools to the test or act as a soldier technician, specializing in tinkers of war. From motorist to symbionts to traps, there's a trade for just about everyone!

— Choose from a slew of new archetypes, such as the self-enhancing cyborg, the tricky holomaster, the spirit-dealing esotechician (requires Pact Magic Unbound, Vol 1), or the mutable transmoglomaniac.

— New feats, vehicles, equipment, and items to truly immerse yourself in the Age of Electrotech! This also includes a category of artifact-like machines called Wonders of Madness. You'll need a small army of technicians in order to meet those crafting DCs of 100 or more!

— Two all-new races. Grab your gun and your nearest treant buddy as you play as an inquisitive nashi. These raccoon-like humans are natural aces with electrotechnology and pride themselves on their intellectual pursuits. Or if you're not above a bit of genetic flagellation, give the humans-gone-mutants known as the mutamorphs a go! Using the most illegal of black market symbionts, these former humans have augmented themselves with bestial traits using illegal experimentation on strands of lycanthropy. Whether you're a shark mutamorph, a crocodile mutamorph, or even a wolf mutamorph, hushed whispers and baleful stares are sure to follow your way everywhere you turn!

— Downtime rules including a technician background generator, new rooms and buildings, new kingdom building structures, and even an expanded skill system for use with electrotechnology await you!

All this, and so much more will help you begin your journey into the wondrous world of the Age of Electrotech! Available here at Paizo.com!


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Now that the kitsune are legal in Pathfinder Society and my plans for World Domination got one step closer all of you newbie kitsune players might be sitting out there wondering, "Just how do I make this character more than a human in a fur suit? What sort of motivations do these fox folk have?" Those of you in home games might even be wishing that there was a way that you (yes, you!) could more effectively build a Nine-Tailed kitsune or add kitsune subraces to your campaign world.

Well, look no further! Everyman Gaming, LLC's got you covered with the all-new Kitsune Compendium. 29 gorgeous pages of information about Pathfinder's very own race of natural shapechangers. Here's a taste of some of the goodies you'll find waiting for you in the Kitsune Compendium:


  • Detailed descriptions of important aspects of kitsune life and culture including their ecology, psychology, architecture, languages, nations, and more!
  • 16 all-new alternate racial traits.
  • New Favored Class Options for 24 base/core/hybrid classes. (That's all classes up to the Advanced Class Guide that aren't covered in the Advanced Race Guide!)
  • A dozen new archetypes, both for kitsune and characters who associate with them.
  • A smattering of witch hexes, rogue talents, and bardic masterpieces.
  • New feats that epitomize kitsune combat psychology.
  • A new subsystem for shapechangers of all kinds called remedial shapechanging that allows shapechangers to use their polymorphic powers to heal minor injuries.
  • And much, much more!

Click the link to check out the Kitsune Compendium's product page!


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Sweet back story, love the picture to


1 person marked this as FAQ candidate.

There's a very interesting difference in language between Tripping Twirl (Ultimate Combat) and Whirlwind Attack.

Both abilities allow you to essentially attack all foes within your reach. Tripping Twirl just demands that your attack be a trip attempt with a quarterstaff attack while Whirlwind Attack allows you to do as you wish.

Whirlwind Attack specifically replaces your normal action during a full attack. Tripping Twirl, however, requires a full-round action to use. Because it isn't a full attack, that means Tripping Twirl doesn't work with abilities that modify the full attack action (like fighting defensively or Combat Expertise, which is a prerequisite for this feat). This also means that a Magus (who gets a heads-up on qualifying for this feat) can't use Tripping Twirl during his spell combat ability.

My question is less of an FAQ because its very clear how this ability functions. My question is: should this ability function as such? Although its prerequisites are overall better than Whirlwind Attack's, Tripping Twirl itself is a much more specialized version of Whirlwind Attack and not being a modifier to a full attack action hurts this feat's viability more than it helps it.


1 person marked this as FAQ candidate.

Staff Magus is a magus archetype from Ultimate Combat that has tons of cool staff-based options. Buried in another feat, Tripping Staff, is a line that notes that you can use spellstrike on any trip combat maneuver that you make with the staff. [url="http://www.d20pfsrd.com/feats/combat-feats/tripping-staff-combat"]Here's a quote for reference.

PRD wrote:

Tripping Staff (Combat)

You can make a trip attack with your quarterstaff.

Prerequisites: Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.

Benefit: You treat quarterstaves as if they had the trip special feature.

Special: If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.

Obviously, this feat is assuming that if you are a staff magus, you still have spellstrike (staff magus does not trade this ability away), so it makes this clause.

However, there are archetypes that replaces and/or modifies spellstrike that stack with staff magus. A prime example is the new Card Caster archetype from the Harrow Handbook.

Card Caster has an ability called Harrowed Spellstrike that replaces and modifies spellstrike, allowing you to spellstrike only with ranged weapons.

Simply put, my question is "How do abilities that replace or modify other abilities interact with one another?" I'm assuming that this is going to have to be a case-by-case basis. My gut tells me in this case that Tripping Staff would not allow you to use Harrowed Spellstrike with your quarterstaff because it replaces Spellstrike with a new ability.

That said, an FAQ on the subject of how replaced and/or modified abilities interact with options that assume the base, unmodified version of that same ability would be helpful.

Any thoughts?


I've been scouring the boards and the rules: is there anything preventing me from buying multiple "sets" of spell-like abilities for my Intelligent weapon?

For example, it costs 1,200 gp to give my intelligent weapon the ability to cast enlarge person 3/day. Can I spent 2,400 gp to give it the ability to cast this spell 6/day? (Effectively three slots of each?

Same question, but with the Legendary Item's Intelligent Spellcasting ability: can I buy the spell-like ability more than once?


WARNING: I am a player. Please don't spoil this for me.

So we're just about at the end of the Sword of Valor and we've recovered this +2 transformative glaive called Soulshatter. Now, I'm the party 2H guy and I've been using the ranseur of the gargoyle up until this point, so the party tossed the weapon my way. I was able to identify that the weapon cast summon monster on my own, so I know this thing is magic. When the party diviner identified it, though, he couldn't detect anything evil about Soulshatter.

When I tried to store the weapon in my efficient quiver (I had given my ranseur demon bane, which was more useful thus far than a simple +2), it exerted its ego upon me and forced me to wield it for the day. On top of that, I'm pretty concerned that this weapon didn't radiate any sort of alignment aura at all when we tried to identify it with detect magic. I'm pretty sure that its supposed to do that if its intelligent. Then there's the fact that it willingly aided a Chaotic Evil antipaladin in combat and that we know that there's a Corruption Forge under Drezen Keep (we captured the traitor's cousin alive and interrogated him before going down into the depths of the keep). All of the notes we got from the dwarf's cache indicated that he's been using this forge to create evil magic items, such as his armor.

As a result, my character and I are both convinced that this weapon is evil. The obvious answer based on the results we've been getting are that this weapon is somehow casting nondetection or something similar on itself, but there's just one problem: I'm the most magic-savvy character in our party and every other player thinks that I'm being irrationally paranoid! Because the mere concept that the intelligent weapon that was formerly wielded by a Chaotic Evil antipaladin could POSSIBLY be Chaotic Evil is apparently baffling to them. It's almost like they expect it to be a weapon that we can use!

I could use some help coming up with tactics to thwart this nondetection effect to prove to my allies that I'm not insane. Remember, please don't tell me if this weapon actually has nondetection or not; I don't want to know!


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Hey! Did you know that a blog can apparently publish a product about using Charisma skills in combat? What a crazy world we live in!

After spending a few months working on my blog, Everyman Gaming, I decided that I wanted to try doing some independent work for the Pathfinder Roleplaying Game. To that end, I compiled my favorite house rules into the blog's first product: Psychological Combat.

So, what is Psychological Combat? Psychological Combat is a new rules subsystem for using Charisma-based skills to harry and harass opponents. It uses the traditional rules (feinting and demoralizing), adds a new special action that anyone can use (antagonize), and combines them all together under a new statistic: Psychology DC. And if that wasn't enough, Psychological Combat also includes a new morale subsystem, so GMs can use Psychology DC to track how much of an emotional beating their NPCs have taken. For you vets out there, it is directly inspired by 2nd Edition's morale rules and is a reactive system that causes increasing stages of fear based on the ebb and flow of combat.

But what stop there? Also included are new archetypes, alternate class options, feats, and character traits. And just because I'm a swell guy, there's also Mythic versions of every feat introduced in this product.

Beautifully decorated and filled with relevant flavor and illustrations by Jacob Blackmon, I'm confident that these rules will see as much use at your table as they do at my table!


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Alright, so as many people likely know there is a new Prestige Class in Inner Sea Gods called the Evangelist that has the rather unique ability of adding your Prestige Class level –1 to one other class that you belong to of your choice when determining what abilities you possess from that class. It's a rather neat ability that was likely designed to be the [CLASS] as a Priest option.

In all of my musings, the trade-off isn't worth it for base classes. You lose a level in your standard progression for a small smattering of benefits. Short-term, you're one level behind a typical member of your class. Long-term, you don't get your capstone. Kind of weak.

Ironically enough, however, this Prestige Class gets a bit strange when you start to consider its uses with other Prestige Classes. Let's pretend that I am a devout follower of Norgorber, the god of assassins. I advance through the early game as a slayer and at level 7, I decide to take a level of assassin. Then I become an Evangelist and at Level 2, I choose Assassin as my Aligned Class.

Huh.

I already have one level of Assassin. Then I stack 2nd level through 10th level with my Assassin level to determine what Assassin class features I have. That's 10 levels of Assassin, meaning I get all of the Prestige Class abilities from Assassin and Evangelist.

Any thoughts on this?


I'm often asked to write an article about terrain, but the problem is that I really don't like the terrain rules and how the book suggests they should be incorporated into encounter design. Today we'll be discussing terrain and how I use terrain to calculate an encounter's CR.

Click on to read more!


Kicking off the new week is an article about railroading. In this article we look at this GM Tactic at its best as well as its worst. For more information, read on ahead!

Also, if you didn't know, the articles post on my blog a good seven hours before I publicize them here, so don't forget to like the blog's Facebook page for faster reminders, ;-)


First up, some advice on dealing with one of the cheesier tactics that players often employ: read on in On Scrying and Frying.


All the 3PP I've seen have been going wild for Mythic content as of late, so let's kick off the week by talking about Mythic encounters! Hop on over to today's Everyman Gaming article for the scoop!


So my gaming group is getting ready to start Wrath of the Righteous. Our group consists of the following: one redeemer paladin, one holy vindicator (oracle of life/paladin), myself (leaning towards arcane trickster), and one other player (undecided, but leaning towards a bard or a warpriest).

I was planning on making my entry build look something like this:

Sorcerer (seeker) 4, Rogue (kitsune trickster) 1, Sleepless Detective 1, Arcane Trickster

Some notes:
— I know playing a wizard is mechanically better than playing a sorcerer because of the latter's spell level delay, but I'm not a fan of prepared spellcasting.
— The idea was to take a level of Sleepless Detective to reduce the number of Rogue levels that I needed to take: with these two levels, I net +2d6 sneak attack.
— This also has the added benefit of making me really good at Intelligence (ironic since I don't want wizard levels): between Kitsune Trickster and Sleepless Detective I get to add my Intelligence bonus on Bluff, Diplomacy, Perception, and Sense Motive skill checks.

What's really bugging me is the horrendous Base Attack Bonus that I'd incur from doing all this multiclassing. (I think I have +2 at 5th level and it doesn't rise to +3 until 8th). I could use some tips and experience from other arcane trickster players, specifically those who multiclass sorcerer:

— Does the low BAB hurt at all?
— Is it worth investing in feats like Weapon Focus (ray)?
— Any other notes or information that you have in regards to creating a successful build.


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Huzzah! A new week means new content on Everyman Gaming!

Start your week off with a brief discussion of the 15-minute adventuring day!


I have a very special update for y'all today! As of Friday, February 28th I've written and published all of the articles I've said I would from my very first State of the Blog article (February 2nd) and I was so happy with how that turned out that I will be sharing some numbers and interesting figures from the blog's first three weeks in today's update! And just like the first State of the Blog Post, this update contains a brief list of all of the articles that I will be writing for the next three weeks.

Check it out over at Everyman Gaming!


I'm very apprehensive about posting content updates here on Paizo because I don't want it to look spammy; three updates a week'll do that to you, I suppose. That said, I noticed a dip in views last week when I didn't post any links to Paizo.com, so I need some sort of happy medium.

So instead, every week I'm going to make a Thread (just like this one) and I'll post links to all of the articles for that week inside of this one thread.

For Monday's GM Guide — Action Economy 101. I've mentioned on Facebook that this topic (and next Monday's follow-up) are one of the most important concepts for GMs to understand if they want to run suitably challenging games for their PCs. This topic is so important that Owen K.C. Stephens and I were even discussing it lightly last week. (Irony!)

Even if you don't call this concept "Action Economy," every good GM needs to have the basic game knowledge found in this article in your arsenal. I won't usually say this, but taking the lessons of this blog post will improve your GMing more than almost anything else that I could ever teach you.

Enjoy!


1 person marked this as FAQ candidate.

Quick question, can anyone figure out why the Chameleon's effortless sneak ability (Ultimate Combat) is listed as a spell-like ability?

Effortless Sneak (Sp) wrote:


At 3rd level, the chameleon chooses a single terrain from the ranger’s favored terrain class feature. While she is within that terrain, she can take 10 on any Stealth check she can make within that terrain. When the chameleon reaches 6th level, and every three levels thereafter, she chooses a new type of terrain from the ranger’s favored terrain list. She gains this ability with the newly picked terrain.
This ability replaces trap sense.

There's nothing there to activate; at best it would be Supernatural, but considering what it does, it seems more like an extraordinary ability. At any rate, is this a typo?


I hate to self-promote, but my name's Alexander "Alex" Augunas; perhaps you've heard some of the 3PP that I've worked on such as Amazing Races! Kitsune, Village Backdrop: Vulgruph's Hollow, the Tome of Collective Influences Kickstarter that Amora Games is currently running, and of course, the Pact Magic Unbound series.

But those things aren't why I'm posting here today. Another side project that II wrote is a free-to-view Google Drive document called the GM's Guide to Creating Challenging Encounters. Designed to provide GMs with helpful tips and tricks for creating challenging combats to players backed by the power of mathematics, the guide was (and still is) extremely popular and I receive constant requests to update it with more information.

That said, a Google Drive document is not the place for an ever-evolving source of information like this tool, so I've decided to start a blog called Everyman Gaming. Everyman Gaming will focus on posting tips and tricks for GMs and players alike and has a posting schedule of Mondays, Wednesdays, and Fridays. Anyone who knows me realizes that I wouldn't give a set schedule like this unless I was sure I could pull it off; I already have all of the February articles written and ready to publish. All I need are viewers like you. ‪#‎ReadingRainbow‬

If this sounds like something you'd be interested in, hop on over to the blog's Page and make sure to give it a 'Like' so it'll send you an e-mail whenever a post goes live. If you don't want to do that, I understand: the posting schedule is Mondays, Wednesdays, and Fridays at 12pm. Read about the type of content I plan to feature, leave some suggestions regarding what sort of content you'd like to see me write about, and enjoy the show!

You can also see its Facebook Page HERE!


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So I was gifted Kobolds of Golarion for Christmas this year, and while reading through it again, I noticed something. Damiel falling into a kobold trap on the two-page art panel.

This got me thinking. Does ANYTHING ever go right for Damiel? Or Kyra? Or Lem? Thusly, this thread was born. The thread where you can post ANY time an iconic gets the short end of the stick in an artistic depiction. Let's see who the Art Department's whipping boy / girl REALLY is!

I'll start:

Damiel, Iconic Alchemist


  • Get's pelleted with rotting food in Ultimate Combat.
  • Winds up in the stockades in Ultimate Combat.
  • Falls for a Kobold Trap in Ultimate Combat.

Kyra, Iconic Cleric


  • Gets turned into a vampire in Faiths of Corruption.
  • Gets infected with lycanthropy in Blood of the Moon.

Lini, Iconic Druid


  • Gets thrown in prison in Ultimate Campaign.

Lem, Iconic Bard


  • Gets rejected by his first love in Ultimate Campaign.
  • Gets brutally murdered in Ultimate Campaign.


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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:


  • DO NOT post about changes to the Playtest classes. That feedback should be compiled in the Playtest Threads in the appropriate forums. Not here.

  • DO NOT post negative or derogatory remarks to the thread. If you want to be negative, more power to you, but this thread is about creating new content, not, "wishing that [CLASS] sucked less" or whatever.

  • DO NOT verbally attack others or their wish lists.

  • DO post ideas for new archetypes, feats, favored class bonuses, and magic items for the new classes.

  • DO post ideas for new archetypes, feats, favored class bonuses, and magic items for the game's existing base, core, and alternate classes.

  • DO engage in civil, polite discussion about ideas.

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!


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?


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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:


I'm Valeros the Fighter, and I have 2,000 gp in my pocket. I'm looking to get a house in Sandpoint and settle down. I don't feel like doing the work myself, so I decide to spend my hard-earned gold on my new digs. According to the House entry in Ultimate Combat, a standard house costs 1,290 gp and Valeros doesn't want anything fancy (yet) so this is good enough for him. I spend my gold and the house is built for me, taking 62 days of construction (the total time investment of all component rooms). Two months later and with 710 gp in his pocket, Valeros's house is completed!
Scenario 2 wrote:


I'm Sajan the Monk, and I have 2,000 gp in my pocket. I'm looking to get a house in Sandpoint and settle down. I value hard work and my money, so I decide to build this house myself. Each day I make Downtime checks, slowly gaining capital until I have the requisite amount (31 Goods, 1 Influence, and 31 Labor). When I have earned all of the labor I need, I spend all of my captain and my house is immediately ready for use before my time investment is spent on earning the labor I need to actually construct my home.

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.


1 person marked this as FAQ candidate.

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.


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Aura Strong transmutation; CL 20th
Slot head; Weight 10 lbs.

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.


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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. : /

Evolutionist
Although most druids are focused on the present condition of the natural world, those with wider minds study nature’s past in order to predict its future course. Having long since realized that nature grows and adapts to the changes spiraling around it, these druids constantly strive to progress the natural world into something greater than it already is.

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.


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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


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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!

Character Sheets:

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.

Alexander Augunas
Author of Pact Magic Unbound, Vol. 1


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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:
--It has 10 new classes, which are hybrid classes stylized after the Magus.
--UPDATE: Playtest this Fall.
--War Priest (Cleric / Fighter)
--Slayer (Ranger / Rogue)
--Hunter (Druid / Ranger)
--Shaman (Oracle / Witch)

What We Can Guess:
--Probably 256 pages.
--If Core Rulebook is an example, there will likely be well over 200 pages of content not accounted for.
--Possibility of a Swashbuckler? (James is notably into the idea and mentioned before that it would have to happen as part of a book with a broad scope.)
--Psychic Magic? (Hints that it would use same system as Vanician Magic means that it might not need its own set of new rules. Would help possibility of Vuldra support.)

What We Don't Know:
--Support for the Core / Base classes?
--Archetypes?
--Modular Build-A-Class system a la Advanced Race Guide?
--Will the new classes have a new Iconic?

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!


1 person marked this as FAQ candidate.

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?


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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!

Here's the link to check out the Prestige class.


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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!


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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?

Spoiler:
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?

Spoiler:
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?
[spoiler]In the Pathfinder Roleplaying Game, Townies function as archetypes for the NPC classes presented in the Pathfinder Roleplaying Game Core Rulebook. Since these classes have no class features, they simply replace a feat. Currently we are not planning to allow multiple NPC archetypes per character, but that could very well change with your input.

Why Would I Want Townies in Pathfinder?

Spoiler:
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?
We earnestly want to hear what you, the people of the Pathfinder Community, think about all of this! We hope that you will take a look at the samples provided in the next few poses and give us your honest opinion on the topic of Townies so that we can make this system as useful to you as possible.

~ 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:
I want to play an Oracle who can wade into the front lines without worrying about dying, act as a team player by providing bonuses to my allies (preferably without using all of my spells on doing so since I'll be in casting defensively range), and provide healing to my group.

Anyone have any ideas? •-•


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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!

Here's a link to the goods!

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.

Enjoy!


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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.

My crazy obsession with organization ultimately spawned these character sheets.

Here's a quick breakdown by Page:

==PAGE ONE==
One-stop listing for all of your Kingdom's statistics; perfect for the first few phases of a Kingdom Turn.

==PAGE TWO==
Explanations for many of the Kingdom Building rules. As well as a place to put your Kingdom's special resources.

==PAGE THREE==
Page Three is a very weird hybrid of the City Building rules and the Settlement Rules from the GameMastery Guide. The only real house rule on this page is that a settlement's economy is applied to its Kingdom's Economy bonus. It ends up being a very small bonus to the Kingdom overall (especially if you're giving your cities qualities), so if you don't want to do that, you can track the values separately. Small little tables allow you to use your settlement's population to determine what type of settlement it is, and that value can translate over to a larger table.

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.

==PAGE FOUR==
Page Four has an awesome number of settlement qualities, governments, and disadvantages for your settlement. They're designed with little boxes for you to check which ones your settlement has. There is room for extra notes for homebrew qualities and some governments / qualities / disadvantages I found on the Paizo Boards made it on here, as well as some I homebrewed myself with the help of my friendly neighborhood history buff player.

==PAGE FIVE==
This page is a reference page that has the block size, BP price, and benefits of every Kingdom Building in the game so far. Enjoy it.

==PAGES SIX THROUGH EIGHT==
These pages are all designed for you to be able to record how many buildings you have in a given city of a given type for quicker calculation.

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