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PaizoCon was lots of fun, not just because I got to run five slots of PFS (that was pretty great, though). In addition to copious amounts of gaming, I got the opportunity to ask a bunch of opinion questions to a wide variety of Pathfinder Society players and GMs from across the world. (Seriously, one guy I met while prepping Serpent's Ire was from Australia!)
I've been pondering a "design series" on the Know Direction blog for a while were I take a topic and go over the sort of considerations one has to make when designing a new set of rules for that topic. For things like mechanics, its pretty easy for me. For things like organized play, its a little bit harder. But I love a good challenge and in my mind, the organized play rules aren't any different from the combat rules—they're mechanics for determining how play happens at the table.
With this in mind, over the next month or so I'm going to be rolling out two or three articles on Guidance that deal with design contingencies; the little things in rules building that you have to think of when making something new. I figured the Organized Play rules would be a good place to do my conceptual tinkering because, frankly, its something I can use as a demonstrative tool without having to worry about stepping on someone's product either here or there.
So with that in mind, I wrote my first article in the series on something very near and dear to my heart: the inclusion of young PCs in organized play. Please give the article a read and comment what you think either on the Know Direction site or in the comments section below; I'm looking forward to seeing people's thoughts on this sort of implementation for the "rule."
Thanks, and have fun gaming!
Alex Augunas, the Everyman Gamer
Everyman Gaming, in partnership with Rogue Genius Games, is proud to present the Dynastic Races Compendium! The Dynastic Races Compendium is designed to be the go-to resource for campaign flavor and PC mechanics for a small number of "dynastic" races, which consist of kitsune, nagaji, samsarans, and wayangs. In addition to covering traditional avenues like archetypes and feats, we want to focus in on the culture, biology, and psychology of these races in order to create a product like none that has ever existed for these races.
This book compiles and expands upon the content from Everyman Gaming's Kitsune Compendium and Samsaran Compendium products, and enough new and old material for these races has been developed that the kitsune and samsaran chapters in this book are fully written, and the kitsune chapter is fully illustrated. Because of the expense involved in giving these races the illustrative treatment they deserve, we've come to Kickstarter to ask fans old and new alike to help us in our quest to make the best race guide for these races that anyone's ever seen!
Our kickstarter will be running from Wednesday, June 1st to Wednesday, June 30th. If you have any questions, feel free to ask them below. We hope to see you there tomorrow!
If you're playing in A Fox's Wedding, you can ask any questions you have about the event here.
You're going to start at 7th level, but depending on how fast the adventure moves, you could be as high as 9th level. (When the adventure ends, you'll be 10th level, but we aren't likely to get that far in the time slot that I have to playtest the adventure.)
Introducing a new product from Everyman Gaming, LLC! Everyman Options: Kineticists is here!
Master the elements using one of six new kineticist archetype, such as the elemental knight or the elemental expert. If the classic elements aren't tickling your fancy, why not become a psychokineticist and master the power of the Dimension of Dreams? Pryrokineticists and hydrokineticist can likewise learn to infuse their blasts with the essence of Heaven and Hell using new advanced composite blast options, and kineticists of the air, earth, fire, or water elements with a flair for spiritual power can enter the new Scion of the Elements prestige class, which allows them to tap into their past incarnations to master all four elements and achieve supreme elemental flexibility!
A friend of mine is hitting a lot of unnecessary hostility about whether or not the shaitian binder archetype for oread summoners should be a legal option for unchained summoners. I’ve made it pretty clear that I think that rules are made to be debated and altered given good evidence, so I’m going to try to prove that the shaitian binder archetype should be PFS legal. Jiggy-style.
If we are to assume that “save those that modify the eidolon’s type or base form,” literally means “archetypes that include [This ability alters/replaces the eidolon’s type],” then technically the morphic savant archetype, from the Monster Summoner’s Handbook, should be illegal because it “alters eidolon.” However, that archetype was specifically made for the unchained summoner and isn’t excluded from the Monster Summoner Handbook entry on the Additional Resources page. This inconsistency brings me to my next point.
Finally, although shaitan binder implies that you have a genie, nothing in the archetype alters or even enforces what your eidolon looks like. Changing the subtype of an eidolon shouldn’t be a problem either; tons of templates already allow you to have things like a fey agathion or a half-fiend psychopomp; none of that goes against the Pathfinder Society’s lore or heritage. And honestly, if flavor is the only real issue here, the simplest thing that could be done is a simple addition to the Pathfinder Society-specific clarifications sheet that says, “oread unchained summoners that choose the shaitan binder archetype can only select the elemental subtype for their eidolon, and they must choose earth as the eidodlon’s element.
Thanks for your time, everyone, and remember: OREADS FOREVER!
From Owen K.C. Stephens:
Similar Message from Alex Augunas:
So, to recap:
1) Owen and I are combining forces!
2) Everyman Gaming products will henceforth be listed under Rogue Genius Games's catalog. Over the next few weeks, products will slowly have their covers updated to bear both the Rogue Genius Games logo and the Everyman Gaming logo.
3) Alex still owns Everyman Gaming, LLC, and he still has complete control of every product that Everyman Gaming publishes.
4) This partnership has opened the doors for a number of unique partnerships between Rogue Genius Games and Everyman Gaming, LLC, including (but not limited to) collaborations, cross-company products, and more.
5) The "celebration" of this union will come soon(TM), in the form of a massively mind-blowing project.
One final note, as part of the partnership, I've decided to pull Psychological Combat and Leadership Handbook from my catalog. Its something I've been thinking about doing, and the merger seemed like a good opportunity to do it. Anyone who's bought either Psychological Combat or Leadership Handbook has had their account credited with a free copy of Ultimate Charisma on us.
Owen and I hope you'll continue to support both Rogue Genius Games and Everyman Gaming, LLC as we move forward in this partnership. Both Owen and I have plenty of exciting projects and products that'll be coming out soon, the most public of which is the Dynastic Races Compendium Kickstarter that I'll be running starting March 30th, 2016.
Any questions? Post away!
Some of the more prolific posts on the Paizo forums might recall a few months ago when I proposed an alternate rewards system for GMs who run Pathfinder Society games. While many people agreed with me that coordinators need a way to reward GMs more, a surprising number of people seemed utterly against rewarding people who take time out of their busy lives to prepare our games for us on a regular basis. I was surprised by this result, but went back to the grindstone to ponder ideas for an alternate rewards system regardless. Then life happened. One thing lead to another, and now I’m a Venture-Agent for my favorite place to play PFS. Go figure.
The place that I’m currently running is old. We’re not talking Season 0 old, but old enough that I have a backlog of data spanning roughly four years in front of me. Yikes. Part of the turf that comes with inheriting a location with such an oppressive amount of data is that it becomes REALLY hard to run Game Days. Why? Well, there’s a few different reasons. First, our gamers tend to be fairly hard-core. They play a lot, and they play often. Most sit down to at least two tables a week, with some managing nearly four a week. Sometimes as GMs, sometimes as players. Crazy, right? Although numbers differ between people, let’s say that as a safe average, roughly half of my store’s player and GM base is sitting down to an average of 10 games a month. Now, it doesn’t take Albert Einstein to realize that the amount of games being played at my store drastically exceeds Paizo’s ability to publish scenarios, so in a nutshell, the problem that I’m running into is that it is getting increasingly hard to deliver games for my store that people can play.
One of the common responses to my issue is, “Well, tell them to GM.” Obviously, if they’ve played a piece of content before, my players should be able to run the game and get twice as much out of the content. Putting aside the implications that my players should “GM or stop whining,” mathematically that’s impossible; it requires all of the players present to perfectly swap with one another; the GM and players from Table 1 switching with the GM and players from Table 2. How often does that happen in practice? The net result is that I have people scattered all over the place, and not a whole lot of flexibility when it comes to offering them things that they can enjoy. It’s sad, really.
Now, what can we not as organizers, but as an organization, do about this? How can we keep people who are interested in playing, but who are almost entirely prevented from doing so? One idea that I had, funny enough, was by employing the Sky Key. Yes, that Sky Key. The fictitious artifact, or at least, its concept. Let me explain.
When we talk replying scenarios, typically the answer is a big, resounding, “NO.” Usually the reasons are twofold; first, we’re afraid that the replayer will spoil the story for people who haven’t yet experienced it. Second, we’re certain that people will use the ability to replay scenarios to farm desirable boons on their characters. In terms of replaying content, that already exists in the Pathfinder Roleplaying Game. The rules clearly allow replaying for no credit, so long as everyone at the table is aware and accepting of the replayer. Furthermore, we allow GMs to replay scenarios if they possess a specific boon. I think that if we can trust GMs to replay scenarios for credit fairly, we can trust every player to. That being said, I think that the issue regarding boon farming is, sadly, an apt one. Which is where my Sky Key suggestion comes in. Basically, we use the Sky Key as an in-universe excuse to allow players and GMs to replay scenarios for reduced credit. Each scenario is worth its normal amount of XP and gold (because both wealth and experience are factored into the game’s balance), but the character gets all boons crossed off her chronicle sheet, save for those that inflict conditions that must be removed via the expenditure of resources (like curses, diseases, or Bonekeep’s debuffs). The excuse for this lies with the Sky Key:
In 7-00: The Sky Key Solution, we see that the Sky Key has the power to catapult someone back through time for the Society’s purposes. After the catastrophic events of that scenario, we can say that the Pathfinder Society is attempting to perfect technology that will allow a Pathfinder to experience any moment in time of the society’s choosing, regardless to the agent’s relative distance to the place where that event occurred. This would not only provide a useful plot point for future scenarios and give players who have experienced that storyline a sense of fruition, but it would also explain why the boons don’t stick with the Pathfinder unless they’re detrimental; the Pathfinder wasn’t truly there for the event, so she doesn’t get any of the rewards for actually being there.
Whether or not we stick with this fluff or come up with something else, I personally think that laxing a bit on replaying is good for the Society as a whole. We want people wandering into our game stores seeing a full, excited, and energetic crowd to make them curious about what, exactly, is going on with this “Pathfinder Society” thing, and we’re not going to get that happen if our gaming rules make it difficult or undesirable for people to play together. This isn’t so much about, “accommodating the few people who are locked out,” as it is, “making it easier for friends old and new to enjoy the game together, without punishing people who are willing to take another trip on an old ride for the sake of newer players,” which I believe is something we should promote and commend, not ban.
Coming in March of 2016, Everyman Gaming, LLC will be unveiling its first-ever Kickstarter Project: the Dynastic Races Compendium Kickstarter!
By March, this product will have been alluded to for roughly a year; it was mentioned as being something that author Alexander Augunas has had ambitions of doing within the author anecdote of the Samsaran Compendium. Now the time has come to finally see those ambitions realized, but Everyman Gaming, LLC will need YOUR help to do it!
In order to make the Kickstarter happen, we would need to raise $5,200. However, in preparation for the Kickstarter, I’ve been making dual-purposed art purchases for my other Everyman Gaming products with the intention of eventually reusing the artwork in the Dynastic Races Compendium. (Notice all the kitsune in our products for the past year? There was an ulterior motive for that besides “Alex loves the kitsune race!”) As of today, Everyman Gaming, LLC has effectively funded the entire kitsune chapter of this product, reducing the amount of money that needs to be raised from $5,200 to just $3,800. As a result, the starting goal for this project to be considered funded is $3,800, but as always we have a number of awesome Stretch Goals in mind should you manage to go above and beyond this amount.
Where Does Any “Extra Money” Go?
What’s the Content Look Like?
The races chosen for this product were picked because they are Eastern-flavored races that have gotten little exposure or expansion in the Pathfinder Roleplaying Game; even other race-themed products tend to focus on general strokes about the race’s flavor and instead focus on new rules elements. This product gives you everything you need to actually build civilizations with these races; you’ll get to see illustrations of what members of the race look like at each age category, you’ll learn about their peculiarities and mannerisms, you’ll see sample religions and learn information about what separates people of each race from humanity in terms of biology and culture.
A common question that I get when talking about this product is, “Why no tengu?” I feel that tengu are a legacy of 3.5 and have had much more opportunity for expansion over the years; Pathfinder itself tends to be more willing to talk about tengu than the other races provided here, for instance. However, I agree that no Eastern race product would be complete without the tengu, so if we reach $7,000, I will add a fifth chapter to the book for tengu, plus all of the additional rules and options content that the other characters will receive. The reason this goal is so high is that in addition to needing to build up enough “excess” revenue to build up what is effectively a fifth chapter, I also need to fund the stretch goals that help us reach that lofty height.
What Kind of Rules Can We Expect?
How Do I Know I Can Trust You?
I hope that you’ll come out and support Everyman Gaming’s first Kickstarter in March, the Dynastic Races Compendium Kickstarter!
Ever since Anthony Li and I did our big Private Sanctuary Podcast episode about death and chatted about why dying especially taxing to a PFS player, I've been thinking a lot about ways to improve that aspect of organized play.
Well, as anyone who's ever listened to me on the Private Sanctuary Podcast or read my blog articles on the Know Direction Network knows, I have a VERY mechanical / rules-driven brain, and that initial idea of, "a way to make death less now-or-never in PFS" grew into something that tackles what I ultimately think is something that PFS is always trying to address: properly rewarding GMs for their service.
With that in mind, I'd like to introduce my GM Fame & Prestige system, which is designed to take the current rewarding systems in place for PFS GMs and expand them substantially so that GMs possess visible rewards for the time, energy, and resources they put into making the Pathfinder Society everything it is and will be.
What is GM Fame & Prestige?
How is GM Fame & Prestige Different from GM Stars?
In contrast, GM Fame & Prestige would be devoted to rewarding GMs for their service both outside of the game and during play in a way that is meaningful to each individual GM, whether said GM was running the game or playing alongside other players.
How does the GM Fame & Prestige System Work?
The other half of the equation would be GM Prestige. Essentially, each time the GM runs an adventure, she would gain 1 GM Prestige associated with one faction of her choice. If the GM would gain a Chronicle Sheet from the game, the Prestige she gains must match the faction of the character that she applied her Chronicle Sheet to. Currently, this means that a GM would have seven different pools of Prestige. For most rewards (let’s call them Society Rewards for now), the differentiation between these different types of Prestige would be meaningless, but for others, the applications of the rewards would be different based upon the faction providing the GM Prestige.
How Would you Track GM Fame & Prestige? You would print out a special chronicle sheet from Paizo.com. Unlike other chronicle sheets, this one would be watermarked with your player and account name.
(Assuming that I'll be answering questions after my editing lock-out retires for this post, check the comments below for additional FAQs.)
Tirelessly fighting to bring YOU a better Customer Service experience, Diego is honor-bound to make your experience with Paizo a better one by answering any questions that you ask him! Do it! DOOOOOO IT!
I'll start! Diego: which Cards Against Humanity popsicle was the BEST Cards Against Humanity popsicle at PAX?
Assassinate your enemies, spy on friend and foe alike, or sneak a bit of poison into an unsuspecting person's meal with Everyman Unchained: Unchained Cunning by Everyman Gaming, LLC. Designed for players looking to further unchain their skillful assassins and rakish rogues, Everyman Unchained: Unchained Cunning continues Everyman Gaming, LLC's best-selling line of class and option updates for use with Pathfinder Roleplaying Game Pathfinder Unchained.
Everyman Unchained: Unchained Cunning includes:
With Everyman Gaming, innovation is never more than a page away!
Coming soon to the Paizo Webstore!
Command, Conquer, Control!
Raise armies, expand your reputation, and secure victory over your foes using Ultimate Charisma, by Everyman Gaming, LLC. Designed for the Pathfinder Roleplaying Game, Ultimate Charisma gives GMs and players all the tools they need to put their charisma to the test as they recruit a legion of followers, exercise their leadership skills, master a variety of psychological maneuvers, and build lasting reputations and relationships to last a lifetime.
Ultimate Charisma includes:
With Everyman Gaming, innovation is never more than a page away!
I'm sort of surprised that this never came up sooner considering that the rules question that I'm about to ask is a valid question pre-ACG Errata, but I'd like an answer on this for my flying blade swashbuckler.
The question is simple: "If I have Slashing Grace with a light or one-handed melee weapon, can I substitute my Dexterity modifier for my Strength modifier when making thrown weapon attacks with my chosen weapon?
Quoted for relevance, with the post-errata modifications:
Slashing Grace wrote:
Some relevant points:1) When I throw a melee weapon as a ranged attack, I'm still wielding it in one-hand. If I wasn't, then Two-Weapon Fighting wouldn't work with said thrown weapons. Additionally, the Two-Handed Thrower feat (from Ultimate Combat) notes that thrown weapons can be thrown with one or two hands normally. (You just don't get any bonuses to Strength when throwing a weapon with two hands without the feat.)
2) Slashing Grace does not specify the type of damage rolls that it affects, only that it substitutes Dexterity for Strength. There is precedent for feats that function with melee damage rolls and ranged damage rolls, respectively, the most famous of which being the Power Attack and Deadly Aim feats. Slashing Grace does not specify either, so it should function whenever I would normally add my Strength modifier to my damage roll with my chosen weapon.
Another note worth considering is that allowing Slashing Grace to apply to thrown weapon damage rolls does not make Slashing Grace any more powerful than the current king of Dex-to-Ranged-Damage, the gunslinger. The gunslinger easily targets touch AC, has a generally better range with her attacks than most thrown weapons do without serious class option and feat investment, and the gunslinger isn't barred from Two-Weapon Fighting with her pistols (should she choose them with gun training), meaning that she has anywhere from 1 to 6 extra attacks on the swashbuckler. (Six is assuming that she is using the double-barreled pistol as her weapon.)
Quiet week at Know Direction for this week's round-up!
Behind the Screens
Private Sanctuary Podcast
If you want to find the path, then you need Know Direction!
In the spirit of being topical, I wrote up my 20-level character build for my PFS playtest warlock vigilante, Cyril Takamine AKA The Bloodhound for today's Guidance article!
I encourage feedback, but in the spirit of the playtest please leave any comments that you have regarding the mechanics of the vigilante class itself here in this thread. I don't want the designers to miss anything that you have to say just because your posts are on Know Direction's comment section rather than the Paizo forums. That said, if you WANT to double post your comments (once here, once there), then go for it!
After having theorycrafted the specialization that I ultimately played and then playing in a game with two vigilantes, I have some feedback on the mechanical design of the class.
A vigilante's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), and Sleight of Hand (Dex). In addition, a vigilante also adds 10 additional skills to her list of class skills. She must select all Knowledge skills individually.
This way, you get the flexible class the ability to be flexible with its skills while also maintaining the design goal: the character who is a polite, working-class member of society "by day." But what she is by night is completely determined by which skills she chooses to be proficient in.
Weapon and Armor Proficiency:
Personally, I think that the vigilante SHOULD have some ability to cast arcane spells in armor; specifically light armor, similar to a bard. To that end, I think that Medium Armor Proficiency should be removed from the vigilante and a note about how the vigilante can cast spells in light armor should be added to the class baseline; that way, if you choose to do other arcane spellcasting specializations that ability doesn't need to be reprinted over and over again.
For the avenger, medium armor proficiency should be added back as a base ability to the specialization. Let the avenger be the exception.
But scrying magic is different; it is typically done miles, if not hundreds of miles, away. If an enemy fails to scry on you, you don't necessarily know that your ability did anything. Despite how cool the concept is, this ability isn't powerful enough to warrant the significance that its given at Level One. Dual Identity is not smite evil; it is not rage and it is not inspiration or bardic performance. If you wanted to make an Amateur Vigilante feat, it would be TOTALLY balanced, because Dual Identity is definitely worth a feat at most.
This ability also doesn't really capture the whole point of having a secret identity. This ability treats the vigilante as sort of an alternate identity; a heroic mask that you point on. But psychologically, vigilantes are very much the opposite. Dexter Morgan wakes up in the morning a serial killer and he spends several minutes, "Putting his civilian face on," so to speak. Batman does the same thing; Bruce has all of Batman's martial training and abilities at the drop of a dime, but he's often got to center himself to act NORMAL. Another great example is when, at the end of Iron Man, Tony Stark is asked what he knows about Iron Man? He doesn't say, "I become Iron Man." He says, "I am Iron Man." To this regard, instead of having two separate alignments, your "true" alignment should be your vigilante alignment while your "civilian" alignment should be something that is socially acceptable for whatever social situation you're in. Your civilian alignment should mask your vigilante alignment.
Finally, dual identity takes too long to activate. A rogue with the Quick Disguise rogue talent can assume a disguise that requires, "minor details," as a full-round action as early as Level 2. That's fair for the vigilante as well. If you want the vigilante to need time to "change," then "taking off the social identity," should be a full-round action if you're wearing your costume under your clothes (which maybe others can detect with Perception as if your costume were a concealed item) while putting your costume on if its stashed somewhere else takes 1 minute. Meanwhile "putting on the social identity" should take a five minutes, as written. It is harder to mentally balance yourself then it is to descend into the vigilante persona.
ACTION MEN PFS Vigilante Playtest, Episode 4–01: Rise of the Goblin Guild
This playest WILL contained some spoilers for Rise of Goblin Guild, so be warned.
Act 1: About Magnimar
Act 2: The Chase
Finally I caught up with my group after they had completed the chase. Having learned our lesson, the party found some silly reason to allow Thalamar to change into The Azlanti before we continued. (I think we got the GM to let him change while the rest of us were interigating our captive.) When we had finished, we went down into the sewer to begin Act Three.
Act 3: The Dungeon
Combat 1: Vs. Two Goblin Archers
Combat 2: Vs. Slime Mold
Combat 3: Vs. Goblin Fighter
Combat 4: Vs. Goblin Alchemist
Combat 5: Vs. Goblin Fighter and Goblin Bard (Court Jester)
Combat 6: Vs. Bugbear
I already said it once, but getting locked out of the chase scene because of the vigilante identity SUCKED, especially since changing bad guys down after popping out of a phone booth is such a HUGELY iconic part of the Super Hero mythos.
SOCERER (after being explained what Social Identity did): “Who’s going to scry on a Level 1 vigilante?”
RANGER: “For being in social form, you’re not very social.”
WARLOCK (after being told that I was basically out of the encounter): “This is stupid. ROGUES can “change minor details,” like clothing in a FULL ROUND ACTION if they take Quick Disguise, and I have to wait FIFTY rounds to join in the fight?”
ZEALOT: “You see, that’s the thing. In Pathfinder Society, everything just resets after the scenario anyway, and scenarios always involve stabbing; even when they’re social they involve stabbing. It doesn’t matter if anyone learns who I am in Pathfinder Society because it’ll just reset. I have no incentive to protect my vigilante identity.”
GM (who was going to be our Stalker): “I was really excited about this class when I read it, but now that I’ve seen it in action I’m terrified beyond belief to play it.”
RANGER (when asked what he thought of the vigilante from a Control Player’s PoV): “Not helpful. At all.”
SORCERER (chiming in): “What he said.”
In another thread in the General Forums, I’m going to put on my designer hat and use the information that I gathered to make some mechanical suggestions. When we play again, I’ll post the playtest feedback into this thread, thus continuing the saga of THE ACTION MEN!
Tomorrow my friends and I are going to begin our Vigilante Playtest group that we're calling The Action Men, after an in-joke from our Carrion Crown game. The Action Men consists four vigilante characters (maybe five if I can get another person to opt in); we're also going to including one to two non-vigilante players to act as a control for our group. Between the four of us, we have:
Avenger (played by Venture Captain Josh Klingerman)
Tonight, I've started building my vigilante for tomorrow's game, a kitsune vigilante called Bloodhound.
Bloodhound's Semi-Tragic Backstory:
His name is Cyril Takamine, a humble expedition manager for the Pathfinder Society who charts and oversees the courses that various agents will take in fulfilling their missions. Cyril took pride in the flawless execution of his plans until one day when a group of his Pathfinders never returned. After calling back to the Grand Lodge for help, the Society discovered that the band of Pathfinders were ambushed and murdered by a gang of Aspis Consortium agents. Although there was nothing he could have done, Cyril took the death of those agents who were under his care harshly and took upon the alter ego of Bloodhound, devoting himself to not only helping those agents placed under his care to succeed in their tasks, but also to make sure that they abided by credence of the Pathfinder Society and did nothing to tarnish its good name.
We're expecting to play three to four low-level games of Pathfinder Society for this playtest, and I'm going to be recording my thoughts here as I design my character. After we play, I'll open a new thread and link it here so you can see the exploits of the Action Men. I'm also going to try to get my fellow Action Men to post their thoughts here as well, but that depends on their schedules, not mine.
So, without further adieu, please stay tuned as I build my character, as I'll be posting them here in one big post below. Stay classy, Paizo Community!
There are tons of negative threads about dual identity and how it feels like baggage, so I decided that I wanted to make a thread where anyone who's come up with something cool that they could do with the Dual Identity mechanic can post it. Let's see how many we can come up with!
1) Super Hero; Bruce Wayne by day, Batman by night.
At the end of the playtest document, in a sidebar, is a blurb about vigilante talents being extremely powerful (more powerful than feats), and as a result it is unlikely that an Extra Vigilante Talent will be made.
Immediately, my brain when to Extra Revelation and Extra Evolution, both of which tend to be more powerful than a standard feat. Especially Extra Revelation, where there are several mystery options that effectively give you three feats over the course of several levels. (Battle's maneuver mastery and weapon mastery revelations both come to mind; maneuver mastery gives you full BAB for maneuvers and two feats while weapon mastery gives you Weapon Focus, Improved Critical, and Greater Weapon Focus.) The parallel being that Extra Revelation exists while currently, Extra Vigilante Talent won't.
With a quick skimming of the talents presented in the playtest document, the only talents that truly feels like it is more powerful than a revelation are the various arcane training and divine training talents. Aside from those talents, nothing really feels like it warrants the lack of an Extra Vigilante Talent feat. If my hunch is right, then its likely to be an indicator that those talents are too powerful as-is.
Ranged Trip is a nifty feat from the Ranged Tactics Toolbox. It reads as follows:
quote]Ranged Trip (Combat, Targeting)
Note: If you are using the optional called shots rules, attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat.
Prerequisite(s): Dex 13, Deadly Aim, base attack bonus +1.
Benefit(s): As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can't be knocked prone by failing the trip attempt.
So, what happens if I decide to use an alchemist's bomb (or even an alchemist's fire) to try and trip my opponent? Typically, those weapons resolve against an opponent's touch AC, so do those weapons? If I miss an opponent with a splash weapon when using this feat, does it trigger? What about firearms?
I can't rules regarding touch CMD, if such a statistic even exists. So what's the dead? Clearly a bomb is a ranged weapon, after all.
I've started hammering out the basic ideas for the next crop of Leadership Perks that are set to appear in my first expansion product to the Leadership Handbook, the not-for-a-few-months title, Leadership Expansion I! I'm hard at work creating cool perks that will let you really hone in and define yourself as a leader, but before I get TOO entrenched into the design process, I gotta know:
What perks do YOU want to see? Throw some table experience at me; what perks would have been awesome in your home games? What sort of Leadership tactics have you seen in TV and movies or read about in books and plays, but can't replicate in play? (This is actually where the idea for a perk that lets you maintain two Leadership Roles at the same time came from; throughout history, there are TONS of people who have acted both as kings and as heads of state.)
So, tell me what YOU'd like to see and I'll do what I can to make it happen. If you've never heard of the Leadership Handbook before, You can check it out here at Paizo! I recommend reading the reviews for that product; there are some great, informative ones to see there.
I was surprised how many people at PaizoCon told me that they wished the Unchained Monk had more available archetypes. Never fear, I'm more than willing to do ALL your work for you. (Well, Game Designing, anyway)!
The rewrite to Major Magic is a little bit vague. Currently, its written thusly:
Major Magic wrote:
A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for the spell is equal to 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.
Question #1 — When it says, "a 1st-level spell for every 2 levels she possesses," is this trying to say that you pick one spell and cast it multiple times, or do you get a spell-like ability from the sorcerer/wizard list for every 2 rogue levels you possess? Effectively, as a 6th level rogue do I have A) vanish 3/day or B) vanish 1/day, shield 1/day, and protection from evil 1/day? If B) is true, can I pick the same spell-like ability more than once?
Question #2 — How does the new Major Magic rogue talent work with Bookish Rogue?
Bookish Rogue wrote:
Effectively, if 1.A) is true, can I use this talent to repick my spell even after I've already used it once (or more) during the day, thereby making 1.B) true in a roundabout way? If 1.A is true AND I can't swap a spell-like ability after I've used it one or more times during the day, then what's the point of Bookish Rogue anyway?
Everyman Unchained: Monk Archetypes is now available at Paizo! Now that Pathfinder Unchained has been officially released, why should your monk archetypes from classic Pathfinder RPG sources need to remain chained up to the core monk? Everyman Unchained gives you everything you need to break these archetypes free and play the unchained monk exactly the way it was meant to be enjoyed: YOUR way!
I was looking through the rules, and there's a surprising number of ways to increase your range increment with certain weapons (namely thrown weapons). Off the top of my head:
Are there any precedents for how these abilities interact with one another? Flying blade training specifically states that it stacks with precise throw, but currently there's no rules for about range increment bonuses and stacking. Likewise, it seems rather complicated for distance and Unfolding Wind Strike to stack (Are they additive? Mulplicative?) That said, being able to drastically upgrade the throwing distance of a thrown weapon seems like a pretty design direction to take the weapons. In terms of interaction, my gut says that each should probably affect the thrown weapon's unmodified range increment, so for instance, if you're throwing a dagger (10 feet), Unfolding Wind Strike adds +10 feet, Distance adds +10 feet, precise throw adds +5 feet, and flying blade training adds +5 feet per +1 bonus of your flying blade training. That said, I could see this getting out of hand with, say, a javelin, which has a thrown increment of 50 feet for a total range of 150 feet.
What do other people think? Obviously, all of these bonuses are untyped, but the precise throw and flying blade training seem to be referencing a no-stacking clause that doesn't exist.
The Wapriest's Plant Blessing's minor ability states the following:
"Creeping Vines (minor): At 1st level, upon hitting with a melee attack, as a swift action you cause the creature you hit to sprout entangling vines that attempt to hold it in place, entangling it for 1 round (Reflex negates)."
This is actually somewhat vague on what the ability does, because the ability states "attempt to hold it in place" while the entangled condition says the following:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
So do the vines created by this ability count as "an opposing force?"
Thanks to our wonderful backers, we generated almost 400% of our stretch goal, and now Dario and I are ready to begin the Backer Playtest for the Grimoire of Lost Souls!
Please use this forum thread to keep all of your questions, observations, and feedback consolidated. Please do not e-mail Alex or Dario with specific questions; if you want a timely answer, this is the best place to place your question.
So, what sort of feedback are we looking for?
2) Feats: How do the feats compare to the power level of other feats? Are they fun/interesting/exciting? What feats do you really look forward to getting? What feels feel more like a feat tax?
3) Pactmaking: Are the packmaking rules clear and concise? Do you still have any other questions about the pactmaking process or binding in general after reading this section? If so, what?
4) Spirits: Are the spirits balanced against one another? Are there any unclear spirits or abilities in the document? Do all of the spirits feel fun, unique, and flavorful?
5) Spells: Are the spells clear and concise? Do they feel balanced against spells from the Pathfinder Roleplaying Game Core Rulebook? Do you feel as though there are any iconic pact magic spells missing from the section?
As the playtest progresses, we'll continue to add more chapters to the playtest document for you to look at. Enjoy the playtest, and thanks for participating!
Sorry for being late, folks. I've been so wrapped up with the Pact Magic Unbound: Grimoire of Lost Souls Kickstarter that I forgot to mention that Everyman Gaming, LLC's newest product, the Samsaran Compendium is now available for purchase at Paizo.com!
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After months of planning, its finally here!
What We're About
Dario and I have gotten many requests for a product like this ever since we released Pact Magic Unbound, Vol 2. We want to deliver on the idea of the Ultimate Pact Magic Product in the biggest way possible.
What We Need
What We're Offering
The incentive that I'm most excited for is our Create-A-Character add-on. Essentially, if you pledge enough funds for us to commission a piece of artwork, we'll let you decide what characters are portrayed in that artwork. Your character(s) can be forever immortalize in the forbidden pages of the Grimoire of Lost Souls, either flaunting occult power or becoming horribly maimed by it. For instance, my kitsune cavalier, Kyr'shin, will be making an appearance in the Grimoire of Lost Souls as the unfortunate victim of an alter age spell.
Thanks for your interest! Please keep up with this thread, as I'll be making announcements on it as the Kickstarter moves along.
A weird situation came up several times in my PFS game last week were our opponents got cover for relatively strange circumstances. In the first occurrence, our opponents were getting cover against ranged attacks from the attack passing through a prone creature. To me, this seems ridiculous; how are you providing any enemy with cover while you're laying flat on your back or side? Especially considering the cover rules define cover as being generating by "any object that's at least half your size or bigger." Even if I was a halfling, a human lying on the ground isn't going to give my enemies cover against my attack. Can anyone find any rule that would support this?
Second, we had someone tell us that dead bodies (I believe they were dead kobolds) provide cover because they were creatures in life. This seems even more far-fetched to me, but again, I can't find any rules supporting or discrediting this. Anyone got anything for this?
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So my VC just introduced me to the concept of vanities at our last session, and I have to say that I'm hooked. That said, I've looked through the Pathfinder Society Field Guide and I was distraught to find that the vanities are somewhat specific in what they give you, and I'm struggling to find a vanity that supports my character.
Specifically, my character is a swashbuckling hibachi chef and I'm looking for a vanity that interacts with my Profession (cook) skill. Some sort of restaurant is preferred. Anyone know if a vanity like this exists outside of the Pathfinder Society Field Guide somewhere?
I'm considering a dip in far strike monk for my flying blade swashbuckler, and I had a couple of questions that I found puzzling. Normally I know how I'd house rule each question below as well as how my home GMs would house rule them, but since this is my Pathfinder Society build I was hoping for more official clarifications on my questions.
#1 Does the far strike monk's flurry of blows require me to make all of my weapon attacks as ranged attacks, or can I make them as I see fit? The reason I ask is that thrown weapons are somewhat dubious as written because being a "thrown weapon" is not only a weapon property, it is also a weapon group. By their very nature, all thrown weapons are melee weapons with a range increment, with the only exceptions being those thrown weapons that are also projectile weapons. (For instance, shurikken are thrown weapons that function as ammunition rather than a melee weapon while slings are projectile weapons that happen to be in the thrown weapon group and apply a Strength bonus on their damage rolls.)
Furthermore, the archetype itself doesn't specify whether the attack roll needs to be a melee attack or a ranged attack. For instance, Close Quarters Throwing specifically notes that it applies on ranged attacks with thrown weapons. But then again in the same book, [url="http://www.d20pfsrd.com/feats/combat-feats/charging-hurler-combat"Charging Hurler[/url] simply refers to a "thrown weapon attack" as if it were a category of attack roll (melee or ranged) when it isn't. And mind you, these two feats are both from Ultimate Combat.
Without clarification, I'd have to assume that the monk archetype doesn't care whether or not I make a melee attack roll or a ranged attack roll as long as I'm attacking with a weapon that I can throw.
#2 Can you use the precise strike deed during a flurry of blows? This question isn't restricted to the far strike monk persay, but my question stems from the fact that flurry of blows notes that you gain an additional attack "as if from Two-Weapon Fighting." Precise strike deed specifically doesn't work if you attack with an off-hand weapon, and I've seen several different opinions on this throughout the forums. One side notes that you can't be making an off-hand attack, and that cancels out the possibility of using precise strike deed with monk levels. On the other hand, as flurry of blows isn't a full attack action (hence why you can't Vital Strike, Cleave, or Spring Attack during a flurry of blows), you're not actually attacking with Two-Weapon Fighting and the attacks that you're making aren't off-hand attacks.
Complicating the question further is precise strike deed's wording of "can't attack with a weapon in her other hand." I've seen some people say that Dervish Dance and spell combat (which has the same clause as flurry of blows, which is why I'm using it in my example) work together because a "spell" isn't a "weapon in your off-hand" despite spell combat's usage of an additional attack that functions as Two-Weapon Fighting because a touch spell isn't a weapon despite requiring an attack roll and threatening opponents like a weapon does. So the hairy situation is that if you can't combine precise strike deed and flurry of blows, then shouldn't Dervish Dance and spell combat (which has been legal for several years) also be an illegal combination?
Since thrown weapons are weak overall, I'm honestly hoping to get these two answers for this build:
#1 The far strike monk's flurry can be either melee attacks or ranged attacks, as long as the attacks are made with a thrown weapon.
#2 You can use precise strike deed's damage bonus on all attacks made during a flurry of blows because a flurry of blows isn't an attack action and its extra attacks aren't off-hand attacks.