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Golden-Esque's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStarFullStar Venture-Agent. 767 posts (6,138 including aliases). 39 reviews. 1 list. No wishlists. 17 Pathfinder Society characters. 4 aliases.

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3D printing technology is pretty incredible, and earlier this year I had this great idea to get a miniature 3D printed for one of my characters. If you're interested in seeing the process, you can check it out here. However, that isn't the point of this post.

A few months down the line, and now I've partnered my company (Everyman Gaming LLC) with Imagine 3D Miniatures, the company that first sculpted my character for me. We're selling the sculpt online through Imagine 3D Miniatures. You can check out pictures of the sculpt here, including a version of the miniature that has been professionally painted by Shoshie Bauer. While the first miniature is a kitsune (of course it is), we're hoping to grow the line so it becomes popular enough that we can have a variety of atypical fantasy races available for purchase through our line, as well as more of Everyman Gaming's iconic characters.

So hop on over, give it a peak, and post any questions or comments you have here! Thanks!

Alex Augunas
Everyman Gaming LLC


Hello, PFS.

Question—has anyone seen or heard anything about Reporting behind broken for the purpose of counting up GM stars? I ran 8-05 and reported it two weeks ago—my counter said that I had 58 tables played both before and after I reported the game. (I counted up my reportings—my history seems to indicate that I should have had 59 tables run.)

Today, I ran 8-06 and reported it today—again, it listed 58 tables both before and after I reported the game. I counted a third time, and it seems like I should have 60 tables run. 60 is a pretty big milestone (third GM star and all), so I'd like to know if its something I'm doing on my end, or if other people are having this issue. Thanks!

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Announced for November 2016!

Everyman Gaming LLC returns to their acclaimed Everyman Unchained series with an all-new unchained base class! Created by popular demand, the fighter finally gets his turn at the unchaining table with Everyman Unchained: Fighters!

Written by the mind behind some of the most innovative martial content, Everyman Unchained: Fighters takes many of the advances made to the fighter class in recent years and combines them together into a proper, 20-level base class complete with new class features and new options to choose from.

For more information about this upcoming release, follow this link to the Everyman Gaming website!

Hello, customers and potential customers alike!

One time a few years back, I was perusing my Facebook when I stumbled into a Facebook thread started by none other than Owen K.C. Stephens. The thread asked a simple question—what got you into fantasy gaming? What was your "gateway drug," so to speak.

Many of Mr. Stephen's friends at the time were esteemed "classical folk" when it came to answering the question. Most responses were things like, "Lord of the Rings" or Elric of Melnibone or the Dark Tower or the Last Unicorn. Arguably the classics of the Fantasy genre, the stuff that our hobby itself was crafted to emulate.

But its 2016 now, and Pathfinder is far from the only "fantasy" to exist. When I answered Owen's question, my answers included things like "the Harry Potter series" and "World of Warcraft." I don't think that anyone will disagree with me when I say that we live in a golden age for fantasy inspiration.

But when you stop and look at the rules that most companies are writing, ask yourself, "Do the crazy things we come up with really reflect well on the surge of new fantasy worlds that exist now?"

Rather than try and fault anyone, I want to try to do something about it. In early 2017, I am planning on releasing a product that is tentatively called "Everyman Options: Childhood Heroes." Its an expansion product to Childhood Adventures in the same vein as "Everyman Options: Paranormal Classes" was to "Paranormal Adventures." Now, I know a lot of what inspires me that doesn't currently exist in the game. Things like:

—A new base class called the sentai that's a mix between Power Rangers and Sailor Moon. Where the vigilante represents an individual who takes part in polite societal while acting in the shadows, the sentai is an ordinary-but-good-hearted-citizen who gains access to mystical powers that empower her to fight evil.

—A "spelless bard" archetype themed after Mable Pines of Gravity Falls.

—Rules for giant mechs that can be used to fight macrosized creatures from Microsized Adventures, so you can have proper Voltron / Megazord vs. Monsters battles.

And more.

One thing that became clear to me was that I started outlining options from my OWN childhood—not childhood in general. I want to try and hit as many different popular "kid fantasies" as I can. Specifically, fantasies that can't be done well with Pathfinder currently.

So tell me, what comprised YOUR childhood fantasy that you can't do well in Pathfinder? For...research reasons. ;-)

3 people marked this as a favorite.

Hello, backers!

This thread is a place for backers of the Grimoire of Lost Souls to consolidate any last-minute questions or feedback they might have. The Early Access period for the Grimoire of Lost Souls will run from Thursday, August 25th, to Monday, August 30th. After August 30th, Dario and I will be finalizing the PDF and submitting it for release and printing. We expect the PDF to be released by September 4th and the print product to start shipping out to backers roughly two weeks after that, but its difficult to predict such things as the ball is literally out of our court once we hand the file over to other parties.

In the meantime, what is this thread for? This thread is for consolidating any feedback that you may have on the Early Access PDF. This can include typos and weird sentences, mechanical issues, or simple compliments regarding how awesome/twisted we are. We encourage people who don't have the EA PDF to follow and participate in this thread—all aboard the hype train and all that.

Thank you for your patience and support while we finalized the Grimoire of Lost Souls. We couldn't have done it without you, and we hope the product looks and feels like everything we have promised!

Dario Nardi & Alex Augunas

1 person marked this as a favorite.

Share your stories! Post your adventures!


After a day of trying to get it to work, I turned on Pokemon Go on a whim and I got in. Yay! I picked my appearance, caught my starter, and life was good.

Until a wild Pokemon appeared.

In my room.

At night.

I battled and caught a venomoth. It stared at me with its large, judgmental eyes. I'm pretty sure it didn't like what I was wearing to bed tonight. To date I don't know how it snuck in here. My windows are shut. My doors are locked. Maybe it was always here.....

I can't sleep in here anymore. Not if my room is filled with unseen venomoths....


1 person marked this as a favorite.

Had some players play the new We Be Goblins game today. It doesn't appear to have been added to the event reporting page, so I'm unable to report their game at this time.

Any idea when it will be added?


Hello, everyone!

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

8 people marked this as a favorite.

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!

Some basics:

  • The Dynastic Races Compendium gets its name from the four races that are included within it: kitsune, nagaji, samsarans, and wayangs.
  • Each race will receive 18–22 pages of flavor content that details unexpected facets of the race's biology, ecology, culture, society, and more.
  • The Dynastic Races Compendium includes a robust character options section that includes 20 alternate racial traits per race, archetypes, feats, and more.
  • The Kickstarter itself will include a ton of stretch goals (including the option to add more races to the book at higher echelons) and social media rewards, which are bonuses based upon the number of people who back the Kickstarter.

    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!

    Alex Augunas
    Everyman Gaming, LLC

  • 2 people marked this as a favorite.

    Its ... its like someone chopped the head off of a ratfolk and stuck it to a crossbow.

    Its so beautiful....

    Hello, everyone!

    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!

    Don't believe me? Check it out for yourselves, now at the Paizo webstore.


    12 people marked this as FAQ candidate. 11 people marked this as a favorite.

    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.

    An option is only banned if it conflicts with the nature or goals of the PFS, or with the overall balance of the Pathfinder Roleplaying Game.

    The shaitian binder does not conflict with the normal rules for selecting archetypes, nor does it conflict with the nature or goals of the PFS.

    Oread unchained summoners should be able to select the shaitian binder archetype.

    Evidence #1:
    The ruling on archetype legality for the unchained summoner was clearly made to prevent a situation where archetypes that A) clashed with the summoner’s new theme of summoning actual outsiders rather than “two-butts, nine-tentacles” monsters and B) archetypes that were too powerful for the APG summoner were not reintroduced to the campaign via the unchained summoner. Generally speaking, the campaign leans towards content inclusion over exclusion whenever possible.

    Evidence #2:
    With Evidence #1 in mind, is the shaitan binder overpowered? It does not disrupt the game’s action economy, like the broodmaster or master summoner, nor does it does not create a neigh unkiller engine of death, like the synthesis summoner does. Clearly, these are the archetypes that are the “problem children,” that PFS wants to avoid bringing back into the game. In the original blog that announced the sanctioning of the unchained classes, it was noted that the unchained summoner qualifies for all existing summoner archetypes, save those that modify the eidolon’s type or base form. Exactly what this means is extremely unclear because it doesn’t appear to reference actual rules text, as I will now demonstrate.

    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.

    Evidence #3:
    This one is perhaps the most important: an unchained shaitan binder is not overpowered, nor does it clash with any existing flavor in the Pathfinder Society’s lore. The one trade that everyone talks about is the extra +2 Strength to the eidolon, but this 2-evolution point equivalent ability comes at the cost of share spells, one of the summoner’s most potent tools for doing his job: buffing his eidolon to kick butt. This small bonus also only applies if your eidolon has a bipedal form, which means no pounce and no mount, two of the most common summoner strategies. One point that I will concede is that the archetype gives the eidolon access to evolutions that aren’t included in the unchained eidolon, none of those evolutions were barred when summoner classic was legal, and all of them revolve around the expenditure of a lot of extra evolution points for what could be best described as a utilitarian benefit.

    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.

    Evidence #4:
    Nothing from the Unchained Society blog post was reprinted in the Additional Resources page, and the blog itself isn’t listed among the list of sanction Paizo blogs. And why should it be? The original summoner class was removed from the list of available legal sources, so any legalities listed on the Additional Resources page would, by default, have to refer to the unchained summoner. Technically, nothing needs to be done. The broken archetypes are still illegal because they were illegal for the APG summoner. All that needs to be done is to have John or Linda pop into this thread and say, “Yup. Oread summoners rejoice,” and this whole thing will be over. (That said, you guys might want to check the Unchained Society blog and port any restrictions you still want over. Though letting the unchained barbarian and rogue pick classic talents is probably the better option, honestly.)

    An option is only banned if it conflicts with the nature or goals of the PFS, or with the overall balance of the Pathfinder Roleplaying Game.
    — PFS leans towards inclusion over exclusion when it can be helped.
    — The current status of whether this archetype is compatible with the unchained summoner is unclear.
    — The shaitan binder does not clash with the Pathfinder Society’s lore.
    — The shaitan binder does not significantly increase the power of the summoner.
    — The shaitan binder was not illegal for the classic summoner.
    — No legal resource claims that an unchained summoner cannot take the shaitan binder archetype.
    — If the ability to give shaitan abilities to any eidolon seems immersion-breaking or off-theme, it would be simple to make a slight alteration to the archetype for the purpose of the campaign using a medium that already exists for such clarifications.

    Thanks for your time, everyone, and remember: OREADS FOREVER!

    6 people marked this as a favorite.

    From Owen K.C. Stephens:


    Rogue Genius Games and Everyman Gaming are pleased to announce they have joined forces! In addition to massive new joint projects (to be announced soon!), RGG will now be offering Everyman Gaming’s catalog for sale!

    If you missed any of these amazing products, you can now find them in RGG’s storefronts!
    We’ve already transferred everything at DriveThruRPG, and will soon also have Everyman products available at our Open Gaming Store, Paizo, and Tabletop Library storefronts!
    Alex Augunas will remain in control of Everyman Gaming, continuing the amazing work he’s done creating Pathfinder-compatible products, and we at RGG are pleased to be able to help present his impressive catalog of work!

    Similar Message from Alex Augunas:


    Rogue Genius Games and Everyman Gaming, LLC are pleased to announce that they've joined forces! In addition to massive new joint projects (the first of which will be announced soon), Everyman Gaming's catalog will now be offered under Rogue Genius Games's storefronts. All of Everyman Gaming, LLC's products on DriveThruRPG have already been transferred over, and Rogue Genius Games will soon be hosting Everyman Gaming's wares at the Open Gaming Store, Paizo, and Tabletop Library storefronts!

    Author Alex Augunas will remain in control of Everyman Gaming, continuing to create the same high-quality products that you've come to know and love, and Everyman Gaming is pleased to be working with Rogue Genius Games to help get those same products into the hands of adoring fans. You can view our new home at the following link.

    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!

    Alex Augunas
    Everyman Gaming, LLC

    *** Venture-Agent aka Golden-Esque

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    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.

    4 people marked this as a favorite.

    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!

    The Goal
    The most expensive parts of funding a Kickstarter is paying for the art and paying to print the product. The goal for the Dynastic Races Compendium Kickstarter is to pay for all-new artwork depicting characters and illustrations appropriate for the product. We’ll be using Jacob Blackmon as our artist, for his energy, speed, and bold color choices have become Iconic for Everyman Gaming, LLC.

    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?
    If there’s money left over from ordering art, getting the product edited, and shipping the product to the backers and web venues, all excess money will be funneled into making a second product that people have been asking me for: an updated version of Microsized Adventures, including a print version. This will be a direct update to the existing Microsized Adventures product, so if you already bought the digital copy you won’t need to buy it again. Call it a bit of altruism. Based on the goals I’ve set, however, I don’t suspect that the amount of money going to Microsized Adventures will be meaningful until we reach the $7,000 goal. (See below.)

    What’s the Content Look Like?
    The book is split into two sections: Racial Compendiums and Rules and Options. The Racial Compendiums section will feature four massive, 24-page chapters on the kitsune, nagaji, samsarans, and wayangs. For kitsune and samsarans, this information will be refined and expanded from what appeared in their respective Compendium products; for example, since all rules text from those products will be placed in the second section of the product, there are places where up to 1/2 a page of text or more was added to the flavor descriptions. Better still, the Culture sections of these products has had its page allocation doubled from four to eight, and there’s also a section on falsehoods about each race to go along with the common facts.

    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?
    New spells, archetypes, and feats. Stretch goals will be provided that add additional spreads with all-new information and options. For example, you can unlock a Tail Tricks spread that allow kitsune with the Magical Tail feat to gain additional powers from their tails. A shadow henna spread will talk about mystical body piercings that wayang can take in order to give themselves benefits. Samsarans will get a spread on past-life shards that they can take to give them temporary access to other feats and abilities. And much, much more.

    How Do I Know I Can Trust You?
    I’ve successfully run the Pact Magic Unbound Kickstarter, which should be in the final stages of book fulfillment when this Kickstarter goes live. (We still have to fulfill our Spirit Cards, but much of what needs to be done is on the end of Dario’s company, not myself.) In addition, as previously mentioned I’ve already completed the entire Kitsune Flavor chapter for this product; [url=""you can check it out here for free at the Everyman Gaming, LLC Facebook group.[/url]

    I hope that you’ll come out and support Everyman Gaming’s first Kickstarter in March, the Dynastic Races Compendium Kickstarter!

    1 person marked this as a favorite.

    Now available from your friendly neighborhood golem, Paranormal Adventures is here! With good fortune, the print option should be available by the end of the month. :D


    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?
    In the PFS Roleplaying Guild, Fame and Prestige effectively serve two purposes: gating how a PFS character spends her wealth and providing a method for returning from the dead that doesn’t obliterate character wealth. These mechanics are essential to keeping organized play fun and balanced for players. GM Fame and Prestige serves a similar purpose; it is a system for rewarding the volunteers who spend their time and monetary resources to make the Pathfinder Society happen. Without GMs, there is no Pathfinder, and the people who perform this service for organized play deserve to be rewarded for it.

    How is GM Fame & Prestige Different from GM Stars?
    The Pathfinder Organized Play system already has a mechanic in place that acts similarly to GM Fame; the GM Star system. GMs earn stars based upon the number of tables that they have successfully run, and as a GM acquires stars the number of tables needed to progress to the next star increase. Possessing GM stars grants GMs three primary benefits: ability to run special, gated scenarios (such as Serpent’s Rise or True Dragons of Absolam), scenario replays, and bonuses on mercantile rerolls (rerolls gained from being in possession of select Pathfinder RPG products). Ultimately, the benefits gained from possessing GM stars are few and progress slowly and aren’t particularly visible to the players.

    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 GM Fame & Prestige System would effectively be an expansion to the GM Star system. GM Stars would continue to be earned and functioned as they currently are, using the same “games run” threshold that currently exists. There is no reason to devalue the achievement of existing 5-Star GMs simply for the sake of a new rewards system.

    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.

    • Resolving Death: If your character dies, you could spend GM Prestige instead of character prestige in order to pay for the life-returning magic at a rate of 2 character Prestige per GM Prestige that matches the character’s faction, or 1 to 1 if the GM Prestige doesn’t match the character’s faction.
    • Resolving True Death: As above, but GM Prestige could be an effective means to allow players to work towards undoing permanent death for their characters. True resurrection allows the revival of any character that has been dead a minimum of 170 years, which is plenty of time for Organized Play. Given the cost of true resurrection, this would be a lengthy undertaking and ultimately a fitting reward for a dedicated individual.
    • Unlocking New Races: One of the tricky points of PFS is, “How do we promote the core races while simultaneously allowing additional options for other players?” Giving races out at conventions is an awesome way of rewarding GMs who help at those events, but it does nothing to benefit GMs who are unable to participate in such gatherings. GM Prestige could handle that. Let’s say all of the zero-asterisk races were available to GMs through purchase with GM Prestige, costing an amount of Prestige based on the rarity of that race. For example, a gillman might be worth 5 GMPP because they’re native to Absolam, near the heart of the Pathfinder Society, while changelings might be worth 10 GMPP. (The exact races available can be changed; my personal suggestion would be to make Core Races from nations beyond the Inner Sea purchasable with GMPP, like kitsune for Tian Xia or skinwalkers for Arcadia.) Having a system like this also allows the PFS team to increase the value of the convention race boon; races like aasimar, tiefling, and others that are inherently more powerful or exotic can be the stuff of conventions while the more common options can belong to. For additional flavor, you could add the requirement that all GMPP spent needs to be from the same faction and the resulting character needs to belong to the faction that you used to pay for the race.
    • Unlocking Advanced / Restriction Options: Some optional subsystems aren’t appropriate for the PFS because they bog down a game in inexperienced hands. But GMs with a high number of stars are the opposite of inexperienced, and so the option to allow them to spend Prestige to play with normally forbidden rules would be an interesting addition to the game. For example, perhaps a 4-Star GM could purchase the Called Shot ruled, or a 3-Star GM could spend Prestige to upgrade a named magical suit of armor, shield, or weapon. Perhaps the coveted “child character” aka Yoon modifications could also be a purchased option.
    • Party Buffs / Abilities: The Faction Cards introduced the idea that players should be able to provide benefits to their parties simply by being present at the table, such as the Silver Crusade’s reduction to the cost of healing services. Perhaps GMs could spend Prestige to bring cool powers and abilities to the table to help their allies, similar to the Prestige Rewards in Ultimate Campaign. (Aka once per GM star you could give an ally a +2 on a role.) If you wanted to facilitate the concept of the GM as the storyteller rather than the antagonist, you could even allow such powers to function for any party that the GM runs a game for too.
    • Expanded Narrative: GM PP would be a good way to allow GMs to replay (or rerun) scenarios. This would still be limited to a number of replays per season equal to your Stars and require the expenditure of GM PP to “recharge” the replays, so to speak.

    How much GM PP do I get for running a module? Two; just as much as you would add to your GM rating to determine your stars

    How Would you Track GM Fame & Prestige? You would print out a special chronicle sheet from 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.)


    Ah! The mystery employee makes hir grand entrance! Looking forward to the big reveal. I was getting tired of shouting, "COMPTON!!!!!!!!!!" to the heavens whenever my dice rolled poorly in Pathfinder Society. >:-P

    3 people marked this as a favorite.

    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?

    Everyman Unchained: Unchained Cunning is now available!

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  • 3 people marked this as a favorite.

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  • 27 people marked this as FAQ candidate. 1 person marked this as a favorite.

    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:

    You can stab your enemies with your sword or another slashing weapon.

    Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.

    Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

    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

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  • Alex discusses how he brainstorms and creates his articles in the most meta installment of Guidance that you've EVER seen! Check Out 'Behild Guidance's Screens' for all the details!

  • Alex gets in on the Ultimate Intrigue action with his PFS warlock vigilante build! Check out 'An Intriguing Class' for more details on this character build!

    Know Direction

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    Private Sanctuary Podcast

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    If you want to find the path, then you need Know Direction!

  • Hello, folks!

    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!

    Here's the link.

    1 person marked this as a favorite.

    Somehow missed this going live. Oops.

    I was thrilled to work with my good friend, Justin Whitley, on this product. This is his Pathfinder RPG freelancer debut, so I hope you enjoy this crazy little product that we cooked up together. :D

    2 people marked this as a favorite.

    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.

    Class Skills:
    The most common comment that Jbt and I had while we were playing our characters in Rise of the Goblin Guild was a half-hearted, "I can't do this even though my character is modeled after X Super Hero. I just don't get that class skill. The vigilante class is VERY broad in terms of its niche and its roll; its the first class to allow characters to opt into things like full BAB or 6th-level spellcasting, and that's really cool; the flexibility is my favorite part of the class. Why not extend that flexibility to the class skills of the vigilante? The social identity is fluffed as basically being an expert, so why not allow vigilantes to determine their own list of class skills like an expert does? (For those who don't know, an expert can pick any 10 skills as her class skills.) For the vigilante, say something like this:

    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:
    As written, my warlock couldn't cast spells while wearing light or medium armor, so I completely ignored my ability to do with this class.

    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.

    Dual Identity:
    I think the designers are vastly overestimating how much this ability is worth to the vigilante. As written, it is an incredibly passive ability that isn't something that the vigilante can "do" so much as something that it "does," if that makes sense. For example, the ability to radiate an aura of good is something that a cleric of Sarenrae "does," she doesn't "do" it. For example, the fact that a cleric radiates an aura of good doesn't matter unless an NPC or player casts detect good, at which case it matters. Likewise, the ability to have two separate identities doesn't really matter unless an NPC or player attempts to use a divination spell or effect. In both situations, the GM has to go out of her way to mention that those abilities are relevant; "Hey players, roll Spellcraft! Success? See that cleric of Razmir? He TOTALLY just cast detect good on you!"

    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

    Due to a last-minute emergency, one of our vigilantes ended up having to GM to run this game; for no GM credit, even! Thanks Casey for allowing the show to go on even though it means you won’t get any playtest credit for rerunning the game for us. To compensate, we brought a second control character into the game.
    — Cyril Takamine AKA Bloodhound (Warlock Vigilante 1)
    — Thalamar Morsone AKA The Azlanti (Zealot Vigilante of Aroden 1)
    — Sauce (Ranger; Control Group)
    — Level One Sorcerer (Sorcerer; Control Group)

    This playest WILL contained some spoilers for Rise of Goblin Guild, so be warned.

    Vigilante Builds
    — The Bloodhound is a kitsune warlock vigilante with Point-Blank Shot. My prepared spells were as follows: cantrips (acid splash, daze, detect magic, ray of frost), 1st-level spells (charm person, color spray, vanish, gravity bow)
    — The Azlanti is a human zealot vigilante with Point-Blank Shot and Precise Shot. His spells known were cure light wounds, bless, divine favor, and guidance. He had a bunch of other cantrips and one other 1st-level spell known, but they never came up in conversation. (If Jbt wants to chime in with his spells, that’d be cool.)

    Act 1: About Magnimar
    Part 1 of the scenario had us running around to various RP sites to run errands for the VC that called us to Magnimar. Cyril chose to spend the entire act in his social form while The Azlanti was on the prowl during our first stop, but he heroically jumped into a bathroom stall and adjusted himself to his Thalamar persona when he realized that socialization was needed. Bad roles left us in a bit of trouble in social form; despite being “socialites,” neither Thalamar nor Cyril had any special bonuses to Charisma-based skills beyond their ability modifiers, ranks, and class skill bonus. Both performed at roughly the same level of proficiency in this regard; on-par with the sorcerer, who was also trained in Diplomacy thanks to a trait. With some work, we managed to get through all three social encounters, plus a faction mission that our ranger needed to do for the exchange. It was weird that four a social intrigue class in its social form, us vigilantes weren’t all that remarkable at socializing.

    Act 2: The Chase
    After we got back from our outing, we went back to our temporary pad to eat and crash. Later in the night, we heard some strange noise coming from above us. Upon being alerted to the sound (which wasn’t easy since I only have a +4 Perception; rank plus class skill), Cyril began the five-minute task of switching into his social identity. But it might not have ultimately been a good idea; you see, we tried HARD to play up the whole, “dual identity” aspect of the class, so no one in the party knew my other identity in-character, and same went for Thalamar. So Thalamar went upstarts in his social identity to investigate with Level One and Sauce and a chase scene started immediately. Now, the party couldn’t wait for me to finish changing so they left; the whole chase took about a minute round-wise, so I wasn’t anywhere NEAR done changing by the time it was over. One can argue that my party should have waited for me to finish changing, but given the RP circumstances I think what happened was fair from a GM standpoint; it was, however, among the most un-fun gaming experiences that I’ve ever had at a Pathfinder Society table.

    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
    There were six combat in-total down in this part of the dungeon, so we got a fair amount of experience in how the vigilante specializations worked at Level 1. Before I begin, I want to preface by saying that luck was NOT on our group’s side this game. The fights were long and arduous because we rolled abnormally low. For that reason, I’m not going to focus as much on how hard we were killing things and how it felt on a turn-by-turn basis as we set out to use our awesome, vigilante powers.

    Combat 1: Vs. Two Goblin Archers
    The combat was over fairly quickly. The ranger quickly dispatched one goblin while another kept firing at us. I accidentally triggered a pit trap while trying to get close enough to the second goblin to use Point-Blank Shot, but luckly I made my save and didn’t fall in. The second goblin fled shortly after the trap was sprung. I did not cast any of my spells this fight, as I felt my bow was sufficient. (You know, except for the whole 3/4 BAB can’t hit anything at Level 1.)

    Combat 2: Vs. Slime Mold
    I’m not going to mention where we fought this monster because it’s a bit of a surprise, but it got our sorcerer and quickly began engulfing him. Bloodhound and The Azlanti shot valiantly at the slime mold, and even though the Azlanti had both Point Blank Shot and Precise Shot, Bloodhound’s luck at using Acrobatics to cross the pit and get a better vantage point was helpful. Sauce also pulled out his crossbow and shot down at the slime mold, and ultimately he was the one to pick it off for good. The sorcerer was amusing in this fight because he manifested dragon claws and swiped at the mold a few times. But then he got engulfed. That’s life, I guess.

    Combat 3: Vs. Goblin Fighter
    We caught up with that first goblin fight and in a stroke of pure luck, the sorcerer used his longspear (hey, it’s a simple weapon, right) and finished off the goblin in one critical hit. Considering the number of flumbs the Azlanti and Bloodhound were having, they both felt a bit emasculated.

    Combat 4: Vs. Goblin Alchemist
    This alchemist SUCKED to fight. It was hiding up on a ledge that required a combination of Acrobatics and Climb checks to reach (relatively high DCs at that). Sauce and the Azlanti finaly managed to get it off the ledge to fight us head-on, but not before reducing Level One to –2 hp. I spent most of the fight trying to climb up the wall to help while thinking to myself, “I wonder if Zatanna or Doctor Strange ever had to put up with this?” Finally the goblin came down and I spent my first spell blasting it with color spray, which it saved against. It was holding a thunder stone when that happened, so I used my move action to run away in fear. The goblin threw the stone at Sauce and the Azlanti to distract them before following Bloodhound out the door. A lucky crit with my bow ended the encounter.

    Combat 5: Vs. Goblin Fighter and Goblin Bard (Court Jester)
    There was a chasm in the middle of the room and the only way across was covered in caltrops. After a few turns of doing nothing but shooting at the goblins (my spells didn’t have the range or duration to be worth using them from so far away), we finally killed the goblin fighter and the bard ran away.

    Combat 6: Vs. Bugbear
    The bugbear managed to pull off Dazzling Display on us for three rounds before we got to do anything. I blasted it with color spray and it failed its save, blinding it for 1 round and stunning it for 2 rounds in all. The ranger went in with power attack and cut up the bugbear after getting flanking from the sorcerer from all people.

    Bad luck nailed us hard this fight. We were not hitting or doing nearly enough to be effective. But part of that problem is that the vigilante doesn’t really have anything to do at 1st level. We had a couple of spells per day and that was it; a sorcerer would have had spells plus a bloodline power, an arcanist would have had spells plus an exploit, a wizard would have had spells plus a school power, a bard would have had spells plus bardic performance and bardic knowledge, and so on. Normally, spellcasting works by saving your spells for the best opportunity; being tactical. The vigilante’s only option when he’s not being tactical, however, is attacking with something; usually at a very poor bonus.

    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.

    I wrote down some stuff that people said during the playtest about the class.

    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.”

    We’re going to be playing again; probably July 11th from what our group’s scheduling has looked like thus far, but two more sessions of this before my Level 2 talent is going to be one heck of a hogwash. All of my suspicions in my theorycrafting thread ended up being confirmed with a vengeance; this was the most mechanically unfun game of Pathfinder Society that I’ve ever played, and I played Scars of the Third Crusade on a Level 1 bloodrager (with a trait for Diplomacy, but I digress). As written, unless the playtest document were updated with some significant changes and those changes were sanctioned for PFS play, I am unlikely to play this character again before Ultimate Intrigue is released next year if I don’t reach Level 2 before the playtest period ends, despite having unlocked it via the upcoming PFS chronicle sheet. Playing this character was a mechanical and emotional chore, despite the fun I had talking in a Christian Bale Batman voice for the entire game. But I don’t need a class feature to do that.

    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)
    Stalker (played by Casey Croson)
    Warlock (played by yours truly)
    Zealot (played by Jtb)

    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!

    My friend and I were talking about the vigilante the other night. When a vigilante dies, which alignment does Pharasma use to determine where his soul goes? Which alignment is his "soul's" identity, so to speak?


    Is there still going to be a vigilante chronicle sheet for PFS? I'm curious because my group planned for a vigilante playtest on Sunday and we'd like to get credit for it, if such an option is going to be required.

    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.
    2) Demon Barber; Ordinary barber by day, mass murderer by night.
    3) Sneaky Monsters; Civilian by day, kitsune/ghoul/succubus/vampire by night.
    4) "Manifesting" Creatures; Neutral, inactivate monster by day, Chaotic Evil wraith by night.
    5) Spies: James Bond by day, 007 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.

    The link in the blog wasn't working for me. To everyone else, you can find the product page for the playtest here.

    Hello, everyone!

    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.

    2 people marked this as a favorite.

    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)!

    Check out Everyman Unchained: Monk Archetypes II[/url if you simply can't get enough unchained monk content!

    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:

    Prerequisite(s): Minor magic rogue talent.

    Benefit: By studying a spellbook for 10 minutes, you can change one spell you are able to cast using your minor magic or major magic rogue talent to one sorcerer/wizard spell of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again.

    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!

    IT'S ALIVE! Thanks, Liz!

    And before anyone asks, No. This is not Pathfinder Society legal.

    If you play in a home game, however, you'll get tons of enjoyment out of this product, which is designed to update just about every RPG line monk archetype to work with the unchained monk.

    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:
    — Precise Throw (flying blade swashbuckler deed)
    — Flying Blade Training (flying blade swashbuckler class feature)
    — Distance weapon ability (Ranged weapon special ability)
    — Unfolding Wind Strike (Combat Style feat from Inner Sea Combat)

    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:

    Entangled wrote:
    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?"

    4 people marked this as a favorite.

    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?
    1) Class Feedback: How do the classes look, both on paper and at the table. How do the pact magic archetypes compare to the standard occultist? How does the standard occultist compare to other Pathfinder RPG base classes? How do occult archetypes compare to their standard classes?

    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!

    I'm pretty sure the answer is no, but just in case I missed something is there any way to reload a halfling sling staff as a free action?

    Note: must be PFS legal.

    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!

    You may be wondering what the Samsaran Compendium has to offer you. If you own Everyman Gaming, LLC's acclaimed Kitsune Compendium, however, you know EXACTLY what this product has waiting in store. The Samsaran Compendium has everything that YOU as a player need to fully integrate this race into your home games. It includes tons of new character building options, plenty of alternate racial traits, but most important of all, is is literally full to bursting with world and racial flavor. This product is essential if you play in a setting with samsaran NPCs or PCs, so don't dally! Pick it up today!

    Also, don't forget that you can also support my Kickstarter and pick an Everyman Gaming, LLC subscription as a Stretch Goal. You get everything that I write during 2015 (including products that I've already released) for the crazy-good price of $25.

    7 people marked this as a favorite.

    After months of planning, its finally here!

    The Pact Magic Unbound: Grimoire of Lost Souls Kickstarter is finally here!

    What We're About
    Pact Magic Unbound: Grimoire of Lost Souls is a compilation of Pact Magic Unbound, Vol 1 and Vol 2, with 100+ pages of new material, plus entirely new high-end artwork.

    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
    Dario and I are asking for $2,500. In truth, the product is already written and has been going through rigorous playtesting over the past two months. We need your help in order to commission new artwork for the book, however, so we're not stuck recycling the artwork from our existing products, most of which is from Dario's original Secrets of Pact Magic and is thereby ten years old.

    What We're Offering
    Dario and I are offering a variety of pledge tiers that will allow our backers to get exactly what they want out of this Kickstarter. We also have a number of exciting add-ons that will allow our backers to gain fantastic rewards. We have a number of Stretch Goals planned beyond what is listed, but we're also listening for backer feedback in regards to what our consumer base wants to see added to the Kickstarter. Want me to make Spirit Cards? Ask for them! Want Dario to record an audio drama where he gets people to read legends in accents? We can do that too!

    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.

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