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Golden-Esque's page

Goblin Squad Member. Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 764 posts (5,332 including aliases). 38 reviews. 1 list. No wishlists. 9 Pathfinder Society characters. 4 aliases.

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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

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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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Everyman Unchained: Unchained Cunning includes:

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    With Everyman Gaming, innovation is never more than a page away!

  • 3 people marked this as a favorite.

    Coming soon to the Paizo Webstore!

    Command, Conquer, Control!

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    Ultimate Charisma includes:

  • Leadership, redesigned and retooled into a massive, multi-faceted subsystem that allows players to exercise their influence within the campaign setting in new and exciting ways.
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  • 25 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

  • Anthony shares the importance of a good mystery when GMing in this week's installment of Behind the Screens! Don't leave his knowledge a mystery to you, check out 'Mysteries and Revelations' today!

    Geek Together

  • N/A


  • 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

  • N/A

    Private Sanctuary Podcast

  • N/A

    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.

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    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.

    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?

    Ever wonder what it would be like to cut your PCs down to the size of an unfed tick? Well, wonder no more! Everyman Gaming's got your back with its latest Pathfinder compatible product, Microsized Adventures!

    Microsized Adventures has everything that a GM could possibly need to shrink her players down to size for a grand adventure. It includes special rules for adjusting the PC's combat abilities without having to spend hours rebuilding their statistics, reminders for what happens to equipment when it shrinks with the PCs (or even more terrifying, when it doesn't shrink), guidelines for reducing the size of the combat grid to suit smaller characters, special rules that make Pathfinder's Medium-centric combat engine work for Tiny and smaller creatures, rules for extremely small creatures, two new combat maneuvers (crush and scale), new artifacts to cut your PCs down to size with, new archetypes (such as a gunslinger archetype that specializes in literal slinging ... with a sling!), feats to accompany the new combat maneuvers detailed in the product, and more!

    Sometimes a very little idea can make for a very big product. Pick up Microsized Adventures and see for yourself! ;-)

    Boy, do I feel like a dunce for forgetting to pimp this product. -_-

    But regardless, Everyman Archetypes: Swashbuckler is here! Now you too can buckle your swash with six all-new flavors of swashbuckler, including Vital Strike happy (daredevil), rogue parent (rapscallion), the "oh my god you can do WHAT with your panache?!" archetype (vainglory swashbuckler) and more!

    Did I mention that there's a dozen new swashbuckler's finesse / panache feats in it for you?

    Don't delay! Purchase now! If you'd like a sample, you can view a page of the product for free (as well as some "Counter Monkey" stories about each of the characters illustrated in Everyman Gaming products) at Everyman Gaming's Facebook group.



    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=""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.

    Any thoughts?

    2 people marked this as a favorite.

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

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

    9 people marked this as a favorite.

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

    The Full Story:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Here's the link.

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

    Thanks for the shout-out, guys!

    2 people marked this as a favorite.
    Age of Electrotech: Introduction wrote:

    Life is an endless precession. Men are born,

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

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

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

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

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

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

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

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

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

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

    1 person marked this as a favorite.

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

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

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

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

    1 person marked this as a favorite.

    Sweet back story, love the picture to

    1 person marked this as FAQ candidate.

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

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

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

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

    1 person marked this as FAQ candidate.

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

    PRD wrote:

    Tripping Staff (Combat)

    You can make a trip attack with your quarterstaff.

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

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

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

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

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

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

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

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

    Any thoughts?

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

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

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

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

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

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

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

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

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