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Golden-Esque's page

Goblin Squad Member. Pathfinder Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 764 posts (4,786 including aliases). 38 reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 4 aliases.

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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?"

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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?

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

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

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!

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Age of Electrotech: Introduction wrote:

Life is an endless precession. Men are born,

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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!

3 people marked this as a favorite.

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

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

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

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

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

1 person marked this as a favorite.

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

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

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


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

Any thoughts on this?

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

Click on to read more!

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

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

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

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

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

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

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

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

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

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

1 person marked this as a favorite.

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

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

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

Check it out over at Everyman Gaming!

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

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

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

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


1 person marked this as FAQ candidate.

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

Effortless Sneak (Sp) wrote:

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

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

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

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

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

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

You can also see its Facebook Page HERE!

1 person marked this as a favorite.

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

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

I'll start:

Damiel, Iconic Alchemist

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

Kyra, Iconic Cleric

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

Lini, Iconic Druid

  • Gets thrown in prison in Ultimate Campaign.

Lem, Iconic Bard

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

1 person marked this as a favorite.

I've noticed that a lot of "[X] Request" threads have started to crop up in the Playtest, and because asking for new archetypes and/or hybrid class combinations isn't what the Playtest is about, I've decided to start this wishlist thread in hopes that it'll A) help foster discussion on what content people would like to see in the Advanced Class Guide and B) keep that discussion out of the Playtest and into a singular, unified thread.

Here are some quick, common-sense ground rules:

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

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

  • DO NOT verbally attack others or their wish lists.

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

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

  • DO engage in civil, polite discussion about ideas.

With that out of the way, let's hear your wish lists and show Jason, Sean, and Stephen that the Paizo Community can be as productive at formulating new ideas for Player Crunch as we are at formulating new ideas for Bestiaries!

Mythic Weapon Training (Ex) wrote:
Select one group of weapons from the list of fighter weapon groups. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you select this ability, it applies to a different weapon group.

The Path ability states that you can [instead] apply the effects of that feat to all weapons from the chosen weapon group. My question is simple:

Does Mythic Weapon Training replace your previous weapon selection for feats such as Weapon Focus?

For example, if I took Weapon Focus: Katana and then later select Mythic Weapon Training: Thrown Weapons as a Champion path ability, do I still add +1 on attack rolls with my katana? The word instead in the description seems to imply that my katana no longer benefits from my Weapon Focus feat, but then the ability states you can select the Path ability multiple ties to apply its effects to multiple weapon groups, which seems like it implies that the feat can be applied to multiple things at once. What do you think it is?

3 people marked this as a favorite.

Regardless of what Golarion canon says, the Cosmic Balance is real, and the (not-so) recent creation of the >>Blame *Cosmo* for ALL Your Problems Here<< thread has upset the Cosmic Balance of the Paizo Forums. The Dark Lord Cosmo thrives on negativity and as his forum shows us, he gets stronger with every passing day.

So, its time to change that. Here's a new, positive thread for you to be thankful for. But who should champion this Renaissance of positive energy? I nominate Sara Marie, Paizo's very own Dire Carebear Manager. Trained by Cosmo as a CSR, she is the Luke to Cosmo's Vader. The Light against the tide of Cosmo's Darkness. Only Sara Marie can save you, so PRAISE her! PRAISE HER LIKE THERE IS NO TOMORROW! (Because if you don't, there won't be.)

One thing that your explanation confused me about, Justin, is that in your closing statements you say this:

Justin Riddler wrote:
Earning capital costs half as much as purchasing it, but takes time and some creative thinking on how our character will work to earn it. Let's say our character can reliably earn 1 point of capital per day, and can do so for each type of capital. This means our character would spend 62 days gathering resources and labor building their house for an overall price of 645 gp. The time investment can change however, as some characters are suited to earning certain types of capital quicker, and the town's size limits how fast construction can go.

Most rooms in Ultimate Campaign have a time cost associated with them. Is that time cost referring the time it takes to perform the labor required to build the room?

Basically, are you saying the following:

Scenario 1 wrote:

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

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

Your post seems to imply the following, that because you're performing / overseeing the labor yourself, when you're done, the building you are constructing is done.

I absolutely love the downtime rules, but if Ultimate Campaign has a weakness, I truly think it is in the explanations for how capital is earned and spent on buildings. All of the information that you want and need are scattered about the Chapter and squirreled away in large blocks of text instead explained quickly and concisely. I appreciate your effort in trying to explain the system, however.

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