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Behold, here she blows, preview #2 for the Path of the Genius
When selecting your genius’s path abilities, you may wish to consider the following themes. Each one suggests a variety of complementary path abilities, with different interpretations about what it means to be a mysterious mythic scholar.
Battlemind: You apply a powerful intellect to the field of battle, using your mind to anticipate and counter your enemies as you analyze them for weaknesses you can exploit.
Curious Professor: You are a student of lore, a broad-based scholar of all things and an obsessive specialist in your particular areas of interest. Your keen mind is always questioning and reasoning out solutions before some are even aware there is a problem.
Inventor: You are an innovator into future technologies, combining impossible insights into quantum energies, robotics, and advanced technology that strives beyond the puerile mechanics clung to by lesser minds.
Mad Doctor: You plumb the scientific secrets of life and death, blending alchemy and anatomy in a deadly and volatile mixture that warps and blends flesh and bone.
Polymath: You are a student of every field and a master of many. Your ability to rapidly process, digest, and synthesize information and insight makes you good at virtually everything.
Tinker: You are a master mechanic, working with all manner of gears and wheels to construct functioning machines out of whatever is available, often far more effectively than their appearance would suggest.
Lurion Coravoss wrote:
Woot! Actually very psyched for this path. I'm a bit curious though, do you have any other paths in the works as well?
We may do other paths in the future, but there's nothing on the books right now. We'd need to come up with a compelling idea for an iconic archetype that's not already well-covered by the available options. I could perhaps see an Occultist path of some sort after the Occult Adventures book comes out, which would engage the psychic magic rules that book promises in a mythic way.
Overall, our mythic output will ramp down somewhat compared to what it has been as we finish off our big MYTHIC MANIA project and catch up on other projects that have gotten sidelined and build towards some exciting new stuff.
There will still be mythic content in plenty, but the proportions will shift back toward other product lines to bring things more into balance.
The debut of another brand-new mythic path is imminent! Check out the latest on the Path of the Genius!
More details to come tomorrow, including a complete listing of the path abilities for this most technically minded and intellectually insightful path!
I put in the coast/river modifiers to help address the population issue, since the math never quite added up in the original rules. Then again, population was assumed to be completely abstract and had no fixed number attached in the official rules. Ultimate Rulership makes population more relevant since it ties things like Manpower to a percentage of total population, based on your level of militarism.
As far as demolishing and rebuilding a house, I'd have to look again at the cost. I don't have the book in front of me, but it does seem a little cheesy to just grind and rebuild to eliminate unrest at no BP cost. The build limit is there as a cap on how much recycling you can do with your city squares, but it's not unreasonable to say that rebuilding houses and tenements always costs full price if you think it's important to stop that loophole.
In an amusing coincidence, given that last week's TWO$DAY product of the week was Mythic Magic: Ultimate Spells I, this week's TWO$DAY product is TWICE as good:
Come and get over 200 mythic spells from Pathfinder Roleplaying Game Ultimate Magic for just 2 bucks!
You can read Endzeitgeist's 5-star review here!
This MYTHIC MONDAY get ready to dress up MYTHIC STYLE with four fabulous new mythic magic items, the foamfollower's jack, robe of tongues and teeth, scorpion cloak. amd slippers of star-striding!
Put on your copy of Mythic Minis 54: Mythic Clothing today!
I hope this means we'll get some AP plug in adventures for Iron Gods. I've made great use of the ones for Kingmaker and soon will be doing so for Wrath.
We've got two in the queue in various stages of completion:
Starfall by Tom Phillips and Mike Welham - a high-level adventure featuring a decaying satellite and alien explorers whose researches have awakened a danger far greater than they knew. Available March 2015.
Scorpions of Perdition by Nic Logue - a low/mid-level adventure focused on strange happenings in a mining colony in the Land of Savage Science infiltrated by mysterious hunters from beyond! Available April 2015.
Hope you enjoy!
For all our fans, we'll be uploading a new version shortly to fix a product identity issue; while the CONTENT from the Technology Guide is in the PRD, the NAME of that book is not the allowed list of product names for 3PPs to directly reference. We did (apologies and thanks to Liz for the heads-up), so we'll be removing that reference on page 6. If you've already bought and downloaded it, you can download the new version if you like but that will be the only change.
This is a MYTHIC MONDAY to take your best shot, with a dozen mythic feats for gunslingers and other ranged combatants!
Come and grab your copy of Mythic Minis 53: Gunslinger Feats today!
Ha, that's awesome. That was too much fun to run into you guys at GenCon running the adventure. Neat to folks meet in person and watch you having fun. That adventure is actually still one of my favorite Paizo things I've written.
If you are coming to GenCon this year, we'll have a booth! Come by and see us!
One of the guiding principles of Legendary Games is that we produce what we want, when we want, how we want, and that whatever we do our first priority is to make it awesome. Everything else flows from that, including the fact that we don't have a hard-and-fast release schedule. We produce things as we produce them, and we take the time to make them the best we know how.
A big reason why we do it that way is my belief that, at the end of the day, or six months or a year later, people won't necessarily remember whether a product came out on this day or that day, whether they got it in May or June, but EVERYONE will remember if you put out a product that seems sloppy or rushed or has fixable errors or just disappoints expectations.
There are reasons to keep a tight schedule, and we certainly aim to keep ourselves on track, but I believe fans will be a lot happier with a book that is awesome cover to cover than a book that is flawed. I like the quality of our work and trust our contributors to turn in stuff that's great, but everybody can use a second set of eyes.
Ironically, this is the sort of thing people often say when something is going to be late, but in this case it's not. The books are going to be done pretty much exactly when we expected they would be. The convention calendar just shifted around our timetable, and there's only so much you can do to adjust. We'll get them up and out when they're ready to go, and they'll be fabulous.
TL;DR - Awesome and timely are ideal, but if awesome and timely have to fight, awesome wins every time.
What's the ETA on the Mythic Hero's Handbook?
When we put our Kickstarter together, our hope was to have all three books ready to release at PaizoCon 2015. However, like a lot of folks we didn't know that Paizo was planning to move up the con by a month and a half, from the 4th of July to Memorial Day at the end of May. Those six weeks make a big difference. The books should still be done and delivered well before the 4th of July... but whether they'll be done in time for the new, earlier PaizoCon date is uncertain.
We've been working like crazy to make up the time since then, but this is a LOT of content we're creating, and there are a lot of people and a lot of moving parts involved, including literal shipping (on a ship) across the ocean from the printer.
At this point, my best guess is:
1. We will almost certainly have a small number of preview copies of all three books to show off at PaizoCon.
4. We will *definitely* have all three books delivered to backers whenever they arrive and available for purchase at GenCon, both at our own shared booth with Legendary Games, Kobold Press, and TPK Games, and most likely at the Paizo booth as well.
Grab your copy today in 42 beautiful pages of sci-fi/fantasy goodness (no, make that AWESOMENESS!) courtesy of author Neil Spicer, artist Bob Greyvenstein, and layout Rick Hershey! Eight amazing characters that live up to every inch of what you would expect from LEGENDARY Heroes!
Until Paizo gets off its duff and actually puts forth an errata repairing the multiple broken elements of Mythic, I'm going to hold off on third-party stuff. And for that matter... my future campaigns will likely be Mythic-free with the exception of the occasional mythic monster.
The Mythic Hero's Handbook will have a section dealing with problematic rules in the mythic set and suggestions on how to address them if you wish.
And if you like mythic monsters, we have no shortage of those available!
Nice story. That is definitely a game-changing switch; the "ha ha paralysis and antimagic" dirty trick was intentional in the adventure design. Of course, you could have just said these were "legacy ghasts" lurking around who didn't play by the normal rules. It's MONSTER TIME, the PCs don't get to know their stats!
I'm puzzled, though, by how 4th level PCs have 8th level cohorts! :)
In my home campaign my son started out playing a gunslinger and got through about the middle of the campaign before the character died and he replaced him with a ninja and then, post death, with another samurai. Amusingly, a gunslinger would be pretty handy right about now in the campaign, since they're currently in the middle of RASPUTIN MUST DIE! :)
Devastation Bob wrote:
It's tomorrow, it's tomorrow!
Why yes, I suppose it is, isn't it.
Eight Heroes Ready to Battle through Savage Science to the Stars!
Metal Heroes is our sixth set of 8 ready-to-play pregenerated 1st level characters created specifically to shine in a Metal Gods Adventure Path but ideal for any campaign venturing into the marvelous mash-up of the fantastical and the futuristic! Ideal for use as allies, cohorts, long-running NPCs, or replacement player characters, superstar author Neil Spicer brings you amazingly detailed and lushly developed characters including:
Ander Six, android slayer
The most recent updates have been backer-only updates. I'm sure we'll be getting out a general update in the next week or two.
The first product in this line is just about ready to release, and should be available by the end of the week! Check out the latest preview of the anticipated street dates for the currently on-the-schedule products for this AP in our latest update!
Further previews on Metal Heroes: Pregenerated Characters will be coming tomorrow, but sound off if there's something more you're looking to see that's not already on the schedule!
P.S. If mixing science and fantasy is your bag, you'll also be very interested in our next "Mythic Paths" product that we'll be previewing next week: Path of the Genius!
captain yesterday wrote:
I'd also like to point out, its not like Jason is new to writing for APs:-)
All told, the Legendary Games crew has written over 60% of the AP adventures that Paizo has published (I've written 4 of them FWIW).
In terms of the scope and scale of what Legendary Games has produced, we've produced one 256-page hardcover already (the Gothic Campaign Compendium), and the current three-hardback mythic rulebook set should clock in at over 900 pages. We've released 24 mythic bestiaries, half a dozen mythic spells products that include every spell in the core books, around 150-200 pages of products (adventures, bestiaries, class books, and supplements of all kinds) each for the "Far East" AP, "Kingdom-Building" AP, and "Pirate AP," plus about 100 more for the "Demon Crusade" AP, another 120 pages of mass combat and kingdom-building supplements. Our first Kickstarter from launch to delivery of books was less than six months. Our current Kickstarter launched last April and should be off to the printers by the end of this month.
None of that gets you a completed AP in your hands right now, of course.
What it does do is show a pretty strong track record of delivering on product at a rapid pace and with excellent quality. The names writing on this AP are ones that should be very familiar to you - Neil Spicer, Richard Pett, Tim Hitchcock, Mike Shel, Matt Goodall, Jim Groves, and more. If it's an AP you're looking for, check us out later this spring and I think you'll like what you see.
Just popping in to thanks 137ben, Shadowborn, and others for linking over to Legendary Games' products. We've been putting out mythic support since the rules came out, and there are plenty of products you can pick up now in PDF or in print, here on Paizo or on our website, with many of the same contributors who worked on the original mythic rules, and almost without exception everyone working on these books are also regular contributors to Paizo's own product lines.
The MYTHIC MANIA Kickstarter was a multi-company project between Legendary Games, Kobold Press, Rogue Genius Games, and Dreamscarred Press to create an encyclopedic set of mythic support books for the entire core Pathfinder line (Core book, APG, ARG, UC, UM, and more from the campaign setting and companion products), as well as from the best 3PPs working in Pathfinder space today. All the spells from Deep Magic, mythic support for new classes like the Shadow Assassin, Time Thief, Spell-less Ranger, brand-new mythic monsters, and more. We've been working on this since last spring, and we are sincerely hoping that everything gets wrapped up in time for printing and shipping to have the books available in time for PaizoCon. It's going to be cutting it VERY close, since PaizoCon was moved up a month and a half from where we expected it to be when we ran the KS (from 4th of July to Memorial Day at the end of May), but we'll see what we can do.
If you'd like an inexpensive sampler of the kind of content you'll be seeing, Mythic Magic: Ultimate Spells I is our TWO$DAY product of the week this week, which means you can pick up the PDF for just $2 (regular price is $5.99) for mythic versions of every spell from Pathfinder Roleplaying Game Ultimate Combat (save those that already appear in the core mythic rulebook from Paizo).
You can also pick up any of our Mythic Minis line for just a buck. These are short one-page products, usually 7-12 feats or mythic path abilities, 4-5 magic items, or some other rules element (like curses or lycanthropy) to do with the mythic rules. Take a walk through and you'll probably find something that piques your interest.
And we do have a mythic AP already in production. The manuscript for the first adventure is already in and we are working on development, and we are planning a Kickstarter campaign for later this spring, probably in May or June to kick this thing up into the stratosphere and beyond! Literally. :)
Sorry to have disappointed, Thurazor. I had hoped to include the mercenaries section in there, but the aerial, nautical, combined arms, and siege sections just kept growing in the writing and eventually something had to give. Sometimes a book's organic themes only become apparent in the writing process, and that ended up being the direction there. This month is the last frantic rush to the finish on our giant mythic project from last year, but once that's out the door I'll have a nice break to breathe and catch up on projects like this one.
I think you'll be very happy with what's coming in Ultimate Armies.
This is a MYTHIC MONDAY for martial mayhem, with 4 new mythic magic weapons: the blade-eating battleaxe, kinslayer's kukri, redflame trollblade, and silverspark longbow!
We've always put our print products on CreateSpace by Amazon (and sold them here and on our own site, and some at d20pfsrd). The PDF formats for CreateSpace and for Drivethru's print-on-demand service, alas, are not compatible. At some point we will probably revisit rejiggering our printables to work over there but for now we just sell PDFs on DrivethruRPG.
Der Feind Drinnen!
I think this would make an excellent Dual Path for any kind of "secret identity" character, and a good primary path for your Daredevil, Deadpool, Batman, Green Arrow, Punisher types.
One of the things I was thinking about with these paths were classes that weren't necessarily well served by the standard tiers, or that sort of fit but not exactly; things like monks, inquisitors, alchemists, and gunslingers.
The main thing, though, was the idea of a thematic archetype that would just be cool and a lot of fun and that would embody some of the tropes of the genre that didn't necessarily mesh with a trickster or champion, etc.
This material will be in the Mythic Hero's Handbook, but for people who didn't back the Kickstarter, or have only a focused interest in certain elements of the rules, or even those who just don't want to wait, we have made it available separately as well.
Uncover the secrets of THE STRANGER and make our Pathfinder game a bit more mysterious! Whether your hero (or antihero) who plays by his own rules is more Strider and Lan Mandragoran, or more like a raging combination of Clint Eastwood, Han Solo, the Scarlet Pimpernel, and the Bride from Kill Bill, you'll find something right up your alley for your Pathfinder PC with a thing for keeping secrets and a thirst for revenge!
Simple. Just ignore them. Out of over 60 path abilities, the only one that is exclusive to gunslingers is Mythic Grit, and there are two others that work with firearms or splash weapons (Clear Your Heads, Sure Shot).
There are other abilities here that are generally useful for ranged attackers, but that's it as far as things related to firearms.
We've gotten a lot of feedback on social media. Interestingly, "engineer" has been right near the top of the list, along with variations of "technomage/technomancer," but I want to stay a bit away from the mage/mancer construct because the idea of the path is that this is a path for smart/INT characters that are *NOT* necessarily also arcane spellcasters (though they can be).
I think "technomage" could be a great thing to add to the archmage path, but this path is going a different direction.
Looking at feedback and reflecting on things so far, I think I'm leaning towards Tinker, Inventor, or Genius.
P.S. Rogue Genius = funny. :)
The trickster is all about deception, stealth, showmanship, guile, and, well, TRICKERY. There is a bit of overlap in that both work well with Dex-based builds, and the stranger does get a few trickster path abilities on its list (all paths share some abilities with other paths), but a stranger's focus is more on revenge, intimidation, movement, secrecy (and finding out secrets), toughness, and a fair bit of stuff to do with firearms.
In many respects, the point of the mythic rules for Pathfinder is to introduce a more cinematic aesthetic to the system, to dial up the level on "cool" stuff more so than just bigger numbers. Speaking of cool, an iconic image from film and fiction is the idea of the high plains drifter, a man with no name, a last lingering scion of faded house or a fallen kingdom, or just a flamboyant masked renegade of ambiguous morality. Sure, you could always play that as your character concept, but PATH OF THE STRANGER brings it to a whole new level! Check in over the next few days for previews, and the book should be available this weekend!
Check out today's preview on our website and look for a few more previews before the book releases this weekend!
This messageboard is a pretty good place, if only because you get a great cross-section of all the companies, but it's not necessarily the greatest for FINDING something you're looking for unless you already know what it is. Also, there's a lot of traffic so messages don't tend to stay "up front" for very long. Still, if you're willing to do some digging this is probably the best place to find the most information.
If you're looking for reviews of 3PP products, the most prolific guy out there is Thilo "Endzeitgeist" Graf, who posts his reviews here on Paizo, on DrivethruRPG, in GMS Magazine, and (easiest of all, to find everything in one place) on his own website. There are plenty of other folks that write reviews, and not everybody loves his style though many do, but no other 3PP reviewer matches the sheer volume of product and detail that he provides.
You can start looking up companies and finding their websites and Facebook or Google+ or Twitter pages and follow them there, which will generally get you the most up-to-date information, but it does require following lots of news sources.
Hope that helps!
It's actually not for a class at all; it's for a new mythic path that incorporates the high-intelligence characters but doesn't necessarily bend towards the magical... or if it does deal with magic, it's magical pseudoscience like alchemy and artifice or clockworks or constructs or just knowledge and learning and research.
What is the best name for a knowledge and technology-focused character class or concept?
There are lots of possibilities, but is there one that really captures the omnibus idea of a knowledge-based character concept that doesn't also pigeonhole it into one particular area?
We are including a section on "Making Mythic Work" in the upcoming Mythic Hero's Handbook that addresses a lot of the issues that have been brought up here and offers potential solutions for people running a mythic game. For those who have given up entirely on mythic, I don't know that the solutions we offer would change your mind, but I think it's great advice to include in our three-volume hardback expansion to the mythic rules. They aren't for everybody, but I think the advice and suggestions made in this thread and elsewhere are helpful for people coming into a mythic game to see where the danger spots are and make an informed decision about how and whether to address them in a way that makes the game more fun.
One thing that I think is easy to overlook about the mythic rules is that they offer a great toolbox and a very interesting system for adapting and intensifying different elements to a regular Pathfinder game. I think it is great for monsters in particular, in that it lets you do things with them that live up to their flavor text in ways that legacy design doesn't always allow. I like mythic spells as a way to model ancient or exotic magic from fallen empires, a limited resource that can only be used in a certain way. Mythic classes and feats could represent specialized training for an ancient master, or the effects of a divine blessing or the presence of an artifact or relic or whatever twist of fate you want to envision. They can also be taken away, and since it's an overlay system you can remove the mythic without disrupting the character underneath.
Long story short, using the mythic rules does not necessitate running an entire "mythic campaign." Could you just tailor rules yourself? Sure. But what mythic offers is a systematized method of, for lack of a better word, fudging the monsters, magic, and other elements in the campaign in a structured way.
FWIW, the change I most regretted seeing between the early drafts of the mythic rules and the final was the amazing initiative ability, which is a great bad guy ability (helping correct action economy) and not such a great PC ability (making it worse). A lot of other abilities create problems, especially with stacking, but I think action economy is public enemy #1.
P.S. I'm running a mythic version of mostly Reign of Winter (with a healthy dose of Jade Regent and Carrion Crown tossed in at the beginning), and PCs are currently at 11th level and 5th tier. Party mix has been interesting - a druid, fighter (tower shield), oracle, fighter/rogue, magus (recently killed/possessed by an intellect devourer, replaced with sorcerer), ranger (recently replaced with cleric), and another player who's been a gunslinger, ninja, and now samurai. Interestingly, the most campaign-impactful mythic spell has probably been mythic endure elements, since it negated all of the cold weather, difficult terrain, fog/mist/etc. issues throughout the campaign.
I've seen some mythic things be very effective, and others not so much. I have probably two optimizers in the group; the rest are pretty mellow. It's been interesting seeing which abilities come to the fore.
In many cases, comparing 3PP prices to Paizo isn't fair because their unit cost of production is much lower because their print runs are much larger. Case in point, we looked into doing a product for Free RPG Day, and the cost to print 700 copies of a 16-page color adventure was around $1400. If we tripled the cost to $4200, we could get FIFTEEN THOUSAND copies. That's 21 times the amount of product for 3 times the price. We didn't end up doing either, but were just looking into what it would cost, comparatively speaking.
If you have the marketing reach and sales channel and distribution access of the industry leader, you can leverage that to sell larger runs of product, and more to the point have a much lower "floor" of what you will sell, because you have a certain subset of your population that will buy just about everything with your logo on it. 3PPs don't have that advantage; almost everything that we do is a little bit of a crapshoot. You can plan and market what you want to do and have a pretty good idea of how it will do, but you will often be surprised by what hits and what misses. Sometimes reviews make a big difference. Sometimes they make no difference at all.
Paizo didn't just luck into this situation. They built it carefully and skilfully, and they MADE themselves into the industry leader. That said, the smaller fish swimming around the Paizo pool have different marketing and visibility challenges and different economies of scale than Paizo does.
Paizo is also in a situation to offer loss leaders, like a 560-page PDF for $9.99 - the Core Rulebook. I actually had someone offer that as a counter to why our PDFs should be cheaper. There's no rational counter-argument to be made to that, because the argument itself is not rational. Even if you compare it to Paizo's other products, where a 32-page Player Companion is 8.99 and the hardback core rulebooks are 9.99, from 256-pagers to the CRB, you can see there's no internal logic to the argument, yet some people will fervently argue the point.
At the end of the day, you have to find the sweet spots for your sales and your marketplace. If you're going to run sales where you discount things, you need to decide how deeply, how often, and how long. If you decide you want to change the price on something, you do it. Set it low enough that people want to buy it but high enough that you can make money on it. We've sold PDFs as low as $1 (or .50 on sale) and as high as $35, and print books bring a whole new wave of crazy into the situation because of the hard costs involved and the lower margins you get paid. If you're just starting out, I'd advise avoiding print. Even print-on-demand can be a pain until you've gotten into the swing of it (and even after that sometimes).
You also have to find the contributors you want to work with and that want to work with you. Develop a great collegial and collaborative relationship where everyone is invested in a product's success, a situation where people WANT to work on things, and you'll find a happy place.
Because metamagic is too marvelous not to be mythic!
Grab your copy of Mythic Minis 51: Metamagic Feats today and get mythic versions of the following metamagic feats: