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JiCi's page

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Melkiador wrote:
JiCi wrote:
The Kineticist exhausts himself MORE as he levels up. Shouldn't that be the complete opposite? Shouldn't he be MORE resiliant to Burn as he GROWS stronger?

This was already pointed out very often in the playtest. Now the annoying part to me is that there are ways to eliminate the burn for your blasts, but not for your utility.

Burn HP really should have been equal to 1/2 your kineticist level, with a minimum of 1. Then the cost would remain relevant throughout your career, without it feeling like you are getting worse at burn.

Well... I feel like both the Blast Talents and the Infusion Talents are the bread and butter of the Kineticist, similar to the How Warlock's Eldritch Blast took the majority of the class's features.

Also, the Utility Talents HAVE a reason to Burn the Kineticist, because flavor-wise, they DEMAND the Kineticist an effort to maintain the Talent active. THAT's actual physical exhaustion. Then again... Utility Talents either are Burn-free or cost 1 Burn point. You're not gonna demolish yourself with those anyway.


Tels wrote:
These don't work as options as the Kineticist needs some sort of limiting factor. Stop and think about what you could do if you could heal Burn by any method. You could max out your Kinetic Defense every single day, and also have free healing (Kinetic Heal) for the entire party. Someone like a Telekinetic would benefit a lot from having free, maximized defense as his is basically a regenerating force field of hit points.

That they must have a limiting factor, I understand.

That they DON'T have SOMETHING to counter or reduce that factor, I do NOT understand.

The Kineticist exhausts himself MORE as he levels up. Shouldn't that be the complete opposite? Shouldn't he be MORE resiliant to Burn as he GROWS stronger?

A 20th-level Kineticist spending 6 Burn points gets hit by a whopping 120 points of non-lethal damage. Provided that he didn't get hit before that, he could easily collapse from exhaustion in one single attack.

Yeah, sure, TOTALLY make sense to me ¬_¬;

Having a Talent that converts energy damage into Burn healing... isn't as powerful as you think. A pyrokineticist... is STILL gonna be screwed when fighting a red dragon unless he has the Cold Blast or any non-Fire Blast. Sure, you can tank the breath weapon... but you can't damage the creature that breathed it with your own abilities.


The Medium is good as being versatile. Sure, you can pick the same Spirit every day over and over, but if you know IN ADVANCE what problems you're gonna face, you can pick another spirit to fulfill the needs.


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"Methods to fix the Kineticist", huh? Ok, here are some ideas:

Feats
- a feat that allows Kineticists to heal Burn damage via spells.

- a feat that allow to reduce the Burn damage by 50%.

- a feat that allows Kineticists to apply other Metamagic feats to their Blasts. (Ok, we have Empower, Maximize, Qucking and even Twinned (3.5 feat), what about the rest?)

Features
- Separate area-altering Infusions Wild Talents into its own category, such as "Shape Wild Talents".

- Make each and every one of them available to every blast.

- Add upgrades as separate talents, such as having the Spray and Torrents Talents being upgraded with longer range.

- Have Draining Infusion and Elemental Grip work against SOMETHING when using Aether. Yeah... that isn't working well for this energy :S.

- Have new Talents:
* Acid Blast (Simple; Earth)
* Positive Energy Blast (Composite; Fire)
* Negative Energy Blast (Composite; Water; reasoning being Water is associated to life... and the dark abysses)
* Sonic Blast (Simple; Air)
* GREATER Force Blast (Composite; Aether; deals Composite Blast damage)
* Poison Blast (Composite; Earth; Acid or Metal Blast required; Some metals are toxic, so...)
* Light Blast (Composite; Fire; damage similar to Searing Light)
* Darkness Blast (Composite; Water; damage similar to Searing Light)
* Alignment Blast (Composite; Any blast; dealing damage to a specific alignment)
* Bane Blast (Composite; Any blast; dealing damage to a specific creature type)
* Blinding/Deafening/Frightening/Exhausting/Staggering Blast (Composite; Any blast)
* Conductive Blast (Infusion; Any blast basically, transfering Blast damage to a single melee attack, be manufactured or natural, or be melee or ranged.)

- Have MORE Defense Talents:
* a Talent that allows to absorb the Kineticist's primary energy to heal Burn damage. (Yes, I'm harping on this a lot, because I think it's just plain stupid that there's NO way to heal Burn damage.)
* a Talent that grants energy resistance, as simple as that. Sure, Aerial, Cold and Heat Adaptation do that, but... they're dependent on Burn, not your level.
* a Talent that grants energy immunity.

- Have MORE Utility Talents:
* Technically speaking, pick a spell related to an element, make it a Talent, call it a day.


Devastating Infusion just alters the regular Kinetic Blast when you wish to; you still can use the Blast at its full power (just with one attack) or the Kinetic Blade at its full power (with the proper Burn cost).

To me, it seems that the Devastating Infusion trades damage adn burn cost for a flurry-like ability.


Aaaaw... no Ninja tricks about getting the Kineticist Blast and Talents?

Come on, that would have been nice :P


Dragon78 wrote:
A group of outsiders that are physical manifestations of human emotions(joy, fear, anger, love, hate, disgust, despair, etc.). Maybe they would be incorporeal or at least have the ability to posses( or merge with) living intelligent creatures. Also regardless of the emotion they grant both positive and negative effects based on there emotion type to there host(and possibly everyone else). Maybe they could come from the dimension of dreams or some kind of mindscape.

Sounds familiar :P


UsagiTaicho wrote:
I think they left out those because they are all hybrid classes, which are kinda sorta multiclasses already. But this looks good to me.

True, but they do bring new class features as well.

What if I want to have arcanist exploits, investigator talents or warpriest blessings? I... kinda can't right now with the Variant Multiclassing rule.

I'm pretty sure that it's just to swap feature A for feature B, but... still, it needs more tinkering.


One more thing:

If you guys want lycanthropes, we're... gonna run into several problems.

1) The book's space: we need not one, but TWO stat blocks, for both the humanoid and hybrid forms. While the first codex had 2 stat blocks on the same page for some NPCs, that was in expanse of flavor text.

2) The system currently has 8 lycanthropes, so it could be that only 1 per species would be presented. Not a bad thing, but it does limit GMs when it comes to scale encounters.

3) The first codex limited itself to 6 pages for NPC stats... and we have 8 lycanthropes.

4) Good luck picking the base creatures for the template. There is a lot to choose one. They did for the ogrekin in the Inner Seas Monster Codex, but 4 is smaller than 6 or 8.

I do see several solutions for that:
- Have 8 pages anyway, maybe in exchange of 2 pages for the additional rules. The Simple Class Template doesn't need to be rewritten a 2nd time.
- Pick the Skinwalker instead of the actual lycanthrope, saving one stat block per NPC.
- Pick only ONE lycanthrope. We could have 6 to 8 werewolves (or werewolf-kin skinwalkers), making it more focused. Beside, we're talking about a wolf pack, basically the easiest group to detail.
- Pick all 8 lycanthropes, one per species, but in close challenge rating, like only have 2 to 4 points in difference.

As for the monster, reprint the Silverblood Lycanthrope template, that would be good ^_^


Dale McCoy Jr wrote:

Today is the last full day to get the Book of Heroic Races: Advanced Compendium—Work in Progress PDF subscription at the special early price. Tomorrow, the price is going up to the price of the full Compendium PDF (US$19.99).

Download it today to get it at this lower price.

Huh... why?

Do you plan on releasing the official complete booklet soon?


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- Tengus
Great race, asian-flavor NPC potential and a new breed of raven.

- Kitsunes
Popular race, possibility to have a NPC with 9 tails, yokai ideas

- Dryads
Can be a potential threat/encounter (if an Hamadryad isn't :P), sylvan NPC ideas... and have a walking/animated oak tree to allow a dryad to physically move BEYOND her selected area

- Dark ones (creepers, stalkers, slayers, callers, dancers)
Lots of subtypes to cover, need some background info, can have more subtypes, like a brute/soldier kind of Dark Ones.

- Hill giants
Lowest CR giant, thus more common, iconic giant, can have a more powerful variant

- Stone giants
Iconic giant, non-evil one as well, can have mountain-bred monsters to complement

- Harpies
Iconic mythological creature, great villains, bird-like variant ideas

- Merfolks
Common race for underwater setting, need more exposure, fish variants aplenty

- Locathahs
*see merfolks above*

- Tritons
*see merfolks above*

- Catfolks
Popular race since B3, could use a community, cat variants

- Shaes
Obscure race, connection to shadows that needs to be expanded

- Tanukis
Potential for a community

- Changelings
All-female race that needs more exposure, connection to hags and witchcraft, male variant ideas

- Gathlains
A fey race with wings, sylvan/fey ideas

- Shobhads
Extraterrestrial race, similar treatment to giants, aliens ideas

- Trox
Underground race, servitude/freedom mentatility, beetles, more beetles

- Wayangs
Weird/obscure race for asian setting, connection to shadows like shaes

- Wyrwoods
A created race, artificial/sylvan mix, augmentations ideas :P

- Wyvarans
Kobold/wyvern crossbreed, more brutish than the kobolds, drake crossbreed variants


You know the hybrid classes that were left out of the Variant Multiclassing Unichained rule? Here's a first draft... like "first draft".

Arcanist
Arcane reservoir : 3rd
Arcanist exploit : 7th
Greater exploit : 11th
Arcanist exploit : 15th
Greater exploit : 19th

Bloodrager
Bloodline: 1st
Bloodrage: 3rd
Bloodline Power: 7th
Improved Bloodline Power: 11th
Greater Bloodline Power: 15th
Greater Bloodrage: 19th

Brawler
Armor: 1st
Unarmed Strike: 3rd
Martial Flexibility: 7th
Maneuver Training 1: 11th
AC Bonus: 15th
Knockout: 19th

Hunter
Wild Empathy: 3rd
Companion: 7th
Animal Focus: 11th
Improved Companion: 15th
Second Animal Focus: 19th

Investigator
Alchemy: 3rd
Studied Combat: 7th
Studied Strike: 11th
Investigator Talent: 15th
Investigator Talent: 19th

Shaman
Spirit / Spirit Animal: 1st
Witch Hex: 3rd
Spirit Hex: 7th
Spirit Ability: 11th
Spirit Hex: 15th
Spirit Ability: 11th
Greater Spirit Ability: 19th

Skald
Raging song: 3rd
Rage Power: 7th
Versatile Performance: 11th
Lore Master: 15th
Rage Power: 19th

Slayer
Studied Target: 3rd
Sneak Attack: 7th
Slayer Talent: 11th
Stalker: 15th
Quarry: 19th

Swashbuckler
Swashbuckler Finesse: 3rd
Nimble: 7th
Deed: 11th
Improved Deed: 15th
Greater Deed: 19th

Warpriest
Deity: 1st
Domain: 3rd
Channel: 7th
Minor Blessing: 11th
Improved Channel: 15th
Major Blessing: 19th

Any comment and help would be appreciated ^_^

BTW, this topic can be used for other classes, be 1st or 3rd parties.


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"In the playtest, I was lucky enough to have the most active playtesters for the kineticist, nearly more feedback than all five of the other classes combined, and I was able to work with those playtesters to refine the kineticist and add more options to open up more possibilities for each element."

Well... when you literally drop a class that mimics the abilities of characters from Avatar: The Last Airbender, Fairy Tail, Mortal Kombat, Marvel Comics, DC Comics... and just about every single other anime, manga, action cartoon, comic books, sci-fi series, sci-fi movies and video games, you're guaranteed to get a LOT of response :P

Have they SEEN the HUGE amount of conversion/homebrewed stuff that tries to mimic the Kineticist? I... kinda was wondering when you were gonna take a crack at it.


Kigvan wrote:
JiCi wrote:

What they "need" to release is a "squadron" template.

You know the mob template that WotC released in DMG2? They should do the same thing here. Why? because most of the time, the PCs won't be commanding armies, they will be fighting on the field as a "standard unit". They need a swarm-like template for bigger creatures, like humanoid soldiers to pester the PCs would want to go Dynasty Warriors on an opposing army.

I'm not saying that the mass combat system isn't used, I'm just saying that they need another option.

Troops were introduced for this in Reign of Winter.

I saw this, but it felt a little too... tailored for firearm-using modern soldiers.


Kalindlara wrote:
It was intentional, apparently.

Well, most of time, alternate rules tend to use the core rules only, so...

Quote:
I've seen OA - no such luck. :(

Damn... I demand a Paizo Blog about this :P


Kalindlara wrote:
JiCi wrote:
Kalindlara wrote:

They specifically didn't make the ACG classes into VMC options, because they were already hybrids. I don't agree with the decision, since the "hybrids" had so many unique components as to be entirely new classes... but, what do you do.

There's nothing based on Unchained in OA, unless you count skill unlocks - they work differently, though.

If we're lucky, we may yet see VMC options for the occult classes.

They might be hybrids, but they did have unique features as well. What if I want exploits, martial flexibility, investigator talents or swashbuckler deeds?

That... could have been addressed as well, no?

Indeed... but, they elected not to. As I said, I don't think that was the right decision.

Could it be because both products were being written at the same time so one couldn't get the final rules before the other was released?

Anyway, making more rules for the hybrids isn't as hard as making a Paizo Blog post :P

I really hope that Occult Adventures has sidebars about this.


How about using the Variant Multiclassing rule with the Gunslinger?

Be a Warpriest, Paladin, Inquisitor or Cleric using that set of rules as a Gunslinger.


Kalindlara wrote:

They specifically didn't make the ACG classes into VMC options, because they were already hybrids. I don't agree with the decision, since the "hybrids" had so many unique components as to be entirely new classes... but, what do you do.

There's nothing based on Unchained in OA, unless you count skill unlocks - they work differently, though.

If we're lucky, we may yet see VMC options for the occult classes.

They might be hybrids, but they did have unique features as well. What if I want exploits, martial flexibility, investigator talents or swashbuckler deeds?

That... could have been addressed as well, no?

Claxon wrote:

Seems like a fair question, but I wouldn't get your hopes high.

I think it takes a lot of effort if they completely support the optional systems and the normal. Of course, if they don't support it then the optional systems largely become waste. Like word casting. Or variant channeling (which is mostly just extremely error prone).

So, while I find it disappointing that the optional systems aren't well supported I completely understand. And for the most part many of the optional systems that are dependent on new content being written specifically for them were ones I wasn't interested in, like word casting.

Didn't the word casting get mixed reviews and opinions so it would explain why it didn't get expanded upon?

Maybe they should have made a new class, like a "lexiconjurer" that uses exclusivily the word casting mecanic.


What they "need" to release is a "squadron" template.

You know the mob template that WotC released in DMG2? They should do the same thing here. Why? because most of the time, the PCs won't be commanding armies, they will be fighting on the field as a "standard unit". They need a swarm-like template for bigger creatures, like humanoid soldiers to pester the PCs would want to go Dynasty Warriors on an opposing army.

I'm not saying that the mass combat system isn't used, I'm just saying that they need another option.


For instance, I like the Variant Multiclassing rule in Unchained... except that it only covers the core classes and the APG classes. (Oddly enough, the ACG classes were left out ?_?)

In Occult Adventures, will there be sidebars for each class stating what features can be allowed using the Variant Multiclassing rule? "If you want to use the Variant Multiclassing with the Kineticist, here's how to do it." See what I mean?

I'm asking this because most of the time when an alternate rulebook is released, the developpers... don't usually get back into it in later products, considering that the alternate rulebook is, well, an alternate rulebook, completely optional to GMs and players alike. I was wondering if Paizo has plans to reference Unchained rules in later products.

Y'know, just so it doesn't get forgotten ;)


Please tell me that dragons will have alternate racial traits based on the kineticist's class features. For instance:
- Replacing the breath weapons with blasts (Hey, how many times have you seen dragons "breathing" energy blasts as fast as a machine gun in video games, animes, and other fiction works :P ?)

- Replacing the spells by talents, being applyable to the breath weapon.

- Allowing dragons to get kineticist-exclusive feats to apply to their spells and/or their breath weapons.


Petty Alchemy wrote:
chaoseffect wrote:
Seranov wrote:

The Fighter never had a real niche, either mechanically or fluff-wise, so removing it wholesale would change exactly nothing.

Hey now, Fighter fills the "I really need to cram in another couple combat feats into my -insert not Fighter class here- build and I guess a little boost to fortitude and BAB would be cool too" niche quite well. It's one of the best dips in the game, only slightly behind Monk, for a lot of classes.

I guess that's a rather dubious distinction though.

The Fighter fights, as opposed to the other classes.

The Fighter fights alright, but in the most generic way possible...

The Cavalier, Samurai and Paladin are focused on mounted combat, the Ranger, Ninja, Investigator and Rogue are focused on stealth, the Barbarian, Warpriest, Inquisitor and Magus are focused on using special powers (rage powers and spells), the Monk and Brawler are focused on unarmed combat, the Gunslinger and Alchemist are focused on ranged combat.

The Fighter is decent at everything but also is great at none. It lacks a set of features that gets players to WANT to play a Fighter.

The Fighter doesn't need feats, it needs features, such as:
- A Vital Strike-like ability to deal your weapon damage times your level, once per day per 5 levels
- Ignoring COMPLETELY the speed reduction and armor check penalties for armors and shields
- Weapon Training focusing on ONE weapon; no Fighter is gonna use 4 different weapons from 4 different groups.
- Bravery being adding your level to Will saves against fear and mind-affecting effects, not 1 per 4 levels.
- Perception as a class skill


I keep thinking that many high-level outsiders, dragons, monstrous humanoids, magical beasts and giants could use this mecanic.

Think about it, if you can't add class level because the CR would be too high and/or the abilities would be too weak for their current levels, why not replace feats with class features that actually scale with the HD?

A Dragon / Magus can work.
A Taiga Giant / Barbarian can work.
A Sphinx / Oracle can work.


Let's see if I got it right: you essentially substitute feats gained through regular leveling by class features.

Monsters gain feats using their racial HDs as levels, so... could a 3HD monster substitute its feat gained at "3rd level" for a class feature?


Dragon78 wrote:
An ectoplasm elemental would be cool. Also a psychic elemental would cool as well.

Don't... we already have the Ectoplasmic Creature template?


logan grayble wrote:
A straight up combination of Gunslinger and Alchemist would require a lot of compromises. Assuming that by "gun focused" you mean it has a grit pool and deeds, what would you be giving up from Alchemist? You'd probably need to give up a little more than just your Poison Resistance if you catch my drift.

The Mutagen, as others suggested, seem to be a decent trade for deeds... as well as any firearm-related class feature.

Echo Vining wrote:
I had a player just straight-up multiclass alchemist and gunslinger. He primarily played it like an old-west bartender, all his extracts were whiskey.

You... basically brought up the reason I asked for an archetype: I hate multiclassing with a passion.


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DominusMegadeus wrote:

LazarX is right guys. You can't just slap guns onto other classes.

It's not like Paizo made a Holy Gun archetype for Paladins, or a Musketeer archetype for Cavaliers or a Spellslinger archetype for Wizards.

Stop being so 'silly'.

and the Steel Hound for the Investigator...

and the Savage Technologist for the Barbarian...
and the Musketeer for the Swashbuckler...
and the Trophy Hunter for the Ranger...


doc the grey wrote:

"Instead, they plod forever forward, challenging themselves with new languages, cultures, spells, and the constant frustration of humanoid stairs."

Centaur outcast entry

God that made me laugh way harder than it should have.

Wait until you get to the "Centaurs hate horseshoes" part :P


LazarX wrote:
No... there is no gun toting archetype of the alchemist.

Hmmm.. so I'm not crazy then...

Doesn't like a big game-breaking idea either... unless making a gunslinger focused on using dangerous chemicals would cause imbalance...


As much as many hate it, the Two-Weapon Warrior archetype does reduce the penalties by a lot.


Sure, I can have a regular Alchemist (or an archetypical Grenadier) using a pistol or musket with the Explosive Missile discovery, but...

Did Paizo release a bonafide archetype that relies a lot of the use of firearms?

(I'm asking because 1) that sounds like a no-brainer for a class that uses bombs, 2) many other classes got firearm-focused archetypes... and 3) maybe I missed it...)


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Gars DarkLover wrote:
Any info on the (Most Wanted) Centaur Cavalier Archetype?

Charger:
-You're considered mounted for the purpose of charging, handling lances and having the Mounted Combat feat. Ride is substituted for Acrobatics.

- You deal more damage with your hooves.
- You move faster and can ignore difficult terrains for a short while.
- You can make an overrun attempt against every opponent in a single line of charging.


TBH, I thought at first that I could select multiple specializations, because combining sounds like a great idea... expect that you're not allowed to.


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OK, finally got my hands on this ^_^

The bad (let's get this out of the way first and foremost)
- The Monster Index is sorted alphabetically; personally, I would have prefered to be sorted according to the CR, from lowest to highest.

- Could have used more traits, items, archetypes and so on...

- No associated monster; That's a little missed opportunity here. I could have seen a variant centaur (aquatic, zebra, unicorn, nightmare), an ape-based Charau-Ka variant (the current ones are mandrill-based) a two-headed cyclops, a derro failed experiment, a gillman-merfolk crossbreed, a new scorpion-like vermin and a labyrith-insane template for Minotaur victims.

(I feel like 2 pages, one for more stuff and one for a monster, could have been added for each monster.)

- Lack of chieftain figures; the Charau-Ka, Cyclopes, Derros, Gillmen, Minotaurs and Strix don't have an entry that defines a tribe's leader... unless some of them are and that I misread. I know that many of us have a different take of what classes make a tribe's leader, but to me, some of them seem to not fit with the monsters. For instance, a Charau-Ka ranger or hunter would work, but the Trickster makes it an odd choice. BTW, I left out the Ogrekin for a reason: it's a template using base races , not an "actual" race.

- Little errors here and there. Bah... it happens... and an errata can be done.

- The title hides the Charau-Ka on the cover. Come on, couldn't you made it a little lower on the page :P ? Ok, fine you get the logo-less cover at the end, but still...

That's... pretty much it really.

The good
- More NPCs for me to use
- Great artworks
- Great choices of classes; yeah, yeah, I mentionned that some don't reflect an authority figure... but these same entries work great for other roles.
- Great choices of monsters; the more the better ^_^
- Great intros
- Great extra materials

Overall great book ^_^


Samasboy1 wrote:

Aasimar Cavalier 4/Lunar Oracle 10/Falconer 6 with VMC Druid would have

Druid AC at lvl 20 (say a hippo)
Cavalier Mount at lvl 20 (horse)
Oracle AC at lvl 19 (big cat)
Ranger AC at lvl 10 (bird)

Using Horse Master, aasimar oracle FCB, and Boon Companion on the oracle and ranger.

Too bad you can't layer Animal Ally on top of it :P


Can someone explain me this?

Look, I lost track of the whole thing...

Is the book already available, with all of the content funded?


John Compton wrote:
You're right that most of these creatures are ones that appear in setting-neutral books already. One of the particularly compelling reasons why many of these creatures appear in Inner Sea Monster Codex is that each has a particularly deep, fun, and exciting role that it plays on Golarion. Strix and gillmen appear in the Advanced Race Guide, yes, but they're also key players in their respective regions and have helped to shape history and politics in parts of Avistan and the Inner Sea. Cyclopes and derro predate the Pathfinder Campaign Setting line, yet one was a key species across several ages of Golarion's history, and the other is well worth examining more closely to understand their role beneath noteworthy cities. Each of these creatures hits a lot of those same buttons (of why this setting-neutral creature is great on Golarion), shows up in substantial numbers, and also triggered some serious cool factor responses while we were brainstorming the list.

I see, you're going with with region-specific ideas. I understand... not that I was disagreeing with it anyway :P

John Compton wrote:
And even for those using these creatures in other campaign settings, the write-ups can inspire GMs to incorporate these monsters, the additional character options, and the fully detailed stat blocks into other worlds in compelling ways.

Bah... pretty sure that no one had trouble with that in the past XD


Alexander Augunas wrote:
JiCi wrote:

I do not want to sound rude or anything, but...

any reason why this booklet is "exclusive" to the Campaign Setting instead of being 50% of an upcoming 2nd Monster Codex for the general rules?

Aside from the Charau-ka, all other monsters were presented in Bestiaries and the Advanced Race Guide (strix, gillmen), so to me, the exclusivity seems a little... odd... even if it's "not that hard" to adapt these to your liking.

If all 10 races were described solely in APs or other Golarion-related books, I would have understood... but I've seen derros, centaurs and cyclops in other general books... UNLESS some of the races presented DID start as Golarion-exclusive before being brought to the mainstream game.

I'll buy that Day 1 for sure, but I felt that I needed to ask :P

Considering that this year's Q3 book is Bestiary 5, I would rather get half a Monster Codex 2 now and then a whole separate Monster Codex 2 sometime in the future. But that's just my preferences. ;-)

Well, that could work too, but... it's still weird that they are making a Golarion-exclusive Monster Codex... with monsters that aren't necessarily Golarion-exclusive.

- Gillmen and Strix? Sure, as stated that they started as exclusive races in APs and the World Guide, even if they were made mainstream with the ARG.
- Charau-ka? Sure, they are still an exclusive race in the World Guide, with no reprint in a general rulebook... yet.
- Androids, Ghorans, Monkey Goblins, Lashuntas and Syrinxes? Sure, as presented in the Inner Seas Bestiary, as exclusive races, again with no reprint.

Centaurs, Cyclopes, Girtablilus, Ogrekins and Derros however? They... all appeared in Bestiaries already, withtou being in Golarion books prior to it, not to mention that some of them are rather iconic to the standard game.

Like I said, that's not a bad thing, but you have to admit that it doesn't "follow" the same rules as other Golarion products. Granted, rules are made to be broken, but still...

Oh BTW, I use the term "exclusive" simply to differenciate things from the general rulebooks and Golarion books, this isn't used as a prejorative word... at all, just to be clear ;)

Kalashtars, Shifters, Changelings and Warforged were exclusive to Eberron, for instance.


I do not want to sound rude or anything, but...

any reason why this booklet is "exclusive" to the Campaign Setting instead of being 50% of an upcoming 2nd Monster Codex for the general rules?

Aside from the Charau-ka, all other monsters were presented in Bestiaries and the Advanced Race Guide (strix, gillmen), so to me, the exclusivity seems a little... odd... even if it's "not that hard" to adapt these to your liking.

If all 10 races were described solely in APs or other Golarion-related books, I would have understood... but I've seen derros, centaurs and cyclops in other general books... UNLESS some of the races presented DID start as Golarion-exclusive before being brought to the mainstream game.

I'll buy that Day 1 for sure, but I felt that I needed to ask :P


Barathos wrote:
nate lange wrote:

I really love that alchemist archetype that lets them use guns effectively- of all the classes you could give guns to that is by far the one that makes the most sense, and the flavor is just so good.

huh? they what? why on earth wouldn't you...

Which alchemist archetype gets that? I know there's an investigator archetype that's firearm related.

The Steel Hound archetype is the investigator's archetype that focuses on firearms, but I've never heard of an alchemist's archetype that uses firearms though...


From my understanding...
1) Yup

2) Yup... but they still remain artifacts.

You can have magically-enhanced technological gear, you just need to follow the standard rules.

A +1 Flaming Burst laser pistol is possible, so can be an Intelligent Powered Armor.


Any other opinion?


I asked that question a while back... no answer :(


Alexander, could you tell me something?

The witch has patron spells, which are similar to mystery spells or bloodline spells, so...

Can your archetype be applied to the Witch, replacing the patron spells by the feats?


Joynt Jezebel wrote:
JiCi wrote:
Joynt Jezebel wrote:

Taking the Nine Tailed Mystic Achetype Sorcerer may be a power option if allowed.

You get your tails for Bloodline Spells not feats. And you still get a bloodline, which you can use to expand the range of beings you can enchant. It could be real powerful.

True, but the Tails offer you SLAs, so...
Not sure what you mean.

You trade spells for spell-like abilities. You swap your spell list by the Kitsune's spell-like abilities.


Joynt Jezebel wrote:

Taking the Nine Tailed Mystic Achetype Sorcerer may be a power option if allowed.

You get your tails for Bloodline Spells not feats. And you still get a bloodline, which you can use to expand the range of beings you can enchant. It could be real powerful.

True, but the Tails offer you SLAs, so...

Sorcerer or Oracle using that archetype is possibly the best way to get all 9 tails.


Let's say you want to play an oracle and must select a curse, which one is the least damaging for you, mecanically?

I keep thinking that the Tongues curse doesn't hamper you... at all. By 10th level, you're... pretty much clear. Why? Because if your allies want to warn you, you understand them. You can't answer back unless they understand you, but... let's face it, what's so complicated for the other players to invest 2 skill points to learn your selected language anyway?

That's my opinion though. What's yours?


Qstor wrote:
JiCi wrote:


We might not be seeing Beholders, Displacer Beasts and Mind Flayers anytime soon, but the Ravid is still a possibility.

I think WotC considers beholders and mind flayers their IP.

There's no "official" version of the Ethereal Filcher either.

Yep, the sad truth :( A few monsters are still under WotC's control... rightfully so whether you like it or not. I mean, it was THEIR decision to make their system available to everyone, but also THEIR decision to make some elements exclusive to them as well.

If you ask me, the omittion of the Displacer Beast is questionnable. Beholders and Mind Flayers have been used as manjor antagonists in the past D&D adventures, but a six-legged panther with tentacles???

Yeah... odd...


Can't GMs simply allow more companions anyway? That doesn't seem like a game-breaking house rule.

If druids can have them, so can rangers... and you've equalized the class :P


Ok... NPCs follow a "rule" based on their wealth, as in that a NPC has a specific amount of GPs to spend to be at the current CR listed.

What if I want to make them richer than usual, thus making them stronger than usual?

Is there a rule of thumb about that, like "+1 CR for every extra 10,000 GP" or something?

I do remember seeing NPcs with the following [paraphrased] note: "[This NPC] has stronger gear than usual, thus is considered 1 CR higher." However, they don't specify what items make that NPC better than usual.

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