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Ok, this is a major stretch here, but I felt like it could be a nice if they could regroup all of the APs' major villains (one per AP) into a single compendium.

Hey, if they can release NPC codexes and Monster codexes, I don't see a problem with releasing a codex about Paizo's iconic villains ;)

4 people marked this as FAQ candidate.

Just let me go in, point by point:

Occult Adventures, Wild Talents, Flurry of Blasts, p.19 wrote:
Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast’s damage don’t apply).

So, the blast's damage is equal to 1d6 with whatever modifier that goes with it, and any composite blast, which IS an effect that increases damage), does NOT apply?

At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full attack action, the number of kinetic blasts in your flurry of blasts increases by 1.

O...k... so even if a spell grants you more than 1 extra attack (like haste 2.0), you STILL only get ONE extra blast while flurrying, regardless of how many extra attacks the spell would grant you?

No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks.

That's... the only part that I understand, and yes, I know that you can also target the same... target multiple times.

Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don’t apply.

Oh boy... Is it this scalable, like first hit (1d6), second (2d6), third hit (3d6) and so forth, or is it only 2d6 points of extra damage, even at the 3rd hit? Pretty sure that this extra damage is base only, but still... If it's a composite blast, how does it work?

[the rest]

Pretty straightforward, becasue it's just one save or check, but the target gets penalized according to how many blasts it gets hit by.

That has to be the most complicated talent I've read. Couldn't they just make it that you could make a blast according to your base attack bonus, with whatever extra attack you could do, such as Two-Weapon Fighting and Haste, at the cost of 1 Burn point per attack? Sounds much less complicated than this...

Ok, 3 primary attacks + 3 off-hand attacks + Rapid Shot + Haste = 8 Blasts in a round, for 8 Burn points, but... SIMPLICITY!

Or is it a spin-off set of rules?

What I'm trying to say is that I want to know if Occult materials will be presented in future books, like having Occult monsters in Bestiary 5, feats/archetypes/items in Ultimate Intrigue, Occult NPCs in future APs such. I just don't want Occult rules to be relegated to "spin-off rules" like psionics were in D&D 3.5.

For instance, does Paizo consider the 6 Occult classes as "core classes", alongside its rules?

How about it?
(going by UE's table of content)
1) New weapons and armors: what would be nice is if you could get more racial weapons (especially halflings and gnomes), as well as reprints from current booklets.

2) New gear... that I have no idea where to begin with. I think that might not be necessary, but reprints (again) would be useful.

3) New magic arms and armors: NOW we're talking! Go nuts. Maybe some weapons and armors to enhance classes from both the Advanced Class Guide and Occult Adventures.

4) Rings, Rods, and Staves: Same as above.

5) Wondrous Items: Same as above.

6) Artifacts and Other Items: How about more intelligent items, but with a longer backstory? How about making an intelligent item the catalyst of a campaign or adventure? Artifacts are pretty straightforward, but if it's intelligent, it basically becomes an NPC.

Ok, basically, an elemental ascetic is a monk-like kineticist who doesn't learn Kinetic Blast and cannot learn any talent that requires a ranged attack.

Here's the source of several problems I have: the archetype doesn't replace some class features that are linked to the Kinetic Blast, which leads to several questions about how do these even work with the ascetic's features.

1) Kinetic Fist: The damage seems to be fixed to 1d6 points of [energy] damage per 3 levels. Am I to understand that you cannot alter/increase the damage? For instance, you can make a fire fist, but can you make a plasma/blue flame/steam/magma fist, thus dealing double damage (since that's what most composite blasts do)?

*) Kinetic Blade/Whip: Oddly enough, these two are straight-forward, as they replace the ranged attack roll by a melee attack roll.

2) Metakinesis: Can it be applied to Kinetic Fist?

3) Expanded Element: The ascetic cannot learn blasts... at all. In fact, that doesn't even ALLOW him to learn the regular blast. So what does he gain if he can't? Does he learn composite blasts that can be applied to Blade and Fist?

I need some answers here...

I haven't seen one, so here it is!


What do you think of Occult Bestiary?

+ Great artworks
+ Great monsters
+ Great concepts

Could have been better
- Psychic Magic being like psionics with power points; a little jarring since Psychic Magic is used with standard spell slots, as described in Occult Adventures.

- Alter Ego as a construct; not feeling that one, as an alter ego is often a carbon copy of yourself, alive and kicking, not built. Outsider, maybe, but construct is just a little weird.

- The Lightning Gun is one OP item; it's not a firearm nor a standard ranged weapon with unlimited ammo, so everyone can use it... because there are no penalty for non-yithian users. This item is gonna get ugly very quick... Hope you like ray guns...

- The Xill Matriarch has... no connection to Psychic Magic whatsoever, as she doesn't have psychic spells. The rest is already though, I just think that it is missing a few psychic abilities.

- It could have used more "specific" monsters:
* A Kineticist creature that "merged" with his element or died from Burn exhaustion (aside from the Combusted)
* A Medium creature possessed with its own spirits; in fact, none of the Medium's features is present in this book.
* A golem made of an Occultist's relics; same here.
* A disembodied Phantom; we have the Unfettered Eidolon, so why not an Unfettered Phantom?

- Little grammatical errors (with fixes):
* Derro, Magister
* Duergar, Tyrant
* Hag, Dreamthief
* Baku, Dreamweaver

(I thought it was the norm to have a coma AND to list creatures according to their group.)

Aside from that... All good. There are returning creatures, but tehy're either templated or as a new subtype.

What are your thoughts (no pun intended) on this book?

Ok, sonic damage has been a little... puzzling lately, because I have no clue where to classify it.

When I looked in some sources about Sonic, even the system itself doesn't know where to put it.

Sonic is often a separate energy source, so far that's good. However, if I take the Elementalist Wizard spell list, here's what I found:
* Shatter is a 2nd-level Earth spell.
* Shout is a 4th-level Air spell.
* Greater Shout is a 8th-level Air spell.

Here's something else I found:
* The Crystal Primal Dragon, an Earth subtype creature, has a Sonic breath weapon.
* Sonic is used as one of the selectable energy types for many psionic powers, as an Earth-related energy.

Sound is a vibration in air, but some are linking sound to resonating crystals, yet even in some points, it's own thing...

If I were to homebrew a Sonic Blast for the Kineticist (yeah, obvious omittion there Paizo :P; same goes with acid, but that's beside the point), would I place it in Air, even if they have 2 blasts already, or Earth, since they could use one more blast and that the Crystal Dragon has a sonic breath?

Sonic is a spell type, without being combined with another one, but even then, it's still confusing.

The Medium gains power with spirits of the dead based on key areas; the Mesmerist uses a powerful gaze; the Occultist channel power through ancient relics; the Psychic has... psychic powers, which are different from regular magical spells; the Spiritualist can conjure a Phantom.

(We're talking about some pretty weird and obscure abilities here.)

And then you have the Kineticist, who can manifest elemental energy in various ways... like just about any spellcaster with a knack for evocation spells.

Seriously, of all Occult classes, the Kineticist comes out as the least alienating/unnerving class. You can EASILY pass as a monk-like warrior (insert Avatar: the Last Airbender reference here) or as a specialized spellcaster... until people realize that they can't counterspell you :P

Is it in the name, because "Kineticist" refers to mind powers? Would the name "elemancer" (pyromancer, hydromancer, aeromancer, geomancer, etc...) have put it as an "occult" class? Is manifesting elemental energy that special?

What's so "occult" about the Kineticist again?

Ok, you can shoot a Kinetic Blast with a ranged touch attack, but outside of Kinetic Fist, there's no Talent, let alone an option to use a Kinetic Blast in melee, thus using a melee touch attack.

Y'know, simply making a melee touch attack that deals your regular/standard blast damage.

So... aside from Kinetic Fist, any Talent that simply allow a Kineticist to deliver a Kinetic Blast up close?

Reason is that a Kineticist CAN use a conductive weapon with his Blast. Problem is that since the regular Blast is a ranged touch attack, the conductive weapon HAS to be a ranged weapon as well. Yeah... I can't really use a conductive spear and be able to poke opponents while igniting them at reach, because it's a melee attack, which the Blast isn't.

Ok, there are several archetypes and character concepts that rely on unarmed strikes and several regular classes can focus a lot of unarmed strikes, such as the recently-released Kineticist. (Kinetic Blast requires one hand free, Gather Power requires both hands free, Kinetic Blade requires one hand free and Kinetic Fist... speaks for itself.)

Here's my problem: Unarmed strikes are weak and pathetic...

1d3 points of damage for a Medium character, needs a feat to make them lethal and safe to use, you can injure yourself against certains enemies and every single item that is worn as gloves doesn't enhance them. For instance, I need a certain amulet, because a gauntlet doesn't transfer its properties to your hand... somehow...

Natural armor bonuses don't get replaced by regular armor bonuses, but damage does...

If Improved Unarmed Strike increased your damage from 1d3 to 1d6, that would have been a touch better, but it's not the case as of now.

So, here's my question: how to make unarmed strikes viable?

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- 11 classes in the Core Rulebook
(Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard)

- 7 classes in the APG
(Alchemist, Cavalier, Inquisitor, Oracle, Summoner, Witch, Antipaladin)

- 1 class in UM

- 3 classes in UC
(Gunslinger, Ninja, Samurai)

- 10 classes in the ACG
(Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest)

- 6 classes in OA
(Kineticist, Medium, Mesmerist, Occultist, Psychic, Spiritualist)

- 1 class in Ultimate Intrigue

Point being that after the viligante, we'll be at 39 classes. That's a lot of options, WITHOUT counting the archetypes and the Unchained versions. If you can't find your niche with 39 classes, there's a little problem :P

I'm not talking about bloating here. I just don't think that the Pathfinder system will need more classes after the viligante. I mean... what else can be turned into a class? Pretty sure that if it would be a class, it could be turned into an archetype or a prestige class instead. Sure, there are many hybrid classes that could be made, but... even then, the current hybrid classes fill up most of the roles a player could be, and that's without checking the archetypes that USE other class features to change completely the base classes.

Ok, fine, if there's only ONE more class to be added... and to make it 40, a nice round number, I could see an Engineer/Tinkerer/Artificer class. Basically, there's a room for a class that build gadgets that mimic spells, as well as large mech-like armors, vehicles and other steampunk-like contraptions.

BTW, I'm not including 3rd-party classes, but you get my point about official 1st-party classes, right?

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

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

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

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

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

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

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

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

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

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

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.

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 ;)

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?

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...)

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?

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.

When crafting an Intelligent Item, you can give it a purpose, as well as a dedicated power. The item can have the ability to cast a spell at will, be of 4th, 5th, 6th or 7th-level.

Oddly enough, an item cannot have the ability to cast a spell from a level above or below the aforementioned levels.

Any reason why? It doesn't seem 1) to be complicated to make adjustable prices and Ego modifiers for such spells and 2) to be broken to make a really powerful or much weaker intelligent items.

Ok, let's say I want to play a cavalier, but KNOW that I'll not be needing a mount considering the huge amount of dungeon crawling, can I get an archetype that replace any mount-related ability by something else... aside from the Daring Champion in ACG?

Anything related to weapons, like replacing the mount by the paladin's weapon bond?

Yeah... the paladin has the ability to select either a weapon or a mount... but not the cavalier. You could argue that a mount is needed since it's called a "cavalier", but a "knight" doesn't have to be mounted... I think...

Let's say you have someone riding an elephant... how does it work?
1) Considering that that an elephant takes a 3-by-3 square area, or 15ft., where's the rider? On a horse, he's on the back, but on an elephant... is he on the middle?

2) How does that same rider even attack? An elephant has a 10-ft reach, meaning that even with a lance, the rider cannot attack unless the opponents are directly in front of the elephant. But wait, what about height? Ok, an elephant isn't 15-foot tall, but still. If the rider sits in the middle of an elephant's 15ft. area at say 10 feet high, does this mean he can only attack opponents on the ground, and sides, using reach weapons? The way I see it, the rider cannot use a non-reach weapon unless the opponent is Large or larger.

3) Any way to make these problem easier to solve? I... can only see a polearm master fighter using a sarissa, which is a 15-foot long spear presented in the Giant Hunter's Handbook... or using a ranged weapon, but still, I'm looking for melee combat tips as well.

The reason I'm asking this is simple: you can fight NPCs on the back on elephants or triceratops (regular war mounts, not companions) or you can end up fighting or becoming a Mammoth Rider, which has a Huge mount. How do you use them effectively?

Combat is done by the fighter...
Skills are taken care off by the rogue...
Healing is done by the cleric...
Spells are taken care off by the wizard...

Hence the usual 4-member party...

However, over the years, has there ever being new roles that were added? Many games have more than 4 players, so having more roles to fill can help a lot.

Aside from these 4 roles mentioned above, is there new roles that a party member can fill?

Ok, when I saw the Mutation Warrior fighter archetype in the Advanced Class Guide, the first thing I thought was: "Well, this guy uses a drug to become better."

Let's face it... it's not far from the truth either, as such a character can become addicted and dependant to the mutagen to win his battles. However, I kept thinking about a plot device: what if the warrior's mutagen WAS drugged and that he constantly shoots himself? What if someone tricked him into adding a drug in his mutagen to become more effective... and now he pays the price of addiction?

My question is: what drug would suit best for such a character? This is mostly for a NPC, but still, that would be an interesting feature.

P.S. I say Mutation Warrior... but an alchemist can easily be in the same boat.

If you could pick only one class, without multiclassing, what class would you pick to build an archer?

Yeah, yeah, fighter, ranger, rogue, hunter, warpriest, zen archer monk, that's a lot to choose from... but which one do you prefer and why?

3 people marked this as FAQ candidate.

Here's one of the Mauler familiar's qualities:

Familiar Folio wrote:
Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Emphasis mine

This... is considering that most regular familiars are animals that have Int 1 or 2... but what about familiars that you can obtain with the Improved Familiar feat? Many of them have an Int score higher than 6... so... do they get dumber??? or does their Int score remain the same if it's 7 or higher?

Does your Shadow Drake, Faerie Dragon or Pseudodragon get an Int score of 6?

Sounds a little... odd that only the lance can do that.

I'm looking for a way to make any weapon from the spear weapon group, the group where the lance belongs, to be as efficient as the lance.

Any way to make a longspear wieldable in one hand while mounted, or to make a trident deal double or triple damage on a charge?

I could expand this to weapons from the polearm group... but one thing at the time, shall we? ^_^

Dumb question, but still...

How many hands do you need to cast a spell? Assuming you're human, both of them, or just one?

If I'm a wizard holding a staff, can I let one hand go of it (a staff being a two-handed weapon) and cast a spell with just one hand free and take... whatever action to grasp it again in the next round?

(Yeah, that last part is a bit hazy, because unless I'm having Quick Draw, I assume that it would take me a move-action to grip my staff back with my free hand.)

Let's say one character has a bite attack, he can only use it once per round. Is there any way to allow him to make multiple bites using iterative attacks. I know that Feral Combat Training allows a monk, or a brawler, to use a selected natural weapon for flurrying, but... that means that you can use it up to seven times during a flurry, but not up to three times during anything else without flurrying...

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.

So basically, if my gunslinger has Signature Deed (Up Close and Deadly), I can literally spam this deed as long as I have at least 1 grit point in reserve.

For something called "Up Close and Deadly"... where's the "Up Close" part? Isn't there suppose to have a maximum range to that, like "any ranged attack under 20 feet" or something?

Back in D&D 3.5, that was a table that showed how much cash a PC should start with if it doesn't start at 1st level... but higher.

I... can't find something similar for Pathfinder...

Care to help me with this?

1 person marked this as a favorite.

Vital Strike can used with ranged weapons. Someone needs to roll attacks when firing a direct-fire engine such as a ballista or cannon. That someone could have Vital Strike as his feats.

Can you actually Vital Strike something or someone using a ballista or cannon???

It doesn't say that these siege engines require a full-round action to fire, meaning that it's done as a standard action, but still...

Instead having:
7th: Dragon Form (1/day) as Form of the Dragon 1
10th: Dragon Form (2/day) as Form of the Dragon 2

You'd have:
4th: Dragon Form (1/day) as Form of the Dragon 1
7th: Dragon Form (2/day) as Form of the Dragon 2
10th: Dragon Form (3/day) as Form of the Dragon 3

Point is to get Form of the Dragon 3 instead of capping at Form of the Dragon 2. Granted if you're a sorcerer, you can ALWAYS cast the actual spell and/or make an item that allows you to use that spell, but still...

Would that houserule break the game?

You know that huge castle from Ultimate Equipment that serves as an artifact? Yeah... where can I find actual plans of the place so I can use it as an actual dungeon?

Ok, maybe it's reserved for the Giantslayer AP, but still... that would be nice to get the plans of this castle.

(Too bad that wasn't included in the book :( )

"Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function."

So... can a red dragon ghost breathe fire and roast anyone caught in it?

Ok, long story short, I'd like to have an adventure or campaign based around a criminal case, using an Investigator as the PCs' patron. Here's my major problem: EVERYTHING CAN BE THWARTED BY MAGIC!

Scrying and divination spells can really screw everything up. Finding the bad guy can result into Scrying onto him and then teleporting right next to him.

Any advice on how to make a criminal case REALLY hard to solve? I'm not really talking about having powerful minions taking roles of the main culrpit until the mastermind is revealed, but asking more about making it difficult for PCs to easily solve it through magic.

Sure, I can't expect my party to have a diviner everytime, but... anything would be welcomed.

Yeah... I played SSB4 for too long XD

Race: While the Boggards and Gripplis could work, I keep going back to Alluria's Mogogols link

Class: Ninja... no, for real :P ?

Abilities: That... might need some work.
Water Gun/Hydro Pump/Water Pulse: the Eldrith Heritage (Marid) feat tree can help, by having Skill Focus (Knowledge [Planes]) and by selecting Frost Ray and Water's Fury. The 3rd feat can be useful for getting a full caster level and a better swim speed.

Water Shuriken: houseruling... like this:
Ninja Trick

Kinetic Blast: A ninja with this trick can create a small energy orb to us as a deadly projectile. This works like the Kineticist's simple blast, using the ninja's level as the kineticist level. Upon selection, the ninja picks one element, and this cannot be changed. Using this ability uses up 1 Ki point per blast.

This trick can be selected multiple times, selecting a different element each time.

Master Trick

Kinetic Talent: A ninja with this master trick learns a Kineticist's wild talent. The ninja must meet the talent's prerequisites, using his ninja level as his kinetist level, along with having the right element per his Kinetic Blast trick. Using this trick uses up a number of Ki points equal to the number of burn points required, in addition of the Ki point used for the blast, if used in conjunction. The ninja must have the Kinetic Blast trick before selecting this trick.

This trick can be selected multiple times, selecting a different talent each time.
Pick Water and you're good to go.

Water blades: See the custom Master Trick, pick Kinetic Blade to slash people with these.

Substitute/Double Team: Shadow Clones and Shadow Split tricks

Unarmed combat: Imrpoved Unarmed Strike and the Unarmed Combnat Mastery trick

Lick: The Mogogol's Tongue Lash feat, along with the Whip Mastery feats

Feint Attack: your typical feint maneuver

Night Slash: Huh... score a critical hit and you're good.

Mat Block: That's the only thing that I cannot figure out...

Protean: Huh... make that 2 things...

Language: Just pick the Vow of Silence... that'll save you the humiliation to speak like a Pokémon XD

Enjoy ^_^

Ninja Trick

Kinetic Blast: A ninja with this trick can create a small energy orb to us as a deadly projectile. This works like the Kineticist's simple blast, using the ninja's level as the kineticist level. Upon selection, the ninja picks one element, and this cannot be changed. Using this ability uses up 1 Ki point per blast.

This trick can be selected multiple times, selecting a different element each time.

Master Trick

Kinetic Talent: A ninja with this master trick learns a Kineticist's wild talent. The ninja must meet the talent's prerequisites, using his ninja level as his kinetist level, along with having the right element per his Kinetic Blast trick. Using this trick uses up a number of Ki points equal to the number of burn points required, in addition of the Ki point used for the blast, if used in conjunction. The ninja must have the Kinetic Blast trick before selecting this trick.

This trick can be selected multiple times, selecting a different talent each time.

Basically, I want to give the ninja a more mystical feel by giving it the ability to learn the Kineticist's simple blast and talent. However, I wished to balance it by having it use Ki points instead of a true at-will ability with no cost.

How does it fare balance-wise?

Step 1
Open your book Ultimate Combat

Step 2
Get to page 229

Step 3
Notice that the ninja iconic character... is using the Fiery Shuriken spell.

How can this be achieved... regularly?

Has the ninja gotten a trick to learn spells? Is it a new Qinggong Monk power that the ninja can get access?

I'm asking something that doesn't require multiclassing.

The quiver can hold up to 6 staves, or spears, and also up to 60 arrows and up to 18 javelins.

What if you want ONLY a staff "quiver" that can carry like 12 staves, because you're a staff magus or a warpriest who decided to use his or her deity's favored weapon (a staff) as his or her Sacred Weapon?

Any existing item for this... or a way to substitute the arrow and javelin slots for staves?

...does it look easier to produce a NPC or Monster Codex than a Bestiary?

Pick a PC race or monster, slap a class, rince and repeat. Monsters? you have to think of just about everything from the ground up.

So, for those who are asking for another Bestiary, looks to me that this will have to wait for a while longer, while a Codex can be whipped up in a relatively short time. Granted for a monster codex, you need extra archetypes, items and one monster per creature clan, but still...

Advanced Class Guide; Brawler wrote:
Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.


Monk Weapon Mastery (Ex): At 5th level, a monk's damage with monk weapons increases. When wielding a monk weapon, she uses the unarmed strike damage of a monk 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium monk wielding a sai deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The monk can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

That... or it should be a feature for the Weapon Adept archetype.

Each new class brings a new Iconic character to the table, so I hope that Paizo makes short backstories for the new Iconics, on this site ^_^

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- Centaurs
- Cyclops
- Dark ones (creepers, stalkers, slayers, callers, dancers)
- Derros
- Hill giants
- Stone giants
- Harpies
- Merfolks
- Locathahs
- Tritons
- Catfolks
- Shaes
- Tanukis
- Changelings
- Gathlains
- Shobhads
- Trox
- Wayangs
- Wyrwoods
- Wyvarans

In short, what creatures should be expanded upon in a 2nd Codex?

Ok... it has been said before that James Jacobs "hates" the concept of dire animals, because over the years, there were some pretty laughable examples. In the bestiaries however, ALL dire animals are now referring to prehistoric, more primal versions of the animal in question, such as the dire tiger now being the sabertooth tiger/smilodon. However, the sub-category "megafauna" appeared in later books and... it pretty much describes dire animals in its own way.

Wouldn't you call a Megaloceros a dire elk, a Glyptodon a dire armadillo, a Megatherium a dire sloth, and so on?

So... yeah... should the actual dire animals be rebranded as megafauna animals, now that their real existance can be proven in real life and such?

They are proficient with all weapons from the Close weapon group, which includes heavy and light shields... but they're only proficient with light armors, but NOT shields???

Wait... they can use them for shield bashes, but not for armor???

Doesn't being proficient with shields include both the offensive and defensive qualities?

The Technology Guide is [surprisingly] in the PRD, so... I think I'm in the right place to ask for a rule clarification instead of posting in the Golarion-related sections.

The Speed enhancement can be applied to ranged weapons... except that most of them require loading in between shots that makes it kinda impossible to use it multiple times in a row. However, bows, repeating crossbows and certain firearms can be sped up.

What about Slow-Firing weapons, such as the Rail Gun, Rocket Launcher and Vortex Gun? All 3 guns have charges that work like chambers or barrels, meaning that you don't need to reload between each shot unless it's empty. However, you cannot make more than 1 attack per round with them because they take a full action to shoot.

If I apply the Speed enhancement to them how does it work? Do I get a 2nd shot with the weapons in question?

Ok, you know that feeling when you see a rule just think that it would be so much better if you could break it? I'm looking for 1001 of these.

#1 Allowing the Endless Ammunition enhancement to be added to firearms, slings and blowguns.. as well as other projectile weapons.

The Endless Ammunition enhancement can only be placed on bows and crossbows... when you could easily add them to other projectile weapons as well. A +1 Sling of Endless Ammunition isn't gonna be problematic. Feel free to make at a +3 enhancement for firearms though.

#2 Adding a third advancement for some of the animal companions, such as for bears, boars, badgers and even dinosaurs.

Ok... you can get the equivalent of a Dire Wolf as a companion... but not the equivalent of a Dire Bear, Boar or Wolverine. The wolf is the only companion that STARTS at its base size BEFORE getting bigger than usual. Note that the wolf doesn't start as a Small animal and then gets Medium, but a Medium animal that gets Large.

So yeah... at 7th-level, you could allow a 3rd advancement similar to the Beast Rider Cavalier archetype, as follow:
"Size Large [or one size larger]; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size."

1) He's a nature-based character, which is rarely on 2 extremes.
2) He's animal-based, like the Agathions.
3) The Stag Archon... looks like an Agathion than a LG Outsider.
4) There's no Agathion deity in the core pantheon.

May sound like nitpick, but still...

Ok, in Adventure Path #80, Empty Graves, of the Mummy's Mask adventure path, there's a chapter about Ancient Osirion deities... which are based on the real-world Ancient Egyptian pantheon.

I'm sure that I'm not the only one who's seeing a parallel with WotC D&D's Deities and Demigods, where they described pantheons based on the Greek/Roman, Eqyptian and Asgardian deities, in addition of their own D&D/Greyhawk Gods.

Seeing that Orision got an Ancient Pantheon based on the real deal, can we except Pathfinder to have info on the Olympian Gods, the Asgardians, the Babylonian Gods and even more Japanese deities?

Before saying that it's weird enough to see that people used to worship Horus in Golarion, please remind yourself that Golarion is often associated with the Middle Ages, which usually come AFTER the Antiquity age, which used to have a LOT of pantheons in various civilizations.

On a sidenote... kudos to everyone who can match regions to Ancient Greece, Italy and Babylon.

If you had to pick a magic item of any kind, from either D&D 3.5 and Pathfinder (as one can be easily converted into the other), that upon studying its inner works, you just thought that it would become the cheesiest, most abusable and most broken piece of equipment ever... what would it be?

For me, it's a 3.5 item I found in Complete Mage known as the Rod of Many Wands. You know how it's possible to power-up a wand with a low-level spell enhanced with metamagic feats up to 4th level? You know how you could technically get a wand of empowered intensified shocking grasp that deals 15d6 points of electricity damage per hit up to 50 times before being drained? Now, triple that amount.

In short, the Rod allows you to activate 2 or 3 wands at once, at the increased cost of 1 or 2 extra charges for each extra wand per extra wand (2 wands into the Rod drains 2 charges per wand and 3 wands into the Rod drains 3 charges per wand). You know that wand of empowered intensified shocking grasp I talked above? Well, if you have 3 of them plus this Rod, you essentially have the most destructive tazer ever created.

Oh, it doesn't stop there. If you converted the Metamagic Feat known as Split Ray (for 2 slots, it adds an extra ray to ray spells), add it to Scorching Ray into a wand (now a 4th-level spell) and have 3 of these wands into the Rod, you essentially have a machine gun that shoots not 9 but 12 rays that deal 4d6 points of fire damage each.

Now use wands that have intensified lighting bolts, fireballs or acid breaths (each dealing 15d6 points of damage times 3), or have magic missiles... all times 3 using the Rod. You could argue that using 3 wands of cure critical wounds isn't too bad, but still... undead are dead again if hit.

Yes, it's expensive and yes, it drains the wands a lot faster... but the damage output is just insane.

So yeah, the cheesiest magic item I've found was the Rod of Many Wands. What about you?

Of all the monster templates that are published, be by Paizo themselves or by 3rd parties, which one would you consider the most uncontrollable or that you can lose control pretty quickly with it?

For me [so far], the template that can lead to brokeness is the Undead Lord from Sword & Sorcery's Tome of Horrors Complete Unlimited Edition. Why? Basically, it's your typical enhanced undead template... until you read this part:

Undead Lord wrote:
Create Spawn (Su): A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. Spawn are under control of the undead lord. This replaces any other create spawn ability the base creature possesses.

Applying it to a ghoul, a skeleton or zombie, no problem...

Applying it to a ravener... or a lich... or worst, such as Agmazar the Star Titan, y'know, ANY undead that can one-shot-kill an entire settlement? What would happen if an ravener undead lord wipes a village with its breath weapon? You would get a flock of raveners in no time. Ouch...

So yeah, while the Undead Lord is great for powering up weak undead, it's not so great for greater ones when they can turn every victim into their own powerful selves, under THEIR control.

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