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Erudite Owl

Jim Groves's page

Contributor, RPG Superstar 2010 Top 4. Goblin Squad Member. Pathfinder Society Member. 1,986 posts (5,618 including aliases). 8 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 15 aliases.


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Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

James, you did a great job here. I echo Amanda Hamon Kunz's feedback. For example, the part about ambient moisture is a trap that you perpetrated upon yourself. I know what that's like, because I'm very detail oriented too. Sometimes, however, we make life difficult for ourselves by trying to explain too much. I'll speak frankly, when it comes to rule trolls, everything you say may be used against your actual intention. Ergo it's necessary to be frugal and efficient with our words and to avoid extraneous details. A simple approach may be to say the blade reforms after a round with an option to make the process faster with water, and forego mentioning anything about ambient moisture.

That's not a dig against other posters, rather I say that simply out of pragmatism. We protect GMs from unnecessary rule challenges when we provide tight mechanics.

The infravision trick was neat but Amanda has a point, newer players may not get it and wonder why you are providing a weaker and slightly more complex power than darkvision.

All that said, did I like it ? Absolutely! You found some neat new design space and that is important. Congratulations on your first up on this road. I look forward to your future entries!

Contributor, RPG Superstar 2010 Top 4

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Now this is a cool design challenge!

Contributor, RPG Superstar 2010 Top 4

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@Charlie, Sub-Creator, Lord Gadigan, awesome posts!

(As were previous ones)

I should have said I welcome essays but don't want to demand them. I love to hear about why they were awesome. Soooo helpful. The comments about Gallowspire especially.

I just didn't want to go negative. But i get that a little is necessary to contrast.

Reading and taking notes!

Contributor, RPG Superstar 2010 Top 4

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Hey Folks,

What's your favorite Chapter Six of any AP? If you have more than one, you can list them in order of preference. Please be specific in you can.

Transparency: We learn from studying the work of others. There's a lot to be learned from trap design, use of templates, and monsters with class levels. Balance of story versus combat. That's why I am asking.

If you want to say why that chapter 6 is a favorite, I'm all ears, but a short answer is a good answer too. No essays required.

What not to do: Please don't tell me you don't like high level adventures and what the "sweet spot is". Please no editorials on what Paizo should do in the future (I have no say in that). Please don't argue with each other but respect that people have different opinions. Just tell me YOUR opinion.

Bear in mind this is *me* asking and not Paizo. If you want to speak to them, feel free, but pretty please also answer my question too.

Thanks in advance, I appreciate t!

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.
Alex Smith 908 wrote:
What were the plot elements in question?

Send me a PM and I'll answer, or ask in another thread and send me a pointer. Its not relevant to this book and it would be an unnecessary thread derail. Although, I can't guarantee it is worth your time. It was not a particularly provocative decision that I think anyone is going to care about.

I defer all similar posts with the same response. I like the Occult Bestiary. Lets use this thread to talk about this cool book that was actually written. ;-)

Contributor, RPG Superstar 2010 Top 4

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I'd like to know who wrote the dreamthief hag. I'd like to thank them.

In 2010, I lost to Matt Goodall in RPG Superstar (he went on to write "Cult of the Ebon Destroyers").

My pitch was "Doom of the Dreamthieves" which was about extra-powerful night hags that raided Absalom from the Dimension of Dreams. It was a ridiculously complex planar adventure that couldn't actually be written without Occult Adventures (so the pitch was YEARS ahead of its time, the core rules sort of lacked the support it would have required). The proposal had other issues. It was waaaay too long for 32 pages and it drew upon plot elements that the Development Team wanted to quietly forget. "Doom of the Dreamthieves" had fans though! Some people wanted it! I failed very boldly. (Best final round RPGSS advice I can give is to know how many encounters you need to write your adventure).

So, when I saw the dreamthief hag I was touched. In a good way. It made me smile.

Now, having said that, I hope no developer makes a special effort to publicly say there was no connection. Because that would make me sad.

Contributor, RPG Superstar 2010 Top 4

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FAINTS

Contributor, RPG Superstar 2010 Top 4

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The Blog wrote:

Skirkatla the graveknight queen from "Ice Tomb of the Giant Queen" made a deadly return in the beginning of this marathon. She was accompanied by her most powerful lieutenant, a unique svathurim dullahan known as the Decapitant Lord. Kurst Grath tried to slow the charge of the undead, but fell at the end of a lance powered by eight hooves.

As the fight against Skirkatla dragged on, the graveknight cornered Zadim and swung down with a full attack that packed more than enough damage to avenge her first loss against the party.

Nothing warms my heart to a black cinder than a returning villain!

Go, go, graveknights!

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

My very good face-to-face friend and professional colleague, Ben Bruck, will be delighted that he claimed the character death!

Awesome read, Order of the Amber Die! I was glad to help!

[Not to be a shill, but the actual isomorphic map is in the Giantslayer Map Folio. The full color version was not available to the Order in time to play their session. Adam Daigle gracious gave his blessing for me to send them my turnover version. I dare say the isomorphic perspective really adds to the fun of the player's strategic planning]

Thank you guys so much for playing and promoting this AP!

And.. I am to understand from the Order's GM that the final boss fight was very challenging even though they didn't have a death...? (No spoilers desired, just hoping for confirmation)

Contributor, RPG Superstar 2010 Top 4

5 people marked this as a favorite.

GM, three rangers just begun,
But nobody rolled a cleric and now we're screwed.

GM, ooh,
Did you try to make us cry,
If I'm not back again this time next week,
Carry on, carry on as if nothing really matters.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.
Generic Villain wrote:

A question: roughly speaking, how many frost giants (or just giants in general) would you say are currently active on the plateau?

I know the adventure is structured specifically to avoid a "PCs vs. every last giant" scenario, so the number is kept intentionally vague. But for purely story-based reasons, I'm curious what kind of force the big guy is assembling, even just unofficially.

I have no idea, speaking honestly. I have a cop out answer and my real answer. I'll offer both because they both have an element of truth:

Cop-Out Answer: I don't really know how many giants are going to be required to conquer Avistan. I had no way of knowing how large the previous adventure was going to be in terms of population—or how big the next one was going be. I didn't want to throw out a number and have it be wrong. There’s so many people who just want to nit-pick a potentially wrong answer. I’m afraid of mass combat simulations to debate who is right and who is wrong.

Real Answer: It is a bad question from a narrativist point of view. No personal jab intended! The moment I assign a specific population, I have hamstrung the adventure. The Sabotage and the Outrage mechanic become pointless. The goal of the adventure was to encourage stealth and guerrilla style tactics. The only way to effectively achieve that goal is to make attrition of the giants an unobtainable or unrealistic objective.

The fact is, a blunt head-on confrontation at that level should fail. Because giants are dangerous. Depending on your group, that kind of systematic series of fights might even make for a tedious game. Plus, no group can sustainably go from fight to fight to fight. They have to stop and rest and replenish their resources. How does one simulate the giant response? The portion of the camp they cleared remains empty and deserted? No way! Plus, players shouldn’t be counting dead bodies, they should be exploring cool encounters and learning secrets—and that notwithstanding, there is still a wealth of good old combat to be had.

I don't mean to sound evasive and I do get what you mean. It is a fair enough question if this was a novel. Honestly, if I had to guess, I would be just making something up whole cloth. But I went for the lengthy reply to explain that the decision was deliberate and I feel it was the right call to make. It encourages the PCs to approach the problem with creativity and not just brute force.

Hope this helps!

EDIT: Removed an unnecessary remark about myself.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.
Kudaku wrote:
Does this trend continue through the entire AP or is this just a spike in the first books?

I'm actually running the AP and I am halfway through Chapter Four. There is a fair amount of DR. I would defend the reasons why that is not a flaw, but in the interest of a short, honest answer. Yeah. There's a fair amount of DR in all the chapters. Not on everything, but I can see wanting an adamantine weapon.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

As the author, I'm going to abstain from the art discussion except to point out one thing.

I'm sure that wasn't requested in the art order. I'm reading this depiction that it was some sort of intentional decision on the part of Paizo, and unless they contradict me—I cannot believe that to be true.

Dealing with artists is different than dealing with authors. We're a whole lot easier to edit.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

Ah, my esteemed colleague is here to speak for himself!

Contributor, RPG Superstar 2010 Top 4

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xavier c wrote:
Can you give more info on the Birelus?

They come from a time when humanity did not live apart from nature, and in fact appealed to spirits of nature for intercession when life was cruel. These creatures are a humanoid embodiment of nature manifesting as humanoid.

They're pretty interesting. Incorporeal. Capable of possession—because they're spirits. But not undead. Kinda playing with animism but not exactly going there. Got antler horns!

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

Not to change the subject, but folks should really take a look at the Campaign Map Folio. It has my isomorphic which has been beautifully redrawn!

When people get the adventure, I can't stress enough how useful I feel this will be! And to staff: I am just floored by how magnificent this came out.

Product Image

Product link: Go here

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.
Mizkitty wrote:
I'd love to find out just what information was extracted from this Frostfur captives we escorted...

I am having tea with the Foxglove sisters this afternoon, I shall endeavor to ask!

Contributor, RPG Superstar 2010 Top 4

4 people marked this as a favorite.
John Compton wrote:
And for those of you who were guessing whether the Year of the Serpent would involve the Aspis Consortium or the serpentfolk, why can't it be both?

Union of the Snake!

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

Some of my peers have said that Pathfinder Core Rules don't lend themselves to adventuring underwater very well. That while there are temporary fixes for short adventures and encounters, long term it is more of a hassle than fun. They're citing movement tied to a skill, slow movement in general, weapon penalties and added combat complexities, and so on.. plus other logistics (how do wizards prepare spells, blah blah).

1.) Do you find that to be true?

2.) If so, do you ever wish it wasn't?

Golarion has so many cool and terrifying mysteries under the waves, I wish we could explore them more. Not just to race to Aboleths, but to other stuff as well.

Contributor, RPG Superstar 2010 Top 4

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I'm sold. I want to put these critters in adventures!

Contributor, RPG Superstar 2010 Top 4

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If it troubles you much, by all means make her a male opera singer.

And bear in mind, she's not there to be won as a prize by male characters. Or female characters. She's in a committed relationship with an important NPC who cannot undertake the task herself—because too many other people would be endangered if she took a needless risk for personal reasons.

I appreciate the concern and it is noted. A writer has to make some choices sometimes and this was one of them. I'm not perfect, but I know I have great Editors like Judy Baur to help when I don't see my own biases.

Contributor, RPG Superstar 2010 Top 4

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Luna eladrin wrote:


Afterwards they shot the fire rocket into the air as a signal for the revolution. Subsequently, Vladimir the fire sorcerer invited Bella to the roof and asked her to sing a revolutionary song, which she did. He used illusion spells to create a lovely light and sound spectacle, and Aleksej the bard accompanied her on his musical instrument. It was a memorable performance.

Oh, now that is awesome. You must be a fantastic GM blessed with the coolest players. Thanks for sharing!

Contributor, RPG Superstar 2010 Top 4

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A few stray comments:

The Technology Guide does have some Golarion Campaign Setting material (Androffan tech) in it which will have to be changed or removed in accordance to the rules. Sections of the book are also posted as part of the Paizo PRD as Core Rules Content. That makes it a valuable resource and at least as baseline for comparison in making technological content.

So I think both perspectives have some merit but neither are exclusively correct.

We're going to have some technology. The parts of the Technology Guide that are open content are a resource for consistency. We have a responsibility to produce content that is mechanically balanced and consistent with the Core rules. That's why a baseline really is an important tool.

But.. as an author who has communed with both the publisher and developer, we're aiming for Sword and Planet. Not everyone knows what that means. I struggled with it myself. As "homework" I sat down and watched the film version of "John Carter." Without getting sidetracked about things like critic reviews and what fans of the novels felt about the adaptation, its a great visual two-hour primer on some of the themes and tech levels we're looking at. You'll see guns, energy weapons, flying ships but also a healthy dose of sword-fightin' that comes straight out of sword and sorcery style action.

(And I enjoyed the movie whether that matters or not)

Science Fantasy.

Hope this helps!

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

Sir Croome? From Seeker of Secrets? He's no coward. I think he's British. Well, the Golarion equivalent, Taldane.

There are a lot of cameo's and special mentions throughout the scenario.

Seriously, if you read it again if he didn't duck behind the barricade, he'd take a crossbow bolt in the head. Then he runs off to fight an elephant by himself.

Aint that tuff enuff? Fabulous Thunderbirds? Bueller?

I thought that was pretty badass for a guy with a monocle. Elephants are CR 7.

That said, there's no harm in swapping him out. I'm not offended on Sir Laribold's behalf. There's just a lot of NPCs that have small roles or are just mentioned by name. This is to reflect how much of the Society is present for this special occasion. Its likely not all players will catch the references, but they're kind of like "legal Easter eggs."

Contributor, RPG Superstar 2010 Top 4

2 people marked this as a favorite.
Thurston Hillman wrote:
Maybe I need to tape a video of me continually shoving gobstoppers into my mouth... OM NOM NOM!

::stares coldly::

See this?

Eccentric Genius Beloved By All wrote:
Satan sends booze overseas!

That contains no passive language. Just so you know.

::drops the mic::

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.
Neil Spicer wrote:
But, I consider myself quite lucky to have the support of more than a few industry veterans in writing and publishing it. .

There are a lot of industry vets that are excited to be part of it too!

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

Legendary Games's Road to Destiny was designed to integrate with the 500 mile caravan journey to Brinewall. In as much as it can, it foreshadows events in Chapter Two. We've had a couple rounds of edits and fixes,and it truly has some great maps.

5 stars from EZG too.

Contributor, RPG Superstar 2010 Top 4

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Adam Daigle wrote:

It's truly beautiful.

(Your original was badass too!)

YAY!

Contributor, RPG Superstar 2010 Top 4

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I am looking forward to seeing the frost giant village map. I drew the original.

Forgive me, this is a MICRO SPOILER, but the village is not on a flat plateau, so I drew it isomorphic style. Different height elevations are a terrain feature. I really hope it comes out well as I think it will be an exceptional and practical player aide for PCs to strategize and plan raids.

Contributor, RPG Superstar 2010 Top 4

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Undead war machines!

Yay my cover is here!

Contributor, RPG Superstar 2010 Top 4

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Muser wrote:
It's kind of troubling that so many deaths reported in this thread are related to gm's adding to or changing the encounters. Be vewy vewy caweful with that!

True, true.

But GMing is a practiced skill. You get better by doing, so it is excellent when GMs and Players give each other some grace. Pathfinder is a complex game with a lot of moving parts. I think a retcon rather than a complete reroll is a great idea.

Plus, you get to have fun imagining a worst case situation!

Contributor, RPG Superstar 2010 Top 4

2 people marked this as a favorite.
Crystal Frasier wrote:
I think it's going to be a great AP, if I'm allowed to toot my own horn!

Toot away. Hey, who else will if we don't?

Hell's Rebels is going to be a great time folks.

And wonderful to see this thread. Carry on! <<salutes>>

Contributor, RPG Superstar 2010 Top 4

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Belated congratulations!

(I posted before, but it looks like it gotten devoured by the internet and I didn't notice till now)

Contributor, RPG Superstar 2010 Top 4

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I don't want to suggest that Mike and I were any more than online acquaintances. I also don't want to make this post about me, but....

Mike played a critical role in the chain of events that led me to writing professionally. He's not the only professional who would influence me, but he was the first.

My condolences to his friends and family.

Contributor, RPG Superstar 2010 Top 4

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Greg A. Vaughan wrote:
Efforting

googles efforting

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

What an excellent choice. So happy to see this. :)

Looking forward to maybe working with you.

Contributor, RPG Superstar 2010 Top 4

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So.......................

These llamas with hats...........

How exactly are they a metaphor for [REDACTED]?

And who is a Karl?

Contributor, RPG Superstar 2010 Top 4

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I may not have been truthful. :D

Contributor, RPG Superstar 2010 Top 4

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Oh, I cant keep a secret!

It's ice mephits. A whole bunch of them. By they're not standard, scrub ice mephits... No sir! They have the advance template!

Contributor, RPG Superstar 2010 Top 4

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Correct. :)

If we put it in the items, we'd be repeating it over and over. In a way, we probably should, but the Companion line is brutal on wordcount. We have to be really, really frugal, or just abandon the idea completely.

I'm not arguing with you, but "hiding" is not the best word for why that happened.

Contributor, RPG Superstar 2010 Top 4

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@GM Tribute,

Thanks for the praise! :)

I am going to answer without spoiler tags, because this is the GM reference thread and its supposed to be chock full of spoilers. I do respect that you used them.

This is kind of a tough call. At 2nd level I would expect that most PCs who are interested in trapfinding would have a Perception check of +5 to +8. That accounts for maximum skill points, class skill bonus, and traits and other miscellaneous bonuses. And a +8 would represent a really an optimized character, IMO.

(@ Everyone Else- Please note, that is not a challenge to see how easy it could be done or made even higher)

If I set the DC to find the Bypass to DC 30 Perception, they can't roll the dice and succeed. As you point out, if I set it to DC 25, they can't fail to find it on a Take 20. I have to look at the former situation and conclude the DC is set correctly, even though I admit that taking 20 seems to take the excitement out of it.

Here's how I would look at it. The Necropolis is dangerous territory and they're spending 20 minutes doing nothing but examining this box, right?

First, timed buffs should have that time subtracted from their duration. That doesn't mean a lot if you're looking at mage armor and endure elements, but almost everything else is on a shorter duration.

Secondly, if there was ever time for a random encounter, its now. You can't look at the estate's natural inhabitants, like the div and the vargouille. You can also check out the Chapter One Wati Necropolis Random Encounter chart on page 79, which my pal Adam Daigle provides for just such a situation. There's a whole list of potential random encounters. You can assign a chance for a random encounter, or determine there *will* be one. You can roll for the encounter, or you can just pick one that makes the most sense to you. Ask the players what the PCs are doing while the one player takes 20 on the box. Don't telegraph any particular hidden meaning when you ask them, just be straightforward and keep your poker face up. If they say they're "just hangin' around", then bear that in mind if any opposed Stealth and Perception checks are called for. And the PC that's checking the chest? Once an encounter starts ask him if he's going to continue taking 20 or is he going to become involved. If he stops, make him start over once the encounter is finished.

I wouldn't do this twice in a row, that would be cheesy and a "GM editorial" against the players. Doing it once however, reminds the players that taking 20 is a serious decision when they're in a dangerous or dungeon-like environment. Its really intended to be done when the PCs have relatively complete control the environment.

From my point of view, there's nothing wrong with taking 20 except when it is taken for granted. Unfortunately, it usually is.

FINAL NOTE: This is more advice about how I might handle it, rather than a text correction. I can't say the DC is set wrong for reasons stated. I do hope I have given you some ideas on how to deal with this situation though. Good luck!

Contributor, RPG Superstar 2010 Top 4

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It was thoroughly edited and there were a number of small errors, statblock snafus, and a couple logic hiccups that were fixed. Not huge story changes but a good number of minor adjustments with development and editing love from someone who was not the author. You might spot some changes with a side-by-side reading but I think most people would be challenged to pick them out with just a cold reading the new manuscript.

I think that's fair, but Al and Jason might have another perspective.

Its tough to self-edit and self-develop, and thanks to Al Riggs, this baby got some fine tuning and attention. Road to Destiny has been now raised to the higher level of professional production that Legendary Games strives for in all their products.

If someone has not purchased it yet and are looking at a certain Far Eastern AP, its a good time to pick it up!

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A little bit of inspiration for the hallway trap. Obviously it doesn't work exactly the same way. My regrets on the unclear description.

Safe for work:

Here, and no, its not a rickroll

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ubiquitous wrote:
Crystal Frasier may be eclipsing Jim Groves in regards to my favourite writer.

I will take that in the spirit of healthy competition. :)

And second place isn't all that bad either.

Contributor, RPG Superstar 2010 Top 4

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Xethik wrote:
Franz Lunzer wrote:
coyote6 wrote:
j b 200 wrote:
Melkiador wrote:
The shield brawler doesn't seem to have the weapon proficiencies for shield. I find this sad.
Some one already mentioned this, they get proficiency with a shield through the "close" weapon group.
Nope. Shield champion replaces all armor and weapon proficiencies of the base brawler, and only gets simple weapons. No close weapons group.

Let me quote the shield champion's weapon and armor proficiencies:

Quote:
Weapon and Armor Proficiency: A shield champion is proficient with all simple weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This replaces the brawler’s weapon and armor proficiencies.
(emphasis mine)
Pathfinder FAQ wrote:


Shield Bash: If I am proficient with wearing shields, can I make a shield bash without a nonproficiency penalty?

Armor proficiencies and weapon proficiencies are different things.

Table 6–4: Weapon (page 142) lists light shields, heavy shields, and spiked shields as martial weapons. The shield bash attacks entries (page 152) say that using a shield in this way is a "martial bludgeoning weapon."

Regardless of whether or not you are proficient in wearing a shield for defense, attacking with a shield is using a martial weapon and you take appropriate penalties if you are not proficient in martial weapons (for example, if you are a cleric, you take a –4 nonproficiency penalty when making shield bash attacks because you are not proficient in martial weapons).

Found here

The intention was always that shields would also be weapons that the shield champion would be proficient with, as well as an armor proficiency. I wrote it, so I know my intentions. Whatever one might think of the overall strength of the archetype, there was no intention to deliberately gimp it with a nonsensical disadvantage. That would be patently silly.

So, it was an oversight as far as I am concerned. Unfortunately, my remarks are not binding. You have my regrets for the inconvenience to PFS folks. Please FAQ it and I am sure it will be corrected.

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Well, this is kinda awesome.

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pippo pappi wrote:
its possible have more shaman archetype info? :)

The Animist is genuinely weird and unlike anything else. I'm surprised he hasn't gotten noticed.

Animism is this belief that everything has a spirit which can be interacted with. Like diseases, houses, the terrain, constructs, your car. Herbie the Love Bug (1968) was an early cultural example of animism, and so is Christine by Stephen King. In Poltergeist 2, you see a native american shaman appeal to the spirit of Craig T. Nelson's car to start.

The animist gets an interesting mix of spells, like most of the speak with... series, including the druidic and clerical ones. Wizard spells that affect constructs, dream, skinsend, and spells that apply to the soul, even if their from the clerical and wizard lists.

The can communicate with bad conditions directly. I mean, they can actually talk to the shaken condition and argue with it. Tell it leave. It can ask the blind condition to cut you a break on the shaman's behalf. There is a small risk the bad condition might try to jump into the shaman, or just get stubborn.. though at higher levels the animist just points to the door and says "scram!" That doesn't make them a true healer, but its a neat quasi-healing function.

The animist is a skilled exorcist.

Later, the animist can possess other creatures... and objects. Unlike normal magic jar they go into their familiar (when not in other creatures) instead of some magic gem. They can then piggyback on the familiar's senses and coordinate with the familiar telepathically. When they grab other bodies, those go into the familiar (but at no risk to it). Object possession is as per possess object.

At high levels they can interact with incorporeal creatures, and even go ethereal.

They forfeit a fair number of hexes, but they still have a wander spirit and wandering spirit hexes, so you can round them out a little.

Its a weird, neat archetype and I'm kinda proud of it. Hope people like it.

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Zark wrote:


AWESOME!!!!!!!!!!!!!!!

Do they keep inspire courage?

Yes.

And I misspoke. They lose inspire competence (and countersong, suggestion and dirge of doom) for various alternate powers. The fire resistance also increases with level.

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Zark wrote:


Agree.

I would mind brief description of both archetypes :)

Okay, here are some notes about the flame dancer.

A low level ability to use Performance to mitigate high heat conditions and help allies who have caught on fire.

A 3rd level ability to grant allies the ability to see through flames and smoke without penalty as long as there is light, plus the gaze of f lames oracle revelation. replaces inspire confidence.

A little later they grant fire resistance to allies.

Eventually they go back and add in a nice handful of wizard fire spells (up to and including fireball)into their spell list.

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