1. If I had to rule it, they are two separate kinds of actions.
2. So, in game terms, Vital Strike can't be used with any other full round action (like it can't be used with a charge) though it can be modified by things that modify attacks (such as power attack). Using vital Strike IS a full round action so they don't have a standard after that.
Ariakon wrote: I love the Thane Class. I'm considering a build for an aquatic Thane. I know the Thane gets do you think it would be a stretch to add Capsize from the Universal Monster Rules to the list of Thane Talents? Totally. I'd recommend putting it as a 5th level talent so you're at least large.
Mekka, we can look into physical copies but the issue often arises (particularly with our older stuff) that we were not working at print-ready resolution. We can look into it but physical printing also requires a much higher investment and we're not a huge company. It's something we've wanted to do for years but haven't been able to pull off successfully. And yes Scavion, it's an INSANE amount of content and we're revising ALL of it. It's a titanic effort on our staff's part and we hope to bring it to you this year :-)
FYI we're still hard at work on things, even with the pandemic. We've got all our art in finally and we've got through the base class sections (retooling a few intros is all that's left on them I believe). We've got a LONG road ahead of us for the alt rules, subsystems, feats, spells, equipment, races, etc but we're chugging along on that. Some of our staff is still working their day jobs (myself included) so we're not firing on all cylinders but things are moving along :-)
Well editing proceeds as it has for the last few months. We have 2 workdays per month (with individual work scattered across the week as time allows) and we dedicate one of them to this project each week. As you can imagine with SIXTY THREE base classes there is a LOT to be done. We've pretty much done the revision phase on the classes and now I'm currently doing the intros again. There is a lot of non-standardization in there right now so I am standardizing most of it and fleshing out background lore and the like. Since Alt. Path has a lot of subsystems and optional rules, some of those systems need entries for each class so it's a lot of legwork even if it's just saying, "No, this class is not impacted by this" or "here is the one skill they get" or whatever. I'd like to see this come out in late spring and that's kind of our ballpark guess at the moment. It's one of those products we don't want to mess up on and we'll delay it until it's solidly done. If we do a crowdfunding campaign for this we will have the book like 90% done like we always do so there is no chance of a failed delivery (unless, you know, like a meteor hits the Earth or I die in a duel or something).
Real talk- this is happening. We've been working for months on it already.
We're talking:
This is a BEAST of a book, clocking in at 1,400+ pages prior to formatting (probably going to be ~1,000 when we are done). The only thing we can compare this to is Gonzo 2- it blows Dragon Tiger Ox out of the water in terms of just how much content there is. This is 8+ years of work and now we're circling around like some kind of little, red, goblinoid ouroboros to eat our own tail and revise everything we've put our heart and soul into! Every piece of content is getting another look over and the classes are getting expanded. Every class is getting an expanded/revamped introduction section but beyond that it varies: some that we didn't feel met our current quality standards are being reworked from the ground up while others are just getting standardized formatting, and some are getting rules revisions and expansions based on player feedback and periodic review that we do. We're still working out the specifics on funding. It'll probably be crowdfunding but we're looking into how we want to approach that. We always make sure we have a publishable project before we launch a crowdfunding campaign (so there is never a risk of NOTHING being published) but we want to see where you guys want to go with this. Do you want expanded content (new archetypes, more feats, expanded focus on a particular subsystem, more art, print options, etc) or do you want a "fund and launch" project? (Also, hello again Paizo forums! I've been away from you for awhile! Don't worry- I've been lurking.)
Yep!
Ritualists are an interesting class and typically take the role of a front line fighter but have some unique skill options. They are probably in the same zip code as rangers in that they are martial characters who have skill monkey potential (they are 6 + Int, full BAB). Ritualists are more focused on duplicity and keeping the secrets of an order than nature or survival though (a lot of bluff and sense motive stuff). They are kind of the enforcers of secret orders (think like fictional representations of the Knights Templar, Illuminati, Masons, etc) and can, as you suggested, use hypnosis and mind wipes on people. Their main mechanic revolves around expending action types doing ritualistic things (anointing their weapon, speaking an ancient poem, prostrating themselves, etc) for powerful short term benefits (gaining 1/4th your level to damage, bypassing DR, etc). Spell hybrid feats are a series of feats that require someone to have some level of specialization with a specific school (a wizard with that school as their specialized school, Spell Focus in that school, an archetype that specializes in it, etc) and a bunch of ranks in a specific skill. They modify spells of that school in a specific way. For example, Necrobotany causes undead you create to be immune to a lot of the things undead are normally immune to by taking a "plant form", basically having them become pseudo plant-type creatures. It works with ALL undead you create via a necromancy spell. Necrobotany fuses necromancy and Knowledge (nature).
There is something weird on some of the PDFs.
It should read:
Well, one thing I have in my own little headcanon is that worldshaper from Alt. Path Magic is almost a transmutation crested character and I probably would have written it as such (and a bit differently) if we'd had cresting back then. La Rosa from Alt Path Divine feels a lot like how we'd probably address a divination crested character. (The mystic seeker prestige from Alt. Path Martial could probably fit that slot too.) It'll be interesting to see how things shape up in Pathfinder 2. We have a blank slate to kind of re-introduce classes and concepts that kind of developed all helter-skelter since we started. Like I know we want to codify that "cosmic" power source (aka "kashun") we've explored (we actually do that in the upcoming Alt. Path Magic 2 which just finished playtest and initial editing). I REALLY want to take another crack at things like battle chef, davatti, and multiman. We did davatti and multiman as Starfinder conversions but haven't released them yet (it's a big process and Starfinder sells... ok) and that just made me want to do them all over again. We've toyed with couching our content in a broadly accessible setting like we did with Red Sector in Starfinder. It's the kind of "here is some flavor specific to the setting but the class/content itself is super setting neutral. If you want to fit it in, here is how that'd look." We've toyed with establishing a few "core" races for LRGG. Probably stay spells, maybe gaoth and some stuff from Racial Guide 4, and we'd probably toss wug in there because we love it so damn much. Lot's upcoming. We've, for sure, got the Godhand support (probably launching today), Alt. Path Magic 2, probably a pure "culture" book, and more. We've talked internally about the next Alt. Path after Magic 2 and it's looking like it'd either be Ascetic 2 or a skill-focused Alt Path book (focused on rogues, bards rangers, etc with new ways to use skills and the like).
It sold decently but there is more to determining if we should expand a product than "how well did it sell". Things like community engagement and feedback, what kind of ideas we have for future content, and reviews. For example: Tome of Ethical Necromancy sold REALLY well but I don't think Ian has said "yeah- I got an idea for 4 more of those" (though I could see him writing "Tomes" along the same vein on other topics) and there hasn't been a desire for more. We actually sent out a year end survey on Facebook and Patreon and used that pretty heavily to determine our production schedule for the first part of this year.
Yeah there is a whole sub system involving schools. Most of the classes in this book (notably: archer, reaper, swordsman, and weapon master) have a "combat school" they can select. There are rules for most martial classes gaining them (kind of like archetypes) but they offer a suite of new abilities centered around a theme. Like StSword said, your school will DRASTICALLY impact how the class plays. While an oni school reaper will basically be an AOE physical debuffer a reaper with from Gryphon’s Legion will be kind of like a cavalier in that they could be tossing out teamwork feats and buffing allies, and a Silver Lance reaper would be a mounted AEO character with a crazy reach and some respectable charge damage.
Swordsman is more a "supernatural swordsman". They are very much the wuxia swordsman, a samurai from some anime, or that legendary swordsman of some secret sect. Their main mechanics include giving some of their stuff vorpal, sizing up people by "sensing their killing intent", some critical stuff, they get to make one sword of their choice a school weapon, and they've got a list of talents called "kenjutsu' that represent some dynamic options (sonic damage pressure waves, dark pacts that increase their power, sword dancing, etc). Berserker is an alternate barbarian. They've got the berserkergang, which grants them rage but also imposes a quasi-confused state on them (it's got its own chart). They also state how many rounds they want to enter rage for and can't end it prematurely (though they have ways of doing it later). Their real fun comes from their "warrior cults". See berserkers are closer to their historical counterparts in that they are loyal to king or group or something- not just slobbering marauders. Your warrior cult kind of works like a bloodline or domain; it grants you stuff at level 1, 4, 8, and 14. Some of them let you do stuff like intimidate and fight storms, get a giant wolf, gain some spell-likes, buff allies, etc. They are REALLY varied and flavorful and are their main difference from barbarians.
So when you use an improved version of Vital Strike, you are still benefiting from Vital Strike. The same logic applies with things like Power Attack: it doesn't matter if your first strike is also benefiting from Furious Focus, it's still ALSO Power Attack. The system uses that logic a lot. Like if you are a 3rd level fighter you are ALSO a 2nd level fighter and a 1st level fighter. Short version: It works with Vital Strike improvements and were tested with such.
We recently got a lot of feedback on it. We actually dedicated a workday last week to getting the product out the door.
I am formatting for Nagual at the moment but once I get a free sec we'll be putting it out.
Yeah!
Replicator can construct/deconstruct stuff on the fly and is all about nanobots. They end up kind of playing like a blaster with a LOT of utility stuff. It's a crafter people actually want to play. Technician is a dedicated hacker that isn't a drag to play in combat. They can start making digital construct weapons, do this thing that kind of works like tree-step between computers, and boot of programs like in the Matrix. Time Traveler is really hard to describe. They have this thing that allows them to reverse their personal time to an earlier point in the fight, they kind of "go whenever they want" in the initiative order (even splitting up their turn), and stuff like that. They are very... interruption-based, if that makes any sense. They can also, as the name implies, travel through time.
GM Rednal wrote: As someone who's read two previous Gonzo books from this company, I don't even need to look at it to say it's probably a lot of fun. o wo It's totally got that same vibe Rednal. We had been writing a bunch of Starfinder content and we kept going, "Na, we can't include that... it's a bit out there" and we eventually had enough weird stuff built up to go in full-force on another Gonzo book.
If you guys know us at all, it's probably for our Gonzo books.
Anyway, it's like 90 pages, has some awesome art, and it's only 9 bucks.
In the introduction of the alt path series it always talks about the fact that the classes in the book are generally aimed at advanced players who are already familiar with the classes/options available to them and want to play something new/unexpected. With that in mind, I wouldn’t advocate for a curse-wielder in your standard 4 person party. If you’re using Alt. Path material, there shouldn’t be anything standard about your party. That having been said, if you wish to fit them in there you can, as described in the preceding post, fit them more into that skill monkey/bard/party face role. You can end up with solid skills via the aforementioned feats, I’d probably recommend going wondrous item / blast build. A lot of your “buffs” come from the fact that your foes will end up with debuffs (Your target’s AC isn’t higher but their foes attack roll is proportionally lower).
@Volvogg
Weapons
Playing One
Builds
(Btw legitimately appreciate the feedback) @StSword
And we always have a standing offer of, “Hey, we’ll send you a copy if you do a review for us.” We don’t require it to be a positive review so long as it’s fair and well thought out.
StSword wrote:
We love the Spheres books and Path of War too but like Brother Fen said this book's systems are less extensive/invasive systems that gives martial and magic characters the ability to blend together a bit using modifications to the existing system. And I really like your ideas for expanding the content of Beast Fen, very creative! Classes generally have a general page range and while we have lots of ideas on how to expand it; that was where it ended up at. We'd love to do an expansion on it if it gets enough traction to warrant it!
I know I'm late to the party but:
That's not a stupid question. It's a bit of a tough topic. I gotta zoom out a bit to give you an accurate answer but I promise I will :-) Wizards published D&D 3.0/3.5 under a license called the OGL. It says that OGL books can reference other OGL books and to do so you need to publish under the OGL. Pathfinder was published under the OGL. You can reference Pathfinder (and any other OGL book). The Pathfinder Compatibility License (PCL) is an extra thing. It lets you put that Pathfinder Compatibility Logo on the cover. You need to sign up for it (it’s free). For product to have the PCL logo on it it needs to be, you guessed it, totally compatible with the Pathfinder RPG. This means it can’t be added to like a standalone game (though it can be compatible with other systems as well) or something that doesn't rely on Pathfinder to work. The PCL doesn’t mean Paizo is affiliated with you or endorses your product. There are a few other conditions (you gotta send a copy to Paizo; which you’ll do anyway to get it on their store, you gotta reference stuff in a certain way, etc) but BASICALLY it lets you put a badge that assures people that your product works with Pathfinder. It’s not an endorsement, but it looks very spiffy and helps folks identify Pathfinder products from other publishers on the shelf. And all of this is SUPER cut down; there is way more to it than that. Here are some useful links:
Asking for feedback is fine. A lot of producers are pretty swamped. I will tell you that from a production side a lot of publishers have things already set a while in advance. Freelance pitches are generally the "ooh, that's something we HAVE to publish" rather than the "ooh, that's something we could/should publish".
We have a big list of classes to convert over. Henshin Hero hasn't been converted over yet but it shouldn't a huge challenge to convert over given it's mechanics (maybe tension will be a bit problematic due to the resource conversion thing). We actually kept Stay Spell and Arma out of the Races of Red Sector book because their conversion will be really extensive and, really, deserve their own books. Like... Stray Spells WAS its own book and I KNOW we could do a LOT with Arma given the new item level/weapon rules in place. Glad you enjoyed dragoon though!
So we’ve got a series of books we are developing called “Red Sector”.
They are, ostensibly, “set” in a region of space called “Red Sector” but that is more so we can use consistent proper nouns (so we don’t tred on Paizo’s IP) and have some fun with it- but the content will be entirely setting neutral. So we want to know what kind of player options you guys find that you are lacking in your games. Are you bugged by the lack of certain kinds of weapons at certain levels? Are there not enough melee feats? Do you want more spells? Too few power armors for your liking? (etc) Our second book (the first was “Races of Red Sector”, a racial book) is going to be “Forces of Red Sector”- a combat/martial focused book. We’ve already got a whole slew of soldier styles and options, some operative specializations, new solarian manifestations and revelations, a bunch of new weapons and armors, some pre-made ships and extra ship stuff, (etc) but we want to know what you want to see. I know we have talked about doing a magic book and our class conversions from Pathfinder will probably be a book in this series (we’ve already converted over the davatti and multiman from Gonzo 2) and necroknight from the Tome of Ethical Necromancy. What other topics do you guys want to see covered? Tl;DR:
So let's get weird with it for a second. We put out the Aug pretty recently but this one has been in playtest for a while (almost since Starfinder came out). We just released the Dragoon (or "Mewthian Dragoon", formally). We really dug the way the Solarian got into the lord of the universe so the Dragoon did too. Short Version: You are a quasi-immortal soldier bound to a set of haunted armor by a dragon god. The Mewthian Dragoons are the result of a tragic war on a graveyard planet reserved for the most ancient of space dragons. Those servants of the great wurms who died were resurrected to continue the fight when their dragon died. Now they are legion- organized into sacred orders and dispatched across the galaxy to combat evil wherever it rears its head! There are now orders who are not from these original one; it was kind of the inciting incident. Now secret societies, wannabes, heroes, religions, and even people who can just afford to buy their way in can join orders (or make one if they have a dragon buddy). It’s not really tied to a setting (or even the lore- there is a section discussing how to do it in a setting neutral way). We spent a while playtesting it and even ended up doing a high level (18th) playtest (Starfinder get pretty chaotic at 18th) one. We had a bunch of playtesters and used a bunch of different orders (they all play pretty differently).
We really hope you guys give it a read and play with it. There is a lot more depth just under the surface. The art was done by Naiche Washburn and Rui Ferreira (I mean... look at that cover!) and I know you are going to say that it was worth the few bucks you spend on it. You can check it out on DriveThruRPG and our Patreon.
Hey guys, so I wanted to share a resource we've been developing. We have a dozen premade characters up on our Wiki (Link) and we are always adding to the list. We have fun with some so some of them are not what you'd expect (like "Mannesser the Dogbarian") but there is some more standard fare for you to use in your game. We cluster them around level 6 (we find a lot of games can use these) but there are some at higher or lower levels.
Little Red put out the Aug base class recently that had a lot of cyberpunk aspects to it.
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