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OmNomNid's page

466 posts. No reviews. No lists. 3 wishlists.


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BetaSprite wrote:
Excellent! Can't wait to get my copy. =)

You and me both! So excited!

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Desha wrote:
Oceanshieldwolf wrote:
Desha wrote:
It's a book whose theme is classes that influence their surroundings? Sounds neat but a little vague. Is this going to be available for people who weren't in the Kickstarter to purchase sometime soon?

I would say the theme of Liber Influxus Communis is communal power, synergy and sympatico - either with your surroundings, your allies or your foes attacks, among other things. With more than ten new Base Classes I'm actually very pleased to see the theme developed so well.

Though Greg will clarify this for you, I am almost certain the book will be available for non-Kickstarter backers - this is the beauty of Kickstarting a book in this way. Case in point - stretch goals for the recent Southlands Kickstarter by Kobold Press included new Advanced Races PDFs that themselves will be unit-shifting items.

Okay, I'm interested! Is there any idea when this will be available? From people who've seen it, what are your favorite classes? It sounds like there's a bender class, what are some of the other classes and how do they fit the "communal power, synergy and sympatico" theme?

All the classes are super neat and unique, though my favorite so far has to be the demiurge, a supernatural-philosopher that creates short lived servants through thought that act like one shot eidolins.

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You know I will be doing the same thing.

I believe they say in CS that psionics is natural thing, a fundamental energy that exists with certain things have evolved to use (and others learning how to use it). Sorry, but Waves of thought doesn't dress it up further than that, though it does mention that the psychic arts predate magic in the Cerulean Seas- or at least beneath the waves. We had psion merfolk before we had sea elf wizards apparently and I think that is neat.

Personally I would say to go with the AA rule set. Broken Earth used similar rules and I think it helps a lot in games where firearms aren't the newest thing on the block.

Wait, bows work underwater? In my Cerulean games I have rules that bows don't work underwater... please don't tell my players.

Steven "Troll" O'Neal wrote:

See, I would go with the symbiote bonding with the still living wood of their body. It never states they can't.

Another thing about Relluks, how can they use stealth? They have the equivalent of an non-extinguishable torch for a head, wouldn't that kind of make any attempt to hide sort of difficult?

...a really thick blanket? That or they disguise themselves as lampposts. Not gonna lie, I don't see Relluks being sneaky in any traditional sense of the word.

Maybe they use a organic creature as a medium? Like trained a newt that they keep on them that is actually the Congulair that uses its abilities on command for the Relluk or something.

Little Red Goblin Games wrote:

So this book was a huge success and we got a lot of fantastic feedback/praise on this book. We would be very excited to do another Gonzo style book and I’ve love to get feedback from you guys on what we intend to include. Nothing is set in stone and we don't have a release date (we have at LEAST 3 products we are releasing prior to it).

Thus far we have:

  • Sparkle Princess** spoiler omitted **

  • ”Sentai Hero”** spoiler omitted **

  • Agent** spoiler omitted **...
  • Want it!

    1 person marked this as a favorite.

    Wow, you have no idea how much off a relief I felt after actually reading through the post.

    Glad to hear.

    Interjection Games wrote:
    SeeleyOne wrote:
    I vote for #3. It seems that everybody these days is doing Lovecraft and Cthulu. I don't care if you do, but I won't vote for it. If you don't believe me do a search for Cthulu in RPGs.

    I think we're getting the wrong kneejerk reaction here. What defines the Cthulhu Mythos is the fact that its powers that be are, with the exception of Nyarlathotep, mindless forces of nature that don't give a used fig for the puny and insignificant lives of the mortal beings that cling to the areas of the universe to which they are adapted. This goes for humans just as much as it goes for Great Cthulhu, Hastur, and the rest of the gang.

    Obviously, given how much "setting railroading" that sort of insert requires, and given there's a whole bloody game for that sort of thing, any Lovecraftian work I do will be missing that core element and will instead be focusing on broad, non-central Lovecraftian themes.

    Besides, Lovecraft isn't only Cthulhu, and if everyone else is doing Cthulhu, then I'd have an advantage by throwing my lot in heavily with his non-Mythos work. There was the Lord Dunsany phase, which put strong emphasis on dreams and a sort of twisted high fantasy. There was the Poe phase, which he never really grew out of. And then, of course, there were the more standard tales that he produced whenever the editor of Weird Tales was really on his case. See the content produced after the rejection of At the Mountains of Madness.

    Let me rephrase it this way.

    Ultimate Lovecraft would contain the following:

    - an investigator/occultist base class and carefully expanded investigation rules
    - a half humanoid / half outsider mutant base class who fills the gap of full BAB shapeshifter.
    - a "dreamer" class who walks through life in a waking dream, altering the world in his general vicinity
    - a necromantic class that burns the bodies of the dead, raises corporeal shades inhabited by the original owner of the body, then coerces/tortures that being into service
    - Possible sanity rules...

    ...oh come on guys! This stuff sounds epic, especially considering it is a Interjection product; even if you don't want it can you do me a solid and change your vote to this? C'mon, I'll make it up to you guys. At least do it to support the dreamer class- I have tried making a class for years now that manipulated the world like a waking dream. From magic to psionics to even incarnem, I have tried it every way I can think of only to have it fall apart on me. But I know Interjection can do this idea justice, as well as the rest outlined. So c'mon guys, please? For me?

    All of these sound great, though agree with Lindley- 1 and 2, with 1 first.

    Cerulean Seas is a awesome setting with a Core Setting book, three supplement books (Waves of Thought, Indigo Ice, and Azure Abyss) , and even its own Bestiary. It has at least one more source book on the way (Viridian Something), as well as an adventure path along the way.

    All of this material also comes in both PDF form and colored books (The Core and Bestiary are hardcover); you will find few settings with as much support as Cerulean Seas.

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    #1- Dark Sun!

    #2- The World of Midnight

    #3- Dragonlance

    #4- Dragon Star

    1 person marked this as a favorite.

    Alright; get better Scott and keep up the good work!

    PS: Before I forget to mention I loved the Gonzo PDF, especially the craven and the punk.

    Let's see, I currently have-

    - A male human sorcerer with the Arcane bloodline.
    - A female kitsune oracle with the blackhands curse (their Mystery escapes me at the moment).
    - A male magus (eldritch scion) with the Elemental[Air] bloodline.
    -A aasimar[half-archon, I think] marksman [kaigun]

    I also might have a player rolling a time thief, though no race decided yet.

    We played last night for the first time and had a blast.

    Excellent! I want all of these, can't wait; I am especially interested in your Exotic Martial Book- lately traditional combat has been lacking for me, to the point I added a vitality subsystem to the game to give more varied actions in combat.

    Cerulean Seas is a good option, as is Thunderscape, especially if you'd like stuff already drawn up for Pathfinder.

    Midnight is a good setting, however I'd take another setting from the same company any dy of the week: Dawnforge. Basically the setting takes place at the beginning of a traditional fantasy world's history; while many games are typically set in a world with tons of background events Dawnforge places players at the helm of these events. The dwarves are starting to dig too deep, yet for the moment have a powerful nation; what will happen with them? The orcs are a savage race yet not evil; instead they have just met many of the world's other peoples and feel frustrated for they don't have a racial identity (dwarves are unparalleled craftsmen, elves have potent magic, and even humans are a hardy people with close tie to nature [instead of elves for once]) but want one. Even the elves are new, only having emerged from the fey realm a few centuries back. They liked this new world at first but their leaders (sun/high elves) decide that they have had their fun and need to go back; yet many of the other types don't want too (especially the night elves/pseudo-drow)and thus fight back against their betters.

    For a Middle Eastern setting to insert into a custom why not the actual Middle East? Somewhere on Paizo is a setting that takes place during our real crusades- I just can't remember the name of it.

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    Odraude wrote:
    As an aside, what is a good example of third party companies that do some of these genres? Like steampunk or future or my favorite dieselpunk.

    For Steampunk the Pure Steam Setting is a most.

    If you like magitech, go with Thunderscape.

    Little Red Goblin Games produced the wonderful sci-fi setting Necropunk (though note it's more in the line of Dune than say Star Wars).

    There is also a setting called Conquests of the Universe being made by Tripod that will be a space-opera setting with psionics (which I know you don't like greatly but the space rules should be worth it).

    Broken Earth is a great setting to get a Fallout feel.

    Also, Rouge Genius Games has a series of classes (with pulp rules) called the Anarchistic Adventures series. They also have a apocalyptic setting (someday) known as Warlords of the Apocalypse in development.

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    Looking forward to this, though I seem to recall you guys mentioning a racebook with unorthodox races, like a swarms and oozes; is that still in the works or has this one taken its place?

    Either way this book is on my must own list.

    Interjection Games wrote:

    Alright, let's face it, shadow magic is all about the flavor, and I'd be a fool if I thought I could port that without intense modification. So, we're left with generic shadows for the flavor, or something new entirely that I cook up. That bit should be easy. Just invent some quantity with the word "Umbral" in it somewhere, build it up as a collective negative of the forces of nature, and go with it.

    The original mechanics themselves encourage crippling overspecialization or master of none builds and are unable to fit happy mediums without exceptional work by a player. Sinkholes everywhere. A tiered system would be made significantly easier for players by reducing the number of spell levels to 6, or even to 3, thus making heavy investment in one "tree" less restrictive and allowing a magical "jack of all shadowy trades" balance to exist. Still, this doesn't remove the fairly awful "hard resets" that occur when moving across the tier line. In the old system, level 3 abilities are hard to get, while 4s are easy. That's just twisting wires together to make something work and looks bad.

    Let's try this, then. We have three tiers of abilities: least, lesser, and greater, along with a very restrictive list of cantrips that, in the end, get as good as 1st-level, maybe close to 2nd-level spells in thematically-proper niches. Abilities are in categories: stealth, darkness, manipulation, imitation, etc. In each category, you have a pyramid scheme. You must have a least to get a lesser, two leasts to get two lessers, a lesser to get a greater, etc. etc. etc. To make this work, I'll need at least six categories, at least six abilities in each tier of each category (90 abilities + cantrips minimum), and powerful bonuses within a tree for specializing. Extra uses, leasts going supernatural, the ability to fire off a cantrip of that category as a swift action in the same round as cracking off a greater, bonus cantrip slots - whatever. That part will take some work, but the rest should be fairly easy to build.


    Along with the four you mentioned how about a travel category, as suggested by Ssalarn and a enshrouding/devouring category; consuming shadows, more or less, though this might tie into a void concept than shadow (but then again, shadows are just created from the absence/void of light).

    Edit: Ninja-ed!

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    Mikaze wrote:

    Did you spot the other movie monsters in the book? :)

    clacks some spoons together

    Oh yes, those evil insects that, hehe, Mimic people?

    I will be backing this too it seems; right when I think I'm in the clear they pull me right back in.

    Steven "Troll" O'Neal wrote:
    OmNomNid wrote:
    Steven "Troll" O'Neal wrote:
    OmNomNid wrote:
    Lindley Court wrote:
    Hm... considering Alluria's already done work with one of DSP's lines, I wonder if a Tide of Battle and/or a Sea of Spirit (Path of War and Akasha) might be possibilities...
    All my want- especially if we get a take on Fishman Karate!
    I suspect the Brawler would work well for emulating that.
    Really? How so?
    To be perfectly honest, I'm not sure. I don't have the finished version of the Brawler yet, and I'm no expert on Fishman Karate either. It was just a thought.

    Ah, well thank you still for the suggestion. That said-

    1.) The Brawler is an awesome class in design and I know a lot of people love it/are going to love it. However it really doesn't click with me on a personal level- remove the mysticism from martial arts and my appeal for it really takes a nose dive.

    2.) Fishman Karate is a racial martial art of the fishmen in the One Piece series. Although it's a little broader than I'm implying its big stick is that those who utilize it can use water as a medium (in the water works best, although it also includes the water in creatures and even the moister in the air for masters of the art) for attacks; those trained enough in it can even learn to manipulate water as a weapon though careful hand motions to create powerful currents and whirlpools, as Jinbei here can show you.

    Obviously I'm not asking for anything to out there but a PoW style for water-based combat would rock. I already have an archetype kinda based off of monks for this, letting them use ki for a special style based of Jimbei- it's a big hit.

    Steven "Troll" O'Neal wrote:
    OmNomNid wrote:
    Lindley Court wrote:
    Hm... considering Alluria's already done work with one of DSP's lines, I wonder if a Tide of Battle and/or a Sea of Spirit (Path of War and Akasha) might be possibilities...
    All my want- especially if we get a take on Fishman Karate!
    I suspect the Brawler would work well for emulating that.

    Really? How so?

    I forget where it is mentioned but I believe the Shoanti were a caste of slave-warriors in the Thassalion that developed a unique culture after the Runelords went away.

    They do make a good point. I know Conquest of the Universeis going to be psionics heavy game set in space but that's not Dreamscared Press, it's Tripod Machine.

    Lindley Court wrote:
    Hm... considering Alluria's already done work with one of DSP's lines, I wonder if a Tide of Battle and/or a Sea of Spirit (Path of War and Akasha) might be possibilities...

    All my want- especially if we get a take on Fishman Karate!

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    Steven "Troll" O'Neal wrote:
    OmNomNid wrote:
    I would like to see it done, though I wonder how Occult Adventures are going to be designed.
    Well, if I recall from the info I read, some will be casters and others won't. From the context of the name Occult Adventures, my best guess about the overall feel is that it will be heavy on mysticism. I'd imagine they'd have a similar feeling to a non-eastern monk with a lot of focus on spiritual or psychic powers. As for mechanics I've got no clue other than that it won't be power points, but that's been established already.

    Yeah, it seems at least one of the classes will be able to use heavey spell-like/supernatural abilities. I don't mind 'psychic mages' using spell slots, so long as they get an interesting mechanic like bloodlines or hexes- something unique to them.

    Anyway, yes I'd love to see this implimented into Cerulean Seas. one of my favorite things about the setting is how it keeps different core/3rd party material in its exspansions; too few settings make room for new classes/mechanics/ect., let alone incorporate others into it.

    I have the PDF and I think the class is fine, especially if you use it as an alternate magus or bard. Also, I this this should be in the the Compatible 3rd Party Forum, though I may be wrong.

    I am running a Slayer in a Emerald Spire game. It's an awesome class, though playing a half-elf on level one of the dungeon made me kinda useless.

    I would like to see it done, though I wonder how Occult Adventures are going to be designed.

    From what I saw on the PRD, yes, there is a chainsaw. At it is glorious!

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    This is all so exciting- I must admit I was a little worried the Paizo design staff was afraid of trying new things, but between all the Tech-Guide, Iron Gods, and now Occult Adventures I can see I was wrong. Very wrong. I know many are calling for Paizo to keep Pathfinder lean and not produce what is viewed as 'bloat' but I love getting new stuff to add to my game, whether I end up hating it, loving it, or never even using it I like to see expansion out of my games, not stagnation.

    Gen-Con 2014; I salute you! A great, great year to keep me waiting for the next!

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    magnuskn wrote:
    You guys seriously believe that Paizo will never do a new edition, even if they have to lay off half their staff to please you? You guys seriously believe that they can subsist on adventure related stuff alone at the level they are now?

    Kinda; minus that bit about laying off employees.

    Hmm, if your GM is letting you use the Advanced class guide you could theme a Arcanist as selecting which gadgets they are packing for the day and using battery charges to power them. Not sure on a build though as I just got the class.

    I like grit, but I personally hope the 'martial pool' isn't just grit on top of everything- it's a cool mechanic that'd I like left for the gunslinger and swashbuckler. Personally, I am hoping the martial pool will be options in combat to make it a bit more dynamic. It's kinda hard thinking of exact mechanics but instead of just attacking you'd have options for how you go about it- 'thrust', uppercut', 'rake' -each having different effects and such. I love Pathfinder and generally I have no problem with the core mechanics save for one, and that's normal combat (not including spells and abilities) is kinda bland. Either charge or full attack this turn. Combat maneuvers and called shots are neat but seem to give little return for their investment, especially with the feat tax to really utilize them. I really want the martial pool to give us special attacks and the ability to use things like combat maneuvers without a feat tree.

    That, or replacing the action system with action points. Loved that about the original Fallout games.

    Ssalarn wrote:

    Akashic Mysteries is still in playtest, but it does have some cool stuff if I do say so myself, and official release starts shortly after GenCon, so that's a plus :)

    Hmmmm.... a privateer themed adventure.... What's the general technology level of the world you're playing in? If you've got at least steampunk levels of tech, the Thunder Guide from "Thunderscape: The World of Aden" lets you play Mad Max; it's basically a Ranger alternate class that gives you a vehicle instead of spells and an animal companion.

    The Marauder from Alluria Press is one of my current favorite 3pp classes, and it fits the privateer theme pretty well. It's like a speedster cross between a Rogue and a Fighter with lots of cool mobility-based abilities.

    Rite Publishing's Ironborn may be my hands down favorite 3pp race of all time. They're a customizable construct race with lots of cool options.

    Thunder Scout Sslarn. The class from Thunderscape is a Thunder Scout, not a Thunder Guide.

    Ironborn are tons of fun, at least when considering your race. A Guru from Akashic Mysteries may prove to be a fun class for you that may pick up slack from your loss of a Druid (though that depends on what role your Druid filled). Vitalatists are a blast to play, and really help the whole party out. Hmm, let me think, what else...

    Oh! The Edgewalker and Ethermancer are fun classes if you are looking for something a little bit more involved, and the Aquanaught from Alluria Publishing would be fun, though you'd need to convert it a bit for use out of the water.

    There are some pretty neat ideas being tossed around here. I really like the idea of a Monster-mimic class, as suggested by Dragon78; makes me think of 3.5's totemist class.

    Anyway, I personally am not wishing for a warlock or artificer class from Paizo; I dip heavily into 3rd party and I can say the market is literally overflowing with classes like those. More power to Paizo if they do, I just feel like its not needed. No, some ideas I'd like include:

    Sage: A mystical, WIS-based, arcane caster. I would really like a class in this vain, especially if it uses a spontaneous witch spell list for casting.

    Harrier: A martial class that puts an emphasis on momentum.

    Medium: I know there are a few of these but I love the idea of a spirit-talker class, using ghost for supernatural causes and creating haunts on the spot.

    As for psionics from Paizo- I cannot say I'm in any hurry to see what they put out, as they mentioned it would use the same system as spells, though I would love it if they used Spell-like/supernatural abilities as psychic powers- maybe even make a Psychic base class that is sorta of like the 3.X Warlock- tons of mystical abilities but not really a caster.


    Vitality for Pathfinder is now updated to 1.3, so it includes a few fixes and clarifications, such as how to determine your vitality pool.

    I am also adding another file for Vital Feats.Enjoy and like always I'm looking for feedback.

    I heard Monday.

    Wait, are you making a campaign setting for Drifters?

    Ssalarn wrote:
    OMG, is Warlords of the Apocalypse finally coming out? Because that would be awesome.

    We can hope Ssalarn. We can hope so very hard.

    I think I can get a few of these answered:

    1.) Not completely sure myself but they originally called for a Fall release date, I think they said late August. With the newest update though I'd wager that's been bunked up a month, so mid or late September?

    2.) I don't know the total page count but it's going to be a fairly large book. It has a whole new system of magic, lots of new classes, rules for converting existing ones to the system/archetypes, a ritual system to make up for the Sphere systems weakness, and another chapter for combining Spheres for new effects (I think).

    3.) I think the new system leaves casters at a fair middle ground, all in all. On one hand casters have at will abilities throughout the day that are effective, making them feel in many respects more like the 3.5 warlock than a wizard or cleric, at least from a mechanical standpoint. However their talents don't have any real way to replicate a lot of the 'godly' wizard aspects of 6th level+ spells you can often ask people about; in order for sphere casters to get things like wish, resurrection, and such they need to use rituals, at least last I checked.

    4.) They are treated as two different methods of casting, though the exact differences are left up to you. They eeven have a True Mystic Prestige class that advances in both methods. Personally, I'm going to have Sphere act as riven magic, as introduced my RGG, in setting where both methods are used; basically traditional spells are the end result of years and years of magic being refined, while spheres represent the original, raw way of handling magic (and as such I might be forcing sorcerers to use the sphere system).

    3 people marked this as a favorite.

    In the Company of Dragons is an awesome read, but it is really hard to go wrong with Little Red Goblin Games (I'm getting Gonzo myself this Friday). Anything Interjection Games is also a must buy but remember those classes aren't for the most casual of players; each is a blast but a complex play.

    No problem.

    That a pretty fair assessmnet actually. Only the spheres also can be used with a spell pool to make the talents more effective.

    tsuruki has some good ideas. Having it at like a mounted creature would probably do wonders; say one of the sides is the dominant half for where it moves and such. If you want to keep it more in line of 'one stat block, multiple actions' the campaign setting Necropunk by Little Red Goblin games offers the concept of phases in addition to turns. You could give the dragon extra actions in the round by having it act in different phases, like 2 or 3. I'm not really sure how much is appropriate to share so I'll stop there but consider it.

    Nate Z, Malwing: no worries them, this pdf is for you. The setting does not introduce any new systems really- it basically just tells you to re-flavor your spells as either psychic powers (in the case of the psion) or advanced technology (as the case for the engineer) while providing a quick list of spells GMs shouldn't let them take (thosugh they then say to wave this away if you like). I seem to recall the medic getting a 'medicae' list, though I am probably thinking of Amythest.

    All in all I can't say this setting really ever caught on with me due to the very fact it doesn't really add much new: the classes are really more like archetypes, save for the seeker, and while there is nice gear in this book it is very sparse. That might be what you are looking for in a scifi module, even if it wasn't what I was, and I still do really like races provided in this book- enough so I often populate my Pathfinder games with them.

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