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The Scribbler

Robert Jordan's page

Goblin Squad Member. Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 348 posts (369 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Yeah my stuff literally sent me their shipping notifications 30 minutes or so after I posted. Just hadn't been near a real computer to update.


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So just out of curiosity if my November subs haven't shipped yet, will you be snowballing them into December's shipment?


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Logan Bonner wrote:
Zwordsman wrote:

so.. i' m lv 10 staring at someone, a fighter attacks him. They do an extra 10 precision damage

but if I myself attack, I do 10damage+3d6?

Correct.

Should that be 5 damage at lvl 10? Or is the ability supposed to be full level? I'm rather in favor of full level since it only applies for one attack a round.


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Ok so I ran a playtest using the Occult Mysteries classes with a few friends. Our heroes are as follows!

Jenny the Mesmerist
Thalamon the Kineticist (Aether)
Yuuji the Spiritualist
Shoko his Phantom (Jealousy)
Lysandria the Occultist

Character creation went well the Kineticist was ecstatic with the class and all the choices. Our Spiritualist really enjoyed making his character and grabbed Cure Light Wounds as one of his spells knowing the rest of the party's makeup. The Occultist was torn on what to choose but wound up going Abjuration and Transmutation starting out with a Greatsword, though she debated going for Evocation. Our Mesmerist had the hardest time making her character she wound up picking the Psychosomatic Surge to help offset the low healing power of the group.

To summarize the adventure the Kineticist was the absolute star of the adventure. He dominated every encounter with his blast alone. I don't think he used his Wild Talent if I recall. He was still just completely enthralled with the playstyle of the Kineticist and is jonesing to play one in my next full game. He looks forward to later levels playing with Burn and other Wild Talents.

Followed immediately by the Occultist buffing her AC and Weapon through her mental focus. Part of that she felt was due to the Greatsword being an amazingly strong weapon at low levels. She did feel that she didn't have enough mental focus at the 1st level to burn it and activate her weird powers. She didn't cast much, mending a few times and open/close. She did use her disable device skill several times throughout the dungeon

Our Spiritualist while not as much the combat monster as the previous two helped a lot on the utility side of things. He used his Phantom to great effect as a scout sending it through walls and doors before the team entered to get an idea of what they were walking into. The time he failed to do so the Kineticist took a Javelin trap to the chest. The Phantom provided an extra body to soak hits which helped a lot. He mostly moved around to flank with his spirit and did all he could to spread around the Jealousy Phantom debuff.

Poor poor Mesmerist. She was not happy with how the character performed. She used Daze several times, a crossbow a few times, and attempted to use her Trick as often as possible. Her feedback after the session was that she felt completely useless. She said it would probably work amazingly in a City or Social setting, but in a Dungeon she felt at a loss compared to the other players. She also said the Trick duration was way too limiting. Having only 10 rounds for her trick to trigger only in specific situations. 2/3 of the time the combat ended before her trick triggered as the Occultist, our primary melee combatant, wasn't hit as often as expected.

From my vantage point as GM at first level the Kintecist seemed to be the winner as far as using it's Cool Schtick and being effective at the same time. The Spiritualist seemed to do very well, myself and the player likened it to a low level Summoner with an Eidolon focus though so it may need a little more weird to stand apart. The Occultist didn't give a really good feeling for it's weirdness, the player really wished she'd gone with Evocation to have maybe a bit more weird or power usage in there. I concur with the Mesmerist player that it seemed to have the least effectiveness for the party, the limitation on Tricks were brutal having to be a triggered and only in a certain duration. She also kinda wished that the Hypnotic Stare may have affected something in addition to Will saves at first level, so she could debuff a bit more and help contribute a bit more.


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In regards to the idea of a Medium who randomly draws their Spirits from a Harrow deck. I personally LOVE that idea! I think that it would work really well if you do a couple things though.

First they don't have Spirits Known. Instead the whole deck is fair game, but it's all random. So if you trance in a Spirit it's just another draw from the deck, hope it's the right one! And remove the restriction on matching Alignment or Stat. Because if you're drawing randomly odds are you probably won't match sooner or later.

Though I do think giving them a "Ace up the sleeve" ability could help offset the total randomness. Like X times a day they can search the deck and pull the Spirit they need. That way you aren't constantly at the whims of fortune, just mostly at their whims.


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Mark Seifter wrote:


@Clarification—You're absolutely correct Henry. Let's follow Rachel, a 7th-level medium who is calling the Rakshasa every day.

Day 1: Rachel starts with 0 influence from the rakshasa. In her seance, she calls the rakshasa and is now at 1. Then she trances the rakshasa because she wants to move the fighter up to an enemy with Puppetmaster so the fighter can take a full attack on the first round after she moves the fighter. She is now at 2 influence.
Day 2: Just before her seance, she goes down to 1 influence. Then she goes back up to 2 when she calls the rakshasa again. She trances the rakshasa for Puppetmaster again and goes up to 3.
Day 3: The Rakshasa sticks with Rachel, seeding her dreams with subtle suggestions of dominance, power, and dominion over others. She cannot get rid of the spirit the next day. However, the influence drops to 2, and it does not increase during the seance (can't go above 2). She then trances to Puppetmaster again and has 3 again.
Day 4+: These are exactly the same as Day 3. She never goes to 4...unless she uses All Are Slaves or trances a second time!

Ok that answers my question about influence. So even though you technically drop from 3 to 2 before your next Seance you still HAVE to bind that spirit.


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Lukas Stariha wrote:
Robert Jordan wrote:

Ok so I was working on making a short hand little quick sort of flowchart for myself for dual vessel and higher to give a feel for what choices you have. I hit a snag though.

Triune vessel says if the Tertiary spirit's ability score matches the Primary spirit's ability score you gain the Tertiary spirit's lesser spirit power. If the Tertiary spirit's ability score matches the Secondary spirit's ability score you pick one of the two (Secondary or Tertiary) to grant it's powers the other grants it's spirit bonus.

So if for example we have a LG Str spirit, a N Str spirit, and a CG Str spirit. All of them are Strength spirits. So our Primary gives it's bonus and it's powers. We then pick our Secondary spirit to give us it's powers leaving the Tertiary to give us it's spirit bonus. Problem is we already have it's spirit bonus. My assumption is they don't stack so you don't get the Strength spirit bonus twice.

If so why would you pick 3 Strength spirits with different alignments?

You do realize you actually mentioned the first part of Triune Vessel that explains what happens if your tertiary spirit matches your primary's ability score right? That would take precedence over the second part. You gain the spirit abilities for the second and third spirits.

I would rule it that way, but I also like double checking things before I make that assumption when it comes to complex classes.


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I don't need the flowchart, but I've learned some of my players aren't quite so savvy when it comes to reading restrictions on abilities so I've taken it upon myself to ease them into things that are more complex than they're used to. And I was more making it to get a feel for what options are available, because it's one thing to read the text and then see only 18 spirits and another to have it spread out in front of you showing what is a legal choice and what isn't. The further you go down the tree the more options you get it's rather exciting!

I like the way you have to match stuff with the spirits so far that's been my only hiccup. I think the thing that adds complexity and makes it messy is the alternating on whether you get the Spirit Bonus or Spirit Abilities. I think if we clean that up that should really open up the class.

As I re read the Medium a question did occur to me. You lose 1 influence every day BEFORE you Seance. So if I had Influence 3 with a spirit from the previous day, it drops to 2 before I seance, I can freely replace it right? The 3 point "can't get rid of me" clause only seems to come into play if you try to Trance swap that spirit OR if you had 4 points, blacked out, and came to with 3 in time to seance. Thankfully Seance has the clause where it doesn't give more influence if you're at 2 or higher or it would become a self feeding cycle of blackout steve the possessed man.


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Ok so I was working on making a short hand little quick sort of flowchart for myself for dual vessel and higher to give a feel for what choices you have. I hit a snag though.

Triune vessel says if the Tertiary spirit's ability score matches the Primary spirit's ability score you gain the Tertiary spirit's lesser spirit power. If the Tertiary spirit's ability score matches the Secondary spirit's ability score you pick one of the two (Secondary or Tertiary) to grant it's powers the other grants it's spirit bonus.

So if for example we have a LG Str spirit, a N Str spirit, and a CG Str spirit. All of them are Strength spirits. So our Primary gives it's bonus and it's powers. We then pick our Secondary spirit to give us it's powers leaving the Tertiary to give us it's spirit bonus. Problem is we already have it's spirit bonus. My assumption is they don't stack so you don't get the Strength spirit bonus twice.

If so why would you pick 3 Strength spirits with different alignments?


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Believe me I hear your concern and definitely concede that it is super complex when you consider how many spirits a Medium may have connected. Keep in mind though that most players will find a spirit they like and bind it every day. Most likely you'll see players have 2-6 go to spirits that they use the most and then a slew of situational ones. Once you hit Dual Vessel you have a lot of versatility when you can actually trance to pull in the niche spirits for their juice when applicable.

I expect players to do a little prep work for their characters, remember every table is different, I tend to have little patience when it comes to my casters. If my players who are running casters can't answer questions in a timely fashion, IE what's my save dc or am I making a save etc, then I'll skip their turn as they stand there contemplating their immeasurable power.

At level 12 having, for argument sake (we'll say they have a 20 charisma) 5+6 spirits, so 11 spirits. Odds are they'll have those handful of Go To or Gotta Bind spirits that mesh with their character concept or even define their concept and then the Niche ones. I think in play it won't be as overly complex and game stopping as it looks on paper.


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Ahh I missed Expanded Element on my first read through, I'm literate I swear, long as I can make her and other ridiculous Avatar characters I'm happy. Bring on the blood bending!


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I agree it has a lot of moving parts, I don't think that's a bad thing I rather like complexity. I think what could go a long way to cleaning it up is better organizing the language on how multiple spirits interact, IE when you have 2 spirits how they function based on alignment, and cleaning up influence a bit. There are a TON of combinations which is amazing to me but I understand how it can be overwhelming at first blush.

I think the key things to remember is that even though there will be 54 spirits, you'll only know a fraction of that you might be able to get to half or more by blowing feats and having a high stat. The multiple spirit thing is complex, but after looking at it a bit things fall into place. The influence aspect increases the bookwork, but I think if you're playing this class you came into it expecting to have lots of notes. Notes on Spirits, notes on Influence kinda ties in with spirits, and notes on spells. This class has a lot of potential, I would hate to see it "simplified" and lose most of it's charm.

To be fair I play a lot of Video Games in addition to my massive tabletop library/interests and simplified has become a dirty term for me from my experience in MMOs where simplified means they're stripping your class/race of what makes it unique/neat/fun and making you "easier" at the expense of interesting.


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I'm gonna need a Pyrokineticist to be able to have Electric Blast as a blast option. How else am I going to make Azula?

Edit: Also count me on board for all sorts of fun Avatar bending powers! I really really like the idea of being able to build Benders with kineticist.


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I am a little concerned about 4 points being the cut off for possession. My reason for saying this is partly influenced from being a Binder fan back in 3.5. If a Medium has a spirit they like to have bound every day, whether it's a mechanical or character reason, and they trance it fairly often to get a boost then they will be possessed pretty often. I realize it's a balancing act, but I'd like to see the "GM takeover" bar be set a bit higher. Maybe 6? Or some way to drop influence beyond the 1 per day across the board.


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Yeah I like the idea of the Mesmerist, but I hate the timer on tricks. It really means you either have to know what you'll need or just never take cool niche tricks. You'll want something you know you can trigger in a combat or you'll save it to hopefully Apply then Trigger mid combat which just doesn't feel right. Mid combat I implant a hypnotic trick to turn around and trigger all within 6 seconds? Just feels out of sorts for me. Would it terribly unbalance it to remove the minutes/level duration of an Implanted but untriggered trick?

I feel it would be more thematic. You're doing your daily prep and Mesmo the Mesmerist is taking party members aside and being all "Let's have a chat ::hypnotoad:: cool see you in a bit" or "I'm just gonna tamper with your mind a little bit, no really don't be alarmed it'll just let your reflexes kick faster in certain events subconsciously" and implanting triggers during their conversation.

Self tricking in combat doesn't feel as weird to me as it's almost like they're refreshing a self hypnotism, kinda refocusing their center or just re aligning their perceptions to what they were when they tricked themselves the first time.


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I just want to clarify that the blasts count as magic for overcoming DR. Does that mean they're considered spells and just ignore DR or for instance a blast does 1d6+1 bludgeoning it overcomes DR/Magic and DR/Bludgeoning but not like DR/- or DR/Slashing.


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No, Thank You! I know you guys are crazy busy, thank you for all your hard work and prompt response time even during the madness of the Great Golem Sale.


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Just touching base to see the status of this order. I received a transaction declined email and went through updating all my information making sure everything was up to date as I moved into my new home at the start of October. It says pending, but when I check a different page it says transaction declined for the same date. Was hoping I could get some more information so I can fix whatever the hiccup is, as I know necessary funds aren't the problem.


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I appreciate the extra time Wizkids is taking to get the Feiya remake right. I'd much rather wait longer for an excellent product than have a subpar one in a shorter amount of time.


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That reach change makes me happy. Makes life easier.


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I think my friends would literally wet themselves if I plopped down a Colossal Tarrasque on the table. Even if they weren't fighting it.

Oh the Dream!!! A Colossal Red over my left shoulder, a Colossal Gold over my right shoulder and there in front of my GM Screen... The Tarrasque in all his terrifying splendor! No my PCs don't fret you aren't fighting the Tarrasque.... you're fighting him and his 2 BEST FRIENDS!!! MUHUWAHAHAHAHA


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Yeah I am actually rather excited that there's another line of pre painted minis besides Paizo. I love Paizo dearly and that's why I'm choosing to give them my money rather than give it to Wizards, but I'll probably cherry pick singles out of their sets. Namely those Metallic Dragons! That Gargantuan Brass Dragon! I have the classic Colossal Red, but what I wouldn't give for a Colossal Gold. I would love to have the Great Wyrm size of every dragon.


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Out of curiosity will we be seeing anymore of the Builder Series? Or has that product line been put into a holding pattern. I literally just realized how long it had been since I had seen any movement on that front.


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Alexander Augunas wrote:
I wonder if ray of funshine is going to be a new spell in the Advanced Class Guide Adventure Path.

At the very least I hope we get a blog post outlining it as an option for caster characters. Though is it Ray of Funshine or Summon Ray of Funshine? Either way there will be fun.


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Lies!! She's a Ray of Funshine!! We don't even know what she can do!! For all we know she could obliterate your entire Bookshelf not just the books on said shelf. Her power is absolute! FUNSHINE!


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Erik Mona wrote:
Robert Jordan wrote:
The only way this will be unforgivable is if we don't get our regularly scheduled minis preview!

Working on it now.

^ Reasons why we love you guys.


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The only way this will be unforgivable is if we don't get our regularly scheduled minis preview!


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Yeah I think Discworld influenced why I read it the way I did and why I didn't get it.


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Yeah it took me reading the comments to understand she was a trans character. It just seemed her parents were living in denial in having another daughter and just shunted her into "son" territory to try and not deal with the issue until she finally hit maturity and they couldn't avoid it anymore. I approve of the character, just did not get that it was a trans character until it was talked about in the comments.


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Swish and Flick, it's all in the wrist. I think of it more as Somatically manipulating it into working as opposed to Verbally commanding it to function.


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This preview gives me great joy. It shows how wonderful Paizo is at listening to feedback and incorporating the community into the development of their products. I see a lot of the concerns I had coming out of the playtests have been fixed. I'm curious do they still have a spirit familiar?

I also hold out hope for an archetype with only Wandering Spirits for a really good pantheistic Shaman or Shinto Priest.


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I know I see people have issues with the Monk and Rogue. What issues did the Barbarian and Summoner face?


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And like how they gimped Crane Wing. I prefer my parry mechanics to be reactionary, so I feel rewarded when I actually go that route. Without the pitfall of "I just blew my parry attempt on my opponent just missing me.. great"


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So I was able to pick up the Free RPG day module and take a look at our iconic swashbuckler's sheet. Everything looks good, except parry. Now you have to declare before the incoming attack roll, use an aoo, and a point of panache. So if you beat an attack roll that would hit you awesome you made it miss and can riposte if you still have panache. If you beat an attack roll that would have missed you and have panache left you can riposte. If you lose to an attack roll that missed you, no riposte but no hit.

I dislike having to declare a parry before the enemy rolls to attack me, mechanically why would I waste my precious resources like panache to attempt and parry an attack that is missing me. If they miss me I just wasted Panache which while I can get it back is still a finite resource. That's my only beef with this one I dislike seeing Parry mechanics becoming a declarative action prior to someone hitting you. It only makes sense to me that you would attempt to parry/block an attack that will actually hit you.


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I would not be pleased to see 4 races lumped into one book. Bastards of Golarion dealt with Half Elves and Half Orcs predominantly, and it was good. The bone it threw to other Half races, just made me want to see something dedicated to them. I would much rather have just 2 spotlight races a book max so we don't have the issue of too little content for too great a spread of topics.


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I thoroughly enjoy the Player Companion line, but I do feel like things are getting a bit muddled here and there. Blood of the Night I expected it to be all juicy Dhampir goodness and a little side of "How to be a Vampire", instead it was 2/3 how to be a vampire and a side of Dhampir. Blood of the Moon, after what we got with Blood of the Night I actually wanted a juicy "How to play/incorporate a Lycanthrope" instead I got "Shifters come to Golarion!" something I didn't want to see at all.

Blood of the Elements I was really looking forward to as I'm currently playing a Suli character. Flavor wise, wonderful book tons of flavor for geniekin. Mechanically it was a bit light compared to some of the other Blood books. I too was hoping for a "I may be an Ifrit, but my grandfather was a Salamander!" with all the neat alternate Heritages that we've seen in past Blood books. I'm a bit sad they aren't there but the rest of this book is still really good. I think personally, I would have ditched the City of Brass entry. I love me some City of Brass, but I'd rather have a Guide to Golarion's Planes/Planar Handbook, and see it written up there. The material in this book is everything I was expecting to see however, compared to the two previously mentioned Gothic Monster type entries into the Blood series.


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I believe the way this works is that resistance or immunity applies to the applicable damage. So for instance let's say that attack deals 44 damage half fire, half negative energy. That's 22 fire and 22 negative.

Assuming they have 10 fire resistance they'll take 12 fire and 22 negative. If they're immune to fire damage they'll take 22 negative energy damage.


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Wait, if they take Racial Heritage (Kitsune). And then take Magical Tail, do they grow a Tail in addition to gaining the spell like ability? Cause if so that's fantastic.


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I would like to point out that Changelings are females because Hags are females and a lot of the material that has been printed about them references that mommy dearest does attempt to come get her child later. And induct her into Haghood. So there's an ecology reason behind that. Especially when we take into account Hags have weird powers and could probably magic their way into only giving birth to girls instead of boys as a way of keeping their kind going.

If I remember some of my Forgotten Realms stuff, which is where most of my experience with Drow come from, the Drow society was Matriarchal. And a lot of the society treated men as second class citizens and their deity wasn't too big on men. So male Driders becoming arachnoid monstrosities and the females maintaining their beauty/feminine looks is in keeping with Lloth and her.... benevolence. Yeah we'll call it benevolence. But again here too we have more of an Ecology/Societal thing. I recall playing in a game dealing heavily with Drow and the really powerful Rivals/Enemies were all women because men weren't allowed to have that power. Driders are powerful, so some of them were women who had in their religious fervor "ascended" to be closer to Lloth.

I don't believe either of these two races represent "heterosexual male power fantasy". One is the product of a Hag mating with a male humanoid, the other is a someone who has transformed into a spider monster.

I agree that Paizo is a fantastic company that has been doing amazing things to change the community and social aspects of the gaming hobby. Change takes time, bringing concerns to their attention helps them maintain their focus or lets them take a look at something to see if they missed it.


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I almost hope the multiclass limiter is still in place, as in if you take a level of Swashbuckler you can't take Fighter or Gunslinger levels. Mostly because I feel that it makes it feel that there's a real trade off in choices, instead of the return of 3.5s single level dips.


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Ok good to know I wasn't crazy thinking I had missed something.


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Thoroughly intrigued by the Knights of the Ioun Star, mostly because I love Ioun Stones. Have they been mentioned anywhere before and I just missed them?


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Elrawien Lantherion wrote:
Looks good we need more goblin stuff!

Fixed that for ya! :)


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brad2411 wrote:
Weird question about the monstrous mounts and there masteries. The griffon and the hippogrifs mastery is to reduce there fly speed by half with a rider on. Do they normally have a slower fly speed with a rider?

The slower fly speed is probably just a simplified adjustment rather than adjusting speed for encumbrance.

Yeah I found those blocks to be fairly odd myself. Having to wait till you are level 7 and have the appropriate feat to ride your companion in the air is incredibly strange to me. Especially since you could go snag a wild one or purchase one. Train it. And proceed to fly through the air no problem.

I realize it was probably an attempt at balancing it, but I feel it may be a bit too heavy handed. Level 5 would have been where I put it especially as this restriction wasn't in the prior versions of Sable Company Marines. Which are the ones I really care about.


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OH God the lack of spaces in the intro entry on page 8 hurt my eyes! Other than that this book is pretty fantastic so far! Those different Aldori Styles made me so very very very happy.

Things that I'm in love with first and foremost the triumphant return of the Sable Company Marines!! BEST DAY EVER!! The Ulfen Guard, the Qadiran Horselord, the Wave Riders (finally!), and the Shaonti Burn Riders. I was incredibly surprised to see an archetype for Ustalavic Duelists and it's pretty neat especially since I'm currently running Carrion Crown.

Haven't gotten into the magic items/spells yet, but from what I've seen in this book by jumping to the parts I was desperate to see first this can only be sheer joyousness wrapped up in sharp blades of wonderful.


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Mine just arrived and it's a MASSIVE tome! I've just barely started to get into it but I did a quick flip through and have a question. Is there any way we could get a list or something to indicate what spell is being represented in which piece of artwork if any? I'm really intrigued by what spell is being cast on page 274, mostly because it looks like it's being cast in concert and I find that super interesting.


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My biggest complaint has always been the way the shaman was working. It just wasn't a mechanical blending of Witch/Druid/Oracle. It only borrowed a little Witch flavor and the name of Hex for powers. All the other classes I was fine with this was the one I had the highest hopes and most enthusiasm for.

Unless it got a huge facelift to be a true Witch/Oracle/Druid mix as opposed to a Druid/Oracle mix it'll be a big let down for my table.


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I'm running Carrion Crown and my monk player has styled his character entirely around this feat tree, so he was pretty upset. I already told him I'm flat out disregarding this errata as it is ridiculous.

Luckily the game I'm actually playing in, with a character who is built around being a duelist in the vein of L5R and uses this feat tree, the GM has stated that he too will be ignoring this Errata. He also expressed that it should have been a PFS only rule not a general addendum.


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Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

-Change wasn't needed, it was balanced and acceptable.

Agree that the speed with which Master of Many Styles could acquire this combo was very quick. However it just meant adjusting combat slightly to adjust for player tactics, this is assuming not all enemies are mindless meatbags. There are so many ways to make things a challenge with this feat the way it was, and should remain 1.0, that it shouldn't have ever been an issue.

EDIT: Having run 3 different players in different games who have used this feat tree to the great enjoyment of all WITHOUT any hiccups or absolute game shut downs as seem to happen in PFS. I'm currently playing a character who uses this feat tree as a Kensai Magus and am still reliably smacked around in melee. All I can say is YMMV apparently when it comes to this feat.


Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

What exactly is Metamagic Adjust and where can it be found?

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