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My question about the varient multiclass rules is: Can you stop taking the secondary class abilities after a certain level, such as only gaining the first two or three abilities, or do you have to gain all five abilities?
IIRC, it is all or nothing. Once you decide to use the VMC the feats are lost and you get the VMC at those levels. I'm not even sure if you can retrain them. I can't look up the reference right now so take it with a grain of salt.
Thinking about the Vigilante reminds me that there is a grievous omission in the Pathfinder canon: A full city book along the lines of Monte Cook's Ptolus (great campaign) or Judge's Guild's City State (best campaign). I mean a full, detailed city with a sandbox adventure included say, to L 13. There could be a website for adventure submissions along the lines of Wayfinder for the city and an Adventure Path spinoff. A perfect place to play Spidey, Batman, Nightwing, the Punisher, The Vigilante, whatever. My pick would be the rather obvious choice, Absalom.
I'd love to see Paizo do a "City of Waterdeep" huge boxed set for Absalom.
I finally had a chance to really sit down and read the playtest document and few thoughts/ideas came to mind while I was reading.
It may not be Paizo's intention to marry the specializations to the stats but I'd be surprised if they didn't expand the specializations to cover at least one for each stat. I'd also be surprised if we didn't see an archetype that allows you to combine two specializations like the crossblooded sorcerer does for bloodlines.
I think that the base abilities of each specialization should be like the special abilities given by cavalier orders where you get abilities at certain levels (Say 5/11/17 or 3/7/11/15) that are fitting for each specialization no matter which talents you choose. For example, Arcane training I should be a talent that lets a Warlock choose it if they want spell casting but it shouldn't be baked into the specialization. Fill out the talents for each specialization so that you could be a hexing warlock or a bombing warlock or a casting warlock or any combination of those things, none of which would be as good as the class they come from but good enough for vigilante to have its niche. Add in generic talents that any vigilante can use to further customize their abilities to make even vigilantes with the same specializations unique.
I like the idea of each vigilante having a "Cause" that they fight for or a code of conduct that they follow that gives them cavalier challenge style bonuses when they are fighting for their cause or according to their code would be an awesome dose of flavour fitting to the class. The cause should be separate from the specialization so that two avengers could be fighting for complete different causes a get bonuses fitting to their choice. The "Cause" could be similar to mysteries, inquisitions or the edicts of cavalier orders.
Unfortunately, I don't think I'll get a chance to playtest a vigilante but I look forward to playing one once Ultimate Intrigue comes out.
I'd also would like to see more specializations. I can understand wanting to keep the number small for the playtest but I hope we get a few more in the book.
I think these cover the basic tropes.
I was completely underwhelmed when I heard about the new class even as I was overjoyed about the idea of Ultimate Intrigue as a whole. So after 9 straight of days work I finally get a day off and a chance to read the playtest document.
WOW! I'm completely sold. I would like to see a "Psychic" specialization and I think there may be room for a "charismatic leader" specialization.
As I was reading it the image of a ninja clan who maintained the appearance of a peaceful village with Vigilante "commoners" while the Slayers and Ninjas hid among them or in a secret stronghold deeper in the surrounding forest or mountains came to mind. Officials who become to nosey meet unfortunate "accidents" that seem to plague the cursed village.
A traveling circus or festival where the performers and crew are Vigilantes also came to mind. The circus travels the land robbing the locals blind or maybe righting terrible wrongs or maybe a little of both.
I'll read more tonight after I catch up on other things.
After all the Hell that Paizo is going to unleash after Giantslayer you're going to have to do a light and fluffy fantasy romp that has do-gooders doing good for goodness's sake with nothing but wholesome goodness in their hearts.
After that I'd like a Sword and Planet AP that ends in Lovecraftian horror as the heroes battle the forces of the Dominion of Black in Space.
Or maybe a gritty, noir steampunk AP set in Alkenstar and environs.
I like my fantasy to be dark and nasty with lots of moral ambiguity.
Alexander Augunas wrote:
Is it possible for a spirit to return to our reality or be destroyed?
Meanwhile in the RPG industry the standard has been you paid for it, now deal. So the fact that we get FAQs and errata quite regularly, puts Paizo ahead of the game in my opinion.
I heartily agree. I still shudder at the thought of how bad it was towards the end of TSR. Even in the same product line each release varied wildly in quality. Playtesting was optional at best. I was utterly convinced that no one bothered to read some of them before dumping them on the general public. I stopped playing DnD and went to Cyberpunk for awhile because of quality issues. Thankfully, I don't see that happening here with the ACG. One outlier does not a trend make.
I have never, ever read a Pathfinder Tales novel. I stopped reading game world fiction after the piles of drek that flooded the market in the 90s. My tastes have changed significantly in the last 15 - 20 years so now I find new authors by word of mouth. I still have my gotos that I buy just because but I usually wait until I can get them on sale or used. If you can get Gaiman or Alan Dean Foster or Gibson or Walter Jon Williams then I might take the plunge. (Unfortunately, Zelazny's not an option...)
I can't wait until this hits the streets. I've already begun porting the fluff of Fading Suns over to Pathfinder so that by the time Occult Adventures is released I'll already have everything ready. The Technology Guide made it possible and this seals the deal. I haven't been this excited about gaming in a very long time.
James Sutter wrote:
I could have used that song a couple of years ago. Then again, when I finally got them to do their !@#$ing dishes someone put an entire pan of au gratin potatoes in the dishwasher without scrapping the leftovers out. The dishwasher never worked right again and I ended up kicking them out a month or so later.
While I'm excited about the preview, I have to chime in and say lame blog post. Don't make us click over to other sites for previews please.
I respectfully disagree. Specifically, Psychic Combat!? Tell me more. Use whatever venues are necessary but tell me more! Do whatever it takes to tell me more.
This, more than anything, is why I only buy the core books and get just about everything else as a PDF. I'm almost done with my time here in FloriDUH and I don't plan on staying in one place for more than a couple of years at a time for a long time to come. So I'm downsizing my personal belongings. If I can't neatly pack it and then load it up into a small moving truck then I have too much junk and something has to go. I'm not giving up my instruments and gear nor my computer and I don't lug furniture around so there is very little left to get rid of. I basically have two bookshelves for RPGs and once they are full then something else must go.I have infinite space on my computer for PDFs, though.
Vic Wertz wrote:
I promise you that people complain whenever there's white space in RPG books.
I think all books could use more white space and slightly larger fonts. That being said I think the term "luxurious" was banded about and I think it fits. I am blown away by the beautiful, practical layouts and graphic design in the Strategy Guide. I understand why a reference volume like the Core Book can't be done like that but it it a trend I'd like to see continue. The new layouts for the ancillary lines are really well done. I'd like to see lush layouts and graphic design that doesn't trip over itself doing its job of presenting the data. The vibrant colors of Pathfinder books are also a huge draw to me. All of these things printed with ink that doesn't fade on paper that doesn't disintegrate and stitched into a volume that doesn't fall apart is why I happily pay $50+ a book. And I will continue to do so. Honestly, I wish we could get limited edition leather bound, gold-edged, silk bookmark versions even if they cost $100+ a pop. I'd buy them!
I've never been afraid of technology and have no qualms about bending it to my will. Luckily, I've never had to deal with the luddites who refuse to adapt but wail when they find themselves marginalized by their own choices. The nice thing is that the presentation doesn't change from print to pdf. I like using PDFs because I can adjust the text size and have multiple books open on two screens in addition to the multiple books that I have spread out in front of me. I don't miss the days of having 4 or 5 books open and piled everywhere. Now I have to two books I'm using the most in front of me with everything else on the screen. Less clutter is my new mantra.
To directly address the OP. I think luxurious is the right word. Hardcopy books will become works of practical art that people will want to continue own for a long time to come.
I flipped through this at the store the other day. I'll definitely pick it up here soon. I loved the layout and the wealth of options. I noticed new ways of looking at my favorite classes and how to play them. Most importantly, I now have a resource for classes that I never play or only play very rarely. As a GM, I think this book will really help with making NPCs.
Now I want an Advanced Strategy Guide for the classes in the Advanced Player's Guide and the Advanced Class Guide.
Mark Seifter wrote:
I believe that Mark specifically stated that they were going to release the errata for this book as soon a possible. I could be wrong but I also recall someone saying that the book was selling really well and it was just a matter of time until it went into a second printing anyways. I'm in the middle of something and I can't search the references right now so take it last bit with a grain of salt.
Barachiel Shina wrote:
I'm using both because they are two different things. Psychic magic is still magic, a different flavor of magic that we have never seen before but still magic. Nothing about Occult Adventure prohibits me from using Dreamscarred's Psionics because none new psychic classes compete with the psionic classes.
Let's not forget that Paizo has jumped the shark tank into the coming apocalypse with every single product that they have ever released. Ever. All of them. Especially that one. Yes, that one. You know the one with some trivial something that I don't like so the whole thing is not fit to be toilet paper. Let's be honest, 9/10ths of the "THIS SUXOR!!!! IS OP!!!!!!!1!! is only a "problem" because it's not how the complainer wanted "whatever" done. Or it is a knee-jerk reaction to something new that the complainer doesn't want/can't use; nevermind all the other people who play the game.
Sometimes these boards remind me of middle school with all of the drama. Some people would whine about not having something to whine about if there was nothing to whine about.
If everything sucks so bad then why do you continue playing the game or supporting Paizo? Is this some kind of S&M relationship with Paizo being the sadist inflicting sweet pain on the masochists who continue to demand even more of what they hate?
The real problem is that non-trivial issues get lost in all of the background noise of wailing and gnashing teeth that rise to a cacophony every time Paizo does anything. Ever.
I plan on using both psychic magic and psionics in my games and a product like this could be icing on the awesome cake. Honestly, I really like just about everything that DSP has to offer. Akashic Mysteries is probably the only thing that DSP has done that I really have no interest in. I was "meh" about it when the subject when the source material came out but I'll pick up the pdf just have it.
I had completely forgotten about this! Thank you!
This is how Star Wars Saga works and it is awesome. I only got to play a short campaign through middle levels but making saves a defense that were rolled against made combat much smoother. I've wanted to implement it in my games but haven't had a chance to really test it before releasing it into the wild.Another thing that Star Wars Saga did right was removing iterative attacks and making them feat chains.
This part I can agree with.
I like the idea of a "draconic" race but I don't like how they've been done so far. I'd like to see Paizo's take on the concept.
I am pretty doubtful we will see much more player option support for Mythic from Paizo.
That would be really, really sad. I hope Paizo doesn't follow in WotC's footsteps and start putting out stuff that they never to support. I understand that they can't cover everything in every book and that's not what I'm asking for. Occult Adventures is the kind of release that screams for a support book. Honestly, I'd like to see a Mythic book that gives options for the new classes in the ACG, OA and, if necessary, Pathfinder Unchained. If their only reason for not supporting Mythic or anything else is the wailing and gnashing of teeth of a small vocal minority on the forums then I will move from sad to depressed.
At this point we might as well slather them with barbecue sauce before we put them in since we are one dropped torch away from roasted babies in a bag.
Shake & Bake babies?
James Jacobs wrote:
We have our orders. No surrender and no retreat.
To celebrate the arrival of Psychic Magic next year I'm turning Carrion Crown into a gaslight adventure set in a mid-19th century alternate Earth with primitive steampunk technology. I'm going for a CoC/Red Death feel but with a dash of cautious optimism. The situation is dire but with a little luck the heroes may delay the inevitable a little longer. I've played straight CoC and loved it but that's not what I'm looking for. I want dark and gritty with a chance of survival.
If that works out then Mummy's Mask gets the same treatment but moves the timeline to the Interwar Period (1919-1939) and raises the technology to emergent dieselpunk.
The potential is there if you are willing to do some genre bending. I don't think you really need to cripple the characters to get the right feel. The Ravenloft material is an excellent source for information on how to diminish the power level of a campaign and keep the players scared but not helpless. The CoC d20 sanity rules are in 3.0 Unearthed Arcana along with the Taint rules from d20 Oriental Adventures. I've heard good things about Heroes of Horror but I haven't read it myself.
Brother Fen wrote:
I love the mix of genres. It's part of what makes the Inner Sea what it is and not Middle Earth/Forgotten Realms redux.
So many time this! I love the mix that Golarion offers. I can't wait to play Iron Gods. That is the campaign that I've been wanting to lay since I started gaming.
I've been gaming since the original DnD Red Box and I'm bored to tears with vanilla fantasy. While I still love my Forgotten Realms* and will adventure there until I die I like having the option to explore other genres and other times within the same game system. I was really excited about Eberron when it came out but I never got a chance to adventure there.
*I use my own timeline and the atrocity that is 4E Forgotten Realms never happened.