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Does this tome also cover player character lycanthropes and/or rules that allow a 1st level character to be a werebeast? I have never been able to find a ruleset that actually allowed a PC to play as a lycanthrope right out of the gate (without messing up game balance).
Prince of Knives wrote:
I'm gonna give it to you straight, I am not the world's biggest fan of the archetype; while I realize there's precedent now for altering BAB and the like, I don't really like how this hard-locks the 'fex into a particular archetype. The loss of essentially three skills (since you now non-optionally require Intimidate) hurts in the out-of-combat utility in a bad way, and the custom malefaction raises awkward questions of interactions with the existing malefaction rules and, more impotantly, with immunities and targeting.
Thanks for your honesty Prince of Knives! The archetype was put together on a whim in a very short time span. I simply thought it would make for an interesting concept. Not fully realized but more conceptual in practice. As far as "locking" a class into a more focused route I would have to disagree with you on that regard as many archetypes already do that. They offer up something, which can be extremely focused, by giving up or sacrificing another aspect of the class. Some archetypes completely change the forte or focus of it's parent.
Prince of Knives wrote:
You may end up enjoying the upcoming Rustpicker archetype, though.
This sounds very interesting!
This is a fantastic class Prince of Knives! You can be certain that you have one sale already!:P
In fact I like it so much I created an archetype for it. May I present to you the Blasphemous Blade. Let me know what you think.
BLASPHEMOUS BLADE (an archetype for the Malefex)
Living a hard life on the streets teaches a malefex how to survive against any opponent and to use any weapon at their disposal to overcome a foe. This self reliance and survival instinct has produced a sub sect of malefexes, known as blasphemous blades, with an extraordinary ability. With nothing else in hand these rare individuals have learned how to shape their malice and malignancy into a physical weapon. Through willpower and an unorthodox method, which few scholars even attempt to understand nor really want to, they hone their malevolence into a razor sharp edge. Once manifested most opponents pale before the nightmarish weapon and flee for their lives. However, the abstinate or truly foolhardy which remain soon realise the folly of their choice as the dire weapon is brought to bare against them.
A blasphemous blade has the following class features.
Brutal Bearing (Su): The blasphemous blade uses the horrific and terrifying presence of his malevolence manifested weapon to cower and torment lesser beings. The blasphemous blade enjoys a competence bonus to Intimidate checks equal to his Wisdom modifier. He only receives this bonus when wielding his malevolence manifested weapon.
This replaces the knock earned at 3rd level.
Cruel Intentions (Su): The blasphemous blade can imbue his malevolence manifested weapon with his innate cruel and oftentimes murderous intentions. Beginning at 6th level the malefex can choose one of the following special weapon abilities: bane, cruel, corrosive, menacing, ominous, vicious and wounding. Whenever he uses his malevolence manifested weapon it gains the chosen weapon special ability (s). At level 12 and 18 he may choose another special weapon ability from the list above.
This replaces the Knocks earned at levels 6, 12 and 18.
Malevolence Manifested (Spite) [Curse]
This curse is unique because it is a physical manifestation of the malefex's control over the malignant energies he uses to curse opponents. At 1st level, when this spite is obtained, the blasphemous blade must choose a single melee weapon with which he is proficient. From this point forward this spite, when activated, takes the shape of that specific weapon. Once this choice is made it cannot be changed. The weapon uses the same statistics of the weapon that it mimics and if sundered can be reformed by recasting the malevolence manifested spite.
An opponent is allowed a saving throw versus this curse. The DC is determined as normal and if it is successful the weapon deals damage as if it were one size category smaller to that opponent. The blasphemous blade also loses the benefits of his cruel intentions ability versus any opponent that successfully saves. If the save is not successful the weapon deals damage as normal and the opponent is considered to be "cursed". Only one such individual can be cursed at a time. If the blasphemous blade strikes another opponent which fails their save they must chose which opponent is "cursed".
This spite increases in potency as the malefex gains levels. At 5th level this spite becomes a taboo and is considered to be the equivalent of a +1 magical weapon. At 10th level this curse becomes a bane and overcomes damage reduction as if it were a cold-iron and silver weapon. At 15th level this curse becomes a gaes and the malefex must choose one alignment component: chaotic, evil, good, or lawful; her malevolence manifested also counts as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the malefex's actual alignment, such as a good malefex choosing the evil alignment.) At 20th level this curse becomes a malediction and overcomes damage reduction as if it were an adamantine weapon.
The summoned weapon can benefit from spells or abilities that grant a weapon enhancement bonus (such as the magic weapon or greater magic weapon spell). However, the weapon cannot be permanently enchanted.
This replaces the malefactions known at 1st level (the malefex knows only the malevolence manifested malefaction at 1st level) as well as the malefactions gained at levels 5, 10, 15 and 20.
Thanks for the response Mark!
The skin changer works perfectly for a concept (think Beorn from LotR: Desolation of Smaug) that I have wanted to play for a loooooooooooong time. Only issue I am having is increasing natural weapon attack damage.
Another stray thought ... ever think about trading out the stealth attack progression for a more straightforward melee oriented skin changer? Maybe something like additional increases to natural weapon damage etc etc.
I was wondering if the Skin-changer can take feats which require wild-shape? It seems like it should be able to, however, this is not stipulated anywhere in the animal shape ability.
Runesmith is awesome! Personally I would like to see a Runeknight archetype. Maybe a new set of equipment runes that animate their arms and armor so that donning/drawing them becomes faster. Another interesting idea would be aura runes which generate a multitude of beneficial effects.
I recall some time ago that there was a feat which appeared in a 3pp book which allowed a sorcerer to use their 1st level bloodline power additional times per day (the sorcerer gained a number of uses per day equal to 1/2 level + Charisma modifier). However, I cannot recall in which book I found it.:( If anybody knows which book this feat is in and what its called I would be forever grateful for you sharing that information.
Any chance of a change to the sword of winds duration? It seems like an iconic ability of the class but is extremely limited in duration (even though you add two modifiers to the abilities duration.) Something like 1/2 level plus xxxx modifier. It would make the ability more accessible while still maintaining balance. Also the addition of the different elemental damage bonuses seems a bit clunky. Why not simply allow them to choose another elemental damage type every 4 levels. This way they could simply change their weapon of winds elemental damage type based on which types of elemental damage they have previously chosen.
You can disregard my previous post as my tablet is a bit nutty at times and failed to load the entirety of the thread
"This battle sorcerer..." Reason enough.
No it is not. especially when there has been precedent for the chassis which is associated with certain types of themes. Also, d10 hit die, 9th level spells, cleric bab, just to name a few things, would make the class to powerful.
I can understand if bab and hit die are different when it makes sense. But a d10 hit die makes absolutely no sense for this hybrid class. It's certainly not part fighter or other d10 hit die melee class. When a class diverges from the norm there should be a reason. In this case that reason most certainly doesn't exist.
A few things need to be addressed:
Right now I feel the product is hovering a about 2-3 stars but with a little work could easily be 4.
Alexander Augunas wrote:
Because the archetype changes one of the core features of the class I personally don't see the trade being an issue. You are removing the mount feature of a class, why would you not also remove the other, now superfluous, class abilities which augmented that feature. Although I can understand not making the change as the page is full. Personally this will be addressed in my own games should anybody choose to use this archetype.
I just noticed a very slight issue with the pactsworn knight archetype. As per the side note a samurai can take the archetype which is awesome. However, the archetype does not swap out the mounted archer ability of the samurai. I was wondering if there could be a caveat added into the bonus feat ability of the pactsworn knight write-up that specifically allows a player to swap out the ability for another combat feat/occult feat/binder secret.
I am going to be honest, I purchased the original product, thought it was pretty subpar, and now I find myself on the fence regarding whether or not I should purchase this product. In the end what really decides it is the price point. It seems to costly for a product with only 1 base class (that's also a rewrite of an existing one). As an incentive you might want to offer a discount for those with the original? Honestly, I find the cost of some of the 3rd party publishers to be a bit prohibitive lately which has resulted in my purchases being few and far between.
The issue with mine is that it shows on my downloads page that I just downloaded it today ... which is not true obviously. This is what sparked my request for someone to take an actual look at my download.
I still cannot download my copy of Pathfinder Player Companion: Blood of Shadows. I have waited as per the instructions and then when I finally click the link again it kicks me out. Can someone take a look at this please. I would really like to actually download the product I purchased. Can we confirm that it is in fact an issue with traffic/load and not the actual download itself?
Having a bit of an issue downloading the new books I just purchased. Please see Order 3862898. Whenever I click on the link it seems to get "hung" at "Personalizing... Click link again in 10 seconds to download". Nothing happens after I wait and click 10 seconds later.
I am hoping someone can check this out for me.
Thanks for the detailed response LRGG! The numbers that you specified are mean values or max? Going to be running my own tests as well. I am curious to see this comparison play out on paper.
I have a quick question: the bishop's holy light ability states that you can make iterative attacks with it. Couple this with the bonus received vs evil aligned creatures and each blast can do as much as 12d6 points (plus Charisma bonus) of damage. This could be as much as 48d6+ points of damage at 20th lvl (haste plus normal iterative attacks). This seems especially potent to me. At 10th level it could be as much as 14d6+ points of damage per round. I am curious what your playtests showed regarding this amount of damage output?
Full BAB, d12 Hit Dice, no armor proficiency, they attack with their Imprinted Arm which functions as an unarmed strike (which scales with levels).
I am assuming that they gain a bonus to Natural Armor?
I am assuming that the chassis with which the class is built upon is full BAB? Mind giving us a little bit more? I am on the fence and I am not sure if I should pick this up or not. Possibly even some hints/spoilers on what abilities they get.
Quick question regarding the Noble Savage (Barbarian; Way of Life) archetype; the archetype retains armor proficiency. Is this correct? Most of the classes loose it as well as being replaced by their specific unarmored (Way of Life for the Noble Savage).
Just had a quick question concerning the pactsworn knight ... in the final version does he swap out all of the mount related class abilities? I was checking it out last night and noticed that it actually retained expert trainer which I thought was a bit strange.
As one of the authors of that prestige class I always feel proud that people still refer, and even play it, to this day.:) Let me know what you do with the archetype. I would be more than willing to help iron out a Pathfinderized version of it.
Hmm, bummer, not so helpful as I don't want to spend 10.00 on a product and only use a small portion of the content. Any chance of splitting this up? It's a bit of a hard sell for a patron such as myself looking for additional content for only one of your base classes? Is it possible to obtain the invoker information in another way other than purchasing the whole book?
Any chance of getting some sort of web enhancement for this product? The reason why I ask is that I would like to see some additional pact options. I am really curious why a death pact and celestial pact wasn't included with the original product (these seem like they belong to the standard array of such abilities: star, devil, demon, fey, celestial, death)?
I am having a stupid moment and just wanted to confirm something. If I pledge $5 and become a patreon, am I charged $5 per article (if this is the case how many articles are published per month?) or once per month I am charged $5 and have access to all articles?
[Ascension Games] Path of Shadows, a book about shadow and darkness magic, has been released on the Paizo store!
Excellent advice, most points you've made I have already thought of implementing.:) Although the blindness/deafness is nice as far as the group is concerned. It can be negated with a save for this reason my go to is blur/displacement. Also, gonna pick up Power Attack + Cornugon Smash + Hurtful + Cruel weapon for awesome automatic debuffing.
[Ascension Games] Path of Shadows, a book about shadow and darkness magic, has been released on the Paizo store!
I originally bought this book mostly because of the title. Honestly, I wasn't expecting much. As it turns out, this book is one of the best 3rd party tomes out there! Once I started reading I couldn't stop. It's superb in it's execution, fluff and mechanics! A truly magnificent start to a neophyte publisher. I can't really say anything negative about it other than ... MOAR paths please.:p
Going to be trying one of these fellow out soon and wanted to build a "tanky" front-liner. This seems pretty forward to me but I wanted to check here if maybe there was a bit more that I could do or possibly that I forgot to include something.
The build is a human nightblade (Path of the darkened fortress) wielding a scythe. Gonna grab a ring of spell knowledge (shield) as well as Penumbral Aegis to ensure that I have a solid AC/Touch AC (should be especially good when using the surge ability!). Some key spells would be false life, Blur, Umbral Berserker, Displacement, Umbral Defender, and Greater False Life. Anything I am missing here? Maybe pick up toughness and mithral breastplate for my go-to armor.
Little Red Goblin Games wrote:
I picked this book up a while ago and just returned to it in order to scrutinize it closer. One thing that bothers me is that the Thane does not have armor proficiency. Given that they increase in size and apparently accrue minuses to Dexterity and whatnot, what was the logic behind not giving them armor proficiency? The only thing that makes up for this is an ability which grants them a Natural Armor bonus. Although the bonus is level dependent and only applies if not wearing armor.:( You mention above that you played a thane and I wonder how you managed playing a "front-line" type character with such an abysmal AC. The class' weapon proficiencies also seem a bit off to me. It would have more sense to me if they had proficiency in simple weapons and two-handed martial melee weapons.
RE: Glamour Pool - yes, using glamours in some cases consumes the use of her Fey Summons ability. The glamour pool is essentially equal to her fey summons per day.
Thanks! I thought as much but was sort of having a stupid moment.:p
RE: Front-line fighter - I'll see if I can't post one for you; however, one of the playtests we built supported such a character and it worked rather well.
Please do, I have attempted to build such a character and find that it's not really possible.
RE: BAB - the bottom line on the BAB was that, while a player could build the class to fight in melee, the emphasis was to push the standard builds into a decidedly non-melee role. A low BAB facilitates that.
When choosing to do this the class should have a plethora of other abilities to compensate. I find it difficult to really pin down what role the class could fill. In the opening statement for the class it specifies that it's to be more of a support class. Honestly, as both a gamer as well as a buyer of products I grow tired of this role. In the usual gaming group there's usual a need for everyone to fill a specific role. Which brings me back to the issue I have with "support" only base classes. Whats the point of them? How often does a group actually use them? Personally, my group never does as there's to few of us. I only wish that the class' product page listed it as such. If it did, I would not have bothered purchasing the product. I guess this is a lesson learned.
I guess the one option is to use their summons to fill various roles. However, the character would go through many in one combat dependent upon what the situation called for. Also, only one such summoned creature can be active at one time.
RE: The graybinder - the assumption is the graybinder works in the cracks and crevices between the two courts and not with them. They do not gain a patron, nor any of the abilities associated with them - however, they are still in tune with The Dreaming and can make pacts with the fey there of their own accord.
Hmm ... would have been interesting if there was an actual patron, only allowed to the graybinder, that really examplified a court of fey which walked a fine line and interacted with both the seelie and unseelie court.
Hope that helps!
Thanks for the response.
Hey TPK Games,
Picked this up on a whim. Overall it's ok. However, I haven't read the entirety of the product yet. The reason for this is that I wanted to ask a couple of questions. Which are:
1-Why does the class use wizard BaB? The class itself, from what I have read so far, seems to peak at about 4th lvl - 7th lvl spell-like abilities. Overall the class is somewhat like the summoner, although the glamors are more akin to hexes as you mentioned in the product post, which to me would better fit a medium BaB/1d8 hit die type chassis.
Although my overall feel of the product is average the fluff is spot on.
Hmm I just thought of an optional Marat's Protection ability:
Marat’s Protection: While you are bound to Marat, you can protect yourself with the spirit of his armored body. As a standard action you can summon forth an ephemeral and ghostly version of Marat's armor. This translucent armor appears similar to fullplate and grants the binder a +1 bonus to Armor Class. This bonus increases by an additional +1 at levels 6, 12 and 18. This bonus stacks with the character's currently worn armor. At level 10 the ghostly armor affords the character the benefits of the light fortification armor special ability. This improves to moderate fortification at 15th level.
The archetypes have also gotten an upgrade in the Grimoire. While they are limited to one constellation (in most cases) and have a maximum spirit level of 6, their class levels count as full for effective binder level, not half.
Awesome! Did I miss this? Has this update been made available to us backers?