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Volvogg's page

191 posts. 3 reviews. No lists. No wishlists.


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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.

Cheers
Volf


Not sure what the exact count is currently but if there's room for 1 more free copy I am more than happy to accept it.:p

Cheers
Volf


Hey All,

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.

Cheers
Volf


Malikjoker wrote:

Looks like there were a couple of errors I didn't catch.

I could take another look at the d10 hit die for the class. I think in the original design notes it's 1d8 hit die. Skills could probably be increased as suggested to 4 + Int mod./level.

Air Damage...That should read as bludgeoning. We were tinkering with Air damage as being half bludgeoning, half electricity, but it looks like that didn't make it into the layout. Oops.

Finally, the mention of the air domain. Bonus Spells from the cleric's air domain are added to the windblade's spell list as per her skybond power. These should be applied exactly how a cleric of the windblades level receives her domain spells.

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


Kryzbyn wrote:
"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:

1-BAB progression.
2-Hit Die.
3-What's air damage?
4-Only one "bloodline" is limiting. Maybe include one or two other themed choices.
5-Weapon of winds is to limited. Also why the bonus elemental damage. Why not allow them to change the damage type to something else.

Right now I feel the product is hovering a about 2-3 stars but with a little work could easily be 4.

Cheers
Volf


I haven't received my copy as of yet.:(

Cheers
Volf


1 person marked this as a favorite.

I would certainly enjoy a free copy. Wayward books have proven to be a great and inspirational resource for my games.

Cheers
Volf


You ninja!!


Rofl ... being that the book was so new I didn't bother checking to see if there was a review already. That right there was a lesson learned.

Thanks
Volf


1 person marked this as a favorite.

Could we get a run down of the archetype names please.

Cheers
Volf


Alexander Augunas wrote:
Volvogg wrote:

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.

Cheers
Volf

I don't think so. That page is basically full, and I don't like the idea of making a trade only for the alternate class.

It'll still be a nice perk to have if you decide to bind a spirit with a vestigial companion you can ride, though!

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.

Cheers
Volf


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.

Cheers
Volf


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.

Cheers
Volf


Sign me up for a review copy please.

Cheers
Volf


I'll take one please and thank you (hopefully I counted correctly).

Cheers
Volf


Does the hybrid class have an alignment restriction (I am assuming either Evil or any non-good)?


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.

Volf


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?

Thanks
Volf


Heya Folks,

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
Volf


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.

Volf


1 person marked this as a favorite.

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?

Cheers
Volf


Quote:
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.

Cheers
Volf


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.

Thanks
Volf


I will review another one of your products if you so wish. I have PM'd you my email address.

Cheers
Volf


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.

Cheers
Volf


Just wondering what the chassis of the class is built upon, is it similar to a magus (3/4 BaB, two good saves) or the fighter (full BaB, one good save)?

Thanks
Volf


Any chance you could share which "additional pacts" are included in the Tome of Tomes?


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)?


Email sent.:)

Cheers
Volf


I would be willing to write up a review. :)


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?

Thanks
Volf


Seginus wrote:
Volvogg wrote:

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.

Cheers
Volf

Nightblades in general do not have a strong defense unless they are using magic, and even then most of those spells are short-lived or pierced with things like true seeing. You've already mentioned most of the staple illusion defenses, and the night shield and night armor spells within the book can provides some decent defense for ranged-heavy encounters. At high levels, I'd recommend greater sensory deprivation to make sure your defensive illusions work, though it is a 6th level spell for nightblades and, other than removing divination effects, doesn't directly reduce the creature's power and requires a saving throw. But when it works, it works very well.

I personally feel the better way to approach a "tanky" nightblade would be making enemies worse, rather than buffing yourself. You can make enemies have a 50% chance to hit you with...

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.

Thanks!
Volf


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.

Cheers
Volf


1 person marked this as a favorite.
Little Red Goblin Games wrote:

....

I actually liked playing the thane a lot- the knockback makes for some very amusing situations (slamming enemies into walls, into each other, etc).

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.

Volf


1 person marked this as a favorite.

Just wondering whats happening with this KS. Been pretty quiet lately.


KCRift wrote:
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

KCRift wrote:
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.

KCRift wrote:
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.

KCRift wrote:
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.

KCRift wrote:
Hope that helps!

Thanks for the response.

Cheers
Volf


Hey TPK

Sorry to bother you again but some clarification on on the glamor pool would be appreciated.

Cheers
Volf


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.
2-The Graybinder ... why would the fey still serve him (looses patron but not the ability to summon fey)? Also, the change in hit die should result in a bump in BaB, which is normal Pathfinder practice. I would also think that they should retain a small amount of spell-like (sort of like stolen secrets) abilities chosen from a short list.
3-You mention in the introduction that the feybinder can fill certain roles. One of these roles is the front line fighter. I would like to know how you would build such a character. I am obsessed with front line fighter types and I am always on the lookout for off the wall characters that fit that trope.
4-The glamor pool ... does this consume uses of the feybinder's summon fey ability?

Although my overall feel of the product is average the fluff is spot on.

Cheers
Volf


Any chance of a preview or hint at the mechanics/chassis the class uses?


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.

Orich wrote:
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?

Cheers
Volf


Orich wrote:
Volvogg wrote:

I just wanted to agree with Orich's take on Marat's abilities. They are more in line and certainly more thematically correct than the newly revised version that was posted in this discussion thread.

Also have one quick question ... is there going to be a feat tree which allows for a dabbler of pact magic to obtain an equivalent binder level of 20? Currently there is the Amateur Occultist feat which is awesome! But I was wondering if there would be an entire tree of such feats (although the ability to only bind one spirit would remain, I am only speaking of the character's equivalent binding level.)

Cheers
Volf

Amateur Occultist was created to get rid of the old Minor Binding feat chain. With non-pact magic using classes counting as half a level you'll wind up with an effective binder level of 10. Your ability DCs will cap out at 15 + Cha as well.

You'll note that this doesn't qualify you for other feats that require the "Bind spirits class feature." Honestly, this feat is really good, and what balances it out is the reduced binder level as well as the disadvantage of not being able to take any binding feats. This feat truly represents a dabbler in pact magic.

If you want to have a character who is more than a dabbler, then there are many good class archetypes (or the Occultist for those that want to master pact magic).

Although I agree with your statement that's not really what I was aiming at. I know that the Amateur Occultist feat is there for the dabbler. However, what would the problem be if there were a feat chain (3 in total, lets say Amateur Occultist, Journeyman Occultist and Master Occultist). Taken together they would allow the character to obtain the equivalent effective binder level equal to his character level. Although he would would still be able to bind only one spirit. This way you have all bases covered. If someone truly only wants to dabble they take one feat. For those what want a bit more they can go all three. Three feats is no small investment and should be rewarded appropriately.

The archetypes are alright but the rule of only 1/2 effective binding level makes some of them, at least for me, kind of meh.

Alexander Augunas wrote:
Marat’s Protection: While you are bound to Marat, you can protect yourself with his spirit or his armored body. If you choose Marat’s spirit, you gain shield as a constant spell-like ability while you are bound to Marat. If you choose Marat’s body, you gain the ability to summon a masterwork suit of scale mail as a full-round action. The armor vanishes if removed or if you summon a second suit. At 3rd level and every four levels thereafter, your scale mail gains a +1 enhancement bonus to its AC, to a maximum of +5. At 9th level, you can summon Marat’s body as a suit of full-plate instead of scale mail.

I think this is over complicating things. Combining both of Marat's abilities into one ability sort of denies the player some much needed defensive options usually not afforded 3/4 BaB classes. It's one of the reasons why I have played a few binders in my time. The original ability I think is the best ... with some tweaks. Marat's body should start out as scale mail and progress to full plate with an increasing enhancement bonus. The shield ability should be a spell-like ability usable a number of times per day. It's an awesome spell but a bit to good to have as a constant effect.

Cheers
Volf


I just wanted to agree with Orich's take on Marat's abilities. They are more in line and certainly more thematically correct than the newly revised version that was posted in this discussion thread.

Also have one quick question ... is there going to be a feat tree which allows for a dabbler of pact magic to obtain an equivalent binder level of 20? Currently there is the Amateur Occultist feat which is awesome! But I was wondering if there would be an entire tree of such feats (although the ability to only bind one spirit would remain, I am only speaking of the character's equivalent binding level.)

Cheers
Volf


As Luthorne pointed out above the saves seem to be a bit off. Is this on purpose or was this an oversight?


You could use the bloodrager as a substitute instead of creating something from scratch. The rage mimics the claymore's ability to increase their strength/power and the bloodline powers/spells should suffice to mimic some (probably not all) of the claymore's other various powers. I know that you asked for a prestige class but I found using the above was a good approximation when used in my own campaign.

Cheers
Volf


Found it ... Deep Magic - archetype is called the Demon Binder!

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