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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?
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.
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.)
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.
I don't know about pictures, but blood summoner is the closest one I can find to what you are describing: http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---su mmoner-archetypes/blood-summoner-summoner-archetype.
Thanks for linking that archetype! It's actually the other one that I will be using for a cadre of demon loving summoners. However, not quit the one that I am looking for. Hmm, this archetype might be in a 3PP book, although I am not sure.
If I recall correctly the summoner gained an imp/quasit in place of his eidolon then graduated to a more powerful demon as he leveled.
Need some help finding a summoner archetype which replaced the eidolon with bound demons. If I recall correctly there's an associated picture of the archetype that has a female summoner in front of a demonic smiling blue demon/devil. Any help finding this would be greatly appreciated.
You are the bearer of great news! Thanks.
Please oh please tell me that the Gauntlet Witch will retain 9th level casting. I was just going to be trying out such a character in a short adventure series. Still trying to decide which racial Gauntlet Witch. I was thinking either the tiefling or a human. Hmm, was there ever a 1/2 orc Gauntlet Witch version created?
Does anybody know whats going on with this KS. There's been very little communication about when/if it will be completed. As a backer I am very much interested in knowing what the current status is.
I'm liking the look of the Aetherblade! It has a very soul-knifey vibe to it but also keeps just that right tweak of originality to it as well.
Thanks zadda2597! The Aetherblade was the trickiest because I wanted them to be a group buffer. Trying to come up with an ability that reflected that idea took a loooooong time. Still ironing a couple of things out. It should be done sooner rather than later.
Very interesting classes. I do find the cap skill for vital blades rather underwhelming though. Being able to heal through the damage you deal seems like it should come earlier the skill progression.
Happy to hear that you find the classes interesting Luggs.:) Thanks. The cap skill for vital blades isn't super flashy because I thought that the ability to heal and remove conditions on the fly during battle was pretty spiffy. I had another ability, bloody hurricane, that I was going to use but went with something a bit more defensive. I will post it tomorrow for you to check out.
The only other thought is maybe there's just a "blade" class and you make a choice on where your summoned blades powered originates from. Sort of like a sorcerer bloodline.
Tried coming up with a base class and archetypes. It was a nightmare. To many different abilities.
Update: I have updated the aether blade class. Please see link in first post. It's still a WIP but it's starting to turn into something usable I think.
Thanks again folks!
Glad ya like them zadda2597! As for them being similar ... you're absolutely right.:) As I mentioned in my opening post I created them based a theme. So there's certainly going to be a bit of overlap with them. Hopefully this doesn't diminish the classes playability.
I wanted to share something with everyone that I have been working on for a while now. In my 20+ years of gaming I have always, always loved the idea of a warrior/fighter type that runs around with a massive sword. Whether it was a paladin running around with a greatsword, a juicer running around with a giant vibro blade or a street samurai with his cybernetics and katana. I have played them all and still, as crazy as it may seem, I have never grown tired of it.
One of my biggest accomplishments within the gaming community was a prestige class that I created (with the help of a truly gifted freelancer by the name of Kolja Raven Liquette) that was published on the WotC site as an actual Web Enhancement. Afterwards I realized that my talents for writing were nothing to write home about so I instead concentrated on my other strengths. However, I have always wanted to publish an actual book, just one. Didn't matter what it was or if it would actually ever be published. I simply wanted to create something to share. Which brings me to the actual reason of my post.
Over the last few years I have been working on a few base classes with a theme. Gotta have a big weapon and the ability to summon or create it (yes, I truly love the ability to summon a weapon and have played a few soul knives because of this). Below are links to the first 3 that I have completed. The shadow blade, vital blade and the verdant blade. Each is different in some respects but all share the ability to summon or create a weapon. The last one that I will be finishing is known as the aether blade. His schtick is to summon a glyph like blade of force which he can "shatter" in order to generate auras that buff his allies. He can also cannibalize magic items in order to permanently enhance his aetheric blade.
Any and all comments are welcome. I hope you all find these amusing and actually decent enough to try one out in a game.
Also, please feel free to include and/or link classes that you have made that wields an overly massive weapon.:p
Here are the links folks:
Amora Game wrote:
Hmm ... the class is called the warsmith which seems like a profession that is taught and learned along with long hours of study and practice in order to master your trade. Whereas a magesmith would be more in line of a someone using his force of personality to manipulate energies and materials into solid form.
I guess we simply view this differently.:) Many thanks for taking the time to discuss this matter! It's greatly appreciated. I won't bother you any more with my rantings.
Nah. That was reaction to seeing comment about warsmith. My first impression was "Charisma? It should be Int-based class".
D'oh ... sorry Drejk! I also wanted to mention that I agree that the class should be Intelligence based.
I might be a compulsive rules tinkerer... I see a new class, and instead of thinking about making a character, I am thinking about how to tweak with that class...
Hmm ... methinks this might be directed at me.:p If so I would like to say that the point of my suggestions is because I was thinking about making a character. It's difficult to do this when, at least in my normal gaming group, every role has to be covered in some way. By extension this has now become my frame of thought whenever I see a new base class. For those that I really find amazing I tend to be vocal about how I think the class could be made better. This is simply my point of view. I hope that I remain constructive and in the end maybe, possibly, I made some sense. If this would lead to some revisions/changes/epiphanies/whatever cool. If not, no problem. This doesn't change the fact that the class is still pretty darn awesome.
If this comment was not directed at me ... apologies for the rant.
Amora Game wrote:
@Volvogg - See to me the bard fills a role as well. The warsmith would fall in the same category as a bard or alchemist, which intern fill the role of the "rogue/skill monkey".
The only issue I see with this statement is the fact that they only receive 4 skill points per level and their main class ability works off of Charisma. If the class were to be defined, categorically, as a skillmonkey type should they not at least receive 6 skill points per level. The warsmith also has a very limited skill list as well. I realize that the alchemist only receives 4 per level but they have a plethora of buffs, along with the infusion discovery, (and potions) that they can offer to the group.
Amora Game wrote:
And we have have an archetype for it in an expansion.
Amora Game wrote:
Many thanks for the response! I have to wonder how strong it would be though? Assuming it's a regular 4 man party,even with heavy armor proficiency, I just cannot see how that would be unbalancing given his rather focused area of expertise. How exactly was the warsmith play tested? I only ask so that I am better able to understand why it's unbalanced.
I love the idea of a mobile blacksmith. But again, I must ask, in what capacity/role does he fit in with a regular adventuring group? I have seen a real glut of additional base classes and realized that the bulk of them simply cannot fill one of the standard roles (ie warrior/tank, arcanist, cleric/healer, rogue/skillmonkey). I understand not everything needs to fit nicely within a category and that there's always room for a "5th" wheel, when and if possible. This would be dependent on the gaming group though.
Please do not take this as any sort of an attack! I am only trying my best to see this amazing product (this will be the first product that I am going to be writing a full review for!) ... made even better.
PS If all else fails ... an archetype would be spiffy.:)
Of great interest to me was the new warsmith base class that was eluded to in some previous posts. I was rather eager to give it a read and did just that upon downloading the freshly updated book. Overall I like it (although I am still struggling to figure out what role he would serve in your standard 4 man party). However, some rather odd choices. For starters, no proficiency with medium or heavy armor. I can sort of understand this as smiths don't usually run around with fullplate. The issue I have though is that the class is called the warsmith. For this reason I would have expected him to be able to be proficient with medium/heavy armor. Also, given the 3/4 bab and the class' chassis, I can see them with a good will save progression, or possibly even a good reflex save progression. This would be thematic as they are accustomed to dodging the sparks, flames and various metallic shrapnel that is produced while smithing.
Owen KC Stephens wrote:
I have an NPC that I am about to create and would like to use the shadow assassin. I wanted to make him a dual wielder then discovered that, by RAW, he cannot create two shadowblades. With your comment above could I add an addendum to the ability, something like this:
Shadowblade (Su): As a swift action the shadow assassin can create a weapon made of solid shadows (this can be any light weapon with which he is proficient). This weapon is treated as magic for purpose of bypassing DR, and has an enhancement bonus to attack and damage equal to +1 for every three full levels of the shadow assassin class. It has the same hardness and hit points as a normal magic weapon of its type, and dissipates at the end of any round it is not held in the shadow assassin’s hand. A shadow assassin may dissipate the weapon at will. If the shadow assassin chooses to summon forth two shadow blades he must divide the enchanement between the two weapons.
If this shadow style is selected a second time, the weapon counts as a force effect. If selected a third time, the shadow assassin can form a shadow weapon as a free action.
I was also going to homebrew (read: rewrite a soulknife blade talent) up a feat:
Prerequisites: Shadowblade style, bab +6.
Benefits: When forming his shadowblade into multiple weapons, the shadow blade suffers no reduction in enhancement bonus.
Does this seem unbalanced? All comments/suggestions are welcome.
Having played one I have to agree with this assessment. The lack of continued revelation and rage power progression is a bit of a ... disadvantage to say the least. It all comes down to your group and it's play style. If its more relaxed then rage prophet should be fine. However, if everyone is running with some pimped out CoDzilla'a (aka clerics/druids/wizards) then you might feel a bit inadequate.
If interested here is a revised version of the rage prophet done by the lads over at brilliantgameologists.
I once put together an interesting rage prophet which was a blast. Most of my choices were for flavor but it still proved to be a useful and solid addition to our adventuring party. Below are some things that might help you out:
barbarian 4/oracle 6/rage prophet10
This is the build that I used. Overall it was fine, but I am sure there's a better distribution of class levels.
For your oracle you could go with either metal or battle. Both will fit a combat focused character very well. As far as curses go there's probably nothing better than lame due to the barbarian's fast movement ability offsetting the penalties. This combination will also allow you to rage cycle.
As far as the barbarian side of things, you could try armoured hulk (just because its funny seeing a very robust fellow running around in fullplate raging and casting spells) or possibly titan mauler if ya like wielding over-sized one handed weapons. :) Some rage powers of note would be the following:
Hope this helps.
If there is a free copy up for grabs I would be very much interested. Please and thank you!
Edit Derp ... just noticed that this was posted in Oct.:( Hopefully there is still a free copy up for grabs.
Just dropped in to say that the incarnum conversion that you're working on Ssalarn is kick@ss! So much so that after reading the vizier and daevic I purchased the WIP. Looking very forward to the completed Tome of Win. However, I would like to say just one thing: why not give the amplifier veilweaving/spellcasting 10/10. In all honesty I don't think it would make it unbalanced. You're giving up a lot just to enter the prestige class. Also, this would mimic the mystic theurge progression more closely.
Really like what you've created NotN!! Because I like the idea of the archetype so much I went ahead and added a few more things to round it out. Hopefully you don't mind.
ADDITIONAL CLASS FEATURES
Elven Reflexes (Ex): A willow blade focuses more on fluid and quick movements and disdains the use of heavy armor as it interferes with their sword style. Instead they focus on improving their already incredible elven reflexes. Due to this focus a willow blade has a good reflex saving throw progression.
This ability replaces medium and heavy armor proficiency as well as shield proficiency.
Evasion: At 8th the willow blade gains evasion as per the rogue class ability.
This ability replaces the bonus feat obtained at 8th level.
NEW STYLE FEATS
Willow Style: Adherents to this ancient form of elven swordplay requires the practioner to concentrate on flowing forms, lithe movements and insightful swordsmanship. This style focuses on grace, defense and movement moreso than offense.
Willow Style (Combat, Style)
Prerequisite: Dodge, base attack bonus +1.
Benefit: While using the Willow Style feat, you gain a +1 insight bonus to AC.
Weaving Willow (Combat, Style)
Prerequisite: Weaving Willow, Willow Style, Dodge, Combat Reflexes, base attack bonus +3.
Benefit: While you are using the Willow Style feat, the insight bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Willow Style feat, you can, as an immediate action, make an attack of opportunity against that opponent, but with a –2 penalty. This attack counts towards the maximum amount of attacks of opportunity you can make in a round.
Willow in the Wind (Combat, Style)
Prerequisite: Weaving Willow, Willow Style, Dodge, Combat Reflexes, base attack bonus +5.
Benefit: While using the Willow Style feat, the insight bonus the style grants to your AC increases to +3, and you no longer suffer a -2 penalty to attacks of opportunity when using the Weaving Willow style feat.
Picked this up on a whim because I like racial archetypes. Overall an alright product. However, the willow blade was for me a bit of a dud. I believe it could use some additional abilities instead of simply predefined feat choices. Given the fluff I would have liked to have seen an ability that granted a dodge bonus to AC or possibly a competence bonus to reflex saves and evasion?
Many thanks for all the help/suggestions/comments folks! So, I have revised the archetype again, below is the updated version. I believe that this captures all the important aspects of the previous comments. The changes are also much more streamlined and easier to comprehend.
Revised Elven Duelist wrote:
Let me know what ya'll think.:)
Lastly, as has been pointed out, halving the bonus damage from precise strike might not be such a good idea. Power attack is an investment and, as previously stated, strength would certainly be a dump stat for this type of character. This is the only thing that I am still unsure about. As it stands, I am thinking that leaving precise strike might be a good idea and simply remove a bonus feat or two. What do you all think?
That's...not correct in the slightest and Unfettered Kata even distinctly says it DOES NOT work with other armor even if they do have other monk edges or talents that allow it.
Hmm, yeah so ... I missed that tidbit of information.:( Odd though because I read through the abilities 10+ times. Oh well, it still works with evasion.:)
Thanks for the help.
Alrighty ... I am having a really difficult time getting this archetype ironed out. I have been working on it for a while and realized that it needs to be revamped. Below is the newest version (thanks for the ideas Ascalaphus)
Revised Elven Duelist wrote:
This to me feels like a better "elven duelist" as the archetype concentrates on the racial melee weapons common to elves.
Let me know what you think.
Aaron Miller 335 wrote:
So are looking to make a swashbuckler who can use his bonus finesse only with the ecb or also with the ecb?
Answer -> "...also with the ecb". I revised the ability again based on another poster and forgot to post it. Here is the corrected version:
Elven Finesse(Ex): This ability functions like Swashbuckler's Finesse except it also applies to the elven curve blade. For the purpose of meeting the criteria for swashbuckler class features (i.e. deeds), and feats, the elven curve blade is considered a light or one-handed piercing weapons. This benefit does not apply to other classes or archetypes which grant deeds or similar abilities, such as the daring champion cavalier archetype.
Additionally, the elven duelist can select the Slashing Grace feat, and apply it's benefits to the elven curve blade.