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Volvogg's page

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Drejk wrote:
Volvogg wrote:
In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster.
One of the options is picking Pass For Human at 10th level, another is taking minor magic and disguise self. Some more evolutions/options might arrive in the future. At the moment heavy cloak and open minded society are your best friends.

I am aware of the one option (minor magics does not list disguise self as an option). The problem is waiting until 10th level for an ability that, I believe, should be incorporated into the chassis of the class. I am keen on versatility and believe this class could use such a trait.

Drejk wrote:
Volvogg wrote:

Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:

Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.

I want to make giant phenotype metamorph as an archetype in the future (not suggesting Book Of Following Influence... nope) and it would be getting ability to grow in size, among the others. I deliberately excluded existing size-increasing evolution because it would be too powerful (it had too good for a player class ability modifiers).

Hmm ... interesting! I would very interested in a such an archetype.:) As far as the evolution I proposed, I would think it limiting enough that it would not be too powerful. The ability itself mimics a 1st level spell. Hell, the metamorph could simply ask his friend the mage to cast it on him (hopefully he has such a friend:p). The big gains from the evolution is increased natural attack damage and reach. The stat bumps are really non existent.

Cheers
Volf


Excellent! Thanks.

Volf


Me likey! Besides what has already been said, I am curious why the class doesn't have a good fortitude progression? Also, a spiffy idea for additional Thanaturge Rites could be the ability to cast additional necromantic spells which would be selected from a small list. Something like this:

Death Mage: The thanaturge's command and expertise with the necromantic arts allows him to cast, as a spell-like ability, one spell choosen from the following list; spell one, spell two, spell three, spell four, etc. The thanaturge is able to cast this spell once per day. A thanaturge can cast this spell one additional time per day at levels 12 and 18. A thanaturge must be level 6 in order to select this abiity.

Cheers
Volf


1 person marked this as a favorite.

In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster. Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:

Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.

The book is excellent! I am completing a review for it. However, I am going to be waiting until the tome is completed to post it.

One last thing; MOAR Twisted Spirits please. :P I would love to see one that would actually allow a Warloghe to be the party meat-shield.

Cheers
Volf


Hey All,

Guess this would be a question for the MCA crew ... is it possible to take eldritch heritage (harmonics bloodline) as a sorcerer? I have an idea for a sorcerer and this would fit the bill perfectly.

Cheers
Volf


Awesome! Thanks. I am hoping that there is an actual feat that straight up grants one additional use. I thought there was in a 3PP book somewhere but now I can't recall where. :(

Cheers
Volf


grants a sorcerer additional uses of bloodline abilities? If there is, no matter if it's core or 3PP, please share the name and source.

Thanks!
Volf


LoneKnave wrote:
Well, Eldritch bloodline is basically 3 feats for all the bloodline abilities (except the arcana, but you get that from the sorc already) so this doesn't look that OP.

That's exactly what I was thinking as well. To me this alternative to the prestige class seems alright. I guess I will play test it a bit to ensure all is alright.

Bardarok wrote:
You are replacing three combat feats with ten levels of bloodline advancement. This is a significant increase in power over the base eldritch knight class.

Ironically that's exactly what I was thinking when I put this together. For the expenditure of 3 feats you can effectively gain 10 levels when it comes to calculating your bloodline.

Thanks for the comments folks, its much appreciated.

Cheers
Volf


As Silas Hawkwinter mentioned whatever is traded for the bard spell list should be pretty darn good. I would also like to suggestion some/all of the following:

1- The bard looses 6th level spellcasting and instead gains spellcasting similar to the ranger/paladin progression as well as gaining full bab.
2- You could also take a look at the inpsiring commander cavalier for some ideas. Its basically a non-casting bard.
3- Trade in spellcasting for the ability to share teamwork feats with her companions. The bard would also gain bonus feats as she progresses.
4- The ability to generate auras similar to the marshal or paladin class.

Hope this helps.

Cheers
Volf


Hey All,

I have what is probably the simplest idea for an archetype but wanted to confirm with the folks here that it's not unbalanced in some unforeseen way. The archetype is pretty straightforward; it's a variant eldritch knight which looses the bonus feats as well as replacing the diverse training ability with the following:

Quote:
Martial Bloodline: An sorcerous knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his sorcerous knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats as well as determining what bloodline powers she can use and their effects.

Hopefully this is alright. If not please let me know what your thoughts/suggestions/comments are.

Cheers
Volf


1 person marked this as a favorite.

I picked this book up and have to say that so far it's rather awesome! So much win in one book.:) I do have a couple of questions though:

1- The synergist abilities Battle Acuity, Calm, and Defense are listed as granting a morale bonus. However, it doesn't say exactly what the bonus is equal to. I am assuming its equal the amount of synergy counters used to grant the bonus.
2- Can the metamorph learn summoner eidolon evolutions?

Cheers
Volf


Hey All,

The class has really been polished! Its looking fantastic. I noticed that you incorporated some of my writing and I wanted to know if there was anything else that I might help out with?

Still reading through the archetypes which are looking equally stellar.:)

Cheers
Volf


Awesome! Out of curiosity how long does it take Paizo to push such files to the paizo store?

Cheers
Volf


Hey All

So, I was statting up a BBEG using the gauntlet witch archetype found here. My question is in regards to the armor that the gauntlet grants. The ability stats that it grants an armor bonus equal to the one specified. However, I am not sure if the armor has the same ACP and maximum dexterity? Any clarification on this would be greatly appreciated.

Cheers
Volf


Ah ... alright that's a good point! The spell sundering is happening with his weapon. Not sure why but I was thinking he could do this at range.

So, after a bout of insomnia and a healthy dose of obsessiveness, I reworked your class. I used your idea as the chassis though. This has diverged from your take on things, I am simply sharing this as its my take on your awesome class/idea.

For review, here is my take on the Spellbreaker.

Cheers
Volf


Some questions:

1 - Can the spellbreaker ready an action to use spell sunder as if counterspelling?

2 - Can the spellbreaker simply walk up to an enemy with an ongoing effect and spell sunder it, whenever he wants?

3 - The ability to use AoO to spell sunder is a bit to much. If the spellbreaker focuses on increasing his available number of AoO he could effectively shut down an enemy caster, so long as they are within range. This seems a bit to powerful to me. There needs to be a limit to how many spell sunder attempts can be made (yes I realize that there is a limit to AoO's, although that can be increased easily).

4 - Is the spell sunder ability similar in effect to counterspelling? if so maybe there should be a caveat that the spellbreaker can take certain feats which helps to bolster his spell sundering ability. I think it would be interesting if a spellbreaker could take some the dispelling (ie destructive dispel). He could treat is spellbreaker level as his spellcaster level and spell sunder could be treated as dispel magic, at 10th level it could be treated as greater dispel magic. Just a random thought.

Cheers
Volf


Alrighty ... I got a bit carried away and revamped a number of things. Please take a look and let me know what you think Gulian. I basically revised a number of the abilities, I also redid the Spell Sunder ability. Now it progresses from being only able to sunder an effect that is ongoing within melee range to being to able to sunder a spell as it's being cast. Similar in effect to counterspelling. Anyhoo, let me know what you think. The only thing thats really bothering me is how many spell sunder attempts should a spellbreaker have per day?

Cheers
Volf

PS Please click on the Dropbox link above ... it has the updated version.


Glad ya like some of my tweaks Gulian! Please feel free to use whatever you like.:) After all ... this is your idea. Just glad you like some of the changes I made.

Cheers
Volf


Gulian wrote:

Do share the changes and your reasoning for them, though!

Is it something of a personal preference, or a mechanical imbalance?

The changes that I am making are mostly because of my own personal taste. Although in a couple of instances I removed a few things and tweaked some others as the ability needed a bit of a revision or slight change(s). Please see attached file. It contains the tweaked Spellbreaker class that I will be using for my campaign setting. The link is Dropbox and the file type is a .pdf.

Updated Spellbreaker.

Cheers
Volf


1 person marked this as a favorite.

Hey All,

I am stupified that I missed the kickstarter for this one as I love new base classes ... really wish I caught this sooner.:( I am curious if this product will be available for purchase on the Paizo store Wednesday as stated previously? Please say "yes". Remember; "Obi Wan Kanobi, erm I mean Amora Games, you're our only hope".

Cheers
Volf


CHEEPENBULKY wrote:
Volvogg wrote:

Heya Gulian,

You've put together an excellent class! Congratulations ... I have attempted such a class in the past and it's always failed, miserably.:P Got a quick question for you; where is the most up-to-date version of the class? Also, is there a Google docs version we can check out on-line?

Cheers
Volf

latest and greatest from Gulian: Spellbreaker

I don't know from my quick look over, if it is completely up to date; but its probably damn close.

Thanks for the link! I am not sure how I managed to miss that though.:( I am reading over the Spellbreaker and making a few changes to better suit my game. Looking forward to incorporating this class into my world.

Thanks again!

Volf


Heya Gulian,

You've put together an excellent class! Congratulations ... I have attempted such a class in the past and it's always failed, miserably.:P Got a quick question for you; where is the most up-to-date version of the class? Also, is there a Google docs version we can check out on-line?

Cheers
Volf


I would very much like a copy of this product please.

Cheers
Volf


This is a great combo ... especially when wielding a keen two-handed weapon and power attacking! The extra attacks from critical hits are made of win.


ZanThrax wrote:
Dimensional Savant wrote:
Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.
Outflank wrote:
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
So, if I'm flanking with myself, and I'm my own ally (except when it makes no sense), then I should be able to use Outflank all by myself when bamf-ing around the battlefield, no?

Ironically I just got done building a slayer /fighter /shadowknight which takes advantage of this feat. As far as I am concerned this does work. Please see below for relevant details:

FAQ/Errata wrote:

Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

[Source]

Just in case here is the link. I know that it says "... or if doing so would make no sense or be impossible" but Dimensional Savant specifically states "you can effectively flank with yourself ... ".

Cheers
Volf


Secret Wizard wrote:

I don't know the class, but you can get Mage Armor to your spell list with a Samsaran with the Mystic Past Life racial trait.

What's this class' main casting stat? If it's INT, you could take a level in Student of War PrC for INT to AC. If it's WIS, a level in Monk (many options here, perhaps you could go Sensei to get Wisdom to attacks too, or something else?). If it's CHA, you can get a level in Oracle to pick up CHA to AC.

Forgot about the Samsaran! Thanks for pointing that out. Int is the main casting stat for shadowsworns. In light of what you said I guess I could take 1~2 levels of monk and the old Dragon Magazine feat Kung-Fu Genius. Another option is to take a trait, something like Dangerously Curious, in order to get UMD as a class skill. That way I could run around with wands of mage armor.

Thanks
Volf


Hey All,

Friend of mine showed me the shadowsworn class from Players Guide to the Crossroads and I thought ... awesome! Gotta play one. The one issue I do have is that fact that they don't receive the ability to cast their spells in light armor. Is this correct because as it stands the class has extremely limited options which can actually afford them better armor class.

I know of the usual tricks such as an armored kilts, the haramaki or ceremonial silken armor and of course the tried and true mage armor. The problem is that the shadownsworn does not receive mage armor on their spell list nor do they have UMD. Which brings me to my actual question: besides those methods I have already listed what other tricks can be used to boost armor class?

Another quick question ... are there any shadowsworn talents in other books?

Any and all comments are welcome.

Cheers
Volf


D'oh ... can't believe out of the 100's of archetypes out there not one of them suites my needs.:( Thanks again all! Appreciate the help.

Cheers
Volf

Edit: For those interested I will be using the Vengeful Hunter archetype (with some slight modifications of course) as a stand in for what I am looking for.


Hey All,

The subject pretty much says it all ... are there any fighter archetypes that specifically hunt undead? Doesn't matter if it's 3PP or core.

Cheers
Volf


Waiting on a review before I purchase this produce, I was close to simply buying it outright for these two reasons: Witchknight (Inquisitor) and Gunmetal Mystic (Monk)! Seems like the product is gonna rock mightily.:)

Cheers
Volf


@Those that mentioned the Evangelist idea ... very cool and awesome. I finally got a chance to look further into it and gotta admit it's pretty kick arse! Think I will create both and then, if I ever get the chance, I can choose between the two of them based on group composition.

Many thanks for the incredible insight and comments folks!:)

Cheers
Volf


Not really familiar with mythic rules and whatnot. What additional options are available for this type of concept as a mythic character?

I actually have bless on my spell list from being a celestial bloodline sorcerer. I am sure prayer would be provided by the groups cleric if needed.

Thanks for the feedback and ideas so far folks! Greatly appreciated.

Cheers
Volf


Most games certainly don't get to level 20. Gotta agree with that. However, our group randomly plays high level one or two-shot adventures. So I like planning out my ideas to level 20 just in case.

The levels of paladin are to meet the requirements for the Sacred Summons feat.

Lightening Reflexes is there so that my final saves will be 9/9/14 plus Charisma.

D'oh ... can't believe I missed picking up Superior Summoning! Thanks for pointing that out. :)

Cheers
Volf


Summoner is an excellent idea and I had thought about that as well but would like access to 9th level spells (I know it's very limited). I have also played one in a previous game and wanted to try a different sort of summoner. Actually, I have never played a sorcerer come to think of it.

@ Create Mr. Pitt ... you sir deserve a cookie. It's one of the reasons why this idea came about. A while ago a friend of mine introduced me to Angel Summoner and BMX Bandit. I wanna rock out his outfit but not the beard. :p

Cheers
Volf


Hey All,

Not sure why but I had this random idea for an "Angel Summoner" type character. I have the basics down but wanted to know if there were any other feats/tricks out there that would be a good fit for this concept. Below is what I have so far:

Race: Aasimar

Build: Paladin 2/Sorcerer 18(Celestial)

Traits: Magical Knack, Deft Dodger

Feats:

  • Summon Good Monster
  • Lightening Reflexes
  • Augment Summoning
  • SF(Conjuration)
  • Sacred Summons

I will be aiming for a Robe of Eldritch Heritage to max out my bloodline powers. I was also thinking about picking up the Arcane Armor Training Feats and some celestial armor of some kind.

I am curious if there is anything that I missing or would be considered critically important for this type of build. Any and all comments welcome.

Cheers
Volf


Kolokotroni wrote:

Also, yea here is a rough Draft, name is still pending

** spoiler omitted **...

One word ... Mechagodzilla!:) Also, it just needs one more ability:

Quote:

Dragon Cannon (Su): By expending 5 uses of its breath weapon the drake can unleash a super potent cybernetically enhanced beam of energy (from its mouth). This beam is a 300' long and deals damage to all creatures within its area. The damage inflicted by this ability is equal to the drake's normal breath weapon damage. However, damage is calculated as if the attack were augmented by the Maximize and Empowered metamagic feats.

The dragon cannon sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the blast may continue beyond the barrier if the beam's range permits; otherwise, it stops at the barrier.

This ability can be used once per day.

Cheers

Volf


Kolokotroni wrote:
Volvogg wrote:

So I picked this up on a whim and have to say that it's an excellent class. Very flavorful and most likely a blast to play.:) However, while reading the document I just could not get the idea of an armored drake companion out of my head (mostly due to this pic of an armored dragon).

The rules prevent a drake companion from obtaining armor proficiency so I thought that an archetype would make for an effective method of overcoming this restriction. After a couple of hours of feverish writing I finally managed to cobble together a passable archetype (I think). If you're interested I have included it below just because sharing is caring.:p

** spoiler omitted **...

Not sure how i feel about all the shifting abilities, but I guess, because magic right? But in terms of the armor bonus, you have it listed as untyped. It should have a type, I assume it should be an armor bonus or a natural armor bonus.

You are correct, the bonus to AC is an armor bonus. I thought this would have been implied by the ability description, my apologies for not making it more clear.

Kolokotroni wrote:
hmmm... now I want to create an archetype for my idea for mixing the technology guide and the dracomancer...

I say ... go for it! I would also like to mention SKR's product: The Robomancer. It might offer some inspiration for your idea.:)

Cheers
Volf


1 person marked this as a favorite.

So I picked this up on a whim and have to say that it's an excellent class. Very flavorful and most likely a blast to play.:) However, while reading the document I just could not get the idea of an armored drake companion out of my head (mostly due to this pic of an armored dragon).

The rules prevent a drake companion from obtaining armor proficiency so I thought that an archetype would make for an effective method of overcoming this restriction. After a couple of hours of feverish writing I finally managed to cobble together a passable archetype (I think). If you're interested I have included it below just because sharing is caring.:p

The Warguard Dracomancer:
Armored Hide
Through a highly specialized form of armor smithing the dracomancer can forge a suit of protective plates for his drake companion. The armor grants a +1 bonus to AC at level one which increases by an additional +1 bonus to AC every 6 levels.

The drake is more interested in the visceral glory of melee combat and the improvement of its martial capabilities. This focus impedes the drake's ability to develope and improve it's other draconic powers. The dracomancer's level is divided by two when determining his drake companions breath weapon advancement.

Battleshift
Knowing that their size can impede them in certain fights the warguard drake can, through their bond with their partner, alter their size. The drake is able to decrease their size category by one beginning at 3rd level. At 9th level they can decrease their size category by two and by level 15 they are able to decrease it by 3 size categories. This decrease changes the creature's size category to the next smaller one. The drake gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC for each reduction in size category. This ability can by used for one minute per level. These minutes need not be consecutive. Activating this ability is a standard action that does not provoke attacks of opportunity. Deactivating this ability is a swift action.

Reduce the drake's breath weapon by one step. For instance, if the breath weapon inflicted 1d8 points of damage, it now inflicts 1d6 points instead.

Primal Combatant
At levels 5, 16 and the warguard drake can improve the damage of one of its natural attacks by one step (a different natural attack must be chosen each time this ability is gained). This ability stacks with all other such improvements.

This ability replaces the feats that the drake would normally receive at level 5 and 16.

Visceral Glory
The drake's natural attacks leave ragged wounds which bleed profusely. A target struck by one of the drake's natural attacks inflicts 1 additional point of damage each round for each successful natural attack. Bleeding creatures take that amount of damage every round at the start of their turn. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Special: Bleeding damage from this ability does not stack with itself (the drake can inflict a maximum amount of bleed equal to it's number of natural attacks, 1 point for each natural attack). Bleeding damage bypasses any damage reduction the creature might possess.

This ability replaces the feat normally obtained at level 10.

Warbeast
At 16th level the drake's armor plating and battle prowess grant it exceptional protection. It now has a 50% chance to negate any critical hit or sneak attack made against it.

This ability replaces Improved Evasion.

Cheers
Volf


Some really brilliant ideas here folks! Thanks for sharing.:) I will pass these along to my friend.

Cheers
Volf

PS on a side note the lvl requirement for the growth mutagen discovery seems to be very ... steep?


Xein wrote:
Found it under the Master Chymist prestige class. Shame you've gotta be 16th level though.

Thanks!

PFSRD wrote:
Growth Mutagen (Su): When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know the enlarge person, giant form I, or polymorph extract to select this ability.

D'oh! So ... close.:( Hopefully he and his GM can work something out so that he can still use that discovery. Having to wait until lvl 16 is a harsh requirement as it is.

Cheers
Volf


Hey All,

I am helping out a friend with a character concept as his current character got himself into the dead book.:p He mentioned that he would like to play the Hulk. It didn't take long to figure out that the simplest and most direct route to this was either Barbarian or Mutagenic Brawler. My friend rather likes the brawler concept and is going to use it. However, only one slight problem, I cannot find a discovery which increases size when using a mutagen. For some odd reason I thought for sure it existed and had advised my friend that at 10th level he could take extra discovery and choose the one that increases his size. I am a bit bummed that I cannot find it, but also think that I might have been mistaken and it doesn't exist. Can anyone shed some light on this please and thank you? If there is any such discovery (either core or 3PP, doesn't matter). Please let me know.

Cheers
Volf


1 person marked this as a favorite.
Owen K. C. Stephens wrote:

As a weapon focused character without a full attack bonus, Vital Strike is suddenly a more attractive option (since you don't get as many iterative attacks anyway, and they are less likely to hit than with a fighter). And thanks to bonus feats, you can pick it up well before an inquisitor or cleric can. Just a couple of levels after they could get Vital Strike, you are on to Improved Vital Strike if you want it.

That was my original thinking as well. Being that the warpriest only has 3 attacks vital strike suddenly becomes a much more attractive choice.

Owen K. C. Stephens wrote:

What makes that build particularly attractive is a new feat: Greater Weapon of the Chosen. It is easiest for war priests to pick up (since they get Weapon Focus and bonus feats & are less likely to be penalized for selecting their deity's favored weapon). A human war priest can pick it up by 3rd level, and everyone else can have it by 5th if they dedicate themselves to it (leaving their 6th level free for Vital Strike).

And why is this a great feat? because every time you attempt a single attack with the attack action using your deity's favored weapon, you get to roll the attack twice and take the better of the two.
Let that sink in.

So ... I must have been having a stupid moment but mistook that feat for something else entirely. After rereading the Weapon of the Chosen feat tree I have to agree with you and others that have mentioned them already. Rolling twice for each attack made (coupled with vital strike et al) would make for a very effective combination.

I managed to sit down and iron out feat selections for the most part (still missing a few though). Take a look and let know what you folks think of this setup:

Bonus Feats by Level

  • 3 - Furious Focus
  • 6 - Vital Strike
  • 6 - Greater Weapon Focus (Greatsword)(b|FCB)
  • 9 - Weapon Specialization (Greatsword)
  • 12 - Improved Vital Strike
  • 12 - Devastating Strike(b|FCB)
  • 15 - Greater Weapon Specialization (Greatsword)
  • 18 - Greater Vital Strike
  • 18 - Improved Critical (Greatsword)[b|FCB)

FCB = Favoured Class Bonus

Feats

  • Improved Weapon of the Chosen
  • Greater Weapon of the Chosen
  • Weapon Focus (Greatsword)(b)
  • Weapon of the Chosen
  • Channeling Force
  • Power Attack
  • Open
  • Open
  • Open
  • Open
  • Open

Blessings

  • Glory or War
  • Destruction

Race will have to human. I was thinking about taking the glory blessing due to the ability to make an Intimidate check as a swift action.

Again, thanks for the advice!

Cheers
Volf


Thanks for all the feedback folks! Some really great advice here. I will have to agree with you Claxon ... going the full attack route is most likely better than vital striking. It would also make the build even more simple. I also really like the channel smite idea.

I think I will go with your setup Claxon along with channel smite and extra smite.

Raymond Lambert wrote:
Even as a long time player. I don't think running a first campaign as a GM should.be begining at level 8_10. Nit saying to start at one but 3-5 are good choices.

Sorry Raymond ... I didn't really ask for input on that matter. Did you have anything to add to my original question?


Hey All,

Within the next couple of weeks I will be playing a mini-campaign. A friend of mine will be DMing the adventure. He's a long time player but new to actually running a game. I thought because of this I would go with something pretty straightforward ... a warpriest.

The build so far is really simple but I think potentially fun: a vital striking warpriest of Gorum. For feats I was thinking of the following:

  • improved vital strike
  • greater vital strike
  • devastating strike
  • wf[greatsword][b]
  • channeling force
  • ws[greatsword]
  • vital strike
  • power attack

Coupled with the Destruction Blessing he should be dishing out a respectable amount of damage. If it matters, starting level will be 8 or 10, not sure about stat generation yet though. Last but not least all Pathfinder books allowed.

All comments / suggestions are welcome!

Thanks
Volf


Really looking forward to reading this new book. However, I am anxious to know one thing, which is: does the swashbuckler have an archetype/feat/ability/whatever which would allow them to wield the elven curveblade but still gain all of the benefits from the swashbuckler class (ie swashbuckler's finesse)? I have always wanted a viable dexterity based warrior that could be an elf and wield an elven curveblade (while gaining dexterity to both hit and damage instead of having to go with the agile weapon property).:)


Alrighty, check it out, I have redone the Imbue Blood Blade ability. Hopefully this works and is both awesome and interesting.:)

Lvl Maximum Enhancement Bonus
1 - 0
2 - 0
3 - 0
4 - 1
5 - 1
6 - 2
7 - 2
8 - 3
9 - 3
10 - 4
11 - 4
12 - 5
13 - 5
14 - 6
15 - 6
16 - 7
17 - 7
18 - 8
19 - 8
20 - 9

Imbue Blood Blade (Su): Whenever the vital blade inflicts a killing blow upon a creature (or brings the creature to 0 hit points or lower), he siphons the last vestiges of the creature's life force in order to empower his sanguineous weapon. By charging his sanguineous sword with this stolen life essence the vital blade is able to enchant his blade with magical properties. Beginning at 4th level the vital blade's sanguineous sword gains a cumulative +1 enhancement bonus for every two hit dice worth of the creature slain. These can be spent on actual enhancement bonuses or on weapon special abilities. A vital blade's level determines her maximum enhancement bonus (see the table above). The vital blade may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability, from the weapon special abilities list below, instead of an enhancement bonus, as long as she meets the level requirements. A vital blade can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. This empowerment lasts for a number of hours equal to the vital blades level. At which point he must slay another creature or he must sacrifice his own life force (see below).

Instead of having to slay a creature in order to empower his weapon the vital blade can instead sacrifice one point of Constitution as if they had suffered a point of Constitution drain. This lost point of Constitution cannot be healed by any method, nor can it be reduced, until the vital blade chooses to reabsorb the lost point of Constitution back into himself. At which point the Imbue Blood Blade ability ends. Just like slaying a creature the vital blade receives a cumulative +1 entrancement bonus for every two hit dice he possesses which he can then spend on abilities/enhancement bonuses. If the character kills a creature (or brings them to 0 hit points) while

The vital blade can choose from the following list when imbuing his sangineous sword with weapon special abilities: Agile, Keen, Corrosive, Corrosive Burst, Cunning, Menacing, Sundering, Wounding, Unholy, Holy, Vicious and Coup de Grace.

Finally, due to the constant influx of life empowering energy, the sangineous sword now bypasses damage reduction as if it were a magic weapon even when the Imbue Blood Blade ability is not active.


Ciaran Barnes wrote:
I would remove the XP cost altogether. It's something that was removed from the game. I would replace it with a points per day thing.

Bit of a bummer but you're right, I will remove the XP cost altogether. I wanted to use that as it was representative of the character actually "investing" his vital essence into his blade. However, as you mentioned, the XP requirement is really no longer part of Pathfinder. I was trying to be different but it's simply not working. Consider that removed from the class.

La'Vantis Tuen wrote:

I would also remove the XP cost. That's no PF. If you REALLY want to make it taxing, just make it do Constitution Burn. (not ability damage or ability drain, but ability burn. This can ONLY be healed with rest, not a simple spell. You can find it in 3.5 or Dreamscarred Press's psionics).

Volvogg wrote:
Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood.

so reading this got me all excited. then I started to read the class:

Volvogg wrote:

Lvl Special

1 - Gruesome Glyph, Sanguineous Sword, Blood Pool
not exactly an end game ability. You made it sound later in the game then made it level 1. It was a let down for me to go from that cool fluff to the class's game mechanics.

Yup, I have to concur about removing the XP cost. Done. Your idea to use Constituion drain is awesome! However, not sure how to implement it without it being to deterimental to the character. I will have to disagree with the ability "not exactly an end game ability" as it allows the character to summon a +10 equavalent weapon composed of your own blood. This seems adequately end game to me.;p

La'Vantis Tuen wrote:
Going just off fluff alone, I'd make this whole ability happen later. Start off with cool blood drawing techniques; extra damage; bleeding attacks; etc, then make the sanguineous sword a 1/day at 8th level + 1/day per 5 levels thereafter. Then you can make it baddass!!! It's comes summoned with whatever special abilities you want (think paladin or anti-paladin sword). You wont need that weird XP draw system.

That idea works as well. Although the main schtick of this class is the summoning of their blood blade. For this reason the ability to form a blood blade at level 1 will remain. Maybe a slight change in wordage is required?

That's an interesting idea to mimic the paladin ability. I will have to think more on this!

La'Vantis Tuen wrote:
but as a side note. I love your fluff and where your going with it. But if I were building the same thing, I'd just do an archetype for the Magus. Make it blood focused, change several core abilities, even invent a few new spells if needed. You could simplify the whole project by going that way.

I will steer clear of the Magus. It's one of those classes that feel like it's been shoe horned into a very specific build type in order to it to work properly. I've always been of the mind that if I were to go with a magical sword swinging knight guy I would go with a fighter/wizard/eldritch knight type build. I am not trying to be negative towards the Magus.

La'Vantis Tuen wrote:
I hope this helps friend!!!

Of course! All comments and suggestions are greatly valued. I always like reading what others have to say.:)

Thanks
Volf


Desidero wrote:
Overall really cool class, looks pretty balanced and the fluff is reasonable and well written.

Thanks! Glade ya like it.:)

Desidero wrote:
I think it really really needs to work off self-damage. It's an awesome but rarely (if ever) used mechanic that this class has the perfect fluff for. I think it would work out much better than yet another pool or this XP thing which, while interesting, presents some problems. Particularly I'd be afraid of Vital Blades falling behind their party in terms of level or being too scared to ever use this ability. Depending on the values you could even be justified at bumping the hit die up to D12.

I had originally wanted to do just his. However, it was a nightmare trying to figure out how much abilities should cost when sacrificing hit points. Also, as you pointed out, not many players would want to run around hurting themselves in order to fuel their most powerful abilities for fear of weakening themselves to much. I am alright with the XP loss to be honest, after all, you are getting an at will "summonable" weapon. Although I should have included a caveat which allows a vital blade to sacrifice experience points over time so that they don't have to do so in one go. I might actually lower the XP expenditure in light of what you said. I don't want to tax the character so much that they never use the ability.

Desidero wrote:
Another concern I have is that the main shtick of this class, the blood blade (which could use a bit of reflavouring IMO, a sword made out of blood seems really oddly specific) using a standard action is just an awful hit to have to take every battle; so much so that it might be more practical to forgo using it altogether- though you could just prepare it out of battle and be holding it all day, but that is kinda weird. I understand you don't want to front load this class so much that people just take a 1-2 level dip and skedaddle but this is a huge burden and even if you make it to swift action blade that's all the way at level 8 AND it conflicts with Weeping Weapon.

Actually, you can form the sword as a move action right out of the gate, it's not a standard action to do so. I know that would conflict with Weeping Weapon but at the very least you could use Weeping Weapon the following round. Until of course you are high enough level to create the sanguineous weapon as a free action. The reason for the blood sword shtick is because of an anime a friend of mine gave me in which the main character could form a blade composed of her own blood.

Desidero wrote:
No vanilla class has all good saves, it's not a big deal but you could cut the good Reflex save as I don't really see why this guy should have it. Fortitude and Will make sense for martial discipline and drawing your own blood but Reflex is hard to see. You could buff the skills in return since both points and class skills are looking real sparse. It could also use a few exotic proficiencies just to spice up the class maybe.

The class doesn't have a good ref save ... I just rechecked my first post. The class only has good fort and will. I probably won't grant the class any exotic proficiencies as it's not something the class really focuses on.

Desidero wrote:
Again, overall a really nice class, well written, I think with a bit of polishing this could be something people would want to pay money for.

That would be pretty awesome! Someone actually willing to pay for this.:)

Thanks again!
Volf

Edit: Based on Desidero's feedback I have lowered the XP cost for the Imbue Blood Blade ability.


1 person marked this as a favorite.

Hiya Folks,

My previous attempt at creating the vital blade was an utter failure. Thankfully I had to foresight to admit defeat and stop the pain. I also mentioned that I would be back with a revised version. Which brings us to the very reason for my posting ... here is the revised vital blade. Still technically a work in progress but much more refined, and hopefully better, than my first attempt. Without further ado ...

REVISED VITAL BLADE
The vital blade is unlike most other martial practitioners. His focus is not just on the physical but also includes an in depth knowledge of the bodies internal chemistry. Many speculate that hidden deep within each of us there exists fonts of power which can be harnessed. This can be accomplished in a plethora of ways, however, the vital blade concentrates on only one, which is the inherit power found in ones own blood. Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood. All vital blades are easily identifiable by a Gruesome Glyph - which is a crimson hued wound-like glyph, appearing somewhere on their body (usually the palm or back of the hand). It is through this self inflicted stigmata like mark that they are able to summon their weapons and command the very essence of their being.
Role: You're a warrior! Congratulations, you get to be a meatshield.
Alignment: Any.
Hit die: 1d10.

Table: Vital Blade
BaB: Good
Fort: Good
Reflex: Bad
Will: Good

Lvl Special
1 - Gruesome Glyph, Sanguineous Sword, Blood Pool
2 - Weeping Weapon (1d4), Endurance
3 - Blood Talent, Bleeding Bulwark
4 - Imbue Blood Blade
5 - Blood Talent
6 - Weeping Weapon (2d4)
7 - Blood Talent
8 - Sanguineous Sword (swift action)
9 - Blood Talent
10 - Weeping Weapon (3d4)
11 - Blood Talent
12 - Fluid Strike
13 - Blood Talent
14 - Weeping Weapon (4d4)
15 - Blood Talent
16 - Sanguineous Sword (free action)
17 - Blood Talent
18 - Weeping Weapon (5d4)
19 - Blood Talent
20 - Crimson Warrior, Hemophage

Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the vital blade.
Weapon and Armor Proficiencies: Vital blades are proficient with all simple weapons and martial weapons, light armor, medium armor, heavy armor and shields (except tower shields).

Gruesome Glyph (Su): All vital blade's exhibit the same wound-like rune that signifies their adherence to this gruesome discipline. With it they are able to more easily manipulate the energies found within their own blood. As an added benefit the mark enhances the vital blades intuitive use of their own blood. This grants the character the benefits of the Weapon Focus feat when using their sanguineous sword ability.

Sanguineous Sword (Su): All vital blades are experts at shaping their own blood into weapons. By expending a blood pool point as a move action the character can form a melee weapon with which the character is proficient. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action. The weapon remains so long as the character wields it, if the weapon leaves his grasp, it dissipates at the end of the character's turn. Also note that a vital blade is capable of learning feats which are only applicable to one weapon as a fighter of equal level. This allows the character to learn such feats as Weapon Specialization.

At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.

Blood Pool (Su): The vital blade has learned how to harness and better manage the complex workings of his own body. This allows him to store a small pool of excess blood which he can use to power certain abilities. The character has a number of blood pool points equal to 1 + his Constitution modifier ( A vital blade can never have more than this amount at any given time). The pool refreshes once per day. Usually in the morning when preparing for another day of adventure. A vital blade spends blood points to activate blood talents, but can also regain points in the following ways.

Critical Hit with sanguineous weapon: Each time the vital blade confirms a critical hit with his weapon while in the heat of combat, it allows him to regain 1 blood point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the character's level does not restore blood points.

Killing Blow with sanguineous weapon: When the vital blade reduces a creature to 0 or fewer hit points with a weapon attack while in the heat of combat, it allows him to regain 1 blood pool point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the character's level to 0 or fewer hit points does not restore any points.

Imbue Blood Blade (Su): As a vital blade gains experience, she can sacrifice an amount of experience points (XP) to awaken supernatural abilities within her sanguineous sword. This sacrifice cannot exceed the XP that she has gained since she last gained a level.

At any time, a vital blade can sacrifice their life force in order to awaken the abilities in her sanguineous sword. This requires a sacrifice of XP equal to the amount shown on table below. A vital blade must meet the required minimum character level and must perform a ritual, which lasts for 8 hours a day, for a number of days in a row equal to the weapon bonus.

A weapon can't have an enhancement bonus higher than +5. Use the weapon bonus on the table below to determine the XP sacrifice when special abilities are added. Special abilities can be added from either Table 7-5: Melee Weapon Special Abilities in the Melee Weapon Special Abilities in the Dungeon Master's Guide. Example: A vital blade who has a +4 sanguineous weapon can transform it into a +4 wounding weapon with a sacrifice of 50 XP since wounding is a special ability worth a +2 bonus.

Weapon.......XP.......Min Character
Bonus.....Sacrificed........Lvl
+1..........10 XP.............2
+2..........20 XP.............4
+3..........40 XP.............6
+4..........80 XP............8
+5.........160 XP...........10
+6.........320 XP...........12
+7.........640 XP...........14
+8.........1280 XP..........16
+9.........2560 XP..........18
+10.......5120 XP.........20

Blood Talent (Su): Through intense training, experimentation and blood lose the character is able to manipulate their vital fluid in new, and often times, grotesque ways. At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 the character can choose one ability from the following list. Please note that each ability can only be selected once.

  • Reactive Burst (Ex) - This ability allows a vital blade to instantly reform their weapon after a sunder attempt. However, the character does so in a burst of retributive gore and blood. This retributive burst inflicts upon the opponent (which sundered the weapon) damage equal to the weeping weapon ability. The character must be 16th lvl or higher to select this ability.
  • Sanguineous Sculptor (Su) - When shaping a weapon with the sanguineous sword ability the character can also shape any ranged (including thrown) weapons that they are proficient with. Although the character must supply the required ammunition for bows, slings etc. This ability allows the creation of mighty composite bows which will reflect the Strength the character currently has when the weapon is formed. Also note, a thrown sanguineous weapon dissipates at the end of the character's current turn. A vital blade must be 16th level or higher in order to make a full attack with thrown weapons (please see the Sanguineous Sword (free action) ability for reference).
  • Canvas of Cuts (Ex) - Throughout the character's career they constantly experiment upon themselves to further their understanding and manipulation of their own bodies. This has left its mark as their skin is crisscrossed with self inflicted scars and old wounds. However, this results in the toughening of their flesh and skin which grants the character a bonus to Natural Armor equal to the number of damage dice rolled for their weeping weapon ability. For instance a vital blade of 14th level would receive a Natural Armor bonus of +4.
  • Accelerated Adrenaline - Through careful control of certain body related functions the character is able to greatly increase their reaction time. This ability grants the vital blade a bonus to his Initiative checks equal to his Constitution modifier by spending a point from his blood pool. The decision to use this ability must be made before rolling for initiative.
  • Weeping Weapon (Entangling) (Ex) - In addition to damage weeping weapon can now inflict the entangled condition upon a target. By expending 1 blood point in conjunction with weeping weapon the target must also make a reflex save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. The entangled condition lasts for a number of rounds equal to the vital blade's Constitution modifier. This ability cannot be combined with sickening burst.
  • Weeping Weapon (Sickening) (Ex) - In addition to damage weeping weapon can now inflict the sickened condition upon a target. By expending 1 blood point in conjunction with weeping weapon the target must also make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. The sickened condition lasts for a number of rounds equal to the vital blade's Constitution modifier. This ability cannot be combined with nauseating burst.
  • Gory Glare (Ex) - With a mere thought the character is able to turn their eyes solid red by bursting their capillaries. The eyes also weep a minute trickle of blood while this ability is active. The character's terrifying visage now grants him an insight bonus to Intimidation checks equal to his Constitution modifier. Activating this ability is a swift action which requires the expenditure of 1 blood pool point.
  • Blood Bolt (Su) - The vital blade gains the ability to fire a bolt of blood and bone shrapnel from his gruesome glyph. Using this ability requires an expenditure of the weeping weapon ability and has a range increment of 10'. Damage is equal to the vital blade's weeping weapon ability. Using this power is a standard action and requires the expenditure of one blood pool point.
  • Rejuvenation (Ex) - The character gains fast healing 1. The character must be 4th level or higher to select this ability.
  • Gore Glyph (Sp) - After a performing a ritual which involves a sacrificing a portion of their blood, scalpels and other sharp objects the character is able to create a glyph which mimics the spell glyph of warding. However, the character can only create a blast glyph and the damage must be either fire, cold, or acid. Each use of this ability expends a blood pool point. The character must be 8th level or higher to select this ability.
  • Visceral Vision (Sp) - Due to a vital blades inherent knowledge of the body they are able to gauge the vitality of those round them. This ability allows the character to cast, as a spell-like ability, the Status spell. This ability can be used once per day. Each additional use of this ability requires the expenditure of 1 blood pool point. The character must be 2nd level or higher to select this ability.
  • Bulging Blade (Ex) - As a swift action the character can increase the size of their sanguineous weapon one category by expending 1 point from their blood point pool. This size increase does not stack with other size increases. The increase in size lasts for a number of rounds equal to the character's Constitution modifier.
  • Self Harmer (Ex) - An individual that follows this path becomes inured, and very resistant, to damage inflicted upon them due to their constant self mutilation and bloodletting. This ability grants the character damage reduction equal the number of damage dice rolled for their weeping weapon ability. For instance a vital blade of 14th level would have DR of 4/-.
  • Vital Vigilance (Ex) - The ability to control their vital fluids allows the character to minimize an otherwise life threatening attack. This ability grants the character a 25% chance to negate a critical attack, this includes sneak attacks. Note, this ability can be taken more than once. If taken a second time the chance to negate a critical attack increases to 50%, if taken a third time the chance increases to 75%. The character must be 8th level or higher to select this ability the first time. If selecting this ability a second time the character must be 12th level or higher and if selecting this ability a third time the character must be 16th level or higher.
  • Blood Sense (Ex) - After damaging an opponent the vital blade is able to detect their presence by sampling their blood as a move action. This grants the character the scent special ability versus that target only. Using this ability requires the expenditure of 1 blood pool point and lasts until the character chooses to use the ability on a different opponent or the opponent dies.
  • Caustic Cut (Ex) - The vital blade is able to turn his blood into an acidic like fluid which harms those that dare to attack him. If an opponent damages the character in melee (those using reach weapons are immune to this damage) the opponent is splashed by the vital blade`s caustic blood which inflicts 1d4 points of acid damage.
  • Plasma Puddle (Sp) - By expending a blood pool point the character can vomit, expel or bleed out a pool like puddle of blood which is extremely slippery. This ability otherwise mimics the spell grease. However, this ability only has a range of 10`. Each use of this ability requires the expenditure of 1 blood pool point.
  • Sacrificial Empowerment (Ex) - By sacrificing a point from their blood pool the vital blade is able to empower the Weeping Weapon ability. When used this ability increases the damage dealt by one-half. This ability is activated as a free action when using the weeping weapon ability but before damage is rolled. This ability can be used no more than once per round.
  • Greater Gruesome Glyph (Su):The character carves upon their flesh a secondary (or a more complex version) gruesome glyph from which they can form another melee weapon as per the sanguineous sword ability. The second weapon can be any melee weapon that the character is proficient with. Both weapons must be enchanted separately when using the imbue blood blade ability.

Weeping Weapon (Su): The vital blade is able to alter his blood by carefully controlling and manipulating his humors. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon weeps with corrosive energy which, upon impact, inflicts acid damage. A vital blade can use weeping weapon a number of times each day equal 3 + his Constitution modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of weeping weapon is expended.

Endurance: A character which follows this path pays a heavy toll in blood, sweat and pain because of this the vital blade gains Endurance as a bonus feat.

Bleeding Bulwark: The vital blade is incredibly resistant to the effects of bleeding. From this point forward the character lessens bleed damage by an amount equal to half the character's vital blade level.

Fluid Strike (Ex): The vital blade's sanguineous weapon is able to flow, contort, warp and otherwise snake through an opponents defenses. Almost as if the weapon were a living creature. This allows the character to make a touch attack a number of times per day equal to 3 + his Constitution modifier. The character can declare an attack to be a fluid strike as a free action before the attack roll is made but no more than once per round. Whether the attack is successful or not a use of this ability is expended.

Crimson Warrior (Ex): The character can now form his sanguineous weapon(s) without expending a point from his blood pool.

Hemophage (Su): A vital blade is able to draw sustenance and healing from those he damages with his sanguineous weapon. After inflicting damage upon an enemy the character is able to choose from one of the following effects:

  • For every 5 points of damage inflicted the character heals 1 Hit Point of damage, up to his maximum hit point total
  • For every 5 points of damage inflicted the character gains sustenance as if he had consumed enough food and drink for one meal. Therefore, if a vital blade were to strike an enemy three times using this ability he would be considered sated for a full day.
  • For every 10 points of damage inflicted the character is able to heal 1 point of ability damage or remove the fatigued condition from himself.

NEW FEAT
--------------------------------------------------------------------------- ------------------------------
Extra Blood Talent
You have discovered a new aspect of your blood related mastery.

Prerequisite: Blood Talent class ability.

Benefit: You gain one additional Blood Talent. You must meet all of the prerequisites for this talent.

Special: You can gain Extra Blood Talent multiple times.

Well, there we go! Let me know what you think about the revised version.

Cheers
Volf


Wolfgang Baur wrote:
Ken Pawlik wrote:

1)Is the preorder PDF bonus exclusive to the Kobold store, or will preordering on Paizo get you the PDF as well?

2)Is the print copy going to be color or black & white?

3)Will this be the end of the New Paths line, or should this be considered more of a Volume 1? I'm hoping for the latter.

1) PDF is a Kobold Store item right now. Need to get the Paizo listing sorted out still.

2) Print copy will be B&W.

3) There may be more New Paths down the line, but given that Paizo is also doing a lot of classes right now, that might be something that doesn't start until late 2014. Unless Marc shows up at my door with something that is just too cool not to publish.

Foghammer wrote:
Is there a projected price point for the PDF?
Likely $14.99, which provides a nice discount from the price of buying all 7 parts separately (and includes all the new material as well).

I was just about to purchase this on your website. However, I cannot seem to locate the .pdf version on your available sale items. Instead, I can find only the print version. Let me know if I missed something as I was really hoping to pick this up today.

Thanks
Volf

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