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Brass Dragon

apexut's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 57 posts (70 including aliases). 5 reviews. No lists. 1 wishlist. 4 Pathfinder Society characters. 3 aliases.


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N. Jolly wrote:
apexut wrote:
Any reason this is not in the Pathfinder Classes rather than OGL? Is it meant to only work with 3.5?

I assume for some legal issue.

All the Kineticists of Porphyra books are OGL too, and there's not 3.5 kineticist (aside from the warlock) for them to supplement in that edition.

Wow. Fast response.

I picked it up anyway and it seems pretty straight up Pathfinder to me. The initial read through gives me echoes of kineticists and binders/occultis with all the burnout/cooldown mechanics. I like it, good work.


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Any reason this is not in the Pathfinder Classes rather than OGL? Is it meant to only work with 3.5?


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In as well, curious if this picks up where last years left off? If so I think I may be doing the AP linearly via PaizoCon. But if it is higher level that is cool too.


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Mike Welham wrote:

Cool. I'm looking forward to GMing for you in both parts.

A PFS-legal 8th-level character will be great for both parts.

Are Kobold classes ok? New class compendium? Are spells from Deep Magic or Southlands ok?


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So... Aegis. The Initiator's Soul customizations... it reads as if you can select disciplines and maneuvers each time you re-customize the armor. Am I correct?


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Excellent... At last the Planar Tide begins.


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On the Aegis Customizations, can the Veil & Chakra Bind customizations be taken more than once per level (Lesser, Improved, Etc)?


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apexut wrote:
TarkXT wrote:

In what way were you asking?

You count as your full class level in terms of what it does.

In terms of things that have class stacking with it like familiar or animal companion levels I can see where that would be a problem. In which case I'd rule that they do not take anything over your character level as the intent was to allow you to go crazy multiclassing while allowing you to retain a few key abilities to help define the character more.

I will say though that with Boon Companion jack of all trades isn't a particularly good feat to use for that purpose.

Also, I was the one who wrote that feat so take that straight from the horses mouth as it were.

I was more just wondering about Eidolons or the like but yes only to the limits of character level regardless sources.

Specific Example - The Guru from Akashic Magic (by Dreamscarred Press) gets Philosophy as a first level class feature, each philosophy has a level based progression of unlocks as illustrated below:

"and constructs are immune to its effects.
Philosophy: All gurus follow a particular
philosophy. Usually the tenets of this belief are
passed down by guru masters in varying schools
and monasteries where like-minded individuals join
them to discuss ideology. Guru’s gain special benefits
based on their philosophy at 1st, 4th, 7th, 10th, 13th,
16th, and 19th level. Many philosophy powers are
activated by “burning” essence. Essence that has
been burned to activate a philosophy ability cannot
be used again for any other purpose until the guru
has had a chance to meditate. Essence burn recovers
at a rate of 1 point of essence per minute spent in
meditation. Philosophies are listed at the end of the
guru’s class features."
"Akasin
The akasin believes in becoming one with the
forces of righteousness, harnessing the radiance of
the universe to gain powers of light and healing.
Proficiencies: bardiche, bec de corbinUE, falchion,
glaive, greatsword, lance, longbow, ranseur,
shortbow, and two-bladed sword.
Absorb Radiance (Su): At 1st level, the akasin
can spend time meditating in an area of bright light
to gain a pool of temporary essence points equal
to 1/2 his class level (minimum 1). The akasin must
meditate for 1 minute per point of essence gained in
this way. These temporary essence points are always
burned first when the akasin activates his philosophy
abilities, and cannot be recovered through normal
meditation, nor can he ever gain more than ½ his
class level in temporary essence points at any time via
this ability. Whenever the akasin takes essence burn
to activate an ability, he gains temporary hit points
equal to 5 times the amount of essence burn taken.
These temporary hit points last for 1 minute per level.
In addition, the Akasin can take 1 point of essence
Burn to cast veil of positive energy APG as a spell-like
ability with a caster level equal to his character level.
Luminosity (Su): At 4th level the Akasin can
restore light to those who have lost it. By taking 1
point of essence burn, the Akasin can cast remove
blindness/deafness as a spell-like ability with a caster
level equal to his class level, but can only remove
the blind condition (this has no effect on
deafness). Alternatively, the Akasin can take
1 point of essence burn to fire a single potent
ray of blinding energy at an enemy. This ray
deals 1d4 damage per class level (1d6 vs. undead)
and blinds the target for 1d6 rounds. A DC 10 +1/2
class level + Wisdom modifier Reflex save reduces
the damage by ½ and negates the blindness effect.
Lambent Blades (Su): At 7th level the akasin can
burn 1 point of essence as a swift action, transforming
a wielded Philosophy weapon into a weapon of pure
light. This allows it to bypass shield bonuses to armor
class and ignore the first two points of any armor
bonus to armor class an opponent may have as it leaks
through the cracks and seams of their protective gear.
This ability lasts for 2 rounds, but can be sustained as
a free action taken when it would expire by taking
an additional point of essence burn. This effect does
not bypass bonuses granted by armor or shields with
the mirroredUE property. When this ability is active
the Akasin can spend 1 use of his Stunning Fist ability
to grant the weapon the brilliant energy property for
one round.
Lucent Revivification (Su): At 10th level the akasin
can restore life to the dead by inundating their body
in pure, holy light. 1/day the akasin can take 5 points
of essence burn to cast raise dead as a spell-like ability
with a caster level equal to his level. The akasin must
still provide the material component for raise dead
or choose to accept 1 temporary negative level; this
level automatically goes away after 24 hours, never
becomes a permanent negative level, and cannot
be overcome in any way except by waiting for the
duration to expire.
Scintillant Form (Su): At 13th level the akasin’s
body has begun its transformation into a vessel of
pure light. The akasin is now immune to the blinded
and dazzled conditions. In addition, his body radiates
a constant daylight effect (caster level equal to the
akasin’s class level). This effect can be suppressed or
resumed as a standard action.
Incandescent Strike (Su): At 16th level, the akasin
may make a single attack against an opponent with
any weapon he wields as a standard action. When the
akasin declares this attack he may take an amount of
essence burn up to his class level, or however much
essence he has available, whichever is less, and add
5 times that amount of damage to his attack. This
damage is dealt as untyped radiant energy and is not
subject to damage reduction or energy resistance.
Travel the Paths of Light (Su): At 19th level the
akasin can transport himself instantly by becoming
one with the light around him. As a move action,
the akasin gains the ability to travel between light
sources as if by means of a teleport spell with a caster
level equal to his class level. The magical transport
must begin and end in an area with at least normal
light."

There are two other philosophies, each with the same progression schema. Would Jack-of-All trades grant just Absorb Radiance or would it unlock the entire progression for the Philosophy feature?


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TarkXT wrote:

In what way were you asking?

You count as your full class level in terms of what it does.

In terms of things that have class stacking with it like familiar or animal companion levels I can see where that would be a problem. In which case I'd rule that they do not take anything over your character level as the intent was to allow you to go crazy multiclassing while allowing you to retain a few key abilities to help define the character more.

I will say though that with Boon Companion jack of all trades isn't a particularly good feat to use for that purpose.

Also, I was the one who wrote that feat so take that straight from the horses mouth as it were.

I was more just wondering about Eidolons or the like but yes only to the limits of character level regardless sources.


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Russell, my group has been seeking some clarity around Multiclassing Feats, specifically Jack-of-All-Trades. We were wondering how in interacts with summoners (eidolons) and druids (animal companions) and other similar features. I asked on the Patreon and haven't seen a response?

*

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If it is still possible to gain access I would like to.


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Any ETA of a final for the supplemental? Totally selfish here, I have been using the HELL out of the playtest stuff but one of my GMs wants it final before play. No pressure, just wondering.


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johnnythexxxiv wrote:
And there we go, it now has a sidebar table of contents instead of technocolor compartmentalization. Thanks Add-ons! Link in the previous post (or first post, both link to the same doc) is still the one to click to view the class.

So am I getting that the (Ex) abilities of this class are intended to be entirely biological? Shapechanging and the like are rarely (Ex) in Pathfinder. I am assuming that this class would be relatively happy in an anti-magic field as I am reading it, is that correct?


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Question: Regarding merge spell, the terminology in this feat brought up questions a group I play with had. Variable effects can mean a lot of things and some people read it as level-dependent variables like duration etc. Others saw this more like variable damage pools. Same thing for targets, the feat says same target but some people were curious about two spells that can effect multiple targets. How do you weigh in?


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Owen K. C. Stephens wrote:
apexut wrote:
My Artful Dodge question is this... "You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite." It doesn't say use Int qualify, if says "use for" which would seem to imply that INT mod follows through the mechanics of the feat (Combat Reflexes giving INT attacks bonus instead of DEX... etc). If that is the case Dervish Dance just became incredible for gish and magus characters.

My position on how to answer this question has evolved somewhat since coming to work here. I'd now say that if a sentence exists in a section that is clearly discussing a specific context, the sentence should be read in that context unless there's a strong reason to do otherwise, even if it does not specifically limit itself to that context.

So, Artful Dodge does two things.

First, it gives you a +1 dodge bonus to AC under specific circumstances. Since Dodge gives you +1 dodge bonus to AC under (pretty much) all circumstances, it seems to be strictly better (although you can take both and use them both, since dodge bonuses stack). Since Artiful Dodge is strictly worse than Dodge unless you take both, every character with an Int of 13 and a Dex of 13 should take Dodge, or both, so Artful Dodge really only makes sense if you have a Dex of 12 or less - any other character should have Dodge either or alone or in conjunction with Artful Dodge.

Artful Dodge ALSO lets you use Artful Dodge instead of Doge as a prerequisite. Since Dodge has a Dex 13 prerequisite, and that's going to be picked up by nearly any feat with Dodge as a prerequisite (such as Close-Quarters Thrower, False Opening, Improved Sidestep, Landing Roll, Mobility, Shot on the Run, Sidestep, Spring Attack, Sweeping Dodge, Whirlwind Attack, and Wind Stance), just allowing Artful Dodge to count as Dodge won't actually let you take any feats if you have a Dex of 12 or less... and we just covered why folks who have a Dex of 13 or more should have Dodge.

So, in the same Special section where it says...

Thanks for the clarification!


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My Artful Dodge question is this... "You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite." It doesn't say use Int qualify, if says "use for" which would seem to imply that INT mod follows through the mechanics of the feat (Combat Reflexes giving INT attacks bonus instead of DEX... etc). If that is the case Dervish Dance just became incredible for gish and magus characters.


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Awesome!


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Reading this (it is great so far) and working up some test NPCs for my games... I have to ask why they didn't do a feat for unlocking another "abstraction" feature, I see we have one to get more abstraction points but another abstraction even with a level limit would be nice. This feature is the meat and potatoes of the class and you don't get a ton of them.


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Interjection Games wrote:
...Hold up. Did I cut the divine power rip-off from Greater Manifestations? Nope. Alright, there's something. Let's see if I can get this playstyle of yours supported in thirty minutes of work or less. If so, I'll do it when I go to fix the two aforementioned typos...

Wow. That's awesome... Can't wait to see it in next version!!

Another question, in the Prestigious Ethermancer sidebar it says "An ethermancer does, however, count as an arcane caster for the purpose of
spellcasting progression throughout a prestige class."

Does this mean the Ethermancers gains a new level of Manifestations Known? a new level Ether Pool Regen? Access to Etherhearts? All of those?

I am assuming other features like Multiuniversal Philosophy, Abberrant Form, and such as class features are lost (or delayed anyway).

Thanks for all the answers!


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As for requests:

Whimpering Echoes is decent but more Alterations with DCs to make Alterer less painful would be awesome.

Feats and abilities dealing with Gravity might be cool. The *ahem* predecessor had a lot of movement abilities. One of the things I remember was that it was one of the earliest fliers in the game. I know Space Elevator addresses it but it seems pretty lofty at 5th level. Maybe something passive like a feat that allowed vertical movement (I know light speed's recently clarified climb speed sort of addresses it).

Feats to help the combative abilities for Melee opting versions. The "older cousin" had a BAB +15 and I hear a lot of players in my groups bummed out by the change. Multiuniversal Hedoinist helps but since the enhancement bonus won't stack with magical or manifested weapons Ethermancer as a melee option isn't as viable.

Lastly, a lot of my groups miss the Warlock's 24 hour duration powers. I have explained that Ether points can be spent to maintain Alterations long term, but some asked about feats that "lock" ether into powers to maintain them. It sounded interesting.

Again, all of this is just greedy... the product is good and fun as hell to play. Thanks a ton for what we already have!


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I got it the day it was released! The 1/day mechanic is interesting, never hurts to have a "nova". I'd love to see a few more base options and feats... but that is because I am greedy and ACTUALLY getting to play one instead of DMing in the coming weeks. As a general comment, thanks for contributing so much new content with your company. You are really helping flesh out the options for my group.


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Two More Questions:

The Vampiric Evocations family - if a Shape Manifestation is applied (say Lesser Vampire Evocation), does the Healing trigger once if a target is damaged or once per damaged target?

Light Speed - This Alteration increases all speeds by +20... Does this mean an Ethermancer GAINS these speeds at 20 if they didn't have them?

Thanks in advance!


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In Armor proficiency it states light armor proficiency but then mentions arcane spell failure for wearing armor. The Ethermancer's "older cousin" did not have failure in light armor. Is light armor ok and this an oversight or do they really have spell failure in ANY armor?


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Interjection Games wrote:
We're eight hours in and this is the best first day any product of mine has ever had here on Paizo.com. Thanks, everyone. You're giving me hope that doing this professionally will actually work!

Thanks for doing this. While a spiritual successor to the Warlock, I LOVE the "cosmic flavor" you have given this class. It WILL see play at my tables. That said, a quick question about Lesser Blast:

"An etherspell with this etherheart is a ranged touch attack
that deals 1d3 + the caster's Charisma modifier points of
bludgeoning damage per caster level."

So I am reading that as Damage = [1d3+CHA] x Caster Level, is that correct?

Or is it meant to be Damage = 1d3 + [CHA x Caster Level]

Thanks in advance!!


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Another fun idea:

A magical event scrambles the minds of the characters so that they have to share bodies.... to rescue the comatose original bodies of half the group they have to work together (really together)... in combat every other round is controlled by one of two players but both players have a vested interest in the others success (one wants his body back and the other wants sole control of his own body....)... for RP scenes have them make opposed Will saves for control of a scene.

Still only "four" or "five" combatants a round.... RP gold


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Really enjoying the class on first read through, I was struck by the breaking of the BAB/HD core rule of Pathfinder though, what made you choose to do that? Was it for flavor?


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Liz Courts wrote:
Now available (and welcome Lost Spheres Publishing)!

That was stunningly fast! Thanks for the welcome and more products are on the way!!


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So does this product include the base classes or would I need to buy them as well (well buy Gypsy since I already have Ritualist)?


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Are there alternate favored class options for Taskshaper anywhere?


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Ryan. Costello wrote:


Cheapy wrote:
Is the advice to only allow class based supernatural abilities still in place?
That is my RAI advice, but if you want to make a case, there is no such restriction RAW. I think a savant could use many monster supernatural abilities without breaking the game, especially if it fits a theme or is just plain cool, but opening it up to any monster ability gets...

So far we have had no issues with this in games were Savant is being played OR Taskshaper (similar grab a monster power power). DMs just have to keep an eye on what monsters they run and it really is just like gearing your NPCs. Consider that after defeating a bad guy and his resources that the party gains them. Not to mention most of these abilities scale off of HD for monsters. So DCs and damage dice are going to be substantially less for a Savant (or similar character) as that they don't have the HD backing the powers.


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Cheapy wrote:
Hey Ryan, any news?

I think it is pretty clear from "Free Avatar" changing the action to maintain to a move action that if would be a standard up til then. But I suppose in the right game (say one with psi-crystals) and with the right feats, that maintenance could be passed to a familiar or companion allowing the savant more involvement.


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Ryan. Costello wrote:
The savant was developped over six months and several redrafts. I think it turned out really well, but I`d love to hear what others think. In particular anyone who rolls one up.

Thanks for what may soon be my favorite class ever... As a someone who has DM'd 2 to 5 times a week for 20 years, I never get much time to play and I really relish the idea of getting to throw around so many concepts with one character.

Also, thanks for leaving Supernatural Knack vague. It allows a ton of interesting possibilities.

But I guess my next question about the class is:

Can a savant take notes from his or her own Avatars of Legend? As fully stat'd characters they are going to have feats and powers the Savant likely won't have seen yet? This in turn makes the Savant more able to channel them when he is using Trades and Knacks... and seems deliberate design but nowhere is it called out either way.


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Alexander Augunas wrote:

** spoiler omitted **

Forgotten Secrets have been unearthed ....

Radiance House invites the Pathfinder Community to partake in an event that, quite frankly, we're very excited for. Dario Nardi and myself have been working tirelessly for the past few months to bring something extraordinary...

I use the material weekly in three Pathfinder games, and have been running from the old books using the conversion guide. I have played four binder and other binding class characters and am very interested to see what you do with the ruleset.


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Rite Publishing wrote:

Technically nearly every feat is for taskshapers due to thier imprint feat and Improved Imprint Feat.

If you use that to gain ability focus (breathweapon) and then Change Shape into a chimera or a dragon later on. The same thing works for Improved Natural Attack, and most other monster feats. (we are discussing doing a book of 101 Monsterous Feats, but that's not relevant to your question).

But if you asking about a feat only available to taskshapers then no I have not designed any of those.

Is there one you were thinking about? I can always do a web enhancement or article in Pathways.

We were looking at abilities that extended imprints. The Task Savant feat in 10 Taskshaper Feats has filled a lot of needs. Any thing to look at extending Class Ability imprints, Monster Ability imprints, or interactions with specific classes. Summoners and Eidolons are a current rules mire for us. Which abilities can and can't be emulated. How long would they last... and the like.


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James Jacobs wrote:
One of those four. We don't say which.

Any chance of a geographical layout of the four provinces or should I just hack them up however?

*

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Reckless wrote:
Shirt! Shirt! Shirt! Shirt! :)

Shirt! SHIRT! SHIRT! SHIRT! SHIRT!


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10 Taskshaper Feats is a MUST for anyone playing the class!!! Check it out! And if you haven't played one yet, check out the class!!! I liked them so much they became the default shock-troopers for my campaign's major bad guy.


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So my group is having some questions about the Godling feats in this one. In the special rules on the feats they state each feat can be taken more than once, but only every three levels. Each time taken they provide an additional 1 of "x". So for instance the Divine Trait one... does it Give 1 rank the first time and then again at 4th can be taken and then would grant 2 ranks? And then 3 ranks at 7th? Another reading was that they could only be taken at 3s so 3rd, 6th, 9th.. etc... And some people thought they only gave "an additional one of..." Can you clarify for us?


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Rite Publishing wrote:

Cover Image preview

Coming Nov 1st! 101 Renegade Class Feats (feats for non-Paizo base classes) pictured are the Luckbringer (Rite Publishing), Wolf shifter (Wayfinder), and Time Thief (Super Genius Games). Illustration by Mark Hyzer.

Here is the list of 3PP class we will be supporting (Rite Publishing) Divine Channeler, Taskshaper, Luckbringer (Super Genius Games), Armiger, Dragonrider, Godling, Time Thief, Vanguard, Warmaster, Witch Hunter, (0One Games) Gutter Mage, (4 Winds Fantasy Games) Gladiator, (Paizo Fans United) Wolf Shifter, (Green Ronin Publishing) Corsair.

Each class has at least 7 new feats. The Vanguard feats were written by Marc Radle (who designed the Vanguard class) and the Divine Channeler feats were written by Jonathan McAnulty (who designed the Divine Channeler class)

In a day or two I will host a preview of 10 feats from this product.

From the G+ previews I am very excited!


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Rite Publishing wrote:


Dungeon Grrrl

That is beyond awesome, I hope you will keep me updated

Steve

Steve,

Are there any feats for Taskshapers out there?


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Kaladhan wrote:

Will we get more iconics for the new classes? :)

Edit : Damn, just noticed that there was 300 posts before mine. I didn't read if somebody raise the question earlier.

Yes, there are new iconics and you can see them in the Free RPG day product that is available for download on Monday.


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Twin Agate Dragons wrote:
Is this an rpg book or a novel?

Its a RPG book describing a campaign setting for the Pathfinder RPG. It will be accompanied by another release called Oathbound: Seven that has a ton more of information about it. The setting revolves around seven mysterious beings that are both the keepers of a strange multiversal prison world and among the most bound by its power. More info can be found at: www.epidemicbooks.com


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I cannot wait to get this one in hand. This setting is a rich and vibrant landscape of possibility with a driving meta-plot and engrossing support characters. And now its going Pathfinder!!!


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MaverickWolf wrote:

The eidolon is already short on HD, and it's d10 doesn't boost it's HP enough to account for that compared to a d8 (1 point/HD, yay), and shutting down magic items like that seems unfair.

This actually seems to be my biggest worry. Instant death effects aside (and Eidolons can have nice saves), between restraining magic items (I get armor but the rest?), dropping HD progression, the distance "damage" effect when the Summoner is too far away, damage memory on re-summon, AND the Summoner's lack of true healing magic it just seems like the creature is just getting a target painted on it that says "Kill me and leave behind a crippled Sorcerer."

Don't get me wrong, I LOVE the class and have already dumped massive doses of a summoner influenced culture into my games, and I'd probably even play one in a game I was allowed. Its an awesome flavor, and I just hope its balancing doesn't leave it lonely like a 2.0 Bard...


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I can't wait for this.


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Cheddar Bearer wrote:
This module looks like its got a huge amount of potential and is one of the ones I'm really looking forward to. The J series has been pretty solid so far. Quick question for anyone in the know are the planes mentioned above the only ones the PCs will visit or will there be more as well?

Ir was a hoot to playtest! I think you guys will like it a lot.


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Being in the "fan of" category I am going to have to approach this from a strange if semi-logical standpoint: Business. I'd love to debate the pro's and con's of the system night and day with everyone but it boils down to this for me:

1) The XPH was succesful. As a retailer, it sold better than any splat book I ever stocked (i.e. more than Complete Warrior, and even Complete Arcane). That means a lot of folks liked it, and it has a pre-established base. Oh, Complete Psion sold more than the other splats too. The fans were and are rabid for new, expanded content. Free money to be made.

2) New Means New. The XPH audience was a hard cookie to crack, for those of you who remember it was an early-comer to the 3.5 and was awfully close in release to the 3.0 version. It had to fight much of the stigma of 3.5 conversion resistance and came through with flying colors (again, in sales terms). With retooling the core rules (a necessary evil if there is to be new players) being a one time free pass with virtually all of the 3.5/OGL fans, don't let your earliest offerings become "Paizo redoes x, again..." it will hurt your vitality and reduce interest in the line. If you need to do a full system rewrite, postpone this product until later in the line or spend your time on a whole new system (Incarnum and Pact Magic as examples). I honestly believe you don't need a re-write.

3) The Paizo promise is: Backward Compatibility. Don't go back on this guys. As a brand, reverse compatibility is becoming part of your identity. If you feel like a retool or reworking of the systems I beg you: Call it something else. Steven Kenson did the Psychic's Handbook over at Green Ronin and I believe it was a great example of a totally different system that scratched a lot of itches for the psi-friendly audience, but even the minor name change indicated a different system.

So basically with a strong established base, a strong sales history (from the numbers I had access to), your danger of becoming "the re-write guys" and your promise of backward compatibility I'd say this: Expand the Expanded.

You guys could hit almost all of the requests above, except for the fans of a total system overhaul, by doing a (light) revisit of the XPH core classes, and offering a robust (and I mean robust) block of crunch that's new. Powers, Feats, PrCs... the whole enchilada... with an eye toward balance that would allow the new book to be played stand alone, but still fit the XPH mold. New players could use this as "their" psionics, as could DMs leery of the old powers, and the rest of us old-timers could green light content from old sources without feeling like we just bought the farm we already own. Most importantly, this would get you a broad audience and a successful product which we all want!

Thanks for listening.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Cheddar Bearer wrote:
This module looks like its got a huge amount of potential and is one of the ones I'm really looking forward to. The J series has been pretty solid so far. Quick question for anyone in the know are the planes mentioned above the only ones the PCs will visit or will there be more as well?

The module focuses on a site in the Abyss, a site in Abaddon (Grey Wastes), and a border town that may well be in the Outlands. There are side notes that a DM could easily spin into several others.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Given the delays with #14, when can we expect this volume???


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
seekerofshadowlight wrote:
one thing i want to know is how do you say Golarion?

Yeah, saw this wasn't there either. I am not overly worried, its not going to be nearly as difficult as getting my players not to laugh at a god of thieves and murder named Norgorber.

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