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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. 40 posts (44 including aliases). 5 reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 3 aliases.


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

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!


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

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!


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

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.


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

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!


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

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


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

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


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

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!!


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

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)?


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

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.


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


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

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.


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

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!


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


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


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


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

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!!!


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


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

I can't wait for this.


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?

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


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

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.


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

You'd think I'd have noticed skipping from Appendix A to D.... guess I was too excited to look twice... *sigh*


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

With a whole new world coming at us this last year I have nearly missed the chance to prevent variations in all the world's names. Is there an official Pronunciation Guide anywhere? Had hoped for it in the Campaign Setting but it was so full of good stuff there wasn't room. I need to nip all of the variations in the bud now... before the Drow show up in Second Darkness and remind everyone of the subject...


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
magnuskn wrote:

As far as I have read in the elven race entry, the elves do no longer hold reverie, i.e. lie in a dream-like trance for four hours, to rest?

But if possible, I´d like some clarification on this, as I got one elf in my group and I need to know if something is supposed to change.

From a flavor standpoint the Reverie or something similar (different name etc...) makes sense for the Elves to be able to remember their otherworldly home in Sovyrian. The Elves of Golarion are a highly planar race (they have a massive network of multiplanar portals and lived on otherworlds) and if you were so inclined you could easily connect them to elves of other Campaign Settings, giving even more reason for the ability to be shared.

*

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Calandra wrote:
I got hooked on this at home this summer, but during the school year I'll be in Provo...I'd love to find a weekly game, and I'd be willing to DM.

Our group is up in Murray, UT so its a bit farrish but we could definitely swap notes or what have you... if my schedule wasn't so erratic I'd take on another game as a player.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Ordos wrote:

Hi --

I'm curious if there are any plans to change the 'attrition model' of combat to a more 'event based' one?

Generally I have noted that if and when this happens (generally at low levels) its due to casters running out of energy/spells etc. 3 things that can help vastly with this are: Reserve Feats from Complete Mage and Complete Champion (especially Touch of Healing and Mitigate Suffering) adding equivalents to the at will powers of 4E to the 3.5 I still love, Incarnum melds which add HUGE reusable versatility, and in Pathfinders Beta you will see that Domains for clerics and Specialties for wizards add a host of reusable effects and powers as well. With all those options you can keep fighting til the cows come home.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Gamer Girrl wrote:
Second this question :) Just been glancing through the Campaign Book and the Beta, and not finding anything on Tieflings ... help?

Since part of Pathfinder's goal (even for the new game) is 3.5 reverse compatibility, I recommend checking out Beyond Countless Doorways from Malhavok Press (Monte Cook) it has a more variable and interesting tiefling stat generation layout and compensates for more bloodlines. I also recommend looking at the fiendish bloodlines in Unearthed Arcana as that they would work for a stronger fiendish heritage.


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

I just hope it gets here soon!! I have loved the setting so far and though not currently running it, it will fit well in my future plans... *evil laughter echoes*


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