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donato's page

Contributor. Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 1,152 posts (1,984 including aliases). No reviews. 2 lists. No wishlists. 4 Pathfinder Society characters. 24 aliases.

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3 people marked this as a favorite.
Jessica Price wrote:
I'd still like to try that somewhere -- the whole "here's a map, and here are three different encounter types you can run on it" thing.

[shameless plug]

Well, I'll let you know how that works out. I started a blog that is just that exact concept over on Know Direction.
[/shameless plug]

Anyway, I think that would be an interesting book. It sounds similar to the Encounter Codex, which I'm still hoping to see sometime in the future!


1 person marked this as a favorite.
Dragon78 wrote:
Can anyone tell me anything more about the solar bloodline?

It's focused on sorcerers who serve Sarenrae and thus, has lots of fire and healing themes.

It gets access to appropriate spells like daylight and the aforementioned searing light and shield of the dawnflower. Its powers include bonus damage on fire spells, low-light vision, fire resistance, producing a healing fire, and the ability to transform into a being of light.


1 person marked this as a favorite.
Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?

There is at least one spell that allows you to damage enemies and receive healing.


2 people marked this as a favorite.
Secret Wizard wrote:
Artificial 20 wrote:

Disciple Of Wholeness (Monk)
Can anyone confirm whether it works with UnMonk?

It sure does!


4 people marked this as a favorite.
Feros wrote:
So how extensive is the section on gnolls, a couple of pages or just a paragraph or two?

A few mentions here and there plus a decent length entry about a particular set of gnolls in the Adventuring in Qadira section.

nighttree wrote:
Any information on occult classes in here ?

Every base class, except the vigilante, has a small bit explaining how they fit into Qadira, including the occult classes.


1 person marked this as a favorite.

The wizard can start adding healing spells right away.


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Dragon78 wrote:
Can any druid use druidic herbalism?

Yes, it becomes a third choice for nature bond.

Marco Massoudi wrote:

Can somebody roughly explain what the wizard trades away and what he gets for it (only levels 1-6)?

One or two feats that allow a rogue for example some self-healing?
Like once per day as a move-action you can gain level x2 tp?

In exchange for choosing an arcane school, the wizard adds healing spells to his spell list.

The vigor feats allow a character to spend points from a pool as a standard action to restore some hit points, but leaves her fatigued for some time. The rest of the vigor feats improve the healing or reduce the penalties.


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Kalindlara wrote:
I'm surprised that there's no witch archetypes, but they probably get more hexes instead.

Indeed! New spells, too!


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Fourshadow wrote:
Eagerly awaiting my shipping notice so I can get the nitty gritty on that Angelfire Apostle myself! If it has anything to do with what I think it does, I may make my first Cleric EVER! I've been playing since '83 or has been awhile.

Angelfire apostle focuses more on channel energy. It gives up some spell casting and proficiencies in favor of expanded channeling options. Eventually, it can give up some uses per day to get some healing themed SLAs as well as expending uses to damage enemies with cleansing fire while healing allies.

Very fitting for worshipers of Sarenrae.


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Genie-touched horse: CR6 horse that comes with four variants (acid, cold, electricity, and fire) each with their own abilities

Rabisu: CR11 fey who like the taste of blood

Shissah: CR4 golden horse with animal companion stats


1 person marked this as a favorite.
Rysky wrote:

Oh, no we can talk about it all we want, the people who already have it just can't give away a bunch of stuff.

I wonder if the Arcane Physician will use Conjuration or Necromancy to heal?

Same as anyone else!


They added some healing spells to their spell list.


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BigNorseWolf wrote:

Inquiring minds want to know.. how's the drood healing?

Druids get a neat option with healing that uses herbs in a way similar to potions. It's quite interesting and I feel a lot of druids will be taking it.


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Considering the current state of previews is in limbo, I'll talk about this book a bit differently. No specifics here! Also, this thing is massive, so I'll give a quick summary at the end.

I think this book is wonderfully put together. I haven't read through all of the material yet (about halfway through), but what I have read is great. What I really love about this book, though, is what is chosen as the subject matter and how it is presented.

Let's hop back to a somewhat recent book, Cheliax, the Infernal Empire (mostly as I've read it recently for my Hell's Rebels game.) In essence, this book is a super gazetteer of Cheliax. Sure, there are bits about the history and how the government and society of Cheliax work, but it's mostly a gazetteer. The major sections of the book (Gazetteer and Adventures in Cheliax) primarily present details on geographical locations and some very good adventuring hooks. However, after reading this book, I'm not much closer to knowing what it is like to be an everyday Chelaxian. It's great for the "zoomed-out" approach, but it lacks a lot of the "everyday" knowledge that is great to flesh out NPCs and everyday life.

This book, on the other hand, is filled with lots of cultural knowledge. Based on the blog post alone, you can see that Jessica was concerned less about presenting adventuring sites (of which there are still plenty), but moreso with presenting as much as possible to help a GM bring Qadira to life. She focuses on language, names, Qadira's relationships with other major players, food, courtesy, the military, trade, faith, establishing character classes to better fit Qadira, and so much more. Do each of these subjects get full write-ups worthy of their own two-page spread? No, of course not, that would make a brand new hardback setting book (which I'm sure Jessica has a hardback's worth of material rolling around in her brain). However, it touches on these, even if it's for a paragraph or two. This is more than can be said of a lot of campaign setting books. I wish more books would take the time to touch on these subjects. As a GM, I feel this information is infinitely more valuable in helping run a believable game than knowing about another 30 adventuring sites. (James Sutter's First World book did well at presenting a lot of this material, too, but not at the same level that this book does. Whether that's by choice or due to the nature of the First World material, I can't say.)

Even better, there is plenty of rules material interspersed between all of these subjects. When it's relevant, we see the likes of traits and archetypes, supplementing the flavor of information just presented. This is far better than relegating all game material to its own section. It helps the flavor and mechanics work in tandem to encourage a player or a GM to better create characters and rules that fit within the themes of Qadira. It helps prevent the material from simply becoming "desert crunch." For those looking for the gazetteer-esque material, there is still a section on adventuring in Qadira with a gazetteer/adventure hook presentation. The bestiary is thin, but I can forgive it due to the fact that a lot of other fitting creatures already exist and also because it allows so much of the other material to exist.

Overall, it's just the choice of the material and how it is presented that won me over so much. It's clear that Ms. Price really cares about what shows up here. It feels like a stream of consciousness, but in a good way. When speaking about one subject, she interjects or follows up with other relevant information. It allows for the book to provide similar or related information, keeping all of it together, rather than spreading it out. Things just make sense. It's awesome and I highly recommend everyone to read this book, if only to gain some exposure to this different style of Campaign Setting book. Once you've read it, feel free to make your own decision about whether this format is better or not, but I feel that lot of readers will at least respect the book for presenting so much cultural information.

This next bit is about the nature of the Campaign Setting line. It's not entirely relevant to the book at hand, so I will place it in spoilers. For those wanting to continue this discussion, we can do so in another thread.

Campaign Setting Notes:

This brings me to a thought on the Campaign Setting books themselves. (Quick disclosure: I'm a Paizo freelancer myself so I have a bit of insight on the process for these books.) There have been so many different kinds of books in the setting line. A lot of these, such as the Monsters Unleashed or the Realms books, are broken into multiple small articles. It has a new monster or a new location with each section. This is a great format for making use of multiple authors. Each author can get their own section or two, make it their own, and not really interfere with the rest. The books are still cohesive, fit their theme, and usually complete the task they set out to do.

The region books don't benefit from the same format.

In my opinion, breaking a country or a region into rearrangable pieces detracts from the overall potential of such a book. Using the Cheliax book as an example again (which, mind you, is still a good book, but obviously I feel could be better) the book has obvious pieces (cities, adventuring sites) that can be handed off to authors to work on. The reason for this is usually logistics. It takes a long time and a lot of work for one author to produce an entire softcover's worth of material. When you break it down into pieces, it's much easier to divvy out and get the work done within a manageable time frame.

However, this book shows how valuable having just one or two authors can be. The book can focus on what is important to an author who is passionate about the material. The book flows better together, has one voice, and feels less like pieces brought together in editing. It's great. However, the nature of the business means that Paizo can't really always afford (in time or money) to have just one author work on such a big book. If it were up to me, every regional book would have two authors at most, but that would also mean planning for such books well in advance, which might not be reasonable. The rest of the books in the line can continue the same process, but these books need care and nurturing to meet the potential they really need. This long spiel is essentially me just saying, "This book was awesome! Can we get more books like this, please?"

Jessica Price does great work here and should be very proud of the book. Kudos to her and everyone else that worked on the book!

Also, now that I'm done with all of this, I most likely will refit this giant post into a proper review once the book is officially released.

tl;dr This book drips with culture and flavor which is really great for GMs, as well as plenty of thematic rule content, which is great for PCs. Check it out and compare it to other Setting books. You might like the format better!


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Alexander Augunas wrote:

Its like I keep saying—prove race content is popular and you'll get it some day.

(For Blood of the Occult, better make sure you buy out ALL of the physical copies of Blood of the Beast and Psychic Anthology. Better buy out all the copies of Blood of Shadows too while you're at it!)

Might as well be sneaky and buy the rest of the Dirty Tactics Toolbox copies, too. ;)


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Dragon78 wrote:
I am sure there will be other things in the book that will be great as well;)



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Fourshadow wrote:
Of those in the description, mine would be the Phantom Blade Spiritualist! That sounds like the epitome of awesome, IMO.

It's probably gonna be great!


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Purple Dragon Knight wrote:
PS: I don't get the bit about Weapon Finesse...

That's a leftover from when the feat still provided the benefit to both bucklers and light shields. The light shield bit was dropped during development, but it seems not all of the language was cleaned up to compensate for that fact.

With the way things went in this thread, I feel like dropping light shield support was probably a good call, though.


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This game cannot get here soon enough!

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That's exactly it. Glooms are more for debilitations and crowd control. If there is ever a good chance, I hope to expand on glooms. There are plenty of other nasty effects that I think a gloom is capable of.


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I stand that the answer is no. Here is the breakdown of a feat's description from the feats section.

Feat Descriptions wrote:
Benefit: What the feat enables the character ("you" in the feat description) to do.

A feat enables a character to do something, not forces a character to do something. I would say this is a catch all "can" wording for feats.


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Don't forget about the Acadamae Neophyte trait. It also has some Korvosa (not entirely CotCT) flavor and was written by a cool freelancer I know.

Acadamae Neophyte:
Acadamae Neophyte (magic): You have shown a significant talent for the magical arts, gaining the attention of the famed Acadamae of Korvosa. Whenever you succeed at a Knowledge (planes) check to identify a creature and its special powers or vulnerabilities, you gain one additional piece of useful information (as if your skill check result had been 5 higher).


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Strife2002 wrote:

Two little nit-picks about the above reasoning not to include that armor type:

1) Monk's would still be screwed, as their abilities are taken away when wearing ANY armor, regardless of stats inherent.

2) Wizards already have an amazing loophole: haramaki armor (Ultimate Equipment). That armor gives a +1 AC bonus, has no max dex penalty, no ACP, and no spell failure chance. It can be enchanted, and doesn't really require Light Armor Proficiency since no penalties for non-proficiency would be derived due to its stats.

EDIT: It's also cheaper than the above armor, and weighs less.

Silken ceremonial armor also says hi.


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Wes Schneider is just a fiendish murder of crows wearing a trench coat.

To be serious, though, I think the secret of Norgorber's identity is that he is actually four people. An evil adventuring group were the first to pass the test of the Starstone and they were combined into one god. The four aspects of Norgorber represent the four individuals.


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I finally took the time to sit down and read through the Hollow Mountain series. To what capacity were you involved in the creation of the comic?

Also, how much of the content is considered "official" in your mind? For example, there was a point where Ezren was consulting a map. Is that map "official" for Hollow Mountain or just created for the comic?


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Hey, James! I have a player that is wanting to start a cult of personality centered around a persona of his. He is looking to gain followers, but I'm at a loss as to how best figure out a way for him to gain these followers. He is looking to avoid taking Leadership, as he does not want to acquire a cohort. I've looked over the Leadership rules, but there doesn't seem to be a way for him to acquire followers with a skill check or something similar. Do you have any suggestions or jumping off points for rules on how to do this?

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Oooh, OOOH. Time to get some ideas put together. Gonna see if I can go four for four.

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Kalindlara wrote:
Barachiel Shina wrote:

A question:

What are Auwaz Couatls?

In the Ecology section for the Xiuh Couatls, it states:

Unlike their cousins, the common quetz couatl (Pathfinder
RPG Bestiary 49) and the roving auwaz couatl, xiuh couatls
are rarely seen, but are a sight to behold when they make
themselves known.

To the best of my (extensive) knowledge, this is the first mention of them. It's probably a little Easter egg for a future Bestiary entry. ^_^

For the record, they aren't mentioned in Mythical Monsters Revisited.

*whistles slyly*


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At the end of Age of Worms, there is an interesting little bit of info if the players fail to stop Kyuss.

If the PCs fail to slay Kyuss within a week (or worse; if they are themselves slain), nothing can be done to prevent the Age of Worms. Over the next several days, the world slips into an era of writhing doom... These events are not caused by Kyuss, but are in fact caused by something greater, something beyond even the gods themselves. Reclaiming the world from the Age of Worms and discovering what nameless threat is behind the apocalypse can be the foundation for an entire new campaign—one for epic-level heroes desperate to correct what they, in their failure, unleashed upon the world.

It seems like this is just a doozy of a GM seed, but was there anything you folks had in mind for this?

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CBDunkerson wrote:
Fourshadow wrote:
The shield feats are really good as well.
Yeah, eventually people are going to start combining the various shield options in this book with monks, two-handed weapons, slashing/fencing grace, and various other builds which previously couldn't have shields. That's a ton of new character designs.

Glad to hear that you like them!


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In case you want some specific rules about dodge bonuses, there are a few places you can look.

Combat Chapter, page 179 wrote:
Dodge Bonuses: Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Magic Chapter, Bonus Types, page 208 wrote:
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects).

My reading of the FAQ is basically that Offensive Defense is an exception to the dodge stacking rule. I don't see that as that big of a precedent, though. I can't think of any other instances where it would be possible to stack up dodge bonuses from the same source.

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While it's not as difficult as laying out an entire plane, figuring out how Heaven's architecture looks is quite a challenge, too. I hope everyone enjoys the book, because I sure did and would love to revisit it! :D

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Alexander Augunas wrote:
GarnathFrostmantle wrote:
I may have missed it in the threads, but who are the authors of this book?
The product descriptions never say unless the book was written by one freelancer.

That wasn't always the case.


1 person marked this as a favorite.

Ah, almost missed this! Hope you like my entries.

Anyone that was one the fence about sending a pitch, go for it. Mikko and Jacob are great to work with. Even just sending a pitch might be the foot in the door you want to start freelancing.


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Base Class: Vigilante 9
Archetypes 18
Archetypes 20
Archetypes 24
Archetypes 26
Inquisitions 28
Archetypes 28
Archetypes 32
Archetypes 36
Combat Styles 40
Archetypes 40
Talents 44
Archetypes 44
Archetypes 48
Archetypes 50
Archetypes 52
Archetypes 54
Other Class Archetypes 64

Types of Feats 74
Feat Descriptions 74
Feat Table 76

Influence 102
Heists 118
Leadership 130
Nemeses 136
Pursuit 142
Research 148
Spells of Intrigue 154

Social Conflicts 166
Verbal Duels 176
Skills in Conflict 182
Bluff 182
Diplomacy 184
Disguise 186
Intimidate 186
Perception and Stealth 187
Sense Motive 188
Replacing Opposed Rolls 189

Spell Lists 192
Spells 203

Weapons 232
Adventuring Gear 232
Alchemical Tools 234
Magic Items 237


*disappears in a cloud of intriguing smoke*

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Valantrix1 wrote:
djones wrote:
DM Sothal wrote:

When should they unlock the PDF's then?

As soon as they start shipping? (That might hurt sales of the paper-version)
On the Street-Date? (Then you aren't better off than now)

As it is now, it's an incentive to subscribe:
- You get the paper and digital version, at a nice price, and
- You might get the PDF early.

I'm not looking to get into an argument over the subscriptions; I already acknowledged that the business reasons for doing it are sound and I would prefer not to hurt the sales of the paper version.

As an incentive to subscribe, the subscription works fine for customers if you actually *want* a paper version and you're not paying international shipping. If you live a few thousand miles away in an already cluttered apartment, paying the cover price plus shipping to maybe get the PDF early and get a paper copy that you don't want isn't an incentive.

I applaud Paizo for the service, which looks really great, but it's not appropriate for *my* circumstances, and it's not unreasonable for me to feel a little frustrated that there's no viable alternative.

Gorbacz wrote:
Aaand liberally assigning freelancing work to Alex was a masterstroke as well.
I am really digging his work.
Also, for people like me who are blind, the dead tree version doesn't really benefit me at all, so a subscription for that is useless. I honestly don't mind the way it is set up now, but the teasers are a bit frustrating.

They're just as bad for us freelancers. We have to wait as the trickle of information starts hitting readers to get an idea of whether we did well or not.

1 person marked this as a favorite.
QuidEst wrote:
Luis Loza wrote:
Arachnofiend wrote:
QuidEst wrote:
Jack of Dust wrote:
Would anyone be able to tell me what the Gloom Chymist gets while I wait for my pdf?
It's pretty cool. You get glooms instead of bombs. They work the same way as bombs, but they deal cold damage and don't count as bombs. (No bomb modification discoveries, no Extra Bombs feat, no Precise Bombs, etc.) Which sounds pretty terrible at first, but you get some really nice modification options. Negative levels, black tentacles, difficult terrain, and so on. You trade out all your poison abilities for an extra rider- your bombs can increase or decrease the light level by one step in their splash radius.
Sounds like a great tool for someone looking to make a control-based Alchemist rather than doing damage. I approve.
Glad to hear it! It's a shame some of the additional glooms had to hit the cutting room floor.
Sad to hear they didn't all get in, but the selection that did make the cut was really good. And it's not like Alchemist is lacking in non-bomb discoveries to take.

I really think the gloom chymist is a great well of design ideas to draw from. I seriously could have filled that whole section with different glooms. I hope this is recognized and the gloom chymist hits the RPG line someday. Also, throw some praise to Owen, as the archetype was his idea.


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skizzerz wrote:

"I do have plans for a particularly epic Adventure Path that has long been close to my heart, one that I’ve been eager to launch for nearly a decade now. It’ll be a few more years until it sees print, but if it works out, it’ll be worth the wait, and maybe—just maybe—it’ll take players to a higher level than ever before."

Since Wrath took everyone up to 20/10, I'm guessing based on this it'll either hit level 21+ and/or have something related to divinity (test of the starstone, perhaps?).

My guess is that it could be the hard mode AP that he was probably brainstorming. It would probably be an AP with higher CR challenges that would be able to take a party from 1–20 in a single AP without Mythic.


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How about fashioning the adventure around a play? It would be a perfect place to do combat, skill checks, and roleplay. It can even lead to a small search through backstage or the nearby environs to scratch the exploration itch.

Maybe something like this:

The Stolen Song

Trouble in the theater!

The quiet coastal town of Sandpoint is a beacon for creativity and adventure. The two mix once again as the PCs are invited to join the rehearsal for the town's latest play, The Harpy's Curse. The PCs are tasked with helping the house set up for the play and even participate in the play itself. If they play their card rights, the play will go down in the annals of Sandpoint Theater history!

Not all is well on stage, however. The two stars of the play go missing and this time, it isn't part of the show. With the stars kidnapped, it is up to the PCs to track them down and save the play!

"The Stolen Song" is a mystery themed adventure for four 2nd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure takes place in the town of Sandpoint and is the 2017 Free RPG Day module.

Written by James Jacobs.


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donato wrote:
Nah, it isn't a ferret. If you zoom in, it's the outline of a woman, seemingly with her hand up to her mouth as she gasps.

So, let's say that is a ferret in the image...

Behold! The Furred Avenger:

XP 200
Awakened male ferret vigilante 1
N Tiny magical beast (augmented animal)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +6
AC 18, touch 15, flat-footed 15 (+2 armor, +3 Dex, +1 natural, +2 size)
hp 23 (4 HD; 2d8+2d10)
Fort +6, Ref +11, Will +4
Speed 20 ft., climb 20 ft.
Melee mwk rapier +6 (1d2–4), bite +1 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks hidden strike
Str 3, Dex 16, Con 10, Int 15, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Weapon Finesse, Skill Focus (Disguise)
Skills Acrobatics +18, Bluff +4, Climb +9, Diplomacy +4, Disguise +7, Escape Artist +8, Knowledge (nobility) +7, Perception +6, Stealth +15; Racial Modifiers +4 Stealth, +8 Acrobatics
SQ dual identity (Furred Avenger; NG), seamless guise, social talent (social grace [Disguise]), vigilante specialization (stalker)
Gear +1 leather armor, mwk rapier, cloak of resistance +1
Attach (Ex) When Far’rett hits with a bite attack, he automatically grapples his foe, inflicting automatic bite damage each round.

Korvosan nobles have a habit of overstepping their boundaries. When a noble family began encroaching on the woods outside of the city, the druid Miraneth chose to confront them. With his ferret companion in tow, he took on the noble family. What began as simple sabotage and guerrilla tactics, soon spiraled out of control. The nobles learned of the druid's work and hired a pair of mercenaries to capture him and burn down the woods, finally clearing the land for a new mansion. As he was taken in the night, Miraneth's cries to Shelyn echoed through the trees, overwhelming the ferret's senses as it ran away. Moments later, the Eternal Rose's blessing came down on the ferret, filling him with the spark of intelligence and creativity. The animal awoke to understand why he was blessed: it was up to him to rescue Miraneth and stop the noble plot. With his new skills, he took on the role of Lord Far'rett Entriigo, curious noble from a distant land. When not engaged in the noble courts, Far'rett dons the guise of the Furred Avenger defender of the weak and champion of nature.


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Nah, it isn't a ferret. If you zoom in, it's the outline of a woman, seemingly with her hand up to her mouth as she gasps.


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The artwork is based on the mage spy from the NPC Codex. The illustration has the mismatched boot colors, so that's why the mini does as well. I can totally see why it would be annoying though, especially as it doesn't look on good on the mini as it does in the art.


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Is this an annual podcast now? :P

In all seriousness, I'm glad to see this is still being worked on. I always love your content and will gladly wait for some more! Looking forward to listening to this.


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"Go home and be a family man," is my favorite, especially if it's a geas.


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Hard Mode?! Count me in!

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137ben wrote:
entire player classes
Mind listing them? :)

Just a tease!

Edit: Missed two! The complete list is below.

Veranthea Archetypes and Prestige Classes:

Academy Trainee (Fighter)
Adversarial Armorist (Fighter)
Bird Rider (Cavalier)
Beztekorps (Prestige Class)
Conxecron Instigator (Inquisitor)
Entri Entrapper (Prestige Class)
Gobchopper Skirmisher (Cavalier)
Goblin Pistolero (Gunslinger)
Green Avenger (Prestige Class)
Iron Fury (Barbarian)
Lycanthropic Icon (Prestige Class)
Merchanteer (Paladin)
Monstrous Minstrel (Bard)
Nightmare Prognosticator (Oracle)
Oni Sworn (Samurai)
Scientific Innovator (Alchemist)
Swarm Minder (Summoner)
Wild Mage Bloodline (Sorcerer)
Wild Scholar (Wizard)


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Calth wrote:
So yeah, advanced weapon training is crazy awesome.

If ever there was a new edition of PF, I would want to see this as standard for the fighter.


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You can share vague details about the contents, but posting the actual text is a no-no until the book is released.


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There's no official (PF, PFS) update to any of the current archetypes. New archetypes, like the Monk of the Mantis, have extra rules that make them compatible with the Unchained Monk.

If you're okay with third-party work, the Everyman Unchained line converts the current archtypes over. They are featured here and here.


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Gorbacz wrote:
Great! Is "Cloak Master Handbook" far behind, because I've been waiting for one for ages...

You're going to have to wait for "Potion Master Handbook" and "Immovable Rod Master Handbook" first.


2 people marked this as a favorite.

A fight to the finish? That's a good place to end.

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