|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
You are corrected in that it should be 2 cp. The correct price is on the back inside cover.
Just as a quick note, I went in intending two things with the phantom weapon:
1. You can choose any phantom weapon type you want so long as you are proficient with it, including two-handed weapons and ranged weapons.
2. The versatility comes at a cost. You can either go one-handed and use Spell Combat or you can go with other weapons that are not the "typical" magus fare.
I never intended for ranged spell combat and I'm sorry for any confusion the archetype is causing. Porting the black blade over takes a lot of rules and clarification and I feel now that my understanding of the archetype didn't come across as it needed to in the rules text.
I'd be happy to answer any questions on the archetype, but just keep in mind that my word is not law. Hopefully, I can clear some things up!
Dark Midian wrote:
Addendum to AA2:
Prestige classes are potentially in the game. I played the demo at PaizoCon and one of the companions had a level in arcane trickster. It was the light-brown haired elven (half-elf?) woman in the companion artwork. She had levels in wizard, rogue, and one level in arcane trickster.
I asked Alexander about prestige classes and he mentioned that the plan is to get all Core prestige classes in to the game. I can't speak as to whether that is from the get go or if it would be a stretch goal.
Also, I was able to recruit Jubilost in the demo. Alexander stated that I was the first person all weekend to have gotten the chance to do so. Pretty interesting!
*adds lantern-sword to "sneak into next project" list*
Robert Brookes wrote:
I'm really eager to see what people think of the shifter. I had the opportunity to write the class' archetypes, and I tried to cover a pretty board gamut of concepts—some of which people are asking for in this thread!—so it'll be interesting to see what people think once this beast is in their hands.
AHA!! I knew it!
Hey, I responded to you on Reddit, but I figured I would do so here, as well. (Two different communities can offer different insights!)
I was one of the freelancers that worked on this book. I didn't write the monster trophy rules, but I hope I can provide some insight as to what the thinking may have been for this book.
I've actually wanted to do a super thorough set of rules for harvesting all the bits and pieces of a monster and then making armor and weapons out of them ala Monster Hunter. However, I'm sure it's pretty clear that making such rules would require a lot of work, or at least, a lot of word count.
Deciding what is or isn't harvestable from a creature becomes a daunting task. It's easy to say for real world creatures like a deer or a rabbit. You get this much meat, this much fur, this many bones, etc. When you start delving into fantasy creatures, it's less simple. How many bones does a chimera have? What useful organs does an aboleth have? How many scales does a dragon have? Sure, it's easy enough to start deciding those or even come up with a general system as you mentioned. For example, all large magical beasts have A, B, and C while all large aberrations have X, Y, and Z. Once the general outline is there, then we can focus on unique creatures like the tarrasque. That's all great and actually something I would like to do. There isn't enough space in a Player Companion for that, though.
You can either get a book that has lots of interesting crunch to help with all the different monsters of the world and is good for all the would-be monster hunters or you can get a book all about bone harvesting and making armor from scales. Unfortunately, due to the nature of the beast, a companion won't have enough space for both. So, it falls on Paizo to decide to either create a giant subsystem that not everyone will use or make a smaller workable system that works as a jumping off point while still providing content for everyone else. We know which one they chose this time and I don't fault them.
The freelancers worked with the space available. Crafting trophies into wondrous items shows that they tried to open it up as much as they could. I even created the necklace of beast's might to try to give some of that crafting from the bones of my quarry kind of feel. There just wasn't enough space to give that kind of system the kind of space and attention you and I feel like it truly deserves. Rather than cut it out completely, at least we have the current trophy rules.
Now, does that mean you will never get the full part gathering rules to scratch that itch? No, but you gotta make it known that you want something like that. Start a calamity on the boards or even in the Thirdy-party product boards. With enough people asking for them, a full suite of part gathering and crafting rules might get their own Companion or even a hardcover. Maybe, you can even design such rules yourself for your home campaign. If the rules are extensive and work great, a 3PP might be interested in publishing them.
For now, we gotta live with what we got. Just remember that if Paizo or another company decides to make those rules, it will take some time to get it published. I'll happily brainstorm with you if you want to get started on something!
Guy St-Amant wrote:
Can I get a bit more info on the WereRaptor, like, what kind of bird of pray? Size in Animal Form? Do they get Talons attacks? etc...
The wereraptor is a catch-all for all predatory birds like eagles, hawks, and vultures. The sample wereraptor is human and remains medium size in hybrid form. They also get talon attacks. There is also a sidebar for wereraptor-kin skinwalkers.
Now that plenty of people have seen the book, let me quickly talk about one of my favorite parts about the phantom blade.
When designing the class, I came to the bit in the bladebound magus entry about a black blade becoming indestructible with a point in its pool. I though about giving the phantom weapon that same property, but I figured I could make something more interesting. This is where the weapon of the mind ability was born.
I thought it would be neat to have the phantom weapon "rebuild" itself if destroyed. The easiest way was to have it repair while harbored in the spiritualist's mind. This brings back the harboring aspect of the phantom, which I feel is an iconic aspect of the phantom. This brings up a question, however: is the phantom blade out of luck when their phantom weapon is destroyed?
I didn't want to punish any phantom blades for having their weapon destroyed, but I also didn't want the safety of the weapon to become and afterthought. Thus, the idea of empowering the spiritualist's body with phantom energy while harboring the weapon. The phantom blade already had the intent of providing any possible weapon as a phantom weapon, so why not unarmed strikes? (Also, I'm a big fun of monks and unarmed attackers, so it was a good chance to slip that in!) Unarmed strikes take a lot of investment to get working effectively compared to a weapon though, so the phantom blade needed a little more punch. That's why she gets a slower progression of flurry of blows. I feel that it's enough to make unarmed strikes as appealing as other weapons, without stepping on any brawler or monk toes. All in all, I grew very proud and excited of those 130ish words and I hope other people out there are, too!
Anyway, this is all a long-winded way of explaining that the phantom blade can ORAORAORAORA!
Sorry, no emotional focus. The emotional focus is part of the phantom's statistics, which are now wholly replaced by animal companion statistics. A phantom animal only gets whatever an animal companion's stats include plus the specific abilities listed on table 1-11. The intent from the beginning was to not have an emotional focus for the phantom animal and I realize now that adding a line stating in the entry would have cleared things up.
Sorry for the confusion!
In regards to the Enyclopedia Etherica as well as all of the occult anthologies, they are more meant as a fun little tool for GMs. The Encylcopedia for example, could be a macguffin required for a player to learn more about their phantom's origins or it could be a powerful item that can grant strange new powers. The overall abilities of the anthologies are kept intentionally vague so GMs can use them as they see fit.
As for the type of weapon available for the phantom weapon, my intent was to allow any weapon with which you are proficient. i.e. If you have longbow or greataxe proficiency, you can use a phantom longbow or phantom greataxe. That's why the artwork features the pantom greataxe.
Glad you like the book! I'm always happy to hear that our stuff is a hit.
Chess Pwn wrote:
That's why I made sure it said that! :)
Ah, yeah, I understand. While that feels like that kind of reward would be something that works best when personalized on a case by case basis, some guidelines or generic examples of such rewards would be very interesting. Maybe a future product will be a good spot for those. Alternatively, you can look at the patronage system in the new Qadira book as a jumping off point.
Hey, glad to hear that you like them! I wish I could have expanded on the feat just a bit more, but then I start stepping on the Noble Scion's toes. Maybe that prestige class is a little closer to providing the info you want to get your players that noble streak.
The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:
1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.
2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.
3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!
4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.
Isabelle Lee wrote:
Such is the life of the freelancer.
Closest thing I can think of is Flying Tackle from Dirty Tactics Toolbox.
Flying Tackle wrote:
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.
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!
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.
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.
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.
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.
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.
Can any druid use druidic herbalism?
Yes, it becomes a third choice for nature bond.
Marco Massoudi wrote:
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.
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 so...it 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.
Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.