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xevious573's page

Goblin Squad Member. Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 431 posts. No reviews. 2 lists. 1 wishlist. 1 Pathfinder Society character. 1 alias.


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Hey, Logan.

I was curious if you would consider making Threnodic Spell from Ultimate Magic either a bonus feat that you get if you take the Psychic Inception bold stare OR if not a bonus feat, would atleast add in a line to Psychic Inception that says "You may take the Threnodic Spell feat as though you met its prerequisitites." or something like that.

Having to put 6 ranks in Knowledge(Religion) and take Spell Focus(Necromancy) is harsh for the Mesmerist (and admittedly most other casters).

Just a thought.

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Xethik wrote:
Is Consummate Liar meant to replace Glib Tongue? If not, hooo bluff baby.

For the record, I don't think the Glib Tongue ability is meant to give you the +20 on bluff checks. "Merely" the not-quite-spell-resistance against detect lies and zone of truth and other effects. Admittedly it isn't perfectly clear since it mentions the actual spell in the description but I am fairly certain it isn't meant to give the big numerical bonus to bluff. I don't think the Consummate Liar is going to displace the utility of Glib Tongue but rather work hand-in-hand with it.

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My Vishkanya Mesmerist will be happy with these chances. Hitting will still be difficult but atleast I'm not encouraged to making a bazillion attacks in a turn like a rogue is.

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The Occultist... Truly a class for Wayne Reynolds artistic sensibilities.

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What's stopping you from building a casty focused Bard or Mesmerist? I've built casting focused bard builds before. You two have already noted that the Summoner does fine if they don't go Gish right? So that means the Summoner can either go Gish or just go straight caster?

I want the same option for the Mesmerist. To either be allowed to use a weapon or to focus my abilities towards spell casting.

But ultimately we're not going to agree. So I'm going to drop this argument. It wasn't one I needed to particularly be in anyway.

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Sorry but no thanks. I want to be able to have a martial-ish Mesmerist. I don't care if you can think of a suite of abilities to make up for the loss of BAB. After all, those suite of abilities could very simply just be spells. You take away more options then keep if you lower the BAB while not increasing the spell progressing.

As to the Summoner, Taking away it's Med BAB does mean you are taking away the viability of melee Summoners. I have seen Summoners that went out of their way to wield Heavy Two-Handed Weapons. I don't think they would be lacking in options thanks to their many varied options for being melee focused. I also don't mind that some summoners want to be full casty types. Thankfully, the summoner supports going down either path.

When it comes to the mesmerist, I like the idea of it wielding its sword cane, not simply as a prop but a possible true option should the Mesmerist decide to go that route. You taking away its BAB basically is telling me "No, you can't be like Lord Blackwood of the Sherlock Holmes movie and have a Sword Cane you can fight with."

My own personal Character is going to be a Vishkanya Mesmerist and I greatly welcome the Med BAB and the weapon proficiencies though I am bound to be using my racial proficiencies. I want my Vishkanya to be a sorta Snakebite fighter who mesmerizes people with her gaze before striking them down. Like a cobra snake staring and dancing. I have no doubt that I will likely use an archetype for this character (I am hoping for a snake charmer/medusa gaze archetype) and I plenty welcome the various spells and how they fit into the equation. But I want my character to be viable with the Mesmerist. The fact that their may be a a precision damage associated with the Hypnotic Stare is right where I want to be. Taking the BAB away does not allow that.

I don't mind that you guys want to go full caster and it having Med BAB and 6th Level Spell Progression still allows that plenty. The class will have plenty of support options. There are some issues they have with those options but the designer has already stated that there will be more Bold Stares and the Tricks will have longer stay times.

Now some separate ideas
-------------------------
What if the class got Slippery Mind. Just an idea but it seems like something the Mesmerist would have. Yes i know it has Towering Ego but I think Slippery Mind really fits the idea.

Also apparently there is the Veneficus Witch archetype from People of the River that can poison people it hexes. It would be kinda cool if the Mesmerist got a potential Bold Stare that allowed them to try to inflict a poison the Mesmerist had on their person through the Hypnotic Stare. Another potential option is an upgrade to the Spectral Cloud that makes it act in a poisonous way such as Cloudkill as a possible Master Trick.

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6th level spellcasting:

Has a harder time using metamagics.
Has lower DCs and thus are resisted easier
Has less resources per day
Has less versatility

1/2 BAB:

Gains very little from combat focus feats and items
has lower hit points
pushes me away from combat

Hexes or Hex like things:

Have a very limited feats focused on this ability.
Have very limited spells that interact on this ability.
Will be limited Solely to the books that have Mesmerist options (and thus very little interaction with past books).

This means that feats-wise I will be mainly limited to the feats in this book because I won't be abler to use metamagic feats very easily thus taking a huge chunk of those options off the board and since you want me to have 1/2 BAB I will not want to get in the middle of things so most things combat related aren't available.

You literally making the main source of customization be archetypes or new tricks. You are making the other options (spells and feats) far less effectual customization options by making the Mesmerist want Extra Trick, Extra Bold Stare, Split Trick or whatever be the ONLY feats a Mesmerist wants.

Since the Witch was released, 12 feats and 5 spells have been released that interact with Hexes (atleast from Paizo). There ARE MORE ARCHETYPES for the witch then spells and feats combined that focus on Hexes.

But thing about Witches is that they atleast have 9 levels of spells that they can use feats to augment. They have a lot of potential customization with the spell's in their familiar. They can use standard wizard customization such as metamagic and item crafting. IF you keep the Mesmerist at with 6th level while lowering its BAB, you are not improving its ability to use powerful magic while reducing its ability to customize towards fighting if the player wanted that.

You are making it a worse enchanter then just being a fricking wizard with the enchantment school. Atleast with a Med BAB it isn't ONLY an enchanter.

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xevious573 wrote:
The Summoner has Medium BAB, the ability to evolve himself, and summons which is one quite a different playing field with a lot more options and ability to by pass restrictions then Dominate Person BEFORE we take into account his build-a-monster.

I said I don't like the idea of making the Mesmerist have 1/2 BAB and no 9th levels. The summoner ISN'T an example of what your are talking about. The summoner has buff spells (bull's strength, heroism, haste) and the ability to evolve himself. Once again BEFORE we take into account that the summoner can build himself synergy with his Eidolon. The summoner can be built to mix it up in combat if he desires.

If you take away his Med BAB, I want to ability to apply metamagic to my spells, higher DCs for my spells in general, reason to focus my feats in the direction of spell casting.

If you keep Med BAB, then I want options to make me effective with a weapon. Not on the fighter level necessarily but atleast something. Tricks help with the flanking tricks. I think the Stare could be useful in that regard too.

Not letting me have 9th level spells if you take my BAB means that I have very few directions to focus my feats beyond extra trick and extra bold stare. Metamagics become harder to pull off without resorting to Rods which isn't what I want to be forced into.

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The Summoner has Medium BAB, the ability to evolve himself, and summons which is one quite a different playing field with a lot more options and ability to by pass restrictions then Dominate Person BEFORE we take into account his build-a-monster.

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I don't like the idea of it dropping to LOW BAB and not getting 9th Level spells.

I can like the idea of it getting Low BAB and 9th Level Spells

OR

I can like the ability of this class gaining abilities that let it use its Med BAB and keeping it at 6th Level spells.

I absolutely love it being a support role but almost all support classes have some way of making sure they themselves are effective. Right now, the Mesmerist is missing this option.

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The class as written has a Magician/Hypnotist feeling to me. Both of these things go pretty hand-in-hand as far as archetypical concepts go. The ability to perform Ranged Legerdemain is already partially written into the class itself, specifically with the vanish arrow trick.

As to the sneak attack. The actual idea I presented was for Hypnotic Stare, what I and others feel is the central ability of this class, to boost Attack Rolls (via penalizing the target's AC thus maintaining a teamwork aspect to the ability) and to boost Damage Rolls (simply making the target take more damage from weapon-like attacks, once again maintaining teamwork aspects). The fluff? The mesmerist has hypnotized the target to ineffectually dodge into the attacks as opposed to away from.

While Logan hasn't commented on my idea of decreasing the target's AC via Hypnotic Stare, he has said that he was looking into making it so the Hypnotic Stare would potentially give precision damage to allies who attacked the target of Hypnotic Stare.

Now, why the need for this stuff? This class has Medium BAB but has no real incentive to use it beyond simply "Oh, all my abilities are mind affecting! Whatever will I do against this undead/construct/ooze/plant?!?!". And as written, the Mesmerist has no reason to WANT to use the Med BAB of his. He has less then the Rogue who atleast has sneak attack. Unlike almost every other Med BAB/6th Spell Level class, the Mesmerist has no real ability to increase his to-hit. He doesn't have bardic performance, no judgements, no melee buff spells (though I think there is a good argument for Good Hope and Heroism/Greater Heroism what with them being enchantment spells), no arcana pool and so on.

Now, I don't want the Mesmerist to really FOCUS on combat, whether ranged or melee, but the class should have options that allow him/her to engage in weapon combat from Level 1... when mindless undead are incredibly prominent.

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Ranged Legerdmain is an Arcane Trickster ability that allows a character to perform sleight of hand and disable device checks at 30ft with a 5lbs limit... I, in fact, am all for keeping the Tricks and having the mesmerist have it's party buffing aspects as well. I actually want the class to be fully focused on enemy enchantment (including easier access to the Threnodic spell feat) but also auto-hypnosis and ally hypnosis. I said nothing about hexes. I do think that the sneak attack is kinda a needed feature. but that's just me.

EDIT: With the Tricks getting duration buffs as well.

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Um... you sure you quoting the right people?

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Creevy wrote:
Issac Daneil wrote:

The BAB/HD in particular follows the typically format of d8, 3/4, 6th level spells. It's conservative, at the cost of potential, which when developing a new magic system, doesn't set the classes up to attract attention.

The class also packs rogue-like weapons, but has no real incentive to use them.
This makes me think that, perhaps it needs Sneak Attack.

With the Rogue-like weapons, and several abilities like Vanish spells, and False Flanker, and Compel Alacrity, a slow progression of sneak attack could really tie the class together, and give it some aggression, while hopefully not overshadowing other sneak attack based classes.

Dear god, make the Mesmerist the Arcane Trickster Gotham deserves.

I was just thinking this class could use a little bit more Ranged legerdemain.

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Hey, I noticed that the Mesmerist doesn't happen to have sending or demand on their spell list. It seems a bit weird to me that they don't have these on their spell list.

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Logan Bonner wrote:
Psyren wrote:

Psychic Magic questions:

- How can Psychic Spells be identified by other casters while being cast if they have no verbal/somatic components and no Displays? Can an invisible Psychic be noticed at all?

There's always something you can see or otherwise notice. Spell-like abilities have a similar issue, but they too can be noticed.

Spell-Like Abilities can't be counterspelled as far I know. What about Psychic spells?

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I agree with Selsenay, the tricks themselves are not bad and it isn't that difficult to figure out where each trick belongs at. My biggest concerns has been the 1 min/level time limit, the number of tricks a mesmerist can have implanted at a time, the touch to implant, and how well the player of the mesmerist will be able to remember which of his allies have what tricks.

On point 1. Logan kinda has indicated that the tricks will likely receive a time extension so that problem will likely be fixed.

On point 2. My opinion is that it would be nice to start off with the ability to have 2 tricks in play at a time and maybe start off with 2 different tricks to begin with so the Mesmerist can have a little versatility in their tricks from the beginning. No word yet on that front from Logan.

On point 3. No guarantee on whether this will change or not. I think maybe it should stay touch for the lower levels but maybe eventually gain the ability to placed on an ally within close range.

On point 4. At a table, a Mesmerist will likely be able to just place a marker down by the PCs he has tricks implanted on. And it's not like players haven't had to remember different immediate actions to begin with so I don't think this will really be that big an issue but I haven't gotten to play the class yet.

In addition, I think tricks offer a new venue of customization and interplay design space. New feats, spells, and magic items could be designed that augment, change, or counter tricks. There could be a spell that places a second trick on a target, another that makes the trick have a second use after it's first trigger. Still other spells could be augmented while a trick is placed on the target of the spell. I think there is a lot of cool design space that could be used with Tricks and I don't think they need to be taken out of the class.

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So I have some thoughts on the Mesmerist. Specifically it's medium BAB and the implications of that and its weapon proficiencies.

Unlike most classes in its chasis (3/4 BAB, 2/3 Casting) it doesn't have things that make it want to use martial combat options.

The Mesmerist really needs something the helps him in martial combat. One option I had thought of was making it so his Stare could potentially decrease the targets AC and increase the damage the target takes from weapon attacks (perhaps the penalty/extra damage taken is equal to the Hypnotic Stare's Will penalty). It would be a targeted version of the Bard's inspire courage and could be flavored as the Mesmerist's hypnotism making the target dodge INTO the attacks coming his way.

About the False Flanker trick. It would be cool if this, the Spatial Switch trick, and the Outflank/Precise Strike feat could interact. Perhaps if both the Target of the False Flanker trick and the Mesmerist had the Outflank feat, the Target (or the Mesmerist if he targets himself with the false flanker trick) could gain the accuracy boost from Outflank. Perhaps if the Mesmerist also had the Spatial Switch trick, he could actually just teleport to where the false flanker would appear (whether the false flanker trick was on an ally or on himself, allowing him to move up to an enemy, teleport to the other side) and thus potentially be there for the Outflank/Precise Strike feat.

Finally about Teamwork feats themselves. If a Mesmerist was to have a teamwork feat, it would be cool if the hypnotize an ally/multiple allies to share those teamwork feats.

That's all for now.

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Oh yeah, I'm fairly certain there has been threads discussing this very topic as well. It is absolutely true that there is table variance in this matter. My own group tends combine number 1 and 2 for ease of play. It's true that that the game should probably stick to one standard for the "interrupts" if only for sake of play and utility and it's true #4 would probably be the best.

I also love this class. I hope it gets a lot of good lovin' because I don't want it to be considered a poor addition to a table.

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I see. Well that does explain your play style. As I prominently play around the table and not online, myself and the other GMs do, for the most part, point at either the miniature or token or player to indicate who's being attacked. We then roll the dice and sometimes our players will interrupt to say they want to activate an ability. It doesn't slow down the game much unless the player doesn't know how their ability works.

With that in mind - the game is predominately designed with tabletop in mind. I do not think that shouldn't still be the case. This does mean that online players (chat/IRC/PBP/VoIP) will need to make adjustments to how abilities work. The main problem with the Tricks is duration. For the most part, I actually think they are easy enough to trigger (but that's me merely looking at them) but the question is whether or not it would be easy for the Mesmerist player (or the target of the trick) to remember to call out to the DM that a trick is triggered. I can't say for sure. I don't know when I will get the chance to playtest any of these classes if I even get that chance.

So while I do not mean to imply you are playing the game wrong, you are playing the game a different way then the designers design around. I don't think they should change the design based solely on that. That's not to say that maybe the Tricks shouldn't be changed. But I am just commenting on the expectations of the game.

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Kain Darkwind wrote:

I agree the tricks need to be loaded differently. No time limit, or approach it from a different angle...once an ally is affected by a trick, it can't be for X duration.

One of the cool tricks I saw was Vanish Arrow. The concept of this is great. "Ha! I stole your arrow of death!"

The execution is a nightmare for a PC mesmerist though. While players may target foes and then roll their attack, DMs rarely do so in my experience. Thus, making the ability trigger when targeted but before rolled makes it impossible.

When I DM, I do not tell my players they are being targeted by ranged attacks, then roll them, then tell them who was hit. I simply roll, then describe the misses and hits. It would be better to have the ability trigger on a hit.

That's kinda a weird way to play considering there are many reactive abilities that trigger off an attack roll being made at someone. Plus it doesn't make sense that a player wouldn't know they are being targeted by an attack or spell (unless of course the attacker is unseen).

It's your game but I'm pretty sure the system assumes that players know when an attack roll is being made in their direction.

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For me the Kineticist gets so very close to the Biotic concept of Mass Effect. I hope that Mass Effect will have some future influence in the powers of the Telekinetic group.

As to the other class.

I don't care for Medium - to complex and will eat up way to much of the page count for my liking.

I love the Mesmerist but I will admit that it needs some help. It's supposed to be a 3/4 BAB and 6th level caster but all of it's abilities don't really call for that so much as 1/2 and 9th level caster. It's possible with a bit more combat relevant abilities (maybe making it so the stare ability penalizes AC and increases the amount of damage the target takes by the same penalty the Stare gives to Will saves) the Mesmerist will fit the chassis it is built with.

I'm kinda meh towards the Occultist. It doesn't intrigue me that much, not sure why. I have looked at it. Mechanically, it's kinda interesting, gets seven spells known of each level, invests points into items and does things based on those items. But no character concepts jumped out to me based on what I saw.

I will need a bit more Disciplines for the Psychic then what is currently present before I have a full opinion. But I agree with the assessment that it's just a Sorcerer that has a pool of points to activate non-blo...non-discipline powers... which all comes back to the Sorcerer being really sad.

And the Spiritualist.... A different flavor of summoner. Could of been an Archetype. Don't care for it.

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Ahh, well I'm very slowly making my way through the pdf so I would have eventually slapped myself on the head when I got there. Anyway, thanks!

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Hi, I was curious if would you consider adding in support for Vile Leadership from Champions of Corruption. Either here or in an expansion product or blog post or whatever.

Details on it can be found here.

Thanks.

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RogueMortal wrote:
I gotta say, I'm disappointed with the Mesmerist. Was looking forward to a crowd controller, and while their gaze ability is neat, they feel far more focused on using those Tricks to set up situational buffs around the party. They don't even get Dominate Monster on the spell list, only as a capstone ability, usable on a single creature at a time, with a DC based on their expended spells and with a likely 5 point DC reduction, that the target gets immunity to if they make the save.

Considering the Summoner gets dominate monster, The Mesmerist probably should as well. On Katydid's thoughts... I'm not certain why this class isn't a 9th level caster. I guess it's focus on illusion and enchantment (with a tiny bit of branching out in other directions) kinda discourages that. But it becoming a 9th level caster just would remind me of the Beguiler... a class I loved! Though Katydid, you are a bit wrong about the tricks... Only Gift of Will, Surprising Switch, and Spatial Switch are the only tricks that the Mesmerist can't use on himself and without allies. That's because these tricks specifically require an ally to perform. All his other tricks can be used on himself if the mesmerist so chooses.

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Hi. I really like this class. Pretty cool stuff. I echo the call for increased skill points, maybe increased bab with either d10 or d12 hit dice or some precise shot. You get what I'm talking about.

Anyway, to the other stuff.

RACES:

I hope there is a sidebar or something that will give additional racial features for ifrit, janni, oread, sylph, and undine. Something that changes their +2 cha "boost" with sorcerer bloodlines to a +2 con "boost" for the appropriate kineticist. On the matter of race feats. I am of the opinion that race limited feats need to really be tied to racial abilities. They need to have a reason why only that race can access that feat. Please try to avoid a Stabbing Shot when supporting these races for this class.

ITEMS:

I am bouncing around character concepts for Iron Gods. My first concept was a Android Sorcerer (Sage Bloodline) and get me some robot control and telekinetic/force spells. But I realized after I made a test build for the character that if I played such a spell caster, that I wouldn't get to use the new nifty toys that would be in Iron Gods. So I went to Android Slayer/Gunslinger. Anyway, I guess what I'm getting at is that I hope you will support an archetype or something that changes the way kinetic blade works to make it so the weapon used is more important then what the ability currently allows. I'd like to apply electrokinesis (as opposed to just telekinesis) to my monowhip and have both the monowhip's properties and the electrokinesis I added to it be meaningful and impactful! Right now, save for the matter of reach, Kinetic Blade (Aether) negates the properties of the weapon used which stikes me as kinda... boring... it doesn't matter whether I'm imbuing an axe with kinetic energy or a rapier, same effect. In addition, I hope the ability to apply kinetic energy to projectiles (though not necessarily rays) will also be introduced BECAUSE...!

MASS EFFECT:

Okay, Telekinetics are awesome and this class (plus the tech guide) goes a long way to satisfying my Mass-Effect-in-Pathfinder itch! But it still has a ways to go before it's completely there. Seifter, I need a Biotic Charge ability! Foe Throw needs to allow me to lift targets into the air and pile drive them into the ground for MASSIVE DAMAGE AND/OR KNOCKDOWN! but probably just the knockdown =(. And Primary Aether with Secondary Aether Composite Blast?!?!?! Force damage is cool but I think it's kinda bland but I think molecular disintegration would be awesome ALA Biotic Warp which could be like some hard to heal bleed effect! Heck make it so another telepathic blast can set it off and make it explode in telekinetic energy! EDIT: AHH!!! Don't forget Stasis or Biot... I mean Telekinetic ammunition!

UGH so close (other then not quite having a good class to work into an engineer type class with drones and such... -sigh- I'll be patient and look around for that one later)!!!

Also I sincerely hope there will be options like feats or archetypes for other classes to get them some of this stuff. I have a Tiefling Paladin with her heritage being ALL Shadow Demon who really wants her some telekinetic abilities to wield Radiance with even if that's just a telekinetic reach effect.

Also, I really like the class.

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My schedule is... fluid and difficult to pin down. That being said...

Tuesday's and Thursday's (anywhere from 1pm to 7:30pm est, sometimes later) are available this week and, unless something changes, for the weeks to come.

Sometimes I might get on during the day (anywhere from 1pm est to 7pm est) on Saturday and sometimes on Sunday (not likely next Sunday though).

I just got on and currently am in Rathglen but I expect to stay on for only a couple of hours. Not enough to clear an escalation.

This would probably be a good time for me to wonder over to Talonguard and join the Ash Knights or something.

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Hey again all. I happen to be in Talonguard at the present moment. My character's name is Aurora and she's a wizard and will probably be doing wizardly things... like killing some of the Broken and mining... totally wizardly things. Anyway I'm in town for the moment and will soon be journeying to the southern hexes around Talonguard to work on some achievements.

EDIT: Oh yeah, the important bit. If there is any who would like to accompany me, that'd be cool. Heck, we could work on these pesky escalations. Anyway, yeah.

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Awww.... Sad panda. Well I liked mine better... besides being today, I mean what with the eclipse having occult portents and all.

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Actually it might mean that they release when the eclipse happens today. So about 5:40 est. You know... what with all that walk in twilight business.

The Exchange Goblin Squad Member

Later today, I'll continue my long run to Talonguard... I was so close too, then after I was booted off the server last night, I got teleported to Blackfeather Keep... Which is WAY off from were I started off as (Montmarch I think). So... It'll be a little while.

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It's cool as far as I concerned, it was still helpful... So many spreadsheets....

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Hi, I'm kinda new to this section of the forums. I've paid enough attention to the goblinworks blog and that's where I got most of the information on the game. Anyway I'm looking for a Settlement to join when Early Enrollment starts. I intend to be a LG Wizard specializing in Abjuration and I would be interested in helping run the city as well PvP elements of the game. I was kinda told this would be a good settlement to join so I was curious if there was anyone I should talk to or anything I might need to do join (such as join a forum).

Thanks.

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Note that I'm not saying Anduis is necessarily right. After all, I stopped playing Dust after a week and it wasn't solely because of that reason. Partially I just didn't have friends to play with and squad around with and partially because my own gaming habits these days just aren't the same (it's hard for me to stick to any game 'cept for tabletop games or League of Legends unless I'm playing with friends). That being said, I don't really know how I feel about it taking 5 years to reach old vet status or more specifically how many "heroic adventurers" it will take to bring one done... I'm guess I'm more worried about the estimations on how many "Old Vets" there will be. (Of course, if I stick this game out, I have the potential to be one of the early Old Vets so that's cool). So I still get Anduis's worries.

But right now I'm pretty alright with waiting to see how the game just pans out.

BTW shameless plug: I intend on playing a wizard specializing in abjuration. I don't really know what that's going to mean for me gameplay wise or if that will be of any use in PVP or settlement building (would be awesome to be able to craft magical defenses for settlements and buildings hint hint) but any suggestions on a casual group tending towards the Lawful Good alignment would be plenty welcome. Send me a PM if your interested or have a suggestion.

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Hi, I have never posted here though I am slated to be a part of this game in theory. I think I can explain what Andius is talking about guys.

For about a week I played Dust514, the FPS set in the EVE universe. Now I can't say I quit JUST because of the potential grind or, more relevant, the hopelessness of ever being able killing other players but I am pretty sure that is definitely a factor.

Dust has the exact same use XP to get higher tiers of abilities to use better equipment thing going on that EVE has. Because I started so late in the game, I was very behind in what level of equipment I could bring to bear AS WELL as potential higher stats due being behind a huge magnitude of XP.

Because of the magnitude of the difference in power and equipment, I seriously could get so few kills in what is purportedly a skill based game. My enemies weapons did more damage, my enemies had better armor, they had better vehicles, they had better RADARs (making my only hope of getting a kill in a 1v1 situation via sneaking up on my enemy disappear). Seriously, what kills I could get were because my allies had come up during the fight to help or I had happened to come up on an enemy who was already low on health. If I and an enemy rounded the same corner and started trying to kill each other, often times I would die before I had dealt a meaningful amount of damage to his health bar.

I don't claim to be an FPS savant normally or anything. I think I'm a pretty average player actually in most regards and will be so in PFO. But it could get seriously demoralizing for a new player when they realize the majority of the pvp opponents they keep facing are a few years ahead of them and their is no meaningful activity they can do the close the gap, which is what Andius believes will happen here. His argument is simply lower the amount of time it takes to reach the potential pvp cap so that new players realize that it won't take them so long to reach the same level.

Anyway, I'm rambling. I think I got lucky this time around in that I will be starting the game from Month 1 of Early Enrollment.

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Thank you.

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James Jacobs wrote:
xevious573 wrote:
There is kinda 1452 (and counting) posts... Certainly most other Campaign Setting books haven't gotten this type attention. In addition telling Lone Wolf/my friends to go check page 28 or 29 of this thread for the various errata seems kinda... well not right to me I guess. Don't know how else to describe it. I think you guys should consider that FAQ page for this product, it makes the corrections more official and less word of mouthy even if it is coming from the toothy tyrannic-sauric jaws of the Creative Director. I'm sure we can be plenty patient for that page but I think it would do this book some good in avoiding confusion.

I do agree, and the increased attention and the heavy rules content of this book does mean it'd be good to get the errata gathered. I'll see what I can do.

And having been the one who wrote the bulk of these rules and playtested them for over a decade, I'm pretty confident I can provide pretty official corrections for the book anyway... ;-P

Oh, I know you're the go-to guy to get information on how things work in this book. But some people could be kinda weird and get uppity about being linked to a forum thread as opposed to a FAQ/Errata/Correction & Clarifications page. Dunno why, I seem to remember atleast seeing one post by someone more or less saying they don't listen to developers forum posts, if they are going to get official answers they best be in the form of an errata file or FAQ page.

I dunno man, people are weird. Anyway glad to hear we will eventually get a FAQ page.

And Andrew, that is good to hear. We don't want one-shot rockets in our Hero Lab.

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There is kinda 1452 (and counting) posts... Certainly most other Campaign Setting books haven't gotten this type attention. In addition telling Lone Wolf/my friends to go check page 28 or 29 of this thread for the various errata seems kinda... well not right to me I guess. Don't know how else to describe it. I think you guys should consider that FAQ page for this product, it makes the corrections more official and less word of mouthy even if it is coming from the toothy tyrannic-sauric jaws of the Creative Director. I'm sure we can be plenty patient for that page but I think it would do this book some good in avoiding confusion.

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knightnday wrote:
Forgive my ignorance, but this has a street date of the 14th for stores right? I'm hoping to pick up all this month's stuff at my not-so-local game store Friday morning if so.

The street date is indeed the 14th.

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James Jacobs wrote:

BONUS MISCELLANEOUS QUESTION: If I take Master Craftsmen(Craft[Mechanical]) and Craft Magic Arms and Armor, would I be able to both magical technological weapon and magical technological armor with Craft(Mechanical)? I assume that the Technologist feat would be needed for this and if I was making the the technological item from scratch as opposed to just enhancing one, I would still need Craft Technological Arms and Armor feat.

BONUS MISCELLANEOUS QUESTION: Nope; Master Craftsman does not allow you to sneak into creating Tech items. That feat exists solely to allow non-spellcasters the opportunity to craft magic...

Well I was speaking about making +1 Laser pistols. Magical Technological Weapons. I find a none-timeworn laser pistol or chameleon suit and decide I want to make it +1 or something. I guess my question is more do I get to make +1 weapons AND +1 armor with craft(mechanical) as opposed to normally needing craft (Weapon) and Craft(armor) for Master Craftsmen.

Oh and thank you for your responses.

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James Jacobs wrote:
christos gurd wrote:
I dont know if its clear yet, are monowhips finessible?
They're light weapons. So... yes.

Some Monowhip Questions:

Monowhips normally do not add Str to Damage but if you find a way to get them to add Dex to damage (say enhancing a monowhip to a +1 agile monowhip or something) will that apply?

Can you Power Attack or Piranha Strike with them?

Do they provoke attacks of opportunity when you attack with them just like a whip?

A whip doesn't threaten within their 15ft. Does the same apply to a monowhip?

Finally, if the two questions above are yes, do Whip Mastery and Improved Whip Mastery apply? What about Greater Whip Mastery? Seems like Greater Whip Mastery wouldn't but might as well make sure.

BONUS MISCELLANEOUS QUESTION: If I take Master Craftsmen(Craft[Mechanical]) and Craft Magic Arms and Armor, would I be able to both magical technological weapon and magical technological armor with Craft(Mechanical)? I assume that the Technologist feat would be needed for this and if I was making the the technological item from scratch as opposed to just enhancing one, I would still need Craft Technological Arms and Armor feat.

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Thank you for the assistance!

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I just got my Pending email for Order 3208180 which includes a Tides of Battle Deck and the Subscription for the Pathfinder Roleplaying Game (Advanced Class Guide) and the Subscription for the Pathfinder Campaign Setting (Technology Guide).

This is awesome... but in Order 3207971 I had also got a Pathfinder Adventure Path Subscription (Iron Gods #1) and that was the same order as my other subscriptions (though not the same as the Tides of Battle deck [again] Order 3213400). I was curious why my Order Pending email doesn't include the AP Subscription and why it's listed as "will be the next volume to ship" while the ACG and Tech Guide are listed as Pending.

Will I receive all of these items:

Advanced Class Guide
Technology Guide
Tides of Battle Deck
Iron Gods #1

in one package or separate packages?

Thank you for the assistance!

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Mark Norfolk wrote:
Liz Courts wrote:
GregH wrote:

Are there official rules for using it that explain the 1 deck/person idea? I play 3.5 and use the "Dork20" deck (its a similar idea - its pretty silly and sometimes a little overpowered but my group likes it) and we use only one deck for the whole group.

What about this deck makes it 1/person rather than 1/group? Are there not enough cards to go around?

Each player gets "at least 12 cards," so you should have enough to go around for a standard four player group. However, this limits the variety of options at your disposal (as some mechanics allow for more draws), so each player with their own deck is ideal—but not required.

Oh well. It's a no from me then. Running a 6 player group I could entertain the idea of getting two decks but I can't justify buying 6 and I can't demand my group buy a deck each. Wouldn't it better if such concepts were designed/packaged for a group instead? As for me I might dig out my old TORG Drama Deck and see if that can be adapted.

Cheers
Mark

I actually have this deck. 2 decks would be a pretty perfect set up for a 6 person group with each person getting a small subdeck of atleast 12 cards. Maybe, just maybe you would want a 3rd deck but I don't think it would be necessary. Essentially the only reason you would want multiple decks is because there is only one of each card in a deck so if the 2 players wants the same card in their deck, their could be conflicts. The deck building rules actually PENALIZE having multiple of the same card in a single player's subdeck.

I am running a Reign of Winter game with 3 players and I was going to have each player create a 12 to 16 card subdeck from my deck. Running a full 50 card deck for a single character would be a bad idea as a martial character would find himself getting a lot of cards that boost up spells and casters would be getting unwanted weapon boosting cards. The smaller 12 - 16 card subdecks would work much better. The main problem is if multiple players want the same card.

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I want to preface my comments by saying that I do not tend to purchase miniature sets and if I was to purchase your miniatures, it would likely be in the form of singles whether then the boosters.

To me, the addition of Lamashtu as a miniature is a bit disappointing. Not because I wouldn't want a miniature of Lamashtu mind you, but because I really would of liked an Iomedae miniature in the WotR set. As a miniature, Iomedae would been much more useable then Lamashtu. She could double as a female knight of some sort and those who are running WotR know there could of atleast been a couple of scenes where a miniature of the Inheritor could of been appropriate on the table.

With Lamashtu, that's a bit more difficult. Most campaigns aren't likely going to include the goddess herself and that relegates the use of this miniature in most potential campaigns as some sort of avatar or statue come alive type business. Otherwise, this particular monster lands pretty squarely in the hand-statted out miniature for a very specific campaign that most GMs aren't going to run.

On the subject of statting up gods. I have been on record for stating that I would love a Deific Adventures book though I am not one of the most prolific voices on these boards. But I realize that Paizo is unlikely to create such a book for sometime, if ever. But should that possibility ever come to pass, I feel that by having this miniature, you would hedged-in the potential statblock for Lamashtu. I say this because if you give her any other base size category then Large (mind you, I think either Large or Huge would be a good size for her) then you are effectively saying, if accidentally, "Yeah we know you have this miniature for Lamashtu but you probably won't be able to use her according to our statblock". I feel this would of been much less of a problem for Iomedae who has a lot more useablility outside of her own potential statblock and who in most descriptions of her keep her at medium even after ascension (plus there is the art in the Inner Sea Gods book which has her fighting side-by-side with some of her knights).

Anyway, those are my comments - minor though they may be. Have a nice day.

P.S. This is not an attempt at bringing in a discussion on whether Gods should be statted or not. That's for another thread at another time.

P.P.S. If you never do god stats, would you atleast consider Aspect or Avatar stats?

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David knott 242 wrote:
Necroblivion wrote:
I wouldn't suggest allowing that. We did have people ask it. Naturally, I would defer to the GM and the situation, but the effects are supposed to be the "bad stuff" and the bonus damage be the trade-off if you save.

I think it is a flaw in a system when it is likely that somebody would prefer to fail a save against an effect inflicted by a foe. Half damage is generally better than full damage, but is being knocked prone worse than taking extra damage? The answer to that question is highly situational.

I would think the answer to that is... Was it a ranged attack that knocked you down? No? Then it's probably worst then extra damage.

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Tiefling Paladins can get the Rage spell-like ability. It's not the full barbarian rage of course but it's come up in the WotR game I've been playing (specifically my character).

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But if you take the talent that lets you use Studied Combat as swift action couldn't you still charge as a Full-Round Action?

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Thank You.

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I just caught up on this thread. I was curious if Sword and String was going to include an option or archetype or some sort of dicussion on the Swordmaster's Intelligent/Weapon-Eating Sword(s). Specifically, I was hoping for something on being able to take that out of the class to make the class pure martial without any mystical elements.

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