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Adventurer's Armory has a few points of information on that topic. For men, they can take a dose of Bachelor Snuff (1gp/dose), a golden powder that is inhaled through the nose. This generally makes them sterile for 1-3 days. For women, there is Night Tea (1sp/dose) which must be taken daily and in high dosage can even end pregnancy. Should be noted that these items are considered blackmarket in most places so legality can be a bit of a problem.
That's about the gist of what has been said on the subject which is probably for the best.
Do you think you'll find room in the Mythic Monsters book to include a Mythic Unicorn..? The Mythic Mounts product was excellent save for that one glaring omission (it might come up in the WotR I am playing in).
And awesome stuff! I pretty much swear by Legendary Games so I'm looking forward to these compilations!
If this route is taken, could you make sure Kirin Style feats get to go off on that same roll?
Why don't you just make it:
Standard Action Use
Remove the Sneak Attack-Esque abilities.
Or something like that?
Hey Jason! Big fan of your products and this one is one of my favorites, 5/5.
Recently one of my characters started getting into the business of starting a cult and deific ascension is a possibility and let's just leave it at "Poor Westcrown." Anyway, I got into developing a bit of homebrew mechanics... specifically a new subdomain.
Now, I was hoping to necro up a favorite thread of mine in the homebrew forums (Hey! All cults engage in a bit of necromancy, right?) and post this subdomain up their for a bit of peer review. I was also hoping to potentially add a page to the Pathfinder Database website.
Now, admittedly, I am not quite a master of Open Gaming Content-fu and so I am a bit lost on this subject. I was hoping one of the spells from this product could potentially be a part of this subdomain as I feel it adds a great deal to it. There are currently no plans for actual publishing on my part (though it is something I would love to get into) but I was hoping that when I posted this homebrew material, that I would also post the full text of this spell in that same post as not everyone in that thread will necessarily have this product.
Rather then jump head first into a potential debacle on my part, I was hoping you could shed some light on any rules I should follow or rather you preferred I didn't post this spell or if you would like a link to material I posted to insure it didn't go to into a place you would rather not have your material be associated with (a possibility with this material but I don't think it goes that far) or that type of thing.
Thanks for your time!
That's nice... if you are talking a proper ambush or have time to set up in BEFORE the fight... you do not always have such luxury... and in truth NOT OFTEN do you always get that opportunity unless your entire party is built around foresight.
So if the fight starts without you having the time to prepare to fight your enemies, then your move action can often be taken up just by having to move into position to even attack, not even counting full attacking which is a better idea if you are TWFing. So essentially until level 10 it's kinda a waste of an action in combat.
I had my own idea for Slayer to get Ranger Combat Style Feats, just at a reduced pace - Maybe 3rd level, 9th level, and 15th level as opposed to Ranger's 2nd, 6th, 10th, 14th, and 18th.
I recently ran a 9th level Elven Slayer who relied on two-weapon fighting as his main combat method. I focused on being a switch hitter and did everything in my power to increase my Initiative so that I could go first (ended with a +15 init at 9th level).
My ranged combat methods focused on using 2 Repeating Hand Crossbows (Ultimate Equipment). I do feel that spending the feat on Exotic Weapon Proficiency was very much worth it and this combined well with having Quick Draw to insure I could full attack. EDIT: Oh and this guy would totally retrain for two Revolvers if he ever came across that level of technology.
In melee, I used two kukri's for increased crit range or if I needed slashing damage or two cestus'(cesti?) if I was disarmed or needed bludgeoning or piercing weapons. I was kinda decked out in weaponry of all sorts of types. In the adventure, I ended up adding 10 MW Shurikens despite not have EWP for them. Once again Quick Draw was helpful here.
If I was able to start off the fight on my own terms (using stealth or invisibility if needed), I would definitely annihilate a target (especially if I was able to Favorite Target them prior to the start of combat) using the Repeating Hand Crossbows. Then I would drop my Repeating Hand Crossbows and Quick Draw out my Kukris and try to maneuver into a good flanking position to continue bringing the brutal two-weapon sneak attack beats. Quick runner's shirt is definitely wanted (and an oversight on my part as I had forgotten about it... fortunately I was in a large enough town to potentially purchase the item).
The full statblock will be presented when the full playtest report is posted by the DM (or maybe me). I had fun with it but I did feel the action economy hit that was Favored Target. I definitely atleast felt like a slayer though.
Guys.... Cast Greater Magic Weapon on your alternate weapon and use Sacred Weapon with your deities favored weapon...
Heck - Based on the current casting progression (which I don't agree with... why should Greater Magic Weapon be a 4th level spell slot for the Warpriest but a 3rd level spell for Inquisitors... I digress), The Sacred weapon is at +2 when you get access to Greater Magic Weapon... Or maybe just use Magic Weapon on your alternative weapons? Nearly the same bonus and lasts a heck of a lot longer then Sacred Weapons does.
You still even have divine favor and divine power to boost up your combat with your Longbows that aren't favored weapons. So you have plenty of options to boost up NONE-FAVORED weapons.
You know what... I want Warpriests of War Gods, Gods with awesome weapons...
Heck as far as I care, the Gods with War, Strength, Protection, and/or Glory domains should be the ones with the MOST warpriests... Maybe Destruction too but then we also get Nethys...
So as far as I care, I HOPE Pharasmans are stuck with their class features applying only to Daggers. Ciretose's suggestion about letting a feat be taken to let your class features apply to none-favored weapons is reasonable... TOO reasonable. Screw that! If you want to play a Pharasman divine character, play a Cleric or an Inquisitor or just accept the fact that your Warpriest is going to get the best uses of his class features with a measly little Dagger...
Ross Byers wrote:
Curse you and your eternal nice weather!
Which comes back to philosophies. In Pathfinder universe atleast, Philosophies DON'T grant domains, you need an actual God to get domains. Not even the Green Faith is an exception to this. IF there is going to be a priesthood that worships these supposed "gods", they would be Oracles by definition and not clerics and thus Mysteries would be the best way to represent this and not domains.
Now ONLY the Cleric requires a God to gain power in Pathfinder Universe. Any other divine character (Druid, Paladin, Ranger, Inquisitor, and Oracle) does not require the worship of a God (though many do). Some of these classes even allow the acquisition of a Domain. And thus, that allows THESE divine character to worship False Gods - just not actual Clerics.
Now if you allow Philosophies in your campaign to grant domains, then throw all of what I have said out. But within Canonical Pathfinder, You might have an Oracle with the Flames Mystery leading the worship of a Peluda or you might have a Druid with the Serpent or Saurian Shaman Archetype or maybe just the Fire Domain or something like that as the High Priest of said Peluda - you just wouldn't have a Cleric with the Scalykind domain or War Domain.
Question:Speaking of False Gods and Clerics. James, do you suppose it would be possible for a person to take Cleric levels before their Idol of Worship gained deific power, knowing full well that their Idol isn't yet a God or Demigod but in the belief that their Idol will soon become one? Of course said Cleric wouldn't have any real class features (my thought was maybe they could be told their Idol's Favored Weapon prior to ascension and MIGHT gain proficiency in that weapon as I have always understood that to be a matter of training).
SLAs do not require components. I also believe they don't require vocal or somatic components either.
I suppose what I'm really asking is:
Is it really the intent to allow a character to potentially have 3 different resurrection abilities without material costs, each once per day, with this ability.
I already knew that the RAW says that SLAs do not have to worry about any components. I suppose it's fortunate that no domain grants Wish as far as I know (though the Divine subdomain does grant Miracle).
DM Crustypeanut wrote:
They wouldn't grant domains most likely... they are false gods and sometimes people/monsters in the various worlds in the Pathfinder universe don't realize that REAL gods can actually grant divine powers. For example, the people of Earth in the Pathfinder universe don't realize that we could gain divine powers through worship of Lamashtu or Asmodeus and so on and so forth. (Instead on Earth, we have abandoned/been abandoned by the various interplanetary gods of Desna/Asmodeus/Lamashtu [note: the Ascended such as Iomadae would likely never of even heard of the tiny little blue planet known as Earth]. The exact reason for this is unknown.)
I guess the best way to think about it is this: We the players know about Resurrection and the Cure for Lycanthropy and Divine Magic... but 95% of the world's population doesn't think like PCs... Goblins sometimes worship normal Barghests as gods even though they don't grant domains and Lizardfolk and Kobolds might worship Peluda or Dragons as gods even though, once again, they don't grant spells.
Now, if you believe N/PCs should be able to gain domains through worship of philosophies then the above list of Fire, Evil, Strength, and Scalykind for the Peluda is pretty good. Another option is giving them some Mythic Tiers (atleast 3 though I'd probably go with 5) and then giving them a domains list (not necessarily through the Divine Source power though)
Take the movement capabilities of Mirror's Edge (note Free Jumping is in this game) without all the chase scenes. Take everything else of Thief - the NEED for stealth, the interesting equipment, the supernatural dark fantasy setting, and the main protagonist.
And Lo and Behold we have brought Thief into modern gaming with very limited Context-Sensitive controls (Is their a wall where you are jumping? Sweet, now you are wall running).
A game doesn't need realism. A game needs to be fun. The fun of the Thief series is STEALTH, GADGETS, FANTASY, and FREEDOM. Different series require different things as fits their identity. I haven't played much of the Thief series so I can't say for certain but I do think that the impressive parkour action of Mirror's Edge could be an excellent addition to Thief as long as it was kept in the context of what Thief was about (Think: Wall Running, Jumping, and Climbing through a trap and pit laden vault to get the delicious treasure and less Chase Scene).
James Jacobs wrote:
FlySkyHigh, that's not quite correct. The Barbarian STR would go to 22 when in Hybrid or Animal Form.
Essentially it is the following:
Change your Str, Dex, and Con to the animal's base stat - unless your stat is already higher - and then add +2 to Str and Con.
Compare the Hybrid Werewolf (From Bestiary 1) to the base human form who has a Con of 14 but the Hybrid Form has a Con of 17. This is because the base wolf has a Con of 15. Then if you look at said werewolf's base human form's Str, we see it has 17. That 17 changes to a 19 in Hybrid form but the base Wolf Animal has a STR of 13.
Major Edit: The Rules on Lycanthropy majorly lack consistency. In Bestiary 1 the rules works as I described above. In Bestiary 2, the weretiger DOESN'T follow the rules as described in Bestiary 1. This is before Broken Moon muddled up the rules for Curing Lycanthropy even further (and they weren't all that clear to begin with. Do you need to take the ability damage from Wolfsbane or not? Plus, I could be wrong, but I thought Belladonna and Wolfsbane were the same thing...)!
Turns out being a demigod is a lot more complicated then getting a bunch of spell-like abilities from your new domains and subdomains! Now, these are mostly theoretical questions as many GMs aren't going to have their players worry to much about their followers other then in a "how do you treat them?" type of way. Still, it turns out there are a lot of unanswered questions concerning being a demigod!
I am interested in others people thoughts and opinions on some of these questions so onwards!
Worshipers (OR how much do you inheritantly know and much requires divinations on your part OR how screwed in knowing about your worshipers are you if you are a Martial non-casting class)
1. Do you know the name of every worshiper?
Contact To/From Worshipers (OR Just how often are you going to tell your followers "I don't know")
1. Prayer (not the spell) is a common form of trying to ask gods and demigods for favors. Are you capable of hearing these prayers? How much can you act on them?
Portfolios (Nothing witty here, sorry I'm terrible)
For now, these are the questions I have. If people have some more they are curious about, feel free to post them up. This is an open discussion and is far less concerned with RAW then normal - I am interested in how people would run these things or what their thoughts are and how they might run it in say Wrath of the Righteous.
Mythic Adventures wrote:
Mythic Adventures wrote:
Step 7—Evaluate the monster at its final CR. Your monster’s final CR is its initial CR + 1/2 its MR (which should be close to your estimate from Step 1). If half the MR isn’t an even number, round down to get the monster’s final CR. Use Table 6–8: Monster Statistics by CR (see page 229) to evaluate whether the monster’s abilities are appropriately challenging for its final CR. If a creature’s mythic abilities complement its non-mythic abilities particularly well, that mythic creature may be too powerful for its final CR. If a creature’s mythic abilities don’t interact with its nonmythic abilities, that creature may be too weak for its final CR. If either of these situations occur, make adjustments to the monster so it better fits the intended CR.
The Final CR is what is shown in the Statblock, friends. This Colossus is CR 19 and was originally developed as a CR 16 before adding Mythic Stuff. The rules for Mythic Monster Creation begin on pg 224.
Lord Snow wrote:
IANJJ but it is generally accepted that D&D 3.5 over produced 2 things during the course of its lifetime - classes and domains (one always needs more spells and magic items). There are a few that don't have good equivalents (my DM wants a Commerce domain), but overall the current Domains and Subdomains list does cover a bunch of overhead concepts... D&D 3.5 just had WAY too many domains (often times surrounding the same topic... there were like 3 different Undead related domains) and so I imagine that Paizo is trying to be very careful on how many domains are in the game. As to the original question dealing with guns - a Gun related subdomain could easily fit underneath the Artifice and/or War domain and thus there wouldn't need to be a whole new domain related to guns.
If that's your issue, I would recommend looking at the Sandman Bard as mentioned above. It's a very good took on the Spellthief concept without pidgeonholing the character into absolutely having to steal spells to be useful (I really like this archetype because it's like taking the Spellthief class, the Beguiler class (which I loved) and Bard... and SMASHING them together into a glorious combination of deceit).
Alexander Augunas wrote:
Hey, I think another cool bloodline for Kitsune is Boreal or Undead If you can only have one or both if the Kitsune is a sorcerer with Crossblooded or Eldritch Heritage. The idea being that the kitsune has the touch of a Yuki-Onna (see Bestiary 3) in his/her heritage. Anyway I think that was pretty cool too.
Draco Bahamut wrote:
Angels are normally any Good. Archons are normally Lawful Good.
Adamantine Dragon wrote:
You know... I thought about your point above about not having knives drawn on them...
And for the life of me, I can't agree with you. Being threatened with physical violence is inexcusable, without a doubt. Having a person yell in your face for making an honest mistake - inexcusable. Having several people berate you across the internet, call you out, specifically, for something as innocent as reminding GMs "Hey you can place limitations on Free Actions, here's some numbers we think are reasonable", as incompetent and unintelligent game designers... well that's also INEXCUSABLE.
Their is such thing as a difference in degree of danger. There is such thing as a difference in degree of proximity (Cyber-bullying is NOT any less distressing then other types of bullying and can be even more stressful... you know... for the record). BUT there is no such thing as degree of inexcusable - either your behavior is reasonable or it's not. The behavior on these boards have NOT been reasonable.
You guys put up with a lot of bull and get way to much flak for doing your jobs. Keep trekkin' on. This storm will pass once people learn they can make this game what they want to make of it (and that right now they are making it incredibly depressing as I watch this community's behavior). So thank you again and know that a lot of us still have your back.
Well they can already do so... Take Component Freedom(Somatic). Then all they will suffer is armor check penalties to attack rolls (meh) and and skill checks for movement abilities (double meh).
That link didn't explain anything Ciretose. The multiclass of ye olde tymes actually made the fighter/wizard combination about as effective as the Magus at the higher levels. Afterall, the fighter/mage had to split their experience points between two different classes, meaning they got their spells slower and the THAC0 didn't get better as fast as a single classed Mage or single classed Fighter. This is in addition to the arbitrary level caps most PC races had save humans who couldn't Gish properly anyway.
If your thoughts are that the Magus doesn't get enough self buffing spells or abilities, you and I must be looking at two different classes and spell lists.
Finally, just because the Dervish Dance Magus is the most effective Magus, doesn't mean that the other options aren't perfectly viable either. I wouldn't say at all that the Magus is that much worse of a combatant than say a fighter. He has a lot of class features that make the magus nearly on par with the fighter. And while the Magus may not have quite the versatility in spells as the wizard, the magus does have quite a bit of self-buffing, damage dealing spells and through class features can get some of the versatile spells such as Permanancy and Contingency.
So I don't quite get what you mean by saying the Magus isn't a good enough Gish.
I countered a spell once as my Abjuress.
My character was coming up to a tower in the distance when my character spotted movement on the top of the tower, barely seeing a humanoid shape there. My GM was only just barely about to say something about it moving, when I yelled and cut him off - "I begin counterspelling fireball!".
"Uh, well to your satisfaction a small poof of the disrupted magical energies appear at the top of the distant tower..."
Ahh... Good times....
You had to be there.
Anyway I must fully throw my support behind Abjuration getting more support! I get that of the five MT:G colors, blue is often the most powerful but it's really my color and being allowed to achieve that sensation would be awesome.
Actually DR/Epic can only be bypassed by creatures with DR/Epic themselves. You might be thinking to yourself "Hey now, nearly every Mythic creature will have DR/Epic". Well yea you are correct, but you have to realize that even Mythic PCs aren't supposed to be fighting a bunch of Mythic enemies, mostly just enemies with higher CR. Even WotR isn't going to have many Mythic enemies at all. DR/Evil (the dr celestial creatures will have) is going to be bypassed a lot more easily in WotR then DR/Epic is (All attacks from Evil Subtype Alignment Outsiders count as Evil for DR purposes).
I would like to see a warlock-like psion, that gets a psionic-flavored spell-like ability that is useable at will (kind of like a witch's hex), a signature ability at 1st level scales with level (like eldritch blast, but with more options, like a telekinetic ranged combat maneuver ability, a pyrokinetist's immolation ability, a mind blast, a nomad's teleporting hop, a way to self-buff, etc. etc.), and then psychic knacks at every even level that can be used to augment powers or apply quasi-metamagic effects to psychic magic power, etc. There would be a pool of ki pools that can be spent to do the really cool stuff.
I had thought that the Warlock class would make a great base for an Adept class (As in Mass Effect). Change the Eldritch Blast to Warp, change the Invocations that altered Eldritch Blast to stuff such as Push and Pull (using Combat Maneuvers), and other Invocations for other Mass Effect Power. Sorry for the Tangent.
My opinion is I prefer that Psychic Magic have differences between Vancian (Wizard and Cleric specifically) and Dreamscarred/3.5 SRD System. I would prefer something closer to Sorcerer/Warlock, using most of the magic rules as presented in the Core Rulebook, with SR and Spell Schools and Subschools and all that jazz, but with a twist that differentiates it from the spell casters of the current times.
Replace the Inquisitor with Cleric with the Evangelist Archetype. Take the Heroism subdomain. Mythic into either Hierophant or Marshall (duel path into the other). Make sure to take Inspired defense. No one in your party will ever again fail saving throws. For extra fun, get yourself some Imperious bloodline for a small extra boost to your evangelist performances or Heroism aura.
You can move if this isn't a surprise round.
Hit them with this. As a Samurai you won't be able to challenge with Wave Strike but you will still have access to Power Attack, maybe wield the weapon Two-Handed despite that going against Iaijutsu. Plus Weapon Specialization and Greater Weapon Specialization since Samurai count as Fighters for the purposes of such feats (for their selected weapon, Katana in this). You will still deal a lot of damage AND Constitution Bleed is nothing to scoff at.
I highly recommend you also do everything in your power to up your Initiative up such as Improved Initiative, maybe a trait, some magic items (I think some exist) while still trying to be Strength-Based (Unless you exist a magical fantasy land where your GM allows finessing with Katanas AND allows the agile property to be placed on your katana). Keep in mind that even if the first turn is a surprise round, as long as you start 5 feet away from them, or 10 feet with Lunge, you can still Quick Draw your Katana and hit them with Deadly Stroke.
There is even a archetype based around using Primal Magic to fuel spells instead of expending the spell slot the spell is prepared in. It revolved around making making DC 20+2x[Spell Level] Concentration checks so you had to put in a lot of effort into increasing your concentration.
The archetype appears in Inner Sea Magic.
Some options for increasing your concentration included
There are also many traits, the easiest to qualify for and most effective for this purpose is Focused Mind from APG which gives a +2 trait bonus and uses your Magic trait.
It's been said that if people ask for it enough, Deific Adventures could possibly be a future product dependent on the success of Mythic Adventure's. I, personally, am for such a product but from what I understand the Paizo people are mixed on that subject.
Honestly if I wanted stat variance with die rolling I would stick to a point buy system like this:
Standard Fantasy: 8 pts + 2d6 additional pts (10 - 20 pts, Avg 15)
On average each player will get the appropriate number of build points for the level of the game but it does allow for some variance.
Would it be to difficult to say something like:
"Think the "Summon Good Monster" feat but for Demons."
"Lists of the various Demons' prefered sacrifices for planar binding. Won't go into detail here,"
"There's some spells that help you keep better control over your demons."
Just curious if something like that would be way to over the top and would utterly ruin the potential of someone buying this book.
Jeff Erwin wrote:
You know... She had to conceive Rasputin and the Irrisen Queens somehow... That's known 15 progeny and there likely was a 16th before RoW.
She's getting some from someone. Just sayin'.
Thanks to Coriat and xevious (and whoever else I missed) for explaining that. I can certainly understand why people think a +10 is a bit of an issue. I may not agree completely, but it certainly opened my eyes a bit more.
Hey, it's cool. Glad you atleast understand our worries, even if you don't agree completely. Now if I could just get Peter to stop frothing at the mouth....
The problem me and Peter have with +10 isn't that it's an increase. It's that it's not +60 (I personally prefer +1/2 tier to all d20 rolls, class and racial DCs, and HD worth of HP gained (essentially con gain or toughness) with every even tier but the effect is nearly the same). The problem with +10 is that it benefits Single stat characters the greatest - Paladins, Casters - and hurts the MAD classes. The subject is complicated so I can't go into every detail here.
As to Surges. The problem with them using immediate actions is that, depending on your choices, a character is going to gain a glut of swift actions. This exacerbated by class that already have a lot of swift actions or need to use swift actions to be useful - I'm talking Magus but others such as Paladins with their Smite Evil, Sorcerer with Quickened Spells, and others. This becomes a problem if a creature forces an saving throw every round with an aura (see Nymph) because your own saving throws didn't increase while the monster's DC did (See above with why +10 is a problem). Also I would of preferred to make it a flat number (+2, +4, +6, +8) to not add additional die rolls and the time increases it adds to combats.
As to them not taking the feedback into account. The issues isn't just that but that they barely talked to us even with all our feedback. They didn't explain rationale for their choices. Yes there are a lot of threads so I know they can't post on every issue, but a few threads had a lot of posts and yet no comments or explanations.
Don't get me wrong, I am still pretty happy with this purchase. I just feel that it isn't quite right yet and could of used a bit more time and playtesting.
Umbral Reaver wrote:
I'm in agreement with this.
Peter, Calm down and stop cussing - Just say you don't like something and explain why if you can.
I love the concept of Mythic, so I will be doing some houseruling to get the mechanics a bit more inline.
But I am annoyed that the Playtest feedback wasn't just ignored... I feel like it was never really seen AT ALL beyond a small thing here or there. Big issues were raised (ability score increases and mythic vampire [which was actually NERFED from the playtest]), things that left us confused (how does Metamagic work with Mythic spells?) talked about and pointed out, yet many, many of these issues saw no revisions in this book.
This coupled with the fact that they couldn't alert us when the Playtest was over before unceremoniously closing the forum and saying "Hey, thanks for trying Mythic out but we have to ignore all of your ideas because we already sent the book to the printer and stopped paying attention to these forums a LONG time ago" - I can see why it'd be bit infuriating. If Paizo wants us to be part of making their system work, we'd love that - I'm certain many Paizo fans do enjoy these playtests - but something needs to be done to facilitate communication and DIALOGUE. This playtest desperately lacked dialogue.