[Amora Game - Kickstarter] the Book of Collective Influence - LIVE


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Drejk wrote:

Conduit's mystical conduction class feature speaks about "absorbing" spells and spell-like abilities to gain conduct pool points but does not explicitly states if the spell/sp-like ability is negated by this ability or is that just a way of getting points while affected.

If the former, then after hitting 7th level the conduit cannot be affected by a targeted spell or a spell-like ability as long as he know that someone is casting a spell on him. Is such degree of immunity intended?

I will follow up with Mike once get to a computer with good internet access.

Drejk wrote:

If I ever create a conduit character, I will pick a Leadership feat at 7th level and get myself sorcerer or oracle as a cohort. Or maybe a drow with greater drow nobility feat that will be casting feather fall or levitate on me at will.

Guess you could do that. I know in the playtesting feedback, don't think anyone thought of that. I know in my home game we don't allow the leadership feat. mm. Probably could input a side bar article.

Drejk wrote:
In my own metamorph section: Flight (winged or magical) isn't a restriction because the flight evolution requires picking one of those two modes of operation. Restriction on flight would be flight (winged only) or flight (magical only), like it is in case of bestial, draconic or monstrous phenotypes.

It should say something in the phenotype section. I will double check.

Drejk wrote:
Into metamorph's maximum attacks and genesis sections sneaked a few occurrences of "he"/"his". I deliberately wrote the metamorph class with neutral pronoun of "it" as it can be noticed in other features.

Transcription error. Fixed for the next document upload.

Drejk wrote:
Spores is very powerful for a 1 point evolution - much more powerful than 2 point poison.

What point value do you think it should be?

Lord Mhoram wrote:

I just want to comment how much I like this book. I tend to have all sorts of personality and character ideas floating around in my head half formed; usually waiting for some mechanical widget to make the idea work.

Reading through LiC gave me the tools to make 4 of them. I haven't had that much creative energy from a rule book since Ultimate Psionics and Mythic Adventures. As much as I love Kobold's New Path Compendium - this has more things I am inspired by. Can't wait for the final version. Really enjoying it now.

Classes that are "wow" for me on first read (mostly because they are helping me with the above ideas - everything in here is good).
Conduit
Metamorph
Mystic
Survivor
Umbra.

I tend to play in very small groups so a lot of "support" characters don't get played much - if we were in a normal group I'd be playing Nodwick a Momenta. When I next get Leadership I am really thinking about a momenta cohort. It just looks like fun.

Thanks to everyone involved. You made my game better, simple as that.

I am going to steal some of your quote for advertising. :)

The troops did a good job on their classes. The momenta was a concept class from Eric. It was a neat idea, and how to structure it put the team in a tizzy. But I feel it fleshed out well.

The feedback helps folks. It's is a community influenced project and love the feedback.


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I picked this book up and have to say that so far it's rather awesome! So much win in one book.:) I do have a couple of questions though:

1- The synergist abilities Battle Acuity, Calm, and Defense are listed as granting a morale bonus. However, it doesn't say exactly what the bonus is equal to. I am assuming its equal the amount of synergy counters used to grant the bonus.
2- Can the metamorph learn summoner eidolon evolutions?

Cheers
Volf


Volvogg wrote:
I picked this book up and have to say that so far it's rather awesome! So much win in one book.:)...

Glad you are liking it!!!

Volvogg wrote:
1- The synergist abilities Battle Acuity, Calm, and Defense are listed as granting a morale bonus. However, it doesn't say exactly what the bonus is equal to. I am assuming its equal the amount of synergy counters used to grant the bonus...

Yes that is the RAI if not the RAW. Your bonus is equal to the amount of synergy you impart to your allies. I'll take a look at the base description and see if I can't send Greg a clarified version.

I'm also wanting to write up a few Synergist specific Feats, and wondering if Daron found any inspiration for Synergist archetypes...


Amora Game wrote:
I am going to steal some of your quote for advertising. :)

Cool!


Okay. I finally finished reading my copy.

My first thoughts? Congratulations! Thank you so much for making this book possible Amora Games and the kickstarter people. From the classes to the archetypes, I find this book very creative and fun. It has inspired new character ideas, great modifications to old ones, and I think my group will love this addition to Pathfinder. You all rock.

I can't wait to use the Battle Lord to play a retired knight hospitaller from Mendev in my friend's upcoming Iron Gods campaign.


Can anyone give me a mechanical summary of each class. I have a lot of third party stuff so I've been on the fence about getting it in fear of overlapping concepts or mechanics.


I haven't read all the classes in great detail but a simple rundown:

Warlord- Full BAB, fighter type with Aura and other type area enhancements to party. Think a 4th edition Leader role for style, but Pathfinder mechanics.

Condiut - can absorb spells, and that feeds a pool, which can be used to power a blast type power, and other magical tricks. You could run a "spellfire" kind of some type.

Demiurge - haven't read in detail.

Medium - Some basic ability choices, but the main is in the power of the spirit companion that can "possesses" the medium. This companion is built as a PC, and while possessed the medium is effectively the class of the companion. This can be switched every time the medium gains a level. Like the Savant, this would be great for players that get bored of a character quickly.

Metamorph - sort of does to a Summoner what an Aberrant archetype does to the Aegis. No spells, or summons SLA, just you constantly modify yourself. So mechanics are very much summoner with max attacks, evolution pool ans such. Personally I could
easily see it being used for a "race is class" like the "In the Company of..." books by Rite.

Mnemonic I've not read in detail.

Momenta - pure support class - grants teamwork feats and other abilities to other characters (or self), has a pool of points that power those abilities. Some grant bonuses, some grant extra actions, some great and special ability. 4th level spellcaster.

Mystic - Ki Pool driven elemental, with some monkish type abilities. Basically making Benders from Avatar and Korra. I prefer this take over the Kineticist in the Occult Adv. Playtest. Has some similarity to the the elemental choices in teh Talented Monk/More Monk talents from RGG. I prefer this if you want specifically elemental powers rather than some elemental flavor to a monk.

Pauper I've not read in detail. Same with Survivor and Synergerst. The Synergist is another support class.

Umbra character has ties to two planes (one initially and one later), can choose powers from each. Mechanics are sort of like Incarnum/Akashic - you have a certain number of points, and you distribute those at the start of the day to the powers you have. You also get "temp" points that you can spend to power up a power for a while. I like the style.

Warloghe, while I've not read in detail- has a pool to power some special abilities, mid BAB, and 6th level spellcasting. Also some spirit binding going on.

And the book has some great Storn Cook art in it.

Sorry I couldn't give a rundown on all of them, mostly reading the ones that strike my fancy right now. :D


here is a corner case rule question - race has 4 natural attacks to begin with (say a conversion of the 3rd ed Thri-keen); and chooses to be a M
Metamorph (yes I'm using the class to make a "thri-keen racial class"...

Are they limited to three Natural attacks with class, stick at 4, until they get 5 by class, or gain a +1 Natural attack at first level, then gain +1 each after that. I figure the middle choice, but was curious on what would be the intended from the designer.


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It would be second option. You will count the max number of natural attack from the class but it cannot prevent you from using your natural-natural attacks if you have more.


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Malwing wrote:
Can anyone give me a mechanical summary of each class. I have a lot of third party stuff so I've been on the fence about getting it in fear of overlapping concepts or mechanics.

I can try. I'll cover the ones I have gone into the most.

Battle Lord: Basically, a martial class that uses something called Drills and Auras. Drills give everyone being affected by them a teamwork feat and a bonus related to the teamwork feat. Example: Precise Strike and a scaling bonus to melee damage. Auras only work out of combat, and usually provide everyone a scaling bonus to a skill. Lastly, the Battle Lord receives one of 4 specialties. These specialties basically provide class features every few levels and are quite strong. Artillery buffs firearm usage, artillery usage, and grants you a few extra team buffs. Medic revolves around adding a LOT of functionality to the Heal skill, to the point that the skill is more than worth investing in.

Conduit: Nothing in Pathfinder is like the Conduit. You will not have overlapping mechanics or concepts with this class. They absorb magic and use that absorbed magic to power their class features. There are balancing factors built into the class to make them not completely immune to magic, but they will give an equal level spellcaster a big run for their money in a 1v1 fight. They also have some features to sacrifice HP and constitution to get magic points, in case nobody is there to let them absorb some magic.

Demiurge: The Demiurge seems conceptually based on Plato's theory of forms, and has very cool abilities based on this. It focuses mainly on the creation of facsimiles. These facsimiles are highly customizable, and last until destroyed. These facsimiles can be many things, from alarm systems for a sleeping party, hulking bodyguards, to clever skill users. As the Demiurge, you are also adept at knowledge skills, diplomacy, and teaching. You also have different Enlightments to choose from at level 1 that all buff your facsimile ability in some way, and grant class features as you level.

Medium: As said earlier, this character can sometimes be like 2 characters. The spirit that they allow to possess them does not gain feats, and must use the Medium's feats. The only exception is when the spirit gains bonus feats. Medium's have awesome class features on their own, though for the most part, their class features do not support a combat role (Spirit helps with that). They have access to lots of divination abilities without actually being spellcasters.

Metamorph: If you were to have overlap, it would be with the synthesis summoner. Personally, that is something I am happy about since the synthesis summoner is incredibly crazy and a headache for DMs. Basically, the Metamorph has his own evolution point pool, and a vitality point pool used to self heal, and buff certain evolutions, feats, and abilities. Makes a very cool character for someone who wants to "play the monster."

Mnemonic: Very similar to a monk until it isn't. Still has unarmed support, but loses most mystical class abilities to gain a new and awesome set of them. Can manipulate people's memories, and temporarily steal them in combat. For instance, the Mnemonic can steal an enemy fighter's power attack feat for a few rounds, gaining power attack for those rounds. He can also remove spell slots from spellcasters for the day. Obviously this feature can only be used a limited amount of times per day.

Momenta: Strong support class. Unlike other support classes, they probably can't win a fight solo. However, the level of support this class grants is unlike any other class. They can do things no other class can do. Shuffle initiative? Check. Power daily uses of abilities from other people's classes? Check. He also gets spellcasting with a very support themed list. The Momenta is also pretty great at skills, getting a few bonuses here and there and getting lots of skill points.

Mystic: Gameplay wise, the Mystic is definitely best described as a bender or a Jedi (Force Path). They actually combine the use of elements into their martial arts, instead of being forced to choose whether they are smacking someone or shooting them on a turn by turn basis. The playstyle is completely different from the Kinetiscist's mostly ranged playstyle. The Mystic is almost as choice heavy as a spellcaster. Mystics have both a talent system (10 talents by level 20) and a technique system (9 techniques by level 20). Both of these systems are heavily influenced by the Elemental path chosen at level 1. Through talents and techniques, the mystic's class features are enhanced and many spell-like abilities are obtained. The class may be on the monk chassis, but it feels nothing like a monk once the ball starts rolling. And yes, Force Path does get the "mind trick."

Survivor: A very interesting martial character based around survival. Incredibly tough (get access to many defensive class abilities, and have d12 HD). They make great outdoors men as well, so that might step on the ranger's toes to some capacity. To me, their flavor feels quite different though. They have no bond with nature, and have no spells for instance. The survivor also can share some of their survivability with their team, which is always nice!


It's up on Paizo's webstore! Though I think the most excited people grabbed it off other sites.


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Now available here on the P to the aizo.


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Can I rapid Shot my Elemental Strike if I have the Elemental Blast talent and Effortless strikes+Fast Strikes?

As written it seems no, but if Axexander intended us too I would use his word.

Also this book be amazing.

Contributor

Insain Dragoon wrote:

Can I rapid Shot my Elemental Strike if I have the Elemental Blast talent and Effortless strikes+Fast Strikes?

As written it seems no, but if Axexander intended us too I would use his word.

Also this book be amazing.

As written, maybe.

An elemental blast attack has to be made with an unarmed strike, a natural weapon, or a weapon from your elemental path's weapon group. Even though the attack made by elemental blast is a ranged attack, if you're using an unarmed strike or a natural weapon to make the attack you still don't meet Rapid Shot's requirement of "using a ranged weapon."

The reason I said, "Maybe" is that last line; weapons from your elemental path's weapon group. Some elemental paths have ranged weapons as elemental school weapons, and those weapons could be used with the combo that you're describing. For example, a dagger is considered a ranged weapon when thrown because it has a range increment.

Note that this is an ambiguous ruling because what makes a "weapon" considered a weapon of a specific type is somewhat up-in-the-air with the release of the Advanced Class Guide. For instance, "dealing piecing damage" is enough for a weapon to combo with swashbuckler's finesse, as illustrated by the Snake Style / Swashbuckler's Finesse ruling, but at the same time the Slashing Grace feat apparently excludes slashing weapons that are wielded in one hand that aren't specifically one-handed weapons (most notably, light slashing weapons). My gut tells me that we'll be seeing an FAQ on this sometime in the future, so keep an eye out for how weapon type rules may change. Being able to make a ranged attack with a melee weapon might one day be enough for this combo to function with any weapon.

And honestly, if your GM rules otherwise, its not a huge deal; no worse than a warpriest making a full attack with a throwing dagger, really. Part of my mental picture was Aang using his staff to bend blasts of air at people, which would certainly be a ranged weapon. If your GM is cool with the combo working for any weapon, then it shouldn't be a problem.


I have thoughts on the book (good and bad) but since its a work in progress I don't want to write a review. Wheres the best place to type up these opnions?


I can't imagine that posting them here would be a bad idea.


Alexander Augunas wrote:
Insain Dragoon wrote:

Can I rapid Shot my Elemental Strike if I have the Elemental Blast talent and Effortless strikes+Fast Strikes?

As written it seems no, but if Axexander intended us too I would use his word.

Also this book be amazing.

As written, maybe.

An elemental blast attack has to be made with an unarmed strike, a natural weapon, or a weapon from your elemental path's weapon group. Even though the attack made by elemental blast is a ranged attack, if you're using an unarmed strike or a natural weapon to make the attack you still don't meet Rapid Shot's requirement of "using a ranged weapon."

The reason I said, "Maybe" is that last line; weapons from your elemental path's weapon group. Some elemental paths have ranged weapons as elemental school weapons, and those weapons could be used with the combo that you're describing. For example, a dagger is considered a ranged weapon when thrown because it has a range increment.

Note that this is an ambiguous ruling because what makes a "weapon" considered a weapon of a specific type is somewhat up-in-the-air with the release of the Advanced Class Guide. For instance, "dealing piecing damage" is enough for a weapon to combo with swashbuckler's finesse, as illustrated by the Snake Style / Swashbuckler's Finesse ruling, but at the same time the Slashing Grace feat apparently excludes slashing weapons that are wielded in one hand that aren't specifically one-handed weapons (most notably, light slashing weapons). My gut tells me that we'll be seeing an FAQ on this sometime in the future, so keep an eye out for how weapon type rules may change. Being able to make a ranged attack with a melee weapon might one day be enough for this combo to function with any weapon.

And honestly, if your GM rules otherwise, its not a huge deal; no worse than a warpriest making a full attack with a throwing dagger, really. Part of my mental picture was Aang using his staff to bend blasts of air at people, which would certainly be a ranged weapon. If...

For the games I run I will interpret that as "Yes in all cases" because I would count unarmed strikes and natural attacks as weapons for that circumstance. My main worry was that you'd consider it to be "too OP," but these aren't touch attacks and we get no Multishot or favored enemy, so it would be impossible to beat a pure archer's damage.

In my personal opinion a class with as much out of combat and in combat utility as the Mystic shouldn't be doing as much damage as a dedicated damage dealer, so this is great!

BTW my next character is going to either be a Mystic or a Stalker from PoW. Even if I'm forced to be the "band aid" I'll still play a Mystic using Water techniques.


Malwing wrote:
I have thoughts on the book (good and bad) but since its a work in progress I don't want to write a review. Wheres the best place to type up these opnions?

Here is fine. Or you can message me directly if you feel the need. It is a WIP. ALL feedback is welcome.

~Greg


Does that mean classes can get changes?

Fire Mystic Talent that lets you spend a Ki point to ignore 5 Fire Resist.... Yeah that needs to scale or something. At level 10 you can expect casters with something like 20-30 energy resistance or even protection from element.

Maybe have it increase by 5 at levels 5, 10, 15 and 20? Or have it eventually let you bypass immunity/turn immunity into resist 20?


I love the book…so much juicy goodness!!! Still need to find the time to really read through more of the classes.

The Metamorph grabbed my attention but seems to be not much more than a PC Eidolon minus the Summoner.
I recognize things are not finished in the book but was wondering if there is room in the class to do more with Genesis. As it stands I don't see a major benefit from it--the class becomes more MAD with diminishing returns--it helps your defense at a larger cost to your offense.
Maybe provide other class abilities that work off the Genesis ability score such as
-extra evolution points
-initiative bonus
-the ability to swap evo points on the fly up to the score
-donate Evo points to others (shared evolution)
-temporary evo points
-mercy-like effects that work with Vitality Surge
-domain-like ability usable 3+Genesis score x/day
-mutagen-like power that lasts 4 +Genesis score rounds/day + 2 rounds/level

I'm not trying to provide a critique, just one reader's observation and suggestions. I really like this work. Great job team!


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Insain Dragoon wrote:
Does that mean classes can get changes?

Fine tuning of abilities, but classes won't change. There are 2 warloghe taboos that will be tweaked properly due to their radical over power. Umbra may see a universal planer trait/power added, etc. Survivor may get another talent.

The classes are play ready. Small clarifications.

Onyewu wrote:

I'm not trying to provide a critique, just one reader's observation and suggestions. I really like this work. Great job team!

It is called feedback and we are open ears :).

Thank you for the purchase. Actually a number of your ideas are built along side the class as feats (extra evolution), and some already into it at mid level.

I think some of the things you mention would make a great archetype or two.

We will have a new document uploaded in about a week with the extras (Ie Chapter 4).


The classes are play ready. Small clarifications.

Onyewu wrote:

I'm not trying to provide a critique, just one reader's observation and suggestions. I really like this work. Great job team!

It is called feedback and we are open ears :).

Thank you for the purchase. Actually a number of your ideas are built along side the class as feats (extra evolution), and some already into it at mid level.

I think some of the things you mention would make a great archetype or two.

We will have a new document uploaded in about a week with the extras (Ie Chapter 4).

Yeah...I probably should have offered up some of these things during the playtest/feedback period. Life, you know...

Archetypes, huh? I think that sounds about right for the next book

Contributor

Insain Dragoon wrote:

Does that mean classes can get changes?

Fire Mystic Talent that lets you spend a Ki point to ignore 5 Fire Resist.... Yeah that needs to scale or something. At level 10 you can expect casters with something like 20-30 energy resistance or even protection from element.

Maybe have it increase by 5 at levels 5, 10, 15 and 20? Or have it eventually let you bypass immunity/turn immunity into resist 20?

Is that the blue fire talent? That sound awfully weak. I'll talk to Greg about getting it boosted if that's how it reads.


For the most part the class is really well executed and the talents seem balanced among eachother, though some may be favored depending on playstyle. That is perfectly OK because while I may not be interested in a Feinting Fire Mystic, someone else might.

These are the talents and their verbage that I felt didn't follow the power curve:
Azure Flames (Su): As a swift action, the mystic can
spend 1 ki point in order to allow her elemental strike,
elemental techniques, and mystic talents to ignore 5
points of fire resistance until the end of the turn.

... At that point I looked through all the Talents and Advanced Talents.... and realized this is the only one I have an issue with. Just a testament to how great the Talents and Techniques are for this class.

Did you want to make Mystic's capable of taking Monk Vows, or are they already awesome enough :) ?


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In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster. Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:

Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.

The book is excellent! I am completing a review for it. However, I am going to be waiting until the tome is completed to post it.

One last thing; MOAR Twisted Spirits please. :P I would love to see one that would actually allow a Warloghe to be the party meat-shield.

Cheers
Volf


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Bought the WIP. My first thoughts:
Battlelord: Really awesome. Could use a couple more specialties that, to me, seem no-brainers: Cavalry (gets a mount) and Marine(for aquatic campaings). Also where are his archetypes?
Metamorph: I actually did a similar homebrew PrC, and I love the idea behind genesis and pheotype. Well done.
Momenta: A half BAB class with only 4th level spells. You beautifull mad genius! Also what does Superior Tactics does? My insomniac brain is not getting it.
Mystic: There is an Avatar archetype. Is all I wanted.
Umbra: The Umbra doesn't have an option for the shadow plane (or the ethereal and astral). Whut? Umbra means shadow. Literally. I expected Shadow plane more than the demiplanes.


I think I found a typo on the Hungry Mind archetype of the Mnemonic. Near the top of page 149, the 14th level upgrade for the Devour Thoughts ability says "The mnemonic inflicts 2d10 points of damage, instead."

Pretty sure you mean to say "The mnemonic recovers 2d10 point of damage, instead.


Query from someone who literally just discovered this. This sounds amazing, and I'm always up for trying new classes. Two questions: Will this be released in dead tree format? If so, when? If not, awwwwwww.

Paizo Employee Design Manager

Battlelord was my baby. Cavalry was originally on my list for another specialty, but the only thing that the class really needed to be a potent cavalryman was a progressing mount. Given that that can be obtained via feats... Similarly with the shipboard character, there just didn't feel like enough extra thematic space to make Specialties for those ideas when most of the other specialties had enough room in their chassis' to do their thing and pick up a horse or spend their Profession ranks on Sailor.

I know Greg had told me had some archetypes he wanted to do, but if those aren't going to happen (or if there's still time for me to submit a couple over to him) I'd be more than happy to do Marine and Cavalryman archetypes that change the class a little more fundamentally than the standard paths.

I'd probably have the Marine lose medium armor proficiency, tag on an extra proficiency or two with weapons like the harpoon, and tag in some things like a swim speed, enhanced ability to hold his breath, and maybe like an extra use for Dirty Trick where he can force an opponent to lose their breath underwater and jump straight to the drowning rules.

Cavalryman we could go a couple directions with; obviously we'd build the progressing mount right into the chassis, but I'd really want to keep him mechanically and thematically distinct from the Cavalier, so I might do something like build the sword and pistol style into the framework; that'd be less medieval knight and more its own unique bit recognizable thing.

I'll touch bases with Greg, see if it isn't too late to add something like that in.


I'd actually really appreciate those archetypes if you end up being able to make them.

I think that the water-themed archetype sounds great! Most Paizo martial characters have a water-themed archetype, which I think is appropriate because of the dangers that water brings compared to other terrains.

Pistol and horse was quite cool historically, and definitely would be something cool to bring to Pathfinder. Thank you for not wanting to make it just another lance-charge missile.


Volvogg wrote:
In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster.

One of the options is picking Pass For Human at 10th level, another is taking minor magic and disguise self. Some more evolutions/options might arrive in the future. At the moment heavy cloak and open minded society are your best friends.

Quote:

Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:

Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.

I want to make giant phenotype metamorph as an archetype in the future (not suggesting Book Of Following Influence... nope) and it would be getting ability to grow in size, among the others. I deliberately excluded existing size-increasing evolution because it would be too powerful (it had too good for a player class ability modifiers).


Drejk wrote:
Volvogg wrote:
In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster.
One of the options is picking Pass For Human at 10th level, another is taking minor magic and disguise self. Some more evolutions/options might arrive in the future. At the moment heavy cloak and open minded society are your best friends.

I am aware of the one option (minor magics does not list disguise self as an option). The problem is waiting until 10th level for an ability that, I believe, should be incorporated into the chassis of the class. I am keen on versatility and believe this class could use such a trait.

Drejk wrote:
Volvogg wrote:

Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:

Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.

I want to make giant phenotype metamorph as an archetype in the future (not suggesting Book Of Following Influence... nope) and it would be getting ability to grow in size, among the others. I deliberately excluded existing size-increasing evolution because it would be too powerful (it had too good for a player class ability modifiers).

Hmm ... interesting! I would very interested in a such an archetype.:) As far as the evolution I proposed, I would think it limiting enough that it would not be too powerful. The ability itself mimics a 1st level spell. Hell, the metamorph could simply ask his friend the mage to cast it on him (hopefully he has such a friend:p). The big gains from the evolution is increased natural attack damage and reach. The stat bumps are really non existent.

Cheers
Volf

Paizo Employee Design Manager

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Adam B. 135 wrote:

I'd actually really appreciate those archetypes if you end up being able to make them.

I think that the water-themed archetype sounds great! Most Paizo martial characters have a water-themed archetype, which I think is appropriate because of the dangers that water brings compared to other terrains.

Pistol and horse was quite cool historically, and definitely would be something cool to bring to Pathfinder. Thank you for not wanting to make it just another lance-charge missile.

I reached out to Greg to see if we still had room for those archetypes or of there were archetypes already queued up that would fill the space available. If we've got room I'll pop them over to him so he can add them to layout. If it's too late to add them (and it very well could be) I'll see if we can't add them either to a future release or a Battlelord supplement type deal.

Paizo Employee Design Manager

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Sorry for the double-post; just wanted to let you know I sent the Marine, Cavalryman, and Eldritch Chevalier archetypes off to Greg to review and add to the WIP.


Well that right there is fantastic news! Thank you very much Ssalarn!

Paizo Employee Design Manager

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Adam B. 135 wrote:
Well that right there is fantastic news! Thank you very much Ssalarn!

No worries! So, the drowning Dirty Trick thing was taking up way more of the archetype than I wanted it to for the Marine, I'll have to see if maybe we can tag that in as a feat or sidebar somewhere as just an extra use for Dirty Trick in aquatic environments. I didn't like the amount of design space it was eating up in the class as an ability; you have to make sure the class also has the Improved Dirty Trick feat and next thing you know half of the archetype has been used up to give you a very situational ability that probably won't scale well into the latter half of the game.

Basically though, the Marine springboards off the Scout chassis, keeping some of it's pieces and trading others for aquatic mastery. It gets light armor only (because swimming) and gains proficiency with the harpoon and net and a few cool related tricks.

The Cavalryman uses the Artillerist chassis but swaps out the siege gunner feats and culverin proficiency for pistol proficiency, free Sword and Pistol, and tags out one of the starting Drills and a couple of the aura increases for a progressing mount. Like the Marine, there's also a couple unique abilities that emphasize his particular combination of abilities.

The Eldritch Chevalier is something I really wanted to try but Greg and I are probably going to have to work together a bit to hammer it into something we're both happy with before it hits print. Long story short, he loses medium armor proficiency, a starting drill, bravery, and some aura increases and in exchange at levels 1, 5, 10, 15, and 20 he gains one spell slot of a new level (1-5) that he can only cast while he's got an active drill, and the ability to cast while wearing light armor. His unique trick is that he can divide up personal spells amongst allies benefiting from one of his drills by chopping up the spells duration and spreading it around (basically adding a communal tag to those spells).


I understand. You wanted the class to be a nautical commander, not the master of drowning. Having an ability be more space consuming than a whole archetype is often not what you want. Sounds pretty cool though. I can't wait to see what those tricks will be. I really liked DMing Skulls and Shackles, despite its shortcomings. I definitely want to include more ships and ship trade to my later campaigns, so this will be excellent.

Cavalryman also sounds excellently fun. Cavalier was one of my favorite classes before, but more for the roleplay, horse and tactician stuff than the DOOMCHARGE. It honestly sounds perfect. Especially for one of my players who in general desires more firearm using classes.

Eldritch Chevalier sounds like it will be very nice. I always like mixing magic into my martial when appropriate. This archetype sounds like it will expand on the themes presented by the Molten Steal Drill.


Ssalarn wrote:
Sorry for the double-post; just wanted to let you know I sent the Marine, Cavalryman, and Eldritch Chevalier archetypes off to Greg to review and add to the WIP.

Added for the next update.

Adam B. 135 wrote:

I think I found a typo on the Hungry Mind archetype of the Mnemonic. Near the top of page 149, the 14th level upgrade for the Devour Thoughts ability says "The mnemonic inflicts 2d10 points of damage, instead."

Pretty sure you mean to say "The mnemonic recovers 2d10 point of damage, instead.

It should be recover yes.

TheBlackPlague wrote:
Query from someone who literally just discovered this. This sounds amazing, and I'm always up for trying new classes. Two questions: Will this be released in dead tree format? If so, when? If not, awwwwwww.

It is so close I can smell the cedar.

VM mercenario wrote:

Bought the WIP. My first thoughts:

Battlelord: Also where are his archetypes?
Metamorph: I actually did a similar homebrew PrC, and I love the idea behind genesis and pheotype. Well done.
Momenta: A half BAB class with only 4th level spells. You beautifull mad genius! Also what does Superior Tactics does? My insomniac brain is not getting it.
Umbra: Whut? Umbra means shadow. Literally. I expected Shadow plane more than the demiplanes.

BL: they are coming.

MM: Drejk is one of my favorite freelancers. I'm also biased. It is very easy to think of the ST:tNG episode where Worf "de-evolves".
Umbra: It is an archetype on its way.

SUMMARY: All PCs roll initiative. The number results are then assigned to the PCs as the momenta sees fit.

Momenta: Superior Tactics (see below)
Amourgin the momenta, a ranger and a fighter are walking in the woods. A big bad monster comes along and makes them roll initiative.

Fighter rolled a 21
Amourgin got a 15
Ranger rolled a 7

Amourgin wants the fighter and ranger to go before him, so he pops the ST ability. He decides the ranger should take the fighter's initiative and then the fighter takes Amourgin's, etc.

New line up.
Ranger at 21
Fighter at 15.
Amourgin at 7.


@Alexander
For the Elemental Blast it doesn't seem you get a stat modifier to damage. If that's intended that's ok, just wanted to make sure.

Also was wondering if maybe we could get a non + weapon enchantment to add your enhancement bonus to atk/dmg on elemental blasts. Priced similar to adaptive maybe?

Lastly there is no text saying you don't get your Wis bonus to AC while wearing armor. If that's intended I wont argue, but at level 1 wearing a chain shirt, 14 dex, and 16 wis you have 19 AC. If you're an Earth Kineticist in Full plate it also seems silly, especially when your Wisdom climbs.

Contributor

Insain Dragoon wrote:

@Alexander

For the Elemental Blast it doesn't seem you get a stat modifier to damage. If that's intended that's ok, just wanted to make sure.

Also was wondering if maybe we could get a non + weapon enchantment to add your enhancement bonus to atk/dmg on elemental blasts. Priced similar to adaptive maybe?

Lastly there is no text saying you don't get your Wis bonus to AC while wearing armor. If that's intended I wont argue, but at level 1 wearing a chain shirt, 14 dex, and 16 wis you have 19 AC. If you're an Earth Kineticist in Full plate it also seems silly, especially when your Wisdom climbs.

You don't get to add any ability score to damage when making an elemental blast. Its one of the trade-offs of making a ranged attack rather than a melee attack.

I think the Wis to AC thing was intentional. Originally I had a talent that earth path mystics could take to gain that benefit while wearing armor, but in Avatar pretty much all of the earth benders and fire benders wear armor, and Jedi do so on occasion as well. That really only left air and water as paths that didn't feel great with armor, but I decided to allow it. They have other movement-based talents that discourage the use of armor.

Advocates

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Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Okay, so I was the one who assisted in designing the Pauper. I really like how it came out, and I'm somewhat surprised to see so few comments on it in here. I know not everyone digs support classes. I get that. I, however, happen to adore them.

I've been contemplating the creation of alternate classes for the pauper based on other characters from its inspiration. In case anyone was wondering, said inspiration was Danganronpa, specifically the main character, Makoto Naegi. Altruism, hope, despair, teamwork. optimism... they're all there. :)


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IS there any announcement for whne we should download again to see if there were any revisions/changes/added content? If I download now will the Marine archatype be there? Anyway...
Round two:
Survivor: One Survival Tactitc gives continuous Freedom of Movement (a 4th level spell) as an Ex, but another Tactic gives Non-Detection (3rd level spell) as a SP that needs an hour long ritual. I'm just saying but it seems wrong to me. Also any chances for a Greater Shady Character tactic that allows the ritual to cast Mind Blank instead of Non-Detection? Also the Unshakable Tactic needs a clause saying it stacks with Splippery Soul/ Elusive Thought, since they are all insight bonus. Either that or be brought up to +4. Otherwise it's a pretty underwhelming capstone for a three talent chain.
Synergist: Reactive Echelon does nothing unless the cast member has Combat Reflexes, in which case he will already have good dex. Maybe it could give Combat Reflexes to the cast member. In Supportive Cast "Supportive Cast does not as an action" should probably be "Supportive Cast is not an action". And Critical Aid seems to be straight up worse than Critical Catalist, and that is just weird.
Warloghe: Look at all those Taboos and Major Taboos. I love the sheer amount it has... which just strkes me as odd when there's only five spirits. I hope there will be more in the final release. I do love the Haunted ability and I can see interesting tactical uses of trapping somewhere with a chosen haunt.


Lindley Court wrote:

Okay, so I was the one who assisted in designing the Pauper. I really like how it came out, and I'm somewhat surprised to see so few comments on it in here. I know not everyone digs support classes. I get that. I, however, happen to adore them.

I've been contemplating the creation of alternate classes for the pauper based on other characters from its inspiration. In case anyone was wondering, said inspiration was Danganronpa, specifically the main character, Makoto Naegi. Altruism, hope, despair, teamwork. optimism... they're all there. :)

In response to that I actually read the Pauper! The hope and despair mechanic is absolute GOLD! That class would be fun to play.


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Finally getting around my general impressions of each of the classes;

Battle Lord

Battle Lord makes as much sense as anything else. Of course it has the same problem that I generally find in classes like Cavalier and other support classes in that how broken it is depends on how many martials are in the same area. This will make a nightmare of an NPC but relatively niche for PCs. I like the class

Conduit

The Conduit is much more interesting than I thought it would be. I thought it would be weird and cumbersome but mechanically this is pretty nice. I'm guessing he can absorb AOE spells if he's in the target zone? My only real problem is that my games will have veils, spheres, powers and other non-spell magics so this guy may have limited use in the future. Also there's kind of an 'Uphill battle to awesome' situation here where fighting casters buffs you. Its not really bad as it has plenty of workarounds but requires a clever player to make the most of the dynamic. I like the class.

Demiurge

I was skeptical about the Demiurge as soon as I saw that there is a complexity disclaimer, and low and behold I still don't quite understand how the class works. So it gets 'Enlightenments' which are pretty much Demiurge domains but where it gets tricky is the Fascimiles and everything involved with them. They are obviously 'creatures of law' considering that their abilities read like a contract: "rhetoric always involves two facsimiles, one that is designated as the “argument” facsimile, and the other as the “arguer” facsimile.". Oh god there has to be a way to explain what these things are doing without a huge use of philosophy book sub-terms. I can barely read the class and even then I'm forced to track a large number (quintessense) and my mental constructs need directions measured in commands that I don't feel are well defined. At the moment this class is banned from my games until it's rewritten to be simpler or I figure out how it actually works. Its just a philospher with summoned thought constructs. I really don't like the class

Medium

With Paizo's upcoming Medium, Radiance house's Occultist and Thunderscape's Thaumaturge I was not looking forward to looking at this class. On the plus side Its more like the Thaumaturge in that it's kind of a means to play a class shifting class. On the downside I already have the Thaumaturge (and Kobold Press's Savant) and honestly this take on the concept of class shifting makes me feel like I should have just taken the other class to begin with. Since it doesn't have its own components and basically opens up any other class to be a spirit companion I feel like this is a class that's going to bring up a lot of questions. I don't like the class.

Metamorph

The Metamorph on the other hand is something that I felt I'd seen before (LJP's The Host) but welcomed it a bit more. It feels like an eidolon and a sorcerer had a baby. I love the Genesis concept allowing a lot of different flavors to fall into the class. I really like the class.

Mnemonic

The concept of blue mages in Pathfinder is a hard road to travel becaust there are so many kinds of abilities in the game (more if third parties are involved) that scale differently it's hard to determine how such a thing would actually work. The Mnemonic works well enough for that I guess. Its way less book keeping than other classes I've seen that try the concept out. I like that it doesn't even try for spells. Overall I like the class.

Momenta

Sort of the Wendy and Marvin of classes. I don't mind support classes. I've had players be each other's butler and this class fills that role. I do have a complaint that it gets points at the start of combat rather than regaining its pool after a minute of rest. I just hate abilities that call out whether it works in or out of combat. I really like the class.

Mystic

When the Kineticist came out for the Occult Adventures playtest it became the playtest's darling for being the most mechanically fascinating and weakest class in the playtest. The Mystic is less mechanically interesting but definitely stronger. Smart move in making it off of the Monk's chassis, as it adds some flavor and doesn't pigeonhole the class into being 'the blaster'. The class itself is surprisingly rich by comparison too. Two mystics of the same element can look drastically different. I really like the class.

Pauper

The whole despair/hope mechanic irks me for being fueled by something so abstract. Its an argument waiting to happen. Other than that its an okay class despite being the most wimpy flavor-wise. Think of being the brunette girl from Yugioh and that's the class here. I'm not sure if I like the class

Survivor

The survivor is probably the most boring and best functioning class here. I really like it. Its basically a spell-less ranger that's not a racist serial killer. I like the class.

Synergist

There are a lot of support classes in this product. I think designating people as your cast feels kind of useless. It feels like just more language. I'm okay with the class.

Umbra

Okay so this has two pools of points that have a third term for what they are collectively? I know its somewhat nessesary but couldn't things be built so that it doesn't need a laundry list of extra language? I feel like I have ADD with some of these classes, add to that some of the classes have relatively esoteric terms. That said this doesn't apply to this class that much. Its mild with the Umbra but it pushes those buttons. Its kind of like an incarnum kineticist. I like the class.

Warloghe

Warlogue is not exactly interesting other than it's flavor. Is it missing it's spellcasting class feature or am I missing something?

I'll take a closer look at the feats and archetypes later but that's what my thoughts were on my first read through.


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I dunno, I found the only "fascinating" mechanic on the Kineticist to be Burn. Everything else was "and this is how you modify your blast." Even if Burn is very interesting, I don't feel that the Mystic in the play test had many actual options. This may change later though.

With the Mystic, due to Ki Techniques, I have a ton of options every single turn, I can do melee or range combat with eventual free Elemental Strikes/Blast iteratives, and the talents really expand what is "normal" for your dude.


VM mercenario wrote:


Synergist: Reactive Echelon does nothing unless the cast member has Combat Reflexes, in which case he will already have good dex. Maybe it could give Combat Reflexes to the cast member.

Ok:

d20PFSRD wrote:

Combat Reflexes

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

AND

LIC - Synergist wrote:
Reactive Echelon (Ex): At 7th level, a synergist can grant combat opportunities to a single ally. When she creates a cast, the synergist selects one ally within her cast that gains the benefit of this ability. The chosen ally can use the synergist’s Charisma modifier or his own Dexterity modifier to calculate the maximum number of attacks of opportunity he can make in a round, whichever is more beneficial to the ally. The chosen ally must start and end their turn within 10 feet of the synergist to benefit from this ability. The effect remains until her cast ability has expired.

So Reactive Echelon gives the chosen castmember more attacks of opportunity if, as is likely unless the cast member is high-Dex, (which also means the Synergist likely won't choose them), the Synergist's Charisma mod is higher than that chosen castmember's Dex mod. It basically gives them either Combat Reflexes or better. I don't understand how you think it needs Combat Reflexes to work.

VM mercenario wrote:
In Supportive Cast "Supportive Cast does not as an action" should probably be "Supportive Cast is not an action".

It should read "Supportive Cast does not count as an action for those members of the cast…"

VM mercenario wrote:
And Critical Aid seems to be straight up worse than Critical Catalist, and that is just weird.

The former is a competence bonus and the latter a morale bonus. Critical Aid is a 1/day boost to Critical Catalyst.

Thanks for taking the time to read through the Synergist VN mercenario. I'd be interested in what you think of the base Synergy ability.


VM mercenario wrote:


Umbra: The Umbra doesn't have an option for the shadow plane (or the ethereal and astral). Whut? Umbra means shadow. Literally. I expected Shadow plane more than the demiplanes.

When the umbra was written, it was first called "tainted", then "planetouched". The class is meant to be compatible with the cosmology of the campaign in which it exists, and, as a result, can have completely different planar options depending on which cosmology you pick.

The one included in the book is elemental. Light and shadow, angels and demons, and so on could fairly readily be added for more options.

In short, the guy who named it and the guy who came up with it aren't the same people :P


Oceanshieldwolf wrote:
VM mercenario wrote:


Synergist: Reactive Echelon does nothing unless the cast member has Combat Reflexes, in which case he will already have good dex. Maybe it could give Combat Reflexes to the cast member.

Ok:

d20PFSRD wrote:

Combat Reflexes

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

AND

LIC - Synergist wrote:
Reactive Echelon (Ex): At 7th level, a synergist can grant combat opportunities to a single ally. When she creates a cast, the synergist selects one ally within her cast that gains the benefit of this ability. The chosen ally can use the synergist’s Charisma modifier or his own Dexterity modifier to calculate the maximum number of attacks of opportunity he can make in a round, whichever is more beneficial to the ally. The chosen ally must start and end their turn within 10 feet of the synergist to benefit from this ability. The effect remains until her cast ability has expired.

So Reactive Echelon gives the chosen castmember more attacks of opportunity if, as is likely unless the cast member is high-Dex, (which also means the Synergist likely won't choose them), the Synergist's Charisma mod is higher than that chosen castmember's Dex mod. It basically gives them either Combat Reflexes or better. I don't understand how you think it needs Combat Reflexes to work.

Reactive Echelon doesn't necessarily need Combat Reflexes to work. The issue here is that the synergist ability does not include its own mathematics.

Consider, in Pathfinder, you have a set of base rules that you can alter through spells, feats, class features, and so on. The base rules for attacks of opportunity state that you can make one attack of opportunity per round. One does not need Combat Reflexes to break this. (For example, my new breakdancer class has an ability that lets you burn through a point pool to make additional attacks of opportunity when you need them.)

Let's take this and apply it to Reactive Echelon. By the base rules, you are allowed one attack of opportunity. Reactive Echelon allows the PC to "use the synergist’s Charisma modifier or his own Dexterity modifier to calculate the maximum number of attacks of opportunity he can make in a round". Now, since the base rules for attacks of opportunity are AoO per round = 1, this calculation falls flat on its face because those base rules don't allow for addition.

Mercenario says Reactive Echelon needs Combat Reflexes because the feat gives the target PC the ability to do math that the base rules do not allow. So, no, RE doesn't need CR to be able to stand on its own as a rule, but RE needs to be able to natively do math.

To that end, I recommend that Reactive Echelon be changed to grant the subject 1 + Cha mod attacks of opportunity per round, unless this would be a decrease. This would give your ability the ability to do math on its own.


Thanks Bradley! This comes down to my brain not seeing the word "calculating" in Reactive Echelon as being necessarily related to Combat Reflexes, and that the ability as I wrote it seems to me to supersede Combat Reflexes.

But:

The explicitly stated 1 AoO of Combat Reflexes is not "1 and...".

It is "1".

And Reactive Echelon is currently based on "a number" which is "calculated" and does not apparently therefore gel with Combat Reflexes limit, hard coded, of "1".

Now to my mind Reactive Echelon merely supersedes the "Normal" of Combat Reflexes. But this is not explicitly stated.

I, being somewhat math-naive and with a much more "RAW is simpler than RAI, but I do like to I them R's" game style approach personally would prefer:

"This ability supersedes any requirement for Combat Reflexes to make more than one Attack of Opportunity per round."

But that is ugly and tacky compared to Bradley's math-conversant, "Reactive Echelon is its own ability with its own mechanics" rather than the bastard child of some misbegotten orphan. :p


What Bradley said.
I like the base Synergy ability. I like how it builds up on the sucesses of the party. I like how Aptitude is a bonus to all skill checks, instead of having to guess which skill will be needed. I love that giving Synergy is not restricted to in combat, so you can give everyone Aptitude so the party can participate in social ecountes or sneak around for an ambush or give them Fleet if you need to escape. And the whole thing is EX so you can use to cheat at competitions with impunity.

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