Michael Sayre wrote:
Thank you for the detailed answer! You make an excellent point about companion veils. I will prepare notecards for multiple configurations of those companions. I had completely forgotten about Spectacles of the Sheikh! That will be an excellent extra veil for levels to come past 6th. Glad to get another way to pump those skills besides items.
The only changes to Lashunta that bug me are that they lost the universal intelligence bonus and that they gained that weird "everyone loves them" fluff. That stuff bugs me. I don't mind the dropping of the sexual dimorphism. Hopefully dimorphism will return in a non-core race that isn't humanoid. I think that would be rad.
Ssalarn wrote: I'm not saying that there might be the possibility of an akashic healer class in this book, but look at the veils I teased,... huzzah! Implications are implied! Liz Courts wrote: Thank you Adam! I'm usually not a fan of it myself, but I liked the idea of the iconic "speaking" the phrase in question. :D You are welcome. I think you knocked this layout out of the park. If the whole book is like that sample it will be very impressive! I look forward to showing it off to my graphic design friends! Lost Spheres Publishing wrote: We love wonder. And reward it... she is up on today's blog! This is an amazing reward. She is very very VERY cool! But I must ask. Is she wearing a funny hat?
Seeing the PDF preview for the Nexus, something I usually don't think about came to mind. The layout work is exceptional! I love the way the text sits in front of the smoke from the Nexus Iconic art. Usually art and text overlapping bugs me, but this was tasteful. Ssalarn wrote: Well, the Nexus is at 50 veils right now and Akashic Mysteries only had 75... Moar veils! MOAR! But in all seriousness, the Nexus pleases me. The class itself is pretty straightforward which lets me enjoy the complexity of veils more. N. Jolly wrote: Also the preview art for the judow is my child I love. Seriously its cool art. Anything you can reveal about their abilities? They look absa-tively deadly.
bookrat wrote: Well, soldiers really shouldn't be operating ships. I mean, they're grunts. You don't really want a grunt to fly a ship around. Or do anything on a ship except stand around waiting to get off so they can shoot things. I dislike that opinion immensely. Ship combat may end up taking a significant amount of table time. If a soldier cannot contribute during this time, then the experience becomes less fun for the player of the soldier.
Hello everyone, I apologize for the long silent period. There have been some major changes to the playtest document: 1. Released materials such as the atstreidi, eiremian and ethumion have been removed from the playtest document, as they are no longer in playtest (though if you spot any errors in those releases, you can let us know!). 2. New races have been added to the document!
3. New stuff for old races:
4. New feats:
5. Traits:
Thank you everyone for waiting for this new material and for all of the feedback you have given us so far!
The playtest document has been updated! In this update you will find clarified wording to many race's abilities such as the Coreid's Vital Core and Entoli's Entrancing Voice. There have been a lot of changes here. More than I can recount. Additionally, there are two new Akashic race variants. The mighty Rosmaro and studious Vritrith. Walrus and salamanderfolk respectively. We even have more Tiefling variants! Idol-Born spawned from Namuci and Meldspawn with Yatudhana origins. These have been submitted by Taveena. I would like it if we got feedback on them along with any of the newer content would be appreciated! Atstreidi, Eiremian, and Ethumion are looking like they will be in the first Bloodforge Infusion release, so if anyone has any final feedback on them, it would be appreciated as well.
I am forwarding questions on coereid and atstreidi to the rest of the development team. Hopefully we can get an answer though. I can confirm that a coreid who takes the deceiver archetype gets to enjoy Terminator 2'ing it up! As for the Coreid fighter FCB, that is being discussed internally. There are a few wording glitches leading to unintended RAW. Changes may be coming soon to it. Good point on the Akashic subtype. I think it warrants reprinting. For Entoli, the attack has to say its a ray to count as one. So like Ray of Frost, or Ray of Enfeeblement.
It begins. The (hopefully) long awaited playtest for more Bloodforge! The first Bloodforge was a fun little book involving lots of crossbreeds, prestige classes, feats, and monster templates. Bloodforge Infusions will expand on a lot of ideas and themes presented in Bloodforge while also providing its own spin on things. The new races won't all be crossbreeds. In fact, most of them are not crossbreeds. Definitely less brain bleach required. You can find the playtest document here! Right now you'll find the following six new races: Alafia—desert-dwelling superstitious viper folk with an Akashic connection
You'll also find variants for the sobek and suqur races from Akashic Mysteries, three new variant kitsune (and a universal alternate racial trait for them!), three new tiefling heritages, seven alternate tengu, a new rogue archetype, new feats including a psionic counterpart to Sanguine Sorcery & Spark of Divinity, and a new psionic power. A lot of writer's hearts and souls went into this book, and we look forward to any feedback you all can provide. Thank you!
I want to see a veil that drains moisture from nearby, essentially making the area around you count as a desert (very strong for gamla!). A veil that lets you swim in the ground would be cool too (Sobeks!) New akashic monsters would be great too. I would want to see a wild Buraq, along with a few other non-daeva akashic monsters. As for Daeva, I want to see one that could be a familiar. The proposed akashic drake is definitely something I would want to see. Archetypes for occult classes would be nice. I see a lot of potential with the spiritualist. More variants of established akashic races would be great too. I don't want to see additional binds added to old veils. That feels like too much book keeping. As for the Green Thumbs veil, its base size is 20 by 20? does that mean it is gargantuan sized for the spell arboreal hammer? If so then I think that spell might actually start getting used.
the xiao wrote:
Nice list! Vishkanya Snake Charmer sounds like a blast! I want to multiclass Daevic and Guru with a Solhofaat. Beat people up with a crimson totem and have a decent amount of self healing.
AdamMeyers wrote: Now that the book has been out for a couple weeks, I'm curious what people's reactions are; how's the class and the new grappling options and such played at your table? We love it. Being able to get immediate results from grappling made it a significantly more attractive option. I am planning a big wrestling event in my next campaign because of this. Ssalarn wrote: Your best use of your actions is generally going to involve moving around and using a standard action grapple, or charging grapples with Aerial Takedown, and then getting your damage and debuffs or whatever you're focusing on through triggered abilities that let you better leverage your swift/immediate actions and attacks of opportunity. You get to move a lot without giving up your effectiveness and get to really occupy and impact a lot of real estate in combat... This is another big reason why its fun. Getting to actually move and do your stuff is great.
Ssalarn wrote:
This is pretty sweet! I see that the luchador has undergone some changes since I have last seen it. Luchador:I am a pretty big fan of breaking down the Stable benefits into talents. I would like to see a few more generic Stable talents, including some acrobatics support, combat maneuver feats, and perhaps a talent to gain bonus CMB against larger creatures. The bigger they are, the harder they fall, right? The new unarmed strike damage is pretty nifty too. I doubt this will cause any problems considering this guy is medium BAB. It wasn't a problem on the monk, brawler or unchained monk, so I doubt it will be here. The loss of bonus feats is a little disappointing, but there is also a lot of good choice available now. Dancing Dervish: I am iffy on the Dancing Dervish's AC bonus. I can see it getting out of hand, but at the same time it will drain the user's swift action every round. I believe I would need to test it to be sure. Whirlwind Strike does worry me however, since it essentially gives out pounce at something more accurate than full-BAB and without taking the penalty to attacks for iterative. My apologies if I read it wrong, but this sounds quite powerful. Also, how does Momentum Strike and Whirlwind Strike interact with power attack? Ki Striker: Ridiculously cool. Time for some Great Saiyaman action. Surge fist says that it replaces the Stable talent at 5th level. Probably a type for 7th level talent? Besides that, everything about this archetype is awesome. Just to be sure, the Surge Fist and Annihilating Surge Fist are resolved as melee attacks despite the range, correct? Lichador: Top tier naming. Lichador? Soul Contender? This is the best. My only complaint is that Soul Contender feels like its only useful for slaying undead. The Ghost Touch part of it should at least work on anything incorporeal instead of just incorporeal undead, if nothing else. Masked Beast: "truly, he was a beast in the ring."I love it. Early on it feels like they are missing out, since they will be using Totem Beast for one encounter. Later on though, it will provide an excellent amount of versatility, as I have seen hunters exhibit. I am unsure if losing the 7th level stable talent is necessary since the base stable benefits are permanent effects (mostly. Oil is almost permanent), and tend to scale. As I am reading it, if the Masked Beast wishes to deal nonlethal damage with their Beastly Weapons, they must take the -4 penalty to attack rolls for attempting to deal nonlethal damage with a deadly weapon. Do you mind adding some clarifying text? This feels like a glitch. Additionally, since the Masked Beast loses the unarmed strike feature, they have to take improved unarmed strike to gain access to the cool new feats. Any chance of Beastly Weapons counting as improved unarmed strike for prereqs? Call of the Wild is perfect. That ability will be a lot of fun to use! I look forward to the Rudo and Mysterious Grappler. Their concepts sound solid. Wrestling Races was quite the section. I especially like the links between the half-orc and orc descriptions. Cuazaj are "perhaps the most unlikely of luchadors" while elves are "Perhaps the least likely of the races to take up the luchador’s arts" and godlins are "perhaps the only race less likely to engage the luchador’s arts than elves." This is a little awkward. Though now I must know, who is less likely to don the mask? Cuazaj or Goblin? Feats: Love them. Especially Shoulder Roll and Nosebreaker, as those will come up a lot.
Ssalarn wrote:
And it looks like we have Green Arrow now! Pretty neat with all the trick shots this new Uncanny Archer archetype is capable of. Don't forget to include the name of which book that ranger archetype it draws its tricks from is in. By the way, what inspiration did you draw from when designing the Marine? I kinda get Fury Road vibes from it, but I want to be sure.
Ssalarn wrote: What do people think of the name "Inspiring Vigilante" for that archetype? Would "Living Flag/Symbol/Banner" be better? I think Living Symbol is the best choice, but Banner is great too. So the Sky Marine sounds pretty awesome. What was the inspiration behind it? I am feeling some Mad Max going on, but I get the feeling there is something more. Very cool though. Airship support in a skybourne book is a must! Glad to see it here. The Sky Marine's Companion Ship table lists "enchantment" at 13th level. What is this? Also, Skilled Pilot is not on the table. Overwatch is a pretty simple archetype, but its simply awesome. Getting a bird with a gopro is excellent. Being compatible with the Inspiring Vigilante is a plus! Having a pet eagle is super inspiring. This close reading is going slowly, but I intend to continue again tomorrow. I look forward to what I read next.
Patching CMB/CMD has been stated as not an option since PoW 1 I believe. Instead, we get a variety of mechanics that do similar things in a more balanced manner. I'd rather have grasp than be told that combat maneuver characters might as well pack up and go home unless they pull serious jank past 15th level. The way I see it, there are plenty of ways to be various mythological figures, from Merlin to... Merlin to... other big named spellcaster guy? Is there something wrong with being able to manhandle a monster larger than you like this? Hercules did it. I want to be him. Nothing in Pathfinder lets me, or anyone else, be this kind of hero. I see nothing wrong with being able to toss big creatures around at the level you'd be fighting a tarrasque.
Desha wrote:
I won't disagree. Teamwork feats are hard to build around in most cases, due to requiring the whole party to use them. They are incredibly strong however, when you have good class features to support them (or give them out for free), such as solo tactics, or the Battle Lord's Combat Drills. Combat Drills take a move action to start, and share a teamwork feat with everyone participating in the Combat Drill. However, the drill also gives a scaling bonus to something, such as Blademaster's Drill, which grants a +2 morale bonus to melee damage that scales upwards, while also giving the participants the Precise Strike teamwork feat (+1d6 damage when flanking). At 8th and 16th level, they get the ability to maintain 2 and 3 drills at a time, allowing even more bonuses and feats to be shared. There are drills that benefit the party in most combat situations, providing mobility, defenses, and ranged/melee offense to the party depending on what you need. Out of combat, there are also plenty of Auras, which are non-combat drills. They provide scaling skill bonuses to the entire party, and even provide pretty powerful effects such as the Diplomat's Aura, which gives a scaling diplomacy bonus and also does the following: creatures within this aura must make a Will save (DC 10 + ½ the battle lord’s class level + his Charisma modifier) or have their attitude towards the battle lord instantly improved by one step. This step can only be improved once per individual. Quite a few of the later auras and drills also grant powerful magical effects. It is quite handy. As far as the class goes, its probably the most flexible "non-magic" classes I've seen. It also has an archetype to get some spells. This is much better than tactician because it is a move action, it gives additional bonuses, can give more feats at the same time, and has no daily limit of uses. The specialties always give the class more options, instead of just making them better at what they already do. Medic Specialty for instance can heal a decent amount of HP per day, but also can remove almost all the status effects you'd need a cleric for (even drain and curses are covered). Artillerist Specialty allows the Battle Lord to competently use fire arms, gaining int-based grit, proficiency, and even gaining intelligence to damage with siege weapons and firearms. Additionally, the Artillerist specialty gains all the required tech to use siege weapons. The Soldier Specialty becomes increasingly durable and better at combat maneuvers, gaining CMD, CMB, save, and AC bonuses.
sepik121 wrote: Anything that fits with an ancient Aztec/Mayan theme? I'm looking for some settings/classes/anything inspired by that mythology Red Goblin Games did something for that actually. Heroes of the West. DSP's Tzocatl is in playtest too. Tzocatl is getting a huge rework and update soon, so I recommend watching it and waiting for that update.
Little Red Goblin Games wrote: Just out of curiosity (not as a 3pp publisher, as a player)- I see a lot of folks talking about subsystems and classes, do people use 3pp races? (I know I've used them from other publishers :-D ) I do! I use them a lot in fact. Buying 3rd party races will inevitably lead to having more than you can ever use, but I consider it worth it. Even if you only use 1/3rd of the races, you still got fun from them. Heck, using 1/3rd of a crunch book is still quite noteworthy. I know I usually end up using less than that in most cases. Everyone picks favorite stuff from every book. Though I do believe race themed books are more likely to appeal to GMs than to players, since NPC building is something we do a lot. I love 3PP races because they tend to break the mold in some way, or allow a previously unplayable core monstrous race (Centaur, dragon, medusa etc.) to be played. That is always a good thing. Milo v3 wrote: I only really use 3rd party races if they tie into the mechanics of a new subsystem. This is definitely a big reason to use them. I wouldn't consider it the only reason, but it is a very strong reason. Core races have large advantages when using core systems. Lots of bonuses vs core magic effects, racial traits that buff up spellcasting, and awesome access to racial feats and traits that enhance spellcasting. I see nothing wrong with 3PP races supporting their companies subsystem, and I commend DSP's psionic races in particular for finding balanced ways to do this. Core races still have reasons to run psionic classes, but psionic races do get very cool extra goodies.
Simple answer: to have fun. Long answer: They provide new ways, or more interesting ways of doing things. I really enjoy making characters, making NPCs and using weird monsters to challenge players. Thankfully, 3PP materials specialize in this. They are allowed to be experimental and to break boundaries that would be too risky for Paizo. I don't like how boring many fighty-type characters play, so books like Ultimate Psionics, Path of War, Akashic Mysteries, Alternate Paths: Martial Characters and Dragon Tiger Ox are premium to me. With these kinds of books it is easy to make the exact martial character you envision. You can also find support for cool subsystems, such as performance combat (from Ultimate Combat)in Alternate Paths: Martial Characters. Similarly, there are many options to enjoy magic. There are magic alternatives that are quite well built, such as Spheres of Power, Akashic Mysteries, Psionics, or Strange Magic. Pathfinder's magic system is also supported very strongly, but in ways that feel balanced. New Paths Compendium provides new concepts for spellcasting such as a good aligned necromancer, and the coveted full 1-20 Theurge class. Nowadays, every player has easy access to every monster paizo publishes, and even if not intended, meta-gaming will happen at some point. With 3rd party bestiaries and monster templates this is not really an issue. The mystery or sense of wonder from facing a new foe is preserved, since the the player is fighting stuff they never had a way of knowing. Everyone knows what an orc, dragon, or ankheg is. They expect those. A verizal on the other hand? What even is that? Based on its appearance, you'd expect it to start savagely tearing apart the party with gores, bites and tentacles. Instead, you get acid breath, mind control, and offensive teleports.
Don't forget to give the modern human a -4 save penalty against Illusion (Pattern) effects!
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