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Amal's page

140 posts. Alias of Endoralis.


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Male Human Rogue (Trapsmith 1)

Not that I know of, I saw a post like a few weeks ago but it was Project related.


Male Human Rogue (Trapsmith 1)

Amal waves his noodle arms " Can't be mad if its the truth .. he shrugs, possibly smiling but unsure under the mask.


Male Human Rogue (Trapsmith 1)

Already scraped it off.. only that was worth anything.. and that was only the fake one.. I think the real one wasnt worth anything and also kinda would be disturbing the dead.


Male Human Rogue (Trapsmith 1)

See what I mean also you dont take in account the wear that pulling it through the sands might do to decrease its value. Effectively its a decoration at this point, the more pristine it is the better the quality for a collector.


Male Human Rogue (Trapsmith 1)

You mean the chariot ? I dont think we want to damage it with the weight of the other stuff.. thatd kinda defeat the purpose. It also not a wagon.


Male Human Rogue (Trapsmith 1)

Amal assist with making sure there are no surprises upon the cargo but lifting was he least favorite subject on the matter. Being weighed down felt so unnatural.


Male Human Rogue (Trapsmith 1)

Yeah they WERE heavy but thats how they stayed pristine.

Amal nods " Sounds interesting, too bad I'm not all that stronger than you so you'll have to excuse my lack of ability. Dumah and Bjoern more than make up for me though! Separate the stuff out and get as much as we can per person, sounds like a plan " Amal takes enough to place him at a medium load.


Male Human Rogue (Trapsmith 1)

" As exciting a that is you couldn't be left alone down here, no telling what might happen. I do advocate getting everything out in less trips, reduces chances of something bad going on. " The idea of such a thing seemed not to upset Amal.. and to Saedue, Amal may have seemed similar in disposition.


Male Human Rogue (Trapsmith 1)

" Aye Aye, Dumah. Your words ring true. I wouldn't say not to be careful.. as one would think, Life is just full of traps ready to spring. It's those with know-how that learns to avoid the big ones. " Amal nods to the dwarf in recognition.


Male Human Rogue (Trapsmith 1)

Amal doesnt seem to have anything save for the chest that had the trap which he enjoyed the most, He vaguely remembers to go scrape the filigree from the fake coffin from before however. " Good Idea Saedue.. I think we should do as you say. get what we can and get out.. though.. I'll miss this place.. fun memories though.. save for the beetles.. that wasnt fun.."


Male Human Rogue (Trapsmith 1)

" I'll ay before I end up stabbing myself to death today.. who knew small soldiers would be the thing that make me become self-loathing.. " A hint of clear sarcasm dripping from the statement.


Male Human Rogue (Trapsmith 1)

Amal slowly pulled himself away cursing slightly


Male Human Rogue (Trapsmith 1)

Amal is puzzled by how difficult these Dolls seem to be. His well placed blow failed to be effective. However he still had the doll distracted by Bjoern and as such used that to his advantage. If he should fail than at least, much like the coffin, it opened opportunities for his allies. Both blades came at the same time.

Twin Flanking Short Sword Stab: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1d6 ⇒ (3) + (3) = 6
Twin Flanking Short Sword Stab: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1d6 ⇒ (4) + (5) = 9

Wow Amal.. thats embarrassing


Male Human Rogue (Trapsmith 1)

Hrmm I believe we are waiting on the Dolls now.


Male Human Rogue (Trapsmith 1)

Amal leaped back, doing a kickflip over the small statue to land on the opposite side of Bjoern and lancing hi blade towards its core.

Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Flanking Short Sword Stab (SA): 1d20 + 5 ⇒ (13) + 5 = 181d6 + 1d6 ⇒ (5) + (2) = 7

" Ouch, why does it seem this guy had fond times playing with his figures? Another thing that's animated and wants to hurt me. " He gave a pained smirk from under his mask. C8


Male Human Rogue (Trapsmith 1)

Amal winces in pain as he looks down in some weird combination of pin, surprise, elation and anger. " Why me again? " comes from his lips as the little weapon dug in.

Initiative: 1d20 + 5 ⇒ (4) + 5 = 9


Male Human Rogue (Trapsmith 1)

Appraise: 1d20 + 6 ⇒ (1) + 6 = 7

Amal's scan didnt come with anything strange or odd so he looked to Bjoern ad gave him the nod. " Everything seems clear big guy, guess we just set all this up to loot and get on out of here. It was a good run but I think the worst of the tomb is over. " He stepped in to start taking the masks down.

D10


Male Human Rogue (Trapsmith 1)

Amal smirks this place was a hive a wonderment eh? Well they had found the main to, things from this point on were just gravy. With a sleekness Amal gave Bjoern the signal and started checking the place for traps and whatnot so they could peruse the things inside.

C6 take 20 on perception


Male Human Rogue (Trapsmith 1)

Amal gives it the ol' inspecting eye but besides that has no ability to check magic.


Male Human Rogue (Trapsmith 1)

Happy New year!


Male Human Rogue (Trapsmith 1)

Alrighty.


Male Human Rogue (Trapsmith 1)

Yo


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Male Human Rogue (Trapsmith 1)

^ Ctrl C + Ctrl V


Male Human Rogue (Trapsmith 1)

Then I shall be Amal a few months later.. No problem, you just make that munny GM.


Male Human Rogue (Trapsmith 1)

Amal takes a 20 to find any traps, as a trap to the face was better than a snake.. unless it was a snake trap.. Desna why.


Male Human Rogue (Trapsmith 1)

Amal shrugs " I started doing it because people werent really set on going anywhere anytime soon, so I figured I might as well make the time worth while. If so.. I'm not leading anything.." Looking to Dumah and Bjoern. " I've had enough snake to the face... " he chuckles to himself.


Male Human Rogue (Trapsmith 1)

Amal lifted with all his might and was glad he did. " Seems we found a litle treasure.. he wont be needing the mask, otherwise, nothing seems to be in here, We can take the leafing from both these and get a little more, then explore that other room. " He starts scraping the Gold Leaf as he spoke


Male Human Rogue (Trapsmith 1)

Amal gives Saedue a wink " You and me both otherwise your going to be holding it up more than me. Here we go. " Amal tries lifting the Sarcophagus.


Male Human Rogue (Trapsmith 1)

Amal will take the potions and point to the armor " That seems like somethin' you'd use Anset.. Did we check the sarcophagus? Might be something in there.. as long as we dont move the body too much. C'mon help me out here. "

Amal seems poised to left enough to get a peak at what might be inside.


Male Human Rogue (Trapsmith 1)

" Bjoern, I THINK that might be considered disturbing the dead.. We can take things off the coffin but the coffin itself might be much. Either way, I guess we should congratulate ourselves, we found the tomb. There was a little area left that we didn't search though. We know it doesn't lead here but there might be more treasure at least. " Amal state dusting himself off and adjusting his mask.
And maybe ONE LAST Trap... or TWO


Male Human Rogue (Trapsmith 1)

Amal's eyes flicker open an strains as if he had not opened them in hours, he rubs his face, still tender. The memories flow back into him when he finds a light. It hurts, badly, " Agh, How long was I out? saw some fire, a then everything went dark.. Oh and a snake bit my face.. that was pleasant. "


Male Human Rogue (Trapsmith 1)

Amal breathes slowly though hardly noticeable with his mask.


Male Human Rogue (Trapsmith 1)

Funnily enough I used to be Blue Warrior more than Red. Now I feel old.


Male Human Rogue (Trapsmith 1)

In America and other areas there was an old Arcade turned console game called 'Gauntlet' and in that game when you got wounded you recovered health by picking up the health items of that game. Which were various foods, often Meat. Since Warrior would almost always be at the front lines, it has become popular/common for the game, in a deep voice to the player 'Red warrior needs food badly' when they are about to die.. as a reminder. Red was just the color that you were, there were four colors you could be, Red, Blue, Yellow and Green.


Male Human Rogue (Trapsmith 1)

S'alright boss. Get relatively better. Bjoern, when you said that I immediately thought of "Red GM need rest BADLY" in the Gauntlet voice.


Male Human Rogue (Trapsmith 1)

Happy HALLOWEEN


Male Human Rogue (Trapsmith 1)

It basically works like potions. Just like if you had an extract of Haste, it wouldnt allow you to give the effect to CL/level people, just you as technically, you dont cast spells. HOWEVER as an alchemist all your extracts are Standard actions regardless, so effects like Enlarge person or lesser Restoration would happen immediately. That is how I see Alchemists and how the rule says they are. Basically, if you want someone else to benefit from your extract, you need infusion.


Male Human Rogue (Trapsmith 1)

Amal is unconscious so he can really complain one way or the other. His face hurts alot though. Heh, We'll go and explore that one room when come back here.


Male Human Rogue (Trapsmith 1)

Cant take 20 (To disable) on traps, you can however take a 10 as you are not stressed

Amal twitches, blood running down his face and into his slightly agape mouth.


Male Human Rogue (Trapsmith 1)

Not saying it is or isnt the best team, I was just refuting Heli's claim. The team we have is fine otherwise we would all be dead.. then there would be zero interaction between chars.. because we'd be new ones.


Male Human Rogue (Trapsmith 1)

He used the last one during the Beetles fight


Male Human Rogue (Trapsmith 1)

Yeah thats kinda hard to do as we no longer have healing.

To take the discussion from the gameplay thread and make you understand how incorrect you are about the capability of said party I will move it to here.

I will only use the Iconics as there are other builds that could be capable as of now. Firstly, The Paladin Seelah could care less if the enemy is evil or not. Paladins are not completely dependent on such things, as Seelah demonstrates by having both Weapon Focus AND power attack. (Luckily for you She doesnt Sport a greatsword) Meaning her attack would do damage on any hit. her AC is also pretty comparable and she has a nice will save.. this is at level 1. Obviously once she becomes level 2 it jumps quite a bit. As a tank she has 13 HP, a good stock.

The Cleric, Kyra is equally as tough but also sports a TON of healing reserves to keep the entire party going OR to destroy undead. The combination of the Healing Domain and Channels alone provide the necesary amount to Keep someone like Seelah up. She also has buff spells and can swing a weapon if need be.

Alahazra, contrary to your thought processes is a blaster. She is an Oracle of Flame and as you noticed the major factor in our success was.. fire. But wait! She is ALSO a full divine caster like Kyra, so it allows Kyra to pick utility/needed spells, because Alahazra has cures and other spells that are generally useful and has MORE of them a day.
So thats another Energy type/ font of healing.

Finally the Gnome Summoner, besides having the easy access of a disposable/tough minion. His eidolon makes a good tank even if it isnt a damage machine. He can use it to make flanking positions and harry the enemy. IF not he can always fall upon his Summon Monster SLA and provide assistance that way.. All during this time the Gnome has his own actions, which if straight damage doesnt work h could fire Acid Splash against the snakes touch every round.

The are all at level 1. ALL of them have a good Will Save.. ALL of them are basically casters/have Supernatural abilities. They no weak party and that snake could be taken down just as easily with much better after effects.

And as they all level it only gets better, between, 2nd level spells, Early haste, Abundant Healing and Fear immunity.


Male Human Rogue (Trapsmith 1)

Remember.. what the test party is.. they would destroy that thing

Stabilize DC 12: 1d20 + 1 ⇒ (16) + 1 = 17

Gurgle Gurgle


Male Human Rogue (Trapsmith 1)

Just a note the Alch flask is a splash weapon.. which Sadue adds her int to damage with. So the splash would be 4 reflex for half.. and the snake would take 3 more damage THEN if it doesnt wish to stop the fire takes the other 1d6 on the end of its turn.

Reflex: 1d20 + 5 ⇒ (15) + 5 = 20


Male Human Rogue (Trapsmith 1)

Amal shouts " Just throw the flask! We wont die from a little burn! I'm on it Bjoern! " Stepping up and stabbing at the snake twice.

Twin Flanking Shortsword Stab: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1d6 ⇒ (4) + (6) = 101d100 ⇒ 77
Twin Flanking Shortsword Stab: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 1d6 ⇒ (3) + (5) = 81d100 ⇒ 40

Move to B16; Weather the Bomb and snake attacks.


Male Human Rogue (Trapsmith 1)

Ah yes I meant B15; The reason we cant flank is because of the chests.. that are currently in the way.. so we have to lead it out somehow.


Male Human Rogue (Trapsmith 1)

Amal, seeing the creature dodge effortlessly became desperate, but noted it might be better to try a different tactic.

" Okay I have an Idea, strike and stand back! It'll either be forced to give chase or leave it self to the Mercy of Saedue's bombs! " As his twin blades seek metal snake.

Twin Shortsword Stab: 1d20 + 1 ⇒ (16) + 1 = 171d6 ⇒ 4
Twin Shortsword Stab: 1d20 + 1 ⇒ (1) + 1 = 21d6 ⇒ 4

Amal then tried to lure the creature away, stepping carefully. C15


Male Human Rogue (Trapsmith 1)

It's s'alight, The internet has been down at my own place for almost a day and a half, luckily it kicked back in now.


Male Human Rogue (Trapsmith 1)

Amal roars out growing progressively more frustrated with the metallic snake both excited and alarmed that there would be another creature he does poorly against. " Anset, I think its time you back away, the heavy hitters are coming.. " As he strikes at the creature with two piercing strikes once more.

Twin Shortsword Stab: 1d20 + 1 ⇒ (3) + 1 = 41d6 ⇒ 2
Twin Shortsword Stab: 1d20 + 1 ⇒ (10) + 1 = 111d6 ⇒ 5


Male Human Rogue (Trapsmith 1)

I assume Malik meant Know Arcana... not Perception. Also yeah, Malik choice was not the best here.. but hey, how was he supposed to know?

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While the playtest Necromancer is definitely necromantic, it definitely isn’t what I want to play, and isn’t how I want to play it. I’ve seen posts suggesting that the playtest necromancer “fulfills the fantasy” and even is akin to the Guild Wars necromancer in every way. Except, in the latter case, every way except the most important: the Guild Wars necromancer actually turned defeated enemies into corpses whereas there is no tacit connection between felling foes and rasing them as undead for the playtest Necromancer. Currently, thralls are….unsatisfying apparitions that emerge from the necromancer’s power and apparently have connection to dead creatures, but not necessarily recently and not sufficiently identified.

So there is a major disconnect between killing and raising. Yet, there is sufficient narrative and mechanical design space that has explored this before. Dreamscarred PressAkashic Veils product for first edition Pathfinder (interestingly enough the lead designer of which was….Michael Sayre) introduced the Black Templar that had a 3rd level ability called… create husk:

Black Templar, Create Husk wrote:
Starting at 3rd level, the black templar can transform his victims into shambling husks under his control. Whenever a black templar reduces an opponent to 0 or fewer hit points with his drain essence ability, he can take 1 point of essence burn to transform the defeated opponent into a zombie under his control. The zombie has a number of hit die equal to the base creature. The zombie may act immediately on the templar’s turn and moves and attacks as the templar directs. The darkened energy empowering the zombie fades quickly however, and after a number of hours equal to the templar’s class level plus his Constitution modifier the zombie becomes an inanimate corpse.

This is not in any way to suggest that PF2 would or could in any way encompass such an ability - the constraints of companions in PF2 are such that if, for example, you have two animal companions, you can only have one active at any one time and any other/s are “nearby, foraging” or similar. And I get it, minionmancy can be terrible for groups where endless minions not only bog the battlegrid but also soak up all of everyone’s precious time, and PF2 has made the concept anathema.

But the point is that, for a Necromancer akin to Guild Wars, or any dark fantasy involving slaying foes and raising them to fight their own friends, this playtest Necromancer completely fails. And that should at least be acknowledged, whether or not that is important to you.

Another odd thing about the playtest Necromancer is that folks have rightly pointed out, that, given this lack of connection between slaying and raising, the playtest Necromancer could just as easily be reflavored to just about any minion-esque hordemancer - apart from undead-conversant riders/traits that could be easily washed/rinsed, the essential chassis of creating “thralls” could just as easily be as plants, poles, sprites, spores, dire-floofs or constructs - there isn’t much except flavor going on. And when you remove that flavor, you can see extremly interesting similarities to yet another 3rd party first edition Pathfinder class - the Onmyoji published by Interjection Games, and written by Bradley Crouch. The main schtick of the onmyoji, apart from having a Shikigami familiar (poor playtest Necromancer, no buddy for you!) and an interesting array of both arcane and divine cantrips, was the placing of talismans on the battlefield that have….various…powers. And the talismans have no actions, and while having HP they can easily be destroyed and, in the case of the ofuda talismans, don’t….move. So…hauntingly… familiar:

Onmyoji, Interjection Games wrote:
Both o­fuda and omamori talismans never allow saving throws. A talisman of any kind has hardness equal to the onmyōji's Wisdom modifier and hit points equal to three times the onmyōji's class level. Melee attacks made against an o­fuda talisman are automatically successful, while melee attacks made against an omamori talisman are automatically successful if the subject of the talisman is willing to have its talisman struck; otherwise, the attack is made against an AC of the touch AC of the subject +2. Ranged attacks are made against an AC of 9 if the target is an o­fuda talisman or an omamori talisman worn by a willing subject, or made against an AC of the touch AC of the subject +2 if the subject is unwilling.
Onmyoji, Interjection Games wrote:


O­fuda: Ofuda talismans were originally designed to ward entire households at once, keeping out evil spirits and bad luck, or promoting fortune and cheer within its boundaries. Taken out of its traditional home and made a tool for the adventuring onmyōji, o­fuda talismans are the gold standard for area warding. When an o­fuda talisman is placed on a solid surface in an unoccupied 5­ foot square within reach, a standard action, it affects a 10­foot radius centered on the talisman. Once placed, an o­fuda becomes affixed to that surface and cannot be moved unless it is destroyed or its duration ends.

What is even more all over again kinda weird, are the Omamori:

Onmyoji, Interjection Games wrote:


Omamori:Omamori talismans were originally designed for personal protection, and this translates well to the adventuring profession. When an omamori talisman is placed on a creature occupying a square within reach, a standard action, it affects just that creature. If the creature is not a willing recipient, then the onmyōji must make a melee touch attack. If successful, the talisman is affixed to the subject and cannot be removed unless it is destroyed or its duration ends.

which kinda feel like the playtest Runesmith’s rune placement, except, even weirder again, Interjection Games also published a Runesmith class that traced runes (and compound runes at later levels)…though a Runesmith/runecaster isn’t in itself that original, 4e DnD had one…

But I digress…

For me the playtest Necromancer firstly doesn’t even fulfill the most basic narrative trope that I would want to explore of the Necromancer - that I need to kill in order to raise; and secondly it is wifty-wafty in the narrative expression it doespresent, that is also not exactly new, and that even then, is much more suited to a more broad class that doesn’t necessarily even need to be necromantic.

Now I should admit that I love undead and necromancy aspects of fantasy, I was creating undead druid archetypes when the devs at Paizo were adamant that undead=evil, but thankfully that has gradually become more…elastic, and I’m all for it - Book of the Dead is a fantastic narrative thing for Golarion in my opinion, if not the game mechanics within for Pathfinder 2R. The skeleton ancestry feels half-baked. The options mostly feel underwhelming. And so, the playtest Necromancer is a great disappointment. Don’t get me wrong, I feel it is an exciting playtest class, just one that a) doesn’t make we want to play it, at least not as a Necromancer and b) feels like a retread of old ideas that should perversely belong to a different class entirely, perhaps one that can have a necromantic archetype.

And perhaps I should add that the first Necromancer I saw mechanically statted up as a Necromancer was in a White Dwarf ADnD adventure in the early 80’s (though the stats were somewhat haphazard as befit the times…). So there’s a history behind what I “see” and a depth to what I “want”, and this playtest Necromancer doesn’t cut it.

I don’t want ersatz “thralls” that I conjure out of thin air to act as stationary “attack points”, I don’t desire to try to line three opponents up to turn my conjured thin air “skeleton” into a bony blade and attempt to strike them in a piercing line, I’m not interested in turning my blob-bags into explodobombs every time I get to the end of my turn.

I’d like to draw power from death, to enervate and curse and riddle my enemies with chaotic choleric pustules or cover them in dread spiders that gradually drain their life force. Yes, there are similar spells and abilities even in the playtest, but the focus, as so far presented, has a “schtick” that I won’t enjoy. Thralls are completely unsatisfying. As a whole the playtest necromancer feels totally…well, completely necromantic to be sure - it definitely hits *most* of the death…notes….but I have to say I’m disappointed.

Which leads me to think that this really does have the mechanical chassis to be something more, but was chosen to be Necromantic because of “Impossible” reasons. This is the Impossible playtest, and for some reason, that undisclosed future publication will require a Runesmith and a Necromancer.

As for what I’d personally like, in case anyone is interested: more of a gish, in the same way that oldskool Dragon Warriors fabulous Warlock class were: Medium armor, actual martial competence - while I applaud the designer’s attempts at providing *some* support for gish-like prowess it appears to fail miserably, and ultimately, too late. In terms of “necromancy” I’d like some tacit undead rather than thralls, and more focus on dread powers and a connection between the necromancer and actually, you know, raising the dead. Baleful, draining auras that drain the living and fuel my powers. None of this might fit PF2’s paradigms, and some would find having to wait to kill enemies supremely unfulfilling (though you might keep them for at least a small time, like say…the next battle) and some folks will see a gish Necromancer as unfulfilling. We each have our own opinion and desires. This playtest Necromancer is not mine.

I do wonder if the strictures of Pathfinder 2R’s balance and elegant design are to me, a straitjacket that stifles truly engaging or inspiring class design, or if conversely, I wish for too much from the system (or something just thematically different - I hear that the kineticist is inspired, but I have no interest in it at all) - I imagine it is a little of column A and little of column B. But I haven’t liked any of the six classes in these past three playtests. And I would have liked to play a Necromancer in PF2R.


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I find it odd that there isn’t a welcome thread here in General Discussion from James Case or even Joshua Birdsong. Given the number of posts from either developer during the last playtest could be counted on a few hands, I’m also not surprised. Also given that the playtest doc confirms that:

Impossible Playtest wrote:
We don’t expect to release any changes during the playtest itself, only in the final book, but keep an eye out for a blog or two after the playtest period where we might debrief some of our observations!

I feel the nature of playtests is becoming more and more opaque. Perhaps Paizo have decided that the cost benefit analysis is that a lighter dev hand during playtests is favourable, and that engaging in minutiae is just not worth their time. Or it could be argued that there just isn’t the time available, which begs the question - why commit to something you can’t commit to?

Regardless, it feels a little lonely and empty without at least a welcome thread and a few housekeeping comments to at least guide some of the chaos. Even some guidance as to posting writeups of *actual playtests conducted* perhaps here in the Playtest General forum so the devs can easily find them.

And finally, given the disappearance of Michael Sayre as the “Director of Rules and Lore” without any kind of community notice I feel a little more bereft. What is going on at Paizo?


Battlecry! Playtest Document wrote:

Threat Technique

Whether you stop their worst attacks or strike them down for going after your allies, you know how to deal with the targets of your taunts. Choose ferocious vengeance or mitigate harm.

Ferocious Vengeance: Enemies that ignore your taunts take the brunt of your anger. You deal 2 additional damage on Strikes against creatures affected by your Taunt if they take a hostile action that doesn’t include you as a target. This bonus lasts until the end of your turn. This additional damage increases by 2 at 9th level and 16th level.

Mitigate Harm: You gain resistance to damage from critical hits made by a creature affected by your Taunt. This resistance is equal to 2 + half your level; this resistance increases by 2 at 5th level, 11th level, and 15th level

In my group we have two opinions as to how this works.

I read Threat Technique as being something you choose at 1st level - your style of Threat. A “subclass” if you will. It appears as a Class Feature, and makes no mention of “choosing more than once” or any interaction with “upon Taunt” or similar.

The other folx read Threat Technique as being something you choose with every instance of Taunt. And nothing indicates that this isn’t correct.

The wording is unclear either way.

Which way did you read it?

Which way is correct?


Tough to kill says “ if you already have the Die Hard feat you can retrain it when you get Tough to Kill.”

Hold-Scarred Orc says: You also gain the Diehard feat.

How does one retrain out of a feat gifted by a Heritage?

(Tough to kill also has a slight tweak that says “The first time each day you’d be reduced to dying 3 or higher, you stay at dying 2 instead.” but I don’t see that as being pertinent to my question.)


I’ve seen a division creeping along between those that want a Commander that will “lead from the front” or “wade into melee” (“Warlord”)?and those that want a Commander who “calls from the back” and “is a support class from safety” (“Lazylord”)

Is it intended that these are both…functional in the one class?

Personally I have an interest in both styles. And I accept that some folks see the “lazylord” as, ironically, “anathematic” to “team play”. I’ve also been in parties where wizards and rogues *immediately* use the Take Cover action when combat begins and then plink away with needle spells and crossbows, which I admit, annoys the heck out of me. But, those characters aren’t built for melee. So…is the Commander only for melee, or can they be better served hanging back?

Is this integral division on “approach” going to endlessly generate arguments about how well suited for combat the Warlord is if they have Int as KAS? Will those who want the Lazylord always argue for things the Warlord-proponents really don’t want hampering their Warlord?

Could subclasses eradicate this damn’d miasma?


This ability feels underdeveloped. It definitely feels tacked on, where it could be a suite (as some other posters have suggested) akin to a Barbarian's Instinct.

Given their doesn't seem to be a lot of thematic wiggle room for creating potentially more interesting Guardians, I feel Threat Technique could be greatly expanded.

I don't think the class already has too much going on either mechanically or thematically. Different Intercept Strikes could be given with different Threat Techniques for example.

I'm sure we will see more Threat Techniques in the final release, I just don;t want them to be so anaemic. 

Does anyone agree?


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This is regarding the Ferocious Vengeance Threat Technique.

Can someone clarify what this wording means for me:

Battlecry Playtest wrote:
You deal 2 additional damage on Strikes against creatures affected by your Taunt if they take a hostile action that doesn’t include you as a target. This bonus lasts until the end of your turn.

So:

“You deal 2 additional damage on Strikes against creatures affected by your Taunt…” - yep, I get that.

“ if they take a hostile action that doesn’t include you as a target.” Ok, but my question here is…when? Is this supposed to key into Reactions you might make, somehow, like possibly gifted by a Commander? I’m getting confused because *you* are doing more damage, but it’s because *they* are taking an action. So when does this possible extra damage happen? How long ago does the Taunt-affected foe have to not be targeting you?

“This bonus lasts until the end of your turn.” I’m not sure I understand this either. Is this meant to *not* then work with Reactions outside of your turn?

I get I’m probably being obtuse, but would like some clarification.

*****

I’m also a bit lost on the Threat Technique being a.. thing. Are Threats detailed elsewhere and upgraded/interacted with via feats? They just seem tacked on.

As an aside, mostly the class seems woefully undercooked in terms of what it might have achieved. There seems to be a lot missing here to give the Guardian agency. And the reliance on Taunts is disappointing. Not to mention that even if they critically fail against your taunt, they still get a bonus to hit you. I understand that is the “understood/accepted mechanic” of how Taunts work, but I just don’t like it.


So, it's April 16th. The day Paizo killed your favorite PC's god. Or your favorite god.

How will you proceed, and what does the death of this deity mean for your character (true believer or cleric etc) and your Golarion campaign?

How do you think it will affect Golarion?

What should Paizo "do" for characters that have lost their god?

I don't really know a lot about the Core 20 gods - I can name: Gozreh, Abadar, Iomedae, Sarenrae, Torag, Norgorber, Rovagug, Pharasma, Zon-Kuthon, Shelyn, Calistria off the top of my head, but that's about it, and I know what about half odf them are about/up to. So I'd like to know what makes your deity's loss a big deal to you, and how you would like Paizo to...I dunno...make the loss...palatable?

My pick for who dies: Iomedae. I actually know a little bit about her, and I really like how she got to where she is. Having said that, she's kinda boring, looks like a PC and probably has enough meaning in the campaign world that her loss would bite enough to be...a wrench. But maybe she's just boring enough that she's safe.


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Any idea if there are plans for KP to support PF2?


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I’m not a fan of the level difference in the Pacts - it feels like a gamist simulation that causes the level of power to be verisimilitudinously discordant - first your Fey pact, then your Devil pact, and then your Psychopomp pact. Why is the Fey pact low level, or the Psychopomp high? Because of the relative game effects power - but the level step makes no narrative sense and does a disservice to all the Pact-conversant powers - not sure the Fey are happy about being so lowly.

I feel hopeful that this playtest version is a showcase, and that we could see more suite-style Lesser/Greater/Most Meta for each power/group.. so that at your first option (which I would rather see at Level 1 or if it must be, 2 - so that those leaning more into Pactcraft can do so from inception) can be whichever Power you want narratively instead of whichever effect you want, though I understand that is entirely up to players as to how they choose to “build” their Thaumaturge.

I would obviously like to see Pacts expanded quite a lot, and I do like the idea of having multiple Pacts with multiple powers, and especially like the narrative consequences of mutually opposed Pacts and the knowledge thereof. I could even see crossed-Pact consequences akin to Oracle’s curses or even simple skill penalties with regard to opposed groups…or, on the flipside, hybrid-Pact effects that come with unusual bonuses AND penalties…

In essence, I can see that FF/EA as one stream, Implements as another, and Pacts as a misbegotten outlier that is thrown in as an afterthought. Currently. They deserve more. Well not really. They don’t deserve anything, but it could be interesting. :)


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I know this is the Playtest, and please understand I already have a problem with the lack of front-loading of PF2’s class abilities. I know right. Who does that?!?

Ennyway, until 4th level, as far as class abilities, the Inventor isn’t getting a whole lot to do with their innovation, and the 2nd level option for Weapon innovation is fairly situational (as well as being kinda visually weird for both melee and ranged, and, now that I think about it, even weirder situationally for ranged) while the Armor and Construct options are for travelling easier/transport. I would like to see a broader range of options for 1st and 2nd level feats. I understand this is perhaps not the design paradigm of PF2e, but even still, those 2nd level options are not exciting.


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I love the flavor of this ability. I love the mechanics also. It also applies to Strikes, so ranged as well as melee attacks which is also nice.

I’m not sold on the verisimilitude of the construct innovation also gaining the advantage, though happy that if it does, it also takes the risks to burn... I guess you could flavor it as the consrtuct senses what you are doing and follows suit, or an electromagnetic pulse alerts it to what you are doing. I dunno. Actually, I guess it works given there are a million-billion millionbillion possibilities for flavor given humans, and also anime.

Maybe it should be a choice you make before you do it, so that if it is risky (in terms of “my construct can’t take the critical failure) you can remove it from the ability.

And perhaps it should be a choice you can make to have it effect only the construct. And, using the theories above, perhaps that could be remote rather than adjacent-only.

I think the thing I like about Overdrive the most is that is a single, simple ability that could see a lot of further feat support, innovation feat support and archetypes that focus on it.


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Just as a counter to the “dislike” thread....

* Thassilon. Well, the Fall of Thassilon, and that the Varisians and Shoanti are the descendants of the two servitor peoples of Thassilon. Definitely like the Shoanti clans, only ai think there should be a lot more...

* Sarkoris, and anything Kellid, especially all the disparate tribal groups scattered and smattered about. The God-Callers get a special mention. I’m looking for all modules, gazzetteers and scenarios involving Sarkoris and Kellids...

* Fleshwarping and Drow. Ok, so Paizo’s treatment of Drow...it’s a little derivative, but the fleshwarping is nice. Because fleshwarping=nice, right? I need to get all of Second Darkness, just for the Drow and fleshwarping.

Ok, I’ll think of some more...


Hi CSR folks,

I sent an email to consignments@paizo.com early last week (or earlier?) but have received no reply. It is possible I missed it in my junk/spam folder - can you advise whether my email was received and if any reply was sent? Thank you in advance...


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Session 0, or how it was all actually ok and I was too.

(Apologies for long post is long)

My son and I had our session 0.1, and got as far as Point 8 in the character generation guide that starts on page 12.

CubWolf is 7, has played the Beginner Box adventure (albeit with a party consisting mainly of goblins and elementals) but also a homebrew adventure with the Beginner Box characters (Ezren, Merisiel and a few others) and a homebrew with other characters that ran through the Beginner Box map that was set halfway up a cliff that was arrived at after a sandship adventure based loosely on the sandship pirates of the newset version of Thundercats. Right? So he has a pretty good grasp of the rules, and from a fairly steady diet of CRPGs/roguelikes as well as a stream of cartoons and manga he understands many of the tropes and traditions.

So we arrive at the Pathfinder Playtest. I'm currently down with the dreadest lurgy, and my crab-level is on Legendary. How did it go? Pretty simple and straightforward, even considering that cubwolf decided to make a Goblin Wizard. There was a little flipping back and forth, but no flipping out. And there were some serious pros to the current way things were organised, if not laid out.

* Stat generation was simple, and cubwolf decided to add points to everything, ending up with 12, 14, 12, 14, 14, 12. Not optimised for Intelligence, but balanced. I admire his naive approach, and did not try to get him to make the array different in the quest for power. We'll see how that goes.

* First, why is the TEML system presented on page 291 (literal cubwolf was all "you have to read through 291 pages to get to the most important system?") I'm even of the opinion that the TEML modifiers should be printed as some sort of footnote/superscript on the bottom of every page. I have zero problems with the +1/level system, don't really understand the issue, but it isn't intuitive yet. It feels like more math to work out a figure, then either subtract your -2 or add your +1, 2 or 3 to that for everything on your sheet. Luckily it is all over the character sheet, but still...

* What is "SIG" on every skill field on the character sheet? Oh. Just worked it out. Signature Skill. Which seems highly closeting, and useless until later. And has been abandoned.

* Yup. There really aren't enough feats at first level to express your ancestry, and the ones provided aren't great. So, it's a Playtest, and we should get plenty eventually. BUT, I agree with folks who feel more should be baked in, whether they are swappable in or out - like "you receive two/three heritage feats for free at 1st level to round out your ancestry" chosen from a list. Cubwolf chose Junk Tinker, and not being able to choose razor teeth or very sneaky didn't seem to bother him - "getting one feat is better than getting none". If only he could apply that to episodes of his favorite TV show, dessert or other things.

* He also chose Animal Whisperer as his Background. Backgrounds should be distinct in the chapters from Ancestries.

* A Wizard, eh!?! So our junk tinker goblin chose to be a universalist so with two feats chose familiar (raven) and reach spell to make his electric arc work at 60 ft with a little extra action. In terms of layout and presentation, Arcane School should be "Specialist Wizards", I was confused for a while (not being a caster player generally) whether you could still choose a school without having to be a specialist. I also couldn't work out why you wouldn't be a specialist given it took me half an hour to find "Universalist Wizard" at the end of the school section written in the same font/size as the schools. I was also a little unclear whether the specialist wizard could only choose the extra spell from his school, or whether all his spells had to be from his school. I'm thinking it is the latter?

Also, not getting a spell point pool as a Universalist seems really harsh, the extra possible uses of Drain Arcane Focus per spell level (instead of per day) notwithstanding - and at 1st and 2nd level that will be exactly NO benefit.

Again, in terms of presentation, why does it tell me under Wizard that I get another Ancestry feat at 5th level (and thereafter)? I'm sure every class does, but this really isn't the place, and much space could be saved in a character generation section. I think this is an attempt to make the game easy for new players, but I'm finding the game currently as presented really [i]isn't[i/] for new players. The Wizard alone, though on the one hand straightforward, is still an overly complex class.

Looking at Table 3-21 there are seven entries for what you get at 1st level. Arcane school shouldn't be there, as it doesn't universally apply (should be changed to approach or tutelage or style or something - either Specialist or Universalist) and ancestry feat shouldn't be in there either - it is a function of Ancestry, NOT class. Same with background. It doesn't need to be this complex, and ironically it is the attempt to clarify the presentation that clutters it.

The character sheet doesn't really work for Wizard proficiencies, as they have a short list of trained weapons, not simple designations of Simple/Martial.

N.B: Cubwolf liked the "spamming" of cantrips concept.

* Again with Layout - putting the class feats in the class writeup is distinctly weird, and reminds me of the "class as miniplaybook" that was 4e. Now, I'm no hater of 4e, so this is just an observation. Mostly class feats as a distinction seems to contain the class as concept rather than be an offering of options that provide true choice across characters.

* Then, "General Feats" is confusing, because the "traits" of feats can be General, or General and Skill, or even General and Move and Skill. The Feats chapter doesn't even start by explaining anything, like how many general feats you get at first level. Does cubwolf's goblin wizard get a general feat at 1st level? Apparently he gains one at 3rd level, unless he isn't "most classes" (p.160). Then again, a whole bunch of them are listed as 1st level, so how are we getting those? Nowhere on pp. 12-17 is that detailed, unless I've missed something.

And that's where we are at. Writing this up, it doesn't seem as straightforward as it was last night, but we did enjoy it and things were't too complicated, though now I am a little confused about a few things. How do you get 1st level General Feats? Did we add the stat bonuses from Background? (Just did a reverse engineer, and all is as it should be - putting that down to his precocity and me not following along due to mental aberration...errr sickness...)

Anyway, this is a rambling feedback of character creation, if you have any queries or clarifications for me, please provide or ask away!!! (1st level General Feats - what page is that described, what did I miss???)

I'm giving this a go, and will provide more feedback as I go - Next up - Equipment, making the second character (should be quicker?!?!) and maybe, the Adventure!!!


Hey Folks,

Can you spare a moment from hiding from raptors to move THIS campaign to (inactive) status? The GM hasn't posted on the forums for two months, yet the campain still shows up in my Campaign tab.

Thank you,

Morgan/Oceanshieldwolf


Product is incorrectly labeled "Equipment Master Archetypes" rather than "Equipment Archetypes".


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And it is live! Nearly 100 pages of Midgard Campaign Setting inspired content - for Free!!!


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Now I'm not the poster boy "Paizofan" - I've made it clear that I'm not a fan of much of Paizo's communication approach or marketing. But I do champion them for providing this forum, for generally being accessible, for providing exacting and excellent customer service, and for being well meaning individuals who evince a true love for the game, and for RPGs and game culture (and culture generally)!

I'm seeing a lot of hostility on the boards since the ARG/ACG Errata came out, specifically about the recent menagerie of many concepts.

Here's the thing - what has been changed in the Errata documents are what Paizo has decided to change. And there isn't really much to say beyond that. (Except of course I'm going to say a bunch more stuff.)
I have read a post that alludes to a post by a developer during the Vigilante playtest [mods - can we get the autocorrect on playlets to playlets fixed?] that there was some backlash against "unfortunate" issues that have been created along the way, making overpowered options. [anyone got a link to that post?] I also saw a suggestion levelled that Jason Bulmahn is not a great designer, and seeing that both Errata documents are designated as being authored by him, this looks like a shot at him as a designer because, in part, of these documents.

However, Jason was instrumental in creating the CRB, and overseeing the relates since that inception. So you've all been playing with his (and of course, other contributors) rules all along. And possibly complaining all along.

But now the Errata exists. And given the glacial approach to some FAQs, I don't think there will be errata for the latest Errata on a large scale any time soon. This is Jason's view of "changes that need to be made" writ large, and strangely without much fanfare, as the changes do seem to be sweeping. Lots of folks are incensed, confused or downright stupefied at the choices that were made. But there you have it. The rules have changed. And they will stay changed. They ain't gonna change again.

Now. If you do not play PFS, you have much, much less to worry about. Yes, table variation will cause problems between GMs that do or don't accept the Errata, but this has ever been the case.

And here is where I am going to get into trouble.

If you do play PFS, you now have NOTHING to worry about. The rules have changed. That is simply all there is to it. Your concepts have been strangled, eviscerated, smashed, burnt, pulverised, decapitated, crushed and abused. And that's just in game. Now, from outside the fourth wall, comes the Erratarrasque!!! Unstoppable, except by the power of St. Compton et al. For sure, it might be annoying, or even "suck" but you can't argue with the word of Bulmahn.

I would suggest you make your peace with the changes and move on. By all means keep arguing and complaining, but Paizo have shown to be very resilient. And then they change things. You might not like their design approach, but you are playing their game.

Personally, I see the issues. I'm not a fan of the change to the Scarred Witch Doctor, but I think I understand why it was done. In my games, I'll ignore it.


So this is not any feedback on the Vigilante Base Class per se, but rather how the Playtest has been run so far.

* Firstly, I think it a mistake to call or treat the Paizo Blog announcement post discussion "the main thread". Debating the minutiae and design nuances in the Paizo Blog just feels like the wrong place - feels like there should have been a dedicated "Vigilante Feedback" thread, and then folks could make their own threads from there, just as they have done.

* I also think it was a mistake to release the playtest just before the weekend, when both posts of PbP's (where plenty of play testing could occur) drop way off, and the DESIGNERS and DEVELOPERS will be away? So many debates and discussions could have been nixed if the designers/devs stepped in to say: "we are definitely not going to change x.....", or "that's a good point, however....", or "what about the content leads you to think...." or "I can clarify that...." Mark Seifter has appeared here and there, but mostly there seems to be a storm of discontent or debate over/about a number of basic premises, but little from the designers to explain why things are the way they are, or what they are and aren't willing to change.

* The designers seem to be fairly quiet so far. As I said in the above point, I see Mark Seifter, but haven't seen one post from any other designer. As was evident during the ACG playlets, availability (or lack thereof) of various designers led to some degree of frustration.

* There is also some discussion that bemoans the lack of the social interaction rules that are forthcoming in UI. In essence, it feels like some of the major aspects of the class are imperfectly understood as the participles they will apparently interact with are completely unknown and thus unclear. This could be avoided by presenting those rules, or at the very least, giving some sounding on what they are and just what those interactions will be.

* I'd also really like the designers to comb the threads and see where the disparities and disagreements are occurring in the fans minds/feelings. Some really excellent feedback has appeared on the nature of specialisations; the need for universal talents; the thought that the Avenger and Stalker should be mashed together; that the social identity needs to function on its own/not be hampered; or that the secret identity need not, actually be secret.

If the designers/devs could make a list like this, that they see as important (though that will obviously deviate from the fanbase) while determining those things that they are not interested in changing, then the amount of doubling up of similar ideas in multiple threads might decrease, making the reading less onerous, and the ability to move on down the design path more fruitful.


(I think the link to this blogpost from the home page goes directly to the Kickstarter rather than to this page)...

(Feel free to delete this post)


Hey Site-monitor-lizards

Can I get these PbP's I was playing in moved to Inactive? Their respective GM's have fallen well off the radar, and they are clogging up my Campaign tab…

Tyrian Conspiracy Last post from GM: 10 Feb then……[poof!] No reply from GM.. .Very sad to see this one go - we played for over a year and then……nothing. :(

Pirates of Xen'drik Last post from GM: 19 March then……[poof!] No reply from GM. Sigh. SO much promise - Skull and Shackles in Eberron. :(

GM Dark Lords Way of the Wicked [First and] Last post from GM: 11 April - then……[poof!] No reply from GM. Never got started, after perhaps the most hotly contested recruitment I've seen for a while.

If any of these GM's return, can they reverse this - just curious - it appears none of them are coming back….


7 people marked this as a favorite.

Seems the site is getting hit by an impressive amount of spam.

General Discussion was taking heavy fire, and was completely overrun

PACG forums were also receiving a steady burst...

I'm flagging them and moving on like I've been told, but....

THEY'RE ALL OVER THE PLACE!!!!

Goblin Squad Member

Hey all, here is what I have:

Reward Quantity
New Player Pack…..1
Destinys Twin…..1
Daily Deals…..1
Alliance Pack…..1
Open Enrollment…..1
1 Month game time…..2
Head Start ….. 1
Shield Mate…..1
Character Name Reservation…..1

The account is unused.

PM me with offers.


Just linking to this post from Eric Morton/Epic Meepo

LINK

on the ethics of providing a service to users to generate content, that then can be sold by Paizo (and through DrivethruCards) without payment to the creator.

Here is the post :

Epic Meepo wrote:
Steve Wieck wrote:
Epic Meepo wrote:
If I purchase a community-created card, does the community member who designed that card earn a percentage of that sale?

No, at least not at this time.

One of our future feature sets will be to allow for that to happen, but this wasn't part of our initial release scope coding.

Also we (Paizo and DriveThru) want to keep the pricing of these cards as low as possible to keep them accessible to the community, so even when we develop that "royalty" capability/feature, it's unknown if we'd implement it here or not.

Steve
DriveThru

In that case, I have to object to this Card Creator on ethical grounds.

DriveThru earns money on each sale, which is perfectly fair and ethical, since Drive Thru is providing a service by printing and distributing these cards. There's nothing wrong with that part of the process.

The providers of the stock art earn money each time someone licenses their artwork, which is perfectly fair and ethical, since artists have the right to profit from their own intellectual property. There's nothing wrong with that part of the process.

But then we get to the part where Paizo is asking amateur designers to transfer ownership of their intellectual property to Paizo without compensation. And we're not talking about messageboard posts here. We're talking about designers putting time and effort into the creation of published, proprietary, Paizo-owned products without getting paid for their work.

That would be tolerable if the designers retained full ownership (or even a copyleft) of the intellectual property they created while doing this volunteer work for Paizo, Inc., but the designers don't even get that. They are donating their time (and potentially paying for licenses) to create intellectual property owned by a for-profit corporation that is not their employer.

That is exploitative, and helps perpetuate a culture where creative workers are conditioned to expect no compensation for work they perform on behalf of others. I realize this was probably not anyone's intention when setting up this project, but it is still the end result. As someone who believes artists should receive fair compensation for any work they perform that generates revenue for any party, I cannot support this Card Creator.


Nice cover!

28 items? Weren't there 32 items (+2 alternates) that made it to the first round of RPGSS 2014???

Publisher, Forest Guardian Press

I sent this as an email to customer service, but I wasnt sure if that was enough, or quick enough, or maybe I'm just OCD. By all means delete this thread if it is a double up.

Hi Customer Service raptor-wranglers,

Can you please immediately (upon rendering all raptors quiescent, of course*) cancel my two current subscriptions:

Pathfinder Adventure Path

and

Pathfinder Roleplaying Game

Thanks in advance,

Morgan Boehringer/Oceanshieldwolf

* I hear finely grated data cables soaked in cheesy rum works a treat.

Dedicated Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Star Voter Season 9

4 people marked this as a favorite.

So it has to be faced somewhere in the dark recesses of our little designer's febrile, fetid and fragile hearts:

We have been culled. I, who was a most vociferous proponent of the cull , have had my item ignominiously… culled. Excised. Removed. Banished. Exiled.

And it took me a thousand votes to reach this place.

So I could bemoan that other items, so much less deserving than mine were spared, or the voting populace is a pack of jackal headed nongtards that wouldn't recognize an artiste of fine calibre if a well designed item gyrated upon their nonce, or the whole competition is flawed because of REASONS!!!

But no. There is no deserving.

My item was in fact possibly quite flawed.

The competition is not.

But I'm very happy such a large number of items were cut.

I do think many good and great items have been lost and that some exceedingly pedestrian items remain. This is merely the vagaries of fate at work.

Voters vote how they like. I know I do. I look for creativity and chops. I don't think my item had either of these in abundance, but it was interesting to me. Obviously it was down voted constantly compared to other items.

Still, this is the nature of the cull, and RPGSS and if you have been culled/think you have been culled, join me here in commiseration and honor thy fallen creations.

So without further ado:

Vale [redacted] of [redacted], your struggle is over, your battles lost and won but a memory to be redefined, better and with perhaps less words used, and more editing, and without that missed word that was not changed from the opposite and alternate version that one guy on my design feedback team said would likely work better, or that other word that also somehow got left in from the other version. You were….troubled, and misunderstood, but I believe, somewhere a benevolent and beneficent god smiles down on (or up to) you and will forgive you your sins. Gods' (or ideals if you are that kind of Inquisitor) speed.

Unrequited ambition, fly again another day. There won't be a next year because I think I might just have my name on a hardcover 3PP supplement this year. Which is great. And a great pity.


2 people marked this as a favorite.

Forest Guardian Press is is pleased to announce our upcoming first freelancer PDF: Fighter: Nuances and Other Options by Christos Gurd (Noble Savage archetype from FGP’s Savage Alternate Class; Little Red Goblin Games' Tome of Twisted Things, Detective Base Class, Dragon Tiger Ox, Heroes of the East 4, Gonzo).

Fighters get a lot of bashing in comments and threads and yet the fighter love seems endless. Christos has created Fighter Nuances to extend and improve the thematic abilities of fighters to be able to do more of the things we expect great warirors and martial heroes to accomplish. This from Christos:

“These are made to function nearly identical to the wizards arcane discoveries, which added a lot of interesting exclusive options to that class. Now the question, “why not fighter feats?” is simple to answer, because by making an opt in class feature you can design without having to consider classes like brawler, warpriest, swashbuckler, and magus you can avoid a lot of unplanned synergy. This a chance to add some unique features to the class with thematic roots.”

Here are some of Christos’ design objectives:

Few, to No Chains. Each nuance should stand on its own, even if they end up better than feats by proxy. So much of the class still requires feats to do what it does that you shouldn’t see an over reliance on these over many types of builds. That being said if the reason was thematically strong enough, and they draw from the same resource (such as Fantastical Warrior and the nuances that require it) then a single prereq could be ok.

Scalability. Try to make some of these scale to at least some small degree, the value of a nuance shouldn’t decrease at higher levels.

Dip Avoidance. Try to avoid giving anything away too early, lowest should be around Fighter level 3 or an ability that doesn’t show up before then. There are exceptions if the scale is small enough.

I'll let Christos field any questions you have about the upcoming Fighter: Nuances and Other Options...

Publisher, Forest Guardian Press

Hey Indefatiguable Legends of CS,

I received an email alerting me that the payment method for this order was declined. This is the same payment method used for the purchase mentioned in THIS thread - apparently that was a problem on your end.

Can you confirm that there is a problem with the payment method? I have used this payment method for every purchase I have made from Paizo...

Thanks guys - I'm understanding that there is a huge backlog of customer service queries, so let me know as and when you can!!!

- Morgan

Publisher, Forest Guardian Press

Hi folks,

After placing this order I received an email telling me:

"We do not have a payment method on file for this order. Please take a moment to add a payment method to this order at your My Payment Methods page."

The interesting this is that after making this subscription order I successfully used the same payment method to gift a copy of the ACG to a forum-poster - Paizo Order # 3241736‏.

The email suggests I:

"Please take a moment to add a payment method to this order at your My Payment Methods page."

But the My Payment Methods page still has the same payment method I used for both these orders listed, and only has an option to change this payment method.

Can you clarify what is wrong with the payment method I used successfully after this Order could not be processed?

Thank you for your time,

Morgan


3 people marked this as a favorite.

Check out the Savagery and Bones blogpost to see the cover images for the

SAVAGE Alternate class:

This alternate class for the barbarian and monk returns warriors to their savage roots, utilizing iconic tribal weapons and armor and fighting with wild abandon. Included is the dread savage, an undead themed archetype, and the phrenic savage, a psionic version of the Savage that is fully compatible with Dreamscarred Press’ Ultimate Psionics.

and the

OSSUARITE Druid Archetype:

A skeleton summoning druid archetype that throws the “undead are only evil paradigm” on its skull and lets you get your grave on.


2 people marked this as a favorite.

Here is the Fat Goblin Mega Bundle:

Fat Goblin Mega Bundle

There is some seriously sweet stuff in there….

If Rick Hershey could answer these two questions:

Question:
I received an email from DrivethruRPG (btw, let them know - there was no hyperlink, I had to cut and paste) stating that:

"Right now the bundle has over 50 pdfs and is priced at only $19.95. More will be added, but that price will not change. Pick it up and enjoy!"

[Emphasis mine]

If I buy it now, and more PDFs are added to it - do I get them added to my bundle?

Question:
How long will the bundle be available for?

* Also, can we have an update on Steampunk Musha's Kickstarter page please….


Here's the spammer's Profile:

SPAMMER

[EDIT - I flagged all the posts, but there needs to be a reason: "I think this is SPAM…"]

[EDIT 2 - just read the post in the other thread where you tell us
a: don't want new threads, and
b: it isn't necessary to flag every post by the spammer. :0

Ooops. ]


That is all. Seeing as we already have the fairly out there Lamia, the iconic Midgard shadowfey feel like a shoe in to me. As well as juicy lore that might help me cement them in Midgard a little more, I would love to have some archetypes (a shadow road tapping Shadowsworn, dark court Bard, even more shadowy Ninja etc) favored class bonuses, height/weight/age, and some more information on the shadow roads would also be cool - I know that is more campaign specific but a dark one can dream right?

Vegepygmies is my personal desire. Pretty sure that one won't be such a unit shifter…

Also, if the Shadowfey books does appear, could we please have a ton of stuff from Wolfgang and/or Ben McFarland. After Courts of the Shadowfey, they seem like the guys to do it..

If anyone has any other Advanced Races requests, by all means request them here. :)


The latest News post looks like it has a bbc code error or something in a link to Paizo for the new Skinwalkers book.

In future, when I see something like this, who is the best person to contact via a quick PM rather than circuitous email?


1 person marked this as a favorite.

That's right, the Direlock Base Class has received an art makeover. My own drawing skills may not be the best, so I got some friends to help out!!!

Check out the blog post HERE to see the new cover and some interior art, as well as a change log - with further play testing and general scrutiny, some of the content has been updated and minor typos corrected.

With a 5-star + seal of approval review rating from the reviewer's reviewer Endzeitgeist, check out the updated Direlock at DriveThruRPG and soon d20PFSRD and here at Paizo!


There has been a lot of downtime the past few days. Power outs apparently?

Also, a number of posts have disappeared from the [Amora Games] Collective Influence/ Liber influxus Communis Kickstarter thread in the Compatible Products from Third Party publishers subforum... Is this happening all over the site?


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Announcing the release of our second Multiclass Archetypes PDF - Arcane Masters I. Drawing on our six brainstorming and working threads with over 3000 posts, and near 5000 emails between the MCP crew, we are delighted to present 21 new Multiclass Archetypes, focusing on the Alchemist, Magus, Witch and Wizard Core and Base Classes.

You can download the PDF for free

HERE

You can also download our first PDF, Divine Champions at the same location.

Within the beautiful pages of Arcane Masters I you will find the:

Beastbrewer (Alchemist/Summoner)
Mutant Hag (Alchemist/Witch)
Venom Blade (Alchemist/Rogue)
Wild Herbalist (Alchemist/Druid)
Arcane Templar (Magus/Paladin)
Fell Magus (Magus/Witch)
Lineage Saint (Magus/Inquisitor)
Fellseer (Witch/Oracle)
Merchant Shadowcaller (Witch/Rogue)
Savage Shaman (Witch/Barbarian)
White Witch (Witch/Paladin)
Absolute Arcanist (Wizard/Sorceror)
Eldritch Warder (Wizard/Paladin)
Esoteric Chemist (Wizard/Alchemist)
Heka Magi (Wizard/Witch)
Mysterious Sage (Wizard/Monk)
Runescarred Fury (Wizard/Barbarian)
Sacred Thaumaturge (Wizard/Cleric)
Stealth Mage (Wizard/Rogue)
Terramancer (Wizard/Druid)

Additionally we have included the unorthodox prepared spellcasting

Erudite Bard (Bard/Wizard)

The PDF also details a new Arcane School (Ley Magic), 18 Alchemist Discoveries, 2 Feats, 2 Focused Arcane schools, a new Hex, a new Mystery (Seersworn), 4 Rogue Talents and 4 Advanced Rogue Talents...


Coupla great pieces on Fukushima:

One from kinda right about now:
Another meltdown right now?

The other from the "first" meltdown
36 signs the media is lying about fukushima radiation affecting west coast


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Does this exist? If not, would it be possible to create such a function?

Sorry for posting two requests in quick succession, this one is brand new in my mind, the other was bubbling away for a few months... ;)

Again, thank you for your consideration...


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It seems that the Class/Level field under each alias is being used as a "quick scan" area for Aliases that are characters in PbPs. Quite a bit of useful information can be contained including HP, AC (base/touch/flat-footed), Saves and all sorts of other information such as initiative, perception, CMD/CMB - I've even seen people Spoiler all sorts of stuff in there.

Problem is that the space is incredibly hard to navigate and utilize as it requires scrolling to get to the requisite section when editing.

Is there any way to create a function that allows this Class/Level field/window to expand like the "About xxx" field? Or create another field that would appear just under the Alias' name to contain this PbP-useful information?

Thanks for your consideration!


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As development continues on the Symbiont Base Class, Forest Guardian Press announces Hybrid Monsters for the Pathfinder Roleplaying Game, a series of PDFs detailing creatures that blend two monster Types to create a new Hybrid Type.

You can read the blog post HERE, though for ease of viewing I'll give the hybrids below, but the blogpost has the deeper information on each specific creature...

Most Hybrids use the statistical array of a dominant Type, and then fuse the Type Traits of both of their “parent” types. Some Hybrids will be more of a true fusion and posses their own blended statistical array.

Each PDF will detail one Hybrid Type – each Hybrid Type will be described in 3-5 creatures based around that theme, with fully physiological, cultural and historical elements to easily enable GM’s to insert them into their home campaign and allow Players to visualize new fierce, fearsome, ferocious or just plain freakish beings. Mechanical integration with existing game chances is foremost in the development path, including Type-affecting effects, appropriate Challenge Ratings and balanced special abilities; additionally Hybrids are being developed that do not overly strain existing home campaigns’ cosmologies or planar factionalisms or interactions.

Hybrids currently in development include:

Daemalion (Tattered-, Mottled- and Spined-). Hybrid: Fey/Outsiders (Fiendish-Fey – Feynds!)

Mudgeon (Cur-, Fest-, Blight-). Hybrid: Undead/Fey.

P’kesque - Hybrid: Vermin/Constructs

Snipe (Gutter-, Sand-, Mire-) Hybrid: Fey/Outsider (yet more Feynds!!).

Skelichen - Hybrid: Undead/Plant.

Scallion (Rap-, Tar-, Vile-) Hybrid: Fey/Outsider (more Feynds!).

Blackberry Hydra - Hybrid: Plant/Magical Beast.

Gangk - Hybrid: Fey/Plant.

Gelatinous Decahedron - Hybrid: Ooze/Magical Beast.

More detials to follow...


As the title:

I see thousands of posts in at least three score threads. I haven't dipped into many of the class specific threads, but now I fear the volume of posts would surpass my mortal mind.

Can we get a stickied thread that contains the compiled errata and notifications of changes and proposed changes such as those outlined in the Official Query: Arcanist revision.

Failing that a release of a revised/V1.1 version of the ACG playtest.

It's only been a few days, but the data overload is freakish and it feels like big changes and errata have *already* happened.

This would allow people to playtest the most current versions.

If any of this already exists my apologies for missing it.


Visit FGP's new blog for this information with awesome and arresting color art by Jacob Blackmon, or click on the individual links below...

Following the release of the critically acclaimed Direlock Base Class, Forest Guardian Press announces their next upcoming release for the Pathfinder Roleplaying Game: The Symbiont Base Class!

Symbionts fuse a humanoid host with a biological organism that draws upon one of four "clades": Arachnida (spiders, scorpions, horseshoe crabs and solifugids etc), Crustacea (crabs and lobsters etc), Insectoida (ants, bees, fleas, lice, wasps etc) and Wudda (plants, lichen, fungi, vegepygmies, treants and mandrakes etc). Each clade provides the symbiont with a huge selection of clade-traits - physiological, inherent abilities like the Crustacean amphibious or water sense; Arachnida antibacterial clot, nimble faller or silent hunter or Wudda photosynthetic, dendritic calm or mycorrhizal fungi.

Once a clade is chosen , each symbiont takes one of two base forms:

The Biohulk, a melee tank (Full BAB, d10 HD) protected by an exo-carapace can manipulate its symbiotic biomatter to manifest clade-related abilities during a biowarp - including a dizzying array of manifestations include the Arachnida biometallic sting, or mandibles; Wudda concealing camouflage, thorny periderm or spore plume or Insectoida lunge, sudden strike or sting. Look out for the Arachnida driderform manifestation!

The Biomunitioneer (3/4 BAB, d8 HD) receives less clade-traits and lighter natural armor in exchange for a projector weapon that completely engulfs one arm, allowing the biomunitioneer to either shoot ammunition (plasma shards for Arachnida; chitin rounds for Crustacea; flechette spikes for Insectoida; splinter shots and spore bombs for Wudda) OR project clade-related larval chrysalis beasts - basically a clade-limited summoning ability, but fired at or near your intended victim. Rather than manifestations, biomunitioneers apply adaptations to either their ammunition or their chrysalis beasts - base adaptations like the biomass mortar or clade-specific like the Arachnida retriever or leap mine, Crustacean crab hammer, urchin strike or hydraulic burst or the Wudda itching spores, razor thorns or choking mist.

Symbiont archetypes include the Cross-clade Mutant, Clade Warrior, Harvester and Pair-bond for the biohulk and the Symbiont Gunner for the biomunitioneer.

Stay tuned for more info!


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Its my Dad's birthday, and to celebrate I'm putting the Direlock on sale for the rest of the month.

Right now you can get the Direlock 40% off at d20PFSRDstore - also part of d20PFSRDstores' awesome Shocktoberfest sale promotion;

AND at
DrivethruRPG.

I hope to have the same sale price here at Paizo soon if possible...

And in even more excellent news, I'm giving away two copies of the Direlock PDF absolutely free to the first two posters who can tell me why they'd want to use the Direlock in their campaign, either as a GM or a player, what race it would be and what weapon they would use as their dire weapon. By all means, read Enzeitgeist's longest ever class review in two parts - Part I AND Part II that gave the Direlock 5 stars and seal of approval rating to get a feel for the class.

Look for more from Forest Guardian Press, well if not soon then hopefully by Christmas.

Thanks,
Morgan Boehringer
Creative Director
Forest Guardian Press.


Typo on "staff of eldritch sovereignity" unless it confers dignity to an eldritch sovereign... ;)


Should this say "News from GenCon 2013"?

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