I take back what I said last time -- Quinn and the Red Raven NEED to team up now!
This feels like such a Galt-appropriate origin, and definitely makes the Red Raven more sympathetic than the Unreliable Narrator of the last Meet the Iconics made him out to be. He's a character I'm excited to see more of in the campaign setting -- maybe something special in the Pathfinder Comics line, hmm? :)
Mark Seifter was happy to share some fluff for Esoteric Dragons in the Bestiary 5 discussion thread!
Mark Seifter wrote:
And just as a little exercise, I decided to create some expanded fluff for each species to inspire ways to use them in an adventure:
Astral Dragons: Astral dragons will barter with travelers for knowledge, but are hard to impress. While not quick to violence, they are still prideful creatures and will stand up to any boasting challengers.
Dream Dragon: Dream dragons detest the denizens of Leng, that strange realm that occasionally spills over into the Dimension of Dreams. A dream dragon tolerates no creatures of Leng to pass through their territory.
Etheric Dragon: Denizens of the Ethereal Plane fear the hunger of the etheric dragon and regulate their travel around the creature’s feeding patterns. The arrival of an etheric dragon into a new land may be seen to the local creatures as a threat to their ecosystem, even as a misunderstood malevolent beast.
Nightmare Dragon: Nightmare dragons love to draw out as much agony as they can from their prey’s nightmares before finally consuming them. A nightmare dragon will not start an unprovoked fight with a dream dragon – but if the dream dragon is ever attacked or wounded by another creature, the nightmare dragon will gleefully gang up upon its rival species.
Occult Dragon: Occult dragons may interact with mortals as esoteric advisors, but are always concerned with preserving their true identities. An occult dragon that has its secret uncovered may move to a new settlement, but on rare occasions they may grant quests to those who shares its interests in occult knowledge.
My typo immortalized before I could fix it!! KALINDLARAAAAA!!
Mark Seifter wrote:
Fantastic! Thanks for the response and the insight.
Five kineticist elements...
Really glad to hear the playtest helped expand the utility elements and archetypes for the book. It's what they process it meant to do, and makes me really hopeful for the vigilante. Thumbs up for community cooperation to make better design!
Excellent work putting this together, Kobold. Now we have one mega-resource with which to binge on divisive debate. It's like the Netflix of Arguments.
(In seriousness, the distinction between "Creative" and "Argumentative" threads is incredibly convenient when you actually want to participate in a discussion.)
The psychic detective uses the psychic spell list (6th level or lower) plus a handful of other spells (eleven total) that are added to that, rather than the alchemist spell list.
Thanks for the info, Luthorne, and everyone else for sharing these delicious crunchy morsels as teasers for the book.
I like the description of the mesmerist as an "anti-bard", which was a theme I got from the playtest version -- and it's a nice little wink to Meligaster's origins.
I'm most glad to hear that mesmerist tricks are effectively 24-hour now. Setting up tricks properly could save your party from a night-ambush TPK. Awesome cooperation techniques to make the guy invading your mind your best friend.
I'll throw this in -- I'm currently thinking of letting the monk's AC Bonus add a (for now untyped) bonus to their Will saves as well.
It won't kick in until LV4 (so no dipping in for it, which it seems Paizo's fear was), but combined with a monk's expected Wisdom bonus, I think it could be a solid and scaling solution without changing too many class features.
Shane LeRose wrote:
Oooh, an archetype focused on a single implement that evolves similar to a magus' black blade.
It's unfortunate to see that a thread that began with an innocent intent like "Brainstorm ideas for home-tweaks to a class" can turn into another argument between different design viewpoints.
There isn't any victory in this debate, no prize to be won at the end of it. All it seems to do is cause vitriol among the community.
I wish we could agree to set aside our own opinions in order to help a fellow fan.
With the martial fatigue system planned for Pathfinder Unchained, you may be getting a rules system pretty close to this. Slap it onto fighters at first level in your home games.
As for some new ideas:
Offer Sense Motive to use on monster checks, saving you from pouring ranks into different Knowledge skills.
Add Heal to his skill list (especially if you use the expanded rules to use Heal for interrogation and torture).