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I do like the Oracle class, but I would like more ideas on what each kind of oracle would look like. So describe how you would envision an Oracle of each Mystery? Battle is easy, Neji Hyuga from Naruto. He already had "Clouded Eyes" and is a deadly combatant within a 50 yard radius. For Bones, I guess it would be too easy to with Goth, although a Gothic Lolita noble in Cheliax would be interesting. For Nature I see a variation of the Wasting curse. An oracle whose body has a parasitic plant, like mistletoe, growing within and out of their body. I can see them picking off a berry out of their hair and offering to the PCs. For Lore I have a new curse, Slave. They must wear shackles and chains binding them to their mystery, in this case to books they must carry at all times, like Jacob Marley. The books and chains slow movement and hinder stealth, but can be used as weapons to trip and flail in battle.
If you are going to keep the curses, I think they should be tied directly to the mysteries you choose. Mysteries and Curses Battle:
Bones:
Flame:
Heavens:
Lore:
Nature:
Stone:
Waves:
Wind:
OK, I bounced from site to site and got it to happen again, this time at IO9. This thing is originating from Direct CPV advertising Network.
Just like the one here, It "appears" to be a survey for the site you just logged on to, this one had IO9 on the title page, but in the small print said that it had nothing to do with IO9. My pop-up killer is on and I have a few other add killers in my Firefox add-ons, but this thing slipped right by them.
...but in "fluff" terms, no meta-game stats. How does your summoner "see" his eidolon? Friend, Pet or Slave? Where does your witch think her powers come from? Whispers in the dark? Guardian Angel? Her familiar? Describe a 1st level Summoner who just summoned her Eidolon for the first time. Did your 1st level witch find his familiar or did it find him? What role does a 20th level Summoner fill in the world? Hermit alone with all his "friends" or ruler using his summons to control the population. What about a 20th level witch? Is she an avatar for a greater power or a guardian in on a great secret? Describe them as bad guys, what sets apart a Dark Summoner from the rest and does a Dark Witch aspire to become a Hag?
I placed an order for Downer Vol 1 from your Scratch & Dent Sale and shifted it to my side cart, but now that order is blank in my side cart and missing from My Orders. Did Downer escape again? Also, since this month's Pathfinder adventure has been delayed a month, can I have the two Chronicles and the Bestiary in my Side Cart ship together when all three are available?
I just got my next "going to ship" email, but the two September Chonicles books (Seekers of Secrets & Princes of Darkness) are not on there. Are they going to be late? They are listed as "Early Sept" just as Pathfinder #26.
With very little in new books this month, I have been going thru some of my older books that I have not read in a while and I came across something I had forgotten about. In Mongoose's Quintessential II class books, each had a chapter on Multiclassing with the book's class as the primary class. It looked at each combo's positives and negatives, builds and most interestingly Variant class options only available to a multi-classed PC. Most of these were based off the synergy of the two classes. For example; Rogue/Ranger: When Sneak Attacking your Favored Enemy, you use d8 instead of d6. Bard/Sorcerer: Pooling your Spell slots so you cast from one per day list but having access to either spell list, depending on the class you leveled in. Druid/Bard: Using your combined level when using your Wild Empathy, because "influencing" is part of being a Bard. Wizard/Sorcerer: Sacrificing your Sorcerer's casting of spells and use the energy to pay for your Metamagic feats on the fly. As someone who used to play half-elves exclusively in AD&D just to get the Multi-class options, I would love to see a chapter on muti-classing options and limitations. Maybe some variant class options and feats that are only available to those who multi-class would help silence those who think you loose too much when you do cross train.
First up I personaly would prefer the Elemental Bloodlines to be separate; Air, Earth, Fire and Water. Of course that could just be from watching the last season of Avatar:The Last Airbender on DVD, but the show does make each type of bender stand out from each other. Artificer: OK the Eberron artificer is out of bounds, but what about a Artifice Bloodline? Item creation feats, Recycle Arcana ability and an Animated object for a familiar? Healer & Prophet: These two would be NPCs more often than PCs, but both are a definite part of the Sorcerer Trope. Curse Weaver: Imagine someone that can turn almost any spell into a Baleful version. Sha'ir: The Genie summoner would work as a Sorcererous Bloodline.
The editorial on the Dark Elven Anti-Iconic reminded me of the things I like and dislike about the Drow. Really there are only two things I don't like and would change; 1: The focus on Lolth alone, the other Dark elf deities deserve more attention. 2: The self-destructive aspect of the Drow. When you consider the low birth rate of elves, if Drow were to kill each other, they would have eleminated themselves by now. Now how would I "revisit" them? Consider Babalyon 5's Minbari. The Three castes; Warrior, Religion & Worker. Consider that Minbari do not kill Minbari because they belive in reincarnation and the only way a Minbari soul can truly die is by the hand of another Minbari. Now imagine this applied to the Drow thru a mirror darkly. Rule #1: Drow do not kill Drow. When the Dark Elves were sundered from True Elves, there was a finite number of Drow. There can never be more than that number because since Dark Elves are denied the Heavens, their souls reincarnate into the next generation. There is only one way for a Drow soul to be lost, death at the hands of another Dark Elf. Killing your own is the quickest way to becoming a Drider. This is also why renegade Drow are so feared, they are the only creatures in exisistence that can truly destroy the destiny of the Drow. Drow society is based on Caste and position in the order of things. No Drow has to ask, they just "know" where they fit in, they just "know" who they can command and who they must obay. This is why Renegade Drow have so much trouble "fitting in", they cannot sense the order of things with other races. There are three castes; Relgion: Priests of Vhaeraun, Anti-Paladins of Selvetarm, Dark Druids of Ghaunadaur and Priestess of Lolth. Also, Sorcerers and Warlocks are also part of the Religious caste, as their magic is considered a divine gift. Warriors: Fighters, Rangers, Scouts, Psychic Warriors and Lurks are most common. Wizards and Psions may be part of the Warrior caste if they Multi-Class into or from a combat oriented class. Monks are very rare as unarmed combat just doesn't make sense to Drow, you have a sword, use it! Worker: Don't let the name fool you, this is the caste of Rogues, Bards and Assassins. Although they also serve Drow society as traders and craftsmen, they also are the diplomats those who would talk to the Drow meet. Most Wizards and Psions fall into this caste since they focus on crafting wonderous items and protecting Drow cities. The Sado-Masochistic aspect of Dark Elves applies to everyone else. Most other creatures are just slaves, not worth more than the work they can do. Some creatures are mercenary tools, they can go where Drow cannot and they can deal with renegade Drow without upseting the Destiny of the Drow. A few creatures are respected allies; Dragons, Illithid and Aboleths must be delt with carefully. Drow are not stupid, they respect power and know better than to piss off those who could be a threat to their destiny.
I am a charter Pathfinder subscriber and I decided to add the subscriptions to Pathfinder modules and chronicles. And I have my shipping options set for everything to ship with my Pathfinder adventure path, but I was wondering, if I order something else from the Pazio store, can waiting items be included with them? For example, I just ordered the two new Mutants & Masterminds books (#650176) and the next Chronilces release (Gazateer) is pending (and for some reason was not included with Pathfinder 9 which just shipped without it), can it be added to the M&M order? In the future, can pending orders from my subscriptions be added to other orders and if so would I have to ask each time?
When WotC released a sneak peak at the 4E Rogue, my first thought was some of my all-time favorite Rogue PCs. From what I saw of the 4E Rogue, none of them could be created wth those rules. So no we have Pathfinder rules, can they be made with these rules.
I had to multiclass several of them to create the character I had in mind, but with Pathfider rules, I was able to create them as a single class 10th level Rogue. I did break one rule though, that Rogue Talents cannot be be selected more than once. I would suggest that Combat Trick, Minor/Major Magic and Weapon Training be available multiple times. One of my old PCs was a Archer, but more sniper than Legolas. Where I previously had to go Rogue/Fighter or the feats, here I just took 4 Combat Tricks for Archery feats, a few more from the normal feats and Crippling Strike and now we have a very dangerous and stealthy Archer. Another was the first 3E character I played, a Rogue/ Sorcerer. Here I took the Minor/ Major Magic talents multiple times and combined them with Dispelling Attack and Arcane Strike, and I created a very Grey Mouser-like PC. Now the next one was one of my all time favorite PCs, an AD&D dual class Human Thief/ Illusionist. The ability to endow his Rapier with Arcane Bond and the Illusion school abilities would make him a very fun swashbuckler to play again. I have to say that Pathfinder does make me wish I had an active game right now and the time to play. These rules are inspiring, they make me want to start all over again at 1st level.
I already posted my ideas on how the Psionic races would fit into Golarion, and I've copied it here; Spoiler:
Once psionics was almost as common as magic, but as the Runelords rose to power, they viewed any power they did not control as a threat and they targeted anyone who manifested psionic powers.
The most powerfull manifesters were a tribe of Dwarves in the Mindspin mountains, but a combination of magical diseases and curse magic forced the dwarves to retreat into the Deep Earth and become the degernerate Duergar known today. This attack did not go unobserved among the Human manifesters. A large group decided to flee to the Astral Plane for their safety and it is believed that they became the Githyanki and Githzerai races over the next 10,000 years. The last group who tried to leave were attacked by agents of the Runelords and their gate malfunctioned and flung them to some Far off Realm. It is believed that they were changed by this Realm and became abominations beyond description. The remaining psionic users were forced to retreat to a mountain monestary of a powerful Seer. When the Runelords made their move, they found all of the manifesters dead. Even the Runelords were puzzeled by what they found and the mystery of the deaths has remained for 10,000 years. But in the last few decades a possible answer hs appeared in the form of the Elan. No one knows exactly where they come from, they are normal humans untill their "awakening", after which they are Elan. Some belive that those ancient Psions attemped a form of Psionic Reincarnation and the Elan are the result of this power. The insect races of Dromites and Thri Kreen are found to the far south and have little to do with most other races. Recently it was decided among the hives that they need to know more about these strange speaking animals to the north, so explorers and spies have been sent to these strange northern lands. Half Giants are similar to Ogrekin, as the result of crossbreeding with humans, but in their case, they have avoided the mutations and inbreeding of the Ogrekin. Many Half giants want nothing to do with thei giant kin and have fled to try to live among their human cousins. The last two psionic races Maenads and Xephs are liiterally the children of the Runelords. The Maenad race was created by Alaznist, the Runelord of Wrath, and survived the fall of Bakrakham by becoming masters of the seas.
Now, to do the same with the psionic classes. Psion: I have always had one problem with Psions, All Psions are specialists, yet they really are not special. But with the way Pathfinder does the Arcane Schools, the Psionics Disciplines can make psions special. I would make the following changes; 1: Bring back Zero level talents 2: Fold the Discipline power list into the Psion/ Wilder list. 3: Certain powers need to be redone; Astral Consruct needs to be split back into 9 separate powers. The augments for these powers should augment the size, nature and numbers, but only Shapers should be able to augment the level of the construct.
4: Metamorphosis will get the same treatment Polymorph gets, personally I would split it into several powers; Alter Self, Animorph, Aberration, Elemental Form, Giant Form, Faerie Form, Inanimate Form, Dragonmorph, etc. Again, I would allow Egoist to augment these in special ways. 5: Psion Disciplines would give them access to many of the powers on their 3.5 discipline power list. I would also add augments to many powers that are exclusive to the specialists. 6: I would add a generalist discipline, similar to the Erudite. I would base it off the 3.0 power Emulate power, allowing them to emulate powers they do not know. Other special abilities would be based off powers like Feat Leech and Power Leech. Psychic Warrior I once played in a Arcana Evolved game using the Ritual Warrior as an Akashic Warrior. Instead of training riuals, his special abilities came from taping into the Akashic for tactical knowledge. Personally, that is how I would prefer to do Psychic Warriors. I would let them keep their power points so that they can still learn powers by way of Expanded Knowledge and they would be able to augment their rituals with power points as well. Soul Knife: The one problem I have with them is the lack of powers, but this can be fixed by replacing Wild Talent with Hidden Talent and giving them Power points. Then they can use Expanded Knowledge to gain select powers. Wilder: The Wilder does need something to set it appar from Psions and the Enervation aspect of Wild Surge needs to be redone, it gets worse as you level. The lingeing effects of the 4E Sorcerer sound interesting or theme-based powers like the Ardents Mantles would also work. I personally see Wilders as "Theme Casters", Like Robin from Witch Hunter Robin using fire and destructive powers. Other classes; The Akashic from Arcana Evolved can make a great Psionic Bard and many of the classes from Dreamscarred Press can be used as is. The Morphean is a great psionic rogue, the Marksman is a psionic archer, and the Halo Knight, Enlightened Monk and several Soul Knife variants are all great additions to your psionic rules and almost all of them would work as is, no conversion needed.
And for Tiny Tim, whose D&D Insider account is Lame.
Spoiler: Elf Quick, wary archers who freely roam the forests and wilds. Racial Traits Average Height: 5' 7"-6' 0"
Ability Scores: +2 Dexterity, +2 Wisdom
Languages: Common, Elven
Elven Accuracy
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves. Encounter
Effect: Reroll an attack roll. Use the second roll, even if it's lower. Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late. Play an elf if you want … to be quick, quiet, and wild;
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids. Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color -- sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end. Playing an Elf Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies. Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands. Elves are loyal and merry friends. They love simple pleasures -- dancing, singing, footraces, and contests of balance and skill -- and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms. At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home. Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild. Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rollen, Soveliss, Therren, Varis. Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall, Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae. Elf Adventurers Three sample elf adventurers are described below. Varis is an elf ranger and a devout worshiper of Melora, the god of the wilds. When a goblin army forced his people from their woodland village, the elves took refuge in the nearest human town, walled and guarded by soldiers. Varis now leads other elves and some human townsfolk in raids against the goblins. Although he maintains a cheerful disposition, he frequently stares into the distance, listening, expecting at any moment to hear signs of approaching foes. Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland's fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock's purse, and she fell in love with the wide world beyond the city. Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland. Well, there you have it. The first unveiling of a full race entry from the 4th Edition Player's Handbook. Oh, what the heck. I'm feeling generous this morning. It must be the season. Here's a racial feat you can peek at, too. Elven Precision [Elf] Prerequisites: Elf, elven accuracy racial power, heroic tier
From ENWorld "We know the wizard. Their focus is now more an evoker than anything else. They blast enemies while remaining in the back. Spells are divided among at will (lesser power than a fighter’s melee attack), per encounter, per day (the really powerful stuff, these are the most powerful abilities in the game) and rituals. Rituals cover magic item creation, and non-combat spell (divinations are prime examples). Schools are dead, long live the implements: the orb, the staff and the wand (with others, such as the dagger, possible in later supplement). Staffs are for rays and cones, wands for long distance control, while orb stands for blasts, terrain control, and retributive and perception based effects. Divinations, long range teleport, restorative effects (the cleric’s remove disease for example) are rituals. Evocation and illusion are there and now they are the focus of wizardry. Necromancy was nerfed mostly by removing save or die effects. Transmutation was a haphazard pile of powers (according to them), and some part remains, other do not. Enchantment is nerfed to be saved for other classes (others they state that it will be psi). Wizards spell failure due to armor is gone (hurrah!). Picking the right feats wizards can go around in heavy armor. Feats don’t have class as a prerequisite. Race, level or skill training might be needed, but no class. You can steer your character wherever you want. There are class training feats (Fighter training, Wizard training, Warlock training, etc.) that gives some power of that class to someone not in that class. Power progression There is 2 or so pages on tiers of power (heroic, paragon and epic). The important part is the paragon paths and epic destinies. They replace prestige classes. They are additional power/abilities, that you can choose once you hit 11th or 21st level. They are very much like prestige classes and battle captain, mystic theurge, weapon master, prince of knaves and cavalier are mentioned. Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example. Epic level game is much about slaying gods and clearing the Nine Hell (I made the last up). In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters. " ________________________ I really have problems seeing Pathfinder without Schools of magic. The Runelords are based on being specialists in each school. The schools of magic have defined D&D since the begining, droping them pushes D&D2.0 farther away from what I consider D&D.
Here is what is being posted from Hungary again about the Wizards Present: Classes & Races book from WotC boards byway of ENWorld. "First of all bear in mind that the book reflects the state of the art as of Aug 2007, before the announcement. It still has May as the release date. It is full of fluff and art. Sometime a whole page is just a picture, so don’t expect longish text. There is no mechanic, just a few mentions that hint at mechanics. Ability scores
Races
I will list a favoured class. As we know, mechanically it is not the favoured class of 3.x, but they admit, that some races are better at being certain classes. The “favoured class” is not listed as such, I inferred it from the text. Human
Dwarf
Eladrin
Elf
Dragonborn
Halfling
Tiefling
"Warforged is mentioned. Apart from the core races (human, elf, eladrin, thiefling, dragonborn, dwarf and halfling) gnome, drow, celestial (aasimar) and warforged is mentioned for a paragraph or two.
"Here again I start with a disclaimer. The book present the state of the art as of Aug 2007. There could be changes. Unified progression of defense, BAB and saves. A 10th level character will have +5 of those (thus +0.5 / level). Even at 1st level classes can significantly alter the base value. Class abilities modify them further. Cleric
Fighter
Psi will appear sometime and it will be a different power source. They design arcane and divine magic so that psi can fit in. Power over mind will be the main (or a flagship) feature of psi, thus charms are going to be nerfed (the avoid too much overlap)." "These classes are mentioned is 3-4 paragraphs, it is not a confirmation that they are going to be in the PHB, just that they were experimenting with them (for some, like the paladin, warlord and the ranger, we know that they are going to be in the PHB). Paladin: Still have smite ability but there are more types of smites (different form of attacks). Paladins and fighters are both defenders, but paladins rely on divine powers. There are evil paladins. Ranger: Nothing more that we already know. Some scoutish abilities focus on movement, good with a bow. Sorcerer: Make it more distant from the wizard. They barely control their spells, but unleash enough energy every time that some remains around them. For example after a fireball, they are cloaked in fire which sears enemies nearby. Swordmage: An arcane defender with magic shields and armor, flaming sword and some self-bluff abilities. Warlord: A martial leader, with the ability to buff and control over battlefield positioning. Barbarian: The ability to rage is the centerpiece ability of this class. There are different rages. There is a mention of a “lightning panther strike” that allow movement and multiple attack. Barbarians are more feral, and bite attack was mentioned Druid: Their spellcasting takes second seat. The primary ability is wildshape, which they can do a lot more often, but only shapes they have picked (like spells). They have some nature related spell to canst when in humanoid form. Bard: Gets it power from otherwordly patrons (?). Its powers focuses on illusions and confusions, so that enemies hinder themselves. They can also inspire their allies. Monk: Still in the design stage, but it will be a mobile striker."
With all these new classes, I have a suggestion for a new Class Act idea, Iconic Paths. Sometimes a new class will just "click" (Psychic Warrior= Xena), but sometimes, I need more to "get it". I need to see it in action. Show me a Binder as he progresses in levels. What does a Swordsage aspire to? I need you to give me an Iconic example of the new class that is more than just "Here's a 5th level Totemist". For example, consider the new Factotem from Dungeonscape, a perfect Iconic version would be Dr Van Ricten from Ravenloft. Show me what he would look like at 5th, 10th, 15th and 20th levels.
Will the Class Acts articles be limited to just the core classes, or will we see the Psionic, Oriental and Complete classes in future issues? The Oriental classes can be used in a non-oriental setting, change the Samurai into a Noble Knight, the Shukenja into an Elementalist and the Courier works great as a PC Aristocrat. The one key problem with the Wilder and the Soul Knife is the lack of definition and support, so anything will help them. The Complete class books just need examples of how to use them in current settings and how to set them appart from the core versions. |