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Hi, Elric here. I wrote the Warpath Follower. The easiest way I can explain it is that from level 1-3 the warpath follower gets to pick 1 of their granted maneuvers, while the rest are chosen randomly. From level 4+ they pick 2 of their granted maneuvers and the rest are chosen randomly. Hope that helps.


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Heads up y'all. This is going to be the last week of playtesting for the Medic. No the document won't be going down, but at the end of the week I'll be moving on to getting the document ready to publish and into the patreon queue. So if you've got any last feedback, now's the time to get it in.


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New items have been added to the end of the medic document.


We specifically do not assign race points when designing our races, so there is no official number. Any number you choose to assign it is up to you but it should be less than the cost of actual Large size.


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Seven new feats and one new trait added to the document for you all, including the Chimera Soul Style feats.


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Air0r wrote:
Elricaltovilla wrote:


Air0r wrote:


2) A Monk of the Silver Fist gains Improved Shield Bash and Buckler Bash as possible monk bonus feats starting at 1st level, but why? outside of Shielding Fist a Monk of the Silver Fist cannot use actual shields.

So that you can shield bash with your gauntlets. See Iron Tortoise for reasons why.

Air0r wrote:


2b) Since you can already attack with a gauntlet, is the point of Buckler Bash just the second part of the feat (becoming an associated weapon for Iron Tortoise and Broken Blade)?
So that you can shield bash with your gauntlets.
Does this shield bash also have the advanced gauntlet damage?

Yes, shield bashing with your gauntlets would deal advanced damage, because the damage increase is applied to your attacks with the gauntlet, and the gauntlet counts as a shield. So since your shield bash is also a gauntlet attack, it gets increased damage.


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Air0r wrote:

I have a couple questions.

1) At 4th level they gain 'Mark of the Silver Fist'. this does not replace anything. is this intentional or was something left out?

Intentional.

Air0r wrote:


2) A Monk of the Silver Fist gains Improved Shield Bash and Buckler Bash as possible monk bonus feats starting at 1st level, but why? outside of Shielding Fist a Monk of the Silver Fist cannot use actual shields.

So that you can shield bash with your gauntlets. See Iron Tortoise for reasons why.

Air0r wrote:


2a) Does attacking with their gauntlets make them lose their shield bonus? if so then improved shield bash makes sense.

By RAW, yes.

Air0r wrote:


2b) Since you can already attack with a gauntlet, is the point of Buckler Bash just the second part of the feat (becoming an associated weapon for Iron Tortoise and Broken Blade)?

So that you can shield bash with your gauntlets.

Air0r wrote:


2c) this may just me being nitpicky, but are the bonus feats provided added to the list of possible bonus feats forever, or just at the levels indicated (1st, 6th, 10th)?

It works the same as the basic bonus feats for monks. So they're still available later.

Air0r wrote:


3) any plans on doing something for Unchained monk in the future? That Style Strike class feature just screams Path of War.

Yes, no, maybe. Haven't really looked at it at this time. We've got a lot on our plates, but it's certainly possible.


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Added three more synergy feats to the mix: Dancing Shield Step, Gungnir Technique and Imposing Shield. Let me know what you think.


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Finally got around to fixing the varsärk so that it's compatible with Skald. Sorry that took so long!


jeremiah dodson 812 wrote:
Michael Haneline wrote:

I purchased the Path of War: Expanded subscription on the DSP website. I'm a bit disappointed... I'll just copy+paste the review I left there. I don't recommend shelling the money out yet.

"Thus far, I'm a bit disappointed- the two classes I received at the time of this purchase, Harbinger and Mystic, seem much rougher than I've come to expect from DSP.

Harbinger is poorly edited, with the second column of page 5 and the first column of page 6 obviously switched by mistake, and the Dark Claim feature is unclear and makes it sound like perhaps it was supposed to do something else that didn't make it into the text of the document.

Likewise, there are issues with the Mystic. At first level, it says you get to choose 2 of your five readied maneuvers to be granted to you. It then says at the end of each round, another maneuver is granted to you, and says "again, randomly determined". Obviously there is a mistake here, but whether that mistake is that my initial two maneuvers are supposed to be randomly determined, or if that quoted sentence is the result of poor editing, I have no way of knowing for now.

I am a big fan of DSP, and I am really excited for this content, but I thought that if this stuff was at the stage you felt it merited customers paying for it it would have progressed beyond the playtest document in terms of product quality. Come on guys, I know you can do better than this.

Here's hoping I eventually get my money's worth. 3 stars for now, mostly for effort."

I couldn't agree more! The first Path of War was amazing, but expanded is just average.

Considering that you quoted a review that specifically cited editing issues, I have to ask: Have you downloaded the latest version of the PDF? We announced it and put it up a few days ago. It addresses nearly everything in the post you quoted and then some.


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Attention PoW:E fans!

The Path of War: Expanded PDF has been updated to fix the errors that were in the original run. So make sure to go to the website you purchased your PoW:E PDF and download the PDF again to get the updated version!


Allow me to answer for you:

1) You can change the disciplines (except Sleeping Goddess) each time you re-pick the customizations. That is intentional.
2) Yes, it allows you to have a small set of interchangeable class skills. That's totally fine.
3) Sleeping Goddess was chosen because of its psionic themes, and some related fluff dealing with souls like the Aegis does.
4) I can see how you might get that reading now that you've pointed it out. To be clear, you only get one maneuver from among your three disciplines. Not one maneuver from each of your three disciplines.


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And I'm back with the promised updates:


  • Added animal form size to the werewolf template
  • Added Greater Werewolf and Formless Master prestige classes
  • Werewolf requirement removed from Varsark
  • Size Shift renamed to Magnitude Shift
  • Text added to Rapid Shifting and Extra Shifting to clarify that it does not require that you be shifted
  • Tail added to Deathsting Shift
  • Chameleon Shift, Identity Shift, and Sensory Shift added
  • Temporary natural weapons created by Chimera Soul maneuvers now do damage as normal for their size and type


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Daring wrote:
GhanjRho wrote:
Daring wrote:
Dread Knight wrote:
There is always the option of being a member of The Wayward Path, Path of War Expanded Classes and the trait there that allows you to swap one Martial Discipline with any other one.
The Wayward Path one looks pretty awesome, could take the Int class and swap something out for Veiled. I took a look at the Expanded Classes and the Harbinger looks more along the lines of what I was going for rather than Stalker, so I appreciate that help there. It's pretty darn edgy but it's real cool.
You think Harbinger is edgy now, wait until the Edge Lord archetype hits d20pfsrd. And yes, that is a real archetype that DSP put out in April Augmented.
I love Dreamscarred Press.

Just so you guys know, April Augmented is a free release. Well, technically it's Pay What You Want, but you can totally pay $0. It's on DriveThruRPG, so if you want you can just go pick it up now.

Here's a link to the April Augmented thread


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Air0r wrote:
Any new developments here?

Yes. Should have something new to add within the week, actually. It's been hectic lately so unfortunately had to push some stuff to the side.


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Mashallah wrote:

What does Martial Healer even do, besides reducing your healing?

Triage is already a swift action.

Lets you heal at range without having to move. Sometimes you can't move, can't move far enough to heal your ally, or don't want to move from the position your in, but still need to heal someone. Martial healer lets you do that

Got a new feat also, just added to the doc:

Quote:


Nemean Lion
Prerequisites: Martial Power, two Golden Lion maneuvers known, two Iron Tortoise maneuvers known
Benefit: Whenever you use the Martial Power feat while maintaining a Golden Lion or Iron Tortoise stance, you also gain damage reduction/– equal to your highest initiation modifier until the start of your next turn.

I'll be keeping an eye on this feat as it might be a little too tanky, but I'm looking forward to your feedback.


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I've updated the wording of the medic's resuscitation ability. The intent of the original ability was to provide a larger window in which the medic could revive dead allies so that the medic could focus on fighting off enemies and (hopefully) still revive the ally later after it was safe. Since the ability wasn't being used in such a way, I decided to make it more closely match the breath of life spell. The new wording reads:

Quote:

Resuscitation (Ex): Starting at 9th level, the medic’s ability to treat severe wounds allows her to bring allies back from the very brink of death. The medic can use her triage ability to heal allies that have died within 1 round. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures slain by death effects cannot be saved by resuscitation.


I'm taking the opportunity to bring something to public attention. It was pointed out to me that I made an error, or rather failed to correct an existing error, with the witch doctor's magical assistance ability.

In the alpha stages of the Medic, they could use triage as an immediate action. I removed this for some fairly obvious (I think) balance reasons, but failed to catch that the witch doctor archetype retained that wording. In any case, the witch doctor's wording has been fixed so that Magical Assistance is strictly swift action only. My apologies for the mistake.


deuxhero wrote:
I'd base having the stuff for triage on an alchemy crafting kit or material competent pouch and their infinite contents over just assuming they have everything all the time and let them use it with a one step lower initiator level multiplier if they don't have it.

What would be the functional difference between requiring some sort of pouch vs. just them having the materials beyond making another thing to track on the class? If it's only purpose is to be destroyed or taken away, and even then its absence doesn't actually prevent the medic from performing their duties, then it doesn't really serve any purpose.

deuxhero wrote:
Aren't you adjacent to yourself? That effectively removes any restriction on the movement from triage.

No, you are not adjacent to yourself.

deuxhero wrote:
You can Aid Another yourself with Careful Healer and First Responder.

Uh, you can aid another yourself by yourself anyway.

Quote:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

I suppose if you're one of those people who's their own worst enemy, you wouldn't be able to do so, but there's nothing in that text preventing you from using Aid Another as a standard action on yourself.

That aside, in order to use Aid Another as part of Triage you need Bolstering Treatment not Careful Healer or First Responder.

Quote:
Bolstering Treatment*: The medic can perform an aid another action on the target of her triage ability as part of applying her triage.

First Responder only increases your movement when you triage.

Quote:
First Responder*: The medic may instead move up to twice her speed when using her triage ability. If the medic is using her triage ability as a full round action, she can instead move up to triple her speed. This does not count towards the limit of expertises she can apply to her triage ability.

While Careful Healer is an efficiency booster allowing you to heal yourself when you use your Full Round triage (because you can't be adjacent to yourself so you can't normally heal yourself with the full round action triage).

Quote:
Careful Healer*: As part of using triage as a full round action, the medic may heal herself in addition to any allies adjacent to her during her movement.

The bonuses from Aid Another are +2 to attack rolls or AC until the start of your next turn. Generally speaking, not an efficient use of a standard action. If you're a halfling, you can get it up to +4 attack or AC. It's a minor buff that can be applied when you heal an ally. For the medic themselves, it serves to make them a little tougher or a little more accurate for a round, something that a d8 3/4 BAB front liner is going to need, especially since "target the healer" is a pretty straightforward and extremely useful tactic.


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New medic update is released. Some of the notable changes:


  1. Triage hit point healing lowered at low and mid levels.
  2. Expertise gained at 1st (x2), 2nd and even levels. Expertise prerequisites changed to match.
  3. Cura te Ipsum comes online at level 3
  4. Resuscitation comes online at 9th level
  5. New class feature Greater Resuscitation added at 17th level.
  6. Base Medic starts with Tempest Gale instead of Piercing Thunder. Ambu-lancer trades Tempest Gale for Piercing Thunder.
  7. Archetype trades have been altered to match new scaling for Expertise and other class features.
  8. Sanguinist gets level instead of BAB for GUS progression.
  9. Blood Transfusion's extra damage mechanic clarified.
  10. Sanguinist now trades Cura te ipsum for new feature: Pain's gain.
  11. Unnatural vitality's wording has been fixed to prevent abuse and maintain status as DPR booster.
  12. Witch doctor's Thaumaturgic Medicine has been rescaled to go from 1-9th level spells instead of a custom list of 1-6. New list includes all healing spells plus a whitelist of additional spells detailed in the entry.
  13. Plague doctor feat has been altered to be less finnicky.

That should be everything.


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There will probably be some major changes coming to the medic soon, but it will take a while to get them implemented, so I'll keep you posted as that happens.


Jack of Dust wrote:
Raltus wrote:
There is just some 3rd party DSP stuff on there so I wasn't sure if you guys there updated it or not.

I don't think Dreamscarred Press has anything to do with it. As far as I'm aware, it's just a member of the wolf lair forums who happens to like DSP books and is adding content from them during their own free time.

In regards to the Medic itself, I do find it odd that the class notes Dexterity as important for medics yet as far as I can tell, it doesn't actually benefit them any more than other martial classes. They don't even get any disciplines that are primarily based on ranged attacks. It seems like Tempest Gale would make more sense than Piercing Thunder given its reliance on Dexterity and the non-magical aspect of it seems more in keeping with the theme of the class.

The class also doesn't get more than any other out of Constitution (though their hit points are a bit fragile for my taste). The class is built to get "stuck in." That means they need AC, Reflex, Initiative, Acrobatics and Escape Artist in order to improve their defenses while they run around healing people.

All of that comes from Dexterity. In addition, Weapon Finesse and Deadly Agility are built into the system, so DEX to damage is a very real probability for them. The necessity of dexterity is one that every martial class faces to an extent. The medic can live without dexterity, so can the Harbinger, Mystic and Stalker, but that doesn't mean they aren't better off capitalizing on it.


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Raltus wrote:
Has a Play test version been added to Hero Lab?

No, why would it be?

We get asked about Hero Lab stuff a lot, and I keep having to explain it but Dreamscarred Press has nothing to do with Hero Lab. Any support or updating done to Hero Lab is done by Hero Lab, not us.


Jack of Dust wrote:
Elricaltovilla wrote:
Jack of Dust wrote:

Great, thanks for that clarification! It's a shame my home game is currently on hold for a few weeks or I would see if my GM would let me play a Medic.

By the way, do you plan to include a Medic Expertise that can be used to end bleed effects sometime down the line? I ask because many options that cause bleed such as the Cutting Gale strike from Tempest Gale (as well as the bleed condition itself) require either a DC 15 First Aid Heal check as a standard action or the application of magical healing to end the condition. While a Medic obviously has the ability to do the former, spending standard actions in-combat to stop bleed on yourself and allies can be rough.

Edit: Nevermind, I noticed the First Aid Training feat eases the pain of the action economy a bit.

There's all kinds of stuff in the document as both feats and expertises to allow medics to excel at clearing up conditions. I think the only things they really have trouble with are ability burn (which is Psionics only IIRC) and if they get paralyzed or something to prevent them from using triage. Overall I think the class manages to be quite solid, but not so much that it overwhelms other options to fill the role.

They can't heal negative levels either (witch doctor not withstanding) unless I've missed something so wands/scrolls of spells like restoration are still required.

It's definitely a solid class though and I doubt my GM would have a problem with me playing one when our weekly game starts up again since he's a big fan of the stuff Dreamscarred produces.

From the looks of it, in addition to their healing role, Medics also make great assassins thanks to their disciplines and their ability to assess the health of their enemies. I'll likely go down that route if/when I get the chance to try it myself. The ability to determine whether you are likely to dispatch an enemy in the surprise round sounds invaluable to groups of a more stealthy persuasion.

Yes, they do have a surprising amount of potential as assassins. Let me know if you get a chance to test one out, I love getting feedback.


Jack of Dust wrote:

Great, thanks for that clarification! It's a shame my home game is currently on hold for a few weeks or I would see if my GM would let me play a Medic.

By the way, do you plan to include a Medic Expertise that can be used to end bleed effects sometime down the line? I ask because many options that cause bleed such as the Cutting Gale strike from Tempest Gale (as well as the bleed condition itself) require either a DC 15 First Aid Heal check as a standard action or the application of magical healing to end the condition. While a Medic obviously has the ability to do the former, spending standard actions in-combat to stop bleed on yourself and allies can be rough.

Edit: Nevermind, I noticed the First Aid Training feat eases the pain of the action economy a bit.

There's all kinds of stuff in the document as both feats and expertises to allow medics to excel at clearing up conditions. I think the only things they really have trouble with are ability burn (which is Psionics only IIRC) and if they get paralyzed or something to prevent them from using triage. Overall I think the class manages to be quite solid, but not so much that it overwhelms other options to fill the role.


Jack of Dust wrote:
To clarify, does the Medic only regain the use of Triage when they elect to use the full round action to recover maneuvers or can they regain it by simply spending the standard action to recover maneuvers as well?

I did actually go back and redo the wording to make this absolutely clear. It now reads:

Quote:
In addition, if the medic has no remaining uses of triage available for the encounter when she uses her full round recovery, she regains one additional use of triage.

So it only applies when she recovers maneuvers as a full round action.


Jack of Dust wrote:
The Medic's Improved Treatment ability seems pretty good. My only concern is the fact that you can only treat one person at a time with it. Convincing some parties to stop for just one hour is already a tough ask. Convincing them to stop for three or four hours to treat all of them just isn't feasible. Would you consider making it so that the Medic can Treat Deadly Wounds of multiple creatures similar to how Long Term Care can be provided to multiple creatures?

Figuring out the exact wording that Improved Treatment needs is one of the things on my to do list.

In other news, some new text has been added to address the issue of medics going broke on triage in extremely long fights. The following change has been made to the medic's maneuver recovery.

Quote:
A medic may recover maneuvers in one of two ways. She may take a standard action to assess the situation and her allies to regain one expended maneuver. Alternatively, the medic may spend a full round action to reassure her allies of her presence, granting all allies within 30 feet temporary hit points equal to 3 times her initiator level and a bonus to fortitude saves equal to her initiation modifier for one round. These temporary hit points last for one minute or until lost, and stack with temporary hit points gained from other sources, but not from additional uses of the medic’s maneuver recovery. If she does so, the medic recovers a number of expended maneuvers equal to her medic initiation modifier. In addition, if the medic has no remaining uses of triage available for the encounter, she regains one additional use of triage.

Bolded is the important part.


Hunterofthedusk wrote:
Elricaltovilla wrote:
Anguish wrote:

Maybe as a compromise, apply a pound of flesh; a cool-down. One minute after applying triage, a medic becomes fatigued for ten minutes. Triage used in combat *does not trigger this as the medic channels the adrenaline rush of battle.

So yeah, if you've got time you can heal out of combat. But if you're doing a door-to-door dungeon crawl, you may not be able to.

*Define this this as any time you can't take 10 on skills due to stress, not the usual per-encounter definition that includes one minute after combat.

This creates a similar issue to the old text about triage only being able to heal wounds from the current encounter. Mainly, I don't think that there is a problem that requires being resolved anymore. Compromise is all well and good, but only if it actually improves the end result, and I'm not sure that this would.
The only thing is that there's never been "per encounter" healing in pathfinder that hasn't required you smack anybody to do it. Every other method of healing makes sense in the world of the game, but the explanation for triage is largely a hand-wave, and so is the reasoning behind not being able to be great at healing outside of battle. If it were in any supernatural then it would make sense, but as an extraordinary ability that heals and can't be used outside of battle, it just begs a lot of questions. Trying to make it like maneuvers but still not infinite per day is just confusing

If you want to give it a run and let me know what you think, I'm happy for the feedback. But I don't want to repeat the same mistake I made before with this class, so I don't want to add any new verbiage until it's been vetted a bit.


Anguish wrote:

Maybe as a compromise, apply a pound of flesh; a cool-down. One minute after applying triage, a medic becomes fatigued for ten minutes. Triage used in combat *does not trigger this as the medic channels the adrenaline rush of battle.

So yeah, if you've got time you can heal out of combat. But if you're doing a door-to-door dungeon crawl, you may not be able to.

*Define this this as any time you can't take 10 on skills due to stress, not the usual per-encounter definition that includes one minute after combat.

This creates a similar issue to the old text about triage only being able to heal wounds from the current encounter. Mainly, I don't think that there is a problem that requires being resolved anymore. Compromise is all well and good, but only if it actually improves the end result, and I'm not sure that this would.


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Air0r wrote:
Elricaltovilla wrote:
Air0r wrote:
Considering there are lots of ways to obtain constant fast healing and the vitalist exists, full healing out of combat really isn't an issue anyway.
It's an issue of perception too though, which is something I've learned over the course of working with DSP. Unfortunately for me, I've got a hard time accepting anything less than ideal results when I write stuff.

so buying a pair of Boots of the Earth or a ring of regen and just passing it around until everyone is topped off between combats is perceived poorly?

EDIT: just read the part about ring of regen only healing damage taken while being worn. so there is still the boots.

It varies from table to table and person to person. I know of people who consider Wands of Infernal Healing cheesy, but in one of the games I play in the GM gave each player a custom teamwork feat that gives DR 5/- and Fast Healing 5 for each ally with the feat within 3 squares. There's a mythic ability for the guardian that just outright gives you Fast healing 5, but at the same time, boots of the earth also exist.

So, y'know, there's some wiggle room and it allows people to form a lot of different opinions.


Nice to see the rankings like this. Can't say I'm not biased, but I definitely enjoy DSP material a lot. :D


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Air0r wrote:
Considering there are lots of ways to obtain constant fast healing and the vitalist exists, full healing out of combat really isn't an issue anyway.

It's an issue of perception too though, which is something I've learned over the course of working with DSP. Unfortunately for me, I've got a hard time accepting anything less than ideal results when I write stuff.


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Still trying to fix the math on Medic's triage ability. After doing a bunch of calculations, I think the best option is to stop trying to tie the healing to WIS and just make it a steady amount. So triage healing is now a flat amount per level (5 hp per level). I'm also removing the text limiting triage to healing only recent wounds/conditions, since that's only causing more problems than it solves.

A fluff sidebar was also added to help give some grounding to how triage heals.


There are valid points to both sides of the argument (actually, there seems to be about 12 different sides, but that's not really pertinent).

What I'm concerned with is ensuring that the medic is an effective combat healer, something that is tricky to do largely because it's pretty alien to pathfinder's current metagame and the points of comparison are, quite frankly, very ineffective at accomplishing this given task.

The numbers on triage are honestly pretty impressive, in how well they map to expected damage from enemies. The end result being that you can essentially treat each triage use as equivalent to the use of a good boost or counter (attack negation + movement is about 3-5th level counter).

I think, in approaching the design of this class, it's a mistake to assume the presence of alternative healing methods. Angel of Mercy can assume that Silver Crane is available, and Witch Doctor can assume the presence of wands and scrolls, but the medic class should be able to stand on its own as a healer.


Medics now have a good Will save progression and Cura Te Ipsum provides a scaling +1 - +5 insight bonus to Reflex and Will saves for 1 round when the medic uses a strike. Improvised Treatment turned out to be largely useless and has been replaced with the following:

Improved Treatment (Ex): Starting at 2nd level, when the medic treats deadly wounds, the creature she treats recovers hit points and ability score damage as if it had rested for a full day. At 6th level, when the medic treats a creature’s deadly wounds it recover hit points as if it had rested for a full day with long term care. At 11th level, when the medic treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.

Still working on some other stuff.


Elfabet wrote:

Sorry if this isn't the place for it, or if it's already been addressed, but here goes:

Crimson Countess Harbinger Archetype. Crimson Claim (Su) ability, what kind of damage is it?
Is it susceptible to DR, are creatures with immunity to bleed susceptible to it? Most importantly, does Hardness apply to it.

Thanks for your answers.

It's untyped damage and works as such. Hardness works, but DR does not.


Hunterofthedusk wrote:
Aside from the little fluff thing I mentioned earlier, about the only criticism I have is that Triage feels a little too powerful with the move plus the heal all in a single swift action. Not game-breakingly powerful, but it feels a little generous in terms of action economy. My impulse would be to take away the movement from the swift action activation, but keep it with the full-round activation. The swift move+heal just strikes me as the kind of thing my players would use to move and get a full attack even if the person getting healed was only down by a few HP.

Don't think I'm disregarding your concern when I say this, but if that's a tactical maneuver your player decides to make, they're leaving themselves open to retaliation and that's something you should take advantage of.

Specifically: Use of a full attack prevents Cura Te Ipsum from activating, which lowers their Reflex and Will saves. Frivolous use of a triage can cost the party healing at the end of combat, which they will likely need, and with the medic out of position, the opportunity to have another monster retaliate on a different PC is ripe for the taking.

It is possible to use Triage offensively, but doing so entails some notable risk on the part of the medic, and can end up causing more harm than good if used irresponsibly against an intelligent opponent.


swoosh wrote:

I love this class and all of the archetypes, though I'm not a fan of the choice of initiating modifier.

It's pretty cool though despite that.

What's your issue with the initiation modifier?


Hunterofthedusk wrote:
Elricaltovilla wrote:

The following text was added to Triage, please note:

A medic can only use this class feature to heal injuries gained during the current encounter; hit point damage, conditions, and other effects that the target had before ​initiative was rolled​ are unaffected by the triage and medic's expertise abilities.

That certainly clears quite a few things up, even if it creates a little more book keeping. Now I just have to come to terms with an extraordinary ability accomplishing more with a swift action than most spells do with a standard action.

Just a thought, but what about an ability (perhaps a Medic's Expertise) that augments the Medic's use of the heal skill? Like the Oracle Of Life's "Healing Hands" revelation that allows them to provide long-term care to twice as many people at once and themselves, or something that improves their ability to "Treat Deadly Wounds", or just speeding up the healing they provide with long term care? Since you're going for non-magical healing, that seems like it would be right up the Medic's alleyway.

Good idea, I'll look into those. Something to speed up noncombat healing would probably be nice for the medic, I agree.


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The following text was added to Triage, please note:

A medic can only use this class feature to heal injuries gained during the current encounter; hit point damage, conditions, and other effects that the target had before ​initiative was rolled​ are unaffected by the triage and medic's expertise abilities.


Hunterofthedusk wrote:
I get it from a mechanical standpoint, you can't just have infinite healing. I was talking more from a fluff perspective. When a battle's going on, he can patch you up better than a lot of healers, but as soon as the fighting stops he suddenly loses his miraculous powers. I could see the whole "patch up until you get proper treatment" thing if Triage granted temp HP, but it's honest to goodness healing, just like you would get from a divine caster. From a suspension-of-disbelief standpoint, this makes no sense

I would argue that hit points themselves make no sense from a suspension-of-disbelief standpoint. Just what exactly a hit point represents is never made clear, and they have practically zero effect on your character until you drop from 1 to 0. They could be your character's vitality, or luck or stamina, or just bags of meat tied to your character's body, or (and perhaps especially) some strange, undefined combination of all of the above.

Because hit points exist as such a gray area, the action of restoring them is up to the fluff of the class. Yes, a medic can save your life and get you up and running so you don't need a doctor. They do that in real life and in fiction all the time. Sometimes that's not always the case, but for storytelling purposes and mechanical balance it's necessary to accept a certain level of abstraction. Temporary hit points don't solve this problem, and come with a slew of issues all their own like stacking, duration, recovery and capping all of which make defining their use in the context of triage and related medic abilities difficult beyond the point of the benefits outweighing the cost.

The medic is a combat specialist, their training is related directly to combat and their abilities kick in when they and their allies are in danger. Once the danger has passed, there's no need for the medic to act frantically and proper healing and rest is always better.


Hunterofthedusk wrote:
Seems rather interesting, but triage seems weird as a per encounter ability. Is there a good explanation why this couldn't be used outside of battle, or is this just infinite healing outside of battle?

It's largely just the infinite healing outside of battle. It's also to present the medic as an in combat healer. They're not doctors, clerics, or alchemists. The job of the medic is to get you up and fighting fit so you survive long enough to get proper treatment.


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Those of you still wondering what the heck a Medic is might want to follow this link.


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Those of you who saw our free April Fool's Release yesterday might have been wondering what was up with the Ambu-lancer. Now that the national day of silliness has passed, I can finally answer that question.

This right here is the playtest for a brand new Path of War base class, the dedicated savior of overzealous Warlords, stubborn Warders and overeager Stalkers everywhere:

The Medic

Complete with four archetypes (including the Ambu-lancer, also in this playtest), favored class bonuses, and new feats, the medic brings a unique style of aggressive in combat healing to the table. So read, critique, and enjoy!


Hello friends and fans of Dreamscarred Press. We wanted to say thank you for all your support of our work in Pathfinder with a special release for you. This free release is available by following this link. April Augmented provides new material for your games including three new archetypes, a new prestige class, a new race and a new monster class!

As another thank you, we've included errata for Path of War! I know you've all been waiting for it, so just follow this link to get all the fixes.

Happy April!


Barachiel Shina wrote:
Is there an online errata for Path of War link somewhere?

No. There is planned errata for Path of War but it has not been released yet. An announcement will be made when it is.


Frerezar wrote:
The archetypes and styyle feats have to be the best part, specially the Myrmidon -what a simple elegant solution-. Thou now I yearn for Initiating archetypes for Brawlers, Slayers, Bloodragers, and Swashucklers.

Those classes haven't been forgotten. Exactly how we'll be bringing them into the Path of War fold is still up in the air, but plans and discussions are being had.

apexut wrote:
So... Aegis. The Initiator's Soul customizations... it reads as if you can select disciplines and maneuvers each time you re-customize the armor. Am I correct?

That is correct.


DHAnubis wrote:

So, just got the PDF on Sunday. Havent read through all the finer details yet, but I do very much want to play a Ravenlord as soon as I can.

Question. I skimmed through this thread over a couple days before purchasing the pdf, and I saw mention of a Summoner archtype that let both Summoner and Eidolon use maneuvers. Mirrored Soul, I think it was? Im not seeing that in the PDF. Am I to assume that it was scrapped?

Mirror Soul came up very late in the development cycle, it was an idea that was floated with enough backing to have some material written for it. However, it did not have the time to be properly vetted through playtesting or Dev investigation, so it was never added to Path of War: Expanded.

Perhaps we'll explore the idea further down the line, but for now, Mirror Soul has been scrapped.


Scavion wrote:
Mithril Current reminds me of the way Taki fights in Soul Caliber with her kodachi.

We draw from a lot of different sources for inspiration, and it's nice to see how many different ways our material can be used. Glad to see you've found one you like.


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Scavion wrote:
What kind of archetypes are available for the core classes?

So, seeing as I wrote most of the core class archetypes, I might as well be the one to summarize them:

Barbarian: Primal Disciple- A raging warrior that uses fighting styles passed down through her clan from her ancestors. Her ancestral insights allow her to recover from rage more easily and her use of Primal Fury, Piercing Thunder, Golden Lion and Thrashing Dragon makes the Primal Disciple a powerful, durable combatant that is not to be overlooked.

Bard: Rubato- The rubato is a bard who taps into the Primal Song and channels it in both life and war. Theories abound about the Primal Song, though most accept that it is an echo, a shard, of something even more
ancient and fundamental, but its power fuels these war singers and propels them to acts of incredible valor. Rubatos generate Tempo that they spend to augment their allies and their maneuvers and make use of the Mithral Current, Elemental Flux and Golden Lion disciplines in a whirlwind of dancing Fire, Acid, Electricity and Frost.

Figther: Myrmidon- The Myrmidon is a man's man of a fighter who spends grit to become a rough and tumble, ready to go adventurer who can overcome obstacles through sheer force of will. He has access to a variety of disciplines: Broken Blade, Golden Lion, Iron Tortoise, MithralCurrent, Piercing Thunder, Primal Fury, Scarlet Throne, Tempest Gale, and Thrashing Dragon, allowing the Myrmidon to fill a multitude of different fighting styles.

Monk: Monk of the Silver Fist- The Monk of the Silver Fist is from a mystical order of dedicated bodyguards. They sheathe their hands and feet in gauntlets that serve as both shield and sword with which they defend their charges. Those under the Mark of the Silver Fist will find themselves under the watchful protection of a powerful guardian who brutally punishes any foe who dares attack their charge. The Monks of the Silver Fist combine the powers of the disciplines of Iron Tortoise, Eternal Guardian and Mithral Current to become powerful off turn attackers and protectors.

Paladin: Knight Disciple- The Knight Disciple is a holy warrior who protects the innocent with a powerful Guardian's Shield and the Mark of Censure, which supernaturally limits the damage an enemy can do. Though they don't cast spells, their training gives them access to many unique abilities and the maneuvers they learn from the powerful Golden Lion, Iron Tortoise and Silver Crane disciplines make them excellent healers and protectors.

Ranger: Ambush Hunter- The Ambush Hunter Ranger works closely in concert with a specially trained animal companion, one who can utilize the very same maneuvers that the Ambush Hunter themselves can use. Ambush Hunters can learn from a number of disciplines based on their chosen ranger style, and when working in concert with their animal companion, are part of a fearsome and nearly unstoppable duo. Primal Fury is the discipline used by Ranger and Animal alike, while the ranger also gains use of Golden Lion and one of Broken Blade, Iron Tortoise, Piercing Thunder, Scarlet Throne, Solar Wind, Tempest Gale, or Thrashing Dragon depending on their combat specialization.

Rogue: Hidden Blade- The Hidden Blade rogue is a specialist in concealed weapons and stealthy maneuvering. They are so good with their use of concealed items that they can draw their blades faster than anyone else and even navigate the difficult extradimensional spaces that most adventurers use to store their items more easily. Their Gambits allow the Hidden Blade to take advantage of enemies' exposed weaknesses, and their specialization in Mithral Current, Veiled Moon, Thrashing Dragon and Broken Blade, Shattered Mirror, or Tempest
Gale makes the Hidden Blade a clever and slippery opponent.

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