Hellknight

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Changelog 7/3/17
-Fixed mystic bangle to have full enhancement progression ability from +1 to +10
-Redid the Paraelemental Elemental Animus class feature in the Force Mystic because there are 4 elements, not 5, and I apparently can't count. Changed up the progression and clarified how they change active elements and reduced costs as they level as they are more specialized in elemental energies than other mystics.

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Not sure if anyone here is still keeping up with the project, but if you do have any additional feedback, please hit me with it. Thanks!

-X


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Been out of commission this week due to hurting my back. Able to sit at the computer again - will update the document soon with changes. Thank you for the continued interest!

EDIT: Updated.
Changelog 6/17/17
-Fixed wording in force mystic proficiencies to make them able to use their own arcane missiles.
-Fixed the order of paragraphs in force mystic's missile augments.
-Fixed wording in forced attunement so it actually works as intended.
-Fixed wording (I hope) in Shade Tamer's unnatural aura.
-Changed up Deathly Garden to be more maneuver based.
-Fixed typo in Two Wand Mojo
-Reduced cost on Spellcannon to be more reasonable and changed it to require Scribe Scroll instead of Craft Wondrous Item.
-Updating wording in soul caster's maneuver sections to jive with recent errata.
-Soul Caster gets a modified claim spell at 2nd level, and gets Font of Animus at 3rd level.
-still haven't figured out how to fix Claim Spell. Working on it.

-X


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Updated the main document - still haven't made any changes to Soul Caster because I'm still working out how I'm going to work with it.

Changelog
-Fixed wording in glyph casting for soul caster.
-Anima saber is a one handed martial melee weapon. If you aren't proficient with all martial, you're not proficient with it. You'd have to take Martial Weapon Proficiency (anima saber).
-bonus damage from maneuvers that does specifically list a type inflicts the same type of damage as the anima saber. Damage that specifies its type or changes the damage type of the attack supersedes the energy damage of the saber.
-anima saber enhancement bonus rules tweaked and removed craft wondrous item from needed feats to craft.
-changed elemental soul to add an additional 1d6 for that chosen element.
-fixed animus surge on the table

-X


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Document updated!

Changelog 6/8/17
-Made typo fixes throughout the document - thanks for the catches on those guys.
-Fixed wording on Force Mystic arcane missiles to be light weapons
-Fixed wording on Force Mystic paraelemental animus to be more clear for how long its useful for - until next turn.
-Fixed wording on Force Mystic forced attunement - clarified what earth and air type vulnerabilities include.
-Changed initiator attribute on Noetic to Charisma.
-No changes to Sage as of yet.
-Clarified that Ways of the Undying allows undead to receive morale bonuses.
-Attemped to clarify by way of examples for Unsettling aura.
-Specified how the damage is worked in sacrificing hit points for animus for fueling dark arts.
-Moved command undead ability to initial Dark Arts suite and specified how many undead they can command.
-Clarified in Dark Arts what happens if you raise too many undead and how they initially are under your control - reminder - Black Banner doubles this.
-clarified WHY you get Craft Wondrous Item and hopefully cleared up potential pitfalls for Necrotic Transcendance and the creation of the puzzle box phylactery.
-Reduced potency on Wandslinger's Edge to +1/6 caster levels of the wand.
-Feats - fixed Animus Surge's type in the chart.
-Elemental Soul increases arcane missile damage.
-Cleaned up wording for Psi-Animus assault.
-Increase to Soul Caster HD and BAB to d8 and 3/4 BAB respectively.
-Fixed typo in Glyph Casting
-Reduced cost of Claim Spell.
-Added Improved Claim Spell - check it out.
-Reduced cost of anima saber and it now comes as just a standard item that can be enchanted like a normal weapon. Defined its weapon group and weapon type, critical range, material and hardness/hit points. Changed the gem to deep crystal. Defined what happens with shade tamers using it with negative energy.
-fixed some wordings in Spell Bullets for targeting.

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Give it another looksee please and more feedback!

-X


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Greetings and salutations to everyone - I yet live and apparently have even been writing some things. Let's see how this all turns out, shall we? Without further ado...

Introduction
Welcome to Divergent Paths: Mystic! Within these pages we will discuss the Mystic base class and many new options that are available to it. You can find the playtest document right here.

Chapter 1 will detail several new archetypes for mystic base class:


  • The Force Mystic - a type of mystic who has embraced their animus and wields its elemental power more fluidly at the cost of some of their weapon training.
  • The Noetic - a mystic whose animus is derived from psionic potential, rather than arcane energies.
  • The Sage - a mystic who has learned how to tap into a primal, subconscious collective within his animus.
  • The Shade Tamer - a mystic whose animus is tainted with the essence of death and learns to use this animus to control the dead.
  • The Wandslinger - a mystic who specializes in using wands with his martial maneuvers.

Chapter 2 will detail new feats for use with your mystic (or other animus using characters!). Chapters 3 will delve into advanced tactics, which include a new prestige class and magical items for use with mystics and other animus-users.

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Please post all feedback here - I'm looking for balance of mechanics, issues or things that should be removed/added/replaced, wording issues, rules loopholes I've missed, and basic grammar of course. I feel pretty solid about most of this work, but I have some specific questioning on the abilities of the Shade Tamer archetype and the Soul Caster PrC.

-X


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Glad you're liking the new material and got the time to write back to us!

Anomalous Path benefits the Halo Knight directly and can benefit the Pathwalker psychic warrior as well, without use of feats, based on class features or maneuvers from Elemental Flux. Animus requires more bean counting for sure, but I think it adds some versatility for powers as well.

I like your suggestions to Hunger Path and I beefed it up a bit.

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As another note, the Pain Sculptor is getting pulled back for further design work by Forrest to be released at a later time, but all the rest is going to stick around. We'll be sending this one to the printers, so to speak in the PDF world, pretty soon so consider this the 11th hour for any additional feedback!

-X


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Bumping the thread to see if anyone else has any input on the archetypes, etc within this document.

-X


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Air0r wrote:
One of my thursday night players is taking a level of psychic warrior (silhouette). So next week, unless he changes his mind before then, we will have some use-based feedback.

I look forward to seeing it!

Also...

Made some updates based on feedback to the Halo Knight and to the Reaver.

Halo Knight -
Made some alterations to some of the Anima Skills, adjusted a few things and added a new one to aid in buffing one's self.

Reaver -
Some more significant changes to its mechanics. Killer's Target is now Killer's Claim and uses the Claim mechanics introduced by the Harbinger (also works with Claim feats!). Changed several of the insights as well. Clarified some data on the capstone and killer's instinct.

-X


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Cross posting from GitP because it was a great piece of feedback I'd love more opinions on.

ATalsen wrote:

I can totally get behind the idea of consolidating and/or re-using ‘pool types’ instead of just inventing more like Paizo does; I think that’s a great idea.

BUT… I think maybe Animus has an inherent design that makes it less suitable for general use: its only available in combat. And I don’t *think* DSP will be opening it up for non-combat availability.

So the issue I see is linked to why I like Animus in PoW: Animus boosts Electable Flux attacks, which are pretty much an ‘only useful in combat’ set of maneuvers. And since the maneuvers are only needed in combat, and Animus is only available in combat, there is agreement. But it looks like DSP is heading down the path of expanding to things that would be useful *outside* of combat, but not *available* outside combat (such as spending Animus in place of power points). Since combat being treated differently than ‘non-combat’ is an obviously-artificial game creation where the borders between combat and non-combat encounters are ill-defined and flexible, and the temptation becomes wanting to ‘enter combat’ in order to gain access to those combat abilities for use in otherwise non-combat scenes.

I’ve played video games where you can voluntarily enter combat mode, and I kind of see things that way here; as long as there is no temptation to enter combat mode when there’s no opponents, the system works fine, but when you get some sort of bonus in combat mode that you don’t normally and that bonus is useful outside combat, why would you not enter combat, if you can? And that seems like a headache for the DM to either allow OR disallow.

If DSP does find some way to allow Animus use outside combat, then I’d be happier about it, but I’m thinking that probably not the direction that its intended to go.

Thank you so much for the feedback on animus use, ATalsen. I see where you're coming from, so in response to that - what this is partly in experiment as well while we have it in playtesting. If we can get some people testing it out to see how it pans out against a normal psiwarrior then we can see if it's too strong, too weak, or just too unwieldy or cumbersome for the class.

If it turns out that you're right, we will absolutely change our stance on the matter and reformat away from that direction. Animus was designed for use with the maneuver-chassis, and it works very well in that medium. I want to see if we can do more with that system and see if it can be used in other mediums successfully. Your feedback is well thought out and very helpful to that process!

The only point I would argue is that animus does clearly state when it activates, in the initiative cycle, so unless you're rolling initiative, you won't have animus to back you up without other abilities allowing it outside of combat. Right now that's intentionally limited because the intent is that this is a combat resource, but there are ways around that. Unlike a video game, a DM can simply say, "No." when the combat mode, as it were, is not available because combat isn't actually happening. Some DMs may be more lenient than others and be like, whatever man, you can generate animus while brushing your teeth as you attack the gum disease GINGIVITIS but I don't make the rules at those tables :smallbiggrin:

Again, just looking for playtesters to provide some feedback on that data. Sadly, I'm not in a game of my own at this time and I haven't had the ability to do some sims on it yet. I think getting sims done by outside parties and feedback from the actual players is more important than the fishbowl of my own game group and my own sims though.

Again, really thankful for the great feedback. Please keep it coming!

-X


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Made some updates to Halo Knight
-They now get psychic warrior standard weapon and armor proficiency.
-fixed some wording mistakes.
-Psychic Halo is a force effect.
-removed the reliance on metapsionics to focus more on the fighting in this class, combat feats are restored to bonus feat list.
-Updated all of the halo skills.
--Anima Flare is clarified a bit more on how it works.
--Animus Empowerment adds a ghost touch effect
--Empowered halation does a 20 point increase on energy resistance with a level req of 9th.
-Animus manifestation reflects change in focus, you may now mix and match animus with power points but you treat animus as power points to determine your manifester limits per round.
-Improved Halo now does 20 energy resist to your active energy type.
-Animus overchannel died.
-Blazing Halation starts at 12th now 1/day, getting additional uses at 15 and 18. Clarified damage type.

Made some updates to Reaver

-Fixed wording on Reaver Insights
--Psionic Scent is now Psionic Senses, improved its function. It works when you have a Killer's Target. Considering stealing some wording from Harbi Claiming to make this work better on the Killer's Target front. Feedback on that would be appreciated!
--Fixed wording on Pattern Dislocate for saving throw.
--Cleared up wording on Trapbreaker and on Stealth Training.

Hope that helps! Thanks for the feedback. Keep it coming!

-X


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Redblade8 wrote:
If Psychic Halo is now a shield bonus instead of deflection, can the Halo Knight regain shield proficiency?

Fixing that, yeah.

Redblade8 wrote:
On the Reaver's Pattern Dislocation insight, most things that use a DC of (10+1/2 class level) also add in the ability modifier (which I would assume is Wis in this case). Was this an oversight or intentional?

Unintentional. Good catch!

-X


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A few small wording tweaks with some things in Halo Knight, chiefly that the Psychic Halo is now deflection bonus to AC instead of Shield, Palisade Wall is clarified more and Empower Halo is clarified more.

Added in a new feat, Advanced Gladiator Path (yes, finally!).

Please let us know what you think!

-X


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Playtest document has been updated.

Halo Knight- Changes to several of the anima skills, tweaks with psychic halo and subsequent class features in regards to uses per day.

Reaver - Big changes, skill points increased, Reaver Insights added, stealth training folded in as a Reaver insight

These two are Forrest's babies so I'm only going to mark roughly what I know changed.

Pain Scultpor - Multiple rules fixes with regards to wording on pain sculpting, healing from such.

Silhouette - Some alterations to shadow attacks, wording fixes.

Advanced Path feats, a new psionic power (Mental Semblance).

Check it out!

-X


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We will be updating the playtest doc today with some changes to both Reaver and Halo Knight. Skylancer - I've addressed the thing about animus and PP being spent on the same power to basically say you augment with PP but if you're using metapsionics, you can spend animus on just the feat alone. That way it allows you to augment fully to your ML but still being able to swing the metapsionics with the animus expense.

-X


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As far as Halo Knight goes -

1- The wisdom bonus to AC thing is lifted directly from canny defense on the Duelist with modifications from Int and Dodge to Wis and Shield. I'll agree it's strange wording, but it fits a precedent with Kensai magus as well which references canny defense from duelist too.

3- I'll clarify that you cannot mix and match for base power points spent to manifest the power, only the metapsionic augmentation.

-X


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Hello and welcome everyone to the opening of the Psionics Augmented Playtest thread!

Forrestfire and myself (I swear guys, I'm not dead and/or fired, despite rumors) are going to be running and administrating this effort.

Here's a breakdown of the playtest document which can be found - HERE

Chapter 1 details four new archetypes available for the psychic warrior:


  • The Halo Knight—This psychic warrior has found his psychic essence bound up with the unstable forces of animus, allowing him to use its fluctuating flows to aid in battle.
  • The Pain Sculptor—A warrior whose body is in constant overdrive, healing her back from the brink of death.
  • The Reaver—A stealthy, deadly warrior who has learned how to hone his killing instinct to destroy the pattern of a chosen individual.
  • The Silhouette—A warrior who, in his quest for martial perfection, created the perfect sparring partner: himself.

Additionally, three new psychic warrior paths are found in this section: the psychic scar of the Hungering path, the unpredictable Anomalous path which deals with the unstable force of animus, and the Outrider path, a mounted combatant riding their psionic power into battle.

Chapter 2 delves into new feats for your psychic warrior, giving new options for animus use for psychic characters as well as new tricks using previously established feats as a base.

Chapter 3 details several new items and powers available to psychic warriors and detail their usage.

Please check it out and leave us feedback, questions, comments, concerns, emotional outbursts, and/or funny noises.

Playtest document will remain open until the playtest has concluded and the product has been released - as always, thank you very much for your time and support!


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Those are good questions and ones we are asking internally of ourselves for future physical releases. I can give you a resounding -maybe-

I know there are a few more Psionics Augmented releases that are being worked on currently and that there are more patreon releases being considered as well. Beyond that - time will tell. Wish I had a better answer for you, Andre.

-X


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Derron42 wrote:
In closing ... awesome work Jeremy & Chris. Can't wait for the next installment.

I'm a few days late to the party, but I did want to stop in and say thank you for the kind words (yourself and everyone talking about the book), and definitely looking forward to getting the next book out to you all soon. As Jeremy said, it's in layout right now and us developers are really itching to get it to you all soon.

So again, thank you! :)

-X


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Hey - just wanted to stop in and thank you all for your kindness and generosity! I am completely floored and overwhelmed and you all are saviors to me and my family. I can barely use my left arm beyond as a vague club-like instrument so this is more than I could have ever hoped for!

Seriously - faith in humanity restored.

You all are the best. Thank you.

-X


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Made some updates again. Some changes to battle telepath, new blade skill for deadly fist folks, updated language on psychic armory that made it not actually work (thank you ICN!) and planning out some more adjustments to battle telepath.

Needing new name suggestions for Battle Telepath and I'm down to rename Primarch too. I like the other two. =3

-X


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Sounds like a magnum opus when you finally get around to doing it! Quite the endeavor but dang, your world sounds like it must be a very rich place to adventure in with that many years of perfecting it from the ground up. I applaud you and your players for building such a rich world together and I also hope you get to play in it for many years to come!

-X


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Well I can speak for Dreamscarred Press in this situation and issue a hearty thank you for the kind words and your use of our psionics system. I can say as a designer seeing responses like this pretty much make it all worthwhile. I'll make sure that Andreas and Jeremy see this because this will make their day!

24 years!! OMG that's incredible! Your campaign setting sounds really involved, in-depth and very rich with the history and great memories - the very best kind of campaign setting. It's really neat to see how DSP's psionics and Paizo's new Occult Adventures rules fell together for you to reinforce your campaign setting's themes - what a crazy random happenstance! Love it when that sort of thing happens. Very cool!

-Chris Bennett
Dreamscarred Press Staff


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Made a bunch of additions to the document. Augmented Blades have special skills now, changed some of the normal blade skills (added some, removed tactile telekinesis as I am using this with the Marvel) and added some augmented features to existing Ultimate Psionics prestige classes. New traits too!

I'll look into modifying the cloak dancer style feats later this weekend, and hopefully have some more prestige classes. Once I've got the bulk of this work down, we'll see about the akashic piece (might just give it to Ssalarn to put in his works to keep it all together).

-X


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I'll begin catching up on feedback today. Additionally, work is progressing on Psychic Armory. I'm pulling in some help to make the Akashic archetype so stay tuned there. Feats and traits are largely done. Just working out the kinks. Expect a decent sized addition or two this week.

-X


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I think you're asking for something incredibly specific. I'm going to tell you right now I'm not intending to build anything in this book that fits that build concept due to it not only not fitting the flavor of soulknife but also changing its stat from Wisdom to Charisma. That said, I'd suggest you look at Path of War. A Steelfist commando warlord with focus in Gale and Wind. They get a good skill set and 4+Int skills, not shabby (Alternately do a Hidden Blade rogue, either or). Multiclass eldritch scion card caster staff magus. You'd be straight up Charisma. Then go Bladecaster to finish out. You'll have maneuvers and magic to buff yourself and can fight like a devil with staff, fist, and maneuver thrown cards.

-X


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I will be largely absent this weekend. Please leave any feedback you have for the project here and I'll get to it Monday. Have a good weekend everyone!

-X


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Hey everyone!

Welcome to Psionics Augmented: Soulknife! Within the pages of this book, you will find options and abilities to do more with your soulknife than ever before. The psionic potential of the soulknife is explored more deeply, and ever-more secret techniques can be found. Will your soulknife wield akashic powers, binding veils to their mindblade? Or perhaps your soulknife will learn the ways to manipulate a psicrystal into a weapon, or enhance mundane steel? Or perhaps…. they will tackle the secrets of the Void.


  • The Soulknife Augmented - This chapter brings new options to the soulknife class in the form of new blade skills and as new archetypes.
  • Feats and Traits - This chapter brings soulknife and mindblade using feats, multiclass feats for soulknives who dabble in the arts of other psionic classes, and traits for psionic characters.
  • Prestige Classes Augmented - This chapter provides soulknife specific alterations to existing prestige classes to better use them with the unique talents of the soulknife, as well as new prestige classes for highly specialized soulknives. Path of War and Path of War: Expanded may be necessary to use some of these prestige classes properly.
  • Psionic Powers and Items - Soulknife-specific psionic items as well as psionic powers that are unique to the gifted blade soulknives.

With Psionics Augmented: Soulknife you will find a whole wealth of new options to make your soulknife and the idealized-blade of mental power that they wield into the weapon you’ve always wanted to wield in your Pathfinder games!

Let's have a discussion! 1, 2, 3, PLAYTEST.

-X


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I can see that - it gets crazy yeah. I think I'll do that.

-X


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Possible Mounted Combat Fix

Maneuvers and Mounted Combat
When a martial disciple initiates a martial maneuver (strike or boost) during a mounted charge attack, the initiation of the maneuver overrides the damage bonuses that are sometimes gained (such as from the feat Spirited Charge or while wielding a lance) while performing this action. The initiator inflicts damage as if it were a normal attack while mounted and then the strike and/or boost’s additional damage and effects apply to the target. If the strike includes a charge attack component, the initiator’s mount forgoes its action this round and performs a full round action to facilitate the movement portion of the strike and may move up to twice its base movement speed as if it were charging. Apply the effects of the strike to the initiator’s attack at the end of this charge as normal.

Initiation of a martial stance (or mounting a creature while in a martial stance), negates the effects of the stance while mounted (the martial disciple being unable to perform the footwork and the body positions necessary for the stance while astride their mount). Martial counters are unaffected by being mounted, and may be applied or used as normal.

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Gets rid of the ability to do those ridiculous lancer + Spirited charge + maneuver dumb things that existed previously. Sucks for those who were enjoying abusing it, but it levels the playing field to not caring about what kind of weapon you're using. Spirited Charge is just the one taking it on the nose.

-X


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Some updates!

Mystic is coming out in July, so right around the corner for those of you with subscriptions. Zealot is going to be following soon behind. Any last feedback for revision zealot is imperative to get in to us. Send it by way of carrier pigeon if you must. We need it. Same goes for its archetypes. After that we're going to release the supplemental stuff (PrC's, Systems, Traditions, bulk load of archetypes). We're working out a Mounted Combat fix we're going to release soon as well, as there aren't any specific rules yet - the RAW (or in this case unwritten) don't tell you how stuff interacts. We're going to work this out, stick it in the systems chapter and release that to you all very very soon. Last touches on it still remain.

So here are the two archetypes I've got for you (once we get some feedback in on them, we'll add them to the master archetype list):

The Nightmare is a bit of a brute-force oriented dread who blends some facets of Harbinger and Soul Hunter. Like in Firefly, there's a gun out there carrying a bullet with your name on it, and this dread is the guy carrying the sword with your name on it. He gives up his Twin Soul and some powers known, a few bits there and here, and gains some pretty sweet tricks plus maneuvers.

The Mind's Eye Disciple is a marksman (written by Kaidinah!) who forgoes his normal psychic honing in order to achieve mastery over his martial teachings. I have a little bit of a thought bubble on this one because I love the class features, but I am not sure if dumping all powers known is necessary.

So there's that announcement. Have at it!

-X


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Updates to Mystic on its maneuver readying section, should read a bit clearer now (i.e. trying to make it dummy proof and eliminate idiot mystic)

Loads of updates to the Systems and Use Expanded section.

-X


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As far as Mounted Combat goes, we're going to sit down and decide what to do on that and Ssalarn is definitely getting invited to this party. Maneuver users get far more terrifying when it gets turned into a horse and pony show.

Anyhow...

Nyaa wrote:

I'm sure that if you provide a non-convoluted way to have two traits, both of which look Combat, to be available to the same character, DSP would listen.

Speaking of power creep, I've asked on gitp before, but didn't get any answer. Please explain the thought process behind Fetch's Wrath (Mirror 4) range compared to Flicker Strike (Moon 4) range, and Mirror Demon's Waltz (Mirror 7) range compared to Fade Through (Moon 7) range.

Clarify please. This is something that Knives and I will have to discuss as I wrote Moon and he wrote Mirror.

-X


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It's kind of confusingly worded:

Source: http://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions

Quote:

Immediate Actions

Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

-X


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Archetypes for Zealot is Nova's #1 priority right now, so I'd expect them very soon.

-X


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Posting this for Nova - crossposted from GitP -

Novawurmson;19385352 wrote:

Hello, everyone!

I’m here to present to you the zealot v2.0! As X did with the mystic, I’d like to give some insight as to why these changes were made. The scope of the rework was pretty enormous, but the changes incorporated the community recommended, the team wanted, and/or I saw were necessary, even if some of them were hard to make. If you'd like to read this in Google Docs, check it out here.

Changelog may be found here.

What’s Next?

Next is getting the archetypes compatible with the new zealot. This will hopefully be finished over the weekend/early next week!

And, of course, the Bleak Emissary. That thing always needs work :P.

Check out the revised Zealot everyone!

-X


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The question has come up so I'll just throw this out here. In the new systems and use chapter we're allowing the following free add ons.

Stalker - May add Tempest Gale or Mithral Current
Warder - May add Eternal Guardian or Piercing Thunder
Warlord - May add Piercing Thunder or Tempest Gale.

Fight on!

-X


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Quote:

Unbreakable Gambit

Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. This gambit is used on effects where the result of a successful saving throw either negates the effect or results in partial or halved effect. This gambit may not be used on effects where the result includes the (harmless) result. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.

This is on the errata list - that will be tackled when we're in the fine tuning stage of PoW:Expanded and Knives and I can split attention between the new content and actually fixing the old.

Use the above changes (I bolded it to make it a bit easier to see it).

-X


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Quote:

Unbreakable Gambit

Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. This gambit is used on effects where the result of a successful saving throw either negates the effect or results in partial or halved effect. This gambit may not be used on effects where the result includes the (harmless) result. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.

This is on the errata list - that will be tackled when we're in the fine tuning stage of PoW:Expanded and Knives and I can split attention between the new content and actually fixing the old.

Use the above changes (I bolded it to make it a bit easier to see it).

-X


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Magus, Barbarian, Inquisitor, and Psychic Warrior were the targets.

-X


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They are cheap in the long run but they take up item slots and doubling up on effects on limited slots or making slot-less items gets expensive when you could be better buying or making items for more practical use.

The prevalence of Skill maneuvers is low in all disciplines, and done so intentionally in that rewards people for focus in the skill. Those that don't focus still are able to use the discipline and use it quite well to boot. If someone wants to spend their cash, feats, and skill points to be good at a handful of maneuvers, well, so be it. That's their right.

In the end, I think a simple fix would be to replace the skill roll with IL + IM as that would greatly limit the effectiveness of it as a house rule. I don't think it's the right choice, but it puts it more in line for what I think you're aiming for as far as balance and its hard to inflate your IL artificially.

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I think that's part of the problem right there. Your words exactly:

Skylancer4 wrote:
Look at it this way, that fighter who invested half their "resources" to be good at a combat maneuver, gets trumped by a character who uses one maneuver out of their repertoire and spent some gold on an item that adds to skill checks, possibly a skill that they get more mileage or benefit from due to class/discipline/organization choices on top of it.

That's half the problem. I'm not beating around the bush here nor is anyone else in this project when we say that Path of War classes do the job of fighter much better than fighter does. The question becomes is it fighter's fault that's bad at its job or is it all the other classes that do it better who are at fault? If fighter can be outclassed by a single maneuver by a maneuver-user, then maybe that's bad design on the fighter's behalf because it's only trick isn't very useful and its bad at everything else. We balance to classes like magus and psychic warrior, because they do the fighter's job and do it well.

Skill check maneuvers were tested out over the last week or two and the results we got lie within the realm of our acceptable use of them. If you want to take the time to spend and invest in skill check maneuvers and items that boost them, great. Not everyone will. Those that do will get the most bang for their buck and pay premiums for combination items or lose out on other valuable items or actions switching stuff.

I appreciate all the apprehension on the issue because we don't want to make a product that gets tossed in the OP pile but I feel that that these maneuvers aren't so unbalanced.

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Aratrok, we're running some numbers of our own as well. I assure you we're considering this very careful within the entire design team to see if this is something that we need alter or if it's something that falls within the limits we feel make sense and aren't unbalancing to the entire game as a whole. I don't have an immediate answer, but one is forthcoming. I do appreciate your zeal in this matter because I see you obviously feel very strongly on the matter - this shows me the investiture you have in this project and your desire to see it not be a doomed outing. I try to be more conservative then some of my fellows for just this reason, to not unbalance things but we all make these things that sounds cool but maybe don't work in execution. If we can prove it doesn't, then we'll revisit other disciplines as well that are utilizing this mechanic and decide on how those are to be used. If Skills used offensively proves to be too strong, we still may retain Skills used defensively. We'll figure out the best solution we can.

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So how would you feel about a fighter with grit and some deeds (nothing so extensive as to be compared with the gunslinger). Minor stuff, stuff a fighter -should- be able to do. I ask this because I've consulted Prince of Knives on it and he feels that its not a good plan. I look at it and it think that it "fixes" the class, but we're not necessarily here to do that. Between giving it up to 6th level maneuver access and some deeds and grit, I think to myself that fighter becomes a viable class in a game with martial initiators as well as spellcasting classes. Consider also that it trades out several of its bonus feats as opposed to stuff like weapon and armor training, so it makes itself available to many (like 90%) of the fighter archetypes out there.

Before I share a link to something, I would like some initial feedback to the pitch.

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Okay, so, here it is. Please be gentle.

The Mystic. Provide feedback here or on the DSP forum! Thanks!

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Yeah, I'm displeased about the name change to be honest. I've had this class in one draft or another (that granted I was never satisfied with) for a long while and announced the class name and now Paizo is releasing one with Occult adventures. Frustration abounds.

-X


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We may need to add the following bar to either PoW1 for future printings and also definitely add it to PoW2:

Quote:

Fire Damage and Solar Wind

This will potentially come up at the gaming table about how Solar Wind inflicts fire damage, and while that's well and good, what if you wanted to be a lightning archer or a cold thrower? In this case, consider a basic flavor change to the discipline. Raging Storm is a cousin of the Solar Wind discipline, changing the damaging effects of fire to electrical damage. Also, the Glacial Chill discipline is descended from Solar Wind disciples who went to the frigid climes of the world who adapted their arts to use the bitter cold of freezing winds to do cold damage. This is a choice that should be made when taking Solar Wind maneuvers for the first time and cannot be changed without purchasing the Advanced Study feat to learn different elemental damage types for Solar Wind (cold, fire, and electricity only), effectively learning the specific maneuver again or a new maneuver of a different elemental damage type.

What do people think? Pick it apart.

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Base unarmed strike damage is 1d3, even with the improved unarmed strike feat. Greater Unarmed Strike is going to net you 1d4, 1d6, and so on per the chart. It never starts you at 1d6.

As far as how many books? Well, honestly, that depends on the fanbase and how well sales do. If the volume gets hot, then more books well be commissioned. Andreas and Jeremy greenlit PoW2 early, and if we're good at what we do and you all like it? The more that get into it will determine if we get a series of softbacks on each class, do an Ultimate PoW or a PoW3. We're in it for the long hall, so you tell us how many books you want by showing you support. Not really trying to sound like a sales pitch, but it's the truth of the matter. :)

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Sorry for the double post, but hey, check it out:

http://www.d20pfsrd.com/path-of-war!

It's looking mighty official now!

-X


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PDF version of the Final Book is available! Dead tree edition in the week or so to follow!

Check it out here: http://dreamscarredpress.com/dragonfly/Store/product/pid=139.html
Or here: http://rpg.drivethrustuff.com/product/135308/Path-of-War

Paizo site to follow, and lots of other places! You'd also do me a HUGE favor for anyone getting this to give a review to it! I'd super appreciate it!

-X


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Yeah... no on that one, Anguish.

Piercing Thunder is definitely getting the vote then. :P

-X

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