I am 100% for this. Not only have I long wished for such a Class. But I am also quite frustrated with the fact that you cannot get Inspire Courage before level 8 unless you are the master of Occult casting called the Bard.
Yeah, a non-magical Marshal or Warlord or Commander or whatever they decide to call it seems like a really solid idea that there's plenty of design space for.
Based on how the final system looks, Amora Game might port over Art of War setting to P2e from Savage Worlds.
We have considered doing a Liber Influxus Communis 2e as well. Current working project is called "Liber Codex", because calling something "book book" is funny.
This is a thread for third-party publishers to post open calls searching for freelancers of all kinds: writers, artists, editors, layout, cartography, developers, etc. Please use the following format:
Publisher Name looking for [[position]]
Project Length: Pay Rate: Additional details: Respond by:
To me this is like saying D&D or Pathfinder. Two different rule sets.
But in regards to SJ or SF, it depends on what type of game I am playing. If I want fantasy in my Sci-Fi I'll use SJ, but I'd use spelljammer ships.
If I want Tech Sci-Fi with a touch of fantasy, I'll use SF.
The plan so far is to do a yearly print.
But it might be every 6 months we will do a previous 6 month POD compilation.
Ie Feb 2018 would be issues 1-6. August 2018 would be issues 7-12.
EDIT: Issue 1 should be available once the Paizo staff gets back from GenCon and sends it through the servers.
It is available currently on DrivethruRpg and RpgNow.
I will make mention, no less than 3 people on this project have worked for Amora Game. I'm very happy to see them all working on this same project. Go to it folks!!
I posted this under PF compatible open call, but I'll share here in case it was missed.
Amora Game is looking for authors/designers for our monthly Xeno File series.
Project Length: 3,000 words
Pay Rate: Crappy. $50 flat rate paid on accepted post-edited project. ($0.016 per word)
Additional details: Xeno File will be a monthly PDF designed to EXPAND upon Starfinder Roleplaying Game experience and produce material to be compatible with Starjammer.
Taking a salute to a penny dreadful and monthly pulp comics, Xeno Files will introduce races, organizations, adventure scenarios, and worlds to explore and incorporate into your Sci-Fi games for pocket change. Send us your pitch if you have an idea in mind.
Respond by: August 31 - ongoing (open) AmoraGame at google based mail system
Amora Game looking for authors/designers for our monthly Xeno File series.
Project Length: 3,000 words
Pay Rate: Crappy. $50 flat rate paid on accepted post-edited project. ($0.016 per word)
Additional details: Xeno File will be a monthly PDF designed to EXPAND upon Starfinder Roleplaying Game experience and produce material to be compatible with Starjammer.
Taking a salute to a penny dreadful and monthly pulp comics, Xeno Files will introduce races, organizations, adventure scenarios, and worlds to explore and incorporate into your Sci-Fi games for pocket change. Send us your pitch if you have an idea in mind.
Respond by: August 31 - ongoing (open) AmoraGame at google based mail system
Steve and the rest of us had ideas being mapped out. But I think I was the only one under contract for the 1st of the AP. With his passing I think it might be on hold.
I would like to see if I can buy the rights and finish it. But for me to do that it will take some time.
~Greg
Liber Xpansion is finally finished. That's our last known Pathfinder product we are publishing for a while (if we do any more).
There have been a few 3PP fall off. A couple new ones.
Mike Myler and Scott Gladstein (RGG) have a podcast.
Neo Exodus is suppose to finally get print edition.
In the Company of Dragons (Rite Publishing) should be about done according to KS updates.
Final version is uploaded. If you notice any editing glitches, let me know in the next week before we start the print process. I am writing up a new description to send to Paizo so they can update it for us.
Thank you all for your patience. See introduction for explanation of delay.
The problem is with the Pathfinder Compatibility License, rather than any OGL stuff, which is why they're very carefully not claiming it's Pathfinder compatible (though this forum thread is cutting it a bit fine, I suspect). PCL says no "adult themes" and this book is absolutely "adult themed", but I'm also pretty sure that being indirect about it is okay as long as they never (EVER) directly indicate Pathfinder Compatible or display the Pathfinder Compatibility logo.
And I get that part.
But can a publisher use the rule set and not have the PFC licenses associated with the book (regardless of the theme)?
I'm curious how they are going to list the OGL.
It's been awhile since we hit the boards here with an update.
This book should be finally full up by the end of 2016.
Gun mage will see it's own release, as well as being a part of the final document here in the coming weeks.
It is a WIP but the Forged from LX makes you a construct.
Forged:
PrC that was inspired by the renegade master
In the ancient times there are stories of men made of bronze and gears that would march forth to do battle in the name of their ruler or creator. Constructs that seemed to possessed sentient and would bleed when struck down. These were the early conscripts that would become known as the Forged.
Only found tucked away on the forgotten shelf of a library or buried deep within the realms of an alchemist laboratory, one can find the recipe for a special formula that is kept secret. Artificers, tinkers, and even warsmiths long for the artifact that is comparable to a sorcerer's stone, that promises a path to immortality called the 'Book of Formation'. No individual is said to have ever found a completed manuscript, but excepts and some incomplete fragments are said to surface throughout history. Those that study the legends know that they can become a forged, a being of flesh and metal. A living construct.
Role: Forged are warriors or intellectuals that search for lasting life in their physical form. Some seek out undeath as their means to mortality, but the forged seek to never die. Wishing to become immortal to carry out their studies or life passions for eternity, at the sacrifice of their flesh.
Alignment: Any.
Hit Die: d8
Requirements:
To qualify to become a forged, a character must fulfill all the following criteria.
Feats: Craft Magic Arms and Armor or Master Craftsman feat.
Skill: Two Craft (armorsmithing, blacksmithing, or any craft skill that relates to working with metal) 8 ranks, Craft (any) 8 ranks, and Knowledge (arcana) 6 ranks.
Special: Special: A set full suit of masterwork light, medium, or heavy, armor made from Adamantine, Elysian bronze, Fire-forged steel, Frost-forged steel, Living steel, Mithral, or standard metal.
Class Skills:
The forged’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Cha), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
Class Features: Weapons and Armor Proficiency: The forged gains proficiency with simple and martial weapon. He gains proficiency with the armor chosen as his alchemical suit.
Spells per Day: At the indicated levels, a forged gains new spells per day (or emulations if a warsmith) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class (if any). He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous caster), and an increased effective level of spellcasting. If he had more than one spellcasting class before becoming a forged, he must decide to which class he adds the new level for the purpose of determining spells per day.
Alchemical Suit (Su/Ex): The forged have delved into the lost tombs for secrets hidden from the common eye. At 1st level, the forged uses the metal armor the he had chosen for his special requirement, and tempers it with secret alchemical regents and forging techniques that take a full day of work. During this process the forged coats this armor in the forge and must soak himself in a chemical mixture that attunes both the forged and his suit to each other. In this manner, the forged imprints himself onto the suit giving it intelligence.
Just like other intelligent magic items, the alchemical suit gains the Intelligence, Wisdom, and Charisma score of 10 and gains the forged’s alignment. It also gains the empathy and senses (30 ft.) that can only be communicated with its master, and gains one random power from Table 15-24: found in the Pathfinder Roleplaying Game Core Rulebook. While the suit, if not already magical, is considered an Intelligent Magical Item for only purpose of figuring the qualities of Intelligence Items. Like other Intelligence items it can be improved upon as such.
If the alchemical suit of armor is worn by any one else other than the forged, this alchemical suit hardens and becomes extremely heavy. This results in the individual suffering an increase of one load capacity.
The forged must treat his body and his armor with an alchemical item once every 15 days. This could be as simple as grinding the contents of a tangle foot bag for consumption or to being the target of an alchemist fire blast while wearing his armor. He must continue to do so until he is able to merge with his armor at 5th level.
At 5th level, when a forged melds with his alchemical suit, it’s Armor Bonus becomes a Natural Armor bonus instead. He still incurs the effects of the armors maximum Dex bonus, its armor check penalty, and its arcane spell failure chance, if any. His alchemical armor is no longer alters his speed due to its weight. In addition, he may magically enhance and enchant his new skin as if it were a normal suit of armor.
Iron Fist (Ex): On the path to become a rare living construct, the forged looks to first improve the very things he works with, his hands. Some only replace from the wrist up of one hand, while others some replace both arms at once, while others craft gauntlets that eventually fuse with their flesh overtime. Regardless of the start, the first part of a forged's flesh to become fabricated are his hands pulled from his alchemical suit of armor. A process that is a tedious and painful affair that requires a full day of construction, alchemical infusions, and surgery attaching what has commonly become known as iron fists.
An iron fist covers full arm and hand of a forged and is as articulate as it ever was and does not inconvenience him in anyway. He still feels warmth and cold, and the metal takes on a natural feel of hardened flesh.
The forged are considered proficient in his iron fist and can make unarmed strikes without provoking attacks of opportunity. Iron fists deal 1d6 points of bashing damage. It has a critical multiplier of x3 and is considered both a natural and masterwork manufactured weapon. Iron fist may become magical weapons (this requires the forged to be present at the time of the creation).
If his alchemical suit was made of a special material, his iron fist benefit from its properties. Such as a fire-forged weaponUE gaining the ability to absorb heat.
At 3rd level, if the forged has not replaced both arms, he must undergo the process on the unfinished arm, or he is unable to proceed any further in becoming a living construct.
Armor Spikes (Su): At 2nd level, when a forged dons his alchemical armor it becomes aware of aggression and develops a self defense mechanism. The first time when the forged is struck in combat, his alchemical armor grows armor spikes as an immediate action. The forged is considered proficient when using armor spikes and it deal 1d6 points of piercing damage. These spikes last for one minute since the last time the alchemical suit was struck with an aggressive attack.
Craft Master (Ex): The forged has adjusted to his new iron fist and has excelled in construction and repair. He gains a bonus to all Craft skill checks equal to half his forged class level.
Construct Perfection I (Ex): At 3rd level, the forged has fully replaced his arms with his iron fist and prepares his alchemical armor for the rest of his transition. By grafting his arms he has gained a step closer to achieving construct perfection. He gains a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Alchemical Veins (Su): The forged's veins begin to regrow in his iron fist, being pumped with alchemical substances. This alchemical reaction enables the forged to become immune to the affects caused by rusting. As the forged incorporates more parts of his armor into his body, they slowly become immune as well.
Reconstruction I (Ex): In the process of prepping himself to meld with his suit of armor, the forged has begun to biology alter his body, and may now benefit from the spells mend and make whole. He only receives half of the hit points from the repair roll.
Half-Construct (Ex): At 5th level, the forged is one step closer to perfection. He has been treating his suit of armor and is prepared to make the full transition of grafting it to his body. To do so, he must spend a whole day in a workshop wearing and infusing his body with alchemical substances. The process is exhausting and requires 1,000 gp worth of materials to complete. Once the process has begun, it should not be stopped.
The forged must make a successful Craft skill check. The Craft skill chosen must be one that qualifies him to become a forged. The DC of this roll is equal to 10 + his total hit dice. If this process becomes interrupted or if the forged fails his craft check, he must make a Constitution check, DC 10 + the alchemical armor's ego score. If he is successful he may make a new attempt the next day. If he fails his Constitution roll, his armor rejects the attempt at merging. This causes great anguish to the forged and the armor. The armor gains the broken condition until it can be repaired, and the forged comes out exhausted and suffers 1d6 points of damage per forged class level. On a successful Fortitude save (DC: Damage incurred) this damage is halved. The forged may then attempt to merge with his armor on a new day and with brand new materials, once both his armor and himself are recovered from the effects of the failed fabrication. The armor's imprinted conscious becomes wary of the forged and further craft checks to merge increases by 5.
Once successfully merged with his alchemical armor, the forged becomes a half-construct subtype and gains the following racial qualities:
Half-constructs can not be raised, but can be affected by animate object as if it was the rise dead spell.
Half-constructs can not be resurrected, except by a miracle or wish spell.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Spells or effects that would only affect constructs, also effect the forged as well.
In addition, the alchemical armor longer contains a separate conscious, as it has merged once again with the forged. With the merger, any qualities the armor had possessed from being intelligent, no longer apply.
Construct Perfection II (Ex): The forged begins to take on more construct traits. He gains immunity to diseases, and gains a +4 racial bonus saving throw against mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Reconstruction II (Ex): As the forged becomes closer to a construct, his body begins to reject it's own biology. His body only receives half the benefit given from "cure" spells and healing effect; but he does receive the full benefits granted by mend and make whole, and similar affects that repair full construct.
Damage Reduction (Ex): Merging with his skin, his alchemical armor hardens to become impenetrable. At 6th level, the forged gains damage reduction of 2/-. At 9th level, this damage reductions increase by 2 for a total damage reduction of 4/-.
Construct Perfection III (Ex): At 10th level the forged has reached his perfect form. He is now a living construct. He retains the same traits as being a half-construct, but gains or alters the following traits:
Living Constructs change their racial subtype from half-construct to construct.
Living Constructs maintain all their former attributes, and these remain unchanged.
Living Constructs no longer suffer from the effects of aging.
Living Constructs gain a +6 racial bonus save to all mind-affecting effects. Such as charms, compulsions, morale effects, patterns, and phantasms.
Living Constructs only receive 1/4 the benefits granted from positive healing effects (such as cure light wounds). They receive the full benefits of spells and effects from repairs from such abilities as the Craft Construct feat and spells such as make whole. A living construct with the fast healing special quality still benefits from that quality.
Living Constructs are not subject to ability drains, fatigue, exhaustion, energy drain, or nonlethal damage.
Living Constructs are not subject to bleed damage, unless the delivering weapon is magical in property.
Living Constructs do not risk death due to massive damage, but they are immediately destroyed when they are reduced to 0 hit points or fewer.
chart:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1st +0 +1 +0 +1 Alchemical suit, Iron Fist -
2nd +1 +1 +1 +1 Craft Master (Ex), Spike armor +1 level of existing class
3rd +2 +2 +1 +2 Construct Perfection I -
4th +3 +2 +1 +2 Alchemical Veins, Reconstruction I +1 level of existing class
5th +3 +3 +2 +3 Half-Construct -
6th +4 +3 +2 +3 Damage Reduction 2/- +1 level of existing class
7th +5 +4 +2 +4 Construct Perfection II -
8th +6 +4 +3 +4 Reconstruction II +1 level of existing class
9th +6 +5 +3 +5 Damage Reduction 4/- -
10th +7 +5 +3 +5 Construct Perfection III -
Almost had it. This is actually a "Young Guns" reference, not "2". But I'll allow it because we are in the spirit world, I'll pretend I can't see it. :-P
Excuse me. I had purchased a PDF of this product using DriveThruRPG. I had received only one option for a PDF. It was without artwork, and several pages were missing, including the writeup of the usagimimi.
Is there an avenue through which I might seek a refund and a new PDF directly from Amora Game?
Hi Colette,
I believe we spoke over on Facebook. Let me know if there is any issues with the file I sent.
Kemonomimi are humanoid characters that were born from the influence of animal yokai spirits mingling with generations of bloodlines of the families they watched over. After a few centuries these families no longer exhibited their original nature, creating new subspecies of humanoids, known as the Kemonomimi.
There are 7 species that are known to exist: red panda, raccoon, dog, cat, fox, hare, and the tanuki.
Once it works it's way through the servers, it will be available.
I will preface by saying I pay attention to the Paizo Blog and Store Front blog, and I get the weekly news letter. Sometimes I feel that I am missing some really neat things from other companies to buy from the Paizo site.
Has the option been discussed to have a new release section added to the left side column of all the products that the Paizo warehouse/store stocks. Just a simple link, like the others ones, that leads to a product list page of what's new in stock?
Just a thought. I would be curious to know if it's an option to program it into the website.
wasn't this already tried? Like 3-Play or something?
It was greatly discussed, but no one had the time to be the administrating body if I recall.
I have figured a way to do it, actually based on the ideas mentioned above. Similar to what LPJ said.
3 parties submit something to the "Regulatory", it's tested, and them stamped with a sticker meaning 3PP authorized.
You need a regulating body - someone to administer it. That's the biggest hole I have in my plan design. Funding/time.
I think LPJ is on the right track with Crisis of the World Eater AP with a multiparty AP.
Also a good module is the DM Guild style that Wizards has.
If you are looking for a dedicated animal shapeshifter I recommend this shapeshifter.
If you want an augment-able class like an eidolon, I also recommend the metamorph from this book..
Endzeitgeist Review:
The Metamorph-class with d8, 4+Int skills per level, proficiency with simple and natural attacks, but no armor, good 3/4 BAB-progression, good fort- and ref-saves and begin play with a maximum number of 3 attacks and an evolution pool of 3 that scales up to 26 at 20th level. Metamorphs also have a built-in natural armor bonus that increases over the levels and ability-increases dispersed over the levels. 2nd level and every 4 levels thereafter see bonus feats. 1st level metamorphs may choose their genesis, determining the key-ability modifier for the class and modifying the class skill list. Now unlike some other takes on the evolution-based class framework, a list of phenotypes, which determine ultimately the evolutions that become available for the class - a total of 8 phenotypes are provided and a massive table helps the player determine which evolutions are eligible for the phenotype chosen. Only fey and undying may for example choose the basic magic evolution, whereas only bestial, monstrous or reconstructed metamorphs may learn the trample evolution. A metamorph has 2+class level evolution points, +1 at 4th level and every 4 levels thereafter. Evolutions can be reassigned upon gaining a level. The class also sports 3 archetypes - one that wilders amid sorceror bloodlines/eldritch heritages, while metamorphic abominations may wilder in racial heritages. Finally, the Transmogrifist may wilder in the alchemist's toolbox. We also get a sample level 13 character here.
I honestly was NOT looking forward to yet another evolution-based class - after masquerade reveler, underterror and iron titan, I was simply burned out on them. However, Wojciech Gruchala's metamorph ultimately may be one of the most user-friendly and easy to balance takes on the concept - while I prefer the fluff of the masquerade reveler still, the metamorph may be the most user-friendly take on the concept - with the handy table and restrictions that prevent abuse as well as thanks to the cap of maximum attack and the lack of flexible changes of the basic evolutions chosen. All in all, a solid take on the concept I can't really complain about.
Why default to the Paizo store? I think if you are going to include purchase links, and the publisher has their own store, the default should be the publisher's store. Also, some products are available in PDF in multiple venues but only in print in one venue, in which case it might make sense to link to the venue where it is in print.
Complicating matters is the fact that some classes appear in multiple products, so you'd have to decide which one to link to. USUALLY the most recent one is the one the designers would recommend using (since it would have revisions and expansions), but it adds the additional work of keeping the source updated.
Then again, you're the one generously volunteering your time maintaining this list, so do what you feel comfortable doing.
I'm going to do Paizo.com as default because I'm not asking 450 times which people would prefer first lol. Once I get started, if people have a preference, I'd be happy to change them.
Just to quip. This is also a Paizo message board, and it might be fitting to link to the space you use :). But all points are valid.
Bevy of Blades contains 4 classes designed by Brian Moran.
Each of these classes centers on the summoning and use of a specific blade and the quarks that go with it.
The Aether Blade forms his weapon from the raw magic around him. His force of personality allows him to produce a myriad of with different auras. The ability to meld his blade with an item, also allows for him to bond with a wand, staff, or rod.
Light shining upon all things is always mirrored by a darkness. Pulling from its effects the Shadow Blade uses this shapeless form to her advantage. Able to strike unexpectedly from the shadows, she learns shroud secrets of the past and conjurers dark revelations.
Nature calls to rangers and druids to protect and serve the wilds, while a Verdant Blade is a blessed champion of nature. Given the secrets of the woad weapon, she discovers various types of seeds that can grow into different effects. Fused with nature, she is able to temporary create makeshift items and harness the power of a treant.
With his sanguineous sword, a Vital Blade draws his power from his own blood. He gains the ability to store excess blood to form a blood pool, which in turn fuels natural born talents. Harnessing his blood allows the vital blade take advantage of the many options granted from his weeping weapon ability.
This product will contain 4 Martial classes with the unique ability to use specialty weapons in new ways, archetype for each of the new base classes, feats, and even favored racial trait options.
My 2 cents. I am going to echo AmberVael and Marc, but with a different twist.
Do you want to be published or be a publishing company. If you want to be published, then work with an existing company as a freelancer or as a co-op project.
If you want to be a publishing company, then everything above echoed. Remember though, that once you start working on the business everything gets tricky to balance, specially if you do everything as a one/two person shop. You can't always design and write full time and then not do layout.
If you want to stay a small biz/self publisher, and produce a few things because you love what you do and want to do it, then echo everyone said above.
Think about growth. Are you going to stay a Pathfinder publisher all your term or are you wanting to expand into other systems.
If you don't find your niche in the PF world or carve out a hole, you will get swallowed and lost in the sea of 3PPs. Look at the compatibility page of companies. The list is HUGE isn't it? A lot of those companies have faded and disappear, others that are small are still producing but don't get the recognition they deserve.
Make sure you are doing everything in code of the OGL. Make sure it's done properly. There are so many products I have seen where their OGL has the wrong companies listed, and they don't even list their own product. Make sure you identify what is product identity and what is open game content.
And never try to fool anyone and claim your mechanics are not OGL and are IP, when they clearly are from the a core book.
If there is a certain company you enjoy and idolize, may send that person an email and ask for advice. Last year at GenCon and the year before at DragonCon, I was able to sit down the heads of my favorite companies and just ask insane questions. And randomly enough, I am freelancing for one of them.
It's a small industry and people talk. Some form their circles, some don't, but word can get around if your company is hard to deal with, or if someone from your company talks smack. So if you are freelancing or publishing, always be professional.
@Insane Dragoon - Yes I was able to grab that feedback.
I will surely call upon you once we get closer to the final book.
*Coming up*
So we have a few updates based on the feedback received and we will iron out the mechanics.
One big thing in the next update (goal is within the next two weeks) will be the Gun Adept. What is a Gun Adept, well it's our version of a gun mage.
Think of Wax from the Mistborn series starting with Alloy of Law. You will cast like a sorcerer with the spell progression of the magus. You gain an arcane bonded gun with the ability to carve specialty bullets.
Rune Bullets.
You can sacrifice a spell slot when you fire off a round to have the rune bullet cause spell-like effects.
Like a "push" rune bullet will allow you to push others on a successful hit, or you can push off the bullet and "fly".
If I may: The Battle Lord is currently by far the best martial commander class out there. Its versatility surpasses the Warlord and every single Talented Cavalier build I can come up with. Good skills and full BAB maintain flexibility and allow you to be the group's face, front-line fighter and buff-battery. The draw of the class lies not in teamwork feats, but in its class options, which greatly enhance the tricks available at your behest.
That is very high praise! I think you may have sold me on the class. Are there any particular options you thought were either really good, or not up to the standards of the rest of the material? Ssalarn had mentioned medics and scouts and I know there are other specialties like the artillerist Adam mentioned, which have you played or seen played and how did they do at that job? Could an artillerist replace a Gunslinger in a group?
I'm going to say the warchief can't replace barbarian or skald, but it's a lot of fun to play.
I will also mention that I like to play marital that can cast spells. So yeah I would play a magus. But if I wanted a more marital with a chance of casting magic, I'll take the Eldritch Chevalier. A VERY limited number of spells per day, but it could be any spell he chooses to prepare. But it also takes this into account. Instead of learning a drill I can gain a spell slot. It's pretty well put together I feel.
I mix a lot of 3PP togeather and never touch a core book, except for the main rules.
But you need to be careful on two on your list, IMO.
Path of War brings martials up to current Paizo Wizard damage ratio.
Spheres of Power brings that spellcasting down to Paizo martial level.
Mixing those two I find a gap in the casting / martial arena.
"=" means compatible from my playtesting
Paizo = Path of War
Paizo = Spheres of Power
Path of War /=/ Spheres of Power
If i am wrong and I might be, it's just my opinion and testing.
And while mixing magic and psionics is suppose to be interchangeable, I just don't like to mix the two. They work fine together, but I'm not a huge fan of mixing the pot.