Valeros

Golden-Esque's page

767 posts. Alias of Alexander Augunas (Contributor).



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Hello, fellow investigators!

As a forward, the investigator is my favorite PF1 class and I had a lot of expectations going into it for the playtest. I've already submitted my feedback, which was based on a game I got to play with Paizo developer Luis Loza and other fine Know Direction staffers. If you want to read more of my thoughts on the APG classes so you can confirm how I don't know anything about Pathfinder Second Edition, you can check out my APG Analysis blog HERE.

With that out of the way, I ended up playing Take the Case wrong for about 3 hours in that adventure. Human error is absolutely a factor, but I like to think that a major reason I flubbed so badly regarding Take the Case is that to an extent, the ability doesn't really work like what its name says on the tin.

For a bit of background so you don't need to watch a four-hour video to get my points, we played a neat little adventure written by Paizo developer Ron Lundeen called Vanquish the APG. It was fun; I recommend it to anyone looking for a quick scenario. The opening scene of that adventure involved us needing to investigate a burned-down temple, so I being the canny investigator promptly told Luis that I was going to spend 10 minutes to take the case of the burned-down building.

You can see my error here. I original thought that when you Took the Case, you got to pick an actual event or occurrence that you investigate, and your bonus applied to that one specific case. As you all probably know, that is NOT at all how Take the Case works. Instead you have to spend 10 minutes looking over one specific creature, object, or small room.

After figuring out my error and correcting it about halfway through the adventure, I can definitely say that while a +1 bonus didn't really fun to begin with (more on that in a different thread), needing to spend 10 minutes to investigate one specific thing isn't really "Taking the Case," and is significantly less fun than taking an actual case. It's a ton of waiting around, not really doing anything, and constantly not having your bonuses when you're otherwise really like to have them. I generally don't like the Take the Case mechanic as written because the entire design paradigm seems to be based around making the base action as limited as possible while slowly using class feats to open it up to more usable levels. To put another way, Take the Case fails to meet expectations by default and only becomes fun when you invest in it rather than being fun by default and becoming more fun if you invest in it.

I'm interested in hearing what other people's opinions are regarding Take the Case on this, the final day of the Playtest. (Sorry, I've been swamped!)

Contributor

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Hi everyone! I'm Alex, and I hate Rogue's Dodge.

It started out innocently enough. One of my players took Rogue's Dodge for his rogue character in my Age of Ashes campaign, and MAN, let me tell you, that feat is like the worst feat I've ever seen. It's so bad that my players have made a meme out of tracking how often it actually affects my poor player's fate.

For those who don't know, you use it as a reaction when someone attempts an attack against you, and it gives you +2 to your AC against the triggering attack. On paper, this sounds amazing. In practice, the feat isn't worth it's ink. Allow me to explain.

Since the feat is giving you a +2 bonus, you might think, "Oh, that's a 10% increase to the chance that I won't be hit. That's great." It can turn a Critical Hit into a Hit or a Hit into a Miss. However, since a Critical Hit is attack result = your AC + 10 and a Hit is attack result = your AC, there are actually only four die results wherein Rogue's Dodge actually benefits you.

Let's say you have AC 20 and your opponent has an attack bonus of +12. This means your opponent Hits you if they roll an 8 or better or Crits you if they roll a 16 or better. Since Rogue's Dodge gives a +2 circumstance bonus to AC, using Rogue's Dodge changes those numbers to 10 to Hit or 18 to Crit. In effect, that means Rogue's Dodge only stops a Hit if your opponent rolled a 8 or a 9 (because now they need a 10 to Hit you) and it only turns a Hit into a Critical Hit if your opponent rolled a 16 or a 17. If your opponent's result is 10 through 15, surprise! Rogue's Dodge didn't change the outcome of your opponent's attack. Likewise, if they rolled an 18 or better, Rogue's Dodge did nothing.

TL;DR this feat makes me angry because it's a reaction that never really has more than a 20% chance to do anything. My players track the success/failure rate of Rogue's Dodge, and it's currently at 1:8 (meaning 1 meaningful use to 8 failed ones); this is out of a sample size of about 24 currently and actually fits the napkin math.

So, why am I posting this? Well, the new swashbuckler class literally got the same feat but with a different name (Nimble Dodge), and I'd like to raise awareness that this feat is awful so hopefully we can get an errata someday; at the very least, make sure the swashbuckler also doesn't suffer a very ineffective feat. Peace and love!

Contributor

Thanks, Katina!

#EverybodyGames has a new product for #PathfinderSecondEditon: Files for Everybody: Yroometjis! Longtime fans have been begging us to update our kangaroofolk to the new edition of Pathfinder, and we hope you'll enjoy them! Included is a detailed treatise on the yroomejti ancestry, ancestry traits, 10 heritages, tons of ancestry feats, a new healing-focused druid order, ancestral boomerangs, body paint as a new type of magic item, and more!

Contributor

Thanks, Katina!

It's publisher Alex Augunas's Birthday over at Everyman Gaming today, only this time HE'S got a present for YOU: an all-new installment in the popular Occult Skill Guide series! With Everyman Gaming's newest product, Occult Skill Guide: Restorative Ritual, you too can cast a potent spell for biomedically restoring even the most damaged creatures to health! This new occult ritual allows ritualists to magically program a series of potent drones designed to rebuild biomatter back to peak functioning from even the most devastating wounds. Also included are all the standard rules for casting and creating occult rituals, so you don't need ANY other products to make use of the ritual.

Contributor

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Thanks, Katina!

Where have Everybody Games's new products been? Well, this one critically succeeded on its Stealth check, so you DIDN'T EVEN SEE IT COMING! But Files for Everybody: Stealth Feats is here, and it's ready to go! Featuring over 10 new Stealth feats, this installment of Files for Everybody includes feats for sniping, feats for dispatching enemies, feats for disengaging from lengthy tasks to hide, and more! Also included is a new skill feat trait, Synergy, that's used to note skill feats that are associated with multiple skills.

Contributor

Thanks, Katina!

As foretold by the augurs, Everybody Games is back with an all-new Pathfinder Second Edition product for you. Today's offerings are from legendary reviewer Thilo Graf AKA Endzeitgeist, and he's giving your characters a unique opportunity to glimpse what's to come in their campaigns with Files For Everybody: Divination Spells! In our 3rd issue, Thilo creates five brand-new divination spells that every caster will want at their disposal. Instant classics such as mirror sight, which allows you to create magic mirrors for quick peering around corners, and combat prescience, which allows your martially-inflicted allies to make Attacks of Opportunity, are sure to become must-haves in your character's arsenal! So stop divining for better spells—you won't find them anywhere but with Everybody Games!

Contributor

Thanks, Katina!

We at Everybody Games (as well as new author Dustin Knight) are flipping with excitement today, because we've got a new Pathfinder Second Edition product for y'all! Files for Everybody Issue 2, Acrobatics Feats is here!

With this brand-new product, you'll find an assortment of 10 all new Acrobatics skill feats that allow you to do everything from pounce on foes while you're falling to dance gracefully around traps to hang 10 on the open seas. We've even got a new Surfer background if you want to play a character who's from a culture that's been surfing on the open seas for generations!

Contributor

Thanks for the upload, Katina!

What's best in life after saving the galaxy and battling hordes of horrific bug-monsters? Why, sitting down and binge-watching your favorite shows on your favorite streaming platform, of course! And now thanks to author George "Loki" Williams, your Starfinder PCs can get some much-needed tube time with Pop Culture Catalog: Infosphere Shows! Watch instant classics like Alluria and the Primordial Princesses, reveal at the excesses of the hyper-wealthy on Habitat, or watch space's favorite quiz show Interrobang!. As with all Pop Culture Catalogs, this product includes fandom perks for every intellectual property, as well as a slew of new items and services your characters can purchase, including stuff like autographs and other merchandise!

Contributor

Thanks, Katina!

Twist your body into exactly what you need with the newest installment of Everyman Gaming's Star Log series, Star Log.EM-073: Formwarp Spells! As the name implies, this product possesses two new spells for the mystic and technomancer that come with an insane amount of customization—the first, formwarp, grants the spellcaster the ability to create magical augmentations that can be used to add new limbs to characters or alter those already present. The second, transmute body, allows the spellcaster to transform into a being of living fire, shadow, ice, and more all while providing immense benefits to the spellcaster.

Contributor

Thanks, Katina!

This week, Everyman Gaming's doing something we've NEVER done before: we're doing a follow-up to one of our fan-favorite Pop Culture Catalogs for the Starfinder RPG! Our fans made it VERY clear that they were extremely interested in the many vices of the Xa-Osoro System and beyond, and what better vice to expand upon than alcohol! This week's new product, Pop Culture Catalog: Alcoholic Drinks includes 30 all-new types of alcohol for players to use as drugs in the Starfinder RPG. This includes real-world liquors like vodka, gin, and sake, as well as several all-new sci-fii beverages, such as barathu vaporale, a vapor drink that you inhale through a bottle-shaped humidifier, and vurtlog, a vesk drink made from fermented meat! Also includes are eight alcohol producers complete with fandom perks that span the core races of the Xa-Osoro System!

Contributor

Thanks, Katina!

Since we started supporting Starfinder, one thing that our fans made abundantly clear is that they wanted us to ... shrink ... them? Well ... okay! New this week from Everyman Gaming, a new installment of the Occult Skill Guide that'll give all our fans that shrinking feeling they've been begging for: Occult Skill Guide: Sizechanging Rules is here!

Our most massive installment in the Occult Skill Guide to date, Sizechanging Rules is a whopping 45 pages long, and includes new size modifier rules for when creatures of different sizes collide, new size categories for Supercolossal and Ultrafine creatures, rules for using Supercolossal creatures as foes in Starship Combat, a trove of new items, from miniaturization weapons to artifact-level shrink rays, three new occult rituals, two new corruptions, and plenty of guidance to help you use all this content and more in your Starfinder adventures!

Contributor

Thanks, Katina!

Are your Starfinder characters tired of eating the same old meals from your starship's broken-down culinary synthesizer? Why not take a night out on the town with Everybody Games's newest installment in our fan-favorite Pop Culture Catalog line, Pop Culture Catalog: Restaurants!

Esteemed author George "Loki" Williams makes his Everybody Gaming debut in this fantastic tome, which offers 19 restaurants found throughout Rogue Genius Games's Blood Space campaign setting and beyond, as well as four food-adjacent services, culinary traditions from over 20 races, new chef's gear, and plenty of fandom perks should your character decide to openly support one of these fantastic businesses. Why get cooking when you can get everyone gaming with Everybody Games?!

Contributor

Thanks, Katina!

Throw even more kaiju at your players with the newest Star Log product from Everyman Gaming LLC, Star Log.EM-072: Deisauryu, God of Monsters!

This all-new product features two new CR 25 colossi; the titular Deisauryu, a saurian kaiju with an atomically charged body capable of raining atomic fire down upon its enemies, and Mechadeisauryu, a collaborative construction between the people of Terros and the infamous Doctor Insano! Included alongside these Supercolossal monsters is plenty of new information about both of these creatures and their planetary home, Terros. Also included are stats to use Deisauryu during a starship combat if your players feel the only way to topple this mountainous foe is using their starship. (Hint: Not a great idea! Deisauryu acts as a Tier 20 Starship, and ALL his rules are included within!)

Contributor

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Very cool, guys!

@Erik: Pffft, I always end up doing loot when I play. That means my bard in Reign of Winter and my soldier in Dead Suns! XD

Contributor

Hey everyone!

I ran SFS #1-26 for a witchwarper character yesterday, and some rules questions came up regarding the infinite worlds class feature and its interactions with flying creatures and incorporeal creatures. As many of you know, by default flying and incorporeal creatures ignore difficult terrain, as referenced in this rule:

"Flying and incorporeal creatures are not hampered by most difficult terrain, though a dense tree canopy or web of chains might count as difficult terrain for flying creatures."

This makes it seem like the intent is for infinite worlds to be ineffective against flying and incorporeal creatures mechanically, but its flavor seems to suggest that it might be intended to work against flying and incorporeal creatures, especially since infinite worlds references "debris in the air" and the warping of space-time. Some clarification on how infinite worlds is supposed to work against these creatures would be useful.

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Is it me, or is the biohacker like the soldier in that it doesn't gain any insight bonuses to skill checks? I feel like they should get an insight bonus to Life Science and Physical Science at the very least. As of this current iteration, a biohacker could never be as good as an operative or an envoy at the science officer ship role, which feels weird considering this is the high-science class.

Contributor

Hey! I've been reading over the witchwarper class in hopes of getting to play one in the near future, and I'm a huge fan! One of my favorite elements is the inclusion of cool ways to "warp" enemies, and the resize creature paradigm shift is totally within this ... paradigm. (See what I did there?) I dig it .... conceptually.

But in practice? What is this paradigm shift even supposed to do? Starfinder worked SO hard to decouple size from stats that it seems like the size shifting aspect of this ability doesn't really matter at all, and this ability is more a way to inflict the shaken condition on an enemy with a flavor component to it. Are there inherent benefits / penalties to having your size changed in Starfinder that I'm not aware of? Also, if you use this ability to shrink an ally, are they shaken too?

I sort of think that this is a paradigm shift that would be better off if it got made into a 1-6 variable level spell so the whole "getting shrunk" was allowed to have some real teeth and/or sense of ramp-up with level. Shrinking someone by one size category isn't really impressive if they're just as strong, just as fast, have an identical AC, and so on. (And if you're immune to fear, being shrunk does NOTHING to you.)

Great class overall; looking forward to getting to play a witchwarper soon!

3/5 Contributor aka Alexander Augunas

Hey everyone!

I couldn’t find any clarification on this, so I have a quick question. I got the Skitter Shot Boon back in June and was doing Society paperwork this weekend when I came upon a question. One of the conditions on the Boon state that you can check boxes whenever you GM at an event that recieved Regional Support or Event Support. The Boon doesn’t clarify if you have to be running Starfinder to check a box on the Boon or whether simply supporting the convention is enough.

This same question goes back to basically all avenues of play. Can I check boxes for any OP scenario I play in or run, or do the games all have to be SFSOP? Have John or Thursty made a ruling about this that I’m not aware of?

Thanks!

Alex Augunas

Contributor

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Hello, everyone!

I hope I'm not speaking for myself, but one thing that I REALLY liked in the Playtest Rulebook was how archetypes were presented, especially the cavalier archetype. Pathfinder 1st Edition had a LOT of options that basically opened up mounted combat with an animal companion to any class, and the cavalier archetype does that really well too—effectively distilling the entire cavalier base class down into a single archetype that's appropriate for anyone.

This got me thinking, "Why isn't this idea implemented more uniformly across the Pathfinder Playtest?" Let me explain my thinking.

In Pathfinder 1st Edition, classes very rarely made you commit to specific fighting styles or abilities; classes like the cavalier, samurai, and gunslinger are exceptions rather than rules. If you wanted to specialize in, say, swordsmanship, you picked feats and other special abilities that anyone could take and used them to be the greatest swordsman in the land. Classes were largely about getting a related suite of abilities that supplemented or enhanced the fighting style that you built with your feats.

Currently in the Pathfinder Playtest, the opposite is true. Support for specific fighting styles is built into the classes, as opposed to being a thing anyone can qualify for. This has several problems. For one, without the appropriate list of fighter feats, a fighter can't really be as good at two-weapon fighting or archety as a ranger, even though the conceptual fantasy of a fighter (a master of weapons) versus a ranger (a master of the hunt) is very different. When there's crossover, what we've seen happen is that feats from one class are simply copy/pasted into a new class, usually at a prohibitively higher level (for example, the barbarian gets attack of opportunity, copy and pasted from the fighter).

In my opinion, this exacerbates several problems with the class system.

  • 1) Classes require you to invest in specific fighting styles, limiting player choice.
  • 2) As time rolls on and the design team eventually decides to expand more fighting styles into other classes, what will likely end up happening is a slew of "copy/paste" feats, where a rogue will get something that says like, "This feat lets you shoot two arrows at a time, as a ranger's double shot" or something similar. Psychologically, the community will react to this with shouts of, "Paizo is out of ideas!" even when the intent is simply to expand what classes have access to which fighting styles.
  • 3) Wordcount that could be used to develop more content is wasted copy/pasting feats.

An easy way to fix this issue is with the archetype rules currently in place in the game.

Picture this: instead of the current system, where every class has fighting styles pre-added to it, each fighting style was encapsulated by an archetype that only required you to take one or two feats before moving on to the next one. For example, let's say you want to be a two-weapon wielder. Currently you basically need to play a ranger for that, because the ranger class has all of the two-weapon fighting feats. But what if instead there was a Two-Weapon Wielder archetype that anyone could take that offered the Double Slice feat as its first entry feat, then gave the archetyped character the ability to pick options like Twin Parry, Twin Riposte, and so on.

Now, this approach does have a single problem: it would require a complete overall of the fighter class, as currently the fighter class has the same exact problem that it had in 1st Edition: the class has no identity because when you get right down to it, all it really does is get feats that other archetypes grant sooner.

Well, what if we play with this aspect of the fighter? What if the new archetypes had a fighting style tag, and the fighter got to automatically begin play with one fighting style archetype at 1st level? The fighter could automatically take feats from their chosen fighting style archetype sooner than other characters; maybe they reduced the level requirement by 4 levels or something similar, to a minimum level requirement of 1st level. Suddenly this would fix ALL of the potential issues with the archetype system: it would give the fighter an identity, remove the need to endless repackage the same feats in future books with a twist, and overall make archetypes an even more integral part of Pathfinder Playtest by essentially making an archetype a packaged feat chain, an inherent "progression list" that serves as a continent way for players to reference similar abilities across multiple levels and give new players a clear path of progression for their characters, so they know that if they want to pick up two axes and hack people to death with them, well, they could do worse than to pick the Two-Weapon Wielder archetype.

What do you guys think? I'd love to hear your thoughts as the Pathfinder Playtest enters the final month of its development.

Yours Truly,

Alexander Augunas, the Everyman Gamer

Contributor

Thanks, Rick!

If there's one thing we know our fans love, it's Everyman Gaming's unchained fighter, and author Blaine Bass has exactly the unchained fighter archetypes you've been waiting for in Everyman Minis: Unchained Fighter Archetypes! Included are four brand-new archetypes, such as the dazzling champion (master of charismatic charm and dazzling smiles), the mystic kensai (a mighty warrior able to imbue his blade with his fighting spirit), the massive weapons fighter (a brute who wields massive weapons against foes), and the warmarshal (a cunning tactician able to coordinate his allies on the battlefield). Build fighters like never before, with Everyman Minis: Unchained Fighter Archetypes!

Contributor

Howdy, everyone!

We've got a new project to share with you!

If you've ever felt like trying to come up with cool, skillful scenes for the Starfinder RPG was too ambiguous or you just wanted a good guide to help you do it, check out this project! We're looking to build an entire book of helpful rules and subsystems to make your Starfinder RPG experience out of this world! (And possibly this galaxy; who can say?)

Contributor

1 person marked this as a favorite.

Everyman Gaming's releasing our first-ever prewritten adventure this holiday season! To commemorate the occasion, we created a trailer that you can watch here!

Let us know what you think in the comments below, and look forward to our release this holiday season! :D

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We interrupt our usual stream of Everyman releases (which will resume as normal later today) to bring you this special announcement:

We got your feedback about a Skill Challenge Handbook-style product for Starfinder, and you overwhelmingly told us to bring it to Kickstarter! But we didn't want to ask you for money and then just make a shot-for-shot remake of our best-selling Pathfinder supplement. So instead, we took the best skill-based content from a number of our products (like Ultimate Charisma, Microsized Adventures, and Childhood Adventures) and combined them all into a single product—the Starfarer's Skill Guide!

We're currently working with Rogue Genius Games to put the finishing touches on our Kickstarter Campaign, but it all means nothing without YOUR support! So keep your eyes peeled in a few weeks for the official start of our Kickstarter! Until then, stay tuned....

In the meantime, check back at our Facebook group (or here on Paizo.com) for more announcements relating to our Kickstarter!

Contributor

Hey Starfinder RPG fans!

We've gotten a LOT of requests for us to update our Skill Challenge Handbook to the Starfinder RPG, and while I'm not cool with simply rehashing a book by changing a few words here and there and reselling it, I can get behind updating a whole bunch of different skill-based rules to Starfinder in a future book....

At least, that's the logic behind the Starfarer's Skill Guide, an upcoming EMG Starfinder release that I'm currently working on! It converts the Leadership, Reputation, Relationship, and Psychological Maneuver systems from Ultimate Charisma, the Skill Challenge rules from the Skill Challenge Handbook, and the scale and crush combat maneuvers from Microsized Adventures, while springing in a few class options themed around the new content in the book in the form of archetypes, feats, and class options.

So far work's going okay on it, but the one thing that's becoming pretty clear is that this book is going to require a fair bit of new art, so I'm currently spit-balling ways to raise it. What do you think? Kickstarter? Indy Go Go? Wait for X months for me to raise the money naturally, where X is equal to 12+?

Let us know what you think at Survey Monkey! (If you want to post comments or questions here, please feel free to as well.)

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Debuting tomorrow, Everyman Gaming is releasing a new line of Starfinder compatible products entitled the Star Log.EM series. Star Log-EMs are mini products that contain a thousand words on a specific topic of Starfinder design.

You can get a quick look at tomorrow's new product, Star Log.EM-001: Exocortex Options here!

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Oops, this must have slipped under our radar; Everyman Minis: Mysteries of Summer is here?

So what does this product have to offer you? Why, a new oracle mystery designed around the glories of summer! (Or, at least, Margherita TELLS me that summer is glorious. I'm a little busy melting in PA to hear her....)

Needless to say, if you've ever wanted to channel the fiery yet refreshing powers of the summer solstice, this here is YOUR Everyman Mini!


So what if someone wanted to play a Space Goblin right out of the gate? How would they acquire such a boon to play one? Would they need to? I've always been a bit fuzzy when it comes to how some of these work in Pathfinder.

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Today, our friendly neighborhood Endzeitgeist reviewed Everyman Gaming's biggest book ever, the Dynastic Races Compendium! This was our big Kickstarter project last year, and we were thrilled to have Endzeitgeist review it. Want a snippet? Check it out below!

Endzeitgeist wrote:
Alexander Augunas’ Dynastic Races Compendium ranks as one of the best racial books I have read for any iteration of a d20-based game. While not every little component herein is pitch-perfect, the holistic vision exhibited herein has managed to take 4 races I did not like in their original iteration and made me really cherish them – never before have Kitsune, Samsarans, Wayang or Nagaji felt so alive, so organic, so worthwhile. Fans of these races will consider this a no-brainer anyway, but frankly, this is worth getting if you’re like me and hated crunch-only races, if you always wanted races to make sense. The depth of the cultures herein make them all practically demand being included in your game – their unique outlooks and worldviews, their cultures and traditions practically jump from the page. The prose is captivating and, even better, the crunch supports the complex and rich cultures presented within this book. In case you haven’t noticed: This should be considered to be a “This is how it’s done” for racial books; this attention to detail and realism, in lack of a better word, is what makes races work, what captures the imagination.

View Endzeitgeist's complete review before it goes live on Paizo.com HERE!

Learn more about the Dynastic Races Compendium HERE.
Purchase the Dynastic Races Compendium at Paizo.com HERE.

Thank you, everyone, for supporting Everyman Gaming LLC!

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1 person marked this as a favorite.

Huzzah! Thanks, Rick!

It's been a LONG time coming, but we've FINALLY got print books for the Grimoire of Lost Souls in the Paizo store!

If you missed the Kickstarter and want a copy of this gorgeous, full-color book, now's the time to pick one up! If you participated in the Kickstarter, never fear—your book is already on its way to you!

If you're new to the schtick, Pact Magic is an interactive magic system where you seek out and summon powerful, otherworldly spirits and bargain with them for power. Gone are the days where you simply "know" your spells, as a binder of spirits you'll need to wrest every spell-like and supernatural ability you desire from the greedy grasps of the spirits that empower you. So gather your totems, practice a ceremony or two, and prepare for your Pathfinder RPG game to never again be the same with the Grimoire of Lost Souls!

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1 person marked this as a favorite.

"Hush, little PC, don't make a peep. 'Cause the wizard knocked you out with power word sleep!"

Enchantment magic is a great reason for making PCs hit the snooze button every now and then, but what about good, old-fashioned aches and pains? And what exactly happens to a PC who deprives themselves of all-essential slumber?

Well, fret no more, because Everyman Gaming's got YOUR answer with this week's newest Everyman Minis, Everyman Minis: Sleeping Rules! Within, you'll find an all-new sleep deprivation rules set that ties directly into Pathfinder's sanity rules, plus a handful of new sleeping spells that work with a new sleeping condition of varying severity: the drowsy condition!

No more long nights for your PCs; Everyman Minis: Sleeping Rules ensures that your PCs will take time to tapper off into dreamland every night!

And as always, thanks Chris and Rick!

Contributor

12 people marked this as FAQ candidate. 2 people marked this as a favorite.

Hello, everyone! I'm looking for opinions to settle a question that may or may not turn heated, so let's try to NOT get heated, okay? Okay.

So, spell-like abilities. According to the rules, they're spells except in the circumstances where they're not spells. There have already been three separate FAQs issued regarding how spell-like abilities interact with other effects. I have a question regarding such an effect.

How do bonuses to spells (such as caster level and save DC) apply to spell-like abilities, if at all?

Let's say I'm a Level 5 kitsune sorcerer. I took Magical Tail as my 1st-level and 2nd-level feats, so I have charm person as a spell-like ability. Do I get to add my racial +1 bonus on enchantment spell saves to my spell-like ability's save DC? Moreover, if I take Spell Focus (enchantment) as my next feat, do I get to add my new feat's bonus to my spell-like ability's save DCs?

Now, before you start posting your answers, please read on—I have some different evidence I'd like you to consider before you answer.

Exhibit A—FAQ, August 2011
Here's our first bit of evidence, an FAQ on whether or not you could use a spell-like ability as justification for casting a spell on your spell list.

The answer was ironclad:

August 2011 wrote:
No. A spell-like ability is not a spell, having a spell-like ability is not part of a class's spell list, and therefore doesn't give the creature the ability to activate spell completion or spell trigger items.

So, that seems pretty final, right? Spell-like abilities are not spells, and Spell Focus and the kitsune racial trait specifically say that they only apply to spells. This seems straightforward.

Except its not.

Exhibit B—FAQ, February 2015
Here's our second bit of evidence, the Augment Summoning feat.

The answer was also ironclade:

November 2013 wrote:
Yes.

This ruling has interesting parallels that we can cross-apply to my case with charm person and our kitsune sorcerer. First, the wordings of both feats are essentially the same: Augment Summoning notes "summon spells" while Spell Focus notes "spells of the chosen school." Second, both feats provide a numeric bonus to some aspect of the spells (creatures conjured or the effect's save DC).

Ultimately, this looks like a case of, "If a feat supplements a spell, it also supplements any spell-like abilities that meet the feat's criteria." This supports Augment Summoning supplementing summon nature's ally and summon monster spell-like abilities. This is further supported by a FAQ made in February 2015 regarding how a dimension door spell-like ability could be used to meet the prerequisites of a feat, provided the feat specifically called out that spell. (To avoid debate, that FAQ currently applies solely to meeting the prerequisites of the feat, it does not discuss effects at all, which imply that the feat already works with the "effects" of the dimension door spell-like ability, which is what we're talking about here.)

So, what do you guys think? I think its pretty clear where I stand, but no matter your stance (for/agree/disagree/against), I'd appreciate an FAQ boost by clicking the FAQ button above, and some civil discussion down below. And hey, guess what? If you provide good evidence I PROMISE that you can change my mind. For realzies. :D

Thanks for listening to my rambling, everyone!

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I guess with Everyman Minis, you'll never gnoll what we'll print next!

(Thanks Chris & Rick!)

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Now available—enhance your vessel (from Paranormal Adventures) with the power of the gods!

Thanks Chris & Rick!

Contributor

Just in time for Valentine's Day, Everyman Gaming has a new oracle mystery for you exploring the powers of LOVE!

Thanks Chris and Rick!

Contributor

And now for an extra-length Everyman Mini!

In before anyone accuses us of "fox spirit baiting" in the Dynastic Races Compendium, Everyman Minis: Kumiho is all about the spiritual beings known as kumiho—creatures born from a metaphysical union between an ordinary fox and its kami warden.

Although the product gives rebuild suggestions for lesser kumiho, these creatures are NOT for the novice party. At a whooping CR 23, kumiho can cast spells like a 17th level sorcerer, shapeshift into a staggering array of objects and forms at will, sneak attack foes, and even rip their hearts out if they get REALLY annoyed.

If you were looking for the other, darker side of the traditional Eastern fox spirit mythology, look no further than Everyman Minis: Kumiho.

And as always, thanks Chris and Rick!

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Hello, Paizonians!

Everyman Gaming's first-ever Kickstarter (in conjunction with Rogue Genius Games) was a SMASHING success, and today the fruit of our labors is ready for consumption!

The Dynastic Races Compendium is now available at Paizo.com!

If you were a fan of our Kitsune Compendium or Samsaran Compendium, prepare to have the bar for race-themed books set even higher for you! This 164-page tome has EVERYTHING you need to include kitsune, nagaji, samsarans, and wayangs in YOUR campaign setting as fully fleshed-out and developed races! Included within are the race's biology, culture, ethnicity, religion, favored class bonuses (one for every Pathfinder PFRPG class), alternate race traits (over a dozen per race), new archetypes, class options, feats, spells, and more!

So what are you waiting for? Explore the ancient histories and mysteries of these races today!

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After an extremely successful Kickstarter and six months of intensive work, the Dynastic Races Compendium is now available at Paizo.com!

Thanks Chris & Rick!

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Now available!

Thanks Chris & Rick!

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After a successful Kickstarter campaign that included plenty of blood, sweat, and tears (but mostly tears), the Grimoire of Lost Souls is now available!

Thanks Chris & Rick!

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We've had a busy month at Everyman Gaming, including the debut of an all-new product line, Everyman Minis. Today, we're pulling back the current on what new Everyman Minis you can expect from Everyman Gaming in February, including an exciting new addition to our miniatures line!

You can see it all for yourself here!

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Thanks Chris and Rick!

Contributor

So I heard you wanted creepier occult rituals....

Thanks, Chris and Rick!

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Thanks, Chris/Rick!

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You asked, we delivered!

The Pathfinder Community made Everyman Unchained: Fighters one of our most successful products ever.", and we want to show our thanks by giving you even more fighter goodness! Introducing Everyman Options: Unchained Fighters!

Everyman Options: Unchained Fighters introduces all-new class options (advanced armor trainings, advanced weapon trainings, and fighter trainings), over a dozen archetypes that have been refurbished for the Unchained fighter (including the lore warden, the mutagenic master, and the trench fighter), and five all-new feats perfect for fighters seeking to expand their combat repertoire.

Get Everyman Options: Unchained Fighters here!

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Now available! Thanks, Chris and Rick!

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3D printing technology is pretty incredible, and earlier this year I had this great idea to get a miniature 3D printed for one of my characters. If you're interested in seeing the process, you can check it out here. However, that isn't the point of this post.

A few months down the line, and now I've partnered my company (Everyman Gaming LLC) with Imagine 3D Miniatures, the company that first sculpted my character for me. We're selling the sculpt online through Imagine 3D Miniatures. You can check out pictures of the sculpt here, including a version of the miniature that has been professionally painted by Shoshie Bauer. While the first miniature is a kitsune (of course it is), we're hoping to grow the line so it becomes popular enough that we can have a variety of atypical fantasy races available for purchase through our line, as well as more of Everyman Gaming's iconic characters.

So hop on over, give it a peak, and post any questions or comments you have here! Thanks!

Alex Augunas
Everyman Gaming LLC

3/5 Venture-Agent, Pennsylvania—King of Prussia aka Alexander Augunas

Hello, PFS.

Question—has anyone seen or heard anything about Reporting behind broken for the purpose of counting up GM stars? I ran 8-05 and reported it two weeks ago—my counter said that I had 58 tables played both before and after I reported the game. (I counted up my reportings—my history seems to indicate that I should have had 59 tables run.)

Today, I ran 8-06 and reported it today—again, it listed 58 tables both before and after I reported the game. I counted a third time, and it seems like I should have 60 tables run. 60 is a pretty big milestone (third GM star and all), so I'd like to know if its something I'm doing on my end, or if other people are having this issue. Thanks!

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BEYOND EVERY HORIZON, ANOTHER BATTLE!

Announced for November 2016!

Everyman Gaming LLC returns to their acclaimed Everyman Unchained series with an all-new unchained base class! Created by popular demand, the fighter finally gets his turn at the unchaining table with Everyman Unchained: Fighters!

Written by the mind behind some of the most innovative martial content, Everyman Unchained: Fighters takes many of the advances made to the fighter class in recent years and combines them together into a proper, 20-level base class complete with new class features and new options to choose from.

For more information about this upcoming release, follow this link to the Everyman Gaming website!

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Hello, customers and potential customers alike!

One time a few years back, I was perusing my Facebook when I stumbled into a Facebook thread started by none other than Owen K.C. Stephens. The thread asked a simple question—what got you into fantasy gaming? What was your "gateway drug," so to speak.

Many of Mr. Stephen's friends at the time were esteemed "classical folk" when it came to answering the question. Most responses were things like, "Lord of the Rings" or Elric of Melnibone or the Dark Tower or the Last Unicorn. Arguably the classics of the Fantasy genre, the stuff that our hobby itself was crafted to emulate.

But its 2016 now, and Pathfinder is far from the only "fantasy" to exist. When I answered Owen's question, my answers included things like "the Harry Potter series" and "World of Warcraft." I don't think that anyone will disagree with me when I say that we live in a golden age for fantasy inspiration.

But when you stop and look at the rules that most companies are writing, ask yourself, "Do the crazy things we come up with really reflect well on the surge of new fantasy worlds that exist now?"

Rather than try and fault anyone, I want to try to do something about it. In early 2017, I am planning on releasing a product that is tentatively called "Everyman Options: Childhood Heroes." Its an expansion product to Childhood Adventures in the same vein as "Everyman Options: Paranormal Classes" was to "Paranormal Adventures." Now, I know a lot of what inspires me that doesn't currently exist in the game. Things like:

—A new base class called the sentai that's a mix between Power Rangers and Sailor Moon. Where the vigilante represents an individual who takes part in polite societal while acting in the shadows, the sentai is an ordinary-but-good-hearted-citizen who gains access to mystical powers that empower her to fight evil.

—A "spelless bard" archetype themed after Mable Pines of Gravity Falls.

—Rules for giant mechs that can be used to fight macrosized creatures from Microsized Adventures, so you can have proper Voltron / Megazord vs. Monsters battles.

And more.

BUT...
One thing that became clear to me was that I started outlining options from my OWN childhood—not childhood in general. I want to try and hit as many different popular "kid fantasies" as I can. Specifically, fantasies that can't be done well with Pathfinder currently.

So tell me, what comprised YOUR childhood fantasy that you can't do well in Pathfinder? For...research reasons. ;-)

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