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Ickeckess's page
37 posts. Organized Play character for Thrawn007 (RPG Superstar Season 9 Top 16).
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I've seen far too many threads and posts on why people don't like resonance, so I don't want to repeat that here. However, I would like to do more of a "what it could have been" or "what it could be" concept.
When I first saw the resonance blog back in June, I was immediately in favor of resonance. I loved the idea of investment in items,although I was disappointed in the simple 1 resonance invested per item. Thematically, the first thing I thought back to, was an old system called Earthdawn, by FASA. One of my favorite concepts in it was weaving threads of magic into items to attune them. For those not familiar, here is an excert from the Earthdawn wikia:
Weaving Threads wrote: Adepts often weave threads to magical items in order to empower them. A magical item with no threads attached appears to be a mundane item of its type. Similarly, an item to which an adept has threads woven becomes mundane in the hands of those that have not empowered it by attaching a thread.
Weaving threads to an item involves examining its true pattern and researching its history to learn Key Knowlegdes, such as the item’s Name, creator, from what or where it was crafted and so on. Once this knowledge is known, an adept can infuse some of his own essence in order to awaken the legend of the item.
The extent to which an item can be invested with an adept’s power can vary widely. It is contingent upon how much an adept knows about the history of the item, and the deeds with which it is associated. Thread Items with an unremarkable history will lack the same capacities as items wielded by legendary Name-givers to perform heroic deeds.
Although magic in the earthdawn world was themed much more around the idea of actually weaving the magic into patterns, the key element that really connected through resonance is the idea of someone being able to "infuse some of his own essence in order to awaken the legend of the item." Resonance becomes a mechanic within the new pathfinder system that allows that same kind of connection between a magic item and the one using it. Magic items become less of a commodity, and more special.
One of the places I had hoped a lot of inspiration for PF2 would come from was Pathfinder Unchained. I understand the it was written for a different system, but there were a lot of things in that book that just worked well, and were improvements over the core Pathfinder 1.0 system. One of the stand out items is scaling items. Items that grow with the character and become more legendary as they advance is a great concept. In unchained, the items scaled with level, but now with resonance, we have new way to allow a character to unlock the power of their items. As a character invests more resonance into their bond with an item, the item becomes more and more powerful. A character with multiple scaling items, would now have to decide which bonds to priortize investment in.
The power of an item should dictate how much resonance is needed to unlock it, even if it doesn't scale. Wands and potions at 1 resonance is fine. However, to unlock even the lowest power of that holy mcguffin of smiting all evil should require a much bigger investment. 1 resonance to activate some items won't seem like as big of a deal if magic weapons, armor, and invisibility cloaks are taking 3-5 resonance each. Item levels no longer need to be included, since resonance becomes the unlock.
Lets take an example:
RING OF ENERGY RESISTANCE ITEM 6+[ wrote:
Method of Use worn; Bulk —
This ring grants you protection against one type
of energy damage: acid, cold, electricity, fire, or
sonic. Each ring is crafted to protect against a particular type
of energy damage that can’t be changed later, and its design
usually embodies the type of energy it protects the wearer
from in some way. For instance, a ring of fire resistance might
be capped with a ruby, whereas a ring of cold resistance features
a sapphire instead.
Type lesser; Level 6; Price 245 gp; Resistance 5
Type standard; Level 10; Price 975 gp; Resistance 10
Type greater; Level 14; Price 4,400 gp; Resistance 15
First...the level 6, 10 and 14 can go.
Instead replace the level 6 with a cost like 4 resonance, the 10 with 7 resonance, and the 14 with 10 resonance. (Or 3/6/9 or 3/5/7...not here to argue the exact numbers.) With scaling items, this can even be the exact same item, with the resonance unlocks being the differentiation.
TLDR:
1) The 1 resonance to invest 1 item is limiting.
2) Use resonance levels on items instead of item levels.
3) Scaling items fit great with a variable resonance system.
4) Earthdawn is a great source of inspiration on how resonance COULD fit in thematically.
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Right now, all archtype dedication feats start at level 2. For most characters, this seems very appropriate. However, I would suggest lowering the level requirements to 1.
Why? Humans have the ability to use their heritage feat for a class feat at level 1. This is the only time I see where it would be possible to include the archtypes before level 2, but I see no reason not to allow this early entry.

Background
With the way that templates work (which I like), are there some classes that really are not as needed? We already have an example of removing the cavalier class, converting it to an archtype. The classic cavalier is likely a fighter with the cavalier archtype, but we now get the variety of allowing cleric cavaliers or even wizard cavaliers as character options.
Barbarian, Paladin, and Ranger for example, seem like they would make excellent archtypes, allowing them to be added to other classes instead of necessitating a class on their own. Each of these are a martial class, that are variations off a fighter. I'm going to use the barbarian as my example.
Barbarian
The barbarian is a classic character filling the martial role, with a uncivilized warrior that depends more on their rage and ferocity than their training. A fighter with the barbarian archtype could easily fill that character trope. However, barbarians are not limited to warriors. A barbarian priest or druid servince as a tribal shaman, a barbarian bard serving as a skald, or even a sneakier barbarian rogue all make sense. Converting barbarian to an archtype instead of a class would allow it to fullfill all of these roles, giving more build options while at the same time simplifying the game by removing a class.
Barbarian Dedication (Archtype Dedication Feat lvl 2)
You are a barbarian, using your rage in battle to help defeat your enemies.
You gain rage (insert the description of rage.)
Special: (insert caveat about single rage)
Other feats-
Turn Totem into a feat.
Turn a selection of the other barbarian feats into archtype feats. (Most of them probably aren't needed.)
What about multiclass?
Of course, mixing barbarian into other classes can be done when the rest of the multiclass templates get created. (I'd argue that not having archtypes for all core rulebook classes in the core rulebook would be a mistake.) However, I'm not sure that the class itself is needed once th archtype exists. (I think both Ranger and Paladin are likely in the same situation.)
I welcome thoughts and debate both pro and con. Just putting another view out there based in my early playtest experience, that might create some useful debate.

I've had several posts in various threads that all really come back to one topic: Quests.
1) Brief history of quests and similar content in PFS1.0?
2) What is the benefits of having quests as a part of organized play?
3) What works with the current quest system in PFS1.0?
4) What areas have opportunities for improvement around PFS1.0 quests?
5) What organized play systems need to consider quest?
6) Why is this important to address now?
1) Brief history of quests and similar content in PFS1.0?
Quests as most people know them have been a part of PFS since the release of Honor's Echo during season 5. It had 6 quests, built around a somewhat united plot, with the 6th quest being a finale. It was built for level 1 characters, and each quest was built to be about an hour long. 3 more quest packs followed this model with a release in each season from 6-8. The Season 8 entry varied a bit, expanding to a 1-5 tier and only having 5 quests instead of 6 in the set.
There are other similar types of content that have been flirted with including those published in kobold quarterly and demo table creations like those run at gencon each year (that offered boons but no experience, prestige, or gold.)
2) What is the benefits of having quests as a part of organized play?
PFS was built around 4 hour scenarios, which has proven a good basis for organized play, but doesn't work for all groups and situations. Quests allow organized play to target 1 hour slots, being better for those with lower attention spans (kid track!) or smaller windows of play (weekday evening slots at game and hobby stores). They give smaller building blocks to be able to fit into events. (Have a 2 or 3 hour slot to fill at a con? Quests can do that, where scenarios don't do it well.) Quests give us a better way to introduce players to a game. (Getting people to play a 1 hour quest is much easier than getting them to commit to a 4 hour scenario. Perfect for both game store recruiting and con demo tables.)
3) What works with the current quest system in PFS1.0?
PFS1.0 quests gave us these 1 hour timeslots we could build around. This let us work with shorter time slots and something to more easily catch the attention of players who couldn't give us a full 4 hours for a scenario. They gave smaller sized offerings to develop new writers with, are excellent for training GM's, and are good learning tools for new players.
4) What areas have opportunities for improvement around PFS1.0 quests?
Although each quest in PFS1.0 was an individual session, which could in theory be scheduled independently, the implementation didn't truly make them independent. Series of quests were all linked by a single chronicle sheet, effectively "locking" a character who wishes to play all of the content or to get rewards from the quest. Rewards were based on completing multiple quests from the same set. This creates scheduling problems for players in situations such as "our game store are going to run 1 quest per week on Wednesday nights after work." If you run all the quests from one set, players who made some weeks and not others end up with a partial chronicle and have to decide whether to shelve a character, or whether to live with the reduced rewards, putting their character behind the curve. Mixing multiple quest packs doesn't work at all, since each player needs to have a different character for each quest pack they have "open" and haven't completed the chronicle for.
When doing demo tables or con slots, you often end up with partial chronicles. This makes it so those just trying out the game don't really see any tangeable results at all in the progress of their character, where even small rewards of xp/pp/gp would show them moving forward and give a feeling of accomplishment.
Many veteran players avoid quest play altogether, for fear of "locking" a character or necessitating closing a chronicle without finishing.
Independent chronicles with independent rewards would resolve all of these issues. The current experience and prestige systems make this difficult, and would likely need to be addressed to realize improvement in this area.
5) What organized play systems need to consider quest?
Although the quests themselves don't need to change a whole lot, how the organized play supports them has some key factors to address.
Experience System: - The current 3xp/lvl system is based on scenarios being the smallest increment of adventuring. Each scenario was 1 xp, and larger sized adventures (modules and adventure paths) awarded larger increments of xp. This created some obstacles when figuring out how to best chronicle quests. A change to make the quest the base increment instead of a scenario, resulting in 1 xp per quest, would make expanding the role of quests in PFS2.0 much easier. If the base decision is made that 1 quest = 1 xp, then it's a matter of determining how many quests make up a scenario (4 or 5 are the likely choices) will tell us a resulting xp/lvl system. (This assumes we still want 3 scenarios to result in 1 level. That can change as well, but that is an independent decision from this discussion.)
Prestige System: - The prestige system is equally difficult to break down into increments to support quests. With 2 pp per scenario, the pp per quest is currently fractional, and only works due to the way combined chronicles for a set of quests is structured. In order to support independent chronicles per quest, I recommend we establish a new figure of 2 pp per quest (so that pp are still earned on a 2 to 1 ratio vs xp). Scenarios would be increated accordinly, awarding a maximum of 2 pp per xp. (This would result in them being worth 8 or 10.) Note, this also gives the advantage of allowing more variation in prestige rewards based on how successful a party was, or what tasks were accomplished, potentially moving away from the expectation that all prestige will be earned for every scenario.
Quest Independence: - Although I believe quests should still be released in packs, each quest should stand on it's own, allowing players to get a full "experience" for playing it. If a player is getting their first look at Pathfinder, or their first look at organized play, it's important that they feel that they have accomplished something, even if they are only playing a 1 hour demo.
6) Why is this important to address now?
To support some of the items here means some fundemental changes to the foundation calculations used in the campaign. Making those changes now, allows quests to be useful, in addition to giving a number of other side benefits by allowing more configurability when writing. I believe making quests more of a focus can go head to head with some of the advantages D&D gained over PFS, by giving content easily run in short slots. Most D&D AL players in my area started with 1 hour content. I want the option to win players back and find new players using the same tool.

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I believe with starting from scratch, there are some very simple things that can be changed when reorganizing the society rules that will make logistics easier.
3xp per level had a nice simple elegance to it. It is easy to follow, and it is easy to explain. However, I think there are some other pretty simple mechanics that would make lives easier for other things. I'm going to put a straw man up for a new system for discussion. There may be cases for moving off of 3 scenarios per level (maybe 4?), and or even making it so things aren't even (so that 3 scenarios might not advance you, but 3 scenarios + 1 quest might.) My strawman isn't going to include those, but they may be good for additional discussion.
12 XP per level basis
PFS Scenario = 4 XP
"Module" or AP Part = 12 XP (w
Quests = 1 XP
Pros
------
The key purpose of this system is to make integrating quests into the overall system much easier. Each quest (assumed to be 1 hour each) can grant 1 xp, eliminating the need to group quests on single chronicles. Any combination of 4 quests from any source would be easier to manage. The logistics of modules and scenarios remains the same, with 3 scenarios or modules/AP's resulting in a level.
Easier integration of quests makes it easier to demo for new players, fit short time slots, or create more special content (for example the demo tables at gencon) that can easily award appropriate xp for the time spent.
Cons
------
12 isn't as elegant as 3 when thinking about how much it takes to level up.
Solstice Scar
This is a CORE table.
High Tier. Dot and delete. Kickoff post will be coming at end of day.
Discussion Added for Table 2 (High Tier)
Please transfer across:
Player Name:
Character:
PFS-Character #:
Faction:
Day Job:
Discussion for Table 1 (low tier)
Please repost:
Player Name:
Character Name:
PFS#
Faction
Dayjob
That will give us a clean list for the separate tables
Replacement sought for Gallows of Madness.
The group has just completed Gallows of Madness Part 1. We will be doing Gallows 2 and 3. Each of these are independent adventures work 3 xp. You can bring in a character level 1-3, and are not required to have played part 1. (Note: If you bring a 3, they will possibly level out of part 3, so level 1 or 2 is preferred.)
Dot and delete, to start getting ready for 8/25.
I was going to sit out most of this game day, but I'll have a number of games winding down between now and game day, so I I'm not as concerned about stretching too thing. Taking players on a first come first serve basis for standard campaign Tome of Righteous Repose, level 3-7 evergreen.
Start will be 8-25 along with all GDVI material.
http://paizo.com/campaigns/ThrawnsJadeRegent5sxde
Had to move things around slightly to fix the gameplay thread.
Ninja Dot this thread. Dot is, then delete your post. This will keep this cleaner.

You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. Things finally seemed in motion when Guaril Karela sent out a summons for available agents. Although the Varisian is known for less than reputable contacts, associations, and methods, he is a long time supporter of the pathfinder society and holds great influence within certain parts of the organization.
Braving the pounding rain, you head to the location indicated in the summons, the Pickled Imp. Although the shop is closed at this hour, there is a light within, and you find the door unlocked.
This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, speaks from behind the cluttered counter, "Ah, you have arrived. It's a goodthing I got hold of you when I did. Had I not, you might have beensent on some fools errand fetching alcohol for Drendle Drang, or someother such nonsense. I have a matter of much more importance, and I believe you are exactly the agents I need."
"I need all of you to go to the Wounded Wisp, a tavern frequented by many fellow pathfinders. I need you to find a way down into the basement, and to the wine stores. There is a specific bottle I need you to get."[b] Guaril smoothly passes a scrap of paper with a vintage and a date on it across the counter. [b]"This bottle is the key to getting some information I need. Get this information, and bring it back here. Should you prove yourselves resourceful in this task, I have a much bigger job in mind, and you might be just the pathfinders I need. Any questions?"

It seems the GM finder has struck again. I hear there is a group ready for a Jade Regent AP.
Wanted to give my assumptions up front. Thinking about whether there is anything else "special" I want to do with this, since it's campaign mode. I'm considering a couple different rules from unchained, but I won't force them on anybody, I'll discuss with the group first when I have recommendations.
Assumptions from my side:
-Campaign mode (chronicles for PFS will be given out at the end of each book in case any of you play PFS.)
-PFS rules for starting character building except:
-1 of your traits must be a campaign trait
-You may take a drawback to gain a 3rd trait
-No elemental races. Tien races seem appropriate.
-Legendary games came out with some expansion material for this AP that cleans up some of the special rules, and builds on them as well. I'll likely use them, although that likely will be transparent to the group
-I may go off script at times, although if you haven't read the campaign, that will likely be transparent too. I won't go too far off script, but there are some nice areas in this AP to dive deeper into than the campaign covers.
-1/day posting on weekdays, 1/weekend on weekends
-This AP is very heavy on relationships and social interactions. Dialogue will be very important.
Starting discussion thread to get everyone invited and campaign set up.
Please confirm final characters here, and feel free to work with the rest of the team for composition of the party.
Starting discussion thread to get everyone invited and campaign set up.
Please confirm final characters here, and feel free to work with the rest of the team for composition of the party.
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Although I'm not willing to commit to a whole AP at this point, I'm thinking about running a module. This one has quickly become one of my favorites, partially due to how it's chronicled for PFS. Wanted to see if there would be interest in doing all 3 parts possibly in core.
I'm expecting to see this combination come up in a game soon. Wondering how others would rule it. Would frightening always take effect after the dazzling trail effect, or could dazzling trail be added to frightening?
Frightening: Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
Dazzling Trail: When you successfully use intimidate to demoralize an opponent while wearing a cloak, you can increase the duration of the demoralize effect by 1d4 rounds.

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This large catlike creature is covered in grey and brown scales and sports an oversized maw full of teeth. A third eye set in it's forehead moves independently of its other two eyes.
Thaumigorger CR 7
XP 3600
N Large aberration
Init +7; Senses darkvision 60 ft., low-light vision, magic sense, scent; Perception +15
----- Defense -----
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 76 (8d8+40)
Fort +11, Ref +9, Will +3; +4 bonus on saves against mind-affecting effects
DR 5/non-magic; Immune disease, poison; SR 18
----- Offense -----
Speed 40 ft.
Melee bite +13 (1d8+7 plus grab), 2 claws +12 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks consume magic, pounce, rake (2 claws +12, 1d6+7)
----- Statistics -----
Str 25, Dex 17, Con 21, Int 2, Wis 12, Cha 8
Base Atk +6; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +12 (+16 to jump), Perception +15, Stealth +12, Swim +11; Racial Modifiers +4 Acrobatics, +4 Perception, +8 Stealth
SQ absorb magic
----- Ecology -----
Environment Warm desert, hills, or plains
Organization Solitary, pair, or hunting pack (3-8)
Treasure Incidental
----- Special Abilities -----
Absorb Magic (Su) Any time a thaumigorger successfully dispels a spell or spell-like ability, or a spell or spell-like ability fails to affect a thaumigorger due to spell resistance, the thaumigorger heals hit points equal to caster level of the spell or spell-like ability. If this would put the thaumigorger above its maximum hit points, the extra are converted into temporary hit points (maximum 20) that expire after 1 hour.
Consume Magic (Su) Any time a thaumigorger successfully hits with a bite attack, it immediately makes a targeted dispel attempt as a dispel magic spell against that enemy as a free action, using the attack roll as the dispel check.
Damage Reduction (Ex) Due to a thaumigorger's magic absorption, enchanted weapons have less effect on it. Its damage reduction is overcome by using non-magical weapons.
Magic Sense (Ex) A thaumigorger can constantly see magical auras as if using detect magic. It identifies the strengths of auras, but is unable to distinguish spell schools or individual spells.
Thaumigorger are immense predators native to the Mana Wastes. Although the wastes are known for spawning mutant versions of various creatures, thaumigorgers have evolved over the milennia of strange magical effects and devastated environments, adapting to the magical energies of the area. The thaumigorger's favored prey are creatures with magical auras, consuming not only their flesh, but magical auras along with it. The thaumigorger's senses allow it to track creatures with enchantments and choose prey with stronger auras to get greater nourishment. These scaled beasts are not intelligent, but they are cunning hunters that are well adapted to an environment that is confusing and debilitating to most others. They stalk their prey, looking for rocks or other perches where they can pounce on their victims. With their senses, they also have an advantage in identifying anti-magic fields common to the wastes, and will use these areas to strike from or retreat to when overmatched.
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All that remains of this ancient Gebbite ceremonial outpost and battle site in the Mana Wastes is a single multi-tiered shrine, a crumbling stone road, and tower foundations. The petrified trees are the only other sign life once existed where magic tainted Ustradi flood waters now create a lifeless swamp.
Not that I think I'm likely to make top 32, but with the round 2 turnaround being pretty quick, I'm working on map possibilities right now. My favorite is likely pushing the limits of the rules on size (without knowing the rules yet) and I'm trying to decide whether to just cross that off my list for now.
1) Since we know it's going to be a flip mat, is the standard measurement for that 30x24?
2) In past competitions, did it seem to be alright to focus on part of a bigger location, or should we be trying to do complete locations. (I ask because the location I'd like to do will be a stretch to fit into 30x24, and I think it loses some good details at that size with the compromises that would be required. Half of that location however...could make a good map. Anyone who knows the location would know the other half was missing though.)
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Phantom Corsair Boots
Aura faint illusion; CL 1st
Slot feet; Price 10,600 gp; Weight 1 lb.
Description
These thigh-high leather boots constantly permeate with a salty smell. The malleable material used to construct them allows for comfortable movement, providing a +2 bonus to Acrobatics checks.
The wearer of these boots becomes translucent and distorted as they move, becoming more insubstantial as they accelerate. Any time she moves more than 10 feet, she gains concealment (20% miss chance). This concealment ends when she stops moving.
When using two move actions in a single turn, or using a run or withdraw action, she instead becomes invisible (as invisibility) for one round.
Construction
Requirements Craft Wondrous Item, blurred movement, vanish, creator must have 2 ranks in Acrobatics; Cost 5,300 gp

I wanted to see if my reading of the Blurred Movement spell is correct.
Quote:
This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement. It is therefore mainly used to protect against attacks on your turn, such as attacks of opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.
I think the first condition is very straight forward. However, the second (bolded) part of the spell is what I'd like to get clarified.
Since this spell does not say "base movement" it is referring to your current "movement" statistic. Since things like barbarian/monk speed and more importantly spells like haste and expeditious retreat modify "movement", my reading is this spell's conditions for full round blur still require a double move.
Speed 30 + 30 feet from haste = 60 feet as your movement, requiring you to move 120 feet to set off the condition for this spell.
Therefore the following conditions (not all inclusive) would be ways to set off this spell:
1) Double move (2 move actions) moving at full distance on each
2) Withdraw action moving maximum squares
3) Run action moving equal to or faster than 2x your movement
4) Charge moving at your maximum (2x movement) range
What about flying, climbing, or swimming? Would your movement in the case of climbing a wall be equal to your climb speed in that case, so that our 60 ft character above, climbing at 25% speed could double move to climb 30 feet and still get the full round blur effect? (My reading is that this is how that would work, but it's a strange enough case, I want other opinions/rulings.)

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After several weeks of slipping vigilantes into regularly scheduled PFS games, jumping into online vigilante "blitzes", organizing all vigilante parties through full PFS scenarios and modules, and setting up specific tests with combats pulled from scenarios with PC's or NPC's replaced by vigilantes...I feel I have a pretty good perspective on the vigilante class. I've played all four vigilante specialties at various levels as a player, I've GMed full or partial vigilante groups, and I've NPCed a number of vigilantes in our "replacement" fights. All testing was level 12 or less (PFS play range) and here is my general results...
Social Identities
Since I'm focused on PFS style of play, social identities rarely played a major part in the game. It was a roleplaying gimmick at times, but the actual mechanics of it were usually just background noise and not
adding anything to play. The most memorable identity switch I can recall in over 10 tables was a vigilante getting thrown out of a bar, and switching identities in order to get back in. Not exactly big impact.
SUGGESTION: Make dual identity a talent instead of the base of the class. Dual identity is the thing that makes the class so hard to balance in the first place, and I think the downsides of the complexity
outweigh the benefits of what it brings to the class. I think some social talent chains should be based on disguise and alternate identities (preferably more like the spy master archtype than the current rendition), but I don't think it should be the entire basis of the class.
Low Level (1-4)
Renown never came into play (although I know a few vigilantes from PFS games will be able to have Absalom renown, but that's due to a chronicle sheet, and not the actual class. +4 intimidate will be very handy in Absalom based adventures with the boon, especially if you build part of your character to take advantage of it.
Social Grace has two schools of thought right now. On one hand, since there is no penalties for blowing your cover, a vigilante can always stay in their social identity in order to get their +4 bonus on an important skill like diplomacy or intimidate. This also became the default at many tables at level 1,
since you don't have any vigilante talents to blow your cover anyway. You simply play as if your vigilante identity doesn't exist. (The only thing you really lose is the +4 intimidate from renown, but if you take
intimidate as your social grace skill, then that is irrelevant.) The second way is if you stay with the
spirit of things and try not to blow your cover, the most consistent use of this talent was to pick a skill that would add +4 to your day job after the module, and then stay in vigilante identity. Note - This was the most common thing I saw...the entirety of the social identity came down to a +4 bonus on day job checks. The secondary use was diplomacy or a knowledge skill solely used for start of adventure info.
SUGGESTION: If dual identities are going to remain part of the class, the disadvantages/penalties for blowing cover need to be defined. Right now there is no downside to just going social mode all the time to have access to both social and vigilante talents.
Safehouse and Loyal Aid were the two options to come online at level 3. More often people took renown at 3 because social grace was almost always 1st level from what I saw in builds. I never saw either of these talents get used during the course of any games.
Mid Level (5-8)
Social grace at this level because useful for diplomacy additional knowledge skills at level 5, but didn't see anything else new brought to the table.
Feign Innocence, Great Renown, Many Guises, and Quick Change never came into play at any tables I played or GMed at.
High Level (9-12)
Social grace at this level because useful for diplomacy additional knowledge skills at level 10, but didn't see anything else new brought to the table.
Other talents never came into play at any tables I played or GMed at.
Summary
The social identity as a whole came out to the following:
1) +4 intimidate or diplomacy for those who felt there was no downside to blowing their cover
2) +4 diplomacy or knowledge checks to get starting information for scenarios 3) +4 to a dayjob check
(This was the most popular option by the end of the playtest)
SUGGESTION: More generally useful talents that don't require social identity, preferably non-combat abilities that are still useful for fleshing out a character and helping them contribute in some way. I'd also recommend combining some of the existing talents into single talents that scale as you level if you choose to select it, since the usefulness for most games is pretty narrow.
SUGGESTION: In addition to adding more usefulness to the social talents I recommend the number of social talents selected by characters be reduced. Players at my tables referred to odd levels as feat levels, and even levels as talent levels. Of course they were getting social talents along with those feats on those odd levels, but nobody really cared. I suggest a Social, Vigilante, Vigilant patter, so social talents are selected at 1, 4, 7, 10, 13, 16, and 19, with vigilante talents at all othter levels. At level 12 this equates to 8 vigilante talents and 4 social talents instead of 6 and 6. This would resolve two things...all specialties are talent starved on the vigilante side, and the social talents aren't really a desirable addition to the class in most cases, it's just baggage.
SUGGESTION: If not committing to a weighted talent distribution as per the previous suggestion, I'd suggest a vigilante talent be granted as a bonus at level 1.

The description of the module made it sound tailor made for a vigilante (especially a former Chelaxian slave who is looking to free halflings from enslavement.)
This is the first time I have ever seen two switches in a PFS module. Started in social guise, which was the only way the other characters ever saw the stalker. (4 of the PC's were dark archive former Cheliax faction members who were very pro-Cheliax, including one who was still played far more pro-cheliax/pro-devil than having any loyalty to the dark archive. Although evil isn't PFS legal, almost half the party was evil everywhere but on the character sheet.) The interesting part of this dynamic was that the social vs vigilante side became more of a tool to hide things from the party than any NPC's. It was different, but definitely not who I'd want to see things go most of the time. (Just made sense here.)
The main result of this is although I was in vigilante mode to go do things away from the party (probably the first time I recall of PFS party splitting up), when all the combats came with the party, I was also in social guise. I never ended up using my vigilante talent (twisting fear), instead acting basically as a warrior, and shooting a crossbow pretty much all the time. It wasn't very effective (especially with less damage as a halfling), but I could hit pretty consistently. Small light crossbows were less damage than I'd have been doing with a simple intimidate. (A lot of GM fiat made intimidation far less useful during this scenario however, so crossbows still probably were going to be the best option.)
The party ended up eating two fireballs in a fight, which resulted in the vigilante going down. While the rogue and the ninja danced out of the way and the beefier warriors just took the hits, my vigilante went down in spite of making both saves.
What I learned -
Although it wasn't great, level 3 stalkers were more interesting to play than level 1 stalkers in spite of never using my 1 talent the whole time. Looking forward to a couple more levels when the build will be built out better. I still think the character is very talent starved. Would love to grab things like evasion which would have kept me on my feet, but it's just not possible to get such luxuries right now without hampering offense too much.

Minor Spoilers within
You've been warned
The situation
A small group of wannabe vigilantes hope to are trying to make a name for themselves and get established as a force within the Osirion City of Wati. In order to establish their cover as a group of archeologist scholars, they have applied with the Grand Mausoleum to get the rights to investigate one of the newly opened buildings in the Necropolis. Knowing that they may run into undead problems they have brought in the outside adventuring priestess (Kyra Pregen).
General Observations and Comments
1) I handpicked scenarios in round 1 of the playtest that generally had solid social aspects to them. The switch rules resulted in deaths when players got caught in social mode instead of vigilante mode. This time, I picked a good old fashioned dungeon crawl. After securing their contract in social mode, the 3 vigilantes (replaced the Zealot with pregen Kyra since we had 1 GM and 3 players and wanted to remain PFS legal) spent all of the rest of the adventure in vigilante mode. I quickly found this was a poor choice to take 3 vigilantes on.
2) Despite overall decent (not great) perception, the party got ambushed early on, and hit a couple traps that hurt.
Avenger Observations
Dr. Korgen Kain, Chellish Archeologist
aka Hellknight by Night
1) This character really pointed out the need for a social trait(s) to open up skills. In this case, making a scholar as the "day job" and social aspect of the character, he really didn't have knowledge skills available to him. This character ended up taking both Osirionologist and Scholar of ruins to be able to open up some knowledge skill options. That meant no combat traits on the other end.
2) Level 1 avengers are sooooo booooring in a dungeon crawl. At least a fighter has an extra feat to start down the road of an interesting build. In vigilante mode, the avenger is just a level 1 warrior. The character was planned to be a heavily armored tank (that would move surprisingly well) in the future, but at level 1, it didn't have much going for it.
3) 2 Less HP at level 1 doesn't seem like much of a difference, but it was in this case on one occasion. Front lining with low fort saves was painful as well in one case. He took a strength penalty very early in this adventure, and the party had no way to fix it.
4) This character was really hurting when hardness and DR came into play (along with a strength penalty). It made what seemed like an easy fight, a difficult one and a second fight into a deadly one that ended in the TPK.
Stalker Observations
Evalyen of Kyonin, Half-elf Osirionologist
aka Shadowbow
1) See Avenger #1...escept this character had self taught scholar and Osirionologist.
2) See Avenger #2...except hitting slightly less. This character was going to go the sniper route and build around that with stalker talents and feats.
3) He's definitely not as good of a dungeon scout as a rogue (or some other trap-spotting classes) although they aren't that good at it at level 1 either. The stalker found traps using the barbarian method as more often than not, except without the HP to back that up.
4) A trap with resulting in -2 CON was the beginning of the end.
5) Hardness/DR was a real problem. Party got through one fight that way, but a second resulted in a TPK.
Warlock Observations
Alamet Turth, Osirioni Scholar
aka The Sand Sage
1) When it came to skills, first thing that became very apparent was the lack of climb skill. Second was that there were several gaps in knowledges on this character, although with others filling in, this character didn't invest their traits in scholarly stuff, and focused on the knowledges they had.
2) Having spells at level 1, this character actually seemed far stronger than the others at this point. Didn't save him in the end, but he was the hero of a couple encounters where the more martial types weren't effective. Once he ran out of spells, that's when things turned really bad.
Kyra Observations
1) Kyra was the MVP of the party until her death. Part of that is because a cleric which was a good fit for undead. Part of it was because 2 of the 3 vigilantes just didn't bring that much to the table at level 1. Their selection of cool abilities hits at level 2.
2) Kyra burned through healing resources very quickly between traps and early fights. When the party found some cure light wounds potions, they already wanted them badly.
Overall Result
1) 1 Ambush got the drop on the party (in spite of decent perception across the party) and inflicted poison on the Avenger, which hurt damage output.
2) Two different traps used up some healing, but the addition of con damage hurt more.
3) A CR 1/2 combat ended up using up resources, because both the avenger and stalker had issues inflicting damage. The creatures fortunitely don't hit hard, but since the fight went 5 rounds, the damage actually ended up adding up and using up healing from the cleric and offensive spells from the warlock. This is the battle where the warlock actually was most valuable.
4) A CR1 and CR2 fight ran together and had 3 monsters that hit hard, and one of those who they couldn't really harm. Party got trapped between the two fights, Kyra got full attacked (bite/claw/claw/rend) and went down, and things went downhill from there.
5) One interesting item...1 character got branded. The party didn't live long enough to affect social/vigilante switches, but it would have been an interesting situation.
6) TPK happened about 1/4 of the way through the module.
Conclusions
1) This adventure was harder than I remember. (Ran it about a year ago for PFS.) We had no deaths, but I think we had 6 players + animal companions, so the action economy was more in the players favor. The vigilantes really were lacking the tools for a dungeon crawl though. The avenger wanting to go sword and board (to use the shield talent) meant the party just didn't have the damage output to overcome DR, and the warlock was only able to bail them out on that problem once, not twice. So party fit was a little bit of it.
2) Although we covered skill gaps with traits, it would be nice if the class actually had mechanics on the social side to actually get skills that go with your social identity, whether those are craft, knowledge, or profession. The +4 from social grace is nice, but (A) it doesn't help while in vigilante identities and (B) they are still out of class skills in many cases. (FYI After talking through this after the TPK, the party determined if they had to do it again, they'd have all gone into the dungeon in their social guises instead of their vigilante guises since the only witness who they'd be breaking cover for was Kyra. Everything else was bugs and dead stuff. That would have resulted in +4 knowledge or linguistics skills for each character.)
3) The biggest observation I had was just how bad level 1 avenger and stalker was. That WAS NOT what I was expecting or setting up. I've been starting at level 2 or higher in pretty much all builds, so I hadn't really seen level 1 in action. So that was a bit of a surprise for me. (Low fort saves bit the party twice, where someone failed a save they would have otherwise made. Party was 3/7 on fort saves on the whole, resulting in 2 str damage for the Avenger and 2 con damage for the stalker.)
4) At level 1 at least, you can't see much difference in a level 1 warlock and a level 1 wizard when it comes to the casting side, but the warlock has more HP and carries a better weapon.
5) We will lay off of multiple vigilante parties. During both rounds, we've had a lot of vigilante deaths that way. I figured that playtesting that way tests how well the 4 specialties fill the prototype roles in a party by filling them all. However, they all have so much in common, it looks like it leaves a lot of gaps in the party as a result. From this point forward, I'll focus on single vigilantes in more mixed parties. (The other issue with that is only gaining feedback on 1 specialty at a time, because the vigilante parties were good for gathering lots of data fast too.)

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I've made an argument during playtest 2 that a simple thing to help all 4 specializations would to be to give a level 1 vigilante talent. This would ease complaints a little about not enough talents, and it would strengthen the health and power level of the class overall.
I'm taking back this position for several reasons.
1) I already see this as a dip class, and adding more power at level 1 makes it even more prone to dipping.
2) The class isn't bad at level 1-2, it's the scaling where things become problematic.
Therefore, I'd recommend against my suggestion to add a vigilante talent at level 1, even though that was an easy change.
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So where do we go from there...I'm looking at the following talent distribution to see what it adds good or bad.
1 Social
2 Vigilante
3 Vigilante
4 Social
5 Vigilante
6 Vigilante
7 Social
8 Vigilante
9 Vigilante
10 Social
11 Vigilante
12 Vigilante
etc...
This would mean...
4 social talents through level 12 (7 through level 20)
8 vigilante talents through level 12 (13 through level 20)
This effectively gives a shift of 3 traits from social to vigilante.
Some assumptions:
1) Social talents would need to streamline somewhat for the "core" talents, scaling with level instead of requiring multiple talents. (I'd still be happy with the social side building with less talents but using a list similar to the one I posted elsewhere.
2) Avenger and Stalker lists of talents wouldn't change dramatically, but would additional talents to what we've seen.
3) Both caster selections would still use talents to buy casting levels.
4) Some talent chains would be needed as alternative to spell levels for warlocks and zealots
5) Level requirements would obviously need to be reworked for all talents.
What does this mean for..The Avenger
1) If the Avenger takes pure combat feats, he catches up to the fighter at level 3, then starts swapping back and forth who has the most feats. The avenger pulls ahead at level 12, and gets two feats ahead at level 15, ending with those two feats extra at the end.
2) This is actually the class that worried me the most, but I'm pretty happy with those results. The class gets a slight feat advantage over the fighter in exchange for less hit points, and no complimentary combat boosters (weapon and armor training on the fighter). I would play the vigilante over the fighter in many cases, but I don't think it would be automatic, and I don't see this really being stronger than classes like the ranger, paladin, and slayer.
What does this mean for..The Stalker
1) This means more variety in builds. We love the stalker due to lots of unique talents. this gives room in a build for more complementary skills instead of the straight combat stuff. I could never fit many of the talents I loved in a build, and this gives just that little bit of extra room.
2) To make this work, new talents introduced should be more complementary than combat buffs, or if new combat buffs are introduced they should have tradeoffs with current options and not have too much synergy. I like the options the stalker has in combat right now, but don't want the class to be pushed towards "too good" just to "more fun"
What does this mean for..The Warlock
1) First, this means that by level 12, you double your number of non-casting talents, letting you actually make some selections.
2) Second, this would give the ability to not have 4 level gaps for casting talents. This could smooth out the curve a bit. Admittedly, no talent at 4th level is a little bit problematic for Arcane II though. A decision would have to be made on whether it belongs at 3 or 5.
3) I still feel that having a full talent chain for arcane bolts, a talent chain (or at least 1 additional talent to get throw anything + int bonus) for bombs, and the more I think about it...a tatoo container chain, would be good to compete with spellcasting or at least with each other.
What does this mean for..The Zealot
1) See Warlock #1 and #2
2) Some talent chains in the Zealot would be a good thing too.
What does this mean for..All Vigilantes
1) No increase in power for 1 and 2 level dips.
2) Accross the board buff and incentive for sticking with the class.
3) More ability to customize your vigilantes.
4) More things (talent slots) to trade out in the design of archypes.
First one is actually pretty simple. It came up when discussing directions for the warlock. This archtype makes the warlock a versatile (but in some ways limited) caster, but could be fun to do everything with shadow conjuration.
Shadowmancer (warlock archtype)
Base Arane 1 replaced by Shadowmancy 1
2 Select as normal
4 Shadowmancy 2
6 Must Take Living Shadow
8 Shadowmancy 3
10 Shadowmancy 4
12 Shadow Jump
14 Shadowmancy 5
16 Shadowmancy 6
18 Select as normal
20 Select as normal
Shadowmancy - The caster can cast spells as if using the Shadow Conjuration spell. The shadowmancer does not keep a spell book, and does not need to learn spells. They can determine the effects of their casting according to the shadow conjuration spell, except the level of the spell slot is the highest level spell that the shadowmancer can replicate. Each shadowmancy level opens up spell slots as the equivalent arcane level.

With v2 out for the playtest, in my opinion the Avenger is the specialization currently in the worst place. The stalker has a number of gimmicks that no other class can emulate. Warlocks have mystic bolts original to them. Zealots (who I haven't written up yet) have some tricks as well. The Avenger really only has a couple things that can't be done better elsewhere.
Some general observations:
1) The other three specializations seem to have more "high level" talents with level requirements. Avenger has some scaling abilities, but very little in the way of prereqs. Not saying this is bad, just saying it's not consistent with the other specialties, so it stood out to me.
2) The things that an avenger can potentially do that other classes don't do better (and are worth building around):
A - Armor skin can allow full move in medium armor. Combining with heavy training can upgrade that to heavy armor. This makes a heavy armor "mobile fighter" an option. This can pair up nicely with close the gap.
B - Vital Punishment allows AoO vital strikes. Creating a build to take maximum advantage of this can be viable. (My favorite is still snap shot.)
3) I think this specialty would benefit more than the others from a bonus Vigilante talent at level 1. If that isn't added in as an overall vigilante component (which is what I'd recommend) then I'd like to see it added to the Avenger Base ability.
4) I thought Mad rush was gone...then saw it was just a line return error. Don't scare me like that!
Individual Talents
Armor Skin - I'd consider moving the full move from level 8 to level 6. Those extra two levels just make it too late to build a concept around.
Close the Gap - It's an ok supporting skill. Just possibly a little blah.
Combat Skill - No change needed. This is the option to fill gaps in builds. It's actually one of the weaker skills straight up, but the versatility more than makes up for it.
Environment Weapon - I understand what this is going for, but even if it worked in all terrains from the start, I see this as a niche choice. The fact that it only works in one terrain type makes it more of a waste of print space. Thematically it's a good fit, but it needs a lot more oomf. While it's scaling up to do additional terrain types, enemies are scaling up with DR, and everyone not using improvised weapons are scaling up in damage with cool items. This needs a way to find improvised items that can get through DR, or do something else to stay relevant. (Perhaps allowing ignoring DR equal to half your level when within your selected terrain...eg you manage to find a silver candlestick to fight the werewolf in an urban terrain.)
Favored Maneuver - This one has potential to be one of the best things from this class. I'd highly recommend some tweaks to it however to make it scale better, and stand out a bit. 1) Make sure to specify that it ignores prereqs. I assume that's the intention, but it doesn't state it, even when other Avenger talents have that langauge. 2) "You may use this maneuver as if you had the Agile Maneuvers feat". This opens up nicely for dex builds on some maneuvers that aren't usually dex, giving something unique to the class. (I'm picturing improved dirty trick using dex...but also good with things like bull rush and drag with finesse options) 3) "You may ignore the combat expertise prereq when selecting additional feats for this maneuver." This allows the combat skill to scale up. We aren't giving the greater version of the feat for free, that would likely be slightly too good, but as it stands, the Improved maneuvuer feat is a dead end, unless you want to go pick up combat expertise anyway, in which case this talent just isn't that good.
Fist of the Avenger - Unarmed strike with some scaling. I don't think that it does quite enough to be worthwhile, but it's ok. 1/2 level might make it better.
Living Shield - This one is thematic and really cool and thematic. I can definitely see liking it on bad guys. (I need a Kraken vigilante! His secret identity is a giant squid.)
Mad Rush - Love this talent, but at level 12, I just can't build around it. It's a nice addition to a mobile fighter build though, which seems like one of the unique builds you can work on at lower levels too. I wonder if this could slip into level 10, or even level 8.
Nothing can stop me - Nice thematic support skill, but nothing to build around.
Shield of Fury - This is a two for one value when comparing to taking combat skill, so it's good if you wanted to go sword and board. It makes up for the 1 feat you start behind a fighter doing the same thing. It would be EVEN BETTER if it allowed you to ignore dexterity requirements when taking feats that have Two-Weapon Fighting as a prereq. At that point this can do sword and board builds that others can't. The question is whether waiting to 6th level to start a two weapon fighting chain is too late when planning a build.
Signature Weapon: Another two for one efficiency play if you were going to take these feats anyway. I see this one getting taken a lot for that reason. Nothing special to bring attention to the class though. Oracles are grabbing 3 for 1 with revelations.
Suckerpunch - This looks like it should be one of the signature abilities of the class, but any sneak attack class can just do it so much better, I don't see it being used. If you want to do this, be a Stalker instead of an avenger.
Unexpected Strike - Thematic, but nothing to right home about. It's purely a supporting talent. I was really expecting a bonus with a freshly drawn weapon here.
Unkillable - Going to 0 or less HP isn't something to build around, but this can be useful. Probably wouldn't change it.
Vital Punishment - I think this one might be the best of the bunch. No change needed.
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My overall conclusion is I'm having the hardest time identifying what the Avenger needs, because I still can't identify what it's trying to be (other than a weak fighter). The Stalker is a burst monster that can pull of some crazy tricks that the unchained rogue can only dream of. The warlock at has the option of a ranged touch attack that others out there can't duplicate, and has a couple other themes that can be viable with some rework. Vigilante divine powers gave several ways to focus the zealot. I think the Avenger lacks the focus of what it wants to do to be special. There are a few nice tools, but it's kind of a mishmash of random combat stuff right now.

So far it's only two, but I'm finding some talents under one of the four Vigilante types that would improve the overall class if they moved to social talents.
Why move them?
1) Unclogs vigilante talents a bit, by creating some of the decision making tree on the social side.
2) Some talents should be universally available to all four specializations.
Criteria for the list:
1) Makes thematic sense for all 4 specializations
2) Is a primarily social aspect, or uses the social persona of the character
3) Doesn't seem like it would create balance issues when paired with other vigilante talents
My two so far:
1) Case the Joint (Stalker) - This talent is actually done in the social identity. It makes sense for all of the vigilantes to do some foot work in their secret identity, not just the Stalker. Although many of the obvious bonuses may work best with the stalker, a little creativity can make this a boost for any of the specialties.
2)Stern Gaze (Zealot) - Nothing divine to this one. Straight up bonus to intimidate and sense motive (both social related skills), sounds like something all vigilantes should be using. It almost should just be built into the class, but a social skill seems like a nice compromise that supports the theme well.

I've been playing with builds a bunch this evening, trying to convert a GM credit blob into a vigilante for an upcoming PFS game. During round 1, I simply made vigilantes of all kinds of levels, and we used them in varous test scenarios from full PFS scenarios (played non-credit) or testing specific types of fights from scenarios. I think the general concensus was the vigilante was lacking in all four forms when comparing them to similar classes.
I like a lot of what I see with round 2, but my first reaction is that something is still lacking. Then it hit me. A very simple thing that would make many builds (especially low level builds) more interesting is another vigilante talent. Just like fighters get combat feats at even levels + a bonus at level one, I think all 4 versions of the vigilante looks a lot better on paper if you simply add one extra vigilante talent at level 1.
I'm not saying this solves all the complaints people will bring up, but I think this is a very simple way to improve the overall health of the class. (The balance factor to look at is whether a talent at level 1 makes it too much of a dip candidate.)

Objective: Ran a test with 4-09 Blakros Matrimony with a 4 Vigilante party. This was chosen specifically because it is a social adventure that includes a couple interesting combats. All characters were created at level 7 with 23,500 in equipment, and were all Cheliax based characters.
The Tiller (Halfling Avenger 7)
ShadowWalker (Half-elf Stalker 7)
The Mad Bomber(Human Warlock 7)
The Dawnbringer (Human Zealot 7)
I divided the module into 3 parts and the test actually did all 3 parts of that module in both social and vigilante modes. This allowed us to do "what if" scenarios for what would happen if the characters are in the wrong mode for the wrong scene. (We actually played through the whole thing once, then did each part individually in the opposite mode.)
Social/Diplomatic Scenes -
Social - The all social party was almost perfect. You hardly could ask for a party that didn't fit better. Everyone had good diplomacy (not great, since charisma was secondary to all characters) and an array of other skills, so they were able to make friends and influence people well. We had 2 of the four with +4 diplomacy making it even better.
Vigilante - All vigilante was almost as good, with the only real difference being 2 characters not getting +4 diplomacy. Everyone was still very solid at making friends, so it was still very heavy success for this aspect of the module.
Investigation/Combat
Social - This party was good at investigating due to having 4 high skill characters. Most relevant skills were covered, with backups for many key skills. However, combat resulted in 2 PC's in negative HP (but not dead). The party very average in combat. It was a 4v4 fight, with 3 mooks and a boss on the other side. I think the big issue, was that the mooks were all lower level, but hit more often and had more HP than the PC's. (Fortunately the mooks don't hit that hard or it would be uglier.) The boss clearly outclassed the PC's. He easily could have killed on a critical hit, and he almost managed to beat down all four PC's.
Vigilante - This fight went much better, but still was a rough fight. There was still an issue that the enemies hit more often, and the boss was still relatively strong, in spite of his ridiculous build. The stalker went down (died), but nobody else went below half HP in the battle. Before dying, the stalker was absolutely amazing in the first round of combat exploding on one of the mooks.
Final Combat
Social - This was a flat out TPK. The enemies were strong, and the characters really had no answers to compete. The Avenger was the only one hitting consistently, and the other characters were missing their gimiicks to be useful in combat. 3/4 BAB just wasn't enough to contribute.
Vigilante - Much better fight, but was still tough. Had one death again (Zealot this time, due to a nasty pounce), and still came close to another one. Stalker was less impressive this time due to the parties being the ambushies instead of the ambushers in this encounter. Warlock was far less useful due to bombs and bolts being poor damage types for the encounter, but the avenger was able to keep most of the party alive.
For fluff reasons, I'm trying to figure out how to make a PFS legal way to set up a portal, teleport circle, etc going between two points.
A Well of Welcome Respite would have been perfect, but not PFS legal.
Ring Gates are good for getting supplies and messages to the "destination", but I'm looking for an equivalent (or creative workaround) to get pathfinders to the destination as well.
Teleport spells wouldn't solve the issue, because the destination side of things would be moving around a lot.
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It won't help you. As Shadow is sidled up against the other elements, you'll need to make a decision and slip into another element to get bonus damage. Also, as Drifting is a stance in an archetype defined by its desire not to get bogged down in elemental focus, it's incompatible.

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I'm Hiding In Your Closet wrote: I object pretty strongly to the dissing of chaos magic. It's based on an irrational fear of randomness and a fallacious social theory rather than a fair-minded reading of the rules (certainly if the 2nd Edition Wild Mage is your benchmark), to say nothing of how they're turned into a dogmatic judgment of others just because you don't understand the appeal.
"Selfishness is not living as one wishes to live, it is asking others to live as one wishes to live."
- Oscar Wilde
Any concept developed poorly deserves dissing, and most chaos mages are, honestly, really, really bad.
I hope to be the exception. Please, open up :)
As for an irrational fear of randomness, no, not at all. Randomness has its place, and I embrace it when it won't pull down a design. Where it does pull down a design, however, is in storytelling games and competitive games. You shouldn't have the ability to accidentally kill a character somebody else has put dozens of hours into, and you shouldn't be able to win a tournament by a coin flip. As these are the sorts of games that I find myself gravitated to design, it is true that I take RNG and tote it around like it's some great evil.
...But the thing is, in the microcosm of my work, it really kinda is.
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StSword wrote: Okay, thanks for the feedback, folks.
Have fun playing entomologist/geologist/mycologists/whatever without me, sounds like this book has some options that are a real blast. Pun intentional. :)
Hello, hello! I'll make you a deal. Free copy for a review once you've digested the content. Let me know!
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For the next 19 hours, The Big Book of Bloodlines is the Deal of the Day (40% off PDF/$6 off print) at RPGnow/DriveThruRPG.
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Aye, as a result, response has been limited, but I'm still very happy, as each of those people is a prospective new customer for further awesome stuff.
Honestly, if it had gone 100% bonkers, I'd have been terrified that I just depleted my business' long-term viability.
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Honestly, though, this slow glide is the most exciting part. The initial burst is the fanbase you already had, and the end is a bunch of procrastinators. This slow trickle in the middle is a business growing its customer base, pure and simple.
Kick some butt, man!
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Hey, you made it! Well done!

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Bloodlord Base Class - What's an Interjection Games hardcover without at least one new class? The bloodlord treats the rest of the Big Book of Bloodlines as an enormous playground, for he mixes together four bloodlines to make a character concept that needs no other source of power.
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*marks off 'Alex says kitsune' on 3pp bingo*
Best of luck, by the by!
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How many treants were harmed in the printing of this book?

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The magic systems of Strange Magic 1 were enormous, modular spellcasting systems, the kinds that you could build five or six classes around without breaking much of a sweat. In contrast, Strange Magic 2 features magic systems with quirky mechanics that are very difficult to pry apart and present at a different angle.
Cartomancers are deckbuilding magic. Variations to the chassis include different ways to build decks and different cardlists. Unlike ethermagic, there's not too much wiggle room.
Herbalism is druidic "wild magic". Each morning, you find herbs based on the biome in which you find yourself and those are your spells. Unless you want to throw away 30 pages of tables and build a similar, but different, engine from the ground up, the wiggle room available for a new class is almost 0.
Onmyodo combines simple point pool magic with pets and the new talisman magic system. This behaves like a Strange Magic 1 magic system and a huge pile of new classes can be made within this chassis without breaking a sweat.
Given this, I intend to add a single new class to each of cartomancy and herbalism, while onmyodo will expand like ethermagic (2 new classes, 2 almost-a-new-class archetypes) or composition (3 new classes, 5 archetypes that multiple classes could use) did in Strange Magic 1.
As always, new archetypes will be produced in the heat of the moment. Anything that seems like "a good idea at the time" when in the design trenches will find its way into the book as an archetype, even the ones that could confuse some users. After all, archetypes are optional!
Cartomancy Expansion Content
The Deathdealer - New Deck
Deathdealers believe that the fate of all entities is to die, and that even those who are technically "immortal" will eventually fall to the ravages of time. At 1st level, all cartomancy classes will be given the option to embrace the classic cartomancy deck (conjuration/divination/enchantment/transmutation) or the new deathdealer deck (necromancy/necromancy/necromancy/necromancy). Barring fairly expensive feats that allow a card or two to slip into your pool, there is little no communication between the two decks, so this choice dictates your spell selection all the way to level 20.
The Huckster - A New Class for Advanced Cartomancy Players
The cartomancer plays with fate, but she always goes along with its dictates. The new huckster base class, on the other hand, treats fate as the ultimate conman, and, among conmen, a little friendly rivalry is the norm. Twisting readings and palming the cards to thwart fate's will, the huckster plays with multiple decks at once, and blatantly cheats by looking at cards before they're drawn, exchanging cards when fate's not looking, and otherwise making an ass of himself. It's strongly advised that you play a cartomancer for a few levels before you pick this guy up; cheating only really works when you know the rules.
Herbalism Expansion Content
Microcosms - Putting Biomes in your Biomes so you Can Herb While you Herb
No two caves are alike, and the new microcosm system respects this. Whenever your herbalism character is in an area with a special feature, such as a graveyard, a mutagenic crater, or farmland, you may apply that special microcosm's template to the parent biome's find herbs tables. For example, if you are picking herbs at a graveyard in the forest, roughly one-quarter of your herbs will be graveyard herbs, and three-quarters will be forest herbs, and if you are picking herbs at a magically-mutated pool in the swamp, one-quarter of your herbs will be mutated, and three-quarters will follow the standard wetlands list.
Note: Given the exponential increase in the number of tables needed if I wrote a table for each biome/microcosm combination, there will be a microcosm table, and starred entries on the biome table. If using a microcosm, you loot everything in the microcosm table and everything that is NOT starred on the biome table with each find herbs roll. While this does add slightly more bookkeeping, 60 pages of new tables seemed excessively unwieldy. This way, I won't say no to folks wanting to add a custom microcosm as a high-level backer reward (without charging an extra arm and a leg for all the tables I'd have to write).
Conservationist 2.0 - Because a Giant Man-Eating Plant Justifies a Full Base Class
The original conservationist archetype will be dismantled moving into Strange Magic 2. In its stead, the "giant man-eating plant on your back" class feature will be made into the iconic ability of a new martial herbalism class. This design is still in its early stages, but it should be a blast when it's done.
Onmyodo Expansion Content
Unlike the other magic systems in Strange Magic 2, onmyodo has so much room to grow (and can be torn apart and put back together without falling apart) that most every possible combination will be explored in some way, shape, or form. All of the following are under investigation.
• A martial onmyodo class with talisman magic, but no petitions, and no shikigami
• An onmyoji with a sentient antique rather than a shikigami; the antique chooses the onmyoji, though, and not the other way around (bonded object vs. familiar, in essence)
• An onmyoji with no talismans and no spirit points to use his own petitions, but two shikigami instead
• A nogitsune-themed onmyoji that adds the sinister flair that some folks have wanted since day 1
• An onmyoji variant (perhaps a new class) that enslaves the spirits of the land rather than work with them
• Theurge mashups with cartomancy and herbalism; think about it - it works!
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The setting is a mix of dark and gritty low fantasy with tongue-and-cheek humor that doesn't fit the rest of what they've built. It's just WEIRD. For some electronic assistance in getting to know their setting, try the Blackguards series of games.
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Ssalarn wrote: *Wall of poetry* Bravo.

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JGray wrote: How would you regulate it? How would you prevent fraud? Would you maintain a form based online database for GMs to enter individual player data in? Who would program such a thing? Who would pay for it? A good, custom and robust database system capable of taking input from hundreds (thousands?) of individuals remotely without crashing costs thousands of dollars. Tens of thousands, honestly, depending on the complexity. And who will administer it and serve as judges for when conflicts arise and accusations of cheating come up? Relying entirely on volunteers will create a system that breaks down whenever someone gets sick or has real life problems. Hiring someone to act as admin would cost money. My understanding is both WotC and Paizo have, either currently in the past, had a small full-time staff dedicated to this sort of thing in addition to an army of volunteers. Sure, the 3pp could all get together to create a general fund but would that make it exclusive? Would the smaller publishers who produce good work but only sell a few dozen copies of any book and can barely pay their writers and artists as it is be excluded? You need to quit thinking big with it, chief. All you really need are some balance standards, a list of people, and some content to get started. We have everything but the standards, as 3pps don't necessarily communicate with each other in that regard. There's really nothing wrong with having a module of the month and letting people hop in with an appropriate level character that month whether or not that character has history within the system. Persistence is EXPENSIVE.

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Little Red Goblin Games wrote: I'm for it.
However, the major issue I see is competing design space and incomparable/uneven subsystems. For example- Spheres of Magic is great for non-vancian magic systems... but what about the classes that someone else has published that use a vancian magic system? Do we make the blanket statement "we all use spheres of power" or "we don't all use it" or "we use it... but selectively". This will have to be done on a sub-system by sub-system basis (and there are a LOT).
That also brings up, who does the approval? Who decides what is acceptable? How do we combat one's inherent bias to want to approve their own stuff but not that of others? What do we measure things against? (Should a mundane, martial, melee class be measured up vs a DPR max fighter? Barbarian? Or some arbitrary metric?) How do we handle campaign setting specific content? (Not bagging on the idea- I love it. Just voicing some early hurdles we will need to get over)
A while back I bought up a "3rd party seal of approval" thing where we could exalt work from the 3rd party that reached a minimum level of quality and balance but it was shot down pretty hard due to issues similar to those stated in the previous paragraph (and rightfully so).
We could always pool some cash and pay Endzeitgeist to add one step to his process. The man's already got a cosmic fistbump seal of approval. Now, all we need is a tier list from the man and a nod from the Frogs and AAW to give us the adventuring content. Everything we need exists. We just need the connecting step.
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With the release of Ultimate Runesmithing, the Interjection Games Patreon has an empty "sugar daddy" seat. What is the sugar daddy seat? Basically, you put down a bundle of cash that keeps me fed and the next 12,000+ word book I write is done on the topic/core mechanic/theme of your choice!
The animist, master of forms, runesmith, and edgeblade have all had their genesis in this process, and, to date, the Interjection Games Patreon is the ONLY Patreon to produce a product with an Endzeitgeist top 10 nomination, plus it's run by the highest-rated crunch author of 2015, so you know your dream mechanics are going to be nothing short of awesome.
If you don't have $150 to drop on being my next sugar daddy, you can always join the Patreon as a $5 member. This gets you insider access to and influence upon the creation process, all at a price level that's significantly lower than buying the finished book through a conglomerated storefront.
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So close to capping the gag off, Owen. See below. :P
[PaizoHat] You're welcome, Owen. [/PaizoHat]

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If you're like me, the idea of runes as some sort of protomagic really doesn't make sense. Calling it protomagic suggests that it's just something people used before the good stuff (more powerful, easier to use, etc.) was discovered, and that sort of flavor restricts the design space something awful. Instead, I'm making runes different, but not inherently inferior.
Interjection Games' Ultimate Runesmithing aims to make the following distinction between classic arcane magic, and rune magic.
Arcane magic - Draw energy, shape it, and sling a spell.
Rune magic - Create a rune. Later, draw energy and channel it into the rune, which slings the spell for you.
What makes a runesmith unique among arcane spell classes?
1 - A runesmith's runes can make temporary magic items, and lots of them!
2 - A runesmith's actual "spell" runes are always AoE effects.
3 - A runesmith wears armor and is not subject to arcane spell failure, as he does the fancy motions ahead of time when he makes his runes.
4 - A runesmith's dependency on gear means he's temporarily more helpless than a wizard when separated from his equipment, though all it takes is a few scraps of cloth and some blood drawings to get back in business.
The runesmith will launch April 29th for $7.99, but Patreon backers will get it early at only $5! Backers at the $10 level or higher can have a rune with their choice of flavor added into the system, but this offer is, of course, limited by the looming release date.
You can visit the IG Patreon for rune summary lists, the full archetype text, and more.

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Hello there, everyone! Endzeitgeist suggested a new product line, so I'd like to test the waters.
The Idea: Make archetypes based on Interjection Games classes and subsystems, but for Paizo-made classes. [u]Important![/u] All archetypes are self-contained and do not require investment into the IG canon to play to their fullest.
The goal here is to have these archetypes act as a "gateway drug" to the rest of Interjection Games. Once you see how awesome the system can be, you'll try out a few of the actual classes. Hopefully.
The Question: What's your stance on such an idea? Would you be all over it? Has my work been something you generally shy away from and this sort of nudge is something you could use? Any and all thoughts are greatly appreciated!
Example Archetypes
Secret Agent
Rogue archetype
Uses gadgeteer theme
This archetype gets fantastic spy toys supplied to it by some eggheads in a lab somewhere, and uses a simplified gadgeteer accessories system to represent spy toy loadout.
Extreme Angler
Fighter archetype
Uses gadgeteer theme
This archetype is a fighter with the explosive power of the gizmocast fishing pole at its side. Hilarity is sure to ensue. Just make sure the local city allows you to use dynamite for fishing!
Botanist
Druid archetype
Uses herbalist theme
This archetype collects small amounts of plants, which can be used as optional material components for spellcasting. Like the herbalist, collection is based on the environment and is totally random within said environment.
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The different sites respond to different stimuli. I've found that the whole prestige effect really only matters here at Paizo. On the huge, faceless OBS storefront, just get yourself on the frontpage as much as possible to leverage it. And, well, play John's game to get the most out of John's store, bearing in mind that he's a schemer and the rules will change every 4-6 months. His schemes are starting to settle down, though, so maybe the same tricks will work this time next year.
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Ckorik wrote: With all the 3pp here talking about such things - here is a question for you - do you care if I'm only buying the PDF? Do I support you better if I buy a print copy?
After this thread I'm much more likely to shop at the open gaming store - only because I would rather support *you* and things like that matter to me.
In my case, the profit is about the same. Strange Magic's paperback adds $16 to the price, and it costs somewhere around $10 to produce, so I'm only getting a 25% margin on that extra cost to you. If you bought more PDFs, I'm better off.
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Owen KC Stephens wrote: Interjection Games wrote: Always figured you were like the BBC. Your business model never looked quite like the others :P Well my business model has been forced to constantly evolve, with changes like "Get bought out from the well-known company and start your own," and "Somehow survive doing this while also being a developer for Paizo and Green Ronin."
There's a trick to balancing all that.
...
Or so I am told... Aw, c'mon, pretty sure getting hired onto the mothership made everything a lot easier thanks to that prestige effect.
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Owen KC Stephens wrote: Rite Publishing wrote: The only major player who does not do Kickstarter is Raging Swan. That kinda depends on how you define "major player," and "do Kickstarter." Rogue Genius Games hasn't done a Pathfinder Kickstarter yet, for example.
...
Though, I admit, sooooon... Always figured you were like the BBC. Your business model never looked quite like the others :P

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Jason Nelson wrote: JGray wrote: Rite Publishing wrote: Insain Dragoon wrote: Do kickstarted projects bring an overall higher revenue than normally released products?
For that matter how about patreon? Yes very simply because drivethru takes 25-35%, Paizo takes 25% (or 50% of print), and Kickstarter you loose only 5%, (and about 5% to bad pledges). My experience was closer to 9 percent between Amazon and Kickstarter fees. I luckily only lost one pledge on my webcomic's KS. Yes, the 5% is for Kickstarter itself, and on top of that there's another 3-5% in fees to Amazon, Stripe, credit card processing, etc.
In any case, it's a much smaller slice than the usual vendor sites or selling into print distribution (which can take up to 60%, or even more in some cases). Aye, the distributor that Rich Burlew uses offers a 60% discount to vendors, and then they charge 18% of the remainder, so he's got 33.2% of the pot to fabricate the book, ship the book, and make a living. Makes me more than a little upset at the necessary markups, I'll tell you what :P
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Indeed it is!
It's also my father's birthday. He bought himself a tablet and proceeded to destroy it like he does all electronics. Painful to watch.
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All at once, though if you pick herbs near the border of a couple of biomes, you can pick and choose between both of them. The sub-biomes system will be making this more important.
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1 - When you find herbs via the tables, you get the quantity listed, yes.
1a - The capacity of an herb is how many you can shove into a preservation vessel to keep fresh.
2 - Correct. The herbalist must be in contact with the herb at the moment of its effect unless it's a brewed or cooked item.
3 - You got it.
4 - You may also want some Dex for the inevitable poisoned needlegrass spam that makes the herbalist capable of dropping high CR enemies solo.
5 - Yeah, you can spam it for tons of something, and there's no reason it wouldn't.
6 - Forever and ever. The only limit is capacity.
7 - I don't think so. I renamed the class feature, didn't I? It's been awhile.
8 - Afraid not.
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Ambrosia Slaad wrote: GM_Beernorg wrote: The first rule of Candy Hag Club is we don't talk about Candy Hag Club ;)
** spoiler omitted **
No, that won't work because most candy hags keep a defense readily prepared:
** spoiler omitted ** Why would you use the longspear of asparagus? Everyone knows most of the extra cost is associated with that curse that makes your pee smell funny.
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...Huh. I always assumed that one was a flop, but it's gone and snuck in 70-80 sales. Alright, I'll write a couple archetypes.
Oof, alright. The plaguewright is a very focused class; there's not much I can do here to shift things about without going right at the core class feature. There'll only be room for one, and it'll have to be transformative.
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Whew, that took awhile, but it's done!
The latest Kickstarter-funded book by Interjection Games, The Big Book of Bloodlines revolutionizes Pathfinder's most extensive class feature with 129 pages of new bloodlines, including dozens of "complex" bloodlines that trade out bonus spells and/or bonus feats for alternate magic systems or talent systems. Your sorcerer might not look anything like a sorcerer once you've added the right bloodline!
Combine this with the new bloodlord base class, who can manipulate up to four bloodlines at once, to make a character design that's truly your own.
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Two of the three magic systems (ethermagic, musical composition) in Strange Magic do exactly this.
Also, apparently this create-a-character thread here has been going on for months without me knowing it and it's just about the best preview of my work that there is. Dig around and see if there's something you like. Modularity is my calling card!
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Creighton Broadhurst wrote: Oh, I should add: be very wary of over confidence.
When I started, I thought 200 sales would be a doddle and I very quickly discovered how hard it is to make a decent amount of sales. To give you some context, my first MONTHS sales were X. I now take triple that a DAY (but that is six years down the road and over 300+ products later).
3PP is a marathon, not a sprint. Be prepared to spend a lot of time building up a product portfolio and a fan base. Don't expect to be rolling around in vast piles of cash tomorrow.
Creighton is very wise here. In my case, 200 sales actually was a doddle for the tinker, and I... quit my job.
Then all my other products refused to replicate.
...Don't make the same mistake I did o.o
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1 - Conflict of interest, so no comment
2 - A: "Any sufficiently analyzed magic is indistinguishable from science."
OR
B: Doing something wondrous within the limitations of physical laws
OR
C: Only for golem classes, though!
3 - A technology class simply doesn't feel right if the game mechanics equivalent of getting your hands dirty doesn't exist. Nuts, bolts, and modularity galore is an absolute prerequisite.
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Thanks for your support thus far, everybody! I'll be able to coast for weeks on the take from the first half of this sale alone.
Plus, Strange Magic is now a silver bestseller over at DriveThruRPG (Woo!).

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Coffee Demon wrote: Hi Interjection Games,
Definitely looks interesting! I'd way rather have a hardcover than a bunch of PDFs. Is it too early for you to give a rough summary of how many pages the hardcover will be, and what it will contain?
Do you have a mailing list that you send out news to? I'd love to sign up for it.
Please playtest, do clear layout and get lots of editing help to reduce errors! That goes a long way towards making a product usable!
Most new content won't need the playtesting, though there are a few combos that will need to be checked to see that they're fair. Generally, anything that threatens to be power creep or totally novel content needs to be stared at. The rest'll just go in the book.
Ultimate Tinkering will contain the following:
The Tinker Base Class and all of its expansions
The Gadgeteer Base Class and all of its expansions
Kingdom building rules for technology level. Invest in tech at the kingdom level and you start meeting kingdom-wide prerequisites for tech feats. Suddenly, each member of the royal guard has a construct sidekick that he orders around as though he were a tinker, or craftsmen gain proficiency with advanced fabrication techniques and crank out mundane gear much quicker. It's something Pathfinder just doesn't do, so let's put in rules for the steampunk industrial revolution from the top down!
Archetypes that give gadgeteer/tinker abilities to the core classes. Secret agent rogues, mechadruids, and so on.
More content for the tinker and gadgeteer, of course. Currently, I've got about 15 pages of new inventions and one bizarre archetype, though there will be more.
Let's say 200 pages or so.

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Hey there, Zwordsman! I have to admit this is really difficult for me to parse, but I'll do my best.
Questions
A1: Correct. Multiple uses.
A2: I'm not looking at the class, but this sounds right.
A3: Yes, a shikigami gets its own turn. Some GMs are open with this sort of thing, so I left it to the group to decide totally separate turns or "it gets a full turn's worth of actions and acts during your turn".
If I may interject at this point, however, half of what you say later may simply be that you don't realize that the shikigami gets its own spirit point pool, and the damage calculations for this class assume you're going "dual caster" when you really want to make something suffer.
B1: The onmyoji has an awkward web of support, non-supportive offense, and singing of the fingers. I was trying to go for flavor, but should this be the sort of thing folks dislike, I can neuter those issues going into an expanded version.
Offense Comment: Does A3 help? I also heartily recommend you pick up several of the spell-like ability feats and petitions to stretch your resources further.
Expansion: The onmyoji is slated for expansion in Strange Magic 2, which will be taking the animist, the cartomancer, and the onmyoji, then mashing things together by expanding each class and making a *hybrid* class out of each possible pairing. A navajo-themed animist/onmyoji who's effectively a shapeshifter with a sprit guide, a cartomancer/onmyoji that digs really quite deep into the divination aspect, and so on. Don't hold your breath, though. There's three hardcovers ahead of it, so I see this as a late 2016, early 2017 Kickstarter, with release significantly thereafter.
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Strange Magic is now a copper best seller at DriveThruRPG.com!
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Silver Griffin wrote: Edgewalker, if I can't vote for Herbalist I vote for the Edgewalker. Just the thought of what you might do with shadows light & being underwater makes me grin. Right, right. "Remember your monk/ninja/philosopher? Make him a pirate." Well played.
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quibblemuch wrote: Does it include rules for a bull-headed halfing?
You know... a MINItaur!
I'll show myself out.
How do you defeat a mini minotaur?
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Back when Strange Magic was first pitched, I said that I had wanted it to be definitive in its own sphere. No more classes, archetypes, or abilities. At the prompting of the community, I left open the idea of an item codex as a possible expansion should Strange Magic do well enough to warrant it.
Today, Strange Magic moved another three copies and finally ticked its lifetime gross past the $10,000 mark. Thanks ever so much for that; it's fairly obvious you want this, so let's lay out a gameplan!
Strange Magic Items will be an item compendium for use with Strange Magic and will take magic items to the next level with Interjection Games' signature flavor, mechanical playfulness, and periodic disregard for anything approaching reasonable word count in a single item/ability. All of the original authors, myself, Jason Linker, and Thilo "Endzeitgeist" Graf, will be returning for a second round, so worry not! The voices that made your favorite part will be there to make sure the other two don't wreck his part of the overall vision.
Much like its parent product, SMI will be released in thirds: first truenaming, then ethermagic, then composition. This allows those who purchased one of the Ultimate-series booklets to pick up the items that pertain to what they care about without blowing extra cash on the other two thirds. Subscription options will be made available upon release of the first third of the final product, culminating in the complete Strange Magic Items codex and an option for softcover printing so you can have all of Strange Magic in print. The scope of this project is yet to be determined, though a ballpark estimate of 30-40 pages for the final product seems reasonable.
If there's a specific thing you want, give a shout out! We're all ears!

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Malwing wrote: Aleron wrote: Interjection is really so much more than Strange Magic as mentioned. Onmyoji is my favourite they've done by far but I also love the Herbalist, Tinker, Animist, Edgewalker, Edgeblade (coming out soon), and Antipodist, and more!
Speaking as someone that also uses Spheres of Power for (most) of my casters, I like that IJ's classes still work along side them. Truenamer and Antipodist especially do their own thing entirely and the former fit into my setting really, really well.
Its not so much that I don't think they'd work alongside each other, but you can imagine that having this many class products can be pretty expensive and something as far-reaching as Spheres of Power in terms of representing concepts makes it more difficult to pick up products that may possibly overlap or generate choice paralysis.
I have Tinker and most of it's books but Herbalist, Animist, Edgewalker Omyoji and Antipodist are classes that I know almost nothing about let alone any information that could steer me to or from them so they stay in kind of a limbo in my head until I feel like I have a direct need for them that I can't replicate with what I got. I could go read the reviews more deeply and see if that helps.
Right, let me help, then.
Herbalist - Nature "chaos mage". Each morning, roll on a table X times, where X is based on level and the table is determined by the environment in which you find yourself (jungle, arctic, desert, swamps, underground, etc.). Every roll on the table gives a number of plants, and these plants are effectively your spells for the day. You have potted plants that let you carry your favorites to any biome and preservation jars to keep leftover plants from the previous day.
The class is very versatile, but at least 10% of your spell power is locked in as healing because of the way I built the tables. You're a chaos healer support, but can game the chaos to reduce it.
Plants are valued between 1 and 4 points. Each table roll gives 10 points. This number is unimportant for game play, but is included in the back of the book in case you want to make your own biomes. Each preservation jar holds up to 4 points worth of plants, so each plant has a capacity of 4/point value, meaning only 1, 2, and 4 exists. This derived value is present in each plant listing.
Free expansions on my website and as a separate PDF. Recommended to get both.
Complexity is 3/5.
Animist - Full BAB druid "incarnate". Each morning, you prepare minor aspect slots and major aspect slots. Minor aspect slots are really simple. Spend a slot to get a boar charge three times a day. Done. Major aspects are a bit more complicated. I'll get into that in a second.
Major aspects have the prominence mechanic. You can spend multiple slots on a single aspect to power it up, to a maximum of five slots. For example, the snake gives you a bite attack and an injectible... Strength? poison. As you put more of your power into snake, you get Dex and Con poisons, too, and the timer to refill the poisons decreases. If you put five points into snake, you get three brutally powerful bite poisons that refill every 10 minutes. But then you can't invest in the other aspects nearly so much. The max is either 7 or 8. I forget which.
Gameplay for the animist is actually quite simple. It's choosing your daily loadout that's a bit complex, but, in the end, any competent wizard will figure it out readily.
Complexity is 2/5.
Edgewalker - It's an assassin/monk/shadowdancer with two ki pools, one light and one dark. Lots of fun to play with a focus on combos. Pick an ability every even level. Pick a greater ability every five levels. Sneak attack. Hide in Plain Sight. Evasion. Have at it.
Complexity is 1/5.
Onmyoji - The onmyoji is built around traditional Japanese folklore. I tried to stay far, far away from what popular culture is currently doing to the concept of onmyodo, and that really shows in the final product.
The onmyoji's gameplay is a pool-based caster with a very important pet. You have two new systems of magic: talismans and petitions.
Petitions draw from your spirit pool and are a simplified magic system. Spend 1 point to drop a lightning bolt. Spend 1 point to ask the scarecrow god a question. Spend 3 points to get all the thunder gods to hold a council.
Talismans are all about warding. You slap one on the ground or on a creature and either ward a small area or that creature, respectively. Separate versions for area or single target. There are no saving throws against talismans. To end one, destroy the tag itself. You can drop X talismans a day from your list known.
So, we have two really simple pools with a "pick from a list and learn these tricks, then spend from the pool to use these tricks" gameplay. What makes the onmyoji really quite awesome is the shikigami pet. It extends all of your functionality. You can feed the shikigami a talisman, which it delivers later! You can build the shikigami into a caster in its own right, dropping petitions using its own spirit point pool at half onmyoji power for some really awesome dual spellcasting combos without the need for quicken.
Complexity 4/5. It's easy to understand the core class, but the pet is complicated and easy to mess up. Ultimate Onmyodo will have something for the guy who dislikes the pet.
Antipodist - The antipodist takes the concept of light "ki" pool and dark "ki" pool first presented in the edgewalker and makes a full caster out of it. Loci, your spells, are drawn from nine philosophies, four light, four dark, and one that is both light and dark. Each locus is either passive or has an activation cost that draws from one of your two pools. Again, a simplified caster chassis with some really neat combo play.
Complexity 2.5/5.

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Luthorne wrote: Interjection Games wrote: Luthorne wrote: Interjection Games wrote: Wipe me off your wish list. Ultimate Tinkering will also contain the gadgeteer. And try not to have your head explode when you hit the inevitable "tinker with accessories" archetypes. Gah. Any idea when you plan to launch Ultimate Tinkering yet? Well, The Big Book of Bloodlines will finally see some focus in the coming weeks. Once the PDF of that is cooked up, I'm going to drop The Brewer, the Baker, and the Remedy Maker (Oct? Nov?). The content for that one is already fairly mature, and the art is piled up. Once that one is done, Ultimate Tinkering. So, Spring 2016? I'm guessing brewmaster and herbalist for Brewer and Remedy Maker...is the Baker something new? Yeppers. I'm torn between Baker and Breadmaster for this one. It'll be the gonzo class of the book, but should fill a role that just doesn't have much support.
...You fellas are feeling the lack of temporary vehicles and fortifications made of bread, right?

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A new dawn would not be the glorious event it is were there no shadows for it to dispel. It is the oldest of truths, that light and dark would not have identity, let alone power, without the other, and as the oldest of truths, it draws a number of great minds who seek to understand its primal duality it embodies. These individuals are said to walk the edge.
The edge is a place between. Despite civilization's attempts to anthropomorphize primal forces of nature into something it understands, those who walk the edge understand that light is not good and darkness is not evil. "Good" and "evil", as it were, are merely labels we place for conveniences' sake. To a devil, enslaving a village to get useful slave labor is the right thing to do. The war machine never sleeps, after all. Those living in the village are not likely to agree. Even in such a polarized example, there is no answer to who is "right". All parties involved merely act as they've been conditioned to do.
Those who walk the edge, antipodists, edgeblades, and edgewalkers, understand the fundamental amorality of the universe and seek to embody a neutral demeanor in all dealings in an attempt to become one with the primal forces of the universe. Though this is an impossible mission because they are but humanoid flesh, it does not stop them from trying. An unattainable goal does not mean toiling in vain.
Ultimate Antipodism compiles the light-and-darkness subsystems of the antipodist and edgewalker base classes, then expands upon them with brand new archetypes, new abilities, new combo play, and the new "dual maneuvers" edgeblade base class. Huge thanks go out to everyone backing the Interjection Games Patreon*! Without them, a project such as this simply wouldn't exist outside of a Kickstarter.
Available August 19th. (Probably.)
*Patreon backers got ahold of this book for $5. Everyone else? $11. If that sort of math seems advantageous to you, come join the revolution! Together, we'll (rule the galaxy as father and son) make Pathfinder that much more ridiculous!

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LMPjr007 wrote: Rednal wrote: See? THAT'S the kind of information that helps. XD And also why I said "at the moment"... though I'm curious as to whether or not most people would want to play most/all of those side-treks before moving on to the climax. I'm not entirely sure how tightly they'll be integrated into the main plot, though 24 high-quality standalone adventures - which I could probably run by themselves - might be pretty darn worthwhile to get in their own right. XD We are really trying to do this right on every level and we are signing up people to help make this a possibility.
Rednal wrote: (Remember, we don't know all of your ideas for this! ^^ I'm basing my opinions off of what limited info I have from this thread - and those opinions can, and generally will, change as new information is handed out.) This is the real issue being a gaming developer and publisher, "How much info do you leak out?" I know what you to know EVERYTHING we are planning but we do need to put out more info to the fans out there. Total transparency works pretty well for me. Just vomit everything forth in a blog and see if it works for you.
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Plenty of stuff, chief, though the hardcover's main goal will be to spread wide rather than dig deep. Examples!
I'm currently developing rules for setting the "tech level" of a town/nation by including new rules in city construction. By adding foundries, institutions, and other structures to a settlement, you can increase its tech level, thereby allowing the populace to qualify for a number of tech-feats. Do you want your Keep on the Borderlands to have soldiers with little archerbot sidekicks? Start working on that tech level!
Secondly, I'm looking to expand tinker content to the Paizo classes through archetypes. Lots of them.
Of course, though I haven't built up a backlog for the tinker itself, I'd expect a hefty dose of new inventions in whatever direction my madness takes me. There are some tinker archetypes I've been holding back for over a year now. Those will be headliners.

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Kobold Cleaver wrote: Aelryinth wrote:
yet nobody makes concentrated attacks on the disunified drow, simply because they WOULD unify to put down the threat.
That rarely works in real life and probably wouldn't work here, unless the duergar were dumb enough to outright say, "Right, we're here to eliminate your entire species."
The trouble is, drow are too Chaotic and Evil to even unify on a "We have to protect our values from these godless heathens" level. Plenty of drow would gladly ally with the duergar short-term if the duergar said, "Hi, we're here to wipe out that house over there, don't mind us."
Of course, my real problem with the drow running things is much less "Their city isn't even all that powerful" and much more "How did they get a huge uber city when they can't even agree with each other long enough to order a pizza?" Precisely. The question isn't how do you topple the existing drow system. The question is how the HELL did THAT *points to the drow* make THAT *points to the metropolis* in the first place? It makes no sense.
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If we live in a matriarchy, why do we keep dressing like this?

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Spook205 wrote: Orfamay Quest wrote: Spook205 wrote: DnD Drow were expressly indicated by Salvatore (who's responsible for most of the houses of drow, thing) to not be a functional culture. They rely on Lolth coming in and basically acting like a lifestyle commissar to keep things operational (do not kill those children today, we need them! Yes I told you to kill all the kids you came across, that was then, this is now!)
That goes a long way towards the explanation of why a society that is so rigidly structured was still CE. The entire society existed a the ever changing, unpredictable whims of a deific despot. Dungeons and Dragons drow basically live in magical North Korea, albeit with better economy.
Pathfinder drow have this sort of ridiculously malicious thing designed around making them seem horrible.
And yet the drow's demoniacal patrons are still capable of providing them with all the support they need, for their own twisted amusements. Whether you call that patron Lolth, Abraxas, Mazmezz, or Snugglebunniefoofoo is rather beside the point.
Yeah but in DnD, the drow were basically Lolth's belongings. Society followed the theocratic aims of Lolth. There was one cook stirring that pot.
Put in a bunch of different houses worshipping different CE demons and all of a sudden that ability to administrate and control the cat's nest would seem to logically start having trouble.
If your house worships multiple demonic patrons, it just gets odder. Mazmezz might demand you have a moratorium on male child murder for a year, meanwhile Baphomet might be demanding it. And the demon lord of fire ants might be demanding the house next to yours go on a random 'arson for fun' spree. To be fair, there are multiple gods, but those who dared to try to change the recipe became part of the soup. At least one got better :P
The only logical conclusion to this example is a cage fight between Mazmezz and Baphomet.

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Aelryinth wrote: Dwarves have not Scottish accents.
Scots be having dwarvish accents.
That aside, there are several subcultures of dwarves in PF that are definitely not Tolkienesque.
--
If you're going to use duergar, the best way to use them as a dominant race is LE Imperial racist, with a higher level of tech then their enemies which they are totally willing to use.
Magic use on top of that should really grit teeth.
They would, however, have to have something that trumps the rampant magical use of their enemies, the ability to call in demonic reinforcements by drow, and similar extreme things, so they could use their superior organization and strength on the battlefield to win.
You'd have to play them as scarily intelligent, tireless workers, lethally patient, and deadly competent. That's not how they are played now.
==Aelryinth
Remember, their idea of a vacation is working in a different mine for a few weeks. When you know the dark dwarves are out for you, don't assume you won just because they haven't come after you for six months. Building a CR 20 engine of destruction takes time, and if you assume they're not going to follow through with their threats, the only way you'd be right is if they went ahead and made it CR 21 instead.
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