Deck of Many Things

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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.

Over 100 sorcerer and bloodrager bloodlines, and the bloodline-mixing bloodlord base class, await you within!


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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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Starting tomorrow, June 9th at 10 AM Central, The Big Book of Bloodlines is DriveThruRPG's Deal of the Day! For the first time ever, get the most mechanically varied collection of bloodlines there is for only $9, and maybe roll up a character using the new bloodline-mixing bloodlord base class to really get the creative juices flowing.

Features:

Parents and Children - The sorcerer/bloodrager multiclass rules are a chore, particularly given that quite a few bloodlines have no legal twin for the other class. The Big Book of Bloodlines cleans this up by assigning various bloodlines as parents, then all other bloodlines as children under these parents. To multiclass, simply ensure both classes use bloodlines that are in the family. Say no to requiring an exact undead/undead pairing; lich/ghoul sorcerer is most definitely close enough!

Complex Bloodlines - Complex bloodlines rip away at the very structure of bloodlines to offer new and interesting character concepts. Given this changes a character without changing class features, complex bloodlines are compatible with all archetypes, allowing for a brand new axis of freedom.

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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Good on you lads!


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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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