Elf Archer

KirbyEF's page

RPG Superstar 8 Season Star Voter. Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


RSS

Grand Lodge

2 people marked this as a favorite.

Extraordinary Divine is a book for the Pathfinder 1E Roleplaying Game. Written by the co-author of Starjammer: Core Rules (4.5/5 stars Endzeitgeist) Kirby Flake and illustrated by Misty Spiller Flake. This is our second crowdfunded project, our first was Evolutionary Foundations was successfully funded. This book introduces several new concepts to the game including:
* A new way of looking at Alignment and a new system for tracking and changing alignment.
* A native Outsider race with 15 variants
* New options for each Divine class including:
* Cleric – Balanced and Neutral Domains, a non-aligned replacement for the Glory Domain, and 20 new Subdomains, including 12 Racial Subdomains. A War Cleric archetype.
* Druid – New rules on Companions including Magical beast companions and special Ritual for holy symbol
* Hunter – Shamanic Hunter Archetype
* Inquisitor – Mystic Archetype
* Oracle – new Mysteries and Archetypes
* Paladin – A new Paladin class for all alignments and new Archetypes, plus 0-level spells.
* Ranger – new Favored Enemy options, a new Combat Style and the Spiritual Guide Archetype, plus 0-level spells.
* Shaman – new Hexes and Spirits
* Warpriest – Blessings for Balanced and Neutral alignments and new Archetypes.
* New Feats including General, Combat, Divine, and Magic feats.
* Extended spellcasting including 0-level options and higher level spells for all spellcasters.
* New Magic Spells
* New Ritual
* New Magic Items including a Divine weapon for a types of paladins.

Thanks,
Kirby Flake
Zen Gaian Games

Grand Lodge

1 person marked this as a favorite.

We have 19 backers, 1 comment & reply. I didn't do any updates, because like I said, it was our first Kickstarter. Still on track to be out in December, so you can get your copy then from the Paizo store or DriveThruRPG.

Thanks,
Kirby
Zen Gaian Games

Grand Lodge

1 person marked this as a favorite.
Grankless wrote:
Why did it take you the full length of a kickstarter to even write the names of what's included in the book?

Did not want to reveal too much. I looked on other Kickstarters and they revealed far less than I did.

Grankless wrote:
Why have you still not included legible miages for your funding page, which per your ow nwords also only shows reproduced material from the CRB?

Same stats represented differently, tracking the proficiencies, so you just have look at it.

Grankless wrote:
Why was your "stretch goal" only added on the final day and was 1 dollar above your funding goal?

More like 3 or 4 days before. Adjusting things to try and get more pledges.

Grankless wrote:
Why did you spend the entire duration of your kickstarter refusing to answer basic questions about your book?

Only of these one questions is about the content. Please ask me questions about rules from the book.

Thanks,
Kirby
Zen Gaian Games

P.S. This is not my first book, but it was my first Kickstarter.

Grand Lodge

2 people marked this as a favorite.
Grankless wrote:
Yeah, I think I can very safely say that I have absolutely no trust in this guy as a developer if he won't answer questions and didn't even need funding in the first place.

Thank you to all our backers!

Grankless what are your unanswered questions?

Thanks,
Kirby

Grand Lodge

2 people marked this as a favorite.

All classes Revealed subclasses. I redid the Wizard pages screenshot to make more be readable. Please give it a chance.

Thanks,
Kirby Flake
Zen Gaian Games

Grand Lodge

1 person marked this as a favorite.

My artist has formal art training and has sold her art professional. She has illustrated exactly what I requested, especially for original ancestries/heritages that are only in this book. The art in the book is consistent, not hodge-podge of different styles. You cannot see that from just two examples, so buy the book and you will see.

I have been designing rules and writing a long time. I originally wrote, just new subclass, because I did want to reveal everything all at once; hence now it says <To Be Revealed>. I will continue to Reveal more the campaign progresses.

Did you like the Transgenetic race in Starjammer Core Rules? The FTL system (1 to 30) and all those calculations? All my design. And there as a lot of collaboration with Peter Ullmann as well.

The level progression chart allows you to easily see all of your classes stats at any level. There are many other tables that you quickly find the info without having to flip pages.

So give it a chance before you say no.

Thanks,
Kirby Flake
Zen Gaian Games

Grand Lodge

1 person marked this as a favorite.

Kickstarter page updated with more details & a screenshot.
https://www.kickstarter.com/projects/zengaian/evolutionary-foundations/

Please come back our project.

Thanks,
Kirby Flake
Zen Gaian Games

Grand Lodge

2 people marked this as a favorite.

Kickstarter happening now:
https://www.kickstarter.com/projects/zengaian/evolutionary-foundations/

Written by the co-author of Starjammer: Core Rules (4.5/5 stars Endzeitgeist) Kirby Flake and illustrated by Misty Spiller Flake. This is a 200+ page Pathfinder 2E rulebook that includes content from the Pathfinder® Second Edition Core Rulebook and Pathfinder® Second Edition Bestiary. It presents existing and new options in tables and summarizes information in an easy to understand way while still referencing the original sources.
Additional it adds:
- Heritages - At least one new Heritage for each of the Core Ancestries, more Half Heritages, plus more surprises.
- Backgrounds - Backgrounds table and 5 new Backgrounds.
- Classes - For each of the Core Classes: a detailed level progression table, a table for all class feats, and a new "Sub-classes" including Neutral Champions.
- Skills - Tables for all skills plus new optional skill.
- Feats - Tables for all feats plus new feats.
- Equipment - New armor & weapons.
- Magic - Spell tables, new spells, new focus spells, new rituals and new magic items.
- New rules - Alignment system for changing alignments plus more

Everyone please come back our project!

Thanks,
Kirby Flake
Zen Gaian Games

Grand Lodge

WingMaster91 wrote:
Garretmander wrote:

There are already quite a few races in the alien archives with a +4/-2 stat array. With the capped 18 starting stat in character creation that isn't as huge a bonus as it was in pathfinder, it just makes it easier to get 18/16 in their two primary stats.

This is assuming that you are using PC rules to create these dudes instead of NPC rules. If you are using standard NPC rules, you would just pick their CR and add appropriate special abilities, no player race stats needed.

I was thinking a +4/+4/-2/-2 stat array, I am aware of grafts but I find that making a few using the PC sheets in roll20 helps create some NPCs with more tactical choices. I also allow stats to go over 18 but only via racial stats/theme bonuses for my players. Its a house rule but I have a slightly more challenging setting so it helps them optimize a bit more if they need to. I do the same for some NPCs outside the monster generator I use online.

I would recommend using the Transgenic subrace Zurkhan-Brood. It is a balanced "half-zurkhan" race. Usable for PCs and NPCs.

Kirby Flake

Grand Lodge

Malwing wrote:
Bodhizen wrote:
Malwing wrote:
But my main point was that in the case of mecha a class that can make a mecha to ride isn't a solution to not having mecha rules because it's restricted to that class.
Did anyone here suggest that was how things were going to function, should we implement mecha?
It was in response to
d20pfsrd.com wrote:
I'm not ruling out mecha for future supplements, but as Bodhizen stated, it's not a core goal of this product. Additionally, I suspect there may already be mecha-oriented products available which I'd be hard-pressed to find a writer who could do a better job with (Interjection Games comes to mind.)

mostly to nip in the bud the idea of class exclusive mecha was enough.

What I'm envisioning about the product now is mostly a vehicle book with expansions on space environmental rules and PC and NPC aliens. I think I saw mention of building a setting so I imagine a great deal of fluff material.

With compatibility with the technology guide I hope that space travel is completely magical because of my earlier stated preferences.

Mecha don't seem compatible with the stated goals but I think hard suits may be even if just magic-based space suits or armor with an air bubble.

Mecha suits are in the Pathfinder game already, well close enough. In Ultimate Psionics the Aegis class has the Astral Juggernaunt suit.

Kirby

Grand Lodge

Shisumo wrote:
Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.

How does Lucid Dreaming work (the Feat)?

Grand Lodge

KirbyEF wrote:
Zelda Marie Lupescu wrote:
KirbyEF wrote:


I also found an Errata thread:
http://paizo.com/threads/rzs2mcy3?Advanced-Players-Guide-Errata

Please post reply if you want official Starting Ages, too.

Thanks,
Kirby

APG is not ACG.

Good Point here are a few:

http://paizo.com/threads/rzs2rfzp?ETA-for-the-errata-on-the-ACG.

Another good one is:

http://paizo.com/threads/rzs2rcio&page=15?Advanced-Class-Guide-Potentia l-Errors

Grand Lodge

1 person marked this as a favorite.
Zelda Marie Lupescu wrote:
KirbyEF wrote:


I also found an Errata thread:
http://paizo.com/threads/rzs2mcy3?Advanced-Players-Guide-Errata

Please post reply if you want official Starting Ages, too.

Thanks,
Kirby

APG is not ACG.

Good Point here are a few:

http://paizo.com/threads/rzs2rfzp?ETA-for-the-errata-on-the-ACG.

Grand Lodge

graystone wrote:
KirbyEF wrote:

Is there an official ruling on starting ages for hybrid classes from the Advanced Class Guide?

Thanks,
Kirby

I think a reasonable bet would be to take the 'older' of the two classes that make up the hybrid.

As far as an official ruling, not that I know of though starting ages if awfully low in the list of fixes I'm looking for from the book.

It would take a very small amount of time to make a ruling on these ages and it would no longer be an issues.

Kirby

Grand Lodge

Is there an official ruling on starting ages for hybrid classes from the Advanced Class Guide?

Thanks,
Kirby

Grand Lodge

KirbyEF wrote:

I just check the ACG FAQ page and it is not on there:

http://paizo.com/paizo/faq/v5748nruor1gw

I also found an Errata thread:

http://paizo.com/threads/rzs2mcy3?Advanced-Players-Guide-Errata

Please post reply if you want official Starting Ages, too.

Thanks,
Kirby

Grand Lodge

1 person marked this as a favorite.
Steve Geddes wrote:

I've heard many people say that 5E "has no OGL" or similar (presumably, in contrast to 3.5). Am I right in my understanding that that is a misuse of terminology? As I understood things, nothing in the 3.5 core books was open game content and there wasnt a sense in which it was "released under the OGL" other than coming out at around the same time as the license did.

Unearthed Arcana was released with some Open Gaming Content.

The SRDs does give a lot of material to work with.

Kirby
Zen Gaian Games

Grand Lodge

I just check the ACG FAQ page and it is not on there:
http://paizo.com/paizo/faq/v5748nruor1gw

Grand Lodge

Cthulhudrew wrote:

Add the ages of the parent classes together and take the average, then add in the random die-rolls for the parent classes divided by two.

Actually, you're probably better off with the suggestions above.

(I'd say Hunter and Brawler should both be in the self-taught category, to add to the others in that chorus.)

I too have come up with something similar, however, I would like to know the Official Paizo ruling.

Kirby

Grand Lodge

Is there an official ruling on starting ages for hybrid classes from the Advanced Class Guide?

Thanks,
Kirby

Grand Lodge

Feros wrote:

You know, I never noticed that before but they do not have the starting ages for the various races for each new hybrid class.

A minor oversight, but could be annoying for those who use these rules.

EDIT: None of the classes outside of the Core Rulebook seem to have them, so best to just assign each class to one of the three age categories based on the amount of training baked into the class concept.

My suggestions:

Arcanist: As Bard
Bloodrager: As Barbarian
Brawler: As Fighter
Hunter: As Ranger
Investigator: As Bard
Shaman: As Druid
Skald: As Bard
Slayer: As Ranger
Swashbuckler: As Fighter
Warpriest: As Cleric

Liz what is the official starting ages?

Grand Lodge

Thanks for all the hard work!

On this page:
http://mcarchetype.wikispaces.com/Multiclass+Archetypes+Alphabetized+List

there are 2 entries for Blackpowder Assassin

KirbyEF

Grand Lodge

KirbyEF wrote:
Spontaneous caster as in they know a limited number of spells like an oracle/inquisitor/sorcerer/bard? or all ranger and druid spells?

Mark is there are limited number of spell known (like an inquisitor)?

Grand Lodge

Spontaneous caster as in they know a limited number of spells like an oracle/inquisitor/sorcerer/bard? or all ranger and druid spells?

Grand Lodge

Swashbuckler Fort. save should be High

Grand Lodge

1 person marked this as a favorite.

Bloodrager Will save should be High

Grand Lodge

BAB should be high (Barbarian (High) + Bard (Med.) = High)

Grand Lodge

Skald should gain low spontaneous spells (bloodrager)

Grand Lodge

Hunter should have High BAB (Druid Med. + Ranger High. = High)

Grand Lodge

Investigator should gain low spells (like ranger), instead of medium (like a alchemist).

Give them back sneak attack (why complicate things).

Grand Lodge

Slayer should gain low prepared spells (per day like ranger), but only know a limited number (spells known like the bloodrager)

Grand Lodge

Here is my analysis of the playtest classes for balance:
Arcanist No Change
Bloodrager Will save should be High
Brawler No Change
Hunter BAB should be High
Investigator Spell should be Low instead of Medium. Keep Sneak Attack.
Shaman Should use Druid Spells List instead of Cleric
Skald BAB Should be High, Spells should be low
Slayer Add Low Spells
Swashbuckler Fort. Save should be High
Warpriest BAB should be High

Remember the Magus get Medium attacks because it is a Fighter/Wizard (High/Low = Medium), where Hunter and Warpriest (High/Med = High).

Kirby

Grand Lodge

1 person marked this as a favorite.

There are several things that come to mind including:
Dragons - as requested before. Most alignments covered except NG & NE:
NG = Adamantine, Battle, Beast, etc.
NE = Orange Dragon (Dragon Compendium Vol. 1), Gray Dragon (Dragon #146), Hex (DR #343)

Wolfwere - wolf turn into human
Werejackal - lycanthrope jackal
Demodand familiar
Lythari - an CG elven version of the werewolf
Hengeyokai - a humanoid with the face of an animal including: Badger, Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Raccoon dog, Rat, Sparrow, Weasel
Spirit folk - bamboo, river, sea
Yuan-ti halfblood and abomination (nagaji seem to cover purebloods)
More oriental monsters including more Kami

Grand Lodge

Grick wrote:
Winterwalker wrote:
not to mention the fact by this way his bard levels presumably allow him to get a 5th caster level Improved familiar?

The feat has three prerequisites. He meets all three prerequisites. What's the problem?

Does Shapeshifting Hunter only work if you find a class that grants both Favored Enemy and Wild Shape? Of course not.

Winterwalker wrote:
Sea Singer = no problems, stack away!

That grants the bard a familiar, it doesn't make his caster levels stack.

A level 1 wizard, 6 bard, with a familiar (from bard), still has caster level 1 and caster level 6.

A Bard6/Wizard1/Sorcerer1/Druid1/Witch1 who gets a familiar from each of those classes still doesn't have a caster level of 7 and doesn't qualify for a Quasit.

What about a 7th level Bard Sea Singer would he/she qualify for an Improved Familiar?

Kirby

Grand Lodge

Monks are proficient with

Core Rules:
club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear

Advanced Player's Guide adds:
brass knuckles*, cestus*, temple sword*

There are several weapons added in Ultimate Combat that have are "monk" type weapons, but unlike the APG there is not any description that they are proficient with any of them including:
Martial: Butterfly sword, Jutte, Shang gou, Tonfa, Wushu dart, Broadsword, nine ring, Double chicken saber, Monk's spade, Sansetsukon, Tiger fork
Exotic: Dan bong, Emei piercer, Fighting fan, Nine-section whip, Bo staff, Double-chained Kama, Kusarigama (sickle and chain), Kyoketsu shoge, Sword, seven-branched, Rope dart

What is the official ruling on these additional weapons?

Thanks,
KirbyEF