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Mikael Sebag's page
RPG Superstar 2014 Top 16. RPG Superstar 6 Season Star Voter, 8 Season Star Voter. Organized Play Member. 482 posts (2,380 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 6 aliases.
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This is all I could find to address your point, Ravingdork:
Starfinder Core Rulebook, page 242 wrote: If you succeed at a saving throw against an effect that has no obvious physical indications, you feel a hostile force or a warning tingle but cannot deduce the exact nature of the attack. Likewise, if a creature specifically targeted by one of your effects succeeds at its saving throw, you can generally tell that the creature has succeeded. You do not sense when creatures succeed at saves against effects you create that don’t target a single creature. That being said, a creature that fails its save is conversely unaware, as far as I can tell.
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Male human unchained monk 2: 19/19 hp | Init +8 | AC 16 [touch 16, FF 11] | Fort +4, Ref +5, Will +3 | Perception +7
Joey, I too am not a Star Wars person, so I know that feel, bro.
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Male human unchained monk 2: 19/19 hp | Init +8 | AC 16 [touch 16, FF 11] | Fort +4, Ref +5, Will +3 | Perception +7
Dear God, the 1s are returning.
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Male human psychic 2: 14/14 hp; Init +2; AC 16 [touch 12, FF 14]; Fort +2, Ref +4, Will +4; Perception +6
Tavick shifts uncomfortably in the green room as he mulls over the situation.
"Maybe one of us could be a supernumerary or watch from the wings disguised as stagehands in that case. We understand your predicament, ma'am, but you we need some room to our jobs. We'll be no good to you if we're stuck in the orchestra seats."
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Male human unchained monk 2: 19/19 hp | Init +8 | AC 16 [touch 16, FF 11] | Fort +4, Ref +5, Will +3 | Perception +7
Starsoul takes his own moment to sit down in a full lotus on whatever nearby surface suits him: coffee table, kitchen counter, housecat, whatever. From there, he inhales and exhales deeply before letting his drishti (yogic gaze) fall on the captive. He too attempts to read the baddie's aura.
Read Aura (Perception): 1d20 + 7 ⇒ (13) + 7 = 20
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Male human unchained monk 2: 19/19 hp | Init +8 | AC 16 [touch 16, FF 11] | Fort +4, Ref +5, Will +3 | Perception +7
Before the body of the unconscious man is fully loaded into the trunk, Starsoul uses his knowledge of the Indian martial art of varma kalai to strike at a vital pressure point on the back of the man's neck. When it comes to guys toting around lethal firearms, Starsoul doesn't take chances.
Let's just treat that as a nonlethal unarmed strike, shall we?
Attack against an unconscious, prone target: 1d20 + 3 ⇒ (4) + 3 = 7
Nonlethal damage: 1d6 + 4 ⇒ (4) + 4 = 8
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Male human unchained monk 2: 19/19 hp | Init +8 | AC 16 [touch 16, FF 11] | Fort +4, Ref +5, Will +3 | Perception +7
I can't help but imagine a guitar wail in the background when Maria pulled up with a license plate as metal as hers.
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Male human unchained monk 2: 19/19 hp | Init +8 | AC 16 [touch 16, FF 11] | Fort +4, Ref +5, Will +3 | Perception +7
Dave S. Wavaski wrote: I'm sure Dave'll warm up to the other party members after a little while, don't worry. Dave will likely be surprised by how much he and Starsoul have in common. Especially when it comes to killing people.
Starsoul takes a minute to silently walk about the room, being careful to only use the back of his hand when touching the walls or decor. He has the common sense to avoid leaving fingerprints.
Starsoul is using the occult skill unlock Appraise (Psychometry) granted by his Psychic Sensitivity feat.
Appraise: 1d20 + 3 ⇒ (18) + 3 = 21
18 is officially my new lucky number.
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Titles: The Great Delver, The Hidden Philosopher
Alignment: True neutral
Portfolio: Books, study, learning, self-expression, critical thought
Domains: Knowledge, Luck, Magic, Protection, Void
Subdomains: Memory, Imagination, Arcane, Solitude, Stars
Worshippers: Students, storytellers, wizards, contemplatives, stargazers
Symbol: Stack of five books
Favored Weapon: Unarmed strike
Sacred Animal: Snowshoe hare
Ethos: Take nothing at face value; find time for reflection and contemplation; never presume that you're simply better than the past, but prove it; protect your voice and give a voice to those with none.

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I think it's important for us to bear in mind that, for different people, the invocation of wuxia can conjure very different sorts of ideas about fantastic martial combat (especially as the term is so often misapplied to encompass all kinds of Chinese martial-arts narratives). While I might be thinking of Crouching Tiger, Hidden Dragon or Hero, someone else might be thinking of Stephen Chow's cinematic adaptation of Journey to the West (two completely different kinds of martial arts movies).
In my mind, addressing the C/MD would likely require a two-pronged approach that reined in the versatility and narrative impact (dominion?) of casters while simultaneously pushing the boundaries of what we deem within the realm of possibility for non-casters in a fantasy setting.
For my taste, fantasy as a genre isn't simply "Add magic and stir".
An example: One thing I've always wanted to see for fighters especially would be some sort of infamy feature, where the fighter's talent for combat without the need for magic is so prodigious that he carries far greater social clout than a caster could muster. (Or at the very least, he gains social benefits that rival the impact of such effects as cause fear, charm, dominate, etc.) Naturally, this could also work for barbarians, monks, cavaliers, et al.

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Having been in the Top 32/16 last year, I speak from experience when I say this: never did I feel like there wasn't enough focus on those of us in the competition or our entries. The revelation of the Top 100, the discussion of the personal keep lists, the Critique My Item thread...none of that ever felt like a distraction from my accomplishments or those of my competitors. While I appreciate the desire of the Paizo staff and judges to keep the focus of RPGSS on the Top 32, I doubt that the members of Top 32 worry about the diffusion of their limelight; they're too busy working on their designs for the next round (I know I was). We should give the Top 32 competitors the benefit of the doubt and assume that they will exercise sportsmanship and professionalism in encouraging initiatives on the part of Paizo to continue to engage those who didn't make the cut.
I have no personal stake in whether or not Paizo decides to reveal the Top 100; I'm objective about my skills as a designer and I know that I took several missteps in my Round 1 item this year. For me, the ranking of my item is immaterial if I'm not in the final Top 32. I would, however, urge the staff and judges not to withhold the list on the grounds that the emphasis should be kept on the Top 32. At the very least, I encourage the judges to give thought as to whether or not such actions truly serve the best interests of the top competitors because I don't think members of the Top 32 care. I know I didn't. :)

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Woody Elliott wrote: I may be a little late to the party but here it goes.
Staff of the Imperials
Aura Strong Transmutation ; CL 11
Slot none; Price 60,000; Weight 5 lbs.
This ivory quarterstaff is inlaid with carvings of four pristine imperial eastern dragons. An onyx underworld dragon , an azurite sea dragon, an opal sky dragon, and a jade forest dragon coil up the length of the staff locked in an ancient, almost forgotten battle from before the time of man.
The Staff of the Imperials acts as a +2/+2 quarter staff. Additionally, if the user has a ki pool they may activate any of the listed abilities if they meet the prerequisites to do so. Activating an ability is a standard action and causes the corresponding carving to shed light equal to a torch for the duration of the ability.
Magma staff- The underworld dragon carving spews magma from its mouth coating the ends of the staff the weapon counts as if it had the flaming enchantment on both ends. This ability functions as long as the user has at least 1 ki point in their ki pool.
Water Breathing- By spending 1 point from his ki pool, the sea dragon carving grants the user water breathing as per the spell with a duration of 1 hour per character level.
Flight- By spending 2 points from his ki pool, the carving grants the user fly as per the spell with a duration of 1 minute per character level.
Petrification- By spending 3 points from his ki pool, the forest dragon carving bestows it's awesome ability to turn an opponent to stone. This ability functions as a flesh to stone spell with a save DC = 16 + user's wisdom modifier.
Construction Requirements Craft Staff, Craft Magic Arms and Armor, Dragon's Breath, Water Breathing, Fly, Flesh To Stone Cost 30,000
Woody, I said this elsewhere, but now that you've come forward, it bears repeating: this was my favorite item that I saw during voting. It has some small issues, but I really thought this was a beautifully designed item and demonstrated real finesse on your part in well executing what could have been an otherwise lackluster weapon.
Most of my complaints are with formatting (don't put spaces after semicolons; caster levels are denoted with numeric suffixes "-st", "-nd", and "-th"; it should be +2/+2 quarterstaff [italicized and as one word]; ki is always italicized; don't capitalize spell names, spell schools, aura strengths, or the name of the magic item, but always italicize both; names of ability scores [like Wisdom] are always capitalized), but there were some other issues that might have gotten in your way as well.
Since it runs purely off ki and had no meaningful interaction with spell slots, this weapon would likely have fared better as just a magic weapon and not a magic staff-staff (that is, you could have left Craft Staff out of the item creation requirements, in my mind). Also, weapons are wielded, not used, so their bearers are wielders, not users. Instead of character level, the caster level for the spell effects could instead be something like "with caster level equal to the number of levels the wielder possesses in classes that grant ki pools" or some such. These are all relatively minor complaints and could be easily fixed (heck, this post addresses most of the formatting issues and this has taken me less than seven minutes).
I loved this item more than any other during the voting period and I was really sad that it didn't make the Top 32. Tighten up the writing a bit, keep a close eye on the details, bring the same level of mojo again next year, and I'm sure you'll do great moving forward. Thanks for designing an item that may show up in one of my home games!
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dana huber wrote: Salvete, discipuli linguae antiquae! Sis, dimittite errores meos; anni octi elapsus sumus ab tempore quo Latinam didici. Oblitus sum omnia... Haha, in all honesty, I was totally going to correct you about "oblitus sum", but then I remembered obliviscor is deponent...! ;P Glad to see more classicists join the ranks of the Top 32!
And to all of this year's Top 32 and alternates, I echo previous sentiments when I say that—no matter what happens—I hope you find this competition to be an enriching and positive experience. I know I did!
@Scott LaBarge: A lot of my graduate research has dealt with Renaissance Neoplatonism, but I've had trouble locating good introductory materials discussing its Hellenistic roots (with Porphyry, et al.); any suggestions? I realize your philosophers are somewhat earlier, but I'm not above exploiting my previous Top 32 status to break into the Guildhall to pursue a lead. :)
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GM_Solspiral wrote: Is it weird that even if I do not make top 32 or top 100 it would soften the blow significantly if I made a few of my favorite poster's top 32 lists?
Like if I made Meepo, Ferros, Angry Wiggles, Mamaursula's, Jeff's, and like 2/3rds of the Jacob's I'd still feel like a winner.
Not weird at all. We are, after all, the ones actually purchasing the games. :)
Plus, they all have immaculate taste.
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Honestly, I really like my item, though I suspect not everyone will. I set out for this year's Open Call with a sincere and specific goal in mind and I believe that I achieved it, regardless of whether or not I make it into the Top 32. :)
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Yay! Finally saw my item.
The formatting was exquisite.
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I don't care who this item is "for", I want it. Thank you for restoring my faith in this competition, designer.
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Finally, a staff I like! And here I thought everyone else was just lying when they spoke of awesome staffs...!
And aww, my first marriage-themed item. It would seem I'm finally getting a glimpse of what everyone else has been seeing this whole time. No more ring-purgatory for me!
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pH unbalanced wrote: I mark down for making assumptions about the gender of the user. Well, aren't the genders determined by the iconics in the case of class-specific items?
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Excaliburproxy wrote: Good stuff. I like where you're going with this. It reflects an almost addictive-like quality to burn, where the penalties are less linear, more quadratic in nature (I'm speaking figuratively here, since an advanced math-guy I ain't).
My largest issue with burn is that the kineticist benefits most by hurting himself after waking, which to me, comes close to ruining the intended flavor of that mechanic. It's got a weird masochistic vibe as a result and makes the kineticist feel more like a psychic with the discipline of pain than Jean Grey or Katara.

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Here are my final impressions of the classes:
Kineticist As others have said, it's great to finally have a bender/mutant class. I'm of the mind that burn is currently too punitive, which I suspect is because the development team may be too fearful of unlimited uses of the kinetic blast (which many, many playtest reports, builds, and close readings of the class have demonstrated is immaterial). This class needs to be stronger both in and out of combat, but delivers on concept. Very excited for this class.
Medium Perhaps the class I looked at the least since it seems predisposed towards melee builds, which aren't my personal favorite. I think I wanted this class to be like 3.5 Master of Masks, which to some extent it is. I'm hoping that the archetypes for this can provide players with more streamlined, direct options as the current swathe of choices is a tad overwhelming.
Mesmerist Ah yes, the class I psychically predicted. It got off to a rocky start, but the later improvements seem to be moving it in the right direction. I'm hoping to see an archetype that gives up tricks entirely in favor of more multi-enemy debuffing (since the witch can already do single debuffs quite well). Thematically, I like what the class is going for, but I think archetypes is really where the class's various possible directions will really shine (Guild Wars mesmer, stage magician, hypnotist, thrallherd, gaze-attack specialist, etc.).
Occultist Another favorite for this playtest and one that speaks to the themes of Occult Adventures in more than just name. I'm hoping that the occultist will have some ability to draw on the spells used for the creation of magic items when those items are used as implements to expand on the class's spellcasting ability. I like that the class can go the melee route, but I hope that it doesn't become the superior option. An archetype that shifts the focus to the magic circles and expands on their uses would be a fantastic addition.
Psychic A bit bland, perhaps, but another personal favorite. This class has a lot of promise in my mind, should it receive the more robust and thematic spell selection that's been hinted at in the final release. I'm hoping that if the ability to dip into the kineticist isn't made available through a discipline, that perhaps it will via an archetype.
Spiritualist I agree with other posters that this class is living in the wake of the summoner and has suffered for it. I've made suggestions in its own thread about possible directions the designers may want to take the class, but as it currently stands, the spiritualist fails to bring anything truly unique to the table, despite the major flavor opportunities available to it.
Thank you again, Paizo staff and designers, for letting us be a part of the shaping these classes. It's always a pleasure and an honor.
EDIT: One last thought about the classes in general. It seems evident that while the kineticist is the personal favorite for many of the playtesters, I get the sense that each and every one of these classes have engendered a great deal of affection across the board(s!). Some people are bonkers for the mesmerist, others have long-envisioned the medium, and others want more than anything for the spiritualist to find its legs.
Well done, designers, in choosing class concepts that have so successfully resonated with your players.
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Lyee wrote: Burn feels like it should be something people use in clutch situations, to squeeze out extra power needed to overcome a challenge, not part of the morning routine while the caster is preparing spells...The thematics of burn are totally against the mechanics of it. This. At least, I also see it this way myself. Do others disagree? If so, why?
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Quadstriker wrote: Yeah I suggest changing the class name to "Level" #problemsolved
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JoelF847 wrote: Since the core mechanics of the class don't seem likely to change, I'd also request changing the name of the class. In addition, this will avoid confusing when talking about creature size...otherwise we'll have "a Halfling is a Small medium" or "the Large ogre medium approaches..." The Medium medium may need to mediate much with mead in its medium armor, indeed.[/sillyalliteration]

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This class looks like it's coming along quite nicely. The limited number of disciplines for the playtest document seems, to me at least, one of the only major remaining weaknesses. I realize they're no doubt more disciplines behind the curtain, but since Logan has been so attentive in this thread, I think we should share our ideas for other possible disciplines as food for thought.
NB: Just spitballing here.
Discipline of the Collective: Mindlinking, sharing spells telepathically, sharing Knowledge skill bonuses, sharing hit points or conditions
Discipline of Kinesis: A weaker version of kinetic blast that scales off Intelligence, a small pool of wild talents that consume phrenic pool points as opposed to burn
Discipline of Dreaming: Altered states of consciousness, class features that are only active while resting, enhanced clairvoyance/clairaudience
Discipline of Fear: Limited casting while under fear effects, frightful presence, rebounding harmful fear effects, regaining phrenic points from fear (beware potential for abuse)
Discipline of Mesmerism/Spiritualism/Occultism: Not very creative, but you get the gist; lots of potential for sampling other classes via disciplines
Discipline of the Sensory: Expanded senses (low-light vision, darkvision, blindsense, blindsight, scent, tremorsense), foresight, initiative and Perception bonuses, detect spells
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For aether, I'd love to see an ability to shatter that scales into disintegrate. Also, the ability to telekinetically manipulate multiple objects at once, maybe as determined by dividing up your maximum load (as modified by telekinetic haul, if you have it) between a maximum number of discrete objects as determined by your Con modifier (or Int modifier, if need be).
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He may also be our first heavier-set iconic, by the looks of it.
(Judging by his neck and thighs, not just his possible belly.)

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I've undertaken a detailed review of the class. Hopefully the designers and other posters find this useful.
Class Skills: The list seems like it represents the class well. Given the WIS/CHA split for the psychic disciplines, I would suggest adding Diplomacy or Bluff to the class skills so as to mirror the WIS-based Sense Motive that already appears on the list. It would make CHA-based disciplines a little more attractive and I suspect that a psychic would be a capable negotiator.
Weapon and Armor Proficiency: Looks good to me. I feel like picking up Armor Proficiency, Light is almost essential down the line, since there’s no spell failure to contend with.
Spells and Knacks: Looks like they’re largely on-flavor, if limited (for now). I’m glad to hear that the current list will be expanded and we can expect to see force and telekinetic spells in the final book. I will say that I am very pleased to see so many spells with immediate action casting times on the psychic spell list; I feel like this is very appropriate for a class that is literally casting spells at the speed of thought. I sincerely hope that there will be feats that allow psychics to conceal their spellcasting; after all, why bother casting detect thoughts during NPC negotiations if they can see you doing it…?
Psychic Discipline: Let’s go discipline by discipline, shall we?
Abomination: Probably my favorite, but not without its problems. Decent, flavorful bonus spells, but—as mentioned earlier—dark half doesn’t last nearly long enough. I would be okay with the same level/day mechanic if it were measured in minutes. Absolutely love the immunity to fear effects; I can already see lots of “I think not” moments where an otherwise shaken psychic whips out her dark half and can suddenly start casting again. Morphic form is nice, but nothing I’d write home about. I’m definitely loving psychic safeguard; it’s very refreshing to see a caster with SR.
Lore: Heh heh, “chapbooks”; digging the 19th-century flavor of this. Good bonus spells, but to echo someone else’s observation, it’s strange that Use Magic Device is the skill choice when it’s not Wisdom-based (all of the other discipline skills are tied to their respective ability scores). Illuminating answers looks like it has the potential for abuse, but that’s been mentioned before as well. The mileage a psychic gets from mnemonic cache will vary dramatically from table to table. I love the idea behind memory palace (as I’m a little familiar with the scholarship on this subject, i.e. Yates’s The Art of Memory), but mechanically, this feels weird. I’m fine with the memory palace being a pseudo-literal place (because magic!), but it’s more useful as a mage’s magnificent mansion then as a reference library for Knowledge skills. Like I said, I love the idea, but I’m not 100% sold on the mechanical benefits, especially for a 1/day class feature the psychic is receiving at 13th level.
Pain: Good spells; not crazy about seeing Intimidate again, but there are only so many skills. Painful resurgence seems like it’s at the right power level and not too easily subjected to abuse (though I may be wrong). The concept behind painful reminder seems like it might be better implemented with sharing conditions with an enemy as opposed to nonlethal damage. Maybe something where if you’re staggered you can cause an enemy to be staggered as well? Live on is good…almost too good. A free, daily, contingent breath of life is…well, it’s very good. Agonizing wound is just…too, too powerful. We’ve already seen how players have come to abuse Dazing Spell. I don’t advocate opening the door to that condition or stunned. (I will say: nauseated and sickened are both very on-flavor for the pain discipline and would be okay seeing those remain.)
Tranquility: Getting a definite Stoic/Zen vibe from this one. Bonus spells are fitting, though detect thoughts (a 1st-level spell for psychics) doesn’t show up until 4th level, which smells like an error to me. Time stop is very on-flavor. Digging the immediate action for mental placidity, but it feels redundant with some of the psychic spells. Calming presence is…okay, but I would be disappointed by gaining this; that is, unless, this can be used to lock out enemy spells with emotion components…? The immunity to fear from purge disquiet feels appropriately powerful for a 13th-level class feature and is super on-flavor for the discipline. I don’t feel like the ability to help out buddies is a strong enough finisher for this discipline, however.
Phrenic Pool/Amplifications: Most of these are great. I’d love to see more amplifications akin to will of the dead and the mesmerist’s psychic inception; with so much emphasis on mind-affecting spells, the ability to punch through some defenses would be a very meaningful and flavorful addition. Moreover, I envision a psychic as being particularly more capable of overcoming those kinds of immunities, especially when compared to other specialists, like enchanter wizards, fey bloodline sorcerers, charm domain clerics, et al. I’d also like to see some integration between metamagic and the phrenic pool, but that’s something I mentioned before. I wonder if there are any plans for amplifications that would allow psychics to conceal their spellcasting?
Remade Self: I want to like this, I really do. Heroism and haste would both be great if the psychic were more martially-inclined and fly, while flavorful, doesn’t need to be constant when teleport exists. Very few games reach 20th level and players should be rewarded with outrageous abilities for reaching this level. The rogue, arguably one of the game’s weakest classes, receives a death attack at this level, so surely the psychic should receive something equally dramatic? I would suggest that the designers fold remade self into the disciplines. Capstone abilities that are keyed to the disciplines will create more diverse epic-level psychics (if any exist) and make the choice of discipline more meaningful in character creation (if, like me, you plan for the long haul).
Final Reflections: Some have said that the psychic feels like a sorcerer reskinned and with a different spell list. I can see where that sentiment is coming from, but the disciplines and phrenic amplifications are incredibly germane for taking the psychic into a distinct and exciting direction.
I hope that my exhaustive review has been helpful!
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While I may not necessarily want to cast mind thrust X with a high level spell slot, I find it more valuable to have more spells known for the lower levels that I would have otherwise populated with earlier mind thrusts if undercasting didn't exist.
Undercasting gives players an interesting set of options, expands the versatility of a spontaneous caster, and provides the psychic with sorely needed uniqueness.
Besides, undercasting takes up very little word count. While there may be disagreement about its implementation, I don't think anyone is advocating getting rid of it entirely...are they?
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Shisumo wrote: Logan Bonner wrote: Psyren wrote: - Is Mind Thrust intended to be mind-affecting? Right now it isn't. I think that was an omission. Playtest as though it has the mind-affecting descriptor. I was assuming that it was deliberate, and that's why it actually calls out that mindless creatures are immune to it. If it's mind-affecting already, that line is utterly unnecessary. This was my understanding as well. In my playtest experience, my psychic DMPC encounted both mindless and mind-affecting immune enemies. The ability to use mind thrust on the non-mindless ones was a godsend.

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I'm wondering if there's a way that telekineticists could benefit from their high Con scores for the purposes of Light Touch. Maybe treating your Strength to lift objects as equal to your Constitution modifier + your kineticist level? If we go by max load as the cap, that would mean the average CON 18, 1st-level telekineticist could manipulate objects up to 50 lbs. (good, but certainly not game-breaking, I don't think), while a 20th-level TKer with, let's say CON 26 (from ability score increases and items) can manipulate up to 1,200 lbs (but remember: 20th-level). A 10th-level telekineticist with CON 22 is rocking up to 230 lbs.
This seems in line for what we might collectively conceive as appropriate for the different characeter levels. The consensus, I imagine, is somewhere between Carrie and Jean Grey, Omega-grade strength.
EDIT: Obviously, as it stands, Telekinetic Haul is already more powerful, but it shouldn't be essential. Seems like a wild talent tax.
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I think at this point, I'm confused about what the class, in terms of its flavor, is trying to accomplish.
Are we looking at an illusion-based spellcaster like the Guild Wars Mesmer? A psychic version of a support/hybrid class like the bard? A master manipulator who uses charm and compulsion effects (at which the psychic is currently superior)? I get the sense that the answer to all of these is "yes" and that these specific concepts may be better illustrated as archetypes. Still...I'm not sure about what direction the class should move in right now to both find its niche and remain competitive with the existing classes.
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While I too might prefer something that distinguishes psychic magic more greatly from arcane and divine spellcasting, switching out the term "cast a spell" for something else would be highly problematic. Consider every ruling or instance that refers to characters casting spells and suddenly none of things apply to psychic magic users. I imagine that we will have to be content with using those terms in-game to illustrate our characters' actions.
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Maybe if a spirit reaches Influence 4, its overwhelming hold on the Medium cuts off her connection to her other spirits for the remainder of the day?
I apologize if this idea has already been suggested.
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Mikael Sebag wrote: I wouldn't say it's on my wishlist, but I anticipate that there will likely be a Mesmer-sort of character option... Let the record show that I called it. :) [/smugselfsatisfaction]
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Contract devil because, you know, rules lawyer.

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Pretty much what it says on the tin. Though I'm super, super forgiving when it comes to new players, I'm finding that (at least internally) my expectations for non-beginners are somewhat higher. Curiously, I also find that I'm more critical of other players lacking system mastery when I'm a fellow player as opposed to when I'm GM. Maybe it goes back to my elementary school chagrin when other students wouldn't do their homework, who knows.
I'd like to hear from others on this topic. Here are some sample questions to facilitate discussion:
What bare minimum of rules knowledge do you think can be reasonably expected from a player?
Does that change if the person is playing a spellcaster?
What expectations do you have of your GM's knowledge of the gaming system?
Do your expectations change when you're running a game as opposed to playing?
After what number of sessions ought a player know their character's abilities from memory?
At what point does a player's lack of rules knowledge negatively impact (or become an impediment to) the fun of the other players at the table?
And, perhaps speaking more broadly, at what point does a beginner transition into an experienced player (if not a veteran)?
Would you say that it's part of the social contract of a tabletop RPG that one ought to enter into a game/session with a certain degree of knowledge?
I realize, of course, that these kinds of questions vary on a case-by-case basis, especially when things like learning disabilities or secondary language barriers enter into the picture...
...but in general, what are your thoughts?
Also, let's all endeavor to keep this topic friendly. :) There will likely be wildly opposed views on this matter, so let's bear in mind that most if not all play styles are valid and that the most important element of gaming is fun.
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This question speaks to me on more levels than I care to admit. My schema is as follows:
...
First by edition (3.5 Pathfinder followed by PFRPG Pathfinder products)
Then by binding strength (Hardcover, then Softcover, then Staple-bound), which results in all the Core books being shelved first among the PFRPG titles.
Then alphabetically by product line title (Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Chronicles, Pathfinder Modules, etc.)
Then numerically by adventure number (for the books that have them, like the Adventure Path)
Then alphabetically by item title (Academy of Secrets, Hollow's Last Hope, Tomb of the Iron Medusa, etc.)
...
It may seem unduly complex, but the system helps me find whatever I need in just a few seconds since I know almost immediately where to look.
Hope this gives you some ideas!

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Calth wrote: While I hope that is the correct RAI, the RAW tends to the other side. Determining the powers and abilities is easily, and most commonly, read as determining what powers and abilities the character has access to. Look at the eldritch scion, your reading means it has no bloodline powers. In order to not grant access to new powers, the effective level increase has to explicitly state so. For an example, look at the gnome FCB for bloodrager, it says determining the power of the bloodline powers. This would not grant access to new bloodline powers, and would have the appropriate wording for your interpretation. Another example is Eldritch Heritage, it explicitly states you do not gain additional powers. I'm inclined to agree with you, Calth. In the absence of explicit negation, the more common reading is likely the more correct one. There's even an example of that kind of specific negation written into the bloodline development exploit itself that supports your argument, Calth.
In the passage that describes how the exploit works without access to a bloodline, the text reads:
Advanced Class Guide, p.10 wrote: She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. (Emphasis mine.)
Only after that does it read:
Advanced Class Guide, p.10 wrote: If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline. That "this" in the earlier paragraph is very telling. The text specifically calls out that in the absence of the bloodline class feature, you don't get access to powers above 1st level. So then, why would the text in this passage be so explicit if not to clarify that arcanist levels and sorcerer levels stack for access to bloodline powers with this exploit?
I believe that this is both how it is written and perhaps how it was intended. Whether or not I think this is a balanced option is another matter entirely. ;)
Still, I'd be curious to hear what others think. Should we FAQ?
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Hi James!
My playgroup just picked up the Technology Guide—which is awesome, by the way—and we've been inspired to use it to run a full-fledged space opera campaign. If I'm not mistaken, the pricing of the items assumes a game run in/on Golarion (and rightly so, given that the book is a Campaign Setting supplement), but would you recommend adjusting the prices for a game where these sorts of weapons would be commonplace like they might be among aliens in the far reaches of space? And if so, how much would you generally suggest adjusting those prices?
Have a great Gen Con!

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As you know, many spells and wondrous items can make the rogue ancillary, if not unnecessary within a party because magic can accomplish the same things as a rogue's skills, only better.
What if there was a way to make the rogue so extraordinarily capable of using skills (in ways that far surpass the extent to which other classes are able to use those same skills) that the results are as powerful as magic?
Naturally, this would stretch some people's notions of verisimilitude for non-casters, but, really, that can't be helped. Frankly, the rogue has been labeled as the Skill Monkey for ages now, but skills become increasingly marginalized as spells and magic items become more plentiful and as characters go up in level. I'm thinking there's something that could be done to change all that.
I don't have a mechanic in mind yet (DCs, X/day, nothing), but I'm tantalized by the notion that a sufficiently skilled (and sufficiently lucky) rogue could perform the following (or similar) effects using the skills:
Skill – Spell(s)
Acrobatics – Feather Step/Air Walk
Appraise – Legend Lore
Bluff – Glibness
Climb – Spider Climb
Craft – Fabricate
Diplomacy – Charm Monster
Disable Device – Knock
Disguise – Alter Self
Escape Artist – Freedom of Movement
Fly – Fly
Handle Animal – Speak with Animals
Heal – Breath of Life
Intimidate – Fear
Knowledge – Legend Lore
Linguistics – Tongues
Perception – True Seeing
Perform – ???
Profession – ???
Ride – ???
Sense Motive – Zone of Truth
Spellcraft – Analyze Dweomer
Stealth – Invisibility, Greater
Survival – ???
Swim – Water Breathing
Use Magic Device – ???
Naturally, these spells may not be perfect fits by any stretch of the imagination, but hopefully you get what I'm going after. Maybe even the rogue could get access to effects that don't mimic these spells exactly, but are equivalent to their relative power/efficacy.
I welcome any and all thoughts on how to implement something akin to this. I'm also aware that this idea, though original to the best of my knowledge, could easily have been thought up already by someone else. So if something similar already exists, please point me in that direction. Thanks!
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If you were to study at one of Golarion's institutions of magical learning, which would it be and why?
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Mike Kimmel wrote: The offer is intended for anyone who is (or would like to be) a freelance Pathfinder writer. Presumably that's you! :)
I am hoping that such a group would be a place for freelancers to network in addition to getting advice and critiques.
I initially read your response as saying that "such a group would be a palace for freelancers..." You can imagine my current disappointment. ;)
Sounds perfect, keep us posted!
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Andrew Marlowe wrote: Christopher Wasko wrote: As for me, time to go back to the drawing board with everything I've learned this year so I can come back swinging in 2015! Looking forward to seeing you all again then! Come out swinging sooner...Don't wait for 2015. Hit Wayfinder send out pitches as was mentioned elsewhere watch the other publishers section of the boards here. Making it to the Top 32 and the Top 16 can help open doors so seize the opportunities as you find them. Oh, I've already started working on my submission for Wayfinder #11. I hope the rest of us are doing the same!
Also, Christopher, Click Here for Wayfinder Submission Info. :)
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Agreed on all counts!
As someone who has no publishing credits to his name, this competition has made me consider, "Hey, maybe I DO have some design chops and maybe I COULD get published if I put myself out there more..."
Regardless of whether or not I make it to the Top 4, RPG Superstar has helped me realize that a career in freelance game design (however big or small) is a worthy and attainable goal.
I hope that everyone who has ever entered this competition feels as I do. From the moment I made it into the Top 32, I've been deeply, deeply touched and I have felt incredibly honored to be a part of this amazing experience.
Thank you to everyone--judges, voters, tech team--for your tireless work in putting this all together. The collaborative spirit of Pathfinder is alive and well in RPG Superstar and Paizo's online community at large.
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Torn between two options:
- An (un)lucky Taldan archaeologist (the bard archetype that is) who has been the sole survivor of no less than twelve dungeon delves throughout Osirion. It's gotten to the point where no adventuring party will hire him ... until he finds a group of people unaware of his reputation (the other PCs). His journey into Wati will be his thirteenth attempt at a successful expedition.
- A Varisian arcanist (with the Master Astrologer prestige class, Dragon #340) who believes that the Osiriani sphinxes were the first creatures in Golarion to have discovered astrology. Estranged from his family, he journeys to Wati in hopes of finding evidence to support his theory, believing that astrology might hold the key to seeing into the distant future as did Varisian foresight prior to the death of Aroden.
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Arkos wrote: Submitted! And now for a well-deserved nap. Good luck, everyone! More like a well-deserved map...!!!
Oh lord, is it Tuesday yet?

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This small, egg-shaped creature sports one large, devious eye and a maw of snaggled fangs. The flapping of its tiny leathery wings accompanies its snickering, high-pitched chitters.
Miscaster CR 3
XP 800
CN Tiny construct
Init +2; Senses darkvision 60 ft., detect magic, low-light vision; Perception +4
----- Defense -----
AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)
hp 19 (4d10)
Fort +1, Ref +3, Will +2
Defensive Abilities construct traits
----- Offense -----
Speed 20 ft., fly 50 ft. (good)
Melee 1 bite +5 (1d4-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks feast on magic items
Spell-Like Abilities (CL 4th; concentration +4)
Constant—detect magic
3/day—vanish
Scrolls Consumed (see feast on magic items below)
2nd—scorching ray (ranged touch attack +8)
1st—color spray (DC 11)
----- Statistics -----
Str 8, Dex 15, Con —, Int 11, Wis 12, Cha 7
Base Atk +4; CMB +1; CMD 14
Feats Dodge, Skill Focus (Stealth)
Skills Fly +6, Perception +4, Stealth +17
Languages Common (cannot speak)
SQ spellscatter field
----- Ecology -----
Environment any urban
Organization solitary, pair, or swarm (3-5)
Treasure none
----- Special Abilities -----
Feast on Magic Items (Su) Miscasters can feast on the magic of scrolls, potions, and elixirs. Using this ability is a standard action that provokes an attack of opportunity. If a miscaster consumes a scroll, the item is destroyed and the spell written on the scroll is stored within the miscaster as if it were a ring of spell storing, using the scroll’s caster level and casting time for the relevant spell, with a minimum casting time of 1 standard action. A miscaster can store up to 5 levels of spells at a time. In addition, a miscaster can imbibe potions and elixirs, receiving the benefits of these items as normal. A miscaster cannot consume staves, wands, or any other kind of magic item. If a miscaster goes five days without consuming at least one magic item, it dies.
Spellscatter Field (Su) Any creature that casts an arcane spell within 60 feet of a miscaster suffers a 50% chance of the spell dangerously backfiring. This causes the spell to fail and deals 1d6 points of damage per spell level to the caster. This ability does not interfere with any spells cast by the miscaster, but affects spells cast from the arcane scrolls and wands of others. The spellscatter field can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Creatures of pure mischief, miscasters are an unfortunate reality of studying wizardry in the Inner Sea. Most commonly found in the cutthroat Acadamae in Korvosa and the Arcanamirium in Absalom, miscasters are created by petty faculty and students who jealously seek to undo their rivals. The size of cats, miscasters are remarkably stealthy and can go for weeks without being detected, all while secretly eating a rival’s store of magic items and interfering with his or her spellcasting to deadly effect. Unlike homunculi, miscasters owe no allegiance to those who create them, but will carry out tasks that align with their own desires to dine on magic and cause mayhem. If a miscaster ever finds its way outside of academy walls, it stays within the city, preferring to secretly make its home in an alchemist’s workshop or scroll merchant’s backroom. Miscasters, though typically solitary and often short-lived creatures, readily team up with other miscasters in their shared pursuit of mischief-making.
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To echo everyone's previous sentiments, this is pretty remarkable. My hands are still trembling...! I'm truly honored to be in such fine company.

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As Mikaze said, fantasy is a very different animal from history, even if much of it is informed by historical periods (predominately Medieval Europe, though really RPG settings are not paragons of historical accuracy and there is oodles of borrowing and anachronism all over).
Really, I would imagine that it would depend on the setting and how much it intends to reflect a historical place and time. And that's not even taking into consideration contemporaneous cultural discrepancies in values like we experience today between Western and non-Western cultures. I suppose it's up to every GM to decide for his or herself how closely they want to approximate a historical antecedent, but with a published setting like Golarion, for example, that choice is out of their hands. If a GM wants to run a game that hews as closely to a historical setting as possible and the players are okay with glaring inequalities between people based on race, gender, and status, then by all means, play on!
I don't think that a GM should necessarily encourage players to distance themselves from their modern values, but what players should consider is how things like the adventuring lifestyle, the power of magic, or routinely fighting monsters and/or villainy might inform the way their characters perceive and assess the world around them.
I would also imagine that maybe if a setting is highly dissonant with our modern values that players might actively want to play characters who are forward-thinking, enlightened spirits, whose exploits bring the light of reason and humanity into the backwards, barbaric places of the world.
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