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Great catch, Perpdepog! I asked my colleague Mark Seifter, aka the 2e Weapons Master, to help me answer your question.

In this case, the description is a bit misleading, since the rules as written are correct. Poi do not have the twin trait, while fire poi do. The reason for this is for game balance—poi would just be too good to be simple weapons if they also had the twin trait in addition to all their other traits.

(This could be justified in world by saying that the stakes for mishandling mundane poi are much lower than for mishandling fire poi. Hence someone who is trained in using fire poi is so good with these dangerous weapons that they can even wield two at a time with ease.)

Thanks for your question, and hope you're enjoying circus life so far!

—Patrick Renie, Developer

Developer

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It was 2008 or 09. Similar to Erpa, I had just bought the entire 3.5 library when 4th edition was announced. Having no interest in abandoning my collection, my friends and I continued playing 3.5, and that winter my hometown GM (a D&D veteran of some 20 years) showed me some Rise of the Runelords volumes and mentioned that the same folks who wrote the D&D magazines were making their own 3.5-compatible game. I loved the AP volumes I saw and immediately jumped aboard the Pathfinder train. Been enjoying the ride ever since. Choo choo!

Developer

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Hey folks! This will be kind of a 2e/playtest hybrid. Meaning you'll want to be familiar with the playtest rules, but we'll be using numbers from the final version of the rules. :)

Developer

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poiuyt wrote:

Hi! How are you?

Ever thought of writing/designing more Clockwork/Steampunk/Alkenstar/Mana Wastes/Airships stuff (Campaign Setting, Player Companion, Modules, Adventure Path, etc.)?

Hi! Thanks for starting this thread! I'm belatedly flattered.

I like the Mana Wastes because I like the wasteland/everyone-for-themselves/survivalist vibes of steampunk and related genres. I'm also a sucker for low-magic settings, and this region fits the bill perfectly. There's so much to explore in Alkenstar alone that I think I could fill a few books with ideas just off the top of my head.


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Thanks y'all! It's good to be back!

Marco Massoudi wrote:

Can you share what your first projects will be?

Starfinder or PF 2.O?
Cheers from Germany!

I'll be getting my bearings by developing Pathfinder Adventure Path backmatter (monsters, gazetteers, etc.) for the foreseeable future. There's a lot of awesome stuff coming down the pipeline!

Developer

Taking a look at the spell, the last sentence stands out to me.

Control Construct wrote:
If the construct's creator or master is present and trying to control the construct, you both must make opposed Spellcraft checks each round to control the construct.

I would argue that since the android is effectively its own "master" (it has free will, after all), the android can make an opposed Spellcraft check each round to control itself (though it would have to continue making such checks as long as the caster concentrated on the spell).

Developer

Some folks were asking questions about this on another thread, so I'm posting the answer here for all to see.

Requirements for Envoy of Balance Prestige Class wrote:

Alignment: Neutral.

...
Special: If the character gains spells from a deity, this deity’s alignment must be neutral and it must be able to grant followers the ability to channel both positive and negative energy.

This restriction does not mean "any neutral". It means you must be neutral on both alignment axes to take this prestige class.

Similarly, the restriction on deity worship means the deity must be true neutral.

Characters who are LN, CN, NE, or NG or who worship a deity representing any of these alignments are not eligible to take the envoy of balance prestige class.

Hope this clears up any confusion.

Developer

deathbydice wrote:

This may have been asked already, but are there any limits that apply to "Swamp's Grasp" , the Witch Hex option offered for the werecrocodile kin ?

Will it work on any sort of ground ? Stone floor ? Ship's deck ? Even on a horizontal wall of force ? The desert or arctic icefields ?

Or is there something missing from the description ?

As written, yes, this hex can be used on any sort of terrain. On stone, the floor becomes covered in slippery moss; on a deck, the planks become jagged and sticky; in the desert, the sand becomes wet and sucks on travelers' every footstep. I can see a GM ruling that this wouldn't work on a wall of force, though I can also see a GM ruling that it does (perhaps it disrupts the magic of the wall, causing it to rapidly flicker in and out of existence such that it becomes difficult terrain).

This hex is intended to be similar to the barbarian's ground breaker rage power, which, as written, can also be used on any kind of terrain that qualifies as "the floor." If there is a rules dispute regarding the hex, defer to the wording of the rage power.

Developer

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Paul Watson wrote:
What spell does a Martyred Bloodline Sorcerer get at 11th level? It's missing from the Bonus Spells section.

As Fredrik suggested, the 5th-level bloodline spell for the Martyred Bloodline should indeed be serenity from Pathfinder RPG Ultimate Magic.

Developer

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Hi!

First off, apologies for the long delay in an official reply to this matter.

Second off, after taking a look into this, I've found that yes, there are some issues with the variant dhampir racial ability modifiers from pages 20–21 of Blood of the Night.

To rectify some obvious oversights and make the ability modifiers of jiang-shi-born and vetala-born dhampirs more in line with their flavor text, use the following errata:

Jiang-Shi-Born (Ru-Shi): +2 Str, +2 Int, –2 Dex
Vetala-Born (Ajibachana): +2 Dex, +2 Int, –2 Wis

Interestingly, while jiang-shi themselves boast high Dexterity scores (representing their ability to hop around the battlefield quickly without being hindered by such obstacles as difficult terrain), jiang-shi-born lack this dextrous trait (and are indeed clumsier than most dhampirs), likely because they are able to walk on both legs and have some sort of physiological disconnect between their unique undead lineage and their mortal physicality. This is represented by the penalty to Dexterity.

A ru-shi's physical gifts do not manifest in a Constitution bonus (in fact, ru-shi are often even sicklier than most dhampirs as a result of their constantly rotting internal organs). However, ru-shi do manage to inherit some of the unnatural strength of their undead forebears, represented by the racial bonus to Strength.

Hopefully these corrections were worth the wait and clear up the discrepancies. If you have any further questions, feel free to ask here and I'll get back to you as soon as possible (much sooner than this long-overdue reply, for sure :]).

Happy dhampiring!

Developer

Congratulations, Victoria! Looking forward to seeing all the awesome stuff you come up with! :D

Developer

Gliz wrote:

I hope this is not considered bad form, but I thought I should acknowledge that Patrick Renie responded to a PM I sent him about these questions. He clarified the rage power quite well with his response, which I have copied below:

Was just about to post this as well. Thanks for taking care of it, Gliz!

Developer

Mechalibur wrote:
Axial wrote:
Personally, I never really liked half-orcs as a race. Their basic origin story is "your mother was raped by an orc". This basically means that your character has to come from a region where orcs and humans are in conflict and orcs have successfully taken human villages. So that's pretty constraining, roleplay wise...and there's also the whole cheap "rape as drama" thing.
That's one possible origin story. The only thing required for being a half-orc is orc and human parentage.

Don't forget that half-orcs aren't hybrids, either. That is, when two half-orcs love each other very much, they make a half-orc baby. This can also happen with a half-orc and a human on occasion (memory serving).

Developer

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Mikaze wrote:
Irnk, Dead-Eye's Prodigal wrote:
Personally, I kind of think the Celebrity might actually be a picture of Nualia from before the 'Late Unpleasantness', but again, I could simply be reading in & 'wish fulfilling'...
Nah, you're right. That's totally who that is. There's no way that isn't Nualia before the Unpleasantness. :)

Ding ding ding. Glad you like the easter egg. :] While developing the Celebrity section, I had a hard time thinking about anyone who fit the bill better than our most famous aasimar.

Developer

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Cheapy wrote:
Are the regional horc and half-elf variants going to have different stat bonuses? Say +2, +2, -2 like other races?

Nope; we went a slightly different route with the variants this time.

Developer

Hayato Ken wrote:
Improved initiative is then a prereq and you don´t get the bonus +4 from the feat when using this feat? That seems a bit off in my eyes. It´s clear that improved initiative has nothing to do with bluff, but why would you then have this feat as a prereq?

Yeah, the feat prerequisite is a bit odd in that sense, but I think it's useful as a balancing factor and draws a connection to the idea that a character with the Surprising Combatant feat would have to be quick on their feet during non-surprise rounds as well. So in a sense, Improved Initiative works well for non-surprise rounds, while Surprising Combatant gives you a chance to act much quicker during the surprise round (since it's much easier to increase your Bluff check than it is to increase your initiative check).

Hayato Ken wrote:
Thanks for the answers though! Very appreciated that you are so present here. And i have to say overall i really liked the book. Great flavor and one of the best oracle mysteries!

Thanks! :]

Developer

Hayato Ken wrote:
Will this become official errata?

Depends on what you mean by "official." It's official in that I (the developer of the book in question) posted a correction on our official company website. If you're asking whether or not it will appear in the errata section of the website, the answer is no, since we don't typically post errata for non-Pathfinder RPG (i.e., non-hardcover) books in that section. If you're asking in regards to PFS play, you'd be better served directing your question to that part of the messageboards.

Hayato Ken wrote:
Does initiative result mean "roll for initiative" as in modifiers like DEX and Improved Initiative can be added? Or is the total outcome meant there?

Initiative result means the total initiative score for that combat. Modifiers that normally apply to your initiative roll do not apply to this ability (though modifiers to your Bluff score help quite a lot here!).

Developer

BigNorseWolf wrote:

The Piscine(fishy!) category is listed as Belt, chest (saddle), eyes

is that supposed to be belt (saddle), or chest, belt (saddle)

The Available Slots text for Piscine creatures should be changed to "Belt (saddle), chest, eyes". Similarly, the magic item slot for the saddle of the sky-river on page 26 of Animal Archive should be changed to "belt" rather than "chest".

Developer

Congratulations to all this round's winners! Looking forward to seeing what awesome baddies you all come up with. ;]

Developer

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Thoughts

There are a lot of "shadow"-themed items this year.

I've only seen one new figurine of wondrous power so far.

I vote with a sharp eye for proper use of rules language (i.e., mirroring the language of preexisting items).

Simpler items are tending to fare better. Items with multiple abilities are tending to do worse.

When I'm on the fence about an item, I take another look at its name. Sometimes a great/awful name can make/break an item.

Your sweat fuels my judgment engine.

Developer

Irnk, Dead-Eye's Prodigal wrote:
@N'wah: Actually, that one I thought was kind of cool. Gives another link between Golarion & Earth, which I don't consider a bad thing, although I realize others do. Though I will grant that it might play havoc with time-line comparisons, considering that we know Earth is not-quite a century off from Golarion.

Oh, the lead developers of Mummy's Mask (Rob and Adam) are very aware of the Golarion-Earth timeline link and what sorts of madness that involves. ;]

Developer

Cheapy wrote:
Are there more of the bottom panoramas planned for this line?

Yes, though probably not as many as we've seen in previous Player Companions. While the double-truck illustrations look awesome and can convey a lot of cool information (such as when used to illustrate cities/locations), there are a couple drawbacks to them. Namely, (1) they don't translate well when using the single-page view that is the default of most PDF readers, and (2) we can't reuse the art for pretty much anything else.

Nonetheless, the double-trucks are too cool to not do, so you can expect to see more cityscapes and neat aerial views of locations in future products that warrant such art. I don't see us doing many more like the ones in Dungeoneer's Handbook, but I'm not willing to say we'll never do this kind of thing again. :]

Developer

Lithovore wrote:
that's all fine and good but the entry is over. that means a year of waiting before even the chance to stick a toe out there, much less get it in the door. and when I found out about the contest, specifically the starting phase, I nearly cried. I have a few of the most original and awesome ideas that several longtime game-masters have ever seen. but alas I was days too late to enter. Curses, foiled again! But if the interest isn't there, I obviously can't force it, or can I? MUA HA HA

Actually, you're in one of the best places to be as far as becoming a potential writer for Paizo goes. You have a front-row seat to the ongoing RPG Superstar competition, and can study the failures and successes of this year to know what to expect for next year. Paizo staffers and readers alike have already compiled numerous resources for aspiring RPG writers, and you have ample time to research and internalize these valuable fonts of advice.

In addition, you've clearly already started thinking about next year's contest and what kinds of magic items, monsters, and so on you'd probably submit. You have whole year to refine and polish your entries before you submit them (which is far longer than you'd have for any writing assignment here), so it's the perfect time to shine! One of the biggest mistakes an aspiring writer can make is jumping the gun and not putting one's best foot forward. A year of preparation should be plenty of time to make your best first impression.

If you're interested in participating in the contest, I would highly recommend perusing the submission forums and voting on the magic item entries to see what other people are doing (voting ends soon!).

Developer

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Ashram wrote:
Cheapy wrote:
Cheapy wrote:

Quick question, is Saline Purge right? Remove Curse has a caster level check in PF, when it didn't in 3.5. The item seems to be built assuming the 3.5 version, because an autosuccess remove curse is probably worth a few orders of magnitude more than 900 gp...

I mean, this item up against Baba Yaga's curses...this one would win. Which seems weird for a CL 5 item.

I'd like to reiterate this question...It seems problematic on a few levels.
I'm on the fence about this one as well, Remove Curse seems rather odd for an item that thematically is supposed to purge the body. If Remove Curse was actually Remove Disease, I'd have no problem with it.

This item should call for a caster level check to remove curses and poisons. Change the text for the last sentence of saline purge to the following (bold emphasis mine):

"Whether or not this save is successful, the imbiber may make an immediate caster level check, using the saline purge's caster level as his own, to cure any poisons or curses affecting him as his body purges the ill effects."

Developer

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Raymond Cundliffe wrote:
Question: Why does "Order of the Penitent" say that it adds Sense Motive to the cavalier's class skills? It is already a skill for the cavalier.

Whoops! That's an error. Replace "Sense Motive" with "Sleight of Hand." Sorry about the confusion!

Developer

Axial wrote:

Whoa, there's gonna be new heritages for half-elves and half-orcs?

Like, aasimartieflingdhampirskinwalker heritages!?

Yeah, similar, but not the same. ;]

Spoiler:
One notable difference is that the half-elf and half-orc heritages don't sport different ability score modifiers than the core races of the same name.

Developer

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Azaelas Fayth wrote:
I mean seeing someone even as feral as Wolverine suddenly turning into a more bestial version of himself would be pretty frightening.

I highly encourage house rules that fit with the flavor and feel of your game, and am happy to see people suggesting alternative ways to use skinwalkers' racial traits.

The penalty on Charisma-based skill checks and whether or not that should include Intimidate checks was a carefully thought-out decision from a rules perspective. I agree that it may be difficult to integrate this penalty into the flavor and roleplaying associated with a skinwalker's transformation, but I think with a little creative storytelling it can quickly be justified.

At the end of the day, disassociating the skinwalker penalty with Intimidate checks will probably not affect gameplay overly much for most groups; some groups, however, may find that skinwalkers become noticeably more powerful in this case.

Developer

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Azaelas Fayth wrote:
Am I the only thing that thinks being Bestial would make them more intimidating regardless?

Many animals have ways of communicating to one another that is much different from the way humans communicate. The skinwalkers' penalty on Charisma checks and Charisma-based skill checks while interacting with humanoids during their transformation is not meant to represent their lack of fearsomeness or inability to inspire awe. Rather, it is meant to represent the disparity between animal-level communication and humanoid-level communication.

An example: when a human is trying to intimidate another human, they can do so much more effectively than a bear trying to actively intimidate a human (emphasis on actively). Likewise, when a bear is trying to intimidate another bear, it can probably do a much better job than any human trying to do the same. It's more a (body) language thing than anything else.

At least, that's my spin on it from a flavor perspective.

Developer

Teliel wrote:

** spoiler omitted **

Does the -4 to Charisma and Charisma-based checks apply to intimidate? If so this really hurts the Weretiger-kin's Dazzling Display feats.

Add the following sentence to the end of both Motivating Display and Violent Display:

"If you are are a skinwalker, you no longer take a –4 penalty on Intimidate checks to use Dazzling Display in combat."

Developer

Wolfwaker wrote:

I've always wanted to do a good heist.

The town in the Thornkeep module (maybe that is the name of the town?) is exactly what you describe. This is the set of adventures you could get from the first Pathfinder Online kickstarter, but it is for sale also. Goblins are tolerated as long as there are not too many of them.

Yep, came here just to point this out! The town of Thornkeep in the River Kingdoms has a small community of goblins that live on the fringe of that settlement. Thornkeep sounds like the perfect place for what you're describing, Humphrey.

Developer

|dvh| wrote:
I'd also like to see more prestige classes. I know they don't really fit Paizo's design philosophy, but having those sorts of options appeal to me (and hopefully others).

Certainly! Prestige classes are a natural fit for Player Companions, and it's good to have some input regarding whether we should continue implementing them or not.

Developer

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Cheapy wrote:

Wouldn't you be able to split it into 4 books? Scoundrels of Golarion (thief), Champions of Golarion (fighters), Miracleworkers of Golarion (Clerics), Elrditch Practitioners of Golarion (wizard)?

Following the 4 archetypical roles, of course.

We've definitely thrown around the idea, and have, at least for the foreseeable future, decided that rather than attempt any sort of class-based Player Companion line, we find it far more feasible (and interesting!) to do Player Companions like Dungeoneer's Handbook and Undead Slayer's Handbook—books that focus on a specific aspect of adventuring or a specific kind of character concept that isn't locked into a certain set of classes. After all, it's a lot more practical to cover a number of classes in a book about a particular concept (exploring dungeons! slaying dragons!) in 32 pages than it is to cover the gamut of character concepts (which are nigh infinite) for four or five different classes in the same space, if that makes sense.

Developer

Daniel Waugh wrote:

I would like to see a more detailed Dwarf book. Perhaps a little more fluff on Dwarf cities location and lost cities.

Same goes for Elves. Something in line with the blood of angels, etc. that goes into how the subtypes are different.

Last would be the Mwangi people and races. Apemen, others of the area. A real chance to be cool.

Have you checked out Dwarves of Golarion and Elves of Golarion? Those sound precisely like what you're talking about. You might also check out Bastards of Golarion if you're at all interested in half-elves. Also, Heart of the Jungle has all the Mwangi coolness you could ever ask for, though we've yet to do a Player Companion that focuses on Mwangi people.

Developer

Joshua Goudreau wrote:

The bit about traps and poisons above got me thinking about a book for rogues, which got me thinking about class specific books. I doubt we will ever see things like 'Fighter's Handbook' or 'Rogue's Handbook' (perhaps a bit too second edition-ey) but class themed guides would be nice for folks that like playing certain classes by giving both flavor and crunch for those classes.

The major problem I see is book of that nature may come off too much like some kind of optimization guide like we saw in 3.5 and 4E, which are not products I think should exist. It promotes characters as numbers and not as characters, which leads to the much debated roleplaying/rollplaying debate. I don't intend to derail the thread with rehashing the debate but I feel emphasizing one over the other alienates those who prefer the opposite and can hurt sales.

All that being said, flavor and options for broader themes than 'Dungeoneer' or 'Demon Hunter' would be cool.

Perhaps instead of '[class name] Handbook' they could be titled [class name] of Golarion' so as not to seem too much like the old handbook series of splatbooks.

We've had numerous meetings in the past about the possibility of class-based Player Companions, but time and again we've come to the conclusion that such an option is just not economically savvy or really even viable.

With the 21 classes currently playable in the Pathfinder RPG, that would mean 21 different Player Companions, each devoted to one of the classes. The main reason we don't want to do this is because that locks down 21 Player Companion slots that we could otherwise fill with all the other awesome ideas we've seen in this thread. With the Advanced Class Guide already off to the races, we'll soon have another 10 classes to cover if we followed such a formula. Even if we split the Player Companions so that they covered two classes per month, that's still over a year's worth of class-focused books that may or may not end up even selling well.

Developer

Glutton wrote:
The Werewolfkin +skills section says it gives +2 to wild empathy. Is this supposed to be +2 handle animal?

Nope. We didn't have room to put in some clarifying text, but if a skinwalker heritage has "wild empathy" as one of its Alternate Skill Modifiers, that means you gain a +2 bonus on wild empathy checks if you are able to use the wild empathy class feature (or some other class feature that would be affected by rules that modify wild empathy).

Developer

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Diego Rossi: Hey. So, after talking it over for some time with other rulesy Paizo folks, we came to the conclusion that the Surprising Combatant feat in this book—while well-intentioned and not without its merits—doesn't really work as-is. The more we tinkered with it the more convoluted it became, so we decided to rework the feat from the ground up. Here is what the full text of the Surprising Combatant feat should actually look like:

Blood of the Moon Fixed Text wrote:

Surprising Combatant (Combat)

You can get the drop on foes by tricking your opponents into overlooking you as a combatant.
Prerequisites: Improved Initiative, Bluff 3 ranks.
Benefit: At the beginning of a combat in which you would normally be able to act in a surprise round, after initiative is rolled but before the surprise round begins, you can attempt a Bluff check as a free action. The DC of this Bluff check is equal to 15 + the CR of the encounter. If you succeed at this Bluff check, you may treat the result of your Bluff check as your initiative result for the surprise round. If your Bluff check fails, you cannot act during the surprise round. Regardless, you use your normal initiative result to determine initiative for the remainder of the encounter.

Sorry about the confusion!

Developer

Stemboy wrote:
How well will it incorporate a more 'traditional' party that have developed from early levels and move into this module? Will they be out of their depth unless they're gun-toting steampunkers (is that even a word?) or is it balanced for the more standard approaches too?

A "traditional" party of PCs will also do just fine in this adventure. Less gun-oriented characters will likely just be selling a bit more of the sweet treasure they find rather than reloading it and using it for themselves. ;)

Developer

Alexander Augunas wrote:

Question: Effects that say "allies within an area" usually include the user of the ability, because you're always considered to be your own ally.

With that in mind, do you motivate yourself with Motivating Display (listed under weretiger-kin) when using Dazzling Display?

As written, that is a valid interpretation of this feat. As intended, however, this feat was meant to bolster just your allies while you use Dazzling Display, not yourself as well. After all, it doesn't make terribly much sense to make an Intimidate check against yourself (I'm sure a case could be made for it, but let's not).

Quote:
More thoughts: Do I need to be in combat to use Motivating Display? For example, if my friends and I need to jump across a chasm, could I make an Intimidate check to motivate them, granting them a +1 morale bonus on their Acrobatics skill check?

Yes, you do need to be in combat to use this ability, effectively. The caveat that precludes the situation you described is located at the beginning of the feat: "Whenever you use Dazzling Display to demoralize foes..." If you had foes around you to demoralize while you try to jump the chasm, then you could use this feat in a manner similar to that which you suggested.

Developer

s45qu4tch wrote:

I think the wereshark-kin got shorted on bestial features, as they have a swim speed of 30ft and amphibious.

Amphibious says: "Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land."

Aquatic subtype says: "These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill."

Doesn't that mean that by choosing amphibious in bestial form they automatically get a swim speed? Why would they need a second option of just swim speed without water-breathing and Swim as a class skill? It just seems redundant and a little bit pointless.

The intent of this bestial feature wasn't to give the wereshark-kin the aquatic subtype, since as you've pointed out, that would result in some other implications. Here's some errata for those of you who would like such a thing:

Spoiler:

Replace "Amphibious" on the Bestial Features list on page 20 of Blood of the Moon with the following: "Breathe water as well as air".

Developer

cartmanbeck wrote:
Patrick Renie wrote:
cartmanbeck wrote:

I really like this book, but I feel like Paizo missed a golden opportunity to add a new Sorcerer Bloodline (there haven't been any new ones in a VERY long time now): a Lycanthropic bloodline would have made so much sense to put in this book as an option for skinwalker Sorcerers (and other Sorcerers with less lycanthrope heritage). I'm in the process of writing one up, but I would prefer to have seen one from Paizo so that more players would actually use it in games.

Overall, though, this book rocks, and I look forward to getting a PFS boon to play a skinwalker!

We actually did throw around the idea of a lycanthrope sorcerer bloodline while outlining this book.

** spoiler omitted **

Oh man, Patrick, you have GOT to post whatever you guys came up with for the Lycanthrope bloodline. Please. Do it. I want to see if it's anything like what I had come up with. :)

I just did. :P

Developer

Nate Z wrote:
First, I just want to say that I'm disappointed that it doesn't have as much info on playing a lycanthrope as expected. Between the "Blood Of The Night" backlash and the skinwalkers needing as much room as they did, I understand why there wasn't as much on full-blooded were-creatures and it doesn't hurt the overall quality of the book. But still, I was a little let down.

Obviously, we're still working on getting the balance for these kinds of books just right; I appreciate your feedback.

If you have strong feelings about this book either way—and this goes for everyone—I encourage you to write a review on our website, as usual. :]

Developer

cartmanbeck wrote:

I really like this book, but I feel like Paizo missed a golden opportunity to add a new Sorcerer Bloodline (there haven't been any new ones in a VERY long time now): a Lycanthropic bloodline would have made so much sense to put in this book as an option for skinwalker Sorcerers (and other Sorcerers with less lycanthrope heritage). I'm in the process of writing one up, but I would prefer to have seen one from Paizo so that more players would actually use it in games.

Overall, though, this book rocks, and I look forward to getting a PFS boon to play a skinwalker!

We actually did throw around the idea of a lycanthrope sorcerer bloodline while outlining this book.

Spoiler:
Because of layout and space considerations, we only had room for either the lunar oracle mystery or a new bloodline (they both take up a full column [or more] of text). We chose the mystery because it fit better with the flavor we wanted to establish for skinwalkers being mystics, shamans, and spiritual types.

Developer

We try to include rules for a variety of classes in each Player Companion, though sometimes we can't get everyone in a single book. Excluding rules options like feats and traits (which are usually available to a wide variety of character classes), there are indeed rules options for the classes you mentioned in various Player Companion products.

Summoners may find at least one or two new spells in numerous Player Companions, while Champions of Purity provides several new summoner evolutions as well.

One can find a slew of alchemist discoveries throughout Player Companions, including Dungeoneer's Handbook, Champions of Purity, and Blood of the Moon.

Dragonslayer's Handbook contains a new archetype for gunslingers, and one will be able to find a variety of options for gunslingers in the upcoming Magical Marketplace.

Hope this helps, Thorthunder! I appreciate your input and will take your thoughts into consideration as this product line continues to grow and evolve. :]

Developer

Rysky wrote:
What about Huarizo?

Haha, I wish!

Developer

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Cori Marie wrote:
Anything on Mongrelmen?

Yep.

Developer

Jurisia Karien wrote:

will we be getting more information and racial traits for half elves of drow descent?

You betcha!

Developer

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As the lead developer for Blood of the Moon, I can weigh in on this issue.

It was an error for this ability to slip into the book without some explanation of how it should work and some caveats for its use. I apologize for the mix-up and hope we can work through this relatively painlessly.

Under Bestial Features, the third bullet point down should read as follows:

Wererat-Kin Distraction Errata:

• Distraction (as the Universal Monster Rule, except only with one natural attack [your choice] per round, and sickens instead of nauseates)

(Let's assume for the sake of this correction that we had infinite space on that page for text. :P)

Thanks for your patience in clearing this up!

Developer

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Mikaze wrote:


Cheapy wrote:


...and the book could have some encrypted text in it that you had to use a fold-out decoder ring to read!

4
18
9
14
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0
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5
0
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1
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5

Want to crack the code? Just mail in four UPC proofs-of-purchase labels from boxes of Pathfinder-O's to Paizo Publishing, LLC for your free decoder ring!

Developer

Alexander Augunas wrote:
Matrix Dragon wrote:
The feats themselves don't have race requirements, but the sections say that the feats are limited to specific lycanthropic types and people who associate with them.
Whelp, there's a piece of world fluff that I'll be ignoring in my home games!

Yep, that wording was intentionally included to basically say, "Hey, werecreatures usually have these things, but maybe you picked up some tricks in your background story while hanging out with werecreatures." Technically, any characters who meet the prerequisites in the feats' Prerequisites lines can select them.

Developer

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Liz Courts wrote:
Nate Z wrote:
Sometimes....I think they watch these parts of product threads and giggle at our impatient suffering...
We're actually pretty frustrated, because we *want* to be able to talk about the awesome stuff in the new releases, and share the details, but can't until it's starting to release to customers. :(

This is mostly true, but I do revel in the squirming as well.

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