Shalelu Andosana

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Thanks again for the kind words my friend. It was a joy to finally get malefex where I've wanted it to be since before Pathfinder was Pathfinder.

Quote:
I am a bit surprised that there weren't favored class options for the Tiefling though. I thought for sure that race would fit well with the hand knock life.

There actually is, my friend! Tieflings grab +1/3 Wrack damage (Page 14).


EltonJ wrote:

Wouldn't the inclinations do better as themes?

...Noooo? Can I get you to expand on what you mean by this? The point of comparison they're meant to fall under is closer to a soldier's combat style or a mystic's connection.

Warhawk7 wrote:
Cool. Now it makes me wonder, are Psion, Psychic Warrior, and Vitalist on the list for future playtests/conversion?

Psion most definitely is; they remain the premier manifesters among the stars. Vitalist and Tactician have kinda been swallowed into a new identity, the Integrator, who uses and manipulates collectives.

Psychic Warrior...is still maybe on the table, but sorta suffers from its niche becoming the default state of the system? Even the dedicated manifesters or spellcasters like psion or technomancer are significantly more gishy than almost anything in Pathfinder, and as a result Psychic Warrior ends up as a solution to a problem that's already been solved. Something that takes heritage from it may appear down the line.


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While we continue to tweak the material in part one, I'm proud to present part two, Encryption Decoded, featuring the Specialist class, our first release of psionic powers, and some additional skill uses and feats.

Mess my whole life up y'all.

Quote:
Just a note. Fusion seals don't become active until they have been affixed for 24hrs. This seems like a long time to have to manifest a mindblade before getting any benefit.

...Welp. I'll bring this to internal.


You've been very patient, folks, and I'm pleased to announce that the playtest for the Psionics Guide has finally begun with Signal Confirmed.

This initial test release includes the psionic races, the return of the aegis class, the transformation of soulknife into an archetype, and some psionic feats. Please, give it a read, give it a whirl, and know that we look forward to your feedback!


Artemis Moonstar wrote:
So, the one I have for age categories, the Grendle has one *, while the Houri and Spring child have two *. Yet there's no reference to what the single * is for. What up with that?

As far as I can tell it's a typo or error that we never caught. It's possible that I meant to write in a reference to them having some unusual visual quality in their aging, influenced by their regeneration, but I honestly cannot remember. Ignore it, my friend, and please accept my apologies.


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Canadian Bakka wrote:
Prince of Knives wrote:

Hey all. Jade Ripley, Dreamscarred Press. Short version: this is why we have editors now. Longer version is honestly that it's a mess. Psychic Mage has deep-seated issues of wording and design which are...no longer in a fixable position, let's say, and parsing the RAW has proven nearly impossible.

So while I'm going to let you know that the RAI is not to permit single-classed entry to Cerebremancer, that's about the best I've got for you.

I appreciate the reply. I realise that it is rather an unusual corner case that has been made.

To make matters more troublesome, one of my players has a copy of one of the books that has Mythic Psionics, and according to him, the language of the option that allows a pc to have mythic psionic powers (similar to how spellcasters get mythic spells) is that one needs only a manifester level, not a manifesting class, so the argument be made is that psychic mage's Formulaic Powers qualifies (thus, enabling a psychic mage to have both mythic spells and mythic psionic powers). I don't buy that at all, but I figured I let you know about yet another design issue that came up in regards to the psychic mage.

A new attempt at designing the psychic mage archetype is probably the best solution as opposed to attempting to "fix" the current archetype. What it currently gains is far more useful than what it loses.

CB

Honestly, my suggestion to you as one player to another is to quietly drag Psychic Mage behind a woodshed and put it out of your misery. It...did not need to be designed, and got made as part of an idea that all of the core classes ought to have a psionic archetype. The team's got rather little interest in going back and making a new Wizard archetype.

Like, I realize this is kinda a crappy answer to get, because we made the thing and as a result we're responsible for it, but there is honestly no version of this concept that can be done to our current standards of design. If your player is looking for wizard thematics rather than wizard specifically, the Shattered Mind Occultist might scratch their itch?


Hey all. Jade Ripley, Dreamscarred Press. Short version: this is why we have editors now. Longer version is honestly that it's a mess. Psychic Mage has deep-seated issues of wording and design which are...no longer in a fixable position, let's say, and parsing the RAW has proven nearly impossible.

So while I'm going to let you know that the RAI is not to permit single-classed entry to Cerebremancer, that's about the best I've got for you.


randy wicher wrote:
i seem to remember the playtest had non magical weapon and armor effects. was that part scrapped or they useing the crafting side for book 2? either that or am i thinking of something else completely lol

Hi, Jade Ripley, DSP. I'm afraid the bossman was operating on some sliiiightly outdated information. The mundane item enhancements are currently pulled; they need a rework and some special love and care, and as a result are not currently slated for release. I don't have an ETA for you, I'm afraid.


My many thanks for the review, Adam!


My many thanks for the review, my friend. I'm hopin' to have the Shatterdown Setting Primer up and ready here Soon(tm).


James Jacobs wrote:
Drahliana Moonrunner wrote:

Does that mean that printing has progressed beyond the Gutenberg level to about mid 19th century. For reading to be that widespread, that implies a level of cheap production comparable to the historical penny dreadful.

Does the Pathfinder Society publish copies of it's Chronicles for general consumption a la the National Geographic?

It does not mean that. Printing is not universally ubiquitous. It's quite rare, for example, in Belkzen or the Lands of the Linnorm Kings, but rather common in Absalom. It's not that common in rural Taldor, but very common in urban Taldor. The Pathfinder Society publishes the Chronicles for general consumption; comparing them to National Geographic is a good comparasion there, but these books are not in full color and are hardcover and more expensive and not as ubiquitous throughout the world.

Penny Dreadfuls are quite common, for example, in Ustalav, but not so much next door in Numeria.

That means that if you set your game in Ustalav, having penny dreadfuls be for sale on street corners in big cities makes sense, but if you set your game in Numeria, it does not.

This might not make a lot of sense on a macro level in-world, but it's a necessary verisimilitude sacrifice to make the game more fun and more playable. Golarion was never built to be a realistic example of a world with integrated and interactive nations, and it doesn't really hold up to scrutiny on that level. If you have trouble with the concept that mass printing of novels might be common in one nation but relatively unheard of in a neighboring nation whose themes don't align with those themes, then Golarion might not be the right setting for you to play in. Alternately, you might want to focus in on a specific region and its themes and not worry about what's going on next door. And ALTERNATELY you can get in there and start rebuilding those other nations as you see fit to make more sense to you, but doing so will sacrifice certain play style options.

There's also always splitting the difference, where nations that print a lot of books naturally export a lot of books. Happened that way in Europe for awhile until the press caught on.

What does being tagged by a bane weapon feel like?


James Jacobs wrote:
Prince of Knives wrote:
Does Golarion have any canonical examples of Herostratic fame and if so, can you name one or two?
Yes, but I can't name any off the top of my head.

Oh, neat! I'd kinda expected to get "we haven't printed any but I'm sure someone's tried," as the answer there. I'll get some folks to go digging for 'em; the subject (Herostratic fame) has been a curiosity of mine lately.

Most societies of Golarion seem to be literate; mechanically, at least, almost everyone in the setting can read and write. So what kinds of things do they read and write? Are there penny dreadfuls sold in Golarion? Magazines or their precursors? Is reading for leisure still the providence of the upper class or those whose jobs are lettered?


PannicAtack wrote:

I'm referring to the quick rules for class templates in the monster codex. The relevant part of the rogue creature simple template:

"Quick Rules: +2 to AC and on all rolls based on Dex; gains sneak attack† with a number of sneak attack dice equal to 1/2 its HD (maximum 10d6 at 20 HD)"

So if the template is being applied to the eidolon when it has 4 HD as though it had 1 HD, does that mean that at fourth level an ancestor eidolon with the rogue creature simple template doesn't have sneak attack 1d6?

I'm sorry if this is a dumb question.

The general rule in D20 systems is that you always round down - literally always, even if it ends up being .95 or something of that nature. You round down.


Does Golarion have any canonical examples of Herostratic fame and if so, can you name one or two?


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AT LAST, WE RIDE AGAIN

With my repeated apologies for the delay, there's been an update to the malefex doc. Changes include:

-> Accuracy added to the Wrack ability
-> New Banes and Geas
-> The new Rustpicker archetype
-> New feat (Sucker Jinx)
-> Bookmarks
-> Rogue, Slayer, and Vigilante talents

You can expect some edits to the class's fluff up front Soon(tm), as well as at least one more Bane and possibly more of the capstone curses, in addition to FCBs just as soon as I decide it's better to write them as opposed to, say, curling up in a corner to cry.

There's also been some other changes, such as to "Iron, Cold Iron", that I didn't update the thread on at the time because life was hectic as hell.

Thank you for your patience! I eagerly anticipate your feedback.


The Chess wrote:

Hi Jade! Nice to see you around. :) This "thread" is about a PbP game to start that requires a Trio. The game is focused on Path of War, hence why we'd like to explore Traditions.

Am I correct to assume the "Solstice Lords" work as some sort of "Internal Affairs" for the "Lords of the Wheel"?

In a group of three people following the Tradition, would each one of us occupy one of the seasons (Summer, Winter, etc.) and have a last season missing, or would we all be from the same "season"?

Welcome! You're not intruding :)

Solstice Lords are the internal affairs branch, yes. They generally pose (and to an extent, serve) as a member of another Season so as to deflect both internal and external suspicion; the Solstice is not casual knowledge.

As far as mixing Seasons, both styles potentially have merit. The trouble tends to be if someone loses track of the long-term picture and ends up in conflict with a fellow Lord, in terms of mixing things - but the varied approaches also make such mixed groups more versatile. It may be easiest to mix outside of direct opposition - that is to say, Autumn and Summer, or Spring and Winter, but not Spring and Autumn or Winter and Summer, but whatever totes your goats, my friends.

Solidly N Lords can join whatever Season they wish, incidentally. The Solstice keeps an eye on the choice such people make, as it tends to reveal something about their character and values.


So, ah. Hi folks. Jade Ripley, Dreamscarred Press. I wrote the Traditions you've been discussing! Saw your thread while I was passin' by, figured I'd pop in to say hi. Lemme know if I'm intrudin'.


Jessica Price wrote:
Prince of Knives wrote:
James Jacobs wrote:

I often see this type of sentiment on the internet, and it frustrates the hell out of me.

The ONLY person who gets to decide if something is insulting is the person being insulted by it. If someone says something that ends up offending someone else, the responsible and mature solution is not to justify their insulting/offensive actions by trying to describe how they don't see it's insulting. That just digs their hole deeper and makes them condiscending as well as insulting to the person who's offended.

The right solution is to either nod your head and stop using that sort of offensive behavior (preferably altogether, but certainly when speaking to the person you, perhaps inadvertently, offended).

Actually, an even MORE right solution is to apologize to the person you offended and LISTEN TO THEM to find out WHY your words offended. In my experience, when I've been in the role of accidental offender, and then listened to folks about why they were offended, I've realized that I was indeed being unknowingly offensive, and in changing the way I speak or the words I use, I can still talk about the topic (all languages have plenty of synonyms you can choose from–instead of fluff, say flavor or lore or story or information or canon or whatever) without being offensive and that makes me a better person.

I...am trying to find out why the term is offensive to you? That was the thrust of my question, Mister Jacobs; I'd like to know why you hold a view so substantially different from my own. Y'know, so that I might better understand it.
He already told you why.

...Aye, that was the viewpoint I was seeking elaboration and further context on. It might be the lack of coffee on my end but this conversation has gotten awkward for reasons I don't fully understand here. I'm looking to understand more about this new viewpoint I have not, personally, encountered before now, nothin' more. I saw the previous post and would like to know more about how Mister Jacobs came to those beliefs and conclusions.

I can only beg your patience with me at this point. It wasn't my intention to state or imply that the view is wrong and I am sorry if I gave that impression. I'm curious, not upset.


James Jacobs wrote:

I often see this type of sentiment on the internet, and it frustrates the hell out of me.

The ONLY person who gets to decide if something is insulting is the person being insulted by it. If someone says something that ends up offending someone else, the responsible and mature solution is not to justify their insulting/offensive actions by trying to describe how they don't see it's insulting. That just digs their hole deeper and makes them condiscending as well as insulting to the person who's offended.

The right solution is to either nod your head and stop using that sort of offensive behavior (preferably altogether, but certainly when speaking to the person you, perhaps inadvertently, offended).

Actually, an even MORE right solution is to apologize to the person you offended and LISTEN TO THEM to find out WHY your words offended. In my experience, when I've been in the role of accidental offender, and then listened to folks about why they were offended, I've realized that I was indeed being unknowingly offensive, and in changing the way I speak or the words I use, I can still talk about the topic (all languages have plenty of synonyms you can choose from–instead of fluff, say flavor or lore or story or information or canon or whatever) without being offensive and that makes me a better person.

I...am trying to find out why the term is offensive to you? That was the thrust of my question, Mister Jacobs; I'd like to know why you hold a view so substantially different from my own. Y'know, so that I might better understand it.


James Jacobs wrote:

People often use "fluff" to indicate that, yes, but it's STILL insulting to me. The real-world definition of "fluff" includes things like "something of no consequence" and "an error or blunder." Other definitions, like "light downy mass" simply make no sense at all when applied to creative content like this. The word simply does not have any positive connotations unless you're talking about something like the inside of a pillow or the softness of an animal's fur—there's really no way to use the word to talk about someone's hard work and make it sound anything other than being dismissive of that hard work. Furthermore, it's got another connotation in the porn industry that makes it even more insulting and crude when applied to this situation.

And since the campaign setting/adventure/story information is, to me, the most INTERESTING part of the game (the rules, in my opinion, exist only to make the story happen at the table and should SERVE the story rather than be the focus of the game), it's demoralizing and depressing and annoying and frustrating to hear folks call all that hard work "something of no consequence" or "an error or blunder."

Huh. I write a lot of fluff myself and never found the term insulting (other synonyms have included 'flavor' and, depending on the context, 'worldbuilding'). Some descriptive terminology needs to be used to note the boundary between the two kinds of writing, since rules writing - 'crunch' - tends to be significantly more legalistic. And as Timitius mentions, fluff's easier and usually (usually...) more enjoyable to read.

As far as the history of the word itself the most common explanation of its origin I've come across is that fluff is the most easily changed aspect of any particular game. Refluffing - that is, anything from changing how an ability looks to running a game in a setting other than its default - doesn't necessitate alterations to the game's system, alterations that have a cascading impact.

Good fluff can be hard to write. Consistent fluff can be harder, especially when you've got fellow writers with a clashing vision and now you've gotta do negotiations. Having never seen it used as a term of disrespect I find myself intensely curious as to what experiences brought you to conclude that. Could I persuade you to elaborate?


Quintain wrote:

So, anyway, getting back to the task at hand.

Our best combination of Manifester level increase is:

Wilder Level 20: 20 ML
Wild Surge: +6 ML (Perfect Surge +10)
Surge Crystal (standard): +3 ML (stacks with wild surge)
--------------------------------------------------------
29 ML (for all spells)

Temporary/Limited Bonuses:
+1 ML (Setting Stone of Invigoration) - for 10 minutes
+1 ML (Trait bonus for 1 Power)
Metaconcert gives +5 Standard, but fully augmenting the power (with Setting stone, Trait, Perfect Surge, and Surge Crystal) allows for up to +18 ML requiring 18 psionic creatures able to provide PP to the Metaconcert Pool.

Equaling Max ML of 42:
-- Explanation: Surge Crystal and Setting Stone of Invigoration are the only ML bonuses outside the concert able to be used (+4 total). 18 psionic creatues + +4 for Items = 22 ML bonuses.

There we go. Notably, that ML still has to be backed up with PP expenditure to get most of what you want, though. You do get 9-13 (depending on Perfect Surge) of that for "free" off of the surge & surge crystal.


Quintain wrote:
Prince of Knives wrote:
Quintain wrote:

Along the same theme of this thread, I'd like to see if the community can come up with the highest Manifester level possible.

Given 20th level Psion: 20
Wild Surge: +6
Overchannel +3

How in God's name are you Wild Surging with 20 levels of Psion and zero levels of Wilder?

I'm not, really. I'm simply assuming 20 levels of manifester and using whatever class abilities are available. If that requires 20 levels of psion, or 20 levels of wilder, it doesn't really matter for the task at hand.

A scaled up surge crystal would do the trick, however.

Interestingly a wild surge from a level 20 wilder + standard/scaled up surge crystal can give +12 ML.

My friend, far be it from me - the guy with a vested interest, after all - to tell you what to do or not do with our products in terms of optimization, but psionics suffers from a bad case of people saying things like this:

Quote:
Remind me again on how psionics isn't broken?

As it is. If you're gonna try and break through the barriers between truth & sanity, at least show the homework on it instead of giving impressions like this, yeah? Consider it a personal favor.


Quintain wrote:

Along the same theme of this thread, I'd like to see if the community can come up with the highest Manifester level possible.

Given 20th level Psion: 20
Wild Surge: +6
Overchannel +3

How in God's name are you Wild Surging with 20 levels of Psion and zero levels of Wilder?


James Jacobs wrote:
Prince of Knives wrote:
James Jacobs wrote:

1) Another Brick in the Wall

4) Not to the extent that we see with Sarenrae. Mostly because I don't think complicating good religions in that way is something that benefits the game.

Would you do me the kindness of expanding on these two answers?

1) Another Brick in the Wall is about standing up to oppression, and that feels chaotic good to me.

4) If every good religion had a huge complex schism, it'd be boring and kinda repetitive. If ONE has it, it's unique and noteworthy.

1) While I'm fairly certain that's not even a little what ABitW is about, I'm more surprised that you singled it out when this exists in the same genre and time frame.

2) But what of smaller conflicts of dogma or emphasis? You don't need a budding civil war in a church to have issues of conflicting beliefs or ideologies within a faith. You touch on it some in a few places, such as with the heretical cleric in Emerald Spire (she believes the holy text has been compromised by her god's enemies) but it'd be nice to see some depth added to these faiths by noting conflicts driven not necessarily by violence but by disagreements in things like translation, the importance or lack thereof of pieces of dogma, or even prophetic or saint-like figures. Religions on Earth were and are complicated, and Golarion has all the pieces needed to represent that complexity and just...never follows through.


James Jacobs wrote:

1) Another Brick in the Wall

4) Not to the extent that we see with Sarenrae. Mostly because I don't think complicating good religions in that way is something that benefits the game.

Would you do me the kindness of expanding on these two answers?


Adam Daigle wrote:
Prince of Knives wrote:
Rysky wrote:
Anyone can explicitly be a priest. A Barbarbain can even be a head priest of a religion. Priest is a title/occupation, different than a Class.

How about no?

Priesthood is and has been heavily associated with divine casting to the point of synonymity in both Pathfinder and its preceding systems. If you'd like to dig me up some examples of priests that aren't divine casters or False Priests I'm all ears but in the meantime I'm decently certain no precedent supports your viewpoint.

Each of the gods' entries in Inner Sea Gods talk about what kinds of classes typically become priests of a certain faith. For one nonstandard, noncaster example, the entry for Norgorber includes this line: "Rogues, assassins, alchemists, and shadowdancers make up the bulk of Norgorber's clergy, though spellcasters and even more specialized types also serve him." Granted, that line doesn't specifically say priest and instead uses the word clergy, but I'd call that close enough.

Danke, and thank you for stoppin' by. Clergy does indeed tend to be close enough, even if it's technically a broader term (altar boys are 'clergy').


Rysky wrote:
Anyone can explicitly be a priest. A Barbarbain can even be a head priest of a religion. Priest is a title/occupation, different than a Class.

How about no?

Priesthood is and has been heavily associated with divine casting to the point of synonymity in both Pathfinder and its preceding systems. If you'd like to dig me up some examples of priests that aren't divine casters or False Priests I'm all ears but in the meantime I'm decently certain no precedent supports your viewpoint.


Rysky wrote:

*shrugs*

I guess my much shorter playtime, compared to yours, has colored my thoughts differently.

As for the "literal priests" part, Paladins can be priests, just because you're a Cleric doesn't mean your Deity likes you more than their other followers, it just means you get a different suite of abilities gifted to you.

As to your last question, I agree, it's the latter, you seem to have conflated religion with faith though.

In addition to Iki's post above, clerics, inquisitors, and warpriests are explicitly priests. Even the various Pathfinder SRDs stop to mention this, to say nothing of the loving descriptions of their roles in various churches contained in the books they actually got published in. I should imagine the person you trust to guide your flock, interpret your will, summon your servants, raise the dead, and promote your teachings, glory, and name across the world might possibly just be held in more esteem than the fighter who stops by your church twice a week, says his prayers, and goes on with his life. I'm wondering where it is you acquired a different line of thought on the matter.

And while one does not need a religion to have faith, the two tend to be synonymous in the context of the competing-monotheism setup favored by Golarion, Forgotten Realms, and the like. When your god can (and does) personally talk to people - sometimes whether they ask to talk to that god or not - you tend to only get lone wolves and solitary practitioners if the god in question permits it. Indeed, the entire existence of the inquisitor class as presented is in part to ensure that people who worship a given deity are doing so properly, and especially for lawful people like, say, a paladin, the idea of belonging to a faith but not identifying with its organized church or at least some facet of its organized church is a bit silly. Communal cohesion is one of law's big goals and benefits.


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Rysky wrote:

Paladins have always had to been more devout and held to a stricter code, hence their code.

The trait in question allows a small certain sect of clerics from a certain city to worship a heretical mockery of Asmodeus.

Emphasis mine.

The really short response to this is "no." The longer-form response to this is, "Paladins were god-optional as early as 1e D&D." The first paladins I played were in second edition, using material from The Complete Paladin Handbook, where it stopped to talk about the paladin code of the time, why it existed, and what paladins might do, believe, seek, and act like. Forgotten Realms introduced god-required paladins at the same time it introduced god-required clerics, druids, and rangers (with those last two being particularly annoying, incidentally) and its massive popularity caused it to be seen as the standard, but it never was and until 5e made it the core setting, never had been.

Setting aside the heritage systems - that is, setting aside that word 'always' - the idea that paladins are more devout than literal priests strikes me as more than a little bit absurd. From a mechanical perspective, even warpriests and inquisitors are granted divine power above and beyond the call of even the most puissant paladin, to say nothing of clerics that can reshape the world with mighty divine magics. Those three classes have one loyalty that they have to be concerned with - their god. Indeed, clerics etc. fall, losing access to these incredible miracles, if they act out of step with their god or, y'know, manage to make them upset.

A paladin's first loyalty is not and has never been to their god. A paladin's first loyalty is to justice, to Good itself. Paladins don't fall for making their gods upset, they fall for doing evil, for failing to act with honor. The idea that clerics get a pass for "heresy" but paladins, people whose loyalties put their god distinctly second - people who, like clerics, sometimes don't even bother to worship a good-aligned deity - do not, is laughable and hypocritical. And this gets even more annoying when you remember that the gods of Golarion and, for that matter, every PF & D&D setting are fallible. They make mistakes. They get angry. Their priorities do not always benefit the weak or helpless. They love, hate, and sometimes even change alignment. A paladin, whose devotion is supposed to be to Good first and all other things second, unquestioningly accepting the orders of beings who may not share that devotion is not really a great way to characterize paladinhood. The gods of Golarion have fallen to corruption before, after all. They may again.

Paladins have "always" been archetypes of knightly honor, justice, duty, and loyalty. They place the defense of the weak, the punishment of the wicked, and the spread of Good through example and heroism above other obligations. Traditionally, a paladin joins a church because it is relevant to their lives (see for example: a paladin specializing in hunting evil spellcasters who worships Boccob) or because in that church they see something to respect and admire, which they feel is worth promoting in the lives of others. You can see an example of that second one in Forgotten Realms with paladins of Sune, a Chaotic goddess who nonetheless sponsors them because they agree that beauty and love are high virtues worth fighting to defend. A paladin in one's church is a good sign, and also a barometer for corruption. When they walk, it's time to take a good hard look at the clergy and lay members and try to figure out where you messed up, because you messed up somewhere.

Paladins have also "always" been used as cautionary examples of what happens when they fail to consider their own morality, instead trusting in others to guide them. A paladin is supposed to be the guide. Look at the Darklord of Nidalia, in Ravenloft, a paladin who rather unfortunately trusted wholly in her church to guide and advise her and was lead down a dark path that ended in genocide and, eventually, imprisonment in the Demiplane of Dread, where she still remains blissfully ignorant of her own evil because she is surrounded by those who tell her that she is good, just, and holy.

The arguments you're making, and which have been made on this subject, are essentially trying to display one's cake and eat it too. Either paladins are discount warpriests, in which case A. why do they exist and B. why are they only lawful good, or paladins are exemplars of virtue, whose duty it is to guide and, if need be, check or even oppose the organizations and churches that they elect to join.


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James Jacobs wrote:
Alzrius wrote:
James Jacobs wrote:
MMCJawa wrote:
Paladins of Asmodeus have been retconned out of the setting, at least as NPCs with actual levels of paladin.
Correct. That wasn't a retcon, actually. That was us correcting an actual and legitimate error. In the same way if we spell the word "Wizard" as "Wziard," that doesn't mean that there are actually characters out there with levels in a new class called "Wziard."
James, is that more because you think that paladins of evil gods shouldn't happen in general, or is that an unwritten expansion of the "all divine spellcasters' alignment - not just clerics and druids - must be no more than one step away from their god's" rule?

It's because paladins have a hard alignment requirement. They MUST be lawful good.

You can't worship Asmodeus and remain lawful good.

1) Paladins need to be devout and faithful.
2) A devout and faithful worshiper of a deity follows the deity's rules
3) A worshiper who is devout and faithful to a LE deity is most likely LE himself... or MAYBE LN or NE, but those are slipping into heresy. None of these are LG, and thus you can't be a paladin who is a devout and faithful worshiper of Asmodeus.
4) If you stayed LG somehow while still worshiping Asmodeus, you would be worshiping Asmodeus in a way that is blatantly disregarding the teachings of Asmodeus, and this is a chaotic act, and thus the longer you worship the more your alignment actually slips toward chaos.. That isn't LG, and thus you can't be a paladin who worships Asmodeus in a chaotic way.

Thus, there's no way to be a paladin AND be a worshiper of Asmodeus.

You can certainly be any other class and claim to be a paladin while still worshiping Asmodeus... but you would NOT be a palaidn.

It's an error. Has nothing to do with what I think or an unwritten expansion. It's the way the rules work.

...But a cleric with the trait in question can be an LG cleric of Asmodeus, or a TN cleric of Asmodeus, just fine. Are you telling me that paladins have to be both hardline LG and, somehow, more devout than clerics? Warpriests? Inquisitors? At what point did the error start, because it's starting to sound like the error was, "This trait got written."


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CECShocktrooper wrote:

Hey guys!

Haven't been on in an age and half. Just started up a campaign with some friends on Saturdays using tabletop simulator and it's been pretty fun.

Unfortunately, one of the members has already died and wants to make a character. His last character (though I was begrudge against it) was a psionic.
This time around he wants to do Warlord,buy after reading through he seems incredibly powerful and scales extremely well. I'm not a fan of his Gambit system, and I (personally) feel that the penalty is barely anything to penalize a player on a failed action. You get -2 on your rolls until next round but you still get a maneuver; versus the bonus of 2 and buffs.

I'm not listing all the good stuff, abd maybe I'm not seeing what makes this class have weaknesses like others since I can't pull up enough discussions on it.

Can someone give me a reason why this isn't overpowered overall, or why it is?

Mornin' friend. Jade Ripley, Dreamscarred Press. You may remember me from such books as Path of War: Expanded, Psionic Bestiary, and Lords of the Night. Let's talk about Warlord some, yeah?

So: the basic premise that I need to lay down is that martials lack versatility, both in and out of combat. Specifically, any given martial character generally has one, possibly two effective tactics they can field through their entire career, which may or may not be viable depending on the encounter. In a situation where these tactics aren't applicable, the martial character finds themselves unable to contribute to the party. A quick tour of the forums will turn this up easily enough.

Path of War and, more generally, the initiating system was designed to offer multiple viable tactics, with a side order of helping to shore up out-of-combat utility. Maneuvers provide options in combat, while stances & boosts help to enhance those options and provide tricks out of combat to help solve problems and influence the narrative. What this means, among other things, is that maneuvers are the star; if they seem easy to recover, they're meant to be. They're the tools by which you accomplish your goals.

I could spend more time than I've got right now talking about the system math behind some of our decisions, such as stuff that "emulates" a combat maneuver without using the CM system, but I've gotta bounce here in twenty minutes so I'm going to open up with the short version: maneuver math is centered around the challenges you'll find in various bestiaries, and in particular takes into account things like the scaling they get for size and the appearance, then proliferation, of powerful "rider" effects and spell-like abilities among various monsters, partial casters (magus, inquisitor), & spellcasters.

Warlord itself is in a pretty flexible spot as a class. In practice any individual Warlord will be less versatile than the class as a whole could be, both because they can only ready so many maneuvers and because they still need to sink feats into getting their chosen fighting style up and running. If you're looking for the class's specific weaknesses, Warlords are vulnerable to being focused down (you only get one Counter per round) & to being mobbed, and disarming one can be a deceptively Bad Time for them. Enemies that rely on single, big attacks are not going to do well against Warlords but those enemies already don't do well against literally anyone so nothing's really changed there.

There are some things I'd suggest you watch out for as a GM when it comes to Path of War. In particular, we're currently hip-deep in errata to help clean up the wording and to retune some of the damage of the boosts and strikes. The particular problem disciplines tend to be Primal Fury and Broken Blade - these being the ones that can go too far on accident - with Black Seraph getting an honorable mention for some of the Intimidate exploits available. If your player's got an interest in these, talk to them about them and be open to scaling the damage back while we get this worked on, and in the meantime we beg you for your patience.

Path of War was made to have a high "floor"; that is, it's deliberately hard to build a bad initiator. We did this to keep it accessible to new players and groups that don't want to spend large amounts of time optimizing, which sounds like it may be your group! But for groups that do optimize, the same tricks that crank out high-damage martials still work with Path of War.

I and/or the team will be on hand to field further questions and discussion if you need us. Or if you'd prefer that folks who by definition have a vested interest stay out, then I can leave things to my fellow posters through the thread - whatever totes your goats. Int he meantime, though, I do hope you give the subsystem a shot.

Thank you for your time.


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I'd cut off my left pinky for a multi-quote function on these forums, but here goes.

Hunterofthedusk wrote:

I like it! Swift action debuffs on a character that can reasonably participate in melee at least as much as a rogue. I especially like the theft malefactions, as exhausting an enemy and getting +6 strength and dexterity is pretty bad-ass.

Honestly, in just a quick read-through, the character I'm building in my head has most of it's feats spent on Street Lessons, as the Knocks are flavorful and mechanically beneficial. If something happens to the Witch I'm playing, I'll see if my GM will let me roll one of these up, as it fills my current role in an entirely new way.

The knocks definitely ended up in a different spot than I initially imagined when designing the class but I'm honestly pretty happy with that.

Hunterofthedusk wrote:
So, I just really love the idea of a Bare-knuckle Brawler Malefex using the Confiscate: Vitality Malediction, especially with the Make Do and Personal Touch knocks being able to get a total of +3 of weapon special abilities. Go with Two-weapon fighting, grab Menacing and Linked Striking with Make Do/Personal Touch, get Gang Up so that you and your allies are always flanking... This can be quite a terror on the battlefield. Bravo

Is it the right balance, d'ya think? I mean, at that point you've invested quite a few resources into getting where you're going.

Hunterofthedusk wrote:
So with Confiscate: Blood, do you gain the temporary hit points when you invoke the malefaction, or every time the target suffers bleed damage from it?

Invocation.

Hunterofthedusk wrote:
So, what was the logic behind giving Bare Knuckle Brawler a competence bonus equal to wis mod on unarmed attacks at level 6? I personally like it as it can make the class less MAD, especially with getting wis mod to damage against cursed targets and the couple of curses that an effect that doesn't allow a save, but it does seem to be a rather large bonus to suddenly start getting, and to me it seems like going bare knuckle brawler is far better than using weapons.

Because BKB doesn't solve many of the other issues with unarmed attacking. There's the trouble of magical enhancement, which is expensive as hell, the difficulty of lower base damage (even with the feat to help out), not having reach or other weapon properties and, importantly, the fact that even with the accuracy boost you're a 3/4 BAB class so there's only so much juice you can wring out of full attacks. BKB enables an archetype but it doesn't make it as cheap or effective as using an actual weapon.

Volvogg wrote:

This is a fantastic class Prince of Knives! You can be certain that you have one sale already!:P

In fact I like it so much I created an archetype for it. May I present to you the Blasphemous Blade. Let me know what you think.

Glad to see you like the work thus far, my friend. I'm gonna give it to you straight, I am not the world's biggest fan of the archetype; while I realize there's precedent now for altering BAB and the like, I don't really like how this hard-locks the 'fex into a particular archetype. The loss of essentially three skills (since you now non-optionally require Intimidate) hurts in the out-of-combat utility in a bad way, and the custom malefaction raises awkward questions of interactions with the existing malefaction rules and, more impotantly, with immunities and targeting.

You may end up enjoying the upcoming Rustpicker archetype, though.


Thanks for gettin' this up, Pazio Web Team!

This is my first novel folks; reviews - honest reviews - are both welcome and deeply appreciated. I do hope y'all enjoy it.


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So! Thank you for the feedback thus far; my life's been unexpectedly busy. I will address it tomorrow, when I've got the day off.


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No, you're late cross-posting the playtest.

So, once upon a time I had (and still have) a ton of projects on my plate but suffered from severe writer's block. Did I do something sane like step away for awhile and find my head? No, that'd be sane. Instead I ended up writing an entire base class to break through the writer's block.

Meet the Malefex

Malefexes are street-smart, skilled characters who support their party through the application of debuffs and battlefield control. They thrive in cases where they can provide flanks, cripple stronger enemies, and apply their practical experience to problems. This is the second major revision of the class thus far.

Working with me on the project is the esteemed Ehn Jolly, who thus far has provided the theft-themed malefactions, a pair of knocks, and the Veiled Stranger archetype. This is my first time working with him, and it's been a blast thus far.

Your feedback is welcome and appreciated, folks!


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Afternoon, folks. Jade Ripley, Dreamscarred Press! As you may or may not be aware, I write more than RPG supplements; more to the point, I'm an avid fiction writer.

And a little while back, I kinda accidentally wrote a novel.

The Kickstarter for Mourners: Scum of Shatterdown went very well and now the book's both available and in print, right here on this site. It's the first novel that Dreamscarred Press has ever published, and both I and the bosses are proud and pleased to have it on offer.

I'm on deck to field questions, if folks have any. For those who choose to buy it, reviews and feedback are both welcome and appreciated; I'm always striving to improve.


Snowblind wrote:

A few observations about the Kitsune stuff:


  • If I understand the polymorph rules correctly, Yokai are kind of broken. Stuff merges into your body when you use a polymorph effect. Yokai end a polymorph effect when they change into fox form. You might want to put a specific exception there allowing them to merge stuff into their fox body, but make them "de-merge" it when they die or walk into an AMF (so a dead fox Yokai doesn't keep its stuff forever).
    EDIT: wait, just took another read through. Let me get this straight - the Yokai has a natural form, but they shift into that natural form with a polymorph effect? That seems like an excellent way of creating all sorts of bizarrness. Stepping into an AMF, getting hit by True Form or taking a standard action to remove Baleful Polymorph will de-merge all their gear. So will accepting any other polymorph effect that doesn't also permit gear merging, even if it is something trivial like Aspect of the Falcon.
  • I found Liminal Mediator's wording weird with regards to its DC bonus. I know that it is similar to Spell Focus's wording. I just found it confusing to parse and on my first pass I though that it gave a save bonus vs death effects instead of a bonus on death effect DCs. Maybe it is just me, though.
  • A Huli Jing can drain its own familiar, animal companion or fellow party members each day with no downsides so long as a drained creature never take more than a single point of constitution damage.
  • Kumihos getting +wis seems a little...jarring (IMHO). I am not particularly keen on a race of viscous predators who seduce, bluff and disguise their way through murder after murder but often get caught out through fairly obvious means being considered "wise". I get that they have a Hunteresque theme, but in both the sub-race description and the Korean mythology which it is based on there aren't any indications that the Kumiho is strongly attuned to nature, the gods or anything else (the mythology I have read, at
...

Copied from the post on Giantitp:

Myself wrote:

Yokai are kinda weird, but there's not really a better mechanical way to handle it. Even your proposal ends up causing more headaches down the line. We've got our eye on this but trust me, we tried it the other way and it was a nightmare from which there was no waking.

We'll take a look at Liminal Mediator.

A huli jing with restoration can also just feed on whoever they like. This is not a solvable issue.

When Perception, Survival, and Sense Motive stop being Wis based, the kumiho will stop being Wis based. Additionally, Wisdom is the stat most often associated with animal cunning, helps the kumiho shake off effects that would end their killing spree (fear, mind control) and aids in the selection of targets and the tracking of fleeing victims. They're fine as Wis.

You talk about them getting more than one day per victim as if it is a problem. It is not, and was intended.

Sworn Secrecy, likewise, intended.

We'll look into the FCB thing.


Barachiel Shina wrote:
Is there errata out for this yet? If so, where?

It should be released for playtesting and examination Soon(patent pending). As we mentioned before, work on the errata didn't start until after we managed to finish out Expanded, which turned out to be a nightmare without end or pity. Now Expanded is finished, and we're actively working on it.


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Air0r wrote:
So, I may be starting up a home game in the near-ish future that is entirely Path of War based (including other supplements with Path of War material like PoW:E Lords of the Night and the playtest things that are out). I need my world to be filled out with NPCs who are also initiators. If anyone is up for it, feel like posting any characters or NPCs you have built that use PoW material?

Lords of the Night has a few that may serve you.


Air0r wrote:
Elricaltovilla wrote:

Attention PoW:E fans!

The Path of War: Expanded PDF has been updated to fix the errors that were in the original run. So make sure to go to the website you purchased your PoW:E PDF and download the PDF again to get the updated version!

Does this mean there is another set of planned errata?

...No? Why would it?


Air0r wrote:
Has there been any news on this one?

It's on hold during my son's yearly visit, as well as in consideration towards another project of a more, shall we say, time-sensitive nature.

Plus if we're being honest I need to take some time and peel through every last scrap of knowledge about Inquisitor before I return to Rose Enforcer.


Dread Knight wrote:
Are there any magical items directed towards Path of War classes? It seems like something they were always missing, and would be really cool to see.

Some of the Charms and, of course, the martial options, but nothing that explicitly interacts with maneuvers...yet.


I dunno, the 3pp Advice forum? Giantitp? Whatever totes your goats.


Ninjaxenomorph wrote:
Prince of Knives wrote:
Ninjaxenomorph wrote:
What would a dev's opinion be on mixing the given vampire template and the traditional vampire template, with that representing 'pure' Moroi bloodlines? I've been made a fan of this book, but I've been a fan of how Paizo outlined vampires in Blood of the Night.
I wouldn't necessarily suggest it. The thing with the template in Lords of the Night is that its design wasn't because the base vampire was necessarily a bad vampire, but rather that its abilities and limitations were and are extremely problematic to use in the context of a group of player characters in a campaign. The changes to those advantages and limitations necessitated worlbuilding differences, differences which the existence of the base vampire template would make...difficult. Especially considering that the Moroi breed like rats.
I was going to use it in a setting I work on with others for a Vampire-ruled kingdom, which vampires of all varieties have flocked to. Moroi are the 'ruling class,' due to their numbers and spawn, and the vampire template in LotN are the enforcers and footsoldiers. A diluted bloodline they can create when making spawn.

This might be better as its own thread in the appropriate forum, but...I'm not seeing how what you're describing addresses the difficulties I've mentioned? Especially since now they're competing for food and the Moroi still breed like rats. You can end up with an accidental standard-template vampire. LotN ones have to happen on purpose.


Heine Stick wrote:
Is there any difference contentwise and physically between the preorder here at Paizo and the POD version available through DriveThruRPG?

There shouldn't be.


Ninjaxenomorph wrote:
What would a dev's opinion be on mixing the given vampire template and the traditional vampire template, with that representing 'pure' Moroi bloodlines? I've been made a fan of this book, but I've been a fan of how Paizo outlined vampires in Blood of the Night.

I wouldn't necessarily suggest it. The thing with the template in Lords of the Night is that its design wasn't because the base vampire was necessarily a bad vampire, but rather that its abilities and limitations were and are extremely problematic to use in the context of a group of player characters in a campaign. The changes to those advantages and limitations necessitated worlbuilding differences, differences which the existence of the base vampire template would make...difficult. Especially considering that the Moroi breed like rats.


Man, Louis, I know you've been in the industry long enough to understand why this is a bad idea. What possessed you to even bring this up?

Fellow posters have mentioned the sense of elitism this would foster; what they haven't reminded people of is that the industry is broke. Even the people who aren't broke are broke - ask WotC or Paizo about their budgets sometime - and 3pps are more broke than usual. If something like this impacts sales, and it will, it'll be impacting sales margins that are already unforgiving and small.

And that actually ties into attempting to organize this as well. Who runs it? Who administrates? What happens when Product X conflicts or interacts strangely with Product Y? And when you do decide who handles all of that, a job that would be full-time and stressful, how do you pay them? Exposure? Sales that don't happen? Everyone's still broke. There isn't enough blood or money in the entire RPG publishing industry to make that happen.

There's always been an air of respect and cooperation in the 3pp PF community. To be frank, I find this suggestion a bit insulting if only because there's no way it doesn't end with that respect and cooperation being dissolved, and that's if you could fund it.

I'm all for promoting awareness of 3pp and dispelling the poor reputation it has in the industry, but this is the opposite of a way to do that. Should everyone sit down and discuss ideas on how to do it sometime? Sure. I'm sure many folks, like Ssalarn has, can present ideas that were successful in their communities and which can inspire further outreach efforts. But this seems like it just ends poorly.

Thank you for your time.


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Derron42 wrote:

Do Mystics benefit from their own glyphs?!

Thanks!

Yes.

The rule in Pathfinder is that you are always your own ally, "unless it wouldn't make sense or the result would be impossible." When dealing with design from Dreamscarred Press, you're just always your own ally; we'll use terms like 'other allies', 'adjacent allies' (you are not adjacent to yourself), or 'allies (other than you)' to indicate abilities that work on non-you friendlies.


Air0r wrote:
Has there been any update on this?

No, there hasn't been. None of the circumstances involved have changed, sadly.


It is done! The print version is now available on preorder. If you, like me, are asking, "Why preorder?" it's because we need to send in some copies so they can be shipped. But everything's resolved, and you may now snag softcovers from here at the Paizo store. Thank you, everyone, for your patience.

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