Endzeitgeist wrote:
Thanks as always for putting out such a comprehensive review!
WRoy wrote: No, to natural attacks gained from the class and wielded manufactured weapons only. Sorry, reverse that. Exemplar's Weapon is an approach that came up during development to make weapon-oriented paragons more viable than my original draft. The official intent is that if you choose the unarmed strike option, the damage increases per the scaling table. We'll make sure that's clearer in the quick fix.
The NPC wrote:
To quote our esteemed developer Stephen Rowe's answer elsewhere - "The concept of the nephilim is slightly different, focusing more on the permanent possession of a humanoid body and soul by an evil outsider's spirit. However, the paragon class *should* cause the type to change. I take full responsibility for the oversight and am working with the designer presently to correct this in the document. What is likely to be the case is the fiendish paragon becomes an outsider at 10th or 20th level, although the actual mechanical impacts of changing type in this manner are relatively minor." Just a small detail that got lost in the development/editing process shuffle... there will be a quick fix going in to have fiendish exemplars be outsiders only at 10th level as part of their fiendish ancestry.
Twining Arcs wrote: Alright, has to be asked... How do the listed NPC Taninim manage to keep their Dex so darn high? Any Taninim I've made has had absolutely terrible Dexterity by the end of game! By not dumpstatting Dexterity just because it's going to get reduced by 6 or 8 at 20th level. Most of the NPC personages started with a 20-point buy for ability scores. The lower-level NPCs don't have as much Dex hit from dracomorphosis yet, while the Elder Voices (and other Colossal-sized movers and shakers of the Lost Isles) invest heavily in barbules of physical perfection to shore up their weaknesses. (I mean, when you're CR 22/MT 5 with an effective Dexterity of 8, including a +6 enhancement bonus, I wouldn't say your Dex is darn high.)
The NPC wrote:
That's a good question. The ITC series focuses on making monsters playable as individual PCs capable of being in an adventuring party, and hive-mind entities don't fit that mold well (unless you're designing a character that is an individual hive member somehow disconnected from the multitudes of the hive). If I were to personally play a hive-inspired character, I'd make the following choices: Race - a subterranean nightmare with the elongated hook hands alt racial trait or, more likely, a warptouched (representing an incomplete humanoid host metamorphosis). Class - That Which Must Not Be paragon class with the visceral oddity (or physical brute, to represent a nascent queen that grows in size) aberrant power and inscrutable alien heritage, focusing on getting as many physical abilities of a hive member as possible (acid blood, claws, climbing, armor, etc.) as well as telepathy. Another option would be Dreamscarred Press' tactician class with the aberrant champion archetype, and play it like a disconnected hive member who can create a partial hive-mind with its adventuring party.
Bardess wrote: Question: does a multiclassed Aberrant Champion replace all the indicated abilities from all his classes? For example, let's say I want to make a Warptouched Crossblooded Sorcerer (Aberrant/Shapechanger)/Bard with this archetype (o gods YES): does he replace all the listed class features from both classes, or just some from one of them and some from the other? A multiclassed Aberrant Champion replaces all indicated abilities.
InfinityKage wrote:
His bombs deal 2d6 less than an equivalent alchemist using explosive bomb discovery (using Cha instead of Int), but whenever he isn't throwing bombs he can fire multiple cones of dragon's breath rounds with a full attack that deal additional damage(scorched earth) and have a lower chance to misfire (dragon fire), plus can have their DC staged up by his Cha mod for 1 grit (dragon fire). Thanks to the Gunsmithing feat, he makes these cone-effect ammo himself for 4gp a pop. He shoots people at the same time he pistol-whips them (whip-shot deed). Also, as a standard action for 2 grit and a daily use of bomb he can shoot off a 30' cone: one target gets an attack roll for gun+bomb damage, every other target gets bomb splash. Also, "DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON GOLARION AREN'T EXPLODING RIGHT NOW? THAT'S B*******, BUY TORGUE!" (I figured an Int 7, Wis 7 Torgue who focuses on multiple ways of burning and 'sploding things fit the mad bomber bill. But no, not pure bombs.)
"I am here to ask you one question, and one question only: EXPLOSIONS?!" Mister Torgue High-Five Flexington, PFS-legal Half-Orc Gunslinger (firebrand)
Milo v3 wrote: Enjoying this so far, but sort of annoyed that Incutilis is nothing at all like an Incutilis. It's fine for them to have had difficultly trying to balance the Incutilis's abilities (which seems odd to me since they have a balanced intellect devourer in the book), but it'd be better if it was named something else rather than basically making up a whole different creature with the same name. I took a gamble and used some inspiration from the OGL parts of the incutilis lord in Plunder & Peril, as the original incutilis didn't fit well in the scope of the paragon class. Glad you're enjoying the rest of the book! StSword wrote: Wait, is the "That which must not be" class basically a play as a bunch of monsters from the books class? That Which Must Not Be is a highly modular 20-level racial paragon class that lets you play PC aberrations with themes similar to iconic aberration types. It's part of Rite Publishing's "In the Company" series bringing PC monsters to the gaming table. Endzeitgeist did a detailed review which should be posted to the review section in the near future, giving it 5/5 stars, seal of approval, and candidate for his Top Ten of 2017. (You can read it here.)
Get your copy from the Paizo store here! Be All You Must Not Be! Come experience indescribable horrors, unceasing madness, and more tentacles than you can count! Grow in size, develop weird powers, manifest potent psychic abilities, and even drive mundane creatures insane as you level your way to becoming an unnameable doom. Create the aberration you want to play in the Pathfinder Roleplaying Game, as your favorite iconic monsters or your own new, unique entity. This product includes:
Alternate racial traits and favored class options The Aberrant Champion universal archetype (compatible with 48 classes) New class archetypes: the Conduit of the Forbidden (Psychic), Freak Wrangler (Hunter), and Opener of the Ways (Summoner) That Which Must Not Be racial paragon class 1st-20th level Class- and race-specific feats to round out any aberration character Jam-packed with 50+ pages of mechanics and flavorful fiction, from the same company that brought you the hugely successful In The Company of Dragons comes the next book in the extraordinary Questhaven Campaign Setting. It's time for things to get weird!
bbangerter wrote:
If you want to not allow the holding of a charge for a supernatural ability because it is not explicitly spelled out again beneath the supernatural ability subsection header of the Magic section, I hope you're also prepared to not allow a free touch attack as part of a touch range supernatural ability since the verbiage for that is from the "touch spells in combat" subsection of Combat.
Yes, you can deliver ruin touch through a natural attack or unarmed strike. However, you can't replace the free touch attack made as part of the special ability with a free natural/unarmed attack. Doing that would require something similar to the magus spellstrike ability. What you can do is activate ruin touch as a standard action, hold the charge, and then apply its effects on the next successful natural/unarmed attack you make against a construct or object. Not particularly great on your action economy. If you pick up the Domain Strike feat, you could apply ruin touch on a construct or object struck by your unarmed strike as a swift action.
I'm in, and will be bringing three possible characters to this: Tengu monk (Ki Myst,MoMS, QG) 5, focusing on ki powers and styles, drapes his abilities in poorly-bluffed BS gibberish Human magus 3 / witch (winter witch) 1, focusing on big hits with an adamantine bardiche and debuffing spells, free-wheeling drifter and devotee of Yamatsumi Human pal (WoHL) 4, focuses on party protection and durable melee, devotee of Sarenrae and owner of an Osirian-based mercantile cartel There are a few lv3 characters I could drop in as well, but will probably stick to the above three. (EDIT: Most likely the paladin based on the scenario description.)
Leg o' Lamb wrote:
You and Slanky need to let me know if you're running any sessions... will make them a priority and am assuming I won't get any lotto wins. I have to fly out early on Mon and need some vacation time later in the day with the lady and brother-in-law on Sun, but I plan on cramming Fri/Sat to the brim. Shenanigans shall ensue.
Leg o' Lamb wrote:
Let's be clear, that situation doesn't negate Professor being about as terrible a pet owner as you can get in a PFS character. (He got rebuilt after that lv 1 session, by the way, due to me not wanting to give GMs the headache of scorpion whips. So he's been sitting as a grandfathered tiefling character for the past 4-5 years. I may break him out at the Con if I find myself scheduled at a low-level table. :P)
Endzeitgeist wrote: The answer's totally obvious, man! Oh my, what have I created... Good question on the favored class bonus. Feel free to foist this freebie feat (say that five times fast) upon your GM. I've vetted it through heavy playtesting, so it's totally balanced. Scout's honor. 100% Class, All Of It Low (General)
Milo v3 wrote: Are the rakshasa in this tiger headed or do you create your monstrous appearance depending on the abilities you take? Yaksha who take levels in the rakshasa paragon class, the racial archetypes, or the Unorthodox Rakshasa feat gain an ability called rarefied taste that lets them feed off more than just flesh, and provides them a form with animal features different than just great cats/tigers.
I would recommend they keep trying to fight on their own terms, intelligently, relentlessly and without quarter. That means using improved invisibility and alter self to avoid detection and impersonate generic underlings. Whenever they can get guards or (especially) leaders/PCs alone, they will eliminate them as quickly and quietly as possible. They now know they can't plane shift within the Horn, so they will not overstay their welcome on a particular sortie unless they have a chance to kill a creature they've identified as a high-priority target. Kill some of the evil, then bug out for the night. The moon dogs may even take a couple nights to do pure recon, gathering information on the Horn's layout and observing its defenses. Also, have them switch up their entry point. They can't climb, fly or teleport so the third eye entrance is a no-go, but they can check out the other three. If the caverns have any obvious signs of defenses besides a boggard tribe and natural defenses, the moon dogs are smart enough to suspect there is an access point into the Horn proper and look for it.
I'm officially in for my first PaizoCon... looking forward to both meeting new people and seeing old friends! Anyone who wants to socialize, gimme a seat in any particular games, and/or just share some drinks hit me up. (EDIT: And catch up with the Minneapolis PFS contingent... I've been awol from PFS for like three years now.)
Do note that the energy missile psionic power doesn't mention requiring a touch attack, so is an auto-hit effect similar to magic missile. RP's energy missile spell is pretty on par with magic missile as a 1st-level spell.
About the only things I'd change if it were up to me would be the removal of sonic as an energy type and requiring all missiles to be a single energy type per casting, as other people mentioned above.
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Chris Lambertz wrote:
I can tell you firsthand that estimate is off. I've been trying to nab Inner Sea Primer all day, and it's resetting the entire personalization/DL process within 30 minutes. Not sure if that is helpful at all, but people having to requeue instead of eventually getting a delayed DL is probably exacerbating the load on your hardware.
TriOmegaZero wrote: Just wanted to report that after about 20-30 minutes of clicking on the download link, I did manage to get a hold of PFS scenario 7-16. How frequently are you clicking? I have yet to succeed at downloading a single file today, having the instance reset and needing to relog/start the process over no matter how often or infrequently I click.
It's still pretty good for low-level utility scrolls that you may want to use outside of combat (as long as you have the time to avoid ASF), letting you cut in half the cost of 1st-lvl arcane spells you otherwise would have purchased as potions. Scrolls of 2nd-lvl arcane utility spells are also viable, with only a 10% chance of activation failure and 2% overall chance of mishap (assuming Wis 10). Sign in to create or edit a product review. Classes of NeoExodus: Machinesmith (PFRPG)Louis Porter Jr. DesignPrint Edition Discontinued Add PDF $2.75 An all around great productDalgar the Great —I found the Machinesmith to be a great class in both mechanics and flavor and plan to use it in my home setting. |