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WRoy's page

Organized Play Member. 654 posts (663 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 2 aliases.


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The NPC wrote:
I hate to sound annoying, but its not there and I redownloaded the pdf yesterday from the paizo site.

I'll check with Rite and make sure it got updated on all sites.


The NPC wrote:
Thank you... I couldn't find the creature type change talked about earlier. Where specifically is it?

P.22, Fiendish Ancestry, 10th level ability.


The NPC wrote:
Do you have a possible ETA on implementing those corrections previously mentioned?

Updated file should be out on sales sites now.


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Endzeitgeist wrote:

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

@Doomtotem: Making HL-files is pretty costly, so many "small" releases (read: Non-KS'd books) don't get HL-files due to 3pp profit margins being TINY. I *think* that this won't get HL-files. I may be wrong, but yeah.

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.


Greylurker wrote:
hmmm...I still haven't run Way of the Wicked. I wonder how that would go over if I told my players to make an all fiend group?

That sounds awesome! I would love to get campaign updates if you do!


The NPC wrote:
Also, does the increased damage table apply to unarmed strike damage as well as weapon and natural attack damage?

No, to natural attacks gained from the class and wielded manufactured weapons only.


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The NPC wrote:

Questions: Why are the nephilim humanoid?

Or, why doesn't Archfiend class feature change their type to outsider?

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.


SilvercatMoonpaw wrote:
So this is kind of like the Aberration book, with some "base forms" and a class for mixing in extra stuff?

It's more in line structure-wise with ITC Angels, Genie, and Rakshasa, maintaining some continuity across the outsider types.


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Thanks for adding a unbiased voice on balance, End. I labored (and obsessed and fretted to ridiculous levels) to keep things within the realm of sanity on both my personal work and on development for the additions to ITC dragons.

And re: silver flair, I 100% endorse End's suggestion.


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terraleon wrote:
Delighted to see this so well received. :D

The super-dope dragon adventure included in the book is a huge contributor to that.


Twining Arcs wrote:
What happens if I start with, say, 7 (or lower) Dex because my group uses die rolls for stats and I didn't have a good stat to spare?

The intent was always that it couldn't lower Dex below a 1.


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Endzeitgeist wrote:
Part II of my review:

Humbled by such a glowing review... thanks as always for taking the time to provide comprehensive reviews to the 3PP PFRPG community!


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.)


Wei Ji the Learner wrote:


So what is different from 'In the Company of Dragons'?

It's 199 pages of quality content and art, compared to the original 39. The bullet points in the ad copy above do a good job breaking down everything new.


Woo, thanks! Glad to see this labor of love out in the wild for anyone who didn't get in on the original KS. And my gratitude to everyone who contributed in any way to this... working with all of you amazing people on something of this magnitude was something very special.


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The NPC wrote:

Also, any suggestions from the Creators! on how to build a Hive creature?

The Hive as in Horror Adventures and now Starfinder.

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.


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The NPC wrote:
Any chance of a Starfinder conversion?

Maybe. ;)


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:
WRoy wrote:

"I am here to ask you one question, and one question only: EXPLOSIONS?!"

Mister Torgue High-Five Flexington, PFS-legal Half-Orc Gunslinger (firebrand)
20 Pt. Buy: Str-14, Dex-14, Con-14, Int-7, Wis-7, Cha-19
Favored Class: gunslinger(+1/3 to pistol whip attack rolls per gunslinger level)

I feel you dawg. I do. But this build seems to be more focused on firing his gun than blowing stuff up. Plus his bombs are -4 level of an alchemist so aren't they much weaker?

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.)


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"I am here to ask you one question, and one question only: EXPLOSIONS?!"

Mister Torgue High-Five Flexington, PFS-legal Half-Orc Gunslinger (firebrand)
20 Pt. Buy: Str-14, Dex-14, Con-14, Int-7, Wis-7, Cha-19
Favored Class: gunslinger(+1/3 to pistol whip attack rolls per gunslinger level)
Traits: irrepressible (social), never stop shooting (combat)
Class Abilities
1- Deeds (dragon fire, gunslinger's dodge, quick clear), Gunsmith, Wild Card
2- Nimble +1
3- Deeds (gunslinger initiative, pistol whip, utility shot)
4- +1 Cha, Scorched Earth +1d6
5- Bombs 1d6, Discovery (explosive bombs, mandatory)
6- Nimble +2
7- Bombs 2d6, Deeds (big boom, startling shot, targeting)
8- +1 Cha, Scorched Earth +2d6
9- Bombs 3d6
10- Nimble +3
11- Bombs 4d6, Deeds (bleeding wound, expert loading, lightning reload)
12- +1 Cha, Scorched Earth +3d6
13- Bombs 5d6
14- Nimble +4
15- Bombs 6d6, Deeds (evasive, menacing shot, slinger's luck)
16- +1 Cha, Scorched Earth +4d6
17- Bombs 7d6
18- Nimble +5
19- Bombs 8d6, Deeds (cheat death, death's shot, stunning shot)
20- +1 Cha, Scorched Earth +5d6, True Grit
Feats
1- (B)Gunsmithing, Rapid Reload (dragon pistol)
3- Blowout Shot Deed
5- Whip-Shot Deed
7- Rapid Shot
9- Improved Critical (dragon pistol)
11- Critical Focus
13- Sickening Critical
15- Signature Deed (whip shot)
17- Improved Initiative
19- Iron Will


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.)


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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:

    Six races of aberrant threats to represent any aberration, including the Warptouched humanoid race
    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:


There are no rules (that I'm aware of) for allowing holding a charge from a supernatural ability. Holding charges only applies to spells (and SLA's by extension).

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.


Hmm wrote:


Have you played Tome before? If so... What Arcs and/or Locations?

I have not. Been awol from the twin cities PFS community for 3-4 years due to timing conflicts, with the exception of GMing an occasional session for my home group. Going to be blowing the dust off these characters. :)


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.)


In as well... really looking forward to some Aethera. :)


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I'm in!


Leg o' Lamb wrote:
MisterSlanky wrote:
Admit it, you're just checking the "Make sure anybody named Leg 'o Lamb automatically is kicked out of the lottery" algorithm functions properly.
I eagerly anticipate winning zero lotto events this year. Just like every year. For five years.

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.


Never underestimate Paizo's ability to hit a deadline. Lottery will go off without a hitch, it is known.


Leg o' Lamb wrote:
Duncan7291 wrote:

Probably wasn't a responsible pet owner. :)

** spoiler omitted **

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)


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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)
I am a golden god.
Prerequisite: optimizing flexibility class feature
Benefit: Whenever you choose options for your optimizing flexibility class feature, you can retrain all favored class bonuses that you have gained from your metadventurer class levels. For each class level, you can choose either +1 hit point, +1 skill point, or any favored class bonus available to your race for another class.
Normal: You can choose +1 hit point or +1 skill point per level as a favored class bonus for the metadventurer class.


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.


Leg o' Lamb wrote:


YES!

It has been too long!

** spoiler omitted **

Spoiler:
Don't feel bad, it was a 25gp guard dog and not a companion, plus my Sczarni merc was able to retrieve the barding from the drowned thing. He certainly wasn't torn up about it. :P

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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.)


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Thank you for this, Liz and Paizo. Well said.


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.


  • Loses the ability to auto-target and instead requires a ranged touch attack
  • Reduces range from long to medium
  • Increases damage die size from 1d4 to 1d6
  • Replaces force damage with energy damage, becoming subject to energy resistance and losing effectiveness vs incorporeal creatures

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.


Scott_UAT wrote:


Added. Really wanted to add a note "Racial Paragon (Powergamer)" lol

What sort of powergamer would it be if it were restricted to one race? I couldn't deny people the right to play a Flumph Metadventurer. :P


Metadventurer base class.


Are you cool enough to play me?!

Do you like to win Pathfinder?! If you understand that this is a competition between yourself and the GM, then I may just choose you as a player. Come discover The Secrets of the Metadventurer, the most awesome character class ever and join me in pwning the entire make-believe world that GM jerk spent years creating. Marvel at the power of my Metagaming Pool to game the system! Witness the firepower of the fully armed and operational third-party supplements I can drag into your game with my Third Party BS class feature! Exult as my 20th level capstone ability Make the GM Cry reduces that jerk into to a weeping mass huddled in a pile of post-its and crumpled paper containing a lifetime of world-building notes! Cower before my mastery of overusing exclamation points in my ad copy!!!!

This is Rite Publishing's April Fool's day product, from the same brilliant and sexy mind that brought you last year's In the Company of Gelatinous Cubes and will bring you next year's In the Company of a Dreamy Game Designer (in sonnet form). The publisher describes me as a new 20-level base class that is, "serious fun, functional, and balanced, but with tongue in cheek," some reviewer will describe me as, "a blatant cash grab that's not even funny," and I describe myself as the greatest character concept that ever allowed itself to be written.

Come check out The Secrets of the Metadventurer! Coming soon to Paizo's store and available here.


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demiurge108 wrote:

great product. I wish a mythic version of in the compagny of monster x for every monster class.

There's a mythic section by Jason Nelson for the revised and expanded In the Company of Dragons due out this summer (among many other awesome additions).


Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Much appreciated as always, glad you enjoyed it so much!


Chris Lambertz wrote:


I'm relaying summarized info from the team, but: it really depends on the available disk space/traffic. We estimate a couple hours, but right now that service is in flux/taxed. We can't make a definite, 100% promise on this information right now with our current situation.

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.


Rakshasa Paragon by Wendall Roy for Rite Publishing.


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).


That is a debatable question, but just food for thought...

Effects that require Will saves and are neither charms nor compulsions: most fear effects, negative channeled energy, many curses.


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Thanks for the review!


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Print Edition Discontinued

Add PDF $2.75

An all around great product

5/5

I found the Machinesmith to be a great class in both mechanics and flavor and plan to use it in my home setting.