Wyrmfoe's page

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Enjoying this product now.

Quick question for feedback:

Am I wrong in thinking "Oath of the Skyseeker" is actually quite impressive and offers a distinct "flavor" for dwarven paladins?

Previous to this product, dwarven paladins had the Stonelord archetype (which almost constituted an alternate class in and of itself), but otherwise had fewer options with which to distinguish their paladin-themes from what I suggest are the more dominant themes inherent in human demon/dragonslayer and undead bane concepts.

While Oath Against Savagery was nice (and, frankly I think, far too underutilized), it was neither necessarily dwarven-specific, nor potentially worth playing as a dwarf given that race's Charisma penalty.

However, the options of "Oath of the Skyseeker" seem to make up for the potential (and, admittedly, minor) difficulties of playing a dwarf teamed with a Charisma-based caster, given that one can now effectively treat Smite Evil as targeting an entire class of creature each battle (provided distance permits). This seems to be a great balance mechanically, as well as accentuating the different flavor of dwarf paladins versus their more common knight of virtue human analogs.

Any thoughts on the Oath of the Skyseeker? Do people like it?


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"Scry Slip" requires those targeting the rogue with scrying effects that permit a Will save to first succeed on caster level check vs. 15+rogue's level. "Scry Slip" wards both the rogue and any objects the rogue is wearing or carrying.

"Hidden Mind" wards the rogue with a constant "Nondetection" effect, which enacts the same requirement of a successful caster level check vs. 15+rogue's level, but impacts more categories of divination than just scrying effects.

My question is whether these two talents stack?

A follow-up: if not, is there a reason to get them both?

Is there something "Scry Slip" provides, that "Hidden Mind"'s "Nondetection" effect doesn't cover?


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Got my copy. Greatly enjoying the book. Recommend it.

Quick question...

Am I correct in thinking that, thanks to Ultimate Intrigue, Dwarf Bards can now be quite impressive, Charisma penalty be damned?

They have a potential combination starting at 3rd level of the Inspire Competence bardic performance + Inspiring Mentor feat + Toilsome Chant 1st level bard spell, which seems strong.

Could a few of you take a look at these three items copied below and let me know if I'm correct in thinking that could provide a pretty helpful and versatile party bonus?

Or, rather, will the spell still only affect one member of the party, regardless of the feat's expansion of the bardic performance benefit? Can I cast Toilsome Chant again, without needing to start a new performance?

Combined with this book's new Ringleader archetype, which further expands Inspire Competence's utility, and am I correct in thinking the Dwarf Bard came up a good bit with this book? Even if Toilsome Chant doesn't interact substantively with Inspiring Mentor, does the spell augment the Ringleader's abilities?

Here are the write-ups:

* INSPIRE COMPETENCE (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

* INSPIRING MENTOR:
Others listen to your words of encouragement and perform acts above and beyond as a result.

Prerequisites: Cha 13, inspire competence bardic performance.

Benefit: Inspire competence now affects all allies within 30 feet who can hear your performance, as long as they are attempting the skill you’ve selected.
Normal: Inspire competence only affects one ally.

* TOILSOME CHANT:
School enchantment (compulsion)[mind-affecting]; Level bard 1 (dwarf)

Casting Time see text
Components V, S

Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration see text
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)

You can cast this spell as part of the action to begin an inspire competence bardic performance. The benefit of inspire competence persists for as long as is necessary to complete the target's next skill check using the chosen skill (up to a maximum of 1 hour per caster level), even if you cease your bardic performance.


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Owen,

Completely understand and I very much appreciate the feedback and the outreach to your playerbase. Thank you for both!

Regarding design and vision for the product, are the concepts I raised interesting and/or reasonable, in light of future projects and supplements?

I understand that the above are not particularly flashy, especially when compared to combat options, expansion of magic systems, or even social skill/intrigue development. Further, in addition to providing us a fun and wonderful hobby, you and your associates are in business and must allocate resources to what the market demands... I which I expect is the above, far before some of the other options I suggested.

Nonetheless, I do hope there is a place for some additional focus on the above in future supplements, spread out perhaps over the course of books so to ensure market viability. I think there is something to be said for the "everyday hero" who, while perhaps swept up on fantastic adventures, brings a skill/feat/trait set of the everyman to whatever task might lay at hand.

In addition to the dashing swashbuckler, the noble cleric, and the cunning warrior, I would simply welcome the opportunity to more thoroughly resource the more humbler adventurer archetypes/concepts. With a bit more setting information and mechanics support, I think that could be very, very fun... as well as uniquely marketable.

Does any of this resonate or make sense? Do you have any thoughts on the matter, whether in concept or in reference to future products (that you might be able to plug now... :) )?


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Owen,

In response to your question about desires for the book, I think any reply probably requires both a setting response and a mechanics response.

In terms of the setting, I would really like to hear more about how trade routes work (and/or fail to work) in Golarion, so that black markets and underworld channels become necessary for certain goods and services. How do the various nation-states conduct and enable trade, in the midst of their wars, various supernatural calamities, and other fantastic issues. Do dragons simply sweep down upon caravans... or do they, too, involve themselves in commerce and trade? How does a dwarven market differ from an elven one? How are the racial and alignment characteristics of each population manifest in how each respectively employs, feeds, clothes, and otherwise maintains its people? How do various biases, cultural values, and insufficiencies of supply produce black markets that meet otherwise unmet demands?

In terms of the mechanics, please provide traits, archetypes, and feats that engage non-combat, non-explicitly social skills. Appraise, Linguistics, Profession... all of these could use more options, in order to round out characters that are merchants, tradesmen, bureaucrats, engineers, civil servants, and all the other "heroes" that keep civilization going... as well as their counterparts on the other side of the law.

For instance, and to my current knowledge, there is no +2/+4 at 10 ranks Feat option for Appraise and Linguistics. Something that simple could go a long way to enabling more diverse character types, as higher Appraise and Linguistics scores now have some relevance given recent Skill Unlock options out of Occult Adventures and Pathfinder Unchained.

So, if we could have more focus on how the economies of the various populations work, along with mechanics that enable play within those structures, I think this book could be very unique and quite essential to your playerbase.


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Gisher wrote:
If I created an Unchained Rogue character and then picked up levels in a class which also grants Rogue Talents (such as Shadowdancer, Investigator, or Archeologist Bard) would I select those Talents from the Unchained list or from the old list?

I'd also like to better understand how the "Unchained" Rogue Talent list is (or perhaps is not) to be used with other classes. Does the Bard Archaeologist or the Investigator gain access to "Unchained" versions of those Rogue Talents available to them?


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Dwarves, my friend. Dwarves, set on vengeance and the reclamation of lost homeland/honor/treasure/etc.

Bonuses to saves from the Destined bloodline compliment racial strengths both mechanically and in terms of style. Untouchable and Spelleater potentially make this fellow a true son of the mountain.

I just posted my own work on this notion here: http://paizo.com/threads/rzs2rsok?Thoughts-on-rapid-healing

Please feel free to give it a look and share your thoughts. Hopefully, you'll enjoy it and see the potential benefits of the mighty Dwarven Bloodrager!


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Given the wording of the "Extra Gnome Magic" feat from Gnomes of Golarion, will the feat allow a gnome with alternate racial spell-like abilities the option to cast all of their available spell-like abilities multiple times a day (including the 1st level spell)?

Specifically, does a gnome with the Pyromaniac racial and this feat now have the opportunity to cast "Produce Flame" multiple times a day?


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I appreciate the feedback and math-work. Thank you for the time!

So, are we agreed that (1) this looks like an accurate reading of the rules, and (2) this is pretty powerful, if admittedly combo-rific?

As you noted, it seems quite easy to build and put into effect, for an impressive benefit. If built for it, this seems very strong.

Any more thoughts on your end?


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Gang,

I just want to see if I'm interpreting the following correctly...

* At 7th level, a Dwarven Foehammer has the ability, via "Hammer to the Ground," to make a free trip combat maneuver after the conclusion of a successful bull rush combat maneuver.

* The feat, "Shield Slam," allows a free bull rush combat maneuver after a successful hit from a shield slam attack.

* The feat, "Break Guard," as a swift action, allows an attack with one's other weapon (in this case, one's shield) immediately after a successful disarm combat maneuver from one's main weapon.

If I'm understanding the above correctly, a Foehammer can be built to disarm, damage, bull rush, and trip an enemy all in one action.

Am I understanding the above correctly? I'm concerned that I'm overlooking something, as this seems very strong. It is feat intensive, but a Fighter can still seemingly achieve this by Level 8, having not only purchased the prerequisites, but also the necessary "Improved" feats to prevent attacks of opportunity.


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Gang,

I just want to see if I'm interpreting the following correctly...

* At 7th level, a Dwarven Foehammer has the ability, via "Hammer to the Ground," to make a free trip combat maneuver after the conclusion of a successful bull rush combat maneuver.

* The feat, "Shield Slam," allows a free bull rush combat maneuver after a successful hit from a shield slam attack.

* The feat, "Break Guard," as a swift action, allows an attack with one's other weapon (in this case, one's shield) immediately after a successful disarm combat maneuver from one's main weapon.

If I'm understanding the above correctly, a Foehammer can be built to disarm, damage, bull rush, and trip an enemy all in one action.

Am I understanding the above correctly? I'm concerned that I'm overlooking something, as this seems very strong. It is feat intensive, but a Fighter can still seemingly achieve this by Level 8, having not only purchased the prerequisites, but also the necessary "Improved" feats to prevent attacks of opportunity.