Liber Influxus Communis (PFRPG)

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Liber Influxus Communis (PFRPG)

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Adapt. Overcome. Survive! The Book of Collective Influence brings 14 Pathfinder classes.

Breathe new life into to your game with material from the twisted minds of game designers of the some of the top third-party publishers.

Adapt them to your game. Overcome all obstacles. Survive against anything your GM throws at you!

  • Battle Lord: Marshal the field of battle by conduction drills to your allies.
  • Conduit: Absorb magic and blast your enemies.
  • Demiurge: The enlightened scholar that pulls ideals from the Perfect World to create facsimiles.
  • Medium: Act as a host for a spirit companion.
  • Metamorph: Evolve into the perfect species.
  • Mnemonic: Monks that modify the memory of their aggressors, causing them to second guess.
  • Momenta: A minor jack of all trades that plays the sidekick and motivates his allies from the sidelines.
  • Mystic: Bend the elements with martial prowess and direct them at your enemies.
  • Pauper: Carry the weight of world on your shoulders and use it to penalize your foes.
  • Survivor: Cut from the rawness of life experience and muscle through the worst of situations.
  • Synergist: The success of your allies cycles through you, as you empower your allies.
  • Umbra: Born from the heritage granted by the planes, you take control of your bloodline.
  • Warloghe: Their heretic practices bonds these spellcasters with twisted spirits.

FEATS! New feats available to all classes. Featuring new teamwork and style feats

  • 15+ pages full of archetypes & character options
  • Haunts, Hazards, Magical Pollution - OH MY!
  • Contains templates: magical bred Arcbrood and magical touched Arcane-Infused
  • Spelltouched FEATS!

This 182 page PDF book includes feats and archetypes to be worked into your Pathfinder games.

Designers: Greg LaRose, Alexander Augunas, Bradley Crouch, Daron Woodson, Eric Morton, Mike Myler, Scott Gladstein, Wayne Canepa, Will McCardell, Wojciech Gruchala, Michael Sayre, Morgan Boehringer, Sasha Hall, Erik Ottosen, Kevin Bond

Adapt. Overcome. Survive.

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An Endzeitgeist.com review

5/5

This massive book clocks in at 184 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page KS-thanks-list, 2 pages of SRD, 1 page back cover, leaving us with a massive 177 pages of content, so let's take a look!

Disclaimer: I was a backer of the kickstarter for this project, but was in no other way involved with the creation of this book.

After a brief introduction and one pages summing up the starting gold, we dive into the massive array of classes herein - the reason why this review took forever to get done. So expect one epic-length monster of a review here!

The first class would be Michael Sayre's Battle Lord, who gets d10, 4+Int skills, proficiency with simple and martial weapons, shields and light and medium armor as well as full BAB-progression and good ref- and will-saves. The battle lord receives a 10-ft aura that scales up by +5 ft at 3rd level, +5 every other level thereafter. Drills can be envisioned as such auras, only not centered on the Battle Lord himself; instead, they can originate anywhere within line of sight and require audible or visual components to execute; however, since the drills themselves are pretty easy to understand, even language-barriers can be overcome with some time and training (properly codified), thus rendering this kind-of, but not really a language-dependant extraordinary ability. A battle lord begins play with 2 drills and adds +1 at 4th level and every 4 levels thereafter, which conversely is also when the skill-bonuses conferred by drills, if any, scale up by +1. Initiating a drill is a move action, switching them is a swift action - neither of which provoke AoOs, so yes, front-line commander-style here.

Drills can be, in their benefits, be summed up as teamwork feats that do not suck - essentially, some of the most useful teamwork feats (like Stealth Synergy) are granted to the targets for as long as the drill persists, while also granting additional bonuses to skills, damage rolls or minor enhancements to movement speed. The array of drills is expanded at 12th level, when the Battle Lord may choose to learn greater combat drills for mass bonus-fire damage to attacks, for example. Healing allies via fast healing up to 50% of their health, but with a daily cap, also works rather well. It should be noted that Int governs, if applicable, the Battle Lord's drills. At 8th and 16th level, a battle lord may maintain up to two (or three) auras and drills at the same time, changing all in one fell swoop, should he elect to do so.

At 3rd level, the Battle Lord receives a Noble Aura - this can be considered a non-combat exclusive buff that helps with investigations, social interaction, etc., depending on which auras are chosen - interestingly, this achieves what no other class of this type had managed to this point - render the Battle Lord relevant in contexts that are NOT fighting. At 15th level, these auras are expanded by an array of Imperial Auras, which can also be used in combat and have some SPs mixed in - the wording is solid here. At 20th level, one of some exclusive auras also doubles as a capstone. A battle lord also has a specialty, which can be considered a bloodline-like progression of abilities that modifies the class skill list. At 2nd level and every 4 levels thereafter, the specialty unlocks a new part of a linear ability-progression. A total of 4 such specialties are provided - from artillerist to mundane healing via the medic and to the more stealthy scout, the options here are nice. The class also sports 3 archetypes - the aquatic marine, the sword and pistol mounted specialist cavalryman and the eldritch chevalier, who gets a very limited selection of spells. All are okay. It should be noted that the Battle Lord also receives Bravery, which would be unremarkable, were it not for Michael Sayre's glorious Bravery Feats, released by Rogue Genius Games, for which the Battle Lord coincidentally qualifies...

The second class herein would be the Conduit, written by Mike Myler. The class gets d8, 4+Int skills per level, proficiency with simple weapons and light armor, 3/4 BAB-progression and good will-saves. The conduit can be envisioned as a magical battery - they have a conduct pool that begins at 3 and scales up to 35 - each point of said pool representing a spell-level the conduit can absorb. Conduits may also absorb spell-like abilities, but they need to be the targets of said spells and execute an immediate action, with the pool's max size and 1/2 class level as restrictions, the latter denoting the maximum amount of points he can expend per ability. On the nitpicky side, the latter should specify a minimum of 1, otherwise the conduit can't absorb anything but cantrips and orisons at first level - said spells do btw. NOT grant conduct pool points; instead, the conduit has SR against them equal to 11+ class level. Nice catch here! A conduit can only absorb a spell if its level does not surpass the level-dependant cap and when she has enough conduct pool points available - no excess point.

The conduit may unleash said energy as a standard action as a ranged touch attack with a range of 25 ft. that deals 2d6 points of FORCE damage, +1 per additional point spent. The range increases by +5 feet per conduit level at 2nd level. Now, you may have guessed it -I am NOT a fan of force damage here; I have bashed classes in the past for warlocky blasting via force and Interjection Games' ethermagic wisely handled that differently. However, the conduit's blasts must be envisioned as a limited resource and thus, be compared to spells - and indeed, in practice, this provided no issues. Kudos. Now nothing sucks more than being stranded sans resources and thus, the conduit receives options over the levels to inflict damage (and attribute damage etc.) on herself to generate a limited amount of points - thankfully, both with a daily limit and sans means to cheese the regain abilities.

At 3rd level, the conduit may select one of several conduit powers, +1 every 3 levels thereafter. Conduit powers provoke AoOs and are SUs with DCs, if applicable, scaling via the 10 + 1/2 class level + cha-mod formula. The activation of these powers tends to also be powered by conduit points and as such, vary in the precise effects - from bonuses to skill-checks to passive abilities that allow the conduit to deliver mystic bolts as melee touch attacks to invisibility that scales up to its improved version, we have a significant array of choices, including duplicating low level spells, 1 1st level spell per power taken. The pool may also be used to generate weapons and shields with enhancement bonuses and movement can also be powered by the resource. Higher levels net SR and potential for AoE-spell absorption via will-save versus spellcaster level-check. At 11th level, the conduit receives a +2 enhancement bonus to an attribute whenever she expends points, lasting 1 hour per point expended and scaling up to +6 at 19th level. It should be noted that this is not bonus times points expended, as I first read the ability, but that the per-point-caveat only extends to duration. Here, the wording could have been slightly clearer. High level abilities also include leeching spell levels from foes, redirecting spells and forcing rerolls and the capstone is a magic-immune apotheosis.

The class also sports two archetypes. The Arrhythmic conduit bleeds points over time and, once empty, has a harder time regaining them and deals sonic damage instead of force damage. However, the archetype receives superior action economy, allowing for some nasty combos that allow for multiple abilities to be activated as once, or to have them interact in fluid ways - dismiss mystical protection for a free mystical bolt, for example. I really liked this archetype since it actually plays pretty much different! The cyclic channeler is brilliant - it adds a cooldown period for abilities, but increases their potency and as a bonus, we also get a nice alchemical item - however, the price of said item is high - it costs 50 Gp and can be created by a conduit with a spellcaster ad infinitum; selling it could break an economy, so DM-discretion is advised here.

The third class featured herein would be Will McCardell and Linda Zayas-Palmer's Demiurge had me, conceptually, grin from here to ear - it's essentially Plato's Theory of Forms, the class. And yes, I'm aware that being excited about this pretty much makes me a total nerd. The class receives d8, 6+Int skills per level, proficiency with simple weapons, light armor and shields, 3/4 BAB-progression and good will-saves. This class is complex, so bear with me as I try to explain it to you - and no, once you get it, it's not that bad. First of all, the demiurge chooses an enlightenment. Enlightenments can be likened to bloodlines or mysteries in that they provide a conceptual focus as well as a linear progression of abilities - these change the basic means of facsimile creation and provide beyond their base abilities, new ones at 2nd, 8th and 15th level - think of them akin to how a cavalier's order modifies challenge and the options of the class. I will return to this concept later with examples.

Among the "small" abilities, social and perception-focused abilities can be found in the progression of the class. The true signature ability of the class, though, would be the facsimile. A facsimile is a creature born from the ideals of the world of perfect, ideal forms - despite their autonomy, much like tinker automata, facsimiles are dependent on a demiurge's commands - he may issue a number of commands equal to his Charisma modifier as a move action, though not all need to be issued to the same facsimile. The creation of one facsimile (which manifests within 30 ft.)is a full-round action that can be hastened by additional quintessence expenditure (+0.5 total cost) to a standard action. Cost is not equal to cost, though - establishing a basic facsimile entails a maintenance cost, which becomes relevant upon facsimile destruction or dismissal (which can be executed as a standard action) - an array of said points, usually half, can be regained. The aforementioned additional cost thus is not refunded. Facsimiles have no duration and a demiurge can have up to half his class level (min 1) in facsimiles at a given time.

In order to create facsimiles, a demiurge has to expend quintessence points, a minimum of 6 are required for each facsimile. A demiurge has quintessence equal to Int-mod times two plus a fixed array of bonus points determined by the class level - this begins at +15 at 1st level and scales up to +155 at 20th level. Quintessence regaining requires 1 hour of contemplation and at least 4 hours of sleep - it should be noted that increases of Int-mod do not increase the quintessence pool. If a demiurge wishes to keep facsimiles around, he must pay the maintenance cost and deduct it from the total of his quintessence pool.

Facsimiles are based on one of two base forms - jack or brute. They have fixed ability scores that are either good or poor and the same holds true for saves. Attributes and saves scale up each level, with handy tables listing them. The different base-forms have different base size categories and skills available that you can assign. Their sizes can be enhanced by the expenditure of additional quintessence. They receive default magic slam attacks and a deflection bonus equal to the demiurge's Int-mod, but do not gain feats or magic items and they count as having HD equal to the demiurge's class level. A facsimile is treated as a construct for the purposes of spells and effects, but not for the purposes of base qualities. Now as ideas, facsimiles are somewhat more ephemeral than your average summoned creature - every time the facsimile receives damage, it has to make a dissipation check, with d20 +1/3 demiurge class level + facsimile's Cha-mod versus DC 10 + 1 per 2 points of damage taken, with natural 20s and 1s constituting automatic successes and failures, respectively. Some ideals and class abilities allow a facsimile to ignore some chances of dissipation and at 9th level and every 4 levels thereafter, the demiurge's facsimiles receive +1 chance to ignore dissipation. Upon destruction that is not an intended dismissal, a demiurge only receives 1/4 of a facsimile's maintenance cost back, as opposed to 1/2 of it. And yes, facsimiles, as ideal, do not have hit points.

Now each facsimile has 5 ideals that are drawn from 4 categories: Locomotion, Manipulative, Sensorial and Special. Each facsimile has one slot per category, 2 in the special category. However, each ideal's quintessence cost (or augmentation) can be doubled so it instead can be applied to occupy another category's slot. Facsimiles can thus be enhanced to have a massive array of different abilities and shapes, from humanoid ones that disrupt the terrain to those that can grant senses - want to make a tripedal moving facsimile that can share senses and dissipate itself to heal adjacent creatures? Possible.

The vast array of customizations here are impressive indeed, though not all augmentations feel like they are perfectly balanced, something that especially comes to mind when thinking about the ray ideal: This is an SP untyped ray that deals 1d4 + Cha-mod damage, with a base cost of 2. For +4 quintessence, the facsimile receives +1 ray attack and per 1 point of quintessence spent on this augmentation, the damage dice increases by +1d4, to a maximum of half the demiurge's class level. Now, if you're taking notes, you'll realize how this can be used to make one devastating laser battery at higher levels - if you ever wanted to make a final fantasy-summon style kill-all laser battery, well, there you go. Do the math. Even with *only* Int 18, one would get163 quintessence. Then take minimum cost for all ideals apart from rays, for 4 points beyond the base costs, one would be left with 151 points, which would translate to more than 30 ray attacks (37.75) à 10d4+Cha-mod damage. With Dex = 29 and full BAB, this laser battery can evaporate just about anything. This one component of the facsimile-building system is what doesn't work and honestly, I would have been somewhat confused, but I'm not the only one reading it this way. I believe the ability has undergone a layout glitch or oversight, since the rays also lack a range. My advice, at least for now, is to simply apply the cap on the augmentation that also applies to damage dice increase - 3 rays à 10d4+Cha-mod for a total of 10 quintessence seems like the more reasonable and probably, intended, cap - a minor rephrasing of the ideal would work here. Now do NOT let this one hiccup in this impressive class get in the way of appreciation of this glorious class, for that's not where things end!

The demiurge also sports a linear sequence of abilities, from 4th level on, which is called rhetoric. When using these abilities, one determines one facsimile designated as an argument facsimile and one as an arguer facsimile. The argument facsimile is considered the origin, the arguer the beneficiary. The argument facsimile's maintenance cost must be equal to or exceed that of the arguer. Performing the like is a full-round action and unless otherwise noted, the facsimiles need to be adjacent to one another. Rhetorics have a duration of 1 round per 2 demiurge levels and some may cause the argument facsimile to become disoriented, allowing them to only perform either a move action or a standard action and may still perform swift, immediate or free actions. A demiurge begins with 3 rhetorics and learns more as the levels progress. These rhetorics are what renders the facsimiles EVEN MORE interesting - they allow, for example, for the addition of the argument's locomotion ideals to the arguer while the rhetoric persists. Other options include making the facsimiles a wall and combining reaches of the facsimiles involved. It should be noted that the abilities themselves also sport some nice easter-eggs in the nomenclature.

Part II of my review begins at post #78 in the product discussion - see you there! (Or just go to my site to read it.)


An excellent supplement, full of awesome additions for any game


I need to open this disclaimer with the fact that I was both a Kickstarter backer, and a contributor. I wrote the Battle Lord and his archetypes, so I'll try to avoid any claims as to his quality or strength. The rest of this book though, I saw at the same time as everyone else when they got to open their .pdf or hardcopy for the first time.

This book contains 14 new classes, roughly 10 pages of new feats, archetypes for almost all the new classes (and the one that doesn't get archetypes is with good reason, which I'll explain later), and a chapter full of haunts and environmental hazards to expand the breadth of your game. I'll start by digging into the classes.

The first class is the Battle Lord. Since I won't be discussing the quality of my own work to maintain the integrity of this review, I'll just tell you how this class came to be. I love characters with a "martial" bent, guys who swing swords and lead armies, holding their own in a world full of guys who can command dragons and create their own dimensions. I never felt like the Fighter really did that. I wanted to be able to play characters like Dujek Onearm or Sergeant Whiskeyjack from the Malazan Book of the Fallen series, Admiral Akbar from Star Wars who pitted his military cunning against an army led by a powerful force user, or Captain America, a relatively normal guy whose leadership and tactical acumen not just had him standing side by side with beings far more powerful than him, but leading them. Enter the Battle Lord, a full BAB class with 4+Int skills and Good Reflex and Will who uses "Drills" to coordinate and share feats with his allies, and "Auras" to influence people off the battlefield. I also really wanted to incorporate some of my own military background into the class, which is where "Specialties" come in; each Battle Lord chooses a Specialty like Artillerist, Medic, Scout, or Soldier, further defining the way they interact with combat and what role they support on a team.

The next class is the Conduit, a 3/4 BAB, 4+Int skill, Good Will save magic-eater. It's obvious that the designer has had some experience with flawed magic-eater classes before; the 3.5 Spellthief was notorious for being exactly as powerful as the campaign allowed him to be. The conduit has several tools for regulating his "Mystical Conduction" ability, his focus for eating/absorbing magic:
1) Starting out, he can only absorb targeted effects directed specifically at him, and they must have a minimu level of power as defined in the ability (he can't have the party wizard fill him up on cantrips, for example).
2) He has a "Maximum Conduct Pool" laid out in his class table dictating exactly how much energy his body can store; not enough room left means he can't absorb an incoming spell.
3) "Desperate Measures" is the ability that separates the Conduit from failed predecessors like the Spellthief. He can convert his own life force into mystical energy, taking damage in exchange for filling his pool with mystical energy. This means that even if you don't run into a single spellcasting or SLA using enemy, you're not relegated to being a non-magical peasant for the day.
The Conduit also gains "Powers", fairly similar to Oracle Revelations or Alchemist Discoveries, so as his level progresses he gains more and more ways to utilize absorbed mystical energy.
At the end of the day, the class really does function better in a high magic setting; I had a couple low level adventure arcs where I was burning hit points so I could fling a Mystical Bolt, and that was about the only time I got to feel particularly magical. The higher magic the setting, the more awesome the class feels. While I wouldn't recommend it for low point buy (it needs at least decent CHA, DEX, and CON, in that order, and STR doesn't hurt either) or gritty Conan-esque campaigns, it definitely has a place in the games I play, and I really love it.

The Demiurge comes next, and this class has a well-deserved complexity warning right on the first page. This 3/4 BAB, 6+INT, Good Will save pseudo-caster was inspired by ancient Greek Philosophers, and it's obvious in the naming conventions of abilities like "Enlightenment" "Sophistry" and "Rhetoric". The class' main schtick is whipping up animated magical constructs called "Facsimiles" that it can use for various purposes. There is a lot of floating math involved in creating and adjudicating these things, so thankfully there's several pages of pre-built Facsimiles to draw from until you get the hang of things. Remember how I mentioned one class didn't get archetypes? That's this guy; instead he just got more example facsimiles. Played right, this class can give you an awesome and balanced version of the Master Summoner, but it also shares some of that archetype's weaknesses, like having far too many moving parts on the battlefield. At the end of the day, at my tables this class is restricted to veteran players who have proven they have both the math and time management skills to successfully run it at the table. Probably not for every group or every game, but definitely a unique and interesting addition to the table.

After the Demiurge, we have the Medium, a 3/4 BAB, 2+INT, Good Will save diviner that at first glance isn't a complete class. Diving into the class description though, we quickly see that it's not a complete class because it's potentially any class. The Medium allows herself to be possessed by a Spirit Companion who has their own class levels on par with the Medium. While possessed by her Spirit Companion, the Medium's personality is subsumed by the spirit's and she uses those class features and abilities in place of her own. This is an awesome class for that guy who's always getting bored and wanting to try something new every month. If you're a GM who's getting tired of having to constantly weave new characters in and out of the story while trying to maintain a reason for the group to care about and be invested in the adventure, steer your fickle player towards this class. When he has a new class he wants to play with, he can swap in a new spirit, and everyone else gets the benefit of a consistent cast of characters.

Following the Medium comes the Metamorph. I seriously love this 3/4 BAB, 4+INT, Good Fortitude and Reflex chassis. This is basically your playable eidolon, with a pool of evoutions influenced by your "Genesis" and "Phenotype". Genesis and Phenotypes work similarly to Sorcerer bloodlines, with Genesis determining your primary mental stat for determining DCs and some abilities, and Phenotype determing your basic nature (Aberrant, Bestial, Draconic, etc.). This class is great for creating mutant characters adapted to particular environments; in our Third-Party Thursdays game one of the players just finished playing a gnome with the Plant phenotype who had a climb speed, 10 foot acid-dripping vines he could attack with, and invasive spores that could lower his enemies' Constitution.

Next up is the Mnemonic. This 3/4 BAB, 6+INT, Good Reflex and Will class is basically Taskmaster from Marvel comics. You gain the ability to learn your opponent's feats and eventually their Extraordinary abilities while combating them. You also gain a variety of mental techniques as your level increases, things like telepathy and the ability to sift information from the minds around you to enhance your Knowledge skills. The Mnemonic is part Monk, part Psion, and entirely cool.

Now to talk about the 1/2 BAB, 6+Int, Good Will save Momenta. This is that class you really don't see coming. It comes right out and tells you it's a henchman class, the guy who supports the "real" heroes with abilities like "Pack Mule" which increases the character's carrying capacity. Turns out, this class is unexpectedly amazing! Their main schtick in combat is "Motivation". A Momenta starts each combat with a pool of Motivation equal to his Charisma modifier, and gains an additional point for each ally who gets to take their turn before any enemy acts. He can spend these points to add a 1d6 to an ally's skill check, attack roll, or saving throw, or to activate a "Stimulus", a more complex ability that may involve changing where an ally's turn falls in the initiative order, adding a bit of sneak attack damage on a flank, or a variety of other options. The Momenta also gains Utility spells, spells that are useful for securing a campsite or smoothing over a misunderstanding at the inn, but which cannot be used in combat, and some healing capabilities that can be used in or out of a fight. This is that guy you've seen so many variations of in cinema and comic books: Subotai or Akiro from Schwarzenegger's Conan, Nodwick from the comics of the same name, or Durnik from the Belgariad. And just like that eclectic spread of characters, the Momenta somehow feels right at home in any adventure, whether the party consists of psionic superheroes from a high point buy Dreamscarred Press dream team, or low point buy Fighter and Rogue scrappers trying to scrape a living in a gritty Conan-esque world. This class is not only welcome, but actively sought after in my games.

The Mystic is a 3/4 BAB, 4+INT, all Good saves class that is unabashedly your chance to play an Avatar-style bender. Where Paizo's upcoming Kineticist could be fluffed to be a bender or a super-hero, or what-have-you, the Mystic directly incorporates martial arts and elemental abilities into its chassis, and even the iconic art is highly reminiscent of an airbender as portrayed in the Nickelodeon series. It does pretty much exactly what you'd expet, and it does it well, covering the four elements and a fifth "Force" element that basically gives you what you need to play a Jedi. This is a slick and well made class.

The Pauper, a 3/4 BAB, 4+INT, Good Will class... It's got a cool premise. You have pools of Hope and Despair that can be used to activate different thematic abilities. The class feels a bit weak to me, and seems like it is going to click better with low point buy campaigns where its somewhat unfocused spread of abilities will feel like more of a handy tool box than a random smattering of non-synergistic abilities. I can't say much more without additional playtesting.

The d12 hit die, full BAB, 6+INT, Good Fortitude save Survivor is exactly what the name implies. The Survivor is stacked with abilities that are all focused on keeping him alive and/or helping him avoid or get out of trouble. While the class' fluff and mechanics don't make him the best team player, he's definitely going to appeal to a lot of players, and he can play a similar role in the party to the Ranger, without the magical guardian of nature baggage that some people may not want.

Where the Battle Lord leads, the 3/4 BAB, 4+INT, Good Fort and Will Synergist coordinates. The Synergist has hints of classes like Dreamscarred Press' Tactician in its design, designating allies as members of its "Cast" and applying various benefits to them. If you want to see something funny, throw a Battle Lord, a Momenta, and a Synergist into the same group...

The Umbra is your custom "plane-touched in a 20 level class progression". This 3/4 BAB, 2+INT, Good Will save class picks an energy type (or energy types) to be associated with, and this isn't just limited to the classic 4. There's also negative and positive energy, and a host of demiplanar affiliations that are a combination of two of the elements. The element/plane you associate with really determines your role in the party and the nature of your abilities. This is a seriously fun class, not just for the cool theme, but for the huge amount of replay value the chassis offers.

The Warloghe, 3/4 BAB, 4+INT, Good Fort and Will, is a dark spellcaster who gains their powers by forging bonds with dark powers. This cool little class has a whole slew of special abilities that are customized even further by the spirit you form your your bond with, and it definitely has a kind of dark anti-hero thing going on. My biggest issue with the class is that it's so squishy; it specifically can't use armor or shields, and yet its spell list and abilities are almost exclusively offensive in nature. The Spirit Shield taboo is so essential to staying alive that I really feel like it shouldn't have been a Taboo (think Revelation/Discovery) at all, but rather just a standard class feature. Still, it's a lot of fun and brings some cool stuff to the table.

The Warsmith is the last of the new classes. This 3/4 BAB, 4+INT, Good Fortitude chassis is basically a combat engineer, able to Craft magic items without being a spellcaster, excelling in sundering, and with a variety of abilities called "Designs" to choose from to further customize his role in the group. My biggest issue with this class is that for some reason it uses Charisma to determine the effects of its various abilities rather than Intelligence. Everything about this class screams to me that it should have been Int-based, so much so that I'll be houseruling it that way at my tables. Other than that, it's pretty cool, though it is tip-toeing the line between PC class and NPC class.

Now, to feats...
There's all of the requisite "Extra XYZ" feats for the new classes, as well as a slew of new Teamwork and style feats. There's a bit of variation in quality between some of the Teamwork and Style feats, but RAI is pretty clear in all cases. Overall, I like the bulk of the feats presented here, and many of them give you cool ways to fill in abilities that you might otherwise need to multiclass for, like effective unarmed strikes.

After feats we get archetypes. The Battle Lord gets expanded a bit, with roles that couldn't be adequately represented in Specialties, like the Marine and Cavalryman, getting put into play. The Conduit gains some rhythm and pattern based archetypes that are interesting, though I'm still testing how they actually play out. The Medium gains some cool options, like a psionic variant and an archetype that allows her to maintain a relationship with two spirit companions simultaneously, sacrificing power for versatility. I think I'm running out of space here, so let me just wrap this section by saying that the archetypes are solid, and either explore interesting new territory or fill in any gaps I may have wondered about in the core classes.

The last section of the book contains a variety of new Haunts, awesome for creepy campaigns, unusual environmental hazards like rat infestations that eat black powder to dangerous effect, and some new templates and feats that tie into various environmental effects. There's also some facsimile character sheets, a final aid in making that complicated class as accessible as possible.

Overall, this is an amazing book, with relatively few typos (I spotted a couple "there"s that should have been "their"s and some gender reference inconsistencies ("he"s where there were "she"s in the prior sentence) but overall very acceptable. The page stock is a wonderful glossy print, and the art is of a consistent quality throughout, largely on the same level as that seen on the cover. While it may not be Wayne Reynolds, it sets the tone for the book excellently.


4/5

This review reiterates a lot of my opinion I posted in the forums with some tweaks to reflect the changes I've seen in the final book.

So this book introduces 14 new classes. There are other things but I'll spend a lot of time on the classes.

Battle Lord

Battle Lord makes as much sense as anything else. Of course it has the same problem that I generally find in classes like Cavalier and other support classes in that how broken it is depends on how many martials are in the same area. This will make a nightmare of an NPC but relatively niche for PCs. I like the class

Conduit

The Conduit is much more interesting than I thought it would be. I thought it would be weird and cumbersome but mechanically this is pretty nice. I'm guessing he can absorb AOE spells if he's in the target zone? My only real problem is that my games will have veils, spheres, powers and other non-spell magics so this guy may have limited use in the future. I've heard promises of a patch that works in other magic systems so there's that to look forward to although if you're in a low magic situation the problem still persists. Also there's kind of an 'Uphill battle to awesome' situation here where fighting casters buffs you which is a dangerous thing to do. Its not really bad as it has plenty of workarounds but requires a clever player to make the most of the dynamic. I like the class.

Demiurge

I was skeptical about the Demiurge as soon as I saw that there is a complexity disclaimer, and low and behold I still don't quite understand how the class works. So it gets 'Enlightenments' which are pretty much Demiurge domains but where it gets tricky is the Fascimiles and everything involved with them. They are obviously 'creatures of law' considering that their abilities read like a contract: "rhetoric always involves two facsimiles, one that is designated as the “argument” facsimile, and the other as the “arguer” facsimile.". Oh god there has to be a way to explain what these things are doing without a huge use of philosophy book sub-terms. I can barely read the class and even then I'm forced to track a large number (quintessense) and my mental constructs need directions measured in commands that I don't feel are well defined. At the moment this class is banned from my games until it's rewritten to be simpler or I figure out how it actually works. Its just a philospher with summoned thought constructs. I really don't like the class

Medium

With Paizo's upcoming Medium, Radiance house's Occultist and Thunderscape's Thaumaturge I was not looking forward to looking at this class. Its basically a class that has the spirit of another character that it can gain abilities from.It has a place despite the Occultist medium and Thaumaturge existing so I don't dislike it as much as I used to. Its fun, somewhat unique and allows for an interesting playstyle. I'm okay with the class.

Metamorph

The Metamorph is something that I felt I'd seen before (LJP's The Host) but its a bit more refined and diverse. It feels like an eidolon and a sorcerer had a baby, with a bloodline-like selection that gains powers and access to evolutions. If you want to 'play the monster' like a sorcerer without the baggage of being a full arcane caster then this is the class for you. I love the Genesis concept allowing a lot of different flavors to fall into the class. I really like the class.

Mnemonic

The concept of blue mages in Pathfinder is a hard road to travel becaust there are so many kinds of abilities in the game (more if third parties are involved) that scale differently it's hard to determine how such a thing would actually work. The Mnemonic works well enough for that I guess. Its way less book keeping than other classes I've seen that try the concept out (Rite Publishing's Taskshaper) and for that it gets five stars. I like that it doesn't even try for spells. Overall I like the class.

Momenta

Sort of the Wendy and Marvin of classes. I don't mind support classes. I've had players be each other's butler and this class fills that role. I do have a complaint that it gets points at the start of combat rather than regaining its pool after a minute of rest. I just hate abilities that call out whether it works in or out of combat but that's kind of a minor complaint since the Inquisitor already prompted me to have to define the beginning and end of combat so no harm done. I really enjoy the idea of using the Momenta to make a 'Princess' or aristcrat character. This class is a good way to go about the concept which is great because most other solutions I've seen involve class-based gold acquisition (I hate class-entitled treasure) or some sort of social subsystem. I really like the class.

Mystic

When the Kineticist came out for the Occult Adventures playtest it became the playtest's darling for being the most mechanically fascinating and weakest class in the playtest. The Mystic is less mechanically interesting but definitely stronger and more interesting in other ways. Smart move in making it off of the Monk's chassis, as it adds some flavor and doesn't pigeonhole the class into being 'the blaster'. The class itself is surprisingly rich by comparison too. Two mystics of the same element can look drastically different. I really like the class.

Pauper

The whole despair/hope mechanic irks me for being fueled by something so abstract and environment dependent. I feel like its an argument waiting to happen. Other than that its an okay class despite being the most wimpy flavor-wise. Think of being the brunette girl from Yugioh and that's the class here. I'm not sure if I like the class, I feel like it could have been absorbed by the Momenta.

Survivor

The survivor is probably the most boring and best functioning class here. I really like it. Its basically a spell-less ranger that's not a racist serial killer or too bogged down by the whole nature them. I feel like chest hair should have been a class feature. I like the class.

Synergist

There are a lot of support classes in this product. I think designating people as your cast feels kind of useless. It feels like just more language. I like the class but it doesn't excite me as much as some of the others.

Umbra

Okay so this has two pools of points that have a third term for what they are collectively? I know its somewhat nessesary but couldn't things be built so that it doesn't need a laundry list of extra language? I feel like I have ADD with some of these classes, add to that some of the classes have relatively esoteric terms. That said this doesn't apply to this class that much, its just not complicated like the and doesn't require too much bookkeeping. Its kind of like an incarnum kineticist, getting power to invest in ties to different inner planes. I like the class.

Warloghe

Warlogue is the spooky class. Basically someone taited so attracts and can bind spirits in a minor way to pretty much become a walking haunted house. I like the class a lot.

Warsmith

This class is boring. Its practically a Magus' Arcane pool attached to a crafter with some sunder sneak attack ability. I love it! Its kind of the artificer I've always wanted without weird mechanics or some kind of spell-like technology. Just a guy that can make stuff and break stuff really really well. But seriously this class deserves way more support.

Chapters 2 and 3 are pretty basic. Just some things to support the classes. Nothing terribly fascinating or gamechanging. Then there are new haunts and hazards which are nice.

Overall I have problems with the Conduit and Demiurge but a lot of these classes add to niches unexplored or refined rare niches that other products have only graced. Even the ones I complained about brings something new to the table and the two most boring classes are some of my favorites. There's enough holes filled that I want to call this a must-have but I feel like its not for everyone as it hits a few pet peeves I have on class design. If the problems above aren't your kind of problems this is a five star, but I'm giving it four stars.


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Grand Lodge

For those that have asked me, Paizo should have some hardcovers at this point. I have sent them an email inquiring as to when they might ship to the couple that have bought the pre-order.
~Greg


Ssalarn wrote:
I'll actually be running an event at our local game store featuring a few of the classes from Liber Influxus Communis. If you happen to be in the area, feel free to stop on by! Details here.

Looks like an awesome game Ssalarn! Keep us posted with how 3PPT goes!!!

Scarab Sages

Oceanshieldwolf wrote:
Ssalarn wrote:
I'll actually be running an event at our local game store featuring a few of the classes from Liber Influxus Communis. If you happen to be in the area, feel free to stop on by! Details here.
Looks like an awesome game Ssalarn! Keep us posted with how 3PPT goes!!!

Okay!

So, I was actually really sad that the Metamorph I built didn't see play yesterday; I actually got kind of excited at the prospect of a gnome with a climb speed and 10 foot tentacle vines that drip acid and release toxic spores :(

Liber Influxus classes will definitely be seeing more table time around here though; my buddy is already building a Momenta (despite not having a game to play it in), and his interest in the class got us to talking about doing a "Teamwork is Key" 3ppT event where the pregens are all team oriented characters.
A Battlelord, a Synergist, a Momenta, a Tactician, and a Warlord walk into a bar...

Also, side question that came up: is the Warloghe supposed to be crazy squishy? He had the lowest defenses (on pretty much every front) of any of the pregens while simultaneously having a ton of class abilities and spells that require him to be close enough to touch his opponents. I'm just not sure if that squishiness is me missing something about the class, or an intended trade-off.


Final review incoming soon now that I got my hardback...


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My final review is posted.

Scarab Sages

Insain Dragoon wrote:
My final review is posted.

Awesome review ID! I liked your summations of the classes.


Yeah, kinda had too. Doing individual in depth reviews for each class would be like writing a term paper and I graduated already.... Never again....

Scarab Sages

Insain Dragoon wrote:
Yeah, kinda had too. Doing individual in depth reviews for each class would be like writing a term paper and I graduated already.... Never again....

I've actually been wanting to review it myself given that my actual contribution is just a fraction of the total material there, but.... I don't know, reviewing something you worked on doesn't seem legit, which is sad because I'd love to dig in and talk more about some of these classes and how awesome they are.

Someone needs to go tell Endzeitgeist that he needs to block away a few hours and a few game sessions for a full review :D

Speaking of, anyone know if Thilo has a copy? I thought I saw him listed as a backer, but the book's not in front of me so I can't double-check.


He is in the backer section yep.

Is it possible to review without giving a star rating? Because if so and with a discalimer it would probably be ok.

Scarab Sages

Insain Dragoon wrote:

He is in the backer section yep.

Is it possible to review without giving a star rating? Because if so and with a discalimer it would probably be ok.

I was just having a similar thought. I'll probably post a review up on my blog as well, but it'd be nice to talk about where the main audience is actually going to see it :P


So long as you're upfront about your involvement and don't review your own contributions I think a review would be fine. There's plenty of book there that you didn't touch.

I hope my hard copy arrives soon!


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I went ahead and reviewed up as part of my promise to review more things. Starting with the things I have hard copies of.


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Thilo got his copy within a week of shipping. I know he has had a bit going on in life. I expect his review by June. It's a hefty tome to get through, and I know his group does big things with testing.

@Malwing - Thank you for the review. And good job cracking out all your other reviews. Good reads. End might have competition :)

From my inventory check, there are about 10 hard copies left.

Scarab Sages

Having played with the classes and materials in this book so much, I felt like I really had to get in and talk about it, so I did. Review posted, with the disclaimer that I contributed a class and was a Kickstarter backer on the project. I also chose not to do a star rating, due to my involvement in the project.


I'm surprised you didn't mention the AWESOME fissure designs for the Warsmith!

You can smash your hammer in the ground to create a cone of "take some damage and make a save to avoid falling prone"

I think its one of the most iconic abilities of the Warsmith and so thematic!


Insain Dragoon wrote:

I'm surprised you didn't mention the AWESOME fissure designs for the Warsmith!

You can smash your hammer in the ground to create a cone of "take some damage and make a save to avoid falling prone"

I think its one of the most iconic abilities of the Warsmith and so thematic!

One of the things I really love. Its a boring and straightforward class but it does what it does so well and and straightforward that it comes out the other end as awesome. No weird subsystem or new terms or anything just simply "I BREAK STUFF!" and "I MAKE STUFF!" pushing the style barrier on how far simple mechanics can go.

Scarab Sages

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Insain Dragoon wrote:

I'm surprised you didn't mention the AWESOME fissure designs for the Warsmith!

You can smash your hammer in the ground to create a cone of "take some damage and make a save to avoid falling prone"

I think its one of the most iconic abilities of the Warsmith and so thematic!

I was pretty sure I was pushing the character limit as I got to the end there, so the Warsmith may have gotten slightly short-changed due to coming in towards the end of the alphabet :P

Thanks for pointing out the awesome stuff I glossed over :)


Ssalarn wrote:
Also, side question that came up: is the Warloghe supposed to be crazy squishy? He had the lowest defenses (on pretty much every front) of any of the pregens while simultaneously having a ton of class abilities and spells that require him to be close enough to touch his opponents. I'm just not sure if that squishiness is me missing something about the class, or an intended trade-off.

Yes, s/he is intended to be squishy. Ranged touch of 30ft attacks for the win my friend. He also can heal himself pretty well. There is also spirit shield.

Coming up in the Expansions the warloghe may see an improved version, where it last an hour vs mins per level. That should be a saving grace.

Remember, he either gets spells or a twisted spirit, or if you go with the besotted you get both, but no taboos.

Everyone gets cantrips.


If we're gonna mention odd stuff, I did find it odd that Fissure is a straight DC instead of standard ability DC (10+1/2 level+stat mod)

Grand Lodge

Gander at the inspiration of the wording from barbarian rage power ground breaker. Same rules :)


The DC ends up maxxing out at 21 though, which is comparable to a 7th level Wizard character....

Grand Lodge

DC 21 Reflex save at 10th level is pretty good.

+ edifice damage (save for half) + possibility prone + absolute difficult terrain + obliterate damage + move backwards 30 feet.

2nd round repeat
3rd round repeat

For a side option, its pretty balanced I felt.

OOOh spend an emulation and combine with thundering chorus.


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For those curious, Endzeitgeist's website says the review of this book will appear there tomorrow.

Scarab Sages

Cheapy wrote:
For those curious, Endzeitgeist's website says the review of this book will appear there tomorrow.

Exciting! I expect something along the lines of "This book features the amazing Momenta, a henchman class that steals the show and makes a great party leader. Also, there's other classes the Momenta can be used with."

....

Also hoping he has nice things to say about the Battlelord :)

Dark Archive

dot


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Reminded by Endzeitgeist's review, here are all the references that the Demiurge's Rhetorics make. This is mostly for people who are interested in Ancient Greek philosophy.

Rhetorics:

  • Zayaster's Razor is named after my brilliant developer Linda, and is a simple pun on razor's being things that cut away at other things, be they ideas or goblins.
  • The Illumination Rhetoric may as well be called Plato's Cave: The Class Feature, with the Argument Fascimile taking the role of the Fire, and the Arguer being the shadows it cast.
  • Zenotic Rhetoric is a reference to Zeno's Paradox, with the arguer facsimile not actually changing position, all said and done, but to the creature it charged, it certainly seemed real.
  • Gygian Rhetoric is a reference to the Ring of Gyges, which was a parable that Plato gave of a man who found a ring that made him invisible, and how he was eventually corrupted by this fact. That should sound familiar. While I'm usually loath to balance abilities by adding drawbacks, I felt that going mad / being confused was very fitting for this rhetoric.
  • Socratines Rhetoric came from Socrates' style of arguing, where he was more asking questions of others, being slippery in his own views, but leading others towards them through rhetoric and discussion.

    Oh, and unrelated to the Rhetorics, but the Knowledge Enlightenment is basically the Warrior-Philosopher-King from the Republic, which explains the somewhat odd marrying of knowledge and martial prowess they receive.

  • Scarab Sages

    3 people marked this as a favorite.

    Anyone who isn't familiar with this work, or who's on the fence about picking it up, should definitely grab a chair, pull out their reading glasses, and settle in to read Endzeitgeist's very thorough review.

    This book is a beast, and I have to say how much I appreciate the time Thilo took to dig so deeply into it and so carefully discuss each class. Thank you EZ!


    3 people marked this as a favorite.

    Part II of my massive review:

    The 7th level also nets the demiurge the option to create a thesis facsimile, a facsimile with a limited free will and a buffing aura and yes, they may heal allies via reclaimed quintessence.

    Now to get back to the enlightenments I mentioned in the beginning? Take Agathon - this enlightenment has the final quintessence cost of facsimiles reduced by 1/4 class level and get a 6th slot, which costs half as much. At 2nd level, one can have one free facsimile with only 4 slots and a significantly-reduced effective level of class level -3, while also allowing for some on the fly modification. Artifice demiurges can create objects, while befuddlement allows for the creation of shadow facsimiles - in case you haven't noticed - each of the 6 enlightenments provided radically changes the way in which the class plays. The capstone is an interesting apotheosis, at least as far as that type of capstone goes. The bonus content covers 11 sample facsimiles. I adore the demiurge class - it is a thing of mechanical beauty, vast options and is utterly, completely unique. With all those pet-classes out there, it still is more unique and interesting and while it only belongs into the hands of experienced players, it is GLORIOUS. Any fan of classes with customization options and complex tricks needs to take a good luck at this class - a piece of advice: Just make a sample character. It makes *getting* the class rather easy and seriously, I don't get what the hassle is regarding the complexity of this class. It's not simple, sure, but it is damn rewarding and I can't bring myself to bash it for one ability with a wonky exploit due to a wording ambiguity. I adore this class and playtest showed it works in awesome ways - though, as a piece of advice, much like summoners et al., one should make sure the player can run it quickly and doesn't hog the spotlight. Still, probably my favorite class in ages and one that will be very hard to top!

    After this complexity beast, the medium is rather simple: At d8, 2+Int skills, proficiency with simple weapons and light armor, good will-saves and 3/4 BAB-progression, the class looks a bit bare-bones. As a full-round action, the medium may channel spirits and let herself be possessed by her spirit companion as a full-round action, the duration clocking in at 4 hours, starting at 5th level instead for 1 hours per medium level. Interaction with being killed etc. is covered aptly by the wording, including memories etc. A medium can channel spirits equal to Cha-mod timer per day and the effect cannot be blocked by regular possession-preventing magic. The medium can use a standard action to provide minor bonuses and she may use séances to duplicate augury. At 3rd level and every 4 levels thereafter, the class receives a revelation chosen from a limited list, interacting with their ability to channel spirits and utilize séances - here, an alternate nomenclature to make them deviate from the oracle's revelations would probably have been in order. So, the spirit companion...this is the defining class feature of the medium and shares your ability modifiers and hit points; however, the spirit does have class levels - yes, this class can be essentially summed up as gestalt, the character - you can essentially shift between forms and from leadership to spellcasting and psionic powers and feats, the spirit companion is handled pretty neatly - and the capstone allows for a true fusion of the two. Btw.: Yes, the revelations interact with the class choices you make for the spirit companion.

    Archetype-wise, there would be one with less powerful spirits, but who receives more spirit companions, one that can be considered an oracle-crossover as well as one that specializes in revelations that interact with the physical world. And yes, there would also be one psionic medium archetype. Eric Morton's Medium is a solid, fun class that especially will be a boon to tables with less players that need to cover more roles. Two thumbs up!

    The Metamorph-class with d8, 4+Int skills per level, proficiency with simple and natural attacks, but no armor, good 3/4 BAB-progression, good fort- and ref-saves and begin play with a maximum number of 3 attacks and an evolution pool of 3 that scales up to 26 at 20th level. Metamorphs also have a built-in natural armor bonus that increases over the levels and ability-increases dispersed over the levels. 2nd level and every 4 levels thereafter see bonus feats. 1st level metamorphs may choose their genesis, determining the key-ability modifier for the class and modifying the class skill list. Now unlike some other takes on the evolution-based class framework, a list of phenotypes, which determine ultimately the evolutions that become available for the class - a total of 8 phenotypes are provided and a massive table helps the player determine which evolutions are eligible for the phenotype chosen. Only fey and undying may for example choose the basic magic evolution, whereas only bestial, monstrous or reconstructed metamorphs may learn the trample evolution. A metamorph has 2+class level evolution points, +1 at 4th level and every 4 levels thereafter. Evolutions can be reassigned upon gaining a level. The class also sports 3 archetypes - one that wilders amid sorceror bloodlines/eldritch heritages, while metamorphic abominations may wilder in racial heritages. Finally, the Transmogrifist may wilder in the alchemist's toolbox. We also get a sample level 13 character here.

    I honestly was NOT looking forward to yet another evolution-based class - after masquerade reveler, underterror and iron titan, I was simply burned out on them. However, Wojciech Gruchala's metamorph ultimately may be one of the most user-friendly and easy to balance takes on the concept - while I prefer the fluff of the masquerade reveler still, the metamorph may be the most user-friendly take on the concept - with the handy table and restrictions that prevent abuse as well as thanks to the cap of maximum attack and the lack of flexible changes of the basic evolutions chosen. All in all, a solid take on the concept I can't really complain about.

    The Mnemonic gets d8, 6+Int skills per level, proficiency with simple weapons and one weapon of choice, full unarmed strike progression as a monk, 3/4 BAB-progression and good ref- and will-saves. Menomincs may execute a standard action to identify one or more feats a target creature possesses by making an Int-check versus 10 + CR, with creatures of a CR greater than the mnemonic's HD further increasing the DC by +3, revealing a scaling amount of feats a target has - the better the check, the more feats are revealed. Why would he waste an action like this beyond the tactical information? Thought Strikes. A mnemonic may execute class level + Int-mod of those per day and they can be executed as part of an attack action - somewhat akin to stunning fist, the targets receive a save, which may see them impeded by escalating negative conditions. Instead, a mnemonic may forego said detrimental conditions and execute a memory theft, to steal a skill bonus or feat for class level rounds.

    A mnemonic still has to fulfill the prerequisites of a stolen feat to make use of it and stolen feats only lock down feats that build on the original feat, not those that only have it as a prerequisite. The amount of skill bonuses, feats, etc. a mnemonic can steal at a given time is handled via a nifty table and starting at 5th level, the mnemonic may eliminate spells as well, though without being able to cast them himself. Finally, it should be noted that mnemonics may expend thought strike uses to retain a given stolen feat for 24 hours, though future maintenance of this stolen knowledge progressively erodes the mnemonic's thought theft capacity further, preventing the infinite storing of a stolen feat. now granted, this can be cheesed simply by passing the feat from mnemonic to mnemonic, but in that case, I'd consider it a somewhat interesting plot-point/narrative device and, more importantly, not something that would in itself break the game - so yeah.

    Beyond this theft component, a mnemonic of 3rd level may also copy extraordinary abilities and combat feats he has seen in the last 24 hours, with an effective class level decreased by -4, though, thankfully, only for 4+Int-mod rounds per day. High levels allow for the recalling of abilities and even sharing of them, thanks to the nice addition of telepathy-style abilities to the fray. It should also be noted that they may imprint part of their mind into objects, making them essentially intelligent with all the consequences - which is a kind of awesome additional twist for the class. Essentially, this is the brainy monk we know from Anime and WuXia who copies your moves and uses your own tricks against you - and it is more efficient than the woefully underpowered base class thanks to its tricks. Speaking of which - the amnesiac archetype, with its battle trance, hearkens also back to these media and provides a pretty cool alternative to the base concept. Hungry Minds would be evil mnemonics that may heal themselves via thought strikes (limited resource, so kitten-proof), while thought rippers replace the detrimental conditions of regular thought strikes with scaling non-lethal damage. Solid and nice- overall, a fun class - designer Mike Myler did a neat job here!

    Next up would be the momenta, pitched by Erik Ottosen and written by the Amor Game-staff, and I am not engaging in hyperbole when I'm saying that I haven't seen a class like this before. We all have seen the trope in literature - the faithful, loyal companion that makes the heroes excel, the squire that does the grunt-work - that is the momenta. The class gets 6+Int skills per level (with 2 to be freely chosen as class skills), d, proficiency with simple and martial weapons and light armor plus shields, 1/2 BAB-progression and good will-saves as well as prepared arcane casting via Int of up to 4th level, from their own spell-list, with the caveat that they can ignore "somatic components of up to 50 gold in value" while holding the book in their hands- I assume that should be material components. Additionally, as written, the momenta incurs spell failure chance for casting in light armor, which she probably shouldn't, seeing how she can only cast spells outside of combat in the first place (but only has a 6 hour required rest for spell memorization). It should be noted that limited spellcasting in combat can be achieved via the class's talents. Momenta of 4th level may cast cure light wounds as an arcane spell by either spending a motivation point or by spontaneously converting one of her spells. And these would be the momenta's central resource: A momenta receives Cha-mod motivation points in the beginning of a battle, +1 per ally that acts before an opponent.

    Alas, this mechanic is utterly broken. First of all, it utilizes the nonsense per-encounter mechanic, which makes in-game no sense whatsoever. I've been VERY vocal about that not working, so I'll spare you my usual rant regarding this topic and just point you towards them. Tl; DR: Makes no sense since it is based on a fluid measurement of time rather than a concrete one. Secondly, the system can be gamed due to a lack of definition as to what constitutes an ally - master summoner conjures a lot of creatures with good initiative, momenta doesn't know what to do with this huge amount of points. A clearer definition is definitely in order here. A similar complaint can be fielded about how motivation is used - as a free action, the momenta can add 1d6 to the result of any one of her checks or that of an ally. One, there is some ongoing disparity which type of free action we're talking about - while some free actions can be used out of turn, this does not apply to all free actions - so yes, we have an issue with the base system here the class fails to address. Secondly, shouldn't the ability have some kind of range, audible or visual component? As written, it does not require the like, which feels odd to me. 2 Motivation points can also be used to reroll saving throws or attack rolls as an immediate action - no action-economy complaints here on my part.

    A momenta also can utilize motivation via so-called stimuli, essentially the talents of the class, which are either extraordinary or spell-like abilities. These include being able to pay for metamagic with motivation, spell recall and the like - most importantly, though, the stimuli allow for the switching of initiative orders and allows the momenta to let allies act out of turn - an ability that can also be used offensively, by the way. So yes, the momenta per se is very powerful - even before non-stimulus abilities that include tactician and the like. However, the infinite resource of motivations also radiates into the stimuli - with an infinite capacity for encounters (versus infernal kittens, for example), the momenta can use infinite healing by utilizing motivation. So yes, this frame needs a daily cap for healing and a proper, codified time-frame instead of per-encounter.

    Now all of this sounds pretty negative and it ultimately, alas, is. However, the basic premise of the class is awesome and while the framework looks weak, a momenta can provide a significant power-boost to a group -even as a cohort, the class excels pretty much. So let me emphasize this: I absolutely adore the concept and the unique tricks the momenta has, but I wished the Amora staff had slightly polished it more; as written, it can easily be fixed, but without fixes, I wouldn't use it. Still - the concept is so unique, so awesome that it is actually one of my favorite classes herein! Yeah, who would have thought? The pdf also provides 2 archetypes, one with less spellcasting and an option to knock out foes a limited amount of times per day and a second one that has limited bardic performances. Solid.

    Next up would be the Mystic, who receives d8, 4+Int skills per level and either improved unarmed strikes or weapon focus at 1st level; proficiencies are determined by the elemental path chosen and the class gets 3/4 BAB-progression as well as all good saves. They also receive a ki-powered elemental strike (class level + wis-mod) and while they have at least one point of ki, they add wis-mod to AC. Elemental Strikes use the class level as BAB and damage scales up over the levels from 1d6 to 2d8. Ki can also be used for skill-boosts, adding additional attacks to full attacks. The class also receives a mystic talent at 2nd level, +1 every even level thereafter. There would be a higher-level option to make elemental strikes not cost ki anymore, evasions, finesse and the like - a solid kind-of-monkish array, with 10th level expanding the list by advanced talents. The capstone also sports choices, which is nice to see.

    Now I mentioned elemental paths - these do not only influence class skills and proficiencies, they also net a basic ability associated with the element. Furthermore, each path provides a significant array of unique talents and 3rd level and every odd level thereafter nets an elemental technique from a list determined by the path, granting either a feat or a ki-powered spell, with DCs, if applicable, being governed by Wis. A total of 4 elemental paths plus the force path are provided, with each of them feeling utterly distinct.

    While the force path has a force-blast and ranged combat maneuver-option, the limited range makes that one steer clear of my rant regarding that. The book also sports 3 archetypes - the ancient gets a reflexive reincarnate and sooner access to elemental techniques, but pays more for elemental strikes. Crossroads Mystics receive decreased damage dice for elemental strikes, but gets more ki and can select elemental techniques from all paths, but at higher costs. The final archetype, the kenjin, has more expensive elemental strikes, but gains access to ninja tricks. Alexander Augunas' Mystic has a bit of a flavor-issue with me - I'm utterly burned out on anything elemental-themed and this class is essentially the elemental bender-style character...or the Jedi. I don't like Star Wars. That being said, mechanically, the class is honestly beautiful - I prefer it over qinggong monk and the like and it executes its concept admirably well, with Alex's zen-like ease. At the same time, it has a cool idea - a sidebox talks about retooling the flavor to correspond to the alchemical humors - and the fluff I pretty much adore, which leaves me without any valid gripes to field - making me like a class whose concepts left me with disdain is a huge feat - congratulations!

    Sasha Hall pitched the Pauper class, which was then developed by the Amora staff. The pauper gets d8, 4+Int skills, proficiency with simple weapons and light armor, 3/4 BAB-progression and good will-saves. Paupers are defined by their two pools - hope and despair. Hope begins play with a maximum of 1 and scales up to 11, with despair beginning play with3 points, scaling up to 13. A pauper can execute a full-round action to turn despair points into hope points. Despair is gained whenever the pauper witnesses an act of strife or desperation, seeing an ally suffer a lethal wound and when witnessing cruel acts. Hope is conversely gained when seeing an enemy fall, acts of kindness etc. When one pool contains more points than the other, the pauper benefits from a unique effect. Paupers may execute nonlethal attacks versus allies to grant the ally a morale bonus. Pretty odd - the pauper can get all "morale, sacred and profane" penalties of allies and draw them upon herself. Only thing is - penalties are untyped, so the ability does not work as intended. Fr each penalty chosen to take upon himself, the pauper gains wis-mod temporary despair points.

    The pauper's abilities, alas, at least to me, feel somewhat unfocused - they establish an empathic bond with a limited array of people (somewhat akin to how Dreamscarred Press' psionic networks work). The class also allows for minor healing as well as an aura that can either act as a buffer or a debuffer, depending on which pool is dominant. High-level paupers may transfer abilities from one ally to another, but thankfully with numerical and limited resources being subject to relatively stringent limitations. Strangely, supernatural abilities are not covered by the ability transference. All in all, the pauper has many makings of an interesting class, but it ultimately feels odd in many of its choices - aid another as a move/swift action for points may sound okay...but at 11th level, that's pretty late. The class also is completely linear - there is NO choice to be made here - not even the cavalier has such a small array of player agenda - the abilities, all unique ones, no groups, fall in line as a linear progression, making all paupers essentially the same. Beyond that, the class is dependent on two resources, which, in spite of a side-box, ultimately are highly circumstantial ad thus can only hardly be quantified - and thus, as feared by yours truly, the result will be a lot of arguments about hope and despair. Some tighter definitions would have imho helped here. The pauper gets an archetype with only one pool. Overall, the first class I really didn't like - conceptually, it feels not focused enough and mechanically, I've seen the interaction of fluid pool done better in some Interjection Games-releases. The class is not necessarily bad, mind you, but it's not up to the others.

    The commander in chief of Little Red Goblin Games, Scott Gladstein, provides us with the Survivor, who gets d12, 6+Int skills per level, simple and martial weapon as well as light and medium armor proficiency, full BAB-progression and good fort-saves. Survivors not only can live off the land and can provide some of his class features with allies via the safe passage class feature, which provides a bonus to allies, usable Con-mod + 1/2 class level times per day. Bonus feats at 2nd level and 6th and every 4 levels thereafter are also there Beyond uncanny dodge, evasion et al., 3rd level, 7th and every 4 thereafter allow for DR, natural armor or elemental resistance, with each quality being selectable more than once. 4th level and every 4 levels thereafter provides a survival tactic, a unique, mostly defensive trick that can be considered the talent-array of the class - many of which can also be granted to allies. Level 13 nets essentially mettle (evasion for will- and fort-saves), called stalwart here, and at that level, this is okay.

    The survivor has been my absolute surprise here - while not particularly complex on paper, this class works superbly in play -straightforward, fun and ultimately, it does just what you want: A ranger-y class sans all the mystic mumbo-jumbo, but who can make his allies so much better and harder to kill. This class is a great example why playtests of the complex classes herein was required - it fared much better in actual gameplay than I expected - the survivor is exceedingly fun to play, so kudos! 4 Archetypes are provided for the class - the feralist with simple weapon-exclusive vital strikes and modified feat/tactics-list, the seething survivor (with full barbarian synergy), the parkour specialist thrill seeker and the kind-of-rogueish urban survivor. A Synergist/survivor level 20 multiclass makes for a cool NPC.

    Morgan Boehringer, the mastermind of Forest Guardian Press, presents the Synergist, who gets d8, 4+Int skills, proficiency with simple weapons, light and medium armor and shields and gets 3/4 BAB-progression as well as good fort- and will-saves. Synergists establish a kind of network akin to psionic networks equal to Cha-mod allies, with her being required to be part of the so-called "cast." The more creatures in the cast, the higher the shield bonus granted to the synergist. Via swift actions, members of the cast can coordinate, making firing into melee easier and teamwork feat granting is obviously part of the deal as well. Better aid another among the cast is also part of the scaling progression. At 1st level, synergists may create a synergy 1+Cha-mod times per day, +1 per 3 class levels. A synergist gets "+1 bonus synergy counters" for each successful attack, save or skill check, +2 for confirmed crits or nat 20s on non-attack-rolls. A synergist may store class level + Cha-mod counters. Synergy counters may be bestowed upon members of the cast, with a duration of Cha-mod+ 1/4 class level rounds. The counters can be used to enhance skill checks, temporary hit points, concentration, CMD, AC, etc. - this ability is glorious and fun.

    At 1st level, the synergist may select a technique from a selection of 3, with 3rd level and every 3 levels thereafter providing an additional array of new techniques, continuously expending the pool of options to choose from - NICE! Now where things become even more interesting is with the gaining of passive abilities and the collective bestowing of Lunge - a synergist can also negate critical hits and even enhance at higher levels the action tax required by a given action - the synergist pretty much, when played right, can radically change the way in which a unit of adventurers works - and it is awesome. Ultimately, the synergist can literally be the glue that holds a group together in combat and plays surprisingly efficient and different from classes with a similar concept - when to see something ridiculously flexible? Synergist plus Battle Lord. Add in a Tactician and cackle with glee. The archetype for the class falls somewhat behind the main class in coolness, with minor debuffs being just not that interesting - especially seeing the direlock by Morgan, I would have expected something a tad bit more special, but don't let that detract from the coolness of the class.

    The Umbra (unfortunately named in my book - it has nothing to do with shadows...) would be a class by Interjection Games' mastermind Bradley Crouch and as such, it is complex: As a basic frame, it gets d8, 2+Int skills per level, proficiency in light armor and shields and weapon proficiency according to the primary embrace chosen. In heavier armor, planar powers suffers from arcane spell failure chance. The umbra gets 3/4 BAB-progression and good will-saves.

    So what are those embraces? Well, they signify the heritage of the Umbra, with the primary being the dominant one and chosen at 1st level, the secondary embrace being unlocked at 5th level. Each embrace is assigned a pool of points - the primary embrace has primary points (PP), the secondary embrace secondary points (SP) - collectively, both are called embrace points (EP). Ep scale up from 2 PP to 12 and 1 SP (at 5th level) to 8. Umbra gain resistance to the energy of the primary plane equal to their class level, 1/2 class level for the secondary embrace and each plane has an assigned skill, which receives minor bonuses. At 6th level, the umbra may, as a swift action, generate a temporary EP to assign to a planar power or trait, which lasts for Cha-mod rounds, +1 point granted at 10th level and every 4 levels thereafter. This can be used Cha-mod times per day. There is an unfortunate error in one of the abilities, which specified that an ubiquitous power is gained at 3rd level, +1 at 5th and then +1 at every 4 levels thereafter, when the tables puts that at second level instead. Either that, or quickswap needs to be moved to second level. What does quickswap do? it allows for the reassignment of planar powers 1/day, scaling up by +1/day every 4 levels thereafter, making me belief that the first ubiquitous power ought to be gained at 2nd level.

    Ubiquitous powers can be considered the "general" talents of the class, whereas the embraces cover the specialist tricks - the basic elemental planes and both positive and negative energy planes are available for the umbra to choose from, with each having assigned proficiencies. But the choice is more relevant than that - each plane has powers and traits associated. traits require an investiture of 1 point to use and then are static and passive. Powers, on the other hand, allow for more customization - the more points you invest in a given power, the longer you can activate it/the bigger its potency. Now, as you might expect, the benefits are pretty unique - what about a weak reflexive shield that can be dismissed to execute a smite? Yes, the benefits tend towards the unique side of things and some abilities utilize a cooldown mechanic I pretty much enjoy.

    Now I'm an old-school Planescape fanboy, and thus, the further tricks of the class brought a smile to my face - yup, at 10th level, the umbra becomes a kind of embodied demiplane-intersection of his primary and secondary embrace. When assigning EP, an umbra can elect to convert either PP or SP into demiplance emergence points (abbreviated DE), but her SP pool must remain larger than the DE pool. Now the interesting part here would be that each demiplane's powers tend to work differently - some reward stockpiling DE-points. Some require their expenditure. Some ignore them mostly in favor of other counters, which are gained in means pertaining to the elemental condition in question and instead make for the resource of the demiplane: Cinders nets, for example, 1 "sputtering charge" whenever the umbra utilizes a power, but does not bypass the cooldown - this charge can be used as an additional invested point in an ability for a short while or expelled as a blast of negative energy and flame, with DE governing the damage output of the sputtering charge-powered blast. Have I mentioned the capstone that lets you make your own plane? Yeah.

    ...

    ..

    Damn, LIC, what are you doing here? Here I am rambling about how bored I am by elemental classes and themes and now I have a second class with such a theme I actually like. Damn. Kidding aside, the umbra is an interesting class with essentially a highly customizable array of tricks that makes it surpass the one-trick pony component inherent in most elemental-themed classes. I generally like it, though I still don't get where the name comes from.

    The penultimate class herein would be Wayne Canepa's Warloghe, who gets d8, 4+Int skills, custom weapon proficiency and no armor or shield proficiencies. The class is built on a 3/4 BAB-progression good fort- and will-save chassis and their bond with a twisted spirit provides prepared arcane spellcasting from a custom list of up to 6th level, based on Wis -uncommon. However, alternatively, instead of spellcasting, a warloghe may select a binding pact with a spirit, gaining a linear, bloodline-like array of abilities, but more on those later. 2nd level warloghes get an essence pool equal to 4 + 1/2 class level + wis-mod, with a passive benefit and the option to expend points to inflict negative-energy based touch attacks, with higher levels allowing for AoE emanations and debuff conditions. At second level and every two levels thereafter, the warloghe selects a taboo - essentially the talents of the class, governed by Wis, with some being exclusive to certain twisted spirits chosen. These include SPs, upgrades to the vortex, dabbling in necromancy, familiars at -5 class levels - quite an array. The 5th level class feature, though, would be one of my favorites - warloghes may leave their soul behind as haunts, moving forward as a soulless shell! Damn cool! However I really wished the pdf sported a kind of instant-haunt-generator for warloghes that does not require handing GM-books to players. Taboos are expanded at 10th level to include more powerful choices. The taboos, when active, more often than not require the expenditure of essence points, which also powers a linear array of spell-like abilities granted over the class's level-progression.

    A total of 5 twisted spirits, each with a custom spell-list and custom binding abilities, are provided - it should be noted, though, that each of them also results in a tainted soul, which translates to a continuous, negative effect on the warloghe that denotes his sinister dealings - however, they also provide a unique base benefit. The individual benefits are pretty unique and include stacking bleed damage, placing marks of vengeance, etc. The warloghe class gets an okay capstone, but 3 archetypes: One gets binding pact and spellcasting, but no taboos, while another can craft totem-constructs instead of getting the haunted ability. the final one may channel spirit strikes through his weapon and not waste points on misses, but loses the vortex AoE-control. Unremarkable, as far as archetypes go. The warloghe is pretty much a sinister glass cannon that feels a bit like a more damage-focused take on the witch-fluffed gish - now the class isn't bad and its damage output is balanced by being VERY squishy (more so than the magus) and I like the fluff, but I really think it would have benefited from significantly more spirits - those that are here are solid, though ultimately, the class suffers from me having years upon years of Pact Magic as a frame of reference and the latter just feels more versatile to me.

    The final class is a new iteration of an old acquaintance of mine, the Warsmith, written by the Amora crew - at d8, 4+Int skills, proficiency with simple weapons, hammer, picks and pilums, light armors and shields as well as 3/4 BAB-progression and good fort-saves, the warsmith is a retool of Amora Game's tinker - can it hold up? Well, first of all, beyond the craftsman bonuses and the significant bonuses to sundering via edifice recognition, the warsmith now may grant bonuses to armors and weapons, even duplicating special abilities at higher levels. At 2nd level and every even level thereafter, the warsmith receives a talent, here called design, which allows him to modify class features, expand crafting capabilities and even poach in alchemist/rogue territory with bombs or rogue talents. While not particularly complex, that ultimately is the strength of the class- it is a straightforward craft/sunder-specialist who is really good at what he does. Now personally, I'm not a big fan of e.g. a prone-knocking fissure having a fixed save-DC instead of a scaling one, but still, this remains the best iteration of the concept so far.

    Since I have already covered the class options and archetypes above, I will only glance over the feats provided, all right? All in all, many of the feats here have a teamwork aspect and +x uses/+ longer uses of abilities for classes are provided alongside some interesting teamwork feats (since they don't suck for many classes herein) - unarmed fighting for non-monks, a style that makes combat maneuvers work sans improved-feats (and that while remaining balanced!) and some unique tricks, like playing switcheroo with magic item abilities, overall, this section can be considered well-crafted. In the cases where one may be familiar with some feats from previous publications of Amora Game, they tend to have undergone a streamlining of their wording - so yeah, while not 100% perfect, the vast majority of this chapter proved to be a fun read! Kudos!

    Okay, so only one chapter to go - Adapt, Overcome, Survive - and it is GLORIOUS. Evocative haunts with nice flavor text ranging from CR 1 to 9 are complemented by environmental hazards... like exploding rats. Yes. You read it. Awesome! Two quick templates for magically-contaminated/infused creatures can also be found herein before we get rules for magical pollution of varying severity - think of them as the magical equivalent of radioactivity (and yes, just as deadly) - but with the nice added benefit of also coming with a ton of spellblights, of which we also get a quite significant array.

    The pdf closes with a handy facsimile-sheet.

    Conclusion:

    Editing and formatting are not perfect, but still pretty good - in a book of this size, with so much crunch, it is testament to the quality of the authors and editors/developers that almost no significant errors have crept into the complex matrixes of the class-crunch. Layout adheres to a crisp two-column full-color standard with a blending of stock and original artworks. the pdf comes fully bookmarked for your convenience. The print-copy, which I urge you to get, is well worth the price - I got mine from being a supporter of the KS and it sports a solid frame and high quality., glossy paper. This book has seen quite some use and it does not show. As a note for 3pps: Amora Game sent me the best-packaged book I have to date received from any 3pp - with significant amounts of bubble-wrap and a big package, the book has made it past the transition across the ocean and the careless hands of the postal service without even a dent. Kudos for gong the extra mile - a creaseless book is a definitely nice change of pace to receive!

    The Liber Influxus Communis grew from the PFRPG-community, the community of which I consider myself a part of and for which I ultimately write my reviews. While Amora Game took a beating from me in the past, they never gave up and when their KS ran, I *think* I may have been the first backer - I wanted to believe in them. This was the reason I decided to make this my 2000th review - and I was hoping that my hopes would not be unjustified.

    Now what Greg LaRose did was smart - he got essentially all 3pp top crunch-designers not too involved with their own projects: Alexander Augunas, Bradley Crouch, Daron Woodson, Eric Morton, Mike Myler, Scott Gladstein, Wayne Canepa, Will McCardell, Wojciech Gruchala, Kevin Bond, Linda Zayas-Palmer, Michael Sayre, Morgan Boehringer. Realize something? This is pretty much an all-stars-list and the content of this book shows it - each designer herein has brought his/her strengths to the table - from relatively simple to exceedingly complex, the classes provided herein all breathe a spirit of cooperation, of being unique and run the gamut of providing simple plug and play as well as highly complex tinkering classes that require significant planning to get right. The classes herein have one thing in common that transcends the differences in design: They are not boring. I consider no single class herein bland, no single concept to be redundant. In fact, I loved most of the classes, and I mean *loved* - when a book makes me enjoy two classes that sport a theme I loathe, you'll know you have something awesome at your fingertips.

    Now this book is not perfect - I wasn't blown away by all archetypes; the momenta, which I love to death as one of my favorite classes herein, imho requires a second editing pass/a capable DM to streamline and take the rough edges off. The Demiurge's laser battery needs a nerf-whack. And the pauper left me singularly unimpressed, having seen the interacting pools done more in a precise and organic way. Heck, I even made a class with two fluid pools interacting with one another. That aside, the pauper also feels oddly linear and as if it were part of another book. Similarly, not all feats blew me away, but if I broke that down for you, the review would go on for even longer. And I honestly am not sure whether anyone will read this monstrosity as it stands.

    Ultimately, though, none of the gripes I could muster, whether they be typos or the above, can stand before a superb appendix and no less than 13 classes I will definitely use in my games - this is pretty much the highest density of classes I have ever allowed a single book to contribute to any game of mine and that is a significant achievement. Now as you all know, I'm a stickler for the more complex classes, but even the simple ones herein have something unique going for them, a playing experience that deviates from what other classes can offer - and what more can you expect from a new base class? In the end, the Liber Influxus Communis may not be a perfect book, but it is still an excellent and inexpensive way to add a vast array of pure innovation to your game - a smörgåsbord of unique mechanics and things no other class can do. And I love it for exactly that. This book exemplifies the work of some of the finest designers in the field and I have, ultimately, always valued innovation and slight rough edges higher than bland mechanical perfection - and, as such, the few mechanical bumps that are herein could in no way stand in relation to the awesomeness that this book brings to the table, they simply pale and fade when seen in relation with the vast array of cool tricks the content herein makes possible. My final verdict thus will be 5 stars + seal of approval and I nominate this book as a candidate for my Top Ten of 2015.

    And if you're still reading that, let me extend my heartfelt thank-you to you for sticking with my ramblings and reading my 2000th review. I write them for you and remain yours,

    Review posted first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on Lou Agresta's RPGaggression and posted here, on OBS and d20pfsrd.com's shop.

    Finally:
    @Will: I *love* the Demiurge. There are people like me who adore complex classes with a lot of screws. ^^

    @Michael: The Battle Lord is a thing of beauty, especially with bravery feat-synergy. It has replaced the War Master class in my game. Kudos!

    Also: Thanks for the kind words! Glad you enjoyed this massive analysis.

    Endzeitgeist out.

    Contributor

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    My specialty seems to be making Thilo like concepts that he normally hates. :-P


    2 people marked this as a favorite.

    Thank you again for the time you've spent on this review, Endzeitgeist. It is very inspiring.


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    Cheapy wrote:
    Thank you again for the time you've spent on this review, Endzeitgeist. It is very enlightening.

    *Fixed for pun sake :)

    Thank you End for your insightful review as always. You mention we have taken a beating previously, but it has helped us. To the point this book would not be here without honest reviews. I personally thank you for that.

    Expect the expansion book to cover some questions and "patches" to those presented by all reviewers.

    Thank you all.

    Scarab Sages

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    Endzeitgeist wrote:
    @Michael: The Battle Lord is a thing of beauty, especially with bravery feat-synergy. It has replaced the War Master class in my game. Kudos!

    I take this as pretty much the highest compliment :)

    I just made the class that I wanted to play, making sure it did the things I wanted it to do.


    So I’ve read and reread my kickstarter copy of LIC and have really enjoyed it. Kudos on producing a quality, engaging product ( and I’ll echo the comment one of the reviews made about quality of packaging – a much appreciated touch!).

    The Demiurge, Mystic and Warloghe are the three classes that captured my imagination the most and I was hoping to ask a few questions about them here. Please bear in mind that these are based on read throughs only and not on actual play experience, so apologies in advance if my assumptions are way off base.

    Demiurge:

    The most obvious comparison for the demiurge is to the summoner, but is it really a competitive substitute? Facsimiles seem more versatile than eidolons, and overall seem a fairly even trade for the eidolon and summon monster abilities, but the Summoner has spellcasting on top of that. Do the demiurge’s additional skill points and non-facsimile related abilities really make up for that?

    Secondly, in the skills section of facsimiles, it states that they “are prevented from having skill ranks in craft, knowledge, linguistics, perform or profession,” yet some of the sample facsimilies from the archtypes chapter have those skills. Which is correct?

    Mystic:

    Elemental strike: I’m curious to know the logic behind slowing its damage progression compared to the unarmed strike of the monk. Also, since it won’t benefit from str or magic item enhancements to damage or accuracy is it going to fall away as a viable option very quickly?

    Crossroads Mystic: Love the idea but Gah! That seems like a steep penalty to pay. Isn’t reducing the damage of their signature ability, slowing their access to advanced talents, and limiting the selection choices of all the elemental techniques enough? I mean the main benefit seems to be more choices, not more effective abilities. Why make them pay more ki to use those choices?

    Warloghe:

    Sooo many questions on this one! I’ll just start with the one that is foremost in my mind. Why on earth would anybody every choose Pact abilities over Spells!? The pact abilities are cool and flavourful but can’t hold a candle to 6lvls of spell casting. Most of them draw from the same limited pool of essence that he is powering many of his taboos and class abilities from, and they don’t even come online at the same speed at which the character would gain access to new spell levels. It reminded me of the Ranger’s companion hunter bond option: A neat idea but nobody ever actually picks it over an animal companion. The difference here is that I LOVE the flavour of the pact abilities ( and the work that clearly went into crafting them).

    Thanks in advance for your feedback.

    Contributor

    Quote:
    Elemental strike: I’m curious to know the logic behind slowing its damage progression compared to the unarmed strike of the monk. Also, since it won’t benefit from str or magic item enhancements to damage or accuracy is it going to fall away as a viable option very quickly?

    I don't think you're entirely understanding how elemental strike works; it doesn't override ALL damage that your weapon deals, it replaces your weapon's base damage dice with the damage dice on the table. It was designed around being like the then-in-playtest's warpriest's sacred weapon ability. All of your damage modifiers are applied normally.

    At any rate, that's why it uses a "slower progression" than the unarmed strike progression. That, and I wanted to make sure that there were areas where the mystic didn't totally outshine the monk. (That's certainly the case now that the unchained monk is a think, but it was a lot more debatable with the Core Rulebook book.)

    Quote:
    Crossroads Mystic: Love the idea but Gah! That seems like a steep penalty to pay. Isn’t reducing the damage of their signature ability, slowing their access to advanced talents, and limiting the selection choices of all the elemental techniques enough? I mean the main benefit seems to be more choices, not more effective abilities. Why make them pay more ki to use those choices?

    I can't comment on this because I didn't design the archetypes. If I recall correctly, Daron Woodson designed all of the archetypes for all of the classes in the book as part of one of the Kickstarter's stretch goals.

    At any rate, the crossroads mystic isn't an archetype that I would personally use in my home games. Not because anything is wrong with it per say, but because it really doesn't fit into the mythos that I designed the class with. The inspiration for the class was "Avatar: The Last Airbender," and while the crossroads mystic does an okay job at being an "elemental mix-and-match" archetype, it doesn't do a good job of being the Avatar.


    Hi Alexander, thanks for the rapid reply!

    Yeah I wrote elemental strike, but the second half of my question was meant to be about the elemental blast mystic talent.


    IronDesk wrote:

    Hi Alexander, thanks for the rapid reply!

    Yeah I wrote elemental strike, but the second half of my question was meant to be about the elemental blast mystic talent.

    If I remember correctly Alexander said something about Elemental Blast being a backup option compared to techniques and melee attacks.

    I can't say much, but some of the supplemental Mystic content in the upcoming book addresses every single one of your concerns for the Mystic, though taking those options reduces your melee capabilities. If your Mystic concept was to be a flinger of your respective element, then you are covered!

    Well except the crossroads Mystic, I couldn't write content compatible with it.


    DEMIURGE:
    1. The most obvious comparison for the demiurge is to the summoner, but is it really a competitive substitute?
    - Depends on your style of play to be honest. It comes down to play style. It's not so much as having a pet, but more of having fragile minions. Manifested ideas. They have different rules and flexible builds vs a summoner.

    2. Facsimiles seem more versatile than eidolons, and overall seem a fairly even trade for the eidolon and summon monster abilities, but the Summoner has spellcasting on top of that. Do the demiurge’s additional skill points and non-facsimile related abilities really make up for that?
    - The main testing of the demiurge happened in a spelljammer game. Along the flavor the demiurge, it gets enlightenments (think bloodlines) that offer more variety of play than a summoner. In my experience, mileage varies, the summonor focuses on the eidolon, the demiurge is more on the demiurge.

    3. Secondly, in the skills section of facsimiles, it states that they “are prevented from having skill ranks in craft, knowledge, linguistics, perform or profession,” yet some of the sample facsimilies from the archtypes chapter have those skills. Which is correct?
    - the rules in the main chapter are correct. Facsimiles can not have knowledge or craft skills. The samples are being corrected in an FAQ to be published. This is my fault as the publisher in going over the facsimiles that were turned in. It is a design flaw and we apologize.

    WARLOGHE
    1. Sooo many questions on this one! I’ll just start with the one that is foremost in my mind. Why on earth would anybody every choose Pact abilities over Spells!? The pact abilities are cool and flavourful but can’t hold a candle to 6lvls of spell casting. Most of them draw from the same limited pool of essence that he is powering many of his taboos and class abilities from, and they don’t even come online at the same speed at which the character would gain access to new spell levels. It reminded me of the Ranger’s companion hunter bond option: A neat idea but nobody ever actually picks it over an animal companion. The difference here is that I LOVE the flavor of the pact abilities ( and the work that clearly went into crafting them).

    - Tough answer. In playtesting reports from backers, and in house testing, getting taboos, spells, AND pacts with a spirit tended to be viewed as overpowered (this was before Advanced Classes came out). Yes they don't touch spells of 6th level, but it adds a bit of variety on those that have different play styles.

    Spells and taboos vs. pact abilities and taboos. OR if you go with the
    But you can take the Besotted archetype it is: spells and pact abilities. Gain taboos via Extra Taboo.

    The advantage of taking a pact is that some taboos become free use or enhanced when using them. EX: Banshee pact with Frightful Moan taboo; or Pestillent Spirits taboo is free cost for aitu pacts.


    Thanks for the clarifications. That really helps to get some perspective on these classes.

    Now, who's running a PbP on these boards that I can use one of these cool classes in ? :>


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    IronDesk, regarding your first question on the demiurge, my idea was that the facsimiles would be best used more like tools than as an eidolon. Based on Paizo-released classes, versatility is highy valued, and the ability to create the right tool for the situation seemed very powerful for the demiurge. And even if you did have a facsimile that was weaker for a given task, it could at least help buff another one.

    The tend to have a different role from the Summoner, being able to fit the roles of knowledge monkey, Face, and swiss-army-knife. Enlightenments allow them to focus on other things as well. All told, I think that it's a class that will fair decently against the Unchained Summoner. I'm glad I wasn't balancing too close to the original summoner, given the recent patch of it. :)


    I can follow that logic. I suppose using what is widely regarded as an overpowered class as a measuring stick is a bad starting point. The Demiurge's versatility does come through loud and clear in the class abilities. I am eager to give one a try.


    So for the Battlelord how do you move drills and can you center a drill on yourself?

    Playing a level 2 battle lord with the Assassinaton Drill in a Freeport game.

    Scarab Sages

    Insain Dragoon wrote:

    So for the Battlelord how do you move drills and can you center a drill on yourself?

    Playing a level 2 battle lord with the Assassinaton Drill in a Freeport game.

    Yes, you can center a drill on yourself (that was actually the original default). If a drill is centered on a person, it moves with them since they're the locus of the tactics. If it's centered on an area of the battlefield, you'd need to start a new drill as a move action to center it somewhere else.

    Basically you're either shouting something like "Defensive formation around Rickard!" or "The ground over there is loose and gravelly, hit them high so they lose their balance!". You are of course, taking some time every morning to explain how to fight on loose packed terrain or common defensive tactics, which is what the hour of training each day represents and why someone you haven't trained with can't benefit from your drills.


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    Swift response and thank you!

    I'll keep you posted on all the cool stuff we do because I'm a Battle Lord!

    Contributor

    Insain Dragoon wrote:
    Well except the crossroads Mystic, I couldn't write content compatible with it.

    When I do the Avatar (which I will do, eventually) it will be a very atypical mystic, to the point where I'd doubt that it would combine with any other archetype ever.


    Well the big problem I encountered writing a Mystic archetype is how much stuff is packed into the Ki pool class feature.

    That's why I couldn't get Extensionist to stack with crossroads.


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    After six months of waiting for someone else to do it, I have finally broken down and opened my own recruitment for a Liber-friendly PbP

    Check it out HERE


    I iz watch'n!


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    Liber Influxus Communis is 60% off as the deal of the day on OBS!

    I just picked it up and OMG it is amazing!

    Scarab Sages

    2 people marked this as a favorite.
    137ben wrote:

    Liber Influxus Communis is 60% off as the deal of the day on OBS!

    I just picked it up and OMG it is amazing!

    Right? LIC is one of those books my games can no longer live without.


    2 people marked this as a favorite.

    And the deal-of-the-day sale has pushed LIC into the Copper Bestseller category! Still more than 7 hours left on the 60% off sale!

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