
|  ErisAcolyte-Chaos jester | 
 
	
 
                
                
              
            
            Blood hexes. I wonder if these are going to be something where a witch can sacrifice some hitpoints(or blood) for a more deadly kind of hex type. Maybe we get to see that knife used for more than just pointing at people and throwing. A small cut on the palm or skin and the witch might just have made all the blood vessels in your body explode, leaving only a pile of bone with some scraps of skin and muscle inside a suit of armour. Still takes a bit of hit point for that kind of thing, but making the commander or champion of a enemy force die like that tends to demoralize the rest of the enemy present just a tad.
In Any case, paizo is bleeding my wallet and tormenting me with good things i have to wait for. Curse you interceding months, why must you stand between me and nice things.

| Luthorne | 
| 2 people marked this as a favorite. | 
I'm just waiting to see if there are magic style feats myself.
Hmm, that could be pretty interesting. Maybe a style feat line dedicated to touch attack spells, another dedicated to ray spells, or even one dedicated to divination spells that makes concentrating easier on them in combat and allows extra tricks? An area effect blast style could be neat too...Blooming Flower Style?
Anyways, I'm definitely going to get this, pretty much all the Tactics Toolbox books have been pretty high quality in terms of useful material - perhaps not as high as Weapon Master's Handbook, but that was pretty stellar. We'll have to see if Armor Master's Handbook carries on the torch for that line... (fingers crossed for Armor Trick feat).

| christos gurd | 
 
	
 
                
                
              
            
            christos gurd wrote:I'm just waiting to see if there are magic style feats myself.Hmm, that could be pretty interesting. Maybe a style feat line dedicated to touch attack spells, another dedicated to ray spells, or even one dedicated to divination spells that makes concentrating easier on them in combat and allows extra tricks? An area effect blast style could be neat too...Blooming Flower Style?
Anyways, I'm definitely going to get this, pretty much all the Tactics Toolbox books have been pretty high quality in terms of useful material - perhaps not as high as Weapon Master's Handbook, but that was pretty stellar. We'll have to see if Armor Master's Handbook carries on the torch for that line... (fingers crossed for Armor Trick feat).
was actually thinking more akin to avatar where putting yourself in a stance and particular state of mind could allow you access to magical talents.

|  Rysky | 
 
	
 
                
                
              
            
            Major_Blackhart wrote:Hmm, I'm wondering if there's something here that can make my bloodrager more effective.This would be a good place for the "walk up and drop a Fireball at your feet" Bloodrager style that I've wanted since the class was announced.
Definitely would like to see something that, I pushed a bit during the playtest discussion for a "buff spells like Fireball if you target yourself with them" but alas.

| El Ronza | 
| 5 people marked this as a favorite. | 
 
	
 
                
                
              
            
            Major_Blackhart wrote:Hmm, I'm wondering if there's something here that can make my bloodrager more effective.This would be a good place for the "walk up and drop a Fireball at your feet" Bloodrager style that I've wanted since the class was announced.
I don't know if it helps you or if you're already aware of it, but blood salvation, in Advanced Class Origins, is a 3rd-level bloodrager spell. It makes you immune to damaging area spells you cast, and can be cast as a swift action while bloodraging. So you can actually walk up, drop a fireball at your feet, and take no damage. It's awesome.

| Fourshadow | 
 
	
 
                
                
              
            
            Arachnofiend wrote:I don't know if it helps you or if you're already aware of it, but blood salvation, in Advanced Class Origins, is a 3rd-level bloodrager spell. It makes you immune to damaging area spells you cast, and can be cast as a swift action while bloodraging. So you can actually walk up, drop a fireball at your feet, and take no damage. It's awesome.Major_Blackhart wrote:Hmm, I'm wondering if there's something here that can make my bloodrager more effective.This would be a good place for the "walk up and drop a Fireball at your feet" Bloodrager style that I've wanted since the class was announced.
Blood Salvation is a fantastic spell. However, I would love to pair it with Detonate! More versatility and greater area of effect (and likely the only way to avoid taking damage with that spell!).

|  Souphin | 
 
	
 
                
                
              
            
            I'm curious to find out what blood hexes are, for some reason my first thought were hexes descended form bloodlines. But my guess now is that they actually deal with physical blood.
I prefer the bloodline/hex mixtures
-- Bloodline powers are usually static and come into play at their appropriate level and are set to their theme (all draconic bloodline power casters will have the same powers, archetypes excluded)-- Hexes are picking and choose like rages powers (1, 2, &every other) and you pick and choose at your discretion and have an almost unique mechanic. (Same patron different powers) Some are unlimited uses when other doesn’t. (Example a witch can go into an infirmary and do the heal hex all day but one shot each)
... I'd like to see a mix of the 2, e.g. hex chosen powers that can fix the theme of a bloodline or work hand in hand with blood lines since there are almost too many blood lines to cater a hex or several to each bloodline

| pixierose | 
 
	
 
                
                
              
            
            pixierose wrote:I'm curious to find out what blood hexes are, for some reason my first thought were hexes descended form bloodlines. But my guess now is that they actually deal with physical blood.I prefer the bloodline/hex mixtures
-- Bloodline powers are usually static and come into play at their appropriate level and are set to their theme (all draconic bloodline power casters will have the same powers, archetypes excluded)
-- Hexes are picking and choose like rages powers (1, 2, &every other) and you pick and choose at your discretion and have an almost unique mechanic. (Same patron different powers) Some are unlimited uses when other doesn’t. (Example a witch can go into an infirmary and do the heal hex all day but one shot each)... I'd like to see a mix of the 2, e.g. hex chosen powers that can fix the theme of a bloodline or work hand in hand with blood lines since there are almost too many blood lines to cater a hex or several to each bloodline
I that would require a sorcerer or witch archetype to make it work

| Ed Reppert | 
 
	
 
                
                
              
            
            It struck me, reading the description of this, that these "toolbox" books pay lip service to "learn to use your melee, ranged, magic, whatever abilities better," but the books aren't about that – they're about adding a bunch of new options which, in aggregate, are likely to make learning to be a good fighter or mage or whatever even more complicated. Isn't that backwards? Shouldn't we be learning to better use the basic tools before we get into all this new stuff? Or is learning to better use the tools we already have "left as an exercise for the reader"?

| Alexander Augunas Contributor | 
| 3 people marked this as a favorite. | 
 
	
 
                
                
              
            
            It struck me, reading the description of this, that these "toolbox" books pay lip service to "learn to use your melee, ranged, magic, whatever abilities better," but the books aren't about that – they're about adding a bunch of new options which, in aggregate, are likely to make learning to be a good fighter or mage or whatever even more complicated. Isn't that backwards? Shouldn't we be learning to better use the basic tools before we get into all this new stuff? Or is learning to better use the tools we already have "left as an exercise for the reader"?
My answer to this question would be, "Its worse to ostracize your veterans than to confuse your newbies." Because when you get right down to it, who is more likely to pick a Player Companion off of the shelf and purchase it, the new player or the veteran player? New players should (in theory) be introduced to the game through products like the Beginner Box and "learn the ropes" through products like the Pathfinder RPG Strategy Guide.
Player Companions like the Tactics Toolbox lines aren't aimed at new players so much as they're aimed at the intermediate ones; the folks who have been around the block a few times and are ready to up their game a bit. They're not quite the veterans (for whom much of the advice has the potential of being rhetorical), but they're not beginners.
As for your last question, traditionally each of the Tactics Toolbox products have about a half page of various "beginner tactics" and even some "advanced tactics" for a multitude of topics. Then there's new content to help improve the game in those specific areas. Typically learning the basic tools isn't an exercise for the reader, but just because tools are in place doesn't mean we can't (or shouldn't) make new tools or make the tools we already have better.
 
	
 
     
     
    

 
       
	 
	
  
	
  
	
  
	
  
	
  
	
  
 
                
                 
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
 
                
                 
	
  
	
  
	
  
	
 