Fourshadow |
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Darche Schneider wrote:I hope there is a bit in there for mundane people using magic items in weird ways.Well, it does say it's going to have more item mastery feats...
I think item mastery feats are a lot of fun! You can give your martial characters an arcane twist. Particularly good for fighters who have all those feats to use.
Luthorne |
Luthorne wrote:I think item mastery feats are a lot of fun! You can give your martial characters an arcane twist. Particularly good for fighters who have all those feats to use.Darche Schneider wrote:I hope there is a bit in there for mundane people using magic items in weird ways.Well, it does say it's going to have more item mastery feats...
Indeed, they're pretty fun, and I'm definitely curious about what new item mastery feats we'll get. Even though Fortitude is a bad save for the vigilante, I'd like to consider possibly taking some on a psychometrist vigilante with the avenger specialization, it seems very thematic. But we'll just see.
Luthorne |
Got my "Order Pending" notice! Cannot wait for the "Order Shipped" notice so I can grab the PDF! Very eager for this one. Most of the 'tactics' companions have been really good.
Same here, and I agree, Dirty Tactics Toolbox, Melee Tactics Toolbox, and Ranged Tactics Toolbox have all been very nice.
David knott 242 |
Bloodline mutations?? What is that?? Sounds interesting :-)
That is the term that they normally use for a variant of a bloodline that is usable by the Wildblooded Sorcerer archetype -- so I am guessing that this book has at least a couple such options in it. We should find out which ones they are next week.
Barachiel Shina |
Got my shipping confirmation... unfortunately my internet is being very unagreebale atm >_<
Nyooooooo!!!!
Well, at least I can give you a headstart.
People are gonna obviously ask for the usual first thing: Archetypes for each class involved. So I am gonna go with the next one.
Is there any new mechanics in there? Or new uses for skills?
And Feat and spell names, if you have time.
Rysky |
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Druid - Drovier - Lets you buff your allies while giving up Wild Shape.
Witch - Havocker - gains Kineticist abilities (there ya go Nighttree :3)
Alchemist - Dimensional Excavator - they gain Pit spells.
Hunter - Patient Ambusher - trades teamwork feats for traps.
Magus - Spell Trapper - Magical Traps! At a distance!!!
Investigator - Cryptid Scholar - gives allies bonuses against creatures he identifies.
Inquisitor - Urban Infiltrator - does exactly what you think it does.
Cleric - Divine Scourge - trades out Channel Energy for Hexes (cause that's f+$$ing necessary XD)
Shaman - Overseer - gets mind controlling stuff.
Druid - Toxicologist - also does exactly what you think it does.
Questioner - Investigator - gains bardic spells and abilities.
There are also a bunch of damn feats and spells, but I'm about to fall asleep...
Fighter doesn't get any Archetypes but it does get a nice Advanced Weapon Training ability, that basically works like a Paladin's Divine Bond, only the Fighter isn't limited to what special abilities they can pick.
Mythraine |
Fighter doesn't get any Archetypes but it does get a nice Advanced Weapon Training ability, that basically works like a Paladin's Divine Bond, only the Fighter isn't limited to what special abilities they can pick.
That is awesome. I was worried new options for AWT would be forgotten after Weapon Master's Handbook came out, but this is a pleasant (and excellent) surprise.
I hope this idea of one or two new AWT options in new books continues.
Calth |
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Jaxom Dragonheart wrote:Are the bloodline mutations the same as wildblooded bloodlines and what are they?Basically they're buffs that you can choose to take instead of Bloodline powers or bonus feats.
To expand a bit, there are three options: Blood Havoc, Blood Intensity, and Blood Piercing. They each replace either a set bloodline power by level (i.e. 1st lvl sorcerer and 4th level bloodrager) or can be selected as a bloodline feat at a level at least equal to the replaced power (so its great if you run out of decent bloodline feats)
Blood Havoc replicates the orc bloodline arcana, but only a certain spells (feat tax prerequisite for the most part)
Blood Intensity is a small daily use super Intensified Spell Metamagic (max increase is primary stat mod based rather than limited to 5)
Blood Piercing is another small daily use ability that reduces energy resistance and spell resistance by primary stat mod.
FedoraFerret |
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Rysky wrote:Witch - Havocker - gains Kineticist abilities (there ya go Nighttree :3)Could I know more about this?
You trade your familiar and first level hex for kinetic blast and kinetic focus, then the rest of your hexes for infusions. In order to use your infusions, you sacrifice prepared spell slots, rather than taking burn. Alas, I have already checked, and it does not stack with pre-errata Scarred Witch Doctor.
Question for the writers: Sagas say that only Skalds can take them. However, like one paragraph later it says Bards can also get them. Que?
(for context, non-subscribers, Sagas are basically Masterpieces).
Slithery D |
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Gelarshie wrote:Any options for clerics or wizards looking to improve their summoning?There's a new Conjuration (summoning) spell. Unleash the Hounds, 5th level, standard action cast, get a swarm of wolves. It's exactly as awesome as it sounds.
Is there a Divination spell called Who Let the Dogs Out?
Calth |
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Any chance we can get a spell list?
Gonna give spell name, approximate level (basically the cleric or sorc/wizard level), and brief description
Bone Fists ~2nd boosts NA, natural weapon damage, gives armor spikes
Flash Forward ~4th standard action charge then teleport back
Particulate form ~7th fast healing and immune to lots of extra damage things
Phasic Challenge ~8th 1 enemy and 1 ally can only affect each other
Spellcurse ~3rd damage target based on number of spells affecting it
Warp Metal ~4th alter shape of metal objects
Biting Words ~1st B,S,P ranged touch attacks
Bouncing Bomb Admixture 3rd bomb does direct damage to one splash target
Release the Hounds ~5th Summon wolf swarm
Roaming Pit 5-6th moveable create pit
Wall of bone 4th grappling wall
Akashic communion 3rd/4th knowledge checks with bonus, gm rolls, divination
Bind sage 4/5th planar binding for smart outsiders
Secluded grimoire 1st safely store spellbook
Alaznist's Jinx ~6th casters must make concentration checks to cast
Flexile curse ~5th creature causes worn defensive items to slowly break
Irregualr size ~4th shrink one set of creatures extremities causing penalty
Itching curse 1st minor penalty to most d20 roles unless they spend a move action
Kalistocrat's Nightmare 2nd/3rd creature turns coins touched into copper
Lost Legacy ~7th anti-diplomancer
Earsend 4th skinsend but with your ear, and you can hear through it
Hidden blades 2nd bonus to conceal weapons
Impenetrable Veil ~9th Stealth bonus, hide in plain sight from all senses, hide from divination
Innocuous Shape 4th polymorph into harmless appearing creature, don't appear threatening/dangerous
Lesser nondetection 2nd see name
Phantasmal reminder ~3rd deal unreducable damage, but rebounds on save
Symbol of distraction ~6th causes fascination and creatures move towards it
Touch of slumber ~5th causes nonhostile creature to fall asleep
And yes, bloodragers get flash forward, so with a regular quicken rod, primalists can swift action pounce full attack, and then full-round pounce full attack
Owen K. C. Stephens Developer |
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Question for the writers: Sagas say that only Skalds can take them. However, like one paragraph later it says Bards can also get them. Que?
(for context, non-subscribers, Sagas are basically Masterpieces).
Mea culpa.
Sagas were supposed to be skald-only. My apologies for allowing an errant piece of text to come in and directly contradict that.
Gisher |
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Gisher wrote:They stay INT.Rysky wrote:Questioner - Investigator - gains bardic spells and abilities.Is there any chance that they stay Int-based rather than switching to Cha?
Thank you!
I've been wanting an INT-based "Bard" for the longest time! The Puppetmaster Magus got close to what I wanted, but from your brief description this sounds better. :)
Alexander Augunas Contributor |
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Rysky wrote:Fighter doesn't get any Archetypes but it does get a nice Advanced Weapon Training ability, that basically works like a Paladin's Divine Bond, only the Fighter isn't limited to what special abilities they can pick.That is awesome. I was worried new options for AWT would be forgotten after Weapon Master's Handbook came out, but this is a pleasant (and excellent) surprise.
I hope this idea of one or two new AWT options in new books continues.
I'd imagine that as long as they get whichever devilishly handsome freelancer who originally wrote them to keep writing them, they'll continue wherever there's a teensy bit of space. (With Grandmaster Stephens' approval, of course.)
Alexander Augunas Contributor |
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I wrote a lot of stuff that I'm super proud of in this one. (Bloodline Mutations, for example, began as a pitch I made to Owen.)
Of all the things I wrote in this book, however, the thing I'm the most proud of is the introduction. Describing what makes arcane, divine, and psychic magic similar mechanically, yet fundamentally different, remains one of the biggest challenges that I've ever tackled, and thanks to Owen's polish, I loved the outcome.