| Luthorne |
Luthorne wrote:How hilarious are we talking here? And how super-specific is the Style feat in its use? Like, is it actually "when an enemy with pounce charges you, you can do this"? Or can you use it to grapple any charging enemy?Secret Wizard wrote:Any info on Bull-Catcher Style? And Dimensional Step Up?Bull-Catcher Style lets you ready an action to grapple under certain circumstances that allows you to shut down a pounce, only allowing them to make one natural attack at the end of a charge.
Edit: Bull-Catcher Toss and Bull-Catcher Wrangle are hilarious, though.
Well...trying to not be too specific, but it's a readied action, so you can grapple anyone who triggers it, but you get the benefits when a creature moved at least a certain distance before entering one of your threatened squares, and you gain a bonus on your grapple check if they were charging.
Hilariousness involves free repositions, shoving your target around, and being able to redirect a charge attack to hit someone else nearby.
| Franz Lunzer |
Is the Armor Piercer rogue talent any good?
I think that depends more on the expecation you have, and the adventure (and common enemies) you play.
It does pierce natural armor, once (well, not really once, but realistically just once), until the end of the rogues next turn (so for everyone), at a cost.
It could be worth it in the right campaign, and with the right allies.
Dean HS Jones
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Secret Wizard wrote:Dimensional Step Up allows you to combine Dimensional Agility and Step Up once a day, letting you follow someone who teleports away, though not if they're going to another plane. You don't get to know where they're actually teleporting to, though...
Err, is there a range limit on that or could a Shadowdancer follow a target using Teleport?
| Luthorne |
Luthorne wrote:Err, is there a range limit on that or could a Shadowdancer follow a target using Teleport?Dimensional Step Up allows you to combine Dimensional Agility and Step Up once a day, letting you follow someone who teleports away, though not if they're going to another plane. You don't get to know where they're actually teleporting to, though...
Hmm, do shadowdancers qualify for Dimensional Agility? Well, there is explicitly no range limit, regardless - barring not being able to follow to another plane.
| QuidEst |
Luthorne wrote:Secret Wizard wrote:Err, is there a range limit on that or could a Shadowdancer follow a target using Teleport?Dimensional Step Up allows you to combine Dimensional Agility and Step Up once a day, letting you follow someone who teleports away, though not if they're going to another plane. You don't get to know where they're actually teleporting to, though...
Explicitly no limit. The feat is limited to grapplers and use on difficult terrain, though, because it's negated by the five-foot step that the target is going to take in order to cast more safely. If you use Step Up to follow, then you don't have your immediate action to follow the teleport with.
| Alchemaic |
Dean HS Jones wrote:Explicitly no limit. The feat is limited to grapplers and use on difficult terrain, though, because it's negated by the five-foot step that the target is going to take in order to cast more safely. If you use Step Up to follow, then you don't have your immediate action to follow the teleport with.Luthorne wrote:Secret Wizard wrote:Err, is there a range limit on that or could a Shadowdancer follow a target using Teleport?Dimensional Step Up allows you to combine Dimensional Agility and Step Up once a day, letting you follow someone who teleports away, though not if they're going to another plane. You don't get to know where they're actually teleporting to, though...
Pin Down would be a really good option for that, but I'm pretty sure Fighters don't qualify for Dimensional Agility, even with Teleportation Mastery.
| Alchemaic |
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Aww, March 29th? I thought it said 22nd. Now a whole extra week of waiting.
Alchemaic wrote:Child of Acavna and Amaznen might.
Pin Down would be a really good option for that, but I'm pretty sure Fighters don't qualify for Dimensional Agility, even with Teleportation Mastery.
They unfortunately don't. CoAaA uses the Bloodrager spell list which doesn't have DimDoor.
| QuidEst |
Any feats/etc. that build on Rangers' favored enemies?
Only a full page!
(Okay, that's a lie, it's actually slightly more than that.)
There is a feat for each of a bunch of favored monster enemy types granting extra bonuses and giving a little incentive to pick something other than humanoid (human). The feats scale with their particular favored enemy bonuses.
Set
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Edit: Bull-Catcher Toss and Bull-Catcher Wrangle are hilarious, though.
Ooh, does one of them allow you to grab the charger and use it's momentum to throw yourself into the air and land somewhere nearby (taking no damage from the attack you negated)?
Cause that would be both fun and historically appropriate!
| Somfunambulist |
| Fourshadow |
Having just read through the book, here's my thoughts on the topic of monster harvesting, comparing what we got to what I think we expected, and how it could've been reasonably achieved.
I consider it a place to start. It is definitely something to revisit. Perhaps a Monster Hunter Handbook 2? Then we might be able to get a breakdown on benefits from parts of specific creatures...perhaps.
I would really like to see what sort of magic we can add to items (like bard's instruments) and weapons and armor via specific species, eventually.| Somfunambulist |
Somfunambulist wrote:Having just read through the book, here's my thoughts on the topic of monster harvesting, comparing what we got to what I think we expected, and how it could've been reasonably achieved.
I consider it a place to start. It is definitely something to revisit. Perhaps a Monster Hunter Handbook 2? Then we might be able to get a breakdown on benefits from parts of specific creatures...perhaps.
I would really like to see what sort of magic we can add to items (like bard's instruments) and weapons and armor via specific species, eventually.
I completely agree, there's no harm in testing the waters before delving deeper. Its a slippery slope, you dont want to just make -every last thing- a magic item that your players can carry. It also needs to be an amount of work, or they'll just be ubiquitous. Every single owlbear is a free owlbear hide armor, or at least a cheap one. There's a lot to consider.
That said, I have dozens of pages of notes on the kind of monster harvesting I'd like to see; all the different possible varieties of uses you can get out of them. If there was any book I'd want to write for Paizo, its that.
Luis Loza
Rule and Lore Creative Director
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| 1 person marked this as a favorite. |
Having just read through the book, here's my thoughts on the topic of monster harvesting, comparing what we got to what I think we expected, and how it could've been reasonably achieved.
Hey, I responded to you on Reddit, but I figured I would do so here, as well. (Two different communities can offer different insights!)
I was one of the freelancers that worked on this book. I didn't write the monster trophy rules, but I hope I can provide some insight as to what the thinking may have been for this book.
I've actually wanted to do a super thorough set of rules for harvesting all the bits and pieces of a monster and then making armor and weapons out of them ala Monster Hunter. However, I'm sure it's pretty clear that making such rules would require a lot of work, or at least, a lot of word count.
Deciding what is or isn't harvestable from a creature becomes a daunting task. It's easy to say for real world creatures like a deer or a rabbit. You get this much meat, this much fur, this many bones, etc. When you start delving into fantasy creatures, it's less simple. How many bones does a chimera have? What useful organs does an aboleth have? How many scales does a dragon have? Sure, it's easy enough to start deciding those or even come up with a general system as you mentioned. For example, all large magical beasts have A, B, and C while all large aberrations have X, Y, and Z. Once the general outline is there, then we can focus on unique creatures like the tarrasque. That's all great and actually something I would like to do. There isn't enough space in a Player Companion for that, though.
You can either get a book that has lots of interesting crunch to help with all the different monsters of the world and is good for all the would-be monster hunters or you can get a book all about bone harvesting and making armor from scales. Unfortunately, due to the nature of the beast, a companion won't have enough space for both. So, it falls on Paizo to decide to either create a giant subsystem that not everyone will use or make a smaller workable system that works as a jumping off point while still providing content for everyone else. We know which one they chose this time and I don't fault them.
The freelancers worked with the space available. Crafting trophies into wondrous items shows that they tried to open it up as much as they could. I even created the necklace of beast's might to try to give some of that crafting from the bones of my quarry kind of feel. There just wasn't enough space to give that kind of system the kind of space and attention you and I feel like it truly deserves. Rather than cut it out completely, at least we have the current trophy rules.
Now, does that mean you will never get the full part gathering rules to scratch that itch? No, but you gotta make it known that you want something like that. Start a calamity on the boards or even in the Thirdy-party product boards. With enough people asking for them, a full suite of part gathering and crafting rules might get their own Companion or even a hardcover. Maybe, you can even design such rules yourself for your home campaign. If the rules are extensive and work great, a 3PP might be interested in publishing them.
For now, we gotta live with what we got. Just remember that if Paizo or another company decides to make those rules, it will take some time to get it published. I'll happily brainstorm with you if you want to get started on something!
| Somfunambulist |
Somfunambulist wrote:Hey, I responded to you on Reddit, but I figured I would do so here, as well. (Two different communities can offer different insights!)...Having just read through the book, here's my thoughts on the topic of monster harvesting, comparing what we got to what I think we expected, and how it could've been reasonably achieved.
Thanks again for the response! I replied on reddit (kind of a long one) but I wanted to reiterate that I bear no ill-will toward Paizo or its contributors. I'm a graphic designer and I can say from experience that books like this must be a nightmare as far as space management, so I completely understand the limitations. I mostly saw the post as a chance to air out my thoughts on what can reasonably be expected, and to see if other people agreed with me.
| Grumpus RPG Superstar 2014 Top 32 |
I am totally in favor of a book detailing different monster parts, how to get them, and what to do with them. Sign me up!
You may want to check out some of Rusted Iron Games pdfs. Most of the products have a few of what are called 'natural items'. Bits you can harvest from dead monsters.
| Luthorne |
Luis Loza wrote:I am totally in favor of a book detailing different monster parts, how to get them, and what to do with them. Sign me up!You may want to check out some of Rusted Iron Games pdfs. Most of the products have a few of what are called 'natural items'. Bits you can harvest from dead monsters.
If we're discussing third party material, Creature Components, Vol. 1 might be worth considering.
| QuidEst |
Is there anything special from this book I can make from the corpse of a Wendigo?
No, nothing special. The rules for using monster parts are general, and not specific to individual monsters. Powerful monsters provide larger benefits, though, and there's room for obvious things like making metal items out iron golems.
| QuidEst |
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Any info on Abolisher (Inquisitor), Banishing Warden (Paladin), Defender of the True World (Druid), Disciple of the Pike (Cavalier), or Green Scourge (Druid)?
Green Scourge is really nice. It has the obligatory change-the-same-three-minor-bonuses-that-Druids-get-for-flavor, but you spontaneously cast Shillelagh or Flame Blade instead of Summon Nature's Ally. Higher level slots can be used to increase enhancement bonuses or add a narrow list of abilities to the weapon. Especially nice for any game where summons take up too much time (play by post or some virtual tabletops).
Defender of the True World gets bonuses vs. the fey, but can't summon them. You also grant your summons bonuses vs. fey.
Banishing Warden keeps smite and divine grace! It leans towards crit-fishing and obviously focuses on hurting/banishing evil outsiders.
| Alchemaic |
Luthorne wrote:Edit: Bull-Catcher Toss and Bull-Catcher Wrangle are hilarious, though.Ooh, does one of them allow you to grab the charger and use it's momentum to throw yourself into the air and land somewhere nearby (taking no damage from the attack you negated)?
Cause that would be both fun and historically appropriate!
Nope, instead it lets you do an extremely limited version of the Flowing Monk's level 1 ability, except you can only do it against things that move towards you that you successfully grapple with a readied action. At the cost of 3 feats.
Bull Catcher could have been so, so much more.
Mikko Kallio
Contributor
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Got my PDF. :) Thanks for the comments on the green scourge, QuidEst and everyone else.
I know my next PFS character will be a green scourge stacked with skinshaper from Ultimate Intrigue for some enhanced abilities while staying in a humanoid form, and IUS or natural attacks as a backup weapon. The question is, though, will he be a Small flame blade wielding badass or a Medium shillelagh wielding ascetic. In other words, Yoda or Chirrut? :D
| Fourshadow |
crono3453 wrote:So, am I reading Anatomical Mastery correctly in that with that feat you have a slim chance of dealing a crit/sneak attack damage to say, an amorphous creature?You're reading that correctly. With this feat, you have a small chance of being able to critically hit an ooze.
Oh the wonderful things we find in Player Companion products! Lots of good stuff in this one. Feats I would love to add to existing characters...if I could find the room. :(
Craig Tierney
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Any info on Abolisher (Inquisitor), Banishing Warden (Paladin), Defender of the True World (Druid), Disciple of the Pike (Cavalier), or Green Scourge (Druid)?
Replying a tad late, but I'm mostly just venting here.
Abolisher: Play a normal inquisitor instead, unless you're playing a campaign focusing exclusively on aberrations, Super niche bonuses, but doesn't really trade out any major features.Defender of the True World: You trade out some niche druid abilities for some anti fey abilities. Again, if you aren't playing a campaign in the Feywild or whatever we're calling it now, play a normal druid.
Disciple of the Pike: You trade mount for an super small defensive bonuses against creatures bigger than you. Everything else is a sidegrade, (pike bonuses and on land charging bonuses instead of the normal mounted charge bonuses and banner) but the big trade is a terrible one. Don't play this archetype.
Green Scourge: The usual minor powers are traded for anti abberation abilites, but there's a pretty interesting spontanteous spellcasting switcheroo. If you're fighting abberations, you could do worse.
Rysky
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I'm amused how views on Disciple of the Pike are split between those who hate it because it gives up mount related stuff, and those who love it because it gives up mount related stuff.
I'm in the latter group. Don't care for mounted stuff, and the different types of environments you go through most mount stuff I've seen is situational.
I wouldn't call the bonuses against bigger creatures "small" either, and you get Weapon Training. Which after reading the last line makes me wonder if you can qualify for the Advanced Weapon Training Feat with it?
Kalindlara
Contributor
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| 1 person marked this as a favorite. |
I wouldn't call the bonuses against bigger creatures "small" either, and you get Weapon Training. Which after reading the last line makes me wonder if you can qualify for the Advanced Weapon Training Feat with it?
If I recall, it's missing a way to meet the fighter level prerequisite.
That said, I like it a lot (for similar reasons). I think it would be very effective for a Rise of the Runelords character with the Monster Hunter campaign trait.
Rysky
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Rysky wrote:I wouldn't call the bonuses against bigger creatures "small" either, and you get Weapon Training. Which after reading the last line makes me wonder if you can qualify for the Advanced Weapon Training Feat with it?If I recall, it's missing a way to meet the fighter level prerequisite.
That said, I like it a lot (for similar reasons). I think it would be very effective for a Rise of the Runelords character with the Monster Hunter campaign trait.
YUS!
And aww, okies, it said you treated you cavalier level as your fighter level fro the WT advancement so I wasn't for sure.
... you can also pick Spears OR Polearms though... nah, I think you just get the choice the first time and don't have a secondary group you can trade out.
Mikko Kallio
Contributor
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| 2 people marked this as a favorite. |
Abolisher: Play a normal inquisitor instead, unless you're playing a campaign focusing exclusively on aberrations, Super niche bonuses, but doesn't really trade out any major features.
I'm a bit surprised to hear you think the bonuses are super niche and useful only in a campaign focusing exclusively on aberrations. However, that's useful feedback, so thank you. Below are some notes on the archetype.
Revealing gaze gives a boost to the game's most valued skill, Perception, which means you and your allies, if they're adjacent to you get to act more often in the surprise round. Aberrations are not the only creatures that use Disguise or Stealth, so I don't consider it terribly niche. Sense Motive and Intimidate are certainly very useful skills as well, but not even nearly as ubiquitous as Perception.
Expose aberration admittedly functions only against aberrations. It really depends on the campaign you're playing whether auto-detect & retroactively applying bane vs aberrations is more useful than being able to detect any alignment. It's worth noting, however, that this ability doesn't make your bane ability any weaker against other types of creatures, you're still as deadly as a standard inquisitor when fighting other monsters. (Some previously published monster hunter archetypes, such as the vampire hunter and cold iron warden, have a weaker version of bane when fighting particular creature types, and I took great care to avoid that.)
Escape corruption's grasp functions as freedom of movement, which means it helps the inquisitor in three very dangerous situations for x rounds / day: You're immune to being grappled (which also means a monster cannot do the grab-constrict-release routine). You're also immune to paralysis, so you won't get coup-de-graced so often or just stand there doing nothing. Lastly, you can fight normally underwater. None of these "you're totally screwed" conditions/situations are exclusive to aberrations, so it really isn't a niche ability in my opinion. Discern lies is nice in a RP-heavy campaign, but freedom of movement saves lives.
In other words, I tried to avoid making the archetypes too niche, but of course, having some abilities that interact specifically (or better) with aberrations was pretty much a requirement in a section for aberration hunters. Still, I think the flavor text makes some of the abilities seem more niche than they really are.
Green Scourge: The usual minor powers are traded for anti abberation abilites, but there's a pretty interesting spontanteous spellcasting switcheroo. If you're fighting abberations, you could do worse.
I'm glad you find the switcheroo interesting. :-)
Here, too, I'd argue that despite the aberration-themed abilities, the spontaneous switching (and scentlessness) can be useful even in a campaign without any aberrations. Any druid who cannot use wild shape as often as she would like (for example, an intrigue-based urban campaign) may find the spontaneous melee weapons useful. Scentlessness may be useful when sneaking past guard animals, for example.
| Ataraxias |
So is Protection from Natural Attacks capable of granting benefits of multiple castings?
As in 1st cast DR against Claw, 2nd cast DR against Bite, 3rd cast DR against wing for coverage against a variety of attacks like a dragon with claw, bite, and wing attacks?
Or would it overwrite the initial benefit?
| Andrew Mullen Contributor |
I'm making a psychodermist occultist for an upcoming module, and am uncertain about the interaction between its 1st level Trophies implement alteration and the Grisly Ornament feat. Would a psychodermist with the Grisly Ornaments feat who selects one of the ornaments as his "trophy implement" be able to make ornaments that last indefinitely?
I usually go for what makes the most sense in-world, but I could see flavor considerations pointing either way. From a game balance standpoint, however, my gut initially says the "no": while the "ornament implement's" physical substance is preserved, its morale bonus granting quality would decay. If that morale bonus quality lasted indefinitely, a higher level occultist could end up with a decent number, even if they were limited by having to be his "ornament implements." But they also might take up magic item slots, which would limits their usability, and they also only provide bonuses against specific types of monster.
I'd probably rule "no" in my game, but are there any thoughts from the designer, or from more accomplished rulespersons?
KingOfAnything
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Instead of spontaneous summon monster, the Green Scourge spontaneously casts flame blade or shillelagh. When an archetype says it alters an ability, it alters the relevant parts of the ability. It would have been more clear to say "replaces," but there might be some feat prerequisite or similar ability that works with a druid's "spontaneous casting."
| Christopher Wasko RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 |
| 2 people marked this as a favorite. |
I'm making a psychodermist occultist for an upcoming module, and am uncertain about the interaction between its 1st level Trophies implement alteration and the Grisly Ornament feat. Would a psychodermist with the Grisly Ornaments feat who selects one of the ornaments as his "trophy implement" be able to make ornaments that last indefinitely?
** spoiler omitted **
I'd probably rule "no" in my game, but are there any thoughts from the designer, or from more accomplished rulespersons?
Hey Andrew, thanks for your great question! I designed the trophies section, so I'll provide my two cents and see if I can give some guidance.
Your first spoiler paragraph is accurate: trophy implements do not take up magic item slots, but ornament implements do. I didn't state it outright in the original text, but in this case I would treat an ornament made permanent by the class ability function like the Monstrous Craftsman feat: it uses an item slot on its own, functions indefinitely as an implement, and can be activated as an ornament once per day as detailed in the feat. That way the psychodermist isn't penalized by the RAW, but there is still incentive to take the Monstrous Craftsman feat to better consolidate items, implements, and ornaments into the PCs' limited slots. I think that workaround best encompasses the spirit of the rules.
Hope that helps!
| Andrew Mullen Contributor |
Hey Andrew, thanks for your great question! I designed the trophies section, so I'll provide my two cents and see if I can give some guidance.
Your first spoiler paragraph is accurate: trophy implements do not take up magic item slots, but ornament implements do. I didn't state it outright in the original text, but in this case I would treat an ornament made permanent by the class ability function like the Monstrous Craftsman feat: it uses an item slot on its own, functions indefinitely as an implement, and can be activated as an ornament once per day as detailed in the feat. That way the psychodermist isn't penalized by the RAW, but there is still incentive to take the Monstrous Craftsman feat to better consolidate items, implements, and ornaments into the PCs' limited slots. I think that workaround best encompasses the spirit of the rules.
Hope that helps!
Gotcha, that's a much more elegant solution. Thanks for the response!
| Eric Hinkle |
I have a copy of this book and I was wondering, can someone explain to me just what the 'Baneful Judgement' feat does?
According to the write-up, if you can identify the creature you're facing with your Knowledge skills, you can spend one round of Bane and use a Judgement against it for 1 round plus 1 extra for every 5 points you beat the DC by.
What makes this any different than just using the normal Judgement class feature, and combining it with Bane for extra effect? According to the above, it costs uses of Bane to activate the feat and then you don't get to use it with the judgement.
Something just sounds odd about that feat. It it supposed to be that if you activate a judgement that way, it doesn't count against the normal uses per day?