
Feros |
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Thank you, Feros. Would you be willing to share a short description of the Keeper of Constructs (Inquisitor) and Primal Warden (Shaman)?
They have the ability to damage constructs quite well, are enhanced in their knowledge of construct abilities and weaknesses, and can even wrest control away from another at high levels.
Their spirit animal is a little warped looking (the fox in the art has two tails) and their spirit magic is sometimes random. They also gain a hex that has positive and negative effects (again random).

Alchemaic |

cavernshark wrote:Thank you, Feros. Would you be willing to share a short description of the Keeper of Constructs (Inquisitor) and Primal Warden (Shaman)?
So the book is very heavily focused on constructs it seems. Can you give a bit of info about the Gunchemist and the Brawler archetype?

Luthorne |
8 people marked this as a favorite. |
Got my copy tonight, so!
Alchemical Tools and Weapons: bore brush (75 gp), firearm oil (260 gp), mineral acid (50 gp), thunderclap charge (200 gp)
Archetypes: Blightwarden Ranger (Ranger), Constructed Pugilist (Brawler), Elysiokineticist (Kineticist), Faithful Wanderer (Paladin), Flood Flourisher (Hunter), Gun Chemist (Alchemist), Gun Smuggler (Rogue), Keepr of Constructs (Inquisitor), Mutated Defender (Vigilante), Primal Warden (Shaman), Proclaimer (Warpriest), Scatter Gunner (Gunslinger), Toxic Sniper (Slayer), Undying Word (Skald), Wasteland Chronicler (Bard)
Early Firearms: cylinder rifle (two-handed, 6,000 gp), paddle-foot pistol (one-handed, 2,500 gp)
Feats: Agent of Purity (Story), Aligned Crafting, Battering Repair (Grit), Create Enhanced Firearm, Elemental Conversion, Primal Kineticist, Primal Strike (Combat), Reinforce Crafting, Runic Charge (Combat), Signature Strike Style (Combat, Style), Signature Strike Taunt (Combat), Signature Strike Triumph (Combat), Sizzling Shot (Grit), Spell-Drinker, Stock-Striker Style (Combat, Style), Stock-Striker Sweep (Combat), Stock-Striker Takedown (Combat)
Magic Items: anthill boots (feet, 12,500 gp), beast talisman (neck, 18,900 gp), bracers of primal mastery (wrists, 30,000 gp), grasping cloak (shoulders, 3,000 gp), medallion of demonic disruption (neck, 32,000 gp), nail of blood (special, 25,000 gp), primal dowser (none, 1,800 gp), vermin mask (head, 10,080 gp), wand protector (none, 18,500 gp), wheel of survival (none, 1,800 gp)
Ranger Traps: blighted mark trap (Ex or Su), cleansing trap (Ex or Su), infected snare trap (Ex or Su)
Spells: absorbing barrier (alchemist 4, sorcerer/wizard 4, summoner 4), drain construct (sorcerer/wizard 2, witch 2), forced mutation (cleric 3, inquisitor 3, magus 3, occultist 3, sorcerer/wizard 3, witch 3), hide from undead, greater (cleric 3, inquisitor 3), influence wild magic (bard 2, cleric 2, druid 2, medium 2, mesmerist 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2), unhallowed blows (antipaladin 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1), unhallowed blows, greater (antipaladin 3, cleric 3, inquisitor 3, sorcerer/wizard 3, witch 3), violent misfire (sorcerer/wizard 3), violent misfire, mass (sorcerer/wizard 6)
Traits: Alkenstar Engineer (Regional), Angradd's Flame (Religion - Angradd), Ash Bane (Regional - Wastelands), Besmara's Strength (Religion - Besmara), Blight's Bane (Combat), Brigh's Insight (Religion - Brigh), Clockwork Engineer (Combat), Darkblight Survivor (Regional - Nirmathas), Demonblight Resistance (Magic), Dormant Defense (Combat), Gozreh's Sight (Religion - Gozreh), Inheritor's Immunity (Religion - Iomedae), Lamia's Bane (Magic), Neutralizing Gut (Race - Tiefling), Ogre Avoidance (Combat), Pack Savy (Social), Scamper (Race - Ratfolk), Sodden Child (Regional - Sodden Lands), Spellcaster's Anathema (Race - Dwarf), Tanglebriar Guerilla (Regional - Kyonin), Twisted Tattoo (Magic), Undergrowth Specialist (Combat), Venom Resistance (Combat), Volatile Fuse (Combat), Wasteland Vagrant (Social)
Vigilante Talents: aquatic action, gator wrangle, swamp concoctions, vortex splash
Witch Hexes: congeal, murksight, pollute water, polluting glance, sink

Eric Hinkle |

Eric Hinkle wrote:Just what exactly is the 'Constructed Pugilist' archetype? The name makes it sound like you play a brawler who becomes more of a construct over time?You have a mechanical arm that you trick out with various modifications and use to punch people.
Thanks! That sounds nice and bizarre.

Alchemaic |

Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.
It's... still usable by other people though, right?

QuidEst |
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The Purity of Violence wrote:Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.It's... still usable by other people though, right?
Yep. It's a really awesome archetype. The prosthetic limb (which could be a leg I think, but I'd recommend arm) gets to count as an unarmed strike while being enhanceable like a weapon. You get bonus feats that let you do the work yourself. You also get cool modifications to it, like a grapnel, built in shield, or either a wider crit range or larger crit mod.

Alchemaic |

Alchemaic wrote:Yep. It's a really awesome archetype. The prosthetic limb (which could be a leg I think, but I'd recommend arm) gets to count as an unarmed strike while being enhanceable like a weapon. You get bonus feats that let you do the work yourself. You also get cool modifications to it, like a grapnel, built in shield, or either a wider crit range or larger crit mod.The Purity of Violence wrote:Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.It's... still usable by other people though, right?
Ohh, that was the image at the back of Blood of the Coven. That sounds awesome!

QuidEst |

Rysky wrote:More skill points is always good. What else does that archetype get, and what do they give up for them?Oh gods and goddesses above and below, the Faithful Wanderer.
YAS MORE SKILL POINTS YAS!
As I recall, the main trade is losing Smite Evil for some always-on skill bonuses.

Fourshadow |
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Yes, this is a VERY good book. A nice little overview for what life is like in the Mana Wastes, blighted areas, abyssal and waterlogged. Good stuff!
Unlike someone else, I like the guns (2) in here. Multi-barrel, but rather short range and can do a variety of rounds/cartridges with them.
I like the Elysiokineticist, a lot. Is it optimum? No, definitely not. But it has its place/purpose.

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1 person marked this as a favorite. |

Eric Hinkle wrote:As I recall, the main trade is losing Smite Evil for some always-on skill bonuses.Rysky wrote:More skill points is always good. What else does that archetype get, and what do they give up for them?Oh gods and goddesses above and below, the Faithful Wanderer.
YAS MORE SKILL POINTS YAS!
It's basically Favored Enemy.
And getting Hide In Plain Sight is also very nice.

Barachiel Shina |
Unlike someone else, I like the guns (2) in here. Multi-barrel, but rather short range and can do a variety of rounds/cartridges with them.
I like the Elysiokineticist, a lot. Is it optimum? No, definitely not. But it has its place/purpose.
The cylinder rifle cannot take in cartridges and has a hardcore reload time. But I can see why, it has 8 chambers so reloading won't be often.

QuidEst |

Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.

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Nate Z wrote:Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
And an Eidolon’s Evolutions. That’s the main draw I would say.

QuidEst |

QuidEst wrote:And an Eidolon’s Evolutions. That’s the main draw I would say.Nate Z wrote:Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
Ah, true. I didn’t check to see what evolutions were allowed, seeing the restriction list included the most obviously abusable skilled evolution. Did gills or climb get through?

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Rysky wrote:Ah, true. I didn’t check to see what evolutions were allowed, seeing the restriction list included the most obviously abusable skilled evolution. Did gills or climb get through?QuidEst wrote:And an Eidolon’s Evolutions. That’s the main draw I would say.Nate Z wrote:Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
You can't take swim or climb but gills isn't mentioned.

SheepishEidolon |

QuidEst wrote:And an Eidolon’s Evolutions. That’s the main draw I would say.Nate Z wrote:Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?

QuidEst |
1 person marked this as a favorite. |

Rysky wrote:Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?QuidEst wrote:And an Eidolon’s Evolutions. That’s the main draw I would say.Nate Z wrote:Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
One point evolutions only (one per talent), and I’d say the strongest thing not restricted is energy resistance or gills. Natural attacks replace your hand/arm.

shaventalz |
SheepishEidolon wrote:One point evolutions only (one per talent), and I’d say the strongest thing not restricted is energy resistance or gills. Natural attacks replace your hand/arm.Rysky wrote:Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?QuidEst wrote:And an Eidolon’s Evolutions. That’s the main draw I would say.Nate Z wrote:Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
Including the Bite evolution? And the tail slap?
Does it restrict to evolutions available to biped forms, or does this give us a 100% legitimate way to use a PC as a mount?
Alchemaic |

SheepishEidolon wrote:One point evolutions only (one per talent), and I’d say the strongest thing not restricted is energy resistance or gills. Natural attacks replace your hand/arm.Rysky wrote:And an Eidolon’s Evolutions. That’s the main draw I would say.Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?
Oh, it's one of those evolution archetypes. Well, I guess at least it doesn't have to burn feats for points like the other ones.

shaventalz |
I’m not covering everything that the archetype does and how it works because the book is not out yet, and that would be against the rules. But no, you can’t get the mount evolution. If you want to use a PC as a mount, Synthesist Summoner can take that evolution.
Fair enough. That was just the 1-point evolution that jumped out at me as "wait, they did block this, right?"

David knott 242 |
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QuidEst wrote:You can't take swim or climb but gills isn't mentioned.Rysky wrote:Ah, true. I didn’t check to see what evolutions were allowed, seeing the restriction list included the most obviously abusable skilled evolution. Did gills or climb get through?QuidEst wrote:And an Eidolon’s Evolutions. That’s the main draw I would say.Nate Z wrote:Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
Mount and Improved Natural Armor are the other prohibited evolutions.

David knott 242 |

I am looking forward to seeing what deformity/mutation combinations people commonly pick now that this Player Companion has opened up many of these features of the Mutant template to PCs. Among other things, this gives us a way to create Aquatic Half-Elves who can actually breathe water.

Fourshadow |

Perhaps it's just the kid in me, but the caster on page 28 of this wonderful book bears a bit more than a passing resemblance to Kaos of Skylanders infamy...gave me a chuckle.
My favorite thing about this book is the background text provided for the more prominent races that call these 'wastes' home. Of course, that usually includes a trait or feat or archetype as well. And then there is the Elysiokineticist--I love it! I know, I said it before...I always liked the Wood element, but thought Earth was almost as cool and addressed threats better. However, the positive blast followed by this archetype changes that, IMO. Wood is now my fave element, period.

StygianRose |
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So for those (like me) who are primarily interested in the book for the Constructed Pugilist, I can clarify a few things:
-You can get the Grapple Launcher @L1
-The rest of the options for upgrading your arm are... disappointing. Some may enjoy them; lots of +X numbers.
-Your brawler level beyond the first has no bearing on your ability to add magical enhancements. A Brawler 1/Other Class X can still put a total of +10 on it.
-The grapple launcher can't be used with full-attacks, but lacks any text forbidding full round actions which are similar to full attacks but do not count as them - such as Spell Combat.
With this in mind, it is a new and prime choice for dipping brawler if you only care about the grapple launcher.
Take for example, Brawler (Constructed Pugilist) 1 / Magus 1
>Activate Spell Combat
>Cast your favorite 'Touch' spell. Chill Touch and (Rime) Frostbite will shine here due to the difficulty casting while grappled.
>Deliver it with a whopping 40ft touch attack, and then resolve a grapple against that poor sap.
>If you succeed, they are dragged to you due to the Grapple rules (any target you grapple from outside your reach, eg: lunge, is dragged into your reach without a contested check)
>Continue your 'not-full-attack'.
>At Magus 3 take 'Maneuver Mastery' to continue using the tactic.
Bonus
>The above nuance of the grapple rules means that anyone with this archetype can rip flyers out of the sky - regardless of whether they dip or single class.
TL;DR
In the immortal words of Scorpion: GET OVER HERE!

Alchemaic |

Alchemaic wrote:Mother of god, a good Alchemist archetype? Purchase instantly justified.Sounds like you're enjoying the gun chemist? That section was fun to write.
Yeah, I was really worried because the page break cuts it off most of the way through Alchemical Ordinance, but the rest of the archetype made it work.

cavernshark |
From my reading I would say it’d be whichever the plane has. So Chaotic, Evil, or Both if it has both.
I really like the Faithful Wanderer... but I will note it seems like the Hidden Aura power might be mildly problematic if you, say, were trying to interact with an allied garrison of Crusaders within the Worldwound.

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Rysky wrote:From my reading I would say it’d be whichever the plane has. So Chaotic, Evil, or Both if it has both.I really like the Faithful Wanderer... but I will note it seems like the Hidden Aura power might be mildly problematic if you, say, were trying to interact with an allied garrison of Crusaders within the Worldwound.
*nods*
Granted their whole thing is that they’re black ops so they spend more time in enemy territory than around garrisons.