
Skylancer4 |

I now present the very first archetype I've ever designed, our first Path of War 2 archetype, and the first-ever archetype for the Harbinger class, the Crimson Countess!
** spoiler omitted **...
Crimson Claim...
Damage is high for what is eventually a rather potent and long lasting damage over time effect. Don't get me wrong the damage isnt bonkers high, the problem is that it is a swift action SU (so no SR) and with no save or attack roll. It is pretty much unavoidable, and that is bad as an effectively at will ability.
Acid arrow is probably to closest comparison, that requires a ranged attack and deals 2d4 (acid so subject to resistances) for at most 6 rounds (@18th level) AND costs a spell slot to use. Sure you might have 12+x 2nd level slots at 18th (assuming you spend a precious ring slot on it) but it still costs the caster something from its daily allotments. Compare that to this ability which you can basically cycle on up to let's say very conservatively, 5-6 creatures, at 16th level which lasts 8 rounds and inflicts 2.5 times the damage for no resource drain at all, no worry about hitting (no attack roll or save), resistances or spell resistance. And doesnt claiming give back maneuvers? The harbinger is already efficient on getting back manuevers, this makes it ridiculous. The ability is entirely too good.

ErrantX |

Here is a new prestige class we're trying to include into Path of War 1. I'd love to see what people have to say about it. I'm not solid on the name of the class, so suggestions for a better name if people have any are appreciated too.
Some wielders of psychic power seek to extend and stretch the depths of their psionic power to assist their abilities in many different ways. Some small select few, those who are quite gifted in the clairsentient arts, find that they are able to distil certain psionic powers into a fighting style of extreme potency. This style is said to resemble a deadly dance, where the character contorts himself away from danger to make nigh-impossible attacks against his foes. Combat psychics, as they are called, learn to use their precognitive mastery as both offense and defense in pursuit of greater psionic knowledge and personal glory or power.
-X

Jeremy Smith Publisher, Dreamscarred Press |

I've been a silent lurker on this thread for a while now, but want to throw in a vote of support and confidence! I was a big fan of ToB when it came out, and this project has totally resparked my interest in the maneuver system. I don't have the time to playtest or proofread, but I wish I could help out! Either way, this is on my *must buy* list for when it gets the green light...
Question for DSP (apologies if this got answered already), but does the Work in Progress bundle include the POW2 items?
The current subscription / work in progress is for the first book of Path of War, which includes the Stalker, Warder, Warlord, 10 different schools of maneuvers, 5 prestige classes, dozens of feats, and martial traditions, and around 9 archetypes. All told, it should be over 160 pages.
The harbinger and all the new stuff is going to be a separate book under a separate work in progress.

Insain Dragoon |

Here is a new prestige class we're trying to include into Path of War 1. I'd love to see what people have to say about it. I'm not solid on the name of the class, so suggestions for a better name if people have any are appreciated too.
Some wielders of psychic power seek to extend and stretch the depths of their psionic power to assist their abilities in many different ways. Some small select few, those who are quite gifted in the clairsentient arts, find that they are able to distil certain psionic powers into a fighting style of extreme potency. This style is said to resemble a deadly dance, where the character contorts himself away from danger to make nigh-impossible attacks against his foes. Combat psychics, as they are called, learn to use their precognitive mastery as both offense and defense in pursuit of greater psionic knowledge and personal glory or power.
-X
Quick once over before class
-Why 2+int modifier skill points? I noticed DSP generally avoids that unless the class has an INT focus. Many manifesting classes I can see going into this PrC may not use INT at all.-Path of the Battelemind is a bit messy in that you have a DM suggestion to make it stronger? Seems odd to me to have that line of text
-The level 9 and level 10 abilities seem to do the same thing? I could just be reading it wrong, but their seems to be overlap
I also still had a question about the Battle Templar from last page
"Am curious, would Battle Templar Ordained Knight ability scale for Domains, Inquisitions, Judgements, mysteries, curses, (all scaling abilities from divine classes or just the specific ones listed)?
Also Sheperd of the flock, being a deflection bonus gets a bit obsoleted later in the game when rings of protection catch up, is this intentional?"

Jeremy Smith Publisher, Dreamscarred Press |

So now that I have the traditions and the two additional maneuvers, and with the Psionic Dragon release of the Bestiary in review, I'm spending some time working on finalizing the first book.
There's still a fair bit of work to do, but it's coming together nicely.
Also putting together artwork orders to fill in the gaps.

ErrantX |

Quick once over before class
-Why 2+int modifier skill points? I noticed DSP generally avoids that unless the class has an INT focus. Many manifesting classes I can see going into this PrC may not use INT at all.
-Path of the Battelemind is a bit messy in that you have a DM suggestion to make it stronger? Seems odd to me to have that line of text
-The level 9 and level 10 abilities seem to do the same thing? I could just be reading it wrong, but their seems to be overlapI also still had a question about the Battle Templar from last page
"Am curious, would Battle Templar Ordained Knight ability scale for Domains, Inquisitions, Judgements, mysteries, curses, (all scaling abilities from divine classes or just the specific ones listed)?
Also Sheperd of the flock, being a deflection bonus gets a bit obsoleted later in the game when rings of protection catch up, is this intentional?"
Eh, 2 or 4 doesn't really matter much to me. I'll bump it up, it doesn't hurt to have a couple more points. Path of the Battlemind is specifically referencing something from Ultimate Psionics about high psionics campaigns for advancement of aegis and soulknife abilities, actually. That's where I got that text. Improved Situational Awareness exists to say, "You don't need to be in this stance or have a psionic focus going to retain the benefits of situational awareness (only)." Pretercognitive Mind says, "You always retain the benefits of being in the stance of the battledancer, and may assume other stances receive the benefits of both stances." They do similar things, but to two different class features.
As far as Battle Templar is concerned, it advances the listed abilities only. And the deflection bonus is still a deflection bonus. Could spend your money on other things, could apply it to protect people who don't benefit from the awesome of high level magic items, etc etc.
-X

ErrantX |

Probably way late to the party, but I've got a homebrewed initiator I'd be happy to see published in a book. Any way to submit that sort of thing for consideration?
I'll field this one. Definitely, I'd advise you post it over in DSP's Pathfinder forum; it'll get looked at there and reviewed.
http://dreamscarredpress.com/dragonfly/ForumsPro/viewforum/f=2.html
Looking forward to seeing it!
-X

ErrantX |
1 person marked this as a favorite. |

I made changes to the Combat Psychic, and it is now called the "Awakened Blade". Give it a check over and see if it looks a bit better; I made some substantial changes to Situational Awareness and such.
-X

Cavian |

I made changes to the Combat Psychic, and it is now called the "Awakened Blade". Give it a check over and see if it looks a bit better; I made some substantial changes to Situational Awareness and such.
-X
Just from a quick glance over, the formatting of the maneuvers table looks a bit weird on there. I know from the text of the abilities they gain maneuvers at even-levels but the table does not convey that easily. Just a thought.

Insain Dragoon |

I made changes to the Combat Psychic, and it is now called the "Awakened Blade". Give it a check over and see if it looks a bit better; I made some substantial changes to Situational Awareness and such.
-X
I still don't like that Clairsentient Counter has no counter-play like almost every other counter. No opposed roll, just "I move and your attack fails" or "I use a standard action to do something that makes your attack fail" and depending on the maneuver recovery method the counter can come up as often as every other turn.

Anguish |

Couple of balance questions.
BURNISHED SHELL
Discipline: Iron Tortoise (Counter); Level: 3
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
By angling one’s shield correctly and stepping into an enemy spell’s effect, he may deflect the power of the spell that targets him. Spells or powers countered by this ability must be targeted spells (one cannot Burnished Shield a fireball as, for example, it must be specifically targeted at the initiator) with the martial disciple as the target.
The initiator makes an attack roll using his base attack bonus plus his shield bonus to AC opposing the enemy’s caster level. If successful, the spell or effect is negated.
Regarding Burnished Shell, this effectively becomes auto-success quickly. In particular, I'm working with a high-level (ie. 20th) party. In particular this maneuver is being considered for a crusader. We're talking about BAB 20 plus 5 shield (currently) plus a d20 for this attack roll. You're looking at 26, minimum.
Now, put this party up against a Balor. CL 20th. Auto-success. In fact, while this party is frequently seeing CR25/26 creatures, those tend to have caster-levels in the realm of same, 25/26, making the above-CR creatures auto-success as well.
We are considering treating this not unlike a dispel check, with the attack DC being opponent's CL plus 11. Thus a Balor requires the initiator to hit a 31 and Baphomet (Tome of Horrors Complete, CR 25, CL 25) to requires 36.
Opinions?
SANGUINE PERSEVERANCE
Discipline: Scarlet Throne (Counter); Level: 4
Prerequisites: 1 Scarlet Throne maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
The focus of battle that a disciple of Scarlet Throne has allows him to react to danger before he actively knows it is present, his senses acknowledging peril before his mind would know of it. A disciple may initiate this counter when made to make a saving throw, the disciple makes a Sense Motive check and uses the result of this check in place of his normal saving throw.
Speaking of auto-success, this too is pretty much one. The same crusader hasn't by any means maxed out her Sense Motive (no Skill Focus for instance) but is at +28. Her saves are +24/+14/+22, for comparison. Here, she rolls a two and whatever she's saving against, she's got +30. That seems... way higher than reasonable.
Opinions?

ErrantX |

Couple of balance questions.
BURNISHED SHELL
Discipline: Iron Tortoise (Counter); Level: 3
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
By angling one’s shield correctly and stepping into an enemy spell’s effect, he may deflect the power of the spell that targets him. Spells or powers countered by this ability must be targeted spells (one cannot Burnished Shield a fireball as, for example, it must be specifically targeted at the initiator) with the martial disciple as the target.
The initiator makes an attack roll using his base attack bonus plus his shield bonus to AC opposing the enemy’s caster level. If successful, the spell or effect is negated.Regarding Burnished Shell, this effectively becomes auto-success quickly. In particular, I'm working with a high-level (ie. 20th) party. In particular this maneuver is being considered for a crusader. We're talking about BAB 20 plus 5 shield (currently) plus a d20 for this attack roll. You're looking at 26, minimum.
Now, put this party up against a Balor. CL 20th. Auto-success. In fact, while this party is frequently seeing CR25/26 creatures, those tend to have caster-levels in the realm of same, 25/26, making the above-CR creatures auto-success as well.
We are considering treating this not unlike a dispel check, with the attack DC being opponent's CL plus 11. Thus a Balor requires the initiator to hit a 31 and Baphomet (Tome of Horrors Complete, CR 25, CL 25) to requires 36.
Opinions?
Missed that one in editing. Burnished Shell is missing one important word: "check". It's an opposed attack roll (bab + shield bonus to AC) vs caster level check. It's not supposed to be an auto success thing, so that Balor with the CL20 still has a fighting chance.
SANGUINE PERSEVERANCE
Discipline: Scarlet Throne (Counter); Level: 4
Prerequisites: 1 Scarlet Throne maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
The focus of battle that a disciple of Scarlet Throne has allows him to react to danger before he actively knows it is present, his senses acknowledging peril before his mind would know of it. A disciple may initiate this counter when made to make a saving throw, the...
But the investment is there; the character has invested a bunch of skill ranks to get that +28 modifier more than likely. Assuming a decent wisdom score (+5?) and in class bonus (+3), that's 20 ranks. 20 individual skill points went into that to use a counter that had to be readied... once (until recovered). Yeah, at higher level it tends to be more successful maneuver than lower level, but at the same time... that's a sort of a "omg I'm gonna die, quick, save me!" button and it's not like spellcasters, for example, don't have some of those themselves. Celerity in 3.5 is the first spell that comes to mind there. It's potent, but it's supposed to be.
-X

Justin Sane |
Missed that one in editing. Burnished Shell is missing one important word: "check". It's an opposed attack roll (bab + shield bonus to AC) vs caster level check. It's not supposed to be an auto success thing, so that Balor with the CL20 still has a fighting chance.
Curiosity, why make it an opposed check? Something against a fixed DC (11+CL, as per Dispel Magic, seems okay) is more reliable (much less variability) and it's one more roll in combat, which always brings the complaint of "slowing things down too much" :)

ErrantX |

ErrantX wrote:Missed that one in editing. Burnished Shell is missing one important word: "check". It's an opposed attack roll (bab + shield bonus to AC) vs caster level check. It's not supposed to be an auto success thing, so that Balor with the CL20 still has a fighting chance.Curiosity, why make it an opposed check? Something against a fixed DC (11+CL, as per Dispel Magic, seems okay) is more reliable (much less variability) and it's one more roll in combat, which always brings the complaint of "slowing things down too much" :)
For the exact reason above. Grapple slows things down in combat, one opposed check does not really so much (in my experience anyway, ymmv). Additionally, one of the hallmarks of the maneuver-system was its use of opposed checks. I know some don't care for them, but I feel it gives a greater sense of actual combat, a degree more of immersion.
-X

![]() |

Justin Sane wrote:ErrantX wrote:Missed that one in editing. Burnished Shell is missing one important word: "check". It's an opposed attack roll (bab + shield bonus to AC) vs caster level check. It's not supposed to be an auto success thing, so that Balor with the CL20 still has a fighting chance.Curiosity, why make it an opposed check? Something against a fixed DC (11+CL, as per Dispel Magic, seems okay) is more reliable (much less variability) and it's one more roll in combat, which always brings the complaint of "slowing things down too much" :)For the exact reason above. Grapple slows things down in combat, one opposed check does not really so much (in my experience anyway, ymmv). Additionally, one of the hallmarks of the maneuver-system was its use of opposed checks. I know some don't care for them, but I feel it gives a greater sense of actual combat, a degree more of immersion.
-X
Having not too long gotten into "Anima: Beyond Fantasy" from Fantasy Flight Games, where almost everything is an opposed roll, I really got a look into this and came away with some insight.
Opposed rolls can actually be really good. Much like counters and immediate actions, they break the monotony and help move away from the
"Is it my turn yet? No?"
*goes back to surfing internet on smartphone*
kind of thing that crops in games. It helps keep people invested in the moment. Anima probably takes it a step too far, in that all of the opposed rolls that start flying across the table can make a single round of combat last for 20 to 30 minutes, but having a sprinkling of abilities that use that dynamic is really probably a good thing.
Path of War has gone a long ways towards renewing interest in certain aspects of the game for my players (many moons ago in this very thread I talked about my delight when a character chose a double-chicken saber over a greatsword because of the bonuses to disarm) and little things like this help, not hurt. As long as there is an understanding that opposed rolls when appropriate are an intended part of the system, I think they're a good thing.

Justin Sane |
For the exact reason above. Grapple slows things down in combat, one opposed check does not really so much (in my experience anyway, ymmv). Additionally, one of the hallmarks of the maneuver-system was its use of opposed checks. I know some don't care for them, but I feel it gives a greater sense of actual combat, a degree more of immersion.
-X
Yet, Pathfinder did introduce CMB/CMD to streamline moves that took opposed roles to execute in 3.5 :)
Also, if my math is giving me the right numbers, a fixed DC gives the same probability of success as an opposed roll.Anyway, my question was out of genuine curiosity. I wouldn't mind it working one way or the other :)
Although I'm struggling to visualise using a shield to deflect a Charm Person... Am I reading something about the power wrong, or is that intended?

ErrantX |
1 person marked this as a favorite. |

ErrantX wrote:For the exact reason above. Grapple slows things down in combat, one opposed check does not really so much (in my experience anyway, ymmv). Additionally, one of the hallmarks of the maneuver-system was its use of opposed checks. I know some don't care for them, but I feel it gives a greater sense of actual combat, a degree more of immersion.
-X
Yet, Pathfinder did introduce CMB/CMD to streamline moves that took opposed roles to execute in 3.5 :)
Also, if my math is giving me the right numbers, a fixed DC gives the same probability of success as an opposed roll.Anyway, my question was out of genuine curiosity. I wouldn't mind it working one way or the other :)
Although I'm struggling to visualise using a shield to deflect a Charm Person... Am I reading something about the power wrong, or is that intended?
I prefer to do opposed rolls, makes me feel like I'm contributing. Don't get me started on CMB/CMD, I think its kind of a train wreck too. The math is roughly equivalent, yes.
Perhaps against a charm person, the warder raises his shield and uses it to obscure his view of the caster's actions and gives it a sharp wrap to cause it to make a gong-like sound, basically isolating him from the spell effect.
-X

Insain Dragoon |

Got to level three in a campaign playing as a Stalker and have these feedbacks. I am running a Human Stalker with
10 str
17 dex
14 con
12 int
16 wis
7 cha
20 point buy
Gear: +1 Mithril Chain Shirt, MWK Rapier, 3 chakrams
-survivability is in an area that feels comfortable for a d8 hit die class. Feels comparable to a Magus.
-Skills are definitely strong, feel that having only knowledge local is odd. Would think that Dungeoneering and possibly religion would make sense.
-maneuvers are fun!
-Maneuvers are hard to pick, but because their are so many GOOD ones that I want them all
There is one thing that I am having anti-fun with though. Feat selection is difficult, even as a human.
What combat styles best suit a stalker?
-Something that involves dex. Stalkers are a little MAD, so going dex over str helps with that. Also helps with AC, which would be low otherwise
-A style that allows them make full use of their selected disciplines.
-You want Discipline focuses for damage because Piranha Strike/Power attack would make your attack bonus sad like a rogues.
What styles fit that? (Thing inside can benefit from stacking discipline focus)
-Throwing build (Lets you make good use of Thrashing Dragon, Solar Wind, Steel Serpent, Veiled Moon, and Broken fist if you have the IUS feat
)
-Unarmed Build (everything if they decide to also throw)
-TWF (Everything except Solar Wind, but even then it's possible to throw)
-TWF+Unarmed
-One hand open, the other wielding a light Bladed weapon, get a mithril buckler eventually (Everything)
All of those combat styles are very feat intensive and have a bit of trouble at early levels as the character scrambles to grab necessary feats to do what they wanna do.
Because of the precedent within other classes that can have similar problems (Soulknife, Marksman, Psychic Warrior, Warlord, and Monk) I suggest the following
I suggest giving Stalkers a bonus feat at level one.
Even limiting to a list such as
-Precise Shot, Point Blank Shot, 2WF, Weapon Finesse, Buckler Proficiency, Improved Unarmed Strike
Would be great as it would allow someone to realize a concept like
"Dude who kung fu fights" or "Dude who dual wields" at level one as opposed to level 3, or even 5. God forbid you want to do a "Kung fu who uses BOTH hands and can also throw things"
Being a human helps, but non humans will find themselves struggling at feat selection for quite a while.

Masked Mudpuppy |

Hello!
I just wanted to say I am loving alot of the Path of War and wish to give a little bit of feedback of the Broken Blade discipline after trying out a Stalker in a campaign.
I have a dual wielding tri-bladed katar Stalker that is having some trouble with selecting manuevers in the Broken Blade discipline. A lot of them seem to require unarmed strike in order to function well which is bit limiting. I was wondering if there was any work on opening up the ability to use discipline weapons for those maneuvers such as Cartwheel Axe Kick instead of requiring Unarmed only.
BTW I loved the art work for the Stalker which made me want to play a duel wielding katar Stalker

ErrantX |

Hello!
I just wanted to say I am loving alot of the Path of War and wish to give a little bit of feedback of the Broken Blade discipline after trying out a Stalker in a campaign.
I have a dual wielding tri-bladed katar Stalker that is having some trouble with selecting manuevers in the Broken Blade discipline. A lot of them seem to require unarmed strike in order to function well which is bit limiting. I was wondering if there was any work on opening up the ability to use discipline weapons for those maneuvers such as Cartwheel Axe Kick instead of requiring Unarmed only.
BTW I loved the art work for the Stalker which made me want to play a duel wielding katar Stalker
Broken Blade got a lot more relaxed for the final, with only a portion of the maneuvers still requiring an unarmed component. These were left for the dedicated unarmed combat character, where as the other 70% or more was opened up for use with the rest of it.
I'm glad you're digging the class, and the dwarf stalker was the unexpected rock star here. A lot of people balked at it initially until they thought about it, and katars are cool fun too. :)
Awakened Blade is compatible with Soulknife and Psywar, is this specific and thus excluding things like Aegis?
Gifted Soulknife is capable of pulling the manifesting side on its own, and all but the aegis can meet the power requirements without also dipping into another psionic class. It's not purposefully excluding the aegis, its just that the aegis doesn't natively fit the mold without a little work. All of the manifesting classes (and gifted soulknife) can manifest the power requirements for the class, and either taking Martial Study or multiclassing with a martial disciple class will cover the rest.
-X

Prince of Knives |

Ravenlord-
Sorrow's Shadow is weird. It works differently than other abilities that have similar effects, which generally just change the creature's type for determining what spells and abilities can affect it, and increasing hit die and nothing else is not only wonky, but it deviates from standard design paradigms regarding the correlation between hit die and BAB. I'd suggest reconsidering this ability. Maybe create a custom template and have the ability more closely mimic Celestial Servant.
I, incidentally, despise those design paradigms >.< They have been a serious ongoing annoyance. The hit die & type change is meant to add a small bonus without being crushingly superior to a standard animal companion (though admittedly the bird companion is already kinda aiming at the bottom of the AComp pool). I'll ponder changing it.
Unwanted Missive - Again, this is a weird ability. Pathfinder is a turn-based game so the example of the Messenger and the Ravenlord being targeted by two separate abilities simultaneously just isn't something that's going to happen, the exception being some weird circumstance like a Magus riding a mount that's charging the Ravenlord while simultaneously targeting the bird with magic missile, since that's about the only in-game scenario where a charge and a separate spell could both be occuring in a timeframe where they could be impacted by the same immediate action. Probably easier to just leave the basic framework of the ability as is and note that if the Ravenlord and the Messenger teleport to try and escape an AoE, they'll both still take the effects if they were both in the spell's area of effect to begin with.
The example was intended to make it absolutely clear that SOMEONE in this pair is going to suffer; you can escape, but at the cost of making your friend eat it for you, y'know? I can alter the example if you feel it'll still remain clear. Also readied actions.
Whispers of Atrocity- Ummmm..... Dude. This is bonkers. And way too all-encompassing.
This is literally the same ability, at the same level, as base Harbinger but with "the bird can do it too". I think at 19th level, maneuvers ignoring things like 'immune to curse' or 'immune to mind-affecting' isn't going to break anything. After all, the victim still gets saves.

![]() |

As regards Unwanted Missive - Readied actions occur directly before the action that triggered them. There are virtually no simultaneous effects in game.
Whispers of Atrocity - Not a huge fan of the base ability either. Immunities exist specifically to force you to change tactics and adapt when faced with unexpected scenarios. One person on the battlefield ignoring them is not great. Two is really... Not great.
You've created the potential for situations like charming or using compulsion effects against CR 28 demon lords, reopened the door for things like pinging epic threats to death with ability damage/drain, etc. This is a "f%%+ you" ability, and I'm pretty sure that those are the kinds of things that should be actively avoided. Basically this needs to be scaled way the hell back for the core class and the archetype. Make them take a move action to choose a single immunity type they can bypass with their next attack, or specify that this ability specifically allows their martial maneuvers to bypass specifically chosen immunity types. "Ignores all immunities always" is OP, and frankly, it's bad and lazy design. You are capable of better.

Prince of Knives |

I don't think I have created that potential, Ssalarn. I mean, look:
At 19th level, maneuvers initiated by the Ravenlord or his Dark Messenger ignore any and all immunities possessed by their victims.
This ability modifies Whispers of Atrocity.
How many charm effects are in Path of War? How about ability damage that you can casually repeat? Even knowing that you're wading in with something like Steel Serpent the actual damage dealt just isn't significant enough to pull casterlaugh solutions to the problems.
Meant in spirit of debate, not as a dismissal.

![]() |

I'm not accusing you of changing anything, but I swear that the copy of the Ravenlord I was just reading didn't have the maneuver verbage in it. Objection quietly retired but held in reserve as I still think "all immunities" is a less than stellar idea that will inevitably result in unforeseen consequences. For example, how does this apply to poisons and weapon abilities delivered via maneuvers? How do you rule on the ongoing effects of bleed damage? He wasn't immune to it for the maneuver, but does that mean that now all ongoing bleed damage bypasses his immunity as well?
I will say, this will create issues as there are more and more ways to deal bleed damage, both in Paizo books, and in current and upcoming DSP supplements. Some bad guys are threatening as much for the difficulty of consistently dealing damage to them as for their innate toughness, and the ability to land one hit and then "wait it out" could be a big change in an encounter. The fact that I may only need to nick a creature like the Quantum Golem once with a maneuver and then let it bleed out is not good.
**Edit**
It's not even as hard as that. Constructs have crap saves and nearly non-existent mental stats. If I can use a maneuver to deliver a single point of Charisma damage, I can drop a CR 20 threat unconscious in one hit.

Prince of Knives |

Hrm. Okay...lemme think.
Proposed defined list:
- Curses (this immunity is actually pretty rare)
- Fear
- Compulsion
- Teleportation
This leaves mind-immune creatures as still immune to the middle two, which I don't like. I could say 'mind-affecting, with the exception of the immunity enjoyed by mindless creatures'.

Prince of Knives |

Archetypes Beta is now on a GDoc, sorry about the delay in getting it there.
Notable changes:
- Countess damage progression slowed by 2 levels across the board
- Sacrifice has a save
- Pool no longer lets you attack. Want to fight as a pool, better have psionics or stilled spells.
- Ravenlord's Unwanted Missive cleaned up.
Changes will now happen live on the doc.

Insain Dragoon |

Pretty much that it takes too many levels to "turn on" the stalker with the basic feats for an intended theme. Early levels are particularly limiting and a bonus feat at 1st or 2nd level would do a lot to relieve that pressure without overpowering the character.
I only know what's on the current doc, so maybe somethings already been done to alleviate that pressure?
Stalkers have lots of cool feats from the supplement and within the Stalker PDF and its looking like I wont be able to touch them till at least 7 or 9 because I still need a few quality of life feats, such ad presice shots.
Features of the class push players towards particulary feat heavy combat styles and a lack of bonus feats ake thisparticularly uncomfortable.

ErrantX |

Pretty much that it takes too many levels to "turn on" the stalker with the basic feats for an intended theme. Early levels are particularly limiting and a bonus feat at 1st or 2nd level would do a lot to relieve that pressure without overpowering the character.
I only know what's on the current doc, so maybe somethings already been done to alleviate that pressure?
Stalkers have lots of cool feats from the supplement and within the Stalker PDF and its looking like I wont be able to touch them till at least 7 or 9 because I still need a few quality of life feats, such ad presice shots.
Features of the class push players towards particulary feat heavy combat styles and a lack of bonus feats ake thisparticularly uncomfortable.
Based on your feedback and some stuff from my own play test group, I've given stalkers an additional stalker art at 1st level; this could be used for a combat feat or whatever else, but it's available then.
-X

Skylancer4 |

Archetypes Beta is now on a GDoc, sorry about the delay in getting it there.
Notable changes:
- Countess damage progression slowed by 2 levels across the board
- Sacrifice has a save
- Pool no longer lets you attack. Want to fight as a pool, better have psionics or stilled spells.- Ravenlord's Unwanted Missive cleaned up.
Changes will now happen live on the doc.
Crimson claim still not limited in any way? At will swift action, no save, no SR, no attack roll, recurring damage that allows me to gain back a choice manuever makes the game's action economy weep...

ErrantX |

Since the book is in layout, thought I'd ask. Why are the Warlord's gambits on a cycle? Why is he forced to use all of them before he can reuse one in a given encounter? It reminds me of the Stalker's recovery mechanic back when it required ki expenditure.
I've removed that in the final because of 1) No fun (I hated spammed gambits, but option paralysis sucks) 2) it made it actually worse as it progressed in level. You can discontinue that in your game until you get the final.
-X

GhanjRho |

Some quick questions:
Is there a reason that Martial Training I does not provide a stance? If nothing else, it reduces the feat tax for non-initiators to get into initiating prestige classes (for example, a ranger could grab Martial Training I (Thrashing Dragon) at 3rd, then use his fifth level feat to meet the Discipline Focus (Thrashing Dragon) requirement for Dragon Fury, as Martial Training I would provide three TD maneuvers. Well, 2 and a stance).
Most feats that have Combat Expertise as a prereq also include INT 13 as a separate prereq. Is Martial Power intended to replace both requirements, or just the Combat Expertise?
If my Warlord has Master Warleader, must my Warleader ability be used as a swift, or can I still use it as a move/standard?
Will the final release include martial adept-based traits?
Finally, did you intend for the Stalker to be so perfect for worshipers of Pharasma? All it's missing is Knowledge (religion) and a specific anti-undead technique (and Veiled Moon is pretty close)

ErrantX |

Some quick questions:
Is there a reason that Martial Training I does not provide a stance? If nothing else, it reduces the feat tax for non-initiators to get into initiating prestige classes (for example, a ranger could grab Martial Training I (Thrashing Dragon) at 3rd, then use his fifth level feat to meet the Discipline Focus (Thrashing Dragon) requirement for Dragon Fury, as Martial Training I would provide three TD maneuvers. Well, 2 and a stance).
Most feats that have Combat Expertise as a prereq also include INT 13 as a separate prereq. Is Martial Power intended to replace both requirements, or just the Combat Expertise?
If my Warlord has Master Warleader, must my Warleader ability be used as a swift, or can I still use it as a move/standard?
Will the final release include martial adept-based traits?
Finally, did you intend for the Stalker to be so perfect for worshipers of Pharasma? All it's missing is Knowledge (religion) and a specific anti-undead technique (and Veiled Moon is pretty close)
I'll answer these in order!
1) I didn't want people to just poof get a stance, because there are very few classes that wouldn't benefit from one or two different level one stances. Having a two feat investment to get these stances shows an investiture that is fitting of more than learning a trick or two.
2) Not all require the Int 13, though you are right a good many do. It's there to replace Combat Expertise only.
3) You can use it as any of the above.
4) No, but that's slated for PoW2.
5) No; I intended nothing in regards to Golarion. I intended for setting transparency as much as humanly possible. It could fit almost anywhere; Pharasma followers would be definitely inclined to the path of the Stalker, particularly with Veiled Moon and Steel Serpent. I didn't include Knowledge (religion) because I frankly didn't want them always associated with religion (like monks are). I see them as equal parts rogue, monk, and fighter. They're more focused on the art of the kill then they are on the study of religion and states of undeath.
-X

GhanjRho |

Another question. Are the maneuver descriptions going to be laid out the same way as in the WIP release, or someway else? I was rereading the ToB and really like the way it displays the descriptions.
WIP
Short: By Discipline, then level, then alphabetical (Broken Blade, 1 abc, 2 abc; Solar Wind, 1 abc, 2 abc ,etc. etc.)
Long: alphabetical order. Same way as spells/powers.
ToB
Short: By level, then Discipline, then alphabetical (Broken Blade 1 abc, Solar Wind 1 abc, Broken Blade 2 abc, Solar Wind 2 abc)
Long: By Discipline, then alphabetical order.
With the ToB way, all options or a given level are next to each other in the short descriptions, while the long description gathers disciplines together.
The way I see it, what discipline a maneuver is part of is more significant than what school or spell list a spell is part of. Additionally, gathering the (short) descriptions together by level allows for a player to quickly compare the maneuvers available at a given level without page-turning.
EDIT: Also, the short descriptions specifically labeled every maneuver as a strike, stance, boost or counter, e.g. Blade of Fury- Boost. yadda yadda yadda. Steel Tortoise Shell- Counter. blah blah blah.

Insain Dragoon |

And after discussing with Chris, I'll be reorganizing the maneuvers based upon a) how he originally had it and b) how it was requested to be done, for the final book.
Part 4, which has archetypes, feats, and prestige classes, is almost done. I have to finish layout on the prestige classes and it's good to go.

ErrantX |

What is the full list of the prestige classes going into PoW1?
The list is:
Awakened Blade: A precognitive combat-ready psychic
Battle Templar: A champion of both martial and divine power
Bladecaster: A potent martial disciple and arcane caster
Dragon Fury: A specialist of two weapon fighting
Mage Hunter: A martial disciple built to kill problematic wizards
Umbral Blade: A martial disciple who's made a deal with shadowy powers.
-X

Changing Man |
My apologies if this has been answered already:
Some elements of the 1st 4 +1 books did not do so well in reviews by EZG and such; have there been revisions or adjustments made to these things, or are they 'still an issue' so to speak?
I jumped in as a subscriber as soon as I saw this project; I look forward to 'seeing it through' to completion, even if I don't actively take part in discussions or playtesting. (I'm just sold on Dreamscarred Press, so- yeah. Don't disappoint me, dudes &/or dudettes ;) )
Oh yeah, and Jeremy- from the sounds of things, your little one arrived about the same time as my youngest. Belated Congrats :) I'm sure you'll have that kid slingin' dice in no time...