[Amora Game - Kickstarter] the Book of Collective Influence - LIVE


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Drejk wrote:
Cheapy wrote:
Huh, the class is 20 pages long. And it looks great in layout!
Uh? When the did the book changed its title to The Demiurge And Company?!

I did tell Greg from the outset that I estimated it'd be about the length of the Summoner, if not more.


I wonder how much space Metamorph actually takes...

Scarab Sages

Geppou wrote:

I'm really curious about the 4 classes from the 75 and 150 pledge rewards.

Are they on playtest yet?

Sadly i have discovered this when the KS was already over :(

I turned in the Battlelord to Greg a couple weeks ago. It was originally the Iron Lord, but apparently only people in my local area were connecting that to things I wanted to evoke (Chris Evans' Iron Elves, Steven Erikson's Malazan Book of the Fallen, Glenn Cook's Black Company, etc.), so I needed something more literal and definitive.

The Battlelord uses Drills to provide various bonuses and share Teamwork feats with allies in combat, and Auras to grant out of combat bonuses. He also has a built-in specialization system that I wanted to have kind of mirror an MOS; each Battlelord selects a specialty like Medic, Scout, Soldier, or Artillerist, and then "ranks up" in that specialty at specific points throughout his career. So while every Battlelord is a squad leader, you might find that a Soldier leads from the front, gaining his INT modifier as a bonus to CMB and CMD on various maneuvers that make sense for a front-line combatant, while an Artillerist organizes siege crews and directs his Drills to support allies who aren't actually anywhere near him, but are closer to the targets of his firearm and siege weapon attacks.


The Synergist and Battlelord are sounding awesome conceptually. However there are still two backer classes if I recall right; what are they, if anyone knows?


Playtest (Current) document Breakdown by class
Conduit = 4 pages
Demiurge = 15 pages
Medium = 5 pages
Metamorph = 7 pages
Mnemonic = 5 pages
Mystic = 15 pages
Plane-Touched = 15 pages
Survivor = 4 pages
Warloghe = 8 pages

OmNomNid wrote:
However there are still two backer classes if I recall right; what are they, if anyone knows?

The Amora Team wanted the challenged and they received it. However they went a different direction from the original survey that was received from those backers.

They should be about finished though. We spent the weekend building and changing. Trying to get the final touches down to send to those backers.

1. Pauper - Class that deals with two pools of Hope and Despair.
2. Momentumist - Based on the concept of the Factotum from 3.5


Ssalarn wrote:
Geppou wrote:

I'm really curious about the 4 classes from the 75 and 150 pledge rewards.

Are they on playtest yet?

Sadly i have discovered this when the KS was already over :(

I turned in the Battlelord to Greg a couple weeks ago. It was originally the Iron Lord, but apparently only people in my local area were connecting that to things I wanted to evoke (Chris Evans' Iron Elves, Steven Erikson's Malazan Book of the Fallen, Glenn Cook's Black Company, etc.), so I needed something more literal and definitive.

The Battlelord uses Drills to provide various bonuses and share Teamwork feats with allies in combat, and Auras to grant out of combat bonuses. He also has a built-in specialization system that I wanted to have kind of mirror an MOS; each Battlelord selects a specialty like Medic, Scout, Soldier, or Artillerist, and then "ranks up" in that specialty at specific points throughout his career. So while every Battlelord is a squad leader, you might find that a Soldier leads from the front, gaining his INT modifier as a bonus to CMB and CMD on various maneuvers that make sense for a front-line combatant, while an Artillerist organizes siege crews and directs his Drills to support allies who aren't actually anywhere near him, but are closer to the targets of his firearm and siege weapon attacks.

Battlelord sounds a bit off too. Something like Instructor, Soldier, Officer, or any other word that invokes the idea of command would probably make more sense.

Contributor

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Amora Game wrote:

Playtest (Current) document Breakdown by class

Conduit = 4 pages
Demiurge = 15 pages
Medium = 5 pages
Metamorph = 7 pages
Mnemonic = 5 pages
Mystic = 15 pages
Plane-Touched = 15 pages
Survivor = 4 pages
Warloghe = 8 pages

Huh, my submission ended up being just as large as Will's? That's surprising. :-P

Scarab Sages

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Insain Dragoon wrote:


Battlelord sounds a bit off too. Something like Instructor, Soldier, Officer, or any other word that invokes the idea of command would probably make more sense.

I actually considered Officer but had a couple issues-

1)It sounds too much like a class for people who want to play cops, which is cool, but not what I was going for.

2) The military ranking system built into the core of the class starts at Enlisted and works up from there, so there was some weirdness in having a ranking system built into the class and then naming it after a subset of military ranks.

3) This one is more personal preference but, Officer doesn't feel like the combination of fantasy and metal I wanted. It's a little too bland.

Similarly, Instructor doesn't cover the fact that this guy can be a front-line ass-kicker, and Soldier is already a path within the class.

That being said, if your experience ends up being anything like my home group and local playtesters, you probably won't actually refer to the class as a Battlelord, but instead whatever path you happened to pick. My home group ran a playtest where the entire group was comprised of Battlelords, and the word Battlelord was used all of once. Morgan was a Medic, I was a Soldier, Ron was a Scout, and Sarah was an Artillerist, and that's really how everyone referred to each other.

One thing that came up a couple times was people asking how many times a day they could use their drills because there isn't a limit on them. The answer is: there isn't a limit for a reason. The class is a little bit of a fusion of the Fighter, the 3.5 Dragon Shaman, and the 3.5 Marshal and the big thing those classes all have in common is their ability to go all day. The Battlelord is designed under that same premise, the idea that a guy who knows how to give orders and coordinate a team doesn't suddenly forget how to do so halfway through an adventure. A 2nd level Scout can give his entire party a +2 to Stealth all day long while simultaneously granting his allies the Stealth Synergy feat. A 2nd level Soldier can grant his allies a +2 bonus to melee damage rolls all day long while simultaneously granting them Precise Strike.

The class is really aimed at scratching that itch for people who want the simplicity of a Fighter but the feel and background of an intelligent leader of men, something like Dujek Onearm or Sergeant Whiskeyjack from the Malazan Book of the Fallen series, Rob Stark from the Song of Ice and Fire series, maybe even Jorg Ancrath from the Prince of Thorns series. They're all characters who combine wits and military expertise, are obviously martial, obviously not spellcasters, but who don't fit particularly well within any of the molds currently available in the Pathfinder Core product line. I tried to make something that anyone could easily pick up and play, but which will still reward smart builds and smart play and fit within the conceptual territory of the aforementioned characters.

Also, since I've just announced that it drew inspiration from two classes that are generally regarded as being weak or "incomplete", I'm going to try and set your minds at ease by saying that its Drills and Specialties are backed by full BAB, 2 good saves, 4+Int skills, and lots of reasons to actually invest some points in Intelligence and play a character who's well balanced between strength of arm and keenness of mind.


Ssalarn wrote:
Insain Dragoon wrote:


Battlelord sounds a bit off too. Something like Instructor, Soldier, Officer, or any other word that invokes the idea of command would probably make more sense.

That being said, if your experience ends up being anything like my home group and local playtesters, you probably won't actually refer to the class as a Battlelord, but instead whatever path you happened to pick. My home group ran a playtest where the entire group was comprised of Battlelords, and the word Battlelord was used all of once. Morgan was a Medic, I was a Soldier, Ron was a Scout, and Sarah was an Artillerist, and that's really how everyone referred to each other.

That's pretty interesting and I think that your group doing that was smart. Thumbs up


I do think identifying your Battlelord by its chosen path is the best fit. Paizo already does it with Wizard schools in their APs, calling NPCs Necromancers, Illusionists, and Evokers.

Medic is my personal favorite. The idea of being a non-magical healer appeals to me because my own career path is in medicine.


Ssalarn wrote:
stuff

Yes!


Alexander Augunas wrote:
Amora Game wrote:

Playtest (Current) document Breakdown by class

Conduit = 4 pages
Demiurge = 15 pages
Medium = 5 pages
Metamorph = 7 pages
Mnemonic = 5 pages
Mystic = 15 pages
Plane-Touched = 15 pages
Survivor = 4 pages
Warloghe = 8 pages
Huh, my submission ended up being just as large as Will's? That's surprising. :-P

Surprised me too! The layout guy must be really good at shrinking and expanding :)


I helped Michael a fair bit with the Iro---- Battlelord, and I quite like it. I wasn't a fan of using military nomenclature as that's a bit restrictive in an RPing sense (at least to me), but other than that, it's solid.

The battlefield commander type is one of my favorite archetypes for characters in the game (to the point where I've written two books on the theme so each class gets at least one such archetype). Drejk and Greg might remember that I was the guy who necro'd the Commander thread to see if he had made any other progress on it, and then Greg snatched it up :)

I especially like the Drills concept, that are sort of like rally point.

I'm curious to see if others come up with their own Specialties.

Actually, depending on the classes, it might be fun to get all the designers to pick one class they didn't do, and come up with a new Bloodline/Order type class feature that seems to be popular in all of these classes. I know the Demiurge has the Enlightenments (some of which I had to cut), and the Battlelord has Specialties. And I kinda wish I had the playtest docs for the other classes :)

Scarab Sages

Cheapy wrote:

I helped Michael a fair bit with the Iro---- Battlelord, and I quite like it. I wasn't a fan of using military nomenclature as that's a bit restrictive in an RPing sense (at least to me), but other than that, it's solid.

The battlefield commander type is one of my favorite archetypes for characters in the game (to the point where I've written two books on the theme so each class gets at least one such archetype). Drejk and Greg might remember that I was the guy who necro'd the Commander thread to see if he had made any other progress on it, and then Greg snatched it up :)

I especially like the Drills concept, that are sort of like rally point.

I'm curious to see if others come up with their own Specialties.

Actually, depending on the classes, it might be fun to get all the designers to pick one class they didn't do, and come up with a new Bloodline/Order type class feature that seems to be popular in all of these classes. I know the Demiurge has the Enlightenments (some of which I had to cut), and the Battlelord has Specialties. And I kinda wish I had the playtest docs for the other classes :)

Oh my goodness, I think having every designer do a specialty or archetype fr one class they didn't work on initially is an awesome idea. It's always neat to see someone take the inspiration they garner from their peers and see where they run with it. The Battlelord was meant to be really easy to graft new specialties and archetypes on to as well; I pretty much designed it with the intent of leaving lots of room open for future expansions. Who knows, if people like it maybe Greg and I will get to talk about doing a "Complete Battlelord" .pdf or something with an additional set of Specialties and archetypes (I've already been toying around with new ideas for Cavalry, Diplomat, and Counter-Insurgent/Spy Specialties).


Ssalarn wrote:
Cheapy wrote:

I helped Michael a fair bit with the Iro---- Battlelord, and I quite like it. I wasn't a fan of using military nomenclature as that's a bit restrictive in an RPing sense (at least to me), but other than that, it's solid.

The battlefield commander type is one of my favorite archetypes for characters in the game (to the point where I've written two books on the theme so each class gets at least one such archetype). Drejk and Greg might remember that I was the guy who necro'd the Commander thread to see if he had made any other progress on it, and then Greg snatched it up :)

I especially like the Drills concept, that are sort of like rally point.

I'm curious to see if others come up with their own Specialties.

Actually, depending on the classes, it might be fun to get all the designers to pick one class they didn't do, and come up with a new Bloodline/Order type class feature that seems to be popular in all of these classes. I know the Demiurge has the Enlightenments (some of which I had to cut), and the Battlelord has Specialties. And I kinda wish I had the playtest docs for the other classes :)

Oh my goodness, I think having every designer do a specialty or archetype fr one class they didn't work on initially is an awesome idea. It's always neat to see someone take the inspiration they garner from their peers and see where they run with it. The Battlelord was meant to be really easy to graft new specialties and archetypes on to as well; I pretty much designed it with the intent of leaving lots of room open for future expansions. Who knows, if people like it maybe Greg and I will get to talk about doing a "Complete Battlelord" .pdf or something with an additional set of Specialties and archetypes (I've already been toying around with new ideas for Cavalry, Diplomat, and Counter-Insurgent/Spy Specialties).

Book of Collective Influence 2: New archetypes for all classes, new specialties, enlightenments and other options for every class and maybe even more new classes?


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OmNomNid wrote:
My top three right now have got to be the demiurge, conduit, and medium. They're awesome.

^____________^

Scarab Sages

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VM mercenario wrote:


Book of Collective Influence 2: New archetypes for all classes,...

I'd be down for that in a big way. Like I mentioned, I've already got the skeletons of at least 3 additional specialties that could use some flesh, and a couple archetypes.

Plus, that could be the opportunity I've been waiting for to do a Demiurge archetype who wields allegorical apeiron staves...

(Assuming of course I were to be invited back for the proposed sequel)


More evolutions! An archetype or two as well...


I took my advice. Let's see if it makes the book or not :-)


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VM mercenario wrote:


Book of Collective Influence 2: New archetypes for all classes,...

Yes, it is in the works once this one is out the gates.

This week the synergist should be added to the playtest packet.

Then the focus will be on the concept designs to finish them. Then those of the NPC Role will be touched to submit their pieces.

Heavy editing pass. Then insert art, then pdf is ready. Format for print, ship then done.

Then once all is said and done, the accompanying adventure.

Contributor

This season of Legend of Korra was so fantastically awesome that I have a few idea for some new Mystic talents ....


Alexander Augunas wrote:
This season of Legend of Korra was so fantastically awesome that I have a few idea for some new Mystic talents ....

Agreed! Legend of Korra has really expanded bending.

We have benders like Tenzen and Zuko with flowing forms and large+powerful techniques reflective of old katas.

Then we have Modern benders like Mako who have less flowing styles and more "boxing" styles focused on quantity, swiftness, and mobility. I don't know if you already have some inspiration from this aspect, but talents or style feats to represent the difference might be cool

The return of combustion bending was very welcome.

Then some logical extensions of existing bending techniques were also welcome such as Lava Bending and

Spoiler:
flight.

I'm guessing techniques like that are more where you got inspired?

Anyway Season 3 of Korra was great! Most solid season so far.


Actually I have a pretty serious concern. Apparently one of the Occult Adventures classes coming from Paizo will have the name "Mystic." I don't know if this is grounds enough to change the the name of the Mystic in this book, but having a class with the same name as a Core Paizo book class seems like a bad idea.


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Epic Meepo wrote:
ericthecleric wrote:
Hi all, good luck with the project, but can I suggest that you rename the medium class? Purple Duck Games already has a published class called the medium. To potentially avoid confusion, it might be helpful to do so!
Given the five (?) published archetypes and classes named "swashbuckler," including two swashbucklers from Paizo and one from WotC, I trust that the gaming public is savvy enough to distinguish between two classes that happen to have the same Real-World-inspired name.


Insain Dragoon wrote:
Actually I have a pretty serious concern. Apparently one of the Occult Adventures classes coming from Paizo will have the name "Mystic." I don't know if this is grounds enough to change the the name of the Mystic in this book, but having a class with the same name as a Core Paizo book class seems like a bad idea.

While a similar name, we are going to stick with it. Same with our warloghe class, which was originally warlock, which is also the name of the Misfit Studios class in Strange Brew.

We, Amora Game, also had a swashbuckler class before ACG came out. I think a medium, being made by Dreamscarred Press. Great minds think a like.

And it is the nature of the business sometimes. :)

Contributor

Insain Dragoon wrote:
Actually I have a pretty serious concern. Apparently one of the Occult Adventures classes coming from Paizo will have the name "Mystic." I don't know if this is grounds enough to change the the name of the Mystic in this book, but having a class with the same name as a Core Paizo book class seems like a bad idea.

Technically, I beat them to it by over a year. And I beat them to the occultist by two years. They clearly don't care (and why should they? They're the 1PP!).

I've seen 3PP go both ways when Paizo picks up their class name. Rogue Genius Games (back when they were called Super Genius Games) renamed their Magus class as the maester or something similar. But when Paizo announced that they were doing a shaman class, Marc of Kobold Press said, "Eh, whatever. So there will be two classes with the same name."

Personally, I think my/our mystic is different enough from Paizo that it doesn't need to have its name changed. There's a pretty big difference between, "elemental ki user" and "psychic guy who summons ectoplasm."

Contributor

Amora Game wrote:
Insain Dragoon wrote:
Actually I have a pretty serious concern. Apparently one of the Occult Adventures classes coming from Paizo will have the name "Mystic." I don't know if this is grounds enough to change the the name of the Mystic in this book, but having a class with the same name as a Core Paizo book class seems like a bad idea.

While a similar name, we are going to stick with it. Same with our warloghe class, which was originally warlock, which is also the name of the Misfit Studios class in Strange Brew.

We, Amora Game, also had a swashbuckler class before ACG came out. I think a medium, being made by Dreamscarred Press. Great minds think a like.

And it is the nature of the business sometimes. :)

Plus Paizo's class name convention is, "use real-world words that inspire the nature of your class without the player being explained about what it does."

And as any designer knows, there really aren't that many different names out there for people who do fantasy / mythological stuff. Our ancestors sucked at coming up with cool, unique names for stuff. :-)

Contributor

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Insain Dragoon wrote:
Then we have Modern benders like Mako who have less flowing styles and more "boxing" styles focused on quantity, swiftness, and mobility. I don't know if you already have some inspiration from this aspect, but talents or style feats to represent the difference might be cool

Depends on the style. All mystics are designed so that you can use your element while making unarmed strikes. That's more Mako's style. Zuko's style focuses on learning lots of powerful techniques and implementing them.

Another contrast, Bolin's fighting style is generally much quicker than other earth benders because of him being a probender. There are talents that work like this, such as the AoE pellet blast attacks. (Which was inspired by the scene in Season 1 where Bolin bends pebbles at pursuers like a tommy gun.)

Quote:
The return of combustion bending was very welcome.

I don't think I build that into the Fire Path, but I could be wrong. I always pictured it as more of an archetype than an inherent part of the fire path.

Quote:

Then some logical extensions of existing bending techniques were also welcome such as Lava Bending and ** spoiler omitted **

I'm guessing techniques like that are more where you got inspired?

Yes. Those two specifically, but also a water technique that allows the water path mystic to gain a climb speed (you know EXACTLY who I am talking about). Although now I'm also pretty sure that when I do an Avatar archetype (assuming Daron didn't do one in the final product), the Avatar will be able to mix and match between talents and techniques. Korra metalbending is what settled me on that one. I'm also thinking about a metal-focused archetype that allows a character to access the all-important metal technique sooner.


Paizo has been pretty good about taking their names from Owen K.C. Stephens.

Maybe that just means Owen should take a break.

Contributor

Cheapy wrote:

Paizo has been pretty good about taking their names from Owen K.C. Stephens.

Maybe that just means Owen should take a break.

Or maybe they're taking a break from Owen now that they've "collected" him and they're targeting my names next! D:


Alexander Augunas I can tell that you really appreciate Avatar and I really hope that translates into an awesome class! I wasn't part of the Kickstarter because I hadn't heard at the time, but I am really looking forward to this book.

Thanks for working so hard :)

Contributor

I had been working on a bender class off and on for about two years before Greg asked me to join the Kickstarter. It was the kick in the pants that I needed to get the class done. And lo! It is in the book!


How the things progress?


Just about done. Life got bumpy for a bit, but back on track.


Ack, just forgot the latest play test is out…. [Rushes off to check it out…]


A *much* delayed response on my end, if it even matters at this point... :)

BetaSprite wrote:


Missing comma in the Warloghe's Role section (needs a comma after the first 'Warloghes'):
Warloghes often known as oath-breakers, are shunned or hunted by civilized cultures...

-Agreed on the first comma

BetaSprite wrote:


Abuse of commas in the Role section here (I don't think there should be either of them around 'as necromancers', and it's missing one after 'spritiualists'):
A small number of warloghes are surprisingly civilized, blending in with the lowest dregs of society, as necromancers, or as charlatans and spiritualists preying on the grief of those who have lost loved ones.

Perhaps this would be smoother:
A small number of warloghes are surprisingly civilized, blending in with the lowest dregs of society as necromancers, charlatans, or spiritualists, preying on the grief of those who have lost loved ones.

The terms "lowest dregs of society" and "necromancers" were meant to be separate categories, as some cultures may exalt necromancers. I also meant that 'charlatans and spiritualists prey upon the grief of those who have lost people,' and not that the necromancers and lowest dregs of society did. You misread my intent (no worries!), and I feel my commas were correct with my train of thought. I could have used slightly different punctuation, such as, "A small number of warloghes are surprisingly civilized; they blend in as members of the lowest dregs of society, as necromancers, and as charlatan spiritualists who prey on the grief of those who have lost loved ones." (With, "who prey on the grief of those who have lost loved ones" being optional in this case.)

BetaSprite wrote:


Grasp of the dead doesn't explain what it takes to escape the grapple of the skeletal arms. Or is the intent that they they are grappled just for 1 round if they fail the Reflex save? Also, what is the calculation for the Reflex DC? I might have just missed a blanket statement that specified it, but I am not seeing it.

The last line of...

-All the taboos have a formula, much like a witch's hexes, that determine their DCs. The effect lasts one round, unless the warloghe spends an essence point to extend the duration (at which point creatures within the area receive a new save). At least, that is the text from the last iteration that I have available to me. Things are subject to change after we authors submit it. :)

Scarab Sages

I seem to have lost my link to the doc, is it possible to get a new one sent to me, or is there a way to find it on Kickstarter that I'm just overlooking?


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Playtest should be the same as in update #43. If you can't DL it, let me know.

Official pdf book is on its way very soon.

~Greg


Now that we finally got to see Paizo's Kineticist (Bender), how does it compare to the Mystic?

I'm not trying to compare raw damage or defensive stats. I'm trying to compare roles, ability to adapt to situations, and breadth of selectable powers.

Contributor

Insain Dragoon wrote:

Now that we finally got to see Paizo's Kineticist (Bender), how does it compare to the Mystic?

I'm not trying to compare raw damage or defensive stats. I'm trying to compare roles, ability to adapt to situations, and breadth of selectable powers.

As the person who wrote the mystic, Paizo's system is focused on the supernatural blast attack while my system is better focused on martial arts.

You can certainly make a bender like, say, Katara or Toph out of the Kineticist (a bender who focuses exclusively on combat via bending), but making one line Aang (who uses a staff) or Zuko (who sometimes uses swords) or Korra (who likes to punch people in the face) doesn't work out as well with the kineticist, or Jedi (who fight with swords more often then they throw people).

Also, "running out of steam" as a mystic means running out of ki points to spend to do your cool attacks. "Running out of steam" as a kineticist means knocking yourself into the disabled condition.

In short, being a bender is a side effect of the kineticist, not the goal. It is the goal of the mystic to be a bender. As the mystic's writer, I'm heavily biased, but I am going to continue to use my class to simulate benders and I'll rely on the kineticist to simulate human torch or Aqua Man or Jean Gray.


Quote:
my system is better focused on martial arts.

Everything you said was very relevant to my question, but this specific line was the most important.

That's more than enough reason for me to want to play a Mystic over a Kineticist. I want to feel like a martial arts master with elemental aid, not like a font of pew pew lasers.


It's a book whose theme is classes that influence their surroundings? Sounds neat but a little vague. Is this going to be available for people who weren't in the Kickstarter to purchase sometime soon?

Contributor

Insain Dragoon wrote:
I want to feel like a martial arts master with elemental aid, not like a font of pew pew lasers.

My system will serve you well, then.

Your elemental "path" is split into two major components: techniques and talents. Techniques are essentially ki powers; you gain a list of element-relevant ki powers that you can pick from when determining your special attacks. You also can augment your unarmed strikes and weapon attacks with elemental power using a method that was based off of the warpriest's sacred weapon progression. Finally, talents are all-around thematically appropriate abilities. Some grant access to additional techniques, others alter existing techniques. A few even augment your combat ability and other aspects of battle.

I don't recall if I ever shared this story, but about a week after I pitched my class to Greg (a pitch that basically went like this: Avatar + Jedi – Blue Cat People = Mystic), my area got hit by a REAL bad blizzard. One of those freak polar vortex storms. I spent the entire day trapped within my home, which is fairly ideal when you have a lot of design work to do. After setting on the structure of the class, I went back to Avatar and rewatched every major fight in the Last Airbender (and a good number in Season 1 and 2 of Korra as well). Then I went and rewatched Episodes 4 through 6 of Star Wars for the Force Path. After that, I went online and spent a few hours on a Star Wars wiki, studying everything from Star Wars Saga to The Clone Wars cartoon. And finally, when all that was done I got on the Avatar wiki and read about every documented bending technique in the series, and then for good measure I went and read about all of the martial arts styles that each of the bending arts is based on. Watched a few videos too where they existed.

My system might be 3PP, but no one will ever be able to say that it lacks heart.

Contributor

Desha wrote:
It's a book whose theme is classes that influence their surroundings? Sounds neat but a little vague. Is this going to be available for people who weren't in the Kickstarter to purchase sometime soon?

Greg's spent the better part of the past 10 months putting this book together for all of the backers (and general Pathfinder enthusiasts) to devour.

Backers'll likely get it first and they got a lot of other swag to go along with it, but yes, it'll be available to everyone.


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Actually in my experience I've seen more heart and love put into 3PP products than a lot of first party products. It's no secret that I absolutely adore Dreamscarred Press for pretty much that reason. I want to adore this book in the same way, so I'm looking forward to its release.


Desha wrote:
It's a book whose theme is classes that influence their surroundings? Sounds neat but a little vague. Is this going to be available for people who weren't in the Kickstarter to purchase sometime soon?

I would say the theme of Liber Influxus Communis is communal power, synergy and sympatico - either with your surroundings, your allies or your foes attacks, among other things. With more than ten new Base Classes I'm actually very pleased to see the theme developed so well.

Though Greg will clarify this for you, I am almost certain the book will be available for non-Kickstarter backers - this is the beauty of Kickstarting a book in this way. Case in point - stretch goals for the recent Southlands Kickstarter by Kobold Press included new Advanced Races PDFs that themselves will be unit-shifting items.


Oceanshieldwolf wrote:
Desha wrote:
It's a book whose theme is classes that influence their surroundings? Sounds neat but a little vague. Is this going to be available for people who weren't in the Kickstarter to purchase sometime soon?

I would say the theme of Liber Influxus Communis is communal power, synergy and sympatico - either with your surroundings, your allies or your foes attacks, among other things. With more than ten new Base Classes I'm actually very pleased to see the theme developed so well.

Though Greg will clarify this for you, I am almost certain the book will be available for non-Kickstarter backers - this is the beauty of Kickstarting a book in this way. Case in point - stretch goals for the recent Southlands Kickstarter by Kobold Press included new Advanced Races PDFs that themselves will be unit-shifting items.

Okay, I'm interested! Is there any idea when this will be available? From people who've seen it, what are your favorite classes? It sounds like there's a bender class, what are some of the other classes and how do they fit the "communal power, synergy and sympatico" theme?


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Desha wrote:
Oceanshieldwolf wrote:
Desha wrote:
It's a book whose theme is classes that influence their surroundings? Sounds neat but a little vague. Is this going to be available for people who weren't in the Kickstarter to purchase sometime soon?

I would say the theme of Liber Influxus Communis is communal power, synergy and sympatico - either with your surroundings, your allies or your foes attacks, among other things. With more than ten new Base Classes I'm actually very pleased to see the theme developed so well.

Though Greg will clarify this for you, I am almost certain the book will be available for non-Kickstarter backers - this is the beauty of Kickstarting a book in this way. Case in point - stretch goals for the recent Southlands Kickstarter by Kobold Press included new Advanced Races PDFs that themselves will be unit-shifting items.

Okay, I'm interested! Is there any idea when this will be available? From people who've seen it, what are your favorite classes? It sounds like there's a bender class, what are some of the other classes and how do they fit the "communal power, synergy and sympatico" theme?

All the classes are super neat and unique, though my favorite so far has to be the demiurge, a supernatural-philosopher that creates short lived servants through thought that act like one shot eidolins.


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This should be coming out pretty soon if the recent updates are any indication.

There are something like thirteen new classes in the book, so there will be something for everyone in it. The highlights for me are:

The Mystic, an elemental or force infused martial artist. I have no frame of reference for benders or what they can do, but one of my players has been rocking this class and loves it.

The Demiurge as OmNomNid states above is very neat and complex.

The Battlelord is a battlefield support class that can hold its own on the front line while supporting its companions. There is a fair bit of variety in the class as well; one of my groups is thinking about playing through Kingmaker as a party of all Battlelords.

The Metamorph evolves his own body, buying evolutions as they level in a manner similar to a Summoner's eidolon.

The Plane-touched may not have the greatest name, but their planar derived powers are cool, especially once access to a second plane's abilities is earned.

The other classes are fun too, for the most part. There's a lot to like.

Alexander, while I'm sure your comments about just being a 3PP are just self-deprecation, they're unwarranted. My disappointment with the Advanced Class Guide really indicates to me that the most interesting work, especially regarding character classes, is being done by the third parties. We'll see if my opinion changes once i have time to look at the Occult Adventures playtest.


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It's not even just the ACG. The best design work comes out of people with passion about what they're making!

Passion is why the Battelord and Akasha from SSalarn is as awesome as it is.

Passion is why ErrantX created such an amazing supplement as PoW.

Passion is why Ken's player is rocking out with a Mystic and why I trust Alexander when he says a Mystic is an awesome elmental martial artist.

Paizo was passionate in the APG! Just look at the Alchemist, Inquisitor, and Oracle!

3rd party, WotC, Paizo, or whatever it doesn't matter as long as the designer is doing their work out of PASSION.

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