
Interjection Games |

The Big Book of Bloodlines is finished, and that means it's time to add new content to classes that have sold well.
I'm looking to write a grand total of ten one-to-two page expansions and release them every other week for five months while I work on the next big thing. A few of these are already locked in, but there's plenty of room to get what you want on the itinerary.
Confirmed Expansions
1: Onmyoji archetypes - complete
2: New gadgeteer gadgets
3: Gadgeteer custom vehicle archetype
4: Sanguine disciple expansion
That leaves six slots for whatever sounds fun and interesting. So, what do you folks want to see?

Interjection Games |
1 person marked this as a favorite. |

...Huh. I always assumed that one was a flop, but it's gone and snuck in 70-80 sales. Alright, I'll write a couple archetypes.
Oof, alright. The plaguewright is a very focused class; there's not much I can do here to shift things about without going right at the core class feature. There'll only be room for one, and it'll have to be transformative.

Oceanshieldwolf |
2 people marked this as a favorite. |

Breakdancer archetypes, with particular focus on parkour - instead of using rhythm (or another's vibration) using the character's proximity or lack thereof to the physical environment. And make it snappy.
OR even an Unchained Breakdancer that simplifies the bespoke intro/outro composition stuff into simple battledancing.

Third Mind |

Hopefully when I get my pay check next weekend I can nab the strange magic book, so until then I'm afraid my vote will mean a bit less and I'll be less informed then some haha
I agree with Oceanshieldwolf, in that I'd love to see a park our version of the breakdancer. In fact when I heard the concept of the breakdancer, a parkour fighter that free runs while wearing headphones and listening to music popped into my head immediately flavor wise (I'm playing in a modern, our world setting).
Another that could be cool, provided it's not already a thing, is abilities or archetypes for the more caster based music based classes that allow them to manipulate the battlefield and use battlefield control a bit more through their scores (pits, grease effects, spikes, ability to mix these). I'd play the heck out of that. Of course, maybe that's already a thing one can do. Or not a thing people want besides myself haha

Aleron |

Interjection Games |

My vote is for variant multiclassing rules for the bigger releases. I really liked those since they were introduced. They help give a semi-gestalt feel and option for those that want it.
Mmm... okay, I think I understand this. So, basically, I need to distill some of the essence of a class into five "feat equivalents" that would function, not necessarily be GOOD, but FUNCTION, for any other class.

The Ragi |

Let me toss in my suggestion from the Patreon page that didn't seem to catch a lot of attention, but is actually my favorite one (after anything for the onmyoji, obviously):
Bug expansion for the Herbalist: I really like the idea of a Summon Insect I, II, III, etc based on recipes; or a bug archetype, replacing plants for insects, probably with more aggressive effects; or new plants for each biome that do something insect-related. I suppose I really want to see some bugmancy in this game.
Ah, a favored class bonuses book, covering all the official races and some third-party ones would be very useful.

Interjection Games |

Let me toss in my suggestion from the Patreon page that didn't seem to catch a lot of attention, but is actually my favorite one (after anything for the onmyoji, obviously):
Bug expansion for the Herbalist: I really like the idea of a Summon Insect I, II, III, etc based on recipes; or a bug archetype, replacing plants for insects, probably with more aggressive effects; or new plants for each biome that do something insect-related. I suppose I really want to see some bugmancy in this game.
Ah, a favored class bonuses book, covering all the official races and some third-party ones would be very useful.
Hi, Ragi! You've been pushing that one for ages, chief. It's basically an alternate class given the way you need to replace what will be 50+ pages in tables and abilities with 50 more pages in tables and abilities. The scope's just too huge for a series of mini expansions. If you really want it, we may be able to come to an arrangement when the Kickstarter hits. It'll either need to shrink or be really expensive, though.
Ya know, I never would have thought that expanded FCBs would have had demand, but it's out there. I can do it sometime, but, again, it's bigger than what I want to be doing here.

Interjection Games |

My vote is for variant multiclassing rules for the bigger releases. I really liked those since they were introduced. They help give a semi-gestalt feel and option for those that want it.
Alright, I just did this up for all the Strange Magic classes. You'll see it sometime before the end of August.

Interjection Games |

Hopefully when I get my pay check next weekend I can nab the strange magic book, so until then I'm afraid my vote will mean a bit less and I'll be less informed then some haha
I agree with Oceanshieldwolf, in that I'd love to see a park our version of the breakdancer. In fact when I heard the concept of the breakdancer, a parkour fighter that free runs while wearing headphones and listening to music popped into my head immediately flavor wise (I'm playing in a modern, our world setting).
Another that could be cool, provided it's not already a thing, is abilities or archetypes for the more caster based music based classes that allow them to manipulate the battlefield and use battlefield control a bit more through their scores (pits, grease effects, spikes, ability to mix these). I'd play the heck out of that. Of course, maybe that's already a thing one can do. Or not a thing people want besides myself haha
I'll look into the unleashed classes to see how they simplify things down. My first instinct is you and Morgan are going past 1-2 pages with that request, but if I go 3-4 on a couple of these, it's not the end of the world.
Conjuration effects never really made it into the composition classes. You have some spectral stuff, like a knight, sugarplums, or the fat lady, but digging a hole with music didn't come up.
Also, I'll be PMing you what makes the harmonicist tick. You seemed interested earlier when I said it was the offensive caster of the bunch.

Third Mind |

Third Mind wrote:Hopefully when I get my pay check next weekend I can nab the strange magic book, so until then I'm afraid my vote will mean a bit less and I'll be less informed then some haha
I agree with Oceanshieldwolf, in that I'd love to see a park our version of the breakdancer. In fact when I heard the concept of the breakdancer, a parkour fighter that free runs while wearing headphones and listening to music popped into my head immediately flavor wise (I'm playing in a modern, our world setting).
Another that could be cool, provided it's not already a thing, is abilities or archetypes for the more caster based music based classes that allow them to manipulate the battlefield and use battlefield control a bit more through their scores (pits, grease effects, spikes, ability to mix these). I'd play the heck out of that. Of course, maybe that's already a thing one can do. Or not a thing people want besides myself haha
I'll look into the unleashed classes to see how they simplify things down. My first instinct is you and Morgan are going past 1-2 pages with that request, but if I go 3-4 on a couple of these, it's not the end of the world.
Conjuration effects never really made it into the composition classes. You have some spectral stuff, like a knight, sugarplums, or the fat lady, but digging a hole with music didn't come up.
Also, I'll be PMing you what makes the harmonicist tick. You seemed interested earlier when I said it was the offensive caster of the bunch.
Sounds great. In general I guess my vote would be generally just more melodies, intros and / or outros (whichever, I know you're trying to keep it to a couple pages) if a parkour archetype is overdoing it.

Interjection Games |

Interjection Games wrote:Sounds great. In general I guess my vote would be generally just more melodies, intros and / or outros (whichever, I know you're trying to keep it to a couple pages) if a parkour archetype is overdoing it.Third Mind wrote:Hopefully when I get my pay check next weekend I can nab the strange magic book, so until then I'm afraid my vote will mean a bit less and I'll be less informed then some haha
I agree with Oceanshieldwolf, in that I'd love to see a park our version of the breakdancer. In fact when I heard the concept of the breakdancer, a parkour fighter that free runs while wearing headphones and listening to music popped into my head immediately flavor wise (I'm playing in a modern, our world setting).
Another that could be cool, provided it's not already a thing, is abilities or archetypes for the more caster based music based classes that allow them to manipulate the battlefield and use battlefield control a bit more through their scores (pits, grease effects, spikes, ability to mix these). I'd play the heck out of that. Of course, maybe that's already a thing one can do. Or not a thing people want besides myself haha
I'll look into the unleashed classes to see how they simplify things down. My first instinct is you and Morgan are going past 1-2 pages with that request, but if I go 3-4 on a couple of these, it's not the end of the world.
Conjuration effects never really made it into the composition classes. You have some spectral stuff, like a knight, sugarplums, or the fat lady, but digging a hole with music didn't come up.
Also, I'll be PMing you what makes the harmonicist tick. You seemed interested earlier when I said it was the offensive caster of the bunch.
Part of Strange Magic was me wanting to be done with the spellbooks. If I were to expand them, I'd have to have a very good reason to do so, which would mean a fairly hefty tome to justify it. If a Patreon backer ordered up a new base class in those systems, that just might do it. (hint hint)

Third Mind |

Part of Strange Magic was me wanting to be done with the spellbooks. If I were to expand them, I'd have to have a very good reason to do so, which would mean a fairly hefty tome to justify it. If a Patreon backer ordered up a new base class in those systems, that just might do it. (hint hint)
Understandable for sure. Guess I'll ease back to voting for "something composition magic / class based" then, and leave it at that. At least until I purchase the Ultimate Composition pdf.

Thedmstrikes |
I like the idea of more and varied favored class bonuses, especially for non standard races and classes. There are plenty of mainstream options for core and expanded classes and races, but the fringe options are kind of limited. I am sure there is a reason for that, but I do play an Elan Arcanist, so...

Third Mind |

Just to confirm you follow this, Third, Ultimate Ethermagic, Composition, and Truenaming are the separate pieces of Strange Magic. If you get the big guy, you don't need to buy the parts, and you get an NPC Codex as a bonus.
Indeed. I'm currently on the fence on whether ethermagic is something I'd enjoy and use or not. It seems quite interesting and somewhat flexible, I'm just not sure it'd be effective enough to keep up in the high danger games my DM likes to run (just faced a lv. 18 shaman and his lv. 12 apprentice with a party of lv.7 characters). From the sample of the truenamer, while I like the flavor and mechanics of the system itself, and the normals and reverses of the individual spells, it didn't seem to have the "oomph" I need / desire in the games I tend to play in. That said, the debate on saving a couple dollars to get ethermagic with my composition magic via strange magic book is real, even knowing I probably won't personally ever use the NPCs provided.
Anyways, this thread has helped me indirectly, as I'm finding out other products I didn't know you had. Now to see what this "Master of Forms" class is haha.

Interjection Games |

Interjection Games wrote:Just to confirm you follow this, Third, Ultimate Ethermagic, Composition, and Truenaming are the separate pieces of Strange Magic. If you get the big guy, you don't need to buy the parts, and you get an NPC Codex as a bonus.Indeed. I'm currently on the fence on whether ethermagic is something I'd enjoy and use or not. It seems quite interesting and somewhat flexible, I'm just not sure it'd be effective enough to keep up in the high danger games my DM likes to run (just faced a lv. 18 shaman and his lv. 12 apprentice with a party of lv.7 characters). From the sample of the truenamer, while I like the flavor and mechanics of the system itself, and the normals and reverses of the individual spells, it didn't seem to have the "oomph" I need / desire in the games I tend to play in. That said, the debate on saving a couple dollars to get ethermagic with my composition magic via strange magic book is real, even knowing I probably won't personally ever use the NPCs provided.
Anyways, this thread has helped me indirectly, as I'm finding out other products I didn't know you had. Now to see what this "Master of Forms" class is haha.
I'd consider ethermagic to be the most powerful of the three. As your GM enjoys throwing "that encounter" at you, you'd do quite well as a Herald of the Void. That's the greater manifestation specialist; greater manifestations are 1/day manifestations that crank a particular etherspell up to 11. Suddenly, your cone of 40 damage is a cone of 40 damage with a save or die effect added on.
Truename magic is all small effects, and it's the inflections that keep you relevant. Basically, since the magic doesn't scale, ever, you'll find that even a level 7 truenamer will be firing off a quickened or multitarget level 1 craptastic recitation pretty much every round.
Also, if you just want high tier, the only tier 1 classes I have on me are the herbalist and the herald of the void ethermancer.

Third Mind |

Third Mind wrote:Interjection Games wrote:Just to confirm you follow this, Third, Ultimate Ethermagic, Composition, and Truenaming are the separate pieces of Strange Magic. If you get the big guy, you don't need to buy the parts, and you get an NPC Codex as a bonus.Indeed. I'm currently on the fence on whether ethermagic is something I'd enjoy and use or not. It seems quite interesting and somewhat flexible, I'm just not sure it'd be effective enough to keep up in the high danger games my DM likes to run (just faced a lv. 18 shaman and his lv. 12 apprentice with a party of lv.7 characters). From the sample of the truenamer, while I like the flavor and mechanics of the system itself, and the normals and reverses of the individual spells, it didn't seem to have the "oomph" I need / desire in the games I tend to play in. That said, the debate on saving a couple dollars to get ethermagic with my composition magic via strange magic book is real, even knowing I probably won't personally ever use the NPCs provided.
Anyways, this thread has helped me indirectly, as I'm finding out other products I didn't know you had. Now to see what this "Master of Forms" class is haha.
I'd consider ethermagic to be the most powerful of the three. As your GM enjoys throwing "that encounter" at you, you'd do quite well as a Herald of the Void. That's the greater manifestation specialist; greater manifestations are 1/day manifestations that crank a particular etherspell up to 11. Suddenly, your cone of 40 damage is a cone of 40 damage with a save or die effect added on.
Truename magic is all small effects, and it's the inflections that keep you relevant. Basically, since the magic doesn't scale, ever, you'll find that even a level 7 truenamer will be firing off a quickened or multitarget level 1 craptastic recitation pretty much every round.
Also, if you just want high tier, the only tier 1 classes I have on me are the herbalist and the herald of the void ethermancer.
Gotcha. Not neccesarily looking for tier 1 (although I do like them). My current character in the campaign is the Radiance House Occultist and I've been having a blast with that, and my current back up is the Paizo Battle Host Occultist. I wouldn't call either tier 1. Anyways, I just checked out the herbalist description (and Zeitgeist and they seem pretty cool too, despite my current campaign being in modern day, California. I may pick up Strange Magic and the Herbalist now.
That said, for some reason, composition magic has intrigued me and now, to some extent, so has the herbalism. Thanks for being so helpful in explaining your materials!

Interjection Games |

Interjection Games wrote:...Third Mind wrote:Interjection Games wrote:Just to confirm you follow this, Third, Ultimate Ethermagic, Composition, and Truenaming are the separate pieces of Strange Magic. If you get the big guy, you don't need to buy the parts, and you get an NPC Codex as a bonus.Indeed. I'm currently on the fence on whether ethermagic is something I'd enjoy and use or not. It seems quite interesting and somewhat flexible, I'm just not sure it'd be effective enough to keep up in the high danger games my DM likes to run (just faced a lv. 18 shaman and his lv. 12 apprentice with a party of lv.7 characters). From the sample of the truenamer, while I like the flavor and mechanics of the system itself, and the normals and reverses of the individual spells, it didn't seem to have the "oomph" I need / desire in the games I tend to play in. That said, the debate on saving a couple dollars to get ethermagic with my composition magic via strange magic book is real, even knowing I probably won't personally ever use the NPCs provided.
Anyways, this thread has helped me indirectly, as I'm finding out other products I didn't know you had. Now to see what this "Master of Forms" class is haha.
I'd consider ethermagic to be the most powerful of the three. As your GM enjoys throwing "that encounter" at you, you'd do quite well as a Herald of the Void. That's the greater manifestation specialist; greater manifestations are 1/day manifestations that crank a particular etherspell up to 11. Suddenly, your cone of 40 damage is a cone of 40 damage with a save or die effect added on.
Truename magic is all small effects, and it's the inflections that keep you relevant. Basically, since the magic doesn't scale, ever, you'll find that even a level 7 truenamer will be firing off a quickened or multitarget level 1 craptastic recitation pretty much every round.
Also, if you just want high tier, the only tier 1 classes I have on me are the herbalist and the herald of the void
Not a problem, sir! If you can hold off, I'm Kickstarting the herbalist and brewmaster in a couple of months, and will be adding the breadmaster base class for good measure. The class design will effectively be drawn from the abilities of the character of the same name from The Tick.

The Ragi |

Ya know what, let's expand the tinker. What do you lads think is missing?
This is a tough one. Most of the robot tropes I can think of have been covered already, including cyborgization, Voltron and even paint jobs.
So I came up with something related to fuel.
Invention: Furnace
Install a furnace on your automaton. As a move action, feed it/him a special block of wood (I'm thinking of Back to the Future 3) that gives temporary bonuses. The higher level you are, the stronger the blocks get AND the more effective you are at using them: +2 bonus to something for 5 rounds at start, or +10 for 1 round at later levels. I'd make it a morale bonus even, to facilitate synergy with other bonuses and make the whole subsystem more attractive.
Invention: Cinder exhaust
After burning up a special block of wood, instead of dropping the leftovers on the ground, expel it through a dedicate exhaust pipe, creating a cloud of ridiculously toxic smoke - the stronger the block of wood, the stronger the smoke.
Invention: Work hazard
Install an automatic hatch on your furnace that allows the blocks to be placed inside it as a swift action, and also causes 1 point of fire damage to anyone who hits the automaton in melee.
There's also room for something with nitroglicerine, and alternative fuels like steam and eletricity, but I have no practical idea for those.
You might also consider creating something in relation to the Paizo's alien super tech from the Technology Guide.

Third Mind |

Sorry, not sure about the tinker. No idea whag it does really, save for getting some kind of bots.
But now that I had the chance to look through the herbalist pdf, I'd love more feats for them. Perhaps for manipulating biomes and poisons, or other things.
Anywho, back to the regularly scheduled thread.

Luthorne |
1 person marked this as a favorite. |
Sorry, not sure about the tinker. No idea whag it does really, save for getting some kind of bots.
But now that I had the chance to look through the herbalist pdf, I'd love more feats for them. Perhaps for manipulating biomes and poisons, or other things.
Anywho, back to the regularly scheduled thread.
The tinker's up on d20pfsrd over here, so if you want, you can get an idea of what the class does without even buying anything.