[Forrestfire Studios] A new company, a unique casting class, and more


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Forrestfire wrote:
Wanted to let people know that I'm stuck in bed after picking up an illness of some sort over Thanksgiving, which might delay Avowed 2 by a couple days. It'll happen shortly, and I'm sorry about that. November's been a hectic month.

Rough, mate. Hope you recover quickly.


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Iron Heart wrote:
Forrestfire wrote:
Wanted to let people know that I'm stuck in bed after picking up an illness of some sort over Thanksgiving, which might delay Avowed 2 by a couple days. It'll happen shortly, and I'm sorry about that. November's been a hectic month.
Rough, mate. Hope you recover quickly.

Me too.

After seeing a doctor, it turns out that I've got the flu, so that's gonna knock me out of commission for a bit.

Overall, between Avowed 1 running nearly three times as large as I'd planned for "a month's work of writing" to be, and the various stresses and messes I've had to deal with in November, on top of this illness, it's looking like what will need to happen is to finish writing the Avowed 2 project over December, shooting for putting it up in the middle of the month.

Recently, we've been remathing some of the stuff in Avowed 1 and that's taken some time to figure out, and the Avowed 2 stuff needed to go through some significant rewrites for its archetypes, so we're basically having to start nearly from scratch to make the concepts actually work.

Work will continue apace, but there will not be a vote for the project for December. This is one of those months mentioned on the Patreon that things aren't moving as quickly as they could be.

I hope you all are enjoying the current work that's up, and I'd like to thank everyone who's taken a look and/or given feedback. We'd be dead in the water without you all. I'll probably be back with another update to Avowed 1 in a couple of days, depending on how sick I continue to be. It'll include some fixes based on feedback and fixed math in a couple cases, as well as a real list of FCBs (finally!) and some more Final clauses.


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Hope you get well soon, can't wait to see the Avowed 2 content.


I was skimming Avowed 1 and thought I should note this: disease application in the otyugh pact doesn't have a range or targeting rules.


Forrestfire wrote:
I hope you all are enjoying the current work that's up, and I'd like to thank everyone who's taken a look and/or given feedback. We'd be dead in the water without you all. I'll probably be back with another update to Avowed 1 in a couple of days, depending on how sick I continue to be. It'll include some fixes based on feedback and fixed math in a couple cases, as well as a real list of FCBs (finally!) and some more Final clauses.

As a belated thank-you I wanted to say that the only thing I haven't enjoyed about the current work is that I haven't been able to actually play an Avowed yet, because it seems like it would be really fun!


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Thanks for all the well-wishes, and I'm so very sorry for the delay. The past weeks have been a hell of a time; I had the flu, then bronchitis, but I'm mostly better now. During this time, when I could, my co-author and I kept writing. Avowed 2's work is chugging along, but what's important for today is that, finally, we can say we've got a full beta of The Avowed: Promises of Power.

The below spoiler has the truly massive changelog, incorporating feedback from here and other places, adjustments we've needed to make from playtesting, and many other things, but for the tl;dr on the changes... The document has gone from 48 pages to a massive 67 pages, including the following:

  • Fiend pact has been fully reworked.
  • Weapon-based pulse shapes have been tinkered with; their action types and stat dependencies have changed.
  • The pacts section has been revised for easier reading and parsing.
  • We have 90 alternate favored class bonuses, on top of the "any" that the default avowed can get. We've covered all of the currently published DSP races, and almost every 1pp Paizo race (the only ones excepted are those that are generally considered too powerful for normal games, like the high-RP ones in the ARG).
  • A pile of new feats and a pile of new Final clauses have been added.
  • A section has been added to the end detailing a variant ruleset for buying and selling souls (where the old Fiend pact went, really). This is a preview of Mage's Magnificent SkyMarket, a magic items and variant rules-themed set of releases that we at FFS are planning. In each release going forwards, we're going to have a small SkyMarket section at the end of the PDFs, presenting variant rules, magic items, little extras, or even just design talks. Later, we hope to do a full book of magic items, but right now, it's mostly a thing for adding more content in a fun way to each book.

    In addition, we're testing a feat that a lot of Strength fans might be interested in seeing; Embodiment of Aether, on page 44, allows one to run your save DCs on Strength. We're keeping very close watch on this feat for balance issues, but we hope that it playtests well and is fun to use.

    Changelog:

    Pacts


    • All the pacts are now in one section, in alphabetical order, instead of divided by type of pact.

    • Celestial pact’s Heavenly Body ability’s bonus to damage is now doubled with AoE shapes that don’t use attack rolls.

    • Celestial pact now has a sidebar discussing refluffing and thematics of its “runes.”

    • Court Fey pact’s attunement is now an immediate action instead of an AoO.

    • Added a missing passage stating that the Court Fey’s fey realm at 20th level is actually big, not just one acre. The faerie capstone clause has been renamed to homecoming.

    • Reworded the bonus in Dragon pact’s Draconic Infiltrator to actually give a bonus on Bluffs about your form.

    • Elemental pact’s Consolation Flare ability now procs once per round.

    • Elemental pact’s Elemental Ally ability can be maintained now, instead of needing to resummon each round.

    • Elemental-pact (earth) avowed no longer entomb themselves when they use their capstone.

    • Elemental-pact (water) avowed no longer drown when they use their capstone.

    • Fiend pact has been completely reworked.

    • Old One pact’s attunement has been buffed; it now includes a defensive ability. The telepathy got moved to level 4.

    • Old One pact’s sense has been buffed to also sense mind-affecting effects in addition to fear.

    • Old One pact’s Obey ability has been nerfed; it now requires a standard action to use the Approach, Flee, or Halt commands.

    • Old One pact’s Shatter ability is now optional to perma-insanity people with Flee.

    • Otyugh pact’s Disease Application ability has been nerfed; it now takes a minute to gross-up an object or area, and you can only apply it to one thing at a time. It also now has a listed range (your reach).

    • Self pact’s Strength of Body ability has been replaced with a similar, but different ability in order to synergize more with other weapons and aether channel’s normal effect.

    • Self pact’s Indomitable ability has had a defense against instant death effects added.

    • Shadow pact now has a sidebar suggesting other ways to use Nevercast Shadows in campaigns.

    Clauses and Shapes


    • The avowed now gains 2 shapes at 1st level; one from his pact and one chosen. These cannot be the same shape (preventing getting the second rank early).

    • A large amount of new final clauses have been added, bringing the total up to 25 (we’re now done adding clauses to Avowed 1, with 25 at each grade giving a good amount of choice)

    • Aether channel has been nerfed with regards to off-hand weapons.

    • Aether rounds has been nerfed to only apply to 1/2/3 attacks per round (though the reload applies to the whole round).

    • Aether wave has been renamed to aether cascade.

    • Nightfall now scales further up to deeper darkness, and lets you locate creatures in the darkness made.

    • Aether blade no longer has limited uses per round.

    • Aether blade, aether channel, aether rounds, and aether rampage are now 1/round free actions to use, instead of swift actions. Overall, the swift bottleneck on weaponlike shapes has been lifted to allow for more open design space, after remathing them.

    • Aether blade and aether lance no longer freely substitute Charisma for Strength. This proved to be a bit too good as a free effect, and centralized the class around Charisma to the point that other stats didn’t even matter, so there’s now a cost for it, the Spirited Swordsmanship feat.

    • Aether blade and aether channel now grant Pounce at their 4th ranks instead of free movement.

    • Aether lance 2nd and 3rd ranks have been swapped (again) after reviewing math on them. The enhancement bonus scaling has also been buffed to be nicer at mid levels.

    • Aether retaliation no longer removes your ability to use other shapes in the next round.

    • Agonizing pulse is now a final clause, instead of a greater. It’s otherwise unchanged; it just proved way too good at that level, and more okay at really high levels. Kinetosis Pulse has been added as a greater modulation clause, to fill the gap left by agonizing pulse.

    • Emaciating pulse now procs once per hit/save negates, instead of once per round/save half.

    • Into the night now moves at double speed when shadow walking at night.

    • Nightfall now lasts 24 hours, but you can only have one up at once.

    Feats


    • Aether Armory feat removed.

    • Aetheric Armor, Aether Outburst, Embodiment of Aether, Overcharge Modulation, Spirited Swordsmanship, and Steel’s Betrayal feats added.

    • Mystic Reflexes can now be taken if you have any of the melee weaponlike shapes.

    • The avowed bonus feat list got expanded by a couple more feats.

    Other


    • Typo and wording glitch fixes. So many.

    • The avowed now has a note that as a psychic (if nonstandard) mage, they can use psychic skill unlocks.

    • The finished version of the cover has been added.

    • Layout of the pacts section has been reshuffled.

    • Reordered the Making Pacts section to make it clear that the retraining-into-avowed thing is a general rule.

    • A new magic item, called silver shoes, has been added to the end of Chapter 5.

    • The list of alternate racial favored class bonuses (for 90 races in total) has been finished and added to the class in an appendix at the end.

    • A note about how items like conductive weapons function has been added to the appendix.

    • Added a section at the end with a set of variant rules for soul trading in campaigns. This is a preview of Mage’s Magnificent Skymarket, a later set of projects that will be a place for magic items, variant rules, and other options that fit its tone and themes.

    In any case, I wanted to thank everyone again for your patience and support. Now that Avowed 1 is in full beta, we're going to be grinding away the rest of Avowed 2, so we can get the new archetypes, pacts, and options to your game tables as quickly as humanly possible!

  • Grand Lodge

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    Hmm, the Nation Avowed could work fairly well in building Undyne from Undertale. The ability "Hearts Beat As One" is eerily named and appropriate, and her being the captain of her king's royal guard works well with the more military focus it appears to have.


    Ooh, fully bookmarked. I love your work even just for that, Forrest. I especially adore the heart's burning intensity that a Self-pact avowed with Balefire Infusion inflicts on people. The only thing I find hinky about that class feature is that the three free invokes are used up first even if you don't use the feat for free (such as by paying to convert the damage to irresistible).
    • Steel's Betrayal is plain hilarious.
    • Potential better wording in Spirited Swordsmanship is "When used in this way, your Charisma modifier to damage is multiplied by 1/2 for a shape wielded in an off-hand and multiplied by 1-1/2 for one wielded in two hands."
    • Lingering Pulse is missing a few words in the core of its effect (filling the area created).
    • Here's a catch: Dreamscarred Press is singular (being a company, a collection of people), so you'd refer to Dreamscarred Press's Ultimate Psionics, barring more pressing style reasons to do otherwise.
    • GM guidance question: Does a deaf oracle/avowed (who "casts all of her spells as if they were modified by the Silent Spell feat") still use verbal components for her clauses?


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    Got another update today, with some typo fixes people caught and a couple quick changes, along with a table of contents being added, cus I neglected that before. Sorry.

    Thanks again for all of your support and feedback.

    Changelog:

    Pacts
  • Fiend pact attunement now scales.
  • Old One pact sense had the “you can exclude people from the sense” that other pacts got added to its sense.
    Clauses and Shapes
  • Fixed an issue with aether grasp’s 4th rank conflicting with the third one.

    Feats

  • Aether outburst no longer blows up its caster.
  • Mystic Reflexes now grants you threat range to actually hit things with it.
  • Steel’s Betrayal now has a bookmark.
    Other
  • A couple typo fixes.
  • Table of contents added.
  • Iron Heart wrote:

    Ooh, fully bookmarked. I love your work even just for that, Forrest. I especially adore the heart's burning intensity that a Self-pact avowed with Balefire Infusion inflicts on people. The only thing I find hinky about that class feature is that the three free invokes are used up first even if you don't use the feat for free (such as by paying to convert the damage to irresistible).

    • Steel's Betrayal is plain hilarious.
    • Potential better wording in Spirited Swordsmanship is "When used in this way, your Charisma modifier to damage is multiplied by 1/2 for a shape wielded in an off-hand and multiplied by 1-1/2 for one wielded in two hands."
    • Lingering Pulse is missing a few words in the core of its effect (filling the area created).
    • Here's a catch: Dreamscarred Press is singular (being a company, a collection of people), so you'd refer to Dreamscarred Press's Ultimate Psionics, barring more pressing style reasons to do otherwise.
    • GM guidance question: Does a deaf oracle/avowed (who "casts all of her spells as if they were modified by the Silent Spell feat") still use verbal components for her clauses?

    The typo catches and wording suggestions I've added in; the thing with DSP's name I'm iffier on, I'll get back to that. For the GM guidance, I would say that they shouldn't need verbal components. I'm not sure where to put the sidebar about it, so I'll get that in the next update. Good thought though, thank you.

    Jonathon Wilder wrote:
    Hmm, the Nation Avowed could work fairly well in building Undyne from Undertale. The ability "Hearts Beat As One" is eerily named and appropriate, and her being the captain of her king's royal guard works well with the more military focus it appears to have.

    Spoiler:
    It is in fact a reference

    I ask anyone that hasn't already: Please go play Undertale. You might see some spoilers. It's available at Undertale.com with a demo if you want a taste for the gameplay and writing.

    As for this update: What an amazing foreword.

    Balefire Infusion:
    Still feeling that converting the entirety of aether pulse damage to balefire should keep that use from counting against the limit of Empower Spell-Like Ability, or else the uses past the first three should carry a higher cost. An avowed who pays burn for seven invokes in a day, then uses three basic blasts after that pays 7 burn total and gets 7 blasts' worth of irresistable fire-like damage across 10 blasts, while an avowed who doesn't pay burn for the first three invokes on otherwise basic blasts but also pays for 7 extra invokes still pays 7 burn, getting the equivalent of 8 blasts' worth of balefire across those same 10 blasts.
    This could all be negated by the fact that it's suboptimal in the moment while you're rationing out the feat's uses like that, but it feels wrong all the same.
    You could also stand to be entirely unambiguous with the 10th level upgrade by saying "the avowed gains Quicken Spell-Like Ability (aether pulse) as a bonus feat, using it in exactly the same manner (including converting his aether pulse's damage if he accepts burn, and accepting burn to use it after running out of uses for the day)," if you're not going to do anything about this.

    An avowed's flight from Ascension is Supernatural and makes no mention of wings, but how friggin' cool would it be to have the option of wings? (Tip: Unlike 3.5, the rules for flying give only three solid differences for winged flight: Failed-by-5 checks send you plummeting, damage forces a check against losing altitude, and colliding with an object forces a check against plummeting. Other than that and the obvious effect of paralysis, it's up to individual effects that distinguish them.)


    I wanted to chime in and say that your work is down right impressive Forrestfire. This iteration of the warlock is probably one of the best I have ever seen. The abilities/write-up/fluff is exemplary. I only have one slight request .... please, please, please include a death pact in Avowed I.

    Cheers
    Volf


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    Volvogg wrote:

    I wanted to chime in and say that your work is down right impressive Forrestfire. This iteration of the warlock is probably one of the best I have ever seen. The abilities/write-up/fluff is exemplary. I only have one slight request .... please, please, please include a death pact in Avowed I.

    Cheers
    Volf

    There won't be a Death pact in Avowed 1, but we're looking at adding an Undead pact, which will have likely similar thematics to the idea, in Avowed 2, and a larger-scale "with the concept of death" pact later down the line.


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    Okay, got a small update today, mostly some mistakes that got caught last night, and a few small changes. The Avowed can be found at this link, as usual.

    Changelog:

    Clauses and Shapes
  • Aether channel, aether rounds, and aether rampage are now properly free actions to use.
  • Aether channel’s BAB enhancement has been fixed to also apply to thrown.
  • Aether circus’ miss chance against things you can’t “see” has been changed to “perceive,” like similar effects here.
  • Weatherproofing now properly affects riders like Lingering Pulse.

    Feats

  • Removed legacy text on Aether Duelist about aether blades vanishing.
  • Added a minimum damage for level 1 off-hand Aether Duelist blades.
  • Deaf Oracles now get Silent Recitation for free, like they do with Silent Spell.

    Other

  • Balefire Infusion now has any burn-accepting Empower/Quicken not expend a use.
  • Profane damage has a sidebar explaining what it is.

  • Let's say you've got one of various... alternative burn types, such as the Gambler's, the Legendary Kineticist's and so on.

    Does Balefire Infusion's Burn stack to those, or does it create its own standard-burn stack that would have combined with a regular kineticist's?


    Jamie Charlan wrote:

    Let's say you've got one of various... alternative burn types, such as the Gambler's, the Legendary Kineticist's and so on.

    Does Balefire Infusion's Burn stack to those, or does it create its own standard-burn stack that would have combined with a regular kineticist's?

    It works like normal burn, unless your GM is allowing it to work otherwise. One thing to note is that Balefire Infusion's effect (which specifies how its burn works) functions slightly differently from normal burn—if used by an undead creature, it temporarily reduces their maximum hit points, instead of just failing.


    Nation Pact > Pact Empowerments > Squad Tactics: "You may only it once per round, however." missing a word, probably "use" after "only"
    "then make an attack as if by your on my command ability." capitalization of the On My Command ability
    "At 18th level, you can affect up to three allies when you use activate on my command as a standard action." redundancy: "use activate" should be either "use" or "activate. also, capitalizatin of the On My Command ability

    Nation Pact > Pact Empowerments > True Patriot: "such selling state secrets" missing a word, probably "as" after "such"

    Old One Pact > Pact Empowerments: heading says "One One" instead of "Old One".

    Clauses > Aether Lance: "When you do, you attack with an aether lance at the end of the charge instead of making a normal weapon." missing a word, probably "attack" after "weapon4

    Clauses > Least Clauses > Lock and Key: Does this still detonate and deal damage if the arcane lock is opened "properly" (ie, by the caster)?

    Clauses > Lesser Clauses > Insectile Transformation: Is there a particular reason you had this use a version of Beast Shape modified to use vermin forms instead of simply using a Vermin Shape spell in place of a Beast Shape one?

    Clauses > Greater Clauses > Maddening Pulse: "A creature damaged it must succeed" missing a word, probably "by" after "damaged"

    Steel's Betrayal (Combat) feat: This is, at most, one point of damage gained per one point of attack bonus effectively lost. Power attack is twice that, and is still underpowered. The problem, with both of these feats, is that the cost of losing attack bonus is proportional to the amount of damage dealt (or other benefit gained) per hit. Thus, things like Steel's Betrayal and Power Attack are decent at very low optimization levels, but the better the rest of your build is, the more these two feats suck, and the rest of your build doesn't have to get all that good for these feats to start sucking pretty bad. This also means that these are feats only supportive of a martial striker role, that are at their worst on a martial striker build.


    For the Fetch court fey pact clause, I wouldn't call a duration becoming "instantaneous" an increase, per se, even if it does lead to harder-to-reverse effects than "permanent".

    Grand Lodge

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    Forrestfire wrote:
    It is in fact a reference.

    Glad to see another Undertale fan!


    Currently running it on a one week flash campaign and I must say, the Avowed is a powerhouse. However I want to ask-due to how the feat is worded and how many dms have clarified that vital strike does allow ranged attacks to work with it- if one were to vital strike aether barrage, would it affect only one of the shots or all 3-if one grabbed all three-? In estimate the average by the time one can grab vital strike is 4d8 aether pulse damage. Barrage grabbed 3 times at least will increase that to 12d8 in one standard action all hitting touch ac, and vital strike says to double the dice throw, would it affect only one of those shots-basically adding another 4d8- or all 3 since it is one attack that becomes 3 when fired. Just asking so that if it does work like the latter it can be reworked to not work on all 3 shots-would have been a whoppin 24d8 at 8th level.


    Vital Strike only applies to the attack action, which aether barrage definitely is not. It's completely incompatible with everything but aether blade (which could double/triple its base damage, but given it's touch attacks, you'd be better off just full attacking with it and saving the feats).

    Also, a minor thing, but aether barrage is a full-round action to use, not a standard action.


    Ahh ok thanks for the clarification-and I prefer using a vital strike aether pulse via aether rounds to hit touch ac and increase dmg output- still good to know. Still a vicious dmg progression though, balanced in some ways but if played for blasting support is quite amazing and comparable to a full caster.


    MihaelZ64 wrote:
    Ahh ok thanks for the clarification-and I prefer using a vital strike aether pulse via aether rounds to hit touch ac and increase dmg output- still good to know. Still a vicious dmg progression though, balanced in some ways but if played for blasting support is quite amazing and comparable to a full caster.

    Like sneak attack, aether channel and aether rounds are bonus damage, and not multiplied by vital strike.


    The normal damage is, and if you are going for blasting and using a gun with a feat, you are blasting the aether pulse and double damage from weapon. It's all stacking damage to make each hit count for those who dislike multi hits with higher risk of failure. So with a gun it would be what, 2d8 plus the aether pulse? with a rogue you would use aether blade and gang up to get sneak attack constant and once vital strike goes in the aether pulse and sneak attack will make it all the more glorious.


    MihaelZ64 wrote:
    The normal damage is, and if you are going for blasting and using a gun with a feat, you are blasting the aether pulse and double damage from weapon. It's all stacking damage to make each hit count for those who dislike multi hits with higher risk of failure. So with a gun it would be what, 2d8 plus the aether pulse? with a rogue you would use aether blade and gang up to get sneak attack constant and once vital strike goes in the aether pulse and sneak attack will make it all the more glorious.

    Given Vital Pulse only works with the standard action Attack action, and not full attacks, it's not particularly effective with aether channel or rounds - you'd be better off full attacking in almost all situations, as that allows you to deal aether pulse damage multiple times per round, whereas aether channel/rounds + vital strike does not.


    Channel and rounds are free actions not standards though. So if using a gun and you want to do just a tad more damage you can do so-especially if you are taking vital strike in case you find an anti magic field area which would say no more epic powers for you- therefore it is a good backup. Also after fighting a bloody dragon with just three guys and only one of us able to hit touch ac, yeah gun plus aether pulse= easy huge monster kills, not to mention the extra near infinite ammo of aether rounds, so you are not making any workable point. Not to mention, full attack also means no re-positioning and you only do that if you have the enemy pinned and know you will be safe.


    Mihael, you might not be following the game rules. It goes like this: You spend a free action to activate aether channel or aether rounds. What next?
    Let's say you spend your standard action to use the "Attack" action on page 182 of the Core Rulebook ("Making an attack is a standard action"). You get Vital Strike to modify your single basic weapon attack (you don't make any others unless an ability says you do), and add +6d8 damage from your pulse shape.
    How about you make a full attack and (because it's not the "Attack" action) Vital Strike does not apply? You still get to add your, say, +6d8 damage from your pulse shape to each successful hit (rather than just the one).


    A wording suggestion for zones.
    "Some clauses have the zone descriptor noted in their description. These clauses create unique area effects that cannot overlap with another zone. If a new zone completely covers another zone, the older zone ends. Otherwise, where there's an overlap, the newer zone takes effect, suppressing older zones in its area."
    As well, it might behoove you to remove the term 'zone' from the Air Lock clause, or make it a Zone clause.


    Is it intentional that Steel's Betrayal works with close-range firearms?


    Belltrap wrote:
    Is it intentional that Steel's Betrayal works with close-range firearms?

    "When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim."

    The Exchange

    How is Aether Grasp intended to interact with Greater Grapple/Rapid grapple? As it's written, it seems to want you to pursue the further grappling feats, but the Shape itself is a standard action.

    Edit: i think I've got it figured out. Standard action to activate, then the modifier it applies lasts until the grapple is released, or the grapple is broken? Am i interpreting that correctly?


    Edgar Lamoureux wrote:

    How is Aether Grasp intended to interact with Greater Grapple/Rapid grapple? As it's written, it seems to want you to pursue the further grappling feats, but the Shape itself is a standard action.

    Edit: i think I've got it figured out. Standard action to activate, then the modifier it applies lasts until the grapple is released, or the grapple is broken? Am i interpreting that correctly?

    You've got it right there. Greater Grapple and Rapid Grapple don't actually allow you to start a grapple as another action, just maintain one, and aether grasp has the following to say about that:

    Quote:

    You gain a bonus equal to your Charisma bonus (if any) on combat maneuver checks when using this ability, including to maintain the grapple.

    If you successfully grapple the target, you discharge your aether pulse against them, dealing your aether pulse damage to them and affecting them with the modulation applied alongside this shape (if any). You also discharge another aether pulse against them when you successfully maintain your grapple.

    By default, it goes like this:

    • Standard Action—Activate aether grasp and grapple. Discharge an aether pulse if you succeed.
    • Next turn Standard Action—Maintain aether grasp's grapple, discharging an aether pulse with the same modulation if you succeed, and using one of the effects listed in the grapple rules. Repeat on further turns.

    With later investment into Greater Grapple (online at level 6-7, depending on FCB bonus feat) and/or Rapid Grapple (online at 9), and presumably continued boosting of your CMB to keep up, it's this:

    • Standard Action—Activate aether grasp and grapple. Discharge an aether pulse if you succeed.
    • Move Action—Maintain aether grasp's grapple using Greater Grapple, discharging an aether pulse with the same modulation if you succeed, and using one of the effects listed in the grapple rules. This first one autosucceeds on the grapple check (effectively, taking the feat gives you an "iterative attack," albeit one that targets a defense that will tend to be way higher than AC).
    • Swift Action—Maintain aether grasp's grapple using Swift Grapple, discharging an aether pulse with the same modulation if you succeed, and using one of the effects listed in the grapple rules. You take a –5 penalty on your check with this.

    Then in your next turn, you can either drop the grapple and redo this round with a different modulation, or continue the same aether grasp, maintaining twice (two move actions) and then using Rapid Grapple for a third, penalized check.

    The Exchange

    Alright, thank you for clarification nonetheless! Grappling is weird, but that may just be my never having done so in Pathfinder speaking up. While I'd laughed at the idea at first, an Aether Grasp-focused Avowed (provided you can keep your CMB competitive) can be quite effective at shutting opponents down, especially if you invest further in grapple feats, like Chokehold.

    It's certainly a scary thought, and hopefully one I can bring to fruition sometime relatively soon.


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    Heyo! I hope you all had a wonderful holiday season (or, at least, a non-terrible one, particularly for those like me who worked all across Christmas), and a happy New Years.

    Got a couple things for you today.

    First, there’s an update to The Avowed: Promises of Power. This update includes a lot of small fixes and adjustments. The biggest one is that aether rounds has been restored to something closer to its original power (we overnerfed it), but with some tweaks to keep it sane. Lots of typo fixes, a couple balance tweaks.

    Changelog:

    Pacts
    • Celestial pact’s Heavenly Body now adds its bonus as a sacred bonus, not untyped.
    • Celestial pact’s rune of penance now notes that creatures are aware of the punishment it can cause.
    • Court Fey pact’s attunement clarified—it redirects to one target, not every possible target.
    • Fiend pact’s Disquieting Gaze is now 1/round.
    • Shadow pact’s attunement now grants a defensive benefit if you go fast.

    Clauses and Shapes

    • Aether pulses now carry elemental descriptors if they deal energy damage.
    • Aether channel has been adjusted to have lowered damage when making touch attacks with weapons, in addition to with TWF.
    • Aether rampage’s rend is now Strength or Charisma, not just Charisma.
    • Aether retaliation lets you melee if you have aether blow.
    • Aether rounds has been buffed back up to applying to every attack, but adjusted to have lowered damage with TWF and touch attacks.
    • Air lock’s phrasing was adjusted to not reference “zones.”
    • Weatherproofing notes that it affects riders on the pulses too.

    Feats

    • Aetheric Armor has had its prerequisites loosened a bit to allow for non-pure-muscle avowed to grab it.
    • Embodiment of Aether now also swaps for pact abilities that rely on Cha, but no longer buffs Spellcraft.
    • Merciful Pulse now works for clause damage too.

    Other

    • Typooooo fixes.
    • Clauses can now be dismissed (it’s in the base class’ clause section).
    • Starting age of the class has been added.
    • Specific names of multiple websites have been removed from the Specials Thanks section in order to prevent any trouble that it might cause if said websites don’t want me listing them.

    Second, it’s the end of the month, and so we’re bringing you this month’s (and part of last month’s) project. The playtest materials for The Avowed: Heart and Soul can be found in this Google doc. This has been a long time in the coming, but sadly, it’s not quite done yet. We’re putting the playtest up in its alpha form, much like Avowed 1 was. However, this time, it’s a lot more complete than the first pdf of A1 was… And, of course, big. This 43-page doc includes the following:

    • The Aspirant, an avowed archetype based on transforming into something greater. They give up all-day usage in exchange for increased power for a very limited time per day.
    • The Betrothed, an avowed archetype based around having a particularly close relationship with one’s patron—not necessarily romantic, but that’s certainly an option. This archetype brings a companion to the table, as an ally in and outside of combat.
    • Two new pacts: Divine (patron) and Undead (symbiotic).
    • Subpacts! These are like mini-archetypes for individual pacts. In The Avowed: Heart and Soul, we’re including subpacts for the Celestial, Fiend, and Undead pacts, for various different subsets of the larger groups of beings.
    • A new shape, aether well, which leaves damaging areas around the battlefield.
    • Four new clauses for all avowed to take; one a skill buff and the other three modulations.
    • A new race, the Penitent. These beings are souls returned from the lower planes to find redemption—or fall back into damnation. We’ve included the base race as well as several alternate racial traits, a set of alternate favored class bonuses, and a race trait for them.
    • And speaking of traits, in addition to the race trait for the Penitents, there’s two generic traits for people to take, that tie into the Penitent’s fluff, but aren’t limited to only them.
    • Finally, we have 13 new feats—eleven for the avowed bonus feat lists, and two new damnation feats.

    Avowed 2 isn’t finished yet, but most of the content is up. In the coming days and weeks, we’ll be adding the rest of the pacts’ Aspirant and Betrothed versions, as well as possibly new feats or expanded stuff as needed. In any case, here’s A2, and there’s more to come. Enjoy, and happy New Years!


    Penitents' Humanoid Origin ability says "If he chooses human..." but does not allow choosing human as written ("a penitents must choose a humanoid subtype from the following list: dwarf, elf, goblinoid, orc, tengu, kitsune, strix, vanara or reptilian").

    Apologies for starting with that nitpick; I am quite enjoying Heart and Soul thus far!


    1 person marked this as a favorite.
    LordInsane wrote:

    Penitents' Humanoid Origin ability says "If he chooses human..." but does not allow choosing human as written ("a penitents must choose a humanoid subtype from the following list: dwarf, elf, goblinoid, orc, tengu, kitsune, strix, vanara or reptilian").

    Apologies for starting with that nitpick; I am quite enjoying Heart and Soul thus far!

    Whoops! Fixed.


    Hey all! Got some updates in response to feedback for both A1 and A2 coming (likely tomorrow), but for today, I have an important announcement to make about the format of FFS' patreon, and the size of our releases.

    The announcement can be found here. Thanks again for all your feedback and help on our projects.

    If you're a $5 or more patron, you can also go here to cast your vote for January's project, ideally after reading the above post.

    Have a happy new year!


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    Augh, sorry for the triple post, but I've just pushed an update to Avowed 1's PDF:

    Clauses and Shapes
    - Aether Barrage has been fully reworked after taking a further look at it.
    - Aether Grasp’s “(see text)” has been removed—it was meant to imply that the grapple maintaining was part of it, but so far it’s just caused confusion.
    Feats
    - Empower Spell-Like Ability now has a note saying that for multi-round aether pulses, you need to expend a use for each round (so you can’t, say, open with an Empowered swarm thn reap the benefits for an entire fight).
    Other
    - Clarified that going into mystic theurge doesn't double-dip clause progression


    Aether Barrage could be nice now, especially given Steel's Betrayal (feedback on which was given upthread, and seemingly missed).

    Not sure I'm a fan of a potentially useless third selection on Aether Barrage if you still want the fourth (which you do, regardless of your Charisma). I suppose Strength builds are already using Embodiment of Aether, but Dexterity builds are probably not, and even then, Embodiment of Aether only maybe applies its effect in that case (depending on whether Aether Barrage 3rd Selection is "your aether pulse" for the feat's declaration of what it applies to).
    If you're using Embodiment of Aether to qualify for Aetheric Armor (a very handy feat), I can see it, but it's still then a feat taken for two questionable values (as a prerequisite and for maybe a few points of damage over the minimum +0) rather than one or two really solid ones.

    As for the final benefit of Embodiment of Aether, does this effect stack additively (like normal game math, for 0%) or multiplicatively (for a total 25% cost) when an indebted creature dies and is raised with their soul gem?


    The new race (Penitent) is awesome! I am assuming that it's inspired by the 3.5 Hellbred race?

    Cheers
    Volf


    1 person marked this as a favorite.

    Don't quite have the energy or time right now to address comments in full, but rest assured, they're being accounted for for the full beta of Avowed 2, and the next update of Avowed 1.

    In addition, the votes are tallied for this month's project now that the week's over, and the end result is that FFS will be creating the start of our technological stuff project. Expect a small release (for FFS; we're shooting for about 16-20 pages in Google Docs/12 worth of PDF for this month, since we also want to focus on Avowed 2's beta) at the end of the month along those lines.

    Thanks again for all of your feedback, and have a good one!

    Volvogg wrote:

    The new race (Penitent) is awesome! I am assuming that it's inspired by the 3.5 Hellbred race?

    Cheers
    Volf

    Yep! Taveena and I always enjoyed the concept, so she wrote something inspired by it, though running on a different base fluff.


    Is there any chance of getting the Aspirant a clause that allows Embodiment of Aether to also switch strength in place of charisma for determining rounds per day of aspiration form?


    1 person marked this as a favorite.
    Kymera wrote:
    Is there any chance of getting the Aspirant a clause that allows Embodiment of Aether to also switch strength in place of charisma for determining rounds per day of aspiration form?

    I need to adjust the wording on Embodiment of Aether. I just checked it and realized that it should do that by default, but it doesn't. In the next update to A1 (coming sometime this week; we've received a lot of feedback, done some more testing, and are tweaking a few things in addition to the work on A2), it'll do that properly.


    Looking over A1 and A2 I noticed the only detecting magic options for Avowed seem to be limited to objects specifically (the Reveal Your Secrets clause) or automatic within 30 ft but limited to spells being cast on two very limited specific lists and requiring being a specific pact (Divine Pact) - is this a deliberate design choice?


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    LordInsane wrote:
    Looking over A1 and A2 I noticed the only detecting magic options for Avowed seem to be limited to objects specifically (the Reveal Your Secrets clause) or automatic within 30 ft but limited to spells being cast on two very limited specific lists and requiring being a specific pact (Divine Pact) - is this a deliberate design choice?

    Nope, not at all. We just missed it, repeatedly. It'll be in the next update. Thanks to spending a week of time away and unable to do work on the Avowed 1 document, there's a lot of stuff to put into it. Hoping to get it done and uploaded soon, though!


    The celestial pact's heavenly body ability and the blood of angels ability that replaces it for the Agathion subpact both grant 1/2 Con bonus as an increase to save DCs for pulses and clauses, but the bonus is a Sacred bonus for the base pact, and a direct application of the halved ability bonus to that DC for the subpact. Is this intentional?


    2 people marked this as a favorite.

    Hello all! It's been a very long time, and I'm sorry for the long delay. Between between travel, wonkiness with work hours, and illness, we haven't been able until now to get everything we wanted done, done. However, today we've got an update each for both Avowed 1 and Avowed 2. The changelogs are long, and there's a lot of ground to cover, so instead of grappling with this forum's formatting restrictions, I've posted it up in this post on Giant in the Playground's forums, so I would like to direct people there to read the changelogs for A1 and A2, as well as look for responses to their thoughts.

    As always, I hope you enjoy the work we've uploaded, and look forward to your feedback.


    Very minor thing: Eyes of Fate isn't listed on the list of shapes and clauses.


    LordInsane wrote:
    Very minor thing: Eyes of Fate isn't listed on the list of shapes and clauses.

    Aha, my bad. Forgot to add it, thanks for the catch.


    If I am reading it correctly, Of Two Minds in A2 can't be taken by an Avowed with Pactbound Guardian (since feats are not class features, so it is not an allied creature granted by a class feature). Is this deliberate, to keep it restricted to the tighter bonds of betrothed, witches and druids (among others)?


    I notice that Aether Grasp provides a lot of bonuses to your Grapple CMB, but none to CMD (Which is pretty bad news for a medium BAB character, but might be a legitimate balancing decision). Is Grasp intended to be rather easy to escape/reverse?

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