Big update posted on the first page for easy reading. Here it is if you find yourself starting on this post.
Hey everybody,
We combed through the feedback we received on our recent packet for the Pathfinder version of Mystical: Kingdom of Monsters, and we've heard you loud and clear.
First, we are currently in the process of moving to a singular source of art and plan to offer a better definition of the game through it. Bear with us, this was the largest of the shifts we're making, so I can't guarantee how quickly we'll have something solid to show you, but you can use our preview of the Girl with her Rust Monster companion for an idea.
Next, we've tackled the monster trainer from a new perspective. With some new tricks up his sleave, the trainer becomes more of a force to be reckoned with. Below are some descriptive examples while we iron out the rest of the mechanical details for our impending next packet update.
So please, take a moment to see the strides we're making in getting this project to be a great product for everybody. Look at the heart and soul we're putting into this as we design it. Then please, consider joining us and helping get the last of what we need for our Kickstarter.
Mystical: Kingdom of Monsters on Kickstarter
Thank you, and we look forward to seeing you soon!
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Monster Trainers have learned how to tap into the natural well of arcane power that lives within all sentient beings. It is the same power from which sorcerers manifest their bloodlines and with which summoners bond to their strange, beautiful creations. This power grants them the unique ability to tether the essence of monsters to their souls.
But a trainer’s gift comes with a price. If he tries to control a monster beyond his talents, the trainer may lose control at the worst possible time. Tales are shared to scare children around campfires of trainers who have lost control of a powerful monster, only to wake up the following morning in the ruins of their hometown.
Regardless of the risk, the drive to capture new and more powerful monsters is a craving that a trainer cannot resist. They travel the kingdoms alone or in the company of other adventurers, always in search of stronger monsters so that they too can become more powerful. This craving is a fact well known to any who have heard of the trainer, and it is the subject of much study and debate among researchers.
Attack: The trainer needs a reasonable attack in order to protect himself when his monster is unavailable or his enemies come for him directly.
Saves: The trainer has given up his reflex in lieu of Will; though some trainers are nimble, most are less likely to be mind controlled than burned by a fireball.
Spells: The trainer gains spells, but only when a monster he controls can cast them. If he uses a monster without spells, he has a strong ally with which to battle and nothing from which to draw his arcane power.
Trainer Aura: The trainer manifests an aura that he uses to capture and control monsters. Some trainers display this aura proudly as a halo of muddled colors around their head or a satchel containing orbs in which their monsters are held.
Monster Training: The monster trainer is the master of raising creatures. Only humanoids and monstrous humanoids are outside of most trainers' purview.
Carbuncle: These mischievous creatures are naturally drawn to the trainer's aura and their spells make them valuable companions at both early and later levels.
Favored Enemy: Like a ranger, the trainer knows well what he's up against, though his studies are more broad and less powerful.
Empathy: The trainer's aura makes him more affluent with the monster's he's captured previously.
Trainer Perks: Scaling these back to a more manageable total and allowing them to better define the trainer's relation with his monsters.
Improved Aura: As the trainer grows in power, so too does his influence.
Shared Senses: Similar to druids, wizards, and summoners, the trainer begins to take on more aspects of his active monsters.
Supernatural Trainer: Over time, the trainer's proximity to his monsters teaches him how to harness some of their innate power.
Great Trainer: As the trainer continues to master his skill, his work pays off and it becomes easier for him to capture some monsters.
Temporary Control: If there's a monster nearby, the trainer can briefly gain control of it to complete a necessary task.
Channel Monster: Now that the trainer has started to manifest more of his power, he can channel the essence of his monsters even while some of them are inactive.
Extraordinary Trainer: The trainer eventually learns to mimic the majority of his monster's talents, no matter how spectacular.
Master Trainer: If you could have 1 monster, guaranteed, what would it be? Choose carefully, for you may not get to take it back.
The Monster Within: The trainer achieves his own minor apotheosis as he learns to harness the greater tenets of what a monster is.
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