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I guess the question is - would you let this ioun stone allow someone whose tongue has been cut out to speak? Someone under a silence spell? Someone simply gagged?
Effectively, the knowledge of how to speak a language is different from the physical capability to produce the correct sounds to form speech.
Also, while awaken does grant the target the ability to speak, many magical beasts, such as griffons are intelligent but have a Language block of "Languages Common (cannot speak)"
It's worth pointing out that the archetype does say you can replace, not must, so if the power you wanted is the default monk ability there, you can keep it.
But there's no way to choose a 6th level power until you're level 7, as Gauss said. And no, there's never been an explanation, to the best of my knowledge.
I would say no. The stone gives you the ability to speak a language, but it doesn't give you the ability to speak. If you're polymorphed into a creature that can make speech-type sounds (like a parrot), you can benefit from it. But if you can't make the right type of sounds, it's not helpful to know how to make them.
It's not about "How can I slow them down?", it's about "How can I move faster?" Taken as a whole (so you can stop to cast a spell), a turn you're panicked is valid if you can say "I got as far away from the thing as I could". Slowing them doesn't move you any further away, so is invalid. Casting haste on yourself gives you (usually) the same movement as a double move, so is valid.
There's nothing official backing that policy, but it's a good rule of thumb for on-the-spot GMing that fits the intent.
That's, surprisingly, a 26 point buy. Looks pretty good for a MAD class... maybe I'll be a monk?
What I need is a store that actually runs pathfinder stuff. The closest store literally has a table run by an anti pathfinder. They sell no pathfinder stuff, but sell plenty of D&D stuff. I have been playing D&D 4e there but I can't get as excited for it as pathfinder. Just due to the fact its so streamlined... Thats a big reason why I don't buy the books, not just cause the prices, no. The prices are reasonable. Just theres no use for them.
Kindof OT for this thread, but can you run Pathfinder there on a different night? Or are the store owners personally opposed? Any logically-run gaming store should have at least a small quantity of Pathfinder products (given how well they reportedly sell), but not all gaming stores are logically run.
I like the notion of "If you have been logged out for X time, you will log back in at the nearest shrine. Or nearest bind point." I think nearest shrine is less abusable for trade purposes.
I like this idea. I'd also suggest some form of limited immunity after logging in. If for no other reason than sometimes the server thinks you're logged in before your graphics card has caught up. Something like "You're immune to damage for one minute after logging in or after moving more than X (short) distance from the shrine."
The paizo staff on the boards have stated that you cannot gain the same attribute to damage more than once. (Ie. Trying to take trench fighter and gunslinger.) I don't believe that it is ever, explicitly, stated in the books though.
Do you have a link to a source who isn't James Jacobs (who insists that we not take his rulings as other than good-advice-house-rules)?
I would not, however, allow someone to add dexterity twice to their CMB through Fury's Fall and Agile Maneuvers, as there is no precedent for this ability on an attack roll.
Then you ought to be banning Fury's Fall, not the combination. There's no precedent for adding a second stat into your CMB, but there is precedent for using a different stat in the first place (Weapon Finesse).
As Jiggy said:
"add this on top of your normal bonus" and "add this instead of your normal bonus" are two very different things, not different ways of doing the same thing.
That said, you are free to do whatever you want in your home game, whether or not your reasoning makes sense to the rest of us.
The simplest interpretation is that the source of the bonus can only be applied once, but the value of the bonus can be the same from multiple sources. If it just so happens that the value of two different bonuses are both equal to your Dex score, then that's fine. Just as it would be if you were adding Wis and Dex and had the same score in both.
I'm rather confused by when the message boards uses a secure HTTP connection and when it doesn't. For example, the top level page of the messageboards (https://secure.paizo.com/paizo/messageboards) is secured, but the level one down from it (http://paizo.com/paizo/messageboards/paizo) isn't. Making new posts is, and quick-reply posts to a secure URL, but viewing threads is still regular HTTP.
Can we get an all-https version? Are there technical reasons we can't?
Ooh, good point. I'd thought about it, but not really thought about it. The first part I knew, but the second I'd completely missed.
Could be an interesting challenge, though.
Xizor doesn't eat anyone... He just feeds off of all the fear the rest of you generate from your victims. You're handy to have around.
As far as finishing him goes, I'm wrapping him up now.
You missed me, with Xizor. I haven't made an alias for him yet. I also haven't bought any items yet either - I'll probably get a chance to do that tomorrow night.
Another thing I have yet to do is really go into his personality or backstory much. Very much a flat statblock at the moment, but that's something else I hope to take care of tomorrow.
If I'm chosen late enough on Friday night, I won't be at a computer to see it until some point in the afternoon or evening on Saturday. Just a heads up that I'm not MIA. If I'm not chosen, then I still won't know, but no one will be expecting me to post. ;)
Zain Ashvale wrote:
I'd suggest either an "Extra Race Point" feat, equivalent to (and restricted like) the Extra Evolution Point feat, or just a flat EP-to-RP conversion ratio.
But what race options would you want that aren't available to eidolons? It might just be easier to package them up, and say "This costs X EP" than trying to price each one individually.
Well, here's the rough draft of Xizor - the Will-o-wisp synthesist who always wanted to have a body. I'm picturing the eidolon as a glowing humanoid shape that forms around the glowing sphere which is Xizor - effectively an extension of a will-o-wisp's natural glow and ability to create patterns (they don't always look like a skull).
Lesser Will-o'-Wisp Summoner (Synthesist) 2
CE Medium aberration (air)
Init +1; Senses darkvision 60 ft., scent; Perception +15
AC 20, touch 16, flat-footed 19 (+1 Dex, +4 natural, +5 deflection)
hp 81 (9d8+9)
Fort +3, Ref +3, Will +11
Defensive Abilities natural invisibility; Immune immunity to magic
Speed 10 ft., fly 50 ft. (perfect)
Melee 2 claws +11 (1d6+4)
Special Attacks shock 2d8
Spell-Like Abilities (CL 7th; concentration +13)
. . 9/day—summon monster
Summoner (Synthesist) Spells Known (CL 2nd; concentration +8):
. . 1st (4/day)—mage armor, magic fang, unseen servant
. . 0 (at will)—detect magic, light, mage hand, message, read magic
Str 1 (19), Dex 28 (13), Con 10 (13), Int 20, Wis 17, Cha 22
Base Atk +7; CMB +11; CMD 27 (can't be tripped)
Feats Cornugon Smash, Flyby Attack, Power Attack, Weapon Finesse
Skills Acrobatics +5 (-3 jump), Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nature) +9, Knowledge (planes) +9, Perception +15, Spellcraft +17, Stealth +13 (+33 while moving or +40 while still vs. foes who can't see invisible), Use Magic Device +18
Languages Abyssal, Aklo, Common, Giant, Goblin, Undercommon
SQ eidolon link, feed on fear, fused eidolon, fused link, share spells with eidolon
Other Gear 25,000 gp
Fused Eidolon - 0/22
Summon Monster I (9/day) (Sp) - 0/9
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Flight (50 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) +20/+40 stealth and +2 attack vs foes who can't see invisibility.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Shock 2d8 The Will-o'-Wisp deals 2d8 electricity damage with a melee touch attack.
Summon Monster I (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
A questions for Remnant:
Cool. I won't lower my strength and end up with a negative score after my racial -9, though. :) "Help, I can't move!"
Ok, I'm making a Lesser Will-o-Wisp by dropping two HD, which includes losing one feat (Improved Initiative) and one stat point from Dex. Then I'll add two Synthesist levels and call it a day.
Edit: What do monster races do for stats? Treat their racial stats as modifiers to the standard 11/11/11/10/10/10 array and spend 25 points? Or go with them as written?
Just for reference HERE is the recruitment post that this is based on (as opposed to the idea post in the top of this thread), including the Lesser Lich option.
And Remnant beats me to it by 2 minutes.
Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.
Well, here's a very interesting halfling witch who can heal. I love the results you can get from the background generator tables.
Born the child of Mitran clergy, he fell in with a bad crowd as a kid. He was apprenticed to a witch well known for her healing magic, but then his crowd convinced him to steal some of the offerings from his parent's church just to have the cash, and it was a short road from there to stealing and melting down some of the implements for their metal value. He was caught and turned in by his older brother Jeryl and sentenced to burning to death for Desecration. When his family hears that he's escaped, his brother is sure to set out to bring this discrace on the family back to justice.
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3; +1 trait vs. divine spells, +2 vs. fear
Speed 30 ft.
Special Attacks halfling jinx, hexes (evil eye, healing)
Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +5):
. . 1st—cure light wounds, forced quiet (DC 15)
. . 0 (at will)—dancing lights, detect magic, resistance
Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Extra Hex, Nemesis
Traits child of the streets, desecration, hatred of mitra
Skills Heal +5, Intimidate +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +10, Perception +3, Sense Motive +3, Sleight of Hand +6, Spellcraft +8; Racial Modifiers +2 Linguistics
Languages Abyssal, Common, Daemonic, Dwarven, Elven, Goblin, Halfling, Infernal
SQ avarice, patron spells (healing)
Other Gear 150 gp
Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Desecration +1 trait bonus on all saving throws against divine spells.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s, DC 14), DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 racial bonus vs Fear saves.
Halfling Jinx (30 ft, At will, DC 12) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
Hatred of Mitra +1 damage to celestials and followers of Mitra.
Healing (1d8+1) (Su) Use cure light wounds once per day/person.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
He's got the Halfling Jinx, and will be taking feats for enhancing that and adding it to witch hexes. His familiar is a weasel, and he's got the Avarice drawback. "Ok, pay me for the healing or you don't get any more." Healing is limited to one CLW per person per day, with 0-2 extra castings (starting with 1), but that's about the same as most other first level healers could do. (Other than a Healing domain cleric, anyway)
One note: Most days, I can post at least once a day, sometimes twice. However, there are days I can't post in some or all of my campaigns. On average, I think it works out, but I am not the most prolific poster.
The hazard of not choosing to exactly duplicate a spell is that you leave the door open for the GM to twist the wish. "Teleport us all out of here" implies nothing about where you'll end up. You could, theoretically, each end up standing on your birthplace, which could be hundreds of miles from everyone else. Or, it might end up exactly doing what you want. The key is that you won't know ahead of time.
Choosing a specific spell to duplicate is a way to "safely" channel the magic of a wish, since it then follows all the rules of that spell (except for increased spell level and DC).
Sacred Summons only works with "creatures whose alignment subtype or subtypes exactly match your aura". So a silvanshee (with the good subtype) would qualify, but a Pseudodragon (which doesn't) would not.
The more specific question is whether the Celestial template adds alignment subtypes to the creatures it affects. Since there's nothing in the description of the template that says it does, it doesn't. So they aren't affected by Sacred Summons.
No problem here with that. I expect to still be interested in it at that point. :) Small favor to ask, though. Sometimes threads that don't have any activity on them for a couple of weeks drop off of focused lists. If you reach a point where you are ready for more input or ready to start a game and I'm not responding, could I ask you to shoot over a PM to prompt me to get back on the thread?
When I'm ready to post a real recruitment thread, I'll PM everyone who expressed interest in this thread. But I can certainly send you a PM when there's a new question, too.
I love campaign ideas like this, although I rarely think of a character with enough backstory to be worth applying. However, Tenro's comment about bringing back a 3.5 character idea inspired me.
My very first D&D character ever was a LN Kensai/dervish dedicated to truth and his own code of honor. Here, he'd be Arnon, god of Truth and Integrity - something like a paladin dedicated more to the law than to the nebulous concept of "right".
Translated directly for this, he would probably be a Bard (Dervish)/Magus (Kensai)/Oracle of Battle [Mythic Guardian], but there's nothing particularly truth-y about that combination. I'm considering substituting in Inquisitor (Exarch) for the Bard (Dervish), since the latter was a fun part of his character, but not core to the RP aspect of the concept, although I'm still not sure that's a great fit.
However, as I've been thinking about it (while writing this post), I don't think I could write a backstory which I would pick over some of the others here, and I occasionally have a hard time keeping up on the games that I'm in currently, so I'm going to reluctantly pass after all.
So consider this an expression of interest, which I'd be willing to develop if asked, but not a full application.
@Rednal - I'm not sure if you've considered it, but if you're up for it you could pick more than one forgotten god and run them through separate worlds in parallel threads, rather than adapting the story. Of course, that's twice the potential work.
Developers are less likely to answer FAQed post when you lump all the questions into a single post. You should spread them out over multiple posts and have them collect FAQ clicks independently.
This. However, it's worth noting that you can do each one as a separate post in the same thread, and that spreads it out enough to make it work for them.
I clicked the FAQ button anyway
Any news on playtesting Bobson?
I got about halfway through the 0.7.1 revision, which was taking into account all the feedback so far, and then got sidetracked by preparing for a RL game I'm about to start running. (Rasputin Must Die! as a standalone module.)
This is still going to happen, but I probably won't make any progress on it until later this month. At this rate, we might not actually start until some time in the fall. :/
Excellent synopsis. Exactly how I see it.
Malachi Silverclaw wrote:
If you're rich you can get a bow made for a Str bonus of +20 (ignoring the craft DC, of course, since you buy it already made) and make it Adaptive anyway, just in case the magic is supressed somehow.
Then you'll take the -2 penalty for using a bow too strong for you. Better to set the default Str bonus too weak - you'll reduce your damage, but not your attack roll.
Brandon Hodge wrote:
I will try my damnest to dig up those notes and crack open my old laptop to check out my relevant Firefox bookmarks folder for your and TritonOne's information requests--I seem to recall that I actually had the location of Akuvskaya pinned on a google map. I literally spent days going over satellite images of ruined villages and cathedrals looking for just the right spot--I imagined a place where some globe-trotting Paizo fan could actually stand there, say "well, this is where my character killed Rasputin...for the second time" and spy a rusty sword hilt from a far-distant world sticking out of the snow. =-) I seem to recall the location was more Western/mid Siberia than far Eastern--I didn't want to yetis' trek from the Urals to be to unbelievably long. And while we didn't want to fall too far down the rabbit hole of Russian politics, the prisoners were indeed White Army soldiers, and I believe that artist captured the uniforms Rob intended.
It may or may not help, but here is a post you made on the subject last year:
Requoted (in part) for convenience wrote:
Brandon Hodge wrote:
I think the window scene in room A3 originally had a broken down early automobile in the yard as a clue, but I don't think that made it to the published text, so that's good!
It's in A1 now:
The single window displays a curious sight: a bone fence fallen into disrepair and overgrown with thorny vines, and the carcass of a rusted metal wagon (actually an old automobile).
Personally, I'd be doing everything in my power for their first dawning realizations to come from the mine explosions and crossfire of machine guns when they're ambushed in their first steps outside the hut--talk about impact if you can pull it off!!!
I'm actually just about to start running this book (and just this one) for my group. I sold it to them as "It's called Rasputin must die. It means exactly what the title says." They're expecting Russia, sortof, maybe. They are not expecting what's waiting for them right outside the hut... and I am really looking forward to when they trigger that.
The sound of maniacal cackling fills the room...
Dotting for definite interest. When I first saw it, I thought "Sunday? That's short", but given the interest, it makes sense. I had two thoughts in mind, although I'm not positive I'll get the time to write either one up.
One is a will-o-wisp synthesist, based on a villain I threw against my players in my Kingmaker game. He makes up for the lack of a useful body by merging with his humanoid eidolon. Rather similar in concept to the ghost summoner, though.
And... the other I forgot while I was writing this post. Oops.
That's the goal behind the "You get three bonuses" scenario. Because otherwise you get the kingdom of kobolds that has a hard time with everything, and the kingdom of aasimar which is just good at everything. Not that I want every race to be perfectly equal! But I want them in the same ballpark, or to have some other penalty to balance just flat out being better.
I might make it more generic, though. "Choose three types of things to get +2 to all rolls of, and one to get -2 to", or something like that. So race becomes more flavor than directly influencing the rolls. You'd just choose a race that fit with the bonuses you wanted (or vice versa).
I'm actually in the midst of doing a similar rethink with the Champion/Proxy class system, based on my beta reader's feedback. Rather than spell out all 20 classes and have (weighted based on kingdom) chances of each, just abstract it down to "Arcane caster (Int)", "Arcane caster (Cha)", "Melee fighter (Str)" or something like that.
Gridlock god of Rage wrote:
Just what's been posted here, except for the two people I sent my v0.7 draft to. There's a lot of snippets posted throughout the thread, some of which are still in the draft, some which got modified by discussions here.
For what it's worth:
Version v0.8 will have the rest of the mass combat rules.
Sounds interesting, you're putting a lot of work into this, looking forward to it!
I've definitely put a lot more work into it than expected. Much, much, much more than expected. Quote from the end of March:
A clueless Bobson wrote:
That said, it's been kindof fun assembling it all, integrating all the new stuff from the addon books, applying my own preferred tweaks, and making it work together without PCs at the heart of the system.
Very quick update as I'm about to pass out....
I've shared the rules with my alpha-readers!
I've created a system of randomly generated and leveling Champions to be your army commanders, diplomats, and the people you make into Proxies, so Proxies aren't luck of the dice any more!
The current page count is 32!
I'm up way too late!
Just checking in to say I've finally finished the section on recruiting and equipping armies. It's probably the section that's most changed from what's in the default army rules. A few highlights:
Next up are the new combat rules, including round-by-round tactical initiative, many more commander boons, and finally figuring out whether Proxies get class levels. Once all that is done, I'll start sharing it with my first readers as I finish up the rest.
Without the OGL stuff, the document is up to 24 pages and ~7500 words. For comparison, a full page of rules from one of Paizo's books runs 800-1000 words per page.