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Hellknight

Choon's page

Pathfinder Society Member. 1,741 posts (17,165 including aliases). No reviews. 2 lists. No wishlists. 4 Pathfinder Society characters. 30 aliases.


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Scarab Sages

I don't know. It was a half baked theory and I see that now. Thus the virtual disapproving head shake I got from Mr Spalding up there (which I totally deserved).

Scarab Sages

1 person marked this as a favorite.

I get it. Thanks.

And thanks to you, Abraham, for your brevity. :)

Scarab Sages

Arcane Bolt wrote:

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your (see FAQ/Errata) Charisma modifier.

This bloodline power replaces arcane bond.

relevant FAQ referenced by text above:
Does a sorcerer with the sage bloodline use her Int or Cha to determine uses per day of arcane bolt?

The sage sorcerer uses her Int to determine the number of daily uses of her bloodline powers, including arcane bolt. Therefore, whether arcane bolt lists Int or Cha, the sage sorcerer still uses her Int. The bloodline power lists Cha because that's the standard terminology for sorcerer bloodlines (because all other sorcerers use Cha), and because there may be a way for a non-sorcerer to gain access to that bloodline power, in which case it should be based on Cha (like other sorcerer bloodline powers) instead of Int.

Dazing Spell wrote:

You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not inflict damage do not benefit from this feat.

So, my questions is, due to the bolded above, could one use the Dazing Spell metamagic feat with Arcane Bolt? I know it says the Damage counts as a x level spell, but I'm not sure what the difference is between the damage being of a level and a spell being of a level. Is there a difference? Because if not then I just found a 9/day touch attack daze for my Sage Sorcerer.

Scarab Sages

1 person marked this as a favorite.

Rolling for New Settlement Mon Jul 18 2016 07:04:26 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 5
government 1
region 1
race 18
quality 1 6
quality 2 15

Sinaaqarta
Neutral Good Small Town (North)
Corruption 0; Crime 0; Economy 0; Law +4; Lore +1; Society -3
Qualities Militarized, Pious
Danger 0
Government Autocracy
Population 201-2,000 (Human 154, Frost Giant 1, other 53)
Notable NPCs
Walks while Frozen NG female Frost Giant Druid 10
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items --

This tiny town, barely more than a village, is the last refuge of a sect of Arctic druids who acknowledge Sinna, the nearly forgotten goddess of glaciers, frozen seas, and the North. They are lead by the Frost Giant Walks while Frozen who is among the last true devotees of Sinaa. The sect protects the pristine north as best they can in Sinna's name and communes with the frozen north with regularity. Few even know of the town's existence until they try to mount expeditions to the far north and find their way blocked by a well organized guerrilla force.
Because of the size of the community, all are responsible for the patrols that ensure the purity of Sinaa's domain. From childhood each member of the community learns to hunt, fish, and tend the all-important shelters that protect them from the harsh snows. Upon coming of age at 15 every member learns how to "hunt" trespassers, disable complex machinery, and distract animals without being seen. More than one expedition to the far north, even ones mounted by the flying Strix from Arx, have met with mysterious disaster when approaching the unexplored extreme polar north.

Scarab Sages

Maybe a human-led magical empire recently fell leading to a heavy human death toll and general hesitancy to adopt magical governments.

Scarab Sages

Dasrak wrote:

Choon wrote:

The Shining Legion

...
Aether Whispersight NG Gnome Illusionist 15
...
Spellcasting 4th
While there is no hard requirement that you stick to the settlement's spellcasting level, do be mindful when you greatly exceed it.

Mster Whispersight is not available for spellcasting services. He's too busy maintaining the ruse. :)

Scarab Sages

1 person marked this as a favorite.

(reposted)
The Shining Legion
Lawful Good Small Town (East)
Corruption +2; Crime -3; Economy +1; Law +7; Lore 0; Society -5
Qualities Darkvision, Militarized
Danger 0
Government Overlord
Population 201-2,000 (Core or Featured) (Elf 1000, Aasimar 700, Other 300)
Notable NPCs
Solaman Starforged deceased Angel (Planetar)
Bellicose Heavenfire LG Elf Paladin 18
Aether Whispersight NG Gnome Illusionist 15

Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

The Shining Legion
What do you get when a newly created angel gets summoned into a fight with hobgoblins and takes it as a personal insult that these creatures exist? Why the Shining Legion, of course. However, if you were to be granted permission to visit this beacon of militaristic good standing against the tide of darkness, you would be stuck by just how few in number the Legion is... and by the complete absence of the powerful angel said to be leading the army.
Founded about the same time as Kalteress's fight for survival, The Shining Legion has been fighting a constant holy war against every evil in the area ever since, especially with the Hobgoblins of Ragnashak.
The Shining Legion was founded by the powerful planetar angel Solaman Starforged, that much is true, but the angel was assassinated many years ago in a closed door war council. The perpetrator was immediately blown into chunky salsa by the other powerful members of the high command, but the deed was done. The councilors debated through the night on what to do and decided that the loss of their leader would likely lead to the dissolution of the force and certainly an attack by the Hobgoblins. Instead of announcing the death, they would create a cover up involving illusions, rumor of a battle in heaven, and clever propaganda (facilitated by a particularly talented gnome Illusionist named Aether Whispersight).
It worked.
Times are rough. The force has suffered under the steady pressure of Hobgoblin raids and the difficulty of getting supplies around the Daemon Pit that is Crag Halyv. Their current leader is an Elf named Bellicose Heavenfire who proclaims himself to be merely the mouthpiece of Solaman.
The camp is supplied partially by a strong number of clerics in their ranks and partially by an array of financial backers from noble houses and kingly courts from many good settlements in the area. Their numbers have dwindled as of late, putting their promises of decisive action against their many powerful foes to the test.
The camp is highly organized and ordered. If crime happens, which is rare, it is almost always caught and punished. Harshly. On the positive side, no one has begun to question the official propaganda... yet.
Though they would seem to be hopelessly outnumbered at 5-1 (at least), each and every member of the fighting force is battle hardened and highly trained. A death among them that isn't accompanied by 5 or more of the enemy's own losses is considered a disappointment. A death is said to achieve worth and honor only after the soldier has slain a full company of foes.

Ragnashak wrote:


Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is a scourge on the area that just refuses to go away. It is actually a permanent military camp at it's core, boasting a standing force just shy of 10,000, 90% of which is Hobgoblin. Everyone here fights. Without exception. Combat is the way of things and anything short of murder or destruction of military equipment is left for the populace to decide with highly ritualized honor duels. Most people assume it would be a chaotic place. They are wrong. Ragnashak is highly ordered due to literally everyone being a member of the military in some capacity. Even visitors are given a kind of provisional military status upon entering.
Anything that prohibits this way of life is banned, but particularly items of dissent. Concepts like free speech or freedom of assembly are completely foreign to the point of not having terms of their own in the language. There is no media except that produced by the military command.
Warlord by Trial Shattertooth is the leader by way of killing all challengers. He is a huge, nearly indestructible Hobgoblin who commands the power of fire and earth to crush his foes. Next in line is Cracker-of-Bones, an even larger Hobgoblin Barbarian who crushes his enemies the normal way, with a meteor hammer.
The lead mage is Witherroot, a Blight Druid of terrible power who is responsible for the frequent crop failures in the area. He is fully open with the fact that he regularly corrupts the crops of people who refuse the Hobgoblin's protection schemes.
The last significant figure is the Hobgoblin Fetcher, Logistics Extraordinaire. This Hobgoblin can do with next to nothing what most cities employ small armies to do. It is entirely due to his efforts and the efforts of his miniscule team that the city isn't completely overrun with filth and disease (a remarkable accomplishment with a Blight Druid in town).
The city is supplied by a mix of constant raiding, protection rackets, extortion, and straight up robbery. They also have a population of slaves working various fields around the city itself, though this counts for a relatively tiny portion of the overall economy. The slaves are not counted in the population and are generally neglected apart from tax time. They also boast a massive weapons and armor trade with practically anyone with coin to spend.
Many theories exist as to why the Hobgoblins don't just move on. Their main challenger in the area, the Shining Legion, is a fifth of their size and dwindling while the Hobgoblins are at their strongest in years. And yet they do not attack and they do not leave. Why?
The answer is politics. Woven into the highly regimented and militaristic society of the Hobgoblins is a strong undercurrent of perceived status and honor. Some crimes are committed just to test how well one performs in the judicial dual that follows.
This honor has put Warlord by Trial Shattertooth in a difficult spot. Any attempt to abandon the campaign against the Shining Legion would produce an immediate challenge and fight to the death from his second, Cracker-of-Bones, and Shattertooth honestly doesn't know who would come out on top. He also knows, though he does not and will not say, that the legion's highly motivated and superbly trained forces could probably defeat the Hobgoblin hordes. If that were to happen he would die either on an Angelic blade or under Cracker-of-Bone's meteor hammer after he returned in defeat.
Add to that any number of high ranking officers that would gladly initiate challenges if his hold were to waver for even a second and you have a very precarious situation. If he stays this "camp" will slowly run out of resources. If he goes he risks death at worst and a terrible smear on his honor at best.[/ooc]

Scarab Sages

Rolling for New Settlement Sat Jul 16 2016 09:17:19 GMT-0700 (PDT)
law/chaos 1
good/evil 1
size 5
government 9
region 4
race 12
quality 1 15
quality 2 14

The Shining Legion
Lawful Good Small Town (East)
Corruption +2; Crime -3; Economy +1; Law +7; Lore 0; Society -5
Qualities Darkvision, Militarized
Danger 0
Government Overlord
Population 201-2,000 (Core or Featured)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Hahaha! Guess who just rolled a redemption chance for his Hobgoblin mess. :) I will be editing Ragnashak to be in conflict with this "settlement" and will post both for revision in to the document.

Scarab Sages

I see your point there. And what I wrote reinforces your point. Shattertooth would not be motivated by fear. Ignorance, yes, but not fear.

I'll write up another city and make that the main antagonist for Ragnashak. Kaltress can just be a victim of standard raids (a good reason for them to maintain their militarization).

Scarab Sages

Ragnashak wrote:

Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is the main reason the residents of Kalteress are so militarized. It is actually a permanent military camp at it's core, boasting a standing force just shy of 10,000, 90% of which is Hobgoblin. Everyone here fights. Without exception. Combat is the way of things and anything short of murder or destruction of military equipment is left for the populace to decide with highly ritualized duels. Most people assume it would be a chaotic place. They are wrong. Ragnashak is highly ordered due to literally everyone being a member of the military in some capacity. Even visitors are given a kind of provisional military status upon entering.

Anything that prohibits this way of life is banned, but particularly items of dissent. Concepts like free speech or freedom of assembly are completely foreign to the point of not having terms of their own in the language. There is no media except that produced by the military command.
Warlord by Trial Shattertooth is the leader by way of killing all challengers. He is a huge, nearly indestructible Hobgoblin who commands the power of fire and earth to crush his foes. Next in line is Cracker-of-Bones, an even larger Hobgoblin Barbarian who crushes his enemies the normal way, with a meteor hammer.
The lead mage is Witherroot, a Blight Druid of terrible power who is responsible for the frequent crop failures in the area. He is fully open with the fact that he regularly corrupts the crops of people who refuse the Hobgoblin's protection schemes.
The last significant figure is the Hobgoblin Fetcher, Logistics Extraordinaire. This Hobgoblin can do with next to nothing what most cities employ small armies to do. It is entirely due to his efforts and the efforts of his miniscule team that the city isn't completely overrun with filth and disease (a remarkable accomplishment with a Blight Druid in town).

The city is supplied by a mix of constant raiding, protection rackets, extortion, and straight up robbery. They also have a population of slaves working various fields around the city itself, though this counts for a relatively tiny portion of the overall economy. The slaves are not counted in the population and are generally neglected apart from tax time. They also boast a massive weapons and armor trade with practically anyone with coin to spend.

Many theories exist as to why the Hobgoblins don't just move on. Kaltress isn't going anywhere and the threat Ragnashak poses was greatly reduced when the smaller town repulsed the initial Hobgoblin attack. The answer is politics. Woven into the highly regimented and militaristic society of the Hobgoblins is a strong undercurrent of perceived status and honor. Some crimes are committed just to test how well one performs in the judicial dual that follows. All this has put Warlord by Trial Shattertooth in a difficult spot. Any attempt to abandon the campaign against Kaltress would produce an immediate challenge and fight to the death from his second, Cracker-of-Bones, and Shattertooth honestly doesn't know who would come out on top. Add to that any number of high ranking officers that would gladly initiate challenges if his hold were to waver for even a second and you have a very precarious situation. If he stays this "camp" will slowly run out of resources. If he goes he risks death at worst and a terrible smear on his honor at best.

Scarab Sages

Dasrak wrote:

I want to make clear I'm not discouraging anyone here, but I really do feel I need to say this: when you tie your settlement concept to an existing one, you should avoid contradictions and address inconsistencies.

Kalteress was written to be fairly-open ended and allow others to "fill in the blanks" for what other settlements are nearby. However, it did establish a few things. First, it's a refuge for humans with aberrant lineages, so there is by definition a much larger human population in the general vicinity. Second, it establishes that these aberrant lineages are feared, and the motivation for the people who attacked it was fear and ignorance. Thirdly, it establishes that Kalteress' invaders were defeated; the town is still here today, although far more militant as a result.

There's nothing wrong with Ragnashak as a stand-alone settlement, or even with putting it in close proximity to Kalteress. However, it fits extremely poorly as the primary threat to Kalteress. Why do the hobgoblins specifically hate and fear Kalteress? Why do they focus on it instead of other nearby settlements? If Ragnashak was already defeated, how does a military city with no economy of its own continue to survive for years on end? Who is providing funding and supplies to it for such a long and, as yet, fruitless campaign? There's a lot of discrepancies that need to be reconciled here. If you really feel strongly about tying these two concepts together, your writeup needs to at least attempt to answer those questions.

I see your point, and it's valid. I apologise. I should have expounded. Let me write up some more.

Scarab Sages

I have thought about using the Unchained poison and disease system, but was going to discuss it with the chosen party before gameplay.

Scarab Sages

Dasrak wrote:


Kalteress is a home to outcasts, a place for those who do not have a homeland to call their own and are feared or hated for what they are. It began as a monastery founded by Balsura, born of a half-celestial mother and half-fiendish father. The man had been treated as an abomination where-ever he traveled, but found solace in the faith of Vuni. In her eyes, all life is beautiful regardless of its origin, and in his solitude he found peace. Others followed to seek the wisdom or protection of this legendary half-human, and despite his own antipathy to these followers soon Kalteress had formed as a thriving community around him.

As Kalteress grew, the people of the surrounding lands began to fear the ever-growing population of "monstrous" folk. It was not long before Kalteress came under attack, and it was only by the protection of the mighty Balsura that they survived. The people have since grown far more vigilant, and everyone must study combat or spellcraft - if not both - to help defend the community.

Although Balsura is officially regarded the leader of the community, he has little interest in actually ruling and defers such matters to others....

Rolling for New Settlement Fri Jul 15 2016 05:50:11 GMT-0700 (PDT)

law/chaos 1
good/evil 3
size 12
government 3
region 4
race 16
quality 1 22
quality 2 14
quality 3 23
quality 4 18

Ragnashak
Lawful Evil Small City (East)
Corruption +1; Crime +2; Economy +4; Law +2; Lore -2; Society +1
Qualities Artifact Gatherer, Darkvision, Restrictive, Timid Citizens
Danger 5
Government Autocracy
Population 5,001-10,000 (Core or Featured)(9,000 Hobgoblin, 1000 other)
Notable NPCs
Shattertooth Male Hobgoblin Pyrokineticist 19
Cracker-of-bones Male Hobgoblin Barbarian 15
Witherroot Female Hobgoblin Blight Druid 10
Fetcher Male Hobgoblin expert 5

Marketplace
Base Value 2000 gp; Purchase Limit 25000 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is the main reason the residents of Kalteress are so militarized. It is actually a permanent military camp at it's core, boasting a standing force just shy of 10,000, 90% of which is Hobgoblin. Everyone here fights. Without exception. Combat is the way of things and anything short of murder or destruction of military equipment is left for the populace to decide with highly ritualized duels. Most people assume it would be a chaotic place. They are wrong. Ragnashak is highly ordered due to literally everyone being a member of the military in some capacity. Even visitors are given a kind of provisional military status upon entering.
Anything that prohibits this way of life is banned, but particularly items of dissent. Concepts like free speech or freedom of assembly are completely foreign to the point of not having terms of their own in the language. There is no media except that produced by the military command.
Warlord by Trial Shattertooth is the leader by way of killing all challengers. He is a huge, nearly indestructible Hobgoblin who commands the power of fire and earth to crush his foes. Next in line is Cracker-of-Bones, an even larger Hobgoblin Barbarian who crushes his enemies the normal way, with a meteor hammer.
The lead mage is Witherroot, a Blight Druid of terrible power who is responsible for the frequent crop failures in the area. He is fully open with the fact that he regularly corrupts the crops of people who refuse the Hobgoblin's protection schemes.
The last significant figure is the Hobgoblin Fetcher, Logistics Extraordinaire. This Hobgoblin can do with next to nothing what most cities employ small armies to do. It is entirely due to his efforts and the efforts of his miniscule team that the city isn't completely overrun with filth and disease (a remarkable accomplishment with a Blight Druid in town).

I'm interpreting "timid citizens" more toward the "crimes aren't reported" instead of "citizens are scared"

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

I've actually just discovered that modifying myself is a no go. I'd have to be "deactivated" (killed), modified, then reactivated. Not something that's going to happen.

So.

Still a Wyrwood. Make Whole is pretty much my only healing spell. I can spend time repairing myself, however.
Aaaand I just found the Artifice domain cleric and their ability to cast Mending at will. Hello sexy! Youall may have just found yourself a cleric of Brigh

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Oh that's perfectly fine. Abrasax is way out in left field and I know it. I have no qualms dusting off the stringless puppet. I mainly posted that stat array so Devon could have a look.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

In the mean time I'll re-learn how to build an arcane trickster, just in case.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Those racial abilities and such are also very negotiable, and geared for lvl 2, so they would be much more powerful if we were to scale to 6.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Original entry for Abrasax:

LE Object of Desire
Diminutive (tiny) Outsider (Tapestry)
Init -3 (-3 dex); Senses: Perception +6

DEFENSE
AC 9, Touch 9, Flat-Footed 9 (-3 dex, +2 size)
HP 13/13 (level/roll) [1/6]=6+2
Fort +3, Ref -2, Will +4 CMD 5

OFFENSE
Speed: See SQ
CMB -6
Space: 1 inch Reach: 0ft
Melee
As Host
Ranged
As Host

STATS
Str 3, Dex 4, Con 14, Int 18, Wis 14, Cha 18
B.A.B. +0

FEATS:

Breadth of Experience - +2 on all knowledge and profession checks. Make all such checks untrained.
Extra Rogue Talent: Convincing Lie - Use my own or target's bluff mod for a believed lie that is repeated, whichever is higher. If target's bluff is higher, they get a +2 on their bluff to convince others

TRAITS AND LANGUAGES:
Friends in High Places, Life Changer (Confidante of the Oppressed)
Languages
Zalgan, Undercommon, Goblin, Terran, Common, Giant, Orc

TRAINED SKILLS:

Skill bonus=rank+ability+class+misc
Appraise: 9=2+4+3
Bluff: 11=2+4+3+2 (+4 to lie)
Diplomacy: 11=2+4+3+2
Disguise: 9=2+4+3
Intimidate: 9=2+4+3
Know(Arcana): 11=2+4+3+2
Know (all others): 6=0+4+0+2
Linguistics: 9=2+4+3
Perception: 7=2+2+3
Profession (any): 6=0+4+0+2
Sense Motive: 7=2+2+3
Spellcraft: 9=2+4+3

SPECIAL QUALITIES:
-Racial
Sessile: Abrasax can only drift if dropped or thrown, vibrate gently, or levitate up to 3 in. off the ground. Any of these require his complete concentration and cannot be performed again for 5 mins per round of movement. This movement can only be performed [1d6/2] times per day.
Sunlight Powerlessness
Mind Breach (Hijack):DC 16
Perma-Prestidigitation - Effects similar to Prestidigitation. Permanent, cannot be dispelled except by high level magic
Immune to poison, disease; does not eat, sleep, or breathe.
Object of Desire - +1 charm effects (Hijacking)
Silver Tongued - +2 diplo/bluff, change attitude 3 steps
Sociable - When you attempt to change a creature's attitude with Diplomacy check and fail by 5 or more, you can attempt to influence the creature a 2nd time even though 24 hours have not passed.
Beguiling Liar - Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.


Abrasax doesn't technically have to be evil. It could totally be Neutral. He operates kinda like a synthesist summoner. He finds bodies and takes them over. The longer he stays, the more likely the body is to suffer permanent brain damage/death. But he is practically immobile on his own.
I envision gear would be passed down from one body to the next.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Speaking of new folks. Hi! I'm Choon.

I have several options for your consideration:
Igor. A Blue Psion(shaper) and his imaginary friend Frank who makes real world appearances as Igor's Astral Construct.

Abrasax: Basically the One Ring, but intelligent. Forcefully inhabits surrounding people/wildlife for mobility. Super smooth talker. Know it all. Thinks little of meat based life. Kinda evil. Unique race.

Sagol: Amplified Rage Skald who plays his raging song upon the skulls he's smashing with his specially designed hollow great club. Sure to make everyone rock harder than headbangers in a drum shop.

Pinocchio: Exactly what you just thought. Disney's favorite not-real boy. Arcane Trickster.

Sadly, none are belly dancers. Though Sagol might tip Camillo there off the sober wagon.
Abrasax can be a woman when it suits... it.
Sagol would also overlap rather heavily with Sayniek.
Igor has a spell book, but he's a wyrwood so I'm not sure murdering him is technically possible. Sorry Vidar.
I'm not sure if psionics is in play, so that may take Igor off the table.
What do youall think?

Scarab Sages

Rolling for New Settlement Thu Jul 14 2016 05:49:59 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 16
government 7
region 3
race 19
quality 1 23
quality 2 1
quality 3 12
quality 4 19
quality 5 9

Arx
Neutral Good Large City (North)
Corruption +4; Crime +2; Economy +3; Law +4; Lore +3; Society +2
Qualities Academic, Rumormongering Citizens, Supportive, Timid Citizens, Tourist Attraction
Danger 10
Government Overlord
Population Any Paizo-published without racial hit dice (Strix)
Notable NPCs
Archepex Ravenborn, Lord Protector, Male Strix Inquisitor of Irori 15
Siri Aeveneyes, She Who Listens, Female Changling Rogue 13
Silas Runesong, The Skyforge Mage, Male Human Arcanist 17
Pheobe Getsaround, The Whisperer upon the Pillow, Stirx Female Bard 14
Marketplace
Base Value 9600 gp; Purchase Limit 50000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Aujaq Corazon isn't the only settlement that sits near the Glacier of the Gods The glacier originates high up the slopes of Mount Folly, and upon the peak, carved into the crown of the mountain itself, sits Arx, The Citadel at the Crown of the World. The city of some 11,000 inhabitants rests a staggering 20,000 feet (6,096 meters) above sea level. The Strix, who dominate the population at 60% of the total, see no problem with this. However, the undisputed ruler of the city, Lord Protector Archepex Ravenborn, has seen fit to make the city fit for the wingless races. Stairs are a constant feature as are mechanical lifts, and even the occasional teleportation portal isn't entirely uncommon. That and the fact that 90% of the city is actually underground in tunnels carved by the city's large dwarven minority (at 20%) make the city paradoxically welcoming of visitors. The largest teleportation portal in the world linking Arx and Aujaq Corazon is due to be completed soon which is sure to boost travel and trade in the area.
At the very crown of the city, stretching into the sky another 200 feet, sit the Twin Citadels. On the north is Stoneweaver Sanctum, the best mining, architecture, and structural engineering school in the world. The other, on the South, is the Iron Keep, or the Spike, a black fortress made from the rock quarried from the tunnels beneath. It is by far the wider of the two and bristles with defences. One cannot enter Arx without passing under it's many threatening turrets.
The Strix populous is slow to accept change has yet to adapt to their status as a architectural and engineering wonder. The native Strix gossip constantly about everything and are notoriously shy with newcomers in "their" city. The other races help in this regard. The dwarves especially welcome newcomers and visitors and are generally eagre to show people around to all the various wonders they have designed and built.
The insular Strix and the other races are not completely at peace, however. Corruption and the forces of Law are constantly waging a quiet and cold war over the governance of the city. It has yet to get violent as any open, armed oposition will draw the deadly ire of Lord Ravenborn, but it simmers. Anyone living there long enough will see it sooner or later.

Scarab Sages

SmiloDan wrote:

What about the Pathfinder Chronicler or whatever? It's a PrC...

EDIT:

This.

This. Also, be a gnome because then you could speak with the local wildlife 1/day and get their opinion of the area.

Scarab Sages

I will have a recruitment up tonight or early tomorrow.

Scarab Sages

I'd be willing, but I'm going to add some asterisks here. I've only read the drizzt books and the first two of the War of the Spider Queen. And those were probably a decade ago. Mine will be set in menzoberranzen and I'll try to be faithful to the setting, but it is homebrew. Thus this will probably differ from perfect Cannon.

Scarab Sages

I'm not sure that monster is available because it exceeds the max 35 HD on the base creature.
Or are you not using that specific creature. There's a lot of stuff on that sheet I'm just not familiar with, so sorry if I'm misreading things.

Scarab Sages

Touché, Illia

Scarab Sages

The fact that things like that are possible is the reason you have to think of the encounter your villain would be instead of just going and bringing the most ridiculous character you can.

Scarab Sages

There will eventually be more legendary gift options so your gifts will probably not go into your weapons.

Scarab Sages

Well if you're flexible then so am I. Have you had further thoughts on who/what/howmany PC's you'd be running?

Scarab Sages

I am intrigued. What kind of pace would you be expecting to set?

Scarab Sages

Just popping in to say in still here. My life has been nutz, but I'm still checking in. I need to get back to work, honestly. My villain still isn't quite done.

Scarab Sages

still struggling with concept... I haven't given up yet, just thought I'd poke my head in and make some noise.

Scarab Sages

There seems to be a lot of interest here. Cool! Consider this a dot. Kiwi try to think of something that can compete with all this awesomeness.

Scarab Sages

3 people marked this as a favorite.

Personally, I put mine on my character sheet.
Seriously, my meatspace group has never considered this. Hmmm

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Ya! Cool! Good to see ya!

Scarab Sages

Monkeygod wrote:

You should try PMing me. Practically guaranteed to get an answer that way. Just ask Grig.

My life is in a bit of turmoil right now as I am in the process of selling an inherited 1/4 of my house along with my younger brother to our sister and will be moving soon.

He's also been busy training for a Muay Thai fight tomorrow night, plus he had a big wrestling show last Sat, so we haven't had the chance to sit down and discuss the legendary gifts for our PCs let alone you villains.

I hear ya, man. I'm closing on my first house so my life is about as crazy as yours, it sounds.

Adulting is hard.

Scarab Sages

Just pinging to say I'm still here. Life is still preventing meaningful progress, but I haven't forgotten about this.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Your touch AC should be 14

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Wow. Nice.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Huzzah!

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Alrighty. Time to get cracking.
Is it ok if I flavor an earthbreaker into a Giant's thigh bone? There's a campaign trait that requires Earthbreaker.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

I'm good with that. Time to download a guide!

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

So it looks like a choice between LoF and SS.
I'm leaning toward Shattered Star because I know nothing about it, but LoF is a pretty close second.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2
Your Demented Storyteller wrote:
Choon wrote:

I really want to try the super rager skald/bloodrager that gives +8 str/con to the entire party at lvl 2.

Fated champoin+war drummer skald. I will drum your face off!
If we have me AND a bard?! Oh my....

Edit: His great club is totally going to be a Giant's thigh bone and his smaller clubs will be the thigh bones of his (evil) enemies!

Ooooo you could also Dip Cavalier and give everyone Sympathetic Rage to make it a +12 :3

Wow. I don't know if it's worth losing yet another level of Skald though. I'll look into it.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

I've narrowed it down to

Rise of the Runelords : already in one

Curse of the Crimsom Throne : weak maybe?

Second Darkness: Know nothing about it

Legacy of Fire : I could get behind this one. I haven't attempted it in years. The last one ended in a TPK at the end of book one.

Council of Thieves : meh? Theives doesn't seem to equal heroism...

Kingmaker In one that's struggling.

Serpent's Skull : Never tried it. I hear it's kinda Surviror-ish

Carrion Crown: Maybe, but his one is all horror and I'm not sure that's what we're going for here.

Jade Regent: Maybe? All those NPC's could be rough on a newer GM

Skull & Shackles : been in two, run three

Shattered Star Already DQ'd, apparently

Reign of Winter : In one, kinda hesitant on another

Wrath of the Righteous : Maybe? I hear this one was balanced on the weak side, so could end up being a challenge for our Storyteller

Mummy's Mask : *shrug* Haven't heard much...

Iron Gods

Giantslayer : I know nothing about it, but the title sounds interesting.

Hell's Rebels : in one

Hell's Vengeance

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

I really want to try the super rager skald/bloodrager that gives +8 str/con to the entire party at lvl 2.

Fated champoin+war drummer skald. I will drum your face off!
If we have me AND a bard?! Oh my....

Edit: His great club is totally going to be a Giant's thigh bone and his smaller clubs will be the thigh bones of his (evil) enemies!

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Now that you mention it, I haven't played an unabashedly good character in forever.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

Right now I'm feeling jade regent or Giantslayer. I know actual nothing about Giantslayer. I have its title and that's it. :P

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

I can get behind that. Is there an AP that lets you be the hero without feeling like a weakling at early levels?

Maybe we could start at a later book?

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

I think it doesn't matter what we play as long as we all invest. It's equally, if not more, important that the GM wants to run the thing we play.

Scarab Sages

Male Father Nerd 3, Father 5, Obsessive Poster 2

:D

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