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Psychopomp, Shoki

Cuàn's page

Pathfinder Society Member. 1,122 posts (3,199 including aliases). No reviews. 1 list. No wishlists. 67 aliases.


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Lantern Lodge

While I was very much interested in taking a drawback I also had a specific trait in mind to take with it. I have however forgotten which trait that was.

Lantern Lodge

I'll be submitting Gabria Tovanu, Godclaw Skinwalker Druid using the Nature Priest archetype. She's a devotee of Achaekek but not that fond of the Red Mantis assassins.

As for the Godclaw thing, that's what she calls herself. After all, her shape changing ability is in the image of her god.

Now I just can't decide whether I want the Trickery domain or a Giant Mantis companion.

Lantern Lodge

DM waz up? wrote:
Cuàn wrote:

DM, have you had any chance to look at my ideas for the entothrope skinwalker you suggested? It's in a spoiler on the previous page.

link to make things easier

I do believe that the stats you have listed make sense, and I think vital strike isn't too much of an advantage, given what it is.

Although the reduced stat would likely be Cha, although looking at the stats for a giant Mantis it looks like all the stats either have a bonus or are average. So yeah, a -2 to Int.

If you have an idea for the 2nd skill bonus, spell-like ability and 4th shapeshift ability I'd love to hear it. That goes for everyone actually.

An alternative concept I have would be a Cavalier using a reflavoured version of the First Mother's Fang archetype where the character is a martial devotee of the Eldest Ragadahn.

Lantern Lodge

DM, have you had any chance to look at my ideas for the entothrope skinwalker you suggested? It's in a spoiler on the previous page.

link to make things easier

Lantern Lodge

I'd love to work on a skinwalker version of the weremantis.

My ideas for Weremantis skinwalker:
As far as ability scores go I'd say +2 Wis all the time and +2 Dex while shifted would fit, just not sure about the penalty. I could see that go to Con (mantises look rather frail) or Int (vermin are mindless).

For skill bonuses I'd say Stealth makes sense but not sure about the other. Maybe Perception.

Not sure what a sensible spell-like ability would be.

As for shape shifting bonuses:
- +4 on saves vs Mind-affecting things (witchwolves get +2 to all saves so +4 to a subset seems fine I think)
- 2 claws for 1d4
- Perhaps an initiative boost, to mirror the mantises Sudden Strike ability. Or just the Sudden Strike ability (take a full round in surprise rounds, instead of only a standard action)
- No idea for the fourth

Oh and my rolls

Stat rolls:

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18

Seems a single set suffices.

Lantern Lodge

In the same line as the lycanthropy question from Seth, how do you feel about entothropes (the were-vermin from Bestiary 6)?

The idea would be for a weremantis, the daughter of a heretic of Achaekek. Her hybrid and vermin form would be a literal red mantis while she herself isn't quite sure what to make of the organisation. They killed her father for his herecy, which took the form of turning himself into a weremantis to get closer to his god. She wasn't killed because she was just a kid and nobody knew her father had passed on his curse.

Lantern Lodge

Could anyone give me some more information on the Skald archetype? Like what they trade out and what they (roughly) get in return? Limited Wildshaping was mentioned but how limited is it?

Lantern Lodge

Apparently I hadn't rolled yet

Rolls:
4d6 ⇒ (6, 2, 3, 4) = 15 13
4d6 ⇒ (2, 1, 3, 1) = 7 6
4d6 ⇒ (1, 6, 3, 1) = 11 10
4d6 ⇒ (1, 6, 3, 4) = 14 13
4d6 ⇒ (3, 1, 3, 3) = 10 9
4d6 ⇒ (3, 1, 1, 4) = 9 8

4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6 ⇒ (5, 4, 6, 5) = 20 16
4d6 ⇒ (5, 4, 2, 4) = 15 13
4d6 ⇒ (6, 5, 4, 5) = 20 16
4d6 ⇒ (4, 2, 5, 4) = 15 13
4d6 ⇒ (6, 2, 6, 5) = 19 17

4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (4, 5, 5, 5) = 19 15
4d6 ⇒ (3, 5, 1, 1) = 10 9
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (5, 2, 2, 3) = 12 10
4d6 ⇒ (1, 3, 5, 3) = 12 11

I'll take the second set.

Lantern Lodge

As far as crafting goes, both Wondrous Item and Arms & Armor are on my wish list.

Lantern Lodge

Well, easiest way I'd see is by ditching the extra Con (4 rp), the improved NA (1 rp) and the low-light vision (1 rp). That brings it to 17, same as the Wyvaran.

If needed the NA could be ditched altogether, which is another 2 rp and brings it to 15.

Lantern Lodge

GM Redelia wrote:
Cuàn wrote:
How would you feel about an ogre?
In concept, great. I don't see them in the ARG, so please either find racial stats or make me a proposal, including a race points calculation.

They are in the ARG, page 229.

Assuming we still start at Phaendar, the character would be a devotee of Kurgess and part of a travelling troupe of entertainers. He'd function as a brigand deterrent, strong man and as a back up horse for pulling carts.

Lantern Lodge

How would you feel about an ogre?

Lantern Lodge

I decided to go with the Dwarf with the warrior panoply. That makes the whole spellbook thing moot as well (at least until 18th level as I could still get it by then, should we reach it).

Hama Steelblood is from Kraggodan and stopped in Phaendar for the festival while on her way to the Five Kingdom Mountains where she seeks to study the Rivethun.

I'm still debating whether or not I want to drop the Charisma to 6, Constitution to 14 and raising Int to 16. I'm not a huge fan of dropping stuff below 8 but then again I really want the 16 int. I could also drop Dex to 10 but that costs me AC, initiative and reflex while the Cha doesn't cost me a thing.
She still has some use as a face through Student of Philosophy as well.

Lantern Lodge

If you want something that doesn't break on a 1, pick up a club. It's free and it's superior to the light hammer in every way (light hammer has more range but you wouldn't throw an iron weapon). The +1 equivalent isn't all that important at 1st level anyway.

I agree that it has rp potential but as Iradyiel pointed out it has more "being ambushed in a dark alley" potential than anything else. So while you'll get killed for the weapon you can hardly use it do defend yourself while your ambusher smashes you to a pulp with his greatclub, which also doesn't break on a 1.

I agree that getting a large, steel longsword out of it is probably way too strong but only getting a light hammer or short spear is way too weak. I won't even mention the arrows as you wouldn't want to shoot them and lose the money.

As intended, the best use of that trait would be selling the weapon.

EDIT: I'll just swap the trait out for Signature Moves and grab a large cold iron longsword instead. I'll even make it masterwork.

Lantern Lodge

It seems you made a mistake on the profile link but I think you mean this one.

Lantern Lodge

Zedth wrote:

As someone who helped with the conversion, I felt compelled to chime in.

The "Armed with Steel" trait is very specific - the value of the weapon is no more than 100 ceramic pieces. You can't buy a longsword, much less a large-sized longsword which would be a kings-ransom worth of steel, requiring a master smith - who are ultra rare - to have the know-how to make such a large craft. Scarcity and hardship and keystones to Dark Sun, and starting play with steel trivializes those notions. You may as well play a gnome paladin of Desna in a suit of plate.

The trait allows for a 100 cp (1 gp equivalent) steel weapon - something like a short spear, light hammer, or handful of arrowheads/bolts, medium sized.

As I initially suspected. One thing, the arrows would not work. For starters because the trait only allows a single weapon but also because arrows aren't weapons. They are ammunition.

It does make the trait completely pointless though and a waste of text.

Lantern Lodge

I ask because of the class feature I quoted above.

If I can write things into a spellbook that means any scrolls that are found containing wizard spells can be put in the spellbook, even if they aren't also on the Magus list (which would mean Aegis can already copy them into his spellbook already). It also means I can copy from Aegis and don't need to poach his spellbook every time I'd use that class feature.

Lantern Lodge

Toh'Ckck is finished, including her steel longsword.

I got her a fighter's kit but doubled it's price for being large, like on armor and wapons, as she requires her things to be bigger. I also replaced the iron pot with a ceramic one.

Lantern Lodge

Another question for the Mage's version. Could a character who doesn't prepare spells from a spellbook write new spells in a spellbook?

I'm asking because of the following ability of the Mage's Paraphernalia panoply:

Psychic Anthology wrote:

Arcane Inspiration (Sp): By consulting a spellbook for 15 minutes, you can expend 1 or more points of mental focus to prepare a divination, evocation, or necromancy spell from the sorcerer/wizard spell list that is contained in that spellbook. You must choose an unused spell slot for the prepared spell to occupy, and the chosen spell must be of a spell level equal to or lower than that spell slot. The number of points of mental focus you must expend is equal to the level of the spell slot used. You can apply metamagic effects to the prepared spell, if desired, and they increase the level of the spell slot the spell occupies as normal. Once the spell is prepared, you can cast it normally, using the prepared spell slot (you cannot use any of your other spell slots to cast it, restricting you to casting it only once per use of this ability). The spell is treated as a psychic spell.

Lantern Lodge

I know. The idea for my character is that she used to be a valued slave owned by a Templar of Tyr with some interest in the iron mines. Due to her skills she quickly became foreman for the templar's personal crew of mining slaves. He ended up being so fond of her that he made sure she'd be freed from slavery if he perished and she'd become the owner of the mining squad. In addition she'd get his steel greatsword (longsword to her) as he figures he should not leave that to his only daughter figuring women shouldn't carry such weapons. He obviously doesn't know Toh'Ckck is female, the thought something that looks brutish could even be a woman never even rose to his mind.
He recently died by the hand of his own daughter who had become a templar as well and did so in a bid for his position. She was rather dismayed by her father's testament and even more so when Toh gave all the other mining slaves their freedom.

She came onto the ship as a hired guard as it was a paid way to get away from Tyr before her old master's daughter figured out a way to properly take her vengeance.

As for goals, Toh simply wants to find a home. Preferably a place where she isn't harassed by slavers wanting to capture her because her kind are rare and sell well. Short term she also wants to escape the wrath of her former owner's daughter.

As my own goal: Having fun mainly. The character concept is one I have had running around in my mind for quite a while now so being able to finally play it would also be grand.

Lantern Lodge

Hmm, seems the Armed with Steel trait doesn't actually work all that well.
You get a steel weapon with a maximum cost of 100 cp. Funny thing is that steel costs 100x the normal price so you actually get a weapon that costs 1 gp. Meaning you are more or less limited to a Light Hammer or a Shortspear, since all other 1 gp weapons don't have steel parts.
This also means that it is completely pointless for a large creature as my minimum cost is 2 gp.

Lantern Lodge

Peet wrote:
Cuàn wrote:
I had completely forgotten about Stoneplate. That solves a lot of problems.
BTW the conversion guide says that stone items cost 0.25 the price of normal items, but that probably applies only to items that are not normally made from stone.

I suspect so. Especially since Stoneplate isn't just made from stone but from alchemically treated stone.

I'll save the heavy armor for later as I won't even need it until about 6th level. The fact I pay 4 times normal price for any armor other than shields also takes care of that.

Lantern Lodge

I had completely forgotten about Stoneplate. That solves a lot of problems.

It seems I hadn't even rolled stats yet, though I do have Wild Talent rolls (10 and 14). I'll go for the 14, which is Mindlink.
4d6 ⇒ (5, 2, 5, 3) = 15 13
4d6 ⇒ (4, 2, 2, 1) = 9 8
4d6 ⇒ (1, 1, 2, 1) = 5 4
4d6 ⇒ (2, 1, 5, 2) = 10 9
4d6 ⇒ (6, 3, 2, 6) = 17 15
4d6 ⇒ (1, 3, 1, 2) = 7 6

Wow, that's a -8 pb roll. I think that qualifies me for a reroll.

4d6 ⇒ (4, 3, 4, 3) = 14 11
4d6 ⇒ (6, 4, 2, 4) = 16 14
4d6 ⇒ (2, 4, 6, 5) = 17 15
4d6 ⇒ (4, 5, 1, 5) = 15 14
4d6 ⇒ (4, 6, 2, 3) = 15 13
4d6 ⇒ (6, 4, 6, 4) = 20 16

From -8 to 31. I approve

I'll be working on Toh'Ckck, a female Trox Siegebreaker Fighter. She'll be a walking, talking bulldozer who actually prefers building things to destroying things.

EDIT: I swapped out Terran for Kreen when it comes to starting languages, seemed a better fit on Athas.

Lantern Lodge

I wonder what Loupblanc's and Elegantly Wasted's character will be like Charisma wise as we are bound to need some people able to talk.

For me it will differ a bit based on which set I go with. For the warrior panoply I'll go for a Dwarf who is a Rivethun adherent (which I actually quite love as it breaks away from the standard beard, booze and Torag/Moradin Dwarf) and that one will be rather lacking in the Charisma department.
With the wizard panoply I'd go for either an Elf or, more likely, a Half Elf. Reason being the far greater need for Intelligence and Mental Focus on that one. I might pick up Clever Wordplay on that one as well, which would led to Diplomacy based on Int.

Both will be decent melee combatant though the dwarf would, obviously, be far superior and would actually be running a full bab most of the time. The (Half)Elf would be a finesse warrior with an Elven Branched Spear who will, eventually, get Int to damage.

A question: Can we take a Drawback for an extra trait?

Lantern Lodge

I'm still interested in this game.

I'm struggling a bit though, mostly because the character idea I have for the Trox will rely on heavy armor. The price increase is a small hurdle, especially if I make sure he can craft his own. The issue though is that heavy armor has to be metal, as per the guide, and that is incredibly rare and rather problematic in the heat.

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I'll step out. Based on the last comment I'm pretty sure I wouldn't get in anyway.

Good luck to everyone else and have fun.

Lantern Lodge

My sword and board wouldn't be your full on sturdy gall though. For starters there'd only be medium armor and a d8 hit dice. Let's just say she'd be an anvil with your character and both ranger and magus being hammers. In addition the character would be handing out buffs.

The caster version would still be a melee combatant as well, including the medium armor and martial weapons, but the focus would be on the casting. It doesn't really work unless I have a filled (upto 6th level) spellbook though. Now if I could borrow our Magus's spellbook I could prepare any wizard list spells he has. Still, it isn't ideal and I'm not even sure if someone who isn't a wizard/magus/other book-based caster could even write new spells into a spellbook.

Lantern Lodge

I understand the spells will be useless almost all of the time. Personally I think that is the point, they are a mechanical trade off for the archetype. I still get the other half of the normal patron spells as well though.

As for the Quasit, I see how that can be an issue. Do keep in mind though that it can both be permanently invisible and it can shape change to take a more acceptable shape. The biggest problem would actually be those who witness it's arrival, though the fact my character would be just as shocked and appalled as they are probably helps.

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After some more thought I'll actually be going for the Panoply Savant Occultist. I figured the witch is better suited for other adventures (read, places where the whole demonic connection and quest to reverse damnation is more fitting. How I'd love to play such a character in Wrath of the Righteous).

Only thing I'm in doubt about is whether I want to focus on Trappings of the Warrior panoply or the Mage's Paraphernalia.

The first would be a sword and board style fighter, though the board would be a defensive feature only. The latter would be a very good caster of spells upto 6th level, assuming I can get my hands on a decent spellbook.

Lantern Lodge

After some more thought, would you be ok with a Demon-Sworn Witch Heroes of the Darklands? So basically a character tied to a demon lord through a single desperate act and who, at least in my character's case, would want nothing more than to reverse the pact.

The basic idea is the character was a serving girl in the bar that was burned down during the Night of Ashes who already dabbled in witchcraft. If allowed she'd be a Changeling.

How she became demon sworn:
As the fire started she was in a storeroom in the back with the door closed. As a result she could see and smell the smoke coming from under the door before the fire actually breached the room. She was trapped and keenly aware she was going to die there. Initially she simply started praying to Milani, her patron goddess but as the first flames licked the inside of the door she got more desperate. She wanted to live and her prayers started to drift elsewhere. First to the other good gods and then to Pharasma. None of them answered. Even the evil gods seemed to ignore her pleas.

Desperate for any help she started calling upon anyone willing to come to her aid, promising anything just to get her out of there alive. Initially nothing happened but then the wall shifted behind her, opening a passage that hadn't been there before. She got up and ran in, the wall quickly closing behind her. Not knowing where she was she simply ran through the maze-like halls only to find a closed door. As she grabbed the handle to open the door it burned her hand. When she looked at her hand there was a rune seared into it and she instinctively knew what it meant. Whoever or whatever saved her, owned her now. When she touched the handle again it was cool to the touch and as she opened the door she found herself in an alleyway a few streets away from the bar.

Since that day she had been obsessively trying to figure out who she made a deal with and how she might get out of it. The first answer was relatively easy to find as the rune on her hand was the abyssal sign of Baphomet. She started wearing gloves once she knew that. The second answer was much harder to find and so far she hasn't had in luck. She was forced to stop anyway as Thrune started cracking down harder on the city and if she was discovered, branded by a demon lord, she'd be executed on the spot and her soul would truly be lost.

She was at home when there came a knocking at the door. When she opened it there stood a young boy asking her her name. When she answered he handed her a letter. Someone knew she was a survivor of the fire at the bar and that she'd sympathise with a possible rebellion against Thrune. He wanted to meet, publicly and the letter told her where. Initially she didn't want to go but then decided she had nothing to lose. If it was a trap, and she couldn't see how, she was dead. If it wasn't all she could do at home is wait for them to figure out and then she'd be dead anyway. Better to take a shot at escaping that fate even if only to buy her more time to figure out how to escape the fate of her immortal soul.

Her demon's interest in my character:
Baphomet is the lord of conspiracies and secret societies and that alone makes him like the whole secret rebellion. In addition the rebellion stands to hurt Asmodeus's interests on Golarion and Lamashtu, Baphomet's lover, hates the infernal god. So if Baphomet can show her that he was somehow involved with striking at Asmodeus she might be pleased. And even if the rebellion failed he'd still have had some entertainment and a desperate soul to toy with.

She have the Pattern Seeker trait and would be at the protest to meet a contact.

EDIT: Just to be clear, she'd be Chaotic Good

Lantern Lodge

My character would still be a Neutral Good it's just her familiar that is evil. In fact, I could even turn the character into a full time necromancer and she'd stay Good (as long as she doesn't acquire the corpses in an evil way). Just to be clear: I wouldn't.
The character would be very much a good person and made a horrible mistake and might have to pay with her soul. She might descend into something else though if she gets desperate to save her soul.

To be honest, I'm actually starting to doubt whether I want to run this character through this specific AP. Basically I'm stuck with too many fun ideas.

As for a healing wilderness god, have you checked Immonhiel? She is an angel empyreal lord, a devoted healer and goddess of herbalism, swamps and toads.
Another that might come close is Shei, tied to nature simply by virtue of being an agathion empyreal lord and a goddess of age, self actualisation and the cycle of life.
If you want to move outside the Inner Sea region there also is Qi Zhong, Tien god of healing, magic and the elements.

Lantern Lodge

What does everyone else think about the Demon-Sworn Witch? Would you be ok with travelling alongside someone who regretfully made a desperate pact with a Demon lord and ends up actually being stuck with a fully evil demonic familiar?

As for why no Dwarf on the Panoply Savant: I don't like playing the stereotypical Dwarf and that's where you'll quickly end up with that, be it a smarter version of the stereotypical Dwarf.

Lantern Lodge

I get that and I'll give it some more thought. A thing to note though is that the Quasit does have the ability to change shape into any 2 of small centipede, bat, toad and wolf (I'd say it's at least bat for this one since it's sent as a "gift" by Nocticula and her sacred animal is the bat) and can turn invisible at will so it does have ways to avoid being found out as a demon.

The alternative at the top of my list at the moment is Panoply Savant Occultist with the Warrior panoply. Not sure that'll still be a Dwarf though.

EDIT: As for the healing; Not really. All her hexes would do 1d4 nonlethal damage, including her Healing hex. In addition the mechanical downside of the archetype is that half of your patron spells get replaced by evil spells (Protection from Good, Unholy Blight, Dispel Good, Blasphemy and Unholy Aura to be precise) though the upside is evil spells don't change your alignment.

Lantern Lodge

As far as Skinwalkers go: The first book of Ironfang Invasion actually offers a new kind of Skinwalker as well: The Aeriekin.

They are the Skinwalker descendants of Wereraptors (the bird kind).
Their stat bonuses are +2 Wis -2 Cha and an extra +2 Dex when shifted. Skill bonuses are to Perception and Sense Motive and they get Featherfall as their spell-like ability. Lastly their shifting options are: 1d6 Bite, 2 1d4 talons, +4 perception or +10 ft. to any flight speed.

As for my concept, I understand that having a Quasit familiar will cause some conflict, especially since it will still be evil (though 100% obedient, as per the archetype). Those who witness the arrival of the Quasit will probably understand but that'll probably be a small group.

I can understand if you think it wouldn't work in which case I'd look at other ideas I have for this AP. Probably something more martial, like an Occultist or a Phantom Blade Spiritualist.

Lantern Lodge

I actually have a concept I'd love to play:

A Dwarven Witch and priestess of Bolka. While working as a matchmaker in Kraggodan she sought to escape the marriage arranged for her by her own family. She had no interest in the lecherous, old drunk, even if it helped her family if she married a man of such noble standing. When they came to find her on the day she was supposed to marry she desperately prayed for help and a chance to escape but the only one who answered was Nocticula, a demon lord. In desperation my character accepted her help and so she was shrouded in shadows and none could see her while she fled to the surface.

Now she has become a Demon-Sworn Witch (Heroes of the Underdark) and is stuck with a pact she wishes she hadn't made. She ended up in Phaendar where she continues to provide the services as a priestess of Bolka, though with a focus on supporting newlyweds and those about to be married. At the same time she desperately searches for a way out of her pact without damning herself again in the process.

Just to be clear, she'd be Neutral Good.

EDIT: I'm not absolutely tied to this concept as it fits multiple APs. Basically it just requires the proximity of a Sky Citadel/large Dwarven city.

Lantern Lodge

Good day all

I'm also among those interested in playing

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I will bow out. Just can't get my head around a proper character.

Lantern Lodge

As far as concept goes I'm more tied to background than to mechanics.

I'm looking at a male Human Fighter coming from one of Cheliax's most prominent noble houses (either Henderthane or Narikopolus) but it's a house without prominent holdings in Kintargo. If a Henderthane my character will go for melee and take the Siegebreaker archetype, if a Narikopolus he'd be a straight up Fighter focusing on archery.
Trait wise there are several fitting options. Ex-Asmodean would be a natural fit but Historian of the Rebellion, Natural Leader and Urban Sleuth all work.

Background:
At age twenty five he already is a veteran of sorts. At age eleven he was sent to be his cousin's squire at the end of the Goblinblood Wars, his cousin being a Hellknight armiger on the verge of becoming a full Hellknight.

The cousin perished after being overwhelmed by an immense number of goblins. My character initially survived by hiding among the bodies but was later discovered when the goblins started scavenging among the dead bodies. If not for the timely arrival of a squad of Andoran Eagle Knights he would have lost more than half of a finger on his left hand. The Eagle Knight took him back to their camp, nursed him back to health and he stayed with them for the remainder of the war as their camp was the safest place for him to be.

After the war the Eagle Knight that had saved him from the goblins took it upon himself to bring my character back home. He got special dispensation to cross Cheliax and bring the boy but once that was done he was, to his own and my character's shock, immediately clapped in irons and imprisoned for being an Andoran infiltrator.

My character's reaction to the way his saviour was treated combined with his prolonged exposure to the "perverted" ideologies of the Andorans prompted his family to arrange for my character to be sent away to a military academy two days from the city of Kantaria for re-education. However, during the night before they would arrive at the academy he slipped away with the purse that contained his tuition for the first year and fled further west and ended up in Kintargo.

The first thing he did when he arrived in Kintargo was changing his last name as his real name would cause naught but trouble. There lived for years on the fat purse by being very prudent when it came to expenses. When the money started to run low he joined the dottari. For several years he enjoyed his work there, until Barzillai Thrune arrived. That man and his rules represented all he had left behind and so he left it all behind once more. Now he is contemplating boarding a ship and leaving Cheliax behind for good.

Lantern Lodge

How do you feel about Combat Stamina and giving that to fighters for free, as per the suggested rules?

Lantern Lodge

Wild Talent: 3d8 ⇒ (6, 5, 3) = 14
Wild Talent: 3d8 ⇒ (1, 7, 2) = 10

How do you feel about my proposed background for the Trox race? If you like it, would you be ok with having Trox count as Thri-Kreen for all effects (like how Half-Elves count as Humans and Elves)

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Any idea on my previous question?

Quoting for ease:

Cuàn wrote:

How would you feel about Trox?

Basic idea for background for the race is that they are the result of experimentation by one of Nibenay's high ranking templars to make a version of the Thri-Kreen that was better suited for slavery. They seemed to have succeeded as the result lived longer, was stronger and not as bright but they were at least twice as stubborn. Many escaped into the desert in a brutal slave revolt the remainder was put down. As was their creator. This all would have happened ages ago.

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How would you feel about Trox?

Basic idea for background for the race is that they are the result of experimentation by one of Nibenay's high ranking templars to make a version of the Thri-Kreen that was better suited for slavery. They seemed to have succeeded as the result lived longer, was stronger and not as bright but they were at least twice as stubborn. Many escaped into the desert in a brutal slave revolt the remainder was put down. As was their creator. This all would have happened ages ago.

Lantern Lodge

ryric wrote:
Do you want fire giants and red dragons passing out from heat exhaustion in their volcano lair? Do you want a white dragon freezing to death on a glacier? Clearly the intent is that resistance/immunity to cold/fire helps you out in extreme environments.

I understand that. Common sense is it works. I'm not asking about common sense though. As it stands the damage isn't typed beyond being nonlethal.

So by RAW Fire Giants do suffer from heat exhaustion. Doesn't make any sense but it is how it's written at the moment. That is why I'd like an official clarification.

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I assumed the other effects that happen upon taking damage still happened.

The issue is that the damage both cold and heat do isn't defined beyond being non-lethal, with the exception of breathing in exceptionally hot environments. as such one could argue that the damage is untyped and the resistance does not apply.

So I guess the question actually is: Does cold environment do Cold damage and does hot environment do Fire damage?

Common sense would say yes but the rules don't say anything.

EDIT: I know Endure Elements makes you immune to all of it but that isn't the point.

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3 people marked this as FAQ candidate.

Does fire resistance protect you from environmental heat and does cold resistance protect you from environmental cold?

So far I haven't been able to find a proper answer to this, just people saying they should.
I know James Jacobs said they do at least twice (found here and here) but we all know his word isn't rule.

Lantern Lodge

That leads me to another question: How would you say Fire Resistance interacts with environmental heat? I'm asking since the rules imply a lot but don't actually say anything about it.

I have a few interesting character ideas for this AP and am trying to figure out which ones would actually work.

Lantern Lodge

This sounds fun

Would you allow free Combat Stamina for Fighters?

Lantern Lodge

Would you allow an evil character?

My interest is not the cackling kind or even the clearly malevolent kind. I'd be looking at a character that's simply willing to go what is good and proper in order to achieve his or her goals.

The character would be loyal to others, friendly and caring to those around him but utterly ruthless and downright nasty to those deserving his or her ire. In this case that would be the Ironfang Legion.

Lantern Lodge

Just when I thought I had made up my mind I am in doubt again.

Either the Thri-Kreen Disciple of the Pike Cavalier I mentioned before or a Half Giant Witch, perhaps with the Ashiftah archetype, who has an Umbral Giant heritage and ties to the Black (Shadow patron).

Lantern Lodge

Cool.

I have some more questions though:

If I choose the Wild Talent as a Thri-Kreen do I lose the entire Toxic Bite racial feature or just the poison? In other words, do they keep the 1d3 bite?

Would you allow the Elven Branched Spear? Something about a Kreen with an Elven weapon just seems right to me. That and it's a finesse option.

EDIT: As for Create Water, I have seen a good fix for that in another PF Dark Sun game some time ago. In that game it simply became a 1st level spell instead of a 0 level spell and produced a quarter of what it normally produces.

With Endure Elements, I'm not sure cutting the spell is the way to go. Might be an idea to just decrease it's power. Something like the 1st level version only working between -5 and 100 Fahrenheit and adding a 3rd level version that is like the normal version. Communal version would get the same treatment.
Other options would be upping the cast time (I'd go as far as making it 30 mins for a Communal version), adding a component cost (not to hefty but should eat into funds if casting often) or cutting the duration (either in half or making it 1h/lvl). Another option is just make it give a bonus on the saves and checks instead of immunity (Like Endurance, but it stacks with Endurance).

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