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187 posts (1,447 including aliases). No reviews. No lists. No wishlists. 17 aliases.

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Have the birthmark symbol trait or get the tattoo holy symbol so that you can access your powers and spells, but wear the holy symbol of some other god (like Abadar). Make sure you have the knowledge (religion) and perhaps some Bluff going so you can keep abreast of what following another god means and make the motions should you need to pantomime it.

The church you set up could, on the surface be to Abadar, but in reality, holds allegience to Asmodeus. Subtly shift the normal church actions and symbology towards Asmodeus. Over time it'll be a country following Asmodeus before they even realize it.


You could use the Elemental Spell (x) metamagic feat to change the energy of the spell from what it's resistant/immune to (y) into something it's, hopefully, not resistant to (x).

If it's resistant to everything, then you'll have to go non-energy or use Maximized / Empowered spells to increase the damage above their resistance (doesn't work on immune though).


I did a quick search on this thread (trying to avoid spoilers) and my question didn't seem to appear so I'll as it. It's a rules question, but it specifically relates to content in this book so I put it here.

I'm in a WotW group on the site and a newer player made me aware of the new archetypes found in this book. I'm playing an anti-paladin, so had a peek at the Lord of Darkness archetype. It looks pretty cool, so I started thinking about directions I could take the character, until I found something a bit odd.

The "Aura of Obedience" ability mentions: "if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell."

Two questions came to me from this:
1) Is the command a free action that occurs as a part of the Intimidate, or is it a standard action that occurs after the intimidate? I'm figuring it's merely a part of the Intimidate, should it pass the +10 DC, but I wanted to make sure.

2) This one's a bit cheezy, and I'll likely not go down this route, but I have to ask. If someone has Dazzling Display and uses it while surrounded by enemies within 10'. If the Intimidate beats most or all of them by 10, are they all affected by a command or just one individual of choice?


With negative energy as your RR, it means your attacks and abilities are also negative energy. Are all or most of your party members going the undead route? Even if not, you may have a good number of undead servants from Undead Mastery.

Suddenly you have a way heal them without limit. Is one of them (or even yourself) damaged? Tap them (or yourself) with a light weapon and do weapon damage but heal them 2d6/4 of your HD. Many others? Hit them with your devastating blast cone for 3d6/3 HD healing. And you can do this until the cows come home.

Stick with one of the four elements. I've a character in WotW that I plan taking in the same direction (although we're very early in the AP at the moment). We'll already be immune to cold as an undead. My character, being Aasimar also has resistance to acid and electricity. With that and the seeming influence of Asmodeus in the path, fire seems to fit well.


As you suspect, Piranha Strike only works with light weapons (although I've seen GMs that allow it for use with anything Finessable). Consider using the same weapon in each hand to open Weapon Focus as an option. The Knife Master archetype turns the sneak dice with daggers to d8s.

TWF and Piranha Strike alongside the 2/3 BAB makes things difficult to hit so any little bonus (WF, super high dex, flank where possible [for the +2 and sneak attack], bluff/feint to make opponents flat-footed [which gets rid of high DEX and makes them open for sneak attack damage], maybe a Burning Energy weapon to cut through those with big armor, + bonuses rather than abilities on magic weapons[aside from Agile or the aforementioned Burning Energy] to increase some to hit and damage).

Note: The Agile weapon property only appears in the PF Society Field Guide, which might not be available to the GM and thus making the ability unavailable.


I've added a background for Amestri. Kinda cheesy and unoriginal by the end, but I wanted to get something down.

I stuck with a bit of the cannon. Meeting a genie, or other such thing in Calimshan is one thing, having someone with their blood in the noble houses may be another.

Still have to purchase equipment. A Hat of Disguise is certainly in order.

EDIT: I found a Cloak of Human Guise which seems to act as the Hat except only to hide the non-human parts of a half-human race (not sure if Ifrits/Genasi would be considered half-human though). Viable?

EDIT2: Looking more into FR Genasi, I'm inclined to think not, so nevermind.


I've created an alias with the crunch: linky ->Amestri Atezadeh.

I still need to put together the background. After doing some checking on Calimshan, I noticed that the genies and the like were captured or kicked out back in the day (-6060 DR). It turns out that there are plenty of genasi and the like in disguise that don't come forward for another 100+ years (1479 DR - when the Calim and Memnon are freed from the Calimemnon crystal), so one of the traits I chose was "Keeper of the Veil" along with Skill Points in Disguise since it makes sense that her noble family would be keeping their heritage a secret.

For equipment, do we start at the typical 3,000 gp worth? I was thinking on starting with a disguise magic item (e.g. hat) to enhance her 'human' guise.


Sorry, had a busy weekend.

Since the adventure seems to be in Tethyr, I was thinking the character would come from Calimshan rather than Anauroch (like the previous ifrit sorcerer). So I'm not sure whether being related would fit. Although I suppose I could change things and be down here looking for her.

Some questions:
Do you allow the Tattooed Sorcerer Archetype? It's a Golarion archetype from Inner Sea, so it might not fit the FR world, although I don't see anything that is too setting specific (aside from the Varisian Tattoo which could be reskinned into something more appropriate)? I like that it gets rid of the 9th level bloodline power (which, if I go Primal, is related to summons, which I don't care for with regards to this character).

I'd use the alternate racial traits: Efreeti Magic, Wildfire Heart.

Trait-wise, I'm looking at Focused Mind, and either Prince/Princess which might require some specific ties to something in the storyline, although there are plenty of nobles and the like in Calimshan, or Elemental Pupil. Both come from Golarion's Qadira book, but Qadira and Calimshan seem to go hand-in-hand.


Dotting for interest re: the arcane caster. It's been a while since I got a chance to play a full arcane caster. Also a big fan of FR.

My initial thought was an Ifrit Sorcerer with Elemental (maybe Primal) bloodline. Of course, looking at the previous character list, I see that was pretty much the same as the previous sorcerer. I've got the concept stuck on the brain at the moment, though, so I'll keep running in that direction despite the apparent equivalence to the previous character, if that's all right.


DM_Blake wrote:
One good argument I have heard is that the rules don't specifically say that you must include special materials when you calculate the item's price in SP. For example, there is a good argument that making a silver longsword is no harder than making an iron one. Might even be faster since silver is softer and easier to work. The rule specifically says to "Find the item's price in SP. For the sake of the Adamantine Full Plate, the item's price could just be assumed to be the full plate. In support of this argument, notice that making it out of Iron the DC is 19, and making it out of adamantine is DC 19. Same DC. That seems to suggest that it rally is not harder to make. Which also suggests that there is no reason for it to take 10x longer to make it.

One entry that may belie that position is under Dragonhide Armor...

Dragonhide Armor wrote:
Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type (double all Craft results).

It seems to infer that the Craft check cost of making the item includes the cost of the material, since here it tries to nullify it by doubling the result in order to allow for it "not to take longer than ordinary armor".

Sounds like three years it is unless you can get your hands on Amazing Tools of Manufacture which allows you to do 2,000 gp worth of work for one hour a day.


"Caster level" is different from "Class level".

Magical knack raises "caster level" which has an effect with spellcasting.

Air affinity raises Charisma which has an effect on spell DCs, bonus spells, and bloodline abilities.

The favored class thing raises "character level" in relation to a specific bloodline power.

Magical knack has no effect on the Elemental Ray (or any other bloodline power) since they are not spells but supernatural or spell-like abilities and have no "caster level".

Air affinity would net you an extra use of the Elemental Ray (since it's calculated as 3+CHA).

The favored class (with 2 levels of sorcerer) would add 1 to your sorcerer level in the calculation of Elemental Ray. Unfortunately, you're only 2nd level. Being considered 3rd level in the Elemental Ray doesn't resulat in any difference since it's 1d6 +1 per 2 levels (and we always round down unless otherwise specified). So 1d6 at level 1, 1d6+1 at levels 2 and 3, and so on.

EDIT: Ninjaed by everyone.


thejeff wrote:

That's a new interpretation and an interesting one. It seems to follow the text of the rules and mostly common sense, assuming that sunlight and similar things "set" light levels rather than "increase" them.

It's a little ugly, particularly when light of the same level, but from different sources ends up at different levels. Overlapping increases to normal vs set to normal.

Sunlight is listed in the text by the table as 'bright light', so I would say it "sets" the light to that level.

Overlapping increases seems to be what's intended, although there may be a maximum level dependant on the source (so three torches overlapping wouldn't go higher than 'normal').

It's the outer areas where the increases occur anyhow. I think it was quite helpful that the rules state that the mundane sources don't increase things, so as to reduce the math required to the rare occasions a player brings in an item with heightened continual flame, or heightens a light spell to 4th (and thus consuming a 4th level slot). If players are going to waste resources on a couple of heightened light spells just to get that little bit extra distance due to the overlap, instead of using a few mundane torches and darkvision, I'll map it out.

Malachi Silverclaw wrote:

I like this.

A lot.

A bone of contention has been what the spell means by the word 'increases'. This is something I never considered, and it may be the answer we have been looking for.

The sun is not listed on that table. Would 'normal' be direct sunlight, and indirect sunlight 'increases'?

The sun is mentioned in the text. Direct sunlight (as is the daylight spell within 60') is considered 'bright light'. Indirect sunlight, such as a room with the window open or, as mentioned in the text, 'under a forest canopy during the day' is set to 'normal' light. The sun is funny that way, I guess.


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Coming late to the game, but my interpretation focuses on the word increases in the spell definition.

Looking at the Vision and Light rules, and the Light Sources and Illumination Table, the 'normal' column lists the radius where the light around the object is considered 'normal' illumination. The second column 'increased' refers to the light level increasing within that area (outside of the 'normal' area).

My interpretation is this: A light source, regardless of what it is, sets the light level around it up to a certain radius, and increases the light level beyond that (to twice the radius). Darkness lowers the level of the light according to what the level is set to, but prevents whatever is causing the light to increase the illumination within the area beyond the initial radius (unless it is from a higher level spell).

I have a long example in a spoiler here:

Example:

So:
- A torch in an otherwise dark room sets illumination to 'normal' for 20' around it, and increases the light level to from 20'-40' which is set to 'darkness' without any light source up to 'dim'.
- Place another torch, 60' away, so that the area 20' around it is set to 'normal' and the light level from 20'-40'is increased one level to 'dim'.
- The area where the two torches increased light crosses, is now 'normal' (an increase of two levels)
- Enter the deeper darkness spell.
==20' around each torch, where the illumination was set to 'normal', the illumination is decreased two steps, to 'darkness'.
==20'-40' away from each torch, where the light did not overlap (where the light was 'dim', the light is 'supernatural darkness'.
==20'-40' away from each torch, where the light did overlap (where the light was 'normal', the light is also 'supernatural darkness'.

Why was the overlaping light level brought down from 'normal' to 'supernatural darkness'?
= Because the description of darkness explicitly says that "Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness". So the area of torch light outside the initial 20' where the light level is set to 'normal' is ignored.

Let's switch the torches to a normal light spell. The results are the same because the light spell is of a lower level.

What about if these were heightened light spells? Then it's ability to increase the light level beyond 20' (to 40') remains unhindered. The light level in the overlapping areas is increased to 'normal' before the deeper darkness spell decreases the light level by two to 'darkness'.

What if we introduce a torch or normal light spell in the overlapping heightened light area? 20' around the torch that is within the overlap, is 'normal' illumination since the heightened spells increase the light (set to 'normal' by the torch) by two steps while the deeper darkness reduces it by two steps, cancelling each other out.


Nightskies,

Question: Are there any specific languages that would be appropriate to the Loremasters, or the Wasted West for that matter? (I just realized I had yet to choose them).

Eidolon is complete. Link in Ellismus' profile, or direct link here: D'endrrah


Hey... Ellismus is still part of the Loremasters... He may not like the little experiment they had with him, but he does enjoy the results. Nothing saying he wouldn't have a beef with another member. Not sure how exactly he may have met others. But then the backstory posted is of a specific period in his life. Many things could have happened since then.

Also. Sheet for Ellismus Rayne has been updated. Changed to human as advised. Only need to put together the Eidolon and perhaps create an alias for her.


OK. I've put together an alias and began to populate it.

Ellismus Rayne

The background is done. I still need to create the eidolon proper, purchase equipment, choose spells, shoose a feat... Yeah, ok. Still a lot to do, but at least the background is done.


Rolling for hp and cash for my summoner.

2nd lvl HP: 2d4 ⇒ (4, 1) = 5
Cash: 2d6 ⇒ (6, 5) = 11 x 10 + 400 = 510 gp


I have some questions to help flesh out my concept.

Question 1: What are these abominations like (or at least what is known about them)? I tried google, but the results seem to refer to city-to-continent sized ones that folk live on now.

Question 2: Assuming there are also smaller varieties, prior to the defeat of the abominations (or now that they are returning), were there people that tried/succeeded in controlling them? Or perhaps did any abominations defect to the other side?

I ask as, while thinking about the Summoner, I was contemplating a giger-esque eidolon. That kind of look seems to go hand-in-hand with Dark tapestry, Old Ones, Elder Gods, etc. and their minions, but I obviously wouldn't want to be working for them (character would probably be LN).


Dotting and rolling for interest.

Rolls:

1st set:
3d4 + 4 ⇒ (1, 1, 2) + 4 = 8
3d4 + 4 ⇒ (4, 3, 1) + 4 = 12
3d4 + 4 ⇒ (2, 1, 3) + 4 = 10
3d4 + 4 ⇒ (2, 4, 3) + 4 = 13
3d4 + 4 ⇒ (4, 4, 4) + 4 = 16
3d4 + 4 ⇒ (4, 4, 3) + 4 = 15

2nd set:
3d4 + 4 ⇒ (2, 4, 2) + 4 = 12
3d4 + 4 ⇒ (3, 2, 3) + 4 = 12
3d4 + 4 ⇒ (1, 2, 2) + 4 = 9
3d4 + 4 ⇒ (2, 4, 2) + 4 = 12
3d4 + 4 ⇒ (4, 1, 1) + 4 = 10
3d4 + 4 ⇒ (4, 4, 4) + 4 = 16

Choosing 1st set, changing the 1 in the 2nd roll to a 4.
Stats to distribute: 16, 15, 15, 13, 10, 8.

Potentially spread the points make the first two an 18 and 16, but I'll decide on that as my concept is fleshed out.

Initial thoughts are for a Summoner or Wizard of some type.

I know effectivly nothing about the Midgard setting. Is that all right? It might make things difficult for writing an appropriate background.


Interesting idea. I'm playing through this module already, so I can't join (due to plot spoilers), but I might lurk a bit.


Do you allow the Aasimar race and its variants? I was thinking a peri-blooded (emberkin) oracle of flame, maybe with the blackened curse could fit thematically.

How often do you expect posts during the game?

EDIT: Question2: Will you be using maps during combat?


I have an elven Wizard (diviner) that may work here: Azrael. It's all in the alias.

He's actually more of an archer that uses his spells to enhance his bow use. Plan 1 level dip into fighter next level and eventually (in the distant future) work into Arcane Archer (after Eldritch Knight).


Hi. I put together the basics of a character into a profile here: Gorkhan Trask.

I still need to flesh out the background and purchase equipment.

Is anyone doing anything special with their equipment for underwater purposes?
- I noticed that Silversheen prevents rust. Bone/Shell weapons could probably survive fairly well underwater (although they have the fragile quality even if they are masterwork and have a -2 damage).
- Armor-wise... I saw Eel-skin, sort of a mini-mithril, but seems a little pricy. Maybe Darkleaf cloth is more durable than regular leather items.

Or do we need to worry about such things?

EDIT: Living steel looks like it could work too since it heals itself.


I'll see if I can put together an Undine Rogue before the deadline.

My original thought was for a Gillman Rogue (Eldritch Raider seemed flavourful) but then I noticed they don't have darkvision (or low-light vision for that matter) and I think a rogue with darkvision would work better for me.

That and the Undines have interesting alternate racial traits.


Ok. Trying to think of something other than a card-throwing staff magus prevented me from getting a decent amount of sleep, so I caved and decided to make it anyhow.

Short background included. I'll need more time on the crunch and item purchase. Posting now to get under the wire.

Ellismus Rayne
Male elf Magus (Hexcrafter/Staff Magus) 6
CG Medium humanoid (elf)

Statistics:

Str 14, Dex 16, Con 12, Int 18, Wis 8, Cha 10

FeatsArcane Strike (SM5 bonus), Deadly Dealer (5th), Harrowed (1st), Quarterstaff Master (SM1), +1 (3rd)

Skills {36 ranks} Bluff* 4, Climb 1, Craft (harrow deck) 3, Fly 4, Knowledge (arcana) 1, Knowledge (dungeoneering) 1, Perception* 6, Profession (gambler) 4, Sleight of Hand* 5, Spellcraft 6, Swim 1

Alternate Racial Trait: Arcane Focus
Favored class option: +1/6 Magus Arcana

Magus Arcana (3): Accurate Strike, Accursed Strike, *Hex*
Hexes: Healing, Flight


Background:
Ellismus was raised by half-elven Varisian gypsies, his nominal 'parents' being adventuring companions of his birth parents who had died. His father during their last adventure many years ago, his mother on giving birth to him due to complications and injuries acquired during the same incident. He grew up learning the use of the Harrow Deck and in hand to hand combat with the staff, his foster parent's specialities. He also picked up some card tricks, although these were not something one should be using Harrow Decks for and he would often have to take his tricks into a nearby town, turning them into a certain level of skill in gambling. He would get caught cheating now and again, but each time, either luck was on his side and he escaped, or his foster parents had nabbed him first, forcing him to pay restitution.

When he came of age, Ellismus began to exhibit a knack for magic, and so he was sent to the Twilight Academy in Galduria, where he would learn Varisian traditional magic, and, his foster parents hoped, a little more self control. There he mixed spellcasting, with hexes, with combat and even with some of his card tricks. When he graduated he followed in both his birth and foster parents footsteps by searching for adventure across various lands, his gypsy roots and his penchant for gambling preventing him from settling down in any one place.


Damn, I started thinking about the character and the Harrow deck and thanks to this feat, I keep getting Gambit on the brain. I think I'll need to sleep on it if I'm going to avoid making a Staff Magus with that feat speaking with a New Orleans-style patois. *sigh*


OK. I've just thought of an idea for a Wizard (probably Diviner) or Witch 5 / Harrower 1. Sorta fits with the theme and locale. I'll ponder some more and flesh things out to see if I can make something come of it.


Dotting. Max HPs are nice, but don't help when you're sitting at 2 CON and almost dropping to 0 (death) if it weren't for a spell induced second save... ;)

I'll ponder things for a while. Hope to post something by the weekend.


Dotting for interest. Going to be away this weekend, so won't be able to put something together as yet. Thinking about a Tiefling Fiendish Vessel (Cleric archetype). Along the lines of a bad touch cleric. I'd have to look more into the Demon Lords/Archdevils/Horsemen associated with the archetype before deciding on Domains, Alignment, progression and the like.

How often do you expect posts?


Here is a link to the alias of my character with most of the crunch completed: Kallistiel.

She's a Fighter (Lore Warden) 5/ Monk (Master of Many Styles/Sohei) 2. Next level will be duelist. Might change one of the feats and need to pick two more traits. Of course, the background needs to be written.

Hope it was ok to spend a good chunk of money on one item. I bought gloves of dueling ($$$) along with a +1 agile rapier.

For the Pathfinder Society trait, I seem to be having trouble finding one that fits. It seems there is only one trait per Core class, and none of them would be of use to the character (the Fighter one gives a bonus when in medium/heavy armor, and the Monk one gives a Ki bonus, neither apply to the character). Are there more traits in a different source (currently just looking at d20pfsrd.com)?


OK. Initial thoughts are something like a Fighter (Lore Warden)/Duelist Dex-based fighter, maybe with a dip into Monk (and go into Duelist prestige class at 8th level). Will think about things more and see if another idea doesn't pop in and overshadow this one.


Lord Manticore wrote:
2 points for your other answers. You have a good point about the announcer, though; if you name him, I'll give you the bonus 2 points for Moot as well.

Don Pardo.


Dotting for interest.

Answers:

Blue Box: although I do remember the box cover, I don't recall what was in it. Even looking it up didn't ring a bell. Nice it had dice and a module, I guess.
Favorite Color: blue, no yel-- Aaaggghhhh!!!
White House: I don't care who's in the White House, football player or not. I'm Canadian.
Ioun stone: I'll let you know when I've figured out what I'll play.
Moot: SNL 1984. Well the announcer guy said it first, but Jesse was the one who said it on screen and the most often.


OK. Looks like I did have time for a second submission.

Tragen Blackmourne. Aasimar (angelkin) Antipaladin of Urgathoa (or whatever god of undeath exists here). Sin: Wrath, Crime: Grave robbery. Still needs to finish a bit of the sheet, but the background is there in full.

Even though he follows the goddess of undeath, he would join a LE organization revering Asmodeus simply because he could achieve his goals of returning his loved one to him and bringing down the society that is obviously against this reunion.


DM flykiller wrote:
The most hotly contested spot seems to be Sloth - all three divine submissions so far went for it. This is not a very good thing as it automatically precludes any non-divine Slothites from getting in.

I'm not sure I understood this statement. Why would three divine Sloth submissions automatically prevent non-divine Sloth sumbissions from getting in? EDIT: Oh, wait, I get it. Is it to make sure some kind of 'healer' role is in the party? Not sure I'd want a lazy healer, though, lol.

Anyhow, I don't have time to put up a second submission before the deadline, so I guess it's good I left things open open enough to fit into at least three Sins (Lust, Greed, and that overly popular Sloth).


Completed the background and thus chose Desecration as the crime. Still contemplating the Sin. The story has strong Sloth and Lust overtones with some subtle Greed, to allow for whatever decision I run with.

Rhasadilara Wynterfall

DM Flykiller:

DM flykiller wrote:
A powerful start, but how did your character end up in Talingarde and why did she commit her crimes? What is her motivation to join the evil organzation seeking to install a new Asmodean order? These are the essential questions for me to pick a character.

How did she end up in Talingarde?

After spending a lot of time on the mountain communing with her familiar, she figured she ought to see and experience more of the world. She came south to Talingarde because that happened to be the direction the caravan she charmed her way into was going.

Why did she commit her crimes?

She was enjoying herself in the city, meeting rich people who would do nice things for her, sometimes using some of her supernatural influences. In any case, there were some Mitran priests going around accosting her and harping on about morality and such. It happened often enough to interfere with some of her potential liasons, that she had to act.

What is her motivation to join the evil org seeking to install a new Asmodean order?
Several reasons:
- Not having to listen to morality speeches by meddling priests.
- Having an influence on how the new order comes about means she can make sure there will be no laws or rules that interfere with her desires.
- Being in an organization means she won't have to do all the heavy lifting.


I've put together a Winter Witch here: Rhasadilara Wynterfall. Went with Elf instead of Changeling since there is a nice alternate trait option for Elves with high charisma.

Still need to pick the sin (that extra trait stuff leans towards Sloth, but Greed and Lust or other sins could fit too) and crime (leaning towards Desecration or Heresey but the final decision will rely on the final sin(s) chosen). Might change the regular trait as well. Part of the background is complete, but more will come when Sin and Crime are decided upon.


OK. Thinking a witch, possibly with an archetype or two. Are Changelings allowed?

Focus INT = 18
Foible STR = 8
DEX = 1d10 + 7 ⇒ (7) + 7 = 14
CON = 1d10 + 7 ⇒ (4) + 7 = 11
WIS = 1d10 + 7 ⇒ (9) + 7 = 16
CHA = 1d10 + 7 ⇒ (9) + 7 = 16

Yikes. Low CON if I go with that focus/foible and Changeling. Oh well. Still could be interesting and now I know where I'll put the 4th level ability point.

I'll think about the Sin more as I flesh things out. Looks like Lust would fit, but that seems to be a popular Sin to follow. Maybe Sloth. Maybe a combo. We'll see.


A few questions while I ponder:

- Are class archetypes allowed? If so, any specific Paizo sources allowed or disallowed (e.g. Ultimate Combat or Inner Sea Magic)
- Are alternate racial traits, favored class bonuses and feats from the ARG allowed?
- Although I'm not interested in playing one, I expect the question will come up some time, so I'll add it to my list: Is the Gunslinger class, or firearms allowed?
- Although related to the above questions, I may as well throw out a generic one: What sources are allowed in character creation (e.g. all Paizo; all Paizo on d20pfsrd.com; only Core & APG; etc.)?

- Oh, and when do you plan on closing submissions?


For Sigz Sloth penalty, I was meaning that it is good in addition to the current penalties since, for casters, particularly summoning types, a -2 Str and Dex, don't really mean that much, same goes for morale type bonuses, since they wouldn't need them, but their minions would. As for Elves and undead, I suppose one could say, if there is no immunities involved, it's a -2, otherwise they are just not immune (but get a bonus of some type on the save perhaps).

I like the adjustment for Lust with the bonus to DC offset by the increased penalty.

Overall, I like what I see. Dotted your game, since I now need to figure out what sin I would like to represent and a good class that could represent it...

Evil times, had by all.


Dotting for interest. I'll roll once I've narrowed down my ideas and can put something together.


Further comments after some more in depth look at things and a few other posts:

Wrath
I was looking at this and wondering about "killing blow". Does it refer to bringing an opponent to 0, or to actually killing them (through damage or the crit from a coup de grace)? I read it as the latter, but I just wanted to be sure.
It also occurs to me that Wrath could end up gaining the bonus quite often, depending on the build. The use of Boar Style, for example, where two hits cause bleed damage, or a rogue that often gets into flanking position to activate sneak attack precision damage.

Sloth
With this, I think if you treat the fatigue penalty going on as something similar to what happens after a barbarian's rage, it should be fine. I do like the penalty vs. fatigue, exhaustion, stun & sleep that Sigz suggested though. I find the curreent penalty isn't something that a spellcaster would have to worry about. Particularly a summoner or other class that can perform standard-action summoning. For example, a gnome master summoner with a mount-eidolon to deal with movement.

Pride and Envy
I agree with Mr. Swagger and Sigz. It could work if you hold it to the "roll a natural 20" vs. "roll a natural 1" (dropping the 'confirm crit" bit). Otherwise, it gets pretty weighty one way or the other unless the counter is equally as weighty.
I also agree with FMG about the minions thing & Envy. Maybe think about how summoned creatures could trigger it too (as there could very well be a Sloth summoner in the game).

Lust
The "attracted to you in any way" part. Is this physical attraction, or could it come into effect if they happen to be attracted to the jewels you're sporting, or perhaps if under the effect of some spell?
I also recall you asking whether ability-based checks have an effect on DCs or CL for spells. Consider giving the same +1 to charm/emotion spells under the same conditions as the Charisma-check bonus. I also notice that Sloth gets a +2 on Charisma checks while Lust gets a +1. Is this intentional?

Gluttony
Does the term "consumables" for this sin, refer only to ingestible things like potions, antitoxins, and the like? Or does it include other things, often considered 'consumable' like wands, feather tokens, and the like?

Greed
Does "part with" mean something like selling it (where the penalty wouldn't really have a game effect), using it (like a potion, which could happen fairly often), gets destroyed (through sundering or firing an arrow, which may or may not happen depending on the class and such)?
Or does it only mean if you give it away or if it is stolen from you? The former, like selling, might not have much of a game effect, and the latter might not happen too often since the good folk who are the enemies, tend not to steal, meaning the individual. This means the follower of Greed could potentially have a near continual +1 AC & saves.


In DM flykiller's house rules thread, he mentioned putting up a fresh recruitment thread tomorrow.


They're looking good. Any reaction I have of a Boon being too powerful or too weak is countered by the similarly powerful/weak penalty. They seem quite appropriate.

I'm having difficulty deciding which one I would want to go for, which is a good thing.


No need to stick to the Thassilonian jazz. I was more suggesting you could look there for some inspiration, although looking back at my post, it may have been a bit more absolute than intended. Apologies.

I do find the idea quite cool and the sins being refined quite well. I can't wait to see them in action.

Hmm, characters could take more than one sin? I guess it might depend on the benefits vs. pitfalls of the various combinations. I wonder if someone will try a 'sin-lord' and choose all of them, lol.

As an aside, I hear there may be a free feat for this AP. Why not include some Sin-related feats (like SGG's 7 Sinful Feat's of..., although they only have two of the sins done). Then again, maybe the good work putting together this sin benefit/penalty series is more than enough.


To stick with the same vein as the initial/current penalty vs spells/effects, you could make it a penalty vs. those with the "emotion" descriptor as that fits with the theme. The -4 might still be a bit high though.

Alternatively, if there was a way to quantify "lustful urges" or impulsivity one could try to make it so that you become sickened if you resist following said urges. I can't think of much offhand though. Something related could be being more prone to addictions and the like. Perhaps starting the game with one (something cheap and not deadly, of course).

Or, along the same vein as some of the demonic obediances, there is some act that must be performed each day to receive the boon and receive the bane if not performed (or the bane/penalty, is just the price to pay for the focus on the sin).


Ability checks don't affect DCs.

My perspective is coloured by the Thassilonians. As such, although I can see the idea, I'm a little wary about giving Sloth a bonus to something that falls under Lust in terms of the Thassilonian sin magic.

From Thassilonian specialist:
Lust (Magically controlling other creatures to satisfy your desires, and manipulating others' minds, emotions, and wills.) is Enchantment opposed by Necromancy (Gluttony) and Transmutation (Greed), while Sloth (Calling agents and minions to perform your deeds for you, or creating what you need as you need it.) is Conjuration opposed by Evocation (Wrath) and Illusion (Pride).

I know the concept you're putting together and the Thassilonian sins are not necessarily aligned, but I'd rather not choose Sloth for a Lust specialist to get the extra caster level (although I guess CL isn't necessarily as important as DC in these cases).

And -4 against Enchantment effects all the time is a pretty large penalty whereas the penalty for others is something akin to -2 to all saves (from sickened) for only 1 round after a potentially rare occurrence.


Expressing my interest. Perhaps an Inquisitor of Irori, perhaps with some Monk and/or Cleric levels too.


Sloth could be a tough one. Even for a summoning caster class that isn't a summoner (since Summon spells require a full round action). Then again, the fatigue only gives them a hit for AC and ranged touch attacks, so likely not that big of a big deal. For the combat-oriented Sloth-ites, they could concentrate their Feats and abilities for the single standard action devastating blow (such as Vital Strike) or special attacks vs. multiple opponents (like the Cleave series of feats). Then again, getting to the opponent and then attacking would trigger the effect. Maybe if it occurred on the second round of full-action?

For spell-casters in the other sins, you could always give them a CL bonus with their associated school spells (so move Enchantment to Lust, Wrath gets Evocation, Gluttony gets Necromancy, etc.).

For the bonuses, you could always take some inspiration from the RotRL content.

For example, when in the areas around the Runeforge characters gain a bonus (+1 skill checks, attack rolls, saving throws) or receive a penalty (-2 skill checks, attack rolls, saving throws) when in an area that reflects or opposes their sin. It looks like you've done something similar to what you've already done with Pride, Greed, and Envy.

There might be stuff in the Shattered Star adventure path too, since it deals with such things, but I don't have that one.

To alleviate the concerns of balance, perhaps make the bonuses and penalties the same across all Sins. So, for example the boon for each Sin-related activity could be +1 CL to related school and a +1 bonus to any skill check, attack roll or saving throw. The bane would be -1 CL for all schools and a -2 to skill checks, attack rolls or saving throws.

I'm good with the -2s, although you may need to tweak the actions that activate them a bit.


Wow! That is very cool. I like the Golarion Thassilonian sin specialists and this looks like an interesting and flavorful add-on to that.

At a glance, some of the sins listed seem like they would have more of an effect (good or ill) for non-spellcasters (and Wrath could actually be detrimental to a caster with the Rage aspect). I'll go through it more and let you know of anything else I come up with.

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