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Gunner

Distant Scholar's page

Pathfinder Society Member. 673 posts (723 including aliases). No reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 4 aliases.


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Irontruth wrote:
Scott Betts wrote:
Valandil Ancalime wrote:
Sure, it's infringement on IP/closed content on a game they no longer support and haven't supported for years. They aren't losing sales because of it.
WotC literally released 3.5 reprints last year, and multiple adventures published leading up to 5e's release included 3.5 rules.
The reprints were only the core books, who's info is nearly entirely contained in the SRD, which is free and has been available online for nearly 10 years.

This is not quite true; they also reprinted the spell and magic item compendia, which were generally not open content. [And, as PDFs, they've released a lot of 3.5 non-open books.]


One needs to put "http://" in the URL, or the website thinks the link is relative.

Like this:

Interjection Games wrote:
Interjection Games is proud to announce the Interjection Blog, a hub for free expansion content to IG classes, news on upcoming IG releases, random gaming musings, and whatever else seems like a good idea at the time.


"For there is not a just man upon earth, that doeth good, and sinneth not." (Ecclesiastes 7:20, King James version)

A good society isn't going to happen, either.


Myth Weavers is a site set up for similar purposes. Not that I have anything against Obsidian Portal (it seems fine for what little I've used it for), but just to give another alternative.


A section of Kobold Press' Deep Magic has some Words of Power; I wouldn't buy the whole book just for the Words of Power content, but the rest of the book is pretty good.

[Also, the Words of Power stuff isn't open content; rant, rant rant.]


Do you have Green Ronin's Advanced Bestiary? If so, some comment about the Ofuda template (and its related feat) might be in order. [I think I got the template name correct...]


I'm interested in seeing a scan of the sample page from the messed-up books, for comparison's sake.


Amalgam #5:

This one's my favorite, and it's probably the most flavorful and creative. I even tried to come up with a name for it, although it's probably something obscene in Nahuatl.

Cuahumatque (Forest Guardian):

CUAHUMATQUE (FOREST GUARDIAN) (amalgam couatl/treant)
CR 9
NG Huge plant
Init +4; Senses darkvision 60 ft., detect chaos/evil/good/law, low-light vision; Perception +13

DEFENSE
AC 21, touch 8, flat-footed 21 (+13 natural, -2 size)
hp 126 (12d8+72)
Fort +14, Ref +6, Will +9
Immune plant traits; DR 10/slashing
Weaknesses vulnerability to fire

OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee bite +16 (2d6+9 plus grab and poison), 2 slams +16 (2d6+9)
Ranged rock +7 (2d6+13)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.), constrict (2d6+13)
Spell-Like Abilities (CL 9th)
Constant---detect chaos, detect evil, detect good, detect law
At will---detect thoughts, ethereal jaunt, invisibility, plane shift
Spells Known (CL 9th)
4th (4/day)---charm monster, freedom of movement
3rd (6/day)---gaseous form, magic circle against evil, cure moderate wounds
2nd (7/day)---eagle's splendor, scorching ray, summon nature's ally II, wood shape
1st (7/day)---endure elements, mage armor, obscuring mist, protection from evil, true strike
0 (at will)---daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize

STATISTICS
Str 28, Dex 11, Con 22, Int 14, Wis 17, Cha 15
Base Atk +9; CMB +20; CMD 30 (cannot be tripped)
Feats Empower Spell, Eschew Materials, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes
[b]Skills
Acrobatics +5, Diplomacy +13, Fly +5, Intimidate +7, Knowledge (nature) + 12, Perception +13, Sense Motive +8, Stealth +2 (+18 in forests); Racial Modifiers +16 Stealth in forests
Languages Celestial, Common, Draconic, Sylvan, Treant; telepathy 100 ft.
SQ animate trees, double damage against objects, tree speech

SPECIAL ABILITIES
Spells A forest guardian casts spells as a 9th-level sorcerer, and can cast spells from the druid list as well as those normally available to a sorcerer. Druid spells are considered arcane spells for a forest guardian, menaing that the creature does not need a divine focus to cast them.

When viewed plainly, this creature looks like a huge winged serpent with arms that has been carved from wood, although usually its arms and wings are held close to its body. It then resembles a tree branch or large vine.

The name doesn't mean forest guardian; it's a weird amalgamation of tree ("cuahuitl"?) and wise man ("tlamatque"?).

I removed the trample ability because, well, it didn't make sense to me when the creature didn't have any legs. The transition from outsider to plant made it lose a lot of skills. It made more sense to me for this creature to have access to druid spells, rather than cleric spells. I kept the Improved Sunder feat chain because of the double damage against objects special quality. And, as before, I didn't recalculate save DCs.


Amalgam #4:

The previous creatures have ended up as "the bigger creature, with a few added goodies". These next two are a bit trickier to resolve; they involve stranger monster types and more special abilities.

I'm also bad at naming things, so these monster names are more descriptions than names.

Abyssal Horror:

ABYSSAL HORROR (amalgam hezrou/aboleth)
CR 10
CE Huge outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +20
Aura mucus cloud (5 ft.) in water, stench (10 rounds) in air

DEFENSE
AC 23, touch 8, flat-footed 23 (+15 natural, -2 size)
hp 135 (10d10+80)
Fort +15, Ref +3, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22

OFFENSE
Speed 30 ft., swim 60 ft.
Melee bite +16 (4d6+8 plus grab), 2 claws +16 (2d6+8 plus grab), 4 tentacles +17 (1d8+8 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks nausea
Spell-Like Abilities (CL 16th)
At will---chaos hammer, greater teleport (self plus 50 lbs. of objects only), hypnotic pattern, illusory wall, mirage arcana, persistent image, programmed image, projected image, unholy blight, veil
3/day---dominate monster, gaseous form
1/day---blasphemy, summon (as hezrou)

STATISTICS
Str 27, Dex 10, Con 27, Int 14, Wis 14, Cha 17
Base Atk +10; CMB +19 (+23 grapple); CMD 29
Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (tentacle)
Skills Bluff +13, Climb +13, Escape Artist +5, Intimidate +13, Knowledge (arcana) +13, Perception +20, Spellcraft +12, Stealth +2, Swim +18
Languages Aboleth, Abyssal, Aklo, Aquan, Celestial, Draconic, Undercommon; telepathy 100 ft.
SQ amphibious

A huge, vaguely humanoid shape with twisted frog-like features and four grasping tentacles, it corrupts its surroundings even more quickly and thoroughly than its hezrou cousins.

This one has lots of SLAs. The stats seem to end up at about CR 10, but the combo of projected image and chaos hammer/unholy blight might bump it up to 11. Of course, "amphibious aboleth" should probably scare anyone with half an imagination.

I didn't recalculate save DCs. I can do that if I ever use it. :-)


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Amalgam #3:

And now for something completely predictable.

Alicorn:

ALICORN (amalgam unicorn/pegasus)
CR 3
CG Large magical beast
Init +3; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +11
Aura magic circle against evil

DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +4; +2 resistance vs. evil
Immune charm, compulsion, poison

OFFENSE
Speed 60 ft., fly 120 ft. (average)
Melee gore +7 (1d8+4), 2 hooves +5 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th)
Constant---detect evil (60-ft. radius), detect good (60-ft. radius)
At will---light
3/day---cure light wounds
1/day---cure moderate wounds, greater teleport (within its forest territory), neutralize poison

STATISTICS
Str 18, Dex 16, Con 16, Int 10, Wis 17, Cha 18
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Flyby Attack, Multiattack
Skills Acrobatics +8, Fly +7, Perception +11, Sense Motive +7, Stealth +12, Survival +7 (+10 in forest); Racial Modifiers +3 Survival in forests, +4 Perception, +4 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +14

This looks like a unicorn with wings, and not a pegasus with a horn. There are subtle cosmetic differences.

The alicorn should technically have a bite, I think, but it'd be relatively weak (1d3 base damage), and I have trouble picturing it using a gore and a bite in the same full attack, so I left it out.


Amalgam #2:

I wanted to merge two humanoids together this time, with a few special abilities.

Trome:

TROME (amalgam troll/gnome)
CR 5
CN Large humanoid (giant, gnome)
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +10

DEFENSE
AC 12, touch 9, flat-footed 12 (+3 natural, -1 size)
hp 57 (6d8+30); regeneration 5 (acid or fire)
Fort +10, Ref +1, Will +4

OFFENSE
Speed 30 ft.
Melee bite +8 (1d8+6), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)

STATISTICS
Str 20, Dex 10, Con 20, Int 8, Wis 10, Cha 9
Base Atk +4; CMB +10; CMD 20
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +10, Perception +10; Racial Modifiers +2 Perception, +2 Craft or Profession of choice
Languages Common, Giant, Gnome, Sylvan
SQ defensive training, gnome magic, hatred, illusion resistance, keen senses, obsessive, weapon familiarity

This 14-foot-tall humanoid is strong and has sharp claws, but it not quite as ugly as its troll cousins. They tend to have widely varying and colorful skin tones, hair colors, and eye colors.

I didn't include the gnome's spell-like abilities, both for simplicity and because the default creature has a Charisma of 9. I think that defensive training and hatred could be dropped without much loss; I kept them in because that's what the template said.

Changing size seems to drop Dex, and thus AC, by a lot. Adding a suit of hide armor might bring its AC up to a more expected value for its CR.

Beware the trome illusionists!


Amalgam #1:

First, I thought I would start out simple, and merge two animals together. I'll pick two differently-sized animals, two animals no one in their right mind would ever merge together: a bear and an owl. I give you:

Bearowl:

BEAROWL (amalgam grizzly bear/owl familiar)
CR 4
N Large animal
Init +1; Senses low-light vision, scent; Perception +9

DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 42 (5d8+20)
Fort +8, Ref +5, Will +2

OFFENSE
Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d6+3 plus grab), bite +8 (1d8+5), 2 talons +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 21, Dex 12, Con 18, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +8; CMD 16 (20 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Fly +5, Perception +9, Stealth +8, Survival +8, Swim +13

This monster appears as a bear, with the hind legs and wings of an owl, and owl-like features on its head.

This creature turned out similarly to a griffon, or an owlbear.

Note that the bearowl is an animal, and not a magical beast. It has both claws and talons, but one should probably have it attack with claws on the ground, and talons in the air. Only rarely should both be used in a full attack.


I've been playing around with the amalgam template from Advanced Bestiary, trying to get used to how it works, and I came up with a few creatures. Feel free to check to see if I used the template correctly, if the stats look good (especially CR), and how you might tweak them.

Also, feel free to post your own amalgams!

Note: I can't guarantee all the numbers add up correctly. In particular, I probably messed up CMB and CMD, and I may have forgotten to add in class skill bonuses on some of the creatures. I also didn't reiterate special ability wordings, unless the special ability changed significantly.


Myth Weavers, maybe?

(I don't think I've ever paid money to Obsidian Portal.)


2 people marked this as a favorite.
Mekkis wrote:
Force people to get new programs, and they'll either keep using Windows 7, or jump ship. I hear linux, BSD and OSX are all happy to cater for them.

Sounds like a certain role-playing game I know.


2 people marked this as a favorite.
chbgraphicarts wrote:
All this mention of Catfolk Bards and not ONE Josie & The Pussycats reference...

Enh. I've got no time for purrs and pats.


Andrew Eakett wrote:
Distant Scholar wrote:

Paizo sends out a "This Week at Paizo" e-mail every week for those of us who have signed up for it. Are these archived anywhere on the site? If so, I haven't been able to find them.

I'm mostly interested in the "Top Selling"/"Top Downloads" lists, if that makes things any different.

I've got a few of them squirreled away in my email (mostly recent ones, but a couple going back several years). if you'd like copies, PM me an email address.

Thanks. Before you send anything, though, I'd like to see if someone (Paizo?) has a complete archive. How many do you have?


Paizo sends out a "This Week at Paizo" e-mail every week for those of us who have signed up for it. Are these archived anywhere on the site? If so, I haven't been able to find them.

I'm mostly interested in the "Top Selling"/"Top Downloads" lists, if that makes things any different.


Haladir wrote:
It works pretty well. My old 80 GB iPod 5th gen now lives permanently in the car, with my entire 8000+ track music collection at my disposal.

They made 80 GB iPods? Where can I get one?


I'm pretty sure WotC/Hasbro pulling the licenses for the 3.x books back did them in.

PCGen is something of a spiritual successor, but it's not owned by Code Monkey.


1 person marked this as a favorite.

Comet the Wonder Horse from The Adventures of Brisco County, Jr..


Do you have the Player's Guide for From the Deep? I think they have some alternate suggestions (Skirmisher Ranger and Ksaren Kobolds are ones I specifically remember).


1 person marked this as a favorite.
wraithstrike wrote:
edit:To my knowledge no 3pp is looking at it either, but that can always change.

Little Red Goblin Games has Legendary Levels.


1 person marked this as a favorite.

It's Rise of the Runelords: the side-scrolling adventure!


<I couldn't resist>

Seornep wrote:
So I am currently running a campaign and I thought it may be a good idea to have displayable heath bars for the PCs/NPCs for combat.

If I were a player, I'd probably eat mine, and my character would die quickly.

:-)

</I couldn't resist>

[Except for the thread title, you were remarkably consistent.]


I think you missed out by not making a transforming clockwork thanatotic titan.


Greylurker wrote:
It's a neat feat... but it seems off a bit. When you summon from a chart of the Spells level you only get 1 creature not 1d3.

Normally, yes. Adding the ofuda template gives you more (since it makes the creature significantly weaker). The feat increases the number even further.

I'm looking to cook up a wall of wolves spell. [With the Legion of Folded Paper feat and a maximize metamgic rod, a maximized empowered summon monster vii gives ... 13 + 1d4/2 ofuda celestial wolves? Do I have that right?]


I'm not intending to spoil anything, but I now want to play a summoner with the Legion of Folded Paper feat. If I can find a campaign that allows the book. Or any campaign, really. (Do summoners get Deep Magic's burning monkey swarm spell? Not that the feat and spell synergize in any way.)


5 people marked this as a favorite.

Asmodeus is a lying liar who lies. Even when he tells the truth, he's lying. He's the Internet Chuck Norris of lying.

Assume anything that seems too sympathetic is a lie. You'll probably be right. (Unless that's what he wants you to think...)


1 person marked this as a favorite.
DrDeth wrote:
Cleric, Magic User, Fighting-man, Thief.

.

<old man>Bah, you young people and your "Thief"! It's blatant power creep. Also, we used to be able to search for traps, but now they had to add rules for it, and only these "Thieves" can do it. I blame MMOs. Now get off my lawn...

(Spell slots are per adventure! And all weapons do 1d6 damage!)</old man>

More seriously, I've always wanted to try the Expert/Spellcaster/Warrior generic classes from Unearthed Arcana.


I know the thread title isn't serious, but some people really do feel this way. E6 exists for a reason. (JoeJ's E1 is perhaps a bit extreme...)


I think the Marksman from Ultimate Psionics can be good at throwing. Path of War might have some stuff for throwing; I'm not sure.


LuniasM wrote:
The worst roll you could possibly get is all 1s. While that is nearly impossible, let's say that someone does get this result. At Level 14, this means you've rolled 14 1s.

Actually, the worst roll you could possibly get is all even numbers. That's an autofail.

Edit: Whoops, I'm wrong. I forgot about division. Still, I'm not convinced all 1s is the worst roll. Not that it makes much difference; the worst roll is still pretty good.


6 people marked this as a favorite.
Evil Midnight Lurker wrote:
But where's the Gonzo Journalist base class?

I was looking for the Gonzo the Great base class, myself.


Well, of course I outpost Kickstarter. Kickstarter hardly every posts here.

Oh, wait ...


Alzrius wrote:
Actually, psionics debuted in First Edition. It just didn't get its own book, being integrated into the PHB and DMG. You can even find entries for psionic abilities as a standard part of the stat block for 1E monsters.

Actually, psionics showed up in Eldritch Wizardry, the third supplement for the white box. And I'm not going to guarantee that's the first place they showed up, either.


James Jacobs wrote:
(see Iomedae's flaw about not having a lot of patience for rabble rousers [...])

We prefer the term "community organizers".


2 people marked this as a favorite.

This has been noted before. Personally, I'm hoping for an AP about it. (Now, where did I put those theses?)


Rogue Eidolon wrote:
Distant Scholar wrote:
Did the Sensei Monk archetype ever get updated so that it's actually possible to take it? (It gives up a bonus feat at a level where the monk doesn't get a bonus feat.)
If you meet the Buddha on the road, kill him.

Is this a "no"?


If both sides are measurably Good (that is, both sides register on a detect good spell), I imagine the two sides would be much more likely to use diplomacy and compromise than in our more nebulous world. But "much more likely" doesn't mean it'll never happen.


I think the next Pathfinder module is named Stalwart Bastards of Carrion.


Interjection Games wrote:


@Scholar

That math works if we disregard the possibility of getting two swaps to happen in one move from the sliding effect.

I forgot about the sliding thing. Whoops.


I like the disclaimer. Lots of good names in the credits, too.

[No, I haven't gotten very far into it yet. :-)]


If I'm understanding the rules correctly, I think I can prove it's impossible. (Edit: Then again, this is 6 a.m. math.)

[getting past the avatar picture]

Proof:

  • Looking at the 1 and 2 entries:
    • Column 1 needs to have a net swap of one 2 for one 1, so column 1 must be used an odd number of times.
    • Column 2 needs to have a net swap of one 1 for one 2, so column 2 must be used an odd number of times.
  • Looking at the 3 entries:
    • Column 1 needs to not be used a multiple of 4 times (which is even).
    • Column 2 needs to not be used one more than a multiple of 4 times (which is odd).
  • Since column 1 needs to be used an odd number of times, and not used an even number of times, there must be an odd number of moves total.
  • Since column 2 needs to be used an odd number of times, and not used an odd number of times, there must be an even number of moves total.
  • Whoops.
  • Now that I've proven it to be impossible, someone will go ahead and do it. :-)


    Kryzbyn wrote:
    Is it pronounced DAY-gle or DIE!!-gle?

    Die, Glee!

    (I actually have no idea.)


    So you stuck with Alhandra, eh? I hope people don't get confused.


    Lyra Amary wrote:

    It's not that it's badwrongfun, but more that epic levels would be pointless.

    Paizo has already established the strongest power levels in the system. CR 26-30 is demigod power. Above CR 30 is deity power. Considering that level 20, 10 mythic tier characters can obliterate CR 30 monsters, which are on the cusp of god-hood, further increasing PC power levels would really just elevate them into a level where there is no challenge, because you can just blow away everything in your path, even gods.

    Considering that mythic level play sort of does that already, epic levels on top of that would only be increasing that problem.

    Only if you consider that a problem. Some people may want to play characters who can defeat the published gods. And "above CR 30" is a big range; I'd imagine some gods are more powerful than others. There may also be creatures (out in the vastness of the planes, perhaps) that are to gods as a t.rex is to us humans.

    If people enjoy that sort of thing, why call it "pointless" and a "problem"?


    Splode wrote:
    20th level is not enough for some players? The game is absolutely ludicrous at those levels. Add Mythic levels onto 20th level, and it gets ever worse. I guess there's never enough power creep for some folks.

    So, badwrongfun then?

    I'm not sure you're using "power creep" the way most people use it.

    Edit: Also, if you're into epic, I don't think you'll be creeping up to power, but grasping it with both hands!


    Little Red Goblin Games made Legendary Levels, but I'm not finding it on the site now. Maybe they're still working on the OGL issues they had?


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    Jeremy Smith wrote:
    Evil Midnight Lurker wrote:
    Is the su-monster included?
    The what now?

    Relevant thread is relevant.

    Edit: And I don't know why I keep posting about su-monsters. It's weird.

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