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Distant Scholar's page

Pathfinder Society Member. 708 posts (760 including aliases). No reviews. 3 lists. 1 wishlist. 1 Pathfinder Society character. 5 aliases.


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Or one of my old college professors? (Although, apparently he's a provost now, too.)

4 people marked this as a favorite.
Aelryinth wrote:
It IS cheesy, because its so unrealistic and anime-ish.

You say "unrealistic and anime-ish" like it's a bad thing.

The hybrids I'd be most interested in playing are monk/sorcerer and rogue/cleric (or oracle). Rogue/sorcerer (or wizard, or witch) is probably third, and is on your list [Mountebank].

TarkXT wrote:
Distant Scholar wrote:
My current (3.5) character has 10 Int and 8 Cha. I hate it. His concept says he should have 8 Int and 12 Cha, but because of how the game mechanics work, I couldn't manage that.
What stopped you?

Skill points, mostly. Trying to qualify for Elocater with 1 skill point per level is pretty tricky.

Edit: OK, not strictly qualifying for the class; the skill qualifications are milder than I remembered. But having Concentration be the only skill on my character just wasn't right.

Rynjin wrote:
Distant Scholar wrote:
I usually make characters who'd rather have several 14s than one 18.
I can't think of a single character that truly benefits from this.

Do you mean "character" as in concept, or as in game mechanics?

My current (3.5) character has 10 Int and 8 Cha. I hate it. His concept says he should have 8 Int and 12 Cha, but because of how the game mechanics work, I couldn't manage that.

7 people marked this as a favorite.

I usually make characters who'd rather have several 14s than one 18.

All the powers in Races of Stone and Races of Destiny are also in Complete Psionic (I just checked). I don't have Secrets of Sarlona, so I can't check.

Well, Dreamscarred Press was started by folks who were equally disappointed by Complete Psionics. If you can still find it, Untapped Potential was what came of their disappointment. Not all of it made it into Ultimate Psionics. [I want my updated Psychic Acrobat! And mantra feats! And Anyform Savant! Cathartic apportation! Energy maelstrom! And ...]

Back to Complete Psionics. While the power inconstant location fits marvelously with the theme of my character (and I will definitely use it when I can take it), whoever allowed the synchronicity power and the Link Power feat in the same book needs their editing license revoked.

0E spell slots weren't per day, they were per adventure.

I modulate my PbP play by only starting or joining games that end by the second or third room---either by apathy or TPK. I've never been in a PbP game that lasted longer.

1 person marked this as a favorite.
TarkXT wrote:
...the enemy is flying, invisible, and it's a thunderstorm on top of a clock tower. (this actually happened to us)

Wait, your enemy is a thunderstorm? That's awesome! I'm going to have to work that into a game somehow.

3 people marked this as a favorite.
pennywit wrote:
"because bows are for cowards!!!!" ... said my group's barbarian, in character, until a wandering manticore started strafing him with tail spikes.

A cowardly manticore.

It struck me that all I did was drop a negative comment on your idea. Sorry about that. It all looks like an intriguing idea; I was trying to point out a potential hidden surprise. [I wouldn't have bothered, if I didn't think it was an interesting idea in the first place.]

I'm not sure this counts: Dreamscarred Press' psionics has the old-school psionic attack/defense modes as powers, pretty much taken straight from the 3.5 SRD. Paizo's new Occult book has abilities with the same name, but effects that are (I believe) different.

Long-version metamagic wouldn't be much of a price to pay for most out-of-combat spells; long-term buffs come to mind.

Interjection Games wrote:
Distant Scholar wrote:
Third Mind wrote:
Have to say that I'm sort of surprised that there isn't a bit more people going after the $40 option to help make an archetype, secret or feat.

One of the reasons I'm in on the Kickstarter is that this looks like an interesting subsystem that I haven't used before. That means I don't have enough knowledge and expertise in the system to know what a good archetype, secret, or feat would be.

I think I wasted creating a game concept for Strange Magic on something dry and mechanical because I didn't know those systems well enough, either.

...Alright, I don't know you by this handle. Which class was it, mate?

It was for the truenaming part of Strange Magic. If I had any good ideas, one (or more) of you all already had them first. :-)

Third Mind wrote:
Have to say that I'm sort of surprised that there isn't a bit more people going after the $40 option to help make an archetype, secret or feat.

One of the reasons I'm in on the Kickstarter is that this looks like an interesting subsystem that I haven't used before. That means I don't have enough knowledge and expertise in the system to know what a good archetype, secret, or feat would be.

I think I wasted creating a game concept for Strange Magic on something dry and mechanical because I didn't know those systems well enough, either.

ErrantX wrote:

Possible new Riven Hourglass 9th.

Split the Stream


How does this compare to the psionic power fission (which is 7th level)?

+5 inherent bonuses to all stats at level 15 isn't "tricked out"?

Does it have rules for running up the monster's arm/leg/body and punching it in the face?

1 person marked this as a favorite.
Sissyl wrote:
Also, pretending it's a real issue, and an important one to boot, that people NOT SAY CERTAIN WORDS... because... uhhh... reasons... is pretty weird. I can understand that various companies comply under threat of lawsuits... but not one bit of that makes it a real, sensible issue.

Why is it not a real, sensible issue? If people started swearing left and right on the message boards, I would feel uncomfortable, and not come back. I suspect I'm not the only one. Why is driving away potential customers and/or community members not a real, sensible issue?

2 people marked this as a favorite.
TriOmegaZero wrote:
Distant Scholar wrote:
Why would taking damage incur a penalty on the Disarm roll? I can't find that rule.
Performing a Combat Maneuver wrote:
Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.

That's what happens when one only looks under "Disarm" and not "Combat Maneuvers".

Xethik wrote:
RJGrady wrote:
What's all this Improved Disarm stuff? You have a +13 BAB advantage against the rogue. Feat or no feat, he's not hanging onto his weapon.
You Disarm. You Provoke. Rogue hits you for eh damage. All of a sudden, that disarm is unlikely to land due to the CMB modifier from taking damage.

Why would taking damage incur a penalty on the Disarm roll? I can't find that rule.

Would the ability to add an addendum (with date added) to the first post be better than an edit?

Did they fix the sensei archetype yet? It replaces a nonexistent bonus feat, if I recall correctly.

No force?

I didn't realize Yondu was in the GotG movie. I thought it was just the fake Guardians.

That looks more like chain lightning than anything else. Maybe there's a Solar Wind maneuver from Path of War that can do that. There should be.

Edit: This will probably be moved to the conversions board.

3 people marked this as a favorite.

How appropriate; you fight like a cow.


I didn't think the mistake was a big deal---I know I make plenty of them myself. I did want people trying to search for GAZ13, and finding something else, to know what was going on, though.

Mulgar wrote:
Love the old hollow world setting. Sons of azca is awesome. Was reading my hard copy just the other day. Good stuff in there, search hollow world on rpgdrive thru it should be there.

Unfortunately, they don't have TSR's Hollow World up there (yet?).

ladydragona wrote:
The was a gazetteer for the original D&D game for the world that eventually became Mystara but was also known as the Known World that was called GAZ13 The Atruaghin Clans which is very much based on North American native americans.

Nitpick: The Atruaghin Clans is GAZ14, which also isn't (yet?) on DriveThruRPG (or DnDClassics, if one prefers). GAZ13 is the not-America-related-but-still-excellent The Shadow Elves, which is on DnDClassics.

There's something called Dawn of Worlds where the game ends with a created world. It's not an RPG, though; at least, not any more than Risk is an RPG.

7 people marked this as a favorite.

Psionics is broken!


I've been wanting to play a Neutral separatist cleric of Zyphus for a while. He's completely bewildered by the majority of the worshipers creating "accidental" deaths (which aren't accidental) or "meaningless" deaths (which, since they are done to honor Zyphus, aren't meaningless). He'd consider Zyphus not exactly someone to worship, but something to be endured, and the clergy should help people endure him (whatever way is best, good or evil).

Milo v3 wrote:
The closest approximation I can think of is the legendary weapons of mythic characters, and I think Dreamscarred Press may have made one or two scaling weapons as part of their psionics line.

DSP's weapons were following the mold of Purple Duck Games' Legendary Treasures line. So, there's more if you're interested.

This sounds like an interesting, flavorful, fun idea. However ...

Artemis Moonstar wrote:
Plus, take 1-2 points of con damage, recover 5 Power Points, blow 3 manifesting Body Purification, heal 2 points of constitution damage, net profit +2....

I could see someone (player or GM) experiencing this---the vitalist using all the power points each encounter, and regaining full power points between every encounter---and concluding "Psionics is overpowered!" I don't know the exact mechanics that let you do this, but maybe 5 pp for 1-2 Con damage is too much?

1 person marked this as a favorite.
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

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

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

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
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

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

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

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)

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. :-)

1 person marked this as a favorite.

Amalgam #3:

And now for something completely predictable.


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

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

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

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

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

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)

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

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

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.

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.

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