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This is a bit of a longshot, but is there anything in the rules (archetype, feat, magic item) that would allow a ghoul bloodline sorcerer to affect a serpentfolk with its ghoulish claws paralysis effect? For that matter, is there anything at all in the rules allowing any creature to circumvent an immunity to the paralyzed condition?
I am running Serpent's Skull and one of my players is ghoul bloodline, so if there's no way for him to get around that immunity I'm planning to let him know.
Odds are, if you've got inventive players, you've had a character create these in game. My question is, how good should they be?
A bit of context: A player wanted to load a lit oil flask into a sling (they're a halfling, so they wanted the bonus). The player was envisioning the bottles as small and round, so aerodynamically at least it should work. I was skeptical, though, about whether flasks of oil would actually be shaped that way and be small enough to load into a sling. We agreed to get an answer on the forums later.
So, can you sling molotovs?
Neither the incorporeal subtype nor the monster ability give fully explicit rulings on how attacks work while incorporeal. Gaseous form has specific rules, but obviously those can't generally apply.
From the incorporeal monster ability, you lose your Strength score and get your Dexterity modifier to attack rolls. You also get to bypass armor, natural armor, and shields. Can creatures who become incorporeal make attacks with their normal weapons with no other alterations?
Situation: A wizard has confined a low-Will enemy in a walled prison using silent image. He would like to allow his allies to attack the enemies in the prison without the enemy getting concealment or the allies needing to roll to disbelieve. Therefore, he described himself as being ready to open a "window" in the prison in the blink of an eye, allowing the arrows and magics of his allies to pour in.
The question is, what kind of action would that be? Is it possible to edit an illusion outside of the caster's turn?
It was market day in Lamid, the regional center of the Eyefjell Valley and a key food provider for the southern metropolis Indar. Along the waterfront, ferries powered by brawny wollipeds crisscrossed the Rime River, bringing carts and wagons to the eastern landings. All through town, triaxians, gnomes, and elves bustled towards their destination, while an odd dragonkin or two could be spotted flying overhead. And in the Town Square, dozens of stalls hawked egg-gourds, jugana fruit, and five different kinds of shellfish. Staying in a bar until near sunset to beat the heat, Aught and Podrick also heard that a theater troupe had arrived in town to perform a play, and Mayor Geoff Bresnik himself plans to attend.
After departing Lamid, Aught and Podrick began their hike to the smaller town of Kiltar. The track to Kiltar is still heavily rutted from the rains of three weeks ago, so the six-mile path took the flopping poet-whale and his plodding bearlike companion a couple more hours than anticipated. When they arrived at the inn, Podrick flung a purse of silver at the innkeeper and collapsed into the dragonkin stall to sleep.
Aught had hoped to reach the Overlook of Angels some time before midnight the next day, where he would monitor the health of the ley lines and check for graffiti. With Podrick moving only under his own power, though, the Keeper was beginning to think they might not reach the Overlook until the day after. He stayed outside the rest of the night, brooding on this.
In the morning, the cetakin and Keeper went inside for breakfast and to watch people eat breakfast (respectively). They noticed a serpentine sky-priest and a burn-scarred triaxian eating at a central table, along with a trio of triaxian women digging into shyrtak roots and eagle eggs by the window and the weary-eyed innkeeper from the night before conversing with a brown-scaled laialar.
As Aught and Podrick sat/laid down, they couldn't help but overhear the sky-priest and triaxian discussing the same Overlook they'd journeyed to see . . .
After leaving the town about midday to beat the crowds, Sachak Iskalar and Horn made swift progress along the Upper Rime. Around midafternoon, they stopped at a riverside shrine to Desna, which appeared to not have been kept up since Sachak's last visit. The sky-priest left a few rations in the cache and dusted the bird droppings from his goddess' statue, then ushered Horn back on the track. As the sun set, they came to the Kiltar inn, ate supper, and paid for private rooms upstairs.
In the morning, the companions ordered breakfast and re-packed for the journey to Forestdal. They'd ford back onto the western side of the river a couple miles north of there, then push on through Hallowfeld and get to Glacier that night. Horn was slightly nervous about the Eyefjell Glacier - he was not used to such cold, and worried about the strange winter-beasts that sometimes rise up out of the snow. Sachak assured him that they could best any threats in the mountains, but perhaps another climber or two would convince those threats to leave them alone entirely . . .
The four of you are all in the same inn common room and have the same destination in mind. We'll do a bit of RP here (hopefully joining the groups together, but there's a chance for that later as well) and then fast-forward again.
Are grenades meant meant to act entirely like splash weapons but for the radius? 5d6 nonlethal to the target of a soft grenade on a successful hit, then 5 splash nonlethal to everyone in a 20' radius?
Or are they only meant to act as splash weapons for the purposes of throwing - 5d6 nonlethal to everyone within 20' of a soft grenade?
Male Underpowered Warrior 1
The first order of business is for everyone to get their characters finished. I think we're fairly close to having that done. Tomorrow, I'll post some more info about backstories and so forth.
Reminder to Rynjin and Echos Myron: If you want to roll hp, you'll need to do so in your first alias post. Otherwise just use the average.
Antonal Telthin died as he lived – alone. His sprawling manor lay empty at the edge of the village of Hallowfeld for many years until a famous bard moved to town. Sophia Lasilaran chose Telthin Manor as her home because of its remote location, hoping it would give her a relaxing place to work. Little did she know that Telthin's legacy waited, patient but potent, in the basement below, and that on the night she discovered the hidden chamber her life would change forever.
The planet Triaxus, whose eccentric orbit slingshots it around the sun and skirts the edge of the solar system, is entering its sweltering summer. As glaciers melt and ecosystems shift, a cosmic horror is discovered, and a band of four heroes must step up to prevent apocalypse.
I am opening recruitment for a short adventure designed for four 9th-level PCs, set on the planet of Triaxus in the Pathfinder Campaign Setting. This adventure, “And Madness Followed,” was originally published in Dungeon Issue #134. Triaxus info is taken from articles in Pathfinder Adventure Path #14 and #70.
General Application Info:
Include in your submission your expected posting rate. If you cannot manage at least one post every day, most days, this game will probably run too fast for you to have fun! I plan to make at least two Gameplay posts every day.
Submissions will close 24 hours after the sixth application. At that time, I will select four people from the pool and open the discussion thread. It is okay to post only a short character concept and a bit of backstory – you will have time to finish working on your character if selected.
The starting time will be the beginning of the next Triaxian summer (4795 AR), or about three triaxian generations after the current date in the Pathfinder campaign setting. As no one knows what the state of the campaign setting will be so far in the future, you can feel free to incorporate all kinds of cataclysmic events into the backstory of extraplanetary characters.
The starting location will be the small town of Lamid in the Kingdom of Aylok, which is a member of the expansive Allied Territories. These territories occupy the entire continent Ora, having banded together long ago to defend themselves from the north-western Drakelands. Lamid sits at the mouth of the Eyefjell Valley, where the Upper Rime River joins Gora Creek and runs south to the port city of Indar. North along the Upper Rime are the villages of Kiltar, Forestdal, Hallowfeld, and Glacier, each at higher and higher elevations in the Mountains of Luz. East around the Luz Peninsula is the free city Preita, renowned for its vast stores of knowledge. Lastly, to the west lie the Great Plains of Aylok and the capital of the kingdom itself.
Character Creation Guidelines:
This is just a normal play-by post, where you post your in-character actions, speech, dice rolls: 1 = 1, and out of character comments in the Gameplay thread. The Discussion thread will be available for more tangential out of character discussions.
I plan to use Google Drawings for maps. If everyone in the party is willing to use roll20, we can use that instead. To make your movement more obvious to me, draw an arrow from your initial to your final position, and delete that arrow some time before your next turn to prevent clutter.
Combat will proceed through the following steps: 1) Opposed Perception/Stealth checks, if applicable, are made. Surprised parties are identified. 2) I roll initiative for each individual creature and rank the rolls. 3) Surprise round occurs. I will wait for PCs to act in the surprise round, but no more than 24 hours after they are prompted to act. 4) Normal initiative begins. Again, I will wait for PCs to act for up to 24 hours. 5) Combat ends.
At any time anyone may post advance actions for as far ahead as they want and with as many conditions as they want, and I will try to NPC those actions exactly as stated. If you miss the 24-hour mark, I will try to NPC you with an action that consumes minimal resources and doesn't put your character in greater risk, and then move on to people lower in initiative. With advance warning, the 24-hour cutoff can be extended.
Apart from those covered elsewhere in this post, I have a few additional house rules and interpretations. They're pretty malleable and most of them are very unlikely to come up, but here they are . . .
Laialar, humanoids with third eyes on top of their heads, inhabit the teeming jungles of the equatorial region during the hot Triaxus summer. These long-lived reptiles rarely take part in the political disputes of drakes and mammals, but a small number still choose to live among other species.
Laialar have no permanent culture of their own – in each autumn, a powerful instinct compels them to migrate to the poles and lay hundreds of eggs, after which they die. In each Time of Floods, rubbery laialar eggs thaw and hatch, and the lizard-like young gorge on arthropods and small mammals as the tundra bursts into life. The young fledge as they grow, eventually resembling scaled, ungainly birds, and begin flying to the equator. The laialar memorize the flight path with cues from their light-sensitive third eye, and it is this memorization that triggers a burst of sapience in the adolescent laialar's mind. By the time a laialar reaches the equatorial region (a leisurely journey taking approximately a year), it is the intellectual equivalent of a two-year-old human.
In the equatorial region, the adolescent laialar congregate in young forests, roosting together and hunting together with increasingly cunning tactics. As they mature and the summer canopy grows denser, the flocks take more often to chasing their prey on foot; as their feathers molt off, they wield primitive wooden clubs and spears in their newly available wingtip claws.
The halfling-sized young laialar are secretive around most creatures larger than them, but are possessed with a penchant for spying and a high-fidelity memory. When a triaxian caravan drives through a jungle, it typically passes on at least a dozen useful phrases to a listening laialar, who then repeats those phrases to their flock. Over the course of 10-20 years, a laialar flock assembles a formidable pidgin from Draconic, Triaxian, and an assortment of instinctual whistles and shrieks.
As the decades pass, some bold laialar leave the flock. Depending on the kind of settlement they enter, these laialar may be enrolled in education, given work, or outright slain. If the prevailing culture is progressive, many of these adventurous laialar will return to their flocks and teach them the culture's language, magic, and crafting techniques. If the prevailing culture is cruel, few laialar will return to the flock, and those that do will warn off future exploration.
As the summer wanes, laialar frequently seek out mates. Through a process not worthy of detail, each member of the pair is able to fertilize its eggs before Portent begins. When autumn does eventually fall, the laialar's wings begin to refeather and it feels compelled to fatten up and eventually fly back to the pole by the path it first took as an adolescent. Some laialar ignore these urges, but as the light fades their body deteriorates; no laialar has lived more than three years into winter without powerful magic.
An individual laialar's cultural experience has extreme variation. Some laialar, living on isolated islands or in remote wilderness regions, go their whole lives without learning a smidgeon of Triaxian or Draconic and manifest a kind of hyperperceptive magic with the aid of their third eye. Some laialar lost their flocks to war or natural disaster, and have adjusted to life in a settlement or have set off to roam the world alone. Other laialar simply left their flocks and never looked back.
Physiology: An adult laialar stands between three and four feet high and has mottled green scales. Its eyebrows are heavily ridged, with a small spined crest going down from the base of its skull, and its two front eyes are black. The third eye, which is usually white or yellow, is just above and between the eyebrow ridges.
The wings of an adult rarely bear any feathers, but are well-muscled and end in a pair of grasping claws and an opposable thumb. An adult's torso leans forward, balancing the body on thin, sinewy legs, each ending in four blunt-taloned toes. The neck spines continue all the way down to the end of the laialar's short, tapered tail.
Laialar have only one physical sex, and are able to both fertilize and lay eggs. They may have any gender, but it is commonest for them to feel affiliation with neither masculinity nor femininity, or with both. Laialar living in Ning sometimes identify with the androgynous ukara, though none have ever actually become Battleflowers.
Personality: Laialar occupy a full range of humanoid personalities, with three commonalities. Firstly, the reptilians often tend to shyness, and will only contribute to a conversation when they think they have something very important to say. Secondly, those living away from other laialar for long periods grow jaded or apathetic; especially as the light fades, these laialar feel cut off from the world, and may behave erratically. Lastly, laialar who know of their species' natural history are unusually cavalier about their fates. They are excited about retracing their first flight, which most laialar remember as a sublime, joyous experience.
Alignment and Religion: Laialar tend to be more chaotic than triaxians, having acted on instinct for a good portion of their lives. They have no particular predilection on the morality axis; some laialar value the lives of other intelligent beings, seeing them just as the flock they grew up with, but other laialar are bitter or xenophobic, seeing dragons and humanoids only as prey that is too large to take down.
Laialar who come into contact with other cultures often take on the pantheons of those cultures; thusly laialar in the Drakelands may worship Apsu or Dahak or another minor draconic deity, while laialar in the triaxian-dominated continents are more likely to worship mainstays like Asmodeus, Desna, and Pharasma. If a laialar is friends with an elf, gnome, or season keeper (Triaxian druid), it may choose a deity such as Findleadlara, Ketephys, Nivi Rhombodazzle, or Gozreh.
Laialar with no contact outside their flock may instead look to the natural divinity in the world, focusing their third eye with an ascetism rarely seen outside a monastery. Meditating over fresh kills, they contemplate their world's path around the sun, and can sometimes catch glimpses of their world's past and future.
Relations: Forest-dwelling races like elves and gnomes are sometimes the first friends a laialar flock ever makes. These humanoids, sharing a distaste for civilization and its confusing laws, often lend their experience and tools to the learning young adults.
Green dragons variously see laialar as vermin to be eradicated, subjects to be conscripted, or, rarely, as children to be taught. A few laialar do work out a beneficial arrangement with these creatures, but generally they avoid all true dragons.
Summer-born triaxians and dragonkin of the Allied Territories often trade with matured laialar flocks, and many season keepers form stong bonds with the small humanoids. Some dragonkin take laialar as riders. However, ignorant triaxians and dragonkin in the Drakelands are also known to hunt laialar for food and sport, seeing the small creatures as no different from animals.
Adventurers: The most common adventuring laialar is one who has lost its flock. Displaced, and often tormented by loneliness, these laialar itch for the opportunity to hunt in a pack again and the chance of financial security for the rest of their lives. As the Portent approaches, single laialar also feel compelled to seek out mates, which leads them naturally to a nomadic lifestyle.
If a laialar still has a flock, it may venture out into the world just to learn more to bring back. These trips can last years and the laialar's quest for understanding may put it in danger, but bringing home powerful magic and technology will ensure their flock's safety until migration. As it is still early in the season, currently most adventuring laialar hail from such young flocks.
Names: A laialar is just as likely to be named after a general as after a flower; however, where this adventure takes place, the local flock has a few conventions. The Eyebite, as the flock is known, use single syllables to call on each other. These syllables often end with a -t or -k and are said as quickly as possible.
Laialar Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength: Laialar are not as strong as larger humanoids, but move with precision and are closely connected to the rhythms of nature.
Small: Laialar are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Laialar have a base speed of 20 feet.
Bond to the Land: Laialar gain a +2 dodge bonus to AC when in forested terrain. They also gain a +4 bonus on Stealth checks in forests.
Celestial Alertness: A laialar's upward-facing third eye grants it a wide visual field. It gains a +2 racial bonus on all Perception checks.
Light Sense: The third eye's primary purpose is navigational. A laialar who spends at least an hour outdoors can determine both the day of the cycle and the linear distance to the equator (in hundreds of miles).
Bite: Laialar gain a natural bite attack, dealing 1d2 damage on a successful hit. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. If the laialar gets a bite attack from some other source, that attack is one damage die higher than normal.
Languages: Lailar begin play speaking any one language of the player's choosing (excluding secret languages, like Druidic), along with their flock's pidgin, if it had one. Laialar with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Elven, Gnome, and Triaxian Common.
Few of the typical Golarion animals and vermin can be found on Triaxus. I do not have Distant Worlds, which may contain more options, but in lieu of those choices we can assume that there is a close Triaxian equivalent for any animal statistics you want to use. Animals I know to exist during summer include the wolliped (a large herbivorous creature with animal companion statistics already available), mountain-dwelling fire-horned acelopes, sun-loving karbalands that crawl into niches to die before winter, great silver hunting cats, leech-bats, stilt-runners, porabees, and echo moles. Any of those could be made into animal companions or familiars, with a bit of work.
I tried to cover the basics, but I could think of a hundred questions not covered by this post. If you have any, ask away!
This is a work in progress, but I'm trying to homebrew some different rules for the "Sanity and Madness" section of the GameMastery Guide. As is they seem pretty far removed from reality and in some cases insulting to real-life people with mental illness.
The most important issue, maybe, is the game's definition of psychosis. A psychotic person being chaotic evil is the epitome of Hollywood ableism and severely misrepresents actual psychosis. I was thinking of just removing that option from the list.
Another idea I had was to replace references to "insanity" and "madness" with analogues that make more sense for the rules and flavor. A lot of mental illnesses have no permanent cure and are not brought on by events in a person's life; real-life mental illnesses might be better reflected with a different mechanic. Instead, the mechanics in this section could be called "trauma" or "taint," to reflect that in many cases they are brought on by inhuman pain/stress or contact with alien monstrosities. Some options on the list could be renamed to reflect these causes.
Would these ideas actually help, or am I making it worse? I'd like some way to make interactions with creatures from beyond the Dark Tapestry existentially horrifying, but I really want to avoid punching down. Does anyone have any additional fixes?
Is there a feat, ability, or item that switches out "adjacent" for "threatened?"
You are getting worried. Early this morning your uncle found Laumdae's bed empty and one of the skiffs gone, and, of course, you agreed to help look. But even with the whole family out and nearly a day of searching, you have yet to find any trace of the child. He has always been quick to complain about unfairness, always a bit of a loner, and you suppose he really must have intended to leave. If he is still on the river, even Ampuae's narrow skiff might not be able to find him. In the forest, oxbows and backwaters make a maze to befuddle even the most alert.
So, with your friend Phoyaa, you set out into the woods to look for your cousin. You followed deer trails, mostly, and blazed your own paths when no others seemed apparent. Phoyaa complained about the rain a great deal. Somewhere around noon, you ran into your aunt. She instructed you to go down along the river itself, looking for the skiff Laumdae took. Therefore, after sheltering under a fallen log for a brief lunch of bread and salmonberries, you began that long and stumbling trek. It is very difficult to hike along a forested river's length, and it is even more so in an unfamiliar area. You did play in the forest when you were young, but you never went more than a few kilometers, and now the tortuous waterway is your only guide home. If you do find Laumdae's skiff, will you be able to find Laumdae?
You call his name as you walk, hoping for the slim chance that he will come running up and beg to go home. Hoping he has not drowned or fallen afoul of a forest cat. The rain and the river and the leaves seem to dampen your cries, though, and Phoyaa has stopped calling entirely. The sun is beginning to set.
But just now, as you crunch down a stony beach covered in snail shells, with undergrowth to your right and water to your left, you spot a dark shape 20 meters across the river. It is the skiff!
> Enter command.
If your eidolon is knocked down past its negative Constitution score and returned to its home plane, in regular play it can be summoned the next day at half its maximum hit points. In Pathfinder Society play, however, I've found that I usually don't have time to summon it again before the scenario ends - and consequently can't heal it to full health. Will it be assumed at full health by the next scenario, or do I need to heal it during adventures?
Do fey generally reproduce like animals and humanoids, if their form would allow that? Do they pop up via abiogenesis in powerful natural sites? Do they hop over in places where the First World is coterminous with the Material Plane (some of the fey in Irrisen are from the First World if I remember right)?
I found this post which also has some interesting ideas; I'm fine with houseruling it if it comes to that
Does Fey Revisited have this info, or do any other books?
The best piece of literature known to man, Dr. Brinner has it all. All forms of comedy tastefully blended with a universe or two of philosophies, the classic heroic arc repeated seventy-six times over, characters from across histories known and undiscovered, space ghosts and earth dinosaurs, pop culture references, violence, tragedy, romance, and the ethereal world of the human mind: Dr. Brinner, Ghost Psychiatrist. This thirty-thousand page epic does not look to be wrapping up any time soon (apart from the bimonthly chapter-closings). Some even say that it's still in a warmup phase.
So, if you haven't read it, check it out. If you have, come discuss!
We all love and enjoy food, and we like to talk about it. However, some of us have strong opinions about food, and others of us don't want to debate about food all day long. I propose a Food Subforum, where those of us who like to discuss food can talk to our heart's contents. Sure, it'll make the Off-Topic Discussions forum less popular, but at least we won't have food discussion all over the place!
signd, a concerned citizen
Since we have Music and Movies forums . . .
After a lifetime of study, I have determined that there are three Universal Condiments:
I. Peanut butter*
*None of the creamy s&@#
There is a fabled Fourth Condiment, but I have heard . . . only tales. It is said to be found in the mysterious nation of Italy. Its name is powerful, and I will only reveal it to those who share my righteous search.
Today tumblr* exploded with reblogs concerning Joseph Kony, his Lord's Resistance Front, and an organisation known as Invisible Children. Most of them featured a video compiled by members of Invisible Children.
When I watched the video, I tried to suppress my scepticism. A national movement is based in optimism, not pessimism. I boosted the message on all the hella platforms I'm linked the f#!$ into.
I'm quite surprised there aren't any threads about this yet.
*and some other things I don't care about
The first page, I think. When I was your age, to get there you had to go through the archives by clicking through the months.
(Look at the first comic. Now look at the latest comic. Now look at the first comic again.)
Anyway, s@#~ getting sad drove me to start this thread. What do you all think?
Another attack on the bottom line of an industry already deformed by overregulation and big farm expansion, or a necessary change to protect young workers?
My dad read this article, and he could name someone he knew who had died (while doing something prohibited under this law) for each of the activities listed. Most of what I know about farm life comes from his 1960s-1980s-era experience. Farm work is dangerous, but this law could drive the last small family farms out of business.
Every 3.5 days in the US a kid dies while on an agricultural work site. I didn't know we even had that many kids.
April is the cruellest month. Multiply by three and: Spring is the cruller month TIMES THREE>
In winter: "when i look around all i see is the miles of unharnessed snowmen im just too damn cool to build"
Summer is like, mosquitoes and s*&$? F&&+ that.
Fall is pretty cool, you guys. All those muted colours and that biting cold and the leaves off the trees. Decay everywhere. F!&&in geese flying overhead. Yard birds start coming out. There's a few flowers left, but they're rotting. The trees are raining. THE TREES ARE RAINING>
(ignoring the [web]comic medium's stranglehold on meta stuff - ignoring it completely . . .)
(assuming it is okay to post threads about subforums in the subforums they are about . . .)
Why is this forum so dead? Are comics really that boring? Or is it just that no one keeps a tab or even a bookmark open, and just clicks on the Recent Threads?
(Also I just now noticed the "What's on your must-read list lately?" prompt at the top - spiffy!)
This language has little standardisation (f@*~ing grammar! how does it work!). It has become the trade language of Europe and most industrialised countries encourage its practice. Every subculture has its own obscure phrases, definitions, and even grammar and words themselves.* Its current rate of evolution is insane.**
Of course, English is f~~%ing up the integrity of all other languages. If languages can be said to evolve, English is the protobacterium in the primordial petri dish that "decided" not to share its genes and only to take genes from others, thus becoming the only ancestor of all life. Or kudzu.
*Perhaps the modern era will be seen by historians as the Cambrian explosion of sublanguages? Except the explosion had a lot of diversity in root lineages but whatever.
Would you like to play a game?
You all use Wikipedia and then pretend that you had the information in your head all along. Don't try to fool me. So, does Jimmy Wales have a punchable face or what? Should I steal his "beard" to feed my unibrow? What is the best way to paraphrase Wikipedia? Did you know that Jimmy Wales is basically a talentless hack who stole the glory from real programmers? Do you actually know someone who obsessively edits Wikipedia? Was Al Gore the true founder of Wikipedia?