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Gark the Goblin's page

6,049 posts. Alias of Human.

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Liberty's Edge

2 people marked this as a favorite.

I've seen a few users do this, and I've got a "boni" to pick. The traditional English plural of the noun "bonus" is "bonuses." What's up with the new spelling?

(prescriptivism mileage may vary)

Liberty's Edge

Heatstroke is from Sargava: The Lost Colony. Here is it on the Archives of Nethys.

My question is, what happens if you make your Fortitude save against the spell? It "functions as ray of exhaustion," but that spell imposes the exhausted condition and there a successful Fort save means the target's only fatigued. Fatigued is the condition imposed by heatstroke. Does this mean a successful save completely negates the fatigue? Should that also halve the nonlethal damage?

Liberty's Edge

5 people marked this as a favorite.

1. You nearly tripped.

Liberty's Edge

I'm looking to run a sort of skill challenge where my PCs have to prove their organization is operating within the law in a court hearing. However, I've never seen rules for this kind of thing, so I'm hoping for some feedback on a homebrew.

The situation is this:
The 5-6 2nd-level PCs are adventurers in Eleder (in Sargava, in the PFCS). Eleder is renowned for its harsh and baroque legal system, where whether you are hanged or awarded damages is largely determined by the legal finesse of your legal team. The biggest power player in the city, called Lady Daugustana, is also very anti-adventurer, and the PCs have been on her radar (and have been warned against adventuring by the city guard) for some time now. Nevertheless, the PCs decided to try and found an "Explorer's" Guild on a ship they came into possession of. Last session they met with a bureaucrat pawn of Daugustana, and while they tried to allay her suspicion, she still gave them an order to appear for a hearing. There are a bunch of issues that this bureaucrat wants to address, including threats against some of Daugustana's cronies, an issue of the ship's ownership, and whether the Guild is really an adventurer's guild (which is illegal).

Fortunately, the party is friends with a skilled defense attorney (who they liberated from some slavers) and has a trio of real estate barristers on retainer (the Explorer's Guild is basically squatting on the ship, so they anticipated legal troubles). Obviously, I don't want to make the hearing just some NPC lawyers arguing with each other for three hours, so the PCs will also be contributing.

How should the PCs contribute? Sort of inspired by the PFS scenario "Library of the Lion," I'm thinking they'll be able to use any skill, as long as they can explain how it's useful. However, lawyerly skills like Bluff, Diplomacy, Knowledge (local), and Sense Motive will be more useful than the others. Any check the players make may receive a circumstantial bonus for a good argument.

How will the hearing be structured? I'm thinking the three points mentioned above - threats, ownership, and adventuring* - will be the core of the trial. For each point, four checks constitutes a side's argument, and each side is allowed a rebuttal to the other's argument (another check - so 5 checks total, for free). Each check is made against the judge's Diplomacy DC, but again, any skill can be used (with legalistic skills* getting a +5 bonus). Every success is tallied, representing strength of that side's arguments. An objection check can be made at any time with the opposing team's most recent check as a DC, which gives you an opportunity to negate their check (if you succeed), but carries the risk of reducing your argument strength by one success if you fail.

*In addition to Bluff, Diplomacy, Knowledge (local), and Sense Motive, each point has a specific additional skill that counts as "lawyerly": threats is Linguistics because these were threats encoded into the Guild charter for some reason, ownership is Appraise because maybe the ship isn't worth anything anyways, and adventuring is Disguise as the adventurers attempt to hide their nature. Profession (barrister) gets a +5 bonus as well but none of the PCs have it.

(I'm having trouble figuring out how to make sure everyone gets involved - I know some folks will look at their best skill rank and say "yeah I'll just aid." But if I say that everyone has to contribute an argument, it'll strain credibility and make it hard for the Daugustana side to keep up - that side will probably only have the bureaucrat and a couple lawyers on the team. What about something like, everyone in the party rolls a check for each point, and only the best roll is used - and then has to be explained by the roller?)

At the end of each point, the success tallies for that point are compared for each team. If the PCs have a lower tally for any point (aka charge), they lose that point. Losing the threats charge means the Explorer's Guild is ordered to suspend all activities for one year. Losing the ownership charge means their ship is confiscated and placed in the government's hands. Losing the adventuring charge means the guild leader goes to jail (150 gp bail) and everyone associated with the adventuring aspect of the guild (aka all PCs) is charged with at least one count of adventuring-related offense, with a full trial later.

(Are these penalties too harsh? The guild and ship are only a couple sessions old so logically it wouldn't hurt too much to lose them, but the players have high expectations for them. I think I'd make appeals an option, but there would be fees (or bribes).)

How does this look as a system? Too complicated? Too unrealistic? I know a little about the American justice system but 85% of it is just from movies and TV.

Liberty's Edge

Male Underpowered Warrior 1

I am making an executive decision to make a discussion thread in case we want an easier place to talk to Loather. But you can also just do ooc in [ooc] tags in the main thread.

Drive | Journal | Map

While Loather has a bad web connection, we're going to be doing a play-by-post using this web forum. Paizo has several good tools for PBP, including embedded dice rolling ({dice=Great.}1d20+1{/dice} looks like Great.: 1d20 + 1 ⇒ (4) + 1 = 5 if you swap out the curly brackets for square brackets). It also has an out of character format, which is what this paragraph is in (the tag is {ooc} but with the curls replaced with squares). The forum also has a bunch of images to use as avatars, though it unfortunately does not allow you to upload your own. Also unfortunately, you can't embed images, so I'll just link relevant ones. I will be arranging maps on Roll20 but if Loather can't access those I'll also link a screenshot here before her turn.

More Paizo info:
Yeah, there are spoilers. Use {spoiler=stuff}things{/spoiler} to open and close one. You can't nest them, unfortunately.

Also, you can make in-character dialogue most noticeable using quotation marks and {b}{/b} tags. "This is Gelik talking," Jask said.

The easiest way to quote someone is to just click reply, but you can also copy text and go like {quote=someone}text{/quote}.

Also, there's {bigger} and {smaller} tags but honestly I never use them?

This guide has more info, though some of it obviously doesn't apply to us.

I'm gonna get the actual re-introduction game post up in an hour or so but for now, here is a thread to bookmark or whatever.

Liberty's Edge

I was reading about Shub-Niggurath and planning a Sargava game when something clicked. Could the "Black Goat"'s name be a pun on a racial slur? After a bit of searching online, I haven't found much agreement on the subject: some folks say it's only a play on "Sheol-Nugganoth" in "Idle Days on the Yann," while others say it's also incorporating the Latin word niger, and yet others say it surely has racist underpinnings. Regardless of the truth, I'm now a bit reluctant to reference this entity in my games.

Is it any worse to use Shub-Niggurath if you've already introduced concepts Lovecraft created? Is that even so bad?

Liberty's Edge

I'm trying to decide between the Sargava, the Lost Colony and Racing to Ruin PDFs for some extra Eleder information. I have the Pathfinder Chronicles: Campaign Setting, but it obviously only has an overview.

The main reason I'm looking to buy one of them is that I'm running a game set in Eleder tonight. It's a backup to our regular Serpent's Skull game, which is still stuck on Smuggler's Shiv, and we're introducing new characters with the idea that they'll replace any who die on the Shiv or in the early phases of RtR. Obviously, I'm going to want both books eventually, but we probably won't finish Souls for Smuggler's Shiv until after Christmas so I'm trying to leave options in case any of my players want to get me something. I'm okay with homebrewing and using the wiki (we did that last backup session) but I'd like to take some of the strain off my shoulders in imagining the city, and a PDF I can sit down and read really helps there. Does anyone have an idea which would be better, for my purposes?

Liberty's Edge

As I am currently running Souls for Smuggler's Shiv, I have been modifying and creating stuff to make the game flow smoothly and help everyone have fun. I'm not doing anything particularly special but in case anyone needs some specific permutation of a stat block or something, I'll post what I make on this thread.

I made a trio of handouts for Ishirou's maps, two of which could lead to later side adventures. Unfortunately, my handwriting is bad enough that it was a puzzle all its own to decipher the journal entry.


Map 1

Map 2
Quellig's Map

I decided to time Yarzoth's entry into the temple based on how long it would actually take her, rather than waiting for the PCs to fight the cannibals. Unfortunately, the PCs took too long to begin exploring the southern portion of the isle, and saw the lightning before they'd begun even planning an assault on the cannibal camp. (They did get within a few miles of it, though.) As they were resolute on investigating but still only level 2, I'm scaling down a few of the encounters by 1 CR.


Z3. Priest Cells (CR 1)

Human skeletons (3)

Z5. Cleansing Shrine (CR 3)

Flensing Room CR 3
Type mechanical; Perception DC 15; Disable Device DC 25; Bypass hidden switch (Perception DC 25)

Z6. Sunken Chamber (CR 3)

Soulbound dolls (2) CR 1
XP 400 each
NE Diminutive construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 11 each (2d10)
Fort +0, Ref +3, Will +0
DR 2/magic; Immune construct traits
Weaknesses mind-affecting effects
Speed 20 ft.
Melee dagger +4 (1-3/19-20 plus poison)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2nd; concentration +1)
3/day - light, mage hand, open/close, prestidigitation
1/day - inflict serious wounds (DC 12), levitate
Str 5, Dex 16, Con -, Int 11, Wis 10, Cha 9
Base Atk +2; CMB -5; CMD 8
Feats Improved Initiative
Skills Perception +2, Stealth +12
Languages Aklo
SQ soul focus

Z7. Dark Lake (CR 4)

Young gibbering mouther CR 4
XP 1200
N Small aberration
Init +5; Senses all-around vision, darkvision 60 ft.; Perception +12
AC 18, touch 16, flat-footed 13 (+5 Dex, +4 natural, +1 size)
hp 38 (4d8+20)
Fort +6, Ref +6, Will +5
Defensive Abilities amorphous; DR 5/bludgeoning; Immune critical hits, precision damage
Speed 10 ft., swim 20 ft.
Melee 6 bites +9 (1d3-2 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain (1d3-2 bite), engulf (6d3-12 plus 2 Con damage, AC 12, hp 3), gibbering (DC 11), ground manipulation, spittle (+8 ranged touch, DC 16)
Str 6, Dex 21, Con 20, Int 4, Wis 13, Cha 12
Base Atk +3; CMB +0 (+4 grapple); CMD 15 (can't be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Perception +12, Swim +6; Racial Modifiers +4 Perception
Language Aklo

Liberty's Edge

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.

Liberty's Edge

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?

Liberty's Edge

If a creature's stat block has

Immmune illusions

is it completely immune to these spells?

Liberty's Edge

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?

Liberty's Edge

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?

Drive | Journal | Map

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.

Liberty's Edge

Ctrl-F for "soft grenade."

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?

Liberty's Edge

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.

And welcome!

Liberty's Edge

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.

Time/Place Info:
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:
  • You have the option of rolling 3d6 straight down or 15-point buy. You may roll before deciding which to use.
  • Characters should be level 9 (including CR of base monster, if applicable). We will be starting at 50000 XP and using the Fast experience track, though it is unlikely that anyone will level up over the course of this adventure.
  • Any class is suitable for this adventure.
  • Suitable races for this adventure include dragonkin, dragons, elves, gnomes, laialar*, ottiks**, poet-whales**, sky-priests**, and triaxians (transitional or summer-born). Other races may be suitable, but you'll need a reason for them to be on Triaxus and interested in the well-being of this planet. Races with racial hit dice use the rules in “Appendix 4: Monsters as PCs” on page 314 of the Bestiary; you may switch out racial HD skills and feats for ones more appropriate to your character.
    *Homebrew stats given below. **No stats available yet. If you want to play one, post your ideas about the race and we'll try to work it out.
  • Hit points are maximum for the first hit die, even for monstrous races. For subsequent hit dice you can either take the average (8d8, for example, becomes 36) or roll in your first post with your alias.
  • You may choose one trait, or three if you take the Extra Traits feat.
  • All alignments and Pathfinder religions are suitable for this adventure, but nihilist or chaotic evil characters must have a reason to help prevent an apocalypse. Common religions in Aylok include worship of Abadar, Apsu, Asmodeus, Calistria, Dahak, Desna, Erastil, Gozreh, Nethys, Pharasma, Shelyn, and the demigods of various extraplanar realms. There are also an unknown number of local Triaxian deities; feel free to invent ones you think appropriate to the culture.
  • Triaxus has two major languages: The language of the native triaxian humanoids, called Triaxian, Common, or Triaxian Common, and the language of dragons and dragonkin, called Draconic. Other languages that a native might know include Adlet, Aklo, Elven, and Gnome, along with the multitude of extraplanar languages.
  • Equipment is largely the same between the two planets. Feel free to create Triaxian variants if an item seems like it wouldn't fit in the setting.
  • Starting WBL for a 9th-level character is 46000 gp. You cannot spend more than half of this on any one item.
  • Triaxus at the time of this game uses the Emerging Guns rules set.
  • For races without height/weight and aging tables, you can just pick statistics that sound reasonable. For races with those tables, you can pick statistics within the possible ranges of those tables, or roll.
  • Please include at least a sentence of backstory in your final submission.
  • If you have any issues reconciling the Triaxian lore with mechanics in the Core Rulebook and other sources, let me know and we should be able to work out something more appropriate to the world.

Play Info:
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.

House Rules:
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 . . .
  • Turn Undead can synergize with Alignment Channel or Elemental Channel, effectively creating Turn Outsiders (subtype).
  • For percentage rolls, high is good for PCs, low is bad for PCs.
  • The DC to identify that an invisible creature is present is equal to the creature’s Stealth check, without bonuses from invisibility. Any invisible creature moving adjacent without Stealth allows an automatic Perception check (DC 20) to pinpoint its location.
  • Greater Feint denies the opponent their Dexterity bonus to AC against all attacks, not just your own.
  • The falling rules in Environment take precedence over those in Acrobatics.
  • We will use the “Sanity and Madness” rules in the GameMastery Guide. These conditions result primarily from psychic shock and magical trauma, and since permanent mental disorders by similar names exist, I have renamed the following: “mania” to “philia,” “multiple personality disorder” to “spirit-ridden” (where the spirits took advantage of the character's weakness and were able to possess it), “psychosis” to “amuk,” and “schizophrenia” to “palinopsia.”
  • Experience is awarded whenever a creature is slain; I will track each party members' experience in the Campaign Info tab. If you gain enough experience to level up during a fight, you can do so in the middle of that fight, or wait until you have time to do so. Characters will only get experience for fights they are present for; additionally, if an NPC or allied monster assists you in a fight, the XP will be divided between both PCs and that NPC.

Laialar Homebrew:
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.
Examples: Et, Cac, Hok, Lat, Hig, Queph, Suk, Tret, Tust, Ull, Veck.

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!

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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?

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Stand Still (Combat)

You can stop foes that try to move past you.

Prerequisites: Combat Reflexes.

Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Is there a feat, ability, or item that switches out "adjacent" for "threatened?"

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If the rider uses As One, am I right in thinking that the mount does not get an attack? Or would the mount be able to if it took Spring Attack?

If the rider has Trample, can the rider gain the benefits of As One when the mount successfully overruns?

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.

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Allowing Turn Undead to also work against outsider subtypes (with the applicable feats): Overpowering, or just pretty good?

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Having played pregens on my first society number, and having subsequently made a real character with that number, do I need to use those chronicle sheets for that character or can I save them for another one?

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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?

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I'm running a (corrupted) brownie NPC in my current game. In the brownie stat block, it says their spell-like ability dimension door is "self only." When a brownie uses it, do they retain any items they carried?

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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?

Overthrow the goodthink machine!

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Wow, that's a weird sequence of misspellings that doesn't actually mean anything!

Anyway, I figured I'd spread this around.

($700k in 34 hours????)

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What's up with it?

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We should ban all cars. They kill too many people and pollute too much. They are an emblem of the idea that those who have money should show it. We can let the military have cars, since we trust it.

Yes, I do want to take your cars away.

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Crunchy or creamy

Black or white?

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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!

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we don't have a thread for this yet?

Did I miss it?

anyway it's pretty terrible like wow f#%~

See, one can compare this to people's listening habits and determine who is up to ILLEGAL ACTIVITY.

Or, you know, who is youtubing or pandoring or lastfming or whatever.

I probably spend ten bucks every couple of months.

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well isn't this a s%$!ty day

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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 . . .

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After a lifetime of study, I have determined that there are three Universal Condiments:

I. Peanut butter*

II. Cheese**

III. Avocado***

*None of the creamy s!#~
**Any kind will do
***No, not guacamole, that is just salsa with avocado topping

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.

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They'll be doing reruns, but it's JUST NOT THE SAME.

I grew up on these guys.

I guess they've been hinting at it for a while.

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<I hate HTML!!!!!!>



<spoiler: I don't actually hate it>

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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.

Anyway, thoughts?

here are some links I found

I'm quite surprised there aren't any threads about this yet.

*and some other things I don't care about

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What is it?

and where can I get some >;] >;] >;]

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Will Short-Z don't know the meaning of the word.

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When does it go too far?

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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.

The latest comic.

(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?

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I say we string 'im up, cut off his head, and put some holy wafers in his mouth before soaking him with holy water and setting some holy fires.

If he comes back as a zombie . . . I swear I'll . . . and chop him up.

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