So according to the Product Schedule, the release date for this has been moved up to December? Man I hope that's the case. I'd love to get my hands on this thing ASAP.
Can't we subscribers get the pdf so we can read through it? I know it probably isn't finished yet and when it finally is we have to wait another week for it.
I finished the Six Fold Trial last week, so this week is play other games week.
I already used Whitechin, made him a druid. I am hoping for some Golems in this adventure.
I asked the same question, to whit seekerofshadowlight replied...
seekerofshadowlight wrote:
It would upset retail sellers is why. They have to balance brick and mortar sells with PDF sells, if Paizo started letting the PDF out months in front of streetdate some would be very upset
It's getting pretty frustrating waiting for this thing, especially considering I haven't even received the email saying that it will ship within the next week or two.
Hey all. I've looked through the rules, and can't seem to answer two questions about favored class benefits.
First, can an NPC class (adept, aristocrat, commoner, expert, or warrior) be chosen as a favored class? I ask this after designing some goblin warriors, and wondering whether or not to give them bonus hit points.
Second, can monsters with racial Hit Dice have a favored class? A green hag cleric, for example, or a troll barbarian? I think the answer is yes, but I'm not sure.
I personally have trouble with the its/it's thing, I'm recovering, though.
When I typed out the OP, I was going to type "it's" correctly, but I thought I'd try leaving it out to see who noticed.
You, sir, are a grammar hero.
Heh, nice. What can I say, I like me some grammar. Alas, with the advent of instant messaging/texting, the upcoming generation can barely spell apostrophe, much less know how to use it. LOL!
"Sound of a Thousand Screams" eh? It sounds like something from Skinsaw Massacre; that is, the book found in the mansion that mentions the First World and all the horrible war machines that came from there. Will we, by chance, be meeting the Jabberwock (my son)?
Wow. Of all the new Paizo products that have just been announced, this is definitely the one I'm most looking forward to. I love "monster cities" like James Jacobs' Scuttlecove, and am especially looking forward to the bloatmage PrC. I've wanted to see those guys since Eando Kline met one in the Pathfinder fiction.
Perhaps an option to Pain Touch (Su) would be Chain Fist (Ex), operating similar to Claws (Ex) from the Abyssal Bloodline. For flavor text instead of claws it is spiked chains wrapped around the hands.
As a higher level abilities:
the chains can be used as a spiked chain with which the character is considered proficient.
Unnerving Gaze (Su)
Natural Armor from the chains
Aniimating the chains
The devil ability to see in any darkness
Just about anything from the Kyton's specific or from general devil stats altered to a suitable level.
-Weylin
Yeah, I like those ideas. I was thinking about "chain armor" or something specifically. Problem is, kyton's aren't really devils anymore... they don't have the see in darkness ability, and don't have the devil subtype. That's why I'm wandering if there's any news about more powerful forms of kytons, b/c then I could have a better grasp of their racial abilities. From what the Bestiary says, it's all about pain and torture.
I was thinking a kyton-blooded sorcerer would be similar to a cenobite from the Hellraiser movies.
6th or 7th level bonus spell could be Blade Barrier. Kind of fits with the theme.
Good idea. Implementing...
(I would go back and edit my original post, but for some reason I can't)
Kyton Bloodline:
Class Skill: Knowledge (the planes)
Bonus Spells: doom (1st), touch of idiocy (2nd), ??? (3rd), crushing despair (4th), hold monster (5th), blade barrier (6th), waves of exhaustion (7th), horrid wilting (8th), energy drain (9th)
Bloodline Powers
Pain Touch (Su): Gained at 1st level. Touch attack sickens a living creature for a number of rounds equal to 1/2 your sorcerer level. Useable a number of times per day equal to 3 + your Cha modifier.
Kyton Resistances (Ex): Gained at 3rd level. Cold resistance 5, +2 on saves against sicken, nausea, or pain effects. At 9th level, resistance to cold increases to 10, and saving throw bonus increases to +4.
I'm not sure what abilities should be gained at 9th-level and 15th-level...
Kyton Apotheosis (Ex): Immunity to cold, sicken, nausea, and pain effects. This ability should grant a few other perks, but I'm not sure what.
So apparently there are multiple breeds of kytons (aka chain devils), with the one in the Bestiary being the most common. According to Book of the Damned, Princes of Darkness, there are at least two other types of kytons: an oitos (apparently appearing as a skeleton wearing fleshy robes) and an ephialtes (apparently a particularly massive kyton).
I was never a huge kyton fan, but the Paizo version has me really intrigued. Is there any more information on kytons? Anything official that could be shared?
Also, I'm trying to put together a kyton sorcerer bloodline. Any comments/suggestions would be welcome. Here's what I have so far...
Kyton Bloodline:
Class Skill: Knowledge (the planes)
Bonus Spells: doom (1st), touch of idiocy (2nd), ??? (3rd), crushing despair (4th), hold monster (5th), eyebite (6th), ??? (7th), ??? (8th), energy drain (9th)
Bloodline Powers
Pain Touch (Su): Gained at 1st level. Touch attack sickens a living creature for a number of rounds equal to 1/2 your sorcerer level. Useable a number of times per day equal to 3 + your Cha modifier.
Kyton Resistances (Ex): Gained at 3rd level. Cold resistance 5, +2 on saves against sicken, nausea, or pain effects. At 9th level, resistance to cold increases to 10, and saving throw bonus increases to +4.
I'm not sure what abilities should be gained at 9th-level and 15th-level...
Kyton Apotheosis (Ex): Immunity to cold, sicken, nausea, and pain effects. This ability should grant a few other perks, but I'm not sure what.
Hey, i posted this in the companion forum and got nothing, has anyone made an Ooze AnCo for a ranger that takes the Ooze companion feats, I was hoping someone had already done this, but if not I'll do the leg work myself.
No, but I did completely redo the Ooze Companion feat for 3.5 edition. The rules for animal companions just didn't mesh well with an ooze.
Ooze Companion:
Ooze Companion
Your understanding of oozes has grown to the point where you can bond with one as a companion.
Prerequisites: Ooze Whisperer, animal companion, wild empathy
Benefit: Add the following creatures to your list of potential animal companions at the indicated druid levels. 7th— gelatinous cube, gray ooze; 10th— ochre jelly; 13th— black pudding. If you have a gelatinous cube or ochre jelly companion and it uses its split ability, only one of the resulting creatures is considered your animal companion. You have no special influence over the other, but it is initially indifferent towards you.
Because of its mindless nature, an ooze companion starts with 0 tricks (only bonus tricks granted by your animal companion ability apply) and can only learn the following bonus tricks: attack, come, defend, and stay. You can use the Handle Animal skill on your ooze companion (but not other oozes) to handle it as if it were an animal, but may not push it or teach it tricks.
Ooze companions acquire different benefits than those of a typical animal companion. The creature gains a bonus to its Constitution score rather than its Dexterity, though its Strength score still increases. Instead of gaining evasion and improved evasion, the ooze acquires fast healing 2 and fast healing 4, respectively. Devotion grants an ooze companion resistance 5 against either cold, electricity, or fire damage. You make the choice of which energy type is resisted, but cannot change it thereafter for that particular ooze (you can, however, make a different choice for later companions). The ooze gains the Toughness feat instead of Multiattack. Lastly, while you may share spells with the ooze as with any other animal companion, the creature is immune to all mind-affecting effects (even beneficial ones).
The PCs are rebels against the state of Cheliax. So far there seems to be no negative consequences to them gaining Fame for their acts.
For example, if the mayor turns against them , he can easily and legally permit the Hellknights to act against the characters for their attacks in the Bastards of Erebus.
A minor point to your major point, I don't think the mayor has any control over the Hellknights. But I agree, whether you're famous or infamous depends entirely on perspective, and "fame" could (and maybe should) have consequences.
robin wrote:
In this adventure , they assume a public role . There is no reason that people know these are the same people who did attack the hellknights and dealt with the bastards . so as A GM , I would keep tracks of which fame points are attributed to the public persona of the characters and which to the acts they perform incognito
I assume that the less adventurous Children of Westcrown would engage in a whisper campaign, letting the common man know of the party's deeds. Propaganda for the win.
robin wrote:
Is it only me or is Cheliax not depicted as enough evil in these adventures? For example , we know slavery is usual in Cheliax but the mayor has only servants and not slaves. So far I must say we met evil people in Westcrown but they try to disguise this in order to remain popular. Even the orgies are with consenting people. There should be more examples of people abusing their powers. Now a good DM can easily correct this
My interpretation of Cheliax is that of subtle evil. Wanton cruelty, murder, and pointless suffering are looked at just as negatively in Cheliax as in a "good" community. Cheliax is evil in an apathetic, bureaucratic way, where human beings are treated as statistics - things to be controlled and subsidized, like any other commodity. As for the authorities abusing their power, I think there are ample examples of this, not least among them including...
Spoiler:
the government's use of shadow monsters imported from Nidal to keep the people indoors (and thus out of trouble) at night.
robin wrote:
* Sian Daemodus : Why should she attack the PCs alone. Given her intelligence , it would make more sense for her to attack the PCs when they are otherwise engaged in combat with the shadows or Szasmir. The DM might need to make her less powerfull otherwise the CR of the encounter mght be too much for the characters
Profesional pride? For real, it's ultimately up to the DM to decide when Sian attacks. If the party can take her and a bunch of shadows/devils on at once, I say go for it.
But the Asmodean Knot still manages to give me a headache, and I'm sorry if it has a similar effect upon anyone else.
It gave me a headache, in a good way. As overused as the pocket plane thing may be in Pathfinder, I still really enjoyed this one. To draw on a sorta-obscure reference, it reminded of the shadow temple in Zelda: Ocarina of Time. Which is to say, sort of like a really creepy, dangerous amusement park funhouse.
It would upset retail sellers is why. They have to balance brick and mortar sells with PDF sells, if Paizo started letting the PDF out months in front of streetdate some would be very upset
...I figured something like that. Maybe they could do it very quietly then?
Here's something that annoys me; if Pathfinder 27 is done, edited, etc., why can't Paizo just charge us this month, give us access to the PDF, then ship the physical product out next month?
So what does happens when a Lawful-Good Dwarven Paladin of Torag is partying with a Human Lawful-Good Paladin of Iomedae and a Half-Elf Lawful-Good Cleric of Erastil when they find a +2 vicious kukri that bears the unholy symbol of Lamashtu etched on its blade?
Well, what would a real-world, devout Christian priest do if they found a solid gold idol dedicated to Satan? They'd probably melt it down, make it into something else, then reconsecrate it in the name of God. In the case of the paladins, I suspect much the same (sans the melting down).
Anyone ever make a build of fighter that focused on darts? I just thought of doing that for fun to see how it would turn out. Just a silly concept I thought of. I like characters that are off the beaten path.....way off ; )
You need to talk to my friend Zal, "the fastest dart thrower in the west". You can find him in Area 5300 in the fine D&D game Baldur's Gate.
Are you referring to the Campaign Outline? Because to be fair, LoF had the entire plot and detailed descriptions of each adventure, too (when developing the history and writing the adventure summaries for the Council of Thieves Campaign Outline, I was told by Wes to refer to LoF's Campaign Outline found in PF#19 for voice/style). And I'm pretty sure earlier APs, at least some, had the adventure summaries (not sure about the page-long history, though...).
I suppose I was overly harsh there, but I did have a few problems with LoF; the lack on info on the Templars of the Five Winds until the very end, for example. Also, the faulty foreshadowing such as rubies gained from the Captain of the Sunset Ship at the end of Jackal's Price (that were never followed through on). It felt, to me, that the DM waited along with the players to find out how the story would unfold.
I agree with you on a few points; the pocket dimension thing has gotta stop. And while I'm also frustrated by having to wait another month for the next adventure, that has nothing to do with the quality of the product itself (and will be a moot point soon). Lastly, while I'm also not a huge fan of the fiction - or "the play" - I do very much like most of the other support articles. The tiefling article in Bastards was great, for example.
One thing I totally disagree with you on is that CoT lacks foreshadowing; compared to LoF, which kept DMs almost as much in the dark as players, I think the authors have done an excellent job with foreshadowing. You get the entire plotline and history in Bastards, a detailed description of each adventure, and plenty of recurring characters. What more do you want?
I'd love a Numeria AP. Who would the BBEG be? Maybe the drugged out barbarian king Kevoth-Kul, or perhaps a sinister Technic League sorcerer. OR, better yet, maybe it'd be some alien abomination from the depths of outer space. Something like the Queen from Aliens, or the Mother Brain from Metroid would do nicely, in case anyone's taking notes...
But as an aside: does "magical midwifery" exist (from adepts, most likely)? How does that influence birthing complications? How does this in turn influence number of pregnancies?
A quote from the Forgotten Realms Campaign Setting, page 83: "The careful attention of clerics, healers, and divine healing magic makes childbirth reasonably safe in most civilized lands".
Argh, I wish they would've included a city from either Numeria or Ustalav; those are the two countries I'm most interested in learning about. Fortunately, Irrisen would have been my third pick. I really hope we get some info on Baba Yaga, and that the author does justice to such a vibrant and fascinating character.
#6) Witch (specially designed to incorporate a blend of spontaneous and prepared spell casting that is better than a multiclass sor+wiz, plus superior familiars -- possiblity able to acquire a menagerie of familiars as a capstone).
Oh dude, that's a wicked idea. Maybe each one could do something different; an imp assassin, a humunculus assistant, a raven spy, and a cat stand-around-looking-menacing guy. Argh, I'm beginning to want to play a hypothetical class.
Sir, I do believe that's the finest argument against new classes I've yet to read. And that's coming from someone who isn't necessarily opposed to new classes.
I appreciate the discussion of real-world history/mythology, don't get me wrong. It's an interesting and valuable addition to the conversation. But what it doesn't do is address Skaorn's post in any way.
Ah, but this thread is about what classes people would add to the PFRPG game. Now honestly, I wouldn't mind if Paizo did a few eastern flavored base classes. However, the odds that such classes would resemble stuff already published by WotC is slim to nil, especially when - in the case of the shugenja - the class has no precedent in the real world aside from the name. If Paizo did end up making a shugenja, I don't think it would be anything like the Lo5R/Complete Divine incarnation.
In fact, I would be rather interested in seeing a more legitimate shugenja; someone who practiced animism, drew on the powers of the spirits, gained special gifts from their ascetic lifestyle (something like the Vow of Poverty feat), etc.
As for samurai, I really don't think they could warrant a new class. Real-world samurai were, first and foremost, archers (!) with superb horseback skills. Some used a katana, yes, but others used spears and the like. I don't know of any actual, historical samurai that duel-wielded a katana and wakazashi. Sounds just like a fighter to me. One change I would make would be their class skills: samurai were trained in Diplomacy and Knowledge (nobility).
As far as Shugenja go they are divine spellcasters with arcane spells thrown in the mix. They trade martial powers for having healing and spells like invisibility and scorching ray. Sure you can use Sorcerer with them as a base but then you have to figure out the Spell List (which is my nightmare for class building) and Elemental Focus, which means you're making a new class already.
See, that's the shugenja as imagined by Legend of the Five Rings/Oriental Adventures. Real world shugenja are just ascetic Shinto priests, not unlike cloistered Christian monks. So unless you're particularly fond of WotC's shugenja incarnation, there's no reason why you can't play a plain old cleric, druid, or even monk and call him a shugenja. It's just a matter or flavor.
I have a feeling we may get an unholy warrior, ala the blackguard. His conspicuous absence from the core rules makes him a safe bet.
If I could pick the other class, it would be a witch. The witch could draw from customs/myths like the "evil eye", "voodoo dolls", and real world zombies (the puffer-fish-poison kind). I'd like to see something like the 3.5 warlock, with a bunch of special abilities instead of outright spellcasting. She'd definitely have a familiar as well, one far superior to the wizard's.
There's a problem with the bestiary: two Tiny monsters, the hanniver and torble, have CMB numbers that are far too low. In the preview of the PF Bestiary, it's stated that Tiny or smaller animals use their Dex modifiers instead of Str for CMB, yet these two monsters clearly didn't. So which one's the error? The hanniver/torble or the PF Bestiary preview?
It's on pg. 2 of the Bonus Bestiary, not in the recent Bestiary preview, however the Core Rulebook only says that Tiny or smaller creatures can use Dex on melee attack rolls, not Combat Maneuvre's per se.
As the Core Rulebook takes precedence, I'd say that the stats in PF #25 stand, unless I'm contradicted by a staffer, or the Bestiary itself when it comes out.
Quote from the Pathfinder Core Rulebook (not the Bestiary preview, as I first stated): "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB."
What I found in the Bestiary preview, was confirmation of the above rule. Take the cat as an example: it is Tiny, has a Str of 3, and a Dex of 15. Its BaB is +0, and its CMB is +0. Considering that a Tiny creature suffers a -2 penalty on its CMB, the cat obviously uses its Dex score instead of its Str score. If it used its Str score, its CMB would be -6.
Now take the haniver (from this volume of PF): it is also Tiny, has a Str of 9, and a Dex of 13. Its Bab is +0, and its CMB is -3. In this case, the haniver used its Str score to determine its CMB; had it used its Dex score like the cat, its CMB would have been -1.
There's a problem with the bestiary: two Tiny monsters, the hanniver and torble, have CMB numbers that are far too low. In the preview of the PF Bestiary, it's stated that Tiny or smaller animals use their Dex modifiers instead of Str for CMB, yet these two monsters clearly didn't. So which one's the error? The hanniver/torble or the PF Bestiary preview?
I have two separate questions regarding spell-like abilities (Sp).
-First, can spell-like abilities be counterspelled? According to the description of page 221, "spell-like abilities cannot be used to counterspell, nor can they be counterspelled". However, on page 554 it states that "spell-like abilities can be dispelled and counterspelled as normal". So which is it?
-Secondly, a number of the powers granted to wizards for specializing in an arcane school (such as the necromancer's grave touch or the transmuter's telekinetic fist) are spell-like abilities. However, there is no indication on the level of these spells. Therefore, it's impossible to know if a globe of invulnerability would protect against them, whether they can be absorbed by a rod of absorption, etc.
Is this thing mostly written already? If not, may I suggest/request including some ghost classes, a la Ghostwalk.
I wouldn't count on it. These books are rules-light, and the Ghostwalk Campaign Setting was... well, its own campaign setting. Also, the "Revisited" line seems to focus on creatures more as NPCs/enemies, not as potential PCs.
I'm a huge fan of monsters from Oriental mythology myself. Anything oni would be very much welcome. I'm not sure if Pathfinder oni would be evil outsiders, ala demons, or a race of giants/monstrous humanoids, but either is cool.
I also like this guy. He's from the amazing anime, Ninja Scroll, and though I don't know if he's based on a specific mythological being, he was probably my favorite villain. In short, he's an ugly old man with a wasp nest in his back. The wasps obey him, of course.
I'm a fan of the kitsune (fox spirit). I enjoyed the kitsune from Kobold Quarterly 9, but think that Pathfinder could do a better job with them. Make them less cutesy I suppose.
A high-level hebi no onna (snake woman) would be quite cool.
As a huge fan of zombie movies/video games/whatever, I've often thought of how to pull this off myself. The way I figure it, if undead started spreading exponentially, people would flock to cities and barricade themselves inside. The countryside would become a no-mans land, with uncountable hamlets and villages being deserted or massacred.
One important issue to consider would be how cities would supply food and water to the citizens. Also, assuming you're playing in a typical D&D setting, how would the more powerful creatures of the world react to this? Dragons would probably be annoyed at best, while humanoids such as ogres and hobgoblins would be put in almost as bad a situation as humans.
Over time, I think the individual cities that managed to survive (thanks to thick walls, martial law, and some way to feed the people) would quickly be reduced to very primitive states. Forget about luxuries like silk and spices; people would be hard-pressed to even find adequate tools like hammers or barrels. The "outside" would become a dark, mysterious place, where rumors of other cities are dismissed as nonsense. High-level characters would still be able to move from city to city (especially with magic), but they'd be regarded with deep suspicion.
On a funny side note for arachnophobes: statistically, a person is destined to eat around 4 spiders in his sleep over the course of his life.
Ack! One of most prolific urban legends ever! (I used to believe it too, before I became interested in urban legends). Quoted from here: "Back in 1993 a columnist for PC Professional named Lisa Holst decided to prove that you could make up anything on the internet and people would believe it. She did this by making up a set of facts that were utterly ridiculous, the spider myth among them (which itself was taken from a collection of insect folklore that dates back to the 1950s, and emailing her findings around the world."
While we're on it: men don't think about sex every 7 seconds, humans use all 100% of their brains, and... eh, never mind I'm done. Heh.
How's about this, then? I think Sajan's sword looks kind of dumb, impractical and that it looks like it's about to break the moment he hits something with harder than a loaf of bread.
While I actually agree with you about the overuse of iconics, and the visual fatigue that it causes, if you want to point out everything in a fantasy world that is "dumb and impractical", the list would be near-endless. Especially if you're talking about absurd looking weapons.
If your asking how I'd do it, I would say that a creature either has a "hand" (as far as the rules are concerned) or it doesn't
I've been thinking about it; it would be cool to see a gelatinous cube suddenly form two human-like hands when it begins to cast. There'd be no rules changes, it'd just be for effect. And more importantly, would totally throw my players off.
Argh! You asked for it. I had intended to make her backstory shorter, but when I start writing I have trouble stopping.
Spoiler:
Born to a wealthy family known for producing wizards, Nemphre was twice-cursed; her body was wracked with an incurable palsy, and at an early age she began to display sorcererous potential. Her parents tried to tutor her in "proper" arcane arts, but to no avail. Though a bright girl, Nemphre lacked any real talent for wizardry. And while her family was never unkind to her, and tried to accept her sorcerous nature, she knew that she did not belong.
As a young woman, Nemphre yearned to explore the fantastic world that she had read so much about in her family's library. Alas, her palsy kept these dreams forever out of reach. She began to search for ways to transcend her physical limitations through magic, but was repulsed by the thought of becoming an undead abomination. Nemphre wished only to augment her body enough to lead a normal life, not to live forever as a gods-cursed monster. She eventually hit on an idea while watching her brother experiment on an ooze creature. Here was an animal that seemingly lacked physical limitations, for such was its simplicity that it could have no fault. Despite its hideous appearance, if Nemphre could somehow infuse her form with an ooze's resilience, she may yet be free of her disability.
Nemphre immersed herself in study. Years passed, and her obsession grew. She eventually came upon the writings of a fellow sorcerer known as Orlok, "the Hunched Lord", a cruel arcanist of great power who had theorized a process similar to Nemphre's own. Convinced that she may have at last found what she was looking for, Nemphre left her home to seek out the Orlok's fortress. The journey was a taxing one, taking many months and pushing the woman to her physical limits, though ultimately she was successful. Orlok was sufficiently impressed with Nemphre, granting her a position in his organization and giving her the tools she needed to pursue her quest. Nemphre was particularly delighted when she learned of the Twilight Garden, a cavernous network beneath her new master's castle that overflowed with all manner of protoplasmic lifeforms. Between this near-endless supply of oozes, and the extensive laboratories as her disposal, she was sure that her work would soon be complete.
When the time came to put theory into practice, Nemphre called for Orlok to witness her transformation. She had secured a gelatinous cube with the intent of siphoning its physical structure into her own, hoping to be fortified and stabilized by the process forever after. She completed the final step of her grand experiment, and with that, Nemphre's life as a woman was over. Something had gone terribly wrong, and upon regaining consciousness, she found that her mind and soul had somehow been transfered to the gelatinous cube's body. What was once her mortal shell had been reduced to dust. And looking on, with the slightest hint of a smile, was the Hunched Lord. Though he hadn't known exactly what would happen to Nemphre, he did expect that the result would not be as she intended.
Orlok assured his former student that all would be well, that he would seek some way to reverse the awful transformation. Until that day came, though, she could find refuge among the slime-infested passages of the Twilight Garden. For months Nemphre held out hope that her master would find a cure. He visited her occasionally on his strolls through the alien wilderness that had become her home, always offering soothing words and vague promises, though in reality he had come to appreciate the sorceress's new form. Orlok's garden had gained a capable caretaker and protector, and he had no desire to lose such an interesting pet.
Nemphre's last shreds of sanity have long-since slipped away. She now believes that she was never a human, that her memories of a past life are merely bad dreams or hallucinations, and that her true place is among her own kind. The Twilight Garden is her kingdom. Its mindless inhabitants, her children and subjects. She knows that there is a world beyond the twisting passages of her realm, one bathed in sun and open to a terrible sky above, and has become intensely agoraphobic as a result. The thought of such a place fills her with loathing. Nemphre also despises all non-ooze life, with two important exceptions. The first, her familiar, is a pitiable ooze mephit named Ilkris that does his best to fulfill his mistress's desires. Nemphre rarely wastes the effort to establish a "telepathic bond" with him, so Ilkris must do his best to interpret her empathic urges instead. He fails as often as not. Nemphre also still sees Orlok as her master, and in the warped recesses of her mind, she remains his loyal student.
Almost nothing remains of the woman that Nemphre once was. Her thoughts wander, and she has little perception of time. Her days are spent meandering through the Twilight Garden, endlessly searching for intruders while playing mother to her mindless kin.
If you've changed these rules (or even just interpreted them differently) in order to be consistant with your world, that's perfectly fine. I'm not going to argue with how your game works.
But I do wonder what exactly you were looking for when you made this thread.
Sorry if I came off as brusk; your response seemed a little dismissive. My bad.
And clarifying the meaning of "hand" is pretty important as well. I'd again look to the beholder though; eyestalks seem a pretty poor substitute for appendages, but I suppose they are better than a single homogonous mound of goo.
As for the thread itself, I wanted to see how other people handled this situation and what they thought. Again, sorry if I was overly aggresive in defending my point.
I was organizing my home office earlier and going through my miniatures and noticed my Grimloks....
Why, if these brutes are blind, do they were clothing over their private parts?
Blindsight dude. Grimlocks are clearly too modest to be echo-locating each other's equipment all willy-nilly.