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Valeros

Golden-Esque's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStar Venture-Agent. 767 posts (5,943 including aliases). 39 reviews. 1 list. No wishlists. 17 Pathfinder Society characters. 4 aliases.


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Thomas Seitz wrote:

Good to know Isabelle!

*also glad you're not stuck in a hole*

I tried. Turns out she has a bigger, badder predator who's hunting her for her time than me. :O


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In terms of the number of deities and demigods they hit, the Apocrypha subdomains are actually REALLY impressive. There's gods from all over the setting there.


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Rednal wrote:
Uh... just to be sure, you're planning to sell this on Paizo.com, right? I may need to tweak my review a little if it will only be up on drivethrurpg...

Yes.

While I'm not 100% sure of what happened, apparently Dario accidentally set the PDF to release on DriveThru RPG, and after it apparently generated a rather large sum of money we decided that it was too late to pull it from DriveThru.

I'm not sure when it'll appear on Paizo and the Open Gaming Store, but the plan is to make it available there. We're also in the process of ordering the proof copy of the printed version. My next update on the Kickstarter will include a picture of Dario holding the print book, guarantee.


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Matrix Dragon wrote:
Ser Humpty Dumpty, Paladin wrote:
Matrix Dragon wrote:
Would my alignment shift towards evil if I decided to make a game out of saying things that might trigger Alex's desire to talk about the contents of this book? ;)
If you make him break his NDA, then he won't get to write for Paizo anymore, so yes, you'd shift immediately and fully to Chaotic Evil. ;)
Oh, the goal wouldn't be to get him to break his NDA. It would be just to drive him crazy ;)

I have been sitting on this four MONTHS now. You. Shall. Not. Break. Me.


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Thomas Seitz wrote:
I just welcome the chance to see what Alex Augunas does with this book.

While I did more than *just* kitsune, I'm far from the only person who worked on Blood of the Beast. If I remember right, two races I worked on are pretty obvious. One race is one that people seem to want me to do. And the last is one people won't expect to have been me.

But yeah, I'm excited. I've been messaging Owen silly messages once or twice a week about loosing my cool over how close we are now! Just a few more weeks....


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Isabelle Lee wrote:
xevious573 wrote:
Why no charisma to Atk and Dmg for Fighting Fan(s) for Geishas or even Whips for Calistria worshippers??? ;_; *runs off crying*
Hmm. takes notes

Prepares to snag Isabelle for the EMG Word Mines.


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Its also worth considering the starknife isn't really a good swashbuckler weapon—the lack of an 18-20 crit range (or even a 19-20) on a weapon makes it a VERY difficult sell to a swashbuckler.

The craziest thing I could do would be to go flying blade 5 / psychic searcher of lore 2 / fighter (weapon master) X. That would let you grab Weapon Finesse as a class feature (which you could use to qualify for Piranha Strike), Cha to AC and Ref saves, Cha to Attack and Damage, and Cha-based inspiration. Maybe Cha-based Knowledges too.

Weapon-wise, this isn't really something Dex-based characters can't already do. They can get Dex to damage with a few more feats, but naturally get Dex to AC and Reflex saves, and modify way more skills with Dex than even Cha can get using revelations. The Cha-based character looks crazy on paper, but one needs to remember that out of everything I've mentioned, the only thing Dexterity-based characters can't get baseline is Dex to Atk and Dmg, and that's only three feats. (Two if you're using Dervish Dance.)

I'm really hoping Desna's fighting style isn't knee-jerked out of campaigns and stuff as a result. It is new, fun, and flavorful, but it doesn't really do much that Dex to damage can't already do, sans possessing a different (less combat-focused) skill list.


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Alex Mack wrote:
technarken wrote:
If only the additional feats needed to make a Charisma focused Starknifer viable didn't require either some Str/Dex investment or an ability to ignore prerequisites...

If you build a thrower all you need is DEX 13. Those 3 points in point buy investment should be affordable for most and unless you dip Oracle will also aid your AC and REF save. The DEX requirements of TWF are far more restrictive however. But two weapon fighting isn't great for throwers anyhow as it requires you to enhance more than one weapon and multiple to hit penalties really hurt.

You also need a modicum of STR in order to wear Armor but Power Attack is rarely a good feat for builds using one handed weapons.

You could also take Piranha Strike, but that requires a now-defunct Weapon Finesse.

I think the point that is being made is that the Cha to Atk and Dmg isn't as bonkers as people are making it out to be. Flying Bade with a dip in oracle is good, but it isn't going to unseat Dex to Damage or Strength to Damage. It is a fun, flavorful way to use Desna's favored weapon in a radiacally different way that happens to be a viable mechanical option. And in the long run, we should be able to add new options to the game without knee-jerking about their supposed brokenness.


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Alex Mack wrote:

So who else thinks the Desnan Divine Fighting technique is horribly OP?

I mean for one it's by far the easiest way to get one stat to both attack and damage rolls with a thrown weapon. STR and Dex based characters have to jump through hoops to accomplish this. Good looking ones just get it for free... I mean seriously we will likely see Charisma 20 fighters soon because of this feat.

Then Let's see what all you can do with Charisma now in one build with a bit of multiclassing (or even without):

- Irrepressible for Charisma to most Will saves
- Or if you prefer to spend feats: Steadfast Personality
- Charisma to Initiative via Noble Scion
- Charisma to Knowledge Skills as an Oracle of Lore
- A charisma based Inspiration pool for Psychic searcher Oracles
- Dodge Bonus to Charisma from Osyluth's guile
- Charisma to AC and Reflex saves from a number of Oracle mysteries
- A Ki-Pool for Ninjas
- A panache Pool for Swashbucklers

The only saving grace of the feat is the CG requirement which rules out Divine Grace.

So let's see what all of that takes you:

Three Feats (9th Level, with DFT being taken at 3rd unless human): Divine Fighting Technique, Dodge, Steadfast Personality, Noble Scion, Osyluth's Guile

2 Levels of Psychic Searcher Oracle of Lore.

2 levels of Ninja

1 level of swashbuckler

4 levels of whatever you want.

8 ranks in Bluff

Ignoring the four variable levels for all of that, pretty much ALL of your feats are spoken for (unless you grab combat trick / weapon training with your ninja trick). And what do you —really— get from all of that? You are basically stuck with light armor because of your swashbuckler restrictions, you get Charisma to attack and damage with your star knife, but you don't have any abilities that can further augment its damage or your ability to throw it at people. You have a base attack bonus +3 at 5th level (which is on-par for a 5th-level medium BAB character), a Fort of +0, a Ref of +6, a Will of +3, and a small smattering of skill ranks, plus a small smattering of spells.

And this isn't including the fact that Osyluth's Guile only triggers when you use fighting defensively or total defense (so a –3 penalty with that starknife or no attack at all) and that all of your Charisma to AC is shut down when you're flat-footed—maybe you want to take 2 more levels of ninja to help with that of your four, but then of course that means you have fewer feats to do anything with.

Yeah, this build is very Single Ability-Dependent, but what exactly does it do well? It doesn't cast very well, it doesn't do a lot of damage. Its basically defensive, but opportune parry and riposte isn't going to save an effectively medium BAB character. This is one of those build ideas that seems really OP in your head, but on paper its really ... meh? Mostly because being a paladin / antipaladin is what makes Charisma so powerful. (Divine grace with Charisma to AC and attack rolls via smite is what makes a Charisma build nasty.)


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doc roc wrote:
djones wrote:


Pact wizard pact wizard sounds like a pretty packed pact (wizard).

So let me get this straight....

9th level caster... CHECK
Most powerful 9th level caster.....CHECK
Can now access Oracle curse and Wiches Patron....CHECK CHECK
Has extra spontaneous casting ability.... CHECK
Has extra OP abilities..... CHECK
Can stack with another OP archetype for extra hilarity... CHECK

Riiiiiiiiiighttttt........ balanced.... hmmm

I don't think I designed this archetype, but I wanted to chime in and say that a wizard getting a witch patron isn't a big deal, and it usually does little for the character.

Why?

Well, witch patrons ADD spells to your spell list, so a properly designed witch patron never includes unique spells from the witch spell list. (Its what makes designing new ones so difficult from a freelancer's perspective.) With only a couple exceptions, they typically add sorcerer/wizard spells to the witch spell list. And guess which spells YOU already have, good sir? (Note: a few add some errant cleric spells and bard spells, but those usually focus on healing or martial buffing. Things the wizard is plenty good at already.)

As for the oracle curse, when those add spells, they're from the sorcerer/wizard spell list. Otherwise they tend to give very small benefits in the form of new senses or restriction removal. Not really something you need as a wizard.


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Isabelle Lee wrote:
Alexander Augunas wrote:

Ah! I got developed by THE James Jacobs?!

faints

I had a similar reaction with Haunted Heroes Handbook. (Also with Paths of the Righteous, but I knew it going in.)

Mr. Jacobs is a delight to work for. ^_^

Wait, James developed Haunted Heroes?!

I'VE ALREADY BEEN DEVELOPED BY JAMES JACOBS?!


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James Jacobs wrote:
Zaister wrote:
It seems the Divine Fighting Technique feat in this book is slightly different from the one from Weapon Master's Handbook. I wonder if this intentional, and which version should actually be used?
It's intentional. They are similar things, but not identical things. Use the version attached to the book from which you took the technique.

Ah! I got developed by THE James Jacobs?!

faints


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DM Beckett wrote:
Alexander Augunas wrote:
Don't know. I like the new version better though-you shouldn't be able to use the options without actually following the deity. I was surprised that you could.

Why? It makes perfect sense that an individual could study a technique without accepting all of the themes attached to it. How would this be any different from say a Taldan person from Taldor studying a Tien fighting style or even an Osirini one?

It's not an option that adds flavor or fun, but one that instead strips it.

Because I like that they specifically give nice things for worshiping a god to characters that normally derive no benefit from true worship.

Plus the difference between, "I studied in a faraway land to master these fighting techniques," and "I drew upon my religious closeness with my god to emulate my worship and conviction through martial techniques," are quite different.


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Fabius Maximus wrote:
Alexander Augunas wrote:
CBDunkerson wrote:
Alexander Augunas wrote:
Its time for everyone's favorite game—"Guess what Alex Augunas wrote in Divine Anthology!"
Some (e.g. Desnan) or all of the divine fighting styles.

1 of 2 sections guessed!

I did some (but not all) of the Divine Fighting Techniques. I didn't do Sarenrae (there wasn't space in my turnover for Sarenrae despite my pleaing, so I'm tickled pink that the developer found a way to include the Dawnflower).

[...]

If you don't mind me asking: why was the Divine Fighting Technique feat changed?

Don't know. I like the new version better though-you shouldn't be able to use the options without actually following the deity. I was surprised that you could.


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Its time for everyone's favorite game—"Guess what Alex Augunas wrote in Divine Anthology!"


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Spoiler:
Three weeeeeeeeeeks!


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Eric Hinkle wrote:
Given my fondness for ebon-furred kitsune Amazons, I'll definitely be getting this one.

That ... is a strangely specific fondness.


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James Jacobs wrote:
Thomas Seitz wrote:

By the Dawnflower!!?! Kyra can summon fire lions now?!! Sweet! :D

Also like the fact we'll have a spell that's totally says "Ragtheial(sp) SMITE!" :)

She's always been able to do that. Those are celestial lions conjured up via summon monster. (I ordered that as art to give her a slightly more nature feel, since the theme of the Sarenrae prestige class in this book is one that's more associated with Sarenrae's role as a sun deity and how that bolsters and impacts the natural world. Sort of a druidy flavored prestige class, basically.)

LET LOOSE THE SUN-LION SQUAD OF SARENRAE!


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Shifts anxiously in chair

**

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Proposed solution to the, "What about people who already have the boon?" problem that a bunch of people in the thread are having—add the following to the new Expanded Narrative boon:

Seasoned Chronicler: You may attach this boon to an Expanded Narrative boon earned at a convention prior to 8/4/2016 in order to empower your previous Expanded Narrative boon for 1 year. You cannot attach this boon to an Expanded Narrative boon that does not have at least 1 scenario dated before 9/8/2016 already recorded on it. You treat your total number of GM stars as being 1 higher for the purpose of determining the total number of replays that you can gain from the attached Expanded Narrative boon. If you were a 5-Star GM on or before 8/16/2016, you may use the boon to recharge a sixth GM star after you have used all five of the boon's GM star recharges.

Since every Expanded Narrative boon prior to today was from a convention, they're all dated on the top of the page with the exact convention used to run them. Something like this would essentially do to Expanded Narrative what the new suli boon's "elemental dillette" line does for people who were stockpiling geniekin races when that boon was released—keep the old reward relevant while making it available to everyone.

Hopefully this idea helps!


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Samy wrote:
I wouldn't mind a 64-page Campaign Setting book full of player options.

We usually get at least one a year—Inner Sea Combat, Inner Sea Intrigue, and Inner Sea Magic all immediately come to mind. Inner Sea Faiths has deific obediences for all of its deities. Most nation gazetteer also have some player-oriented content too.

From my own educated observations, "Player Companion" means "Player-Oriented Options with Golarion setting flavor" while "Campaign Setting" means "Golarion setting flavor that sometimes includes player options."

If you go by my definition, the old Blood of Angels and Blood of Fiends and Halflings of Golarion PComps are more like Campaign Setting products than Player Companion products, because they focus on Golarion Setting flavor first and include player options second. To be honest I don't know precisely what lines determine which product goes where, but I'm going on my second year as a subscriber to both lines and have written extensively for one of them, hence why call my observations "educated."

In an effort to twist this line of conversation back around to Blood of the Beasts, my gut says that if you want more setting-oriented material on these races, then the Campaign Setting line is the place where that wish will come true. Blood of the Beasts simply needs to prove that further emphasis on these races is warranted in the Campaign Setting line, and that's where the Pathfinder consumer base comes in. You want more? Well, talk is cheap—pay up for Blood of the Beast! ;-)


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Updated up to this point. The playtest is almost done!


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Orich wrote:

I'm working on some pactmaker NPCs for my game and was re-reading the Vestigial Bonds section when I had a question:

With Vestigial Bonds, is there a limit to only one bond, no matter the number of spirits, or one bond per spirit?

As is currently written in the Vestigial Bond section, there is no limit.

One per binder.


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Luthorne wrote:
Would this also extend to things like allowing a ghoran or wyrwood binder benefit from morale and/or mind-affecting effects, or a construct or undead binder being able to heal themselves with positive energy, so long as these effects stem from a granted ability that grants a spell effect? I'm leaning towards no, but I figured it wouldn't hurt to check.

Channel Energy — No. Channel energy is not a spell effect, so it is not covered by this clause.

Cure Light Wounds — No. The clause does not alter how positive and negative energy affect the binder. For example, if there was a spell that said it coudn't target undead and that it healed its target with positive energy, an undead binder could use the clause to circumvent the "no undead" clause, but would essentially deal damage to herself because the clause does not alter how energy affects the binder.

Morale Bonuses — No, for the same reasons as above. The clause alters how the spell works, but not how morale bonuses work on the target.


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Third Mind wrote:

So, I actually had a question involving Circe's Runes now that it's been brought up, and maybe this was answered already and I simply missed it.

Under the Boon it says those linked can "bypass" a rune of Circe without setting it off. But under the Rune of Circe ability, it simply allows you to cast them as spell-like abilities and says nothing of turning them into actual runes of any kind.

No idea. Expect it deleted.

Quote:
Also, another side question since I don't have bestiary 1, how many skeletons are in a troupe of skeleton? I can't seem to find it online.

13. (Both sent to Dario.)


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White Unggoy wrote:
Hmm, so just noticed this. What is the Psychological Defense feat meant to do exactly? Psy DC is 10 + HD + WIS mod, and this feat allows you to substitute BAB for HD? No one gets a BAB that exceeds their hit dice, so what is it suppose to do? Sub BAB for WIS or something?

Hm. I *think* that might be an incorrect holdover from Leadership Handbook, where you used your base attack bonus to calculate your PDC instead of your Hit Dice. (The feat is what let you use HD.)

So for the time being, the feat does nothing, I guess. I'll see if I can find time to fix it at some point—things are busy right now with the Dynastic Race Compendium. If I had to fix it now, I would probably say that it would allow you to add +4 to your Psychology DC. I would need to do some research, though—+4 might be too high.


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I am updated up to this point! Dario will DROWN in fixes when he returns from vacation! (Keep'em coming!)


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Orich wrote:

I tried looking through the old feedback thread, and couldn't find the answer to this question.

Can you use Seance of Circe to evict a spirit that you bound using Seance of Circe? (It acts as if you had used Expel Spirit and spirits bound using Seance of Circe cannot be ended using Expel Spirit.)

Nope. That's specifically why the sentence is there—to prevent endless spirit cycling.


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pi4t wrote:
Does the performance involve singing and/or orating? The skill requirements would imply that, but it doesn't explicitly say so, and obviously whether you have to make a noise or not is kind of important for an invisibility effect.

Its creepy singing / orating, but it doesn't interfere with the invisibility. Think of it as "ominous background music."

Quote:
Finally, the power seems kind of weak: you have to spend your full round action every round to use it, right? Or have I misunderstood the rules for masterpieces?

They're like bardic performances—maintained as a free action once its started unless noted otherwise.


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Also, the reason that there are a bunch of stories that aren't in Chapter 4 is that traditionally (see PMU 1 and 2 and SoPM and VoPM) we use the stories as sort of "filler pages" for other chapters. They break up sections that are rules-heavy and round out chapters that needed more content. Its a conscious choice that we've been doing for years.


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Luthorne wrote:
One thing I do kind of want to complain about a little is the seal of living darkness binder secret, or more accurately, how many neat binder secrets use it as a prerequisite that I want on non-Intimidate builds. Horrid skean, shade step, shroud of shadows, tendrils of darkness...but if I'm not investing into Intimidate, it feels like a tax for something I probably won't be using to get to the fun stuff...then again, that might just be me, since I usually prefer Diplomacy and Bluff, saving Intimidate for debuff builds. I dunno, if it's a balance thing, I'll accept it, it's just something that's bothered me when making some binders/pactmakers in the past.

You need the seal of darkness to essentially "summon" all of those cool shadowy powers. Put another way, the seal of darkness "secret tree" is all of the old war shade abilities compiled. They need to be tiered because of their power level. (They're REALLY good for secrets, as you seem to have noticed.)


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Sundakan wrote:
Number 3 is an odd justification since the only reason you don't have the Feats to get extra attacks (via Rapid Shot or TWFing) is because you're planning to get this Feat.
Quote:
And now you're tacking on Martial Focus (a Feat you admit is pure tax),

Actually, I said the opposite. "Tax" implies that the base feat doesn't help the build or effect you're going for. Combat Expertise is a tax for Improved Feint because the benefit of Combat Expertise (atk penalty for AC bonus) has nothing to do with Improved Feint. Martial Focus gives you a small damage bonus on top of allowing you to qualify for feats that you wouldn't normally qualify for.

As another example, it would be like if a theoretical, "Psychic Stare" feat existed that allowed you to product an effect that was a significantly weaker version of the mesmerist's hypnotic stare, but in turn that allowed you to take Stare Feats even though you wouldn't normally be able to.

Quote:
Quick Draw, which you say is necessary to attack repeatedly with thrown weapons...except the Feat you're taking after it completely negates its need.

Untrue. Ricochet Toss allows the weapon to return to you after you throw it. Technically the rules don't allow you to make iterative attacks with thrown weapons without Quick Draw. Ricochet Toss is directly upgrading the benefit of Quick Draw, not making it irrelevant. (Its not like Ricochet Toss causes you to loose the ability to draw things as a free action.)


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the xiao wrote:
Damn you Alex, just when I have no money I see this... sigh, I'll have to wait to get the dough for this book, I luv the vessel! Please, a monster template that is like the vessel, but for monsters ;)

I actually did that! You can find the "monster template for the vessel" in Paranormal Adventures—there's a simple class template for the class that's along the same lines as the ones for the core classes that are in the Monster Codex.

Also, don't worry. Any time, any place, this product will be waiting for you. ;-)


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As the GM, you're always in a position where you can limit how many people can aid or whether or not aiding is something that can reasonably work in a given situation. That's literally in the Guide to the Roleplaying Guild. You should have a reason better than, "Because I'm the GM."

In the case of Diplomacy, Bluff, or Intimidate, I usually tell my players that, "After a certain point, your voices sort of just meld together as you overwhelm the NPC with numbers." Typically, my magic number is 3 — the person attempting the primary check, plus up to two players who can assist. At best, 3/4 of the players can contribute to the check. At worst, 1/2. Its not a terrible ratio. But to outright implement rules that are not written is not cool in PFS.

One question that no one has asked you yet is why. Why do you feel that the PC's ability to assist one another needs to be limited? I am having trouble interpreting your intent in any way other than, "I want to increase their chances of failing my check."


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In your opinion, what's the most delightfully evil thing that Paizo's ever published?


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DM Beckett wrote:
Yah, I think Cleric is the only class that doesn't have an option to add any spells to their list (outside of Domains and other Level 1 only options), which is very annoying.

Its tricky because cleric has one of the most subtly awesome spell lists in the game, combined with an average BAB, great armor and weapon options (because you're likely to pick a god with a weapon you want, if you want something that's not simple), and the game's only real AOE healing option combined with decent spell flexibility for a prepared caster.

In other words, one needs to be careful of not accidentally making a strong class an unstoppable powerhouse, because the potential is there with the cleric.


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Luthorne wrote:
It does mention the Maelstrom in Bestiary 2 in the aeon entry that they "build order from the chaos of the Maelstrom", and in the Bestiary, in the demon entry that, "The Abyss is a vast (some say infinite) realm, far larger than any other plane save possibly the primal chaos of the Maelstrom itself", so I think he's probably safe.

Anywhere it says "Malestrom" is a typo. We intended to use Limbo.

Quote:
Actually, I remember thinking when reading the Mishpo legend that you probably don't really need to spell Asmodeus as Asmodius, given his state...and if you did want to differentiate him, well, there are definitely some other spellings that would be cool...I like Asmodai or Ashmedai or even Asmodaios myself.

Its a typo—should be Asmodeus.

Quote:
I'm working on a list of various things myself, though while I'm on Mishpo, is there a reason he's all the way in the back (pg. 376)? I noticed Death Howls (pg. 311) and Milo of Clyde (pg. 291) aren't in the Spirits section either, which was a bit odd to me.

Can you elaborate on this? What's the issue you're seeing?


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Garrett Johnson 284 wrote:
So I am just wondering about something that's irked me since his update; General Hessant Patron of Lost Soldiers Longsword power. Is there any chance that it can be changed back to its previous version were you could summon a longsword as a full round action, or at least allow the enhancement and enchantments be applied to any sword-like weapon and not just longswords?

No chance.


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Rednal wrote:
Page 113 - Marat's "Bodyguard" power should probably specify that it's a feat, since other things have that name.

Only feats are capitalized out of context.


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shadowkras wrote:

Yes, but Feeblemind does say:

Quote:
The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently.

The granted ability doesn't impart any of those penalties onto the character, which is why it doesn't work like feeblemind.

Quote:
As is, the ability does not affect the character at all other than "minus X" to int-based checks. He retains even the ability to speak.

This is correct.


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Caught up to this point.


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pi4t wrote:
The Devotee's Sacrificial Brand says that you can take it again to make "activating" the brand a move/swift action. Should this also apply to deactivating the brand, ie the standard action to stop the bleed damage?

No. Stopping it is still a standard action.

Quote:
Edit: Also, the Ring of Reincarnation says that 1 minute after dying, you automatically reincarnate 1 day later. Which is correct?

Both. The ring basically "locks you in" 1 minute after you die. That way if someone takes the ring from your corpse two minutes after death, you'll still return to life. I'll see if there's a better way we can word this in respect to our word count.

Quote:
Edit 3(!): Is it intentional that Gnostic Tomes aren't lost in the process of being read, and can thus be given to all the binders in the party and then sold for half the price you paid for them? If so, cool.

Yes. You can do the same for pages of spell knowledge.


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Halaku wrote:

Climbing on the hype train, can't wait for this to become publicly available!

Now there's just the question of if I'll be able to play it in Strange Aeons.

As someone who is prepping Strange Aeons, this would be a REALLY good class for Strange Aeons.


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shadowkras wrote:
The spell does list a ton of exceptions on it's effect, like retaining BAB, class levels, all class features and can even cast spells.

Personally, I don't think any of that text is necessary. The feeblemind spell doesn't need to list all of that, after all—it only lists what the spell affects. Lowering your Intelligence doesn't normally cause you to lose any of those things (see the intelligence rules in the Core Rulebook, which has a very extensive section on damage and reduction).

Quote:
So the character becomes animal-like, but he retains the ability to use any of his class features, weapons or feats? Im certain that they cannot cast spells if they are based on INT.

Righto. But I don't need to call that out because its a base part of the spellcasting rules.

Quote:
Shouldn't this state that this reduction should be treated as ability damage? Or is this ability drain (which reduces skill points).

Nope, because its not ability damage and its not ability drain.

Quote:
The ability should list what happens when he attempts an int based skill check or similar situations. Should they simply take -4 to all int-based checks (minus whatever was his positive bonus) and that's it?

It doesn't have to, because the Intelligence rules already tell you what modifier an Intelligence of 2 has.

Quote:

Back in 3.5, we had this exact quote from the monsters as races:

Quote:
creatures with an Intelligence score lower than 3 are not playable characters.

This isn't 3.5, and 3.5 broke that rule with the feeblemind spell.


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Dexion1619 wrote:
Found something. Pg 48. Oracle Mystery: Spirit Realm. Gray Mockery: The first two deformations are both listed as -2 Penalty to Attack Rolls. I'm guessing one should be damage?

Yup. Should be damage.


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Rednal wrote:
I've been meaning to mention this - 144 Spirits is some serious work on providing options for characters, and it's one of the things that makes me glad I backed this. XD There's a lot of different ways to flavor characters, given the sheer diversity here. I'm looking forward to writing up a full review for you, and I'll try to get that up as soon as I can.

Thank you! :D


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Milo v3 wrote:
Part of me hopes that the Four Horsemen will be the biblical ones....but for some reason I'm guessing they're going to chuck Conquest out and shove Pestilence in....

I imagine they'll be the Four Horseman from Golarion, because while the Bestiaries are setting neutral, they are designed for Golarion first and foremost. (Similar to how all of the demon lords and empyreal lords we've gotten so far are prominent in Golarion.)


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Up to date. Thanks, everyone!

Also, Dario informed me that he's going on a vacation next week, which is why the e-mail you should have received says you have until Thursday / Friday. (My post on the Kickstarter says Monday).

We'll be accepting feedback until he gets back from his vacation, in any case.


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Third Mind wrote:
So, since there isn't probably room for it, what would be the mechanical details of the plane of Tartarus? I mean, I know what Tartarus itself is (i.e. via Greek Mythology), but I don't know anything about what it does in this specific context.

Tartarus is something I want to explore in a future product, but here are a few thoughts (nothing set in stone because who knows when I'll get to writing this):

—Tartarus is probably strongly Evil-aligned.
—Tartarus likely has some sort of effect that's sort of like dimension lock. Once you're on the plane, teleportation off of it would be impossible.
—Tartarus isn't infinite, but its so big that it might as well be.
—Tartarus actively spawns things to try to psychologically break you. Illusions and the like. Illusions are probably stronger on Tartarus.

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Also, any chance we'll get direct links to the spirits via the spirit table, like the pdf before? I used that all the time in getting to specific spirits.

I will ask Dario if it is possible in the final cut. No guarantees, as I don't know what led to its removal (it could be oversight, it could be technical).

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Edit: Also, under Achaelous' Partial Transformation it says, "You transform your head into a bull’s head as a standard action, granting you a +2 size bonus to Strength but reducing your Intelligence to 2."

Maybe this is on purpose, but I'm sort of hoping it means, reducing your Intelligence by 2, instead of to 2

Nope, you are as smart as a beast for the power's duration. It works similar to the "Baphomet's Blessing" spell from Inner Sea Gods.


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SCKnightHero1 wrote:
You mentioned you're not part of nor do you want to be associated with the furry fandom, which makes me wonder if anyone at Paizo is in fact a furry ( please note I have several friends who are furries and they're all nice people. A little weird at times but hey we are all weird at times so no big deal right?).

As far as I know of, no.

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I'll be getting this via PDF as that's the only way I can afford these books. :(

Listen, support is support. All of it is good. If you can't buy the book, oh well. Talk it up. Talk up the races. Let the choir of your praises echo on high to the office of Erik Mona himself!

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Anyhow, I'm actually sold on this due to the kitsune, catfolk, and ratfolk! I'm actually playing a kitsune samurai and a catfolk fire elemental sorceress, and I hope this gives us some more options to play the other beastfolk races as well.

I would expect this to be very option-oriented. Its a Player Companion, and the line has evolved to be more about player options than a player's place in the campaign setting.

I can only speak for myself, but I'm personally hoping that this leads to a future product that is to Inner Sea Races as Inner Sea Faiths was to Inner Sea Gods—a small scale look at a few uncommon races that essentially gives those races the full "Inner Sea Races" treatment. I don't have any influence over the product schedule at all, but I figure if I can get the community to sing its praises over this book, then maybe that'll happen someday!

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