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1,229 posts. No reviews. 1 list. 1 wishlist.

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Notice that the ninja iconic character... is using the Fiery Shuriken spell.

How can this be achieved... regularly?

Has the ninja gotten a trick to learn spells? Is it a new Qinggong Monk power that the ninja can get access?

I'm asking something that doesn't require multiclassing.

The quiver can hold up to 6 staves, or spears, and also up to 60 arrows and up to 18 javelins.

What if you want ONLY a staff "quiver" that can carry like 12 staves, because you're a staff magus or a warpriest who decided to use his or her deity's favored weapon (a staff) as his or her Sacred Weapon?

Any existing item for this... or a way to substitute the arrow and javelin slots for staves?

...does it look easier to produce a NPC or Monster Codex than a Bestiary?

Pick a PC race or monster, slap a class, rince and repeat. Monsters? you have to think of just about everything from the ground up.

So, for those who are asking for another Bestiary, looks to me that this will have to wait for a while longer, while a Codex can be whipped up in a relatively short time. Granted for a monster codex, you need extra archetypes, items and one monster per creature clan, but still...

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Advanced Class Guide; Brawler wrote:
Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.


Monk Weapon Mastery (Ex): At 5th level, a monk's damage with monk weapons increases. When wielding a monk weapon, she uses the unarmed strike damage of a monk 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium monk wielding a sai deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The monk can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

That... or it should be a feature for the Weapon Adept archetype.

Each new class brings a new Iconic character to the table, so I hope that Paizo makes short backstories for the new Iconics, on this site ^_^

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- Centaurs
- Cyclops
- Dark ones (creepers, stalkers, slayers, callers, dancers)
- Derros
- Hill giants
- Stone giants
- Harpies
- Merfolks
- Locathahs
- Tritons
- Catfolks
- Shaes
- Tanukis
- Changelings
- Gathlains
- Shobhads
- Trox
- Wayangs
- Wyrwoods
- Wyvarans

In short, what creatures should be expanded upon in a 2nd Codex?

Ok... it has been said before that James Jacobs "hates" the concept of dire animals, because over the years, there were some pretty laughable examples. In the bestiaries however, ALL dire animals are now referring to prehistoric, more primal versions of the animal in question, such as the dire tiger now being the sabertooth tiger/smilodon. However, the sub-category "megafauna" appeared in later books and... it pretty much describes dire animals in its own way.

Wouldn't you call a Megaloceros a dire elk, a Glyptodon a dire armadillo, a Megatherium a dire sloth, and so on?

So... yeah... should the actual dire animals be rebranded as megafauna animals, now that their real existance can be proven in real life and such?

They are proficient with all weapons from the Close weapon group, which includes heavy and light shields... but they're only proficient with light armors, but NOT shields???

Wait... they can use them for shield bashes, but not for armor???

Doesn't being proficient with shields include both the offensive and defensive qualities?

The Technology Guide is [surprisingly] in the PRD, so... I think I'm in the right place to ask for a rule clarification instead of posting in the Golarion-related sections.

The Speed enhancement can be applied to ranged weapons... except that most of them require loading in between shots that makes it kinda impossible to use it multiple times in a row. However, bows, repeating crossbows and certain firearms can be sped up.

What about Slow-Firing weapons, such as the Rail Gun, Rocket Launcher and Vortex Gun? All 3 guns have charges that work like chambers or barrels, meaning that you don't need to reload between each shot unless it's empty. However, you cannot make more than 1 attack per round with them because they take a full action to shoot.

If I apply the Speed enhancement to them how does it work? Do I get a 2nd shot with the weapons in question?

Ok, you know that feeling when you see a rule just think that it would be so much better if you could break it? I'm looking for 1001 of these.

#1 Allowing the Endless Ammunition enhancement to be added to firearms, slings and blowguns.. as well as other projectile weapons.

The Endless Ammunition enhancement can only be placed on bows and crossbows... when you could easily add them to other projectile weapons as well. A +1 Sling of Endless Ammunition isn't gonna be problematic. Feel free to make at a +3 enhancement for firearms though.

#2 Adding a third advancement for some of the animal companions, such as for bears, boars, badgers and even dinosaurs.

Ok... you can get the equivalent of a Dire Wolf as a companion... but not the equivalent of a Dire Bear, Boar or Wolverine. The wolf is the only companion that STARTS at its base size BEFORE getting bigger than usual. Note that the wolf doesn't start as a Small animal and then gets Medium, but a Medium animal that gets Large.

So yeah... at 7th-level, you could allow a 3rd advancement similar to the Beast Rider Cavalier archetype, as follow:
"Size Large [or one size larger]; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size."

1) He's a nature-based character, which is rarely on 2 extremes.
2) He's animal-based, like the Agathions.
3) The Stag Archon... looks like an Agathion than a LG Outsider.
4) There's no Agathion deity in the core pantheon.

May sound like nitpick, but still...

Ok, in Adventure Path #80, Empty Graves, of the Mummy's Mask adventure path, there's a chapter about Ancient Osirion deities... which are based on the real-world Ancient Egyptian pantheon.

I'm sure that I'm not the only one who's seeing a parallel with WotC D&D's Deities and Demigods, where they described pantheons based on the Greek/Roman, Eqyptian and Asgardian deities, in addition of their own D&D/Greyhawk Gods.

Seeing that Orision got an Ancient Pantheon based on the real deal, can we except Pathfinder to have info on the Olympian Gods, the Asgardians, the Babylonian Gods and even more Japanese deities?

Before saying that it's weird enough to see that people used to worship Horus in Golarion, please remind yourself that Golarion is often associated with the Middle Ages, which usually come AFTER the Antiquity age, which used to have a LOT of pantheons in various civilizations.

On a sidenote... kudos to everyone who can match regions to Ancient Greece, Italy and Babylon.

If you had to pick a magic item of any kind, from either D&D 3.5 and Pathfinder (as one can be easily converted into the other), that upon studying its inner works, you just thought that it would become the cheesiest, most abusable and most broken piece of equipment ever... what would it be?

For me, it's a 3.5 item I found in Complete Mage known as the Rod of Many Wands. You know how it's possible to power-up a wand with a low-level spell enhanced with metamagic feats up to 4th level? You know how you could technically get a wand of empowered intensified shocking grasp that deals 15d6 points of electricity damage per hit up to 50 times before being drained? Now, triple that amount.

In short, the Rod allows you to activate 2 or 3 wands at once, at the increased cost of 1 or 2 extra charges for each extra wand per extra wand (2 wands into the Rod drains 2 charges per wand and 3 wands into the Rod drains 3 charges per wand). You know that wand of empowered intensified shocking grasp I talked above? Well, if you have 3 of them plus this Rod, you essentially have the most destructive tazer ever created.

Oh, it doesn't stop there. If you converted the Metamagic Feat known as Split Ray (for 2 slots, it adds an extra ray to ray spells), add it to Scorching Ray into a wand (now a 4th-level spell) and have 3 of these wands into the Rod, you essentially have a machine gun that shoots not 9 but 12 rays that deal 4d6 points of fire damage each.

Now use wands that have intensified lighting bolts, fireballs or acid breaths (each dealing 15d6 points of damage times 3), or have magic missiles... all times 3 using the Rod. You could argue that using 3 wands of cure critical wounds isn't too bad, but still... undead are dead again if hit.

Yes, it's expensive and yes, it drains the wands a lot faster... but the damage output is just insane.

So yeah, the cheesiest magic item I've found was the Rod of Many Wands. What about you?

Of all the monster templates that are published, be by Paizo themselves or by 3rd parties, which one would you consider the most uncontrollable or that you can lose control pretty quickly with it?

For me [so far], the template that can lead to brokeness is the Undead Lord from Sword & Sorcery's Tome of Horrors Complete Unlimited Edition. Why? Basically, it's your typical enhanced undead template... until you read this part:

Undead Lord wrote:
Create Spawn (Su): A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. Spawn are under control of the undead lord. This replaces any other create spawn ability the base creature possesses.

Applying it to a ghoul, a skeleton or zombie, no problem...

Applying it to a ravener... or a lich... or worst, such as Agmazar the Star Titan, y'know, ANY undead that can one-shot-kill an entire settlement? What would happen if an ravener undead lord wipes a village with its breath weapon? You would get a flock of raveners in no time. Ouch...

So yeah, while the Undead Lord is great for powering up weak undead, it's not so great for greater ones when they can turn every victim into their own powerful selves, under THEIR control.

(Ok, that might have been discussed a few times before, but might as well post it here for future purposes.)

I'd like to get a Compendium composed of monsters that appeared in Adventure Paths and Adventure Modules. Just so you know, some of the monsters ALREADY made it into Bestiaries 2, 3 and 4, but, considering the HUGE number of exclusive monsters, that might take forever to make them accessible to everyone via the Core Books.

Why is it posted in "Paizo Products", and not in "Pathfinder Campaign Setting Products"? As I said, several monsters were reprinted in previous Bestiaries. Also, I... don't really see the AP/M monsters as solely exclusive to Golarion, as many can be adapted to any setting. If it was the case... then why would Paizo have added some of them in Bestiaries in the first place?

So yeah, I would like to suggest one or more monster compendiums, composed exclusively of creatures that were published in Adventure Paths and Modules. Seeing that each 6-booklet series presents 30 monsters on average, they could take 9 or 10 APs, take all the monsters, remove the ones already reprinted in Bestiaries (:P), add monsters from Modules to fill the blanks... and they'll have a 300-monsters Bestiary in no time. To put you in perspective, they could take EVERY monster from Rise of the Runelords to Skull & Shackles (maybe Shattered Star since I'm sure that at least 30 monsters were already reprinted) and make a compendium with it. That tells you how huge they could make it.

Now, before saying that it would bust the idea to purchase APs and Modules, let me remind you that you're buying for the setting, the locations, the NPCs and such, NOT just for the monsters.

At best, Paizo could make an exclusive Pathfinder Campaign Setting book named "Monsters of Golarion" or "Golarion Bestiary", like WotC did with "Monsters of Faerun". My point is that Paizo could make such a book using their monthly publications.

So, what do you say?

Ok... the Alchemy Handbook introduced grafts [source], more specifically fungal grafts. One of them is the Reaching Vines, which essentially gives you two vine attacks that deal no damage, but can be used to pull opponents in.

What if I could weaponize them even further?

Here are homebrewed feats that use the Reaching for more potent effects.

Whipping Vines
You have learned to use your vines as effective weapons.
Prerequisites: Fungal-grafted (Reaching vines), base attack bonus +2.
Benefit: You can use your vines as primary natural attacks, dealing 1d4 plus your Strength modifier. You can still use the pull maneuver instead of dealing damage if you wish.
Normal: The vines deal no damage and are used as secondary attacks.
Special: This feat counts as Whip Mastery for the purpose of feats, prerequisites and such.

Grasping Vines
Your vines can tighten your grip on objects you held.
Prerequisites: Fungal-grafted (Reaching vines)
Benefit: You can wrap your vines around your hands and objects you currently hold. This grants you the same benefits and properties of a locked gauntlet, with the exception that you cannot make lethal unarmed strikes. You can wrap only one of your vines around one of your hand if desired, such as to hold a one-handed melee weapon, but you can also wrap both vines to grasp a two-handed object, doubling the bonus to your Combat Maneuver Defense. Wrapping one vine is a move action and wrapping both vines at once, be for one or two objects, is a standard action. Unwrapping either or both vines at once is a move action.
Normal: The vines cannot be used to lock your objects in hand.
Special: If you possess the Quick Draw feat, you can wrap one vine as a swift action or both as a move action, and unwrap them as a swift action.

Flailing Vines
You can wield a weapon like a long flail using your vines.
Prerequisites: Fungal-grafted (Reaching vines), Grasping Vines, base attack bonus +6.
Benefit: After wrapping a weapon with one or both vines, as a free action, you can choose to release it and use it similar to a flail. Your weapon attacks gain reach. If the weapon already had reach, add 5 feet to your reach. You can snap the weapon to your hands as a move action. You cannot use the pull maneuver while wielding a weapon in such a manner nor can you hold another object while the vine is extended.
Special: If you possess the Quick Draw feat, you can snap the weapon back as a swift action.

Rapid Vines
You have learned to use your vines as fast as any weapon.
Prerequisites: Fungal-grafted (Reaching vines), Whipping Vines, base attack bonus +6.
Benefit: You can use your vines to make iterative attacks. The vines are treated as light weapons and you can use both at the same time, but doing so occurs all the usual penalties from wielding two weapons, including adding only half of your Strength modifier to an off-hand attack.

Versatile Vines
You have learned to use your vines for various maneuvers
Prerequisites: Fungal-grafted (Reaching vines), base attack bonus +4.
Benefit: You can use the Disarm, Trip, Drag, Reposition and Steal maneuvers in addition of the Pull maneuver. However, you cannot let go of the vines if countered.

So, what do you think?

You have to burn a spell to recharge ONE SINGLE CHARGE... and no, there's nothing that would allow a spellcaster to recharge a staff faster, such as a feat or class ability that allow him or her to use a spell to recharge a number of charges equal to that spell's level.

Why has it become so hard to recharge a staff?

(Ok, I honestly don't know where to put this, but please change it to the right directory if necessary)

This isn't a topic about what book(s) should be considered for the future, but more what content should be added in future books. Y'know, a portion of what a book could contain. So what features, rules, abilities, items and such would you like to see in future Paizo products, be general or Golarion-specific, if judged adequate?

1) Rules to make intelligent constructs
Ok, hear me out: yes, the Bioconstruct Modification (brain) can make a construct intelligent... but I'm talking making your own construct as intelligent, Wise, Charismatic and thus independent as you see fit. What does it takes to give a construct Int 15?

2) A feat to transform breath weapons into ballistic projectiles
I think I've lost track of how many times I've seen monsters in fiction spitting out stuff as rapidly as someone firing arrows. I'd like to see either a rule or a feat that allows the creature to use its breath weapon as a ranged touch attack, instead of an area of effect, using attack rolls and such.

3) Either more weapons or weapon equivalencies
You cannot imagine Paizo listing just about every different sword, spear, axe and bow that people in history made. It's true that a few weapons can have their own entries. However, what could be useful is a list of weapons that would have the same stats as another weapon. For instance, you could have a list of 4, 5 or 6 different swords that would have the same exact stats as the standard longsword. So... if a player would like to use a specific weapon for his or her character, you'll have this to help out.

4) More combination weapons
Ok, that might be more for firearms, which might be considered "wrong" by the Pathfinder community, but in history, we've seen swords, whips and polearms with gun barrels attached (axes, shields and hammers have been listed in UC already). Then again, what about whips with hidden daggers? rapiers with hidden daggers? bows with hardened wood and spiked grip? Even better, what about pistol keys and other items that were doubled as weapons?

5) More monster variants
As with weapons, not every monster can be listed; that's why variants can be used. While that might be reserved for booklets, more variants for existing monsters would be a nice addition, based on legends or even other previous editions of D&D, if possible.

6) More racial weapons
Gnomes are familiar with... only the gnome hooked hammer. Halflings are familiar with slings and... the halfling sling staff. Orcs are familiar with greataxes, falchions and... the orc double axe. Yeah... I have a feeling that dwarves and elves have a bigger arsenal of familiar weapons than the other races. The culture is varied and the world is huge, so I'm sure that more "racial exclusive" weapons for gnomes, halflings and orcs could added to the mix.

7) Futuristic weaponry
Now before flaming the skin out of me, please note that Paizo isn't a stranger to anachronistic weapons: "Rasputin must die" has a handful of modern/early 1900s firearms and in Numeria, robots with laser guns and plasma cannons have been spotted. While I don't except a full section, these weapons could be added if time travelling and dimension hopping is done. Maybe that wasn't in the works when the Game Mastery Guide was published, but that could be revisited in a later product.

That's pretty much what i can think of. What about you?

I tried to post something on the forums, but each time, I get a "Inaccessible Page" error, with this line "ERR_SSL_BAD_RECORD_MAC_ALERT", saying that the address is temporarily down or that it changed place.

I tried to sign out and then sign back in... and I got that same problem, meaning that I cannot log in using Chrome.

It worked before and now it stopped working...

(P.S. I'm using the latest version of IE to post this message.)

I'm trying to get Fabricate for an Alchemist... with a spear and a prosthetic arm and leg (Go figure the reference)... because the Alchemist cannot learn the spell.

Some feats exist, such as Unsantioned Knowledge for Paladins, but what about other spellcasters?

From Pathfinder #71: Rasputin Must Die! pg. 64

"When using a flamethrower, the wielder projects a 60-foot-long line of fire, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil this line attack. If any of the rolls threatens a critical hit, the wielder confirms the critical for that roll alone."

"Critical —;"

1) If the flamethrower can even get a critical hit, then... what are the threat range and multiplier? I'm guessing it's 20/x2, but it could also be 20/x3 or 20/x4.

2) Can such a weapon even be magically enhanced? For instance, would it be possible to get a +2 speed flaming burst flamethrower that ends up giving me a +2 bonus to attack rolls (the ones along the line), dealing an additional 1d6 points of fire damage plus extra damage on a critical hit (depending on the yet-to-be-fixed range) and be firing twice per round thanks to speed?

5 people marked this as FAQ candidate.

"Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature's speed."

Care to explain why in B4, the hybrid werebat has a fly speed of 40 ft (average) (which is the same as the dire bat, but one category slower), the hybrid werecrocodile has a swim of 20 ft (which is 10 feet slower than the crocodile) and the hybrid wereshark doesn't have a swim speed?

That seem a little confusing... why not change the rule that lycanthropes in hybrid forms have the speed of both the base creature and the base animal, whichever is greater?

The crocodile can swim while the shark can't, the bat can fly while a wereeagle, wereowl or wereraven can't and the rat can't climb or swim.

2 people marked this as FAQ candidate.

Here's what I found lately: the Greensting Slayer archetype for Magus in Bastards of Golarion. It prompted me an interesting question.

Ok, the Greensting Slayer lets the Magus convert 1 point of his Arcane Pool into a Sneak Attack die, which gets more dice as he levels up. I've been wondering if getting a sneak attack temporarily (because it lasts only one round; usable at will until pool is empty) is enough to qualify for the Arcane Trickster PrC, which requires Sneak Attack +2d6, which the archetype can offer at 5th level, as the point spent now deals 2d6 points of sneak attack, which is also stackable with other sneak attack sources.

So, could it be possible to have a Greensting Slayer Magus eligible to the Arcane Trickster PrC without any multiclassing?

Here's the archetype in question.

Ok... I think I hit a snag here. What if I want to play a dude that focus on building a solid defense with a full plate and tower shield that ends up adventuring?

1) The armor and shield are heavy, slow down considerably his speed and require a sturdier mount to carry the guy. Then again, warhorses in Pathfinder got a slight boost.

2) The armor and shield itself can impede him due to the weight, which might lead to medium or heavy encumbrance.

3) The whole set has a huge armor check penalty for a number of viable skills, in addition of a maximum dexterity bonus.

4) The armor and shield are only a portion of the kit, when you add weapons, items and such.

So... yeah... if I want to make a guy who's motto is "COME AT ME BRO!" while drawing his tower shield and bastard sword that ends up adventuring in random terrains, narrow passeways and other natural hazards, what do I do?

It seems like adventuring is made for PCs who prefer to travel light, hence my concern.

Let's say I'm starting a new game. What's the best way to get all PCs together? How do you do to get your PCs together BEFORE they start adventuring?

I bought Dark Waters Rising... or Pathfinders Volume 1, a while back, and I liked it a lot.

I would like to know if Paizo plans to continue releasing compilation books every 6th issue.

If you prefer: will there be a Volume 2, named "Of Tooth and Claw"?

In People of the Sands, there's a spell called Storm of Blades, which summons up to 5 replicas of your sword and launch them at your target. It's cool and all... except that the material component is the original sword... which like any component, it gets vaporized upon casting the spell. I cited this spell as an example but MANY other spells consume, as per the rules, their components, including very expensive ones.

So, is there an ability or feat that allows a spellcaster to NOT consume a component upon casting certain spells I'm aware that Eschew Materials exists, but its price limitation isn't gonna help me saving components.

If I may cite another example, True Resurrection requires a diamond worth 25,000 gp. Do you REALLY want to burn it with a single spell? While it's true that some DMs don't keep count of spell components, it is still a vital part of spell casting that can lead to various missions, but not consuming them after casting would be a useful attribute.

With all the spells that can bring someone back to life, do you think that death has become just anothe problem that can be fixed?

Sure, it doesn't bring someone back if dead by old age and most spells have quite the price to pay, such as high caster levels, negative levels, Constitution drain and limited time limit, but the fact that the ability to resurrect exists does beg the question if death still has the same impact.

You kill a villain, but it can be revived for round 2 later on.
You succumb to a disease or poison, but you can be revived healthy.
Your comrades die into battle, but they can be revived without mourning their deaths.

See where I'm getting at?

Am I the only one who see it as such?

The unfettered eidolon can be built the way you want using every evolution at your disposal, not just the one listed on its Bestiary entry (mostly due to the limited space).

But seriously, an eidolon can look like ANYTHING you want, from a wolf to a snake to an armored knight to a dragon to a huge iron golem. Aside from being an outsider, it can pretty much be... any monster you can get.

I don't get it. Why can't you shoot, but not load, a musket or rifle with only one hand, when you can shoot a light or heavy crossbow?

That might be a really odd request... but how about a follow-up to Pathfinder Chronicles: Gods & Magic?

What could be covered in this booklet? The first covered a lot.
True. However, many new elements could be added:

1) Statistics for aspects: the concept of aspects was first introduced back in WotC's 3e Miniature Handbook. An aspect is basically a much lesser version of a deity. It looks like a certain deity, it talks like a certain deity and it even feels like a cetain deity... but it's a weaker outsider with several powers related to that deity's portolio.

That might be very subjective, but what if a deity wants to investigate something related to its faith, show its presence in front of mortals, punish a disloyal follower itself or is summoned by a cleric via a spell? The deity itself wouldn't come back on its own, it would probably send a simulacrum of itself.

In short, aspects could be statted the same way WotC did with their own deities. However, since meeting a deity and fighting one are 2 different matters, an aspect could be used instead of the real deal.

Imagine seeing an aspect of Iomedae leading an army, meeting an aspect of Irori in a monastery for enlightment or bargaining a soul trapped in a mausoleum with an aspect of Pharasma. At best, make these aspects immortal so when they get killed, they just slowly vanish... and possibly cursing their killers with a horrible fate.

(Basically, take what WotC's Deities & Demigods and FR's Faiths & Pantheons and apply it to Golarion's deities)

2) Statistics for avatars: just like aspects, avatars could get their own stat blocks. As those aren't the exact copies of the deities they serve, we could get some interesting encounters. Speaking of which...

3) Easier encounters for everyone: there's a fight and then there's an encounter. Let's say your PCs are travelling in Hell, get captured and brought toward Asmodeus. How do you do it? Let's say you stumble on a sacrificial summoning ritual for Lamashtu... and that she's standing in front of everyone (kinda like a certain comic book series...). How do you do it? Let's say some lunatics open a portal and let loose Rovagug itself instead of a Spawn. How do you do it? So yeah, I don't know how involved with mortals the Golarion deities are, but if they ever do, some guidelines could be useful.

There was a Dungeon article, or adventure, about stopping a cultist to summon the Aspect of an Archdevil (can't remember if it was Asmodeus or Orcus) from an Iron Flask... or was it summoning another devil but got an Aspect as a more dangerous mishap... My memory is hazy about it.

4) Class options by the truckload: more deity-exclusive spells, more deity-exclusive magic tiems, but also deity-exclusive archetypes, traits, special abilties and so on.

5) Expanding the pantheon: lesser deities could be expanded upon, such as Besmara, Apsu and Dahak; foreign deities could be expanded upon, such as Susumu, Nanbyo, Sun Wukong and Shizuru.

Is it a mandatory thing for Paizo to make?
Of course not. This isn't a demand or request, but simply a suggestion. I stated above why it would be a good idea, but I'm in no position to order Paizo around when they surely have better and more important products to work on. Such a booklet would be awesome, but it is no need a necessity. The reason I'm suggesting is due to the growing number of statted powerful creatures, such as Demon Lords. I feel like aspects and avatars could be right around the corner and in the same league.

That wraps it up. What are your thoughts?

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You had Blood of Fiends to expand the tieflings, Blood of Angels to expand the aasimars, Blood of the Night to expand the dhampirs and vampires and even Blood of the Moon to expand the lycanthropes AND add a new descendant race, the skinwalker. So... how about a booklet that expand and add a new race related to dragons?

Why would it be a good idea?
1) In Pathfinder, templates are now not meant, and made, to be used by PCs. I'm to believe that the aasimar, tiefling, dhampir and skinwalker were expanded upon to compensate the inability for players to be a half-celestial, half-fiend, vampire and lycanthrope, respectively. Wouldn't you know it? These 4 races petty much give everything a PC would need to become a fully fledged templated creature as well.

2) The half-dragon template is, of course, no exception to this omition. MANY folks at Paizo said it countless times that they literally got fed up with the overpopularity of the half-dragon template. However, it remains the only returning Template that didn't get a related PC race.

3) WotC introduced the Dragonborn and Spellscale back in 3.5, both which were dragon-related races WITHOUT being simple templated creatures. The Dragonborn even became a primary race for the 4th edition, maybe because the race was such a sucess that they decided to amp it up.

4) Many players would love to "play as a dragon without breaking the game". Sure, you can have a Dragon Disciple, but good luck convincing players who hate the sorcerer class.

5) I believe Paizo wouldn't do any harm to WotC and D&D by creating a dragon PC race. For instance, you can easily relate the Ifrit, Oread, Slyph and Undine to Forgotten Realms' Genasis and the changelings to the same setting's hagspawn, without causing issues with Eberron's own doppelganger-related changelings, just like the Inner Sea's androids aren't conflicting with the same setting's warforged.

Is it a mandatory thing for Paizo to make?
Of course not. This isn't a demand or request, but simply a suggestion. I stated above why it would be a good idea, but I'm in no position to order Paizo around when they surely have better and more important products to work on. Such a booklet would be awesome, but it is no need a necessity. Draconic-blooded sorcerers and blood ragers, dragon disciples, kobolds and wyvarans can satisfy a player's taste for dragons in the meantime, and that's without counting what 3rd parties might have published on the subject.

What could such a booklet contain?
In short, pretty much what the other booklets of the same series contained.

1) History, society and class ideas for playing as such races

2) Expanding the kobolds and wyvarans. As they are related to each other, one can go with the other.

3) Introducing a new dragon PC race, similar to the Dragonborn, just like they added the skinwalker.

4) Giving players options for their races, such as chromatic, metallic, primal, imperial and outer draconic ancestry, like they did with the aasimar, tiefling and skinwalker, as well as adding rules for being a descendant or hybrid of a wyvern, drake and other lesser dragons.

5) Giving players options for their classes, such as new domains for Apsu and Dahak, introducing Tiamat as a deity, new weapons and feats, new curses and mysteries (I could see curses related to anger and greed), and archetypes for classes such as the sorcerer, the oracle, the barbarian, the alchemist and many others.

What would such a booklet cause?
Possibly the same kind of popularity that the half-dragon once had, but to a much lesser and more controlled degree. Furthermore, as I explained above, such a booklet would remedy to the lack of the half-dragon template being available for the PCs.

That wraps it up. What are your thoughts?

(Now that I got your attention...)

What was the thought process of making Asmodeus a deity, instead of a regular Archdevil? To second that, why no demon as a deity, to serve as his sworn enemy, since demons and devils are always at each others' throats?

Not saying that it's a must-have, but I'm curious to know why an Archdevil was chosen to be converted into a deity, especially since he was often depicted as an Archdevil, complete with a statistic block... and a hellishly high CR (pun totally intended).

The Huntmaster archetype is presented in the Animal Archive. Here what it is stated:

"Hunting Pack (Ex)

At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid's animal companion, using the cavalier's level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion. [...] This ability replaces mount."

Unless I'm grossly mistaken, a roc is a type of bird, as well as the axe beak... just the ONLY two bird-like companions that can grow to Large and serve as mounts.

"Pack Attack (Ex)

At 11th level, whenever a huntmaster and any of his hunting pack or multiple animals in his hunting pack are adjacent and attack the same target in melee, they are treated as flanking. In addition, they can flank a creature with improved uncanny dodge if the huntmaster has at least 4 more levels than the target. This ability replaces mighty charge."

Does being "mounted" on your companion count as "adjacent" since you're one square above, or does it only apply when fighting side-by-side?

I'm asking this because... well... a roc-riding hunting cavalier sounds awesome as a villain, rival or ally.

Ok, is there any racial trait, class ability or feat that allow a character to use its Strength score instead of its Dexterity score as a requirement for Two-Weapon Fighting feats? Because I keep getting the idea that if you can dual wield, it's not because you're fast and agile, but because your off-hand is strong enough to swing weapons like your dominant hand.

(No, I'm not looking for a date.)

Now that I have your attention, here's my request: I'll be starting a new game soon in Tian Xia. The premise is to start the adventure with the Ruby Phoenix Tournament (all 6 of my players are level 11; perfect!) and after the tournament, there will be a Pathfinder Chronicler who will hire them as bodyguards, as he would like to explore and document the various regions... except that he's alone and doesn't like the idea very much of wandering on his own (can you blame him though?). He wants the best and of course, picking the winners of a massive tournament sounds like a good idea.

I'd like to have the group simply explore the continent without much restraint. Technically, they'll start in Goka, with the Tournament, and move progressively to the East. However, I have a little "restriction": I don't want to railroad them with a HUGE and complex plot. Basically, the main quest is to help the Chronicler document every region of Tian Xia. They can stumble on ruins, tribes, conspiracies and such, but I'd like to keep every hook isolated for each region. They can be captured and transport into another region against their will and such; I just don't want to have them follow a pre-traced path. At best, each region could contain a special item that could be used to unlock something greater when reunited.

For instance, the Chronicler bought a stone disc during the Tournament from a merchant. The disc has the map of Tian Xia engraved and there are slots for coin-like medallions, similar to a passport. The Chronicler would also like to uncover the mystery behind this disc. That's just an example to help driving the adventure. Then again, helping the Chronicler documenting each and every region and returning to tell the tale is still a perfect goal.

So, below are listed the regions of Tian Xia. I'd like to get a few hooks for each region. I'd like to know if you guys would have some ideas for hooks for each region.


Thanks in advance... and I'll see what I can provide on my side as well.

Fused Eidolon: "The eidolon has no skills or feats of its own."

Split Forms (Su): "At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon."

Huh... does the split eidolon have the same skills and feats as the synthesist, since it doesn't have its own skills and feats?

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Ok, fine, whatever, I'll say it right there: every region deserves an AP, and Numeria is no exception. Here's my list of reason why Numeria could serves as a good AP series:

- Going over the android race's origins and culture
- Retracing old technological secrets
- Giving the good old "Ancient Advanced Civilization" feel
- Creating more robots
- Creating more items that resemble modern technology
- Giving firearms and gunslingers a chance to shine
- Adding possible mechs* to the setting :D

Anachronisms aside, the idea that Numeria is the "Ancient Advanced Civilization" should give players, DMs and writers alike a good run for their money.

*Ok, here's the idea behind mechs:
- Ever since Kaijus got added, I have gotten a Pacific Rim vibe.
- Going into anime, MANY shows used mechs as secret weapons (Code Geass) or as special defenses (Gundam). Maybe the Technic League has a division working on producing mechs for protection or invasion. Maybe a crazy halfling/gnome/goblin engineer is building a mech so he or she could feel high and mighty. Maybe a summoner/synthesist wanders around as a huge armored and armed iron golem.
- Mechs could be used to face a bigger threat. For instance, in Avatar, the marines used mechs with bigger weapons because the fauna was bigger in size. Maybe a group of explorers is building mechs for an expedition on Castrovel. Maybe a clan of drawves is crafting mechs to face their giant nemeses.

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I know that Paladins are staples to D&D for a long time, but Paladins still are alignment-restricted. My point is that I feel like the Paladin should have been modified into a class that offers abilities depending on the alignment. To me, a paladin is a religious solider... and the warpriest is like between the paladin and the cleric. However, you can't have such a character due to always bieng LG.

Anyone else thinks that paladins should have been "changed" when PF came out?

I keep thinking that paladins could have been renamed "crusaders" and have different abilities depending on the alignment. You have the Paladin and the Antipaladin, sure, but LE and CG deities can't have their own paladin-like soldiers. I remember in a Dragon magazine an article about archetypes, varients back then, for NG, CG, LN, N and CN paladins.

In short, could the paladin have been modified into a more general class to accommodate all alignments, or would it have to remain the same due to licenses and such?

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You know the various variants we often get in some of the monsters' entries, like for the Clockwork Dragon, the Terra-Cotta Warrior and the Hydra? How about posting your own variants here?

I'll start:

Phoenix (Bestiary 1)
Flaming Breath (CR +1 or +2): A certain kind of phoenix can exhale a breath of searing hot flames. It gains a breath weapon that deals 20d6 points of fire damages in a 60-ft cone. A Reflex DC 25 save halves the damage. The damage is equal to 1d6 per HD. This ability replaces the shroud of flames, but some rare phoenixes have been known to have both abilities, increasing their CR by 2. The save DC is Constitution-based.

Shriek (CR +0 or +1): A phoenix can unleash, once per minute, a deafening screech, numbming and slowing everyone in a 60-ft radius for 1d6 rounds. A Will DC 25 save negates this effect. This ability replaces the shroud of flames, but some rare phoenixes have been known to have both abilities, increasing their CR by 1. The save DC is Constitution-based.

Iron Colossus (Bestiary 4)
Blackpowder weaponry (CR +1): The iron colossus has been constructed with gunpowder siege engines instead of heavy ballistae. The colossus can fire cannonballs from its two fiend's mouth cannons, much like its counterpart that uses heavy ballistae. The cannons never suffer from a misfire, don't provoke attacks of opportunities and reload themselves at the start of the colossus's turn.

Defender (CR +1): The iron colossus has been built to serve as a guardian rather than a war machine. It doesn't have an alternate form and a flail, but has instead a colossal bastard sword and a tower shield. The sword deals 6d8+20 points of damage, with a critial threat of 17-20. The colossus's feats now apply to the sword instead of the flail. The tower shield grants the colossus a +12 shield bonus to AC and behaves like a standard tower shield, except that the colossus doesn't suffer a penalty to attack rolls with it.

Half-Dragon (Bestiary 1)
Metallic Breath Weapon (CR +0): The half-dragon, born from a metallic dragon, has its parent's secondary breath weapon instead of the standard one.
Brass: Cone of sleep gas: 1d6 rounds plus 1 round per 2 HD.
Bronze: Cone of repulsion gas: 1d6 rounds plus 1 round per 2 HD.
Copper: Cone of slowing gas: 1d6 rounds plus 1 round per 2 HD.
Gold: Cone of weakening gas: 1d6 rounds plus 1 round per 2 HD.
Silver: Cone of paralyzing gas: 1d6 rounds plus 1 round per 2 HD.

That's all I can think of. What about you?

Ok, no, I'm not looking for ways to do a Total Party Wipe, let us just be clear on this.

The thing is that since 10 years, I've run a game using 6 players, instead of the "usual" 4 players. Coincidently, many aspects of D&D resolve around facing a monster of a certain CR with 4 players. Same goes with roles, but since I basically told my team to "do what you want to do", that's not much of a concern.

No cleric? Deal with it. Pretty much...

Now, I've been noticing that many of my encounters aren't scaled that well for 6 players. I use a higher-level monster, it still goes down as fast as a equal-level one. I use multiple creatures, they still go down as fast, mainly because, well, "6 players" means "6 rounds of action" instead of 4.

So yeah... I need some advice. How should I plan my encounters with my 6 players, barring anything that would avoid or tone down such encounters? What I mean is that for a mission to retrieve an item inside a chieftain's tent, I once had a big encounter to defend a camp... and they literally sneaked their way past EVERYONE, like going Solid Snake with a cardboard box and not pulling the trigger once. In short, yes, encounters can be avoid or talked out of and such, but what if a fight is inevitable, what do you suggest I should do when dealing with 6 players?

Should I just add one more creature of the same level?
Should I use a creature of higher level?
Should I use minions more often?
Should I use the surroundings better?

Any advice would be appreciate. Oh and it's for any kind of encounter, not just specific ones.

And no... I will not take "get rid of 2 players" as an advice...

The Solar Dragon has the Fire subtype, but the Lunar Dragon, its antithesis, doesn't have the Cold subtype.

Intended or error?

This is a statement I keep hearing over and over that monk is just too weak and has limited options and such.

Without breaking the class's idea, what would you suggest to make the monk viable on par with the other classes? What abilities would you buff? What abilities with you nerf?

What are my best options to counter a player with Hide in Plain Sight, without ruining his fun?

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Ok, long story short, I kinda ended up doing a Total Party Wipe last session (I got lucky rolls, they got crappy ones, yadda yadda yadda) I was running a 10-year old campaign in Eberron that I slowly converted to Pathfinder rules and such.

Bad luck occured, all players get killed, game over, new characters (I'm staring them at level 11), but we didn't start right after creation. I also thought about going for Golarion since I want to try something new, and in the meantime I wanna try a campaign setting that saves me the trouble of converting to PF rules. Surprisingly enough, ALL my players went for Asian-flavored characters. So... I got a few questions:

- If I want to run a Golarion campaign, in the world/Material Plane where Golarion is located, what books/booklets do I need?

- Asian-flavored characters scream Tian Xia adventures. Again, what books would be best to get?

A few guidelines:
- I'm allowing a lot of stuff from the standard PF books, such as firearms.

- I'm allowing some 3rd-party materials for character creation, be races, classes, spells, feats, items, etc.

- My characters are:
* Male human fighter (cad) 9 / wizard 2
* Male aasimar (archon-blooded) magus (spellblade) 11
* Female suli samurai 11 (archetype to be determined later)
* Male kval ninja 10 / shadow dancer 1
* Female human sorcerer (destined bloodline) 11
* Male tiefling (standard) gunslinger (pistolero) 11

(Please refrain yourself from commenting on my players' choices. I told them to do what they want, not what they should do. Some roles are not covered, like a cleric/healer, but they decided as such and they'll deal with it on their own.)

- I have a lot of the standard Pathfinder books, but only Gods & Magic and Inner Sea Bestiary as campaign-exclusive books.

- The books I'm looking for could possibly be compared to the same line of books that WotC released for Forgotten Realms. Y'know, books that describe specific regions, specific empires, lost empires and such. I don't know if Paizo ever made such material, but it would be a good place to start.

- BUDGET IS NOT AN ISSUE! Well, to a certain extend, it isn't much of a problem. I'm a guy that when from a library of physical books to a folder loaded with PDF books. PDF files cost between 10 to 20 bucks, which is 75 to 50% less than a physical book.

So, what all that being said, what books do I need to run a Golarion campaign?

Thanks in advance

P.S. to mods: I posted this here because I believe that it's an advice on Paizo Products, but feel free to move it to the right section if necessary.

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