Snowcaster Sentry

K.G The Mathlete's page

Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I'd like a book with stat blocks and current plots of the nascent demon lords, malebranche, and harbingers. Not all of the harbingers obviously but definitely the most interesting. Give them all a two page spread like Treerazor got, with some bullet points of area of intrigue, names and locations of cults, sample end goals for players to thwart. They don't need paragraphs explaining, just names, locations, and recommended levels. Just a book of stat blocks would be huge for me.

*EDIT* I do realize that the stat blocks are probably the hardest thing to develop, especially CR20-25 unique monsters, and that a monster that powerful would be out of the power range for the majority of the AP's but a guy can hope.

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Actually everything turned out better than expected. I purchased a few more boosters from my FLGS after posting and pulled another Frost Giant. Now I have a home for both hands. Huzzah!

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I'm disappointed that my Frost Giant came with neither hand. That just means that I have to come up with a one handed frost giant npc then I guess.

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I had a question about how to mix the site based encounters with the daily random encounter %. I was wondering if I missed in my read through the distance between each site encounter or if there are guidelines somewhere on how to figure that out.

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Kvantum wrote:
The minor deities are just that, minor. Not on the same level as true gods. The only dwarven deities with 5 domains and thus full deity status are Torag and Droskar. Then you have Angradd and Folgrit with 4. That's the same as a Demon Prince, Empyreal Lord, or other upper echelon outsider. The Elemental Lords only get 3 domains a piece (as per Inner Sea World Guide), so dwarven gods like Bolka, Grundinnar, and Magrim are on the same level as Ymeri the Queen of Fire and the other Elemental Lords. I don't know what to say about Dranngvit, Kols, and Trudd. 2 domains probably makes them just barely over the line to immortality.

In the World Guide the minor deities all have 5 domains except Hanspur and Gyronna(for whatever reason). All the Demigods have 4 domains and the Elemental lords have 3 only missing the evil domain (probably because, unlike demon lords they aren't beings of pure outer plane evil.

Only Kols, Dranngvit, and Trudd have 2 domains out of all of the deities. Even the Nascent demon lords(which are only barely more powerful than a balor) and the diabolic malebranche all have 4 domains.

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This subject has been bugging me a lot as of late and my search-fu on the matter came up empty so I'll ask.
I understand the way domains work in the game. Gods get 5 domains and demigods (archdevils, horsemen, empyreal lords, etc.) get four domains and it's remained consistent though out books and lines, which is fantastic.

The question is this, why do the family of Torag, who can be worshiped pantheistically as well as individually, have such odd numbers of domains and why isn't there consistency even within the pantheon itself?

Angradd has 4 domains, suggesting demigod status, while Kols only has two domains with one of them being his aligned domain.

I can see the argument that they are all demigods in nature but that doesn't follow the logic of the domain system already established which, admittedly is an easy fix. Apply more domains where needed every 4-6 hours.

Another option though, is that like Chaldira Zuzaristan and Thamir Gixx, they aren't of demigod status. They are only "divine" by piggybacking on another god. With the halfling gods that would be Desna and Norgorber. They can be worshiped individually, but the god is inextricably linked to their patron deity. But this line still has the inconsistency of the halfling's gods having 3 domains while some of the dwarven gods have 4 or even 2.

I guess I'm just throwing this out there to see how other people have handled it, if there is some information I'm missing, or if I'm totally over-thinking the whole thing (which is the most likely possibility).

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Nevermind. Disregard this please. I do not wish to cancel my subscriptions.

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I foresee a major change to my coming finances and regrettably this means cutting back. Unfortunately I need to cancel both me Adventure Path and Tales subscription.

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Hey everybody. I've been mulling over the rules for a homebrew world I'm working on. One thing I'm trying to rectify is the fact arcane magic is only slightly different from Divine (arcane spell failure chance, etc.) there isn't anything differentiating the naturally based magic of the ranger and druid. While I understand there are probably very specific reasons for this, I set about to try and make a couple of rules to make nature magic slightly different and flavorful. One or two small twists to it.

I'm wondering if anybody here on these wonderful forums have used rules like this in their own home games. Any help would be greatly appreciated.

Thanks in advance.

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Thanks for the info. I didn't know how to go about doing it and I found this thread with the same problem. This is my first issue I've had. Be gentle lol

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It seems that AP#38 got skipped in the list. Thanks in advance.

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I'm having the same problem described above.

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Long time lurker, first time poster.

The way I see it, while it's awesome that if I wanted to I could go back and play OGL adventure paths with little fuss, or use OGL Chronicles (like Gods and Magic) or Companion books (Elves of Golarion) and not really need to change much, I feel that opening up the expanse of 3.5 material is almost detrimental to a Pathfinder game.

Pathfinder was a way to rebalance and start afresh the 3rd edition system. If you play a game using the Core Pathfinder rules but also EVERYTHING else that was released for 3.5 then you are undoing what Pathfinder did. For myself, Pathfinder is a game in and of itself. I feel that most 3.5 stuff sullies what is a well balanced, well made system.