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Genie

Kain Darkwind's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 1,577 posts. 3 reviews. No lists. 1 wishlist.


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No worries. I'm more concerned that my post office is doing something screwy than that you guys might have forgotten me. Just bringing it to attention.


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So I've been fairly patient, but this has yet to arrive. Tracking information shows no information after it arrived in Detroit three weeks ago.


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Well, part of the reason might be that under either definition of 'only', there are different possible readings. For instance, if 'only' delineates an upper limit of 'standard action', is it still ok to take a standard, swift, and several free actions? I think that's the bigger question. No one (reasonable) doubts that you could take a swift or move action instead of a standard action. But can you take them in addition? Obviously not a move and standard, but a move and swift, or standard and swift? I say no. And given that the limit on free actions remains GM moderated even when not nauseated, I don't see that as being worth discussing.


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Crossovers are always fantastic. Tarzan at the Earth's Core, Jetsons meet the Flintstones, Scooby-Doo and Batman Too...and I feel it's been awhile since we had an actual co-existing television universe on TV. Buffy and Angel, sort of? All in the Family and the Jeffersons?

The episode had one of the lamer villains from Flash's Rogue Gallery, but Rainbow Raider actually has a pretty solid history of being a 'team up' villain for the Flash. Other than his first appearance, Barry Allen tended to have help with the Rainbow Raider, first from Batman and second from Green Lantern.

The real magic was watching Oliver best Barry though, via tactics and outthinking him, setting up the field to favor him.

We are seeing where Thawne starts to oppose the Flash though. I'm still hoping he doesn't become the Reverse Flash (and that it isn't Wells either), but the seeds are growing now. Getting a superpowered beating in front of your girlfriend has got to do terrible things to a man's ego.


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Doubt it's intended, but definitely written. As Bronnwynn says though, a 20th level capstone...not going to be unbalancing. I think the biggest obstacle would be whether or not it feels right for the setting, and that's something that would be dependent on how separate the DM considers arcane and divine magic.


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Rynjin wrote:
More accurately, like literally every literary hero ever he has the most amazing superpower of all: Plot contrivance.

Fixed that for you. A pointless observation though.


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I doubt it, it would be a little too clumsy, and there is always the fact that Thawne is supposed to be the Reverse Flash (although the one in this time should be Cobalt Blue instead) His name is obviously a play on the author of The Time Machine.

I suppose he could be, but what is the point of making it all mysterious if he's just Zoom?


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Excellent, and that is completely understandable. Thank you, Sara.


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Just want to make sure this one is on track. The payment method was declined, and I had it retried the same day. It should have taken, but I don't see funds taken out of my account. If I need to do anything else, please notify.


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"Diplomacy" from Dungeon 144 is one of my favorite adventures, and possibly the greatest non-combat adventure I've ever read. As is "The Lightless Depths", also from that issue.

If there is a challenger to Diplomacy, it would be The Prince of Redhand, from Dungeon 13- something. Let's say 131, and I totally didn't cheat and look at Josh's list.

Possibly the most fun I've had DMing would have been Chapters 2-4 of The Savage Tide. The Bullywug Gambit, Sea Wyvern's Wake and Here there be Monsters were all top notch blends of action and interaction that moved along very smoothly from one point to the next.

Two of the best I've read (unfortunately not played nor DMed) would be The Styes and Chimes at Midnight. The settings were very evocative and made me want to experience them from one side of the screen or the other.


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Game Master wrote:
Kain Darkwind wrote:
Honestly, why not drop the mesmerist down to d6 and 1/2 BaB? Use the extra design space to buff up those tricks.
Screw that! I'm playing a melee mesmerist - don't touch my HP and BAB! There's plenty of boring back-line support classes who can let the real adventurers do the fighting - the mesmerist is able to handle the front lines if built for it with the right feats and abilities (he has no need to be a primary melee, that's what his spells and powers are for).

If you really were set up for melee, the at most, 2 less hp/HD and -5 attack wouldn't really damage your build.

Hearing that there is some sort of ability in the works to make the mesmerist more of a hybrid is heartening however. Currently, there is no more reason to have a mesmerist with 3/4 and d8 than there is for a wizard.


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Honestly, why not drop the mesmerist down to d6 and 1/2 BaB? Use the extra design space to buff up those tricks.

Designing fiddly little abilities like what tricks are right now is counter-intuitive, both to the class and the game.

I would personally try to angle for something like

1. The mesmerist can affect X people at a time. X is level based, but not necessarily level.

2. When an affected person is subjected to a situation that corresponds to a mesmerist's trick, the effect activates with an immediate action by the mesmerist. It is then 'expended'.

3. With a minute long prep session, the mesmerist can reprep the expended tricks.

So if my mesmerist only knew vanishing arrow and the shadow flanker trick, and he could affect three allies, if any of the three allies were targeted by a ranged attack, he could use vanish arrow. And then if any of the three allies made a melee attack, he could use shadow flanker. Then, after combat, he could reprep them.

Otherwise, you're looking at the fiddly ability of fiddly abilities. The triple blind is just too harsh for super situational bonuses.


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I agree that the standard assumption is around the table, though I do not recall what you describe being the case when I did play around the table. (Back in the military, Korea 2002) It may be my memory that is faulty.

For some reason though, I have gotten the impression that there are the following 'times' for an interrupt ability.

1. After targeted, but before dice is rolled.
2. After dice is rolled, but before hit or miss is revealed.
3. After hit is revealed, but before damage is rolled.
4. After damage is revealed, but before it is applied.

Maybe I'm wrong, maybe there aren't that many. But that's too much, regardless of whether you are tabletopping or mIRCing. It isn't streamlined, and it is fiddly little stuff like the difference between after targetted but before a roll is revealed/rolled/picked up and blown on that sends people to the rulebooks to check it out. I don't think the difference should be a balancing factor, and if all the interrupt abilities were placed at one point (I prefer point 4.), it would make things run quicker. At all tables.

That said, we agree about the trick durations, I said as much in my original post. I'd prefer they don't expire until either triggered or the next day when they are reset.

But man I love this class.


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AlanDG2 wrote:
Kain Darkwind wrote:

And I'm saying that every time an ability has to be activated in between the decision to attack and the attack roll itself, it slows the game down.

When I'm DMing and attacking with 5 or more bad guys, I do not have time to type out, "Goblin 1 is attacking you." *Roll* "Goblin 1 misses you. Goblin 2 is attacking you." Etc. I don't know if I would have time to say it, if I gamed around the table. My old DM never did, he simply informed us of the combat description, which included the misses and hits.

Admittedly, especially on play by post gaming, this might slow things down. In such cases, you probably should present the attack roll and let the person activate any powers after...simply do not apply the damage until after the power has been determined.

True, and that is typically how I run most of those abilities. I suspect play by post would be even more slowed by adding more checks and interrupts than my real time online game.


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xevious573 wrote:

That's kinda a weird way to play considering there are many reactive abilities that trigger off an attack roll being made at someone. Plus it doesn't make sense that a player wouldn't know they are being targeted by an attack or spell (unless of course the attacker is unseen).

It's your game but I'm pretty sure the system assumes that players know when an attack roll is being made in their direction.

And I'm saying that every time an ability has to be activated in between the decision to attack and the attack roll itself, it slows the game down.

When I'm DMing and attacking with 5 or more bad guys, I do not have time to type out, "Goblin 1 is attacking you." *Roll* "Goblin 1 misses you. Goblin 2 is attacking you." Etc. I don't know if I would have time to say it, if I gamed around the table. My old DM never did, he simply informed us of the combat description, which included the misses and hits.


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I agree the tricks need to be loaded differently. No time limit, or approach it from a different angle...once an ally is affected by a trick, it can't be for X duration.

One of the cool tricks I saw was Vanish Arrow. The concept of this is great. "Ha! I stole your arrow of death!"

The execution is a nightmare for a PC mesmerist though. While players may target foes and then roll their attack, DMs rarely do so in my experience. Thus, making the ability trigger when targeted but before rolled makes it impossible.

When I DM, I do not tell my players they are being targeted by ranged attacks, then roll them, then tell them who was hit. I simply roll, then describe the misses and hits. It would be better to have the ability trigger on a hit.


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|dvh| wrote:
Kain Darkwind wrote:
|dvh| wrote:
Kain Darkwind wrote:
|dvh| wrote:
I was replying to you. Please don't tell us what or how we discuss ethics.

I think pointing out your ignorance and making the connection that those woefully unequipped to understand the situation have no business making authoritative statements about it is quite fair.

Just as coming up with a reasonable counterpoint would be on your part. Pleading for exemption from the debate while insisting that you get to continue it seems unethical though. Ironically so.

And I disagree on all your points.
Luckily for me, that which is asserted without evidence can be dismissed without such.
Likewise.

That's not lucky for you at all, actually, since you are the one with the position that a police officer requesting that people consider their own ignorance about the situation and similar such withhold judgement until they are no longer ignorant is some how a breach of etiquette in a debate upon ethics. You are literally of the position that you wish to dismiss that which is asserted with evidence, while asserting your own ignorant opinions and observations as somehow superior.


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|dvh| wrote:
Kain Darkwind wrote:
|dvh| wrote:
I was replying to you. Please don't tell us what or how we discuss ethics.

I think pointing out your ignorance and making the connection that those woefully unequipped to understand the situation have no business making authoritative statements about it is quite fair.

Just as coming up with a reasonable counterpoint would be on your part. Pleading for exemption from the debate while insisting that you get to continue it seems unethical though. Ironically so.

And I disagree on all your points.

Luckily for me, that which is asserted without evidence can be dismissed without such.


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|dvh| wrote:
I was replying to you. Please don't tell us what or how we discuss ethics.

I think pointing out your ignorance and making the connection that those woefully unequipped to understand the situation have no business making authoritative statements about it is quite fair.

Just as coming up with a reasonable counterpoint would be on your part. Pleading for exemption from the debate while insisting that you get to continue it seems unethical though. Ironically so.


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At least four, Taker of Eyes, the ghoul from Monster Codex, the graveknight from Undead Unleashed, and the vampire from AP 48.

I'm guessing a few more. If you wanted to include ones from the game's myth, many of the deathknights of Oerth are, and Soth.

But go ahead and answer the question in reverse. How many double dipping NPCs are there? Who even have builds close to the jury rigged ones that are designed to take advantage?


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BigNorseWolf wrote:
If NPCs are messed up... have you SEEN npcs? Animals from the npc codex got an extra attack because someone reaaaally didn't read multi attack in on the differences between 3.5 and pathfinder, some of the pregens have feats they don't qualify for, numbers don't add up...

This is a pretty good strawman, but ultimately still composed of a hay bale.

See, mistakes in NPCs are inconsistent. It happens, human error creeps in. But not all 1st level investigators have weapon focus. Not all druids have too many high level feats.

That is not the case for the undead antipaladins. Every time, they have been done in the same manner. Consistent. In accordance with the rules.


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And even if we discount a third party AP, it also directly contradicts every single undead anti-paladin build that Paizo has done to date.


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yellowdingo wrote:
Grand Magus wrote:

.

It's actually a nice day to go stand in line for a while. (We have "early voting" in my state.)

"On Tuesday, November 4, 2014, the U.S. Midterm Election will be held
for all 435 members of the United States House of Representatives and 33 of the 100 members of the United States Senate."

.

Why bother. You should be representing yourself.

Yes, all 300 million of us. Good idea.

Alternate response, "He is. By voting."


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BigNorseWolf wrote:
Coriat wrote:


Concluding that our aiming-for-vampirism antipaladin in Way of the Wicked would eventually use base+cha+divine grace once he becomes undead, pretty much mirroring his living use of base+con+divine grace, does not require going deep under the hood of anything.

The rules are written largely for (and occasionally by) living, breathing creatures with bilateral symmetry, 4 limbs, a head, and opposable thumbs. The further away from that assumption you get, the wonkier the rules are going to become. That there's no speed bumps in between dragonstyle and a vampire paladin is a pretty good track record for a rules clarification. Most other clarifications have reacted wonkily with far more.

Bodak antipaladin 8 from undead revisited. Fort +23. Charisma 24.

+7 Cha modifier +3 racial HD base, +6 class base +7 unholy resilience = +23

Vampire antipaladin 17 from Pathfinder 48. Fort +24. Charisma 20.
+5 Cha modifier, +10 class base +5 unholy resilience, cloak of resistance +4 = +24.

I'd say that the obvious answer is that no matter what convolutions one does via this FAQ and bonus stacking to arrive at a different answer, undead antipaladins have been adding their Charisma bonus twice due to the lack of a Constitution modifier.

My suggestion is that if a bonus replaces a typical bonus (ie Weapon Finesse attack rolls, undead Fort saves, etc) and encounters a bonus that is intended to stack with the old bonus (ie Weapon Focus attack rolls, Unholy resilience Fort saves, etc), the stacking still occurs.

Because it is quite obvious that real stats have been doing it this way for awhile now.


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Major_Blackhart wrote:
Love it all to death. Just a little disappointed no examples of those ultra paragon trogdolytes we hear about.

Me too! I had thought that the enlightened Xulgath were the top of the ziggurat for trogs, and then to find there were even more potent ones? Wow!


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Devil Army Stats:

Platoon of Erinyes (XP 4,800)
LE Medium army of Erinyes
hp 44; ACR 8
DV 32; OM +12; ranged
Tactics dirty fighters, sniper support, spellbreaker, taunt
Resources magic weapons
Special darkvision, fear, flight, grab, immune (fire, poison), significant defense (electricity, good), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 6
Commander erinyes, Cha +6, Leadership 15, Morale +6; Boons - hit and run

Platoon of Osyluth (XP 6,400)
LE Medium army of Osyluth
hp 49; ACR 9
DV 33; OM +13
Tactics cautious combat, defensive wall, dirty fighters, expert flankers
Special darkvision, fear, flight, immune (fire, poison), invisibility, poison, significant defense (electricity, good, silver), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 4
Commander osyluth, Cha +5, Leadership 16, Morale +5; Boons - flexible tactics

Platoon of Hamatula (XP 12,800)
LE Medium army of Osyluth
hp 60; ACR 11
DV 35; OM +15; ranged
Tactics dirty fighters, expert flankers, false retreat, relentless brutality, spellbreaker
Special bleed, darkvision, fear, grab, immune (fire, poison), significant defense (electricity, good), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 5
Commander hamatula, Cha +5, Leadership 17, Morale +5; Boons - merciless

Squad of Pit Fiends (XP 38,400)
LE Diminutive army of pit fiends
hp 77; ACR 14
DV 43; OM +23; ranged
Tactics cautious combat, dirty fighters, false retreat, full defense, relentless brutality, sniper support, spellbreaker
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 7
Commander Pit Fiend, Cha +8, Leadership 28, Morale +8; Boons - merciless

Platoon of Pit Fiends (XP 307,200)
LE Medium army of pit fiends
hp 110; ACR 20
DV 49; OM +29; ranged
Tactics cautious combat, defensive wall, dirty fighters, expert flankers, false retreat, full defense, relentless brutality, sniper support, spellbreaker, taunt
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 10
Commander Pit Fiend General, Cha +10, Leadership 30, Morale +10; Boons - merciless

Company of Pit Fiends (XP 2,457,600)
LE Gargantuan army of pit fiends
hp 143; ACR 26
DV 55; OM +35; ranged
Tactics all
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 13
Commander Morax, Cha +10, Leadership 44, Morale +10; Boons - loyalty

Platoon of Barbazu (XP 1,600)
LE Medium army of barbazu
hp 27; ACR 5
DV 25; OM +5
Tactics full defense, relentless brutality
Special bleed, darkvision, grab, immune (fire, poison), significant defense, spell resistance, teleportation
Speed 4; Consumption 2
Commander hamatula, Cha +4, Leadership 16, Morale +4; Boons - merciless

Platoon of Narzugon (XP 3,200)
LE Medium army of narzugon
hp 38; ACR 7
DV 32; OM +15; ranged
Tactics calvary experts, full defense, relentless brutality
Resources improved armor, improved weapons, mounts
Special darkvision, fear, flight, immune (fire, poison), powerful charge, significant defense, spell resistance, spellcasting, trample
Speed 6; Consumption 5
Commander erinyes, Cha +5, Leadership 14, Morale +5; Boons - sharpshooter

Host of Narzugon (XP 51,200)
LE Colossal army of narzugon
hp 82; ACR 15
DV 42; OM +23; ranged
Tactics calvary experts, full defense, relentless brutality
Resources improved armor, improved weapons, mounts
Special darkvision, fear, flight, immune (fire, poison), powerful charge, significant defense, spell resistance, spellcasting, trample
Speed 6; Consumption 7
Commander Narzugon cavalier 10, Cha +4, Soldier 10 ranks, Leadership 21, Morale +6; Boons - Defensive Tactics, Flexible Tactics, Hit and Run

Expendable Lemure Mass (XP 400)
LE Medium army of lemures
hp 5; ACR 1
DV 21; OM +1
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 0
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

Expendable Lemure Horde (XP 1600)
LE Huge army of lemures
hp 27; ACR 5
DV 25; OM +5
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 2
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

[size=120]Expendable Lemure Wave (XP 6,400)[/size]
LE Colossal army of lemures
hp 49; ACR 9
DV 29; OM +9
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 4
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

Unique Devil Armies:
The Infernal Charge (XP 102,400)
LE Medium army of narzugon cavalier 10
hp 93; ACR 17
DV 46; OM +26; ranged
Tactics calvary experts, defensive wall, dirty tactics, expert flankers, false retreat, full defense, relentless brutality, siegebreaker, sniper support
Resources magic armor, magic weapons, powerful mounts
Special challenge, darkvision, fear, flight, immune (fire, poison), order, powerful charge, significant defense (electricity, good, silver), spell resistance, spellcasting, tactician, trample
Speed 6; Consumption 12
Commander Natara, Cha +7, Soldier 25 ranks, Leadership 32, Morale +12; Boons - Bloodied but Unbroken, Defensive Tactics, Flexible Tactics, Hit and Run, Loyalty, Merciless

Dark Flight Special Forces (XP 76,800)
LE Medium army of cornugons
hp 88; ACR 16
DV 43; OM +23; ranged
Resources magic weapons
Tactics full defense, relentless brutality
Special bleed, darkvision, fear, flight, immune (fire, poison), regeneration 5, significant defense (electricity, good, silver), spell resistance, spellcasting, stun, teleportation
Speed 3; Consumption 10
Commander Ruthegax, Cha +9, Soldier 30 ranks, Leadership 39, Morale +15; Boons - Bloodied but Unbroken, Defensive Tactics, Flexible Tactics, Hold the Line, Hit and Run, Loyalty, Merciless

The Dark Eight (XP 614,400)
LE Diminutive army of advanced pit fiends
hp 220; ACR 22
DV 54; OM +34; ranged
Tactics all
Resources artifact armor, artifact weapons
Special create spawn (undead), darkvision, disease, fear, flight, grab, immune (fire, poison), invisibility, poison, regen 10, significant defense (electricity, epic, good and silver), sneak attack, spell resistance, spellcasting (9th), teleportation, weapon specialization
Speed 4; Consumption 17
Commander Dagos, Cha +9, Soldier 30 ranks, Leadership 39, Morale +15; Boons - bloodied but unbroken, defensive tactics, flexible tactics, hit and run, loyalty, merciless, sharpshooter

Units tend to follow the organization set down in Gates of Hell by Dicefreaks. Thus,a squad is 9 devils (diminutive), a platoon is 81 devils (medium) and a company is 729 (gargantuan). The army blocks are designed for mass combats, although some of the higher level ones are downright apocalyptic. I suppose that's appropriate, if 700 pit fiends show up and start blowing things up, it might as well be the end of your world. Most likely though, mass combats using diabolical armies will use Medium sized or smaller armies, so that's what I focused on.


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Erik Mona wrote:

I just looked through the whole book.

There are two druids with alignments listed as CE, a troglodyte on page 215 and a troll on page 229.

Both should be listed as NE.

Thanks for bringing this to our attention.

Two trogs, one on page 217. (He's multiclass, which is why you probably missed him.)

Thanks, those must have been the ones I was remembering (didn't have the book when I posted). One, and I figured it was a mistake, but two and three, I was thinking there might be a pattern or some material I missed making it legit.

By the way, I absolutely love the book and its organization. I would buy another even if it had exactly the same monster races featured. (You'd have to switch things up to get me to buy MC3 though)

Also, I've said it before, but thanks for not following the 3e route of never using new classes and material beyond the sourcebook they appear in. Seeing alchemists, witches, samurai, magi and oracles integrated into the monstrous societies was solid. In fact, of the non-ACG classes, the only ones I didn't see featured was gunslinger, ninja, summoner and inquisitor. And it seems I was wrong about the gunslinger, since I just glanced over the ratfolk and saw one sneak in there.


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I noticed a lot of non-neutral druids in the books. Troglodytes and vampires especially. Maybe some trolls too.

Is there anything that allows this by the rules? (Obviously, I don't care if there's not, I'm just curious if something was said about it.)


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Muad'Dib wrote:

When a company uses the term "Diversity" that is code for reaching out to new markets.

The comic book industry has for 60+ years has catered to the young white male demographic. During this time white males made up for almost all of the industry and they understandably write best about what they know.

Why should any company be complacent with such a small demographic when you can reach out to Women, Men and people of all races and cultures?? They are in the business of selling comics, makes sense trying to open up your product to as many people as possible.

The term Token is totally disrespectful. I wish we could retire it.

-MD

The concept token is totally disrespectful. I wish we could eliminate it.

A poorly written character sucks, whether he's black, white, an alien, or a she. That's into other shes.

A well written character is great, again, whether they have any or none of the above qualities.

A well selling, well written character is the best, because they stick around forever.

When Superman died and four imposters took over, maybe some of you remember one of them was a black man named John Henry. Care to guess which one my half-black best friend liked the most? If you said Cyborg, because he was the baddestass, you'd be correct. Meanwhile, I (white Jew) hated John Henry's art (Man of Steel had a terrible artist back then), but loved the character. Went on to collect his short lived solo series. He was great, like a black Iron Man (no, not War Machine), smart, physically powerful, and endorsed by Superman himself. Didn't save his comic, and these days, I don't even know if Steel is around.

Well written is great, regardless of diversity level. But you need sales, or it goes away.


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That's one point to take away from it. But why are martials limited solely to hit point damage, while mages can attack multiple venues?

I personally like magic to cost something, for effects beyond a 'magic blast' or 'magic shield'. Most settings have these mechanics, and since 3e, DnD has not.


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Negative levels is a great example of the asymmetrical nature of magic vs martial combat.

A creature that has been reduced in hit points, but not brought below 0 fights exactly as fiercely (barring self preservation instinct) as one at full hit points.

A creature that has been inflicted negative levels has missing max hp, takes a penalty to everything he does, including attacking and saving against other attack forms.

If you inflict hit point damage, you do not help anyone who is trying to bring the creature down in any way other than hit point damage.

If you inflict negative levels, you help every single member of your team trying to bring the victim down, whether they are using hit point damage, more negative levels, save or dies, save or incapacitates, etc.


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1. Do you recognize these guys?

AK:

AK (CR 17)
Male half elf ninja 10/brawler (snakebite) 10/trickster 1
NE Medium humanoid (elf, human)
Init
+13; Senses Low light; Perception +25
Languages Common, Dwarven, Elven, Goblin, Halfling, Orc
_____________________________________________________________

AC 41, touch 34, flat-footed 41, combat 44
(+7 armor, +5 Cha, +5 deflection, +9 Dex, +5 dodge)
hp 257 (10d8 + 10d10 + 100 + 17); miss chance 20%
Immune sleep
Defense freedom of movement, hard to kill, improved uncanny dodge, indomitable
Fort +20, Ref +28, Will +15 (+17 vs enchantment); Iron Will
_____________________________________________________________

Speed 40 ft.
Melee Unarmed strike +31/+31/+26/+26/+21/+21/+16 (2d6 + 14 plus 5 bleed)
Ranged Hand crossbow +31/+26/+21/+16 (1d4 + 7 plus poison /19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Combat +26
Atk Options combat expertise (-5, +5), deadly aim (-5, +15), rapid shot, sneak attack +10d6 (10 bleed)
Special Actions fleet charge, knockout (2/day, DC 26), mythic (14/day), relentless (8/day), snake feint, surge (10/day, 1d6), surprise strike
_____________________________________________________________
Ki pool (12 ki points)
Agile stance (+20 ft.) - 1 point
Offensive stance (Additional attack) - 1 point
Shadow stance (+4 Stealth) – 1 point
Greater invisibility (15 rounds) – 1 point

Ninja Talents (ninja level 15th)
Constant - light armor training 3, stealthy
At will – assassinate (DC 22), bleeding attack, opportunist, sneak attack of opportunity
Ki - invisible blade, vanishing trick
_____________________________________________________________
SQ brawler's strike (magic, cold iron, silver, evil), canny defense, close weapon mastery, dexterous, light steps, no trace +5
Abilities Str 16, Dex 28, Con 20, Int 18, Wis 14, Cha 20
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Initiative, Iron Will, Multiclass, Point Blank Shot, Rapid Reload, Rapid Shot
Mythic Feats Deadly Aim
Skills Acrobatics +32, Athletics +26, Bluff +28, Craft (shipmaking) +27, Disable Device +20, Disguise +28, Escape Artist +32, Intimidate +28, Knowledge (local) +27, Perception +27, Sense Motive +20, Sleight of Hand +32, Stealth +39, Use Magic Device +20; Racial +2 Perception
Possessions +5 nimble shot repeating hand crossbow, +1 human-bane bolts (x20), cold iron bolts (x10), silver bolts (x10), adamantine bolts (x10), +5 leather armor, +5 amulet of wounding fists, cloak of minor displacement, ring of mind shielding, ring of defense +5, monk's belt, bag of holding type IV, SS tattoo
_____________________________________________________________

Relentless As a full round action, A can convert all of his hit point damage into nonlethal damage.

Snake Feint A can select two adjacent squares to count as his square to determine whether or not he is flanking. He can move and feint as a single move action.

GS:
GS (CR 17)
Male human cleric (apostle of the pale) 20/hierophant 1
NE Medium humanoid (human)
Init
+10; Senses Perception +29
Languages Abyssal, Common, Elven, Infernal
_____________________________________________________________

AC 38, touch 22, flat-footed 31, combat 46
(+11 armor, +5 deflection, +6 Dex, +1 dodge, +5 shield)
hp 277 (20d8 + 140 + 17)
Defense freedom of movement, hard to kill
Fort +22, Ref +18, Will +25; Lightning Reflexes
_____________________________________________________________

Speed 30 ft., climb 20 ft.
Melee Rapier +30/+25/+20 (1d6 + 7 plus 5 bleed and poison /15-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +15; Combat +24
Atk Options sneak attack +10d6
Special Actions assassinate (DC 29), mythic (14/day), surge (10/day, 1d6), true death (DC 30)
Combat Gear scroll of heal (x3), wand of greater magic weapon (CL 20th, 24 charges)
_____________________________________________________________
Cleric Spells Prepared (Caster level 20th, concentration +33; Domain Death)
9th (5+1/day) - energy drain, gate, implosion (DC 28), polar midnight (DC 28), soul bind (DC 30)
8th (5+1/day) – discern location, fire storm (DC 27), greater spell immunity, orb of the void (DC 29), symbol of insanity (DC 27)
7th (5+1/day) – blasphemy (DC 26) x2, repulsion (DC 26), symbol of stunning (DC 26), symbol of weakness (DC 28)
6th (5+1/day) – animate objects, banishment (DC 25), greater dispel magic, harm (DC 27), word of recall
5th (6+1/day) – fickle winds, life bubble, righteous might, symbol of sleep (DC 24), symbol of striking, true seeing
4th (6+1/day) – communal protection from energy, divine power, rest eternal, sending, spiritual ally, unholy blight (DC 23)
3rd (6+1/day) – bestow curse (DC 24), blood biography, deeper darkness, invisibility purge, protection from energy x2
2nd (6+1/day) – align weapon, bear's endurance, darkness, resist energy, silence, undetectable alignment
1st (7+1/day) – comprehend languages, curse water, endure elements, murderous command (DC 20) x3, protection from good
0 (at will) – bleed, create water, detect magic, detect poison, guidance, purify food and drink, spark
_____________________________________________________________
Abilities Str 15, Dex 22, Con 22, Int 16, Wis 28, Cha 17
Feats Combat Casting, Dodge, Greater Spell Focus (necromancy), Improved Critical (rapier), Improved Initiative, Insightful Strike, Lightning Reflexes, Spell Focus (necromancy), Still Spell, Weapon Focus (rapier)
Mythic Feats Silent Spell
Skills Bluff +16, Craft (poison) +26, Disguise +16, Knowledge (religion) +16, Perception +29, Profession (apothecary) +32, Sense Motive +22, Spellcraft +26, Stealth +44
Possessions SS tattoo, +5 greater shadow mithril breastplate, +5 mithril rapier of puncturing, +4 cloak of resistance, +5 ring of protection, ring of water walking, ring of sustenance, +4 buckler, greater slippers of spider climbing, necklace of prayer beads (healing), rope of entanglement, robe of powerlessness
_____________________________________________________________

AA:
AA (CR 18)
Female halfling slayer 20/trickster 2
NE Small humanoid (halfling)
Init
+17; Senses See in darkness; Perception +25
Languages Aquan, Baklunish, Common, Dwarven, Elven, Flan, Fruz, Giant, Gnoll, Gnome, Goblin, Halfling, Orc, Rhopan, Sylvan, Undercommon
_____________________________________________________________

AC 41, touch 36, flat-footed 29, combat 49
(+8 armor, +5 deflection, +12 Dex, +5 natural, +1 size)
hp 320 (20d10 + 120 + 40)
Defense freedom of movement, hard to kill
Fort +24, Ref +30, Will +14 (+16 vs fear); Iron Will
_____________________________________________________________

Speed 60 ft.
Melee 2 kukris +37/+32/+27/+22 (1d3 + 20 /15-20/x3)
Melee 2 power attacking kukri vs humans +33/+28/+23/+18 (1d3 + 34 plus 2d6 /15-20/x3)
Ranged Kukri +37/+32/+27/+22 (1d3 + 20 /15-20/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +20; Combat +31
Atk Options master slayer (DC 24), power attack (-6, +12), sneak attack +6d6, studied target +5
Special Actions fleet charge, improved quarry, mythic (15/day), slayer's advance (2/day), surge (10/day, 1d6),
_____________________________________________________________
Slayer Talents (slayer level 20th)
Constant - darksight, dexterous, poison use, ranger combat (two weapon), stealthy
At will – assassinate (DC 22)
6/day - another day, defensive roll, redirect attack, rogue's luck (+10)

_____________________________________________________________
SQ amazing initiative, impossible speed, limitless range, stalker, swift tracker, track
Abilities Str 16, Dex 34, Con 22, Int 18, Wis 10, Cha 24
Feats Combat Reflexes, Double Slice, Greater Weapon Focus (kukri), Greater Weapon Specialization (kukri), Improved Initiative, Iron Will, Power Attack, Weapon Focus (kukri), Weapon Specialization (kukri)
Mythic Feats Improved Critical (kukri)
Skills Acrobatics +37, Athletics +28, Bluff +30, Diplomacy +17, Disable Device +9, Disguise +30, Linguistics +14, Knowledge (local) +27, Perception +25, Profession (bookkeeper) +13, Sense Motive +8, Sleight of Hand +22, Stealth +45, Survival +13, Use Magic Device +27; Racial +2 Acrobatics, +2 Athletics, +2 Perception
Possessions SS tattoo, +4 human bane kukri of throwing and returning, +4 human bane kukri of vampiric touch, +8 bracers of armor, +5 ring of ultimate defense
_____________________________________________________________

Quarry A can as a free action denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, she can take 20 on her Survival skill checks while moving at normal speed, without penalty. In addition, she gains a +4 insight bonus on attack rolls made against her quarry, and all critical threats against her quarry are automatically confirmed. She can have no more than one quarry at a time, and the target must be selected as a studied target. She can dismiss this effect at any time as a free action, but she cannot select a new quarry target for 24 hours. If she sees proof that her quarry is dead, she can select a new quarry target after 10 minutes.

Studied Target As a swift or move action, A can study up to five targets, gaining a +5 bonus on attacks, damage, DCs, as well as Bluff, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth and Survival checks against that opponent.

2. What is your favorite type of demon that wasn't in Demons Revisited?


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Between Cauldron and Sasserine, Paizo got me all kinds of excited for a little corner of Oerth that no one cared about before.


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It is not that the gunslinger is overpowered. It is that it does not make sense for a gun to ignore all armor and natural armor, regardless of its value. You could have a planet sized turtle with natural armor +20000 and the most basic of basic pistols still ignores it. That's...not how guns actually work. And they never have.

Cyrad, how have you found your house rules to work?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm strongly considering switching the touch AC portion of the firearms rules to target flatfooted ACs instead. I loathe the idea of bullets punching through all armor or natural armor, no matter how strong.

I'm curious about if anyone else has done this in their games, and the results, especially to gunslinger PCs.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Alignment discussions always seem to forget to distinguish between a character's actions and a character's alignment. Using a tiny snapshot of a character's actions to determine alignment is always going to run into problems.

I'm also always surprised at the level of goodness people want to put onto neutral. It seems people are fairly black and white when it comes to alignment, at least in their gut.

A LN guy who orders the execution of bandits operating in his territory is hardly evil material. And while ordering your love and her soldiers on a suicide mission to get rid of them does fall under evil, it seems like people are willing to condemn him (and those who followed the orders) just for wiping out the bandits. Because they were hungry? LN doesn't care if you were hungry. There aren't 'mitigating circumstances' unless those are built into the law itself. Just like a kolyraut (sp?) doesn't care if the contract you broke was unfair.

I also don't think that he's ethically neutral. He clearly is looking for a legal way to extricate himself from this situation, and that's lawful, which gels with what we've seen overall from him. Given the immediate resort to ruthless and lethal methods, I'm going to say LE(LN) Nothing we've seen suggests a NE.


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She's not really the type for a Devils Revisted title, anymore than the Malebranche, Dukes of Hell, or archdevils would be. (Should not be taken as an indication I would not love to see them.)

The Revisted line tends to favor normal base creatures, and provide unique examples of them.


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This has been a heart wrencher thus far, Steph. Nicely done.

Also, I really like the character designs, Dion! Fantastic!


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bookrat wrote:


You're going to lose more than an hour. :) It's one of the better webcomics out there. I've been following GG for almost a decade now.

Two other good ones out there: Dominic Deegan: Oracle For Hire (This is is fantasy based, kinda like pathfinder; sadly, the story came to an end, but it is a complete story) and Sluggy Freelance (modern story, lots of puns).

...you fiend.


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Shadowdweller wrote:
Of course dragons wear armor. They just don't like full plate because knights.

My G-D. I'd never seen that before...and I just lost an hour of my time. I'm not at the end either. And I've yet to read anything before the one you linked to.

I'm not sure if I should bless or curse you.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

You can also disintegrate the door or break it down, Leesus. The door as an obstacle isn't the important part of the scenario. I'm specifically trying to figure out whether or not greater teleport can specify 'other side of door' as a valid location.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

My party is coming down a hallway in a strange building. They come to a locked door which they cannot open. They judge the door to be of high, but not abnormal thickness, say one foot thick.

Because they have not seen the other side of the door and do not know what lies there, they cannot use teleport or greater teleport to bypass it, which require a 'reliable description'. They can however, use dimension door to do so, by specifying a direction and range.

Is this correct?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Alternately, possibly the little dot down the road from Balentyne is the city of Aldencross. Not having read the adventure (because I'm playing through it and like to be surprised), I can't say for sure what direction or distance it mentions the fort being from the city, but I do know that the longest tunnel in use today is 80 some miles long, and the longest tunnel in use for non-water is about half of that. It seems shocking that an escape tunnel would be anything approaching either of those lengths.


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Found this while looking futilely for a thread to ask Wes about how Paizo determines which devils get full bestiary status. (Was wondering why the magaav made it, and the gaav didn't, while the levaloch, ayngavhuals and salikotals have been entirely left out.) Is it because they didn't feel compelling, or what? AP #26 was a long time ago for an outsider to linger.

I love the idea of a devils revisited book, BUT...I would actually not like it to be a direct mirror of Demons Revisited. By that, I mean the classic devils are awesome, and I would love seeing more on them, but the new PF devils seem to be largely ignored, with a few exceptions. Other than the statblock where they appear, deimaviggas, puragaus, advodaza...these guys aren't even mentioned in the hierarchy of Hell bit in Princes of Darkness. (I know, some of them didn't exist then) I feel the entire B-lineup of devils is begging to be explored in greater detail. Malebranche, for instance, are sort of begging to be mythic rank cornugons.

I love devils. I co-authored Gates of Hell because I love them so much. I'd just also love to see more than our classic Bestiary 1 devils get some additional treatment.


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I'm going to go ahead and say, no, the developers of the game did not intend for the position that it is good aligned to torture the non innocent to be valid and not wrong. If they call me out and say otherwise, I'll cheerfully admit I was wrong and wipe the egg off my face.


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the secret fire wrote:
Coriat wrote:
the secret fire wrote:
There is really very, very little resembling a D&D Bard in any actual mythology or even in "early" modern fantasy fiction (by that, I mean starting with the 1800's novels which sort of opened the genre and going through writers like Tolkien, Lewis and Le Guin).
Nope, no bardic nonsense in any of those authors, no sir.
What part about "very, very little" is unclear to you? It does not equal zero. Considering how many...cough...wonderful...cough...elven "songs" pop up in Tolkien's writing, it's not at all surprising that one of his many Elven characters is described once as singing in combat. That doesn't make it any more than an obscure sideshow in his oeuvre.

Oh, I was going to argue, but then you made the point yourself. You not caring for the rich and storied history of fantasy being interwoven with bardic music and lore doesn't actually equate to it not existing.


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Scavion wrote:
Coriat wrote:
Scavion wrote:

Theodur for what it's worth, I think your inquisitor is still in the green.

He knows the bad guy is evil. He lacks evidence for a conviction so he gets the bad guy to confess through torture. That's clearly against the law but I don't believe it goes against the end goal of "Putting evil behind bars." I'd sign up for team Chaotic Good or even Neutral Good.

I have to sincerely disagree.

Torture - hurting and oppressing.

Front and center in the basic Pathfinder definition of evil.

Alignment, Good Vs Evil wrote:
Good Characters and Creatures protect innocent life.
Im afraid your definition differs from the text.

Well, fear not, because I found that you just don't know how to look things up.

Evil wrote:
Evil implies hurting, oppressing, and killing others.
Coriat wrote:
Torture - hurting and oppressing.
Webster wrote:

Torture - the act of inflicting excruciating pain, as punishment or revenge, as a means of getting a confession or information, or for sheer cruelty.

to afflict with severe pain of body or mind


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LOL I was going to suggest brawler when I read this OP. Nicely done, Mechapoet.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I mean, we haven't parsed out precisely whether

-beating someone with your fists.
-pulling someone's teeth out with pliers.
-keeping someone awake and in an uncomfortable cell for a few days
-keeping someone awake and in an uncomfortable cell for a few years
-threatening to kill someone's loved ones
-actually killing someone's loved ones
-lying to someone and making them believe you've killed their loved ones.
-starvation
-the rack
-rape
-flensing
-throwing a spitball at someone's face every day for four years
-tying someone up with a rope and holding them very close to a lethal source of damage
-waterboarding

Etc, are torture, if used for interrogation.


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Rysky wrote:
Weirdo wrote:
@Mikaze - Sorry, I think most of us were too busy trying to explain that "torture is evil even if you're pretty sure the victim is guilty/evil" that we missed out on "rape is evil even when it's a horribly contrived situation designed to give your character permission to rape."
No such thing. Ever.

Between the rapist and the victim, obviously not, since that is what distinguishes the crime from consensual sex.

Between the rapist and other institutions he holds in authority, it (permission to rape) can exist. For instance, laws that decriminalize it, or a slave owner, etc. As Obi-wan Kenobi said, "it was true, from a certain point of view"

Blackbloodtroll wrote:
Are we noting a difference between physical, and psychological torture?

I don't think people have gotten into what actually constitutes torture. Just that torture is evil.

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