Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Nicos's page

RPG Superstar 6 Season Star Voter, 8 Season Star Voter. Pathfinder Society Member. 10,166 posts (15,702 including aliases). 12 reviews. No lists. 2 wishlists. 30 aliases.

1 to 50 of 212 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

The northern wall of Bard’s Gate looks out over a vast river valley disappearing into purple hills in the hazy distance. The mighty gates fixed in that wall rarely open anymore. On the few occasions when the north gates do open to allow entrance to the occasional merchant caravan or especially daring traveler, they reveal a wide road, paved with great stone fl ags forming a smooth and level traveling surface striking due north for the hills. However, closer inspection reveals the signs of a lack of maintenance, and after a few miles the road deteriorates into little more than a wide dirt track, overgrown with weeds and with only the occasional stone paver visible in the hard soil. It obviously sees little travel and even less care. Few stand atop Bard’s Gate’s north wall and gaze out upon that hazy vista or care to think about what lies beyond those distant highlands. Fewer still are brave or foolish enough to make the journey in that direction. Bard’s Gate relies on its commerce from other roads in other directions and pays no mind to the north, for to the north, beyond the village of Taverlan and the distant purple hills and across many leagues, lies the reminder of one of the most tragic moments in the history of the civilized kingdoms. To those who even care to remember, the north gate leads only to bad memories or mournful legend. To the rest it leads to where only madmen would dare to go—the ruined city of Tsar and the great Desolation that surrounds it.


The cases when a nerfbat turns a "omgwtf crazy" ability into a "lol this sucks" ability are, for obvious reasons, more notorious and more commented in the forum.

But there have to be cases when the devs just found the perfect middle ground and turn a problematic ability into a balanced, fun and perfectly usable one.

I don't remember anyone at the moment they have to exist, Let list them.

The last thread like this was closed so lets focus on the positive.

2 people marked this as a favorite.

Basically as the title says. Lately i'm more interested in DM stuff than in player options (like classes or magic items)

By DM stuffs I'm talking about things like wilderness dressing by raging swan (I´m in love with Raging swan products and I plan to (eventually) buy all their compilatory books) or the excellent 101 Hazards and Disasters by rite publishing and I would like to know more products like those. I could also be interested in campaign settings books (if they are not too expensive, like the midgard books unfortunately are) and short adventures.

PS: It is important that the can be purchased in rpg now or the like

1 person marked this as a favorite.

1) Mentioning a succubus in every grapple thread.

I see a little box next to the names of the campaign I'm playing, it displays a chat when clicked, but the other people that play wit me can't see it.

The last build thread is filled with dozens of ready to use PCs made by fellow forum members.

To balance the universe, I will start to post monster with class levels. Everyone can post their own monster of course.
The rules are simple,
1- Use the monster advancement rules and compare your monster against the numbers of the monster creation guidelines ( bonus point if you can reach your CR numbers without using the big 4 items).

2- Give some general guidelines as to how to use the monster, his tactics and general behavior.

I'll start with a couple of ogres

=====CR 7======

The Lungcrusher brothers (Ogre Martial Artists 4):

CE Large humanoid (giant)
Init 0; Senses darkvision 60 ft., low-light vision; Perception +11
AC 20, touch 8, flat-footed 18 (+2 wis, 0 Dex, +1 armor, +5 natural, +1 dodge, -1 size)
hp 76 (8d8+40)
Fort +12, Ref +5, Will +7;
Speed 40 ft.
Melee MW large Longspear +14/+9 (2d6+10), or Unarmed strike +13/+8 (2d6+7), Or flurry of blows +12/+12/+7 (2d6+7)
Ranged javelin +4 (1d8+7)
Space 10 ft.Reach 10 ft.
Str 25, Dex 10, Con 18, Int 8, Wis 14, Cha 6;
Base Atk 6; CMB 14; CMD 27
Feats Ability focus (stunning fist), Toughness, Stunning fist (DC 17), Unarmed strike, Combat reflexes, Deflect arrows, Lunge, Dodge.
Skills Climb +9, Perception +11, Stealth +6, Survival +8, Intimidate +4
Languages Giant
Gear Bracer of armor +1, potions of cure light wound x4, Elixir of hiding x2, elixir of fire breath


Kog and Tbok
Ogre Martial Artist 4

CE Large humanoid (giant)
Init 0; Senses darkvision 60 ft., low-light vision; Perception +11
AC 19, touch 8, flat-footed 18 (+1 armor, +2 wis, 0 Dex, +5 natural, -1 size)
hp 76 (8d8+40)
Fort +12, Ref +5, Will +7;
Speed 40 ft.
Melee Unarmed strike +13/+8 (2d6+7), Or flurry of blows +12/+12/+7 (2d6+7)
Ranged javelin +4 (1d8+7)
Space 10 ft.Reach 10 ft.
Str 25, Dex 10, Con 18, Int 8, Wis 14, Cha 6;
Base Atk 6; CMB +14 (+19 grapple); CMD 27 (31 grapple)
Feats Toughness, Stunning fist (DC 15), Unarmed strike, Improved grapple, greater grapple, Ogre crush, Vestigial head x2.
Skills Climb +9, Perception +11, Stealth +6, Survival +8, Intimidate +4
Languages Giant
Gear Bracer of armor +1, potions of cure light wound x4, Elixir of hiding x2, quickrunner shirt.

The lungcrusher brothers prefer to stalk their prey in the night. They tag team to capture their victims alive , only killing if their preys proves to be too strong. They do that in order to torture them for as long as posible.

While the big number of possibilities the book's "not-that-detailed setting" style is much appreciated, an adventure would save time for those DMs that have not the time to make all the choices.

Fighters didn't get a direct revamp in PFU, the idea was that with a revision of skills and feat the fighter will get improved indirectly. So, for the ones that have the book the question is what is the status of fighters after the PFU?

Because I need to flesh out a settlement populated with goblins that try to emulate humans but without losing their goblin "culture" and I need some weird/cool ideas.

1. A rat farm, because they like ratburgers.


Turbulent waters and forbidding, trackless forests separate the Lonely Coast from the gaudy lights of civilisation. Pirates and slavers ply the storm‐tossed waters while goblins and other foul things creep through the gloom of the Tangled Wood that chokes the forgotten holds and sacred places of the Old People.
Deep within the forest, a narrow, rock‐choked defile piled deep with shadow cuts through a nameless range of rugged, tree
shrouded hills birthing dark, fearsome legends of terrifying monsters and glittering, doom‐laden treasures. 

A grey and cold Dawn greets you today. You are in the the small village of swallowfeld, the closest settlement to your ultimate destination, the priory of Cimer.

Few people go there, especially this time of year. But you all have heard about other travellers that want to go there too, and travelling alone is never a wise choice in a mostly untamed land like the Lonely coast.

So here you are, five people gathered by chance around a fire in the living hall of a small inn.

Hi. You can post here. I will do the campaign thread tomorrow.

In the frozen depths of winter, murderous winds mercilessly batter the crum bling Priory of Cymer. Within, trapped by their duty and the
heaped snowdrifts that render travel near impossible, the few remaining fai thful huddle together and tend the sacred places of their
forbears. With the weather worsening, nerves fray and tempers snap as the w ind howls its mournful dirge for the forgotten dead of a
fallen time. But the worst is yet to come. The ancient walls of the priory hides a murderous grudge that only blood can expunge, and as the storm reaches its savage height, terrible revenge is wrought amid the frigi d halls and faded glories of a bygone age


I'm planning to run retribution, a short adventure by Raging swan press. Retribution is a traditionally gothic (as in the "Castle of Ontranto" "Name of the Rose"-style) mystery where the Pcs discover themselves in the middle of some unsettling and ultimately dangerous events.

I'm looking for 4 players. Party composition and party balance is of no importance, you are not required to fill any role and the class you choose will have no impact in the recruitment. However, the adventure seem to have some difficult fights alongside heavy roleplaying, so whatever your class be sure to be able to participate in both (in some form of another)

Most of the adventure is sandbox in nature. Its feature some heavy roleplaying alongside some difficult and perhaps deadly battles. The full adventure is placed in a mini-setting designed by raging swan.

The Lonely Coast:
Turbulent waters and forbidding, trackless forests separate the
Lonely Coast from the gaudy lights of civilisation. Pirates and
slavers ply the storm‐tossed waters while goblins and other foul
things creep through the gloom of the Tangled Wood that chokes the forgotten holds and sacred places of the Old People.
Deep within the forest, a narrow, rock‐choked defile piled deep
with shadow cuts through a nameless range of rugged, tree‐
shrouded hills birthing dark, fearsome legends of terrifying
monsters and glittering, doom‐laden treasures. 

The adventure also feature a new god whose church will play a key role

LG god of Law, Order, Justice and the Sun
Epithets: The Justicar, the Shining Light, the Noble One
Symbol: The rising sun
Domains: Good, Law, Protection, Sun
Favoured Weapon: Longsword
Raiment: Voluminous, white cowled habits. Unless expecting
battle, clerics do not wear armour.
Teachings: The strong must protect the weak, for this is the
natural order. Those with great abilities or aptitudes must use
their gifts for the betterment of their fellows. The faithful must
be ever vigilant for evil’s rise, but must show mercy in dealing
with its tools.
Holy Texts: Darlen’s teachings are set down in the Scripture
of Law – a vast tome containing teaching, stories and lessons by
some of his prominent early followers. Divine Order and On
Darkness’ Rise are important early commentaries penned by
legendary high priests.

Character creation

In retributions your character will be traveling along a tree-fringed track on the way to the priory of Cymer, a holy site dedicated to Darlen. Your character will need a reason to go there, you can use the ones below or make one of your own.

Possible Hooks:

You could use the following to explain why your character is interested in visiting the priory Cymer. Different Pcs can have different reasons.

1. Injured: One (or more) of the PCs could be infected with a disease (or perhaps a virulent poison courses through their veins). Lacking the resources to deal with the problem themselves, they travel to the priory to seek aid.

2. Pilgrim: One of the PC is a devout follower of Darlen. He has come to the priory either to pray before the high altar or to gain Ruan’s spiritual guidance on some important matter. Because fell things sometimes creep out of the deep woods to prey on travellers, the rest of the PCs have accompanied their friend.

3. PC Specific Hooks: One or more of the PCs could have been
hired to perform a specific task at Cymer. 
- A clever thief (page 60) has recently stolen a set of earrings from Tryfena a local merchant of Swallowfeld
(for which she has offered a 100 gp reward). 
- Tahllian Liaiamne  is looking for his son a half‐elven warrior called
Malvenos. Tahllian is offering a reward of 100 gp if the PCs find him.
- The elder priest of the prior taught a PC’s parent long ago. The parent has despatched the PC with a gift for the aged curate.

Starting level: 1
Starting wealth: Average by class
Ability generation: 20 point buy
Alignment restrictions: Character as expected to try to help others, therefeor Evil characters are not appropriated for this campaign and will not be allowed.
Traits: 2 Traits
Races: Core
Classes: No gunslinger, No summoner, No ACG.
Rules/books Disallowed: Everything with technology, guns and the ACG. Everything else is allowed in principle (but I could have problems with specific options that are broken, too strong or just plain silly like sacred geometry)
Minor houserule: Sorcerers, Fighters, clerics and paladins get 4 skill points per level.

If you are interested, please create a character alias and include your character information in a stat block like this one. Also, include the following standard information in your profile:

1) Appearance
2) Personality and motivations
3) Background (optional)

The background is optional because I'm more interested in who your character is now and not in his past, so it is up to you.

What I want from the players

I would like you to be active and not just to hang along with the others waiting for me to present you the next encounter. An important part of the adventure is sanboxy in nature, the character will have the opportunity to choose where they want investigate, and if you choose to do nothing and ignore everything then the campaign will not be fun. I also would like you to (in character) interact a lot with your fellows Pcs.

I recommend you to read the following guides (if not for this one, they will help you for whatever other pbp campaign you are interested in) rld

A words on social Skills

I don't rely that much in the social skills to handle the social interaction. I will not say you have badwrongfun if you prefer the contrary approach, but if you are accustomed to solve social encounters just by rolling dices then this is probably a campaign you will not enjoy.

I'm trying to buy some pdfs with a credit card and it say the type of payment is not valid. I try using other person card and was able to do the purchase. My bank say everything is in order with my card, what could be the problem?

5 people marked this as a favorite.

We have combat, magic, NPcs and monster of the Inner sea, and soon we will have Races and monster codex of the inner sea. I wonder If there is hope to have someday those kind of book but for the Dragon Empires. How many people would want that?

1 person marked this as a favorite.

I recently read the Monster codex and I was shocked by how cool the book is. New monster, new feats, incredibly art and overall good to OK builds. I find myself liking this book much more than the NPC one and I would like to talk about some things about those books.

a) Letting aside the new mechanics and focusing only on the builds/examples, what would you consider is the more useful book? , I would say is the monster codex since we are (I assume) more familiar with the rules to create Pcs/Npcs than with the rules of adding levels to the monsters, so a monster codex book would save more time.

b) I find several for the builds in the NPC codex questionable at best. Like the CR 16 arbalester whose only trick is to shoot a crossbow for +27 (3d10+19 17-20/x2). Now, the monster codex also have weak builds, like the CR 15 Troll monarch with a pitiful low +6 to will, but I feel the NPC book suffer more from this. Enemies are supposed to be defeated by the PCs, but a lot of NPCs seems to be there for an easy loot (CR 15 mage slayer rogue seriously?).

c) Unfortunately, both books are filled with belt of str +x, headband of cha +y, cloak of resistance +z. It is incredibly repetitive and boring, but I understand the authors of the books, at some point the system just require them.

But in this case, I think the monster codex have the advantage. Make a gearless Troll slayer 5 vs a gearless human slayer 10 and the troll have the advantage.

"A monster with class levels always possesses treasure equal to an NPC of a level equal to the monster's final CR (as calculated in Step 3, below). To determine the value of this gear, use the value listed for a heroic NPC of that level, as listed in Table NPC Gear. Once a total GP value is determined, follow the rules for outfitting an NPC as outlined in that section. Gear should help a monster with class levels remain challenging and retain statistics close to those presented on Table: Monster Statistics by CR."

What if the monster have no extra wealth, what would be the guideline for the CR?

Is there a way to become them master of other people's golems (Specially if the original master is now dead)?

As the tittle say.

I would like that some of the aliases that I have created over time to not appear as an option in the "post as" list.

4 people marked this as a favorite.

I've been very lucky with the Mikazemas in the past, due to the generosity of fellow forum members I own some high quality products like Cerulean seas campaign setting, Varisia birthplace of legend and Obsidian Apocalypse among others.

So, to restore the balance I will give one of the following to the first three people that ask for them, (the catch if that is someone else have already asked for one of them the next person have to choose from the remaining.)

1) Psychological Combat
2) Encounter Pages III
3) Alternate Dungeons: Mystic Ruins

And the the first ten people that post can participate in the raffle for one of the following

1) Ultimate composition.
2) Ultimate Ethermagic
3) Retribution—Collector's Edition

I also would like that the happy winner compromise to write a review about their product.

Disclaimer : Between you choosing a product and me buying it it may pass some weeks, or not, not sure at the moment.

1) 101 ways to hook up with Desna.
2) 101 reasons why pathfinders are not just some random murderhobos.
3) 101 imaginative ways to nerf monks.
4) 101 ways to break up with a Calistrean high priestess.
5) 101 ways to make Iomedae blush.
6) 101 tricks for paladins to ignore the ambiguous morality of his party.
7) 101 new bad rogue talents.
8) 101 conspiracy theories of golarion.
9) 101 exotic food of golarion.
10) 101 possible explanations to why TOZ always know when someone mention him in the forum.
11) 101 ways to end Cosmos's reign of terror.
12) 101 advice to properly grapple a succubus.
13) 101 ways to bribe your DM.
14) 101 calistrian temple events.
15) 101 ways to encourage Mikaze to carry out this promise.

Mikaze wrote:
That does it, I'm taking on a self-imposed challenge to write a female monk vs. succubus fight scene tonight while staying on the high ground and have the succubus entirely in character and make it classy.

2 people marked this as a favorite.

For random stuff that you have favorite in the past for making you smile, laugh or you just agree with.

TOZ wrote:
Sarrah wrote:
I built a L11 rogue not too long ago that could do 300+ DPR.
Words are wind.

Lincon hills on stuff we see everyday on the forum:
Lincoln Hills wrote:

We all know 'em. Here, I'll lead off with a few - but please, try to keep them good-natured. Plenty of other threads where the claws come out.

1. "Your argument has convinced me. I see now that the position I took during my first post was in error. Although I am of course reluctant to seem weak by allowing your argument to change my opinions, your superior grasp of the rules - to say nothing of your courtesy and your masterful skill at debate - have swayed me. Thank you for helping me understand!"

2. "Since all situations regarding paladins require a fairly complete knowledge of your GM, your group, the in-game situation and even how late in the session the incident occurred, it would be presumptuous of me to apply general truisms to your particular situation."

4. "I'm worried that my anti-paladin has done too many lawful and good things. Please analyze the following situation..."

5. "Is it morally wrong to loot the dead? Because we're now sixth level, and I can't help noticing that I'm still using my starting gear."

MIkaze giving an example I agree with:
Mikaze wrote:

NPC: Why should I help you, when your very presence has brought us only pain and loss? Tomorrow I bury my only children, slain because of this curse your greed has unleashed upon our village. All after we welcomed you among us. Tell me, why should I offer you anything more than prayers for your own deaths?

Alexandros Satorum wrote:
I use diplomacy on him.
GM and other players: >:(

Thornborn with a nice poem:
Thornborn wrote:

When one grapples succubi, go right for the pin

No, do not linger in the clinch, it's not a fight you'll win
Don't kiss the supple demoness, as from you your strength drains
And grinning, she will sup her fill, and discard what remains

So, when you grapple succubi, try coming from behind
And, quickly, now, control the head, of beauty most unkind
And keep those luscious lips well clear, of all your flesh, my son
They're simply just too perilous, for all they seem like fun

"Rogues are uniquely good at UMD because everyone else is so good at having actual class features that they don't even need to bother putting ranks in UMD" - an actual argument people are making in Rogues' favor

Doobledug - The ukraine thingy:
'You just don't in the 21st Century behave in 19th Century fashion by invading another country on completely trumped-up pretext,' Mr Kerry told the CBS program Face the Nation."

[Laughs until he passes out]

What would be (if it exist) the closest thing to the highlanders?

you are bored of seeing superstition/beast totem over and over?

Several rage powers seems so lackluster like Spirit totem or hurling. Others that seems interesting have superstitous as prerequisite or can not be taken in the levels I would play the barbarian (4 to 8). The ones that give natural attacks seems strong enough, but does not really go witht he fluff of the PC.

The only one I'm finding interesting is lesser celestial totem, but I Hve no idea If tehre will be a healer int he party

So, what happend when you use a reach weapon to grapple a foe using hamatula strike?

Does the target get stuck at 10 ft away from you or does it get moved to an adjacent square?

If they become adjacent, can you make further grapple checks with the weapon taking into account you are making the combat maneuvers with a weapon that can not attack at 5ft?

Does the grappled conditions prevent the use of abilities like snake style or dervish dance?

@ Desmond

Hungry for adventures you travel to the frontiers of the kingdom to a place called Ambervale. In centuries past the vale was the site of a great battle, A immense monstruos horde was stoped by Human and dwarf army, or so the minstrels sing.

Since then the vale have offer resistance to colonization. Only recently have permanet settlements been founded. The biggest is called New Aldwall.

You enter New Aldwall in the afternoon of a summer day. You and others haveanswered to a call for adventurers.

It seems that you made a good choise, if you are looking for jobs that let you make a name this is the place. Cartels offering bounties abound, 200 gp for the anihilation of the Thundertusk clan in the north mountains, 5 gp for every zombie or squeleton destroyed in the whispering forest, and so on.

But the sunset aproach, what do you do?.

@ Sven

You have made good profit recently with the hunting of monster, The city of New Aldwall pays well. As the sunset aproach You find yourself finishing your watch when a sharp cry breaks the stillness of the forest. Not far from you, you see a female goblin is running as if her life depend on it.

Shar is a forgotten realms neutral evil deity of darkness, loss, night, secrets and lies. So, what coudl be the closest equivalent in golarion?


All hardcovers, 25 PB, 2 traits, character wills tart at level 2.

So, I'm thinking about an evil assassin that use bluff and disguise to make everyone believe he is a good guy and not a treat but that is efficient by killing others in melee (by surprise if posible). As you can see is not a very narrow concept since it does not need any particular class mechanics to do it.

So, what class would you recommend and why? (I'm open to multicalss too).

A book that details locations, Hooks, plots etc set in the planes?, I'm not finding much information in the PF books I have.

(Preferably in a PDF version)

2 people marked this as FAQ candidate.

I start with

- TWF requires two "hands" but not necessarily two hands (as you can loanword/unarmed strike)

- THF requires two hands and two "hands".

- A shield requires a hand but not a "hand" (as you can twf longsword/unarmed strike and still benefit from the AC bonus to AC)

- Vestigial arm give you a hand but not a "hand"

- When you are grappled you have one hand unavailable. Not clear if it is a hand, a "hand" or both.

- Lay on hands requires a hand but not a "hand".

- Spellcombat requires a free hand but not a "hand"

- Unclear if precise strike requires a free "hand" or not.

Aka, a 19th level pathfinder wizard with at least full WBL, how would you use PF rules to...

(a) Achieve inmortatlity?
(b) Conquer the river kindoms?
(c) Eventualy Conquer Golarion?

Disclaimer: This post was made with total Ignorance of relevant information in AP, single adnvetures or PF tales.

11 people marked this as FAQ candidate.

Spell Storing
Aura strong evocation; CL 12th; Weight —; Price +1 Bonus


This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift immediate action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it.

This came up in pbp campaing. I'm on hte opinion no touch attack roll is needed to deliver the spell, my players disagree.

have been there any definitely ruling on this?

Assuming you have played in games with dex to damage feats (Via paizo rules, 3pp or homebrewed), have you had problem with it?

Can the rider use ride-by-attack and the Mount use Overrun in the same movement?

4 people marked this as FAQ candidate. 14 people marked this as a favorite.

I understand that for backward compatibility reasons combat expertise is the prerequisites of several core feats, (whirlwind strike and improved trip as the most important examples) even if those feats have nothing to do with fighting defensively. Effectively CE is a feat tax that you are forced to take even if you do not plan to use it never ever.

That is bad enough. But why in the name of Calistria's honeyed thighs is that feat still used as prerequisites for combat feats that have nothing to do with fighting defensively?. Combat patrol, swift aid, snoutgrip, Disengaging Flourish, moonlight stalker, gang up, merciless beating, Merciless Beating, kobold style, Butterfly's Sting ...all Those feats have nothing to do with having a penalty to attack in order to have a bonus to AC, and the only feat in the game that make good synergy with it, stalwart, do not have CE as a prerequisite, it is crazy!.

But the feat that made me make this thread is slayer feint, a brand new feat in the ACG. How the heck is combat expertise related with being acrobatic?.

Combat expertise is a fun sponge, seriously, It sucks, it is an horrible feat tax, is the most awful and annoying feat tax in the game. "uh, is so fun to take this feat tax so 2 levels later I can start triping people!" - say no one, ever.

Please paizo, do not use combat expertise never ever again as a prerequisite for any feat.

Aparently with a primalist you can end with the same number of rage powers as a standard barbarian plus spellcasting. Do Primalist make the barbarian obsolete?

Do snake style negate all the damage from the single big punch from pummel strike?

1 person marked this as FAQ candidate.

Mounted Combat (Combat)
You are adept at guiding your mount through combat.

Prerequisite: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.


I'm inclined to say that you can not use the mounted combat feat if your mount is paralized (stunned or dazed) due to the descriptive text, not sure though.

This recently came up in a campaing. Among other things Knowledge(Arcana) covers "ancient mysteries", what exactly is that? what make it different from Knowledge(History)?

In case you want to read the story so far


- Sun xiao and Auron traveled to Riatavin a city of Thetyr for the funeral of Tandall. You meet there Danissa Ironsould and her husband *cough* Castien telendil *cough*

- You learned that Fivination failed to reveal what killed Tandall. Fughter, the clerics were unable to find Tandall's soulds and could not raise him from death.

- There is nothing really remarkable in Tandall´s body. There is no magical aura that indicates magic that kills without causing physical harm like Phantasmal killer. The cause of death is most likely the single sword injury he have in the chest.

There are, however, several lingering magical auras (mostly necromancy, the others are blurry) but you can not tell is the aura is because Tandall cast a spell, somebody else cast a spell upon him or the attempts to communicate with his soul and/or revivify him.

- Miranna the Watcher. came and told you that Tandall's soul was not in Helm (his deity) realm. Then she left with the promise of keep looking for answers.

- You foudn that Tandall was involved in a fighter with basically a nobody named Guld

A quick interrogation tould you this

Q: " How did you knew him" ; A: We drink togheter from time to time, the old man was poor but always have some money to spare in alcohol

(This is completely weird, He never drank too much, one of the most sacred tenets of the cruch of Helm is to be ever watchful)

Q: "why did you fight" ; A: That day he did not want to drink, he was like meditative, I get angry I insult him then I insult his daughter, big mistake for me, the man was crazy

Q: "Why do you say he was crazy" ; Well, because he was, he had nigtmares constantly, and when drunk he always talked of the "reality behind" and the "nightmares of the dead gods" or something, I do not know.

"I just take avantage when he was spending money in alcohol, He drank with wichever was avaliable at the moment, I swear I d not know who kill him, he was like a bull I know of noone that coudl have kill him"

- The interrogation was interrupted when the group noticed that a small cacodaemon was Spying you. Sun K.O it, but you were worried because cacodaemos eat souls. However, you could not tell for sure that the daemon ate Tandall's soul.


I'm not sure to understand the reasons to lock this thread

After the Paragon surge and known spell nerfs, I wonder if those FAQs were isolated changes of if they are part of a bigger plan to tone down some of the broken things caster have, like blood money or the dazing metamagic.

Anyone know something?

My DM will allow my 6th level NE sorceress to chance her arcane bond (Item) to arcane bond (familiar), And I want to take Improved familiar at level 7th.

I know about the wand user Familiar and all that, what I am looking is one that could serve as a bodyguard. You know, taking damage, protective and restorative abilities, and a bonus point if the familiar have an ability to hel her avoid/scape grapples.

1 to 50 of 212 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.