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Ninjaxenomorph's page

FullStar Pathfinder Society GM. 689 posts (717 including aliases). No reviews. No lists. 1 wishlist. 11 Pathfinder Society characters.


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Shadow Lodge

Where would such a thread be located? And, if Moroi accidentally kill someone by feeding, they can create spawn, instead of new vamps. And it can be the same with the LotN vamps, if you use simplified feeding. Which I do, because I have an extreme distaste for the default rule.

Shadow Lodge

Prince of Knives wrote:
Ninjaxenomorph wrote:
What would a dev's opinion be on mixing the given vampire template and the traditional vampire template, with that representing 'pure' Moroi bloodlines? I've been made a fan of this book, but I've been a fan of how Paizo outlined vampires in Blood of the Night.
I wouldn't necessarily suggest it. The thing with the template in Lords of the Night is that its design wasn't because the base vampire was necessarily a bad vampire, but rather that its abilities and limitations were and are extremely problematic to use in the context of a group of player characters in a campaign. The changes to those advantages and limitations necessitated worlbuilding differences, differences which the existence of the base vampire template would make...difficult. Especially considering that the Moroi breed like rats.

I was going to use it in a setting I work on with others for a Vampire-ruled kingdom, which vampires of all varieties have flocked to. Moroi are the 'ruling class,' due to their numbers and spawn, and the vampire template in LotN are the enforcers and footsoldiers. A diluted bloodline they can create when making spawn.

Shadow Lodge

I'll second that. Looking it over, it seems to me to be a mini-cleric with a few abilities from other classes. I don't get what the Blessed and Cursed +1/-1 means in the class advancement table, I can't find any reference to something like that.

Shadow Lodge

Don't forget Gloves of Elvenkind for a concentration-boosting item. You also get a ton of psychic spells of your choice; yes, its a little bit of a step down the rung, but by no means is it unplayable. And, to be fair, the only thing stopping you from using armor is proficiency.

Shadow Lodge

What would a dev's opinion be on mixing the given vampire template and the traditional vampire template, with that representing 'pure' Moroi bloodlines? I've been made a fan of this book, but I've been a fan of how Paizo outlined vampires in Blood of the Night.

Shadow Lodge

There is a shield style, three feats that essentially grant you the good parts of a Tower Shield Fighter (nullifies the penalty, add shield to touch AC), with some other goodies (by the end you can set up the shield as an immediate action, and also provide total cover to an adjacent ally). It's called Mobile Bulwark style. It requires Shield Focus to get, though; you wouldn't be able to pick up the first feat until 3rd level if you're a human.

Shadow Lodge

Picked this up because I wanted some expanded airship rules, was definitely not disappointed!

Shadow Lodge

So, I'm a fan of the fantasy archetype of the armored mage, complete with sword and shield. Naturally I'm a fan of the magus, but I find the Skirnir archetype... lacking. I was mulling over options from the Armor Master's Handbook, and was looking at Shielded Mage; not incredibly useful for magus, not as much as Unhindering Shield, but a lot more fun in my opinion. If I want to play a shielded magus, I want an actual shield, not a metal dinner plate strapped to my forearm. I know the benefits are virtually the same, but still...

I was thinking, though, when looking at shields. A quickdraw shield, combined with the Quick Draw feat, can be donned or put away as a free action. Now, could a magus (or any other mage), when casting a spell, simply put the shield away before casting and put it on after casting? Well, that's not the question, of course it's possible to do that, but would they get the shield bonus back? If we follow the buckler's example, no... But bucklers remain on your arm as you're doing something else; from a more meta perspective, they use language specific to bucklers, and I don't see rules consituting what using a hand for limits you to in combat. Now I could go either way on this, but whichever way seems to have sway, it could still be useful to use this tactic, since you could pick up Shielded Mage to be be able to cast spells with a shield anyway, provided you don't need a free hand for something like Spell Combat or one of the Dex-to-damage feats.

Shadow Lodge

Manly-man teapot wrote:
Urtar Mythstone wrote:
Is it possible for a Magus to use his Spellstrike to deliver a melee attack and spell but also use spell combat at the same time to cast another spell
A helpful tip for understanding the Magus is that Spellstrike is not an action.

It's whenever you could take an attack. AoO, standard action, full attack, whenever. You're just changing how you deliver your touch spell.

Shadow Lodge

Yes. Painful stare is not a secondary effect, or else it would be bundled in with Hypnotic Stare!

Shadow Lodge

If the rock is a creature, yes. But normally rocks are not creatures. So no.

Shadow Lodge

If you target it! Just because something is immune doesn't mean the mesmerist can't stare at it! It won't take the penalty, yes, but it's still the target. It just won't take the (mind-affecting) penalty.

Shadow Lodge

Nocte ex Mortis wrote:
It's a logical flow: Hypnotic Stare is a mind-affecting effect. Painful Stare only works on things that Hypnotic Stare is capable of effecting. Some things are immune to mind-affecting effects, ergo, Painful Stare doesn't work on them, as they aren't valid targets for Hypnotic Stare.

No, it doesn't! It says nowhere that painful stare only works on things that hypnotic stare is capable of affecting! Nowhere!

Shadow Lodge

Occult Adventures wrote:
Hypnotic Stare (Su): A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.

Thing is, I don't see in there any language that says things about whether targets are valid or not.

Shadow Lodge

captain yesterday wrote:

Take the psychic inception bold stare at 3rd level.

Problem solved. :-)

No, because if you actually read my post, you would know I'm talking about the vexing daredevil. Which doesn't get bold stares.

Shadow Lodge

Tell me where in the rules it says that. Give me a quote.

Shadow Lodge

It says nowhere that it only affects a target affected by Hypnotic Stare, it only says that it affects the target of your hypnotic stare. You can still stare at targets immune to mind-affecting.

Shadow Lodge

That doesn't answer the question, though; if it is mind affecting, mesmerists cannot use Painful Stare against those immune to mind-affecting effects unless they have Bold Stare... locking out the archetype that actually focuses on using Painful Stare themselves. If it is NOT mind-affecting, but rather a result of the Mesmerist asserting his will (as it is implied to be), it can be used against creatures immune to mind-affecting effects regardless of having Psychic Inception.

Occult Adventures wrote:
Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

The mesmerist's Painful Stare is not stated to be mind-affecting. It is stated to be an effect that results from a creature being a TARGET of a mesmerist's painful stare, nothing about being actually effected by it. If someone uses an unarmed strike to deliver a touch spell but doesn't penetrate the DR, it doesn't mean the spell isn't delivered.

Shadow Lodge

1 person marked this as FAQ candidate.

Came up during a PFS game. Painful Stare does not specify it is mind-affecting, only that it affects the target the hypnotic stare. 'Target' being the operative word I'm hanging on; if not, vexing daredevils are utterly useless against creatures immune to mind-affecting. A mesmerist can make something the target of its stare even if it's immune, which is what I am saying.

Shadow Lodge

Answers: I will, yes, they're supposed to be awkward, and they'd also make good rogues or alchemists. Or investigators. Yes, they get bonuses to magic, but so do elves. I was considering giving them SLAs based on their form, but went with shifting magic instead.

Shadow Lodge

Don't have much time to do a fluff writeup, but basically, I had an idea for a campaign setting I'm working on with others, that of a quadruped (an idea someone had suggested) tiny (same guy a few weeks later suggested a tiny race) race. A visual description is a bit difficult at this point, but describing them as having both traits of canine, feline, and especially mustelids.

Jolethi Characters

Ability Score Racial Traits: Jolethi are not strong in frame, but are nimble in both mind and body. They gain +4 Dexterity, +2 Intelligence, and -4 Strength.
Size: Jolethi are Tiny creatures, though they can change their size to Small at will (see Wild Change below). They gain a +2 size bonus to AC, -2 size penalty to their CMB and CMD, and a +8 size bonus on stealth checks.
Type: Jolethi are fey.
Base Speed: Jolethi have a base speed of 20 feet.
Low Light Vision: Jolethi can see twice as humans in conditions of dim light.
Wild Change: As a standard action, a jolethi can transform into a large version of themselves , and back again. Their size becomes Small, their speed changes to 40 feet, and any gear they are carrying also changes size, though if dropped it reverts to its normal size. In Small form, they gain a +2 size bonus to their Strength, and a -2 size penalty to their Dexterity. This is a supernatural ability.
Bite: Jolethi possess a bite attack that deals 1d3 points of damage in their Tiny form, 1d4 in their Small form.
Forest Runners:[/b] Jolethi always count Acrobatics and Survival as class skills.
Shifting Magic: Jolethi have an innate connection to transmutation magic. When Tiny, when casting spells of the transmutation school on creatures other than themselves, their caster level recieves a +2 bonus. When Small, this bonus instead applies to spells cast on themselves.
Quadruped: Jolethi are quadrupedal creatures. They must use unusual armor, and cannot use magic items intended for humanoids in many cases, at the GM’s discretion. Their forepaws are prehensile, however, allowing wielding of objects. A jolethi carrying something one-handed treats normal terrain as difficult terrain, and difficult terrain as impassible. A jolethi using both its hands treats all terrain as impassible.
Languages: Jolethi begin play knowing Common and Sylvan. Joltehi with high Intelligence can choose from the following: Centaur, Draconic, Elven, Gnoll, Gnome, Halfling, and Harpy.

Any feedback/suggestions? Considering changing the creature type to magical beast, but fey has precedent in being a PF race type, plus its less powerful (don't want this race to get darkvision).

Shadow Lodge

Will the PDF be available in a 'lite' version for mobile viewing?

Shadow Lodge

I mentioned that, but seem to have forgotten the actual name. Hosteling can only carry a companion the same size as you, or one size larger if heavy armor or a tower shield. This companion is huge, so I would need to buy either large-sized armor or a large-sized tower shield... or buy a Huge buckler and have that enchanted.

Shadow Lodge

In PFS my samurai just reached level 10, taking his first level of Mammoth Rider. I've been preparing for this for a while so I'm familiar with some options, but I haven't been as up to date as I could be. I'm looking for a way to make the mount relatively relevant in as many situations as possible; I know the spell Carry Companion could handle it easily, but I don't currently have the book, and was looking to see if there was other options available. I could buy and enchant a large-sized tower shield, which I guess is slightly more portable than a huge-sized giant cat, but not very. Another option is Pup Shape, but I think that's more trouble than it's worth.

Any other options besides buying a want of Carry Companion? If that's the only option I'm fine with it, but I'd like to know of any other options out there.

Shadow Lodge

I was reading over Reborn Samsaran today, and I noticed their bit about their Reborn Magic... doesn't follow the rules for Psychic Magic universal monster ability. Theirs is keyed off of charisma, which while annoying in that the race doesn't get a bonus to it, isn't too bad. BUT, in the Psychic Magic monster rule, it says it uses Int OR Cha, whichever is higher. But hey, specific rule trumps general rule... even if it specifically says 'as per Psychic Magic', with no exceptions qualified. Another thing: Using Psychic Magic qualifies the user to use occult skill unlocks. The Reborn Samsaran says that if they are not capable of using the skill unlocks, they recieve psychic sensitivity as a bonus feat instead of psychic virtuoso. But they're always capable of using the unlocks. Because they have Psychic Magic by default, unless you are trading it out somehow via alternate racial traits, which do not exist. Granted, it does cover a base for future alternate racial traits, so I can see why that would be included.

All in all, I think this race is an example of poor editing; if anyone were to play the race in one of my games, I would allow their psychic magic to use Int or Cha, whichever is higher.

Shadow Lodge

The Mesmerizing Feint feats eliminate that need... sorta. Vexing Mesmerist also get pretty much all the important feint feats you need.

Shadow Lodge

Looks good! I would have been more inclined to give them a penalty to strength instead of constitution, though. In my homebrew there are several races with a similar niche, but I never thought about burrowing though. Any reason why Aquan one of the language choices? I would consider throwing in some sort of monster language in to balance it out.

Shadow Lodge

Thanks! I just updated it. Draconic Scion is supposed to just make them vulnerable to dragon-related effects, such as favored enemy and bane weapons. I'd also stretch it to allow them to be identified with Knowledge (Arcana) and be hit in the same way aligned dragons are by anti/paladins. I also made some feats for them, several based off the kobold dragon feats, and one kinda patching a hole I noticed in the world:

Draconic Aspect (Solarborn)
You possess some of the qualities of your solar dragon ancestors.
Prerequisites: Solarborn
Benefit: Your Fire Resistance increases to Fire Resistance 10, and you gain a +1 natural armor bonus.

Draconic Breath (Solarborn)
You possess draconic defenses and a draconic breath weapon.
Prerequisites: Draconic Aspect, Solarborn
Benefit: You gain a +2 bonus against sleep and paralysis effects. You can use your breath weapon an additional time per day, and the breath weapon inflicts half damage on a successful save.
Special: Solarborn sorcerers or bloodragers with either the Draconic bloodline may use their Charisma modifier instead of their Constitution to determine the DC of this breath weapon.

Draconic Glide (Solarborn)
You possess draconic defenses and wings that allow you to glide.
Prerequisites: Draconic Aspect, Solarborn
Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall.

Draconic Paragon (Solarborn)
You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve.
Prerequisites: Draconic Aspect, Draconic Breath, Draconic Glide, character level 10th, Solarborn
Benefit: You gain an additional +2 bonus against sleep and paralysis effects. If you possess the Draconic Breath feat, you can use your breath weapon three times per day and your breath weapon damage increases to 4d6 points of fire damage damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 30 feet (Poor maneuverability).

Lunar Affinity
You do not share your kin’s affinity for the sun, instead seeing more akin to the moon.
Prerequisites: Solarborn with the Lunarborn racial trait, or lycanthrope (see special)
Benefit: You gain DR/silver equal to half your character level.
Special: If you ever contract lycanthropy, you instead do not take a charisma penalty from being a lycanthrope, and you retain your DR from this feat while in humanoid form. Lycanthropes can take this feat without needing to be a Solarborn; they gain DR/silver equal to half their character level when in humanoid form, and do not take the charisma penalty from the lycanthrope template.

Shadow Lodge

1 person marked this as a favorite.

For a homebrew setting I've been working on with a few friends, I wanted some feedback that didn't come from our little echo chamber.

Solarborn

The solarborn are a diurnal species not native to Coria. Despite their monstrous appearance, they get along well with others, and have an eye for spotting talent, utilizing it to cover their weaknesses.

Physical Description: Solarborn are a tall draconic race, on average reaching heights of seven feet. They have pointed snouts, tails, digitigrade legs, wing fins on their forearms, and their hide is hewed from red to orange. They have small spines that run the length of their back, with the longest at their heads. They tend to wear only as much clothing is strictly necessary, both for utility and to show off their bodies. They age similarly to half-elves, reaching ages of 150 years on average. However, solarborn remain fertile until venerable age.

Society and Relations: The Solarborn currently on Coria are the descendants of half of the crew of a vast Terra-ship, a spacecraft designed with technology and magic to resemble a small planet; the Solarborn populated the surface, while their Noctite partners inhabited the inside of the ship. When the Barrier went up, the ship crashed on Coria. They number relatively few and having somewhat forgotten their ancestors, they wander the surface looking for something to sate their desires. They are tolerated by most races, but have friendly relations with Noctites when the races meet, having been partners. Since the habitation of the two races is in itself incompatible, they have never disagreed on territory, and thus work well together. Their aging and fertility leads young solarborn to not worry about settling down until they start to feel age clawing at them; still, solarborn family groups are a rare thing, not often exceeding four to five members. For names, they have an unusual tradition of having a given name, and then earning their ‘title’ themselves. For example, Kaoros, One Who Rides Griffons.

Alignment: Because they see themselves as descendants of Solar Dragons, they tend to veer towards Chaotic, taking what they want, or else pursuing other passions. Solarborn are almost always passionate, and tend to eschew Neutral alignments. Some hardliners hold themselves more orderly than others, imitating their Solar Dragon forbears, and are Lawful Neutral. Those few solarborn that hold themselves to a higher code, taking the custody and sanctity of all life into account, tend to be greatly respected by other solarborn, even if they do not agree with them.

Adventuring: Most Solarborn have been an adventurer at some point in their past, and tend to gravitate towards classes that benefit them. This means there are few scholarly Solarborn, but quite many bloodragers, fighters, bards, skalds, and sorcerers. They in particular have an affinity towards a variation of the Draconic bloodline. Many solarborn seek out adventuring to earn a better name-title.

Male Names: Kriishnavos, Kaoros, Norriban, Sorroon
Female Names: Haphizara, Malii, Kaori, Zepheema

Solarborn Characters

Ability Score Racial Traits: Solarborn are physically gifted and quite charismatic, but rely heavily on the advancements of others. Solarborn characters have +2 Strength, +2 Charisma, and -2 Intelligence.

Type: Solarborn are Monstrous Humanoids, and thus have darvision out to 60 feet.

Size: Solarborn are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Solarborn have a base speed of 30ft.

Fire Resistance: Solarborn possess fire resistance 5 as a result of their ties to the sun.

Breath Weapon: Solarborn are capable of a powerful breath weapon. Once per day as a standard action Solarborn can make a supernatural breath attack that deals 2d6 fire damage in a 20-foot line. The DC for this ability is 10 + ½ the Solarborn’s level + the Solarborn’s Constitution modifier. A successful reflex save negates the damage.

Vestigial Wings: Solarborn possess fins similar to wings on their arms, granting them a +4 racial bonus to flight as these aid the character.

Prehensile Tail: Solarborn’s tails are flexible enough to carry objects, and can retrieve small, stowed objects carried on their person as a swift action.

Solar Healing: As a swift action, a solarborn can call upon its solar dragon heritage, gaining fast healing 1 for 1 minute. This fast healing only works in bright light, such as sunlight. This ability can be used a number of times per day equal to ½ the solarborn’s character level (minumum 1).

Light Dependant: Solarborn take 1d4 points of Constitution damage each day they go without exposure to sunlight.

Dragonic Scion: Solarborn retain a modicum of their creators’ essence. For effects related to race they count as both monstrous humanoids and dragons for effects related to race (with the exception of the draconic disciple prestige class). They also gain a +1 bonus on charisma checks when communicating in Draconic. This bonus does not apply against other Solarborn.

Languages: Solarborn start with Common and Draconic, and Solarborn with high Intelligence may learn any languages they want (with the exception of secret languages).

Alternate Racial Traits

Eye for Talent: Solarborn have great intuition for hidden potential, and some are very adept at judging other's potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This trait replaces Prehensile Tail and Vestigial Wings.

Solar Blood: These Solarborn are more in touch with their raconic heritage. Solarborn Sorcerers and Bloodragers with the Draconic Bloodline count their Charisma as 2 points higher for all Sorcerer and Bloodrager class abilities. They may also use Solar Dragons as options for their Draconic Bloodline (Type: Solar, Energy type Fire, Breath Shape 60ft Line) and in the Form of the Dragon spell (60ft line of fire, Resist Fire 20, No Breath). This trait replaces Fire Resistance and Breath Weapon.

Lunarborn: Not getting enough warm light of the sun in their eggs has done strange things to these solarborn, beginning with hatching during nocturnal hours. Lunarborn crawl out of their egg with silvery-white scales, as opposed to solarborn’s standard golden-orange. They lack their kin’s dependence on sunlight, their ability to rapidly heal wounds, and several of their draconic abilities, but they gain strange new abilities, and their minds are much colder, more calculating than normal Solarborn. Their ability score modifiers are +2 Str, +2 Int, -2 Cha. Their fire resistance changes to cold resistance. In addition, they gain Psychic Magic: 5 PE- detect psychic significance (0 PE), mind thrust I (1 PE), mindlink (1 PE), mental barrier I (2 PE). This modifies the solarborn’s ability score modifiers and Fire Resistance, and replaces Solar Healing, Breath Weapon, and Light Dependant.

Edit: cleaned up the formatting

Shadow Lodge

Several aspects of the Skinwalker race were revised for Inner Sea Races. Some big ones were that they no longer have a limited number of charges per day, their languages were qualified, the Scaleheart's fluff and ability modifiers were changes, the Ragebred's ability score modifiers were changed, and the Nightskulk's distraction ability was nerfed.

Now the only change I have issue with is the Scaleheart changes (in BotM they were said to be coldhearted schemers with a hierarchy enforced by fear, in ISR they are just another brutish race and they are said to hail from the Sodden Lands and the Shackles rather than Mwangi rivers and Thuvia). In my campaign I have several of skinwalkers as PCs; should I treat this as an errata as a whole, or take it as an update with the exception of the racial modifiers, and do what PFS did and make it treat them as alternate racial qualities?

Shadow Lodge

There's really four sections for housing in the city. 1) Old Laqueta, which is small and populated by the upper class (who don't have their own private airships and docks), the Manifold, which is the wood and steel rigging holding the entire city together (biggest section), the Shell, the near-vertical outside of the old city which is where flight-capable races live (harpies, made into a player race in this setting, are a fairly large minority in the city, about 5000 strong), and the carrier-towns, where the really low-class live. Those support at least a third of the population on their own.

Funny you mention feather fall, since minor magic items are a major industry in New Laqueta. Specifically, there is at least one sweatshop that churns out talismans of beneficial winds, a normally 50-gold piece item that is an expendable feather fall item. Richer families go for the greater one that is 1/day, or even spring for snapleafs.

Shadow Lodge

Actually, I'm pretty sure it's just Goods that need to be changed. Perhaps changing them so that they are more valuable overall; doubling both their purchased and earned price, which would make them more effective. Using that logic, we could also bump up Influence, which works in favor of what ai wanted, a vast uncaring city that is hard to affect. They still work the same, just are more costly investments, also slightly devaluing labor and magic (two resources which are common as you mentioned for the former, surprisingly attainable for the latter).

Shadow Lodge

Actually, I've been thinking that the downtime system first needs to be 'unlocked' to be used at all, and it only works in one area. Second, that purchased Capital is 1.5 times more expensive, three times the earned cost.

Shadow Lodge

They are, and they are things I have considered. All said, tripling the cost of living amounts and food prices seems fair enough. What I'm more interested in, though, is how to handle the downtime system. Do I make it harder to get capital, or do I inflate the costs of things on a case-by-case basis?

Shadow Lodge

The city does move, and is in fact a hub of airship trade. Food is mostly imported through a bidding process from settlements around the world to determine the flight path. I am very aware of the crime as well, and the various gangs will feature heavily into the early campaign. Water isn't really a problem because of magical measures, but food is a highly motivating resource. As for the city's reception, I mentioned bidding; the ship is generally banned from traveling too close to civilization, due to a superweapon built into the city.

You can generally assume I have acknowledged aspects of the flying city; what I really need help with is figuring out how to deal with costs of things in the city.

Shadow Lodge

So I'm gearing up for an urban campaign. The setting is a flying metropolis, New Laqueta, cobbled together from various flying debris and structures: a flying city a la Laputa, a Cloud Castle, many derelict airships, several helicarriers... Pretty much a 40K space hulk, but in the sky. And colonized.

I've figured the city has a population of around 30,000, and is fairly densely packed. So much so that I have been considering inflating the cost of living values and/or the capital system from the Downtime system. Simply put, I want players to struggle early game to get a foothold in the city; as they start making a name for themselves and accomplishing greater and greater things, it will get easier.

Anyone have any advice or guidance?

Shadow Lodge

1 person marked this as FAQ candidate.

The Necromantic Servant focus power seems to be a nifty little ability, but I have several questions on how it works. The text at the beginning does not state a range; combining it with what it does, I would have to assume it actually animates a corpse already interred. However, nearly everything else suggests you are creating/summoning the servant, from the duplication ability to limited features (only human skellies/zombies).

Shadow Lodge

I wasn't looking at it like that, that's good to know, and thank you for the clarification!

Do you have plans to ever release a guide that has extra options for the Dracomancer and Dragonrider, such as omitted creatures like Rift and Spire Drakes, and the new dragons that will be present in Bestiary 5? As a side note, a Dragonrider class that gave the rider the ability to travel with Outer Dragons to space would be amazing.

Shadow Lodge

Also, forgot to mention this, but the Frost Drake doesn't have an associated bonus spell list to refer to.

Shadow Lodge

I was a fan of the Dragonrider, but was disappointed that some of my favorite dragons were not in use... and now they are! After taking a look at it, I'm definitely a fan of this class. Just one question: the dracomancer's companion only gives bonus spells up to 6th level (which are the only ones able to be cast), correct? Then why are some, such as the lava drake's Ash subdomain, only granting spells above 6th level?

Shadow Lodge

I've seen a lot of arguments both for and against this; on one hand, Unchained makes no mention of alignments in the Barbarian VMC. On the other hand, some have said that it is taking from the barbarian class, and lawful barbarians cannot rage. Which view is right?

Shadow Lodge

I'm disappointed that the errata doesn't cover the Savage Technologist's rage bonuses issue. It's an easy enough house rule fix, but still disappointed.

Shadow Lodge

Well, more like hit with two claw attacks and hope the victim fails a fortitude save...

Shadow Lodge

Didn't actually think of that. Yoinking gear like that would be pretty powerful, though...

Shadow Lodge

I like the Ecorche. Really nasty undead. That rips your skin off and wears it. But, I have a question about its signature ability:

Bestiary 3 wrote:
Seize Skin (Su) Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.

My question is that, after that ability is used, is the victim still wearing their gear (like that tablecloth trick where you pull it out from under the stuff on top without moving it), or are they truly stripped naked of anything above their muscles?

RAW, I believe only the skin is taken. It is a supernatural ability, after all. RAI, and by my ruling if a I was running, the victim would drops their gear. Or more accurately, the Ecorche would shake out the skin like a blanket.

Shadow Lodge

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I've always liked the idea of a character that focused on Called Shots. I figured that attacks such as the gunslinger's Dead Shot, that allow the user to make a full-attack action that counts as just one attack, is the best way to do that.

In comes Pummeling Style. You resolve all your attacks, and they all count as one attack. And on top of that, if you have one crit, your entire attack crits! Combining that with the Greater Called Shot feat, which allows you to substitute any attack for a called shot. So, combining Pummeling Style with Greater Called Shot, as I see it, allows you to have your big attack be one big called shot, with all the damage and several chances to possibly crit as a full attack.

So, this build for a brawler (the best class I can see to accomplish this, with more feats to play around with than a monk) has several issues that would need to be addressed. If they were to Called Shot every turn, they are taking penalties on their attacks, from -2 to -10, and hoping for a crit. I can see them taking another critical feat, since Critical Focus (and the Anatomist trait) is something that would benefit the build, and Improved Critical shouldn't even be mentioned its so necessary.

Does anyone have any other recommendations for this? Helping the critical problem, or a consistent way of heavily improving the character's attack bonus?

Shadow Lodge

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I. Love. Undercasting. It's a great mechanic, wish we could see it backported.

Shadow Lodge

Helvellyn wrote:
It sounds a bit much for a trait which as others have said are less character defining. With a bit of rewriting it could be a story feat, perhaps with the Gunsmithing and ability to speak common as the reward part upon completion?

Didn't think of that; it could also provide some sort of bonus/penalty for the more fantastical things on Golarion. I'll get on that.

Shadow Lodge

It would make sense if it was another dimension or reality or something, but Golarion and Earth are literally different planets. An enterprising explorer could visit between them.

Shadow Lodge

Well, since in Rasputin Must Die!, the soldiers speak Russian, appropriately. I know its a fantasy setting, but it would make no logical sense if a language on a completely different world was a dialect of another language.

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