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By that argument, since alcohol is a poison, all paladins must be teetotalers.
Pizza guy: Pizza delivery!
Attractive single female customer: Oh dear, I'm out of cash! Well, perhaps we can come up with another way to pay, if you know what I mean?
Pizza guy: ...
Attractive single female customer: Can you take a check?
Pizza guy: I usually don't but I'll make an exception. Thanks, enjoy your pizza!
Heh, Bugs is clearly a Bard with the Trickster Mythic path...
I'm going to give my completely non-official, unrelated to anyone associated with Paizo, opinion on this, just because I can.
Lord Twitchiopolis wrote:
Well, we're clearly in the realm of house rules to begin with, since as Crystal notes upthread, the reincarnate spell doesn't normally change gender. If this were a PC, I would only do this if the player wanted to, and I would ask the player how they wanted to play the character. If they wanted, I'd be happy to roll percentile dice to randomize it, in keeping with the spirit of the reincarnate spell. It's certainly the case that one's biology has a strong effect on how you view your gender and one's sexual attraction to other people. If it were an NPC, I'd decide what story I wanted to tell, and make a decision based on that.
Is the elf now transexual?
The usual term would be simply 'trans' as 'transsexual' has fallen out of favor. That would depend. It is entirely plausible to imagine that the structure of the brain that influences gender identity matches the body that brain now appears in. So the soul may now find itself feeling feminine instead of masculine. If so, she would not be trans, as her body would match her gender identity.
On the other hand, it may be that the soul retains the gender identity it had previously, in which case he would be a trans man.
Does the elf become sexually attracted to men (as they were heterosexual originally and now are a woman).
See above. It depends on whether you think the seat of sexual orientation is in the brain or the soul.
This happens in real life, actually. People in a truely loving marriage sometimes come to realize that they are trans and undergo transition. Their spouses, previously ostensibly straight in an opposite-sex marriage, now are faced with the choice of divorce and abandoning the person they love, or attempting to come to see the person of the same gender as themselves as an object of love and/or sexual attraction. There are women who married people who they thought were, and who thought themselves to be, straight or bi men. These women may never thought of themselves as anything other than straight. But then their spouses came out as trans women, and in some cases their wives stayed with them, supported them through transition, and came to see themselves as bi (or straight with a single important exception) women in a lesbian relationship. I would not be surprised if in some of these cases, the woman found herself still loving her spouse, but not sexually attracted to her, and then made an arrangement enabling them to pursue sexual partners outside of the marriage while remaining married.
So, again, it depends on what the player wants to play, if a PC, or what story you want to tell, if an NPC.
How do the Gods themselves view such transitions?
Absolutely depends on the god, of course.
Does Asmodeus view women who shift into men with the same favor he views men (as per shedding your female weakness)?
I don't think Asmodeus really sees females as weakness. He just uses sexism as a tool when useful to oppress mortals.
Does Urgathoa potentially transform a shifted man into a Daughter (a rite reserved for her favored priestesses) upon death?
If the person identifies as a woman, I think Urgathoa would see her soul as female.
Does Erastil approve of individuals who shift so that they can raise a family (such as if one of two same-sex lovers shifts so that they can have children together (which I can totally see two gnomes who fell in love with eachother's minds doing)).
I have to disagree with Crystal here. The relevant point is So they can raise a family. Erastil will approve of many different things if that's the purpose.
Does Lamashtu encourage members to become female so that they can give birth to her offspring?
Absolutely. She's also into magically-mediated male pregnancy, because she's a freaky-scary demon goddess of fertility.
Shardra, the dwarf iconic shaman uses alchemical mixtures instead, similar to real-life HRT.
Are there transexuals who shift sex, only to find themselves still ill-at-ease in the body they inhabit?
Probably -- there are people in real life who identify as bigender, agender, third gender, etc. who may have identified as trans before finding out more about their identity.
If a particular society has a problem with homosexual relationships, do they have a problem with gender-shifting as a work around?
Probably -- and even if they don't, there's still the goal of providing heirs, which is very important to feudal societies.
By the way, my apologies to Crystal and any other trans folk involved in this if I have inadvertantly gotten some aspect of real-world trans experience wrong. I know a lot of trans people but I am not trans myself, so there you go.
Well, they've had slavery for centuries. That suggests the concept of consent has been at least a little bit iffy for quite a while.
It would very much depend on the specific culture. Some misogynistic cultures in history held that women were for children, men were for love. The only reason for marriage was children and inheritance and joining families, and true affection was only possible between equals, which meant between men. This could be sexual or non-sexual depending on the particular proclivities of the individual men. This is one possible attitude for a male-dominated culture to have that doesn't exclude homosexuality. In such a situation, female homosexuality might be benignly ignored, except that a woman was expected to marry a man and have children regardless of who she would prefer to be with, whether that preference was for a woman or for another man.
Other misogynistic cultures crack down heavily on homosexuality as a part of controlling sexual expression.
Content note: gender-targeted violence:
In specific examples, I would suspect Kostchtchie is not the type of patron to allow benign attitudes of any type towards women. In societies that worship him, I expect women are in a constant state of terror, afraid to anger their male overlords in any way lest they be violently punished. Since it's not possible to do away with women in a mortal society, or that society will die, it would probably hold as the ideal relationship model the kind of domestic abuse that we see as horror stories on the news.
The other major misogynistic viewpoint would be Hell and Asmodeus. I suspect that Hell would regard homosexuality with much greater approval, as long as one of the pair was dominant over the other. A coupling of equals would be opposed. In addition, the nature of homosexual relationships would be favored by Hell because it would oppose the fertility of the Abyss and its aspect of the divine feminine. Since homosexuality in its essence cannot produce children*, Hell would favor such relationships, just as it appears to favor BDSM relationships which can (doesn't always) decouple sexuality from fertility entirely in favor of interactions that eschew intercourse, as well as supporting the hierarchy and domination ideals of Hell. There are more positive portrayals of BDSM in the setting as well, of course, such as those associated with Calistria, which is much more intensely focused on consent, much like real-world BDSM culture. However, I doubt that the practitioners in Cheliax and Nidal have ever heard of Safe, Sane and Consensual, or even Risk-Aware Consensual Kink, and would probably look at you funny if you tried to explain it.
(*This is a generality, of course, with specific exceptions that don't override the overall nature of it. Obviously a coupling between, say, trans man and a cis man is still a homosexual relationship, even though the possibility for pregnancy exists. In a universe where there are magical forces behind the concepts of masculinity, femininity, fertility, etc. these exceptional cases exist and are not in contradiction to the overall situation, but rather represent the messy, complicated areas where these fields overlap. My use of essential language is not intended to marginalize the real-world people who have relationships that are special and unusual. Our real world has no magical forces of femininity and masculinity, after all.)
There's absolutely no reason to think that feather fall affects horizontal momentum or motion at all. It only discusses affecting your vertical motion. So the guy jumping from a crow's nest and activating feather fall lands on the deck unless something happens, such as the ship turning abruptly, or a gust of wind blowing him away.
That was Grand Moff Tarkin, Adam. He outranked Vader, so if Vader were thinking, "This is going too far," his adherence to lawful evil meant that he couldn't do anything about it.
That said, I agree with you that Vader was perfectly OK with systematic slaughter. After all, he killed the jedi kids. Anyone who can cold-bloodedly walk into a room of children and slaughter them mercilessly is way past the moral event horizon, to the point where I'm pissed off he got to come back as a force ghost and get forgiven by Luke.
Most hexes are supernatural. A few are spell-like, but I don't think most of those are combat offensive type hexes. Supernatural abilities ignore spell resistance entirely. They also have no arcane spell failure chance, as they aren't arcane spells. Grappling doesn't stop hexes, but you do generally need line of sight, although some hexes bypass this.
Scarred Witch Doctor is a Con-based caster, mostly, but is Orc only. Some permissive GMs will allow a half-orc to take the class.
The feats it requires are too many to make it worth it unless you want those feats anyway. The abyssal bloodline is better anyway since the touch of rage isn't useful as a meleer unless you take an obscure campaign trait (Opportunistic Gambler from Second Darkness). Claws can be useful if you're unarmed.
I disagree. Druids have plenty of ways of boosting their attack: Magic Fang along with the totemic transformation ability that gives them claw and bite attacks, bull's strength, wild shape into a form that boosts strength, Shillelagh on a club or staff, and one can purchase an amulet of mighty fists that enhances all natural weapons at the price of two magic enhancements. They also can summon creatures to flank with them, or order their ACs into flanking position. I personally would go with Power attack at level 3 if you're planning to do lots of melee, and use the bonus feat for something like Feather Steps which would let you charge over one square of difficult terrain.
Int 7 could also be reflective of an antipathy to book learning. A lot of athletes are very brainy, it's just that they've put all their brain training into the parts of their brain that control their limbs, body movement, proprioception, hand-eye coordination, visual reasoning (i.e. if I want to catch that ball, I need to move this fast and in that direction and put my hand out now), and so on. Physical intelligence, rather than intellectual, is not stupidity.
An int 7, high wisdom character could be well-spoken and articulate, but also aware of his limitations. When an intellectual subject comes up, he politely bows out of the conversation. Ask him about fighting styles or body-building techniques, though, and he'll talk your ear off.
If you're holding the weapon already when you cast it, it doesn't discharge, but drawing the weapon or picking it up off the ground will discharge it onto the weapon, possibly damaging it.
You can't deliver the spell through the weapon unless you have spellstrike, possibly through the Magus VMC in Unchained. You can deliver it by making a touch attack, for which the Combat chapter of the CRB does not list a requirement that your hand be unoccupied. You would appear to be able to touch your opponent with a finger while holding the scabbard and deliver the spell, which would be considered an armed attack and would not provoke an attack of opportunity. Alternatively you could use an unarmed strike or a natural weapon if you have one. Using an unarmed strike in this way would provoke unless you have Improved Unarmed Strike.
Misfortune works at lower levels, and cackle extends it. Healing hex works, although it's a bit limited. Prehensile hair can be used to deliver spells at range. Fortune and Ward are useful to buff party members to help them destroy undead. If the undead in question uses weapons, like a skeletal champion, peacebond can keep the weapons from being drawn. Soothsayer is a good hex to make the most use of Misfortune. At higher levels, Retribution will work to return some damage to creatures that are hurting your party, and can be used to get past pesky DR.
I don't think Carrion Crown gets to 18th level, but if you add on additional adventures beyond the AP, it could be useful to take the Lay to Rest grand hex, which is specifically for Undead.
Some gods care about their worshippers, some don't. Nearly all of the Good gods do. A lot of the CN gods don't, but grant spells through a sort of reflexive expression of the divine power they possess. Many of the Evil gods pretend to, but really don't. Many of the Evil gods do, but not in the way you'd think. (Lamashtu really really cares about her worshippers... becoming incubators for her monsters.)
That's a good point Kalindlara. IIRC, the baseline is that elves that have heard of drow mostly don't believe in them and that non-elves have never even heard of them and so don't have an opinion. Yet there are drow and half-drow options in a wide variety of books.
You'll find that the drow and half-drow options are pretty much entirely in setting-neutral books like the Advanced Race Guide and monster books like the Bestiaries and the Monster Codex (which is also setting-neutral, of course). They're for people who want to play games in homebrew settings with drow that are more common, people who want to adapt other settings like Forgotten Realms but with PFRPG rules, and people who want to be the One Good Drow who Escaped From The Pit and Totally Isn't Drizzt I Promise. (I kid, I kid. There's nothing wrong with playing the one good, or neutral, drow in a setting like Golarion. In some ways it's easier than a setting where people know -- and hate -- drow, since people will be confused, possibly scared, possibly curious, about the weird dark-skinned elf, but probably won't kill him on sight.)
I don't have the book, but I've read the parts that have gotten put up on d20pfsrd.com, and the many discussions of it in these forums. So, take this as you will.
As I understand it, Variant multiclassing never actually gives you levels in that class, so you can't take feats that require levels in that class, and you can't use spell trigger items unless the particular VMC features give you spells (as far as I know, not having read the book, none do). If VMC gives you a particular class feature, you can take feats and use items that require those features.
Now, this is how the rules are in the book, since this is a rules forum. So phrases like "I rule that" aren't appropriate unless there's actually ambiguity in the written rules. To my knowledge, there isn't. Of course, the whole point of Unchained is to mix things up and do what you want with house-rules. However, that's not a subject for the rules forum, but more the general discussion or suggestions/houserules/homebrew forums.
OK then... I was confused as to where the confusion was coming from. You don't get an extra attack using TWF, that's made clear in the FAQ, but there isn't anything stopping you from using one iterative attack with a two-handed weapon, and the next iterative attack with an unarmed strike, without letting go of the two-handed weapon. Monks can do this in a flurry with any combination of weapons and unarmed strikes, disregarding the TWF rules.
I think that logic and skepticism have different results when you're in a universe where souls, magic, an afterlife, other realms of existence, and god-like beings verifiably exist. The principles remain the same, though.
Some Golarion atheists are skepical about, not the existence of 'Gods' but whether those verifiably-existant beings are worthy of the worship of mortals. (Others are atheist for other reasons than skepticism -- just like in the real world.)
Dennis Baker wrote:
Again, we're not talking about real-world atheists, for whom your statement is generally true. In the campaign setting, atheists do not generally disbelieve in souls or the afterlife. Many people have suggested that in-setting atheism might be better described as misotheism or dystheism, because it involves antipathy, or at least apathy, towards the beings worshiped as gods by most mortals. Many of them regard these beings as simply very powerful outsiders, not worthy of worship.
Dennis Baker wrote:
In general atheists don't believe in souls... so wouldn't their soul just fade to dust?
We're not talking real-world atheists -- who do not universally disbelieve in souls, anyway -- but atheists in the pathfinder campaign setting, who are generally people who decline to worship a deity, while acknowledging the existence of the beings others worship as gods. In any case, in the setting, souls are verifiably real things, as physically real as an electric field. Using magic and/or technology, one can study them, manipulate them, capture them, and possibly even create them.
The fleshcrafts you can use with this feat are not listed in either the D20pfsrd.com site, or the archives of nethys site, probably because they're considered outside the scope of what the OGL allows one to republish. If you're committed to using this, you may want to purchase that AP, or find a used copy to buy somewhere, or ask your gaming buddies to see if anyone has a copy of that AP. Well, look at that, seems that there's a sale going on for older AP volumes:AP#16
It's important for someone in the party to be good at Diplomacy, Intimidate, and Bluff. This character is often referred to as the party face. Sometimes these skills are split between different characters. Does your party have anyone with these skills? If not, your idea would likely be helpful. Inquisitors usually are good at intimidate as well. It might be worth it for another character to work on bluff. Unless your GM is ignoring that part of the AP, the second book is where you'll begin wanting to build up your Infamy, which means basically your reputation as pirates, for which social skill checks are essential.
Make sure to take the Wizard and Alchemist's books and be really reticient about giving them back.
Give Scourge a ring of Sustenance and have him constantly patrolling the ship at night, making skullduggery more difficult.
Make the wand of Bless weapon in the ship's stores a wand of CLW instead. The former just doesn't make any sense, from either a doylist or a watsonian point of view -- in game terms, it's nearly useless as the chances of a paladin being on board are nearly 0, and in story terms it makes very little sense -- how many paladins take Craft Wand, and how many of those wands are going to end up on ships the Wormwood could plunder? A wand of CLW, even one of limited charges, is very useful if they manage to pick it up before they leave the Wormwood. If they don't, have Quinn buy it and have it in her locker after she's abducted, and if they don't think of it, one of the NPCs might suggest looking in her locker for anything useful.
I have an alternative system for the RUm rations (and drugs and alcohol generally) since one of the groups I've been taking through this adventure are interested in being boozing, drug-using, hedonistic pirates.
I never liked that description of alignment either. I suppose in the early days of the game it worked to introduce the concept, but these days it's a tired cliche. A Chaotic Evil character might be just as likely to insist on raising the dead in that situation, since he might consider the CN and NE characters to be his allies, and also to attempt to allay suspicion about his motives by the others. He's also unlikely to attempt to throw his weight around by demanding a larger share just because, unless he knows he has the upper hand, which against six other characters, even if they're wounded, he probably doesn't. Evil doesn't necessarily mean stupid.
Technically, they can't, because they have no caster level. Which is stupid and not really the intent of the rules, but there you go. If you are the GM, I would encourage you to create a custom Alchemist Discovery for your player that gives them Brew Fleshcrafting Poison as a bonus feat, with a prerequisite of Alchemist Level 10. If you are a player, I would recommend you reference this FAQ for the GM and point out to him that as written, Alchemists cannot take Craft Wondrous Item and therefore cannot create elixirs, universal solvents, sovereign glue, etc.; and also cannot take Craft Construct, and so cannot create alchemical golems, which seems bizarre. Numerous published adventures, including adventure paths and modules, include Alchemists with construct minions who they appear to have created, such as:
Carrion Crown and Wardens of the Reborn Forge
Here is also a link from James Jacobs, the original designer of the Alchemist Class, saying alchemists should be able to take the feats, substituting extracts for spells as appropriate.
Now, there is the option of going Master Craftsman, for Craft Wondrous and Arms and Armor, but it wouldn't allow Fleshcrafting. So in either case, the GM would need to do some houseruling, either just to allow the Alchemist to take the feat outright, or to allow Master Craftsman to enable the Fleshcrafting feat.
Well, the preview feature lets you see the results of dice before you post. You can see that you've gotten the number that lets you add another die, then put in another die, and an OOC comment that notes you are doing this. We frequently do this for criticals. Preview an attack roll, notice that it's a threat, add a confirmation roll to the post, preview again, and if it confirms or looks like it may confirm, add additional damage as appropriate.
A naive, literal reading of the rules might suggest that it does, since the rules don't actually come right out and say that negative energy never harms undead unless otherwise specificed. There is a FAQ that states that undead are healed by negative energy and harmed by positive energy, in the context of explaining how negative energy affinity works, but that doesn't quite spell it out. However, it's pretty clear that the spirit of the rules regarding undead and positive/negative energy is that positive energy heals the living and harms undead (unless a particular effect disallows one of those two, such as the spell Disrupt Undead which only describes an effect on undead specifically) and negative energy harms the living and heals undead, except for effects like the umbral dragon's breath, which specifically says it does not heal undead.
Rogues were the perfect class for arcane strike -- almost none of their class features rely on swift actions. (Ninjas are another story.)
Wasn't there a way in some previous editions of D&D where rogues could get arcane spell slots -- not just spell-like abilities but honest-to-goodness spell slots, albeit way less than a magic user or bard would get?
N N 959 wrote:
This can be used in games, too. If the players go for the Jack Bauer method, the GM can either make stuff up, or ask some leading questions about what the players are looking for, so he can have the victim of torture confirm their suspicions.
I'd also give anyone from a class or character background that specializes in effective interrogation the in-character knowledge that torture tends to elicit false confessions, and suggest that they could find another way to do this.
Different races might react differently to torture vs. interrogation, as well.