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Sovereign Dragon

Paladin of Baha-who?'s page

Pathfinder Society Member. 1,557 posts (5,831 including aliases). 1 review. 1 list. No wishlists. 8 Pathfinder Society characters. 13 aliases.


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A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.


Try as I might, I can't read "Holomog" without first saying "Homologue" in my head. However, an AP set there might change that!

Let's get the Mordant spire, Hermea, Jalmeray, and Ilizamagorti involved in some way!


Scott Betts wrote:
I think you're going a bit far with the insinuation that every white person, every male, or every Christian who is made uncomfortable by being told that they are personally and offensively racist is harboring subconscious fears of losing privileges they are not even conscious of enjoying.

Saying someone has white privilege is NOT the same as saying they are personally and offensively racist. We've gone around and around this on this thread and somehow people are still coming up with this strawman, that people who are saying "check your privilege" are actually saying "you're a racist m@#!%!#*@&%%". A statement that a person has racial privilege is NOT a statement that they are racist.

Quote:
I think there are plenty of people who are consciously afraid of those things. And there may be some who are subconsciously afraid of those things. But that every single white person, male, or Christian who objects to being accused of being part of the problem is subconsciously trying to avoid losing out is going a few steps too far.

Well, if a person is benefitting from the oppression of minorities, and isn't doing a thing to mitigate that, how is that not being part of the problem?

Quote:
I'm going to be blunt: You need white people on your side. You need men on your side. You need Christians on your side. No matter what major social shift you are trying to make happen, you need these people to be on your side. By all means, assign blame where it's due. But restrain yourself from becoming so zealous in your rhetoric that you end up causing those who are already on your side (to say nothing of those who aren't, but who could be) to question whether they want to be associated with that kind of fervor.

I'm actually white, as well, and of course I wasn't saying that everyone is harboring unconscious fears of those things. If I had meant that I would have said that. But I suppose someone had to come in with #Notallmen.

What a person is fearing when they are told they have privilege may not be the loss of a job, or of having their kids become atheists, but they're afraid of SOMETHING, even if it's just fear of being called racist, and this fear is what causes defensiveness.

I don't think I'm making the kind of sense I'm meaning to. I blame the cold meds. *Achoo!*


Charlie Bell wrote:
Phithis wrote:
Absolutely nothin'!
HUH say it again!

Good God, y'all!


Well what should we do, make up a whole new word? No word we choose that isn't made up from whole cloth will lack existing connotations. We're doomed to explain it every time we bring it up with someone who hasn't heard the usage before, regardless, until such time as the usage becomes common parlance.


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If we stop using the word 'privilege' and use a different word, then pretty soon THAT word will become the emotionally charged one that Caineach and those coming from the same position will be advising us not to use because it turns people off.

To hell with that. The reason people become uncomfortable with being told they bear a share of responsibility for a state of racial, gender, or similar inequality in society, insofar as they benefit from it in ways that minorities cannot, is because they are scared, subconsciously, that their privileges are going to be taken away. White people are scared of having more trouble getting jobs because they don't have a built in advantage over everyone else when being hired. Men are scared of having a harder time getting laid because they have to acquire enthusiastic consent before having sex with a woman. Christians are scared of having their children being taught that other religions, and nonreligiousness are the legal and logical equals of Christianity, because it may make it harder to keep their children in the faith when they know that there are other options.

These are not conscious fears, but they are one of the reasons why people get defensive and upset when you discuss their privileges.


Don't go with option 3 above, that's being a passive-aggressive dip.


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You could wield both longbows in one hand as improvised clubs. Otherwise, no.


A lot of minorities have a lot of pride in their communities and culture. Saying you "don't see race" may very well make them feel like you consider that to be meaningless.


The monk level equivalency enables the use of the monk's robe. However, when it gives the user the unarmed strike damage of a monk 5 levels higher, and the AC bonus of a monk 5 levels higher, it does exactly that -- it doesn't give the unarmed strike damage and AC bonus of a brawler 5 levels higher.

This matters because monk AC bonus increases faster than a brawler's, but also relies on wearing no armor. If the brawler with a monk's robe wears light armor, he only gets his brawler bonus, not the bonus of a monk 5 levels higher.


The brawler levels count as monk levels for items. So the monk robe would allow them to effectively stack for fast movement and unarmed strike damage only. This makes a monk robe very powerful for a brawler.


There's nothing that would allow them to stack.


Why is monk more monk?


What makes you think it would refrain from trying to take your soul if you died near it, unless you made it impossible though other means? Gratitude?


Make sure to include a level of monks for unarmed strike pelvic thrusts.


It's a campaign setting book, so there's gonna be that stuff in it. Easier to just include it rather than spending editing time rewriting everything.


"Affirmative, master!"


The silence spell doesn't have a target, it has an area effect. It is not clear if the fervor ability allows casting of such spells. I think it doesn't.


Beg or bribe the GM for a higher point buy?


The language of a particular entry on the additional resources page determines how it operates.

Some say "Everything in X except for A, B, and C." Others say "In Y, only L, M, N, and O, and P is only legal if you are of class Q."


There would need to be a specific rule that says you stop counting damage below 0 hp. There isn't, so you apply normal math. Incidentally, if you stop counting damage below 0 HP, that would mean that no living creature would ever die from HP damage, because living things die at a negative amount of HP equal to their Constitution score, not at 0.


Dwarven longhammers fall under the 'all weapons with dwarven in the name' clause of weapon familiarity. So, a dwarf with a level in any classes with martial proficiency, or they can take a martial weapon proficiency feat.


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He may have once been an agathion who drifted towards law, conceivably.


I've heard the Technology guide is being added to the PRD, which is unprecedented for campaign setting books, due to its importance in the Iron Gods AP. That won't happen until after Gencon, of course.


Bigdaddyjug wrote:
I believe the reason they are being removed is that campaign leadership feels they are imbalanced with the other races.

They never said anything about that. You can try to read between the lines and see it as that, but others may read between the lines differently.

The stated reason is just to shake things up and make changes, keep things from getting stale.


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You make it sound like a punishment, which may be how some might see it.


Making casters kind of useless, that's new. Unless you want to be a wizard who wears armor and swings a sword, you can do that now. But reshaping reality on a whim? They don't do that kind of thing anymore.


Inquisitors lack the aura class feature.


The Lich can't use its negative energy attack to hurt the mummy, I'm pretty sure. Just like you can't use Inflict Light Wounds to hurt an undead.


There's no way to do it by the rules except to either give her a magic item that does it, or grant her a special racial or personal ability -- either way, GM fiat.


Although the tier for the WWM is 2-3, it really shouldn't be attempted by a party of level-2 only, unless you've got like 6 people and good system mastery. As written, it is HARD. Richard Pett is well known as an author of 'meatgrinder' adventures.


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Doomed Hero wrote:
The NPC wrote:
Doomed Hero wrote:


Approaching Asmodeus from this perspective will help his motivations make sense. He knows what he wants. He is even willing to compromise to get it. Everything he does is carefully considered to advance his goals. If that means being nice, fine. If it means setting fire to a few orphanages, also fine.

The important thing to remember is that Asmodeus doesn't like to burn bridges. He likes to arrange things so that he's in the best position to negotiate later. That means whenever he wants something he starts with the nice ways first (asking, negotiating, trading), and then works toward the less nice ways (coercion, blackmail, threats, violence) until he gets what he wants.

He always gets what he wants.

This is why in my head he's voiced by Jonathon Frakes.

Oooh, good choice.

In my head it's the Riker Smile that sells it.

Does he step over the backs of chairs when he sits down, too?


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Just remember if you meet him to have some courtesy, have some sympathy, and some taste. (It won't help you -- if you meet him in person, you're f%##ed, so you might as well go out with some class.)


You could also have the succubus be a minion of a bigger, badder evil guy who arranges to have a limited wish or true resurrection cast to bring her back if she dies.


Is it a PFS character? Has that character been reported as Dead?


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I think what's really troubling you is the nature of his game. Woo hoo!


That is a perfectly reasonable house rule, Trekkie, but that's not how it goes in the actual rules. Nowhere in the book will you find a statement to the effect of "Typically player rolls trump NPC rolls".

The Nat 20 always hitting rule doesn't change what the actual result of the attack roll is. It doesn't make it infinite. If the numerical result of the Nat 20 is, say, a 31, and you roll a 32 in your parry attempt, even if that's not a natural 20, it blocks it, at least as far as I can tell from the rules.


You can take the option for the axe beak that allows you to keep the size medium and gain +2 Dex, +2 Con instead. Then you could continue to ride it.


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There's nothing like a cold woman on a warm night.

Eh, it depends on whether the attraction is because of their resemblance to a corpse, or despite it. Using some of the spells and items available in the game, such as gentle repose and unguent of revivification, intelligent undead who want to appear alive could maintain their bodies in a state of preservation almost identical to life.


If it said you die at -Wis instead of -Con, you couldn't affect it, but it says you can substitute your con with wis, which means that anything that affects con for that purpose now affects wis for that purpose instead.


No initial save. Bombs commonly have effects that on a direct hit have no save. The specific rules of this bomb supercede the general rules of catching on fire.


Page 7 as well. I'm going to guess he's an NPC in the story, since he's wearing a symbol of Brigh as a belt buckle.


That's why dedicated archers should carry some chakrams for backup, at least until they get the clustered shot feat.


@Mahtobedis: Tusked is a trait of the "get two of them at character creation" sense, in the Orc race category, not the "things that would make more sense if we called them racial features but we called them racial traits instead" sense. So, technically, you can take it with the adopted trait.

@Ciaran Barnes: it has been clarified that unarmed strikes are your entire body, not just your fists, regardless of whether one is a monk or not. For instance, this FAQ.


The only metamagic feat I can think of that would make any sense to apply to alchemist extracts would be the extend metamagic feat.


Yes, all that will work.


Scourge as a Slayer:
Master Scourge CR 3
XP 800
Human Slayer 4
NE Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 35 (4d10+8)
Fort +6, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork axe, boarding +8 (1d6+2/×3) and
. . masterwork whip +9 (1d3+2 nonlethal) and
. . punching dagger +7 (1d4+2/×3)
Ranged shortbow +7 (1d6/×3)
Special Attacks favored target, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Exotic Weapon Proficiency (whip), Iron Will, Weapon Finesse, Weapon Focus (whip)
Skills Acrobatics +7, Bluff +6, Climb +8, Intimidate +6, Perception +5, Profession (sailor) +8, Sense Motive +6, Sleight of Hand +6, Stealth +9, Survival +5, Swim +6
Languages Common
SQ slayer talents (finesse rogue, poison use), track +2
Combat Gear black adder venom (8), dark reaver powder, oil of taggit (8); Other Gear masterwork chain shirt, arrows (20), masterwork axe, boarding, masterwork whip, punching dagger, shortbow, ring of sustenance
--------------------
Special Abilities
--------------------
Favored Target (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Poison Use (Ex) You cannot accidently poison your self when applying poison to a weapon
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +2 Add the listed bonus to survival checks made to track.

Improvements: attack bonus is better, especially when he has time to study an opponent first. Poison use is better than bleeding attack (really not a useful power) since it fits with his preferred tactics. having more skills lets him be a bit more of a challenge to sneak by or fool.
Offsets: No trapfinding (I don't think that makes much difference), no disable device (ditto), fewer feats meaning initiative and intimidate is lower (this is significant, as lower init may mean no chance to go at all).


My players stop reading here! Spoilers below!

Has anyone tried rebuilding Plugg, Scourge, or any of the other characters of this AP using the ACG? Swashbuckler sounds like a perfect fit for Plugg, and Scourge just seems like a Slayer to me.

Among the allies, Cog might also work as a Slayer. Owlbear might conceivably be done as a brawler, if you wanted to make the fight with him much more difficult, or to balance it against the type of character who would be highly effective against him, e.g. a monk, another brawler, or a fighter with IUS. Conchobar could conceivably be an investigator, but I prefer him as a bard. Rosie could be a Skald, possibly, but I don't feel like changing her that much.

Plugg as a Swashbuckler:
Mister Plugg CR 4
XP 1,200
Human Swashbuckler 5
NE Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+1 armor, +3 Dex, +1 natural, +3 dodge)
hp 47 (5d10+15)
Fort +3, Ref +7, Will +2
Defensive Abilities charmed life
--------------------
Offense
--------------------
Speed 30 ft., deed: kip-up
Melee masterwork cat-o'-nine-tails +4 (1d4 nonlethal) and
. . tidewater cutlass +9 (1d6+2/15-20+5 Precision)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, panache
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—hydraulic push
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 14, Int 13, Wis 8, Cha 14
Base Atk +5; CMB +3 (+5 disarm); CMD 21 (23 vs. disarm, 21 vs. steal, 21 vs. sunder)
Feats Combat Expertise, Improved Disarm, Iron Will, Slashing Strike, Weapon Focus (cutlass)
Skills Acrobatics +7, Bluff +6, Climb +7, Intimidate +10, Knowledge (geography) +2, Knowledge (local) +5, Perception +5, Profession (sailor) +7, Sense Motive +7, Swim +7; Racial Modifiers deed: derring-do
Languages Common, Polyglot
SQ deed: dodging panache, deed: swashbuckler initiative, swashbuckler finesse
Other Gear tidewater cutlass, masterwork cat-o'-nine-tails, amulet of natural armor +1, bracers of armor +1
--------------------
Special Abilities
--------------------
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +5 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Strike (Cutlass) Treat chosen weapon as one-handed piercing weapon for abilities that require it.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as hav

Improvements: His reflex save, AC, and skills are better. He gets Panache and deeds which lets you use things like intimidate and parry/riposte and so forth which makes the fight more interesting. His crit range doubles, but only 1d6+2 will be doubled on a crit, so it's less deadly. Charmed Life will help against failed saves.

Offsets: Fort save lower, even with use of charmed life. Melee attack bonus slightly lower (could be offset by replacing a feat with WF: cutlass), attack bonus with cat significantly lower.


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If they take longer than the expected time, just come up with some excuse as to why the MP is still there, e.g. the repairs are taking longer than expected (and your friends are secretly sabotaging them).


as a GM I made sure they had splash weapons, and had Kroop give them some vermin repellant he'd saved for a long time. The repellant kept the swarms off them for the first day, after that they had leveled up and weren't in as much danger from them anymore.

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