Out of sheer boaredom and a little prodding from a friend, I've decided to categorize all of the known alignment-based outsider groups in one spot.
And here they all are:
Demodand – Hideous creations and servitors of the titans
Demon – Endless hoard native to the Abyss that exist only to destroy
Qlippoth – Former rulers of the Abyss, exiled to the fringes, nearly extinct
EIGHTEEN GROUPS! Many of which are SO similar as to essentially be the same.
Do you think there are too many groups? Do you think that many are simply unnecessary? Why or why not?
I am playing a female half-elf paladin of the Eagle's Watch in our Wrath of the Righteous adventure path, and I really, really want to get the O-yoroi since it mechanically fits my character perfectly.
However, my paladin isn't at all Eastern and her current portrait doesn't match up at all. What's more, I just can't envision her in O-yoroi armor.
However, I am not at all above reflavoring the armor to something similar. I've even done it with past characters, turning kikko armor into the European equivalent (brigandine).
With O-yoroi though, I can't think of how I might change the flavor. Does anyone know of a real armor that is not mentioned in the game already and that is roughly equivalent to O-yoroi, but more closely resembles a suit of European armor?
Hoping to get a brainstorm of concepts.
Relevant rules text:
A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Does the above text mean that my 3rd level paladin with the fatigue mercy can remove the condition caused by one of the above maladies for 1 hour, but is unable to remove the malady itself until she gets the relevant mercy?
For example, could the above paladin remove the ability damage from a character (the condition) for 1 hour, but is unable to remove the actual disease that caused it (the malady) unless she had access to the disease mercy?
It certainly reads that way, but I wanted to confirm with the boards before progressing further down the path of paladinhood.
I've noticed in the last few months that many of me fellow players strongly disapprove of the way I pick my characters' classes. You see, when one of my friends announces a new game, I quickly determine what levels it is expected to run through.
If it is a low level game that is unlikely to see high levels, I will generally play a martial character, since they tend to perform better than sorcerers and wizards at such levels and are unlikely to leave me with nothing to contribute with but a crossbow after the first encounter (which just isn't fun for me). However, if it starts in the mid- to high-levels, then I will most likely play a spellcaster, as they are far more versatile and allow me to really let loose with my creative, world-altering thinking.
If the game starts at low levels, then plays through high levels, then I will begin play with a martial choice, with the expectation that he likely won't survive through to high levels and will then be replaced with a spellcaster (note though that I don't actively try to get such a character killed, our games are just REALLY rough).
I do this because, after years of gaming, I know what is fun for me. Martials at high levels feel stale, since they can only really kill things (and generally possess one or two good methods of doing so). Spellcasters at low levels often feel lackluster during the first encounter, and are nearly useless for the rest of the adventuring day due to their low number of spell slots.
But for my friends, it's just another form of metagaming, and is frowned upon. What's more, any time that one of my martials DOES die halfway through a game's campaign (fairly rare, as I'm a pretty clever player) I can't make a spellcaster without people all but accusing me that I "let him die on purpose." (Which I have NEVER done with ANY character.)
So is this somehow bad/wrong/fun? How might I assure my friends that I am not deliberately killing off my martial characters in favor of spellcasters?
Whatever advice you can offer is most welcome.
Relevant rage rule:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Does this mean that you can't cast spells at all? Or just that you can't maintain spells that require ongoing concentration (such as major image)?
I'm asking because a friend of mine is making a metal oracle/urban barbarian. I suspect he won't be able to cast his spells while in a controlled rage, but I want to make certain before letting him in on the bad news.
We just played a long two-day session of Wrath of the Righteous, taking our characters from level 1 to 3.
The bloodrager rocked our enemies over and over and over again with his 18 Strength (22 when bloodraging), Weapon Focus: greatsword feat, masterwork greatsword, and bloodrage. He would basically charge and put down an enemy every round.
It was glorious.
Can't wait to see what he's like once he gets spells.
Is it possible to inflict multiple doses of poison simultaneously with a single attack? I know you can't normally put extra doses on your sword, but what if you had an Imp familiar, with a naturally poisonous sting on its tail. Could you apply a mundane dose of injury poison to his tail? Could you then also cast poison (a touch spell) and have your familiar deliver it via a tail sting, thereby potentially hitting your foe with three different sources of poison simultaneously?
Increasing the power of multiple revelations with ifrit oracle favored class bonus, and other questions
Ifrit Oracle (Favored Class Bonus): Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Does it check the "one revelation" each time you take it, or for all levels?
Take a 20th-level ifrit oracle, for example: Could he have a +4 bonus to one revelation, +4 to another, and +2 to a third; or is he limited to +10 in only one?
What about a human fighter, able to add his favored class bonus to two combat maneuvers? Can he choose two different combat maneuvers every level? Or do they always have to be the same two?
Plenty of the favored class options are ambiguous in this way. Hoping to get it cleared up for myself and others.
I'm starting this thread to brainstorm and uncover all of the different ways that the Bestiary IV can help you, the player character.
Anything and everything that can benefit a PC should be mentioned and discussed here.
I want to determine how a ring of telekinesis was priced, so that I can better calculate the worth of a "greater ring of telekinesis" with CL 15th.
Anyone have any ideas how it was done?
I'm guessing it should be 125,000gp. The standard ring of telekinesis should cost 81,000gp according to the item creation formula guidelines. It would appear that the developers thought that, that was too high, so they lowered it to 75,000gp, or about 92.6% of the expected value.
If I were to apply the same reduction to my improved ring of telekinesis (calculated out at 135,000gp) I end up with 125,010gp.
Does that sound appropriate/logical to you?
Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.
The above statement seems pretty all encompassing. Can a creature with regeneration be killed by an attack-form that doesn't deal hit point damage (such as disintegrate, a death effect, or energy drain) despite its regeneration ability?
My elf diviner, Corral Styne, bound her deceased husband's soul into her ring of telekinesis (making it intelligent), allowing the two of them to be together forever.
The best use for any arcane bonded item, I find, is to make it an intelligent item capable of taking its own actions. The above-mentioned "ring of memory" for example, can make use of its telekinesis ability EVERY round in addition to Corral's normal allotted actions. Totally beats a familiar with a wand (and is effectively an item familiar). Why would anyone trouble themselves with a wand familiar when the item bond is clearly superior?
What do you think?
Can someone please help me better understand what Spirit Jars actually do?
I've read the entry, like five times, and I'm still having difficulty finding how it might be useful.
Insofar as I can tell, it's like having three magic jar focuses simultaneously, but I fail to see what good that does a caster unless somebody starts shattering them (leaving the caster with backup options).
Does it allow me to keep someone perpetually jar'd in some way? Does it allow me to store my physical body (turning it into a spirit and placing it into one of the jars) for safe keeping?
I just don't quite get it.
This has been asked in various forms over the years without answer, so this thread is primarily for FAQing.
At what point are you not considered "you?"
Say I cast magic jar or shadow projection and leave my body. For the purposes of targeting with spells and other effects, what is considered to be "me?"
Is my unconscious body "me" and thus all my personal-range, "You-target" spells remain with it? Or is my disembodied spirit considered "me" and all my ongoing spells follow? Are both aspects of "me" are still "me" and I get to choose which spells remain and which follow?
Are any spells dispelled or otherwise altered in the transition?
My spy character carries a number of dangerous "trap items" on his person, should he ever be captured. Things like fake spell scrolls covered in explosive runes.
One such item happens to be a fake potion vile filled with green slime. What happens, mechanically speaking, should someone unwittingly drink the stuff? It's not exactly a 5-foot patch, but I can't think of a more vulnerable place to put the stuff either.
What do you think?
When pinning a target, are they still considered grappled? Or is pinned an upgraded version of grapple, and the grapple condition no longer applies? If the former, do the penalties from each condition stack?
One could easily interpret that you don't LOSE the grappled condition, insomuch as you GAIN the pinned condition. I'm looking to find out if this is true.
So if you have the grappled AND pinned conditions, do the penalties stack as I've shown below?
The only 'unstackables' are the -2's, -4 Dexterity, and the caster spellcasting denial.
(Thanks to Weaponbreaker, for coming up with the original concept.)
I've just finished working on a 10th-level sorcerer spy that I was hoping to get some help tweaking. Specifically, to make him the best damn spy sorcerer he can be (but also maintain being able to carry his weight as an adventurer).
What might I have overlooked? What is out there that could make him even better?
Additional Character Information:
Skill Ranks (50) Bluff 10, Diplomacy 10, Disguise 10, Knowledge (religion) 10, Spellcraft 10; Favored Class Bonuses (sorcerer) 10 skill ranks
Bluff Skill Modifier Breakdown
Diplomacy Skill Modifier Breakdown
Disguise Skill Modifier Breakdown
* non-stacking competence bonuses and/or incompatible magic item slot
Couple of recent threads got me thinking about save progression, and what good numbers would be at which levels.
For me specifically, I've made a 10th-level sorcerer/spy with +10/+8/+10 for his saves, which strikes me as a little low.
But not having thought too hard about it before, I'm beginning to realize that I don't know what a good target number would be. I've always either let them slide a bit, or shot for the stars.
How do you create a new alias? I have a PbP game which I want to make one for.
I've made them in the past, but now I can't seem to find any readily available "create new alias" links or buttons anywhere.
EDIT: Is there a limit on how many aliases you can have? I'm currently at 5, two of which aren't really used anymore and two of which I don't recall creating myself.
If I were to stat out MitD, I would probably begin by slapping some fearsome, child-like monster with a umbral bestow curse spell. The curse could be made into something innocuous with no mechanical effect (like making the monster more hideous perhaps). That way, the creature will radiate darkness out to 10-feet forever. Give ita big pink umbrella, and you're golden!
For FAQing and discussion.
If a monster swallows you whole it is clear that you are considered grappled and (generally) need to cut yourself out, but are the creature's innards considered to have total concealment against your attacks made to escape, thereby forcing a 50% miss chance?
I imagine most creature's don't have glowing organs to light your way.
I wanted to create a thread where people can show off their custom character portraits, be they unique illustrations, Photoshopped images, or cosplay photographs. There's only one rule here: It must be a unique image, not one simply pulled from an online art gallery or screen shot from some video game. For Photoshopped images, showing the original alongside the modified version is encouraged.
It is my hope that people will use this thread as inspiration for their own character ideas, or even make use of the portraits in their own games. (If you don't want people nabbing your picture though, I suggest stating say so in your post, protecting it with a watermark or something similar, or simply not post it here).
This was a ranger/assassin portrait that I decided to piece together just for fun from a variety of Pathfinder pictures. There's no character behind it yet, but there soon will be.
Why is it that when I make a great character concept, or creative rules interpretation, some people say I am bending, distorting, and stretching the rules to get what I want; but when the game developers do the exact same thing to make interesting characters, monsters, and encounters for their adventure modules, no one bats an eye, or even congratulates them on their sheer awesomeness?
Take Angol Ceredir, for example. If I proposed the idea of an intelligent shield guardian amulet capable of controlling its respective golem, a GM or fellow board member might accuse me of trying to "game the system" in order to get a sentient golem, being cheesy, or even a game-breaking munchkin not deserving of a "proper" gaming group (or some similar negative classification).
But when the GM or a game developer does it, it's considered a positive: imaginative story telling, character building, or encounter building and what not.
Where does one draw the line? Why the double standard?
Specifically, mindless undead.
If fleeing from a zombie, you run through an open door, closing it behind you, does the zombie know enough about doors to open it?
If you knock a zombie down, does it know that it can stand up, or does it just crawl after you like...well...a mindless idiot.
If I were to bury several zombies underground, could I have them rise and attack my enemies with a predetermined signal? Could they even remember a predetermined signal? (I think yes, as it is little different from commanding them to wait around and kill creatures entering the area.)
Just how far does "being mindless" get you? What exactly are a mindless creatures limits? What are their capabilities, however limited?
FICTIONAL SPECULATION FOR PROMOTION OF DISCUSSION
There was a player who had a necromancer character. Said character was NG, and did goodly deeds far and wide as goodly heroes are aught to do. However, due to repeated castings of animate dead, the player's GM forced an alignment change to N, then to NE. This was despite the fact that the player's necromancer never did anything evil outside of casting a few questionable spells.
Later on in the same campaign, the player character become mythic, and the necromancer picks up the mythic path ability BEYOND MORALITY, essentially stripping her of alignment and allowing her to cast whatever spells she wanted without repercussion.
During this time period, the player acted as though NG (as she always had). However, the day came when the player characters lost their mythic powers.
The player wrote NG back onto her character sheet, because that's what she always was. Through mythic powers and adventures, she had been redeemed and was given a new chance.
However, the GM didn't think so, and forced the player to write in NE instead, even though the player hadn't cast animate dead or other evil spells in a long time. The way the GM saw it, being mythic and being beyond morality doesn't have any effect on one's original alignment.
Now the player and the GM are at odds. How might this situation be resolved? Who is closer to being "right" if indeed there is a right? Is the player being a petulant child, or is the GM an overbearing lout?
I've seen this occur over and over again within the area effect rules. How is one expected to handle emanations (and similar area effects keyed to/centered on you) that are smaller than you and/or your space?
Take a ancient wyrm red dragon for example. He casts antimagic field. Is he the only one effected? He's bigger than the whole field! Perhaps only his stomach is effected?
Last night my GM pitted my 20th-level, tier 8 fighter champion against a mythic red wyrm in a one-on-one, one-shot playtest. We generated quite a few questions from it, which we would like to propose to you rules-savvy rules lawyers in the hopes of getting some answers/guidance/clarification.
I started the encounter by drinking potions of fly and enlarge person.
The dragon took to the air and closed just enough distance to use his LINGERING breath weapon, setting me on fire and leaving me standing in a 1-foot deep pool of lava, surrounded by an ongoing cone of hellish flame.
So I took to the air myself and activated my animated heavy shield, while also using Absorb Blow to soak up some of the lava damage and to raise my DR and fire resistance.
The dragon then cast antimagic field and moved adjacent to me.
Care to guess where most of our questions are going to stem from?
GM ruled that the antimagic field extended 10-feet from the colossal dragon, even though the spell technically says 10-foot radius, centered on the caster (effectively making it smaller than the dragon itself). Is this how the spell is expected to be run? Or should it have only effected the dragon since it doesn't even extend out of his space?
All of my spell effects and magical gear is suppressed, clearly, but what exactly happens?
GM and I figured I'd fall out of the air for starters, but what happens when my fall takes me out of the antimagic field? Does the spell resume, causing my fall to arrest and stop? Do I need to make a fly check to arrest my fall? Do I just hit the ground like a cannon ball? Perhaps fly's feather fall effect kicks in, even while in the antimagic field?
I also had an animated shield, which I wasn't holding. Does that just fall to the ground, causing me to have to get it, and reactivate it? Or, since it follows me wherever I go (even when traveling via magic), does it teleport or move back to position the moment I'm out of the field again?
On my next turn I charged the dragon with my greatsword, but if you recall, I was enlarged. So I stopped 10-feet away and attacked from there using my reach advantage. If only my sword is entering the field, but I am not, how does that effect my stats? Do I just lose the enhancement bonus of the sword? Am I entirely effected if even a small part of me enters the field (causing me to fall, or lose the benefits of my belt of perfection)? Perhaps I am totally unaffected because my space is entirely outside the field?
On the dragon's next turn, he flew adjacent to me, placing me in his antimagic field, and simply glided down to keep me in the field while I fell back into his persistent breath weapon and lava pool.
Does the DR/epic and energy resistance gained from Absorb Blows get negated in the antimagic field? Technically, Absorb Blows is a supernatural ability, so I obviously can't activate it in an antimagic field, but that doesn't necessarily mean that the DR and energy resistance resulting from it are also Supernatural (last I checked energy resistance is extraordinary and DR can be extraordinary or supernatural in nature).
GM and I couldn't believe how many corner cases and unknown rules interactions came up in the mere 10 minutes of this encounter.
Guess that's what high level play is like...