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Xakihn

Revan's page

Pathfinder Adventure Path, Companion Subscriber. Pathfinder Society Member. 857 posts. No reviews. 1 list. No wishlists.


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Pathfinder Adventure Path, Companion Subscriber

Question regarding everyone's favorite were-deinonychus: He's stated to be a former Technic League Captain, who are arcane casters--and typically technomages--by definition. Yet he is started as a pure ranger. Is this an oversight as to the nature of League leadership, or is it intended that he used retaining rules after going native?


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I'm about to begin running Iron Gods, with the first session two days from now. To that end, I'm soliciting ideas on wags of foreshadowing Unity's end goal and bringing more to the forefront the fact that Ozmyn Zaidow is a puppet of Unity, neither of which are made very explicit in the adventure itself, as opposed to DM knowledge.

I recall seeing someone post an idea about the Technic League constructing broadcast towers to carry Unity's signal, for example. Perhaps Zaidow might be conducting experiments in cybernetic brainwashing, and have some programmed fanatics as guards. Probably Zaidow and perhaps a handful of other League Captains should have holy symbols of Unity.

What are your suggestions?


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So my understanding is that tech firearms generally expend a charge for each shot made--so the more iteratives you have, the faster you need to put a new battery in your laser pistol. This leads me to a question about the Techslinger archetype's Covet Charge Deed:

"At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye."

I'm uncertain as to whether the wording allows a Techslinger to spend that grit on every one of his iteratives if he likes--thus allowing an 11th level Techslinger to never lose charges on a tech firearm by way of the Signature Deed feat--or if the wording is intended to make one point of grit apply to an entire attack sequence, such that a Techslinger with Signature Deed (Covet Charge) would always expend charges equal to n-1, where n is 'number of attacks made'.

I would *like* to believe the former, but I worry it's too good to be true. On the other hand, the latter seems a bit underwhelming.


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If you've watched Full Metal Alchemist: Brotherhood, or read the manga to the end, you could probably get some inspiration from Father begging Truth to tell him what he did wrong after he is finally defeated.


Pathfinder Adventure Path, Companion Subscriber

I'll gladly post them, but keep in mind, I use a few house rules that mean you'll probably have to do some reverse engineering to use them yourself. Firstly, most classes besides the Witch and Wizard get a +2 bump to skill points, because I thin that 2 skill points is too low for anyone but the people who are guaranteed to have a sky-high intelligence. Secondly, my write-ups assume PCs with higher point-buys than in the book, and ability scores are boosted in turn. Most importantly many feats have been condensed from trees to scale instead, or had prerequisites altered or dropped. For example, the combat maneuver feats automatically upgrade from Improved to Greater when you meet the prerequisites, and no longer require Combat Expertise, and Outflank no longer has prerequisites--I always forget that it requires 4 BAB in any event, and it seems like the single most basic teamwork feat to me. A few feats have had their whole effects changed, most notable Weapon Finesse--now simply 'Finesse', it combines Agile Maneuvers with the ability to add your Intelligence modifier as precision damage with Finesse weapons--no feat is needed to use Dex for attack rolls with a Rapier.

Spoiler:

Garmen Ulreth
Male Human Cavalier (Daring Champion) 4
NE Medium Humanoid (Human)
Initiative +5; Senses Perception +6
Defense
AC 19 (+4 Armor, +3 Dex, +1 Shield, +1 Dodge)
Touch 14, Flat-Footed 15
HP 28 (4d10+8)
Fort +5 Reflex +4 Will +2
Offense
Speed 30 ft.
Melee Mwk Rapier +9 (1d6+3/18-20 +1)
Ranged Light Crossbow +7 (1d8/19-20)
Special Challenge 2/day, Precise Strike +4, Tactician 1/day
Statistics
Str 10 Dex 16 Con 12 Int 13 Wis 8 Cha 16
BAB +4 CMB +4 CMD 17
Feats Finesse, Weapon Focus (Rapier), Fencing Grace, Outflank, Iron Will
Skills Acrobatics +10, Bluff +10, Diplomacy +10, Intimidate +10, Knowledge (Local) +5, Perception +6, Sense Motive +6
Languages Common, Hallit, Orc
SQ Challenge 2/day (+4 damage, +1 bonus to hit for allies), Panache (3 points), Deeds (Dodging Panache, Opportune Parry and Riposte, Precise Strike, Swashbuckler Initiative), Order of the Dragon, Aid Allies
Gear Potion of Invisibility x2, +1 Studded Leather, Buckler, Light Crossbow with 10 bolts, Mwk Rapier, 89 gp

Ropefist Thugs
Human Brawler (Snakebite Striker) 1
CN Medium Humanoid (Human)
Initiative +2; Senses Perception +3
Defense
AC 15 (+3 Armor +2 Dex)
Touch 12, Flat-footed 13
HP 14 (1d10+4)
Fort +5 Reflex +4 Will -1
Offense
Speed 30 ft.
Melee Unarmed Strike +4 (1d6+3)
Ranged Sling +3 (1d4+3)
Special Sneak Attack +1d6
Statistics
Str 16 Dex 14 Con 16 Int 12 Wis 8 Cha 10
BAB +1 CMB +4 (+6 Trip) CMD 16 (18 Trip)
Feats Improved Unarmed Strike, Improved Trip
Skills Acrobatics +6, Bluff +4, Climb +7, Intimidate +4, Knowledge (Local) +5, Perception +3, Sense Motive +3, Stealth +6
Languages Common, Hallit, Orc
Gear Potion of CLW, Mwk Studded Leather, Sling with 10 bullets, sunrod, 3d6 gp


Pathfinder Adventure Path, Companion Subscriber

I've done a bunch of reworks up through Lords of Rust so far. Some of that is necessitated by my own house rules, which condense most feat trees, boost skill points, and alter how some feats work, and some of it is my own peccadilloes, like rarely having monsters without class levels. Relatively mindless monsters, sure, and constructs and outsiders, even intelligent ones, I can see having their sills and role fully subsumed into their nature--but in the same way that there's no such thing as a classless human or orc in D&D, if the party encounters an Ogre, it will at least have a level of commoner.

Given that, and the general high-powered nature of the games I run, the specific write-ups may not be of as much interest, but some of the concepts in Fires of Creation:

Spoiler:

* Hetuath became a Two-Weapon Warrior for obvious reasons
* To emphasize Sanvil Trett's lazy, self-centered nature and previous addiction to Numerian fluids, I made him an Eldritch Scion Magus with the Abberant Bloodline--an intuitive, rather than studied grasp of magic, and somewhat mutated by his experimentation with Numerian Fluids. Since he needs to spend pool points to power his bloodline abilities now, I switched his Arcana to Close Range, expanding the spells he can use Spellstrike with.
* I gave Khonnir Baine's level of Rogue the Numerian Scavenger archetype. If Val becomes a cohort or it otherwise becomes relevant for her to have PC class levels instead of Expert levels, Numerian Scavenger seems especially apt for her as well
* Not only did I make the Ropefists into Snakebite Striker Brawlers, but I made Garmen Ulreth into a Daring Champion Cavalier of the Order of the Dragon--exceedingly good at directing his thugs and making them more dangerous, and capable of inflicting truly nasty wounds with his rapier.

I made signficantly more alterations in Lords of Rust, but that's another thread, isn't it?


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I'm about to start running Iron Gods, and one of my players is probably going to be playing an Aegis, refluffed as having a piece of alien tech bonded to them which generates nanites to construct power armor on the fly.

Now, just to come up with what the acronym AEGIS stands for. Androffa Engineering Guardian Integrated System?


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Skeld wrote:
DM_Kumo Gekkou wrote:
Dylos wrote:
Just downloaded my copy and oh my God that bowstring. I may have to build an archer skald now.
What bowstring?

** spoiler omitted **

-Skeld

Spoiler:
To be specific, you can maintain Bardic Performance without expending a round whenever you shoot an arrow. COmbined with retraining Lingering Performance into Harmonic Spell, my Archaeologist archer need almost never expend more than one round of performance a combat.

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The people of Brevoy are primarily Taldan, I believe.


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Pathfinder Adventure Path, Companion Subscriber

I see no good reason whatsoever not to just make returning support iteratives. You're paying for a weapon with a minimum effective enhancement bonus of +2 so you can do what an archer can do just by picking up a bow.


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Alternately: Pay a buck and use these crafting rules. http://paizo.com/products/btpy8ffg?Making-Craft-Work


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Has anyone ever figured out a good reason why Returning weapons *shouldn't* just return instantly to your hand and allow a full attack? Or, if you insist on making throwing weapons require some investment to bring them up to par with conventional ranged weapons, work like the Blinkback Belt? I mean, that still leaves a gap in effectiveness between when the rest of the party starts getting magical weapons, and when you can afford to get a knife enchanted to +1 Returning, but that would make Throwing Weapons viable without taking up your precious belt slot.


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I believe the adventure intends #2 to be addressed by the fact that entering or leaving the dungeon becomes difficult if Water Breathing active, forcing the party to retreat before the duration expires.


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Quite a few fun alterations can be made to the Curse of the Crimson Thrones NPCs. Some of my thoughts:

Alterations to encounters in the Fishery depend in part on whether you want to up the challenge. There's a certain flavor in Yargin Balko and Lamm to be largely pushovers. But if you wanted to give Yargin to have some actual alchemical talent, you could make him a 1st level Alchemist. And Gaedren could prove a lot more dangerous if you swap his Rogue levels for the Rogue-ish Urban Ranger, with Favored Enemy (Human) and a free Focused Shot feat--with Gobblegut as an Animal Companion, at that. I also like giving Giggles the Enforcer feat.

The bouncers on Eel's End might be well-represented as Brawlers, gaining Maneuver feats as necessary to deal with troublemakers. I've also considered making Devargo an Investigator (Mastermind), with alchemical prowess to fit his druglord role, and some spider-themed tricks like Vomit Swarm.

For the Grey Maidens, I like to make them Samurai (but with proficiency in the Bastard Sword rather than the Katana), to better represent their implacability, and because they will rarely be encountered in the mounted context that the more obvious Cavalier conversion suggests. In any event, they should be of the Order of the Lion.

Queen's Physicians are commonly converted into Alchemists--perhaps filing the serial numbers off the Ratfolk Plague Bringer archetype. Dr. Davaulus himself would make a good Investigator.

I'd leave Andaisin as a full cleric. With her level and the Death Domain, she can Channel to heal herself and harm the party at the same time. If anything, she's probably weaker as a Daughter of Urgathoa, especially if there's a Paladin in the party.

Red Mantis Assassins: Slayer (Deliverer) or Inquisitor (Sanctified Slayer) are very apt base classes for the servants of Achaekak, and of course, they should have at least 3 levels of heir associated Prestige Class to get the signature Prayer Attack and Red Shroud abilities.

Laori Vaus I would suggest making an Inquisitor or Warpriest, in contrast to keeping Shadowcount Sial as a full Cleric. (Would that the Ecclesitheurge archetype was any good whatsoever; I'd love to have Sial eschew armor.)

Vencarlo Orsini is, of course, a Swashbuckler, as is Trifaccia in the final book.

When I ran Curse, I recognized that the Paladin in the party would be immune to just about anything a bardic Ileosa could throw at him, so he amped her up to a Draconic Bloodline Sorceress--which opened up the very appropriate Overwhelming Presence spell to her to cow the rest of the party while throwing around powerful Evocations and putting the Paladin in Forcecages and Mazes.


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The Crusader wrote:
LazarX wrote:
The Crusader wrote:


I would say the sign of healthy equanimity in the game would be the existence of one mysoginist that didn't threaten every female gamer everywhere. Lolth, in 3.5 Forgotten Realms certainly didn't make me shy away from the Drow.
I'm not sure where the equivalence is. Lolth is SUPPOSED to be evil, and most people back in the day who wished to play drow, weren't looking to be nice guys.

A female deity that actively and unashamedly despises males, and commands their oppression, measured against a male deity that has some more old-world, traditional views on family, community, and gender roles. You're right. There's not much of an equivalence.

The point was more that the viewpoint of a deity in a fantasy game shouldn't put you off of playing. And since I don't know many guys that refused to play Drow because of Lolth, it's a little silly to me that the original version of Erastil can't even be in the same sandbox as other options that you can pick from. Other options, by the way, that include three major female deities...

Saying that women should be 'married off' to 'defer to and support their husbands' because them being 'independent minded' is 'disruptive'? That is commanding oppression. Milder oppression than Lolth's, to be sure, and not quite a Men's Rights Activist either, but it is still misogynistic. Now, I'm all for Erastil being a crotchety, not-altogether friendly Lawful Good god, but left completely as written, Erastil is basically telling players that it is perfectly all right for someone to think that women belong pregnant and barefoot in the kitchen. I'm fine with priests of Erastil (probably Lawful Neutral ones, or even Lawful Evil non-clerics) who interpret doctrine in a misogynistic way. But by saying that Erastil himself is explicitly *not* misogynist--that he believes in taking every practical step to protect the family unit and the community, without stating that men should inherently be in charge, Erastil is no less curmodgenly or traditional, but he's earned the 'G' in his alignment line. (To paraphrase from Heinlein, my Erastil believes no woman should *have* to fight, but certainly believes they should all be *capable* of it, because what should be isn't always what is.)

As to Torag, scatter may not mean genocide, but it certainly suggests it, or at least the Trail of Tears. And it very definitely tells Paladins that it is not just OK, but a righteous duty to actively go after non-combatants for crimes they did not commit and may not have had any say in. I imagine even Ragathiel, God of Righteously Murdering Evil in the Face would be put off by turning on the Big Bad's niece after dealing with the man himself, unless the niece was actively involved in evildoings herself. Torag, apparently, thinks 'If she didn't want to get killed (or 'get exiled from her home and separated from her family' if we're going to argue the semantics of 'scatter'), she should have known better than to be born related to this guy.'


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Ha! Fair enough, and I'm caught in my hyperbole. More to the point, I feel like all the high level NPCs who have been specifically called out in this thread so far are the ones who absolutely have the most justification for being high-level.


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Pathfinder Adventure Path, Companion Subscriber

Toff Ornelos is the headmaster of a wizard college--one of the more respected magical institutions in the world,as a matter of fact, and an especially ruthless one at that. Speaking for myself, it would break my immersion if he *didn't* have access to 9th level spells.


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Pathfinder Adventure Path, Companion Subscriber

It is not completely impossible for a level 4 creature to kill a level 17 one, but it is so improbable as makes no odds. About the best chance is for a Slumber Hex or the Repose Blessing/Domain to enable a coup de grace, but that is a pretty wild chance. At 17th level, you are virtually immune to anything a 4th level character can throw a you, and virtually guaranteed to kill them the first time you attack them.

Again, being excellent at combat is a *major part of the Hurricane King's position*--and the added levels come, inherently, with boosts to everything else that would make him a competent ruler in the first place. Nor would traps and minions make him any more challenging, if he were a 10th level character against a party of 17ths. The traps and minions might be challenging; he would blow over in a stiff breeze. Now, that's not *always* the wrong choice, but certainly makes no sense for the man who's job description is 'most fearsome pirate in the world.' Incidentally, he should still have traps and minions and things, because that's more exciting, and because the CR system is imperfect and doesn't account for action economy very well.

Being from a backstabbing noble family doesn't account for *arcane* power per se, but it does suggest at least some degree of personal prowess to have survived and thrived. Combine that with said family also being noted for their deals with devils--indeed, being the leaders of a semi-theocracy thereof--and it's far from nonsensical. Certainly, it would be coherent for Abrogail to be an aristocratic dilettante, a puppet ruler propped up by an infernal bargain. But it is nothing to Asmodeus to grant her power in her mortal timeframe in exchange for her immortal soul. And it is much to his benefit to let the people of Cheliax, his foothold in the war for the souls of Golarion, dream themselves the masters in their little arrangements, and give it power enough to defend itself from mortal interference.

Also, note on the Hurricane King and the leader of the Red Mantis--both are the highest ranking members of organizations which have associated Prestige Classes--Shackles Pirate and Red Mantis Assassin, respectively. Thematically, they should have the full progression in those prestige classes, (as both are, in fact, noted to have), meaning they can't be anything less than 15th level.


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If Divine Grace is overpowered for a Swashbuckler to have, it's vastly overpowered for a Paladin to have, given they have *two* good saves to start with, and in the most important categories to cover, no less. Swashbucklers don't even get Evasion to go with their Reflex save until 11th level, and that's dependent on not running out of panache.


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Having recently finished my initial readthrough of the ACG, I see no reason whatsoever that Swashbucklers should be consigned to a vastly worse version of Divine Grace. I'm making an executive decision that in any game I run, Charmed Life and Divine Grace will simply be two names for the same ability. This does, however, leave gaps in a Swashbuckler's level progression a 6th, 10th, 14th, and 18th level. Does anyone have suggestions for what could fill those newly dead levels?


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What Knowledge skill is it to know what color socks someone chose to wear? And what's the DC? Your basic bard can make any Knowledge check untrained, after all, so the only difference Pageant of the Peacock would make in *that* regard would be a matter of degree, not capability.

Remember, Bardic Performances are magical abilities--all the ones on the standard bard list are supernatural or spell-like. So yes, the Bard with Pageant of the Peacock may be a quack--but by weaving a bit of magic, he can imbue himself with an ability to not only brazen through, but get actual results.


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Has anyone put all the exploration maps from the various books together as one large map? I'm just going to be starting my players into Varnhold Vanishing soon, so I need to figure out where that map goes in relation to the Greenbelt.


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Precisely so.


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Jamie started the show as a fallen paladin, but not an Antipaladin. Neutral Evil, I think. Chaotic Evil might also be appropriate, as his formative experiences (i.e. slaying the Mad King and getting nothing but grief for it) have soured him on the concept of Law and Good considerably, but he's not a particularly active or malicious evil. In the main, he reacts, usually very violently, to perceived threats to the few things he cares about. Disregarding the scene in the sept that never happened, he's been clawing his way back up the alignment ladder slowly but surely since traveling with Brienne. He hasn't yet gotten north of Neutral, but he's closing in on it.

Arya was Chaotic Good at the outset, but has rapidly descended to Chaotic Neutral, and could well verge into Evil territory soon--the addition of Beric Dondarion and Thoros of Myr to her list shows that murder is becoming her idea of a default response to any given wrong. If she hooks up with the Faceless Assassins, she'll probably settle into a Lawful Evil alignment as they would presumably provide rules and structure to her (admittedly understandable) homicidal urges; otherwise, driven purely by vengeance, she could well become Chaotic Evil.


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Simon Legrande wrote:
Deadmanwalking wrote:
Simon Legrande wrote:
I know a good deal of libertarians myself, so let me ask you this question: Do you find it acceptable to force others to accept your beliefs?

Of course not. But if they're wrong, I certainly attempt to point that out, and convince them of that with logic and discussion. As is occurring here...

Simon Legrande wrote:
Every post like this simply boils down to "I'm more oppressed than you!"
Actually, my point was that I'm not more oppressed than you, I'm about equally oppressed...and it's not a lot, and shouldn't be compared to people who really are pretty oppressed.
If they're wrong... That's awesome right there. Please tell me that you aren't insinuating that someone's personal opinion can be wrong.

Of course it can be. There are people whose 'personal opinion' is that the Earth is flat and 6000 years old, and that dinosaurs and humans coexisted, or that the moon landing was faked, or that virtually every authority figure in the world is secretly a shape-shifting reptilian alien.


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S'mon wrote:
thejeff wrote:
Sure, why not? You don't need any more strict discipline to keep from raping your crewmates than to keep from murdering them or stealing from them.

Whether that's true or not (and I don't envy the cabin boy on pre-modern sailing vessels) replace "raping" with "attempting to have sex with" and maybe you can see the problem. Or not, *sigh*.

I think it can be worked around. Charismatic leadership, harsh discipline, religious taboo are just three possibilities I've thought of, trying to work out how to run S&S. It's the attitude that there is nothing to work around, nothing that needs thinking about or justifying, that is problematic.

If by 'attempting to have sex with' you mean 'consensually', then, no, I don't see the problem. If you don't mean consensually, than you haven't actually changed the meaning of what you said. So I'm not sure what your point is there.

Nor do I see why any explanation is needed beyond "they're on the same side", or "The female pirates are every bit as badass as the men", or "Why piss off someone who carries weapons and knows where I sleep, when I can target our raiding victims who I won't be around after the fact?"


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Story Archer wrote:

Let's define 'too common'.

LGBT represents approximately 3.8% of the population. I think its safe to say that among gamers that number is probably a little higher.

In the last two AP's, the last seven books thus far, we've had three LGBT couples front and center, meaning that they and their relationships were important enough to warrant detailed descriptions among the few NPC full page spreads in the back. 3 in 7 books, compared to how many hetero couples getting the same treatment in the same time frame? Any?

See, here's the problem with interpreting the statistics that way--the nature of the narrative is such that a character is only gay when specifically indicated--i.e., when their relationship and sexuality is front and center. Any character whose relationships and sexuality is *not* front and center is presumed straight by default.

It's the same reason it's disingenuous to ask why 'whitewashing' casting practices are problematic, but it's OK for black actors to play 'white' roles. It's because there's almost no such thing as a 'white' or 'heterosexual' or 'male' or 'cisgendered' role. Those traits are so encoded into our minds as the 'default' that those are almost never defining traits of the character in question--their stories would not have to change if one or more of those traits were changed.


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nighttree wrote:
Well that just took the whole thing to being so situational as to be almost useless :(

Again: Golems are not the only constructs, only the most iconic. In my last post, I linked to the d20PFSRD's list of all construct type monsters--any one of those not named 'Golem' would be susceptible to the Impossible Sorcerer's enchantments.


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CLASSIC AUX wrote:
thejeff wrote:
Because as we all know, relationships, romance and even message have nothing to do with story. Are in fact all best avoided if you want good stories.
Not if they are a distraction. Who the hell cares about these NPCs and why do these Mary Sue’s need to be front and center in every AP holding the players hands?

They're...not. Not really at all. As far as making them 'romance options' go, Paizo has never done significantly more than noting that they might be open to such an advance. Past their introductions, their specific actions in an AP are generally left very vague. That was some people's major complaint about Jade Regent, actually (besides caravan rules being FUBAR)--it billed itself in part on the regular NPCs, but devoted little space within the pages of the AP to developing those characters.

I care about the NPCs because they are *part of the story* and *part of the world*, and the more I know about their backstory, personality, and desires, the better a GM can present a living, breathing world populated by actual people.


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Well, I'm no Dev, but it seems to me that Golems would still be immune, but there remain a wide variety of Constructs of varying power levels, from Homunculi and Animated Objects to Akaruzug's who are all now susceptible to your enchantments.


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Irori is really the only one I can think of where celibacy would be highly common, and even then, I don't think it would be universal to his priesthood--Irori recognizes all rigorously followed paths to enlightenment, so while many priests of Irori take vows of chastity to avoid distraction, I'm sure that he has tantric sects as well.

Abadar, Erastil, and *maybe* Iomedae, meanwhile, are the only others who would even really care about your sex life, but they just want to make sure you get married, first. (Well, Lamashtu cares about your sex life--she wants you having lots and lots of it so you can birth more mutant babies.) Everyone else ranges from indifferent on the subject to encouraging you to have a good time.


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Iomedae (when written properly as opposed to the mockery in Herald of the Ivory Labyrinth) may not be as powerfully interested in redemption as Sarenrae, but neither is she anywhere near as quick to rush to violent judgement as Ragathiel. Iomedae doesn't care who you are, she cares what you do. A tiefling's nature is no fault of their own, and if they rise above those origins to be righteous, all the better. If the character has been faihful and true, Iomedae should have exactly zero qualms about giving them the mantle.


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Skills aren't useless, per se, albeit some do not scale very well to the resources of higher level parties. The problem is that, for the most part, they are not defining capabilities that you build a character around, but rather as a means of interacting with the world--the price to pay the game, really. There's a certain amount of fun in being the guy with the most tools, but the best ones are tools that everyone has, and when those tools simply don't apply in a meaningful way, you want other tricks at your disposal.


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Versatile Performance is not great at all, unless you're starting your bard out at higher levels. If you want to do the skills in question before you get access to the appropriate Versatile Performance, then you find yourself with a plethora of wasted skill points spent over the course of your career.


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Gore is also the attack for spearing someone with a horn, and there are loads of monsters who combine the two.


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All worms that walk were once humans (or elves or halflings or...), until they died and their personality and power were subsumed into a mass of vermin. To their own minds, at least, they are still the person they were, despite their now squamous physiology, and so they still think of themselves as male or female based on what they were in life.


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My way of playing it is that

A) A grapple check triggered by the 'grab' special ability doesn't stop a full attack in progress (but you can't drop one target in between attacks in a full attack sequence to pile on constrict damage, either), and

B) Creatures logistically capable of maintaining multiple characters can maintain all grapples they have established with the same standard action--one check which is then compared to each CMD to see if it keeps its hold.


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The Horizon Walker still does its Nightcrawler thing. Better, in fact, with the Dimensional Assault line of feats Pathfinder created.


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There is no benefit whatsoever to experience points, save perhaps a visceral thrill from watching the number increment closer to the next arbitrary tipping point. Inevitably, experience points promote gaming the system and/or leave the players behind where they should be. There is never any good reason not to simply tell the PCs to level up when they achieve appropriate milestones.

With a handful of exceptions like Spell Focus and Eldritch Heritage, virtually any feat chain with the X/Improved X/Greater X nomenclature should be condensed down to a single scaling feat.

I reject size-based immunity to combat maneuvers. If you have enough skill, strength, and levels to overcome a skyscraper-sized creature's enormous CMD--then you're a superhero, and deserve to succeed, rather than being constrained by arbitrary realism.

I allow Chaotic Good Paladins and Lawful Evil Antipaladins, and monks of any alignment.


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Since Supernatural abilities aren't subject to being dispelled, I'd say there's a very solid case for Detect Magic only detecting spells and spell-like ability.


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The write-up my friend sent me which inspired this idea in the first place had some preconstructed armies for the PCs--some who they would start with, such as the ronin-and-peasant forces of Jiro, or the soldiers of Enganoka from securing Itsuru's place as daimyo, along with other armies which could be recruited in special events--such as travelling to a monastery to recruit a force of Sohei.

I suppose one idea might be to alter and expand on the 'Rebellion Points' mechanic presented in the module--rather than a measure of the PCs success at the end of the adventure, it could potentially be implemented as a measure of the morale of the rebel armies, the goodwill they have earned with the people, and thus their ability to hold themselves together and keep supplied and fit.


Pathfinder Adventure Path, Companion Subscriber

That's all well and good, but rather fails to answer the question I asked. Mass combat rules *do* serve the story here, as the final act is a war of revolution, and the prospect of leading armies is something the players have expressed a great deal of excitement over. I want to use these rules. I need advice about the best way to do so, not advice to not do so.


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Pathfinder Adventure Path, Companion Subscriber
LordOfThreshold wrote:
To butcher a phrase coined by Nixon, 'It isn't Evil when a Goddess does it.'

A sentiment that is neither Lawful, Good, Just, nor Honorable.


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LordOfThreshold wrote:
And if you think 20D6 Sonic is bad, maybe you don't have what it takes to face the raw forces of the Abyss.

20d6 sonic damage isn't bad for these PCs to be encountering. 20d6 sonic damage inflicted by a supposed ally and patron because you didn't answer a question she really has no good reason according to the exact,self-contradictory criteria she has in mind, on the other hand, is petty, vindictive, absurd, and unworthy of anyone with a Good alignment, let alone the Goddess of Honor and Justice.


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Squirrel_Dude wrote:
On the topic of shields, characters who are using weapon finesse (like a dagger/rapier) take the AC penalty from a shield (like a buckler) to their attack rolls, if they choose to "carry" one.

Where is this stated? I know that happens if you're not proficient in the shield, but where does weapon finesse come into it?


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Stephen Radney-MacFarland wrote:

The feat does exactly what it says it does (grammatically). If you have this feat you can either choose +1 hit point and +1 skill rank, or you can choose the alternate class reward.

You do not get your choice of two of the three, but it does not preclude you from taking an alternate class reward if you choose to do that instead.

Then alternate FCBs should never have been mentioned in the feat, as it has no interaction with them whatsoever.


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Pathfinder Adventure Path, Companion Subscriber

Frankly, even more than the over-the-top, out-of-proportion, unpaladinlike punishments being thrown out based on vague criteria, the fundamental problem of the scene is that it makes zero sense for Iomedae to be asking these questions at all. In the first place, she really has no other options for this mission, so disqualifying the PCs doesn't make a *great* deal of sense. Secondly--actions speak louder than words. Any drunken braggart might claim they know how to defeat a demon lord. What does asking the question tell Iomedae that the countless heroic and legendary deeds the PCs have already performed do not tell her? And what possible relevance does being able to identify a mohrg she once killed have to, well...anything? The only question that seems at all relevant to the circumstances is the one regarding redemption--and that's the worst of the lot. Can't just say Yes, or no, or debate it with your party members...


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Pathfinder Adventure Path, Companion Subscriber

The largest appearance of Kuthites in the Adventure Paths so far has been in the Curse of the Crimson Throne path, though their interactions with the PCs are...complex, to say the least. There was also a heretical Kuthite in the Shattered Star path. Can't speak to any modules.


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Pathfinder Adventure Path, Companion Subscriber

I think making this a Mythic Trial is the problem, James. By making that choice, you had to make it an 'encounter'. Building the scene that way naturally casts Iomedae as an antagonist.

And I'm sorry to say, I think your development of the text ended up portraying exactly the opposite of what you intended. The wording of what she's looking for in the answers is vague and even self-contradictory--humble but confident; conflicted, but providing a definite answer, yet not arguing amongst the party. Reading all that, it feels like the PCs are bound to walk away from the encounter imprisioned, or banished, or banished and then thrown into a prison in the place they were banished to. (#MyLittlePonyMemeHumor)

I think Adelai Niska might disagree with your assessment of a torturer's concern with keeping his subjects alive. In all seriousness, though, I wouldn't call the trumpets 'torture' as such. But I might at the least call it bullying. Corporal punishment simply seems massively out of proportion for the situation. Put it another way--if the damage weren't a trumpet blast, but took the form of Iomedae physically striking the PC who answered incorrectly, would we still have an argument over whether the punishment was inappropriate?


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And 'changing the game entirely' and 'using the full array of creatures, classes, abilities, and tactics in the game to account for the varied abilities of the PCs' are also two very different things.

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