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Xakihn

Revan's page

Pathfinder Adventure Path, Companion Subscriber. Pathfinder Society Member. 962 posts. No reviews. 2 lists. No wishlists.


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Pathfinder Adventure Path, Companion Subscriber

Saerenrae might be especially apt for Strange Aeons, given that the paladin in question was likely involved in some seriously shady stuff in their forgotten past, and may not even have been a paladin prior awakening with no memory. This, the attention of the Goddess of Redemption makes a good deal of sense.


Pathfinder Adventure Path, Companion Subscriber

I did see that language; I just wanted confirmation, since it is a significant change from 3.5 Wall of Force that I couldn't find anybody explicitly talking about. Thanks for answering!


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Can Wall of Force be shaped into a circle?


Pathfinder Adventure Path, Companion Subscriber

So, my players are due to start the Choking Tower soon, and looking forward to them clearing the Aurora, I definitely want to make use of the option to make the production and nanotech labs functional for crafting purposes. The sidebar notes that the power conduit can power the functional systems in the Aurora for month on 20 charges. Using the option to include the labs in that list, is this meant to supercede the normal requirement that a Production lab eats up 50 charges for a days work and 150 charges for a Nanotech lab?


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Pathfinder Adventure Path, Companion Subscriber

The Magical Child Vigilante archetype eventually gains several forms for its familiar.


Pathfinder Adventure Path, Companion Subscriber
Deadmanwalking wrote:
DM Beckett wrote:
It's not so much even that, though I do tend to agree with you in a general sense about domains and spheres of influence/portfolios. I just find the idea of Shelyn, as written being a patron for Paladins very odd, as basically everything about both her history and area of interest basically screams CN. I could see a hard argument being made for CG, especially if it's because of the influence of the glaive forced her to change, despite being told she is outright immune. She sends CG avatars to her followers, and really just doesn't seem at all orderly to me.

Wait, what? Shelyn, the nicest, most loving and sympathetic deity ever strikes you as CN?!

This does not compute. I mean, I can sorta see CG, but nothing about her screams Chaos any more than it screams Law, and what in the world screams Neutral rather than Good?

And even if she were Chaotic Good, there's precedent for that not disqualifying her as a Paladin patron. In the Forgotten Realms, Sune, Goddess of Love and Beauty, is noted for sponsoring Paladin orders despite being Chaotic Good, likely arising from the concept of courtly love and knights as romantic figures.


Pathfinder Adventure Path, Companion Subscriber

Simple answer right in the RAW, actually. the reason that it doesn't have a save is that it only targets objects. Robots and other metallic constructs are creatures, and therefore immune--barring specific rules text as per the golem rules.


Pathfinder Adventure Path, Companion Subscriber

Aforementioned Thing That Should Not Be, it should be noted, is pretty clearly a Denizen of Leng.


Pathfinder Adventure Path, Companion Subscriber

Almost everything with the X-Improved X-Greater X nomenclature can be very easily made to scale by simply having X automatically improve to its Greater versions when the prerequisites are met.


Pathfinder Adventure Path, Companion Subscriber

If Occult classes are allowed, there's also an archetype for the Investigator giving them Psychic magic instead of Alchemy, which gives them actual casting to power wands and scrolls.


Pathfinder Adventure Path, Companion Subscriber

That's incredibly disingenuous. The pack companion classes are the only ones that *have* multiple companions.

Boon Companions applies soecifically to a single companion, which means it must look at that companion and not your character as a whole. Pack classes allocate an effective druid level to each companion. Ergo, for each companion, your effective druid level does not match your character level. Ergo, Boon Companion applies.


Pathfinder Adventure Path, Companion Subscriber

The only way that multi-companion archetypes are worth a damn is if Boon companion alplies. The only reason to specify that it must be taken separately for separate companions is if it could boost two separate comlanions.


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Pathfinder Adventure Path, Companion Subscriber

But remember, folks: this has always been the rule, James Ajay's knee the rule worked like this, and we've been deliberately misinterpreting Paizo's holy writ for the sake of power.

Also, we have airways been at war with Oceania.


Pathfinder Adventure Path, Companion Subscriber

Because being evil doesn't necessarily preclude a God from being openly worshipped in Gillson. Even outside of Cheliax, it's more or less socially acceptable to worship Asmodeus, for example, and the same probably goes for Z-K--who is formerly good, after all, and twisted to one of Golarion's preeminent Goddesses who believes hard in the possibility of his redemption. The Shattered Star adventure path established a Lawful Neutral cleric of Z-K who primarily reveres his past as Dou-Bral. Further, given Z-K's portfolio includes loss andg grief, I imagine he might hold a certain attraction to the mentally disturbed and their relatives. Not that he residents healthy grieving, generally speaking, but people find comfort where they can.


Pathfinder Adventure Path, Companion Subscriber
RuyanVe wrote:

Not sure if/when we're going to tackle this AP but I'd like to discuss an idea I have for character creation/getting them started.

I've enjoyed playing Planescape: Torment in the days past and liked it very much.
The main character in this old video/PC game regains consciousness in a similar environment (a morgue) and suffers from amnesia.

This feeling and atmosphere I'd like to recreate.

I'd like to take the fugue state one step further and have the players create their PCs using a NPC class as their first level.

As a rough scaffold I thought: martial classes (figther, ranger, paladin, barbarian) take the warrior/aristocrat class, the roguish classes (rogue, bard, ...) take expert/commoner, the casters (cleric, mage, sorc, ...) take adept.

Either they keep this extra lvl throughout the campaign or they prepare second character sheet with their intended PC classes.

Thoughts?

Ruyan.

NPC classes might be a little far for my tastes, but my current plan whenever I run this is to restrict players to classes that don't have a full progression of either BAB or spellcasting.


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archmagi1 wrote:

Webster defines hospice as:

Quote:
a facility or program designed to provide a caring environment for meeting the physical and emotional needs of the terminally ill
In this case, teminally ill likely extends to those who are mentally incapable of functioning by themselves without dying, just as we see modern Hospice facilities for those who can't (usually only) physically stay alive on their own merits. A quick wikipedia sees real world Hospices were created after the Crusades for those "incurably ill" which certainly hits the theme of an asylum.

Yeah, but the adventure also stresses that Briarstone actually had a really good track record of curing its patients, all told, whereas hospices start from the assumption that there's not really a way to treat their patients anymore.


Pathfinder Adventure Path, Companion Subscriber

The book refers to Briarstone as a 'hospice' several times. Was this a typo for 'hospital'? Because I'm reasonably certain a hospice refers specifically to a place providing end-of-life care and comfort for those suffering terminal illnesses.


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One of my big issues is that several of the corruptions let you hold the saves at bay by *indulging in the nature of the corruption.* If you're trying to avoid transforming fully into a Vampire/Ghoul/Deep One, it seems to me like *not* drinking blood/eating human flesh/going for a swim should be the order of the day, likely with saves to avoid the behavior in question when presented with an opportunity--e.g., Susan's constant struggle to *not* drink blood and cement her transformation into a Red Court Vampire in the Dresden Files.


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Gorbacz wrote:
My problem is that what GR is hopeless, doomed to fail...

Is it, though? I mean, in the sense of being the antagonists of an Adventure Path, sure. But I would hope that, if the PCs didn't exist, the Glorious Reclamation would win. What's the point of playing the AP, otherwise?


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Pathfinder Adventure Path, Companion Subscriber

Or what I do, and disregard all errata.


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Pathfinder Adventure Path, Companion Subscriber

Well, my days of not taking errata and FAQ seriously are certainly coming to a middle.


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Pathfinder Adventure Path, Companion Subscriber

Curse of the Crimson Throne: B****es be crazy.

Kingmaker: Wait, what do you mean there's literally nothing in here about interacting with Brevoy?

Giantslayer: Well...this is an adventure path which exists.

Serpent's Skull: So is this one.

Jade Regent: We want to be a Bioware game.


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"You are not an evil person, but our God is going to murder you for using a word, even though there are roughly an infinite number of non-lethal ways he could punish you, ore even simply force you to stop using the word. Look how Lawful Good we are."

Even accepting the entirely irrational, unjustified, and evil actions of Iomedae in Wrath of the Righteous into evidence (and you are in the considerable minority in doing so), she didn't *kill* the characters for displeasing her. That was your big argument for why dealing as much damage as dropping a character from 50 feet, then 100 feet, and then 200 feet (or stabbing them with five short swords at once, than 10, then 20) for answering random questions incorrectly wasn't evil, as I recall--that despite the considerable objective magnitude of the damage, it had no chance of killing characters of that level, so it was all fine and dandy. She specifically doesn't kill characters who outright attack her. Whereas here, Pelor murders a guy who is specifically *not evil* for making a group of his followers feel less super special awesome and unique.

We clearly have very different ideas what the word 'Good' means.


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Ernest Mueller wrote:

The problem with this is that people have a very "modern" version of how law enforcement works that isn't very compatible with a more Golarion-esque medieval/Renaissance world. The idea of a professional "standing" police force is not super realistic; law enforcement was very DIY in those times - apprehending a criminal and taking them to a judge was indeed your responsibility, and sometimes expected of you (see hue-and-cry laws, tithings, and other real medieval legal enforcement techniques).

So while I understand where you're coming from and the kind of behavior you want to curb and why... I'm afraid history isn't really on your side.

So far as it goes, pretty much every city detailed in Golarion *does* have a standing police force, be they called the Watch, the Guard, the Militia, or the Dottari...


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Charon's Little Helper wrote:
Claxon wrote:
But this proves the point being made. A paladin in Cheliax is treated with mistrust and suspicion, as the government knows he is opposed to their purpose at some point. Maybe not in the exact action they're doing now (because they're both lawful) but at some point they're going to be opposed to one another.

Yes and no.

The Cheliax government will be wary of the paladin, but that's not the same as mistrust.

If the paladin straight-up vows that he is not there to mess with the government or its citizens while he is visiting their nation, they will believe him despite being opposed to him. Why? Because he's a paladin.

Paladins are so trustworthy that both their allies and enemies trust them. Now, their enemies will also trust that the paladin will oppose them; but they will still trust his word.

Even were one to assume that the Chelaxian authorities were 100% certain they were dealing with a paladin, I imagine many of them might be of the opinion that the whole 'Paladin's Code' business is just good propaganda. Believing that someone *really* never lies might be too absurd for many evil characters.


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My Self wrote:

Instead of "cannot progress" in any casting classes, what about "suffers a 100% spell failure chance"? Or 10% per class level?

Also, certain materials are more prevalent than others.

Perhaps you get Fly as a class skill once you can actually fly, instead of several levels later?

DR equal to 1/2 level is a fairly major class feature. You get a lot at level 1, and don't give up too much. Perhaps you replace something else at level 1? Such as reducing skill points to 4/level or 2/level? Or pushing back your enhancement bonuses to after level 4?

It's DR/magic though, which just gets more and more worthless as time goes on.


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Startling Appearance can extend that, and with Shatter Defenses you can use it on anyone who is shaken.


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Well, anyone have suggestions on what else I could do, then?


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In a couple sessions, my players will probably be reaching enough Scrapworth to be summoned to a duel with Helskarg, so I'm trying to brush up on the Vehicle Rules to make sure it's as memorable an encounter as it should be. I'd appreciate any advice that forumites have on vehicle combat in general and running Helskarg in particular. A couple questions off the top of my head--by my reading, the Ogres get cover from attacks from outside the chariot, even though they're just harnessed to the thing. is that accurate? Also, are there any rules for damaging somebody by dragging them behind your chariot, as Helskarg's main tactic would seem to be?


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In Curse of the Crimson Throne, the Arjuna's employ an asura torturer in the Vivified Labyrinth, as I recall.


Pathfinder Adventure Path, Companion Subscriber

As I recall, the Latent/Carrier stage is equivalent to the onset period--a state you would normally enter after failing the first save, but before any symptoms--I.e., debilitating effects--develop. So if Contagion skills the over period, it should go straight to the next stage.


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I would guess that lawful executions would then stipulate it illegal for the executed to be raised from the dead, for one. Conducting the execution such that basic raise dead was unviable would be relatively easy, and the more powerful variants would be significantly rarer.


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Jiggy wrote:
Atarlost wrote:
Snowblind wrote:
Atarlost wrote:

Falling to your death. Also having enemies that don't fly and aren't monks fall to their deaths.

Environmental damage is not in line with the HP as partial evasion and abstraction that the system is based on.

As I am sure plenty of people can tell you, the only way "partial evasion" can be consistent with 90% of the system is if you read them with your eyes shut and fill in the blanks.
The only way meat points make sense is if you have never experienced or even seen anyone injured and have absolutely no grasp of what humans are or are not capable of.
I am saving a link to this post forever. Seriously made me smile. :)

No one ever said that meat points were consistent with the real world--though as we've seen, people do tend to overestimate how immediately and definitively lethal things are IRL--but meat points is the only interpretation that is internally consistent with the system. Poison, disease, falling damage, stun, bleed, Hamatula Style, the very fact that hit points are restored by spells called 'Cure Wounds'--absolutely nothing suggests that HP are intended to be ablative plot armor, and absolutely everything suggests they absolutely represent tanking actual hits.


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Alayern wrote:
Revan wrote:
For a Lawful god, I imagine Irori would be quite hostile to the idea of rigid social class or castes...
Sadly he doesn't seem to mind rigid social castes. Vudra (being based off of ancient India) does have rigid social castes, and Irori comes from Vudra.

And the Keleshites practice slavery, despite Sarenrae's opposition. Being from a place, or even being the patron god of a place, does not necessarily mean you approve of every aspect of life there--and Vudra has a *lot* of Gods, with Irori not even being the main one, just the one with 'crossover appeal'.


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For a Lawful god, I imagine Irori would be quite hostile to the idea of rigid social class or castes, and be big on rights of self-determination. Everyone should have the freedom to develop their best potential, so the idea of social structures that are not purely meritocratic, or of denying someone opportunities based on trivial things such as appearance, race, or other superficial reasons. Ignorance in general is anathema; Irorans would tend to take it as a sacred duty to instruct, guide, and educate others.

The Champion of Irori prestige class does feature the following addition to the Paladin Code of Conduct:

Code of Conduct: A champion of Irori embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent; he loses all class features if he ever willingly commits an evil act. A champion of Irori must avoid entanglements that would distract him from the pursuit of perfection, and may not incur debts nor give loans to others—though he is encouraged to give freely to those in need. He likewise turns away potential followers of any sort, and may not recruit (and must discharge from service, if already acquired) any cohort, follower, animal companion, familiar, special mount, or similar creature.

You don't necessarily need to follow that to the letter and prevent a base class Iroran paladin from taking a mount (or a familiar with the Chosen One archetype, especially as that familiar is something of a guide and mentor itself), but clearly Iroran paladins do not believe in forcing services, or making others beholden to them.


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It's an active ability rather than apassive he, but I distinctly remember Katara using water bending to survive underwater on several occasions.


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If one did go with a Sorcerer, I'd suggest Imperious as the most thematically fitting bloodline: http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-paizo/racial-bloodlines/imperious-bloodline-sorcerer-human ; the Heroic Echoes ability in particular could serve to make your bard better as the campaign gets to high levels.

Swashbuckler or Daring Champion Cavalier would be quite fitting.


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But Paladins can lie. It's against their code, but that doesn't make it impossible by any stretch of the imagination. The Paladin should really be relying on evidence, not reputation.


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And of all the Lawful Good deities, I'd say that Erastil is the last legalistic, and perhaps the most amenable to a vigilante mindset, given his association with the frontier.


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If by that you mean that they can kill or even simply depose such a character, and have their actions be accepted purely on the strength of saying "I'm a paladin," then that is the sorry of weapon my paladin wants no part of. Because that is the kind of thinking that leads to your Order of Light.

To my mind, the person most critical of a paladin often is--and I would argue, should be--the paladin themselves. White they certainly strive to set a good example, I think many or most paladins would be very concerned at the thought of being put on a pedestal as an infallible paragon.


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...I guarantee you that no paladin code causes a fall for politely tolerating someone annoying.


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TriOmegaZero wrote:
HWalsh wrote:

I would assume the average person knows the basics of what a Paladin can do.

Since Spellcraft identifies Supernatural Abilities (and spells) on sight (still spell and Silent Spell be darned, that's a 3.5 deal) that means things like Smite Evil have a visual component.

I see nothing allowing a character to identify Su abilities with Spellcraft.

Moreover, since the average person doesn't have Spellcraft, even if it *could* identify (Su), and even if that absolutely meant a visual component--the average person in Pathfinder doesn't have Spellcraft, and so has no idea what that physical component looks like.


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Pathfinder Adventure Path, Companion Subscriber

Last I checked, a paladin's class doesn't change when they need atonement, so if the class that's listed on the sheet is the defining trait, then fallen paladins are very definitely still paladins.

You are aware that there are rogues who never steal, barbarians without tribal roots (and even ones who never froth at the mouth), Bards who don't strum lutes, rangers who don't have any particular reverence for nature, and even wizards who have never set foot in a grand academy of magic, right?


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"I guess anyone who dual wields now is a rogue right?
Anyone who makes an unarmed attack is a monk huh?"

Um...yes?

Your first example is just confusing on every conceivable level. Dual wielding, while a common enough fighting style for rogues, is neither a class feature nor especially iconic or evocative of the class. I'd wager the number of rogues who call themselves that in-universe are *vanishingly* low. 'Rogue' is easily the most generic class in the whole game, except perhaps Fighter, covering an utterly *vast* array of concepts. Combine all that with the *myriad* of classes who can easily cover the rogue's mechanical abilities and niche, and...yes, absolutely, there's basically an infinity of characters who would absolutely be justified in calling themselves Rogues without having a single rogue level.

You are aware that there is no rule in Pathfinder which states Monk levels can only be taken by characters who have trained in some formal order? And that many monk builds use weapons and *not* unarmed strikes? And that there's no reason a non-monk character cannot have a backstory in which they trained their special abilities in a monastic setting, whether that be a focus on Unarmed Combat with a Brawler or Unarmed Fighter, or a monastic approach to training magic? I mean, I've put together a build for Aang before, and while his class was Sorcerer (and might now be Kineticist with Air as his primary element if I did it now), he'd be *very* surprised if someone tried to tell him he wasn't a monk. Contrariwise, a build for Ty Lee would very likely have Monk levels, but she almost certainly wouldn't call herself that.

"Do you do this for titles?" one of my paladins might ask yours. "Do you do this for social benefits? Do you do this for your reputation? Do you do this to hold yourself above and apart, and call yourself special? I thought the point was to do the right thing--not because it is easy, not because it is popular, not because it benefits one's self, but simply because it is the right thing. So far as I have seen, this young man has comported himself with honor and compassion; he has righted many wrongs, and stands prepared to give his life in defense of all that is good. If he has not been blessed by the heavens in the precise way that we have, what significance is that? As you yourself said, a Paladin is what you are, not what you do."


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HWalsh wrote:

Paladins aren't just a class though.

Lore-wise they are special individuals who were called to do it. A person who calls themselves a Paladin when they aren't is doing a disservice.

My Paladin would not like it at all.

A lie is a lie.

Being a Paladin isn't something you do, its something you are.

Whereas many of my Paladins might feel like yours is a little too hung up on feeling unique and special, caring more about titles and appearances than just Doing The Right Thing.


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Magus and Alchemist have already been mentioned. Investigator also has a lot of potential, for most of the same reasons as alchemist.


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Ashiel wrote:
It's not about true strike. It's about things like glibness, beast shape, divine favor, shield, etc.

...Why are any of those even remotely problematic? Those sound like *exactly* the sort of things that potions should be doing. Divine Favor is kind of thematically odd, I guess. But it seems kind of ridiculous that you could create a potion of Fireball, but not Glibness.


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Melkiador wrote:
Of course, the UnRogue can't take the exotic weapon feat until 3rd level because of the BAB requirement, unless of course you multiclass.

Notably, that is also the level that they get Dex-to-damage, so that more or less works out.


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My thought is that teamwork feats should simply work like Solo Tactics, and Solo Tactics is what should be altered. Maybe teamwork feats require regularly drilling with a team to gain the benefit if they don't have the fest, and Solo Tactics allows the Inquisitor to effortlessly gain the benefit with allies outside the party? Or they could have an ability to take advantage of enemy positioning for teamwork feats? O maybe expand her ability to alter her Teamwork feats on the fly?


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TriOmegaZero wrote:
Revan wrote:
So, in other words, a more complicated, less intuitive, less evocative version of a spell point system.

Search my post history for spell points and you'll see I've described it as such.

I don't like it either, but it does make sense regardless of our feelings.

I don't mind it, as such, if only because I've been inured to it by tradition. But I disagree that it makes sense.

The 'memorization' explanation is nonsensical on its face, and whether or not the terminology is used in the rulebook, it is how *everyone* thinks of it. Pre-casting, as we've seen, falls apart, unless you add the same rationale as spell points to it, and even then, it's a patch at best--it's a pretty nonsensical way for magical energy to work.

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