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RuyanVe's page

1,871 posts (1,885 including aliases). 2 reviews. No lists. No wishlists. 1 alias.


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8 seconds!


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Greetings, fellow traveller.

I'd suggest having a look at these, free-to-download and short adventures--they are the Free RPG Day modules and are fun and easy to play/GM.

Good luck and have fun!

Ruyan.


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Now. Back to my game and crossing the trapped bridge.
Short version: R.I.P.nugget.
Longer version: I played towards the goblins' crazyness and had two of the goblins start a fight over who gets to eat the gull. They chased each other and one fell over the cliffs. The winner claimed the gull and began eating while the others started to laugh hysterically, with one being on goblin dog-back falling off.
This spurred the PCs into action and they crossed the bridge one-by-one.
The fighter went first while the ranger and the inquisitor used their bows for two rounds before following suit. Sadly, no goblin dog scored a hit.
Into the fort, they managed to kill the pickle thieves in their sleep (they never made their Perception checks).
They avoided the open court yard after the dogs charged them (still no hit) and stumbled straight into the throne room. Having heard (the warchanter rolled a nat 20) the barking dogs the entourage kind of prepared for trouble (goblin-style).
When the PCs entered the throne room they found the goblins in a loud discussion what to do and waiting for one of the commandos to come back from reconnaisance.
Ripnugget quickly regained composure and tried to give his speech but was attacked via bow shot. He mounted up and after the PCs had spread out charged the fighter along the eastern wall scoring a crit (gasping from the players and price-less faces! good times). The warchanter (bard 2 in my game) nailed the cleric and the inquisitor at the doors via grease.
From that point on it went down-hill rather quickly for the goblins. The commandos weren't able to hit and were ignored. The warchanter cast cause fear on the fighter and succeeded but as the others weren't able to hit and Ripnugget lost his shtick after his mount was killed in one round by a bow crit from the ranger the fight was over fast.
So: Oooonwaards!

Thanks again for all your insights, hints and tips! We definitely enjoyed the session.

Ruyan.


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More townsfolk!

Ruyan.


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Wow! The piece of art for my Side trek seed is awesome! You can really feel the rage with which the aluum is smashing things to pieces!
*bows to the Haunted Jester*

Ruyan.


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Oooooh, my monsters are mentioned by Wolfgang Baur as well. So cool!

Ruyan.


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Pincer movement with Treerazer attacking from the south!

Ruyan.


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Completely agree with Mikaze. And taking the one minute to either realize the thread necro or even posting (sic!) in it telling the actual necromancer this is an outdated post helps keep these boards a frienly place and encourages the community to keep sharing.

Ruyan.


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Greetings, fellow traveller.

Do you know about the Paper Minis series for RotRL? Specifically set #3?

It should give you all the minis needed; there are three hags in the list.

Ruyan.


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With the orphanage they would kind of relieve the Turandarok Academy of this service as it functions as orphanage and school in one.

Master Ganethus would imo be the first point of contact in this affair.

Also, if you own the Magnimar book you might wanna check with the plot hook given for the Valdemars there.

You're aware of the bank in the vaults of the townhall (building a proper bank has been delayed for various reasons so far)?
Thus, I think consulting with Kendra Deverin about the bank would be the way to go.

The rest depends imo on how you handle land ownership. If the PCs have to buy the land where they're going to construct their buildings the former owners might want to have a say in what's going to be built.

Ruyan.


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Have him/her sent off to Habe's Sanatorium, too!

Ruyan.


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Just slinked away from all the feasting to leave a "Merry Christmas" to all of you Wayfinders out there!

Ruyan.


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Greetings, fellow traveller.

There's the set of Sandpoint citizens which contains kids.

Ruyan.


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Friiiiiiiiieeeeeed halflings! Get them while their still hot and juicy!
Take 3, pay for 2 (they're so tiny, the little buggers)!
Haaaaaaaalflings, friiiieeeed halflings!


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Thanks a lot, Stonk!

"Problem" with my group is, the minute I describe the scenery with too much detail to creat atmosphere: off they go... which isn't a bad thing per se, but can really derail the story. Hehe, paranoid little players...

Ruyan.


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I've stopped assigning (individual) XP for some time now, doing level ups when I see fit and everybody seems happy with that.

I've also more than once witnessed (as a player) how a gap of 2 levels ruins the game: the lower-level PC is on the verge of being killed by a typical (APL) encounter while the higher-level PCs are bored to death due to too easy challenges--this is especially a problem if the player of lower level is of a martial type.

On the other hand I've heard players complain about easy XP with no risk attached.

So, while I would fully agree to what people said (make him lvl 6 and move on with the fun), I'd suggest talking to the rest of your players, too, asking them what they think (and explain your thinking behind either way of dealing with the situation).

Ruyan.


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Greetings, fellow travellers.

I've got a question concerning Mythic Bond (3rd tier Marshal, p.42):

The text says my AC gains half my favored enemy bonus, but the text from CRB says:

CRB wrote:
A ranger's animal companion shares his favored enemy and favored terrain bonuses.

So, does my AC gain half my bonus on top of what it has already gained through the normal bond feature (i. e. if I have fav enemy [aberration] +4 my AC would have a bonus of +6 against aberrations)?

Thanks in advance!

Ruyan.


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Lonjiku's fate:
Not much chance of that as he's killed in Burnt Offerings

Ruyan.


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And cash!

Right out of the Bestiary:
PRD, Bestiary section wrote:

Few creatures are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.

The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.
The Lich's Phylactery

An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed (see Creating a Lich, below).

Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of phylacteries can exist, such as rings, amulets, or similar items.

Ruyan.


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AFAIK = as far as I know.
On the feat itself: see my post in the other thread of yours.

Ruyan.


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My rogue player let himself be led away by beautiful Shayliss and they descended into the basement.
He didn't spot any rats (Perception ~25) and Shayliss and him started making out.
He did fail the Perception-Check to notice her father, though (glorious moment!) and was manhandled and steered clear of her by her father who accused him of assaulting his poor, innocent daughter.
Now, being the Mr. Charming of my group, the rogue started his diversion and managed to fabricate fake rat poo (Sleight of Hand-Check) and let it drop on the ground, finally convincing Vim Vender that there are indeed rats in the cellar and that Shayliss having opened her dress and everything was just to be sure no rats had climbed down her, um, back...
So her father led her upstairs, apologizing for not believing her, asking the rogue to guard the stairs against any rats.
Vim went for his hatchet to hunt down the rats with this young, fine fellow--and a hero of Sandpoint, no less--but somehow they ended up savoring some of his liquors...

Shayliss is quite angry with the rogue for spending effectively more time with her father than with her. He is now trying to date her but has been turned down by her so far.
Let's see how many visits at the Pixie's Kitten are necessary to either have his favorite at the Kitten (Patricia) or Shayliss make a scene... *evil grin*

Ruyan.


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Wait, wait wait!
Greg A. Vaughan, M.D., hospital, asylum, tentacles, insanity, AAAAAAAAAAAAAAAAAARRRRRRRRRRRGGGGGGGGGHHHHHHHHHHHH


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Seltiyel is a must-have, awesome mini!

Ruyan.


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If paper minis are ok you should seriously consider to buy this!

Ruyan.


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Stupid travel distances...


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I have Perlivash set up as a silver dragon in disguise--the brother of the dragon killed, actually.

Ruyan.


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Shameless bump for this awesome fanzine!

Plus, I'd like to add to my derro bloodline the following pieces--thanks Will for the encouragement!

Ok, here we go. This piece was discussed with the editor assigned to me, but wasn't included in Wayfinder #9--I still like it better then the included bloodline power:

Alternative 9th level bloodline power:
Mad Man’s Charisma (Su) At 9th level, you can spread your madness via magic. You can modify a spell to also confuse a creature targeted by the spell. Independent on how you aim the spell, when a creature--which you have to specify prior to casting--is affected by the spell, they become confused for a duration equal to the original spell's level in rounds. If the spell allows a saving throw, a successful save negates the confusion effect. If the spell does not allow a save, the target can make a Will save to negate the confusion effect. A confusing spell uses up a spell slot one level higher than the spell's actual level and two uses of your Mad Touch ability. As with similar metamagically enhanced spells, the casting time increases to a full-round action. In addition you gain Spell resistance 11 + your class level.

Plus, what's a derro without a fitting little companion?

Alternative class feature:

This replaces a sorcerer’s 1st-level bloodline power, a witch’s familiar class ability, or a wizard’s arcane bond class feature.
Familiar Patch
Prerequisite: able to cast 1st-level arcane spells, ability to acquire a familiar, Cha 18, derro

Benefit: The creature gains a strange, sickly-looking patch of fungus or mold—in fact a sentient cytillesh—as familiar as a wizard equal to her caster level. For this purpose, her caster levels stack with any sorcerer, wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have multiple familiars or both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a patch of fungus that she carries on her flesh. Transforming into a fungus patch or back to normal familiar form is a move action for her familiar. This class feature is otherwise similar to a tattooed sorcerer’s Familiar Tattoo class feature. In patch form, the familiar looks like a blotch of sickly-looking scabies and does not count as a creature separate from the bearer. In fact, the familiar is a sentient patch of cytillesh, also known as brain mold, which is a staple to derro nutrition and can be found in various places in the Underdark. In patch form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from patch into creature. A familiar patch cannot be erased or dispelled.

Statblock of the familiar:

Familiar-------------------------Special Ability
Sentient Cytillesh-------------Master gains a +2 bonus on Will saves, the sentient cytillesh gives of bluish light as a torch.

Sentient cytillesh CR 1/8
XP 50
N Diminutive plant
Init +1; Senses low-light vision; Perception +5
________________________________________
DEFENSE
________________________________________
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +1, Will –2
Immune plant traits
________________________________________
OFFENSE
________________________________________
Speed 5 ft.
Melee tendril –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
________________________________________
STATISTICS
________________________________________
Str 1, Dex 12, Con 6, Int 11, Wis 7, Cha 14
Base Atk +0; CMB –3; CMD 8 (cannot be tripped)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +9; Racial Modifiers +4 Stealth
________________________________________
ECOLOGY
________________________________________
Environment any underground
Organization solitary or grove (3–12)
Treasure none (incidental)

Statblock of the improved familiar:

Advanced sentient cytillesh CR 2
This patch of sickly looking fungus clings to the wall of a dark, dank cave giving of a blue-tinged light like a torch. Small tendrils seem to sift the air for sustenance.
XP 600
CN Tiny plant
Init +0; Senses darkvision 60ft., low-light vision; Perception +7
________________________________________
DEFENSE
________________________________________
AC 14, touch 12, flat-footed 12 (+2 natural, +2 size)
hp 13 (3d8)
Fort +3, Ref +1, Will –1
DR 5/bludgeoning; Immune plant traits; SR 14
________________________________________
OFFENSE
________________________________________
Speed 5 ft.
Melee tendril +2 (1d2–4)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +5)
Constant—speak with plants
At will—touch of madness (DC 13)
3/day—calm emotions (DC 13), touch of idiocy (DC 13)
Special Attacks confusion, feed
________________________________________
STATISTICS
________________________________________
Str 3, Dex 10, Con 10, Int 15, Wis 7, Cha 14
Base Atk +2; CMB +0; CMD 10 (cannot be tripped)
Feats Skill Focus (Perception), Ability Focus (Confusion)
Skills Knowledge (dungeoneering) +5, Perception +7, Sense Motive +1, Stealth +10; Racial Modifiers +4 Stealth
Languages speak with plants, telepathy 100 ft.
________________________________________
ECOLOGY
________________________________________
Environment any underground
Organization solitary or grove (3–12)
Treasure none (incidental)
________________________________________
SPECIAL ABILITIES
________________________________________
Confusion (Su)
The Cytillesh can expel a cloud of spores in a 5 ft. burst which lasts until the Cytillesh’s next turn before automatically dissipating. A creature standing within this burst must make a DC 15 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Feed (Ex)
By settling upon a helpless or willing target, the Cytillesh can feed. At the end of an hour of feeding, the victim takes 1d6 points of both Constitution and Intelligence drain, and the Cytillesh heals 2d6 points of damage.

An advanced sentient cytillesh can be gained as a familiar via the feat Improved Familiar at 7th level and if matching the cytillesh’ alignment.

Finally, if you're in search for a scaly challenge at mid-levels for your PCs, you might wanna check out this piece of work which I had submitted but didn't make the cut due to all the other awesome new monsters in Wayfinder #9!

Deep Earth Drake:

Deep Earth Drake CR 7
Fiery veins of molten lava zigzag across this beast’s body as it perches atop an outcropping of rock at the far side of a lava lake. As it gets up and unfurls its powerful wings, two malevolent, dark-red glowing eyes take in every movement underneath. With a powerful roar and a graceful dive, it vanishes into the lake below.
XP 3,200
CE Large dragon (earth, fire)
Init +5 Senses darkvision 90 ft., low-light vision, scent; Perception +11
________________________________________
DEFENSE
________________________________________
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp 84 (8d12+32)
Fort +12, Ref +7, Will +6
Immune fire, paralysis, sleep
Weakness vulnerability to cold
________________________________________
OFFENSE
________________________________________
Speed 20 ft., fly 60 ft. (average)
Melee bite +12 (2d6+5 plus 1d6 fire), tail slap +7 (1d8+2)
Special attacks pyroclastic breath
________________________________________
STATISTICS
________________________________________
Str 21, Dex 13, Con 19, Int 12, Wis 10, Cha 13
Base Atk +8; CMB +14; CMD 25 (29 vs. trip)
Feats Great Fortitude, Flyby Attack, Imp. Initiative, Power Attack
Skills Acrobatics +9, Climb +11, Fly +11, Intimidate +12, Knowledge (dungeoneering) +7, Knowledge (local) +5, Perception +11, Sense Motive +8, Stealth +10, Survival +8, Swim +10
Language Ignan, Draconic
SQ speed surge, superheated
________________________________________
ECOLOGY
________________________________________
Environment any underground
Organization solitary, pair, family (2 adults and 2-4 offspring)
Treasure standard (double coins)
________________________________________
SPECIAL ABILITIES
________________________________________
Pyroclastic Breath (Ex)
A deep earth drake can, as a standard action, breath a cone of fire and slag. This attack has a range of 120 feet and deals 8d6 points damage. Half the damage is fire damage while the other half is bludgeoning damage (DC 18 Reflex half). Once a deep earth drake has used its pyroclastic breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Speed Surge (Ex)
Three times per day as a swift action, a deep earth drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Superheated (Su)
A deep earth drake’s bite attack deals an additional 1d6 fire damage.

Deep earth drakes share a magma dragon’s jet-black scales with in-between visible glowing rivulets of lava, whereas the membranes of its wings lack this resemblance. A deep earth drake is rather large and stands out with its compact physique when compared to other drakes. They reach heights of up to 15 feet and weigh up to 3,500 pounds.
These drakes prefer areas of volcanic activity where they inhabit caves created by volcanic events. They can be seen swimming in lava lakes and rivers, which they also use in their favor to hide or as escape routes, should the odds be against them.
Highly territorial, they fight to the death over a lair, especially one featuring an entrance hidden within a magma chamber.
Prone to changes of mood within split seconds there is no way of knowing in advance what the results of an encounter with a deep earth drake will be, again showing their kinship with magma dragons. A sure sign for agitation are the spouts of fire and ash escaping its maw at irregular intervals.
Deep earth drakes mate for life. Mated pairs seek a lair together, and having found one usually assault the former inhabitants, including other deep earth drakes, and driving them off or outright killing them.
The female lays a clutch of two to four eggs and both parents care for their offspring after hatching. Until the young reach maturity at an age of four, the female drake stays within the lair at all times, caring for the young. In addition to caring for the young, the male drake is tasked with all things happening outside the lair, e. g. hunting, and defending their territory against intruders.
On rare occasions, a pair of deep earth drakes is encountered, usually on their search for a new place to stay.
Xorn and thoqquas are their favorite prey. The former they slay not only for food but also for the gems and precious metals they might be carrying. Deep earth drakes covet treasure that can withstand heat above all else, favoring coins and items wrought from metals.

Enjoy!

Ruyan.


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Ties in nicely with his arrival at Paizo!


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Awesome! 115 pages loaded with great stuff! So happy to be part of the crowd.
Todd, thanks for (again) gracing my humble pieces with your great art!
Another thanks to Carlos!

Ruyan.


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Really cool! I demand a truck load of those to buy on Paizo.com!

Quote:
Now I just have to make Kyra’s robes and I can show up to PaizoCon as everyone’s favorite cleric!

Please do shave before, will ya? *laughs*

Ruyan.


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The SU mentions -2 to all d20 rolls and -2hp/HD which sounds a lot like the Simple Young Simple template - thus I'd also say they should be CR 4.

Ruyan.


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Blog wrote:
WAR! What is it Good For?

...absolutely nothing!

Besides that: Awesome sauce! So looking forward to it.

Ruyan.


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Orthos wrote:
... huh? One's no more original than the other. Heck, I've heard/seen Maiden-Mother-Crone much, much more often in reference to the triune goddess than Maiden-Mother-Matron.

You might also wanna check Hecate on e.g. Wikipedia - fits the bill quite nicely (see my post above from January, 28th).

Ruyan.


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Eric Clingenpeel quoted the relevant text. Everything is there:

  • no templates
  • no advanced versions of a creature.

    Bolded mine. The creature has to exist in the first place; where do I check that? I have a look into Bestiary I-III.
    There does not exist a huge wolf as an animal in any of the Bestiaries. The only way of getting a huge wolf is to advance a Dire Wolf by following the step-by-step instruction found here or to

    PRD wrote:

    When advancing a monster by adding racial HD, you should start by deciding what you want the monster to become. In most cases, this means merely a tougher, stronger version of an existing monster. Note the desired CR of the new monster. This is also the point at which you should decide whether the creature is going to increase in size. As a general rule, creatures whose Hit Dice increase by 50% or more should also increase in size, but GMs should feel free to ignore this rule if warranted by the individual creature or situation.

    Emphasis mine.

    This is how by advancing a monster you can increase its size. This is also what is explicitly negated for wildshaping by the rules Eric Clingenpeel quoted.

    How's that rule outdated and no longer needed?
    The new wild shape rules were written as such to keep the shape changing happening simple (every change is explicitly stated; if it's not on the list, you do not get is as a PC using a polymorphing effect) and to specifically avoid the bloat and power creep which took place in 3.5 with every new monster published in an upcoming Bestiary and which added to the mythos of CoDzilla (same goes for why the summoned monsters available via [i]summon XYZ[i] spells are not modified with new Bestiaries).

    Ruyan.


  • 2 people marked this as a favorite.

    Greetings, fellow travellers.

    Your first stop should be Oterisk's Guide to the DD and the accompanying discussion thread.

    Many questions you have will be answered!

    Ruyan.


    2 people marked this as a favorite.

    Lock, stock and two smoking barrels.


    1 person marked this as a favorite.

    Or an all barbarian group taking back Sakoris single-handedly!


    3 people marked this as a favorite.

    Sun orchid elixir, anybody?

    Ruyan.


    1 person marked this as a favorite.

    I'd say you get best of both worlds: no rest, just a specific time of day (you cast divine spells) and 15 min prep time (you are a spontneous caster).
    That's what I gleaned from combining the Magic sections of the CRB combining Casting Divine Spells and Daily Readying of Spells for Sorcs/Bards.

    Ruyan.


    2 people marked this as a favorite.

    Try to get hold of the old MERP adventures...

    Roughest conversion would be to divide equipment properties by 5 (MERP is a d100 system).
    But the treasure lies in the atmosphere the adventures help create, to get the crunch right requires a lot of work from the GM.

    For a free glimpse, you could try The Guild Companion. They published some 10 years back a free mini campaign:

    Part 1

    Part 2

    Part 3

    Part 4

    Part 5

    Part 6

    Ruyan.


    1 person marked this as a favorite.

    You could also have undead appear at their borders over time attacking outlying farm steads etc. I'd give them ~1 month before the dread zombie cyclopes show up. If they investigate throw in the soul eater and 2-3 zombies.
    As Orthos already said that should get their attention.

    Another idea could be to send a recurring nightmare to one of the players - maybe with religious background - showing a robed humanoid (Charon) ferrying ghostly humanoids (souls) over a river (Styx).

    Ruyan.


    1 person marked this as a favorite.

    Greetings, fellow travellers.

    I like the idea of a herald of Erastil showing up - maybe the giant stag from the bestiary - and have it tell the players the background of the bear/priest. I also like the idea of having him reincarnated (pick race in advance). Or let the stag show up, touch him with its antlers, have the bear change back to human and die (peacefully) due to old age and then have the stag granting the party a boon or a charm (+1 to saves for a day, +1 to attack for a day, and +2 to handle animal, woodland stride for a day, or something similar).

    Ruyan.


    5 people marked this as a favorite.

    +1 - to what Lamontius said, that is. What? I'm a scientist. I know about the power of images and how they help grasping reality and such...


    1 person marked this as a favorite.

    So, Cosmo has finally had his share? *grins*


    1 person marked this as a favorite.

    I wonder whether a Hellknight would join the Society in the first place - they do not seem to be of the law-abiding type...


    1 person marked this as a favorite.

    *slight derailment*

    Well, my thinking goes along the lines of adding the lining not to the surface of a wall but having the wall built like a sandwich, where the typical inconspicuous masonry encases the lead, thus minimizing emission.

    In addition, followign a more scientific (and thus to RPGing completely irrelevant) argument, lead is easily oxized and especially in a rather humid environment forms a quite inert patina (confer usage of leaden tubes for water pipes). Thus, lead poisoning would indeed occur over a rather longish (decades) period of time.

    Ruyan.


    1 person marked this as a favorite.

    I really liked the vague nature of the gazetteer in KM(AP #33) - but I do not mind a more detailed look onto/into Deeprun Crevasse. While the coastal regions and the "kingdoms" along the Ardshrod River were ok, the heart lands including the woods and Syrzemyan Highlands intrigued me much more.

    Spoiler:

    Questions:
  • Will Sjohvornor be involved?
  • Do the dungeons mentioned include the cyclops ruins in Vurnirn?
  • Besides: clever Paizonians - it's all there!

    Spoiler:
    Artrosa: “The Three Who Watch.” These three
    massive stone mesas are visible from many Iobarian
    cliffs despite the distance. Crudely carved into the cliffs
    are three nude female humanoid figures of uncanny
    scale, their bodies at least a half-mile long. While their
    race is unclear, the figures show a long-haired maiden,
    a pregnant matron, and a hunchbacked crone, each
    holding up a hand and warning the viewers away (though
    from what is unclear).

    Ruyan.


    1 person marked this as a favorite.

    *opens popcorn*

    Funny, how everybody cites RAW and you're the only one supporting your arguments.

    Reverse logic does not work here, since it's a game with its own rules. If logic would apply at all there'd be no magic, thus no wildshaping, thus argument ends.

    Amsheagar wrote:


    Fact #1: When a druid shifts, he loses any items he has.
    Fact #2: Animals can wear Armor.
    Fact #3: Enchantment bonuses do stack.
    Fact #4: Wild is an Enchantment that you can put onto Armor.

    Fact #1: Wrong, he might loose the benefits, but even that depends. True is, he will not be able to use most of its equipment, but if he puts aside his weapon, shifts into an animal having opposable thumps he might be able to pick it up and wield it in combat. If said shape was humanoid to boot, he might even be able to don armor and benefit from its armor bonus.

    Fact #2: Animals can wear Armor, which is called barding.
    Fact #3: Wrong, they overlap. Only bonusses from different categories stack.
    Fact #4: True.

    And the conclusion?

    Ruyan.


    1 person marked this as a favorite.

    Keeping it PG-13 as basis works fine for me, dial it up to 11 in your homegame, if you want.

    I actually would like to wallow in the grittier things implied here and e. g. RotRL, too, but know first-hand how uncomfortable some (of my) players are when facing these kind of challenges (and we're well beyond PG-13 level in RL).

    Ruyan.


    1 person marked this as a favorite.

    Love the boggard, awesome paint job! Maybe I can use him as well for my KM game.

    Sorry to say catwoman sucks.

    Ruyan.

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