Draugr

Segallion's page

Goblin Squad Member. Pathfinder Adventure, Lost Omens, Rulebook Subscriber. Organized Play Member. 105 posts (108 including aliases). 1 review. No lists. 2 wishlists. 7 Organized Play characters. 2 aliases.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Sorry but I need to cancel the following lines:

Pathfinder Cards
Pathfinder Modules
Pathfinder Player Companion

The price increase is what lead to my decision, it just doesn't make sense on the price increase vs content to continue these. I might resubscribe to the Cards depending on what is being released.

As always thank you

Segallion


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Hermea....Dragons and finding out a big secret as to if this is truly a LG society or something more sinister.

Arcadia Kingmaker 2

Nex vs. Geb Large scale combat to the forefront!!

Vudra...


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

So I'm also fishing for what angle I can take to get players interested in this. I've mentioned this AP and I typically get eye rolls.

Could I take it as a battle of Magic vs Tech? Perhaps The church of Nethys realizes this and has sanctioned other groups to help in eliminating or eradicating the Technic League to start as well as getting these dangerous "artifacts" out of others hands.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Thank you so much for this discussion so far. I think I have learned a bunch from Crystal and the other posters that share that experience. So please keep up the enlightenment.

As a GM I want to better be able to represent these types of characters, hell as a person I want a better understanding so as to NOT hurt someone's feelings with my ignorance.

Are there websites, or materials that would be a benefit learning more about this subject that you could recommend?

Thanks again in advance!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Question for those at Paizo.

Are the GM bonuses used against the players added before the die is rolled or after?


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Gozuja wrote:

Ahh, figured as much. Even with the saving throws afforded to the effects, we actually ended up netting considerably more frequent fumbles than we had with the fumble cards (which entailed a natural 1 followed by a confirmation check, e.g. trying to hit the target again.)

A little houserule we have is that if you score a crit you can save it to avoid a fumble later. So instead of scoring a crit, it is just a normal strike, but when a fumble comes up you can turn it in to avoid the fumble.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Curious if this ever came up during any playtest. Can a player choose to fail his saving throw on a debilitating effect, to avoid taking the extra damage? For instance the effect would be knocked prone. I could see a player rather have that happen than to be hit with an extra 2d6 - 4d6 points of extra damage.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Just curious if we can get an explanation on how these will work, since they are showing up in a few months.

As always thank you in advance!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm checking through the various Druid spells and between the quick reference and the actual spell description the levels are wrong on quite a few so far. Some level 1 spells shown in quick reference are coming up as either 0 level or 2nd level spells in the descriptions.

Examples:
Maggots quick reference 1st Spell Desc 0 level
Riptide quick reference 1st Spell Desc 2nd level
Snap the leash quick reference 1st Spell Desc 2nd level

When I run into these issues from which reference point should the actual level be? Quick list or Spell Description?


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

In our home campaign's we often switch up who is running the game, and this quickly became an issue. We came up with the following that helps us to be consistent between all of us.

Knowledge Checks


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Good morning Paizo,

I have not received the above order, but received the shipping notification over 2 weeks ago.

Can someone update me on this?

Thank you very much


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Some of our House Rules....

Aid Another: Only two are allowed per individual per round. The persons must be next to the one they are aiding (offense or defense, can't be at range, or using a reach weapon).

Counter spelling: This is an immediate action, but at the cost of your standard action the next round. thus only one spell can be countered per round and regenerates when your turn comes up next.

Massive Damage: We ignore this rule

Movement in Combat: Any square costs 5' of movement even diagonals.

Knowledge Checks to ID Creatures: We created a way for this to work that incorporates how badly you beat out the roll by giving you Knowledge points that you can then spend on the creatures stat block to learn various items. In addition, based upon your class you get one piece of info on a successful check.

Drowning Rule: For every 5 points of CON, you gain one additional round after falling unconscious before you drown.

Hero Points and Leveling: You can spend a Hero Point to roll 2 HD for HP taking the best roll. If you still roll very low you can then spend one additional Hero Point to get half of that particular Hit Die.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Curious for any that use this and Hero Labs together. Does this application do anything that the tactical console in hero labs doesn't? Do you see the benefit of running both during a game session, and if so how do you use them both?

Thanks in advance!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm adding some additional details to holy-symbols in my campaign and wanted to see what types of ideas I could get from the community.

Here is what I have so far.

The Holy symbol of Torag is an upside down warhammer. Symbols are split between precious metals for Clerics, artisans and royalty(copper, silver, gold). While the workable metals (iron, steel, mithril) are given to the more militaristic side of the religion. (Paladins, Warriors, Inquisitors). DC 15 Religion check to know the rank vs. the metal.

Adamantine symbols are given only to the greatest of Dwarven Heroes. No known person outside of the Dwarven race has ever been given this honor.
Bronze Thrall->Shieldbearer
Copper Initiate->Acolyte
Iron Clansman->Axeman (weapon of choice)->
Silver
Steel
Gold
Mithril
Platinum

Certain symbols may contain gems or are made entirely of a gemstone if the bearer demonstrates certain qualities.
DC 20 Religion to know what gems go with what quality.

I'm stuck on having some naming conventions for the Military and Religious side of Dwarven society. I'm leaning toward adding some Viking ranks as the Humans in that region do worship Torag as well.

Anyone care to offer some input?

Thanks in advance

Segallion


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Please cancel my current comics subscription.

Thank you very much


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Great book!

I want to see this continue, and for that we need to see these items show up in future AP's and Modules so we can keep this growing, otherwise it makes it harder to adopt in game.

For example, I loved in the Elves book the various combinations of food/alchemy, yet nothing else ever shows up and that just kind of dries on the vine.

I want to see rewards that incorporate Influence and/or labor points. After sending you on several adventures the Scholar becomes a Companion, etc. Keep bringing in new items like this and giving out various rewards that further this type of material.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Can you please cancel my current Pathfinder Mini subscription.

Thank you

Segallion


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

What I'm hoping to see included.

1. Boons and Obediences

2. Holy symbols. Are there differences between higher and lower ranking officials? What about which aspect you worship more. For example are there distinct markings that would show you worship the death aspect of Pharasma vs. the Birth aspect?

3. Titles. What are the named titles for each Dieties clergy. Are there various ones based on the specific aspect of that God that they worship.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Before you get too far in this remember that Quests & Campaigns is due out in a few weeks. That should be adding to this with more specific info for Golarion....If I'm not mistaken.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

As an Oracle your spells don't come from one specific God/Goddess. So, I see no reason why you couldn't switch between them as you see fit.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm loving this book so far.

But I have run into a concern in retraining Hit Points.

In the example given you have a 5th lvl fighter with a 14 Con (+2 HP per level) which will give him a max of 60 hp's. You are not able to train past this point.

Lets say he has rolled a "5" for every level after his first. This will leave him with a total of 40 HP's.

Based on the math defines for training (3 days per HP) you will need to train for 60 days. (20 HP short of max x3)

The cost for this would be (10 x lvl x # days training) for a total of 3000 gp's.

The only limit I can see is you need someone of a higher level to train you. Am I missing something? Should there, or is there a limit outside of this?

Otherwise I can't think of a reason why most PC's won't have max hit points.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

For those that have it.

What item(s) do you like the most?
Were there any things that didn't come out like you hoped?

I'm dying here in anticipation, keep my going...


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Over 50 tables for Background!!

Curious, as to how long it will take to completely roll up a character this way?!

Hurry up and take my money!


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm not sure where this would be of most use to everyone so decided this was the place to start, if this should go in a different forum please lets move it there.

I wanted to start a list of rules found in various AP's and Modules that might come in handy for other GM's games when they need a ruling on something that might not be found in other sourcebooks.

For example In the Crypt of the Everflame you can find the following:

RESTING: DC 10 Survival check to find a suitable level ground to rest on. Those that sleep on lumpy ground make a DC 13 Fortitude save or be fatigued the next day.

SINKING: Failed swim checks cause you to sink in the water. Those carrying light or medium load sink 10' per failed check, while those heavily encumbered sink 20 feet per failed check.

Any others to add to this list?


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Is there a way to change from the Deluxe to the Standard subscription?

Thank you in advance.

Segallion


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Steel_Wind wrote:

Paizo continues to take risks and forge new paths with the Pathfinder hardback series. I continue to look forward to Ultimate Campaign more than any other hardcover that Paizo has yet released. Let's hope the reality lives up to the hype -- and most of all -- to the hopes of fans.

Oh I agree, this by far, is the one book I've been wanting for a long, long while.

I'm also guessing this is not an exhaustive list. I seem to recall that Legacy Weapons might also be included? A way to level up weapons with a character.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Don't forget about me....I'm in.


2 people marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Just wanted to thank all of you for all the hard work you put into the website. It is INVALUABLE at my table to be able to look up so many items very quickly.

Thank you!

Segallion


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Paul Murray wrote:

What I would really like is a volume collecting together the rules in the various modules - the city building and war rules in Kingmaker, the overland and making camp rules in Serpent's Skull #1, and the factions rules in serpent's skull #2. And those are just the modules I have read. I'm sure other adventure paths have rules for naval combat, trade networks, all kinds of stuff.

These auxiliary rules and mini-games - it's the book that the game mastery guide should have been. Collect them, tighten them up and make 'em consistent, and I will totally buy a copy.

Then open thy wallet for Ultimate Campaign.

I believe most of those items are going to be there as well as others. Such as running a business, what are the PC's doing during their down time, and PC background generation.


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Out of all the books ever released thus far, this is one I've got the highest hopes for.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Can you please cancel my current Pawns subscription?

Is there a way to do this manually without having to post a message? Just trying to make it easier for those of you down in the unholy caves.

Thank you

Segallion


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Here is a post on our House Rules on Knowledge checks that my gaming table seems to work.

Knowledge is Power

Hope it helps!

Segallion


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm loving the new layout. AMAZING!!

My players will love it as it will help some of the newer ones to focus on role playing aspects during character creation, and the older ones to get additional information to help them flesh out characters.

When I think you can't possibly impress me anymore you seem to find a way.

Kudos.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
revloc02 wrote:

Sorry, I know I am necro-ing this thread but I have some quesitons:

1. Is this product worth it?
2. Is this product outdated?
3. Is it available at the Paizo store (I couldn't find it)?
4. Is it better or worse or just different from the Pathfinder Roleplaying Game GM Screen (how does it compare as far as info included/covered)?

Just my opinion Rev, this was good for me at one point, but now is outdated.

It is way easier for me to use d20pfsrd.com website and get any information quicker. In addition the new Pathfinder Character Folio has some nice tables added to that product, which helps out the PC's.

Hope that helps!

Segallion


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

As a GM are Knowledge Checks bringing you down? Are the players ready to tear you apart when you don't give them the juicy bits of info they are looking for? Well fret no more. We have instituted something that seems to help, perhaps it will help you as well

So prepare for the wall of text about to spring forth....

We broke down the creature stat block as follows

Creature Stat Block:

Header
Name and CR
XP
Race, Class, Level
Alignment, Size, Type
Init and Senses
Aura
Defense
AC
hp
Saving Throws
Defensive abilities, DR, Immune, Resist, SR
weaknesses
Offense
speed
space/reach
special attacks
spell like abilities
spells known/prepared
Statistics
ability scores
base atck, cmb, cmd
feats
skills
languages
SQ
Ecology
environment
organization
treasure
Special abilities
special abilities

When a Knowledge check is asked for roll as normal and get the number they beat the roll by, these are the points the PC can spend.

If you are successful you get the name and sub-class(es) of the creature, as well as a brief description. In addition, we added that if successful you learn a bit of info based upon the type of profession you are. For example a Fighter would tend to get more info about ability scores and attack bonuses, while a Wizard would get spells or magical abilities.

You are able to spend these points to learn about the creature itself or any of its types.

Items to spend points on
1. Each line of the stat block counts as 1 point
2. Each Bold item counts 2 but you learn everything in that area
3. Special abilities cost on a one for one basis. If someone asks for special ability and it has none, they still lose the point as it has answered their question.

Bone Devil entry from Beasiary:

Devil, Bone (Osyluth) CR 9

XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
DEFENSE

AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
OFFENSE

Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee
(3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of
objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
STATISTICS

Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will,
Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge
(planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Poison (Ex)

Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect
1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

ECOLOGY

Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard

The interrogators and inquisitors of devilkind, bone devils delight in
torturing those weaker than themselves—mortals, souls, and other devils
alike. Born of ancient heresies mired amid the Styx-fed swamps of
Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce
infernal order and the will of the archdevils. Powerful fiends favor
these terrifying sadists for their unwavering devotion to Hell's laws
and the commands of their masters, as osyluths eagerly report the
disobedience of other devils—regardless of standing—and take to the
craft of torture like morbid artists. Diabolists risk much to bargain
with them, as bone devils glean many infernal secrets amid their
nightmarish calcified torture hives. These devils especially delight in
journeying to the mortal plane, as their cruel talents and service to
evil spellcasters often mean gaining much valuable information, which
they might hold in their perfect memories for centuries before reporting
back to their diabolical masters.

In battle, an osyluth uses quickened invisibility after each attack to
confuse foes. Many osyluths carry twisted and eerie bone weapons, but
these tools are more for torture and intimidation than actual combat.

Osyluths tower over lesser devils at 9 feet tall—though their tails and
fearsome but useless wings make them appear much larger—and weigh upward
of 400 pounds.

Thormar (Paladin) and Halis (Wizard) both roll against this and are successful. Thormar gets 1 point and Halis gets 2.

Both get sent the following:
/////////////////////Successful check info//////////////////////////
Devil, Bone (Osyluth)
outsider (devil, evil, extraplanar, lawful)

The interrogators and inquisitors of devilkind, bone devils delight in
torturing those weaker than themselves—mortals, souls, and other devils
alike. Born of ancient heresies mired amid the Styx-fed swamps of
Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce
infernal order and the will of the archdevils. Powerful fiends favor
these terrifying sadists for their unwavering devotion to Hell's laws
and the commands of their masters, as osyluths eagerly report the
disobedience of other devils—regardless of standing—and take to the
craft of torture like morbid artists. Diabolists risk much to bargain
with them, as bone devils glean many infernal secrets amid their
nightmarish calcified torture hives. These devils especially delight in
journeying to the mortal plane, as their cruel talents and service to
evil spellcasters often mean gaining much valuable information, which
they might hold in their perfect memories for centuries before reporting
back to their diabolical masters.
///////////////End of Successful Check///////////////////////

Now based on class without costing any points here are the "extra"
pieces they learn

///////////////////Thormar//////////////////////////
They have an aura of fear, which only the most hardy overcome.
//////////////End Thormar/////////////

////////////////////Halis//////////////////////////
In battle, an osyluth uses quickened invisibility after each attack to
confuse foes.
/////////////end Halis////////////////

Now they choose which questions to ask, either in the current creature,
or any sub-classes they want. In this case any of the following:
outsider (devil, evil, extraplanar, lawful).

This seems to have helped since the PC's are responsible for asking the questions so if a valuable piece of information isn't found via the Knowledge check it isn't because I left it out.

Happy Gaming!!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

1. Plants/Herbs/Poisons - descriptions of bonuses associated with them
2. Magical meals/brews - Some were brought up in the Elves book which used Alchemy and cooking, and have seen some beverages that have magical effects associated with them. Would be good to see this expanded.
3. Buildings/Rooms/Businesses/Strongholds. Various costs of buying and/or building these from scratch. (Materials cost)


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
William Edmunds wrote:
I just bought the item card deck for Carrion Crown and just wanted to hear some general advice for using them. In general, do you hand the cards to the PCs and let them fill in the blank spaces on the cardbacks as they learn about the items? Or does the GM usually have the specifics filled out beforehand? What kind of pen/marker works best for these cards?

I've got a subscription so we use them as follows.

Any weapon or armour that is Masterwork or better I select an appropriate card.

Any other magic item or piece of equipment that matches a card I then give that player to keep.

If a player buys or purchases a magic item they get to select the card that represents the item.

We use sticky notes for the back of the cards so that they can be re-used in other games in the future.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
YuenglingDragon wrote:

A lot of this is going to depend very much on your campaign.

For #3, what do you do if you're far away from civilization? Can't trust the city? As a mortal hand of Iomedae on the Material Plane, can you dispense the same justice that would be dealt otherwise? Can a murderer, that you know is guilty, be executed by your hand? What do you do about high level spellcasters or those who might be likely to be rescued by high level spellcasters? There probably isn't a jail capable of holding someone like that.

Are these listed in order of importance? What happens when you GM presents you with a moral quandary, save the life of the young woman in front of you or capture the serial killer that kidnapped her? If you save her you may have doomed many other women to his predations.

No particular order, more of myself and the player working through this as his code, so we both are on the same sheet of music, so to speak.

This is more of an outline so we both know what to expect, and that there are no surprises.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Well I did this once before for help with a code of Sarenrae, so figured I would reach out to the masses to see what help I can get for this one.

Here is what I have so far....

"Justice and honor are a heavy burden for the righteous. We must demonstrate unyielding courage in the face of adversity. No danger is too great to prevent us from fulfilling a promise or completing a mission. This commitment is stronger than our fear, pain, hardship, or even death."
1. Aggressively seek out the enemies of humanity. We must seek out and take the war to Demons, Devils, Evil Dragons and Undead.
2. My word is my honor, and my honor is my life. If I make a promise I will carry it out even if it means my death.
3. Until I am in a position of authority or rulership, then I am just the arm of justice not the executioner. Should one ask for mercy I will grant it to them, but they must still answer for any crimes.

"For Victory, for the Heart."
4. Valor dictates we must attack an enemy without hesitation, Whenever possible we should seek out the most formidable enemy as our primary opponent. We should seek to engage our opponent face to face (not with missile combat), continuing to fight until the enemy withdraws or is defeated.
5. Can't ever use poison of any kind! For this cheapens the victory as well as the soul of the person using it.
6. If we should need to leave the field, I shall be the last one on it, making sure my friends, companions, or wards are all safe before I am.

"Be like a tempered steel sword, able to bend and not break."
7.Must set an example to the common folk, but especially children, both in appearance and attitude. (10% of income must be spent on appearance of self + gear)
8. May only own two magical weapons,(one being a sword) one suit of armor, and one shield. Extra are turned into the church to be used instead in the various crusades instead of wasted.
9.

"May the strength of your sword guide you through the fog of mortal words."
10. A paladin must respect the laws of the land he/she knows are just (fair and good). Whenever in doubt, especially when travelling abroad, it is the spirit of the Law that must be followed, if ever the letter is corrupted or unknown.

I'm having problems getting that last one filled in. I'm thinking something along the lines of her protection of women, and courtly love, but just can't seem to find the words.

As always appreciate any feedback and or help any are willing to lend.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Well we had ourselves a nice water adventure that didn't go so good for the PC's. They were not at all happy about the drowning rules and how once you hit 0 hp the next round you are essentially dead.

So I proposed the following change.

You get your Con divided by 4 extra rounds before you are truly drowned. For example a person with a Con of 18 is knocked out under water, he has 4 more rounds before death. While an 8 Con would get two more rounds.

Too little? Too much? Anyone else have any alternate rules they have used?


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Exitilus wrote:

I'm new to DM'ing and I've been reading and preparing to run the Carrion Crown Module. Just curious about rewarding the experience for Research.

Does Each DC Rewards it's own Experience? or is it a sum of the previous. IE A DC25 Research rewards 400 Experience. Do they also get the DC10, 15 and 20 as well?

You are correct! They get xp at each DC.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Question on the bloodblock alchemical item.

Bloodblock wrote:
This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above).

I guess my question is it assumed that when you purchase a healer's kit that this also comes with it? Or does it just save uses on the healers kit with deadly wounds? (instead of using two uses it only uses one)


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'd like to thank you all in advance for coming back and offering advice. Thanks again!!

Obi of the Hagfish
Aurafaint conjuration; CL 5th
Slot Belt; Price 2500 gp; Weight 1 lb.
Description
Obi are usually made of a wide piece of plain cloth, but more exotic materials such as silk are not uncommon. These items are much more common in Tian Xia, but are now often seen in the various markets of the mainland.

When damage occurs to the wearer of the Obi of the Hagfish (or Nuta-unagi obi as it is known in Tien) from either being grappled, constricted or swallowed whole, the Obi causes the wearer to secrete a layer of muculent ooze from his pores. For grappled and constricted characters this functions much like a grease spell. For those that have been swallowed whole, the Obi often initiates a gag reflex(DC 20 Fort save)due to the foul taste of the mucus. Should the creature fail its saving throw the wearer is regurgitated prone into any open square in front of the creature.
The mucus quickly sloughs off and lasts only a minute after its effect has taken place.

While obi typically come in a variety of colors and patterns, they are most often seen as simple sashes, but much more elaborate versions have been seen. Legends abound of powerful obi that bestow additional abilities that are connected to the various knots (Musubi) tied into them.
Construction
Requirements Craft Wondrous Item, grease; Cost 1250 gp


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I seem to recall one from the old Dungeon AP's. Where you picked a demonation (cp, sp, gp, pp, or gems). From there each person has one set of dice from D4 to d20. You start with the lowest die first and all roll at the same time, once you hit the largest number on that die, you move the next. The first to roll a 20 then rolls again and the number that comes up is what each other person pays the winner


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

My players would love to see a Companion Expanded line...they love some of the options that have shown up in the Races books, but there just isn't enough "love" for them to run with it. For example in the Elves book you have a section on "magical" food items that can be created with cooking and alchemy, but with nothing else coming along those lines they are not keen on expanding their character that way since there is limited number of items listed.

I understand that I or they can create additional items, it just seems my group dynamice doesn't give us the time to do those things.

Just a thought.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Would love to maybe see some codes of conduct for Paladins based on the various religions.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I hate doing this here, but I don't seem to have permission to post on Hero Lab website, so hoping those that use the product here, or from over there get a chance to see this.

In regards to the tactical combat console, how are you using this during your game? Say you are running an Adventure Path, do you have all the encounters entered ahead of time, like say per room? Or do you enter this on the fly?

Just curious as I'm trying to figure this out and get a good approach to doing this quickly during a game.

Thanks again!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Colen wrote:

Hi everyone,

We just released Hero Lab v3.6a, which includes a major addition for the Pathfinder game system - the "Pathfinder Bestiary I" package. This new data package includes all material from the Pathfinder Bestiary and Bonus Bestiary, with over 300 creatures and stock heroes ready for instant use in your games.

This optional add-on package costs $14.99, and is available to Pathfinder users by going to the "License" menu within Hero Lab and selecting "Purchase Data Package...".

If you have any questions about Hero Lab or the new data package, we're happy to answer them here, or on our forums. You can read more about Hero Lab here:

http://wolflair.com/hero_lab

Enjoy!

My question is around the tactical console. Are all of the monsters available there, so I can just click to add several creatures quickly to the console and just run a combat from there?

Thanks in advance!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm ready to hear about the ...and much, much more bullet point in the product description ;).


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Mikaze wrote:

Very nice code here!

Segallion wrote:

6. Destroy any mindless undead, Demons, Daemons, Devils, as well as anything related to Rovagug as they are beyond redemption.

Made the biggest change here, by adding Demons, Daemons, and Devils to this list. Seeing how she was an Angelic figure before becoming a Goddess I thought this fit well...My only problem was with the Devils as she has made a pact with Asmodeus. But the character was fine with this. I'm curious as to what the rest of you all think.

It could be porblematic.

Risen/redeemed fiends do exist in the Golarion setting, as they were explicitly mentioned in Classic Horrors Revisited in a small discussion on why mindless undead are evil. Now, such creatures would still be incredibly rare, but the possibility exists. And with Sarenrae being the biggest proponent of redemption amongst the gods and her history of being able to work with Asmodeus for short times for the greater good, it doesn't seem right to bind her paladins with an absolute kill order when the possibility, however slim it may be, of being able to turn a fiend towards good exists.

Just tagging them as "truly irredeemable fiends" might cover it, and allow for any exceptions to be dealt with accordingly without breaking the code. After all, the rule you have already allows leeway for those incredibly rare good undead to be dealt with peacefully. This would just complete the set.

Is it just me, or does anyone else have a much easier time seeing certain demons and devils being redeemable, but daemons not at all? Hell, Calistria has demons that serve her, and they theoretically could be living in her realm in Elysium. Granted, they'd probably be (mostly) CN, heavily altered demons...

And then there's that misty island in Nirvana...

I agree, and the things you bring up as they are why I was concerned. However, I do like the gray areas. Not as a trap to lose Paladinhood, but as an internal conflict. He has several codes that could possibly contradict themselves. This can help by allowing him justifiable actions and he isn't locked down to behaving a certain way. It also will cause him to maybe think twice about what he does.

My real conflict was with the Devils part of it. I think Daemons for sure can be there, sounds like there is no redemption at all in any of them. I wasn't aware of the Demon aspect, but again I think chances are pretty good they are evil to the core. But for now, my player likes it so I'm good with it.

I'm almost curious if a Code of Conduct might be reflective of an area the Paladin trains in. I could see the Paladin from Katapesh, having a very different code than say one closer to the Worldwound...interesting subject either way.

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