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Set's page

Pathfinder Society Member. 13,770 posts (17,846 including aliases). 1 review. 1 list. 1 wishlist. 2 Pathfinder Society characters. 79 aliases.


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Scarab Sages

318. Thunderhead In place of hair, you have a thick mane of fog streaming from your scalp, and either trailing behind you (when in motion), rising into the air, or lying flat against your back, like hair. This fog is thick enough to be opaque, and is usually white and cool to the touch, but when you are angered or in combat, it darkens like stormclouds, and is occasionally lit by tiny crackling electrical discharges, and distant sounds of thunder. Your eyes similarly show only reflections of a blue sky, filled with racing clouds, or dark thunderclouds lit by lightning, and any exposed skin often shows odd shadows, as of passing clouds overhead, even if none are in the sky (in time with the clouds reflected in your eyes, which may have no bearing on the current weather).

Scarab Sages

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3. Tall staircase leading down to the royal court, where the princess awaits your introduction. Badly fitted sollerets. Cue Yakety-Sax, much social humiliation, a broken-off engagement, and epic rage.

Yes, it's a paladin falling that came from a paladin falling.

Scarab Sages

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Ooh, I love that Tengu on the cover of the Advanced Race Guide!

Do you have any info on that character?

My speculations from your picture;

a) He's a boy tengu.
b) He's a cleric.
c) He's Tien.
d) His name is Bakiri, but Merisiel calls him 'Beaky,' to his annoyance.

Scarab Sages

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Durngrun Stonebreaker wrote:
That honestly wasn't even my point. I was saying just because Christianity didn't consider being black as sinful, what if other religions did?

Where I grew up in Oklahoma, being black was 'proof' that you were descended from Cain and bore his mark. Shunning black people was absolutely the Christian thing to do.

I have no idea where that notion came from, but the town (Grove, Oklahoma) had a 'blue law' on the books that black people couldn't live within the city limits. (An unenforceable law, even back in the 70's and 80's, but still not one that anybody felt a burning need to scrub from the books...) A black family did move into town, and bought the closed down movie theatre and re-opened it.

It burned down. A month later, the barn on their property burned down. They moved away, and a few months after that, the house they'd lived in burned down.

Not *all* of the racism in that part of the country stems from (mis)interpretations of Christian belief, but it's hardly blameless.

Meanwhile, some homeless liberal hippie named Jesus encouraged his followers to treat others the way they want to be treated and stop casting stones at each other. Maybe if a few more 'Christians' were inclined to follow his message...

Scarab Sages

Adam B. 135 wrote:
Power attack and combat expertise should have been normal combat functions I think. Not even feats.

Yes, indeedy. I was pushing for this back in Pathfinder Alpha, if not for everyone, at least for Fighters. (Giving them a damage bonus like the 1st edition Monk and an AC bonus / Class Defense Bonus based on level, as well as the ability to swap out numbers between their Fighter-class-based BAB, DMG and AC bonuses, to do a 'Power Attack' (-Atk, +Dam), or a 'Reckless Attack (-AC, +Atk), or a 'Defensive Attack' (-Atk, +AC) or a 'Precise Attack' (-Dam, +Atk) without any need for Feats like Power Attack or Combat Expertise.

Scarab Sages

1001. Horny Bastard You have prominent whorled horns on your forehead (somewhat resembling unicorn's horns, but generally red or black, and travelling in pairs). These horns are not made of the stiffened hair of animal horn, nor of bone or ivory, but instead from some sort of erectile tissue, such as found in human lips. When you are relaxed, they droop like fleshy scalplocks (or Twi'lek lekku), but when you are 'excited to see someone' they perk up, announcing to the entire world your interest, being as shameless as any other tissue of this sort.

Scarab Sages

Darkbridger wrote:

There have been threads and requests for racial focused APs off and on, so why not a class focused one. They would probably be harder to do, but might prove to be interesting. Heck, maybe an AP with some enforced multi-classing where everyone starts as fighters, rogues, monks, etc, and only get access to other classes later. Heck, that could double as the Half-Elf AP too. Any AP that downplays Humans (both as PCs and Opponents) and full spellcasters would be a welcome distraction at this point.

But maybe this is only an MMO thing? Controller-only ITF forming, PST. :)

While I love this sort of thing in MMOs (all Fire/Rad Controllers in CoH, all Robotics Masterminds in CoV, all Paladins in WoW, all Necromancers in EQ, etc.), it would probably be far too limiting for a product that takes up half a year of Paizo's AP slate.

A different sort of theme, like 'all nature types' could be geared towards Druids, Rangers, Hunters, Nature Oracles, Clerics of nature gods, Barbarians, etc. as well as elves, gnomes, half-orcs, etc., all races and classes based around 'primitives' and 'uncivilized' folk. A purely urban set AP could go in the other direction and have lots of rogues, bards, investigators, etc.

Scarab Sages

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Although it would be funny if there was a real clairvoyant somewhere. Some old lady, blind and half-senile, sitting in a nursing home, waiting for that 'nice boy' Garrett to come back and ask her about 'the stories' she 'remembers' (i.e. the future, which she sees in visions).

She has no idea that she's precognitive (having some issues with the here and now), and now that Garrett is dead, neither does anyone else.

Scarab Sages

Sissyl wrote:
How about an air-elemental-tainted insectile tauric koala?

Now I want to see that character...

Scarab Sages

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137ben wrote:
When people refer to observational or factual statements about a game as 'hate'.

Or the variation;

"What are your three favorite things!"
"X, Y and Z."

"No love for M?"

"Why does everyone hate B?"

"I think if you gave G a chance, you'd find it can X and Y almost as good as X or Y!"
<six page digression about whether or not G can X or Y, and under what very specific conditions / house rules / very-specific-thing-that-happened-once-and-is-in-no-way-generally-applicabl e, ensues>

If I list my favorite three settings as Al-Qadim, the Scarred Lands and Kara-Tur (a list that might change tomorrow, without warning!), that *does not* mean that I don't love Greyhawk, Golarion, Hamunaptra, Freeport and / or parts of the Realms, Eberron and Mystara.

It also does *not* mean I was hoping to be edumacated/evangelized about how amazeballs Krynn / Ravenloft / Io's Blood Isles / Kalamar was, and how much my life is poorer for not appreciating their subtle splendor.

Scarab Sages

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Hama wrote:
Well, Ming-Na had a lot of time to get it right.

That is also true. Chloe Bennett was kind of thrown in there, and I sometimes feel that her makeup people don't do her any favors, since her face looked extremely plastic in that Agent 33 scene, as if she was wearing an actual mask, and only her eyes could move.

I did like Ward's comment about being over Skye. "She tried to kill me. I'm not *insane.*"

Yes you are, Grant. Yes, you are.

Scarab Sages

JoelF847 wrote:
I wonder if the Captain Cold pledge of no killing is also setting him up to be one of the 7 supers in the new spin off show. Still wondering how they'll get more traditional hero types to work with a criminal like him.

Good catch, there. He is, IIRC, supposed to be part of that show, and I could see a 'no killing' pledge not sitting well with Heat Wave, who is a bit of a 'hothead.'

Scarab Sages

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Thanks for the teapot reply, and the teapot itself. It adds a ton of character to Harsk, and is particularly appropriate since there's already another Iconic (Valeros) with an ale-mug.

Two questions this time;

1) How about that Temple Sword in the Sajan picture. Was that an ordered item, or something you came up with?

It's only thing in the original Iconics that ended up involving new rules content (and, therefore, perhaps being an interesting thing to see on an 'iconic' character).

2) Do Seoni's tattoos (and sash-thingies) spell out anything specific in a (real or made-up) language, or did you just sort of pick some cool-looking squiggles and run with them?

Scarab Sages

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Did the art order for Harsk include mention of the teapot, or was that your own little addition to our iconic dwarven unconventionalist?

Scarab Sages

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The Pathfinder Society reports success in their ongoing war with the rival Aspis Consortium, and that the second-in-command of the Aspis Consortium has been killed.

This is not a repeat from last month, when they killed the previous second-in-command of the Aspis Consortium.

Or any of the seventeen months before that...

Scarab Sages

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At least some evil werewolves are possessed by some sort of demonic wolf-spirits that take over when they 'wolf out.' They can be cured by a ritual exorcism that drags the wolf-demon out of them and forces it to materialize (at which point, it must be killed), or a shamanic variation that sends the victim (or some champions) into the person to fight the spirit as spirits themselves. Stats depended on the level of the victim (saving the king might be harder than saving a bunch of peasants!), but usually some sort of fiendish or half-fiendish wolf, worg or dire wolf or something.

It made the event of attempting to cure infected lycanthropes more 'fighty' than just 'here, have some wolfsbane and maybe you won't die.' (And also played more to the PCs strengths of blowing stuff up.)

(Idea based off of some shamanic 3rd party book that had shamen curing disease or poisons by causing them to manifest as creatures of appropriate CR and then fighting them off in a spirit battle. If the shaman lost, they also contracted the disease / poison!)

Scarab Sages

Damon Griffin wrote:
Set wrote:
So, ages ago, watching an episode of Buffy where two characters switch minds and learning that an actress I liked was not good playing the other actresses character, while the other actress *rocked* at playing the other character. It kind of completely changed my view of those two actresses.
"Witch" where cheerleader and rat-to-be Amy swaps minds with her mom? Robin Riker as mom; Elizabeth Anne Allen as Amy.

Naw, the one where Faith hijacks Buffy's body. Sarah Michelle Gellar does an amazing job playing Faith-in-Buffy's-body-pretending-to-be-Buffy, while Eliza Dushku (who goes on to play dozens of different characters in Dollhouse!) doesn't exactly set the house on fire playing Buffy-trapped-in-Faith's body.

Set wrote:
Tonight, more of the same, with Ming-Na Wen doing an incredible job playing Agent 33, really selling her insecurity and lack of self-confidence, while Chloe Bennett didn't really rock my world in her scenes as Agent 33.
Completely agreed. Bennett was lame there. Agent 33 was played by...six people in that episode? The major she impersonated after Talbot's wife *may* have had less personality, by virtue of having no lines (as Agent 33.)

The ending suggests that we might not see Agent 33 as an Agent May lookalike (or at least, as much), since she's finally using her own face. So the character is on her third or fourth appearance, and they may have finally cast the role. :)

Scarab Sages

So, ages ago, watching an episode of Buffy where two characters switch minds and learning that an actress I liked was not good playing the other actresses character, while the other actress *rocked* at playing the other character. It kind of completely changed my view of those two actresses.

Tonight, more of the same, with Ming-Na Wen doing an incredible job playing Agent 33, really selling her insecurity and lack of self-confidence, while Chloe Bennett didn't really rock my world in her scenes as Agent 33.

Given how reserved the character of May can be, it's fun to see her get to play someone with such a different personality.

Scarab Sages

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wraithstrike wrote:
Alynthar42 wrote:
Thank you, Divinitus. You seem to see what I'm getting at. I'm not talking about the RAW so much as whether the RAW is actually right. I feel like animating a body is no different than animating a mud golem. There's no soul in the body anymore, and it may as well be used to kill some bad guys, rather than just sit there.
Actually if you want to go away from the rules animating golems should be evil in my opinion. It from a non-rules POV is worse than animating undead at times.

Agreed. Creating a golem always explicitly enslaves a spirit.

rules wrote:
The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
Note this is not voluntary, and is no better than binding the soul of a person to something.

Yup, particularly since undead can be used without a guarantee that they will eventually freak out and attack people, as golems do, and golems always involve the binding and enslaving of elemental spirits, while at least some undead don't necessarily involve any spirit enslavement at all.

Although golems, like most (non templated) undead, don't seem to retain any skills, feats, knowledge, memories, alignment, mental ability scores, class levels, etc. from the 'enslaved spirits,' so it's a bit of a mismatch between the flavor text (enslaved spirits) and the mechanics (no rules mechanics confirming the presence of any sort of spirit within the golem).

If there was an elemental trapped in there and bound to serve, in theory, the golem should have the same Int score, skills, etc. available to it. Even if the elemental spirit is just a bound power source, magic should be able to sense and / or affect that elemental spirit (and the same for a human soul 'trapped' in an undead, or actually said to have *become* an undead. If an Int 16, Cha 9 1st level Wizard becomes a shadow, and another Int 9, Cha 17 5th level Paladin becomes a shadow, both of them shouldn't become identical Int 6 and Cha 15 3 HD creatures with ranks in skills like Fly and Stealth that neither Wizard nor Paladin had ranks in...).

The descriptive text and the mechanics just don't seem to mesh particularly well for either of these creature types (barring templated undead, like ghosts or vampires or liches, which actually *do* marry their flavor text to the rules mechanics).

Some sort of variant golems, with their own four-ish templates, determining the effects of them being fueled by bound elemental spirits of air, earth, fire or water, might be an interesting notion for a more consistent golem write-up. Or just golems that ignore the 'enslaved elemental spirit' flavor text entirely (and perhaps have some other explanation for the berserk chance, or no berserk chance at all?), and use the rules as written, which would be super-easier. :)

Still, that doesn't really address inconsistencies with undead.

Scarab Sages

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Spells that are evil are evil because they are evil.

It's a tautology, not a philosophy.

If you want there to be a reason that it's evil, such that it torments the souls of the people whose bodies are being dug up and used as pack mules, then you can invent that, so long as it's compatible with the game setting (that sort of thing wouldn't fly in a setting with someone like Pharasma, who 'sorts' souls to their final destinations, and is supposed to be unbeatable in that arena, or where souls can be sold to devils, or become petitioners/outsiders/celestials/fiends/possibly gods, etc. and the notion of an animate dead spell uncreating an angel or devil, or 'rescuing' someone from a Hell contract, or 'stealing' someone out of Heaven becomes incompatible with the setting). Certain setting assumptions, such as negative energy and positive energy (and the planes thereof) being non-evil and non-good, respectively, might have to be changed, and that might lead to other logical changes, such as positive energy spells (such as all cure spells) having the [good] descriptor. Evil clerics (and followers of evil gods) will have a *much* harder time of it, and, again, logically, nobody who isn't completely batcrap insane will worship one. But that's not terribly far from the way it already is, as good clerics (and good gods) already hand out better bennies than team evil, making it a harder road to walk, and more of a situation where the followers of the good gods have both the better benefits and, logically, the least self-sacrifice or devotion required to follow the good gods, since it's the obvious better choice, both for in-life gain, and the superior afterlife.

If you don't want those spells to be automatically evil (in that, a specific use could be evil, such as casting fireball at an orphanage, or summoning a lantern archon to light up and burninate a bunch of puppies, but the spell wouldn't have the [evil] descriptor and be evil even if you cast it to rescue a bunch of people from a flood or orc raid or something), then just snap that [evil] descriptor right off and throw it in the ditch, since it flies right in the face of most assumptions about alignment (that it's a *choice* and not something a rock or even non-sapient animal can have), and the 'fluff' of many settings (such as Golarion, with the aforementioned Pharasma).

Scarab Sages

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I blame Cosmo that my GM won't let my 1st level Ranger take Favored Enemy (kaiju).

Scarab Sages

Ross Byers wrote:
I think they prefer 'Life Model Decoys'.

Or 'Deltas' (the comic book faction of LMDs that decided to replace their originals, in a great mini-series).

Scarab Sages

316. Reflected Glory Your metallic skin, hair and jewel-like eyes might be fiery copper, gleaming silver or radiant gold in tone (or some combination of the same), but you really 'come alive' under daylight, your polished features fairly aglow with reflected sunlight. At night, or under lesser light sources, such as firelight, the 'silver' becomes dull as tin, the gold a lusterless mustard yellow, and the 'fiery copper' fades to a dull ruddy brick tone.

The most prominent transformation comes when you are exposed to positive or negative energy. Even if the energy does not affect you (being channeled to heal or harm undead, for instance), your skin, hair and eyes react strongly, and in the presence of positive energy, coppery elements seem to momentarily flicker like actual fire, while silvered tones gleam like mirrored chrome, and golden areas warm the area with their reflected radiance. Negative energy leaves your golden areas green with verdigris, and your coppery body areas the color and texture of rough flakes of brownish-red rust, while your formerly reflective silvery regions are dulled by a grimy patina that clears away when the negative energy passes (unless you were damaged by that negative energy, in which case the affected areas may need actual polishing to recover their luster). The effect is not entirely visual, as those standing next to you can faintly hear the sound of many voices raised in joyful song, when you are healed by positive energy, and wailing in torment and loss, when you are harmed by negative energy.

Scarab Sages

barry lyndon wrote:

Ah soz, maybe this will work here

Will update some of the pics right now.

Neat pictures!

(Norgorber, Torag and Irori need some better art, IMO, but that's nothing wrong with your collage.)

Scarab Sages

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Update to last Galt article;

Those responsible for executing those who wrongly executed those other people have themselves been executed, as the verdict of guilt on the executioners-to-be-executed was reversed.

Due to this miscarriage of justice, the judge, court and jurors were also found guilty of wrongful execution, and executed.

Further update;

The Final Blade used for all the abovementioned executions has reached a critical threshold of absorbed souls, and animated as an evil daemonic construct that is rampaging across the countryside, whacking off people's heads and bellowing nonsense about 'justice for all.'

Adventurers willing to engage the beast are sought, with the understanding that attacking or damaging or even resisting an instrument of Galtan justice will, naturally, carry the death penalty...

Scarab Sages

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Greylurker wrote:
To be fair Heroes walked headfirst into a writers strike. First season was pretty good. Second season on, they were hiring scabs crossing the picket line to write it.

Heroes suffered from the writers having no idea how to write standard plots around characters that they'd introduced with plot-wrecking powers (like time travel). Every single season, some sort of artificial contrivance has to be introduced to explain why neither Hiro nor Peter just solved the threat-of-the-week by snapping their fingers. (Hiro has sworn to not use his powers that way! Peter is trapped in an alternate timeline! Hiro's powers are glitching because he's dying! Peter's powers went away! And now they've changed! And something, something, eclipse! Oh god, we're running out of excuses, cancel the show!)

Scarab Sages

dien wrote:

For myself personally, I have a cleric that I really like, but the thing that I hate every time I go to build a cleric is the skill points. Or the lack thereof. Unless all I want to do as a cleric is cast spells, cleric becomes a fairly MAD class, so trying to do the classic 'helpful secondary front-liner' cleric quickly means there are no spare points for Int left, sigh. So that's why I don't play more clerics than the one dedicated one I have.

(Of course now there's warpriest to fill that niche.)

(And yeah I know there's niches like Cloistered Cleric and so forth, but just speaking of vanilla clerics.)

More skill points would be welcome. I'd prefer for all classes to have a minimum of 4+Int mod/level, with Bards/Rogues retaining their superior 6+int mod or 8+Int mod/level skill ranks.

It was especially joke worthy in 3.X, when the Trickery Domain added Bluff, Disguise and Hide to your class skill list, but no additional skill ranks, meaning that you'd probably never be able to use that 'special bonus.'

I kind of preferred Cloistered Cleric, because the reduced BAB (and armor) eliminated any temptation to go all 'CoDzilla' and waste rounds casting shield of faith and divine favor so that I can get my AC and 'to hit' rolls to about as good as the Fighter had on round 1 with no buffing.

'Cause if I'm spending two rounds to temporarily be roughly as good as the dullest class in the game (when I'm already playing one of the best), I'm doing something very, very wrong.

Scarab Sages

Rynjin wrote:
Purple Dragon Knight wrote:
You use the C-listers because it's MARVEL, not a bloody show of "Heroes" or "The Alphas" or whatever else lame attempt of the day is to latch unto the superhero genre.
B@@+@ you did not just diss Alphas in front of me you wanna go we can go right now

Heroes deserves whatever smacktalk it gets, but Heroes was pretty good.

As for AoS, I'm enjoying Bobbi Morse being portrayed as effective as she is, given that the comic book character has been sidelined for some time.

Scarab Sages

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Hama wrote:
I use drakes. Dragons are so rare that nobody has seen one in centuries.

Ooh, good one.

I had one campaign that only had one of each chromatic dragon type known. The red was the ruler of a kingdom of fire giants with armies of fire hobgoblins, etc., the black was a shadow-necromancer type in a swamp (and possibly undead herself), the blue was a storm queen who basically lived by piracy in a certain stretch of coastal waters, the ships she devastated looted by her flying urd minions, that travelled in her wake like crows following an army, the white a savage predatory force of the north, and nobody knew about the green, who was in a non-dragon form, having ruled an elven nation for centuries.

Any one of these 'big five' dragons would be an AP worthy end-boss, and not just something you could subdue and use as a mount or make into armor or something.

There were no known 'good dragons,' or other dragons, although lesser 'dragon' type creatures, like wyverns, filled some niches.

'Dragonhide' armor would be instead made from wyvern and drake hide. At merely 2x the cost of cow-skin, it's kind of silly to think it's made from actual dragons, in any event!

Scarab Sages

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Green Smashomancer wrote:
Or just the actual Skald class. Which does the exact thing described above. And nothing mechanically forces the Bard class to follow the stereotype of "poncy musician in a warzone." I'd give at least one a try before writing off the classes, personally.

While I've never used a PC bard, I've used a few as NPCs, while GMing.

One was a religious serpent-folk leader, who used readings from his holy book to inspire his fanatical co-religionists. No music. No dancing. No instruments.

The second was an elven tactical leader / nobleman, who used tactical advice and inspiring rhetoric / speeches. Again, no musical numbers or Disney songs. The bard class is an excellent chassis for a 'noble class,' with a mix of martial skill equal to an aristocrat, combined with the inspiration ability taught to future leaders and some dabbling in the arcane that comes with a first-rate education availably only to the hoightiest of the toity.

I chose to ignore, for their spell-lists, any options that played into the song and dance routine, and picked spells that fit their more religious / tactical themes.

Scarab Sages

The chick with nails was indeed a bit lame. A little surgery, and she's normal again. Fun to see May fight the super-strong dude, something she's becoming something of a specialist at.

Getting a little bored with blind dude teleporting in and nabbing people (and his 'no eyes' mask looks kind of terrible).

Scarab Sages

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Tacticslion wrote:
In (at least) one setting, I have kobolds as the "wyrmlings" of dragons.

Kobolds starting out as something that crawls forth from unfertilized dragon eggs (which dragons produce three to five of per year, even when not mated).

Scarab Sages

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I was in a 1st/2nd edition game with a DM who was one of those 'you are stuck with whatever you roll' types, which, in my case, always seemed to have the caveat 'unless it's good, then roll again.'

Each party member at the end of the big starting encounter at 1st level got one roll. 1st level psionicist got a +5 longsword (which she 'loaned' to the fighter, indefinitely). 1st level sha'ir/wizard got a ring of djinn summoning (very appropriate!). My cleric of Tyr got a potion of levitation.

'Oh no, you don't get to reroll.'

Later in the game, the same cleric rolls a 16 on the first wondrous item table, which, IIRC (it's been 30 or so years...), was 'Artifact/Relic.'

So my cleric was about to be *styling* in the Invulnerable Coat of Arnd (because, even as the DM was already shaking his head and saying, 'roll again,' I was rolling to see *which* Artifact/Relic I wasn't going to get).

Sadly, it turned into a necklace of fireballs, or something.

That's pretty much my history with 'random' rolls (of any sort, not just treasure). It sucks? You own it, no exceptions. It's awesome? Roll again, you can't have that.

Scarab Sages

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Ed Reppert wrote:
Tieflings have "fiends" in their ancestry. What are "fiends"? Devils, I gather, and demons. What else? Daemons? Divs? Something else?

According to Blood of Fiends, Rakshasa, Oni, Qlippoth, Divs, Asura, Demons, Devils, Daemons and Kytons are all options (possibly others I'm forgetting). Pretty much any evil outsider race, it seems, so you could *possibly* even go further afield and have a tiefling with Barghest or Night Hag or Denizen of Leng traits/ancestry.

Scarab Sages

Cat sith reminds me of this.

And how insane is this world that I could find images on the internet for that...

Scarab Sages

Based on my interpretation of it, which differs from TOZ, obviously, I'd allow it to work for any Ability Damage other than Con damage.

IMO, whatever special ruling applies to *being killed* by a shadow dropping your strength to 0 no longer applies to someone who wakes up after magical revivification with a Str 0 from shadow damage.

Whatever quantum state identifier differentiates 'Str 0 because of shadow' from 'Str 0 because of poison' or 'Str 0 because of Crippling Strikes' drops away at the moment of death, and it's just 'Str 0.'

So, yes to breath of life to someone killed by shadows str-damage. No to breath of life to someone killed by wraiths con-damage (unless someone delays an action to shove a potion of lesser restoration down their throat at the precise instant between snapping back to life and then dying all over again! Because that sounds like both cleverness and drama, I like to reward both of those things over the sort of hand-wringing 'oh well, we can't do anything, so let's not even try' defeatism that sometimes shows up in game.).

Scarab Sages

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DM Under The Bridge wrote:
Maybe the Dwarves are trying to erase all remnants of previous peoples that had any sort of advanced techne? Remove anything made by giants, orcs, elves, lizardfolk, yuan-ti and others.

That would follow, but I prefer to go against the notion that everything was betterer/more magical back in the past. The 'golden age' is now, in PC terms, and *most* weapons and armor found in 1000 year old tombs will be made of bronze, while scrolls (or undead spellcasters lingering around from those days) will have more primitive spells, such as variants of magic missile that require a 'to hit' roll, or sleep/color spray/glitterdust/web/lightning bolt spells that affect only a single target or 10' R fireballs, etc.

The dwarven monopoly has stagnated other races developments in arms technology, but they strive to advance their *own* developments and are constantly working on new alloys, etc. There is certainly new stuff to be found, advances that were found or suppressed or just dead-ended for some reason, but for the most part, the best stuff will be found on the cutting edge.

Scarab Sages

Greylurker wrote:

There are two breeds of Catfolk; Northern and Southern.

Norhtern Catfolk have more human like traits (as seen in their beastiary picture, or anime catgirl style) and their culture is based on gypsies.

Southern Catfolk are the more cat like looking ones you see in pretty much every other source book and are nomadic tribes found on the southern plains or deserts, similar to the Khajiit from Elder Scrolls.

That's always a great way to deal with variance in artwork (or cultural details), to just segregate them into different tribes or cultures. If there can be five different ethnicities of humans, with very different hair, eye and skin color, there's no reason there can't be two or three different catfolk groupings that are visibly different.

Ditto elves, or gnomes, or whatever. If player X doesn't like 'anime ears,' then her character can be from an elven racial grouping that has smaller ears, and if player Y doesn't like gnomes having bright hair, his gnome can come from a clan that has more well-behaved and less colorful hair. No reason to take options away, particularly if those 'options' have literally no game effect at all.

Scarab Sages

DM Under The Bridge wrote:
Ha, Dwarves being the pioneers of the restrictive guild systems. So Set, did the players run into guild enforcers?

None of the PCs have tried to set up a smithy, although they did notice that non-dwarves wouldn't even buy masterwork weapons they had acquired while adventuring as 'loot,' and pointed them down the road to the dwarven smithy. Since the dwarven costs for gear were the exact PHB values, and anyone else ended up charging more (since dwarves were the Wal-Mart of arms and armor, able to sell for less), all of the best gear was dwarven forged.

Scarab Sages

John Kretzer wrote:
Hayato Ken wrote:

The problem is that undead are necesarily evil.

CouldnĀ“t there be some skeletons and ghosts etc based on called ancestors or similar stuff?
Well Eberron had a form of undead like that(though type wise they were not undead but close) used by the elves who were big into ancestor worship. So there is precedent in 3.5 for could concert it.

IIRC, Dwarves of Golarion has a spell that summons up ancestral spirits that aren't evil and gross, but helpful and stuff.

Using incorporeal outsider-y petitioners, instead of ghosts, might be one way to go. It's still calling up souls of the dead, but those souls have become outsiders, so no pesky undead type or always evil problems.

Some might argue that this would make the spells to summon these spirits of the dead Conjuration, and not Necromancy, at which point point out that summoning up creatures from the plane of shadow is *Illusion* magic, and laugh at them for trying to apply consistency to magic. That way lies madness. And tears. And then more madness.

Summoning up petitioners of Sarenrae, and then some confused undead-hunting Pharasmin trying to smite them for being dead souls unnaturally trespassing on the mortal plane, would be hilarious.

Scarab Sages

Two of my regular group (including myself) *love* the healer / support role above all others. Half the time, when I start playing something else (like a druid or paladin), I end up frustrated that they just don't have the healing bang that a cleric has.

Fortunately, one or the other of us is usually GMing, so we rarely fight over it (and clerics are good enough at other stuff that it's never a problem if two people play 'the cleric'). One of our more fun long-lasting groups was two clerics, a druid and a ranger. The 'pets' did the tanking (although the ranger went through three of them in as many levels...).

So, we're the weird ones who shake our heads when we hear about people 'having' to play the 'healbot' or RPGA rules that grant special bonuses for a player willing to 'take one for the team' and play the healer. It's like, 'I get to eat chocolate, and get special bennies because everyone else the table hates chocolate? Sign me up!' (This carries over to MMOs as well. I've got maxed out Priests and Shamen and Druids and Defenders and Jedi Sages/Sith Sorcerers and whatnot in a half-dozen online games. Everyone else dependent upon me? The highest of high pressure? That's where I live, online. Even the classes that aren't focused exclusively on healing, like Controllers/Masterminds, Troopers/Bounty Hunters, Imperial Agents, etc. I choose those healing trees.)

The second most common option is some sort of arcane spellcaster, usually a wizard, as nobody seems to like the delayed access or limited spells known of the sorcerer.

We almost never have any sort of thief/rogue, and usually any new person we've got in the group goes for the fighter/ranger/barbarian/paladin tanking role, since none of our regulars are much into that either. (Indeed, both have been thin on the ground since 3rd edition got rid of elven and half-elven fighter/magic-users and magic-user/thieves, since it seems like the only way to get some of us to play a thief or fighter is to give it a side of magic-user!)

When we do have tanks, they almost always seem to be of the ranger/paladin/barbarian variety, rather than standard fighters. (I've played all three of those, for instance, and I am pretty sure that I've never played a Fighter in 3.X or PF.)

The last time anyone played a monk, Oriental Adventures had just come out. And I'm talking about the one published in 1985. :)

I'd love to play a bard in a *big* group someday, but we rarely have more than four players.

Scarab Sages

For blackscale kobolds, terrain could be key.

They tend to live in or near swampy areas, which automatically cuts player mobility down, and may eliminate full attack options for people who don't have pounce. If the kobolds are able to move at full speed in that terrain, or have a swim speed that they can take advantage of when the PCs are up to their chitlins in mucky water, the kobolds are going to have a huge mobility benefit. Traps under the water are going to be very hard to see, even primitive traps like sharp sticks (to lame like caltrops) or snares (to grab feet) or whatnot. Trained swamp critters, like water moccasins or alligators, or flying critters like stirges or vampire bats, can also go a long way.

The standard snare trap might yank someone into the air, but that's not the only option. A well-designed snare can drag someone underwater and pin them there to drown. Not fun. A different variation could yank someone into something dangerous, such as a split-trunk tree covered with spikes, so that the rope reels in between the two trunks and drags the PC into the spikes and pins him there.

Their lair could be a swampy cave, in which one has to wade through swampy water (with spiky traps under the water), while ducking your head to avoid the low ceiling. (The kobolds swim into the entrance, passing over the spikes, and obviously don't care about the low clearance, being Small. Injured or unconscious kobolds, or prisoners meant to be kept alive, are floated in on a raft.) Once in the lair itself, passageways have been partially blocked off, so that Medium sized creatures need to squeeze to get anywhere, and some areas have been even further blocked off, so that even the *kobolds* have to squeeze to get there (such as the nursery, in which some kobolds who aren't so good at squeezing have been stuck for years, on permanent 'egg-guardian/kobold daycare' duty...). Even these blocked off areas are open enough for Small kobolds to snipe from, throwing not just damaging attacks, but more potentially dangerous things, like globs of muck meant to extinguish torches or lanterns, leaving invaders, who are less likely to have Darkvision, flailing around with a 50% miss chance, while kobolds slither out of these narrow passageways to swarm them.

Even kobolds with minimal combat utility can hang back and attempt to harry foes with Small longspears, taking the Aid Other option to help the 'front-liners' connect with their own attacks, if they aren't likely to be able to hit and do any damage on their own.

Bolas are an odd sort of 'nuisance' weapons, for this sort of encounter. A non-proficient kobold is going to eat a -4 to hit, and have little chance of making that trip attempt, but if s/he targets the heaviest armored dude, she's going for touch AC, and even a slim chance of success is better than cowering uselessly or running in terror. They are cheap to make (less so than more expensive 'nuisance' options like thunderstones or tanglefoot bags, or acid/alchemical fire/etc.), and if they fail, no big loss. A few of them thrown before the PCs close into melee range (at which point the additional -4 for 'shooting' into melee would make it ridiculously unlikely to work) has a small chance to completely abort a front-line PCs actions for a round or two. Nets can work similarly.

Scarab Sages

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DungeonmasterCal wrote:
I began playing Hobgoblins like that back in the 80s and the theme just stayed true all the way to today.

Ditto. Back when Orcs were LE, I Klingoned them up, but when they turned to CE with 3.X, that went to Hobgoblins.

And the Dark Elves, who 'uncloaked' and assassinated your butt, before disappearing back into the shadows to set up for another alpha strike? Totally Romulans.

As for other stuff;

Orcs (the CE ones) went in a Warcraft-y direction, being both strong and insightful savages, more in touch with their inner animal, giving them sharper senses and stronger wills. (Either bonuses to Wisdom, or at least no racial penalty to Wisdom.)

Elves were so long-lived that their memories 'unpacked' at night and they abandoned anything that they didn't find interesting. Tomorrow morning, that elf you had a brutal death duel with (or a torrid romance with...) might not remember your name and greet you as if you were a stranger. Additionally, they had *zero* impulse control, feelings running brief, but sun-hot, so that even a 'nice' elf might flip out and attempt to kill someone because he took a joke wrong, and, moments later, break down weeping over hurting their friend, and moments after *that,* shrug it off and be 'over it.' To a human companion, travelling with an elf is an emotional roller-coaster and the rapid changes in personality and mood can give one whiplash.

Elves also visibly adapt to their environment, over decades, and these adaptations pass on to their children. An elf who lives in the tall mountain peaks, surrounded by clear air and sunlight, will be pale like marble, and have hair the color of sunlight and pale eyes (like Gray or Gold Elves in Greyhawk or the Realms). An elf who lives in the forest, and gets less light, will be darker, human complexioned (like High, Wood or Green Elves). An elf who lives in the darkest parts of the forest or jungle, like Grugach or Wild Elves, might be described as 'nut brown' in coloration. An elf who lives in the ocean might be blue or green, like Aquatic Elves and Dargonesti/Dimernesti. And an elf who lives in the lightless depths of the Underdark will be black, dark brown or dark blue in coloration (like the Drow).

At least some Golarion writers seem to make this assumption as well, and it's been the way things have (unofficially) been since Gygax was describing those pale, pale Gray Elves up in their mountain fastnesses and 'nut-brown' Grugach and darker-than-their-dark-hearts Drow, but in my games, it's official, and if the PCs encounter a community of elves living in the plane of Elemental Fire, they'll have red skin.

Halflings come in two modes, 'city mice' and 'country mice.' The country mice live in Tolkein-esque 'shires,' generally mono-racial and not terribly interested in visiting big folk brining their big folk problems. Surly and unfriendly, or friendly and oh-so-helpful in getting you the heck out of their town, one way or another, they do not encourage visitors to linger. "Big folk are like fish. After three days, both begin to stink..." 'City mice,' on the other hand, live intermingled with other races, particularly humans, and seem to insinuate themselves into servant or custodian or 'helper' roles with almost supernatural ease, appearing to be exactly like their surrounding large race neighbors, to the point where a human growing up in a city with 30% Halfling population might have no clue *that they have their own language and consider the human laws of the city 'quaint' and 'more like suggestions.'* Perfectly willing to act like doormats, *for years,* or even like clowns and buffoons and incompetents, to allay any suspicions that they are 'up to something,' Halflings love nothing more than to be underestimated, and pretty much free to get away with *anything,* keeping themselves 'below suspicion.'

As for their secret opinions? Phrases like, "If I can do anything you can do, at half the size, which of us is worth 'half' of anything?" are never spoken aloud, but pass through their heads when one of their big folk employers or rulers slights them.

Gnomes genetics are different. A gnomish child will not necessarily share skin, hair or eye color, interests, etc. with either of her parents, or their own parents. Even if two nearly identical gnomes, with the same coloration and interests, pair off, their children may share none of their traits (or each others).

Dwarves have monopolies on the concept of monopolies. You want MW weapons or armor? That's a dwarven technique, and even if an elf or human *can* make a MW weapon, they won't be able to do so as economically or efficiently, and they'll find obstacles springing up when they try to market such a product as more than a one-off. Most special materials (cold iron, adamantine, etc.) are also held by dwarves almost exclusively, and, like in Tolkien, even the richest elf prince goes to a dwarf to craft his 'elven' mithril mail shirt.

Scarab Sages

JiCi wrote:
Using the Archives of Nethys as a database, here's a list of all monsters that aren't in any Bestiary, [SNIP]

Thanks for that.

As another maker of lists for no reason, my OCD salutes your OCD.

Scarab Sages

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Hmm, random thoughts for non-weapon items someone with Profession (soldier) might use with this trait;

Whetstone (crack!), helmet (bong!), cooking pot (clang!), rations (ow! that hardtack is *hard*), waterskin/canteen (florb/clunk!), scabbard (whap!), baldric/weapon belt (smack!), quiver or backpack (thud!)...

Scarab Sages

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Something less potty-humor than farting and puking might be to just give them a stench aura, like that of ghasts or troglodytes, and have it based on their tendency to decorate themselves with rotting trophies of their past meals. (Give them a racial bonus vs. disease, to go with it, so that they have some chance of surviving their own terrible hygiene and habits...)

The stench aura could cause nausea for 1 round (if the save is failed), and then the sickened condition for additional time spent within it.

Being covered with putrescent meat would logically also lead to vermin surrounding them in clouds that could provide them some benefit (or hindrance, or both), such as an 'aura' of biting flies that distracts others like a swarm, but inflicts no actual swarm damage.

Some unusual disease or fungal infections could also 'gross' them up quite a bit, such as pustules and buboes that can rupture when they are struck by a weapon, splattering their attacker with infected pus that sickens or nauseates or even carries disease, or fungal spores that puff off of them in a choking yellow cloud when they are struck, causing respiratory distress in all non-ogres in the immediate area.

Scarab Sages

While I'd love more on the Aspis Consortium, they've spent a lot of time graying up the Pathfinders, to the point where some might feel a need to 'evil up' the Aspis Consortium even more, to make the Pathfinders look better by comparison.

I'd rather the AC not be totally two-dimensionally evil, or, if so, they have valid reasons to be so, such as heavily influenced by the church of Mammon, or something, where your station in the afterlife *literally* depends on how much coin you amass in life.

I'd want an AC that would welcome Gordon Gekko with open arms, and not be 'evil' by '80s 'Greed is Good!' / 'You can have anything you want, but you better not it from me!' standards, even if they are evil-as-all-getout by Occupy Wall Street / social justice standards.

I'd also be interested in where the name 'Aspis Consortium' came from. Aspis refers to a shield, and I wonder if the founders regarded wealth as a form of 'shield' or protection from the hardships and hazards of the world, and the man who successfully pursues wealth as being the best 'protector' of (and / or provider for) his family, lands and / or employees.

Scarab Sages

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30) Yourself, in an Escher-worthy Moebius sense.

Scarab Sages

Spiral_Ninja wrote:

I do wonder if they're going to set up a version of how Sif became Sif, the Golden-Haired.

Basically, she had dark hair . like she's been show so far, then Loki (of course) cut off all of her hair in a prank. For some reason it didn't grow back, so Thor had a 'discussion' with Loki, who had the dwarves make her a golden wig, which became permanent hair.

That (along with Thor being a bearded redhead) has never really been part of the comic book lore.

Comic book Sif, the sword-wielding warrior goddess, is quite a bit different than the goddess of earth, wheat, fertility and wedlock, who is most famous for being Thor's wife and mother of his kids, from Norse tradition.

Indeed, Thor's kids Magni and Modi, who, based on the lore, should have been around for a couple thousand years already, haven't even been born yet, in the Marvel universe!

Scarab Sages

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Set blames Cosmo for whatever has become of this thread.

Also people who refer to themselves in the first person. Pretentious wankers, the lot of them!

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