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Set's page

Pathfinder Society Member. 13,554 posts (17,629 including aliases). 1 review. 1 list. 1 wishlist. 2 Pathfinder Society characters. 79 aliases.


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Ambrosia Slaad wrote:
While you are away, your fellow party members begin to whisper of their indescribable unease behind your back... until you return, when they forget what they were even discussing, or how many times they've had this same conversation.

"So you're saying that Ben might have some connection to Glory?"


Based on a quick glace at the Bestiary, the only devil that has a gendered pronoun is the Erinyes, which suggests that Imps, Hamutalua, Cornugon, etc., even *Pit Fiends* aren't necessarily limited to 'male-only.' A prominent LE female soul is not limited to only becoming one of the specifically girl-devils (and, indeed, the Erinyes are suggested to be something other than fallen souls elevated to devils, but some sort of fallen angelic host).

Just as there is a female Quasit in Rise of the Runelords, despite Quasits, like Imps, generally being depicted as sexless males, there's nothing saying that a Bearded, Bone or Ice Devil isn't female.

All devils are subordinate to Asmodeus. They are all his 'lessers,' and so it wouldn't go against any presumption of misogyny for him to allow appropriately cruel and pitiless female souls to rise through the ranks and command lesser devils that used to be male souls, just as he allows Abrogail Thrune and Queen Illeosa in Korvosa to command many male subjects, in his name, despite their gender.

Taken from that perspective, in which a male picture, but no reference to gender is not a guarantee that every member of a species is male (just as there are female fire and frost giants, despite there being no pictures of them in the Bestiary, either), there ends up being more options for female souls than male souls, since there are explicitly female-only devils, but no explicitly male-only devils.


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Barong wrote:
Doesn't the Dragon Disciple prestige class turn you into a half-dragon though?

Tangentially, 'Dragon Disciple' variants that turned one into a half-fiend, half-celestial, half-fey, half-genie or half-undead for Sorcerers of the Abyssal, Infernal, Celestial, Fey, Elemental and Undead Bloodlines would make sense. (Something modular, so that it could be a single PrC (or Sorcerer Archetype!) with many options, and not a half-dozen separate PrCs/Archetypes, would be ideal, and able to also be adaptable for Rakshasa, Protean, Djinni, Efreeti, Shaitan, Marid, etc. Bloodlines.)

But yeah, a draconic race would be cool. One that incorporates eastern dragon motifs too.

It's fuzzy, but I vaguely recall Japanese tales of great warriors marrying women of unnatural grace and beauty who were the daughters of dragons, making eastern dragons perhaps far better suited, from a myth and folklore standpoint, to have humanoid 'half-dragons' than western style dragons.

And yes gnolls too!

Triple yes!


Garrett Guillotte wrote:
Reminder/plug that PathfinderWiki also lists adjectives and demonyms for most nations, including Ustalav, which is particularly well documented on the wiki.

Demonyms sounds like a new creature type.

Some sort of half-fiend pugwampi, perhaps...


zylphryx wrote:

Dave, Dan, Don, Dale, Dean, even Damien ... don't ask me how they got the last one from Dain.

And when folks spell my last name, they somehow forget the "i before e except after c" rule ... or just drop the i entirely.

Ian was not a common name when I was growing up (especially in Oklahoma). At my high school graduation, I got a diploma addressed to 'Dan' (we had less than a hundred people in our graduating class, *and I'd worked in the school office with the person who ordered them,* so there was no excuse...) and a letter of congratulations from a state senator addressed to 'Jan.'

On the upside, I'm not one of the six people who turn around when someone says 'Mike' in a crowded room. :)


Mark Hoover wrote:
The ram's duration is "instantaneous." How long then does the Confusion effect from a head shot last? The spell states that they get a will save to end the effect; does this mean they just keep attempting the save until they make it?

Ooh, good catch, that version should last 1 round / level, or until the victim saves.


Ambrosia Slaad wrote:
Set wrote:

Guess this means I have to quit slacking off and start writing my Wayfinder 13 article. :)

I thought your problem was turning off the firehose of good ideas? :)

Oh, I have just one idea for this one. I'm trying to cut back.

I've had it since the announcement of the theme, 'tho, so it's been percolating in my brain for quite some time. I'll probably have to savagely prune the many, many ideas I have along the specific theme of the article...


A couple new spells, both being a product of my fascination with spells that do multiple things, particularly important when one is playing a Sorcerer, and desperately needs some versatility in those few Spells Known.

The first one was also inspired by a joke that I probably took too far by giving it an option to cause 'random access memory' by hitting you in the head with a 'ram' of force...

The second one is a product of that contrary part of me that wants sorcerer and wizard spell lists to have some spells that don't necessarily work for the other class (either by playing off of the Bloodline or School powers, or the spell preparation / spell book mechanic or the spontaneous casting mechanic).


School evocation [force]; Level witch 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (see text)
Range Close (25 ft. + 5 ft./2 levels)
Duration Instantaneous
Saving Throw none (see text); Spell Resistance yes

This spell allows the caster to create a brightly colored manifestation of force shaped like a charging horned animal or battering ram (chosen at time of casting). This force construct automatically hits and inflicts 1d6 force damage +1 hp. / 2 levels (to a maximum of 1d6+10 at 20th level), and can be aimed for a variety of effects. If aimed at the legs, it resolves as a trip combat maneuver, using the spellcasters caster level in place of BAB, and her spellcasting-modifying attribute in place of Strength (usually Intelligence for a witch or wizard, and usually Charisma for a sorcerer). If aimed at the arms, it functions as a disarm maneuver, using the same mechanics (only one item, of the casters choice, is disarmed, if the target is carrying items in both arms). If aimed at the torso, it acts as a bull rush maneuver, and is assumed to pursue the target as far as it can move it. Finally, if aimed at the head, the target must make a Will save or be confused, and is allowed another Will save each round to end the effect. The force manifestation is treated as size medium, for the purposes of adjudicating the combat maneuver checks, and gains any other bonuses (or penalties) that the caster does, such as from a feat like Improved Disarm or Greater Trip.
The material component is a small brightly painted figurine of a horned animal, such as a ram or bison or aurochs, composed of strands of woody fiber, vine and fungal material, which must be hand-crafted by the spellcaster, with a final value of 12 silver pieces.


School evocation [force]; Level sorcerer 2
Casting Time 1 standard action (see text)
Components V, S
Range Medium (100 ft. + 10 ft./level; see text)
Targets up to ten creatures, no two of which can be more than 15 ft. apart
Duration Instantaneous
Saving Throw none; Spell Resistance yes

This spell functions similarly to magic missile, with the following differences;
The spell produces an additional missile per two caster levels above 9th, to a maximum of of 10 at 19th level.
Additionally, the sorcerer can choose to cast this spell using a higher level spell slot, with the following options;
* The damage dice of the missiles can be increased to 1d6+1, by casting it in a slot one level higher, or 1d8+1, if cast using a slot two levels higher.
* The range can be increase to Long range (400 ft. + 40 ft./level) by casting it with a slot one level higher.
* The spell can be cast as a move equivalent action, but not in the same round as another spell cast (or produced from a spell activation or spell trigger item) as a standard or move-equivalent action, by casting it with a slot one level higher. (Such a spell can be cast in the same round as a spell that is Quickened, or cast as an immediate, swift or free action.)
* The spell can be infused with positive energy (x2 damage to undead, who are allowed a Will save to negate the extra damage, no damage to living targets or constructs) or negative energy (x2 damage to living targets, who are allowed a Will save for half damage, no damage to undead creatures or constructs), if the spell is cast with a slot one level higher. This modification adds the positive energy or negative energy descriptor to the spell, as appropriate.
The entire spell must be modified the same way. Individual missiles cannot be positive or negative, increased range or damage.
Using this spell, a 13th level sorcerer could cast sorcerous missiles using a 6th level slot, generating 7 missiles as a move-equivalent action (+1 spell level), that inflict 1d8+1 damage each (+2 spell levels) and are infused with positive energy and do double damage to their undead targets (+1 spell level), despite the spell remaining only a 2nd level Spell Known (and any saving throw, or similar effects, such as whether or not a minor globe of invulnerability would stop it, being determined as if it was a 2nd level spell).


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Guess this means I have to quit slacking off and start writing my Wayfinder 13 article. :)


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the secret fire wrote:

What doesn't make sense to me with Gnomes is that they would get a CON bonus, to begin with. Dwarves are obviously stout, but have you seen the drawing of the common Gnome in the Core book?

+INT, +CHA, -WIS makes the most sense to me for Gnomes.

+Con seems like a holdover from the stouter Gnomes of earlier editions (and seems even less on-theme now that they have ties to the fey, the creature type with the smallest HD).

There's also the muddle that Gnomes have been very different over different editions. Pre-3rd edition, and once again in 5th edition, they had high Intelligence and were associated, through the Dragonlance Tinker Gnomes, with clockwork, crafting and contraptions. In 3.5, for a few brief years, it was 'favored class Bard' and, while they didn't have a Charisma bonus, that certainly would have felt appropriate. And now they are associated with the fey and nature, more like the 'Forest Gnomes' of previous editions, and less like the 'Rock Gnomes' (aka, Dwarf-lite).

As I tend to prefer not to close doors on flavors already introduced, I'd go for the Gnome attribute modifier to be +2 Intelligence *or* +2 Wisdom *or* +2 Charisma, and no physical attribute modifiers at all. They'd be stronger (wiry little bodies!) than Halflings and most other Small races, but not as nimble as many of them (Halfling, Goblin, Kobold) tend to be, and with a completely average Con score. Unlike Elves or Dwarves, who may have subraces or castes or different attribute arrays because of being forsaken or Sovyrian or whatever, Gnomes would have no genetic component to their attribute bonus. Two gnomish tinkers with +2 Intelligence might have a kid who has a +2 to Wisdom and goes into Druidism, or +2 Charisma and takes up inspiring oratory as a wandering Bard or awakens a knack for fey Sorcery.

So folk who want to play Gimble the 3.5 Iconic Gnome Bard, can do so with a shiny +2 Charisma modifier, while those who want to play Nebbin, the 3.0 Iconic Gnome Illusionist, can have their +2 Intelligence, and those who want to play Lini, the Pathfinder Iconic Gnome Druid, can have a +2 Wisdom.

No burning need to close any of those doors.

Some gnomes can be tinker-y, or book-totin' arcanists, others can sing and perform and practice fey sorcery, and yet others can get all woodsy and spiritual and turn into bears and eat faces. Not even a need for sub-races like 'Rock Gnome' and 'Forest Gnome,' or City Mouse and Country Mouse.


The 1st level power is wildly out of line with those of other bloodlines, IMO.

Is there a justification for the class skill being Perception? That doesn't feel particularly 'force-y' to me. Something more physical, such as Climb or Swim or Acrobatics, or something related to engineering or 'science' (Knowledge (engineering)) perhaps, might feel more on-theme.


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Rise of the Runelords - Varisia
Curse of the Crimson Throne - Varisia (mostly Korvosa)
Second Darkness - Varisia and the Darklands
Legacy of Fire - Katapesh
Council of Thieves - Cheliax
Kingmaker - Stolen Lands
Serpent Skull - Sargava/Mwangi Expanse
Carrion Crown - Ustalav
Jade Regent - Varisia -> Linnorm Kings -> Crown of the World -> Minkai
Skull & Shackles - Shackle Islands
Shattered Star - Varisia
Reign of Winter - Irrisen
Wrath of the Righteous - Mendev
Mummy's Mask - Osirion
Iron Gods - Numeria
Giantslayer - Mindspin Mountains? (Had to look that up. Qu'elle surprise, it's also in Varisia!)

That leaves;
Hold of Belkzen
Brevoy (visited briefly in Kingmaker)
Five Kings Mountains
Lands of the Linnorm Kings (visited briefly in Jade Regent)
Realm of the Mammoth Lords
Mana Wastes / Alkenstar
Mediogalti Island
River Kingdoms (visited briefly in Kingmaker, a dozen mini-settings, more than anything)
The Sodden Lands

Of them, Andoran, Qadira, Taldor, Thuvia, Linnorm Kings Lands, Mammoth Lords Realms, Isger, Molthune, Nirmathas and Druma are all large nations with plenty of potential baked in, while other places, like Belkzen, Galt, Nidal, Rahadoum and Razmiran, are a bit more limited, and lands like Kyonin, the Five Kings Mountains, Jalmeray, Nex, Lastwall and Alkenstar/Mana Wastes will have fairly focused themes.

Given that Andoran, Qadira and Taldor are three of the 'big five' of the Pathfinder Society (along with Cheliax and Osirion), there's a ton of development space left to explore for campaigns that want to follow a more traditional fantasy adventurer niche (and avoid some of the more unique aspects that come with places like Numeria or Irrisen, or specific cultural analogues as would happen in the Lands of the Linnorm Kings or Jalmeray or the Mwangi Expanse).

Isger, Molthune and Nirmathas always seemed to me like perfect places to set 'out of the way' games, that are unlikely to interact much with published stuff, since they lack the big, big flavor of devil-haunted Thrice-Damned Cheliax or 'fantasy Egypt' or don't-call-me-Ravenloft Ustalav or Thundarr the Numerian. (All of which I love, but each veer slightly away from the Tolkien-esque 'generic fantasy Europe' to their own flavors.)


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Zhayne wrote:
I would have done Dwarves with a DEX penalty instead of Charisma, myself.

I'd be fine with keeping both options.

Dwarves could be divided into a warrior group, +2 Con, +2 Wis, -2 Cha, and a crafts group, +2 Con, +2 Int, -2 Dex. The crafters are more common in the dwarven cities, and maintain the dwarven supremacy at metallurgy, weaponsmithing, armory, etc. Out in the world, people are more likely to meet the warrior types, as they are more likely to operate outside of clan holdings.

I prefer the idea of dwarves having a Dex penalty and an Int bonus (as well as their standard Con bonus), but I also prefer keeping the option of the +Wis/-Cha open for those who prefer that stat array.


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Secret Wizard wrote:
What the hell is a Spider Goblin

Ooh, Spider-Eye Goblins.

They could be Golarion-ed up by having some Chitterwoods tribe of goblins recovering from a demoralizing near-annihilation by renewing their vows to the Mother of Monsters, and her 'blessing' them with offspring that combine the traits of the local giant spiders with their own goblin blood...

Other (perhaps more setting neutral) variants could make things interesting. Goblins that have grown up in a region where the borders between the material plane and the plane of shadow might have coal-black skin, better than average stealth and darkvision, and stronger than normal light vulnerability / light blindness, as well as the ability to snuff small light sources (darkness effect only usable to negate cantrip level light effects, or snuff torches, lanterns, sunrods, etc.). A Bugbear breed specializing in hunting fey might have some supernatural ability to resist fey magic and pass through woodlands as if it was a 4th level druid.


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Ambrosia Slaad wrote:
I blame Cosmo (and Set) for wanting to make "Your Cthulhu Mythos deities so fat" jokes.

There's a thread for that.

Two, actually.

Only on Paizo...

Obviously, it's all Cosmo's fault.


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Rysky wrote:
Azathoth used to have an Intelligence Score. Then he had a meeting with Cosmo.

Azathoth is the blind idiot god at the center of the universe, so vast that other gods orbit around him like planets.

Azathoth orbits around Cosmo.


It would certainly be a logical set of Alchemist Discoveries that applied Bomb-like features (such as a version of 'fast bombs' for rapid throwing of alchemical concoctions or something like 'precise bombs' for sparing allies the splash effects of alchemical fire, acid or holy water) to normal alchemical weapons such as alchemist's fire, thunderstones, tanglefoot bags, etc.

When I first read of an Alchemist base class in the upcoming APG, I kind of thought that's what it would be all about, and even if it didn't go there, the nature of Alchemist Discoveries (some of which apply to poison use, others to magical potion use, in addition to bomb throwing, extracts and mutagens) certainly lends itself to development into applications that involve actual crafted alchemical remedies, tools and weapons.

An alchemist archetype based around specializing in alchemical fireworks, for instance, could be very fun. Gandalf doesn't need to be the only magical fireworks specialist! Illuminator's Guild, eat your heart out!


Franko a wrote:
The willingness to try new things.

Riffing off of this, one thing I like is how some of the APs introduce something new, like kingdom building or NPC relationship/romance guidelines or pirate fleet combat or mythic rules, while others are a little more 'standard fantasy fare.' On the one hand, they are experimenting on new sub-systems and mechanics to expand gameplay. On the other hand, not every AP has a 'gimmick' or new rules subsystem or mechanic, and a good number are just straight up fantasy fare goodness.

If I had a strong preference for one over the other, I'd still not feel 'stuck' with a company heading in the direction I don't prefer, as Paizo seems to try to cater to both tastes, both wild and experimental 'Challenge my assumptions! Give me something shiny and new!', and more traditional 'I already figured out what I like, now just give me more of it!'


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He doesn't have to train the cats, if all the cats in the world (and possibly several other worlds) are all single neural cells in the vast evil hive mind named Cosmo.


My tastes have always been weird.

I have watched Green Lantern again, and still found it pretty enjoyable.

The Nolan Batman movies bored me with their deadly serious and deadly dull monotony, and I don't see any need to lose more hours of my life sitting through them yet again.

I know, Batman made all the moneys, and Green Lantern was a terrible flop or something, but Green Lantern was *vastly* more entertaining, to me.


DominusMegadeus wrote:
Witches are weird. Weird enough that Pure Legion would probably say something if not arrest you. Patrons are pretty ambiguous, though, and their magic is technically arcane though, so I dunno.

Particularly given that the Iconic Witch appears to get her powers directly from Desna. It may be arcane magic, but if Patrons can be gods, then the Rahadoumi should be *much* more concerned about 'arcane' casters who get their powers from deities, than 'divine' casters who may have nothing at all to do with the gods (rangers, adepts, oracles, etc.).

It's just a sign of how utterly crazy they are. They work hand in hand with people who may get their powers from gods (there are even a few gods of alchemy, and a god of arcane magic, for instance!), and yet flip out over atheist oracles or irreligious rangers, despite having no way other than the arcane sight spell to even tell if magic is arcane or divine, and yet, inexplicably, even commoners in Rahadoum being able to tell the difference using means unavailable to anyone else on Golarion...

Plus there's the whole 'plagued by drought' thing, the suggestion that they are somehow being punished by the gods for abandoning them, when you can look at the map and Rahadoum is the greenest and most fertile land on it's entire latitude, far less 'drought ridden' than Thuvia, Osirion or Qadira (all faithful lands that are less fertile and more desert). I'm sure the churches of the various gods kicked out of Rahadoum spread these exaggerations in hopes of discouraging this atheism thing from catching on, but it's just a load of baloney.

Then again, one of the churches kicked out was that of Nethys, and, perversely, arcane magic is *thriving* in Rahadoum. His *church* might be on the outs, but his actual area of concern (arcane magic) has grown to dominate in ways that it can't compete in lands that have easy access to divine magic!


Lemartes wrote:
On the other hand he did give her the gorget which did protect her. Perhaps it was a partial betrayal but he wanted her to survive and some portent showed she would need some neck protection to do so. ;)

Other options;

1) Those sorts of things take a while to order and have crafted-to-commission, so perhaps he ordered it long before deciding to put the kibosh on their relationship. He gave it to her as a sort of 'good bye present' to salve his conscience (and because, after she got killed, it's not like he wanted to keep a gift he'd commissioned for her lying around as a painful reminder / awkward conversation piece).

2) He's a Kalistocrat, he doesn't give cheap gifts. Even if he's planning on poisoning someone, the gold cup holding the wine, and the vintage itself will be *exquisite.* Only the finest murder and well-appointed betrayal, for you!

3) It might look suspicious if he orders a cursed item in the style worn by the mercenaries that work for the Kalistocrats, just before a bunch of mercenaries working for him get killed. The less people who know he's gotten people working for him killed, the better. No reason to order some mage to craft an item that screams 'I'm about to give a cursed item to one of my employees.'

4) It is cursed. Protective, yes, but also has a locate object sort of curse that allows the hobgoblins he sent to unerringly find the wearer of the +1 gorget of hobgoblin attraction. (It also has the advantage of not looking like a cursed item, but a perfectly reasonable thing to seek, a magical enhancement that allows someone to locate their own head of security!)


Random small races that don't get much play;



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Spider-Man and Daredevil (and Spider-Girl/Anya and Nightcrawler and Timber Wolf and Nightwing and Jolt) are favorites of mine for the same reason, all are (in some cases, superhumanly) acrobatic fighters who are all over the place, very dynamic and kinetic. I love that sort of character.

Of the original Guardians of the Galaxy, Nikki, in addition to keen senses and resistance/immunity to some energy effects, was a super-acrobatic fighter and sharpshooter. She'd be cool to see, on screen, doing Spider-Man / Nightcrawler-like fighting moves (and perhaps shrugging off blaster fire, while remaining vulnerable to knives and fists and bullets, and still having good reason to keep moving and dodging and flipping through fights).


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Randarak wrote:
...and Friday is only a 5 hour day.

What perfidy is this? Cosmo has somehow stolen 19 hours from Friday!?

Madness! He must be stopped!


Or, possibly, propitiated...


Mechagamera wrote:
Add my vote for more outer planes dragons, although in the spirit of the hellfire wyrm, I think it might be cooler to have outer planes templates for dragons--then if the fiends get lucky, they might corrupt a gold dragon to get a hellfire gold dragon, and vice versa, Heaven might have a redeemed radiant red dragon guarding the gates.

Templates for heavenly or elysian or infernal or abyssal or first world or shadow plane or astral or elemental earth or maelstrom or Axis/clockwork/inevitable dragons might be much more generally useful than just a dragon type for each plane.

For that matter, the 'simple' templates were a serviceable generalized approximation to save wordcount, back in the day, but perhaps it's time for more specific (and not so 'simple') 'fiendish' and 'celestial' and 'half fiend' and 'half celestial' templates, differentiating between demonic and diabolic and daemonic and kyton-ic and qlippothic and angelic and archonic and azatan creatures.

A 'fiendish' (or half-fiend!) dire bear from the plane of shadow, that's been modified by Kyton surgeries and torments, should be a somewhat different beastie (certainly not mechanically identical, as they currently are!) than a 'fiendish' (or half-fiend) dire bear from the qlippoth-haunted depths of the Abyss, where even demons fear to tread.


Dragon78 wrote:
psychic magic that specifically targets incorporeal creatures.

Since an incorporeal creature is often pure spirit, without the crunchy outer shell of material flesh and blood and bone, it might be completely appropriate for some forms of attack, such as psychic / telepathic / empathic attacks, or necromantic soul-affecting magic, to cause them extreme harm, compared to souls and spirits that are protected by their solid matter 'armor.' A corporeal creature's soul might 'not have line of effect' to some attacks, but when an incorporeal creature is baring its soul to the cold cruel world, it becomes immune to a lot of stuff that would have damaged its corporeal shell, but also perhaps vulnerable to things that a better-protected soul would be more resistant (or even immune) to, such as raw emotional energy, and perhaps not merely psychically potent emotional energy, but even raw anguish or joy or hate, which somebody who's wearing their soul on the inside might find affecting, but not actually incapacitating or harmful.


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Ambrosia Slaad wrote:
So I bent down and picked her up, only to discover she is the newest incarnation of Graviton; she increased her gravitational attraction by at least an order of magnitude, wrenching my back.

Clearly the cat was Jormungandr, which means Cosmo is Utgard-Loki!

Or, at least, we've discovered one of Cosmo's 66 secret names...


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LazarX wrote:
Robert Forward is about as "Hard Sci-Fi" as you can get, as all his books are based on tech that you can extrapolate from known science. And he's a real scientist who knows his stuff. However unless your the type that likes geeking out on hardware, his books have some of the least flavorful and shallowest characters you'll find in the genre, and will bore you to tears.

So, so terribly dull. Old 'classic' sci-fi like Larry Niven or Greg Bear would sometimes delve a little bit into science-talk, but Forward will spend five pages on a mathy science lesson, complete with fomula. Ugh. Give me Trek-no-babble any day!

The science (magic, historical accuracy, cultural details, fetishistic technical descriptions of guns, violence or medicine, whatever) should serve the story, not the other way around.


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Dale McCoy Jr wrote:

But we want to know if you want to see support for:

  • Gunslinger
  • Samauri/Ninja
  • All ACG classes

I recently noodled around with the idea of using the ninja as a chassis to build a Kellid witch-hunter sort of character, and it might be neat to see other sorts of non-faux-Asian uses of the ninja (or samurai). Using the ninja to represent a faux-Persian Hashashin (disappear in a cloud of hashish smoke!), or some other form of supernaturally stealthy assassin, could be funky, and the samurai reflavored to be a Mameluke could be a different way to open up that class to a different culture.

The ninja's ki being reflavored to be a pool of magical energy (for a witch or sorcerer-themed 'magic assassin') or psychic energy, could be a neat way to radically change the 'ninja,' eliminating the Asian weapon choices with something more appropriate to whatever culture it represents (Persian/Qadiran, Osirioni/Egyptian (throwing scarabs instead of shuriken, with 'switchblade' sharpened 'wings' popping out of the harmless jewelry-looking item?), Mwangi/African, Ulfen/Viking/Celtic, etc.)

Gunslinger variants that work based off of the bow, sling, crossbow, or even thrown weapons (such as shuriken, darts, daggers, etc.) seem like an obvious way to go. One based off of melee weapons, similar to how the swashbuckler uses panache instead of grit, like a PF version of the old Kensai kit / PrC from AD&D, could be an interesting tweak.

A Magus variant that can fight and use spell combat while holding a pair of daggers, or a staff (traditional wizard weapons). Instead of being a 'fighter / magic-user,' it's more of a magic-user who uses their magic to enhance their wizardly fighting options, and not an armored dude with a sword that has a few spells. Perhaps even a ranged 'dagger magus' variant-on-the-variant, or a wider range of potential 'ranged magi' using darts, thrown weapons, crossbows, etc.

Edit: Ah, *racial* archetypes. My bad!

Certainly, the idea of how to integrate the culturally specific samurai and ninja into races like the elf and dwarf, as well as more exotic races, without falling back on the 'Japanese elves' notion, could be one way to go. A non-Asian samurai archetype based on dwarven clan loyalties, or a non-Asian gnomish 'ninja' that taps into their innate fey magic to enhance their stealth / etc. (magical 'ki') could be avenues to explore.

Using magus to explore races that have both magical and martial traditions, dedicated to specific racial weapons, such as an 'elven curve blade magus' or 'elven bow magus,' or using the gunslinger / swashbuckler mechanic to showcase racial-weapon-focused dwarven waraxe fighters or half-orc falchion masters or halfling sling-specialists could be another way to go.


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One difference between vampires and predatory animals is that animals have to kill to survive. There's no way for a lion to bite a meal off of a gazelle without killing it. A vampire, even in systems where they have some sort of mechanical penalty for not feeding, can choose to feed from animals, or feed so lightly from charmed / dominated / friendly humans that they can recover blood lost overnight. They don't *have* to kill. (Same with ghouls, who explicitly prefer long-dead flesh, and aren't motivated by their 'biology' or 'necrology' or whatever to kill.)

What makes so many vampires, ghouls, etc., unlike tigers, evil, is that, despite not having to kill to feed (and quite possibly not having to feed at all, just wanting to), is that they *choose* to kill.


GM Xabulba wrote:
It may be a stoning offense but I liked Ang Lee's Hulk.

It had upsides and downsides. Eric Bana and Jennifer Connelly are worth ten Ed Nortons and four Liv Tylers, respectively, but ye gawds, Nick Nolte was terrible as a villain, while Tim Roth was an excellent Blonsky. Then again, I thought Christian Bale was a ponderous and deadly dull Bruce Wayne, and that Michael Keaton did a much better job (and that nobody has even come within low-earth orbit of Michelle Pfeiffer's Catwoman yet), so I'm probably the last person whose opinion on superhero casting will be relevant. :)


308. Big in Pictures Your reflection in mirrored surfaces or water is always larger, as if you are pressed right up to the surface, even if you are several yards distant. In some cases, such as a large reflective surface or full-length mirror, your face might end up staring back at you, a yard or more in height, startling those nearby. Other things or persons nearby, if they reflect in the surface at all, tend to appear smaller or pushed to the side, to make room for this exaggerated view of your own features.


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Ventnor wrote:
Dual Klars.

A Shoanti dual Klar style would be so much cooler (and so much *less* of an 'exploit' than) that Thunder & Fang feat that lets you dual wield an Earthbreaker and Klar.

That said, I'd totally approve of a Shield & Spear style. Allowing someone to one-hand a spear or even longspear, and equip a shield in the other hand, would simulate several real world fighting armies (like the Romans), and be less mechanically 'optimal' than being able to one-hand an Earthbreaker, which, both visually and mechanically, seems a bit over the top.


Goth Guru wrote:
Sooooo invocations. Is it like, the character mentions their god, possibly in their catch phrase, and it affects the next appropriate die roll, that day? Like "Thor's hammer!" might give a second chance to confirm a crit.

Pretty much. The actual invocations themselves weren't written down, but you could probably come up with them pretty easily, since there were about three per god.


Albatoonoe wrote:
While I'm pumped for classes, I think the optional rules are the things I'm most interested in.

Stuff usable for everyone would indeed be awesome.


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Dragon78 wrote:
-Textile Telekinesis-use highest mental stat for str score.

I suspect you meant tactile telekinesis, although being able to supernaturally manipulate cloth and clothing could also be funky. :)

"Ooh, my boots just tripped me. And now I'm all tangled up in my undergarments, which apparently now have not only Improved Grab, but also Constriction. I thought my war dog was safe, being naked and all, but the dude's turban / sash thingie just unwrapped and is attacking like a giant cloth snake!"


Bill Lumberg wrote:
932. Reverse Reflection: Any reflective surface shows the the opposite side of you instead of the one facing it.

This one reminds me a lot of those Rakshasa, who, even when disguised as a human, could be caught out by their reversed hands. This reverse reflection might be a fun hint that there's something 'wrong' or 'backwards' about the otherwise normal-looking person in front of you...


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Kaiju mantis shrimp 'swim' through space and use their stellar-heat-igniting 'death punch' to turn planetoids into brief-lived stars, whose flare of light attract other kaiju mantis shrimps to mate.

If one lands on an inhabited planet of larger size, the resultant firestorm is rarely large enough to destroy more than a small kingdom, but that's still pretty catastrophic for the inhabitants of said kingdom...


Muser wrote:
For me there has never been an issue with genre or mode switching, but once you add eschatology into the mix, the idea of pure evil, damnation, etc, there's a notable shift in the mood. Sudden unwanted gravity enters the equation and it's still a handful for me to swallow.

Notions of soul (and the selling of or devouring of such) being bandied about as mechanics in the game have always put me off a bit. Just based on what we know, 70% of humans conceived don't live long enough to be born, and depending on assumptions of when a soul is generated or assigned to a living being, the upper and lower planes would be *vastly* populated with souls of people who never were even born (and so had no choice to be good or evil).

It's just whacky.


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captain yesterday wrote:

who says the "Heroes" were good:)

evil PCs that "save the day" and knock off their major competitors could step into said power vacuum and really clean house;)

Yeah, many APs are perfect for evil parties. 'Ooh, we stopped the evil whatever, and now we get to take over his castle / city / nation!'


wraithstrike wrote:
Shield Master wrote:

Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

You just put bolded it for me. At no point does it say "only add the bonuses". That is way to interpret it so you could also be lying if you want to use "read differently" as lying.

That feat could be written a hair clearer, I imagine, and doesn't sound like it makes the attack count as magical for the purposes of overcoming DR, or if the shield's material type (like mithral or adamantine) has any effect on the damage being done, and even could possibly be misinterpreted to suggest that the shield's enhancement bonuses stack with actual weapon enhancement bonuses on a shield spike or something...


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Fred Saberhagen's Empire of the East is a good read, and nicely combines elements of magical fantasy and post-tech-apocalypse sci-fi (including the most mind-blowing 'demons' ever).

Roger Zelazny's Lord of Light, Isle of the Dead and Creatures of Light & Darkness and probably the Amber books (which I don't remember all that well) also combine the spiritual / mystical and technology (more mental development and psi than magic, but far from a Babylon 5 or 'psionics' sort of feel).

Andre Norton's Witch World and C.S. Friedman's When True Night Falls are post-tech-apocalyptic magic settings (as are the works of Linda Bushyager and Anne McCaffery's Dragonriders of Pern books), but none of them really have much tech at all.


Oh deary my! 1st edition AD&D had dual-wielding shields!

Yikes, that female dwarf on the cover might have a beard...

So much wrongness on one cover! :)


Kingmaker, exciting new nation, which could be a force for good, and very much change the dynamic of surrounding countries (particularly both Brevoy and the River Kingdoms).


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DM Under The Bridge wrote:
A golarion bodyguard, for sure.

Also fits thematically with the notion of 'shieldmaidens' who provide a defensive barricade for Vikings, or front line fighters in phalanx style formations, where the person in front shield-blocks, while the second rank goes on the offensive with a reach weapon.


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FormerFiend wrote:
Personally I've got a homebrewed Couatl empyreal lord for some Arcadian-themed adventures.

Ooh, a Couatl Empyreal sounds very cool. A bit of Quetzalcoutl/Kukulkan, perhaps.


Tarondor wrote:
Two shields, on the other hand, leaves you nothing to kill with. And no matter how many cool feats an RPG assigns to it, shields aren't particularly deadly in the real world. And no matter how ooc you are at defense, if you have no offense in a battle, you are going to die.

A spiked heavy shield in D&D and PF does as much damage (1d6) as short swords and shortspears and composite shortbows, the weapons with which Greek and Roman and Mongol armies conquered as much of the known world as they could physically reach.


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I see adventures as about as relevant to the financial structure of the setting as celebrities and professional athletes and pop stars and pundits with their own talk / radio shows are to our own financial structure. They exist (in relatively small numbers, compared to the general population). They consume conspicuously and spend vast amounts of money on stuff that the rest of us kind of boggle at (Diamond encrusted tooth grills? Pretty much as relevant as a metamagic rod, to those of us who have no use for either, and more important things to spend our much smaller amounts of money upon.).

Right where they are concentrated, there would be cottage industries to support them (craftsmen specializing in pumping out magic items that nobody who isn't an adventurer, or ruler of an entire nation, could possibly afford, for instance), and these would exist at (and for) the convenience of the adventuring community, just as plastic surgeons and agents / managers and high priced companions and personal chefs / trainers all exist to sell overpriced services to the celebrities and athletes and other greatly overpaid people of our world, sucking away (some of) their money and returning it to the economy.


Thomas Long 175 wrote:

Says the 5th post down from a video of a person fighting with two shields, on the same page as a set of martial arts training videos to dual wield shields...

Sometimes people literally make me headdesk at how ridiculous their statements are.

The post mentioned pointing and laughing. That's probably the best response to being mocked by someone who didn't bother to read what they were mocking. Point and laugh right back.

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