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The part about it all that gets me isn't the relative values of metals, but the fact that every society on Golarion seems to use the same currency. Realistically, each kingdom would have its own monarch's head on the coins, and there'd be exchange rates to worry about and so forth.
This further supports my theory that all prices of items and values of treasure are abstractions, and that the player never actually deals with what the NPCs around him really use for currency on a day-to-day basis.
"Needles" Nelson: fights with crossbows akimbo. Hand crossbows, most likely, to allow him to reload and full attack. Might have rogue levels for sneak attack, or fighter for Weapon Specialization (to make up for the fact that you don't add STR to crossbows) but I just love the mental image.
Bewildering Conan: A gnome ninja who specializes in Bewildering Koan to make people lose all their actions. May also wield a kusari-gama for tripping at reach. Between the tripping and the quipping, he keeps you in Zen Lockdown forever.
Michaela the Liar: Anti-paladin/bard or straight antipally who maxes out Bluff and looks to spread chaos without anyone ever catching on what she's doing, convincing her victims that she's the hero even as she drives the knife into their back. Inspired by a friend's character: a "diplomancer" paladin. This would be that paladin's evil twin. ;)
If having this much gold around really bothers people, you can always just have townsfolk deal in copper and silver instead. You want a potion of Enlarge Person? 500 silver, please.
This also has the advantage of showing your players why the average commoner doesn't really make these kinds of purchases that they are so cavalier about. Even though the rules for Profession checks indicate that a commoner has more buying power than you might expect, it just FEELS like more money when you count it out in silver.
Meanwhile, it's assumed that when the PCs save the town and are rewarded, even though the GM SAYS "You are given 600gp", the mayor isn't just handing the PCs a sack of coins. All the notable figures in town chipped in their thanks, and they're handing the PCs a wheelbarrow full of various trade goods worth a total of 600gp.
If you want to pay this up, mention each notable figure and what they chipped in. Old Bellowsbeard The Blacksmith donated ten steel ingots, Lady Obernathy contributed six bags of saffron, the Farbert family chipped in three chickens, etc. Let them get to know the people they just saved and feel their gratitude.
In theory, a single contiguous piece of polished metal or stone might be too difficult to climb as well. I doubt that the wall created by a wall of stone spell would be that smooth, but some GMs might disagree.
The section of the CRB that described the Climb skill would be helpful here too. Figure out what your bonus to Climb is, including the +8 racial bonus, and then see what you get when you take 10 (which you can now do under any circumstance.) Anything with a DC lower than that, you can climb.
@Ascalaphus: This is valuable info to have, but I'm not convinced it makes Quasits any less "un-fun", as it just means they have even less ability to hurt you while you can barely even hurt them. It also doesn't help much with the one Quasit new players are most likely to be introduced to...
The one from the Rise of the Runelords campaign (name escapes me), who actually HAS a ranged weapon and also can summon Wrathspawn to do her fighting for her while she camps out on the ceiling (where she has concealment due to shadows to supplement her massive Stealth bonus) and snipes you.
@Celanian: That would be fun indeed, because then you aren't FIGHTING them. Which means it doesn't really matter what CR they are, or even which monster you use for the job-- any little fey or outsider or whatever known for being smart enough to talk will work.
@RJGrady: At level 2? Most martial types spend most or all of their starting cash on their armor and their main weapon-- there usually isn't room in the budget for a backup cold iron weapon until level 3 or 4. I honestly suspect that quasits may have been built for the specific purpose of hammering it into PCs heads that they NEED weapons of special material at some point.
If we're talking about things that are unfun for their CR, I'd like to add the Quasit.
Quasits aren't terribly dangerous. Their melee attacks do 1d3-1 and 1d4-1 respectively, and as listed they don't have a ranged attack. They do have a 1/day Cause Fear, but not much else. I would argue that that's part of the problem.
The problem is the sheer amount of defensive abilities they have. DR/5, immunity to some energy types and resistance to several others, a fly speed, invisibility at will, AND fast healing?
And this is all at CR 2. The fighter doesn't have a magic weapon yet, so he's taking a -5 to damage rolls without Weapon Specialization. The wizard doesn't know Glitterdust yet, so at-will invisibility is a serious problem. The ranger probably doesn't have Precise Shot yet, so the quasit being IN another player's square mean he's at a -8 to hit a Tiny creature with good Dex. The rogue can't effectively flank it, since it'll be sharing a square with a PC (seriously, how does that work?)
And even if the party finds a good strategy, fast healing and a fly speed mean that the quasit can just go invisible as an SLA, retreat to the rafters for a few rounds, and heal up while the party either burns resources healing or scrambles for another tactic. This, combined with the pathetic damage that the quasit itself deals, means that fights against a quasit are likely going to turn into twenty or thirty rounds of the PCs and the GM staring at each other, neither one able to actually DO anything of consequence.
Ironically, fighting multiple quasits would probably be easier, since that would push the CR of the encounter up to the point where the PCs would be level 3 and actually have the tools to get around the quasits' smorgasbord of defenses.
Why is it that the Summon spells are numbered by Roman numeral when the Cure and Inflict spells don't, even though there's also one at every spell level?
What if, instead of Cure Light, Cure Moderate, Cure Serious, etc., you just had Cure Wounds I-IX?
At some point, the Cure and Inflict spells start affecting multiple targets, so I don't think there actually is a spell that heals 9d8+caster level, but could there be? What if, just like Summon Monster IX lets you choose 1d4+1 of a lower level monster, Cure Wounds IX let you focus all the healing on one target or break it up among a few targets, with reduced healing the more targets you spread it by?
There's plenty of other spell chains that use Roman numerals. Beast Shape, Monstrous Physique, and most of the other polymorph chains. Are there any other spell chains that could benefit from standardized notation? Would making them a "I-N" chain imply the existence of additional steps in the chain that don't currently exist? Could they exist?
Would a 9th-level version of single-target Cure or Inflict even be worth casting?
I think people are being way too hard on Gallyck here, and possibly on his DM.
Why is it a problem that Gallyck played a NE wizard with dreams of lichdom? He's level 5 at the time, which means he's been doing it for at least 4 levels now, and presumably his DM and fellow players said that was okay with them. If the DM was going to sic a 16th-level wizard on him for it, he should have just said right from the start, "Don't play an evil character, it won't work for the story." Likewise, if the rest of the table didn't want an evil teammate, they could have spoken up.
Furthermore, if your DM's reaction to all this is just "scry, fry, zombify, hang your character sheet out to dry", that's just a disappointment. When you told him you wanted to play a NE Wizard who intends to become a lich and seek arcane power at all costs, and he said that was okay, he basically gave you permission to do what you did in some form or another. You definitely need to deal with this can of worms you opened, but if he doesn't at least give you an opportunity to get out of this mess, he's being needlessly retaliatory.
My whole post up above about how this wizard may be far more screwed than we think? I basically wrote it so that Gallyck would have a draw card in case his DM tells him "I don't want to just kill you off and derail the campaign, but I don't see any way around it."
Since Clone doesn't duplicate equipment, it's safe to say that wherever the wizard is now, he doesn't have much of it, even if he does have a stash hidden away. Think about it: why was he peddling scrolls in a small village if he's that high level? My guess is that this wasn't the first time he found himself needing to do a hard reset, and he's working off of whatever he managed to stash away for himself the last time.
This also handily explains why he's peddling scrolls in a backwater town. He needs the money to replace all his 16th-level gear, and he doesn't want whoever killed HIM last time finding him before he can do that.
Clone also costs 1,000gp to cast, plus needing a 500gp laboratory. If he's still playing scroll salesman and recouping his losses from last time, do you think he's already spent the 1,500 on having another clone waiting for him PLUS the cost of another copy of his book? The fact that he rolled over to Limp Lash so quickly suggests he may not have even dealt with his negative levels yet (Or maybe he's done this numerous times in short succession and had way too many negative levels.)
It's entirely possible that the situation isn't nearly as bad as people are claiming it is. In fact, he might even be legitimately dead if he couldn't afford another clone jar so soon after the last one. If he is still out there, his cozy little scroll shop here seems to suggest:
A) he's playing at severely reduced WBL, and
All that considered, how likely is he to come looking for you? Look at it from his perspective: he's down ANOTHER two levels from wherever he was when you killed him, AND he's lost a significant amount of gear, AND the guy that killed him now HAS all that gear AND is also a wizard and can therefore make the best use of that gear, AND knows every spell he can cast-- even if you can't cast all of them, you know he's got them and can be prepared for it.
I like the theme of the Zephyr Thief a lot, but I'm honestly kind of wondering what the connection is to the element of air, as you would expect a Sylph archetype to have. I mean, I get that this sort of originated from the idea that witches can "steal your breath", but the end result has very little to do with that, and "breath" is just about the only thing they can't steal. As written, this execution of "magical thief" makes just as much sense as a Kender archetype (if we still had Kender) as a Sylph.
I'm not really suggesting that the Zephyr Thief needs a fix, per se, just some particularly clever flavor text to tie it all together. Let me give it a shot.
"Sylphs who commune with the strange arcane forces of witchcraft learn combine their affinity for air magic with the power of their hexes. By unlocking deeper mysteries of air, they gain the ability to put a bit of their own magic aura in the air around them and instill their influence anywhere air can seep into. And by feeling a creature's life essence in its breath, they soon learn to weave their magic over a person by focusing it through an item that was once theirs and still carries the air of their ownership."
Not perfect, but not bad either if I do say so myself.
Also, under Telepathy, you mention that the Rivener can communicate in a language he shares with the weapon, but you had already established that the weapon speaks whatever languages the Rivener does, so this is redundant.
Also, where does the Rivener get the runes he sockets into his black relic? He has to pay for them, so is he buying them? Who in Golarion is selling these things? Does the Rivener make them? Does it work like magic item crafting then?
I'm pretty sure the general rule about HD limits on effects like this is that they start with the highest-HD target they can, then work their way down until the next lowest target would put the total number of HD affected over the limit.
So, in your example, the kalavakus and one succubus would be banished, but the other succubus wouldn't be because there's no room left on the Banishment bus for her.
The "murder is legal" thing wouldn't be that hard. No LEGAL consequences doesn't necessarily mean no consequences whatsoever.
If you kill someone, that someone may have had friends, family, business partners, or any sort of people that needed that guy alive and won't be happy with you. If you have enough of those people, or one such person in a high enough place, than suddenly murdering you isn't so easy.
Everybody wants to kill their boss, but bosses get to BE bosses by making the higher-ups respect and value them more than they do you. Doubly so in a meritocracy. Real-life street gangs and crime organizations don't flinch at leaving a random punk in the dirt, unless they know that punk has a gang of his own, in which case they lay off to avoid all-out war.
I think what we'd really see in such a situation is a culture built around clannishness and vigilante justice. Much like in Ravnica, the best way to thrive in this world would be to join a guild. That way you can scare off potential murderers with the threat of retaliation. In truth, most folks would never actually contribute to their guild besides lip service, and each guild would have plenty of members whose murders it wouldn't actually bother following up on, but the illusion of protection would be there.
From a GM standpoint? You could give the PCs the names of a few local gangs and their insignias with a Knowledge (local) check, and if they happen to cross an influential member, you've now got all the hook you need to throw combats with gang enforcers at them. For extra credit, make sure they have reason to cross swords with a person of note in just about every gang. As the PCs gain notoriety, perhaps gangs they haven't yet angered will offer to let them join. This provides them with connections for any "favors" they need (magic items to purchase, information, sanctuary, etc.) as well as helps drive the plot (as they grow in power, their gang leaders will have "tasks" for them that may advance their own agenda or get in their way).
19) Curse of gibberish: The target's attempts to communicate are garbled, but may still contain a hint of the message the target is trying to convey. Whenever the target speaks or writes, anyone listening or reading must make a DC 15 Linguistics check or a DC 25 Sense Motive check to interpret the target, as though he were using the Bluff skill to pass a secret message.
74. The Cogfields
No purpose for this machinery is known or evident, and its origin has been lost to time. Scrying efforts have revealed that within the bowels of the machinery, small skeletons that appear to have been gnomes in life endlessly turn cranks or pull chains. Engineers estimate that the number of known gnome skeletons (three dozen at last count) could not account for the sheer amount of energy required to drive such a colossal machine. If the machine is entirely powered by undead labor, it is estimated that anywhere from 800 to 1,300 skeletons must be within the machine. This does not explain what is being burned to produce the smoke that the machine produces.
At various points around the perimeter, gated doorways lead to a small network of catwalks that allow Medium or smaller humanoids to enter the machinery for a closer look. Visitors report that the noise inside is nearly deafening, and in some places sounds like nothing else known on Golarion. They also reports that in certain spots, the Cogfields bear a striking resemblance to a temperate jungle constructed of brass and iron, or of a particularly dense city. These catwalks have been fully mapped, and span roughly a third of the Cogfields but do not appear to lead to any integral piece of the machinery. Nearly all of them terminate at a point of questionable relevance within the machine. Stories of disappearances are common, but many have been revealed as unsubstantiated rumor or unrelated to the Cogfields.
They could easily make arrowheads from bone. Let's be honest, they must have at least a few fishing ships among their fleet, which means they'd have plenty of fish bones. Seagull bones would likely also be obtainable for them.
I believe Ultimate Combat has stats for making weapons out of bone. Just make that the default assumption when the characters are buying their starting equipment.
Could legalizing murder actually work? As an idea I like it but it seems as though it wouldn't work.
I'm not entirely sure what you mean by "work."
From a logistic standpoint, it'd be easy. All the law enforcement has to do is not spend any time or effort tracking down or punishing murderers (unless they're also wanted for an actual crime, like tax evasion).
From a world-building standpoint, it's a little more nuanced than that.
-Tavern brawls tend to go south much more easily, and probably break out more often.
-Lots of two-faced people who'll tell you anything you want just to keep themselves alive.
-Lots of bullies who'll happily walk all over everybody they meet and kill whoever calls them out on it.
-The PCs never have to worry about excessive murderhoboing... or murdering hobos I suppose.
This also plays well into your desire to make kobolds more relevant. They may be physically weak, but they've got no issues with killing, and make excellent assassins. Those that don't become assassins might be a major economic force, as they offer their goods and services to mercenaries in exchange for "protection" that's really more like "here's my hit list, you know what to do". Indeed, once the PCs gain notoriety, a kobold merchant caravan might offer them some choice magic items in exchange for some of this "protection".
What role do intelligent aquatic races play in your world?
boring7 mentioned "no neighboring barbarian tribes", but Adaro or Sauhagin could serve that purpose well enough. Merfolk "caravanserai" could help the fleet resupply if the fleet has something worth trading-- which might be debatable. Perhaps the fleet's success is in part a result of healthy relations with Merfolk diplomats, and certain vessels are built with some means of allowing Merfolk to easily come aboard.
Meanwhile, Aboleths and Gillmen might fulfill the role that demons and devils fill in more traditional campaigns-- a powerful malevolence from below and its emissaries, seeking to corrupt and conquer, but not below bargaining with. The difficulties aquatic creatures have above water might even parallel the way outsiders interact with the Material Plane-- what we see on the surface are agents of a larger, more powerful force that can't exist up here, and casting its agents back down doesn't kill them, it only repels them temporarily.
My best advice is that your setting should legalize murder.
If there's no legal consequences for murdering somebody, then that means there'll be two kinds of people in your world-- those who fear getting killed on the street, and those who take advantage of this new freedom.
The first group will primarily be the good-aligned. They'll either be afraid to leave their homes, or will make every effort to dissuade others from killing them, by kowtowing to whoever looks stronger then them, or by intimidation tactics. And intimidation tactics won't work forever once people start realizing that the person in question never actually follows through with his threats.
The second group will be the evil-aligned. They'll have no qualms about killing whoever they don't like. If they're strong, they'll just crack the heads of whoever gives them any trouble and dare the others to stop them. If they're weak, then they're more likely to submit or flee, then sneak back later and catch their enemies unaware, or hire goons to do the dirty work for them. This means that the first group will eventually learn that they can't always assume that the meek and submissive aren't murderers, and will have to fear them too.
This helps create a culture of fear and oppression without Evil Overlords having to "maintain" it. If everybody learns to fear each other, the genuinely good will feel oppressed, isolated, and hopeless while the evil enjoy newfound freedom. It'll also be that much harder for revolutionary groups to form (or any kind of independent organization) since everyone's been taught to distrust each other.
I would just say Cold Iron Everything. Cold iron chains over the doorway, cold iron farm tools, cold iron forks and knives, the works. Just about every item that a villager would have in his house that's made of metal should be Cold Iron, so that A) demons are (hopefully) warded off, and B) in case of emergency, the villager will always be within arm's reach of a cold iron improvised weapon. I don't think demons would actually be repelled by the presence of cold iron, but that plays into the "hoping beyond hopelessness" theme you seem to like.
I would also say the holy symbol of a good-aligned deity should be everywhere too, in the vain hopes that they work like crosses do against vampires in most literature.
I had an idea-- what about a Samsaran Alchemist that cribs from the Master Chymist prestige class-- when she drinks a mutagen, she awakens one of her past lives?
I'm imagining a table you roll on whenever you drink your mutagen to determine which past life you regress to-- like, if you were a Fighter in a past life, you get a bonus feat until the mutagen wears off, or if you were a Cleric, you suddenly have a few Cure spells prepared, or if you were a Rogue, you gain sneak attack dice?
Really, several classes could have an archetype like that. Rogues could trade their talents for "past life memories", Oracles, Shamans, or Witches could commune with their own spirits, etc.
My first impulse is to write some horror fiction about kidnapping by derro. That might be tricky though, since A) Paizo already featured derro in Classic Horrors Revisited, and B) derro are insane, and a story from the POV of a derro would have to also be insane.
Maybe derro are a bad choice then? I'll look through the Bestiaries some more...
That's what makes it a compelling story element!
I imagine that there are guards, of course-- a tower with a good view of the horizon, and an occasional patrol up and down the ranks. Plus, the Menagerie is as much a work of art as it is a prison-- the public is welcome to come and look at all the statues, so there's usually someone around. Every once in a while, they catch somebody acting suspicious and find he's concealing a scroll of transmute stone to flesh... or a sledgehammer. Most of the folks who attempt it get caught.
Plus, a freshly depetrified prisoner may have a grudge against the people of Kul Vonor, but that doesn't mean he'll help YOU out. He has no worldly possessions whatsoever, he's still chained to a pedestal (the spell transmutes flesh to stone, not metal), his friends and loved ones may or may not be dead of old age, and his agenda could be anything from pathologic violence to political revolution to embezzlement. And he already fought the law once and lost everything; how eager would he be for Round 2?
Any recruiter isn't going to be able to put together a worthwhile army before getting caught... but a single rogue with a good bonus to Disable Device, Stealth and UMD and a scroll of transmute stone to flesh might find his old partner-in-crime and get away before the guards notice. Heck, I can definitely see a module where the PC's are tasked with "retrieving" a person of interest from the Menagerie, and their patron gives them a few extra scrolls "just in case".
64.Cursed Rings of Bwor-Guruhk
65. Blades of Bwor-Gurhk
It is said that if a sinngle person obtains enough of the rings, Bwor-Guruhk himself will attempt to possess the person. It is unknown how many rings a person can wear before Bwor-Guruhk deems them "ready".
134. An inquisitor of Torag has arrived at the local lumber mill town, where most of the citizenry consider themselves devout Torag followers. He's in good standing with the church, but his methods are awfully draconian for most people's liking. He's already accused over a dozen people of "laziness", and has been persecuting anyone he sees praying at the shrine of Gozreh at the edge of the forest.
143. When introduced to new people, they will frequently decide whether or not to trust this new person based on their own ability to guess when people are lying based on nonverbal cues, in spite of how much harder that is to do with someone you've just met and regardless of whether they have reason to believe the person is untrustworthy or their statements are false.
The Scion of Fange and the Bloodtaster are really interesting characters. Now I'm really hoping Infernal Healing is a Magus spell. ;)
Just curious-- did you see my earlier request for gnome or svirfneblin archetypes? I don't expect to see them for a while, considering how busy you are, but it's nice to be acknowledged at least. I'm also not sure how you feel about gnomes, since they're a core race and you seem to prefer the less common ones-- feel free to only do svirfneblin.
57. The Obelisk of Aquapolis
Hundreds of miles out to sea, an enormous tower of pumice and obsidian gently bobs along with the waves. The part that floats above the water line is at least a thousand feet high, and encrusted with barnacles, coral, driftwood, and seaweed. The waves offer glimpses of a broad base, and the way the water sometimes crashes onto one face and pours out of portholes in another hints at a complex structure within. Pods of sea lions have been seen resting on its "shore" at times. The tower itself is ornately carved with petroglyphs, whalebone ornamentation, and portholes. The top of the tower appears to be a functional lighthouse, though no light has shone for centuries.
The tower was originally the core of Aquapolis, a massive city comprised mainly of boats, piers, and rafts, constructed centuries ago as a joint effort between a kingdom of humans and halflings and a population of merfolk. The city of Aquapolis was a symbol of peace between the three races as well as a miracle of engineering and a hub for ocean traders, and many dreamed it would be the shining jewel of a new ocean kingdom, but after 40 years of prosperity, a severe monsoon season destroyed nearly all the city's wooden boat-like structures. Aquapolis was abandoned, and the remaining wooden structures have nearly all been lost to the weather, though stories say that the central tower itself has enough underwater space to house a few hundred merfolk... or any other water-breathing creatures.
136. Convinced that silver and copper coins aren't "worth tracking" and refuse to negotiate in increments smaller than 1gp. Whether they round up or round down for any given purchase is impossible to predict-- they might order a 3sp drink at the inn and tip the barmaid a gold piece, then immediately walk right out of a shop without paying the 71sp8cp they owe because it's "not worth the hassle" of digging out their coin pouch.
54. The Blight's Paw
No origin for the phenomenon is known, but travelers have told tales of the spot for at least two centuries, and in that time, there has been no observable change. Druids and priests of Gozreh will sometimes make pilgrimmage to the spot. A few seem noticeably changed by the experience, as though they received an epiphany there. If any of them have discovered the secret behind the spot, none have revealed it.
I remember at some point, the MTG website listed D&D alignments typically of each of the ten guilds. The way they broke it down, White was Good, Blue was Law, Red was Chaos, Black was Evil, and Green was Neutral.
If you broke it down that way, no matter what alignment a person is, they'd be within one step of at least two deities.
I think Artifice in Red and Protection in Blue is fine. Blue occasionally gets Protection from X, even. Remember that Drake from Zendikar with Protection from Lands? Though Blue could also have Artifice, what with Illusions.
I would also give Black the Nobility domain. Black tends to be self-indulgent, greedy, ambitious, corrupt, and scheming-- all the negative traits we associate with nobles.
If you care about the colors having an equal number of domains, you could give Green Air as well. Windstorm anyone?
116. The names they give for themselves sound like they just named themselves after the first thing they happened to see in the morning, that is when they aren't just going by the name of their profession ("Cleric", "Alchemist", "Fighter") or some random insult someone threw at them ("Barbarian", "Thief", "Witch").
116b. Then they tell you that YOUR name sounds "dumb" and "made-up", sometimes going so far as to insult your entire culture's naming conventions.
I ran a similar thought experiment myself a while back. There should still be a thread kicking around called "Multiclass EVERYTHING".
The long and short of it was, you'll have saving throw bonuses through the roof, but your BAB will suffer and you won't have the class features or abilities to make up for it. Full-BAB prestige classes are really your best option, and qualifying for enough of them gets tricky.
A surprising number of full-BAB prestige classes require you to take a level in a non-full-BAB class. You need a level of bard to get into Battle Herald, a level of Cleric for Holy Vindicator, and so on. Horizon Walker is easy to qualify for, and the one feat you need is also one of the ones you need to get into Stalwart Defender.
The good news is that you'll have almost 3/4 BAB, and likely an impressive number of 1st-level spells. If you keep all your mental stats at at least 11, you can do a solid impression of a UMD-based rogue with a golf bag of wands, without spending a copper on it.
Direct-damage spells are considered weak because most casters that have them also have access to straight-up save or suck effects. With this rule in place, blast spells are now pretty much one-shot kill spells, which means that basically every spellcaster can kill enemies in one shot-- most of them can kill crowds of enemies in one shot.
It also means that 1st-level characters are in far more danger of dying. Sure, the fighter is guaranteed 10+CON hp, but the orc with a greataxe is guaranteed to deal 12+(1.5xSTR) on a hit. I have a hard time seeing ANY characters surviving 1st level under these rules, unless you start all your games at 3rd level or higher, or everybody stacks CON and AC and uses turtle tactics almost exclusively.
If you're adding one stat to as many different things as possible, does it even matter which stat it is? I suppose it would if there are certain stats that can't replace the function of other stats in certain circumstances, but I have to wonder-- do Captain Charisma and the Incredible Intellect actually play differently, or are they just two routes to the same end result?
I loved the ratfolk rogue and goblin wizard archetypes! I'd also like to second the Sylph Bloodrager and Grippli Gunslinger suggestions.
If these were published, then yes, I would enjoy owning a copy. I'm sure I could convince my friends to play as a few. If not, then more for me. ;)
And if I may add a race to the list, I'd really like to see a few more Gnome archetypes. Maybe a Druid archetype, to reflect a Gnome's connection to the fey wilds, or a Monk or Ninja archetype to exploit Bewildering Koan? Or perhaps a Fighter archetype, just for playing against type.
If you'd rather do a nonstandard race, then I switch my vote to Svirfneblin. C'mon, does anyone even remember Svirfneblin exist?
42. The Menagerie at Kul Vonor
Every statue is in fact a living person under the effects of a transmute flesh to stone spell. This is Kul Vonor Keep's highest-security penitentiary, where its most troublesome prisoners are stored as a warning to future lawbreakers. The summary of crimes chiseled on each prisoner's chest serves not only as a warning as to what might earn you this fate in Kul Vonor Keep, but also so that future generations might appeal on a prisoner's behalf, and future judges might opt to show leniency. The fact that some prisoners' "sentences" appear to have ended years ago suggests that the opposite decision is also made at times.
Given the nature of the Maze spell, I suspect the number of exits is left vague on purpose.
Also, where does it say that the minotaur elder has to burn a standard action to do this? If he can enter the maze "as it is being cast", and doesn't have to be cast by the elder himself, that implies that he can do this as an immediate action on somebody else's turn.
Even if he can't, the target's only options are A) deal with the minotaur elder now, then find his way out of a Maze afterwards, or B) run for it, and deal with a Maze spell with a minotaur elder in it. I don't see this as having any outcomes that aren't in the elder's favor.
530. The Last Testament of Norgorber Roughly a third of this 200-page novel is composed of letters written to or by Norgorber himself, in the months preceding his apotheosis. The remainder is theological discussion by the editors and historical analysis by various experts, as well as some digressions on how the texts were obtained and the evidence that lends credit to their authenticity.
If the text is indeed authentic, the church of Norgorber would likely be very interested in keeping it out of the public's hands...
Instead of making it a weight limit, I would just say a number of Diminutive or smaller items equal to your CON mod-- that way we don't have 24 CON barbarians dipping rogue so they can be hiding longswords down their throats or whatever.
Maybe the objects have to be N sizes smaller than you, if you think halflings ought to have less room in their mouths than humans.
I'd also wonder how this is different than just using Sleight of Hand to hide objects. Is it automatic, no check allowed? Does it grant a bonus to your SoH check? Does it allow you to make checks under circumstances you otherwise couldn't?
I suggested Psychosis as demonic possession to try and explain the "chaotic evil" part, but I do like the idea of possession explaining MPD instead-- the other personalities could be any alignment, just as any sort of outsider or magical creature might possess a person.
For Psychosis then, how about "Rovagug's Whispers?" It sounds mystical, can't be tied to any real-world affliciton, could plausibly strike anyone on Golarion since Rovagug in imprisoned within the planet (if I understand the lore right) and doesn't actually need to be connected to Rovagug, since old tales of his influence could result in people naming "Chaotic Evil Onset Syndrome" after him.
As for the others, I would recommend just typing some tangentially-related words into a translator website, running it into Latin, and Frankensteining yourself a name for it.
I second using a whip. Once you get Improved Whip Mastery, you can flank with the whip and sneak attack all you want. Splash a few levels of fighter in if you need more bonus feats.
Also, best character concept I've heard in a long time. ;-) I almost want to say take a few levels of bard-- the loss of BAB will hurt, but you seem to be playing him like a bard anyway, and you'll get whip proficiency that way plus a few decent spells.
I agree that mental illness and those that suffer from it have far too much stigma surrounding them already, and the Sanity and Madness rules could easily be seen as insulting to someone who has actually seen the effects of one of the listed conditions in the real world.
That said, the ideas behind the Sanity and Madness rules [the world around us may not be as we believe it to be, magic can be dangerous on a mental as well as physical level, heroes face challenges within as well as without, our very personalities may be injured or warped as sure as our bones can be] are very compelling ideas, and make for interesting and engaging stories. Pathfinder should have some means of exploring those ideas, both in roleplay and in mechanics.
Personally, I like the idea of re-conceptualizing these afflictions as "curses" or "magical maladies". Psychosis doesn't make you chaotic evil, but demonic possession probably would. Naturally-occurring manias and phobias don't work like the rules describe, but they might if an evil wizard cursed you into behaving that way.
This solution wouldn't even necessarily require the conditions to be inflicted magically or as a result of contact with magic. In a world like Golarion, magic is as omnipresent as gravity or the strong nuclear force. Even if you're not casting a spell, that doesn't mean you're not being influenced by magic in some way you might not realize. Maybe sentient minds are sensitive to magical "background radiation?"