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Verik Vancaskerkin

Sprain Ogre's page

Pathfinder Society Member. 24 posts. 1 review. No lists. 1 wishlist. 1 Pathfinder Society character.


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Kryzbyn wrote:
IMHO, if the Bill of Rights were working as intended, it would just be assumed that any American citizen legal adult could marry another legal adult person of their choice. Extra legislation would not be necessary.

Unfortunately, that isn't quite how it works. When analyzing the constitution, you need to examine what the possible intent was at the time it was penned as well as looking at how things have changed since then, and at time to even more historical sources that would have underlined the philosophy of the framers and their intent.

And, besides from that, the Bill of Right's has nothing to do with marriage or freedom from "classes" of citizen. Look more towards the Amendment XIV, Section 1 for what you're thinking. While, again, taken in strict historical context, probably wouldn't apply to marriage right's, however taken in a broader scope, you could make arguments along the lines of privacy and how laws like above, and the denial of rights to marriage, which is protected by the constitution along with the right to procreate and use contraceptives (a privacy issue), could be impeded.

A solid constitutional argument for civil unions in this case would hinge on the Right to Privacy (while never specially found anywhere in the Constitution is has been long upheld as being there) and a right to be free from classes of citizens being afforded different rights, or their right unequally.

Separation of Church and State is a whole other ball of wax...


Thanks for posting this! I was just about to start trying to modify that same Excel to add all these extra buildings in, and now I don't have to. Thanks again!


Thank you so much for sharing both the idea (and images of the finished result) and that template. Gonna have to track down some of those boxes now.


Thanks again for the suggestions all. While going with the blackblade might have worked okay, I got bored at work and was inspired by some alternative features in the spire guardian. So, here is my humble submission of a Jade Phoenix Magi archetype. Please, feel free to be brutal or benign as you'd like. (Some of the fluff portions are lifted verbatim from Book of Nine Swords)

My hack-tastic adaptation/reprint of the back story:
In ancient times, when a foul offspring of Rovagug called the Souldrake threatened to devour ancients kingdoms, lost and forgotten, there arose a band of Magus to oppose it. They called themselves the Jade Phoenix Mages and they were some of the first to combine the disciplines of spell and sword. The arcane sword sages gathered together and confronted this fearsome enemy. Many masters died, but at the end of the struggle, the awful Souldrake was bound and imprisoned in a hidden vault. To ensure that their foe would never break free, the thirteen surviving members of the Jade Phoenix fellowship swore a mighty oath to walk the world for all eternity, maintaining the Souldrake’s prison with their own unceasing vigilance.
Such was the power of their oath that these spirits have been reborn again and again in the world, keeping the Souldrake immured in its secret prison. Today, thirteen Jade Phoenix magi walk the earth—no more, no less. The instant one dies, a new one is born some-where in the world. As he grows and learns, he is inevitably drawn to the path of the Magus, mastering both blade and spell as he has in lives past. In time, another Jade Phoenix master discovers the new incarnation of his old companion.
In an age-old rite, the existing master awakens his newfound comrade to awareness of his past lives, renews the oaths of vigilance that bind the Souldrake in its prison, and reveals to him the ancient secrets of the order. Both Jade Phoenix brothers then go their own way, their ancient duty discharged until once again a Jade Phoenix mage dies and is reborn.

Alignment: Any nonevil
Weapon Proficiency: A Jade Phoenix magi is proficient with all light one-handed simple and martial weapons, as well as exotic weapon proficiency for the Aldori Dueling Sword. This replaces the magus’s normal weapon proficiencies.

Diminished Spellcasting: A Jade Phoenix magi may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Path of Flame (Su): The Jade Phoenix magi are tied to fire on a deep level. As such they cast all spells with the fire descriptor at +1 caster level. However, they cannot cast any spell, use any supernatural ability or spell like ability with the cold descriptor. Further, all of their fire subtypes spells burn with jade green flame.

Bonus Feats (Ex): At first level the Jade Phoenix magi gains Diehard and Breadth of Experience, even if he doesn’t meet the prerequisites. The Jade Phoenix magi is not proficient in any kind of armor or shield. The Jade Phoenix magi does not have the magus's ability to ignore arcane spell failure from armor; however, if the Jade Phoenix magi becomes proficient in light armor, he automatically gains the magus’s ability to ignore arcane spell failure from light armor. If he becomes proficient in medium armor, at 7th level he ignores medium armor’s arcane spell failure. If he becomes proficient in heavy armor, at 13th level he ignores heavy armor’s arcane spell failure. This replaces the magus’s normal armor proficiencies.

Rite of Wakening (Su): At 4th level the Magus is finally ready for the Rite of Wakening. This ritual takes 10 minutes, and requires only another more experienced member of the order to be present. This rite takes 10 minutes and upon completion you gain awareness of your previous lives. You know remember places that you visited, people you knew, and things you did in lifetimes long past. By expending 1 point from his arcane pool as a swift action, he grants himself a +5 competence bonus to any one knowledge skill, or to gain a language. For every three levels beyond 4th, the magus gains another +1 competence bonus to a maximum of +10 at 19th level or an additional language. This lasts for 10 minutes per magus level. He also gains a permanent +2 bonus on saving throws against death effects and fear effects. At 15th level, the magus becomes a Jade Phoenix Master. This allows him to perform the Rite of Wakening on another character, as well as sense the presence of other members of the order. By spending a minute meditating, the magus can tell the direction and distance to the nearest Jade Phoenix magi, master, or candidate. This ability replaces the spell recall ability.

Firebird Stance (Su): The magus can use a move action to activate this ability by spending 1 point of arcana. The caster level on all spells with the fire subtype increases to 3. This lasts for 1 minute per level. In addition, he can expend another 1 point of arcana as a move action during this duration. If he does so, he gains an aura that deals 3d6 points of damage to any creature within 10 feet (Reflex save for half, DC is 10 + half magus level + Int mod). Half the damage dealt by the aura is fire, and the other half is raw magical energy (unteyped damage) and lasts until the start of the Jade Phoenix magi’s next turn and deals damage to any creature that starts their turn in or enters the aura. At every three levels after 9th the amount of damage dealt by this aura increases by 1d6. This replaces the 9th level magus arcana.

Fighter Training (Ex): Starting at 10th level, a Jade Phoenix magi counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. This replaces their normal Fighter Training.

Mystic Phoenix Stance (Su): The magus can expend 1 point of arcana to gain a +2 dodge bonus to AC for one round per magus level. Further, he can spend up to 5 more points of arcana as a swift action to gain 2 points per point of arcana spent of damage reduction against all but evil-aligned attacks as well as 2 points of fire resistance. This aspect lasts until the start of your next round. This replaces the 12th level magus arcana.

Emerald Immolation (Sp): At 20th level, once per week a Jade Phoenix magi can perform the awesome emerald immolation. You explode in a searing blast of green fire that deals 20d6 points of damage in a 20-foot radius (Reflex half, DC is equal to 10 + half magus level + Int mod). Half the damage is fire, and the other half is raw arcane energy (untyped damage). Extraplanar creatures that fail their saves must immediately succeed on a will save (DC is equal to 10 + half magus level + Int mod) or be dismissed to their native planes. This blast utterly destroys you, but 1d6 rounds later, you re-form in the exact spot you were when you employed this ability. You are dazed for 1 round after you reappear, but you are healed of all damage (including ability drain or damage), blindness, deafness, disease, paralysis, or poison. Any equipment you were wearing or objects you were holding or carrying when you use this ability re-form exactly as they were. This ability is equivalent to a 9th-level spell. This ability replaces the True Magus ability.

More reprinted flavor text:

Special Note: Because the spirit of a Jade Phoenix mage is bound to the world and fated to be reborn, death is a different sort of experience for him. The spirit of a Jade Phoenix Mage does not voyage to the afterlife in the plane of the Death Goddess upon their death, to be sorted in Phrasma’s court, nor does it instantly reincarnate at the moment of death. The spirit simply slumbers for a time, remaining discorporate for a few hours or days before it is drawn back to the world and reborn. During this time, raise dead and resurrection spells cast on the deceased character function normally. If a dead Jade Phoenix mage is not brought back to life within this period of slumber, the spirit reincarnates and is born again as a new person somewhere else. After this time, no resurrection magic can bring him back to his previous existence. In other words, if a player intends for his character to be raised, he has time to be brought back; if a player chooses for his character to remain dead, his spirit quickly reincarnates and begins life again elsewhere.


And there it goes! Thanks again for your help, I'll keep this in mind on the next order as well.


That answers my question, thanks a lot! Hopefully it'll be out the door soon.


Hi, I placed a subscription order for the Adventure Path (starting at Jade Regent #1). This is my first subscription (go me!), and I was hoping to see the pdf available for download, but it's not there yet. I checked my bank website, and it says I've been charged, but no PDF. How long is the typical delay for that kicking in? Thanks!

(Order number: 1766450 in case it makes a difference)


An excellent point, Gilfalas.

To start with, I always liked the blend of magic and melee, which is why I'm going Magus as a base for the Pathfinder conversion.

Big thing is keeping their back story and some of their class abilities in one way or another. Converting their three showy class abilities (mystic phoenix stance, firebird stance, and emerald immolation) especially. Their other class abilities can pretty much be replicated by magus arcana, so I'm not as concerned.

Gaining access to something the replicates the other martial maneuvers isn't as important, but if I went prc, I'd look at them for unique to the prc arcana.


I've been itching to play a Jade Phoenix Mage since Book of Nine Swords came out. However, I was pretty much always DM at that time, and now that Pathfinder is the norm, no one I play with is allowing 3rd ed stuff into their Pathfinder games. Meh. So, I want to convert the prestige class I want oh so badly to play into something Pathfinder based. Magus seems to be a good fit.

First step is to see if anything like this has been done already. Google seems to think it has not.

Second step is to decided if the JPM works better as an archetype or as a prestige class (less a combo class like before and more a specialize class like Master Chymist).

Ideas? Thoughts? Advise? Brain storming? I'm open to them all. Thanks!


Auxmaulous wrote:


** spoiler omitted **

I'm in the same boat. I'd love some non-random monster sets. A mix of hero's like these, in fixed packs, are also cool. I'll be buying or preordering from my FLGS.

Thanks to all parties who are contributing to putting this set out there!


I'm hoping for some Magus archetypes in future books, since I didn't notice any in this one (oh please, oh please...). Any chance for some hints on the prestige classes we'll see? I'm a sucker for em.


I've talked about this with some friends, and what we've come up with for racial adjusts is as such:

Changelings: +2 any attribute, as they're human blooded. Make a racial feat that allows them to move this around 1/day.

Kalashtar: +2 any attribute, as they're human blooded. Something would need to be done with their psionic flavor as well. Not sure what.

Shifters: +2 Wis, -2 Cha, to reflect their animal instincts, and feral nature. They also receive another +2 to a physical stat based on their breed (same bonus as they normally get when shifted, just all the time, although that means that their shifting might need some attention... or just a little playing with the duration).

Warforged: +2 Con, +2 Int, -2 Cha, to reflect that their tough and built to last, can analyze things with a cold logic that leaves many people uncomfortable around them. (As much as it pains me, it makes a lot of sense to drop the 25% chance to negate crits. With constructs no longer immune, this seems like the right thing to do. Maybe feats to help make up for it later on though?)


Thanks for the input everyone!


So if you have a creature with regeneration, like a troll, can you finish them off with a Coup de Grace? I'm leaning towards yes from the save or die portion, but I can see how it could be argued the other way. Is there something I'm missing, or an official ruling?


grasshopper_ea wrote:
Sprain Ogre wrote:

Just started running my first game in Pathfinder, and already got side swiped by a rule question on some feats. Namely, Rapid Shot and Manyshot. Can they both be used in the same full-attack action? (Giving the first shot two arrows, then the arrow from Rapid Shot, then whatever else from high BAB, all at a -2.) The rules have changed since 3.5 when Manyshot was a standard action, and not part of a full-attack action.

Is there a ruling on this? Did I miss something in the rules? Is this just how it works now? Thanks all!

Yah, Basically rapid shot just gives you an extra attack, but all attacks suffer a -2 penalty, manyshot gives you another shot, so it's sort of like two weapon fighting and improved two weapon fighting. Neither of them are a full round action, but they affect your full attack action. Kinda confusing hope that helps.

Right, okay, that makes sense. Thanks!


Just started running my first game in Pathfinder, and already got side swiped by a rule question on some feats. Namely, Rapid Shot and Manyshot. Can they both be used in the same full-attack action? (Giving the first shot two arrows, then the arrow from Rapid Shot, then whatever else from high BAB, all at a -2.) The rules have changed since 3.5 when Manyshot was a standard action, and not part of a full-attack action.

Is there a ruling on this? Did I miss something in the rules? Is this just how it works now? Thanks all!


I'd love to see the return of the 2nd ed class books. Mongoose did okay with their version, but Mongoose also had some, well, balance issues. Didn't stop me from buying them mind you, but I was working at a FLGS and got a nice discount at the time.

Psionics would be awesome. Epic would be appreciated.


For me, it means a little more compatibility with my D&D library. I liked Eberron, and Psionics are big there. I'd love to see Pathfinder do what's been suggested. Take a hard look at the rules. Playtest the hell out of it. Close the silly little loopholes and infinite combos. Balance it against the rest of Core Pathfinder. That's make me a happy customer who'd be delighted to buy the book.


While the new fighter is way cool, I think they still lag a little in way of damage output. While I don't know how well it would work, I was thinking maybe alter the Weapon Training ability to provide a +1 to hit, and a +1 to the damage die of a weapon (for example, a long sword would now do 2d8+mods in the hands of this fighter). While this does get up to 6d8 (with the longsword as an example) at max level, that's still less then a fireball, by dice alone, and not what a rogue is doing in a single hit with sneak. Yes, yes, there are many other factors here, attacks/turn, ability to always use it, would it scale up with crits (20th level fighter who's done all his work with great axes, and now has 6d12 for damage with a x4 crit...), and so on. Alternatively, it could just be a pool of dice, like sneak, that the fighter dishes out on cool factor. Potentially broken? What the fighter needs? What do people think?


New fighting styles would be nice. Strider wasn't really a two-weapon fighter or an archer really. Tanis was a bit of an archer, I guess. The Justicar is certainly neither of the two. Some more variety would be nice to see.


Ranger's getting an ability to track the trackless would be right on the money, and in with their theme. If it's a balance issue, tie it to favored terrain I guess...


As long as dodge doesn't become all but useless again, and they keep in the melee damage increasing feats, I guess I'm okay with that...


LazarX wrote:
Sprain Ogre wrote:
I'm of the opinion that perhaps the rangers animal companion options shouldn't be quite so bad. How about ranger level -3 for effective druid level instead of half?
Unlike the druid's companion who is more of a combat ally, the ranger's animal friend is more of a scout, since the Ranger has a more formidable combat side to him. I would be more in favor of a feat that added a fixed number to the Ranger's effective druid level than a formula change.

I'm not uncomfortable with that, but I'd like to point out that the druid is plenty combat effective without his companion. And really, unless you can talk with your animal (sure, rangers can with a spell or with gear, I know, but it's not something they can just do), using them as a scout is of limited utility. As a flanker, aid, and back-up combatant seems more in line. Using a feat to help reset this wouldn't be a bad choice I guess.


I'm of the opinion that perhaps the rangers animal companion options shouldn't be quite so bad. How about ranger level -3 for effective druid level instead of half? Like the paladin with the new, and awesome, turn undead ability? (And I'd like to say how incredibly happy I am with that change. I've wanted to do something similar for years, I've just lacked the courage to do so I guess! So, thank you for putting it into the fantasy RPG I'm going to be playing for the next several years.)

Also, while favored enemy is a great ability, it is highly, highly, dependent on the DM to throw the right type of monsters at you. Something that could be done in that department would also be cool. Make the ability more free form. A pool of points like other classes have for signature abilities, which the ranger can apply to an enemy, or type of enemy, would be cool. You could even throw in Favored Terrain. Abilities that boost damage, and give tactical options based on where, and what, you're fighting. It might run the risk of looking a bit like the barbarian, but mining some of the ranger only spells from 3rd party sources and not OGL supplements, and some of the scout abilities, could help make it a bit more distinct, much more versatile, and more interesting as well.



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