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In fairness, several of the Barbarians you have issues with there being too many of are from a land where the sole requirement for being the head of state is to defeat a dragon of CR 14 or higher in single combat. Belkzen and the Realms of the Mammoth Lords are likewise largely barbarian cultures that prize strength above much else, and have plenty of strong things to fight. Numeria also basically fits that description for the "normal" population; the Technic League probably has a lot of powerful people who exert a lot of political power, but in more behind-the-scenes ways.
Also, Bonefist at least was probably buffed when they decided to use him as the final boss of an adventure path.
The class looks fine and I'm interested to try it, but when I think of "Playing a Hunter" I think Full BAB, Full companion, no spellcasting, maybe ranger traps, Favored Terrain but not favored enemy, and unsure on ranger combat style and wild shape. But that mostly really *could* be a ranger archetype.
Ross Byers wrote:
I for one find the names for the alternate alignment paladins to be kind of a clue for an elegant system for this: The normal paladin is LG, but is good over lawful and fights against evil. The Paladin of Freedom is CG, and fights against law from the angle of good. The Antipaladin (of Slaughter) is CE, but evil in a chaotic way more than dedicated to chaos and fights good. And the Antipaladin of Tyranny is similar to a Hellknight, chiefly concerned with Law and fighting against Chaos, but is evil in the way he carries it out and must eschew mercy and goodness.
More accurate to the earthbound weapon and the theory of the weapon would be an 18-20 crit rate that only hits on crit threats, but has a bonus to confirm (And if you got it you'd want to invest in improved critical).
Also, I don't think there's anything wrong with making it a club or a kanabo instead of a longsword.
Just give them a incorporeality, fast speed, have them do negative energy damage to any creature whose square they pass through (Reflex negates or halves), and have them move in predictable patterns (Relatively low DC knowledge engineering or planes/religion/arcana/dungeoneering [depending on what kind of monster they are] check to predict pattern). They can be killed by sprinkling a vial of holy water on them, using the normal rules for using holy water against incorporeal undead/evil outsiders (So, they have like, 3 or 4 Hit Points).
James Jacobs wrote:
I only asked because they're Chaotic Neutral instead of Evil, so it wouldn't have to be a dramatic redemption and they're only one point off from Desna's alignment (and for all that they're called mothmen, their wings are pretty colorful so they're kind of butterfly-like). That said, I suppose a god using something like a mothman to interfere indirectly would be somewhat distorting the purposes of both mothmen and divine intervention.
Do you think that mothmen should be used more, either as villains or as mysterious complicating factors in adventures?
Alex Bradbury wrote:
just something else to clarify, the High Dex Dervish Dance is just talking about taking the Dervish Dance feat, which lets you use dex for attack and damage with a scimitar. That and the High STR one are two ways of getting a Magus that can do decent melee damage. The problem with the High STR/Low Dex build is that a Magus only gets the ability to wear medium and heavy armor at level 7 and 13 respectively, so for at least six levels you're stuck with low Dex for Initiative and AC, relying on light armor and/or spells for protection, or else armor nonproficiency penalties and spell failure chances (though the Magus does get some fun spells with no somatic components and thus no spell failure chance from heavier armor). After level 13, though, a High-STR Low-DEX Magus with improved initiative can be casting spells in full plate with a longsword or (with exotic weapon proficiency feats) bastard sword or falcata and generally wrecking face.
The alternative, building a high-Dex magus, gives you better initiative and better AC while you can only wear light and medium armor, and can use Weapon Finesse to use light weapons or rapiers to get hits in, but you will only be getting your low strength as added damage on those melee attacks. Dervish Dance is one of the only ways to get Dex to Damage as well as to hit, but it requires you to use a Scimitar. So you see a lot of light-armored magi wielding scimitars and doing dervish dance to get the best melee performance at the lower levels that people most commonly play at, especially for Pathfinder Society where normal play ends at level 12.
So those two builds aren't archetypes at all, they're just the two main different schools of thought on building a generic magus, and the dervish dance version happens to work just as well with the Kensai and Black Blade archetypes too.
As an Elf, you get a bonus to Dex, so theoretically you'd be a little better at the dervish dance version, but if you want to try something that's not one of the top three recommendations, more power to you!
I was the one who originally asked the question I think (My character has since killed a Linnorm, but while he's acknowledged by the population he doesn't consider himself a Linnorm King because he had help and actually doesn't even know if it was his blow or the archer's arrow that felled it, since they were simultaneous). And now there's a bigger issue to take care of before clarifying it. Anyway, any added clarification is nice to hear, and the latter comment there is certainly possible; Opir Eightfingers' claim is tenuous as it is.
I was catching up on the thread and the Nocticula ascension questions made me think of this, so sorry for calling back to something that was mentioned a couple pages ago.
If nocticula became a neutral goddess, is there any chance she would simply stay in her realm in the abyss, albeit with its nature changed slightly? Gorum and Calistria have their realms in Elysium, I believe, and the maelstrom is not exactly conducive to building realms in. Or would she be more likely to just transplant herself into islands in the maelstrom, or perhaps even set up a realm in Elysium? Would it be possible to transplant her whole realm into a different plain, or would she have to leave it and start a new one? The main problem I see with just staying in the midnight isles in the abyss is that the neighbors there are more likely to take issue with a neutral neighbor than the other inhabitants of Elysium are.
Obviously, response would in no way be seen as binding, just wondering what your thoughts on the matter at the moment are and if you have any sharable insight on how the planar and realm stuff in question might work.
James Jacobs wrote:
The night monarch does not have star flight. It doesn't need star flight, really, since it's a herald on the outer planes and not a space mount in the Material Plane. AKA: It uses plane shift to come and go.
I was just thinking that as the herald of the goddess of stars, the night monarch ought to be able to survive in space and maybe fly through it naturally for fun, even if plane shifting is faster. (plus, Desna's Realm is at least strongly associated with a location on the material plane, at Cynosure)
James Jacobs wrote:
Was he still a Demigod at that time? Do most "core pantheons" aside from the main inner sea one have demigods as major members?
James Jacobs wrote:
What about the Kytons, Angels, and Psychopomps?
In the bestiary entry on Petitioners, it states specifically that if they meet the appropriate conditions, Chaotic Evil Petitioners become Demons, Neutral Evil ones Daemons, Lawful Evil ones Devils, Chaotic Neutral ones Proteans, Neutral ones Aeons, Lawful Neutral ones Inevitables, Chaotic Good ones Azatas, Neutral Good ones Agathions, and Lawful Good ones Archons. Is that the limit, or can good ones become Angels, or true neutral ones Psychopomps, or Lawful Evil ones Kytons? I know nothing becomes Qlippoth, and the origins of Divs and Demodands are clear. The native ones (Kami, Rakshasa, and Oni), when they form from mortals, do they just go straight from mortal to typed outsider in those rare instances, or do they stop as a petitioner first?
2) They're quite clearly the weakest of the three main fiend factions. The Abyss has a ton of demon lords, and each of the four horsemen is comparable in power to one of them.
...Except maybe Charon. His deal is a little more complicated. I might consider him to be something like Hastur in Bestiary 4, with his Connection to the river Styx.
Also, that Oinodaemon Headcanon is definitely possible and pretty neat.
John Kretzer wrote:
I love that 3rd one with a heavens oracle, but then again you can get it a lot earlier with them.
I would bet there is probably some overlap between the Vudrani and Hindu pantheons, while they're not exactly the same. The Lands of the Linnorm Kings have already been covered, though, which is kind of a shame since this article got me thinking about how I'd do the Norse pantheon in Pathfinder... I think I might actually do a lot of them as demigods, really.
While people do complain a lot about the way rules are written in ways that aren't necessary, it's still the case that sometimes people who write the rules aren't as careful with specific rules-bearing terminology as they should be. When there's a campaign like Pathfinder Society, where everything is supposed to go exactly as written, the specific phrasing used in rules can be important because it can cause things to break down due to either mechanics not working or people having to bend or break the rules.
Horgus Gwerm wrote:
Yeah, Advancing 0HD races with Racial Hit Dice is something that occurred to me, but it would probably usually come out weird. Besides, class levels are better than racial hit dice like, 90% of the time (Dragon is the most debatable one, with d12 HD, all good saves, 6 skill points, lots of class skills, and full BAB, plus a bunch of immunities; All they don't have is weapon and armor proficiencies).
James Jacobs wrote:
To follow up, if trying to backfigure a monster's ability score modifiers, do they have an extra +1 over the base 11/11/11/10/10/10 for every four normal hit die, or is it something that only factors in for advancement?
This is kind of a mechanical question but it's a simple one and one that you have a lot of experience with as a builder of many monsters:
Do monsters get +1 to an ability score every 4 Hit Dice like PCs do, or is that one of the differences between Racial Hit Dice and Class Levels?
Unrelatedly, the Adept NPC class gets 0-level spells, but doesn't have a Cantrips/Orisons class feature. Does that mean their 0-level spells are expended when used? Or are they indeed at-will?
Greater Weakness (–3 RP): Pick either mental or physical ability scores. Members of this race take a –4 penalty to one of those ability scores, a –2 penalty to another of those ability scores, and a +2 bonus to the other ability score.
That clearly states that all of the modifiers are on the same half (Either +2/-2/-4 Physical 0/0/0 Mental, or 0/0/0 Physical, +2/-2/-4 Mental). There was a kobold topic earlier that this came up in too.
Unrelatedly, how'd you come up with points for the Merfolk's speeds?
In excessive seriousness, I'm pretty sure the way this is phrased means "All three modifiers affect either physical or mental stats, so you're either +2 -2 -4 physical stats with no mods to mental, or vice-versa.
You missed a bit:
racial qualities wrote:
In cases where the language trait instructs you to choose a racial language, that language is either the race's racial language (if any; feel free to create a new language for the race if you wish), Draconic (if it is a humanoid with the reptilian subtype), or, if the race is of the outsider (native) type, one of the planar languages (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran) of the corresponding plane. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.) If your race is native to the Darklands, you can replace Common with Undercommon.
Quoted from the PRD. Kobolds were already Xenophobic, but Xenophobic and Standard have the same RP cost anyway.
"Well, we tried to build in the Maelstrom, but we gave up after the third time our foundations spontaneously transformed into chickens that got eaten by the wolves that appeared out of the walls..."
Alexander Augunas wrote:
Aside from the derringer method (which can be hilarious), if you can, after firing twin pistols, holster one pistol as a free action, reload the other one as a free action, holster the loaded one as a free action, draw the first one as a free action, load that one as a free action, and then draw the other one as a free action (which clearly would involve basically juggling, but seems to be allowed by this deed), you can repeat that sequence of actions and full attack with the two guns, juggling and reloading between attacks.
It just requires your GM to allow a dozen or more free actions per round...
(this is presuming you have the other things you need, quick draw, rapid reload, and alchemical cartridges. And, does Lightning Reload only work once per round? I forget.)