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The Golux's page

RPG Superstar 7 Season Star Voter, 8 Season Marathon Voter. 874 posts. No reviews. 1 list. 2 wishlists.


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Threeshades wrote:
Will there be new dinosaurs in B5? If so, may i ask how many?

I think four is the standard.

Alexander Augunas wrote:
QuidEst wrote:

There was mention of a Kitsunes alternate racial to get all the tails. How often do you get them, and what do you give up?

I am very happy to be able to play a trickster Oracle now thanks to the curse!

Its not an alternate racial trait, its a race trait (i.e. character traits like from the Advanced Player's Guide or Ultimate Campaign.) So you're not giving up anything save one of your two traits.

Really? What does it do to justify eight (admittedly mostly weakish) feats for a trait?

Hopefully around the same time as the Medium does.

Hyamda wrote:
Euhm.... Knowledge(Local) let's you indentify humanoid Aliens? I remember a part in Iron Gods where the Ranger(who was from the Mwangi, go figure how he got up all the way to Numeria, we never did) spotted the skeleton of a 4 arm race and got his roll to identify it as a Kashata and got to knew all of it's weak point, the fact it was an alien from space and so on and so forth. And the rest of the party just looks at one another wondering how the f+@@ does one identify ALIENS with the same skill that told us the mayor of the town worked with thugs.

I wouldn't have given much about where they did come from aside from "Doesn't look like anything in this world" but you could tell a lot about their build, strengths, and weaknesses from a skeleton probably.

This does look cool, but the way the stuff is described kinda makes me want to play part of the glorious reclamation more (not in this AP but I'm disappointed if they're only there to be the antagonists in the next one).

I hope they come out with more composite blasts in other books. They really should have been in this book but I guess there were space issues? (I am totally not just grumpy because I have a Geokineticist that I am planning to have take Electric Blast at 15 for easier magnetic-infusion-tagging).

I am 90% sure the latter. But then you can sleep and lose the burn you actually have and keep the point in your buffer. It's more efficient to fill the buffer right before sleeping when have some more burn you can take at the end of the day and you're sure you won't be attacked in the night.

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Honestly, all three of these races are "crossbreeds." I know this isn't an option in Society but it makes sense to me for them to just vary...

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For a class that will be taking nonlethal damage per hit die a lot, it might actually be worth using retraining rules to put some time and money into maxing HP per HD, but I don't know how good of a deal that is.

Zwordsman wrote:
Well the new sound striker version isn't too bad. Not amazing but not bad at all.

When/Where was Sound Striker updated?


Most things requiring Will saves are Mind-Effecting, in fact I can't think of any off the top of my head that aren't. Do any come to mind for you?

Mark Seifter wrote:
Brandon Hodge wrote:
Mark Seifter wrote:
I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!
That wasn't a game, Mark--that was a frikkin' work of art.

I know I spoiled the "multiple layers of the onion" reveal for you, but I'd be happy to run it for you at some point!

And if anyone in the forum is interested, I might run it again next year at Paizocon in the lottery too!

No fair to people who can't get to your coast!

I think getting an allowance for a battle herald's banner is probably more likely than reallowing use of something in the other hand, though making it more restrictive than Dervish Dance (which disallows weapon and shield specifically) is silly.

...Actually now that I think about it, a Banner is not necessarily a weapon or shield...

If you want to do a little mythic, I believe mythic vital strike helps vital strike a lot. Having two caster companions, making him Large for the battle might be doable, which would give him reach with his falchion. having him spend some of his wealth on retraining HP to max per die might help with survivability. Probably be a good idea to make sure he has some defenses against the party's favorite tricks (not flawless ones, but things to make them work a little harder).

Darius Darrenbar wrote:

hey James,

we ever going to get a meet the iconics for the Anti-Paladin? Seems different enough from the Paladin to warrant some delving into.

Hell's Vengeance might be a good time for this, actually, do you agree? Especially since we now have both a LE and a NE one, a CE Antipaladin would fill out the chaotic side of the "token evil teammate" array.

On a related note, since I was going through the demographics list I made, James, are the religions and ethnicities of all the iconics established? I couldn't find the faiths of a few or the human ethnicities of a couple, especially of the Occult ones (though it's impressive how much information we DO have about them).

Luthorne wrote:
The Golux wrote:
I am still not entirely clear on how the internal buffer works, but the addition of more utility talents and the versatility from the archetypes all sound very useful.
Basically, if you have some leftover room for burn at the end of the day, you can take some burn to put a point or two in your internal buffer, recover the burn, and then spend points from your internal buffer in place of taking burn. It's a very small pool, though.

Oh, the internal buffer can last between days, unlike Burn?

Also, how free does a hand need to be for gather energy? I know if you're actually holding something it isn't, but what if you have a cestus or a spiked gauntlet, that you just wear?

James Jacobs wrote:
I fought hard to make sure that the young iconic did indeed have the ability score penalties that all young characters have, according to our rules, but in the end kinda had to settle for her being Small, which at one point was not gonna happen either.

I'm pretty sure Ezren and Estra don't have ability mods for being older either, and I know PFS characters made older don't get ability mods.

Speaking of the ability mods for young age (+2 Dex, -2 STR, -2 CON, -2 WIS), do you use those, or did you have input on them? The -2 CON seems a little odd to me, since children tend to be pretty healthy and recover from injuries comparatively well and quickly.

Mark, you got any designer intent on the cestus question? I suppose it's probably not the intent, though it seemed like it was when I made this character...

Uh, not sure to what extent this is covered. For the purposes of a Kineticist's gather energy, does a Cestus count as an open hand?

Ventnor wrote:

Oddly enough, it sounds like Hobgoblins are going to make great kineticists.

Though a corps of hobgoblin geokineticists whose job in an army is to create fortifications for the main hobgoblin force does sound quite plausible now that I think about it.

The first kineticist I built was a Hobgoblin Geokineticist, though he was very much a monk-trained striker.

She does take blue fire blast at level 7 though.

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I am still not entirely clear on how the internal buffer works, but the addition of more utility talents and the versatility from the archetypes all sound very useful.

Arachnofiend wrote:

Wait, the pregen has her as small? Does the stat block have the ability adjustments for the Young template?

That's how it should be IMO, but it is kind of funny how that makes her a pregen that wouldn't actually be legal for anyone to build on their own in PFS.

Society characters don't get ability adjustments for age categories, I believe.


When Aroden was alive and his religion was active, did his faith interact much with those of Abadar and Erastil? Did they have mostly positive interactions and agreement, or were there any major disagreements or conflict?

Liz Courts wrote:
Arachnofiend wrote:
Kevin Mack wrote:

So is that 4 evil iconics now? (Or at least 3 and one complete jerk in the cavilear)

I know the Magus is Lawful Evil, who else is there? I'm pretty sure the Cavalier is CN.
No, no, I'm pretty sure it's Chaotic Jerk.

Wait, who else is evil? I am pretty sure that as of the ACG, Seltyiel was still the only evil one, and I didn't think Mavaro, Estra, Rivani, or Erasmus were evil?

I got this today and downloaded the files, out of curiosity what is the difference between the "FULL" and "LITE" PDFs?

If you have psionics, a replacement with Knowledge (Psionics) seems easiest...

I don't mind the simpler form, but I really do hope for a harrowed version - maybe a player companion for harrow that is like, 75% that archetype, 25% other things?

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Chateau-Kia is a particularly amusing autocorrect fail to me...


In the Pathfinder setting, to what extent are intelligent undead the same entity they used to be, and to what extent are they a new, malign entity that is based on the memories and personality of the original?

Also they're all monsters with very specific roles in Golarion beyond their generic monster stats (aside from MAYBE minotaurs, and they still have some stuff going on in Iblydos).

In my opinion, the most "Paladin" thing to do would be to offer to share the things you're carrying if the person really needs them, but to please stop taking them secretly, modulated for alignment of the wizard in question (i.e. if he has evil tendencies, let him know you have your eye on him and will punish him if he gets out of hand)

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Me too. I really like the mechanical and story potential of the pathfinder changeling.

Monsters with racial hit dice have them because those hit points, saves, and base attack are part of the body's design. A humanoid monster (because other monster types should have their own tables of results) with racial hit dice and no class levels reincarnated as a race with no racial HD would become a level 1 commoner, expert, or warrior, most likely.

It doesn't say that racial hit dice are included in the rules for reincarnate, and not changing those and only changing the ability scores is certainly a valid way to go, but if you change the racial hit dice, the resulting player/creature has more versimilitude as a member of the race they were reincarnated as.

Ross Byers wrote:
Eric Hinkle wrote:
So Kyra summoned a Monadic Deva to take down some poor Lemures? Kind of overkill there, isn't it?
Maybe this book introduces some Angels between the Cassian and the Devas?

There are already the Balisse and Choral angels from Chronicles of the Righteous, and the Dapsara and Iophanite from Inner Sea Gods. They don't seem to be on the list of even Summon Good Monster, though, and there's no Ring of Summoning Affinity for Angels, so they can't be summoned currently aside from religion-based alternate summoning lists and Planar Ally. Of course, Angels are more likely to be amenable to Planar Ally spells than a lot of other outsider types, so that helps cover it.

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Why are really low-CR humanoids like the Locathah and the Lizardfolk built with racial hit dice instead of just being 0 HD races?

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James Jacobs wrote:
Filby Pott wrote:
Is there any region in Golarion where you'd place adventures with a medieval Celtic feel, like Ireland or Wales? I know the Kellids are vaguely Celtic, but in a more pre-Roman "painted warrior" way than medieval Celtic bards and whatnot
Not really; there's not really a "Celtic" inspired part of Avistan. I guess the best places would probably be the Linnorm Kingdoms or Western Varisia, but also perhaps parts of Ustalav or the Mammoth Realms.

Nirmathas feels slightly celtic to me, do you think that's accurate, or is there something else it ought to feel more like instead?

Older and more experienced Sciapodes usually advance by taking class levels. Many simply take levels in Commoner, Expert, or Warrior and remain in their tribes, but those motivated enough to become travelers or adventurers usually have levels in PC classes. The most common of these classes are Bard, Brawler, Ranger, and Rogue, though particularly combative Sciapodes may become Barbarians or Bloodragers, and some have the mystical or spiritual inclination to become Oracles or Sorcerers.

Alright, I have a rough draft:

As this humanoid paddles ashore, it becomes clear that what looked at first like a small boat is in fact a single enormous foot.
Sciapod CR 2
XP 600
CN Medium monstrous humanoid
Init +5; Senses low-light vision; Perception +6

AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge)
hp 22 (3d10+6)
Fort +3, Ref +4, Will +3

Speed 30 ft.
Melee Paddlestaff +5 (1d6+3)
Ranged Sling +4 (1d4+2)
Special Attacks Giant Stomp +5 (1d8+4)

Str 14, Dex 12, Con 15, Int 10, Wis 11, Cha 13
Base Atk +3; CMB +5; CMD 16
Feats Dodge, Improved Initiative
Skills Acrobatics +4 (+9 to jump), Perception +6, Survival +6, Swim +8; Racial Modifiers +4 Acrobatics to Jump
Languages Common
SQ Mighty Leap, Water Skimming

Giant Stomp (Ex)
A Sciapod's enormous foot can be used as a natural weapon, but as it's their only foot, it takes some effort. As a full round action, a Sciapod can jump and attack any target within 10 feet with a stomp. This attack does damage as the slam attack of a monster two sizes larger than the Sciapod (1d8, as a huge creature, for most Sciapods) plus twice the sciapod's strength modifier.
Mighty Leap (Ex)
Sciapodes get a +4 racial bonus on acrobatics checks to jump. Additionally, they always count as having a running start for jumping, and can use their strength modifier instead of their dexterity modifier on acrobatics checks to jump.
Water Skimming (Ex)
A Sciapod can use the large surface area of its foot to balance and move on the surface of water by making a DC 12 Acrobatics check as part of the move. They can move at a speed of 10' by paddling with their arms, but with a pole or a paddle, They can increase the speed to 30'. If they fail the acrobatics check, they cannot move that round; if they fail by more than five, they fall into the water and must succeed at the same DC Acrobatics check as a full round action before they can attempt to move again (alternately, they can instead begin making swim checks to move that way)

Environment any land
Organization solitary, pair, or tribe (5–11)
Treasure NPC gear (leather armor, paddlestaff, 10 sling bullets, other treasure)
Native to a land far from the inner sea, Sciapodes have the unusual trait of having a single thick leg and a single foot, which is usually the size of their entire torsos. They attribute this to a curse placed on their tribe generations ago that has bred true, but the specifics of the story disagree and few Sciapodes care to dig into the past or try to change themselves back into whatever they were before. In fact, most Sciapodes are very carefree, and spend much of their time lying on their backs, using their feet as shade in the sun or cover in the rain. Those that live near water also use their feet as skiffs to travel across the water's surface, and have developed equipment to aid in that pursuit.
Sciapodes are Omnivores, and prefer to subsist on fruits and vegetables found in the wild or grown in small gardens, and what small animals they can hunt or fish for. Being laid-back, Sciapodes are welcoming and get along well with most other races in the short term, but sometimes their lack of motivation and focus can be frustrating when trying to get their help. However, mocking their appearance or lifestyle is likely to result in a cold shoulder at best, or a gang beating if they are seriously offended.

Other Things

Sciapod Equipment:

Paddlestaff: This weapon resembles a quarterstaff, but each end of the staff is flattened into a paddle to aid in water skimming. It can be used as a simple weapon, in which case it functions as a quarterstaff, but those proficient in the weapon can also use it to deal slashing damage.
Exotic 2-handed weapon, 1d6/1d6 damage, bludgeoning or slashing, 5 gp, 7 lbs, Double, Monk (Not sure if Sciapodes get racial proficiency)

Coracle Clog: This enormous shoe is carved from wood and formed into a shape similar to a small boat. A small-sized character can use it as a boat, but it's intended to be worn by Sciapodes to improve their mobility while water skimming. The shape and buoyancy of the clog increase the speed of water skimming by 5', or 10' with a paddle or pole, and give a +2 bonus to acrobatics checks to balance while water skimming.
20 Lbs, 20 gp?

Racial Feats: Leaping Stomp (Increase range of Giant Stomp attack), Stomp Rebound (Land anywhere within 10' of target after a Giant Stomp attack), Foot Guard (Immediate action to drop and raise the foot as a shield, gaining AC/Reflex at the cost of needing to stand up as a standard(?) action before being able to move), Vaulting Stomp (Requires Leaping Stomp; able to jump a long distance without provoking attacks of opportunity), Swarmstomp (Giant Stomp attack deals full damage to non-flying swarms)

A Snailpeople race would also be pretty cool, but this is medieval bestiary-based. I will keep your advice in mind on keeping low-CR things simple; it's easy to get carried away with all the strange things you can do with an interesting body plan. I may make the footboating a special rule though, a swim speed doesn't quite work...

Anyone have more input?

JonathonWilder wrote:


I believe this thread is more for using Pathfinder terms/build/classes to have people guess the characters and items and have people guess who they are supposed to be, not just something about the characters.

For example: She is a heavily optimized to the point of munchkin Arcanist focused on offensive magic to the point of causing a huge among of collateral damage when using her more powerful spells. Also a maximized Sphere of Ultimate Destruction, perhaps with another metamagic feat that alter energy type to fire.

Lina Inverse

In connection with the Dog-Headed Men I posted a while ago, I'm trying to build a race of Monopods/Sciapods. I'm thinking low CR but with racial hit dice, like the Panotti from Murder's Mark (which they would be living somewhat near), and probably inclined towards advancing mostly by class levels. The race has a human- or dwarf-like torso and head, but below the waist a single leg and an enormous foot the size of their torso. However, there are some things that I'm unsure about that maybe people more experienced designing monsters could help with:

1: How to handle the move speed? They can only move on land by hopping or springing. Should the hopping be represented by a low move speed but with a speed bonus when running? They will probably have a racial bonus to acrobatics to jump, and I am considering giving them a version of Spring-Heeled Jack's Vault ability:

Bestiary 4 wrote:
Vault (Su) Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity.

2: They also have the ability to use their foot as a boat and float on water, propelling themselves with an oar or staff. Would that be a swim speed, some kind of water walk ability, or a special move type? They can't move very well floating on the surface without a pole or oar, since they would have to crouch down and paddle. Also, should they be able to swim well below water as well? I feel like the foot may be able to work as a kind of fluke for propulsion...

3: Should they have an oversized kick or slam natural attack with their foot? Should their jumping movement include the ability to charge with either a kick or handheld weapons?

4: They probably have some natural armor and good strength, but I am torn on whether their dex should have a bonus. One one hand, they are fairly agile, but on the other, their movements might look kind of awkward.

5: Should they be Monstrous Humanoids, or ordinary humanoids? Or perhaps even some kind of Fey? I am leaning Monstrous, but some humanoids have pretty nonstandard body plans (Merfolk for one).

6: Should there be a mechanical aspect to their habit of resting on their backs with their feet up in the air as an umbrella? Either a weakness they're compensating for or a foot-based defensive ability perhaps?

Any input or feedback more experienced monster designers can offer would be very much appreciated, as it is I am just kind of muddling about with the Panotti and some other CR 1-3 humanoids and monstrous humanoids trying to see what ticks.

Ah, that's kind of unfortunate.

We can at least hope that the people of Valenhall have somewhat "gone native" in terms of their lifestyle and have regular interaction or outright cohabitation with native arcadians. I do believe the Vikings in Vinland lived in a much less exclusionary way than a lot of the later settlers. But I'm not a super expert on these issues.

I have a trait that I designed that I am wondering if it should be a feat instead:

Magical Homeleand [Regional]
Requirement: From the Prester's Realm or a similar area
Your homeland is populated by many strange and wondrous creatures, blending into the environment just as much as the normal animals and plants. You can use Knowledge (Nature) instead of Knowledge (Arcana) to identify the abilities and weaknesses of Magical Beasts. You can also use Wild Empathy to influence Magical Beasts with an Intelligence score of 1 or 2 without penalty.

What do you think? Is it too good for a trait? Would it be more balanced without the wild empathy modification? Currently only NPCs have it so it's not a big deal yet but I wanted to check peoples' opinions.

I'm still working my way through this topic so this may have been asked, but is it intended that you can take Rare Metal Infusion at 6, but it only works with the Metal Composite Blast which you can only get at 7 or 15?

Does anyone else have any thoughts, input, or feedback?

graystone wrote:
Joe M. wrote:

Does anybody else just have a real hard time envisioning whatever this weapon is supposed to be? I can't figure out how it's 5 ft. and 15 ft. at the same time, how it does not provoke and provokes at the same time, etc.

It sounds more like a collection of rules text than anything I can actually picture as even a silly fantasy weapon.

For me it isn't a change is range/reach but a change in effective range. The scorpion grip focuses on attacking foes next to you and doesn't teach you the whip grip that allows you to snap it out to it's full reach/range.

Scorpion whips are performance weapons so I figure it's focused on close in slashing motions instead of a whipping action.

Probably accurate. More swirling and swiping, less whipping out.

I think the biggest issue is that with whip mastery and improved whip mastery, there's really no need for a scorpion whip. The only issue is you can't have those until BAB+3 and BAB+5.

Matthew Morris wrote:
blackbloodtroll wrote:
So, does a Scorpion Whip threaten?

That's what I want to know. The UE description doesn't have the reach trait and doesn't specify it fails to threaten. So when not in "Whip mode" it clearly does, but only to 5 feet.

I think we need a faq to the faq.

"What this means is that the scorpion whip is normally a light performance weapon with no other special weapon features" means that, like any other light performance weapon with no other special features, the scorpion whip threatens at five feet. I'm not sure how switching between using it as a scorpion whip and using it as a whip works I guess... I would hope, but not assume, that you can choose to use it as a whip whenever you attack, but otherwise it works as itself.

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