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The Golux's page

RPG Superstar 2014 Star Voter. 629 posts. No reviews. 1 list. 2 wishlists.


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Ross Byers wrote:

I disagree about Golarion gods.

Abadar is the God of Law, but that's law in the legal sense, not law in the alignment sense. He's no more the god of law (the alignment sense) than Irori is.

I'd also argue that Sarenrae could easily be the goddess of Good. And, of course, Iomedae is explicitly the Goddess of Paladins (even if not of Good and Law).

I think, though, an important thing to remember about making 'Paladins of other alignments' is that Paladins are defined by what they oppose as much as what they are. The default LG Paladin fights Evil. But an LG Paladin who fights Chaos would be different. On the other hand, making a CG paladin could be done without actually changing any class features, as long as they oppose Evil and not Law.

Should an LE (anti?)paladin fight Good or Chaos? Do we need a CE antipaladin who fights Law instead of Good?

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.


The existence of this panel is continually wearing down my resistance to cross-country travel and masses of people...


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.


Lincoln Hills wrote:
Of course, this means somebody liked hyenas enough to create an entire race of psychotic, brutal, man-eating gnolls in their image,

That would be Lamashtu, Golarion-wise.


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:
The Golux wrote:

James,

What do you think the chances are of Desna employing Celestial Mothmen for random meddling?

Close to zero. I doubt there's enough celestial mothmen out there to matter. Desna's not super into redemption (that's more of a Sarenrae thing), but she DOES do it now and then (see Wrath of the Righteous)... but when she does, it's a REALLY unusual situation.

Mothmen are still gaining awareness in the game, though, and they need to mature more as monsters and as bad guys before I'm interested in diversifying them by throwing a redeemed mothman into the mix.

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?


James,

What do you think the chances are of Desna employing Celestial Mothmen for random meddling?


There's still the opening for them to take even more condensed chains than others. I know there's a limit to how much you can do at a time, but you can rack up a lot of options at least.


This is a really helpful and good idea.


Alex Bradbury wrote:


I have done some research and found the popular Magus build guides online that basically recommend three types of builds, High Str/Low Dex, High Dex/Dancing Dervish, and Kensai archetype.

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!


Blackbot wrote:
James Jacobs wrote:
Blackbot wrote:


1. About a year ago someone asked about the Linnorm Kings. The question was whether you have to kill a Linnorm on your own to qualify or if you're allowed to gather a hunting party or something alike. Understandably, you referred to the Campaign Setting book about the Lands in question; however, I didn't find anything concerning this special issue. From what I read between the lines I concluded that it doesn't "count" if a band of heroes sets out to slay a Linnorm. Does this indeed mean that the king has to live through the battle all by himself with nobody to interfere before the battle is over?

1) The king to be must survive the battle, and must be the primary combatant. The more aid he receives in prep and during the battle, the more chances there are that his claim will be disputed. Of course, if all those who helped end up not surviving... then the surviving king gets to write history how he wants, doesn't he?

Which of course means that there very well might be a king who murdered his party members to claim the title for himself, telling stories about his lonely fight against the linnorm...that's an awesome plot hook.

Thanks!

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.


James,

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)


Linnorms additionally have both a Gore and a Bite, I think, though that's explicitly to make up for the lack of wings.


James Jacobs wrote:
doc the grey wrote:
How do you picture the cult of Nurgal working and operating in Golarion, what are the goals and expectations of Nurgal for his cult, are there any places where he is worshiped in particular?
Beyond what I wrote about the cult in Lords of Chaos, I haven't actually done a lot of work developing or thinking about this demon lord. He's mostly worshiped in the northern deserts of Garund, but was a LOT more heavily worshiped back in Azlant. He was one of the core 20 deities of Azlant, in fact, if I recall correctly... their primary war god.

Was he still a Demigod at that time? Do most "core pantheons" aside from the main inner sea one have demigods as major members?


Does the Night Monarch have Starflight? I just noticed that the old stat block didn't, but the Star Monarch, which is a lesser, mortal version of it, does.


James Jacobs wrote:
The Golux wrote:

James,

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?

The native outsiders generally bypass "petitionerdom" and go straight to being what they are, since there aren't really places or roles for petitioners on the Material Plane.

What about the Kytons, Angels, and Psychopomps?


James,

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?


Axial wrote:
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:

Exalted:
1: Hypnotism 3/Day, Daze Monster 2/Day, Suggestion 1/Day.
2: Repair the Damaged Body: 3/Day when you cast a Conj(Healing) spell with a range of touch treat it as have close range instead.
3: Walk Above the Clouds: Permanently hover a couple of inches of the ground.

I love that 3rd one with a heavens oracle, but then again you can get it a lot earlier with them.


Yggdra wrote:
I'm crazy-excited about this. However, I find the blatant lack of Mafdet in this list sorely disappointing.

I'd say it's because of the Maftets, but they've certainly split hairs with spellings before.


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.


redward wrote:
havoc xiii wrote:
I swear do people just go out of their way to make sure things don't work? Paizo posts a FAQ and the first thing people do is look for every possible tiny way it couldn't work but ignore the ways it could. I'm suddenly reminded of armor spikes...le sigh.

Or the bastard sword...

Or the AoMF and Grappling...

It never ceases to amaze me how much people continue to argue how rules work with the people who make them.

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.


The problem is that Atheism is a word that people know, and Maltheism isn't. The setting misuses Pantheism too.


James,

How do you pronounce the name of Cayden Cailean's herald, Thais? Thice? Tay-iss? Thy-iss?


Blue Universe? If you're talking about the slayers Blue World, I don't think anything's ever officially been done with that (Slayers is in the red world, and dark star is from/lost universe presumably takes place in the black world)... What did you have going on?


There's also the possibility for a codex involving some archetypes, although the ISNPCC already has some, and a lot of archetypes are campaign setting material rather than core RPG material.


The freeness is the links at the bottom of the page, right?


Horgus Gwerm wrote:
James Jacobs wrote:
The Golux wrote:

James,

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?

Monsters get a +1 to an ability score every 4 HD they gain over and above their racial HD, be those HD gained from class levels or just by advancing their HD. Unless the monster's growth rules follow specifically different rules, such as is the case for true dragons.

Wait, so does a creature get a +1 ability score only if he has 4 class levels, or any HD? So, for example, if you had a level 8 orc with only 4 levels in shaman (bringing in the class guide ;)), would he get +1 or +2 to one ability score?

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:
The Golux wrote:

James,

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?

Monsters get a +1 to an ability score every 4 HD they gain over and above their racial HD, be those HD gained from class levels or just by advancing their HD. Unless the monster's growth rules follow specifically different rules, such as is the case for true dragons.

Yes, an adept doesn't get at will cantrips. They expend their cantrip uses like any other spell.

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?


James,

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?


"The Other" to me clearly indicates the remaining one of the three previously indicated; otherwise there is no one single ability score to be "the other." If it meant what you're interpreting it as, it would be phrased closer to "One of the other type of ability score."


...What elements does Counterpoised give resistance to?


Saint_Yin wrote:

Let us try a simpler discussion. Kobolds' Greater Weakeness is incorrectly allocated, rules as written.

Greater Weakness must provide +2 to one stat group (physical or mental), and -4 along with -2 to two attributes in the other stat group. Kobolds currently provide all three in a single stat group.

Nope.

PRD wrote:
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?


Saint_Yin wrote:

1) Kobolds make use of the Greater Weakness attribute allocation. And while it may appear kobolds are hampered by this, in reality they are breaking the rules by having a +2 bonus to dexterity. As proof, I'll quote the exerpt on Greater Weakness:

SRD wrote:

Greater Weakness (–3 RP)

Prerequisites: Pick either mental or physical ability scores.
Modifiers: 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.

As one can see, the rules of Greater Weakness requires the bonus to be a mental stat if the penalties are to physical stats.

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.


Pharasma probably frowns on negative energy used to heal undead, but not to harm living.


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.


The goblin one is probably slightly discounted, since it is very difficult to use both ride and stealth at the same time.


How does the prayerbook work, compared to divine casters that get whatever spells they need from the entire list for their class every day? If they're light armor, d6 HP and 1/2 BAB, they need a comparative buff, not a nerf.


5th, as befits the "Cure Mortal Wounds" it was originally developed from. You could also add Greater Restoration as a 6th if you wanted.


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Mikaze wrote:

Mostly.

There are some very strange arrangements even among the Big 20. Calistria and Gorum are decidedly NOT Good, yet both of their realms are in Elysium while NE Norgorber's realm is underneath LN Axis, and is rumored to even be a part of how that city works.

"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..."


Breath of life might be good.

Do they have to use Int for arcane spells and Wis for divine spells, or something else?


Alexander Augunas wrote:
The Golux wrote:
Actually, doesn't gun twirling (assuming GM Allowance for number of free actions) make a dual-wielding full-attacking pistolero build possible without an alchemist dip or prehensile tail? Or is it limited in number of times per round or cost grit each time?
If you have enough pistols to draw, sure.

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.)


Actually, doesn't gun twirling (assuming GM Allowance for number of free actions) make a dual-wielding full-attacking pistolero build possible without an alchemist dip or prehensile tail? Or is it limited in number of times per round or cost grit each time?


That is really great, so thanks, James. I always liked the idea of high-level or favored casters (not just divine casters, even) being able to summon servants of their deity, so having stats for those will help a lot.


James,

just to check, will Inner Sea Gods include stats for the heralds of all 20 main deities, or at least the heralds that were only statted for 3.5?


James,

1: There are Neutral Good and Lawful Good angels; Are there any Chaotic Good ones I'm missing, or are there plans for any? I've found references to chaotic good angels in the abstract (stating that they live in Elysium, rather than Nirvana or Heaven, for example) but no actual instances of any.

2: Reading the discussion of the recent Gods of Ancient Osirion blog post, other earth pantheons came up, and it occurred to me that if I was implementing the Norse pantheon, I might stat them all as higher-ranking Demigods rather than true deities. Would you consider that if you were going to use them, or does it seem like undervaluing them somehow?


Really, even just between the two drafts, the classes got less like just combinations of their source classes. The Shaman, Arcanist, and Bloodrager fit into that category too, though the swashbuckler always was.


There's one over here: link


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The Freischütz is a Germanic folklore story that was made into an Opera. The folkloric origin is about a hunter who, through a pact with a demon/the devil (in the Opera, the entity is given the name Samiel, though I'm not entirely sure how far back that goes), obtained seven magic bullets. Six of these would hit exactly what the hunter wanted without fail, but the seventh would instead hit what the devil chose. I thought that a set of the bullets (Freikugeln) might be a cool artifact to use in a game with a Gunslinger.

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