Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Dexinis

Timothy Ferdinand's page

Goblinworks Executive Founder. Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. 109 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 109 << first < prev | 1 | 2 | 3 | next > last >>

Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

really pleased there is a cavern campsite, but why, oh why, did they design it with a 5 square wide opening which means it doesn;t link to any of the existing map pack caverns or map pack cave tunnels? surely it would make sense to have these map packs interconnect?


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

all good points, but as most eidolons get two attacks for free and usually add a third, you get three DR overcoming attacks, whilst the potion/oil only gives you one and then only once. The cold iron is a good one for use against demons, but alchemical silver is a lot more expensive and reduces the damage for slashing and piecing weapons. Silversheen is 250gp for a single use, so too expensive for 1st levellers. Overall, it does seem that a DR overcoming eidolon is quite useful (to say the least) espcially with an enlarge person spell. Compared to a druid's companion which is much more difficult to buff against DR - for example. A cold iron wielding summoner with a good aligned eidolon is going to get three/four attacks a round at first level against a demon with no DR enough to scare any low CR demon I suspect - no other class gets close......is all I'm saying :o)


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
James Jacobs wrote:


That is an excellent question for the Rules Forum and an FAQ.

Thanks James - I have posted it in rules Questions and tagged it as FAQ as you suggest, although it wasn't really intended as a rules question (I know we aren't supposed to use this forum for such things). My real question was to you as creative director, asking whether the change was intentional or just a by-product of the decision to make all eidolons specific outsider sub-types - ie did the team set out to give eidolons this extra power as part of the rebalancing or did they simply want eidolons to be specific sub-types to try to narrow the room for crazy builds and going down that route had the unintended consequence of giving eidolons the power to overcome opposing alignment DR? If that also falls under the heading if "inappropriate questions" for this forum, then apologies and please ignore me :o)


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
FLite wrote:

Correction:

It gains Outsider, Extraplanar, and alignment. It does not gain archon.

Not sure you are correct - page 29 of Unchained under the heading "Eidolon Subtypes" states: "the first time a summoner calls his eidolon he must decide on its subtype. The eidolons subtype determines...." The list of subtypes from which the summoner has to choose are Angel, Azata, etc. So I don't see how you can be choosing a sub-type if that is not in fact one of the eidolon's sub-types! It also gains the relevant alignment sub-types IN ADDITION as stated lower down the page. At least that is RAW as far as I read it. But lets not argue as its not really relevant to the issue of overcoming DR.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Well I can think of at least 6 devils which might be confronting 1st and 2nd level adventurers in Hell's Rebels all of which have DR/good:
lemure (CR1)
Nupperibo (CR1)
Imp (CR2)
Lesser Host Devil (Gaav) CR3
Accuser Devil (Zebub) (CR3)
Accomplice Devil (Hesperian) (CR4)
And from the Worldwound there are seven demons with DR/evil (dretch, quasit, cambion, abrikandilu, vermlek, hala and schir) all of which range in CR from 2-4. Also, bear in mind that the ability to overcome DR applies not just to the natural weapons, but to all weapons wielded by a good-subtype creature - so give the eidolon weapon proficiency with a big damage weapon and it overcomes DR/evil.
To me that is a big plus in any campaign involving outsiders.


1 person marked this as FAQ candidate.
Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

The new "unchained" summoner (which is the only vfersion permitted in PFS) now has an eidolon which has a specific creature sub-type and specific alignment sub-types. For example the summoner might have an eidolon with the following type and subtype - "outsider (archon, good, lawful, extraplanar)". Now I may have misunderstood the pathfinder rules in a serious way, but as I understand it, any creature with the "good" sub-type deals damage which overcomes DR/good (and likewise for chaotic, evil and lawful subtypes). So my question is: was it the intention of the authors that under the new "unchained" rules, for example, an archon eidolon would be able to overcome DR/good and DR/lawful at 1st level? That seems to be a very big change in the context of a summoner's ability to take on outsiders of the opposing alignment - and here I'm thinking of the upcoming Hell's Rebels adventure path (or for that matter the Worldwound adventure path). As far as I can recall, at 1st level, only a Paladin would have the ability to overcome DR/good - and then only once per day with his smite evil ability. Most spells which allow weapons to overcome DR are 2nd level or higher (ie only available to characters of 3rd/4th level or higher).


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi James
A few questions about the drow:
1. Why are they not more active in the Worldwound? The drow city of Far Parathra is beneath the Worldwound, but they don’t seem to play any role in what’s going on there – as demon worshippers, that seems odd to me.
2. Given the location of Zirnakaynin beneath Fangwood, do the drow (particularly House Udrinor – followers of Cyth-V’sug) have any involvement with the twisted dryad Arlantia and the blight she is spreading in the heart of that forest?
3. Do the drow have any involvement with Treerazer in the Tanglebriar – he would seem a natural ally in the drow’s war with the surface elves?
4. Apart from drow activity in Celwynvian in the Mierani Forest in northern Varisia, are there any other locations in Avistan, or (less likely I guess) Garund, where the drow are active on the surface? If not, why?


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi James! A quick question concerning "unchained" (which is a great book by the way). The new "unchained" summoner now has an eidolon which has a specific creature sub-type and specific alignment sub-types. For example the summoner might have an eidolon with the following type and subtyoe - "outsider (archon, good, lawful, extraplanar)". Now I may have misunderstood the pathfinder rules in a serious way, but as I understand it, any creature with the "good" sub-type deals damage which overcomes DR/good (and likewise for chaotic, evil and lawful subtypes). So my question is: was it the intention of the authors that under the new "unchained" rules, for example, an archon eidolon would be able to overcome DR/good and DR/lawful at 1st level? That seems to be a very big change in the context of a summoner's ability to take on outsiders of the opposing alignment - and here I'm thinking of the upcoming Hell's Rebels adventure path (or for that matter the Worldwound adventure path). As far as I can recall, at 1st level, only a Paladin would have the ability to overcome DR/good - and then only once per day with his smite evil ability. Most spells which allow weapons to overcome DR are 2nd level or higher (ie only available to characters of 3rd/4th level or higher.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hope they include an underground cavern campsite for my Darlands campaign


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi Sara Marie
I don't seem to have had my authorisation email yesterday, is that because order spawning is still ongoing, or did mine get missed - perhaps because i added a new subscription this month?


1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Great blog article Mark, really helpful - I'll have a print out at the table for future "debates" on those issues!! Thanks


1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

If the cities detailed are all ports, i see real use in this book for anyone running a ship based campaign.....the chance to set up new trade routes would make for many options as a GM and lots of fun for players - must remember to ban my players from buying or reading this one! Really looking forward to this


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
James Jacobs wrote:
Thraug wrote:
James Jacobs wrote:
Branding Opportunity wrote:
P. 43 notes that
Quote:
Blackstrand (pop. 4,790): The closest major city to Zirnakaynin ...
However, looking at map of Sekamina on p. 38 shows that the drow city of Giratayn is a lot closer and a lot bigger. Is this a text vs. map communications issue or am I not seeing something?
This is, I suspect, a map error where the tags for Giratayn and Blackstrand were exchanged.
Was this verified? i plan on using Blackstrand as a site. :)
Yup. Verified that they're switched. But whatever you go with in your game is the actual right answer, of course!

Hi James, in Dungeons of Golarion, it states that the drow outpost in Black Siren Citadel is loyal to Blackstrand, which would put Blackstrand under the Asphodell mountains in north west Andoran. That is where it is shown in the map on page 38 of Into the Darkness, so does that mean its the text on page 43 of Into the Darklands (in the sidebar) which we need to switch - I presume it does, so the map is correct and the sidebar is where the mix up happened? Thanks


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Kvantum wrote:
Timothy Ferdinand wrote:

Hey, thanks for that "inside info" :o). If you happen to be able to speak to the people in charge of such things at Paizo, do you think you could suggest to them that they (1) produce a free download with a list of the existing archetypes that work for the unchained summoner (and the other new unchained classes) and (2) perhaps also produce a free download with updates/reworkings for those archetypes that don't?

Its pretty obvious to me that the senior staff at Paizo really want to abandon the old APG summoner in gffavour of the new unchained summoner - and to some extent I can sympathise with this as the old version is very unweildy for GMs and also overpowered (IMHO) compared to some other classes. But if that is the plan, then they need to give us the archetypes for the new unchained summoner to help that process.

Just saying..........

I don't think it's all that hard to figure out. "Does Archetype X alter the mechanics underlying the Eidolon?" If yes, then X is not a good fit as written for the Unchained Summoner. If no, then talk to your GM.

My best guess would really only rule out Broodmaster, First Worlder, and Synthesist, along with the Heroes of the Wild's Wild Caller. I would think the other existing archetypes would be fairly usable. First Worlder and Wild Caller would work if Fey and Plant were each defined along the lines of all of the Unchained Summoner's eidolon subtypes.

Not sure you are right about the broodmaster, as i think you'd just split the base evolutions between the two small eidolons and then apply the rules as you would for the APG summoner, but i could be wrong. I definitely agree that the First Worlder won't work with unchained. Not sure abiut the shadow caller.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hey, thanks for that "inside info" :o). If you happen to be able to speak to the people in charge of such things at Paizo, do you think you could suggest to them that they (1) produce a free download with a list of the existing archetypes that work for the unchained summoner (and the other new unchained classes) and (2) perhaps also produce a free download with updates/reworkings for those archetypes that don't?

Its pretty obvious to me that the senior staff at Paizo really want to abandon the old APG summoner in gffavour of the new unchained summoner - and to some extent I can sympathise with this as the old version is very unweildy for GMs and also overpowered (IMHO) compared to some other classes. But if that is the plan, then they need to give us the archetypes for the new unchained summoner to help that process.

Just saying..........


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

If you check out the new Heroes of the Wild player companion, you'll see that it includes a new summoner archtype - the wild caller - this allows the summoner to call a plant eidolon with one of four base forms, BUT It also allows the summoner to vary the form which appears in different terrains, so you can have a tree version with one set of base evolutions in the forest and a fungus form with another set of base evolutions underground. Sadly, as this changes the base form of the eidolon, it will (I assume) not be eligible for PFS but it does get close to your idea of having multiple eidolons only one of which can be summoned at a time. I actually really like this new archtype, but i'm not sure yet if it works with the unchained summoner........in that sense, i really think paizo needs to specify which archtypes already published work with the new unchained summoner, as i for one am a bit confused......and i'm a fan of the limits imposed by the unchqined summoner (being both a GM and a player)


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

To cut a very long story short, I have a player who is a half-drow first worlder summoner. As such her eidolon has the "Fey" type. She is wanting to deliberately infect the eidolon with the blight in Fangwood (where she operates). Technically, I think the blighted fey template can be added to any Fey. As such, the rules as written would seem to allow this to occur. Of course it will tie her eidolon to the blighted part of Fangwood (I assume) but can anyone see any rules based reason why I should not allow this. The summoner character is a follower of Cyth-V'sug.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Drow, lots of drow.....


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

the blurb mentions "summoning guardian angels" - does that mean this book will also cover eidolons?


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Drow please, lots of drow........


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Can a summoner use feats such as spider summoner and summon evil monster with his summon monster spell-like ability?


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Surely it must be time to return to the darklands? Last real visit was Second Darkness.
Duegar, dark folk, etc.
Maybe start in Nidal and then down to sverspume
Perhaps following the slave trade from shackles pirates, to Nidalese traders, sverspume dark folk markets and onwards

So many possibilities


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Sean K Reynolds wrote:

The wings are always there. "Activating" them isn't an action.

Yes, the winged alchemist is a mutant freak. :)

I think you're right Sean, but its worth noting that the picture of the drow alchemist with the wings discovery on page 38 of the Monster Codex does not have wings visible which either means (1) they do appear and disappear - which doesn't seem right to me in the context of an alchemist - or (2) the artist forgot to include the wings!!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I received an email notifying me that my order (3317206) was pending on 6 October, but still no notification that its shipped - is there a problem with my order? Thanks


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I don't think Columbus Day is a public holiday in Washington State, so i imagine the Paizo team will be working as usual on Monday. Maybe USPS won't work, but we should still get our pdf copies as i think they are dropped into our downloads when the label for the postal delivery is generated. But i could be wrong!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Sara Marie - is the timetable in the first post above still valid? Thanks


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I don't think its been mentioned in the string above, but the one big plus of the First Worlder is that although the Summon Monster ability of a plain vanilla summoner is swapped for Summon Nature's Ally and although it takes longer to cast and only lasts for 1 round/level rather than 1 minute/level (all noted above) - the First Worlder can have as many SNA spells going at the same time as he/she wishes AND whilst his/her eidolon is summmoned. This differs from the plain vanilla summoner (if the eidolon is summoned, the Summon Monster spell-like ability cannot be used) and the Master Summoner (who can only have one Summon Monster spell active whilst the eidolon is summoned).

So a First Worlder can have vast numbers of allies summoned all at the same time as well as his eidolon, though only for short periods.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Gauss wrote:
It would help if you provided a link or quote.

My reply was much longer and had quotes, but it seems to have disappeared......it was there a few hours ago!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Learning the Rules wrote:
If I as a M size Human have an etra quiver with Huge Crossbow bolts and a quiver with regular longbow arrows choose what ammo a summoned Bow Spirit uses?

As I read the spell, the bow spirit is the same size as the ranger who casts the spell - I base that on the fact it occupies the same space. So I think it has to use ammunition for a creature the same size as the ranger - using larger ammunition will cause it to suffer the appropriate penalties. Having said that, I assume that you could use the spell Enlarge Person in conjunction with bow spirit to achieve your aim......


1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
blackbloodtroll wrote:
Are you the DM?

yes, but I have a very "legally minded" table of players, so I thought I'd just check as I can't recall seeing a fiendish human or fiendish half elf in any Paizo product - though of course I might very well be mistaken!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
666bender wrote:

a cleric with hide in plain sight (either a homebrew domain OR 1 dip shadow dancer OR hellcat's stealth feat )

1) is HIPS an action? which?

2) do i have to move? or can stand in 1 place, and....vanish

3) if i am casting, without silent spell (which is btw an amazing feat for this build! ) - can opponent pin point me auto ? or he need a check as all he know is "a sound is in that direction" without pin point.

4) what's the check ? Vs stealth ? or DC 0 (people talking).

5) do i flank if opponent cant see? (technically i can stank right behind it...)
it opens up load of stuff - like summoning while in the shadows - or silent spell to buff party while still hiding.

I think your Starting point would be to look at HIPS from the perspective of a shadowdancer or assassin:

"an assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow."

As such I think its clear that using HIPS is just a special form of using stealth to hide - normally you'd need to have some form of cover to use stealth, but with HIPS you can use stealth provided you are within 10 feet of shadow.

Looking at the rules on using stealth:

"if people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast."

And

"Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action."

1. Based on those sections, I think HIPS is part of a move action if you move to a position within 10 feet of shadow and then hide. If you are already standing still, then I think its not an action, unless you have been observed already and are attempting to hide whilst standing still, in that case, you'd have to use bluff to distract your observers and the use of bluff would be a standard action if your GM feels the distraction is similar to a feint, otherwise its a full round action (or longer) depending on how your GM decides to treat the distraction you attempt.

2. I think that also answers the stand in one place and vanish - HIPS is not "invisibility" it simply allows you to use stealth without cover - so you'd have to use bluff as referred to above.

3. for your third question, I'd treat the spell casting similarly to sniping: "If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location."

4. vs stealth would be my interpretation - HIPS is about using stealth, so if you speak, I think the person who is in range to hear would use their perception against your stealth with the penalty referred to above. Again, i think its important to point out that HIPS is NOT invisibility.

5. I suppose you would flank if you were right next to the target using HIPS successfully as per above.

Hope that helps


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Okay, so the fiendish creature simple template (Bestiary 1 pg 294) is designed for creatures from the outer planes - on that basis, if a half-elf had been born in, for example, the Abyss, could that half-elf have the fiendish template and be wandering the material plane because it was summoned there? I am assuming this is okay as various Paizo products present fiendish dryads (for example) so I assume you could also have a fiendish half elf - or for that matter a fiendish human?


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi there, I know its a long time since you asked the question, but I thought I'd answer it as it came up at my table recently. The description of Broodmaster under the heading "Eidolon Brood" states "Regardless of the number of eidolons in the brood, each eidolon has the same base attack bonus and base saving throw bonuses, but the rest of the eidolons’ base statistics must be divided between the eidolons". In the main Summoner rules, the table setting out the special abilities such as "evasion" and "ability score increase" is entitled "Eidolon Base Statistics". RAW therefore requires that all the special abilities be divided between the eidolons in the brood. As the other base statistics (such as skill points, etc) can be divided however you please based on the description under the heading "Eidolon Brood", it follows that the special abilities can also be divided however you please, so you could give the "ability score increase" or "evasion" to a 1HD eidolon. Of course the other point to note (and I suspect many people miss this) is that only one of the eidolons can have darkvision, the summoner has a "link" with only one eidolon (and presumably therefore, the others can use magic item slots which the summoner is already using) and finally, only one eidolon can "share spells". Hope that helps.


1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

This is a question which has been asked elsewhere and given the way Paizo used Sahuagin in the Skull and Shackles adventure path, i think there must be an omission in the Bestiary 1 entry and the further details in the Bestiary section in Raiders of the Fever Sea. Perhaps we should suggest this as an FAQ candidate, because as things stand, Sahuagin can't survive out of water (aquatic, but no amphibious SQ) and clearly they do survive fighting battles on ships in the AP


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Just got the answer from James Jacobs - SR would protect a creature from the damage element of the forbiddance spell, but NOT from the prohibition on using teleport, dimension door, planar shift, etc.

see the link below for James' comments:

http://paizo.com/threads/rzs2l7ns&page=928?Ask-James-Jacobs-ALL-your-Qu estions-Here#46394


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi James, I have searched through the FAQ and messageboards before asking this question, but can find no answer, soooo......if a creature with spell resistance walks into an area protected by a forbiddance spell, would the forbiddance spell have to overcome the creature's spell resistance in order to prevent it using dimension door (a spell-like ability) within the area of the forbiddance spell - or does spell resistance only stop the damage element of the forbiddance spell on entering the area protected?

Example, a mercane enters an area protected by a forbiddance spell. I appreciate that the mercane's SR20 would apply to any damage which might result from crossing into the area of the fobiddance spell, but once the mercane was inside the area, would its SR also apply if the mercane decided to use its spell-like abilities to dimension door or plane shift.

Reading the rules, I get the sense that SR prevents spells which target the creature with the SR, but that it would NOT apply to the creature trying to use one of its own spells or spell-like abilities if another spell prevented the use of that spell/spell-like ability. In other words the forbiddance isn't targeting the mercane, its targeting the mercane's spell-like ability

SR has always confused me, I guess what I'm asking is does it (1) just apply to spells that target and directly affect the mind/body of the creature with SR or (2) act as a sort of "antimagic field" where no spells work (unless they overcome the SR) with respect to the creature with SR.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I was asked the same question by one of my players a few months ago and took a slightly different approach. If you look at the Brimorak demon (a biped outsider with hooves) it only has one hoof attack but the stat block goes on to state "Against a prone foe, a brimorak can make two hoof attacks rather than just one." So I took the view a biped could reasonably fight and keep its balance if it attacked with its arms and one foot (hoof or claw) unless (1) its opponent is prone, in which case it can use both hooves/claws on its legs or (2) if the eidolon has the flight flight evolution, again, it can use both hooves/claws on its feet whilst flying. That seemed logical to me and backed up by an existing creature stat block (the Brimorak).


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Would I be correct to assume that a creature with spell resistance would have the ability to avoid the damage inflicted on creatures entering the area of a forbiddance spell, but that the creature's spell resistance would NOT allow it to use a planar shift or dimension door spell or spell-like ability whilst inside the area of effect of the forbiddance spell?

I am basing this on the understanding that spell resistance prevents spells affecting the creature with spell resistance, but does not prevent spells which block the creature from using spells or spell-like abilities of its own.

Have I understood the rules correctly?


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi James, a couple of questions on the Shadow Plane:

1. are there seas/lakes/rivers on the shadow plane - I assume there are - and if there are, then presumably it rains and maybe even snows on the shadow plane?
2. is there a "sun" albeit a very dim one and a moon?
3. are there plants such as trees, grass, etc - my reason for asking is if the sun is either non-existent or very dim, how do plants grow? If there are no plants (or very limited/stunted vegetation, how do animals live on the shadow plane (or fetchlings for that matter) - or is everything on the shadow plane an outsider that doesn't need to eat?

Just started work on a new plot-line for my group and need to make sure I'm describing the shadow plane properly. If there are any good fictional descriptions of the shadow plane, it would be great to have a few suggestions :o)


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

That's a great answer, thanks so much. You're right about the template, which is all the justification i'd need, but you're also right about no one knowing if i don't tell 'em :o). I'm going to have so much fun at the next session on Sunday......evil cackle!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I'm postng this one as a GM. I have a major villain who is a shadow lord human (ie a human born on the Shadow plane to human parents - see shadow lord template Bestiary 4). He is a summoner and I really think the shadow caller archtype (advanced race guide) is perfect.....but.....its specifically for Fetchlings. I'm always reluctant to "bend" the rules because it gives players at the table the perfect precedent to ask for their own preferred "bending" of the rules - leading to painful pleading and disappointment. Any thoughts - it does seem to me that an character with the shadow creature or shadow lord template which is a summoner would logically have access to the shadow caller archetype.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Nidal, Darklands, Shadow Plane - all in the same AP. Follow the slavers - Shackles Pirates, Nisroch, Zon-Kuthon, His Freak Worshippers, Uskwood, Pangolais, The Shadow Caverns, Dark Folk, Owbs, Sverspume, Fetchlings, Umbral Dragons, Kytons - so much material!!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

But Seth, its FREE!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

This is exactly what a "Players Guide" should be! The Pathfinder Library has grown so large that we need this type of summary to draw attention to the possibilities (archetypes, equipment, etc) which might be worth a new look before starting the campaign. BRILLIANT. Thanks also (in advance) for the details on the ancient Gods of Osirion next week - that will allow us to play clerics, paladins and inquisitors of these Gods and makes the "devotee of the old gods" character trait a real option. I am so looking forward to running this!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
James Jacobs wrote:
Timothy Ferdinand wrote:

Hi James,

My group loved WotR and we are revved up for Mummy's Mask. I know 20 of the ancient gods and goddesses of Osirion are due to be detailed in part 2 of the Mummy's Mask Adventure Path. However, a number of my players (and judging from comments on the various message boards, quite a few others) would like to play Paladins, Clerics or Inquisitors of these gods and goddesses in the Adventure Path. Clearly that would require any GM to hold off playing the first part until the second part is published......UNLESS......Paizo decides to be very kind and publish (on the paizo blog?) the usual table showing:
1. deity name
2. alignment
3. areas of concern
4. domains (and sub-domains)
5. favoured weapon
Whilst that is the very most basic information, at least it would allow players to commence a character in part 1 of the Mummy's Mask and wait for more details when part 2 is published. Given your all-powerful status, is there any chance we could see that table published on the paizo blog at the time part 1 is released?
Thanks (hopefully)
Tim
If your players really want to play worshipers of the old gods of Osirion... you'll have to wait for the 2nd adventure to come out, since that's where these deities are detailed. You'll also have to adjust some elements of the adventure path as well since it's written with the assumption that the PCs worship the modern gods and that uncovering and discovering forgotten lore and info about the old gods is part of the fun of the AP. It might make more sense for players to wait until the 2nd or 3rd adventure, after their characters have been exposed to these ancient gods via dungeons and old relics and the like for them to change religions to worship these old gods.

Hi James, thanks for your reply and I certainly wouldn't want to be seen to disagree with you, but the Player Companion "People of the Sands" contains a section entitled "Players Guide" for the Mummy's Mask adventure path and amongst the campaign traits for players (on page 30) is one entitled "Devotee of the Old Gods" which seems to imply that some players may start the adventure path as worshippers of the old gods and godesses of Osirion - that's what's got my group excited and has them thinking they would like to play (for example) a paladin of Ra, etc. So publishing just the table in the paizo blog at the time the first part of the AP is published might enable that campaign trait to play out. Anyway, as I said, you are the boss!!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi James,
My group loved WotR and we are revved up for Mummy's Mask. I know 20 of the ancient gods and goddesses of Osirion are due to be detailed in part 2 of the Mummy's Mask Adventure Path. However, a number of my players (and judging from comments on the various message boards, quite a few others) would like to play Paladins, Clerics or Inquisitors of these gods and goddesses in the Adventure Path. Clearly that would require any GM to hold off playing the first part until the second part is published......UNLESS......Paizo decides to be very kind and publish (on the paizo blog?) the usual table showing:
1. deity name
2. alignment
3. areas of concern
4. domains (and sub-domains)
5. favoured weapon
Whilst that is the very most basic information, at least it would allow players to commence a character in part 1 of the Mummy's Mask and wait for more details when part 2 is published. Given your all-powerful status, is there any chance we could see that table published on the paizo blog at the time part 1 is released?
Thanks (hopefully)
Tim


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hi James, this is probably a dumb question, but in the Dragon Empires Primer, there is a witch archetype by the name of "white-haired witch". Would I be correct to assume that all characters and NPCs with this archetype have white hair? My reason for asking is that, obviously, in the Dragon Empires white hair is a pretty rare thing, so it would rather mark the witch out in a crowd (which could be seen as a major disadvantage to this archetype).....or have I made a schoolboy error in assuming that a "white haired witch" always has white hair?


1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Nidal is really intriguing, so that would definitely be worth a scenario, I'd also love to see a trip into the Darklands. My other wish would be a trip to the First World, lots of potential points of entry in Varisia, Lands of the Linnorm Kings, etc.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Okay, that seems to make sense, so my player can make a CRB robe of blending with the same 1 hour usage limit 1/day, even though he's only 7th level and the price will be 4,200gp. As he has the spells, the DC for the craft wondrous item feat is calculated as normal based on the CL listed for the CRB robe of blending. That makes sense, you're right i was seriously over-complicating it! Your explanation for the "rough" price also makes sense so i am a wiser man, many thanks!


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Thanks, that's helpful, but i still can't see how they arrived at the price or the 1 hour time, am i missing something?

1 to 50 of 109 << first < prev | 1 | 2 | 3 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.