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Dexinis

Timothy Ferdinand's page

Goblinworks Executive Founder. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 67 posts. No reviews. No lists. No wishlists.


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But Seth, its FREE!


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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!


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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!!


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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 Adventure Path, Campaign Setting, Companion, 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?


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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.


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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!


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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?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I have a player playing a 7th level summoner. He has Craft Wondrous Item and knows Alter Self and Tongues. He therefore has the prerequisites to create a robe of blending, but he'd be limited to creating one with CL 7 rather than the CL 10 for the "standard" robe of blending listed in CRB. So my first question is how would the reduced caster level impact the item? There seems to be no relation at all between the 1 hour usage time of the CRB robe of blending and and the caster level (at CL 10, Alter Self should last 10 minutes and Tongues should last for 1 hour and 40 minutes!). So what should i do? Separately, i simply cannot understand how the price of 8,400 gp for the CRB robe of blending was calculated based on the magic item cost system set out on page 550 of the CRB. Any help would be appreciated


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Give us something set in the Darklands, how about Far Parathra or one of the Duegar or Dark Folk cities. Perhaps adventurers escorting surface ambassadors or merchants. So much potential :o)


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Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I love the picture.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

So many villains to choose from, but my favorite in terms of having a good/believable back-story and motivation would be:

Season 4-17 Tower of the Ironwood Watch:
Inexora Vexidyre was a great villain, her reason for being in the tower and the motivation which drove her were both believable and worked in the context of the scenario. she was suitably "villainous/unpleasant" and had plenty of options to keep the players on their toes - they really enjoyed this scenario and found the "big bad" a real challenge - an easy one to resurrect or recur in the context of Season 5 me thinks!.


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Hi James, do the drow noble houses of Zirnakaynin also rule the other drow settlements such as Blackstrand, Umberweb and Far Parathra, or do other lesser houses (presumably allied to the great houses of Zirnakaynin) rule those settlements?


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great, thanks. in that case I'd suggest this is one of the best value magis items in the game!! :o)


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Yes, that was my initial thought - too cheap - but then I focused on the fact that the item only "disguises" cloths, not the person wearing them, so I figured maybe it was reusable given the name (many garments - plural). A hat of disguise - which disguises the person and his/her clothing - costs 1,800gp, so is it reasonable to assume an item which is limited to disguising just an outfit would cost 200gp and be reusable like the hat of disguise?


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Its not clear to me whether this magic item is a single use item or whether you can re-use the sleeves - ie each time you put them on you can alter your garments to a new form. Any thoughts?


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Cassidy, the text refers to merchants valuing them for their "potent venom", but apart from having the spell-like ability to accelerate poison, there doesn't seem to be any other reference to poison, can you explain?


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I'm guessing the dwarf on the cover is staunton vhane, the antipaladin.........


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Beyond belief - 210 comments on a product and 80% are about the use of the word "Bastard". Surely we should be focused on the content of the upcoming book, not its title (which seems linguistically accurate to me). Apart from Half Elves and Half Orcs, what other "half breeds" (for those with a sensitive disposition) will be be seeing in the new tome? Half Janni? Half Devils? - we've had quite a bit on Half Demons in Demons Revisited - will we get Half Angels?......come on, lets focus on whats in the book!!


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James, I have tried asking this question on the Rules Forum, but after twice listing it, I've had no response, so could I ask your view?

The question relates to the fiendish vessel archetype and the rules for "channel evil". The rules (Advanced Race Guide pg 170) state:

At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.

Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds.

The first paragraph seems to make clear that this power allows the fiendish vessel to heal evil creates, but only to "debilitate" good creates (as opposed to "damage" them - the previous sentence specifically uses the term "damage" when referring to channeling positive and negative energy - I assume this difference is deliberate).

The second paragraph confuses the issue by stating good creatures receive a saving throw to "negate this damage" but then goes on to state that failing the saving throw results in being sickened for 1d4 rounds.

I think the words "negate this damage" refer to the sickening given the use of the term "debilitate" in the first paragraph, but its confusing as it could mean that good creatures take 1d4 damage per two levels AND suffer 1d4 rounds of sickening. However, if that were the case why didn't the first paragraph refer to "damage and debilitate" instead of just "debilitate".

Any advice/help would be welcomed. Thanks (and apologies for asking a rules question – I know you don’t like them here).


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+
This is an interpretation question. The channel evil section of the tiefling archetype "Fiendish Vessel" states:

At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.

Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds.

The first paragraph seems to make clear that this power allows the fiendish vessel to heal evil creates, but only to "debilitate" good creates (as opposed to "damage" them - the previous sentence specifically uses the term "damage" when refering to channeling positive and negative energy - I assume this difference is deliberate.

The second paragraph confuses the issue by stating good creatures receive a saving throw to "negate this damage" but then goes on to state that failing the saving throw results in being sickened for 1d4 rounds.

I think the words "negate this damage" refer to the sickening given the use of the term "debilitate" in the first paragraph, but its confusing as it could mean that good creatures take 1d4 damage per two levels AND suffer 1d4 rounds of sickening. However, if that were the case why didn't the first paragraph refer to "damage and debilitate" instead of just "debilitate".

any help/advice would be welcome.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

This is an interpretation question. The channel evil section of the tiefling archetype "Fiendish Vessel" states:

At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.

Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds.

The first paragraph seems to make clear that this power allows the fiendish vessel to heal evil creates, but only to "debilitate" good creates (as opposed to "damage" them - the previous sentence specifically uses the term "damage" when refering to channeling positive and negative energy - I assume this difference is deliberate.

The second paragraph confuses the issue by stating good creatures receive a saving throw to "negate this damage" but then goes on to state that failing the saving throw results in being sickened for 1d4 rounds.

I think the words "negate this damage" refer to the sickening given the use of the term "debilitate" in the first paragraph, but its confusing as it could mean that good creatures take 1d4 damage per two levels AND suffer 1d4 rounds of sickening. However, if that were the case why didn't the first paragraph refer to "damage and debilitate" instead of just "debilitate".

any help/advice would be welcome.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

James, I know Iomedae is the national faith of Mendev, but do other faiths (such as Sarenrae) have temples/chapels in Mendev - I would imagine that some of the crusaders who arrive from the south are worshippers of Sarenrae, etc and that they would want to have places of worship - but perhaps the government in Mendev (particularly the Inquisitors) prevent this?


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Hi James

Will the new "mummified" template in the upcoming Bestiary 4 be based on the Osirion Mummy template in the module "J1 - Entombed with the Pharoahs"?

Will there ever be a good aligned equivalent of the evil spell "Infernal Healing"? It seems odd to me that there is an evil spell usable by arcane spell casters to heal, but no good aligned equivalent.

Thanks


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Hi James
I have been an avid player and buyer of pathfinder products for a number of years, but I have to say that I am the most excited I have ever been about the product schedule in the coming months - mythic adventures is going to be a revolution, the wrath of the righteous AP has to be the most anticipated AP ever and chronicle of the righteous, the world wound, demons revisited, champions of purity and the demon hunters handbook together comprise the most comprehensive support package Paizo have ever produced for an AP. you guys rock. Thanks so much, I'm brimming!


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Hi James, on your exchange regarding Nocticula and Ayavah, I've always been intrigued by the relationship between Nocticula and her "brother" Socothbenoth - would it be too far to assume that actually they are one and the same being? It would explain the whole Mharah incident and how she has managed to become so powerful and kill so many other demon lords - is this killing of demon lords all part of her seeking redemption. Also given the strong redemption themes in the Wrath of the Righteous adventure path coming in August and the fact that one part of that AP is set in the Midnight Isles, is it possible that Ayavah is about to be proved right? Or have I run far to far ahead of myself?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James, does a paladin (or an anti-paladin for that matter) have to follow a specific deity (or deity or demon lord in the case of an anti-paladin) or can they simply follow the cause of law and good (or chaos and evil in the case of an anti-paladin)? Thanks


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James, can the "fey creature" template (Bestiary 3) be applied to a human? I assume it can, though I also assume its not intended for use by players, but rather for NPCs?


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Hi James, I understand that the "Worldwound" campaign setting book is due out in June. Will it contain new monsters? If so, could I beg (if its not too late) that you convert more of the creatures in the excellent "Book of Fiends" by Green Ronin? Personal favourites would include:
Raptu
Spawn of Marbus
Orusula
Locust Demon
Jilaiya
Jahi
Inmai
Daeobelinus
Alrune
Any chance we might get all or some of those converted for Pathfinder? I also spotted that one of the parts of the next AP (Wrath of the Righteous) is set in the Midnight Isles - will we be getting some more information on Shamira (pretty please)?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Following on from the "summon monster/called monster" question, if an evil character killed a cassisian angel that had been called (for example as a familiar), could he then wear the helmet body of the dead cassisian as a helmet and if so would it have a similar (but lesser) effect as angelskin (as referred to in Ultimate Equipment)? I'm assuming the effect would be reduced by 50% as the Cassisian only has a "lesser protective aura" compared to the "protective aura" of other angels - so a cassisian helmet would reduce and evil wearer's HD by 5 for the purposes of detect evil spells and would give a 10% chance of avoiding smite evil, etc. Would be a pretty cool "trophy" for an evil character don't you think (at least until he ran into a full-blooded angel!).


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Hi James, this is probably an old question, but I can't find an answer, so apologies: If you summon a monster using the Summon Monster series of spells and it is killed in battle, my understanding is that it is not really "killed", but simply returns to its own plane. So I assume that after a melee involving summoned monsters, there would be no bodies resulting from the death of such summoned monsters - am I correct? Assuming I am, does that mean that the summoned monsters are in some way "avatars" rather than the actual creature? I think I'm also right that the situation for creatures called using planar binding or planar ally spells is different and that if killed whilst on the material plane, such creatures are really "killed". Again, have I got this right? Is there a source somewhere that explains all this? Thanks.


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Hi James, If a drow vampire of House Shraen had a child by a human female, the result would, I presume, be a half-drow dhampir. To stat such a "creature" would you stat it as a half-elf and then apply the dhampir template to the half-elf? I'm assuming you have to do this in two steps because otherwise a dhampir born of a human vampire would be identical to one born of a drow vampire - or is that the intention?


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James Jacobs wrote:
Timothy Ferdinand wrote:
Hi James - I wonder if you could illuminate me - there are plenty of references (in adventure paths, etc) to boggards, goblins and marsh giants living in the Mushfens, but do lizardfolk and bog striders also live there?

There are some lizardfolk living in the Mushfens. Not a LOT, but enough to justify them showing up in an adventure.

There are no bog striders there. Bog striders are pretty rare—they live only in the swamps and marshes of the River Kingdom region.

Thanks James, two further questions on the Mushfens, do Vodyanoi live there and do Sea Hags ever live in freshwater lakes/meres (of the type you might find in the Mushfens).


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James - I wonder if you could illuminate me - there are plenty of references (in adventure paths, etc) to boggards, goblins and marsh giants living in the Mushfens, but do lizardfolk and bog striders also live there?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James - I think I am correct to say that the Mushfens in Varisia is in fact a swamp (ie a flooded forest). Assuming I'm right, would the Great Dismal Swamp in Virginia/Carolina be a good comparable? I need to try to give my players an idea of what it looks/feels like.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James: My question relates to the Harrow Deck. As the Varisians were (long ago) slaves of the Thassilonian Empire, would it be correct to assume that the Harrow Deck has its origins in Thassilon and that the cards may have some deeper significance than simply in fortune telling? Just as the Tarot is now believed to have been a means to hide a heretical Christian message during a time of persecution in the middle ages, with the cards representing specific concepts. Was the Harrow Deck originally some way for the slave peoples who became the Varisians to hand down their beliefs or history in a hidden code to avoid persecution by their Thassilonian masters - or am I just being way to complicated?


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Any chance we will see stats for Calistria's "vengeance demons" - I think one or more may have been called Velvet Wing?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I'm trying to come up with some names for drow npcs - I have looked at all the drow sources of which I'm aware, but can't find a system for generating drow names specific to pathfinder/golarion - do you have any suggestions? Is there a source I could use which would be suitable for a Golarion based campaign?


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First up, just got my PDFs of RotRAE, Blood of Angels and Magnimar. Really great products Next off, apart from the brief reference in Book of the Damned, Lords of Chaos, is there any other information on the nascent demon lord Shamira? If so where should I be looking. If not, are there any plans to cover her in more detail? I know it's rumoured she is related to Sarenrae in some way, but she also seems similar (or at least her unholy symbol does!) to a Peri. Is she a fallen angel?


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Question relates to the Balefire revelation for an Oracle of the Outer Rifts (Inner Sea Magic page 31). It states that a target of Balefire takes half damage if the target succeeds in a Reflex Save - how do you calculate the DC for that Reflex Save - I assume its based on the Oracle's level plus charisma modifier in some way?


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Where would I find rules covering the construction costs for buildings, fortifications, etc and where would I find rules for the costs of running a small town?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James - I presume that the half-fiend witch Areelu Vorlesh referred to in the Lost Kingdoms (great new product :o) by the way!) campaign setting page 45 and in the Inner Sea World Guide page 199 is the the same as the demon witch Vahedifar Ayeshalmoutey referred to in the old 3.5 Pathfinder Chronicles Campaign Setting product on page 151? What lies behind the name change and the demotion from demon to half-fiend?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James, this may be an old question, but why are tieflings with an abyssal heritage known as "pitborn" (see Blood of Fiends) when the term "pit" is a name usually associated with Hell (as in Pit Fiend and all the references in Book of the Damned: Princes of Darkness)?

Goblinworks Executive Founder

haunted crypts, fane of the serpent fiend, dust of the darklands :o)


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bard
summoner
oracle


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Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Do any of the existing rule books contain details of the age ranges for non-core races (for example, do tieflings live longer than humans?). If not, with the new Advanced Race Guide contain this information?


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It seems odd, but the way I read the demonhide revelation entry in the Inner Sea Magic guide, although this results in the flesh becoming as "tough as a demon's hide", it seems to grant an armour bonus, rather than a natural armour bonus. Have I understood correctly? If that is correct, then I assume it doesn't stack with armour worn?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

It seems odd, but the way I read the demonhide revelation entry in the Inner Sea Magic guide, although this results in the flesh becoming as "tough as a demon's hide", it seems to grant an armour bonus, rather than a natural armour bonus. Have I understood correctly?


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Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Osirion or Katapesh.....PLEEEAASE!


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Half-fiends are not really all that appropriate as a player option. They're too strong. Too powerful. They're intended to be monsters. And in fact, Tieflings are very much intended to scratch the itch for players who want to play fiends or half fiends.

If we ever DO do something about half fiends... it'll be in the context of a GM book. Like one of the Books of the Damned.

I'm not a huge fan, in any event, of doing a half fiend specialized for every fiend. Not only because we publish fiends so often that any attempt we make to categorized that level of detail will be out of date in months, but also because not all fiends are or should be interested or are even capable of procreating.

I completely agree - half fiends are much better as "monsters" than as PCs, but my issue lies in the fact that as you point out, many fiends are unlikely or incapable of reproducing - the ones that are (succubus, incubus, etc) don't really seem to line up well with the half fiend template - would the child of a succubus really have the features of the half fiend template? I know that the Moonscar module is likely to cover half fiend succubi, so perhaps thats the way forward - deal with this issue as it arises in APs and Modules. Thanks anyway.

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