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Ezren

Voadam's page

747 posts. No reviews. No lists. No wishlists.


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LazarX wrote:
noble peasant wrote:


Flipping that question back to you. If you ARE that good and awesome, then why would you intentionally be doing evil? It's supposed to be tougher to live up to the standards of Good as opposed to Evil or Neutrality... just like it is in the real world.

If you're looking to operate on the modality that Good and Evil are nothing more than two flip sides of the same coin, you're not operating under the default assumptions of Pathfinder, and certainly not Golarion.

Where do you get that it is supposed to be tougher to live up to the standards of good than evil or neutrality?

The definitions of alignments in the pathfinder core RPG do not say it is tougher to be good, it just says they are different.

"Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life"

"A creature's general moral and personal attitudes are represented by its alignment"

Doing some evil but on the whole having the balance come out to good and having a good alignment seems completely supported by the concepts of alignment in pathfinder.


Flaming or flaming burst weapon. Something with cold resistance (ring or armor).


There were contradictions in rules in 1e beyond the half elf bard option. I'm trying to remember if it was half-elves who could be multiclass druid rangers. Druids of course must be true neutral and not good while rangers must be good and not true neutral.


j b 200 wrote:
I would disagree. You can only take (or offer) an alignment domain if you have that element in your Alignment. You can't offer the Law domain if you are not lawful.

It says take two domains and does not say you are barred from taking alignment domains if you are neutral.


You do not have an alignment so you cannot be forced to take matching alignment domains for your two domains.

Quote:

Beyond Morality (Ex): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.

Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast.


Greg A. Vaughan wrote:
Auxmaulous wrote:

I have a question for Greg - does Shades of Yellow have anything to do with a Tattered King?

Or is Yellow just your favorite color?

Like brave Sir Robin, my favorite color is also yellow...no, blue! AAAAAAAAaaaaaaaaahhhhhhhh!

I can neither confirm nor deny the involvement of any kings tattered or in any other states of disarray.

Completely unreltated then, how about theatre productions in Shades of Yellow? I do so like cultural events in my RPGs for the PCs to participate in.


Greg A. Vaughan wrote:
P.S. The Lost Lands: Cults of the Sundered Kingdoms KS launches very soon...maybe as early as tomorrow. More news on that as it comes.

Noted.


Monster advancing by HD.

Pathfinder is weird and convoluted for doing this. Since it is based on hp increase and going up HD to hit that hp for CR target it makes high con creatures get less in return for advancing than low con creatures.

3.5 advancement was much more straightforward.


Flying not being a skill. You had a speed and a maneuverability class and that defined what you could do, no rolling needed in the middle of combat.


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Stuff from Unearthed Arcana, gestalt, spontaneous divine casting, fractional saves.

I will review anything for inclusion.


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Odin could legitimately be chaotic (trickster), lawful (Allfather, war leader, shaper of the world), or neutral (elements of both). There are lots of contradictory ways to portray gods. So don't worry about getting them to match the real way norse gods were, focus on how you want them in your game.

There will be stories that contradict any portrayal you put down as the source myths are multiple and contradictory, so don't sweat that issue. You want evil Loki? Go for it. You want helpful trickster blood-brother to Odin and travel companion to Thor ally Loki? Go for it.


Modules would say in the beginning how many players and what level ranges but they were all over the place on how many players. 4-6 seemed normal. D&D itself just assumed however many were around of whatever level and you would go with mixed level and xp parties and varying party sizes. Party mix was assumed to be a factor in how you chose to approach things in the sandbox.


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While some say that clerics get their power from gods they actually get it from tapping into divine power directly through specific magical traditions. All clerics are godless whether they know it or not, they are simply magic users that tap into a different type of power than arcane casters.

Gods worshipped by clerics may be actual gods, misunderstood gods, outsiders powered by divine power, powerful outsiders, powerful beings like dragons or giants or aberrations, or even complete myths. If they master their magical tradition they get their power. There are also organizations not devoted to god worship that practice divine magical traditions.


My campaign setting is a mash up of a bunch I really like including Ptolus, Golarion, and Freeport.

Centaurs:

Iobaria as seen in Reign of Winter still has them in plenty as the dominant race, but they are Amerindian Apache and Comanche based and not steppes/Mongol/eastern european flavored.

Main continent has greek ones, both the Chiron inspired goodish ones and the warcraft traditional greek bloodthirsty barbarian based ones.

Nyambe/Garund has zebrataurs and the rhino-big blocky guy ones from one of the creature collections. Wemics too.


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Luna eladrin wrote:
Since one of my players has a PC with profession (cooking), I have ruled that everything has to be boiled in a huge cauldron. So probably they will have to cook chicken soup.

"Fine centaurs of Vunirin! We are going to make a wonderful soup for the whole encampment today! Made with a magical recipe that only calls for one ingredient. Stone soup for all of Vunirin, come and see!"

"Our magical stone soup is wonderful, universally praised in Irrisen, Ustalav and Mendev, but if only we had a little bit of salt. Stone soup with salt is truly superb . . ."


Tiaximus wrote:

Wow, what was your point buy to begin with? That's a pretty fantastic option. If you were playing 15 point buy, I would still totally do triple gestalt. That's a fun combo, too. Did you take an archetype with the fighter that gave up most of the armor proficiency, or just go with fighter just like it is? Would be fun to go Arcanist/Brawler/Fighter, too.

Just curious, why didn't everyone decide to take the gestalt option(s)?

I forget exactly, it was very high but we had to buy our race as well.

I had str 14, dex 12, con 12, int 14 (bumped to 16 with human) and 7 wis and 7 cha. with a background of having been captured and tortured by demons (explaining the 7 wis and cha). It is a homebrewed monk class of the DM's so wisdom is not central to the class.

I took lorewarden as my fighter archetype and at midlevels I'm having a good time tripping and disarming lots of people despite the constant combat expertise penalties.

The paladin bard wanted a high charisma and high dex for his magical archer concept and the sorcerer wanted a straightforward focused character with high stats.


from the PRD:

Quote:
The alignments listed for each monster in this book represent the norm for those monsters—they can vary as you require them to in order to serve the needs of your campaign. Only in the case of relatively unintelligent monsters (creatures with an Intelligence of 2 or lower are almost never anything other than neutral) and planar monsters (outsiders with alignments other than those listed are unusual and typically outcasts from their kind) is the listed alignment relatively unchangeable.

Humanoids from evil races are not themselves invariably evil, its just the norm for them. So their offspring raised in non-evil environments with non-evil cultures are definitely not invariably evil.


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So Servant of the White Ape has the noble Joseph Kortz who is corrupted "after entering the dark heart of the southern continent".

Is Jeff Lee a big fan of Kurtz from Joseph Conrad's Heart of Darkness?


I'm playing in a Wrath of the Righteous game where we had the option to drop our point by 5 points to gestalt and an extra 5 points to double gestalt. I went wizard/monk/fighter. Basically I use wizard as a self buff and play the party tank. Not the strongest combo, or use of the wizard stuff, but it is a lot of fun to punch demons in the face.

In the group we also have a gestalt ranger/fighter, a paladin, a nongestalt paladin/bard, and a blaster style sorcerer.


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Tacticslion wrote:

So...

Reign of Winter [67-69, at least]: six (one of which isn't used).

That's about as many as Council of Thieves, though CoT had one more and had one more unused monster. It's a bit of a wash for which one has more in that case.

Thanks!

Close, 69 uses three, four and two of the same type at various points, so nine of one type with 1d4 bleed showing up in the module, and they can potentially summon more. That plus the unused bestiary one.


I usually run off of modules so they are a significant but not omnipresent monster type. I had two dragons in my last half AP campaign that they fought directly, one tatzylwyrm and one true dragon plus lots of plot hooks on dragon history with PCs and NPCs including a barbarian/dragon blooded sorcerer PC.


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There is moral evil and there is supernatural force [evil]. All undead creation spells tap into supernatural [evil] and animate dead bodies with [evil] power. Animate object can work on dead bodies without using supernatural [evil] and make shambling servitors that are not evil aligned. I see skeletons and zombies as evil because I view them as wandering around and attacking living creatures as a default if not under command. If they were neutral like in 3.0 or AD&D they would just stand there if uncommanded.

I am very in line with the PFS ruling, the spells are [evil] but the morality of using it depends on the circumstances. Similar to using an unholy sword.


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LazarX wrote:


Go all the way back to the original AD+D Monster manual and look up ghosts, skeletons, and other such, and you'll find Alignment:Evil on the lot.

Double check your AD&D books. Mindless skeletons and zombies are neutral in my AD&D monstrous moanual and remained so in 3.0 until 3.5. :)


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Tacticslion wrote:


... sure, let's look! I'm curious now.

Rise of the Runelords: pg 19 of the last volume, there's one guy (deals 1d8 per round for 4 rounds, though, not just 1).

Curse of the Crimson Throne: not that I can find.

The Second Darkness: pg 64 of the third volume, the greater demonic boon to Andirifkhu causes bleed 1 (not stacking); no specific NPC has this.

Legacy of Fire: pg 41 of the fifth volume has some guys with bleed 1 (it doesn't stack with itself).

Council of Thieves: pg 88 bestiary has a swarm with bleed 1; these creatures do not appear in the adventure or random encounter. Pg 28 in part three has a creature with bleed (1d2). Pp 18-19 of part four has a fellow with bleed (a rogue with the talent), as does pp 11 and 25 of part 5; speaking of part 5, there's a creature in the Bestiary on pg 84 that does so from the Bleeding Critical feat, but it does not appear in the adventure or random encounter tables. Pp 10-11 has another rogue-y fellow with the talent, as does pg 52; a critter in the bestiary on page 80 and another on pg 86 from the feat mentioned before (again, neither appear in the adventure or random encounters) round out the AP's bleed installments. That one has a lot!

I'm out of time for now, but that's what I've found to date.

Of five, one lacks it altogether, three only have a single instance (one of which isn't actually part of the AP), and one is chock full of it!

More later! (Unless someone else takes over - please, someone else, take over.)

Neat. :)

EDIT: for clarity.

I'll check the three I have access to right now.

AP 67 Snows of Summer page 28 has one with 1d4 bleed.
AP 68 Shackled Hut Page 20 bleed 3.
AP 69 Mother Maiden Crone Page 18 three with 1d4 and can summon more, Page 27 four with 1d4 and can summon more, Page 40 two with 1d4 and can summon more, Page 90 unused new monster with 1d4.


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kestral287 wrote:

Only as a resource-extender.

On the one hand, it means you'll be back to full health after each fight. On the other... that's pretty much something we assume anyway.

In fights, unless your FH is really, really high it's not going to be noticeable. Fast Healing 4 is DR 4/- once per round. Um. Woo? And there aren't any ways I can think of to get a Fast Healing higher than 4 on a PC so that's pretty much your limit.

It does give you some semi-useful immunities-- Bleed effects auto-fail against you, for example, and you don't need to roll to stabilize. But that's minor stuff.

Mythic can give it as the first mythic power.

Quote:

1st-Tier Guardian Path Abilities

You can select these path abilities at any tier.

Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.


Allluria Publishing has some fantastic ones. Beasts of the Boundless Blue for aquatic monsters, Fey Folio Clans of the Fey for fey, and Creepy Creatures Bestiary of the Bizaare for a variety of monsters. Also their Remarkable Races provides a neat variety of nonhumans.

Fat Goblin Games has Forgotten Foes, a Pathfinderization of a bunch of 3e OGL monsters, the smaller Fat Goblin Travel Guide To Horrible Horrors & Macabre Monsters and Horrors of the North.

Bestiary of Loerem from Timeout Diversions is the new pathfinderized Sovereign stone bestiary. I had the 3.0 version and it was filled with lots of beasts with few magical powers.

Creatures of Barsaive is the pathfinderized Earthdawn bestiary.

Malevolent and Benign is a pathfinderized version of a selection of 120 monsters from XRP's 3.5 Monster Geographica series.

Mosnters of Sin Collection is seven themed sets of monsters from Kobold Press. I keep being tempted to pick this up.

The Black Bestiary Skortched Urf Studios' Hentai themed bestiary. Don't own it, can't comment on its contents or quality. Their shorter space and nemesis bestiaries are decent enough though.

The Great City Urban Creatures and Lairs by 0one Games. A city themed bestiary I again keep being tempted to pick up.

Mor Alden Creature Compendium from Headless Hydra Games is only 35 pages but I like it.

and Tome of Monsters originally by 4 Winds Games who got bought out by Pruple Duck Games has a lot of neat monsters from real folklore and myths.


In for the raffle. Ethermagic looks particularly interesting.


I tend to play tough guys who will have a shot at surviving dangerous situations. I generally focus a little more on defense than on offense and it is rare for me to play a glass cannon (though I have). Even my wizards are often multiclassed fighters or rangers. This includes a bodyguard archetype in Shadowrun, a major robot suit in Heroes unlimited, a protagonist/judicial champion dwarf in Warhammer, even my Malkavian vampire non offense character had great obfuscate that often kept him safe in combat.

I tend to come up with a lot of crusaders against evil as character motivation, even in things like Vampire the Masquerade.

There is a little theme of insanity among some of my more major characters.

Online I like to talk and notice lots of details and figure out plots.

In person I like to talk but also punch things in the face in as straightforward a mechanical manner as I can. In person I miss things at the moment like last week when I cast improved invisibility despite the DM having said the worm dragon appeared blind, and since it is a dragon I am background aware they generally have blindsense/acute dragon senses.

I prefer mechanically simple, but I only do moderately well to poorly in resisting complex character options.


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Tacticslion wrote:
Religious aside about Christianity and Cannibalism: ** spoiler omitted **

Spoiler:

Its not verboeten, for many its mandatory :)

"Take, eat; this is my body." Matthew 26:26

Transubstantiation


Ashiel wrote:
Serum wrote:

What about advanced and giant?

Giant seems strictly worse than spending the time to advance the creature by HD, but not that much worse (in that the point in its use is for quick adjustments, not extensive creature changes).

Similar problems with the advanced and giant templates. Both tend to have very profound effects on very low CR creatures, only to turn anything in the middle/upper range into XP/loot pinatas.

For example, applying the advanced template to a CR 1/3 orc warrior to bring it to CR 1/2 may result in the orc ruthlessly destroying your entire party (as +2 to everything is very potent at this CR range), while applying the advanced template to a Hezrou demon may not even have a noticeable difference beyond increasing the creature's XP value.

In a similar vein, the giant and young templates generally produce creatures that aren't weak enough to warrant the -1 CR, or aren't strong enough to warrant +1 CR. Especially since those templates don't actually influence the effects of HD like actual advancement does, and/or have no affect on the majority of a creature's abilities (unless those abilities are directly influenced by Str/Con).

Here's an example from the campaign I'm running right now. As part of a major boss-encounter, I decided to drop a bigass Hezrou demon into the game (because bigger is badder! >:D) and was lazy about it and just applied the giant template. The effect it had was +1 CR, but only mildly affected its attack routine, made it a lot easier to hit (the Dex penalty plus the size penalty) without making it significantly beefier (the Con boost was not enough to make up for the lost HD).

Had I done it manually through HD advancement, the demon would have become huge sized, gained 5 HD, +8 Str, -2 Dex, +4 Con, +3 natural armor. By virtue of gaining 5 HD, he would have gotten an additional +5 BAB and 3 additional feats, and +1 to an ability score of its choice (such as Con). Counting the boosted Con, said demon would have went from 145 HP to 262 HP. His attack routine would have gone from +17 to +25, and his damage bonus from +8 to +12. His saves would have also increased by +4, +0, +2.

The end result was very disappointing. >_>
The simple template, like the advanced template is brutally powerful on a low-CR enemy. Grossly disappointing on a higher level enemy. Which is, again, very sad.

The end result was that the creatures "bigness" was merely an illusion. It felt tacked on (as it was) and I'd have been better off just eating the extra CR adjustment for advancing him in HD and actually have the fight with him feel appropriately epic. Live and learn. :P

I don't think that is a fair comparison.

The giant template increases the CR by +1 to 12. To advance a Hezrou to a comparable CR 12 by adding racial HD you would only add one HD, which would be significantly less impressive than the extra reach and +8 str bonus, +3 natural armor that the giant template gives the now huge hezrou. The giant template seems a bigger power up than the racial HD here.

Increasing the HD by taking the CR 11 from 145 hp to 262 hp increases the CR to 17. Alterantively to advancing the racial HD you could go with giant template and then add on five CR of levels, for class abilities, NPC stat boosts, and NPC gear. That can be adding on more than the 5 racial HD.

So for increasing a monster's power it seems that using the template and other methods to hit the target CR than using racial HD advancement leads to a stronger encounter.

I don't know if this applies universally, but for your example CR 11 Hezrou that's how it looks to me.

Partly its because the CR increase from HD is based solely on hp increased, high con monsters get fewer HD per CR increase but most everything else flows from the HD (BAB, saves, DCs).


Any word on when? All I saw was sometime in 2015.


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Tels wrote:
Lemmy wrote:

Pfff... You WoW players care only about optimization, DPR and rollplaying!

Back in my day players roleplayed so well that Robert DeNiro, Marlon Brando and Al Paccino would be jealous of our players' performance! And our storylines were so deep, emotionally involving and thought-provoking that they put Citizen Kane, To Kill a Mocking Bird and Casablanca to shame!

Oh, yeah... We had roleplay-heavy games! Like Tomb of Horrors... And great freedom and focus on character customization... With our random rolled stats and attribute prerequisites for base classes...

Grumble, grumble...

But did you have to carry the Ring to Morodor up hill, both ways, in the snow?

Uphill only, obviously. First off we never expected to make it back down the mountain. Then suprise eagles.

Kids these days, no sense of history or the classics.


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Anguish wrote:

it's important to label the containers.

"Igor, just out of curiosity, what was the name on the container?"

"Oh, um, it was Abby something."


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Dustin Ashe wrote:
Staunton Vhane, the “Forever Man” (NE cleric of Norgorber 15) lives in Magnimar's sewers.

Staunton Vhane Crusder Paladin of Kenabres. No relation.


Any chance of the gods being opened up OGC the way the demon lords in Tome of Horrors are?

It would be neat to be able to write an article on someone like Moccavallo in addition to Fraz Urb Luu for the EN world pathfinder magazine or such.

There are surprisingly few OGC deities.


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Named Clerics by Level


I was just reading the Castle Keeper's Guide to the Haunted Highlands and Bowbe and Moccavallo look like the ones from there. The author mentions in the book starting off hanging out with Necromancer game people.

How much overlap is there and any other overlappers I should be keeping an eye out for?


ghost2020 wrote:

Anyone else notice the orc on the cover has 6 fingers on his right hand, and the other hand does not have the thumb around the grip of the blade?

Just things i noticed.

No, even looking for it I get distracted by the war rhino mount!

But looking at it further I only count four fingernails for the right hand, that green band at the left end could be his forearm and not a sixth finger.


Neutral concepts:

Magic/Alchemy/Science/Knowledge

Time

Trade

Death

Deist absent creator, powerful but uninvolved now, which would be a source of power but makes no demands on followers and takes no active steps on their behalf.


Tacticslion wrote:


For me, it's a combination of being polite and sensitive to others (for offensive words in general), and of religious blasphemy and vanity (in the case of a great many swear words in general).

It's not so much a case of someone expressing their extreme duress and pain (which is entirely understandable) but expressing it through using what amounts to "You and your religious faith - and especially the single most important Person - are the method through which I express everything I hate." which, you know, is really unpleasant.

I don't hold it against people, because it's impossible to avoid, culturally. I do find an extreme displeasure at the cultural context that makes it acceptable and even expected in many cases.

Swear words are, in the end, just words. But their use, meaning, and implications, just like any words, are important and must be cautiously applied to given situations.

Using someone's name or title as a method of expressing anger or displeasure is unpleasant. Hence.

I generally see invoking God or Jesus as exclamations as the opposite, religiously based and not attempts at blasphemy. People call out to God or their saviour in extremes out of awe or as a call for help. Even when done in anger the attempt is to invoke the divine to witness a wrong, not to curse the divine and mock the religious.


Lorathorn wrote:
That makes sense. Is there any way to mitigate this travel encounter factor?

The early classes all had at will, encounter, daily power set ups. Later ones had different power setup options that are more always ready but less nova prone.

I've played in games where there were house rules so that daily powers were encounter based but accessed only at higher levels. This smoothed out the nova factor significantly.

DMs can keep PCs guessing on how many encounters they get in a day so they don't count on being able to nova safely.

DMs can plan on players novaing and throw in tougher individual encounters when they are likely to be the only one of the day ("That was one BIG pack of wolves.").


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xeose4 wrote:
Mudfoot wrote:
Irori = Chuck Norris
I'd have thought him more like Jackie Chan or something.

Dhalsim


The demon lord in 3 is Mestama, she is the patron of hags and witches.

One option for the changing hut is to adapt the 2e module Dancing Hut of Baba Yaga which has its own big dungeon layout of the Hut.

Or possibly check out the d20 module The Dancing Hut from Monkey God Games. I don't remember the specifics from this one, but it should have something!


Rhedyn wrote:

I see EK's more like Gandalf.

Extremely powerful wizards that can still twirl around lopping the heads off orcs.

The magus is an excellent martial, but it just cannot keep up with the EK's spellcasting both in terms of spell level and spell list.

This is a big concept for the class, I think. A full wizard but Saruman had the edge in magical telekinesis dueling. Able to wade in with a magic sword and have fun hacking but I expect Aragorn to be the better swordsman in the end.

An AD&D Fighter magic user who is a level or two behind straight classed characters but decent at his stuff. Or an AD&D human dual class character.

You could do Gandalf as a Magus, but the magic feels a lot less wizardish in flavor and Eldritch Knight feels a better fit there.

Elric with his occasional big summons and frequent sword swinging comes to mind, despite black blade magus being designed for his concept.

I've done my viking wizard as an EK build before and it offers lots of options on the magic. Using it to boost the combat with buffs, using ray spells and lightning bolts for my ranged attacks and arcane strike with sword for melee, using magic for utility to be the magical batman with a sword.

It can be a great solo concept or for short handed parties. 1 level of ranger then wizard to EK means cure light wounds wands for healing, a phyisically strong first level that can use weapons and fight, then wizard spells for magic utility.

It falls down significantly as a sword swinger in D&D for a broad range of levels though. Five levels early as a wizard hurts the warrior aspect for a long time with no armor, lower hp, and less BAB. Those mid-early levels the losses are felt hard and show up starkly in comparison to the opportunity costs.

Then the capstone does not play well with lots of stuff and you are left having to figure out the last few levels after capping out. High level wizard spells are a great ability even when slowed by two levels, but then the slow down on spells is felt when comparing to what could have been.

I've played the EK, but knew going in that it was very suboptimal and can not always meet the desired concept. Generally better than multiclassing caster warrior, but significantly underpowered in a lot of ways.


Perhaps a heretical branch of Dretha? She is the orc goddess of fertility and tribes and already has the community domain.

Thisamet sounds like a possibility. CG azata of celbrations, feasts, and holidays. Has the community domain (slant towards law?), sacred animal is a cow (peace?). Name might be feminine, don't know.

Also Lythertida the Voiceless Tragedy, NG empyreal lord of idealism, young death, and potential. Has the community domain, favored weapon is unarmed strike, and symbol is an eye with a tear.


WotC put out various free online things

For 3.0 the srds covered rules material from:
The Players Handbook, Dungeon Masters Guide, Monster Manual, Psionics Handbook, Epic Level Handbook, and Deities and Demigods.

For 3.5 it was:
Player's Handbook, Dungeon Master's Guide, Monster Manul, Unearthed Arcana, and Expanded Psionics Handbook.

For d20 Modern it included:
D20 Modern, Urban Arcana, Menace Manual, and d20 Future

For 4e they eventually put out a quickstart rules guide and a PDF of their first module H1 Keep on the Shadowfell for free. Now they also have their 4e Free RPG day Eberron module Khyber's Harvest. 4e also had a pay subscription service to online tools with the rules elements of their whole 4e line, every class option and monster listed from every book, module, and magazine article. It started off a constantly updated download service then switched to online access to the databases only during subscription.

5e has a PDF of the basic rules.


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I'm a big fan of the elemental templates from the Book of Templates by Silverthorne Games. Gets the flavor and appropriate mechanical powers across without changing a lot of math like lots of other templates do.


Any plans to put the bundle on rpgnow and paizo as well?


Charon's Little Helper wrote:
Serum wrote:
Figment spells aren't mind-affecting. They can't make you think anything.

They make you think something is there which isn't. The illusion rules specifically call out interacting as giving you a save. If any interaction was proof - why would they even mention the save?

Besides - "This wall doesn't act like a normal wall" is hardly proof that it doesn't exist at all considering all of the crazy magic in Pathfinder.

A successful save means you see through the illusion and it then appears as only a translucent outline.

Quote:

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.


How much info is there on orc gods? Any standout god lore that grabbed you?

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