James Jacobs wrote:
Very much, yes.
Sean K Reynolds wrote:
It looks like the table on the PRD actually uses Tiny, Medium, and Large rather than Small, Medium, and Large. It also seems that it's not merely a labeling error, as the listed die sizes are appropriate for Tiny rather than Small weapons.
Now this is a cool mechanic! The two-tiered benefit mechanism makes it more appealing than achievement feats, and the predetermined goal helps GMs and players establish a connection to an on-going story. These could make good bonus feats to hand out at the start of a campaign.
Thanks for the preview! Looking forward to the next one.
Finally got a look through the rules (although I only skimmed the appendices for each class). Very cool stuff! My group will be testing it out with some low- and mid-level combats to see how it works for us.
Rolling ASF into ACP could be a cool feature. The armor in the book actually sort of does this already: light armor uses 10+(ACP*5), while medium and heavy armor use 5+(ACP*5). I'd make ASF apply to all spells, standardize SF using the light armor formula, and then make an Armored Casting feat to allow you to ignore SF in a single type of armor (light, medium, heavy) in which you are proficient. Druids could have a line of text that specifies that they may not apply the benefits of the feat to metal armor, but would get it applied to all non-metal armor they're proficient in (although they would still have to take Heavy Armor Proficiency as normal).
I don't have a real question, but I recently picked up a copy of Machine of Death and loved your story! The fact that the
Spoiler:made for a much more uplifting tale than I'd anticipated. It definitely motivated me to finally pick up a copy of Death's Heretic. Congrats on the nomination!
title subverted the "death prediction as title" naming convention the book uses
Eldritch Heritage wrote:
The character isn't eligible for the feat since Draconic is a bloodline she already possesses Further, Improved Eldritch Heritage says that effective sorcerer level for the power is CL-2, regardless of actual sorcerer level (which implies effective sorcerer level from other sources, such as Dragon Disciple). Even if you allow her to use the feat, I would not recommend allowing the effective levels to stack to over her character level.
The text leading up to the subdomain listing on page 27 of Blood of Angels states "The following subdomains grant powers to divine spellcasters whose abilities come from patrons of the good Outer Planes." (emphasis added). Although specific deities aren't listed (and "good" is weirdly not capitalized), that seems to imply that deities who hail from a Good-aligned Outer Plane and grant the parent domain of the associated subdomain [Good- Friendship; Law- Loyalty; Chaos- Whimsy] should be able to provide the subdomain to worshipers.
The only hiccup with this interpretation is that this would allow Calistria and Gorum (both CN) to give access to the Whimsy subdomain because they reside in Elysium, which is a CG-aligned Plane. There's an argument for that being fitting for Calistria, but Gorum? Whimsical? That's just laughable.
Abadar all the way. I mean, c'mon, he has a holiday called Taxfest! How is that not blowing your minds with awesomeness? I love the idea of his Paladins setting up bounty boards to motivate the less scrupulous to help capture wanted criminals. Also a fan of Asmodeus, Urgathoa, Norgorber, Pharasma, and Desna.
Golarion's deities in general are one of my favorite parts of the setting. A hardcover collection of the AP's deity articles would be an instant favorite.
I'd say We Be Goblins. It's got premade characters with lots of personality, a chance to impress the chief of the tribe with feats of daring (like riding a piglet), and combat with eeeeeeeeeevil dogs and horses. Plus, it's free and reasonably short, so you have plenty of money and time left for more adventures afterward!
There's always the Channel Force feat for Aasimar Clerics that lets you hit one enemy with your Channel damage and push or pull them 5 feet per 2d6 of damage on a failed save. Not perfect thematically, but it does give you 9 levels of spells to work with as well. And with the Improved Channel feat and Sacred Conduit trait, that channel's DC is up to 13 + 1/2 HD + CHA! Quick Channel would let you use Channel Force as a move action, and then you have a standard left hit them with some save or suck spell to simulate the "stun" (maybe Forbid Action, Command, or Hold Person).
I was wondering if anyone had tried adapting this and combining it with Carrion Hill? I'm running a group through Carrion Crown, and thought that the two of those together could serve as a supplement to or replacement for Wake of the Watcher. I'd love to run all three, obviously, but I worry that going too heavy on the Lovecraftian horror would diminish how unique the terror is intended to be.
Here's what I would do: take 4 levels of Druid, multiclass for 5 levels Barbarian (Mounted Fury or Mad Dog archetypes), and grab Shaping Focus and Extra Rage (with Boon Companion if you went with Mounted Fury). I prefer Mad Dog, since you get some good tricks with your Animal Companion, but you wouldn't get Rage until your 4th Barb level (probably level 8). From there, take Mammoth Rider all the way through.
This will get you a full-level Animal Companion, Wild Shape as an 8th level Druid, and the ability to Rage for even more ass-kicking. Even starting with a modest 14 STR, your character could easily hit 30 STR (+6 wild shape, +4 Rage, +4 belt of strength, +2 from leveling) by level 10, giving you +19 to hit. Add in an Amulet of Might Fists and flanking bonus from your AnCo (boosted to +4 from Mad Dog), and there shouldn't be much that stands in your way, especially with a massive buddy to help you out.
James Jacobs wrote:
Awesome! Have you ever read Sepulchrave's Tales of Wyre? It was a campaign journal on ENWorld that explored whether a similar thing were possible.
Is there any more info on the Ouat monks than on the wiki?
There's not likely to be much on them. From the Ask James Jacobs thread:
James Jacobs wrote:
1) The name "Ouat Caste" sounds too much like "outcast" to me, and as such I've always been pretty unimpressed with this element. It'll likely continue to get underplayed or ignored in the future.
5 posts and no one has said "Run We Be Goblins!" yet? HOW IS THAT EVEN POSSIBLE?
It's from the 2011 Free RPG Day, so it's intended as something of an introduction for new players. There's four pre-made level 1 characters for the players to choose from, and they get to fight everything from druids to spiders to evil, rabid horses. Lots of fun, and only 16 pages!
I'd make a sweeeeeet Duelist with those stats. Monk (Master of Many Styles/Monk of the Sacred Mountain) 3/Fighter (Brawler) 4/Duelist 10, in that order
Assuming Human, here's the feats (up to level 10)-
You'll have 3 stats going to AC (all your high ones!), have +2 AC from Dodge and the Iron Monk ability, can deflect one attack per round with Crane Style, take almost no penalty for fighting defensively, can use Sense Motive instead of AC with Snake Style, can hit opponents you deflect with Crane Riposte, and can hit opponents who miss you with Snake Fang (twice, if you spend an immediate action). If your GM is kind, they'll let you trade out Combat Reflexes at Duelist 4 (possibly for Weapon Specialization: UaS), when it becomes a class feature (since your Unarmed Strikes deal piercing damage, you always meet the pre-req for the class feature). Winsauce!
Alternately, you could play a Bladebound Kensai Magus, eschewing armor to use your INT to AC and having an awesome time with Spell Combat.
James Jacobs wrote:
A Pathfinder adventure? The closest I can remember we ever came to that was a race of hellhound shapechangers from D&D's fiend folio that ended up having a small role in Shackled City[...]
Kevin_Video might be thinking of the Jezeldan werewolf tribe from Pathfinder #45, Broken Moon. They were werewolf fighter/rangers with the Fiendish simple template added, but a GM might give them a unique physical description to play up their demon-worship aspects.
Shelyn would be interested in artistic writings since she is a goddess of Art. Pharasma is a Knowledge goddess and would likely take interest in books as well. Norgorber is also a good choice and would be especially interested in finding ancient, secret knowledge. Abadar may take a tangential interest as writing and history are often linked to civilization. Aroden would be a good choice if you were human and he hadn't been MIA and presumed dead for the last century.
Heck, you may revere several or all of these gods to some degree as you share their agendas, but not offer each of them formal worship. It'd be like giving a prayer to Gozreh or Erastil as you make camp in the wilderness, despite normally worshiping Cayden Cailean. Just because you venerate one god above others doesn't mean you don't realize that the others have some dominion over your pursuits.
First off, thank you for responding! Your campaign sounds fantastic, and I'm glad you have some information to help me out! Given that outsiders cannot leave Gallowspire, do calling spells from outside the dungeon work to call the imprisoned outsider? If so, a tiefling or other Native Outsider could be the one who gets in, grabs the horns, and then is called back out by having an ally cast Planar Binding on them. Perhaps this is only possible because of the weakening/destruction of the Seals over time, as you mentioned. So, the person trying to get the horns would have a Tiefling ally Teleport into the tower after having stolen a shard of the Shield of Aroden from Vigil (this could be why there are Knights of Ozem in Virlych in the first place, seeking out the person who stole their holy artifact) and was then Planar Binding'd back out of Gallowspire once they had the Horns of Naraga by the their ally (who researched the True Name of the Tielfling). Then, turning on their ally, the Caller (presumable Adivion) would keep them in the Circle (or Soul Gem if they're particularly cruel) until they relinquished the Horns to them.
Giant Wall of Text about how this will go in my game:
In my campaign, Lorrimor is the prime mover for all of the events that happen. He is a member of the Esoteric Order of the Palatine Eye, for whom he was a spy in the Whispering Way. Adivion (who I had as one of Lorrimor's students and an ally in the Order) is still the guy who's trying to become the Reborn Tyrant, but this is because he had joined Lorrimor in the Whispering Way as another informant for the Order, only to be seduced by their promises of eternal life. Lorrimor, noticing this, planted the idea of using the Carrion Crown in Adivion's mind in order to set in motion a plot to hollow out the Way's ruling structure. By empowering a new (living!) upstart member with ambitions of ruling the Way, the leaders of the cult have come out of the woodwork to assert their dominance; however, none of them dares kill the man who may bring the Tyrant back to them. Adivion was merely waiting for Lorrimor to die so that he could finally pursue his evil agenda without fear of being watched by the Order, whom he still occasionally feeds information.
Lorrimor, however, is not dead; it is Kendra who died, trying to see what was going on at the prison (she is currently possessing one of the characters, though mostly to keep an eye on what is happening; the character has not realized this yet). Realizing that Adivion was beginning his quest for the Carrion Crown, Lorrimor used Sculpt Corpse on Kendra's body to make it appear to be his, while Polymorphing himself into his own daughter (with whom he knew Adivion was smitten) in order to keep a close eye on the Caliphasian noble. This way, Petros could spur Adivion to begin his plans in earnest by appearing to be dead and simultaneously use the beneficiaries of his Will (which he modified to include the party, capable adventurers he had met in life) to thwart Adrissant's plans. The goal is to permanently cripple the Whispering Way by drawing out their leadership (Vrood, Lucimar, the Liches in Renchurch, and Adivion), killing them, and then letting the weakened power structure collapse on itself. In my game Adivion himself is the heir to the Tyrant (the discovery of which spurred him to begin his quest for the Carrion Crown), not Galdana, but Galdana is heir to the Ustav line which must be used in creating the Carrion Crown (a connection to the Shrieking Sovereign's demise that brought Tar-Baphon to power). The Carrion Crown formula should work on Adivion if made properly, but Lorrimer intentionally mistranslated part of it from Whispers of the Immortal so that Adivion would become a Forsaken Lich if he ever managed to make it (Necril is a notoriously complicated language so the treachery went unnoticed and besides, Petros had helped decode the proper steps for several adherent's Lichdom and was thus well-trusted).
After the events in Ashes at Dawn, my players will be meeting with Adivion and his new wife, Kendra, for a fine dinner (they befriended him at Lorrimor's funeral) which will culminate in him escaping on Marrowgarth and leaving "Kendra" behind. Once the party leaves "Kendra" in a safe place (or fails to have her teleport with them), "she" will revert back into Petros who, knowing that the seals are at their weakest now that so much of the Carrion Crown has been completed, contacts his Tiefling assistant to finalize their plot. Phew. So. Lorrimor will be the person they have to face after defeating Adivion (my characters would not be fans of his massive deceptions) and it is he who will have stolen the Horns of Naraga with the aid of a Tielfling member of the Order, whom he now has trapped in a soul gem (in order to wear the Horns without suffering negative levels, he had to commit a wholly Evil act on someone who trusts him). For added effect, I think I will make Judge Daramid the Tiefling (she keeps her hair the way she does to hide her horns).
While working on making a Paladin today I came across this feat, and it struck my fancy. However, since the spell choices cannot be changed once the feat is taken, I thought that getting some advice would be in order.
What are your favorite level 1-4 Bard, Cleric, Oracle, and Inquisitor spells, and how well would they translate to Paladin? I'm thinking of reserving level 4 for Dimension Door so I can pick up the Dimensional Agility string of feats.
James Jacobs wrote:
Many thanks! Glad to hear the rivalry wasn't just one-way, though I'd never thought of Aroden as The Joker before.
As for a "big Tar-Baphon story"- that'd be the best Golarion AP/module/book/what-have-you imaginable. Especially if it revealed a connection between the Tyrant and Aroden's death.
Hi James! I was hoping you could answer a few questions about the Whispering Tyrant.
1) Was the death of Arazni the first time that a mortal had killed a (demi-)god on Golarion?
2) Will we ever learn why there was a 2300 year gap between the death of Tar-Baphon and his return as the Whispering Tyrant? Did he have a phylactery before his battle with Aroden, or was his return more unique?
3) Between slaying Arazni, the battle with Aroden, and his defeat by a shard of Aroden's Shield, Tar-Baphon seems to have been connected quite a bit to the Last Azlanti. Is there more to this than just his belief that using the Starstone to achieve divinity was a lame shortcut?
Hoo boy! Now to figure out how best to work her into my Carrion Crown campaign as an NPC...
Heh, I'm using her in place of the "cleric of Abadar or Pharasma" suggested to keep on eye on magic usage in the court in Trial of the Beast.
Awesome backstory! Good to know that Ustalav's weather is similar to New England's, since I've been using last year's MA weather for my CC campaign.
IANJJ, but there's an item in Ultimate Equipment called the Blinkback Belt that, for 5k gold, holds 4 light melee weapons and teleports them back to their sheathes immediately after they are thrown if thrown in the same turn they were drawn. Paired with Quick Draw, that should let your player get the attacks they want.
I'd still require a player to take Moment of Clarity to qualify, but only because Controlled Rage is an option for raging rather than a replacement. If the character enters an uncontrolled rage they would have to use MoC to cast as normal, as RAW you choose between Controlled and normal rage when you begin raging rather then being able switch as you desire.
The purpose of this thread is to discuss the possibility of incorporating the Horns of Naraga (Artifacts and Legends, pg 28) into the Carrion Crown AP as a central part of the plot, possibly in conjunction with other changes to the "core" storyline. As such, it is intended for DM use and will contain spoilers about the general plot of the Adventure Path and specific campaigns that may differ from the core storyline in important regards. Player reference to this thread is ill-advised.
So. Now that that's out of the way.
The Horns of Naraga are a powerful artifact created by Tar-Baphon before his battle with Aroden on the Isle of Terror and his subsequent ascent into Lichdom. Forged from the bone fragments of a powerful Ravener from the Isle of Terror, the Horns were worn as a headpiece throughout Tar-Baphon's reign and even into his imprisonment in Gallowspire, where they are still locked away with the Whispering Tyrant. When worn they allow the wearer to sap life force from any living creature they touch, resist damage from positive energy, prevent damage from acid, and see in mundane and magical darkness. In addition, the Horns of Naraga can take the form of an ancient black dragon under the control of the wearer for an hour at a time- a fine addition to the final battle for those who wanted Marrowgarth to participate but felt it was a little ham-handed.
Kind of a great thing to have, really. Honestly, just the write-up on the Horns' history is worth the price of Artifacts and Legends; buy it, read it, learn it, love it.
So how can we get this wonderful piece of necromantic power into our Carrion Crown campaigns? The main issue seems to be that access to the Horns implies that our BBEG was able to breach Gallowspire, retrieve the artifact, and- most impressively- make it out alive. I'm sure that some factions within the Whispering Way would not be too excited about this presumption of power and authority- though perhaps would bow to it anyway- and it may help explain how AA was able to position himself in the organization so quickly, without even having undergone a transformation into undeath.
I'll save my personal campaign alterations for another post, but I'd love to hear some suggestions- especially after the amazing work that came out of the Adivion Adrissant thread.