Durkon Thundershield

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RPG Superstar 9 Season Star Voter. Adventure Path Charter Subscriber. Organized Play Member. 219 posts. 1 review. 2 lists. 1 wishlist.


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It's the catalyst for the Sihedron Council learning that something is up, and sending the Sihedron Heroes off to investigate, so it is kind of crucial to the background of the plot.

There's a whole lot of time travel going on, though, and a timey-wimey bubble explanation will probably work.


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We're starting Return next month, having completed Shattered Star last month. I have a small problem: Xin successfully cast mage's disjunction on the Sihedron in the final battle of Shattered Star, rolled under 20%, the PC failed the saving throw, and the artifact was destroyed.

So, how can the Sihedron that was irrevocably destroyed in the last AP appear in this one? Any ideas?


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Hi,

I emailed customer service just now, but I forgot to change the subject line. So, just in case, I'm creating this thread. Please cancel my PF Battles case subscription; I can't afford the new price right now.

Thanks,

-Bob


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Why does the volley weapon trait exist? I am aware of no physics that makes firing a longbow on a flat trajectory more difficult than with a shortbow or crossbow (or a sling, or a thrown weapon).


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My kneejerk reaction is that the Volley weapon trait is lame, unrealistic, not in keeping with the inspirational media (e.g., Legolas), and apparently just an attempt to make longbows suck.

I'm sure this is a bad take, but hey! Kneejerk!


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Still subscribing.


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Purple Dragon Knight wrote:
Randarak wrote:
Arrow is going to have Constantine (and the same actor. I love continuity, especially where its unexpected). I am giddy with anticipation. That show didn't get a fair shake.
ok. Post here to let me know when that happens. Constantine is my favorite thing ever put to the screen by DC.

He's on the next episode, airing Wednesday, November 4. Watch the trailer.


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Perhaps that snippet should go in the FAQ, so it's easier to find?


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Paizo's Critical Hit card deck includes a number of more-or-less permanent injuries as possible outcomes. I think it does a fairly good job - they are possible, but are fairly rare, there's usually a save to avoid them (albeit typically a very hard save), and the more common ones aren't necessarily debilitating. So far, the warpriest lost most of an ear, and the bloodrager lost a finger. The paladin has almost lost an eye several times, but that result only lasts as long as the ability drain lasts.

In my experience, it can matter for NPCs - the warpriest of Iomedae got in a duel with his evil demon worshiping magus father, and was getting smacked around. Then he critically hit, and cut off one of dad's hands. Suddenly having only one hand makes life tough on a magus. He lost.

(Upside, a flunky was able to carry the hand off. I'm sure that won't be relevant later in the campaign...)

Star Voter Season 9

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Now that I can see it clearly, I want to use that map this weekend, for something. Maybe it's time for a Wrath of the Righteous side trek.

Glad it made it through!

Star Voter Season 9

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The only way to know is to post and see what title is under your name?


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James Jacobs wrote:
Chet wrote:

The description of the Omnipath (page 39) starts with the following text:

Quote:
Hidden away in secret lairs, omnipaths serve as information hubs between othagu (aboleths, veiled masters, and other such creatures).

This is the first time I have seen the term "Othagu". Has it been mentioned before?

Heavy sigh.

This isn't the first time we've mentioned this word—it's the second, and we misspelled it.

The correct spelling is "alghollthu" and was first revealed in Occult Mysteries, on page 12, where we discuss the veiled masters.

Clearly, "othagu" must be either the Munavri or the Aklo word for the alghollthu.


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Note there appears to be precedent that says you won't have a chaotic evil good lawful aura on one entity. The only canonical redeemed succubus that I know of loses the evil subtype as soon as she stops being evil.

PS: I'd say he's an ex-paladin, at least until he seeks redemption and atonement. I wouldn't make it too hard, though - I'd even let an atonement re-paladinize him, conditional on getting either the succubus restored to life, or gaining the forgiveness of Sarenrae for ending the life of a living miracle.


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DM_aka_Dudemeister wrote:


My alterations to this would be slight indeed, and I'm struggling because I think it would be more effective if the NPC ally's story was actually a PC's story but I really like that ally so I'm struggling to find a way to make both fit.

Assuming the NPC in question is Rexus, make them siblings - the NPC and a PC are brothers/brother & sister? You'd have to alter his backstory a little to account for a sibling, but maybe the PC was estranged/away at school/kidnapped as a youth/thought killed in a war/shipwreck, and has only just returned. Then it works as written.

The Child of Kintargo campaign trait fits easily with that, or even Ex-Asmodean (as a reason for estrangement - came to Asmodeus as teenager, went off to worship, disillusioned, came home to visit, oops - parents!, now you're really done with the devil).


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All my Paizo books are on my iPad, in Goodreader. That's what I use to GM.

The Paizo iCrit and iFumble apps can be handy. I also have an app with the PRD rules - it can be faster to find a monster in that than to open a Bestiary file and go the right page.

I use Evernote for most of my GMing notes now, and Dropbox for a lot of other stuff. All the players post character sheets to a shared Dropbox folder, for example.


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I'm not sure Animal Soul would effect Favored Enemy at all; as I see it, Favored Enemy affects the ranger, not the target. It gives the ranger bonuses, rather than being a thing that is done to the target.


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James, did you work out any of Arueshalae's mortal background? She has some of her memories, thanks to Desna, so I was wondering who she was as a mortal, particularly where and when she lived.

I suspect some PC will ask if I don't know.

Also, how long ago was her encounter with Desna?

Thanks!


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Rojosama wrote:

I have searched the forums for days trying to find an answer to this -

If you are a mounted character wielding a lance what is your power attack? -1/+2 or -1/+3?

If James will forgive the intrusion, but this is answered in the FAQ:

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qno


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The shaman PC in my Wrath of the Righteous game went with Hierophant. He could dual path into Archmage to pick up the hex abilities, maybe.

But a quick check shows that there seem to only be two, though. Maybe just replace one or two hierophant path abilities with Coupled Arcana and/or Mythic Hexes. Inverted Spontaneous Casting, Mythic Wild Shape, and Pack Wild Shape all seem like friendly choices to dump.


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Change the age at which they mature. I don't think the current numbers make sense for elves or drow. Let them be culturally considered as "youths" until 100 or whatever, but be physically and mentally mature about the same time as humans or half-elves.

Basically, I think D&D 5e nailed it.


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This one.


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Hey, quick question: in my authorization email, my Pathfinder Battles Dungeons Deep case is listed as $80 more than the last case was (for Lost Coast), yet the price listed online is the same. Why the difference? Same price, same subscription discount, yet a different final amount?

Thanks,

-Bob


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Adventure Path Charter Subscriber

You're playing in Golarion, right? As I understand it, typically no soul can be returned to life except by powerful spells (i.e., true resurrection or the like) once it has been judged by Pharasma. There is no defined time it takes for that to happen; the convention is that for PCs, it doesn't happen fast. But for an NPC? Yeah, you could just say that Pharasma judged Sosiel already, and he has gone to join Shelyn.

(Edit: maybe not even true resurrection will work; see James Jacobs post here.)


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The Monstrous Companion feat has confused me. If I am a druid, I can have an animal companion as normal, then take Leadership at 7th level, and get a cohort whose type is up to me and the GM (it can totally be a magical beast), and whose level will be as high as my total level-2.

Monostrous Companion allows me to take a magical beast as companion instead of an animal, and is not compatible with Leadership. In effect, it replaces both the cohort and the animal companion (and the followers!) with one magical beast. Except the maximum effective level of that magical beast starts out at druid level -3, and ends at druid level-8 - so it's got fewer levels than a cohort (character level-6 to -3) and fewer HD than an animal companion (16 HD at level 20), despite somehow being a replacement for both. Worse, it only gets animal companion abilities if its base effective level is low enough to allow it to take levels.

So a 20th level druid that wants a unicorn for an animal companion can have a unicorn with 4 levels of ranger, and only link, share spells, and evasion animal companion abilities. That's 8 whole hit dice of companion, at 20th level. If the same druid took leadership, his unicorn pal could have 6-9 levels of ranger, for 10-13 HD total. His animal companion would have 16 HD.

This seems like a terrible deal - it's not just worse than taking Leadership to get a magical beast cohort, it's in many ways worse than just having a regular animal companion. Combining a feat with animal companion shouldn't give worse results than just the feat or just the animal companion.

Am I missing something? Are the effective cohort levels supposed to be in addition to animal companion stuff?


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I think I've been doing daylight wrong - the more you know! <insert shooting star gif here>

Now if only low-light vision let people see better in low-light. (IMO, it ought to remove the concealment from dim light.)


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In Pathfinder Unchained's section on consolidated skills, it lists all the skill functions and tasks of the various skills. Under Perception, one section is on Search Locations, and it says it takes a move action to search a 10 ft by 10 ft area.


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chbgraphicarts wrote:


wikiepdia wrote:
The original monk character class was created by Brian Blume, inspired by the fictional martial arts of the Destroyer series of novels.[2] The monk was introduced in 1975's Blackmoor supplement.

Ah, right, I forgot that while Arnesson created Blackmoor, it was Blume who designed the Monk.

I guess the question then is, who was responsible for adding things like the Quivering Palm technique, the poison/mind-affecting immunities, etc. - was it Blume further fleshing out the class with references to Destroyer, or had someone familiar with martial arts films and/or ancient Chinese tales of Immortals and characters like Wukong gotten their hands on the class and turned it into a proto-Wuxia class?

Quivering Palm is straight out of the Destroyer, IIRC. Poison resistance, too, I believe. But it's been a long time since I've read any of those books, and I only read a few.


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Insain Dragoon wrote:
So does the Unchained Monk lose any features, or is it just straight the boost they needed?

They haven't got quite the willpower their chained brethren have. (They have poor Will save progression.)

Many of their special abilities (diamond body, diamond soul, etc) are now ki power options, not automatic abilities.


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Presuming our 20th level fighter is in fact a regular fighter, then all he needs to do is pick up a shield - any shield - to get DR 5/-. That won't save him entirely, but it will help (especially versus the Warrior 1 in his gear).

Hmm, are there rules for improvised shields? There should be.


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My question: why are the callback spells not shaman spells? Heck, they're even druid spells, and they won't even work for regular druids.

Otherwise, it looks fun. I think I want to run a game where every PC has a familiar. :)


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Ultimate Battle, from Legendary Games, modifies the strategy track, toning it down so that it isn't quite so extreme, and IIRC, explains it better.


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Today, in my Wrath of the Righteous game, the warpriest got an ear sliced off and became Len Half-ear, and the bloodrager ended up a pinky short and became Ruarc Ninefingers, all thanks to the Critical Hit Deck.

Thanks, Critical Hit Deck!

>:)


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I'm GMing Wrath of the Righteous, just about at the end of part 1 of Sword of Valor. The PCs are just a few miles from Drezen.


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Ah, bummer. I was trying to save on the shipping costs. Oh well, if the Lost Battles come out next month, I'll be way up there on shipping costs.

Dang, I miss the My Subscriptions page.


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I wanted to buy some stuff from the Great Golem sale to ship with my October shipment, but the website was slow or down when I tried last week, then I was busy. So I got my October shipment email, and then finally remembered & was able to make my order.

So will the sidecart order (#3295392) ship with the October shipment (#3289114)?

Thanks,


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Rakshaka wrote:

Is there a regional map on the inside cover like some of the other releases showing where everyone is located?

If so, are any of these in or around Ustalav? (Asking because I'm running Carrion Crown, and love incorporating historical juiciness that accompanies such horrors). I might have to get this one if so...

Yes, there is a map. None of them appear to be in Ustalav.

Jolanera is on the Isle of Terror, in Lake Encarthan, and Imaloka Ghalmont-Neverhome is in the Worldwound. That's as close as any get.


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thegreenteagamer wrote:

Seems moderately suboptimal to use bloodrager for arcane archer.

1. You need to carry two bows, one composite for your pre-rage stats, one for your post-rage stats.

You'd just get an adaptive bow, surely?


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I think it's like everything else -- up to the GM and players in a particular group. Unless you're talking about PFS, in which case they already updated their guidelines to list what's allowed in PFS from the ACG. Check the PFS forum.


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It has been noted once or twice before.

I'm going with proficiency with all crossbows in lieu of firearms, and Rapid Reload instead of Gunsmith.


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My Wrath of the Righteous game just wrapped up book 1, so I have been reading Ultimate Battle in preparation to use it in book 2. I hit the new army size rules, and I wanted to make sure I'm understanding correctly.

In Sword of Valor, the PCs get an army of 100 4th level, CR 3 paladins. Under the basic Ultimate Campaign rules, that makes it a Medium army with ACR 3.

But under Ultimate Battle, the army becomes a battalion with ACR 9, meaning its OM, hp, etc. are much higher. Is that correct? OM +14, 49 hp, rather than 16 & +8.

Thanks.


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Yeah, I am going to go with proficiency with all crossbows (or at least hand & repeating) instead of firearms, and Rapid Reload instead of Gunsmith. That should make a 1st level bolt ace about as capable with a light crossbow as a first level archer with a longbow.


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Perhaps that "or" is supposed to be "and"? "If a swashbuckler wearing the cloak of feinting performs the superior feint deed and uses this cape’s ability, the opponent is also dazed until the start of the swashbuckler’s next turn."

That would be nice, but not crazy.


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justmebd wrote:
Rob McCreary wrote:
JoelF847 wrote:

1) Will there be a section of the adventure that involved a dwarven outpost/cit, such as Janderhoff?

2) If so, will there be a gazetteer entry for that city?

Sadly, no for both, but primarily because I don't want to steal any thunder from the Dwarves vs. Orcs AP that I eventually hope to do.

Dwarves vs. Orcs AP?

You have my attention, sir.

Just so everyone at Paizo HQ knows, I am so IN for a Dwarves vs. Orcs AP. Put this on the 2016 AP schedule and just take my money.

Same here.

Of course, some of my players will see "Giant" in the AP's name, and make up nothing but dwarves anyways.

Well, maybe a gnome, if one player finally makes that mounted PC he's always talking about.


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Deadmanwalking wrote:
Agreed, I'm probably using House Rules to make Charmed Life actually really good to make them more viable.

What were you going to do with charmed life? I think it needs to change, but I am not sure how (more uses? No action to use, rather than immediate action? Replace with flat "add Charisma bonus to saves"?).


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Duraxis wrote:
I'd house rule that you start with repeating crossbow proficiency (edit: possibly even hand crossbow proficiency, so they can use one something one handed) instead of firearms, and rapid reload instead of gunsmith,

That's what I was going to do, basically. I might just make it "all crossbows".


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Zark wrote:

Still doesn't work properly and is not intuitive. I'm on a Samsung so and can't get access tables on right hand on old stuff such as the sorcerer and bard. Fix this please or people will turn to d20pfsrd.com.

I see the same thing, FWIW. The class tables aren't scaling to match screen size, so that the right-hand portions are off the edge of the screen and unviewable. I have a Samsung Galaxy S4, and am using Chrome to view the site.

The rest of the pages seem fine -- it's just tables don't scale. I can rotate the device to landscape, and see a bit more, but the whole table still isn't viewable.


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The nature spirit's True Spirit ability turns the familiar into a combo familiar-animal companion. That doesn't kick in until 16th level, though.


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Master of many misses?


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Roelandt wrote:


You missed the point, Necro. Wiz/Sorcs don't have hexes, so why are they listed as able to cast this spell? That's an error.

Screw the hex thing, the spell lets you plant a fog cloud that the caster can see through. Play an arcane trickster, drop a barrow haze, and begin sneak attacking. Neutralize a bunch of enemy archers, while still being able to nail them with your spells (or arrows, should you be an arcane archer).

Also, the spirit whisperer is a wizard archetype that gets hexes.


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angellus00 wrote:
Is this going to be added to the PRD?

Next month, I believe.

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