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Ulunat, the Unholy First

doc the grey's page

Pathfinder Adventure Path, Companion Subscriber. FullStarFullStar Pathfinder Society GM. 2,545 posts (2,570 including aliases). 12 reviews. 1 list. 1 wishlist. 10 Pathfinder Society characters. 5 aliases.


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Shadow Lodge **

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brock, no the other one... wrote:
doc the grey wrote:
Can a GM roll for the weather in the scenario they are running and use those results during the game? I know it's not something we usually think about but is that something that is considered within my purview as a GM at a PFS table?

If you want to describe the morning on the dockside as misty, or as plagued by an annoying drizzle, with no mechanical effects, go ahead.

If you want reflex saves to dodge the 6d6 lightning bolts that the thunderstorm that you made up is throwing out, no

Generally adding minor flavour-text to the adventure is fine, just don't change mechanical bits, and don't change the flavour so much that it's no longer recognisable.

Though a severe thunderstorm with a tornado in a 1-5 could be exciting and the thing a table always talks about I'm thinking more about the more common rolls like a rainstorm, snow, fog, or a hot day in the desert. Seriously I've just been randomly rolling weather in my home game and the results can be staggering with ranged characters having to figure out other options because the rain is throwing them off and really making those melee characters shine as they close. Or hell even just remembering to factor weight and realizing that the best defense against the cold short term is 8 extra pounds on the wizard can really do a lot and change play in really fun ways.

Shadow Lodge

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Victor Zajic wrote:
Fencer_guy wrote:

I would like to see more dark themes in Pathfinder, like Lovecraftain horror and madness. I realize that not everyone wants that but it would be nice if Paizo made a book or dealing with some of the darker aspect of the world.

Yes I know I could make it up on my own but sometimes I just want a dark game and not have to create everything from the ground up.

Take a look at book 4 of the Carrion Crown AP. It will make you very happy, as it did for me.

If you are willing to go 3rd party legendary games did a really dope supplement for CC that includes madness rules for Pathfinder that really work well with the system, mythos tomes & spells, and the mythos subtype. I use it in my home game and it's been wonderful watching my players juggle the risk of near permanent madness with the allure of incredible power.

*Sniff*

It brings a little tear of joy to my evil eyes every time I see a player lose a limb and they have to risk a trip to the alchemist's operating table and have their mind, body, and souls warped and violated in exchange for returning their limb to full function while the alchemist resists the urge to gut them and understand the odd voices in his head telling him of the truths hidden in their entrails.

Shadow Lodge

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Haladir wrote:
MMCJawa wrote:
I am think the various lists of demigod outsiders, and the lists of their areas of concern

Inside back cover of Book of the Damned III: Horsemen of the Apocalypse...

Harbinger Daemon Folca

Areas of Concern: Abduction, strangers, sweets.

Domains: Charm, Evil, Travel, Trickery.

Favored Weapon: Net

*shudder*

In the same book, on page 39, also note the spell parasitic soul.

*shudder*

Ohh I'm happy to see someone else finally noticing this guy. His title is The Gaunt Stranger.

What makes it worse is that he MIGHT NOT be the worst of the Daemon Harbingers. Trust me there are some truly awful things to worship on that list and it makes them the perfect fodder for evil cults for adventurers. They are still have what might be the largest list of gods that an might prompt a paladin antipaladin team up alone.

Shadow Lodge **

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Can a GM roll for the weather in the scenario they are running and use those results during the game? I know it's not something we usually think about but is that something that is considered within my purview as a GM at a PFS table?

Shadow Lodge

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If the lorekeeper cleric ability is used on a robot and its user doesn't have the Technologist feat do they get the pertinent information or does the lack of the Technologist feat block him from getting his information?

Shadow Lodge

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Is the shaman supposed to have spiritual ally? He doesn't seem to have it on their spells list even though it was mentioned as being something that was supposed to be included as part of the update from the beta and they even have beats that reference them having access to the spell. Anyone know if this had been an update on this at all?

Shadow Lodge

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DominusMegadeus wrote:
doc the grey wrote:

1. Be a team with a druid, a monk, and other classes that don't need steel.

2. Befriend a rust monster.

3. Defend said rust monster as it charges the damn robots.

4. Profit.

Is there any spell that can summon a rust monster?

Unfortunately no (there totally needs to be), but they are in essence nonthreatening wildlife since they only feed on ferrus metal and are often portrayed as social or at the very least slightly docile with humans so I would think it's safe to assume they can be tamed and trained. You just have to avoid putting them in with all your loot and metal enclosures.

Shadow Lodge

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Ohh I totally forgot.

Play the Galvanic Saboteur ranger from people of the river and reprogram all the robots making them your friends and allies. For extra fun take a level of iron priest so that you can heal these walking automatons, fielding your own small robot army.

Shadow Lodge

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1. Be a team with a druid, a monk, and other classes that don't need steel.

2. Befriend a rust monster.

3. Defend said rust monster as it charges the damn robots.

4. Profit.

Shadow Lodge

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Create pit then bury it. Thing can't kill you if it's entombed in 30+ feet of dirt and rubble.

Shadow Lodge

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bump

Shadow Lodge

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Anyone else get the book notice the eyes on the nidalese shadow piercer?

Shadow Lodge

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So I'm in the midst of building a slew of prep casters with spell books and a few spontaneous arcane casters and it is killing me. Knocking out a prep casting NPC even in low to mid levels (think 3-10) is such a pain in the ass to do well and quickly. So I'm wondering if anyone has any tips or tricks for building casters quickly in particular wizards, witches, alchemists, and sorcerers. What are good quick feats to help out, solid gear choices, and how you figure out how you allot spell selection as they level?

Any help would be greatly appreciated. I really need to get a way to knock these guys out quickly.

Shadow Lodge **

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Wand of CLW followed by a wand of comprehend languages. The latter is a 2nd buy but saves A LOT of time and hassle for everyone since you now have a good work around for that situation where you need to decipher a language and no one knows it or knows how to decipher it.

Shadow Lodge

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Kvantum wrote:

Favored Weapon: Spiked Gauntlet

Domains: Artifice, Chaos, Evil, Madness
(Subdomains: Construct, Entropy, Insanity, and Toil)

However, due to his non-standard divine nature, he can't grant more than 4th level spells. Clerics of 9th level or higher just lose those spell slots. (Wait till you get the PDF, it gets explained.)

K. I figured it would but I was interested to see what his last 2 domains would be. We already knew he had Madness and Evil from the last book and I assumed Chaos would be in there as well. Should have seen the Artifice part.

Shadow Lodge

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What are Hellion's domains?

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Generic Villain wrote:
Lord Gadigan wrote:
I can confirm that Erum Hel is currently in Orv (specifically the Midnight Mountains). I kinda like the idea that he might be an Urdefhan, though; it'd be nice to have a major non-human undead floating around as a key threat on Golarion.

Here's the only reason I think Erum-Hel isn't an Orvian native: in Iomedae's writeup in The Sixfold Trial, her sixth Act was to defeat Erum-Hel "...causing him to flee, crippled, to Orv." I figured if he was originally from there, it would read that she caused to to flee back to Orv. Orv being the grease-trap that collects some of the worst elements in all of Golarion, it made sense to me that he would lay low there.

Who knows. Whatever he used to be, cool character.

I could still see that as reading as him being from Orv. Most people don't know a lot about Orv or it's inhabitants and a lot of the witnesses (including potentially Iomedae at the time) might not have been able to properly identify what he was. Also I could explain how he managed to get all the way back down there and not been eaten alive.

Shadow Lodge

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Hawktitan wrote:

Not a template but you could adopt this things abilities.

might. I was just wondering if like a tar soaked undead template existed before I sat down and built one myself.

Shadow Lodge

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yazo wrote:
Aranna my issue is that the DM wont let me retire, he thinks making me a wraith is good because it makes me more powerful.

Then it sounds like you need to sit down and have a serious talk with your GM and air your grievances. If that still doesn't fix it and you don't have fun you might have to tell him you want out and roll. Remember the game is about cooperative storytelling and everyone having fun so if you're not really having fun then the game is not working.

Shadow Lodge

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The title's pretty self explanatory but to elaborate does anyone know of a template for undead creatures that are say, conceived of in tar or tar pits? Basically rotting undead infused with necromantic tar that makes them sticky and cling to their victims?

Any help would be greatly appreciated and I don't mind 3rd party sources.

Shadow Lodge

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yazo wrote:
The bigger issue was the character was brought on as sort of a mercenary type to protect the wizard who happens to be the son of a wealthy an influential noble. He stated on several occasions that he wasn't a hero, and if it came down to it he won't make the hard decisions. Now what happened was he sacrificed himself for the Wizard. Now my character would go and cure himself and not burden the party with his problems, as much as he loathes to admit it he really is a good person. So i would picture him leaving and returning after a sort of apiphone and changed back. My DM wont let me though.

You might just want to ask your GM if your return to corporealness is something he is devising for the games coming up. Following that I would also think about whether or not exploring what it is like being an undead, both in general and as that character is something you are interested in doing for that amount of time. That being said from the sounds of it the latter is really not something you are interested in so make sure to at least try and suss out some idea of what your GM's plans are.

Now with all that out of the way and hopefully not spoiling anything the next thing you might need to be made aware of is how difficult it is to actually "lift" wraithdom from someone. Now realize everything I say from here on could be spoilers and assumes that your GM is following the vanilla mechanics of pathfinder but here it goes. To actually remove wraithdom from someone with vanilla rules you 1st have to die again. There is no spell called "Remove wraithdom" or other spell that can just take the condition away. Second they have to then cast resurrection on the corpse. That last part is a 7th level spell that needs at minimum a 13th level cleric and 10,000 gp of diamond dust. So all in all on your character's own he might be f~~~ed so what this sounds like to me is that your gm is engineering some kind of quest for you soon to either remove this affliction or engender you to someone who can foot that bill.

Shadow Lodge

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Probably not. My party and I have invested a lot in the system and like what its been doing for us. That being said I said the same stuff when first exposed to pf so who knows.

What will really say one way or the other is how much exploration, horror, and cthulhian monster stuff ends up creeping into 5th over the next 6 months.

Shadow Lodge

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Warpriest, assuming you didn't completely crap all over your faith in the fall going warpriest is a solid option.

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Charender wrote:

I was DMing a campaign, and we had a sequence where the party was trying to save a group of clerics from a pair of assassins. The assassins had infiltrated the clerics and were taking them out, and the party was getting frustrated. It was a tense cat and mouse game that evenutually blew up into an all out battle. The results of the battle were a draw. 2 clerics and the party druid dead in exchange for one of the assassins. The other twist, the assassins used a potion that caused people killed while under its influence to have spell resistance against resurrections, so the party druid was looking to be dead for good. We were about level 14, and the druid was an integral member of the party, so his loss would be keenly felt.

The assassins were paid lawful evil mercenaries, but they were not going to keep the contract to the death. They were also twin sisters. So, the living assassin really wanted her sister back, so she met the party and offered a trade, her sister's body intact for the antidote to the anti-ress poison. I take the body, and you never see me again. Mind you, the assassins had racked up a pretty impressive body count of clerics at this point, so the thought of just letting them walk was a hard thing to stomach.

So basically, save your friend to let a cold blooded killer live again.

Nice! My party had something like that happen a little while back with a slayer skinwalker. The guy was hired by a cult as their bag man and part time wet works goon when they needed him so he wasn't really down with the cause. When my party finally got a chance at him in earnest he had managed to dangle the party warpriest over a gelatinous cube, cut the cord, and then hide while the party figured out what to do. Half the party tried to save him/distract the cube while the fighter went looking for the assassin. He found him, transformed into a sabre toothed tiger and pouncing on his face. This led to this pitched grapple between the armor spiked fighter and the tiger who is bedecked in poison capped natural weapons. They end up rolling across the floor, Quintus (the skinwalker fighter) using his bearlike strength and spiked pauldrons to just kick the ever loving s~%# out of his erstwhile assassin while Sassaba (the assassin) mauls him with deathblade soaked claws and teeth. It ends with both of them bloodied on the floor, 2 npc allies down, and both of them barely hanging on. Meanwhile the rest of the party is trying to not die to this gelatinous cube a floor down. At this point Sassaba makes Quintus an offer, let go of him and back off and he'll leave. If he takes him up on it he'll spare him and his friends, refuse and he'll kill him and everything between himself and his freedom, and he knows he will not go down alone and with that Deathblade working it's way through Quintus' system he doesn't have the luxury of time to think on it. In the end Quintus agrees and lets him gun it away and barely manages to survive the poison. By the time the party finds him he's hit 3 Con and managed to just outlast it rather than actually defeat it and now the party has a new recurring villain.

Shadow Lodge

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Simon Legrande wrote:
What to order from the pizza shop. Things generally work out well enough.

Lol yeah had that too but I mean like in character stuff. Like what has your toughest in game decision been and how did it effect the game going forward? Stuff like you were supposed to save a kingdom but have failed to kill the big bad and now lie bloodied and broken when say a devil shows up and offers to foot the bill for the army you need but in the process would damn you and the kingdom you serve. Kind of a quick example but those kind of decisions where no option is an easy good choice and consequences are heavy either way.

Shadow Lodge

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The title is pretty self explanatory but to elaborate what is the hardest thing you've seen your party have to do at the table, what are the toughest decisions they've had to make, and how did it all turn out in the end?

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Holy S&%% excellent cover!

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The other one I've seen is Hexographer and roll20 which has a lot of tools.

My thing is though does anyone know of a good option that lets me make hex grid maps like hexographer but doesn't have proprietary software? I really want to hand out some maps to some players but I hate dealing with all the hoops I have to jump through to make hexographer work.

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Anzyr wrote:
DethBySquirl wrote:

I think a lot of the idea of magic items being rare and magic shops being impractical is based on the idea that a given group of PC's are special snowflakes, when in reality they're not.

Just looking at Golarion, there are countless organizations and guilds and nations and the like populated by people with class levels. Even people with NPC class levels are going to have magic items.

Adventuring, crime, education, conquest, law enforcement, the military. These are all things that would involve themselves in a magic item economy. Economies that have been going on for thousands of years. There's going to be a pretty solid stock of magic items in the world, even accounting for ones lost in dungeons and the like.

Sure, as the PCs rise in level they become more powerful figures in the setting, with effective wealth reflecting that, but they're still likely to have peers, even if just in regards to ancient heroes. And that means that items of their caliber would have existed.

I mean, this is obviously relative to a given setting, but most of the well-known and often-played settings, including Golarion, are based in that kind of high-fantasy world.

Exactly!

This. Remember that the core assumption with a lot of Pathfinder is that you are effectively living in a midevil world with a large economy, where magic exists, and magical knowledge has supplemented/outright replaced mundane science as the source for societal advancement. Realize that effectively you live in a world where a 1st lvl cleric can end issues of drought with a wave of his hand and a wizard of 9th level (something a large town has regular access to) can literally bend space time to warp small groups of people across large swaths of a planet. They already can solve problems we still struggle with easily.

Now that being said remember that there are a few easy ways built into the system that help stymie the removal of the mystic from all this.

1. Settlement size: Bigger settlements equal bigger payouts with near anything being able to be found in a metropolis while barely a potion can be found in a throp. On top of that these places also only have so much money to buy stuff with. As a GM use this to your advantage. So your party has managed to get a hold of that awesome corrosive longsword in that dungeon? The nearest town to this lost dungeon is the tiny thorp they are staying in where THEY are literally the richest 4 people for a 100 miles. Remember that the story isn't over when they get fat loots, it ends when they get to sell them. On top of that it also helps show what separates a village like Sandpoint from a City like Magnimar. In Sandpoint you're lucky to find a +1 anything that matches your fighting style but in Magnimar your party will be able to get it freakin' sized and detailed for them.

2. The 75% rule: I believe Evil Lincoln mentioned it earlier but it bears repeating. In the settlement rules they also mention that even if an item is within a settlements price range there is only a 75% chance that it's actually there. So you're player might want that new +2 full-plate but unfortunately they can't find any in town atm and will have to wait another week for it to come in. A lot of trouble can happen in a week or you can have them start looking for other, less scrupulous options.

3. Cursed items: Often overlooked but incredibly useful cursed (or defective) items are something created by accident when a mages reach exceeds their grasp in terms of creating an item. Now I'm not saying punish players for wanting to just buy that magic item but you could start offering up these items at lower cost to tempt players and add flavor to the game. A +1 evil outsider bane greataxe that is only magical against it's chosen foe has a lot more potential narrative built into that mechanic than the vanilla and offers you the chance as a gm to make some interesting narrative around it. Like say said greataxe is crafted by a paladin from the axe of a demon worshipping barbarian and the defect is a test, when its wielder offers an evil outsider a true chance at redemption the penalty is cleared and it becomes normal again. That's just an example but run with it.

4. Orders: The other way you can play that 75% option is that the settlement doesn't so much have the actual item they are looking for so much as the resources to make them. Realize that most of these place probably don't just have arms hanging on the wall like your local walmart and probably more run on commission with people (and organizations) putting in order requests and these smiths forging them. Full plate becomes much more special when you have to wait 5 months in game for that dwarf you saved to forge it for you.

5. The other NPCs can see this wealth as well: Remember that actually owning a lot of this stuff sets the party apart from most of the general population on sight and is something all of them should be aware of quickly. That magical vestments that crackles with magic and is inset with precious gems is basically worth all the things most common folk will ever own and can illicit the appropriate responses. You become targets for bandits and the downtrodden will either look to them as resourceful faces for their causes or be embittered by their presence (aka how can you understand my suffering when you walk about in boots worth more than all the house in my village?) and everything in between.

6. Learn the sunder rules: I know a lot of people might call this a bit dickish but it has been built into the game since core and bears repeating. Anything can be sundered, a lot of things are incredibly easy to do so to, and it is a viable strategy for a lot of people. Bows only have a hardness of 5 and 5 hp with no magic component and doesn't get much better as they get enchanted. A group of bandits who wants your loot and doesn't want to die doing it would totally rush an archer and break the very valuable bow and then run off to attack again if they think it can win them the rest of your parties gold. This may sound harsh but remember if you live in a world where magic is a semi common thing these options are totally within the scope for most people. If magic items are more common place then treat them like that, break em, smash em, let ogres use some for toothpicks. Otherwise how else are they just randomly sitting around in loot piles?

Those are just some suggestions hope that helps.

Shadow Lodge

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I hope that Paizo plans to give us some spoilers on the archetypes in this.

Shadow Lodge

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So I'm working on a Derro savant for a random encounter and I'm trying to figure out good sorcerer bloodlines for it that are thematically appropriate.

Right now I'm thinking aberrant, destined, and the 3rd party bloodlines Vril or ooze. Can anyone think of any others that seem like a good fit? If at all possible sticking to stuff from paizo would be greatly appreciated.

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James Jacobs wrote:
doc the grey wrote:

1. Have you gotten to sit down and watch the show The Quest yet?

2. Did you see the announcement of Dreadnaughtus?

1) not yet

2) Yup!

Sweet you should totally check out the Quest. Is basically like ABC decided to make a full production game of pathfinder into a TV show and mix it with some 80's naming sensibilities in terms of naming villains.

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Other question, why do animals not get survival as a class skill?

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1. Have you gotten to sit down and watch the show The Quest yet?

2. Did you see the announcement of Dreadnaughtus?

Shadow Lodge

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RHMG Animator wrote:

those are already there, but some of them are taken by Paizo staff

never to be released to the public.

Which ones? I haven't seen any save the Garuda one taken.

Shadow Lodge

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Any way we can get the aasimar portraits from blood of angels? I have an aasimar paladin who is that pic of the archon blooded that I really want. Also ask the portraits from blood of fiends.

Shadow Lodge

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pennywit wrote:
doc the grey wrote:


In another more general example a lot of the holy men in my home world aren't clerics but a mix of various classes often something like bards, adepts, experts, or potentially even wizards with the more important part of their character being what skills they have rather than the class name. For you to be a cleric you need to be recognized by the church and congregation which is usually more about having Knowledge (religion), diplomacy/perform (oratory), and sometimes the Heal skill then whether or not you can cast bless.

I kind of like this one; it's nice for a world where the gods have left the world behind. It also makes healing magic a little harder to come by.

Lol it actually has less to do with gods having left so much as it does the idea of training to be a true cleric is really rare or really difficult. Actually being a cleric takes a lot of work and dedication that not all people can do but there are still a lot of people who are clerics. It also makes things like infiltrators more possible since you no longer can just detect evil sweep the monastery and play detect the cultist.

Ohh another fun one is primitive setting. Drop cleric and maybe druid and push shaman and oracle. Also maybe dump wizard and keep alchemist as a priest option who creates poultices and things to use on people.

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pennywit wrote:

With the ACG out now, we have a mind-boggling 32 classes available for players, counting core, base, alternate, and hybrid classes. Have other GMs considered restricting classes as a way to shape their game world?

In a game I run, for example, we're doing a pseudo-European medieval setting, so I banned gunslingers, ninjas, and samurai. But it occurs to me that with the plethora of classes available, it's possible to create some interesting shapes to the game world by restricting them and tweaking other "allowables" in the campaign.

For example:

Weird West. A setting on the cusp of an industrial revolution. Magic is generally a rare, mystical thing, granted by mysterious, ancient bloodlines or mysterious spirits.

Banned classes: Wizard, cleric, arcanist, magus
Tweaked classes: Alchemist, who now draws his power from SCIENCE! rather than magic.
Other: "Guns everywhere" campaign

Any other thoughts in this vein?

Actually, if I was doing weird west I would totally allow the arcanist. I mean a class who's schtick is a fundamental understanding of magical physics and the ability to tear it apart and mash it back together again just screams tesla like/steampunk style super science.

As for the fact that now we can build these highly nuanced curated class lists yeah that's true but in my experience I've usually found most classes to fit within a working narrative. For me it's usually more about blurring the lines of class thematically so that the world both feels more real (with people of various other skills being able to fill many rolls) and keeps the players from being stuck in the mindset of what class is listed on the character sheet being the only thing that determines what the character can do.

For example in my home game the elven god Oberon refers to his clerics as The Witch Brides. These clerics function in a lot of ways like fey inspired druids, showing off the power of their god through control or power over the forces of nature and the fey. There are many (especially amongst the common folk) who think they are druids. In reality they are all either clerics or witches (or now maybe some shamans) who focus on nature magics taught to them by the fey.

In another more general example a lot of the holy men in my home world aren't clerics but a mix of various classes often something like bards, adepts, experts, or potentially even wizards with the more important part of their character being what skills they have rather than the class name. For you to be a cleric you need to be recognized by the church and congregation which is usually more about having Knowledge (religion), diplomacy/perform (oratory), and sometimes the Heal skill then whether or not you can cast bless.

But now though, in the spirit of the post I will offer one suggestion.

Feudal/ancient Japan
Banned: Cleric and probably druid, some of the sorc bloodlines
Featured class (i.e. those that are more prominent than before): Shaman which acts as the Shinto priest

Shadow Lodge

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Bump

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I was just looking over the shaman spell list presented in the ACG and it appears that somehow after 2 beta iterations the shaman still doesn't have access to spiritual ally even though it has feats that seem to reference it having that ability. Is this a typo that got overlooked and has since been errata'd in or is the shaman not supposed to have that ability?

Shadow Lodge

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Are you asking me as a GM what I don't allow myself to use or what I don't allow my players to use?

If the former that short answer is I really don't ban anything. I like to live in a world where anything out of Paizo and potentially 3rd parties is mine to use until I don't want to use it. Now this psyker eidolon spawn my party just ran into might be the only one in existence but that is sort of my right as the GM to plop that sucker down if I feel like it will add something to the narrative I'm telling (ohh I might have to use that for something later).

As for players it really depends on:

1. Where & when the game is taking place.
2. What I think is common around there.
3. What the characters narrative is.

My usual way of going about legality for players is I figure out what commonly and uncommonly populates the region of the world the players will be spending most of their time in. This list can be core races, noncore, and 3rd party stuff but it's meant to be what lives around their, is 0 hd, and interacts with the societies therein in a way that doesn't always end with shouting mobs and spear points. That list usually runs between 7-18 races depending on what I'm doing.

Now all that being said I leave room for players to present me with something really interesting and cool that turns on the characters race. For example in my home game right now elves are banned as a starter race since they don't generally live in the region the party is exploring. Now that being said if someone decided to check out the lore for the game and really dug on the struggle of the elves to cure the wasting affliction that effects them all and staggers their birth rate and was heading out to the frontier against his families wishes I could be swayed to let him. Now if that happens I make sure they understand that they will be rare or nonexistant in the area and people will probably at the very least stare and very worst might try to I don't know, burn them at the stake but if they are really willing to give it a run and make me a fan of that character and the integral nature of the race then I usually let them.

All in all my 1st rule as a gm with character creation is the more of a fan I become of your character the more likely I am to say yes to the stuff that goes off book.

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Koujow wrote:

I feel the ability is annoyingly vague. If it is a Standard action, why does it specifically state the the Shaman is included? I guess for AoOs? And does the Shaman have to spend a Standard action every round? How do you maintain it? ETC.

...also, the original post was at 4 PM on a Saturday. That isn't late at all! :P

My guess is it's probably a copy paste error or something missed in editing. The shaman has a few places that seem suspect like that (check out lifelink for the life shaman). Hopefully a dev or someone will hop on with an answer and a source soon though man.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Does anyone know if the life link ability for the shaman has a typo in it? As it stands I would assume it's supposed to work like a life oracles but as it's written it seems that you can only use the ability if the target is at -5 hp or less. Anyone know?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Lol yeah. I'm interested to see how the show handles trotting out the BBEG and his evil plot. Also I'm happy to finally see Christian gone, that whole thing took way too long.

Other thing this slow had more caused in my home game is the desperate need for a wizard that has a scepter cozy. Was one of the things I laughed the hardest at in the first episode but now I really like as part of the design aesthetic.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Tonnerre wrote:

I'm enjoying it as well, though I was skeptical when I first heard about it.

What I dig the most is that the paladins are really into it(how could they not?) and are there for the experience rather than just a cash prize like other reality shows.

Bonnie and Shondo are my favorite cast members so far, but they've all been cool at one point or another.

Got any favorite?

Shondo and Bonnie are in my to 3 to survive to the end. Patrick is my number 2 between Shondo and Bonnie since he is very for but also seems to have a lot of the heart and conviction of the other 2. Andrew is 4th. And I'm with you on how honest and into it a lot of the contestants have been and how it seems better designed to promote that. Like the final elimination that forces you to stand behind who you want to continue and face both that choice and those who you are sending home. Also solid use of more practical effects rather than blue screen work which would have looked so fake to watch the paladins react off of.

That being said I do have some complaints (like how they have a solid narrative angle that drives this thing yet use a lot of confessionals which is a little unnecessary) but overall it is a solid first effort and they've managed to pull a lot of my friend base into a TV genre that we are usually not interested in.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Has anyone here seen The Quest yet on ABC yet? It's basically a live action pathfinder game with really high production values and I was wondering if anyone else has been enjoying it as well. I'm not usually a fan of reality competition but this one had really held my attention.

So anyone else been enjoying the show?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
BigNorseWolf wrote:

Heirloom weapon for the club passed down from father to son for generations? There's a new scarf you should pick up at some point to give you reach.

Auspicious tattoo for +1 to will saves

anything for +1 fort saves, for your horrible fort save. Call it "i ate what?" for your jungle survival skills.

Well keep in mind I'm building for pfs so they have to be legal there. Heirloom weapon could be cool but right now I'm chugging away at building an adamantine morningstar and I think heirloom won't really qualify on that one. Auspicious tattoo is pretty cool as well as something with Fort saves but my Fort isn't terrible atm (though I will be grabbing some kind of cloak of resistance soon).

My current second is Savage which gives me knowledge (nature) which feels appropriate but feels wrong when I look at the name.

Does anyone know of any of the Mwangi trait options?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I'm working on a swashbuckling Mwangi prince from deep within the expanse and I'm trying to figure out a good trait to fit that thematically. Right now he has reactionary to match his years of rigorous training in morningstar stick fighting and his furious assault but I can't think of/find a good one to match the rest of the build. Anyone have any good ideas?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Hey quick question. On timeworn Cylex what chart does one use to determine what happens to it when it glitches?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Umbranus wrote:
universal monster rules wrote:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam).

Until I checkt it and found the above I thought that slams were not attached to limbs. But this quote seems to indicate it.

On the other hand the zombie states:

Zombie template wrote:
Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the zombie's size, but as if it were one size category larger than its actual size (see Natural Attacks).

Which doesn't note that a slam might be connected to the arms. And the fast zombie even gets an additional slam attack:

zombie template wrote:
Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.

That means a fast zombie can, by the rules, make all of its normal natural weapons it had before becoming a fast zombie, two slams and/or all his weapon attacks.

All in all it seems, at least, unclear.

K so I guess that means that my winter wight rocking a gladius in one hand and a shield in the other can full court press a slam on my party lol. Sunday is going to suck for them.

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