Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Kaiju, Mogaru

doc the grey's page

Pathfinder Adventure Path, Companion Subscriber. FullStarFullStar Pathfinder Society GM. 2,667 posts (2,692 including aliases). 12 reviews. 1 list. 1 wishlist. 10 Pathfinder Society characters. 5 aliases.


RSS

1 to 50 of 2,667 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

wait so what are these new mundane weapons and how much damage do they do?

Also what does the new titan fighter barbarian get?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I echo a lot of Scythia's sentiment where for the vast majority of classes I don't really try to assign them too much to any distinct social position and at most generalize an answer to help my PCs get a feel for how they all fit in the world we play in. Remember for the most part the people of the world you're running really don't see character classes. A holy man of a god could be as much a bard or even an expert as they could be a cleric.

About the one place I kind of fiddle with this is with arcane casters in that societies that spend a lot of time trying to distinguish the who and how of how they gain access to arcane magic. But beyond that I try not to play hard and fast to any one cultural option in my game worlds.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Albatoonoe wrote:
doc the grey wrote:

So hold it, you're saying my Rakshasa blooded Rakshasa tiefling sorcerer might finally be able to have a rakshasa familiar?!

In!

Dude, you can already get a Raktavarna as a familiar. It's in Bestiary 3. Rejoice!

Yes but as a Rakshasa bloodline sorcerer I cannot qualify for a familiar without also taking eldritch heritage (arcane), skill focus (spellcraft), and then Improved Familiar.

From the sounds of it though we are getting a feat that lets sorc's supersede that very baroque chain and just get a familiar that matches their bloodline, a fact that if true makes me immensely happy.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Secret Wizard wrote:
Once per day, as a standard action, ignore one ongoing effect on you for 1 hour.

Oh that could be cool. What's the reasoning behind it?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I was thinking of more suggestions and ideas should we not have preexisting ones.

Like for example

The Jol Greenskin brigade: activated over a decade ago during Opir 8 fingers rule, the Greenskin brigade is a military outfit designed to incorporate the many Orcish orphans and refugees fleeing or left over from conflicts within the Kodar mountains into a fighting force that is both effective in defending Jol's borders against further incursions from the hills while simultaneously galvanizing these Orcish refugees into a productive force away from the rest of Jol's population. Orcs who are brought to the unit are guaranteed a full pardon from any past transgressions, food and shelter, and citizenship after 12-20 years of service. Often this work is difficult and many do not make it but amongst the brigade all are equal.

Not exactly the most noble example but it does help build on the idea of how various factions might deal with various monstrous races inside their border beyond just trying to kill them and with Opir's already tenous rule coupled with the giant problem his region has I could see him deputizing orcs into a "loyal" viking force if he thought it would help show off his might and they gave him the proper platitudes.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

So are we actually going to design some organizations for Golarion or is this mean to be more of an abstract discussion of what might be needed to raise the children of these various and often evil aligned races?

If the former I have a few I just don't want to get off track of the general discussion going on here.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

So I'm working on some prestige awards for a faction based around the plains indians of the western united states.

Currently I'm working on a title award called Brave. It's a title with the prerequisites of 10 Fame and 3 Prestige and will start to segway into some of the larger titles including Warchief, Grand chief, and a few other options I'm still working on.

The problem is that I cannot think of a good boon for the actual boon. I want something that feels like it goes with the brave theme but is a bit more interesting than just gaining a new class skill. So does anyone have any good ideas?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Okay other question on gifts. What about when you give a gift that's pre built like say giving them a weapon or piece of armor? How do you make the craft roll for that?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Rogue Eidolon wrote:
doc the grey wrote:
Rogue Eidolon wrote:
doc the grey wrote:
So that means that if the PC sorcerer had potential rank ups with all 5 NPCs in that potential period he can take a shot at ranking up with all of them correct?

Indeed. Because I am a crazy person, my PCs had the opportunity with 28 different NPCs during the last milestone (they're getting to the end and have met nearly all that they will ever meet, and they've fastidiously managed to convince every possible NPC to join their caravan because they love collecting NPCs and ranking them up).

If you collect all the minis, you too can have an intricate web of relationships that connects the PCs to a complicated supporting cast!

Lord! That's way more than I thought you could pull per milestone! I actually use the caravan system in my homebrew and custom build hirable NPCs for them alongside the heavyweight ones and they've started to befriend them as well! I thought it was just one and considering the number of milestones you got (around 5-10) by the end of it you would have all of them amongst the party. This does not make incorporating this now that the game has been going for almost a year much easier.

k next question:

So with CP that can be earned at any time that I as GM deign that they have done something to help further their relationship with an NPC rather than just at milestones correct?

With gifts are those meant to be something that can only be used to rank up or is that mechanic also applicable to earning CP?

Each milestone, they get 1 attempt per NPC to give a gift or perform an interaction using a skill (maybe go on a little hunting trip, etc). This might give CP. However, if the PCs do something significant for the NPC, it might give free CP above and beyond this. For instance, saving an NPC from being kidnapped would definitely count.

Okay so for the vast majority of instances the only time one can gain CP or rank up is during a milestone. All other times it's just game as usual unless otherwise GM stated.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Rogue Eidolon wrote:
doc the grey wrote:
So that means that if the PC sorcerer had potential rank ups with all 5 NPCs in that potential period he can take a shot at ranking up with all of them correct?

Indeed. Because I am a crazy person, my PCs had the opportunity with 28 different NPCs during the last milestone (they're getting to the end and have met nearly all that they will ever meet, and they've fastidiously managed to convince every possible NPC to join their caravan because they love collecting NPCs and ranking them up).

If you collect all the minis, you too can have an intricate web of relationships that connects the PCs to a complicated supporting cast!

Lord! That's way more than I thought you could pull per milestone! I actually use the caravan system in my homebrew and custom build hirable NPCs for them alongside the heavyweight ones and they've started to befriend them as well! I thought it was just one and considering the number of milestones you got (around 5-10) by the end of it you would have all of them amongst the party. This does not make incorporating this now that the game has been going for almost a year much easier.

k next question:

So with CP that can be earned at any time that I as GM deign that they have done something to help further their relationship with an NPC rather than just at milestones correct?

With gifts are those meant to be something that can only be used to rank up or is that mechanic also applicable to earning CP?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Rogue Eidolon wrote:
doc the grey wrote:
Rogue Eidolon wrote:
doc the grey wrote:

Are milestones meant to be tied to the rank up scenarios presented in Imperial relationships or are they meant to be something more free floating that happens independent of the rank ups?

Are gifts something that can happen separate from milestones or are they meant to only happen in tandem with milestones?

So what happens if a player reaches the camaraderie cap with a character but there are no more milestones planned for that current part of the adventure path, can they still rank up without a milestone or are they supposed to wait until another milestone occurs and try then?

If a player fails his chance to rank up at a milestone and again they are out of milestones does that mean that they have to wait till another one occurs or can they initiate the rank up without being in a milestone?

The guide suggests that there should be about 5 milestones per ap book. Are each of these meant to be tied to individual characters or is the opportunity an open opportunity to advance your plot with any character you can?

What is the average rank progression supposed to be per level or book? I.e. is there supposed an average rank a player is supposed to be at with each character at each level?

Think of milestones like markers that together delimit a period of time. So let's say Milestone #10 was saving the frog princess and Milestone #11 was allying with the flamingo knights. Then between those two events, each PC can try one gift or activity to gain CP, and if they are ready for rank up, they can attempt that rank up once (if they gain enough CP to rank up due to a gift or activity, they can do both).

Does that mean you can only attempt 1 rank up or CP increase per period?

For example during that period between frog princesses and flamingo knight the PC Sorcerer can only gain CP with one NPC or rank up and not say further his relationship with like 3 NPCs?

During that period between frog princesses...

So that means that if the PC sorcerer had potential rank ups with all 5 NPCs in that potential period he can take a shot at ranking up with all of them correct?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I actually picked this up on Drivethru. It's pretty good and a nice guide to building a commoner who could survive an encounter or 2 in a PCs world lol.

Really has me excited for the Adequate Commoner guide this book is building towards.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Same!

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Rogue Eidolon wrote:
doc the grey wrote:

Are milestones meant to be tied to the rank up scenarios presented in Imperial relationships or are they meant to be something more free floating that happens independent of the rank ups?

Are gifts something that can happen separate from milestones or are they meant to only happen in tandem with milestones?

So what happens if a player reaches the camaraderie cap with a character but there are no more milestones planned for that current part of the adventure path, can they still rank up without a milestone or are they supposed to wait until another milestone occurs and try then?

If a player fails his chance to rank up at a milestone and again they are out of milestones does that mean that they have to wait till another one occurs or can they initiate the rank up without being in a milestone?

The guide suggests that there should be about 5 milestones per ap book. Are each of these meant to be tied to individual characters or is the opportunity an open opportunity to advance your plot with any character you can?

What is the average rank progression supposed to be per level or book? I.e. is there supposed an average rank a player is supposed to be at with each character at each level?

Think of milestones like markers that together delimit a period of time. So let's say Milestone #10 was saving the frog princess and Milestone #11 was allying with the flamingo knights. Then between those two events, each PC can try one gift or activity to gain CP, and if they are ready for rank up, they can attempt that rank up once (if they gain enough CP to rank up due to a gift or activity, they can do both).

Does that mean you can only attempt 1 rank up or CP increase per period?

For example during that period between frog princesses and flamingo knight the PC Sorcerer can only gain CP with one NPC or rank up and not say further his relationship with like 3 NPCs?

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber

So hold it, you're saying my Rakshasa blooded Rakshasa tiefling sorcerer might finally be able to have a rakshasa familiar?!

In!

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Aaron Bitman wrote:

I quote Jason Bulmahn in this thread:

Jason Bulmahn wrote:

Aha... my misfortune strikes again! This is just not my day. Oddly enough, this weapon table does not match the one I turned over for layout... its missing a host of items. I am going to have to investigate this one more fully.

Edit: Yeah, this looks like an unfortunate copy-fit error when the table was made to fit the space allotted. For the record, here are the missing entries. We will make sure to get this fixed at the next possible opportunity.

66 sai
67 sap
68-69 scythe
70-73 shortbow
74-75 shortspear
76-80 shortsword
81 shuriken
82 sickle
83–84 sling

Jason Bulmahn
Lead Designer
Paizo Publishing

Thank you and much obliged. Will be using this the next time I have to roll out some weapons.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Did anyone ever address the 10% missing from the random weapon table? As it stands the percentages jump from 65 with the rapier on pg. 370 to 85 with the Spear.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Like for me, the biggest thing I'm picturing is getting chased down that classic hall of mounted armors, stopping, and turning to my party and going, "I got this" and then start animating these suites of armor and sending them charging at the guards all the while blood dripping from his nose as he starts animating a small army.

Ohh or ending up in a kitchen and animating a swarm of butcher knives to come flying at the bandits who chased me in there.

Or s*&~, being on a battlefield and animating a broken trebutchet to stand up and start smacking orcs around with its giant catapult arm while trundling along on some broken tension wheels.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Shiroi wrote:
doc the grey wrote:
Milo v3 wrote:
Shiroi wrote:

@doc the grey

I can see the ability to use animated weapons to get their full attacks and all the magic abilities of a weapon at range as a tele-blast option. I can also see using a tele-anything composite blast by surrounding the thrown object with elemental matter, like a flaming desk flipping across the room, or freezing a tapestry so it becomes heavier and more solid and throwing it. I don't feel like creating a flaming chair as an autonimous creature would benefit the class in any way, if that's what you mean. For one, if you want your character to do that it's perfectly well within your power already. Use spark of life, elementals may have "normal/preferred" forms, but they can be molded any which way you choose. If you want to have a living suit of ice armor follow you around, Spark of Life works well for that already. Floating chandelier of wind? Weird, but not rulebending. Go for it.

Just realized I misunderstood what you said there. Dunno if I'd take that option, but animating objects as a spark of life equivalent wouldn't be out of line. Not my cup of tea, but a decent idea.

I believe the intention is to use animating objects as Aether's version of Spark of Life, since it cannot create elementals, using telekinesis to animate the object rather than animating objects with cold and fire.

This is pretty close to what I was envisioning. Like instead of them imbuing their element with a spark of their being a telekinetic is wrapping telekinetic force around an object and directing it to attack like a puppet. My telekinetic imbues his will upon the empty chair next to him and has it assault his captors, swinging and smashing at them with its wooden legs and arms with reckless abandon or filling a standing suite of armor with his drawn aether and sending it charging at bad guys.

I mean in my mind spark of life already basically lets a user make a fighting doll out of whatever element they are attuned to. The

...

I get that but I don't think anyone's saying that anymore than they are saying it's a problem with the normal use of it. Hell if I'm geomancing in a silver shop I could just as easily pull that off or hell anywhere since the shape of my sparked creation is really left to, the kineticist. As for the sentience it is a small piece of the creators consciousness rather than a new mind coming into existence so it's probably going to have more in line with it's parent mind then some new person. But if someone wants to have an animated creation with the mind of a matronly maid there is nothing stopping them from pulling that off with any of the other kineticists either though I don't know how helpful that will be in say, wasting some bandits lol.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Milo v3 wrote:
Shiroi wrote:

@doc the grey

I can see the ability to use animated weapons to get their full attacks and all the magic abilities of a weapon at range as a tele-blast option. I can also see using a tele-anything composite blast by surrounding the thrown object with elemental matter, like a flaming desk flipping across the room, or freezing a tapestry so it becomes heavier and more solid and throwing it. I don't feel like creating a flaming chair as an autonimous creature would benefit the class in any way, if that's what you mean. For one, if you want your character to do that it's perfectly well within your power already. Use spark of life, elementals may have "normal/preferred" forms, but they can be molded any which way you choose. If you want to have a living suit of ice armor follow you around, Spark of Life works well for that already. Floating chandelier of wind? Weird, but not rulebending. Go for it.

Just realized I misunderstood what you said there. Dunno if I'd take that option, but animating objects as a spark of life equivalent wouldn't be out of line. Not my cup of tea, but a decent idea.

I believe the intention is to use animating objects as Aether's version of Spark of Life, since it cannot create elementals, using telekinesis to animate the object rather than animating objects with cold and fire.

This is pretty close to what I was envisioning. Like instead of them imbuing their element with a spark of their being a telekinetic is wrapping telekinetic force around an object and directing it to attack like a puppet. My telekinetic imbues his will upon the empty chair next to him and has it assault his captors, swinging and smashing at them with its wooden legs and arms with reckless abandon or filling a standing suite of armor with his drawn aether and sending it charging at bad guys.

I mean in my mind spark of life already basically lets a user make a fighting doll out of whatever element they are attuned to. The walking elemental ball is mindless and can only act if the kineticist spends a move action directing it to act. If that's the case then it makes a lot of sense for my telekinetic to be able to wrap my aethiric will about an object and cause it to shamble after someone like an animated creature. I mean if a geomancer can make a hunk of wall grow arms and amble after a dude why not let me use a suit of armor like a hollow action figure I move with my telekinetics?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
thejeff wrote:
doc the grey wrote:
thejeff wrote:
doc the grey wrote:

Ahh. In my home games it comes up largely from the fact that they are on the open roads of the frontier, operating a caravan that needs to carry food and water to survive. Along the way they run the risk of collecting up contaminated food and water and I'm in the process and potentially putting the whole caravan at risk.

So in an effort to simulate that I've started to build a random disease list that comes up if someone gets sick or if they roll up a contaminated stores hazard. To do that though I've had to start figuring out a lot of the ways you actually get exposed to some of these diseases which, with just the PFC is not that easy.

That's what Purify Food and Drink is for. Other than cases where there just aren't any divine casters available, food and water borne illnesses just aren't a problem.

Sort of. Purify food and drink only really helps if you know what food is actually contaminated before you consume it (which is not as easy as it sounds for a low to mid level party and NPC classed npcs) and if you have diseases that can't survive off of food. If we are talking a midevil setting you can have things that get caught simply because common cleaning practices just aren't known like trench digging or thorough cleaning of buckets used both for conveying waste away from camp and collecting water from the nearby stream.

Hell with most diseases you are likely not to know there is a problem until someone starts showing symptoms for blinding sickness or coughing up oozy lung bits.

With a caravan and relatively limited amounts of food and water, if you have even a low-level priest along, you purify everything. It's an orison. You can use it as much as you want. Don't wait for the disease to show up, use it as a preventative.

Obviously, it doesn't handle all diseases, but the food/water contamination ones go away.

Sort of. Assuming that a unit of stores (which holds 10 provisions, 1 of which can feed a horse) is at least 50 lbs we are talking about on average about 350 lbs of perishables you would have to be checking daily. On top of that it's not permanent so if you have clean food in a contaminated environment you still run the risk of contamination even after casting. Part of why they actually list it in the caravan rules as giving you a bonus to fighting off contamination rather than actually solving it whole sale.

I'm not saying it's not a good idea, just saying it comes with as many other problems as it helps prevent.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
thejeff wrote:
doc the grey wrote:

Ahh. In my home games it comes up largely from the fact that they are on the open roads of the frontier, operating a caravan that needs to carry food and water to survive. Along the way they run the risk of collecting up contaminated food and water and I'm in the process and potentially putting the whole caravan at risk.

So in an effort to simulate that I've started to build a random disease list that comes up if someone gets sick or if they roll up a contaminated stores hazard. To do that though I've had to start figuring out a lot of the ways you actually get exposed to some of these diseases which, with just the PFC is not that easy.

That's what Purify Food and Drink is for. Other than cases where there just aren't any divine casters available, food and water borne illnesses just aren't a problem.

Sort of. Purify food and drink only really helps if you know what food is actually contaminated before you consume it (which is not as easy as it sounds for a low to mid level party and NPC classed npcs) and if you have diseases that can't survive off of food. If we are talking a midevil setting you can have things that get caught simply because common cleaning practices just aren't known like trench digging or thorough cleaning of buckets used both for conveying waste away from camp and collecting water from the nearby stream.

Hell with most diseases you are likely not to know there is a problem until someone starts showing symptoms for blinding sickness or coughing up oozy lung bits.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Ahh. In my home games it comes up largely from the fact that they are on the open roads of the frontier, operating a caravan that needs to carry food and water to survive. Along the way they run the risk of collecting up contaminated food and water and I'm in the process and potentially putting the whole caravan at risk.

So in an effort to simulate that I've started to build a random disease list that comes up if someone gets sick or if they roll up a contaminated stores hazard. To do that though I've had to start figuring out a lot of the ways you actually get exposed to some of these diseases which, with just the PFC is not that easy.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Still not really a fan of giving them Summon abilities.

Again I don't think of gorillas as summoners and if we are talking about an SLA it should give you something you can't imitate with other skills. If you wanted to try something close to that again the speak with animals option fits more appropriately.

Right now though I'm thinking that the Thundering Drums, Blistering Invective, or Shatter are probably some of my top choices. The latter gives you this awesome ability to scream at a guy and blow up his sword or crumble his armor. That seems pretty quaking in the boots when you have to worry about the squad of Silverbacks having a battle cry that destroys all their enemies stuff.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Also not into long arm. Again, though gorillas have bigger arms than legs (but realize their legs are much shorter than our own) I don't think reach is a key part of what I think of when I see gorilla man.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
London Duke wrote:

Animal Aspect (Gorilla) is an obvious but potentially very very powerful choice.

A level 1 tetori silverback with the extra feature feat would have a +10 grapple without factoring in strength.

Actually I think that plays out to a +11. +1 Str bonus, +1 powerful build, +2 shift grapple bonus, +2 Improved Grapple bonus, +1 BaB, +4 Animal Aspect.

Either way I'm not digging animal aspect either. It's too easy and just feel redundant with what you have already done.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Shillelagh would be cool but it feels more appropriate for a race with more connection to nature and trees, like something a treantfolk would have.

2nd 3rd lvl spells aren't unheard of but in most cases they are a more dominant part of the the races persona rather than a side ability. Remember you want the SLA to complement the gorilla theme not overshadow it.

That being said rage isn't a terrible choice that is 3rd lvl but it is very limited in who would use it. Most non martials wouldn't get much out of it and even a magus would be hard pressed since he couldn't cast while it was going.

Grease also feels too out there for the concept and more like something silverback's would cast rather than something they could just do.

Clarion Call is on the money but just boring unfortunately. It just lets you make loud noises and be heard over long distances. It's helpful but no more than a trumpet or ghost sound and just doesn't make me as a player or gm go, "that makes me want to play one of these".

Ear Piercing Scream is really good but it's biggest problem is that it can only be heard by the target and no one else, so the silverback will sound terrifying to that one guy and just be mute motioning to everyone else.

Already talked about Swallow Your Fear being really cool but still on the fence about since it's a bit too situational and I feel like there has to be something more thematically appropriate out there. But it is a good 2nd or 3rd choice.

Blood Rage is just too good as an SLA for this build but I could totally see it being a racial spell they would have cooked up alongside the orcs.

Almost forgot this one. Blistering Invective is really cool and on point, the one issue it really has is that as a Silverback if you use it on a nonshapechanger humanoid while shapechanged you take a -4 penalty to the Intimidate check which makes it a little hit or miss. Also I kind of wish it could be sonic damage rather than fire. Sonic feels more in line with the chest beating kong shout than burning someone up.

Still reading through the last 3 will hit you back as I get to them.

Current front runners are Swallow Your Fear, Ear-piercing Scream, Thundering Drums, and Blistering Invective.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Rolling through them now. Still reading through them all but from the few I have I can lay this out.

Drop Resounding Clang, Mad Monkeys, and any spells that are at the very least 3rd level spells.

Resounding Clang only really works on metal and though it is cool it doesn't feel like the spell like ability I would get from being king kong.

Mad Monkeys is amazing but it is a 3rd level spell which puts it pretty high above the power curve for the other spell like abilities common to not just normal race choices but the SLAs of the other skinwalker variants we've already gotten. Remember that's the same level as spells like fireball, haste, and fly so giving them to low level players is a lot of juice to give.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Also yeah 5ft reach could be pushing it. Remember that unlike powerful build a flat 5ft reach would improve all their melee abilities without any extra investment on the part of the player, unlike powerful build where I would still have to buy and transport all that BIGGER gear.

The other thing I would say is that though Gorillas have large arms I wouldn't think they had any longer reach than other creatures of their size.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I would say reduce the bonus and damage on slams to 1d6+Str and let them have 2 which is more in line with the actual gorilla stat block. Also it gives an easy setup for taking something like rend down the road. Now you have a gorilla man who hits people with both hands and then tears them in half.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

So since we are still talking about this has anyone brought up making a spark of life option for telekinetics that gives animated objects instead of elementals? It would be awesome for telekinetics that lets them animate chairs, tables, and carriages against enemies.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Yeah. Also when the image of a gorilla magus gets stuck in my head for days or a mad gorilla wizard I think it means you should keep it.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Uthak wrote:

Alchemist fire is only 20 gp, the main problem is that the golem eat up the whole area of the 10 x 10 pit, all the party has to do is get them into the pit and they hit the golem. with 4 party members left to act after the wizard pits the golem that is 4d6 points of dmg. It has two options at this point spend a full round rolling around to put out the flames( halting it climbing out), or reflex save to avoid 4d6 points of fire dmg again(witch it will more than likely fail), and mind that it would be 4 separate saves one for each bottle.

the only thing I can think of that stops this from working is if the golems DR works against the fire dmg, is that the case?

Any chance you can tell us what golem your party was using this strategy against? It might help us to better figure out an answer to this problem.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Nahh I more mean you don't want Silverbacks to end up looking mechanically the same as Vanara and if you went +2 Str, Wis, -2 Cha the silverback would be sliding pretty close there.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Ehh it's a tough line to walk. I do get it though as there comes a point when you start trundling too much into Vanara territory.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Also Swallow fear is good but you could also do something more like Shout or another sonic effect.

Second thing that you might want to consider is some claw attacks like the standard gorilla gets. From there you could have them build into some rend abilities.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Powerful build is solid and to get it they have to chose it over all other options and a constant -4 to Charisma based checks with non shapechanger humanoids in order to keep it on.

My biggest issue thus far would be with the +2 Int bonus since it's not the first choice I would think of when I think of the classic Gorilla (which might be Wis). That being said though the more I thought about it the more I'm digging the idea of a Silverback magus like Gorilla Grod or a monkey man wizard. But either way that choice is not easy.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Cool and you are welcome. Loxodons are pretty dope and I just thought that the only way to make them cooler is to let them wield an Earthbreaker with his trunk.

I know in my home games skinwalkers get a lot of play so I'm always happy to see more of them come down the pipe by people. Now elephant folk don't really fit with where we are playing (setting more akin to the american great plains) but I might reskin them as mammoth folk and use them that way.

All that being said another offer that might work for you is to make a race trait that gives them knowledge history as a class skill. Call it something like Student of Memory, Remembromancer, or Hermit of the Past.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Marroar Gellantara wrote:
Champions of purity is not PRD.

No but Ultimate Magic is. Also oddly enough Infernal Healing is not core either, it is a setting specific spell from Golarion.

Marroar Gellantara wrote:
I don't use RotRL for aasimar ages either (aasimars age differently in Golarion than in the rules).

And that's cool if you are talking about playing in not Golarion or a different version of Golarion.

Marroar Gellantara wrote:
Not everyone playing PF is using the Golarion setting.

And yet most of this argument seems to be revolving around a spell specific to that setting.

Look as I said before the whole thing is preference in the VAST MAJORITY of games. If you are GM'ing your home game or you are a player in one where the subtype doesn't matter and everyone is having fun THAT'S GREAT FOR YOU GUYS! No one is going to call the fun police on you and haul away your dice and minis for not affecting this tiny part of the game "correctly". Really the most you are going to have to do is just let your players know and figure out how this works with things like cleric restrictions.

Now if you want to actually figure out which you prefer just try the other way sometime with a GM you trust and see if it floats your boat.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
TriOmegaZero wrote:
doc the grey wrote:
TriOmegaZero wrote:
DominusMegadeus wrote:
Paladins don't need to worship a god.
Which can be even worse. Gods can be swayed. Concepts cannot.
+1 dude. The point of being a paladin is that temperance of action through good and law and as much living up to those concepts as resisting the temptations of forces that would lead a paladin away from those goals (like chaos or evil).
Be that as it may, I do not agree that by the rules Infernal Healing and the like are Evil acts. You're welcome to rule that way in your own games, but I don't, nor do I find evidence in the core rules for it. As to the OP, I don't believe the spell should affect your alignment, because your acts will have a greater effect than any spell you ever cast.

And as I said play as you want. I think both can have equal merits and hell in my own games we can sit a lot in the middle (bad spells are bad but if I'm dead we can't save the world, but at what point am I saving the world to damn it by my own actions?) so really whatever floats your boat.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

You apply hardness, resistance, and vulnerability in that order. This has come up a lot at my local pfs events and we've had to look up the ruling on it. Remember though you DON'T halve the electricity damage when you use hardness for a creature.

So to use your example that 15 dmg you got would be 7 damage after every defense plays out (-5 hardness, -5 from resistance, +2 from 50% increase).

Hope that helps man and if it's the creature I think it is your players are in for a rough ride.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber
blackbloodtroll wrote:

Thing is, there is good chance that there is no "good church, or friendly orphanage" that would take them in.

Orcs are naturally strong, dim, and their culture promotes violence.

So, selling them into slavery, or raising them yourself, are usually the only options, outside of mercy killing them.

Giving them to an Orc tribe, means they will grow up, and kill innocents, and if you meet them again, you will likely have to kill them.

Umm who said no church or orphanage is around? If I'm GM'ing it's my story to tell giving my players an option is my prerogative and if I'm a player and it's what I and my cohorts want the gm is going to have a hell of a time keeping us should this be an important issue for us.

Now if you want to talk golarion it seems rather narrow minded considering we have barbarians in the north who raise hill giant babies as members of their tribe, orcs that have converted up near the worldwound, a whole race that is half of these evil hellspawn who still get enough love to work as a core 7 race, and we have a whole town in Belkzen who's primary hero and many of its inhabitants are or have relationships with full blooded orcs.

As for the whole strong and stupid thing so are A LOT of humans especially if you are playing in a middle ages europe style setting where most people are illiterate and uneducated. You know what farmers love? Strong arms and focused minds, something an orc could do well. Hell I'd give the kid to the local butcher if he would take it. The kids strong and can carry heavy cuts and if aggression is a worry his literal trade is killing and processing animals (sometimes even involving the use of a sledge hammer). Now that ferocity might be an issue (if you assume that that whole ferocity thing is inherent, constant, and not something that only kicks on when they start hitting -hp by mechanics) but again the players are heroes, if they are going to truly try to help these kids they are likely going to look for people who can actually handle these kids as they grow rather than just dumping them on some random person's doorstep and going, "Ehh these strangers will do the right thing".

Other good options are the military. If we are talking a midevil world you join pretty young and train early (hell by pf standards they have to starting your training at at least 12 for orcs) so you can hand them off to the local forces that you might be working for or find to be good and able to handle it and there you go. Hell in a few years you might come back and find a small force of orc berzerker patrolmen in town who help break up the rowdiest of encounters and can face away other orc threats and they can thank you for letting that happen.

The point is, it ain't hard and the values are many. Now the bigger issue seems to be that you're not into it, which is something I cannot change on my own but it is not something that insane.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Roger Corbera wrote:

For me, it's an evil act. But the PC argued the Bestiary says orcs are bad people. Also I remembered reading drow could only by Evil, so I supposed the same happended with orcs.

Are ther examples of non-Evil orcs in Golarion? All I've seen are evil, AFAIK.

hmmm I didn't know that barbarians had access to the giant meta books that underpin the cosmic structure of his universe, that is a very hooked up barbarian.

On a less facetious note no it's evil. If I can exchange the unimportant word orc with say human, elf, or black and it is repugnant than it's evil. Now what to do with those kids could be hard, potentially harder than the actual act of killing the whole orc camp (who will take in these orcs and will they treat them right?) but assuming your party is full of heroes of the not evil persuasion than that is part of the job! Hell you could have a whole quest in and of itself trying to figure out what to do with these little lives and could lead to some interesting growth for all these erstwhile killers. And if a quest of proof of moral alignment isn't something you want to explore completely (we all have stories we might want to focus on and sometimes this particular quest might not be what you as the gm or most of your party want to focus on) you can always present the option for them to give them to someone they can trust like a good church they are friends with, a friendly orphanage, or a family they are particularly close with.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

WOOOT! Ogrekin! My players will be pleased. Now it just has to be as excellent as the Monster Codex and we are set.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
TriOmegaZero wrote:
DominusMegadeus wrote:
Paladins don't need to worship a god.
Which can be even worse. Gods can be swayed. Concepts cannot.

+1 dude. The point of being a paladin is that temperance of action through good and law and as much living up to those concepts as resisting the temptations of forces that would lead a paladin away from those goals (like chaos or evil).

But really I'm annoyed by how quickly this whole conversation has devolved into a paladin's fall discussion. Seriously, the spell is evil it's in the write up. In the case of infernal healing it literally makes you read as evil, with animate dead it animates the body by imbuing it with a "malignant intelligence", when I call or summon an evil outsider I'm choosing as an ally a creature that is literally the physical embodiment of evil, and with protection from good I am literally beseeching the universe for defense against the forces of good. The circumstances where I will need those spells AND NO OTHERS of other alignments or non aligned are so freakin' small that they really don't matter.

The point everyone here seems to be making on the they f%*% with your alignment side is that they do but it's not like dropping a single infernal healing spell for the vast majority of characters will immediately cause you to fall to evil, be damned, and become an NPC either. So if you are playing the VAST MAJORITY of classes in most games you don't need to worry about completely punishing results for sporadically using an evil spell.

Finally Paizo's products seem to have been pretty clear on what the evil tag means (spell's evil man) and even pfs now follows these guidelines. But the big thing is that if you are gm'ing a home game and you don't like it that's cool! It's a decision made between you and your players and if that's the game you want to play go for it. Now if you really want to figure out what way you prefer try a game with a gm where the rules are flipped and see how you like it.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I like it dude! Now the trunk gets a lot of abilities but since they all seem to be so utility based it really balances itself out so that feels good.

That being said I kind of miss the sense motive bonus, why the change?

Finally I think these guys need a feat something like...

Third Fist: You have more dexterity than your average Loxodon, allowing you to use your trunk not just for grabbing items from your belt but to bludgeon others.
Prerequisites: Dex 13
Benefit: While shifted for trunk you gain a slam attack with your trunk with damage to match your size.

Third arm: Your dexterity with your trunk allows you to do things other Ironhides cannot, wield it like a 3rd arm
Prerequisites: 3rd Fist, Dex 15
Benefit: When shifted for trunk you may use it as a free hand, able to wield objects as an extra limb. This hand cannot be used in combination with other limbs (say to wield a weapon 2 handed) but can be used of all other uses.

Great Trunk: Your trunk is so strong it is like that of two full grown mens arms.
Prerequisites: Third Arm, Str 15, +6 Bab
Benefit: You can use your trunk to wield a 2 handed weapon all on its own. 2 handed weapons wielded this way gain a full 1 1/2 strength modifier to damage as if they were wielded with 2 hands.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I would say maybe a dexterity hit rather than the int one. Elephants are actually really smart but we don't see them as the most dexterous sort. Also it feels more on point that I could have a loxodon wizard than a bow build ranger or swashbuckler.

Second thing would be grant them some more trunk based shift powers. Like maybe meet them get the same abilities Vanara get with their trails but as a trunk. Being able to draw and imbibe a potion without taking my hands off my weapon feels on point for an elephant.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Galnörag wrote:
bugleyman wrote:
Cheapy wrote:
Bows are the most popular ranged combat style out there...

IMO that's at least partially because it was already -- and by far -- the most effective ranged combat style out there. YMMV.

For an upcoming home campaign our group is going to make the long bow exotic. Not only will that help make the crossbow and short bow more appealing, we think it better reflects reality.

Really? Bows pre-date crossbows and exceedingly simple to manufacture. Mastery is another issue, but that is representative of BAB and Dex Modifier as a metaphor for trained and inherent skill. Mechanically short bow is just 1ish average damage less then longbow, that isn't likely enough to make the crossbow more appealing, and only makes mounted archery more viable.

Actually bugleyman is still on point. Though normal bows might seem easy to make (they aren't) the amount of training along with access to them made them pretty inaccessible to most people in a European setting. Most longbows are difficult to use and master and take a lot of extensive training to manage to use well. Realize this is why everyone wasn't using them on the field rather than say full armor, cavalry, or pikes until much later in modern history.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
thejeff wrote:
doc the grey wrote:
Charon's Little Helper wrote:

I'm just going to point out a basic economic reason that it would be a bad choice (ignoring any potential undead issues) - too high of a start-up cost makes it stink for opportunity cost.

That 300gp (or less if you make it yourself - but your work/effort would have its own value) cost will take years and years to earn back. A decade at least. The opportunity cost is too high.

It's the same reason that solar panels are a bad investment. (purely on an economic basis - please don't bring up global warming etc as it's irrelevant here) Sure - the energy is 'free' - though with some upkeep costs - but only after a very high initial investment. The opportunity cost is too high.

If you don't spend that $ on skeletal oxen or solar panels, you wouldn't otherwise just hide it in a hole in the ground pirate style - you'd invest it in something else (like live oxen or coal) which would end up making you more money faster.

So - from a purely economic perspective could you do it? Yes.

Is it a good investment? No. (Ignoring gov subsidies - but that seems unlikely for skeletal oxen.)

That's assuming you are just talking humans. Once you talk about elves, dwarves, or even the gnomes from the core 7 a decade can be almost nothing. Even without those considerations payment doesn't have to be that crazy. Realize if we are talking about a true european dark age society most of these farmers don't even own their land their lord does and on top of that is the guy who would likely be sanctioning the use of undead one way or another. If the necromancer is selling this business he is likely getting employed by, sanctioned by, and paid by the lord of whatever land these farmers are living in not the farmers themselves. And if that's happening he can easily recoup his losses considering he's likely pitched his business on how cheap it is compared to just having the peasants do it along with owning and maintaining living beasts of burden and
...

Ehh you totally could, but then you have to deal with all that distributed power amongst your necromancers, the worry that your king or other barons don't recognize you as a duke since you are basically leading an army of corpses, or just the simple fact that if they are all dead then who grovels to you or gives you taxes? Also means that said duke has to manage all that farming stuff himself which sounds like something a noble is probably not that interested in doing. All that said though the point is that it's totally plausible it's just about whether or not you are interested in exploring the whole question, and so far there seem to be a lot of interesting questions within it to explore.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Charon's Little Helper wrote:

I'm just going to point out a basic economic reason that it would be a bad choice (ignoring any potential undead issues) - too high of a start-up cost makes it stink for opportunity cost.

That 300gp (or less if you make it yourself - but your work/effort would have its own value) cost will take years and years to earn back. A decade at least. The opportunity cost is too high.

It's the same reason that solar panels are a bad investment. (purely on an economic basis - please don't bring up global warming etc as it's irrelevant here) Sure - the energy is 'free' - though with some upkeep costs - but only after a very high initial investment. The opportunity cost is too high.

If you don't spend that $ on skeletal oxen or solar panels, you wouldn't otherwise just hide it in a hole in the ground pirate style - you'd invest it in something else (like live oxen or coal) which would end up making you more money faster.

So - from a purely economic perspective could you do it? Yes.

Is it a good investment? No. (Ignoring gov subsidies - but that seems unlikely for skeletal oxen.)

That's assuming you are just talking humans. Once you talk about elves, dwarves, or even the gnomes from the core 7 a decade can be almost nothing. Even without those considerations payment doesn't have to be that crazy. Realize if we are talking about a true european dark age society most of these farmers don't even own their land their lord does and on top of that is the guy who would likely be sanctioning the use of undead one way or another. If the necromancer is selling this business he is likely getting employed by, sanctioned by, and paid by the lord of whatever land these farmers are living in not the farmers themselves. And if that's happening he can easily recoup his losses considering he's likely pitched his business on how cheap it is compared to just having the peasants do it along with owning and maintaining living beasts of burden and offers said ruler more control over his vassals.

Hell, I'd be willing to go one step farther and say you could just have a lord or Baron making them himself. As royalty he's likely the guy with the most connections to actually get the education to learn how to animate the dead so it stands to reason he might be the one doing it rather than an outside source. On top of that it prevents said lord from having to worry both about the power an outside necromancer would start to gain over his people and helps cement his control therein. You want to rebel? Fine, I free my skeletal oxen or call them up against you, or just have them come home. At best you now have to fight a small horde of undead bovines, at worst your primary tools have now walked off and people starve. Minor upside though as a commoner you can have a lord who can turn your tools into defense weapons to protect you and your family.

1 to 50 of 2,667 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.