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Ulunat, the Unholy First

doc the grey's page

Pathfinder Adventure Path, Companion Subscriber. FullStarFullStar Pathfinder Society GM. 2,518 posts (2,543 including aliases). 12 reviews. 1 list. 1 wishlist. 10 Pathfinder Society characters. 5 aliases.


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Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

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.

Shadow Lodge

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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

Pathfinder Adventure Path, Companion Subscriber

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

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

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.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
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.

Shadow Lodge

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

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

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

Pathfinder Adventure Path, Companion Subscriber

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

Pathfinder Adventure Path, Companion Subscriber
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.

Shadow Lodge

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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

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

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

Pathfinder Adventure Path, Companion Subscriber

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.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
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

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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

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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

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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

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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.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Are natural slam attacks considered to be an attack that can only be carried out with a particular limb like a claw attack or is it more like improved unarmed strike and assumed to be a hit from any particular limb that is available?

Shadow Lodge **

Pathfinder Adventure Path, Companion Subscriber
Starglim wrote:
Guide to PFSOP page 8 wrote:
If you have a high Intelligence modifier, you may select bonus languages from those listed in your race’s entry in the Core Rulebook and the Modern Human Languages list (The Inner Sea World Guide 251). Certain classes grant access to additional bonus languages (e.g., Draconic for wizards). Humans and half-elves with high Intelligence scores may learn all the above languages as bonus languages as well as any other language except Druidic and the languages listed under Ancient Languages on page 251 of The Inner Sea World Guide.

You need ranks in Linguistics, which means that you can only know one Ancient Language at level 1.

It would seem that if a somewhat old language is described in another legal source and not in the Ancient Languages list in the ISWG, you can take it as a bonus language. I don't know if there are any such.

Cool means my tengu is getting Ancient Osiriani and Azlant here pretty soon.

Shadow Lodge **

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calagnar wrote:
You need a point in linguistics. Bonus languages are limited to the ones listed under your race.

I know the second part but I what about races that have all languages as optional barring secret languages? Azlant and Cyclops as far as I've seen aren't considered secret languages unless something has been changed in the last 6 months.

Also with setting languages it gets a little squirrely since the ethnic languages all treat as an option in pfs alongside whatever your base options are.

Shadow Lodge **

Pathfinder Adventure Path, Companion Subscriber

If I am playing a race like human or tengu which gets all languages can I get them through my bonus languages or do I have to spend linguistics points?

A link or pg reference to back up whatever people know would also be greatly appreciated.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

The investigator is listed as getting an inspiration pool equal to 1/2 lvl + Int (min 1). Is that min 1 in reference to the level mod or total number?

For example if I have a 1st level Investigator with a 15 Int do I have a poll of 3 or 2?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Question: Does a 1st level Investigator receive 1 inspiration + Int or is the minimum 1 inspiration something that happens after the addition of Int to the equation?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Hey have you talked about when you plan to release sheets for the ACG classes yet? I've got at least 2 for pfs play and I really want to do them up on a dyslexic sheet like I have for the rest.

Shadow Lodge **

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Cincy Ohio.

Shadow Lodge

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So has anyone here used anything in this book yet besides me?

Currently my party has found:
a 20ft roll of duct tape, a zipstick, and a dart gun. In that time they've managed to live wrangle a Dire Boar with said duct tape and blind the alchemist after firing the dart gun for the first time. As a GM I'm loving every minute.

Shadow Lodge

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Matrix Dragon wrote:
It only took one thing for me to like this book: the trait that lets your sorcerer bloodline be that of a outer dragon. I just wish that the trait's wording worked for bloodragers as well, so I could make a Solar Dragon Bloodrager for PFS :D

Lol I feel you though I will say in my homegame I've had a void dragon bloodrager now since b4 launched and it's been a blast. If it is a home game you could just talk to your GM and see if you could use the cone/line and energy type of your preferred outer dragon.

Shadow Lodge

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christos gurd wrote:
jimibones83 wrote:
christos gurd wrote:
please, i beg anyone. I need to know if i can start slaying undead with a chainsaw hand.
Shop smart. Shop, S-Mart.
klaatu veracta ....

Umm... maybe? I just read integrated weapon and it allows you to use it for light or 1 handed weapons. Unfortunately the chainsaw in here is a 2 handed weapon. With that said the integrated weapon allows said weapon to slip away into your arm rather than just mount it to you so you might get lucky with a more primitive one that sacs the hand but lets you wield it or a smaller one that comes out of one of the iron gods books.

Shadow Lodge

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Russ Taylor wrote:
doc the grey wrote:
Just started reading the Android article and I have to say whoever wrote that intro paragraph needs a round of applause. It was both beautiful, moving, and exactly what I wanted to start stepping into the mind of that races. Even got me a little misty eyed.
Thanks! I don't know how much Adam improved on that paragraph, but I was struck while writing it how being an android means never knowing your descendants, the closest thing to biological children androids have.

Yeah that really did hit that nail on the head man, totally felt that kind of bittersweet feeling of being a parent who will never meet their child. It gets even better when you factor in the emotionlessness of androids and how that struggle to express emotion and the slightly autistic way that they must communicate amongst each other.

Shadow Lodge **

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Ohh once we were playing Decline of Glory and my buddies Cad fighter defeated a gang of 4 goblins at range with a crossbow, a chair, a thrown cutlass, and a dead goblin.

He shot one with the crossbow sitting in the chair, stood up and threw the chair at the next one, walked up and chucked his sabre at the 3rd, and then picked up the 3rd by the sabre sticking out of his neck and horked it at the final goblin.

He then proceeded to mount the last goblin on the end of his longspear and stick it into the next rooms ahead of the part as mob bait, working its mouth with a stick and saying in common, "Blarg blarg blarg I'm a Goblin! Blarg Blarg Blarg!". It was only after about 5 minutes of this he remembered he spoke Goblin and then proceeded to say in that beautiful tongue, "Blarg blarg blarg I'm a Goblin! Blarg blarg blarg!"

Did I mention he was Taldan?

Also he killed a druid with a mug and a bookcase that game.

Shadow Lodge **

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Mine came about during the Cyphermage Dilemma when I was playing my primitive weapon wielding slayer Roga Gula.

spoiler:
Roga (a kellid), Bob (who talks like Bob Dole) the barbarian, a barely skating by atonement paladin, and my friends alchemist who mutagens into a giant bull man known as The Battle Cattle have just discovered a gangs hideout and quickly dispatched everything in the room and discovered a "captive" who claims to be a member of the cyphermages in town. While the rest of the party comes immediately to her aid Roga hangs back, remembering that the venture captain had told him that the enemy was known to be a master of disguise and could be anybody. He then proceeds to tell Bob and then one by one the rest of the party. Quickly the mood turns from happy saviors to suspicious kidnappers as the rest of the party tries to figure out whether or not this woman who says she was enslaved is really who she says she is the only way 3 tanks, a pyro, and a serial killer know how. By tying her up and threatening every form of punishment their 4 minds can muster while soaked in other mens blood. It works and she panics and promptly tells us where her "friends" are and leads us to them. Unfortunately she seems to have been telling the truth and we arrive at the hall of the Cyphermages with their scholar in tow, her hands bound and terrified and being led by what can only be described as an unruly mob led by the lanky and blood soaked Khal Drogo that is Roga Gula. They "thank" the party and answer whatever questions we have as quickly as possible and then proceed to rush us out the door, a look of terror on their face as they do. Unfortunately I forgot to ask something and come back a few minutes later and bang on the door until they answer, all the while drawing Gorumish graffiti on the doors exterior. Now whenever we are in Riddleport we can visit the hall of the Cyphermages and see the various bits of vandalism Roga has done to the door.

Roga also likes to refer to anyone in the party who is the face as his lawyer and anyone who can carry his extra weapons as his caddy.

Also he has this obsession with creating a bloody mess. A fact that has made for some uncomfortable moments when his favorite caddy/lawyer revealed to him that he was a, "Bloatmage, an arcanist with a penchant for easy bleeding". After his eyes went wide his next move was to try and dissuade him by telling him that he wasn't just an easy bleeder, but that his blood was magic. Suffice it to say Roga's been eyeing him like a stuck pig ever since.

Beyond that he also has had long angry rants at some guy named Bruce who runs around and thinks that calling himself "Flying nocturnal mammal man" or some such stupidity somehow makes him either more intimidating or more respectable.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Hey quick question since I can't seem to find the answer, do you use heal to make pharmaceuticals or some other skill?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Now I do have a question. How does a chainsaw function when it does not have a charge? Can I still wail on people with it or is it treated as an improvised melee weapon?

Shadow Lodge

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nighttree wrote:
doc the grey wrote:
Just started reading the Android article and I have to say whoever wrote that intro paragraph needs a round of applause. It was both beautiful, moving, and exactly what I wanted to start stepping into the mind of that races. Even got me a little misty eyed.
Sadist.....

Lol man if you want a bit of a spoiler I can provide

Potentially Major Spoiler:
It is basically the note from one android to his child, the consciousness that will inhabit his body once he dies and passes on to the next world and his body reboots and a new soul fills his old form. It is him trying to tell his child everything every parent would ever want to tell their child to comfort them and make them feel safe and link them back to their history in one tiny paragraph and they know that they will both never get another chance and never get to meet this wonderful being they helped bring into this world. It's both incredibly beautiful in scope and tremendously sad all at once and I was sold.

Shadow Lodge

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Odraude wrote:
doc the grey wrote:

MINE CAME!!!!

Last thing I expected was to get my downloads on a Saturday! Also this is not making all my prep for Gencon any easier.

Now all I need to know is if I can have a CHAINSAW in pfs and I am set. I have a 2-handed qlippoth fighter who I wanted to have a chainsaw but was about to settle for the gnome pole.

Come on Mike! Make my dreams come true!

You made me believe I got mine tonight :p

My hopes and dreams dashed ;)

Happy to be of service my aberrant chum. If it makes you feel any better there is also a giant grappling spear gun that can haul people in and I now really want to give to an orc on boarback.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
christos gurd wrote:
doc the grey wrote:
brad2411 wrote:
doc the grey wrote:

MINE CAME!!!!

Last thing I expected was to get my downloads on a Saturday! Also this is not making all my prep for Gencon any easier.

Now all I need to know is if I can have a CHAINSAW in pfs and I am set. I have a 2-handed qlippoth fighter who I wanted to have a chainsaw but was about to settle for the gnome pole.

Come on Mike! Make my dreams come true!

Thats cool. Hopefully more people get there stuff today!

No kidding. I've been sitting here with this stupid s!~& eating grin since I started reading and I can't get the damn thing to go away.

I CAN HAVE A MOTHER F@~&ING CHAINSAW!!!!!!!!!

tell me there are integrated weapon rules.

YES! But I have only seen the words I have yet to read them. I also have people of the stars, Iron Gods 1, and ALL THE SCENARIOS I HAVE TO KNOW FOR GENCON that I'm also trying to read. It's like the worlds greatest mental seizure is occurring on my computer.

As for the Chainsaw the damage is dumb high, stupid good crit, and has the deadly and the distracting quality. Seriously it does d12 on the small version it's beautiful. Now it is not cheap but god do I want one now for my pfs fighter.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
brad2411 wrote:
doc the grey wrote:

MINE CAME!!!!

Last thing I expected was to get my downloads on a Saturday! Also this is not making all my prep for Gencon any easier.

Now all I need to know is if I can have a CHAINSAW in pfs and I am set. I have a 2-handed qlippoth fighter who I wanted to have a chainsaw but was about to settle for the gnome pole.

Come on Mike! Make my dreams come true!

Thats cool. Hopefully more people get there stuff today!

No kidding. I've been sitting here with this stupid s!~@ eating grin since I started reading and I can't get the damn thing to go away.

I CAN HAVE A MOTHER F*&+ING CHAINSAW!!!!!!!!!

Shadow Lodge

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Pathfinder Adventure Path, Companion Subscriber

Just started reading the Android article and I have to say whoever wrote that intro paragraph needs a round of applause. It was both beautiful, moving, and exactly what I wanted to start stepping into the mind of that races. Even got me a little misty eyed.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

MINE CAME!!!!

Last thing I expected was to get my downloads on a Saturday! Also this is not making all my prep for Gencon any easier.

Now all I need to know is if I can have a CHAINSAW in pfs and I am set. I have a 2-handed qlippoth fighter who I wanted to have a chainsaw but was about to settle for the gnome pole.

Come on Mike! Make my dreams come true!

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Verzen wrote:
I was thinking a warpriest cult leader of Cthulhu... Is Cthulhu a legal god to worship in pathfinder society?????? As long as I am CN? ;) ;)

No but Socothbenoth and Szuriel are! Explain that to me and we'll all be relieved. Also no Azathoth, Yog Sothoth, or Shub Niggurath.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
Irnk, Dead-Eye's Prodigal wrote:

The thing is, it's not really a Race book. It's more like the other books in the 'People of' line, simply over a notably broader scope.

This is a Player Companion for people who want more Planetary Romance-type games.

As far as other races besides the four listed; there is rudimentary information for playing Formians, Kalo (an aquatic race found on one of the moons of Bretheda, Shobhads (the four-armed giants from Akiton), Vercites and Ysoki (ratmen found on Akiton).

Ohh do we actually get some idea of the stat arrays and abilities of the kalo or the vercites?

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber
El Baron de los Banditos wrote:
Ashiel wrote:
Haladir wrote:
Worshiping an evil god is a voluntary evil act.

Citation, please?

Evil is hurting, oppressing, or killing. Worship is not any of those things.

There's Lawful Neutral Admodeans, Chaotic Neutral Rovagug followers, etc., so worship of evil isn't inheritly evil; just toeing that line.

But that also means it's a nongood act. I mean sure you could worship them but the whole point is that you would not be keeping your G for long. Eventually your paladin beliefs will chafe against the requirements of the faith and one will break. You'll need to beat a slave to hobbling to prove your asmodean might and make sure none of the others try to flee, you'll have to keep the secret cure to that disease to yourself because you follow norgorber, or you'll have to break another paladin because Zon loves to see people fall below them. They're evil, that's the point of their worship is that you will hurt others or yourself, consciously or unconsciously in order to prove your devotion to them and eventually you will fall and if you are a paladin whether that fall is to the bottom of the alignment chart or to the middle you crashed into is irrelevant. You still are now a warrior npc class who knows what it was once like to be something greater.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Cool but I'm surprised it wasn't a male Elf. As it stands I thought that was the 1 sex race combo we were missing, unless the Alchemist is supposed to be a full blooded elf?

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber
Evil Midnight Lurker wrote:
James Jacobs wrote:
In other words, a pharmaceutical is created by science, and an alchemical item is created by magic.

I'm mostly on board with your interpretation, except for your misuse of the term "science," which I really wish you'd stop.

"Non-magical chemical processes," sure. But "science" isn't "things that aren't magic." "Science" is "the study of how the laws of physics work." If magical energies exist, and if they obey laws, the study of the laws that they obey constitute a field of scientific study. Wizards researching new spells are scientists. People crafting magic items are engineers.

Honestly if it bugs people so much in their home games I would just add, "and alchemical items" to the effected list. Since the needs to be a caster portion of craft (alchemy) was removed from the skill then I could totally see it as being some primitive form of chemistry like our alchemy is with them fumbling through the processes in a similar way. I mean it won't really effect power curve that much since, as Mr. Jacobs said himself, those items really don't change a ton of s!#@ on their own to begin with.

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