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Kaiju, Mogaru

doc the grey's page

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 3,130 posts (3,155 including aliases). 17 reviews. 1 list. 1 wishlist. 11 Pathfinder Society characters. 5 aliases.


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Archmage Variel wrote:
Anyone know any more about the new pact wizard? Like what does the archetype gain/lose. Also is the name set in stone or subject to change?

Short answer? It's a giant ball of arcane awesome!

Long answer, you get a witch's patron (and those spells added to your book), the ability to sack spontcast your patron spells with any of your spells save your specialty school extra slots, you can prep your spell for the day in 15 minutes rather than an hour and prep hastily in a minute, at 5th you get an oracle's curse and get to add whatever bonus spells it gives you if it gives you some to your spell book for free, at 10 you can roll twice take the better result when rolling a Caster level, check concentration check, initial check, or saving throw 3+1/2 Int per day, at 15 to get to add your Int to those rolls and reduce the spell level of metamagic spells from your Patron spell list or oracle curse by 1 to a minimum of their original level, and the 20th if you roll a nat 20 on that you auto succeed regardless of whether or not that's possible.

All that for the low low price of scribe scroll and I believe all your bonus feats. And now I totally want to play it.

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Other thing: Anyone else wonder if Nadiri's Romance Beyond Death Ability would work on Ceustodaemons or Erodaemons? This feels like something that would totally cause all kinds of havoc on the daemons of heartbreak and suicide.

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doc the grey wrote:
Isabelle Lee wrote:

Thank you! ^_^

(Although, full disclosure: Soulwrecking Strike wasn't mine. I only wrote Haunted Places.)

Lol, well credit where credit is due. Soulblade is an amazing feat and you should be proud. It not only gives martial characters a great way to handle an issue that they usually can't handle, it gives a whole party a very solid option for handling what can be one of the most difficult issues in the game. I wouldn't be surprised if we see this pop up in a lot of fighter & barbarian builds for pfs, carrion crown, and other haunt centric games going forward. And the integration of vital strike?! So sweet.

Actually quick question about this, how does one determine the AC of a haunt exactly? As it stands the feat's not really clear on that. I'm guessing it's either the save DC or the Perception DC but I'm not sure one way or another. Any clarity on this would be greatly appreciated.

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Isabelle Lee wrote:

Thank you! ^_^

(Although, full disclosure: Soulwrecking Strike wasn't mine. I only wrote Haunted Places.)

Lol, well credit where credit is due. Soulblade is an amazing feat and you should be proud. It not only gives martial characters a great way to handle an issue that they usually can't handle, it gives a whole party a very solid option for handling what can be one of the most difficult issues in the game. I wouldn't be surprised if we see this pop up in a lot of fighter & barbarian builds for pfs, carrion crown, and other haunt centric games going forward. And the integration of vital strike?! So sweet.

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Isabelle Lee wrote:
Owen K. C. Stephens wrote:
Isabelle Lee wrote:
My first book!

But not your last!

Great work, btw. Thanks for your efforts on this.

blush

Thank you! ^_^

Also thanks as well! Despite the critique of the Oni Spirit Master feat the rest of the feats I've seen so far in this first section are pretty freakin' awesome! Soulblade, Ghostslayer, and Soulwrecking Strike are pretty f#&!ing awesome in their own niche and give martials a lot to do in situations where they usually have to twiddle their thumbs and wait. Totally want to see soulblade pulled out in pfs against a haunt.

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Isabelle Lee wrote:

Mr. Jacobs pretty much nailed it. Toothy is bonkers for a trait - you'll notice the same effect appears elsewhere as a half-orc racial feat - and an extra "slotless" attack is nothing to sneeze at.

In addition, I wanted to provide some additional insights into the design of Spirit Oni Master:

-In one of my earlier drafts, it provided a +2 insight bonus on Perception checks, similar to if the mask were a masterwork tool (the 50 gp part is left over from that). This is part of what spirit oni provide their wearers; the feat was meant to act as a sort of "first step" towards getting a familiar. Thus, that earlier draft also had it acting as a prerequisite for Improved Familiar; thus, a rogue or fighter could use it as a way to get a spirit oni familiar at the appropriate level. Unfortunately, some things had to go.

-When designing it, the character I envisioned taking it was a rogue or ninja - their Weapon Finesse benefits natural weapons as well, it's another weapon to sneak attack with, and combining it with Two-Weapon Fighting gives an impressive number of attacks, especially as early as 3rd level.

Plus, who doesn't love the idea of a ninja in an oni mask? ^_^

Now that would have been cool! Totally would have been cool to see a feat chain that gets an oni mask familiar in the hands of a martial class! Sad that got cut, would have really given it some awesome utility options, might fiddle with that for my home games.

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Actually, speaking of rituals. I'd totally be down with it if we had it look something like this...

Bond of the Spirit Oni:

School conjuration (calling, evil); Level 4
Casting Time 40 minutes
Components V, M (7 paper sealing talismans scribed with pledges to the Oni), F (an ornate mask carved in the likeness of an oni worth at least 50 gp), SC (Up to primary caster's Str modifier)
Skill Checks Knowledge (planes) DC 30, 3 successes; Diplomacy or Intimidate DC 30, 1 success
Range touch
Target Ornate oni mask
Duration Permanent (see text)
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Backlash The caster takes 4d6 points of damage.
Failure The Spirit Oni breaks free of its bonds and attacks or attempts to escape. Should it survive the primary caster and all secondary casters have made a lifelong enemy and will likely receive attacks from what allies it has in the future for their impertinence.

EFFECT

You have learned the secrets of the oni and wish to have it for yourself. Using forbidden ritual and dark knowledge of the vile life cycles of these damned hedonists you call out to make bargains with their least powerful, using your might to entice them to join you and mark your power among their kind. After successfully performing this ritual a Spirit Oni appears to the primary caster and bonds itself with the ornate mask used as the focus to draw the creature to this world. While the primary caster wears this mask he gains a gore attack that does 1d4 damage. If he has the poison use ability he may apply poisons to this gore attack as a move action. This gore attack counts as a masterwork manufactured weapon for the purposes of magical enhancement and a natural attack for the purpose of feats and other abilities.

Should this mask ever be broken the Spirit Oni escapes, the deal broken and the spirit incensed by the audacity. A new mask must be created and the ritual performed anew to instill the spirit within it again. The DC of the Diplomacy or Intimidate check increase by 2 for each new casting.

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doc the grey wrote:
James Jacobs wrote:

But I can already get another extra attack a dozen other ways that are often better than this. Lesser Fiend Totem, Feral Mutagen, changeling race, Skinwalkers, Ragebred, literally any playable race that currently has a bite attack, a scroll of alter self (or a friend to throw it on you), and Improved Unarmed Strike all of these give you the same buff but with a larger damage pool and/or more opportunities to use it (in the case of IUS since it doesn't care what part of you you hit the guy with). Meanwhile the mask, on top of it's low damage output, still requires you to be at least 3rd, have 3 ranks in knowledge (planes) (which can be a large investment for the high Str martial character you're referring to), a LN/LE/NE alignment, a 50 gp expense, and still runs the risk of being destroyed by a light sundering (I assume the mask isn't much sturdier than your average heavy crossbow or firearm).

All of that and I still can't make iterative attacks, magically enhance it with ease, and only do d4+1/2 Str if I use it alongside my normal weapons and take a -5 to hit.

And the saddest part is I think this is really cool. It oozes style and has a lot of interesting narrative to its mechanics but as it stands it's just not that good as a feat. If it was a trait, didn't have a prerequisite so you could take it early and maybe build more around it, or heck was a ritual it could be really good, but as it stands I don't think it'll see much play.

That's all fine. Not every feat has to be the best choice for every player. And not every player has the entire gamut of Pathfinder products to choose from.

But at the same time players should be rewarded for their oddball choices with abilities that they can actually use during the game in a meaningful way. Otherwise the options feel like traps, punishing players for having picked something that really resonated with them but in reality they get few real chances to use or often are punished by the game through various means for actually using.

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Rysky wrote:
I actually hadn't thought about the extra attack honestly (yeah, I derped), mostly because the poison is what caught my eye.

The problem is as an extra attack it isn't much good either. As a natural attack you take a -5 to your atk and treat it as secondary so only get to add 1/2 Str to your damage, exacerbating the prexisting issues it already had plus now having a harder time hitting and outputting damage.

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James Jacobs wrote:

I would hardly call a feat that gives you an entirley new attack crappy at all. The main benefit of the Spirit Oni Master feat is not the poison side (that's a nice side effect) but is, in fact, that additional natural attack. Especially since it's a gore attack, and doesn't require you to sacrifice a hand or manufactured weapon attack, or frankly, ANY sacrifice of an existing body part.

The fact that this feat gives you an entirley new attack is what makes it strong.

It's not a great feat for a low-Strength character or a character who doesn't fight. But for a character who's got a high Strength and focuses on melee fighting, it's VERY strong, since it gives you one more attack in a full-attack action. With a good Strength modifier, this can be a significant advantage.

Comparing it to the "Toothy" trait is, in my opinion, unfair, since I feel that trait is itself too good to be a trait—granting an additional attack is a significant advantage, and whenever I've seen the toothy trait in play, I've regretted allowing it as a trait, frankly. The problem here, if there is indeed a problem, is that Toothy is too good. :-P

But I can already get another extra attack a dozen other ways that are often better than this. Lesser Fiend Totem, Feral Mutagen, changeling race, Skinwalkers, Ragebred, literally any playable race that currently has a bite attack, a scroll of alter self (or a friend to throw it on you), and Improved Unarmed Strike all of these give you the same buff but with a larger damage pool and/or more opportunities to use it (in the case of IUS since it doesn't care what part of you you hit the guy with). Meanwhile the mask, on top of it's low damage output, still requires you to be at least 3rd, have 3 ranks in knowledge (planes) (which can be a large investment for the high Str martial character you're referring to), a LN/LE/NE alignment, a 50 gp expense, and still runs the risk of being destroyed by a light sundering (I assume the mask isn't much sturdier than your average heavy crossbow or firearm).

All of that and I still can't make iterative attacks, magically enhance it with ease, and only do d4+1/2 Str if I use it alongside my normal weapons and take a -5 to hit.

And the saddest part is I think this is really cool. It oozes style and has a lot of interesting narrative to its mechanics but as it stands it's just not that good as a feat. If it was a trait, didn't have a prerequisite so you could take it early and maybe build more around it, or heck was a ritual it could be really good, but as it stands I don't think it'll see much play.

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Rysky wrote:
Well, does poisoning a weapon provoke? Being able to spam it during a fight would be useful, especially for races that produce their own.

As far as I know yes? The rules for attacks of opportunity don't specifically call out poisons but it uses the same action as applying an oil, which I'd call it's closest facsimile, which does provoke. This though still assumes that you have it in hand to apply during combat, if the poison is actually in your belt you're going to be spending another move action to pull it from your belt at least which means you're looking at an attack every other round at best in most cases barring holding a handful of toxic chemicals in your off hand every fight.

Even if that weren't a problem your still looking at a dropped move action every round for the chance at a d4+str and what is likely a low DC poison, d4+1/2 str if you are fighting with it as an offhand weapon.

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Rysky wrote:
I think the "poison as a move action" is what bumped it up to feat status.

But it only applies to the gore attack, so you basically have a quickly poisonable knife with a worse crit, no iterative attacks, and no way to magically improve it that costs a feat and requires you to be at least 3rd and an expensive mask to use.

Don't get me wrong, I think the concept of this feat is cool but it's literally a slightly better alignment locked feat version of Toothy before you factor all the other above stuff in.

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So, anyone else feel like the Spirit Oni Master Feat is more of a really good trait that got elevated to a kind of crap feat?

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Ohh mine finally came!

I've started skimming through it now but suffice it to say the back material already made me giggle like a school girl.

That bodes ill for my party as we proceed *maniacal laugh*

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Tuvarkz wrote:
jedi8187 wrote:

Level 13 for medium to ride, only 9 for small.

But yeah they were really afraid of flying mounts here. I might try a small cavalier, but giving up banner and tactician seems kind of a steep cost.

That is as a ground mount. For Flying, you need to get all Glide, Flight, Mount, and either Improved Mount or Improved Flight, as Mount in of itself will cause the drake to lose it's highest drake power related to flying while carrying a rider, and gliding is most certainly not flying.

EDIT: And in the meantime, Draconic Malice allows for non-antipaladins to finally have a way to pierce fear immunity, that is, against living creatures (And not undead or constructs, which are likely more common enemies with immunity to it)

Yeah, was part of why I was so harsh in the review. To make matters worse for the cavalier, as a Tiny creature with 1d12, meh Con, and a raise our lose it forever mechanic the cavalier is likey to not have his Drake fight anything at all for the first few levels until it somehow bulked up or gets its breath weapon. It's too costly to risk the thing to AoOs so it will basically end up your cool foul mouthed lizard parrot for the bulk of you first 3 levels easily.

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DireToad wrote:
I don't think many of those traits were touched on too much (racial and otherwise)? What do we get with them?

You talking about the standard traits, the ones that replace racial abilities, or what kind of bonuses they give you toad dude? If you still need help I can probably answer all you need to know.

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Mark Seifter wrote:
doc the grey wrote:

So, reading through this book so far (loving it) but I've noticed an egregious flaw!

Why is there no Flumph option for the Contact Entity Spell?! Surely the space squids of Cthulhu defense should, nay, need a way to contact them in case of evil squid faced trouble?!

That's actually here.

K is the link just taking anyone else to an email adam daigle link? I feel as if a joke has soared squarely over my head.

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I'm looking to swap the Tier 1 ACG Gencon boon for this year for the Tier 1 PFS boon for this year. Anyone interested please hit me back at your earliest convenience. As it stands right now I don't really have a use for it and from the sounds of it this is the only way I can acquire it otherwise. Hope to hear from you soon!

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So, reading through this book so far (loving it) but I've noticed an egregious flaw!

Why is there no Flumph option for the Contact Entity Spell?! Surely the space squids of Cthulhu defense should, nay, need a way to contact them in case of evil squid faced trouble?!

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K I don't know if anyone has answered this yet but here it goes. In the new sanity rules it states that the only way to remove the insanity effect when one goes completely mad is by curing all madnesses, does curing in this instance mean removing or going dormant?

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Rysky wrote:

Ah. Interesting.

I was just going off the Water subtype (which says you can breathe underwater) and then a normal drake breathes air so if you combine the two you get both.

*shrugs*

Yeah I figured. Unfortunately, with the rules as they are types only tell you if something breathes or not, not what it's breathing. That's why fish have the aquatic type since it's what gives them their water breathing mechanically. It's not something we usually have to think about since a lot of examples that spring to mind are either real world creatures or based on them but once we start getting into weird fantasy stuff like water breathing, lightning spewing, gold hording, lizard monsters things start straining a little lol.

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Rysky wrote:

They get their immunities (and vulnerabilities)from their Type, not through any racial abilities, like everything else with an elemental Type gets unless stated otherwise.

So a Fire Drake, Dragon (Fire), gets immunity to Fire and Vulnerability to Cold.

Doc The Grey wrote:

Holy s$+$ how'd I forget that? I redact the chunk of this directly pertaining to starting types not getting immunities. That said, it still feels odd that there are no way to give the other options energy resistances through drake power. Feels weird that you can kill a drake with their own breath weapon if they aren't fire or cold.

All of that said the subtype thing makes all of this even weirder. Shouldn't the air drake have a fly speed since all air types have a fly speed and doesn't the water drake need amphibious so it can breathe air?

Rysky wrote:

Um, there's only elemental options for the drakes so except for the Aether, Earth (though you think they would get acid), and Water all drakes all are immune to their own breath weapon if they decide to get one.

Air Drakes start out with Glide and build up to the best flight power, Water Drakes (having the Water subtype) gain the ability to breathe water and can already breath air due to being a drake.

Actually the fact that they are a drake doesn't grant them any special exception to breathing air. All the water drakes that can breathe on land have the amphibious special quality granting them that ability. Without it the game basically treats water subtype as aquatic but from the planes. What's actually kind of odd is that the water types don't treat as aquatic too since every water drake currently out is also aquatic type. It gets weirder if you look at the true dragons for answers since all of them instead take water breathing which gives them the ability to breath water (which most of them already have). Whole thing's kind of a can of worms.

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Rysky wrote:
doc the grey wrote:
Craig Tierney wrote:

I'm checking this thread way to often (it's almost 2 am where I am right now). The waiting is killing me, and I don't know how I'm going to manage the next 5 days.

doc the grey wrote:

K just wrapped up the Drake companion section and I have to say that's legit, really cool design and love the only one balancing mechanic to even them out.

That said, why don't they get any energy resistances or immunities? It feels weird that the Fire Drake can be killed by burning it to death.

That does seem rather strange.
Yeah, I'm feeling like that's a typo or something that accidentally got cut for space in editing. Hopefully we'll hear confirmation from the devs about it here soon. I want a fire drake that can sleep in the campfire lol.

They get their immunities (and vulnerabilities)from their Type, not through any racial abilities, like everything else with an elemental Type gets unless stated otherwise.

So a Fire Drake, Dragon (Fire), gets immunity to Fire and Vulnerability to Cold.

Holy s$&+ how'd I forget that? I redact the chunk of this directly pertaining to starting types not getting immunities. That said, it still feels odd that there are no way to give the other options energy resistances through drake power. Feels weird that you can kill a drake with their own breath weapon if they aren't fire or cold.

All of that said the subtype thing makes all of this even weirder. Shouldn't the air drake have a fly speed since all air types have a fly speed and doesn't the water drake need amphibious so it can breathe air?

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Craig Tierney wrote:

I'm checking this thread way to often (it's almost 2 am where I am right now). The waiting is killing me, and I don't know how I'm going to manage the next 5 days.

doc the grey wrote:

K just wrapped up the Drake companion section and I have to say that's legit, really cool design and love the only one balancing mechanic to even them out.

That said, why don't they get any energy resistances or immunities? It feels weird that the Fire Drake can be killed by burning it to death.

That does seem rather strange.

Yeah, I'm feeling like that's a typo or something that accidentally got cut for space in editing. Hopefully we'll hear confirmation from the devs about it here soon. I want a fire drake that can sleep in the campfire lol.

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Dragon78 wrote:
Some of those dragons don't get a energy immunity so what did they do for them?

Basically it breaks down like this:

*Any Dragon that has a breath weapon that isn't fire, cold, acid, or electricity has their breath weapon changed I believe for balancing reasons. So no force, sonic, or negative energy.

*Those that get changed have their breath type changed to either a new energy type or a weapon type damage like bludgeoning, piercing, or slashing. If it's a new energy type they get the new resistance to match it.

*If they change to a weapon type damage or already did that they instead gain DR against the damage type of their breath weapon equal to 1/2 the energy resistance they usually get.

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K just wrapped up the Drake companion section and I have to say that's legit, really cool design and love the only one balancing mechanic to even them out.

That said, why don't they get any energy resistances or immunities? It feels weird that the Fire Drake can be killed by burning it to death.

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Woot! Got my copy!

Now, can anyone else with this book explain to me how the Half-Elf trait Dragon Soul is any good? Cause right now it looks really awful but I'm wondering if anyone here is seeing something I'm just not seeing?

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Rysky wrote:
doc the grey wrote:

*refreshes page*

Damn! Still not able to download.

Okay I asked this before but haven't got an answer so here it goes,
Is there anything for the medium in here?

Also is there a way to get a drake companion beyond the archetypes listed here?

My investigating has revealed a "no" to both, sorry.

Double dammit! This is not going to make character creation any easier with my new player T-T.

Now what classes get the drake companion?

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12. Exotic "Animal" room a

This room is used to store animals from foreign worlds, realities, and planes with environs similar to our own. It provides light, water, and breathable gasses for those animals enclosed in its pens. This room is ill suited to housing animals with needs too far removed from our own.

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*refreshes page*
Damn! Still not able to download.

Okay I asked this before but haven't got an answer so here it goes,
Is there anything for the medium in here?

Also is there a way to get a drake companion beyond the archetypes listed here?

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Hmmm, I'm thinking I swap precise strike for something like this,

Crashing Wave: As long as the Tsunami has 1 point of panache she adds 1/2 her level to damage when wielding glaives and her lvl when wielding any 1 handed weapon covered by her new Tsunami weapon group (1 handed polearms and thing). The Tsunami may spend 1 point of panache to increase this bonus to twice her level for 1 round. A Tsunami swashbuckler gains Cleave as a bonus feat and may use it as part of a charge. The Tsunami swashbuckler takes no penalties to AC from Cleave while charging.

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Anything for Mediums in this? I kind of want to see mediums who can call on dragon spirits.

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Franz Lunzer wrote:
FedoraFerret wrote:
Woohoo, order processed. So will I still get an early pdf even though I opted to pick up my copy at GenCon?

The "July new release"-Thread says:

July 2016 New Release wrote:
If you have opted in for Gen Con convention pick up, your items should be in your sidecart at this time. Next week Tuesday or Wednesday we will be running the process that submits, charges (actual settlement, not just auth) and grants PDFs where appropriate.

Dammit! Anyone else a bit peeved that we'll have to wait to get our pdfs for another week if we are picking it up at Gencon?

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rainzax wrote:
Ravingdork wrote:
Demiurge 1138 wrote:
The insinuation from Into the Darklands has been that, at least in Pathfinder, they're human refugees from Earthfall who fled underground and were warped by exposure to the Plane of Shadow. So they're human-like, mostly, but pale and wiry. Stunted, in the case of dark creepers.
I thought that was fetchlings, and that darkfolk were something else entirely.
Yeah what is their relationship?

Read this chain and got me thinking of Dark Folk as a dark reflection of man and I think the best answer for Dark Folk is actually something like a dog.

Maybe Dark Folk have big albino hounds they took with them from the surface when they fled. Without the light they've grown pale as snow and their eyes have atrophied in the darkness but in exchange these baying hounds have become excellent diggers and have an enhanced since of smell so great that it works like sight alongside their enhanced hearing. These hounds are called The Ghosts of The Tunnels and slink through the darkness like ghosts, baying when they find prey and leading their illusive Dark Folk to their prize.

Dark men wrapped in rags being lead by blind long hounds with ghost white fur and looking like irish wolfhounds sounds awesome.

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Devilkiller wrote:

Dark Creepers being wrapped in layers of dirty cloth and smelling like spoiled food makes me think that maybe bugs could live on their person. Besides centipedes I guess another sort of bug known to dislike light is the roach. Dirty little dark creepers infested with roaches could probably make an adventurer sickened if not downright nauseated (perhaps with a swarm-like aura)

If there were baby giant centipedes eating the roaches I guess you could end up with a whole ecosystem in a dark creeper's clothing. Maybe there would be big, fat dark folk be called Filth Wardens or something. They could be infested with maggots and surrounded by clouds of flies, kind of a final Herod-like bloated stage of the dark creeper life cycle which lives for a while in a "royal" state before bursting open to release something nasty - maybe lots of horrible grubs with humanoid faces which slowly grow and molt into new dark creepers?

I guess another pet/mount dark creepers might keep would be giant cave crickets (aka "sprickets" since they look like a cross between spiders and crickets). Somehow that also reminds me of rust monsters though I guess dark folks who want to ally with those would need to use weapons made of bone, stone, etc.

I totally dig on the idea of cockroaches being something Dark Folk keep around like dogs and wander their towns like stray dogs. Could be into that, makes their homes feel like that pit in Peter Jackson's King Kong and the Dark Folk just live in it like it's no big deal.

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The Thread Necromancer wrote:
doc the grey wrote:
The Thread Necromancer wrote:
Do the Dark Folk have any pets or war "animals" associated with them?

Not that are immediately stated as far as I know but I assume you could go with a lot of different options that fit the subterranean vibe and still not intrude on the other guys. I could see them having spiders and a lot of blind albino animals like albino cave fish, giant albino newts, or giant albino cave shrimp like the ones out of B5 that have that hit so hard its like a sonic boom.

Non aquatic stuff is a little tougher but I could see them having solifugids or cave spiders & scorpions, I could totally see them having packs of albino cave solifugids they hunt with like packs of dogs. Part of me thinks they should have some mammals like a bat or something but can't really think of something that fits that isn't already really associated with something like the Urdefaden or Ratfolk.

Hope that helps man.

I wouldn't want to do spiders (associated with Drow), but the other ides (cave solifugids) would work.

Yeah I know about the spider thing but with Paizo decoupling Golarion's drow so much from the FR equivalent I thought it might be something that can be spread out a bit more amongst the underdark races. That said I think the thematic toes I'm stepping on more here are the Deurgar rather than the Drow since they seem to be the ones who are all about the bug mounts. Still, I could see vermin mounts being something rather common to all races down here, with the Gray Dwarves selling them off to any willing to buy for the right price.

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This is something I do a lot with my home group when I'm writing stuff to give them an idea of the world they are about to step into, like quotes from books in the lands they tread or quotes from famous people, history books, or holy tomes and what not. I think of it like those little quotes you get sometimes to lead book chapters like The Call of Cthulhu where we get the "Strange aeons" quote from and I wanted to see if anyone else does this and would like to share. I've got one I just did recently below and am interested to see what others throw up.

"The lands of Jaddah are unlike any other in the Frontier, a land of mists and veils. Here men smoke pipes that spew mist that acts like smoke while women dance in scarves that cut like knives. The smokemist is thick and dances like women, and the dancers slip past your fingers like smoke. In this land what is real and what is illusion is anyone’s guess, the mists hide what is and is not real."

Ambrose Ballrene,
Scholar of the Academy of Knowledge and foremost academic on the lands of the Frontier

Anyone else do these, what do you think, what are some of the ones you've written? I'd love to hear more below or share more of mine if people are interested.

Shadow Lodge

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SmiloDan wrote:

I think the main reason to use a reach polearm is to get lots of AoOs.

Maybe a way to use AoOs? Maybe the ability to make a 5 foot step after you make an AoO? Maybe you only get Precise Strike damage on AoOs? Maybe a way to spend panache to get a "cleave-like" extra attack against a different target when you make an AoO? Maybe a way to make any combat maneuver when you make an AoO?

Maybe a way to spend panache so you can attack a number of creatures within your reach equal to your Dex bonus? Written in such a way so you can combine that with the Vital Strike series of feats.

Hmm I like the idea of some sort of cleave buff. Maybe that she can move and cleave people at the end of it to encourage lots of mobility. Ooh like cleave on a charge, call it The Crashing Wave.

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The Thread Necromancer wrote:
Do the Dark Folk have any pets or war "animals" associated with them?

Not that are immediately stated as far as I know but I assume you could go with a lot of different options that fit the subterranean vibe and still not intrude on the other guys. I could see them having spiders and a lot of blind albino animals like albino cave fish, giant albino newts, or giant albino cave shrimp like the ones out of B5 that have that hit so hard its like a sonic boom.

Non aquatic stuff is a little tougher but I could see them having solifugids or cave spiders & scorpions, I could totally see them having packs of albino cave solifugids they hunt with like packs of dogs. Part of me thinks they should have some mammals like a bat or something but can't really think of something that fits that isn't already really associated with something like the Urdefaden or Ratfolk.

Hope that helps man.

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Crystal Fraiser wrote:
...and you daddy's cousin's great-aunt claims she spent a sweaty summer night with Mengkare.

HAHAHAHA! F#%@, I haven't laughed that hard here in a while.

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Turgan wrote:
Precise Strike Damage halved perhaps? A swashbuckling dervish is an interesting idea. If only the swashbuckler would be a class more true to its name.

I was feeling something like that too while maybe letting the panache spend steroid be the same as before. That way it encourages more spending and risk reward behavior.

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So I'm working on a new archetype for the swashbuckler focusing on glaives and other polearm like weapons that already fall under the swashbuckler's purview but am currently stuck on what needs to be replaced from the base swash and what to fill it with.

As it stands I know I want this to be something of a whirling dervish, designed to flow around the battlefield, dancing through combat, and smashing people before bounding on to the next target. I'm thinking she should have the whirlwind dance power from the Whirling Dervish, the Versatile Performance (dance) ability, and I think something to replace Precise Strike to balance out the damage bump from a 2 handed weapon but beyond that I'm not sure.

So does anyone have any ideas on cool abilities for a dancing polearm master or way to rebalance precise strike for a 2 handed polearm? Thoughtful advice is greatly appreciated.

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Lucus Palosaari wrote:
doc the grey wrote:
Endzeitgeist wrote:

If you assume a default of early firearms being available fireworks behave as alchemical weapons, as they are based . That being said, there is a caveat for handgonnes and similar weapons in the lead-in section that discusses availability.

The section on firework weapons (New Firework Weapons) puts them directly in the same category as the fireworks in UE. Hope that helps!

Not really. I'm looking for information on the proficiency for Firework-Firearms rather than just firearms. The book makes a big deal of creating this category of these weapons that are kind of an inbetween state of the two like the Fire Lance and others but doesn't really define what kind of weapon they are in terms of proficiency.

Apologies Doc (and a special thank you to Endzeitgeist for attempting to answer) -- ironically Fourth of July kept me be busy and I didn't get a chance to really see and read your question till today.

They are meant to be both, depending on specifics of the setting and circumstance of their use. They are "alchemical weapons" a la existing fireworks, and typically speaking, rules for alchemical weapons would apply to them over "firearm" rules. That is unless they were beneficial, so like a gunslinger may get a bonus with firearms but not alchemical weapons, so you'd apply the better label as needed. With caveats.

I try to "get at" some of this, but it wasn't as clearly labelled as it could or should have been. Pg. 16 includes a comment about fireworks and pyrotechnics, and then pg 23 includes this block of text:

Firework-Firearms
In the original firearms rules published in the Pathfinder Roleplaying Game: Ultimate Combat book, the fire lance is a type of early firearm that is basically a javelin launched via gunpowder. Numerous similar weapons existed that launched everything from single balls of glass, porcelain, clay or stone to arrows and crossbow bolts to things as large as javelins or even as varied as pellets
...

Sort of but not really. The problem is that I assumed they were basically alchemical weapons where you don't need a specific proficiency but when I looked I realized the book doesn't give a hint of a ruling one way or another. The answer you give above kind of confuses the issue since if they always take the worst option that makes me think they would use a specific proficiency as it would fall under that, "unless they were beneficial" caveat you mentioned above.

I feel like they just need a sentence that says, "Firework Firearms count as alchemical weapons in terms of proficiency." That would clear up the issue and preserve balance since though the firework-firearms are good they come with a lot of downsides that balance the ease of use. Also now I can watch my party give commoner friends these things and pray they don't accidentally blow themselves up.

Shadow Lodge

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Mark Seifter wrote:
doc the grey wrote:
Mark Seifter wrote:
...vile corruptions, where you have no control over the manifestations but can ignore the gifts to help you fight off the corruption's influence.

Care to elaborate on this more? As it stands this really doesn't make much sense. So you take a corruption, don't get any of its buffs, but get bonuses on saves against corruption?

Vile corruptions are an option for campaigns where corruptions are a horrid stain, as opposed to useful corruptions, which could lend itself to more of a "team monster rules!" boosted-power low-drawback variant, and the standard, which is somewhere in between.

Okay, but how exactly is it exhibiting that on a mechanical level? As it's presented it sounds like they really don't give you anything but a buff to fight corruptions which seems odd to burn book space on when I assume other preexisting feats fill that role (Iron Will etc.). If it's for narrative than how do these feats embody the concepts of a world where corruptions are even worse in ways that theme and narrative will not, what makes these corruptions so messed up that others will shriek in terror as compared to any of the others?

Shadow Lodge

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Also:

It looks like our Alchemist finally found Qyburn's manuscripts. It's good to see him picking up a hobby. Not so good for Valeros though, think we'll start calling him... Vincent Mighty, Tough Vince?

Shadow Lodge

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Mark Seifter wrote:
The death clutch spell causes someone's heart to leap out into your hand

Sweet we're finally getting Clutch of Orcus reprinted into PF.

Mark Seifter wrote:
Hive is related to a new subtype of aberration created by a depraved annunaki; while normally hive larvae gestate in your body for sustenance and then kill you, a hive corrupted character has survived a rare metabolic symbiosis, gaining hive-related powers instead like a hive mind or acid blood.

Sweet we're gettin' Xenomorphs! Surprised I haven't seen more people geeking on this. Does this mean we will get monsters in this book as well including the Xenomorph and more?

Mark Seifter wrote:
...vile corruptions, where you have no control over the manifestations but can ignore the gifts to help you fight off the corruption's influence.

Care to elaborate on this more? As it stands this really doesn't make much sense. So you take a corruption, don't get any of its buffs, but get bonuses on saves against corruption?

Shadow Lodge

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber
Endzeitgeist wrote:

If you assume a default of early firearms being available fireworks behave as alchemical weapons, as they are based . That being said, there is a caveat for handgonnes and similar weapons in the lead-in section that discusses availability.

The section on firework weapons (New Firework Weapons) puts them directly in the same category as the fireworks in UE. Hope that helps!

Not really. I'm looking for information on the proficiency for Firework-Firearms rather than just firearms. The book makes a big deal of creating this category of these weapons that are kind of an inbetween state of the two like the Fire Lance and others but doesn't really define what kind of weapon they are in terms of proficiency.

Shadow Lodge

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

So quick question. Are firework firearms supposed to be exotic weapons like firearms or alchemical weapons like fireworks. I'm assuming the latter considering all the drawbacks they have but want to verify.

Shadow Lodge

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Darksol the Painbringer wrote:

Oh dear, the Errata has come. Time for a summation and evaluation:

** spoiler omitted **

Actually you're off on some of the mundane items. The price change in the shield entry on the weapons table just lists them with the price for buying either the wooden or steel varieties rather than just the steel, the spikes just makes it the price of the shield with spikes rather than the price for adding spikes to the armor, the aklys actually has its damage reduced rather than bumped, the bo staff damage isn't so much buffed as actually written as a double weapon so it's kind of a wash, and the scorpion whip only gets all of its buffs if you have proficiency with both it and the standard whip (i.e. you can only use it as a lethal whip if you can also use the whip).

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N. Jolly wrote:
Evelyn Jones wrote:
As a fan of the Vigilante class' mechanics (if not their fluff), I'm definitely interested in seeing what other companies can do in regards to improving a class as versatile and surprisingly-effective as this one. I'll absolutely keep my eyes peeled for this one.

I have grown to really enjoy this class, and it is very versatile. At the same time, there's some pretty strict design space here with which I've been toying around, and I think you'll all like the results of it. The playtest itself should be starting sometime this weekend.

doc the grey wrote:

Lol yeah or the wildsoul (bear in particular), brute (cool but gets in the way of doing your hulk out barehands smashing), the magical child (was hyped for some sailor moon and only have something that kind of lets you play card captor sakura maybe), or the agathiel from spymaster's handbook (your vigilante form is just beast shape but with no stat bumps and a hyper limited number of abilities from the spell).

Happy I wasn't the only one who didn't like the gunmaster either.

Anyway we'll get some swashbuckling Zorro options?

Trust me, I straight LOVE the core class, but a lot of the archetypes just...lack impact. Wildsoul is flat for too long, brute is just trash, Magical child lacks synergy (although I have a feat that'll hopefully help with that), gunmaster is...not good, with agathiel lacking versatility (it was close though).

I actually don't have something like that in there yet, although since the playtest will last for 2-3 weeks (depending on how it all goes), I might one up in the meantime, as I have already added Arsenal Summoner while waiting for this thing to go live.

Cool. There's actually been some cool stuff in a thread in the suggestions forum trying to update the Brute and it's had some interesting ideas. Honestly I think if their heavy hands talent just gave them flurry of blows along with Improved Unarmed Strike and some nat armor he'd probably be in business. Hell if they wanted to get a little more technical I'd be down with a hp boost either in HD size or health buff.

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