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 Companion Subscriber. FullStarFullStar Pathfinder Society GM. 2,732 posts (2,757 including aliases). 14 reviews. 1 list. 1 wishlist. 10 Pathfinder Society characters. 5 aliases.


RSS

1 to 50 of 2,732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Shadow Lodge

Pathfinder Companion Subscriber

The title is pretty self explanatory but what is the hardness of dragon hide? Ultimate equipment doesn't list it and I don't know if it has gotten an errata.

Any help would be greatly appreciated.

Shadow Lodge

Pathfinder Companion Subscriber

The title is pretty self explanatory but if a character is blinded do they lose their Dexterity bonus to reflex saves as well as to AC? It would seem weird that a character who can't see cannot react to a massive greatsword but would somehow know where to leap to escape a grenades explosion.

Shadow Lodge

Pathfinder Companion Subscriber
Owen K. C. Stephens wrote:
A crook isn't easy to fight with, and thus isn't an appropriate simple weapon. Most herders either aren't going to be proficient with it (instead using it because it still allows them to make grapple checks without taking the penalty for not having 2 hands free), or if they become veteran herders who reach 3rd level as commoners, use their feat at that level to gain proficiency.

But at the same time it is so complicated that even the nascent fighter or ranger cannot understand it's uses without taking a feat?

Shadow Lodge

Pathfinder Companion Subscriber

K I'm plowing through this and I have to ask, why is the Crook a 2 handed exotic weapon?

I mean it's billed as the literal first choice for shepherds in a fight but it isn't even an option for a commoners 1 favored weapon?

I'm confused, can a dev please explain if this is a mistake or why it was made into an exotic weapon?

Shadow Lodge

Pathfinder Companion Subscriber
Feros wrote:
doc the grey wrote:
What's the machete get and the racial weapons?

The machete is an OK slashing weapon that adds +1 to Survival checks in the wild.

The elven branched spear I covered above.

** spoiler omitted **

** spoiler omitted **

The orc skull ram I covered here.

is the machete essentially a slashing short sword then? D6 dmg 19-20 crit that kind of thing?

Shadow Lodge

Pathfinder Companion Subscriber

Quick question on those dice progressions. Does the progression for d12's mean that I convert that advancement to d12 dice or just use the printed sets?

I.e. Does that mean that when a d12 scales up to the next stage does it become 3d6 or something like 2d12?

Shadow Lodge

Pathfinder Companion Subscriber

What's the machete get and the racial weapons?

Shadow Lodge

Pathfinder Companion Subscriber

Care to elaborate on what an Orc Skull Ram is?

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Companion Subscriber
Flaming Crab Games wrote:
doc the grey wrote:


K np man and I should be throwing those reviews up sometime here in the near future. Also gotta say nice work with the self promotion and player options all rolled into one in a few of these options. Lol their seem to be a lot of terrifying, self combusting crab skeletons in here...

Sweet! Haha, thanks... The flaming crab skeletons are really lame, but I think they're the right kind of lame!

You say that but I like them being around. They give some extra variety to the lists which can help get players interested in doing different stuff with necromancy mechanically than you might get otherwise. In other words, my new player who is a budding necromancer might not think about undeading something like a crab, gorilla, or an eagle but when you stick it on the summons list it gets them thinking about it.

Shadow Lodge

Pathfinder Companion Subscriber
Owen K. C. Stephens wrote:
The Juggeloathe should have a swallow whole that does damage as a bodak's death gaze = 1d4 negative levels per round, with a DC 20 Fortitude save to negate. This save is Charisma-based.

Woot! That's terrifying! Ready to add that to my notes and in the meantime will this be reflected in the digital copies soon?

Shadow Lodge

Pathfinder Companion Subscriber
wraithstrike wrote:
doc the grey wrote:
wraithstrike wrote:
doc the grey wrote:

Can you take improved natural attack for a specific natural attack gained through a class ability?

For example if I have a bloodrager with the dragon bloodline can he take improved natural attack for the claws he gains from his bloodrage?

Yes you can take it.

Is that an official ruling that is listed out somewhere or is it something meant to be open to interpretation like Wagner said?
By the official rules you can take monster feats if you qualify for them, but some GM's houserule it so you can't or they assume that because it is in the bestiary that players can't use them. However there is no wording that anyone has ever produced to support that.

k good to know. Means that I don't have to tell my rageshaping bloodrager that he has to move his feat around. Greatsword hands away!

Shadow Lodge

Pathfinder Companion Subscriber
Branding Opportunity wrote:
doc the grey wrote:

Another question, do Orcs age differently than presented in the ACG, since as it stands Grask is at least 23 years old by the timeline the book presents and worried about hitting middle age but would already be middle aged by the books reckoning.

This only gets exacerbated if you assume he wasn't born directly into the control of the Empty Hand Tribe as the book seems to present and run on (he invents the token system and manages to wrangle together the rest of the stability in Urgir and the region by then) which means he's likely much closer to his 30's.

Is he actually supposed to already be middle aged or old and worrying about dying, is it a calculation error, or do orcs age differently in Golarion than the book line presents like tieflings?

To be honest, I forgot that they generally have such short lifespans. On the other hand, Grask is a very unusual orc, and might not yet be under the stat-effects of middle-age. Since his full stat block isn't presented anywhere, you're welcome to create it as you see fit. What IS presented on p. 21, however, is that Grask is quite aware of his mortality, and is worried that his reforms will not outlive him.

Yeah I don't doubt that it's something like that for him but I would like to see if that was taken into consideration for the book or not especially since it seems to happen with some other orcs as well.

On the other hand I could also be down with Orcs being super competent like right out the gate. Would be great to find out that the greatest Orc chiefs are usually successful by the time they are 5. Also it would be great to see an adventuring party have to capitulate to a 5 year old grand warchief.

Shadow Lodge

Pathfinder Companion Subscriber
wraithstrike wrote:
doc the grey wrote:

Can you take improved natural attack for a specific natural attack gained through a class ability?

For example if I have a bloodrager with the dragon bloodline can he take improved natural attack for the claws he gains from his bloodrage?

Yes you can take it.

Is that an official ruling that is listed out somewhere or is it something meant to be open to interpretation like Wagner said?

Shadow Lodge

Pathfinder Companion Subscriber

Can you take improved natural attack for a specific natural attack gained through a class ability?

For example if I have a bloodrager with the dragon bloodline can he take improved natural attack for the claws he gains from his bloodrage?

Shadow Lodge

Pathfinder Companion Subscriber
Kvantum wrote:
doc the grey wrote:
Okay other question: Having just got this is the Juggerloathe supposed to have a damage type with its swallow whole ability? Otherwise how is it able to make use of its Devour Life ability unless it literally eats someone and they either die passing the gums or bleed out in it's gullet?
Yeah, I was confused by this one, too. Maybe the leeching of life force is reflected by 1d3 negative levels per round, Fort save DC 27 negates (Con-based)?

Did you just make that up or is that something listed somewhere? I've got my book open and I can't find that anywhere.

Shadow Lodge

Pathfinder Companion Subscriber

Another question, do Orcs age differently than presented in the ACG, since as it stands Grask is at least 23 years old by the timeline the book presents and worried about hitting middle age but would already be middle aged by the books reckoning.

This only gets exacerbated if you assume he wasn't born directly into the control of the Empty Hand Tribe as the book seems to present and run on (he invents the token system and manages to wrangle together the rest of the stability in Urgir and the region by then) which means he's likely much closer to his 30's.

Is he actually supposed to already be middle aged or old and worrying about dying, is it a calculation error, or do orcs age differently in Golarion than the book line presents like tieflings?

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Companion Subscriber

Okay other question: Having just got this is the Juggerloathe supposed to have a damage type with its swallow whole ability? Otherwise how is it able to make use of its Devour Life ability unless it literally eats someone and they either die passing the gums or bleed out in it's gullet?

Shadow Lodge **

Pathfinder Companion Subscriber
John Compton wrote:

I've read the thread, and I'm familiar with the issue. I'm not yet convinced that we need a new rule, but I'm going to float an idea and see if it has any merit:

Numerous sources allow a PC to purchase an animal to serve as a mount, companion, or combatant; however, a PC can only purchase an animal if its Challenge Rating is lower than that character's level (minimum CR 1).

What would this do? It would allow any PC to buy a horse, a camel, or a riding dog at 1st level (CR 1). Pets and pack animals with fractional CRs are likewise unaffected. It also would mean that a PC could not buy a bison or tiger—combat trained or otherwise—until level 5 (CR 4). Of course, these creatures would still be available through the animal companion class feature. The only gap I see is the heavy horse, which is CR 2 (minimum character level 3), yet a combat-trained light horse is still available right out of the gate.

That sounds like a pretty good hot fix for people who this worries and also helps mark to make leveling feel a bit more interesting. That being said you might want to right just right in an exception for the heavy horse and maybe a small list to help represent some of the other areas in golarion. Like I'd think it would be more weird for a mwangi fighter to have a heavy horse if he's originally from the expanse than say a jaguar.

Shadow Lodge

Pathfinder Companion Subscriber

Am I too late for the free copy?

Shadow Lodge

Pathfinder Companion Subscriber

Am I too late for a free copy?

Shadow Lodge

Pathfinder Companion Subscriber
Flaming Crab Games wrote:
Wow, doc the grey, thanks so much for the lengthy and flattering review! We're glad you love it!

Np I'd been meaning to write it for a while and felt like the time to post it. A little hyperbolic maybe but I feel like the praise is worth it. Those damn orders really are that cool and it's worth the pick up for any game that

1.) Runs Cavaliers

2.) allows 3rd party books

The content is thematic and well balanced which is something that can be a big worry a lot of times for GMs when you allow stuff from outside 1st party and luckily this is not the case. It gives good content that is right in the sweet spot on the power curve with the rest of Paizo's current content.

Shadow Lodge

Pathfinder Companion Subscriber

Is there gear or new army formations in this?

Shadow Lodge

Pathfinder Companion Subscriber

I think the bigger question that needs to be asked is as a GM do you want your players to have full health for every fight or to have to juggle resources and the risk/reward of going in underpowered?

If the former than the CLW wand fills that role already it just separates it from being a particular classes sole responsibility and allows all characters to equally bare the burden.

If the latter than removing CLW wands from the equation and replacing it with something just as cheap and still not bared by one individual just continues that issue and to address it likely involves the change of the way people approach dungeon and encounter design rather than just adding a new ways to perform the "resource revive" in each dungeon.

Shadow Lodge

Pathfinder Companion Subscriber
Voadam wrote:

Perhaps a heretical branch of Dretha? She is the orc goddess of fertility and tribes and already has the community domain.

Thisamet sounds like a possibility. CG azata of celbrations, feasts, and holidays. Has the community domain (slant towards law?), sacred animal is a cow (peace?). Name might be feminine, don't know.

Also Lythertida the Voiceless Tragedy, NG empyreal lord of idealism, young death, and potential. Has the community domain, favored weapon is unarmed strike, and symbol is an eye with a tear.

Lythertida is pretty cool choice wise and it getting closer but I still off. Something with that focus on community, law, good, and peace. Falayna is pretty close too but again doesn't meet a lot of the criteria i.e. the peace focus and community aspects I'm aiming for.

Shadow Lodge

Pathfinder Companion Subscriber
Ian Bell wrote:
Not an empyreal lord, but the dwarf goddess Folgrit fits fairly well and would certainly be an audacious choice for orcs.

Lol yeah that would be pretty funny lol but I'm looking more for a classic choice of some kind of powerful outsider not already a part of a pantheon like a demon lord or archdevil. Something that is an outsider 1st and a patron of a people second in a persons mind.

All that being said though I'll go check her out.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Companion Subscriber

So I'm working on a reverse demon cult for my home game that is meant to fill a lot of the same roles as a demon cult (secretive fringe group of social deviants that worship a powerful supernatural entity) but within a race that already has a propensity for worshiping evil deities. So think of like an angel cult in a drow clan or a group or a wild azata hobgoblins.

For this one I'm trying to work on a mystery cult for Orc society that is focused on everything Orcs aren't. Think peace, community, and femininity with a slant towards law. The problem is I don't know of any printed Empyreal Lords that really fit all 4 of those marks off hand but I've come here to ask if anyone here knows of any Empyreal Lords that fit the bill.

Shadow Lodge

3 people marked this as a favorite.
Pathfinder Companion Subscriber
arcanine wrote:
Why don't GM's allow evil characters? I remember he said something like " you can do what ever you want, when your evil." I will admit I have not looked up on how a evil Character is suppose to act. But I would assume they could do just about anything. Is it to powerful of a alignment? I thought chaotic natural was the best alignment you can act how you want. And NO he didn't not tell me about this alignment shifting, PC snatching trick. I really need to look more into the communities views on evil characters. I honestly don't think my characters alignment should have changed. Thanks for the quick responses.

1.) Because there are players that take having that E on their alignment sheet as an excuse to harass others at the table and generally be a nuisance to having the table go well and everyone have a good time. So in that spirit (and with likely a burn or 2 under their belt from a previous player) there are a lot of GMs who either ban the alignment for players or take over the character once they walk that path.

2.) This is further explained because to gain the E you're not usually talking about just killing someone or stealing something you are talking about willful violation of others to achieve the ends you want for yourself. Murdering a child to prove to a paladin that life is cruel and unfair, burning an orphanage to collect the insurance you have on the kids and the building, or say saving indigenous peoples from a warlord only to enslave them for yourself. Now others might not go to this length when they GM to show what it means to get the E but the idea is that you've done something that isn't just a bad act but a series of bad acts consistently enough that they could be called your character's go to choice for handling trouble.

3.) Again not the most powerful alignment (as all are pretty equal) so much as the one with the easiest excuse to do what it wants. The biggest problem for a lot of GMs is punishing the behavior when it's disruptive while rewarding it when it's okay and since murdering people for their stuff is a lot of this game that line can be hard. If in an adventure path or more fleshed out world it is a lot easier since you can just ask, "What would happen if someone would do this in real life?" and then add magic but again this is not always that easy for GMs.

4.) As for alignment shifts that is normal and usually healthy as it can help showcase the changes a character has undergone through the game. It can be really cool to watch your CN Gozreh druid start out as this wild child who doesn't give a s~!% about others or creating a settlement and then slowly become the NG druid king of his nature focused settlement, his heart softened by having to see the plights of his people. That being said like anything that has power it can be misinterpreted and abused by both players and GMs.

The most important thing here is that you should talk with your GM and establish a dialogue over what he/she finds to be the road to damnation so you can better work with it and or change it. Along with that your GM should trust you to want to be their and interact with everyone else at the table in a manner that enriches the experience of yourself, the GM, and the other players. If everyone is having fun and no one feels s#%~ty for being there then all should be good in the hood.

P.S. Ask your GM what houserules he plays by in general when you start a group and if you are GM'ing post them for your players. This is issue of "unknown houserules" comes up here more times than anyone would like and the easiest way to avoid it is if GMs would just post their stuff where the players can see it. Barring that always ask to be on the safe side.

Shadow Lodge

Pathfinder Companion Subscriber

bump

Shadow Lodge

Pathfinder Companion Subscriber
From Bestiary 1, Regenerate head ability wrote:
A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.

Not to argue that the hydra doesn't have it's problems but the rules state just butchering the heads off won't take it out.

Shadow Lodge

Pathfinder Companion Subscriber

To elaborate, say a guard is tagged by the tanglefoot bags of 4 thieves trying to immobilize him and unfortunately for him he's fails all his reflex saves. Now what happens? Does he have to individually break out of each of these bags, do they each have their own hp or does it stack, do each of them have their own timer until they break down or have some form of stacking?

If anyone has any official answers to this either in the books or from the devs would be greatly appreciated.

Shadow Lodge

Pathfinder Companion Subscriber

Torag's earthen boots from Inner Sea Gods. They give you a few nice little bonuses (+2 vs. Trip & Bullrush as long as you don't leave your square) but it's big draw is the flat fast healing 1 so long as you don't leave the square. No limit, no cool down, no minimum wear time to get that buff all you have to do is just activate, stay on your feet, and don't leave the square till you have your health where you want. Perfect item for the tank in the party and it gives you the chance to double as a backup healer in a pinch. And if you get something better just throw them in your pack and save them for later.

Shadow Lodge

Pathfinder Companion Subscriber
Lilith Knight wrote:

Traps marked with an asterisk (*) add to or modify the effects of another.

It doesn't say may be add, it says they are added. It doesn't give you the option to use them separately.

See that's what I keep saying but he seems to not be able to take that at face so I seem to have to keep arguing this. Here's hoping that I can get some more responses here or maybe the lucky dev about it so this whole conversation can end.

Shadow Lodge

Pathfinder Companion Subscriber

bump

Shadow Lodge

Pathfinder Companion Subscriber
Luthorne wrote:
doc the grey wrote:
Matrix Dragon wrote:

I just got my copy of the PDF. Turns out that only Wizards can get the school familliars. Saddening, but it makes sense thematically.

HOWEVER. Sorcerers can get bloodline familliars. The abilities aren't as powerful, but you get them only for the cost of losing your first bloodline power and geting your bonus spells one level later.

That's really good if you don't care about the spells, since first level powers generally aren't that great anyway.

Is that meant to be a feat or archetype option?
It's more similar to an archetype, though it isn't explicitly listed as an archetype, simply that any bloodrager or sorcerer can trade out their 1st level bloodline power and delay access to their bloodline spells for one level in exchange for a familiar with a particular benefit related to their bloodline. It doesn't cost a feat.

So there still isn't a way for me to just take a feat as say a rakshasa sorcerer and get the rakshasa familiar?

Shadow Lodge

Pathfinder Companion Subscriber

Can ranger traps marked with an asterisk be used separately or only when combined with other traps?

This debate has been raging with one of my players for a while now and I'm looking for any solid answer. Links or page references that help back this up would be greatly appreciated.

Shadow Lodge

Pathfinder Companion Subscriber

always interested in free swag. Nothing helps pass the sick days faster.

Shadow Lodge

Pathfinder Companion Subscriber
Oliver McShade wrote:

just an idea.

But only require one Elemental domain option being set by deity.. like Fire for The Great Inferno.

Then let the player choose any (non-elemental), domain for there other option. This would let there be a lot of option, to cover all the domains, while still linking the cleric by deity.

Anyway, i think that would be the most interesting option in the long run.

Sorry if this sounds a bit blunt but that feels too simplistic a model to yield the kind of interesting play I'm looking for in the setting we run at home. Opening up all domain options for a cleric of any of these 4 gods so long as they have a one of the elemental domains just leaves you with this large clergy that don't really have any shared qualities or narrative firmament save that they, "All have water" or fire, or whatever elemental domain they have and that just ends up uninteresting. Worst of all it takes away a lot of interesting narrative work you put into a divinity that is expressed in that domain portfolio like the idea that Norgorber has death and charm, Sarenrae's fire and forgiveness aspects. They all get washed out when you can just ignore it to take whatever you want and that is easy when you don't give players some solid narrative ground to fiddle in like a solid list of things that fall under that god's interests. Like it would feel weird if I could take Charm or Good as cleric domains if I was a cleric of Rovagug and that that was as normal and okay in Golarion as any other weird combination.

Again I'm not intending to tear you a new one here, just understand a little bit of why that just doesn't really work for most situations and this capacity in particular. Domains are a great way to kind of present a gods personality to your players and give them something to groove off of and set your religion/divinity apart from others that share the domain. If you just write this blank check with that minor caveat it runs the risk of creating a clergy that doesn't have anything in common and not much to grow your PCs off of.

Shadow Lodge

Pathfinder Companion Subscriber
the David wrote:

My advice is to aim for the standard of 5 domains, and that you keep in mind that those 5 always include the appropriate alignment domains. In other words, a lawful good deity has to take Law and Good as domains, as well as 3 others of your choice. It sucks a bit, but that's how it works.

Ofcourse, you can leave the alignment of your deities ambiguous as their motives are beyond mortal comprehension. Or as most elementals, they could be neutral. You might want to keep in mind that with 33 domains, 4 deities with 5 domains each aren't gonna cover all of them.

Going to try to knock out these responses as they come up.

1. Alignment domains: I'm looking to actually avoid alignment domains for these divinities in particular since they are meant to represent not just elemental forces but the elementals and the planes they come from. The Great Gale is as much a representation of wind as he is the father and king of Invisible Stalkers, Air Elementals, and Belkers. As such he and the other Elemental Lords here are left neutral.

2. Covering the whole domain spread: I know about the domain spread and I'm not really worried about trying to cover the domain spread. The pantheon these guys are being incorporated into has enough various religious options to cover the spread as it is. What I'm aiming for right now is just hearing what ideas for domains and favored weapons people get from reading these entries (along with whatever interesting inspiration they get from the classical elements themselves) and seeing what seems the most interesting here. In other words don't worry about hitting the spread I'm interested in see what people think is cool and fits the characters created here.

Shadow Lodge

Pathfinder Companion Subscriber

Bump

Shadow Lodge

Pathfinder Companion Subscriber

To elaborate on this a little I'm building 4 gods into my home game meant to be the rulers and representatives of the 4 elemental forces of Air, Earth, Fire, and Water and I'm hitting a bit of a snag with with a few things. First is domains, I've got a few for each but I'm having trouble really sinking some of the final options that feel right and really make them shine. Second is weapons for a few of them as I'm trying to find something that feels right with both their aesthetic and that of the culture of the region.

So I'm going to throw some of my notes up here to give everyone the idea of what I'm aiming for with each and see what happens from their.

Final note: The setting is very plains indians, american great plains themed and should show up in these gods who they would worship.

The Inferno:
: The living fire of all creation, The Inferno appears on earth after Water runs off with Air and gets lost in the sky giving him room to scream across the plains without water to stop him. Inferno is known as a God of rebirth, seduction, curiosity, and flame for though she comes and lights the plains ablaze in her wake she seeds the lands soil and brings bounty with her. It is believed that with her fire comes rebirth.

Current Domains: Charm, Fire, Healing,
Potentials: Strength and Glory (but looking for more interesting ones)
Favored Weapon: Shortbow

Rumbling Mountain:
: One of the oldest thing in all the Plains he and Water existed in the time when man and beast were just dreams and gods and monsters roamed the plains alone. With Water's help and his knowledge they created the greatest sights one could ever see (oceans, mountains, rivers, etc.). During this time he also makes flowers and plants for her as his gift, something pretty and powerful but stable like himself. This continued until she leaves and gets lost in the sky with Air, leaving the Inferno to come in and cause havoc while she is away. He's basically the patron of Stone, Memory, and Solitude right now but I can't think of much else.

Current Domains: Earth, Knowledge
Potentials: Plant, Strength
Favored weapon: not sure but I like something simplistic, blunt, and powerful like a greatclub or Gunstock warclub

Lady of the Rains:
: The other original elemental of the world The Lady Rain is the great creator and shaper of pretty much all the great landmarks of the world along with her partner Rumbling Mountain. In the time before time she and he sculpted oceans, rivers, lakes, waterfalls, and even the snow capped peaks together with he having this great strength and material while she had the true gift of creation. Their greatest success was when they come together and create life as Rumble tries to create these greater beings than the plants he'd grown and comes up short with her she grants his creations life and motion, giving their iron hearts water to pump and turning it to red blood. She eventually begins to travel with the Elemental lord known as The Great Gale but together they get lost in the sky, unable to come down for half a year but so marvelous is this experience that she goes back every year to look upon everything the world has and the creations it carries.

Current Domains: Artifice, Water, Weather
Potentials: Travel
Favored Weapon: Taiha

The Great Gale:
: The wind on the breeze, The Great Gale is all of the great ambitions of the sky. The Great Gale traveled through space and saw all that was made and being made and wept with both joy and sorrow for he saw so much but could not be seen in turn. So while he travels he learns the magics of all that is and the words to use them in hopes that he could impress upon magic the same great works the gods and beings of the time before man create. When he gets to the frontier he begins to start writing his stories into everything he sees, his story are wind etched canyons and the slithering ripples in the desert dunes. He is the force that teaches language to man as they travel and start to learn how to read his cuts in the earth. For him Tornadoes are his quills which he uses to cut his words into the earth itself. Eventually though The Great Gale meets The Lady of Rains and he convinces her to come away with him into the clouds where she can see all the things he would write into the earth. Unfortunately once she gets there again they both find out that she becomes like a ghost like he is and they both get lost in the sky.

Current Domains: Air, Magic, Rune, Travel, Trickery
Potential domains: I actually am pretty cool with his but I'll take suggestions
Favored Weapon: No clue but I kind of like something like a Boomerang, with some of the holy weapons of his producing these great tornadoes that cut runes into the earth

So remember a lot of this is a first pass but I'm down to hear any thoughts people might have. Remember these are supposed to be First Nation style religious choices so I'm also trying to avoid a lot of favored weapons that fall under that spread if I can. Hope to hear people's ideas soon.

Shadow Lodge **

1 person marked this as a favorite.
Pathfinder Companion Subscriber
GM Lamplighter wrote:

One way for smaller groups to handle this is to schedule twice as many tables as they usually do, and see if people sign up for Core or Standard. If you get a split, then you can take steps to deal with it, but likely most players in your group will prefer one or the other.

(I know not every group does advance sign-ups, so let this be your excuse to do it! It is an essential step in growing your lodge, it results in better games since GMs can prep more effectively, it allows more players to know before they get there what PC they're playing so they can be prepared, and on the off chance someone can't play any of the scenarios that week, they know before hey get to the venue. I can't stress enough how important this is. It basically moves you from an open private game to a public lodge, and that helps attract more players and GMs.)

I can tell you for a fact that this doesn't solve stuff everywhere. In our area what is likely to happen when we schedule these 2 events instead of one is that we now have to saddle one of our GMs with another night they have to work into their schedule and instead of having 1 table of 4-6 we get 2 tables (on 2 different nights) of 2-3 as people pick the day that better matches their schedule, when their friends play, what night works better for their baby sitter, the one that matching their college schedule, or maybe is core or not core. Just adding days in areas like ours where players are coming from up to an hour and a half away or are spread out to on average 1 every 2.5-3.75 sq miles and even with facebook, locally managed scheduling sites, and paizo.com just adding extra dates can already put too much stress on the system if they are not CAREFULLY managed. Core just throws another level of complexity into the system that can already put it at risk and still feels a lot like a band aid for most of the problems it seems to have been designed to solve.

At best it seems to give a temp solution to replays (an issue that only those with a rather large amount of play time in our area seem to have but YMMV) but it still fails to address a lot of the major problems I hear new players at the table discuss when I ask them. It doesn't address player understanding of the rules, it doesn't address ease of entry to the most difficult mechanics to comprehend for them (magic), it doesn't address dislike of certain players, it doesn't address teaching player consciousness at the table (i.e. would playing this character with this group of people/GM make the whole experience for all of us better or worse?), and it doesn't address making players feel more connected to the story or narrative of PFS than just being murder hobos for the grand lodge. I mean Core still doesn't address what the hell I'm supposed to say to new players or GMs coming into S6 but having to play scenarios where Torch is an ally even though the whole of society wants him in chains at best or in the ground at worst.

Shadow Lodge

Pathfinder Companion Subscriber
Matrix Dragon wrote:

I just got my copy of the PDF. Turns out that only Wizards can get the school familliars. Saddening, but it makes sense thematically.

HOWEVER. Sorcerers can get bloodline familliars. The abilities aren't as powerful, but you get them only for the cost of losing your first bloodline power and geting your bonus spells one level later.

That's really good if you don't care about the spells, since first level powers generally aren't that great anyway.

Is that meant to be a feat or archetype option?

Shadow Lodge

Pathfinder Companion Subscriber
Tacticslion wrote:
alexd1976 wrote:
David Neilson wrote:
TriOmegaZero wrote:
alexd1976 wrote:
Only CR 5, and regen can't be turned off by any damage type. You gotta knock them down and coup de grace or suffocate them. :D
Doesn't work. Regeneration brings them back from CdG and suffocation too.
You may be right on coup de grace, but I believe suffocation is called out as working on regen.

"Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally."

I was wrong about coup de grace working... it doesn't, as you have to inflict damage to use it. :D

Considering suffocation is actually mentioned in the description of Regeneration, I would assume it works... that being said, you aren't just holding these guys down and smothering them with pillows, they are "only" CR 5, can fly, and have 15 foot reach. It's pretty much ranged combat or nothing on these things.

Suffocation certainly works (and I'd allow it), but there's a relatively solid argument that it doesn't actually kill the creature in question, merely force it into unconsciousness until it recovers normally - which could be forced "indefinite" duration 'cause, say, you bury it in a rock, but still. This has not been FAQ'd to my knowledge.

I'd think it work considering that since suffocation is lumped in with the other 2 essential bodily functions (food and water) that the vast majority of organisms need to survive I think the point is that starving out the Regen creatures essential resources that supplies them with the materials to maintain cell grow kills them just as dead.

That being said I think that beat regen by literally strangling a troll or forcing it to starve to death sounds infinitely more cool and memorable than just lighting it on fire again.

Shadow Lodge

Pathfinder Companion Subscriber
Flaming Crab Games wrote:
doc the grey wrote:
Wow first impression is that there is WAY more content than I originally expected. I was ready for just a set of summon undead spells and some explanations, what I've got is a whole new summoner alt revolving around undead, like 4 new archetypes, and A LOT of new spells including one that is essentially summon zombie horde. Suffice it to say I'm already excited for this read. Will have to post a review for this and the also excellent cavalier orders book.

I hope it's a good read!

Reviews are always very appreciated, thanks! They help us and potential customers!

doc the grey wrote:
Also quick notice while perusing the back matters in the book you have a misprint in the feeble ghoul section. Its damage is supposed to have a -1 penalty due to the 9 Str.

Oh shucks! Thanks for pointing that out... I remembered to adjust the attack, but for some reason only reduced the damage by 1 instead of 2.

I'll be sure to adjust that in the next update!

K np man and I should be throwing those reviews up sometime here in the near future. Also gotta say nice work with the self promotion and player options all rolled into one in a few of these options. Lol their seem to be a lot of terrifying, self combusting crab skeletons in here...

Shadow Lodge **

Pathfinder Companion Subscriber
Scribbling Rambler wrote:
doc the grey wrote:
Mike Lindner wrote:

This is awesome. I think this will really help those who want to or at least may be willing to try GMing. I look forward to running core only games.

This is coming from "one of those" that uses every option under the sun.

Not really. As a Player it reduces the number of source books you have to know but as a GM you still have to know all the rules that whatever scenario you are using references. In other words even if you are running a core table their is still a high chance you are going to have to know how to use feats, skills, spells, or classes from other supplements if that module makes use of them.

I strongly disagree.

As a GM who has not run a Society session since 2011, the sheer volume of new classes, races, archetypes, feats, spells, etc etc has been far too steep a hill to climb to get back into running a PFS game. And that's with my being comfortable with the books which had come out to that point (APG, Ultimate Magic (Ultimate Combat was new and not an issue yet)).
On the other hand learning a new monster, or the abilities of a specific NPC, is just basic GM prep.
The problem is not the rules for the scenarios, it's all of the combinations of abilities of the unknown characters who may show up.

A Core campaign is not for everybody, and it may not be for you, but it requires far less homework on the part of a GM.

But all those rules are things that you are going to have to learn as part of Core once you start GM'ing scenarios that take place after those rules came into effect. S3-S6 all use them in some capacity and if you plan to run those in Core you'll eventually learn them at the same rate.

As for what your players are using I know where we're at you can just ask them in advance (since many have to register beforehand) if you are really worried and an app or a google search will let you know what they are doing. Now I realize this might not be the case where you are or where even a lot of people might be located but with organization tools like facebook, cellphones, and strong communications networks between organizers (and more importantly GMs) this problem of unknown builds has been vastly mitigated. If someone in our region has some crazy ass build that uses a bunch of obscure rules at an event and is planning on using it again (and lets be fair most crazy stuff takes at least a few levels to start to actually play out) then most of the GMs here have heard about it or we can ask one another to know if their is some obscure rule they plan to rock.

But again I understand that their are likely regions not as blessed with a close GM base as my area but again that doesn't make that hurdle much higher. I've always found that if I'm really worried about something crazy from *insert new big book here* hitting the field I just hop on here and ask what's popular right now and try to just get a basic understanding of it. Works especially well if you have a VL or VO in your area who games a lot at your venue. Barring that maybe I hold off a week, hit the session I'm planning to GM, and ask the players what they play/what they will want to play if I play X scenario and then familiarize myself with that stuff so I don't get that clueless unease feeling I get when someone walks in with something crazy from a book that came out while I was away.

Now again, if you are in an area that has a lot of turnover, HIGH player volume (I'm talking events with turnout over 20+), constant large new player turnout (like half your group at each table is 50% players no one has every played with before), a lot of players who cycle through dozens of complicated character builds all the time, poor event scheduling, or very unconnected GM/player base this might not work for you but I've found this works better than anything else and still nets me out less work than having to just read every book from the last 3 years to try and comprehend everything my party could bring to bear at the table or having to create a whole new version of the game that has to be scheduled around to try and mitigate this problem.

But again I hope that all of my worries are entirely unfounded, that Core is an unmitigated success, and that even I'm playing a game or 2 here in a year. But the way that these worries have been addressed and worse how it feels fears have been dismissed rather than being assuaged by some of those most fervently championing has done nothing but increase my concern.

Shadow Lodge **

Pathfinder Companion Subscriber
Mike Lindner wrote:

This is awesome. I think this will really help those who want to or at least may be willing to try GMing. I look forward to running core only games.

This is coming from "one of those" that uses every option under the sun.

Not really. As a Player it reduces the number of source books you have to know but as a GM you still have to know all the rules that whatever scenario you are using references. In other words even if you are running a core table their is still a high chance you are going to have to know how to use feats, skills, spells, or classes from other supplements if that module makes use of them.

Shadow Lodge **

2 people marked this as a favorite.
Pathfinder Companion Subscriber
Soluzar wrote:
I'm seeing a problem here. I know that this has likely been discussed internally for months. We're seeing a lot of VO's and 5 stars gushing about this. Then there are people like me. I don't object to it but I do have some concerns. There is a condescending vibe coming off of some of these responses. Just because some of you knew this was coming and already may have discussed some of these points does not make them less valid.

With you homes and after talking with a lot of our local PFS players and VLs I'm feeling more with you than I did 24 hours ago.

I feel like this really only addresses the issue of replays in a very limited and band aid type of way that will peel off and take us back to square 1 in 6 months to a year. I feel like this lowers the number of options but doesn't address actual concerns of barrier to entry (offering better teaching tools to new players, promoting 1st timer play sessions, discouraging group think pressure situations, encouraging solidarity and veteran education at the table, etc.). I can already see the nightmare it will cause and is already causing to scheduling to any area that has a threshold lower than 3 tables an event. It feels as if it doesn't address large chunks of optimization considering that most of the greatest offenders on the min/max table are classes out of core while at the same time many of the most weak (but initially attractive) classes are stuff that is core legal and will present their own problems there in.

But my biggest worry already is what it will do to the community. I know in my own area we have players who look at the vast majority of content outside of a very narrow spectrum as cheese, cheating, or some other variation of derisive crap that somehow pollutes their game experience and look down at people who want to play with it for any reason and I worry that they are going to latch onto something like this with a passion and help further exacerbate the problem. I can already see tables that will have this mindset where if you aren't core your cheese and are somehow a lesser player than those of us who don't care or have less extreme viewpoints and that they will apply pressure to players both new and old to conform to their preferred style of play. I can already see new players hit the table and being asked, "Are you Core build?" and getting that glare from the rest of the table that signals you better be or we don't want you here and thanks to the fact that we've segmented the two modes off from one another at the same table many will be able to see at least part of this argument since if you don't have a table that's all one type you might just not have a game. I think that's the worst part of all of this, that to make this thing work we have to adopt a system that literally splits the party or plays with the ideas of separate but equal. By doing so we complicate far more things than we simplify.

Shadow Lodge **

Pathfinder Companion Subscriber
Soluzar wrote:

Ok...this is going so be a little long and tongue in cheek but someone has to play the devil's advocate (no I never had any Cheliax characters).

-One of the cited goals was to make chronicle sheets viable again. That's nice, I'm sure I'm going to be chomping at the bit to get a Cloak of Resistance +1. Being...

Actually this doesn't make that cloak any more valuable. You can still get any items from the Core Rulebook with whatever cash you've managed to accrue without needing the item on your boon sheet. The rule about items being inaccessible only really effects any stuff from beyond Core.

Shadow Lodge

Pathfinder Companion Subscriber

Also quick notice while perusing the back matters in the book you have a misprint in the feeble ghoul section. Its damage is supposed to have a -1 penalty due to the 9 Str.

Shadow Lodge

3 people marked this as a favorite.
Pathfinder Companion Subscriber

Honestly on the unfun realm I've had to say a lot of creatures with the animal type often fall into this category for me since in a lot of published materials they feel more like they are treated as bags of walking hp and set in these tiny fight rooms rather than actually presented as animals. In most cases I get something like a deinoychus, crocodile, or say a bison and it's treated like a dungeon roadblock stuck in the middle of a small space and not presented with either a way to slip around and escape fights like an animal naturally would or with special abilities that might make the fight feel more interesting than dealing with a monster with a built in knife.

It kind of echos some of the sentiments Ashiel mentioned where the fights can just often feel uninteresting or uninspired which is a shame considering how terrifying real encounters with things like lions can be and with all the actual information we have on them and many other creatures these fights should be just as terrifying if not more so. Also it gives a lot of room to really expand on some questions like how do lions, crocs, and wolves fit into worlds where dragons, manticores, and pegasi also fight with them for ecological niches or hell what about things like undead or even giants and aberrations that could wander their worlds?

1 to 50 of 2,732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 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.