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Phantasmal Octopus

doc the grey's page

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 3,152 posts (3,177 including aliases). 17 reviews. 1 list. 1 wishlist. 11 Pathfinder Society characters. 5 aliases.


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Shadow Lodge

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Rolling through this again and I have a question. Can nanoweave be used to created armors and if so what benefits does it impart to the wearer?

Shadow Lodge

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Woot! Finally got my copy!

Now, is anyone else not super thrilled with the art for Tsathoggua? Like the art is good but it kind of makes him look more like a very big, very fat goblin or maybe Papa Nurgal rather than this frog man bat that is described in the writeup.

Shadow Lodge

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Does "Greedy Merchant Caravan" mean we finally get an update and expansion to the caravan rules?!

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NetoD20 wrote:

Please please please let there be options that allow for better mixing between arcane and psychic magic. Let wizards have more of a share of the mystical, mysterious and esoteric. I'm tired of the trope where non-arcane spellcasters get all the mystical flavour and wizards are relegated to be compared to scientists and "they use magic in a almost scientific way". I hate that, and I understand some people may like it, but I'm tired of it, we've already had too much, a change would be great.

An archetype that puts wizards in the meat of psychic magic and, for instance, allows them to cast some psychic spells, would be amazing. I'm hoping the release of Doctor Strange will help my case here down the line.
A great (and sadly, one of the very few) examples of introducing esoteric themes to the wizard was the Spirit Whisperer archetype (although it's sad that it does away with the spellbook).

Agreed, designing magic as science tends to take a lot of the uncertainty and unknown out of a medium that is supposed to have it. Wizards and Sorcs should feel a little scared and exhilarated when they throw down spells where they aren't exactly sure how it's going to work every time.

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Mark Moreland wrote:
doc the grey wrote:
I would also argue that since pathfinder races in general and catfolk in specific don't have many mechanical options exclusively tied to their race and with catfolk in particular lacking a lot of narrative as compared to many of the other races we are kind of only left with the art to discuss. So far it has kind of been the most distinct thing exclusive to catfolk.
There are a number of us in the office who would love to expand on the role of catfolk within the Pathfinder setting, but we just haven't had the opportunity to do so in the right place yet. While I had hoped this book would be present such a chance, we wanted to make sure to give every race included as many new rules options as possible. That meant that we couldn't focus as much on flavor as we might have in something like a campaign setting book or adventure path volume. Rest assured, however, that we will further explore catfolk ecologies, history, and society when the time is right. Until then, let us know how you want them to look, I guess.

Thanks for the reply and I'm on the Carolina Eade train. Thief & the Cobbler meets Asha Clan Clan is the s~*+, would love to see just a few more pieces by her at the very least to get more of that vibe in different contexts like say cat witch! Barring that, I could do with more from the Inner Sea Races to compare it against. Just no more Khajit stuff for a bit, we've got enough of those across the board.

Ohh and some art of male Catfolk. Totally want a reason to see Eade do a male catfolk witch or gunslinger or samurai, ohh or a cavalier on a tiger! Seriously that would be the s@$+.

Shadow Lodge

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*Checks page and still doesn't have books*
T-T

Anyone know if they are shipping throughout the weekend or am I doomed to waiting till Monday for my stuff?

Shadow Lodge

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BigNorseWolf wrote:
CorvusMask wrote:
I just realized that its kinda sad that whenever catfolk are brought up conversation inevitably becomes about "I preferred this version of catfolk" discussion instead of discussing about non art part of the race .-.

This is a game we play largely in our heads and when we see something that doesn't match that with official sanction there's a bit of geek "NooOOOOoooOOOOO!"

Artists can depict a bowl of fruit dozens of ways, for anthropomorphic races you have dozens of styles interacting with dozens of variables on the sliding scale of anthropomorphism. Getting something that's just right to everyone's individual tastes to an audience of wildly different ideas of what it should be is neigh impossible.

I would also argue that since pathfinder races in general and catfolk in specific don't have many mechanical options exclusively tied to their race and with catfolk in particular lacking a lot of narrative as compared to many of the other races we are kind of only left with the art to discuss. So far it has kind of been the most distinct thing exclusive to catfolk.

Shadow Lodge

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Fourshadow wrote:
doc the grey wrote:
Fourshadow wrote:
Rysky wrote:
Skeld wrote:
Kevin Mack wrote:
So what sort of look have they went for the catfolk? Bestiary version, Race guide version or something else?

I don't remember what Catfolk looked like in either of those books, I'll just say that the two pieces of art look like furry people with feline (cat, lion, tiger, whatever) heads and feet, with clawed people hands.

-Skeld

The Bestiary had the absolutely awesome Carolina Eade art.
Favorite catfolk art of mine, period. None of the others come close, in my opinion. Fantastic vision in that piece of art.
Agreed. Eade really brought something new to the style of that all the others really lack. The later art feels a bit too derivative of the Khajit we see all too often to really stand out from the pack of cat people we see in fantasy.
Exactly. I was enchanted immediately by Eade's version. Its pose/behavior seemed more congruous with cats as well.

Yeah. Meanwhile Eade's catfolk kind of feels like Asha Clan Clan from Outlaw Star, filtered through Thief & The Cobbler, and mixed with a dash of high fantasy Arabia to make something novel that can stand on its own.

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Fourshadow wrote:
Rysky wrote:
Skeld wrote:
Kevin Mack wrote:
So what sort of look have they went for the catfolk? Bestiary version, Race guide version or something else?

I don't remember what Catfolk looked like in either of those books, I'll just say that the two pieces of art look like furry people with feline (cat, lion, tiger, whatever) heads and feet, with clawed people hands.

-Skeld

The Bestiary had the absolutely awesome Carolina Eade art.
Favorite catfolk art of mine, period. None of the others come close, in my opinion. Fantastic vision in that piece of art.

Agreed. Eade really brought something new to the style of that all the others really lack. The later art feels a bit too derivative of the Khajit we see all too often to really stand out from the pack of cat people we see in fantasy.

Shadow Lodge

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Klorox wrote:
Having statues of them displayed in cities if they perform major services/spend lots of money to finance things for the city, like building baths, improving the sewers, repairing decrepit fortifications, or financing militia units or ships for the fleet... or even organizing games and theater festivals. (granted that's slightly more Greek, but Rome also grew big on evergetism after they came into contact with Greek civilisation)

Good idea but I'm trying to figure out how one would make any of that applicable in a standard game? How do you transfer the boons statues, games, buildings transfer of you are in a different city? What rewards for fame and prestige in Roman culture would be portable and at least semi accessable from one village to another?

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Set wrote:

I've got no firm concept on the appropriate fame/prestige costs for stuff, since I've never gotten a chance to use the system, so I'll have to skip that (since it would be me literally making crap up that I know nothing about...).

But, some thoughts.

Laurel wreathes that, when worn, function sort of like a 'key to the city' and entitle the bearer to free meals and inn stays and whatnot in the city awarding the prize.

Gear, obviously, some mundane, some perhaps more 'mythic' in nature, such as javelins of lightning, or apples of discord (one use confusion item flung into a group of enemies), or a dish of ambrosia (lesser restoration + cure moderate wounds + 1 days food and water).

Titles stolen directly from ancient Rome could be one way to go.

Example;

Aediles - maintenance of public buildings, particularly temples / regulation of public festivals (awarded to those who help defend a temple or public building from natural disaster or enemy attack, or who help keep people safe during a festival, again, in case of attack or disaster, granted free or reduced cost services from that temple (great for cheaper healing or restoration), or use of the services of that government building (best if it's a useful place, like a library, or one that handles revenues or grants contracts or licenses))

Others titles based on other governmental or military ranks could be adapted as well. Someone who performs a notable act furthering the cause of justice might gain a rank like 'Quesitori' or something that grants them some bounty-hunter like privileges, or a one time 'get out of jail free' card with the local judicial system (or a one time 'get some jerk I don't like imprisoned on trumped up charges for awhile and out of my hair' card...).

Excellent link man! Potentially very useful! I'm going to pour over these and see if anything seems to fit.

In the meantime, the easiest thing to remember about the prestige points system is that prestige is how many points you have, fame is how many you've ever had, and you usually end up getting about 6 prestige per level. Fame usually is used to lock options to certain level or fame requirements (think legwork for their organization).

Shadow Lodge

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The Sideromancer wrote:
Usually, if you managed to conquer of a territory, you would get a plot of land in said territory.

Cool idea but with my group being more mobile I'd worry about how to make land plots attractive and interesting if they rarely get to visit them. Maybe they collect money or have a table they draw from to have rare finds or something.

Shadow Lodge

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So I'm working on a faction for my home game based on republic/imperial Rome and I'm looking for ideas for prestige buys and titles unique to them. I already have some for buying base gear kits and becoming leaders of small units but I'm looking for more, particularly bonuses for things like becoming a Centurian or other NON MILITARY based titles and rewards that could be cool for players to acquire.

Any help would be greatly appreciated and please include the prestige cost and/or fame requirements you envision for the boons.

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Actually picked this up on Drivethru a few days ago and have been really digging it. Happy to see so many awesome dinos in print that paizo hasn't covered especially the Maiasaura.

That said I do have a question, in the docile ability for the Maiasaura it says, "The Maiasaura cannot be trained for war" what exactly do you mean by that? Does that mean it can't learn certain commands or what?

Shadow Lodge

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Interested but thoughts still remain the same. Want to see and play with some of it before I get hyped. The closed playtest and OGL-like markers don't bode well to me and with the lack of support on the post tech guide end my thoughts float more around how there going to follow and incorporate all of this and make it a blast to play everything.

Hopefully I'm wrong, but right now I just really want to play with it before I get hyped.

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Generic Villain wrote:

Okay, question for the author of the star vampire: how much bleed damage should it inflict with its talon attack? And I don't mean its blood drain ability which activates during a grapple. Its attack routine is "3 talons +9 (1d4+4 plus bleed)," but the amount of bleed damage isn't noted.

Thanks for any clarification.

Lmao I was just coming on here to ask about this! Happy to see that I'm not the only one who asked this question.

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Anyone else here still waiting for their subscriptions to ship?

*sporadically f5's to check for updates*

Shadow Lodge

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what is the quote from the top of this from?

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Thomas LeBlanc wrote:
Set wrote:
Kobold Cleaver wrote:
I hope to see a lot of Corruptions pop up over the next few issues.

Mmm, Cyborg Corruption. The more cybered up you get, the more those little nanites start mucking with your brain, and turning you into something NPCish...

Not to mention Plasma Corruption. Energy creatures a la 'The Color Out of Space,' only made of plasma energy and learning to live inside of a human(oid) nervous system, with a side-effect of the host occasionally bursting into flame.

There is one of the corruptions I am working on and another very similar to the other...

/me shakes his fist at Set

Lol similar feeling man.

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Kobold Cleaver wrote:
I hope to see a lot of Corruptions pop up over the next few issues.

With any luck you will here soon ^-^. I will say though, writing one in 1500 words or less is NOT easy.

But then again, being able to grow a jetpack out of your back that screams with the war fires of Our Lord in Iron and is crafted by tiny machines hiding in your blood stream was too f~#+ing cool to not take a stab at it.

Shadow Lodge

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Whew! Just got mine in under that deadline! Here's hoping we see some Numerian Corruptions here soon.

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Has anyone else had issues with the ACG app glitching in quest mode? If so where did you go to report the issue?

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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.

Shadow Lodge

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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.

Shadow Lodge

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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?!

Shadow Lodge

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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?

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
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.

Shadow Lodge

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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.

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

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.

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

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?

Shadow Lodge

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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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