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Kaiju, Mogaru

doc the grey's page

Pathfinder Companion, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 3,097 posts (3,122 including aliases). 16 reviews. 1 list. 1 wishlist. 11 Pathfinder Society characters. 5 aliases.



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Shadow Lodge

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Pathfinder Companion, Roleplaying Game Subscriber

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

10 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
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.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

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.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

The title says it all really but to elaborate, I'm trying to remember any martial class options (archetypes, classes, feats, etc.) that allow a martial, nonspellcasting class to get combat benefits for Perform (dance) in pathfinder? It's been a while since I've looked and though I could swear there are some but I cannot for the life of me think of them off hand.

So does anyone know of any?

Shadow Lodge

3 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

So I've been working on some updates and redesigns for some of the core classes and was wanting to get some feedback on some of the redesigns and right now I want to talk about the fighter. One of the backbone classes of the game the fighter always feels like it gets left behind by the time you reach 5th as the complexity of combat increases but the fighter himself never really gets a chance to catch up. With these updates I'm hoping to bolster them up a little and give the class a bit of that complexity and more options while on the field.

Check out the link here and let me know what you think and I'll answer any questions and explain design decisions below.

Edit: Anything that is not mentioned is left unchanged from the original work.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Does the -2 AC penalty reduction shields get for being made of darkwood include the reduction from being masterwork or is it separate and needs to be calculated together? I'm guessing it's the former but it's not easy to find an example in print that answers one way or the other on this.

Any answers with sources would be greatly appreciated.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

I'm working on a god for my homegame focused on rage, destruction, and vengeance and I'm trying to think of some good extra spells his clerics can add to their list of prepareable spells beyond what they get from their domains but am having trouble thinking of interesting stuff that isn't granted by his domains. If anyone can think of some interesting spells that fall under the aforementioned themes that ARE NOT also on the Destruction, Rage, or Catastrophe list it would be greatly appreciated.

Shadow Lodge

1 person marked this as FAQ candidate.
Pathfinder Companion, Roleplaying Game Subscriber

So this came up in another thread and felt like it needed to be asked here so the dev team could chime in and rule one way or another.

So to catch everyone up apparently there is a rule hidden in the visibility table I wasn't aware of that I want some clarification on. Apparently moving in a place with "poor visibility" costs double the normal movement for anyone passing through it. Now I've never seen this before and it seems pretty important so with that in mind I kind of wanted some clarifications on what this means with certain environments and spells.

1. What do you mean by Poor Visibility, what falls into this spectrum and are you talking about just light level or anything that obscures vision?

2. So like do I quadruple the cost of moving through a jungle because of poor visibility due to dense undergrowth and the actual dense undergrowth itself? Would I sextuplet it if it's also foggy?

3. Does that mean that spells like darkness also cause this? Like does the spell darkness now not only obscure vision but also give me movement denial like entangle so I now have this blob of concealed difficult terrain?

4. How does this work while blinded? I can only move at half speed already without needing to make an acrobatics check but since I'm permanently in "poor visibility" does that mean I'm moving at 1/4 my normal speed all the time?

5. Does Obscuring mist do this too, and how does this interact with spells like Acid or Solid Fog? Like does that mean a human unencumbered can only move 1 square per move action through it or 3 as a double move and a small character only 2 at max? So it would take like 2 turns to walk out of one for a medium character and 3 for a small if they were in the middle of it?

6. Does that mean that you really can't move at all in thick snow if there is also a driving snow since you can end up paying 4 squares to enter deep snow and with the snow coming down you've basically gotta spend 8 to move one?

FAQ support (especially on the blind question) would be greatly appreciated.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

I'm working on a character based on the blind swordsman archetype but I'm having trouble figuring out what class to build him as. Right now all I can say for sure is that he is a Caligni Darkfolk, has Blind-Fight and the Blinded Blade style feat, and is Dex based. Thematically he is a duelist who fights to protect the other exiled Caligni from their former kin and escape beyond their reach and now fights blind after being cursed by his former societies gods. Beyond that I'm torn between these concepts.

Bladed Scarf Magus: A gloom magus with a bladed scarf, this build concept focuses on using his swift strikes with his purple scarf mixed with shadow magic.

Slayer two weapons: A slayer, this build uses an Estoc (think piercing bastard sword) and a side weapon (likely a gladius) in a 2 weapon style. Probably grab up the two-weapon combat style along with weapon finesse and some rogue talents like bleeding attack, extinguishing strike (sneak attacks extinguish light), poison use, and umbral gear (lets you make shadow gear).

Swashbuckler: Estoc or Bladed Scarf build (finagle the slashing finesse feat to work on it) with some focus on panache and some parry and riposte stuff.

Now whatever he is is going to be 5th level but beyond that those are the 3, if anyone has any good reasons for one of these over the other please let me know. I'm trying to winnow the field and I'm looking for unique ideas for each that might help there so anything helps ^-^.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Working on offering rituals to my players as potential purchases with prestige from the factions in my home game but I'm a bit unsure as to what the price range should be. So to that end I'm looking for any advice to help establish a baseline, what do people think the minimum prestige cost should be for the lowest level rituals, like what seems a fair cost for learning avoidance ward for prestige?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

The title says a lot but to elaborate, if you are designing an occult ritual as specified in Occult Adventures based on a spell with expensive material components does that factor into any of the math in its design? Like if I make a ritual for raise dead does that expense increase DCs, require that I have expensive material components, or even allow me to just build it without them all together? I'm pretty sure I know by intent rituals need (and by design have) drawbacks that help counteract the lack of an expensive material component but I'm wanting to verify my understanding before I go too deep into designing something that might run into that.

Any help or official sources that have said something about this would be greatly appreciated.

Shadow Lodge

4 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

So I'm sitting here looking for some new 3rd party books on the market and I'm coming up short and was wondering what everyone else has found that is has interesting mechanics, story, or other cool stuff that's floating around for the rest of us and maybe provide some myself.

My personal list:

4 Winds Fantasy: Cats, Dogs, & Horses: Great book that creates dozens of breeds of the aforementioned animals along with animal companion stats and helps give them more definition as player options. Cats especially who become these interesting ultra stealth utility choices for people who want an animal companion who can do a bunch out of combat.

Legendary Games: Gothic Campaign Compendium/Tomes of Ancient Knowledge: Arguably one of the best series to come out from Legendary Games (a studio of awesome freelancers for more than a few paizo products) The compendium adds a ton of new and interesting optional rules, items, and build choices to any game. The best thing in particular though for me has been ToAK. A wonderful supplement that takes the sanity and tomes systems from Call of Cthulhu and meshes them seamlessly into the Pathfinder rules system in a way that both feels like CoC but at the same time makes it work in a Pathfinder setting. You get the new mythos subtype and rules for going insane to the mythos but at the same time not completely nerfing your character into the ground like a lot of ports of this system have ended up being.

Skirmisher Games: Insults & Injuries: Holy s~@& this book. Designed by a GM and working MD, I&I is a whole book of new rules and mechanics to bring realistic diseases, injuries, and conditions to your game world in awesome ways. From rules to introduce snapped bones and horrifyingly awesome fire damage to your game to feats for ADHD and statted smallpox this book bring actual medicine to life and makes it all too real and horrifying. I mean this is the book that allows you to use bottles of Old Law whiskey like health pots AND destroy your liver in the process.

Fat Goblin Games: Call to Arms: Fireworks & Primitive Firearms and Call to Arms: Pistols & Muskets: Grouped together because of how much they overlap Fat Goblin's Call to Arms line really hits its stride with these two books, presenting firearms, their history, and mechanical progression from fireworks to rifle bored death machines. These books give you everything from primitive hand gonnes which are basically tiny cannons on sticks all the way up to these awesome minne ball firing, rifled caplock juggernauts. It makes you feel like your at the workbench in some medieval fallout game. Biggest of all though are the awesome new optional rules which bring everything from bracing and fouled barrels to charges of smoke to the battlefield, transforming the already interesting class of firearm from just another ranged weapon that kind of revolves around touch attacks and reload into this really cool field potential field control weapon. I've watched my home game do everything from use the smoke from their muskets to drop concealment for the shooter and an ally to the sorc get giddy at the idea of fouling an enemy barrel with grease. Very cool book if you have any place for firearms at your table. Unfortunately it suffers from some weird layout choices on Fat Goblins part (I wish the tables of new gear were all around each other rather than spread out through and same with some of the optional rules) but all in all they are both excellent pick ups for any game that brings guns to their knife fights.

Fat Goblin Games: Call to Arms: Fantastic Technology: A supplement to the criminally undeserved Tech Guide, Fantastic Technology begins to do for the Tech Guide what their other works do for firearms. Bringing us new lost tech the biggest draws for this book are actually the salvage tech rules and the new kingdom building options. The former allows players and GMs to create new weapons from the salvaged tech of the world making everything from glaives with chainsaw belts and a rusted motor lashed to their heads to arrows covered in c4 and hooked to jury rigged detonators the salvage rules let you further flesh out how a lot of this tech would be used in a world that doesn't yet fully understand how to use it. The kingdom building options are also amazing, bringing what is effectively the tech tree out of Civilization and stitching it into the kingdom building rules. So if you ever wanted rules for when Guns might start showing up regularly in a village or even how to build satellites (it takes a lot of time and work to get there) this is something to look into. It also suffers from organization issue but the content is so good I really hope to see some more to follow it.

So there are a few recommendations of mine. What about you guys, you got anything you'd like to recommend?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Not sure if this is better in here or house rules but here it goes.

I'm looking to offer rituals as potential faction rewards at certain points from the various factions that exist in my home game but I'm trying to figure out a good zone for something like that to occupy. What is the minimum amount of fame even the lowest ritual should require, what about the prestige cost? Assume that the prestige and fame progressions are similar to that of PFS (between 4-6 points a level) but beyond that I'm interested to hear ideas.

Shadow Lodge

1 person marked this as FAQ candidate.
Pathfinder Companion, Roleplaying Game Subscriber

Can an Ectoplasmic creature carry objects with them when they phase lurch? Like can an ectoplasmic warrior in chain mail with a sword and board phase lurch through a wall and take its gear with it?

Any official rulings one way or the other would be greatly appreciated since I could see it going either way with it being yes it comes with them or no it slips off as they pass through.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Can you use a reach weapon against an adjacent large target?

Like for example a hunter with a longspear is fighting a bear and it has closed to be adjacent, can he still make attacks against it since the back half is still 10 ft away?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Working on an occult ritual to awaken a Thunder Behemoth and was looking for some advice. Anyone got any ideas for some interesting spell components, backlashes, or catastrophic fail states for this that feel thematic to awakening what is in essence an engine of a gods divine displeasure?

Realize that the ritual doesn't really convey much if any real control over the beast if it succeeds and I'm not really looking for anything but a success to awaken it. All that said I'm interested to see what people come up with.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Was mulling this question over while I was building some NPCs, How many coins can you fit in the standard backpack?

Assuming the standard backpack space of 2 cubic feet and that all coinage in golarion/your standard setting are the same size and weight (all of them are 50 to a pound) how many could you fill a bag with?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

I'm working on an encounter for my home game and am looking for advice. In it they are exploring the abandoned remains of an ancient technological ruin. Most recently inhabited by a migrating tribe of Morlocks, those clambering creatures have recently abandoned this site after their leader and many of their strongest warriors and robotic allies were killed by my PCs after stumbling into their temple a small distance away from their homes. Since then the area has been largely abandoned and my PCs are likely to finally return to that temple and explore this area. Currently my biggest problem though is figuring out some more interesting things to fill this area with.

Right now I have an albino cave shrimp from B5 as one of the most dangerous new tenants in the area, sifting through the remains for any morsels it can find along with whatever falls from the hovels or other holes in the high canyon walls above. Right now I'm looking for something to go inside the "treasure room" that the Morlocks have made of one of the old rooms. It has a tech door that's been sealed shut and the primary ingress has so far been through the roof. I'm thinking I want to put something in there as well, either an immortal sentry of some kind that was left over from the dungeons original function or some kind of creature that has come up to the space and either gotten stuck or made its lair there. The space isn't that large so I'm not looking for anything bigger than large but beyond that so long as it's CR is between 4-9, makes sense to have leaving alone, and doesn't have a climb speed I'm good. Interested to hear what people come up with.

Also if it helps I'm using the cavernous side of the tech dungeon flip map if the helps people visualize the space. This creature would be in the set of rooms on the opposite side of the map from the violet orb.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

I'm in the middle of building a marketplace in an american west style setting and I'm looking for interesting builds/concepts for marketplace mercenaries, guards hired by merchants to protect their wears and themselves while they sell various (and often expensive) gear to customers. The area also has a rather substantial lost tech/archeo techsmith who sells his wears in the city as well so concepts along those lines work as well.

Any help would be greatly appreciated. If you can keep builds or concepts at levels no higher than 5.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Does anyone know what grants "Government" bonuses to a kingdom? I'm looking at the kingdom character sheet and Ultimate Campaign and I cannot find anything that grants Government Bonuses or penalties one way or another. Any help would be greatly appreciated.

Shadow Lodge

1 person marked this as FAQ candidate.
Pathfinder Companion, Roleplaying Game Subscriber

Does the Zombie created by the Occultist's Necromantic Servant still get his bonus hp from Toughness or does his feat get suppressed and it only gains half the Occultists hp?

Any official references would be greatly appreciated.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Has their ever been any official word on how to price known cursed items with things like intermittent function and dependent function? I'm looking into it as a way to potentially give out items at reduced prices and add more thematic mechanics to items but want to see if any metrics have been dropped before I start.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

I'm in the middle of building a dwarven occultist NPC for my home game and I'm wondering what are some good feat choices? Right now I'm thinking on taking weapon focus with her primary weapon and power attack but I'm wondering if their are any other feats that more directly benefit the occultist's unique mechanics. If anyone has any ideas let me know.

If it helps she's a greatsword wielder with abjuration, divination, and necromancy as her 3 implement schools thus far.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Are Occultists supposed to have summon monster on their spell list? As it stands they don't appear to but their resonant power seems to be aimed at aiding in things like Summoning. Any information or links to discussions or errata would be greatly appreciate.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Something I was mulling over while looking at the services section of Ultimate Equipment but how much would it cost to get a channel energy from a town cleric and how would they offer their channeling services to the public?

My assumption is that it would be relatively cheap considering the expense to them is minimal and since it can effect multiple targets is often offered at certain times of day and involves participants paying to get a slot during that healing and said cleric channeling to heal them all at once. This allows them to help and collect tithes from the most people and prevent them from running out of channels when people line up outside the local church to have wounds mended.

But what do you guys think? Have you ever had this question come up in your game and if so how did you solve it, do you have a payment metric already laid out? I'm interested to see what people have gotten.

Shadow Lodge

1 person marked this as FAQ candidate.
Pathfinder Companion, Roleplaying Game Subscriber

If a character is carrying enough gear to be in a medium load and is not proficient in medium armor do those penalties apply to his attack rolls as well just as if he was wearing medium armor?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

I'm in the process of building some NPCs for my home campaign as commoner conscripts and I'm looking for ideas on what to buy with the money you get for a commoner at this level. Currently I've got their basic weapons, armor, a clw pot, tanglefoot bags, bolts, and some home gear to help with their firing power and at the end I'm sitting on about 59 gp. So what should I get next? I'm trying to not go over that but I'm having trouble thinking of anything that isn't doubling up on stuff I already have and feels like something a general would feel comfortable giving to commoner conscripts.

I'm also looking for a good trait to throw on them that would help them with ranged combat, sniping, or something aimed at ranged combat.

Any help would be greatly appreciated.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So this gets bandied about at my home table a lot and I felt like it should probably get brought here for overview and to see if it would help anyone else.

So I know for me and my tables the damages listed for blunderbusses and shotguns always felt off. Why is it that a 12 gauge shotgun is somehow less deadly than a musket at point blank range or hell even a greatsword if it's critting? Hell why is it that if I want a good Scatter weapon that a pistol sized scatter weapon is somehow better than ALL the other scatter options and has double the crit multiplier?

Well for our home games we've started working with this until we see some other change from Paizo.

Blunderbuss', Shotguns, and Double Barrel Shotguns all have a crit multiplier of x5

Scatter: In addition to all other abilities a scatter weapon may be loaded with improvised ammunition instead of pellets (nails, debris, etc) and fired as normal. Firing improvised ammunition increases the misfire chance by 1, reduces the damage size by 1, and reduces crit multiplier by 2.

So read it through people and tell me what you think.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Any way we could get Linguistics added to the base skills list for the Vigilante? It feels like something all vigilantes specialties would have a reason to be good at (knowing many languages, cracking codes, forging documents) and it seems odd that they wouldn't have it.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Do spells like Hold Person and Charm Person work on Monstrous Humanoids or are they only affected by spells with the Monster tag like Hold Monster or Charm Monster?

links and page numbers would be greatly appreciated.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So far I'm loving the concept of the vigilante but I gotta say I'm a little disappointed we don't have a swashbuckler like option. Any way we can get something that grants us panache and other swashbuckler like abilities so we can build something like Zorro or the Scarlet Pimpernel? Or even as some options in one of the other builds like say the Avenger?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Is there any way we could have these abilities offered as standard or reduced options for normal characters who are not Vigilantes? For example Nothing Can Stop Me is a really cool power but feels like something I should be able to attempt with any character from barbarian to desperate wizard, not something that is relegated to just one type of Vigilante. I mean I can totally see a barbarian attempting to charge someone through a closed door and smashing it down as they move as something that they would learn. This same thought process goes for Expose Weakness which is an amazing ability and really offers a lot of utility to the combat maneuver, especially to martial characters.

Maybe we can get something like this.

Nothing Can Stop Me: While the avenger vigilante is moving, he can make one free attack against each unattended object that is in the way of his path, such as a door, table, or other obstacle. If his attack deals
enough damage to destroy the object, he can continue to move without interrupting his action. If he doesn’t deal enough damage, his move ends. This attack doesn’t count against his attacks this round, and is made as part of his move. If his attack inadvertently targets a creature (such as
a mimic), it automatically misses and his move ends.

Normal: a character may only make one attack against a single unattended object that is in the way of his path.

This way it opens the option up for other classes that would also feasibly use it while keeping it interesting for avengers who can smash out the window, kick down the door, slice the statue in half, and blow through the barricade all in one move if they can pull off all the rolls.

As for Expose Weakness is there any chance we will get a weaker version of this added to the normal Dirty Trick rules? Something like...

Normal:You may perform a Dirty Trick maneuver to reduce an opponents hardness or DR by 2. The PC must announce whether they are trying to reduce hardness or DR and what kind of DR before the attempt is made. Attempts against DR or Hardness that the target does not have automatically fail.

Beyond that though very cool!

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So a few quick questions about creatures with racial HD.

1. If a creature has racial HD does it collect experience and progress along its racial HD track the same way as a 0 HD creature does to level?

2. If a creature with racial HD wants to pick up its first level in a class does it need to collect xp and if so does it treat it's level it like multiclassing for determining the amount of xp it needs to gain in order to collect said level? I.e. if say a glacial toad wants to take a level in fighter does it have to earn 51,000 xp to do it?

Any help would be greatly appreciated along with page references or links to rules sources.

Shadow Lodge

Welcome to the discussion page for the The Burying Season one shot. Here you can feel free to ask me out of game questions, check some game resources, vocab and formatting stuff, etc. I'm going to start by listing some reference material and formatting below.

This is an image of what a lot of the free standing buildings that exist around here are likely to look like. Most of the people in Upperborough live in large tents with permanent buildings usually being something for things like shops, temples, or the periodic residence for those who need or prefer something more settled.

If you are writing in a language that isn't common make sure to put it behind a spoiler tag with a spoiler that indicates what one might need to read it.

i.e.

In halfling:
Man I want some coffee

or

Orc gibberish:
WAAAGGGHHH!

The environment of the surrounding area is akin to the American great plains in terms of environment and the American Southwest. So think rolling open plains alongside rough badlands. Any more info would be obtainable through the use of Knowledge (geography) in game if you are interested.

Make sure to check out the world wiki starting Here. After that punch in the frontier tag in the search bar on obsidian portal and it should help fill in a lot of gaps.

The Imperium: the massive nation that the frontiersmen owe fealty to. They have a base south of here where one of their legions operates. They maintain the roads and defend the farming villages around the town of Lowerborough. Think NCR from Fallout New Vegas

Frontiersmen: The rough and tumble farmsteaders of the region, Frontiersmen are the descendants of Imperials (often of the Octavian, Calvan, and Anastasian lands) who migrated here once the land was opened to settling by the Imperium. Though descended from Imperial citizens they have developed into their own unique culture and both see each other as separate people now.

Nomads: The native people of this land the Nomads have lived here since time immemorial. They roam the lands on foot and horseback surviving off the lands as few others can. Their relationship with the Imperials and Frontiersmen is often tense as these new groups move into their traditional lands and set up shop forcing them to relocate. That being said they do have a level of respect for each other as many Nomad clans fought side by side with Imperial Legions during the Orc wars over 2 centuries ago. Though nomads include humans it also encompasses other races like feralfolk, orcs, nomad born half-orcs, halflings, hobgoblins, goblins, and Ironborn.

New languages:

Slivic: the language of the nomads. Sounds like Navajo or Apache.

Saradaga: Known as The Sun Language Saradaga is the language of the people of the city of Jaddah Yafif. It has roots in Draconic, Igan, and their own primitive proto-language. It sounds arabic.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So I was messing around with charge looking for more ways to entice players to use the maneuver especially as you scale up in levels and had a few ideas I wanted to run by people and see what they thought.

Option 1: A creature gets half their attacks rounded up whenever they charge, increasing the AC penalty by 2 for each additional attack.

Option 2: When taking a charge a creature may make as many attacks as they are able, receiving a cumulative -2 penalty for each attack they make at the end of the charge.

People feel free to chime in and let me know what you think, do you like them, do you hate them, what feels weird, and what are some of the potential exploits that might come about. Any help is greatly appreciated.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So I have to ask is the value of raw cold iron compared to its weight a misprint or are cold iron weapons plated with cold iron like silver? As it stands with the current values for cold iron and assuming that cold iron weapons are solid cold iron something like a cold iron heavy mace goes from a being worth 24 gp to 400 gp when melted back down into cold iron nuggets. So is it misvalued and needs to be something more like silver by weight or is it a plating item like alchemical silver?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

If I throw someone with a bullrush into a wall do they take damage and if they do does the wall as well? And can that break the wall altogether and send people through it and continue the bullrush?

Like if I bulrush someone into a rotting wall can it break the wall and have him continue on?

Shadow Lodge

10 people marked this as FAQ candidate.
Pathfinder Companion, Roleplaying Game Subscriber

Okay so apparently one can kneel in combat to gain bonuses while firing a ranged weapon but does anyone know what action this is to enter, does it provoke an AoO to enter, does it provoke to leave, what action is it to leave a kneel?

Any help would be greatly appreciated as well as official sources for the information.

Shadow Lodge

1 person marked this as FAQ candidate.
Pathfinder Companion, Roleplaying Game Subscriber

When calculating the health of magically enhanced armor do you factor the enhancement bonus to armor into the equation when you multiply to determine its health or not?

For example if I had a suit of +1 padded would it have 15 HP (1*5+10) or 20 HP (2*5+10)?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So a couple of questions while working on a monster that I kind of need answered.

1.) If a creature has multiple attacks (like claw, claw, bite) and has the grab special ability, hits on the first attack, confirms the grapple, and still has those other attacks? Do they go off or do they lose them?

2.) If a creature has multiple attacks with grab, the rake ability, and hits with said first attack and grabs does it get those rakes on top of the other attacks? Like say a lion pounces someone and lands the bite and grab does he get both his claw attacks and both his rakes?

3.) Does Rending Claws work on claw attacks performed in a grapple?

4.) If I use my claws to sunder and I have Rending Claws does Rending Claws activate and apply to the sunder?

Any help greatly appreciated especially if there are links to official answers or page numbers that might have the answer.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So as the title says I'm looking to build a giant army ant solider for a dungeon I'm working on and am trying to gauge the CR.

If I give it improved natural attack (bite) as a bonus feat, increase it's crit range on said bite to say 19-20/x3, and give it the advanced template is that enough to increase its CR by 2?

Shadow Lodge

Pathfinder Companion, Roleplaying Game 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, Roleplaying Game 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, Roleplaying Game 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

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Pathfinder Companion, Roleplaying Game 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

Pathfinder Companion, Roleplaying Game 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, Roleplaying Game 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, Roleplaying Game 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

Pathfinder Companion, Roleplaying Game Subscriber

To further elaborate has paizo mentioned whether or not the chainsaw from the technology guide does anything as a weapon should it run out of power or is it now effectively a just a very heavy paper weight?

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

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

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

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

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