Christopher LaHaise wrote:
She was treated as a divine caster, since she was using the druidic spell list? I'm not certain. I do know (if I were GMing), if she summoned evil creatures, even if she wasn't evil herself, they'd follow her commands, but they'd act according to their alignments. Meaning, if she summoned a CE monster, and she commanded it to attack her opponents, it would do it in the most horrific and brutal fashion, and possibly take out innocents along the way if necessary.
From the summon nature's ally I spell (CRB page 354): "All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment."
Hope that helps!
Some years ago in a game, a dwarf dragon shaman PC was grappled by something. None of the other PCs were near. He was in deep trouble. Fortunately, he had a potion of gaseous form. (As another player in that game,) I reminded him of that potion, and he managed to escape. The player was very grateful! :)
There is a spell that causes a stony arm to spring out of the ground and attempts to hold a single target immobile. I think it's level 1. Where did I see it? (It might be from a previous edition of the game.) Anyone remember?
It *is* possible for a weapon to have a +6 enhancement bonus, by having the Potent special weapon quality (MA page 143):
"That's helpful. I think I'm just going to go the prodigy route. There are real life examples of people being made bishops and cardinals of the Catholic church in their late teens and early twenties. So, it's not without historical context."
Those would have been "political" appointments, nothing to do with faith.
OK I think I have decided hat we are going to do 2 pages per monster (a la Privateer Press' Monsternomicon). Is there any reason you think this would be a bad idea?
Because it would cut the number of monsters in half...This would make me much less interested.
Most monsters don't need two pages. Look at the [Kobold] Midgard Bestiary, for example.
That's an awful lot of combat power- a bard would just make getting through combat even more of a breeze, and could make the campaign ultimately unsatisfying. You have the chance to do something really different with that last slot, like an occultist (Pact Magic Unbound) or medium (Legendary Classes: Covenant Magic).
I'm listening to the link Louis posted. It's a big monster book (revealed about 5 minutes in). Listening to the rest now.
Edit: It'll be called Creature Codex, and it's a Kickstarter project.
Thanks for sharing that, Louis. Sound's interesting and good luck with it!
Something I have to wonder: Will there be any quality control to ensure it doesn't end up with 15 intelligent armoured bear creatures, for example?
BTW, something I'd really like to see are more creatures native to the Positive energy plane, and more creatures with the time subtype.
Question for anyone: Can non-US people invest in Kickstarter projects?
Not read the rest of the posts, but in my opinion, the stats *must* all be accurate. If they are not, I won't think much of the book or the publisher.
Also, there should be no bad art. I'd rather have no art than bad art, so don't skimp there.
No silly monsters.
No identikit races.
Ginglebrix, Raging Swan is well regarded, as are a number of other 3PPs. There are several threads in the Compatible with Pathfinder sub-forum about who the best 3PPs are. Also, many people who write for 3pps also write for Paizo (or have done).
If you are unsure though, please check the reviews for any book that might interest you. In particular, Endzeitgeist's reviews are trustworthy.
I've very nearly finished reading this. Great stuff, well done.
What makes it more AWESOME though is that it includes one of my critters. :-) A few years back, I created some monsters for PF #34 and #35, the verdurous ooze being one of them! It's very pleasing to see my ooze used somewhere else, and to see the comments about them! Thanks for including it, Gary! :-)
Spell List by sources
Level 0 Medium Spells
Core Rulebook—bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, ghost sound, guidance, know direction, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, stabilize, touch of fatigue, virtue.
Advanced Player’s Guide—sift, unwitting ally
Ultimate Magic—haunted fey aspect
Level 1 Medium Spells
Core Rulebook—alarm, animate rope, bane, bless, calm animals, cause fear, charm person, chill touch, command, comprehend languages, confusion (lesser), daze monster, deathwatch, detect chaos/good/evil/law, detect secret doors, detect snares and pits, disguise self, doom, endure elements, expeditious retreat, faerie fire, feather fall, floating disk, grease, hide from undead, hold portal, hypnotism, identify, jump, mage armor, magic weapon, magic mouth, obscure object, protection from chaos/evil/good/law, remove fear, silent image, undetectable alignment, unseen servant, ventriloquism
Advanced Player’s Guide—borrow skill, dancing lantern, ill omen, liberating command, memory lapse, restful sleep, wrath
Advanced Race Guide—jitterbugs (Gnomes), karmic blessing (Samsarans), linebreaker (Half-Orcs), sow thought (Changelings), theft ward (Tengus), touch of combustion (Ifrits)
Ultimate Combat—adjuring step, compel hostility, lock gaze, negative reaction, returning weapon, see alignment
Ultimate Magic—anticipate peril, bungle, delusional pride, diagnose disease, forbid action, fumbletongue, interrogation, murderous command, persuasive goad, sanctify corpse, unprepared combatant
Level 2 Medium Spells
Core Rulebook—animal trance, arcane lock, blindness/deafness, calm emotions, chill metal, command undead, consecrate, darkness, death knell, desecrate, detect thoughts, disguise other, divine favor, enthrall, find traps, heat metal, hideous laughter, hold animal, hold person, invisibility, knock, levitate, locate object, misdirection, phantom steed, rage, rope trick, scare, see invisibility, shatter, shield of faith, shield other, speak with animals, spectral hand, spider climb, spiritual weapon, status, suggestion, tongues, touch of idiocy, true strike, water walk, whispering wind, wind wall, zone of truth
Advanced Player’s Guide—burning gaze, ghostbane dirge, glide, guiding star, honeyed tongue, perceive cues, vomit swarm
Advanced Race Guide—ancestral regression (Drow), blessing of luck and resolve (Halflings), commune with birds (Tengus), death candle (Ifrits), enemy’s heart (Orcs), ghost wolf (Orcs & Half-Orcs), imbue with elemental might (Sulis), minor dream (Gnomes), sacred space (Aasimars), sentry skull (Orcs), shadow anchor (Wayangs), steal breath (Catfolk), whispering lore (Elves)
Ultimate Combat—adoration, blistering invective, phantom driver, pilfering hand, protection from chaos/evil/good/law (communal), qualm, returning weapon (communal)
Ultimate Magic—compassionate ally, ghostly disguise, haunting mists, howling agony, imbue with aura, mad hallucination, miserable pity, oppressive boredom, reckless infatuation, share memory, steal voice, unadulterated loathing, unnatural lust, unshakable chill
Level 3 Medium Spells
Core Rulebook[/b]—air walk, animate dead, arcane sight, bear’s endurance, bestow curse, blink, bull’s strength, cat’s grace, charm monster, confusion, crushing despair, deeper darkness, dimensional anchor, dispel magic, eagle’s splendor, fear, fox’s cunning, fly, geas (lesser), good hope, halt undead, helping hand, heroism, invisibility purge, invisibility sphere, magic circle against chaos/evil/good/law, magic weapon (greater), owl’s wisdom, prayer, ray of exhaustion, remove curse, speak with dead
Advanced Player’s Guide—banish seeming, cast out, fester, rest eternal, screech, seek thoughts, spiritual ally, twilight knife, wandering star motes
Advanced Race Guide—agonizing rebuke (Hobgoblins), battle trance (Half-Orcs), nereid’s grace (Undines), raging rubble (Oreads)
Ultimate Combat—ablative barrier, chain of perdition, ghostbane dirge (mass), healing thief, hostile levitation, locate weakness, phantom chariot, phantom steed (communal), spider climb (communal), telekinetic charge, tongues (communal), water walk (communal)
Ultimate Magic—agonize, aura of doom, cackling skull, control summoned creature, haunting choir, malicious spite, marionette possession, overwhelming grief, terrible remorse, vision of hell, witness
Level 4 Medium Spells
Core Rulebook—break enchantment, chaos hammer, command plants, death ward, detect scrying, dimension door, discern lies, dismissal, dispel chaos/evil/good/law, dominate person, freedom of movement, globe of invulnerability (lesser), hallucinatory terrain, hold monster, holy smite, locate creature, mage’s faithful hound, magic jar, modify memory, nondetection, order’s wrath, overland flight, phantasmal killer, repel vermin, resist energy, sending, telekinesis, telepathic bond, unholy blight
Advanced Player’s Guide—coward’s lament, shared wrath, sleepwalk, threefold aspect
Advanced Race Guide—earth glide (Svirfneblins), hellmouth lash (Tieflings), paragon surge (Half-elves), truespeak (Aasimars)
Ultimate Combat—air walk (communal), debilitating portent, summoner conduit
Ultimate Magic—battlemind link, curse of disgust, daze (mass), envious urge, interrogation (greater), possess object, primal scream, shadow step, smug narcissism
Legendary Classes: Covenant Magic—expel spirits*
Level 5 Medium Spells
Core Rulebook—analyze dweomer, animate objects, banishment, circle of death, command (greater), control plants, control undead, dispel magic (greater), disrupting weapon, divine power, dream, ethereal jaunt, feeblemind, false vision, invisibility (greater), mind fog, mirage arcana, nightmare, plane shift, power word blind, protection from energy, repulsion, seeming, sequester, shadow walk, song of discord, suggestion (mass), true seeing, undeath to death, waves of fatigue
Advanced Player’s Guide—blessing of fervor, phantasmal web, planar adaptation, unwilling shield
Advanced Race Guide—damnation stride (Tieflings), old salt’s curse (Humans), resilient reservoir (Half-elves), spawn ward (Dhampirs), wind blades (Sylphs)
Ultimate Combat—resist energy (communal)
Ultimate Magic—curse (major), forbid action (greater), joyful rapture, serenity, utter contempt, vengeful outrage
Level 6 Medium Spells
Core Rulebook[/b]—antimagic field, arcane sight (greater), charm monster (mass), create undead, demand, dimensional lock, dominate monster, etherealness, eyebite, globe of invulnerability, heroism (greater), hold person (mass), insanity, mage’s sword, maze, mind blank, power word stun, project image, reverse gravity, scrying (greater), spell turning, veil
Advanced Player’s Guide—bow spirit, cloak of dreams, fester (mass), fly (mass), fool’s forbiddance, phantasmal revenge, planar adaptation (mass),
Advanced Race Guide—blessing of luck and resolve (mass) (Halflings), nine lives (Catfolk), path of the winds (Sylphs),
Ultimate Combat—protection from energy (communal),
Ultimate Magic—circle of clarity, overwhelming presence, temporary resurrection, waves of ecstasy