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evilash's page
Pathfinder Charter Superscriber. Pathfinder Society Member. 747 posts (753 including aliases). No reviews. 1 list. No wishlists. 2 Pathfinder Society characters. 4 aliases.
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Grick wrote: evilash wrote: Baloon Headed Are those goblin traits available for non-goblins? The SRD doesn't seem to have them flagged that way.
I guess you could with Adopted...
I would actually NOT recommend running Kingmaker, since it's alternate rule system for kingdom building is such a big part of the AP. Carrion Crown or Jade Regent without the caravan rules would probably be the best ones, or alternatively Legacy of Fire if you are up for the job of converting it to PRPG.
James Jacobs wrote: We'll have some subsystems for the upcoming "Skull & Shackles" game (mostly for naval conflicts)... but after that, I suspect we'll stop doing that. The subsystems take an EXCEPTIONALLY long amount of time to get right and to integrate. The popularity of Kingmaker and its subsystems is mostly to blame for us going on to include similar subsystem elements. I feel that the big problem with the kingdom building system from Kingmaker was that it was too easy to break the economy part of the system and get "infinite" income (or more income than you could possibly use). If you incorporate an economy system in Skull & Shackles I hope that's something you will address.
James Jacobs wrote: Cheapy wrote: Did the spaceship come from a galaxy far, far away? Nope, because that particular far, far away galaxy has a lot of high-level lawyers protecting it. Huh? I thought they were contract devils...
I would support a pure Tian-Xia AP.
That art was used for the Allip in Undead Revisited, so I would say that WizKids used the wrong model art for this miniature.
Ambrus wrote: I couldn't find a definitive date for this event and don't know if it's ever been specified canonically. Is it a relatively recent or pre-historic event? Even a ballpark figure would be better than nothing. Thanks. This is from the Numeria entry in Pathfinder Wiki.
Pathfinder Wiki wrote: None are sure when the Silver Mount fell from the heavens and crashed into the land now called Numeria. It happened before recorded history before Numeria really had any history but an event like that is one that indelibly burns its way into a peoples collective memory. None are certain when this happened some suspect it may even have occurred over ten thousand years ago before the Age of Darkness, the tribes remember that night as the Rain of Stars.
Chris, the last time I had this issue it corrected itself when I re-personalized the files and downloaded them again. How long before I can do that with Forest of Spirits? Can you maybe reset some flag so that I have to re-personalize the files? Not sure it will fix the issue this time, but it's worth a try...
Dennis Baker wrote: Since it's the first thing the web team will ask, what are you using to view them and have you tried another viewer? I use PDF-XChange Viewer and when I opened the PDFs in Adobe now the PDFs that looked washed in PDF-XChange looked fine there. The strange thing though is that the other JR PDFs look fine in PDF-XChange, and the one I had issues with before "corrected" itself after I personalized it again.
I realize that this must be an issue with the viewer, so I don't expect any resolution from Paizo's part.
I have recently started to experience a problem with my subscriber PDFs. When I download them, some of them have a "washed" look, and the background look a bit off. I first experienced this issue with the NPCs & Treasure PDF for Hungry Storm, and when I personalized it again and downloaded it the PDF looked OK again, which tells me that this issue probably have something to do with the software used in that process. When I downloaded Forest of Spirits all of the PDFs had this look.
EDIT: By the way, I only seem to have this issue with my Jade Regent PDFs, and not with other Paizo PDFs.
The problem with foresight is the same as with many divination spells, if you have the right GM they absolutely rock, but if you have the wrong GM they suck big time.
Since the ranger doesn't have to fulfill the prerequisites for his combat style feats I would actually dump Point Blank Shot. The key feats for an archer would be Precise Shot, Rapid Shot, Manyshot, Deadly Aim, and Snap Shot.
I've been looking on the TWF ranger, and it seems to me that Hammer the Gap would be a very nice feat for a TWFer.

I assume the Ulfen are living much like the Norse they are modeled after. This means that they are living together a large number of people in large rectangular buildings called longhouses. One end of the longhouse is used as a barn, where they would store crops and also house animals. In the middle of the floor there would be a firepit used for heat, light and cooking. There would be no chimney, so the entire building would be quite smoky, and there would be gaps in the ceiling where the smoke could escape.
The notion that the Norse was filthy was however probably a myth. Anglo-Saxon sources actually refers to the Norse as clean-freaks since they bathed once a week (the original meaning of the Scandinavian word for Saturday, or laurdag/lørdag/lördag, is Washing Day). They also had a quite strong soap that was not only used when bathing, but also to bleach their hair. Arab writers also comment on Norse cleanliness, and there are descriptions that they washed every morning.
So if this also applies to the Ulfen, this means that they would probably have a mostly smoky smell.
Zaranorth wrote: evilash wrote: The entry for the Spellcaster in the caravan rules states the following:
Jade Regent Player's Guide wrote: Spellcasters are versatile characters who can fill one of several job roles in a caravan, choosing from entertainer, guard, guide, healer, or scout, regardless of whether they meet the job's requirement. Bonuses granted by spellcasters stack with those granted by any other job, but as with all jobs, any spellcasters in excess of five do not provide additional bonuses. The highlighted part says that spellcasters grants a bonus, but I can't find any entry stating what that bonus is.
*Changed the highlighting*
It depends on the role they fill. So, if they're filling the scout's role, +1 circumstance bonus on the caravan's Security checks. A +1 circumstance on Resolve checks if they're filling the Entertainer position. Etc. Ah, the bonus is that they don't have to meet the requirements for the job. Thanks!
The entry for the Spellcaster in the caravan rules states the following:
Jade Regent Player's Guide wrote: Spellcasters are versatile characters who can fill one of several job roles in a caravan, choosing from entertainer, guard, guide, healer, or scout, regardless of whether they meet the job's requirement. Bonuses granted by spellcasters stack with those granted by any other job, but as with all jobs, any spellcasters in excess of five do not provide additional bonuses. The highlighted part says that spellcasters grants a bonus, but I can't find any entry stating what that bonus is.
evilash wrote: When reading the Pathfinder Guide to Witches and it's corresponding discussion I see that the general opinion seems to be that you can use hexes while under the effect of miserable pity. I assume that this includes attack hexes, in which case I don't quite understand why. Miserable pity states that the spell functions like sanctuary, which in turn says that "[t]he subject cannot attack without breaking the spell but may use nonattack spells or otherwise act". To me this seems to imply that attack hexes, like evil eye, would break the spell. Am I missing something here? Anyone have an answer to this question?
When reading the Pathfinder Guide to Witches and it's corresponding discussion I see that the general opinion seems to be that you can use hexes while under the effect of miserable pity. I assume that this includes attack hexes, in which case I don't quite understand why. Miserable pity states that the spell functions like sanctuary, which in turn says that "[t]he subject cannot attack without breaking the spell but may use nonattack spells or otherwise act". To me this seems to imply that attack hexes, like evil eye, would break the spell. Am I missing something here?
I'm a player in this campaign, and our group consists of the following people:
* Fadil Madeki (CG male human ranger [guide]): Fadil is of the Calderu people in Senghor and is traveling to Eleder after getting into trouble with a powerful noble in the city. This is my PC.
* Morvius Rothe (CN male human magus [bladebound]): A chelaxian minor noble from Westcrown who's looking to make his fortune in Sargava.
* Shexie Meiren (CN female human witch): A tian scholar who's traveling around the Mwangi.
The Inner Sea Primer details 3 different fencing schools in Golarion: the Aldori Swordlords of Brevoy, the Dawnflower Dervishes of Qadira, and the Rondelero Duelists of Taldor. These fencing styles are also available as fighter archetypes, and can be found in the fighter section of d20pfsrd.com.
James Jacobs wrote: You'll get them in the upcoming "Goblins of Golarion" book. In that there are four new subdomains to choose from for worshipers of the goblin gods. Set wrote: Ooh, interesting!
A 'wolf' subdomain for Zarongel's Animal Domain, or a 'pyromania' subdomain for his Fire Domain seem like fun options. :)
Obviously the subdomain to Zarongel's Animal domain will be Dog Killing ;)
Generic Villain wrote: First, it's outright stated that Nyarlathotep, in his incarnation as the Black Pharaoh, had a hand in developing Ancient Osirion. Helaman wrote: Where? Page 66, the end of the last paragraph about Nyarlathotep.
Windspirit wrote: Thanks...but that dosnt help me. Clear Question Clear Answere: Is the map like that OK? If not what mods do you require.
- Without the backdrop of the orginal map a ROAD map dosnt make any sence.
- The map could be considered published as it appreas as part of the Inner Sea Maps Resource
If I'm not mistaken this map is from the Inner Sea Map Folio, right? In that case it is not permitted to republish the map for public use. You will have to redraw the map yourself using tools like Campaign Cartographer or something like that.
ShadowDax wrote: Jason did say that Arcane Strike did not stack with the Magus's ability. It was in a thread that other people were saying that Arcane Strike was an ability that did stack. He surprised everyone. I don't know where I would find that thread.
Edit: I think I may have found it, not sure:
Linkified
All one thread, I don't know how to put an URL on one word like "Here" or something like that. I could use some advice if someone knows how.
You'll have to start from the beginning where Jason says, "Yeah, that wording needs some tweaking. These are not meant to stack."
E I wrote: Witch Insanity Patron spells the spell gained at 6th level as "Madn Hallucination". Also, Mad Hallucination is a 2nd level Witch spell, but with the Insanity patron she gets it as a 6th level bonus spell.

Revan wrote: A little further edited:
Scar (Su): This hex curses a single target with horrible scars of the witch’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. These scars do not physically hinder the targeted creature--the witch cannot scar the target's eyes to blind them, for example--but they are deeply connected to the witch who placed them. As long as a witch can see a creature marked by her Scar hex, she can target that creature with her hexes, even if they are outside the normal range of such a hex. Furthermore, the witch is considered to have a body part from the marked creature for the purposes of Scrying. At GM discretion, visible scars may afford bonuses or penalties to social and interaction-related checks. The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.
I would add that the scar remains even if the creature changes it's appearance by magical means.
I would love to see an AP with a Great Old One as the main baddie. Something along the lines of Masks of Nyarlathotep in Golarion would make me very happy.
Kadar wrote: I was considering inquisitor, but I'm not really sure how to build a good one, haven't seen any guides around. Looking at the party makeup, I should probably bring someone that is a skill monkey or a divine caster. Either one or a mix, such as the inquisitor, though I'm open to other suggestions as well. The inquisitor is a bit like a combination of a bard and a paladin, so by checking out the guides for those two classes you can form a pretty good opinion of how to build an inquisitor. The main thing to remember is that Bane is the ability you should focus on from a combat perspective, which means that you want as many attacks as possible as soon as possible. The quickest way to accomplish this is through archery, with Rapid Shot and later Manyshot.
Blave wrote: Ok, but are they any good? Those mentioned so far seem pretty underwhelming. I mean, cooking people and child scent are full of flavor but hardly something a heroic witch can use properly. From what I can see most are flavor hexes from iconic witches like Baba Yaga and the Queen in Snow White.
Blave wrote: This is totally awesome news. Any strings attached? Some weird requirement like skill focus (appraise) or something? Split Hex: witch level 10th
Split Major Hex: Split Hex, caster level 18th
Blave wrote: Awwww, no good hexes? There are 10 minor, 8 major and 3 grand new hexes.
Blave wrote: I read somewhere that there's something called split hex that allows you to affect 2 targets with one hex. Is that a feat, a hex, a spell or something different? And how does it work? Is the duration split, does it require a full round action or how is it balanced? There are two feats called Split Hex and Split Major Hex that allows you to target one additional creature within 30 feet with a single-target hex. Nothing about the hex changes apart from the number of targets.
Purple Dragon Knight wrote: BTW, I see atheists as people who actively denounce or oppose the worship of deities Atheism in Golarion isn't like that, in fact...
Inner Sea World Guide wrote: atheism (the "gods" may be real, but not divine and therefore not worthy of blind devotion and worship) That is why I could see an atheist paladin in Golarion, that more followed an ideal than a deity.
An interesting question though, is whether a paladin can be an atheist or agnostic. As far as I can see in RAW there's nothing specifically preventing it, although Divine Weapon and Holy Champion mentions the word "god" in the description. I would certainly allow it in my game, since in my mind the paladin is above all a beacon of law and good, something he can still be even without worshipping a specific deity.
Morgen wrote: You also can't take Combat Trick more then once either. Actually, a rogue with the swashbuckler archetype can.

Abraham spalding wrote: You can cast enlarge or reduce person on it regardless of the type of eidolon it is so long as it is your eidolon. Nigrescence wrote: Is that errata? The spells Enlarge Person and Reduce Person still require a humanoid target. It's just that you normally can't cast certain spells on Outsiders because they aren't typically considered as "creatures", and some spells don't work on Outsiders. There's nothing that I see in the entry on the Summoner that you can negate the requirement of the target being humanoid at all. Just that you can ignore the restrictions on its creature type (Outsider) if you are casting a Summoner spell. PRD wrote: Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. You can find the text here.
Katowice wrote: In my campaign, one of the guys is a Mwangi human rogue that was raised in Korvosa. I was wondering if someone had art (either Paizo, Wizards, NWN/Baldur's Gate portraits, etc.) that would work for this character...basically a bald, black man with a longsword, dagger and cloak: Samuel L. Jackson in rogue attire, if you will. Thanks. There is a picture in the Eleder article in Pathfinder #38 that's pretty close to what you're looking for. He's a Mwangi human with a longsword and dagger in each hand, and a longbow on his back. He's not bald though, and he's got a beard.

Monk Weapon Proficiency wrote: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Flurry of Blows wrote: When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). Since the text for FoB specifically states what weapons can be used, I would say that unless the weapon specifically states it, RAW is pretty clear that it can't be used to make a FoB even though the monk is proficient with it. I couldn't find any FAQ entry that stated otherwise either.
EDIT: However, I did notice now that the Brass Knuckles, Cestus, and Temple Sword all have the monk note in the Special column of the weapon table, so this would make them special monk weapons making them usable with FoB.
Red-Assassin wrote: Not sure about Cryptic's guide.
Any way to contact him, see a couple things (my opinion) that need moved around a little.
Things I don't like...
Why have a spell list when every build option is unable to casts a single 0 level spell.
Seems like this is a bad cut and paste job.
Most builds are badly written, mechanically bad. Doesn't cover one of the 3 top builds.
All in all hard guide to write since it is a hybrid class.
As I said, it's a work in recess. As far as I understand Cryptic used his Paladin guide as a base, which explains some of the weird things about it. Unfortunately it seems he lost interest in it before it was completed, since nothing has happened in it for a couple of months.
Name: General Gellir Olafsson
Race: Human (ulfen)
Class: Paladin of the holy light 7
Adventure: Rivers Run Red
Location: The Troll Lair
Catalyst: Hargulka
The Gory Details: The party had finally tracked down the troll lair, and had pretty much breezed through the dungeon when they encountered Hargulka along with Kargadd, Nagrundi and the 2 meat shield trolls. Hargulka was staying back, waiting for an opening, while Kargadd and Nagrundi together with the 2 trolls did their best to soften the party.
When only one ordinary troll remained Hargulka began with throwing a fireball from his necklace at the party and troll, against which the whole party except Gellir missed their save. Gellir charged Hargulka and did some damage, but when Hargulka made his counterattack a thunderous noice sounded from his weapon when he hit, and Gellir was in one fell blow reduced to a bloody pulp.
William Ronald wrote: If beings from other planes can influence events on Golarion, why wouldn't Cthulhu, Hastur, and Nyarlathotep do so as well. Well, how far away is Aldebaran from Golarion's solar system?
Generic Villain wrote: Oh, man... who do I have to sell my soul to to get some in there as well?
Soo... does that mean the Bestiary section will have Elder Things? It would make sense, since we already have Shoggoths in Golarion.
Are wrote: High-CR random encounters don't have to be combat encounters, either. Seconded, you should always give your players the option of avoiding a potentially encounter, for example by spotting the creature(s) before it/they become aware of the party. If the players decide to act stupid however, don't pull your punches.
Arazyr wrote: If you're going to run RotRL (or another pre-PFRPG AP or module), a good resource is pfsrd.com. It has a lot of converted monsters from many of Paizo's 3.5 products. (Not all, but a sizeable percentage of them.) Although you should make sure the creature hasn't changed too much between 3.5 and PRPG. One example that comes to mind is the shadow demon in Children of the Void that went from a pushover to an almost TPK when we converted SD to PRPG.
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