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Is there snow in Aldencross? It's not mentioned anywhere, but it's Watch Wall during November and December.
Not in his initial notes. The country is basically like the US, or Golarion. The South is temperate all year round with pretty much no snow ever, while the North is essentially a frozen wasteland. Only certain areas actually have actual snow, while the other areas might have low temperatures, or no temperature changes at all.
So, would the Deathless Spirit ability of the aasimar be what it would best be swapped with?
Or, would it better fit that the first sentence is ignored (gain resist 5 negative energy), as well as the "do not lose hp", and just go with everything after "+2 racial bonus"?
Just thought of this today, and thought I'd add it to the thread. It goes with Gary's suggestion that if someone's playing a PC that's resistant to fire, then they'd use acid instead of fire to brand them with an "F". And if that didn't work, then you'd tattoo them. That got me thinking. Being burned at the stake, even at first level, would take forever. Your basic fire does 1d6 of burn damage. This might be a bonfire, but that's still only about 2d6. Then I remembered something from the Highlander: End Game movie (yes, it's a bad movie). Gun powder. The priest put explosive powder around Conner's mother's neck. This way when the heat got to a certain point, it'd ignite the powder, essentially killing her instantly.
I'm adding this for three reasons:
So I've got a new player that loves WoW, and currently has a draenei priest. She'd like to convert it over to Pathfinder and make a draenei cleric. No problem with that, minus a slight one.
Just before the 2nd Edition Warcraft book lost its licensing, I was in talks with one of the authors and managed to get a beta playtest of the race, and the racial class. Most of it won't be hard to convert (ie. spirit is wisdom, so that's easy), but the languages and the bonus vs. fel energy I don't know what do with.
• +2 racial bonus on saving throws against fel energy spells. The Draenei have attuned their bodies to be almost immune to the demonic energies that have plagued their brethren.
I've looked up "fel energy". It reads as "corrupted arcane magic" that's usually cast by demons. To me, that seems similar to the "vile" damage from the days of 3.5's Book of Vile Darkness. I was thinking that either you get a +2 vs. spells with the [evil] descriptor, or just a straight up +2 bonus vs. arcane spells and spell likes. Something along the lines of what the 3.5 Hexblade had.
As for the languages, I'll remove "low common", and change orcish to just orc. Darnassian is the night elf language, so change that to standard elven. Eredun is the language of the demons, so technically that means I should go abyssal. I was thinking of maybe adding infernal to the bonus languages as well, just to cover both bases.
What would you do?
I'm sure I'm just misreading this, but could you elaborate on the Flint and Steel ability?
How I'm reading it this:
Yeah, not sure I get how this works. Are you only ever able to take standard actions for fire sneak attack to work? Or is it a normal sneak attack and they take fire damage on every attack? If the latter, what's the point of using the standard action if "whether ignited or damage normally" they make the same Ref DC? I would think it'd be better to stab them because the DC would higher for the "damage dealt" total.
Except regen and a CLW wand maxes you out. The Healing Reserve Feat stops at 50% healed. Unless the person you're healing has 180 hp, you're not spending a minute healing that one person, but rather getting the party to half.
With regards to wands and healing in general, I hate it when you're in desperate need of healing, and you continually rolling 1's. Yes, it happens. Believe me, I've been there. Even had the cleric change dice, and begged the DM to let us roll instead of him because it was too painful. So for me, when I run games, you re-roll all 1's. The lowest you can get is 2 hp back. A friend of mine took it one step further. Instead of healing 1d8 per level of cure, you do 2d4. This way you don't need to re-roll. His players mostly use dice generators so it doesn't take as long to do.
Because 3.5/PF doesn't have healing surges, I actually like the idea of reserve points. It's not the greatest, but it gives you back a few hp based on how long you rest between encounters. This can also help the 15 minute day as the healer's not needing to channel as much. And the nice thing for the GM is that it's a double-edged sword. Sure the players can heal, but if they take CON damage, it comes off both pools, and comes off their hp twice if the reserve pool is empty. So if the players are constantly relying on it instead of actual healing, it could get pretty dicey.
Personally I'd boost it to 3/4. At high levels the fact that you can heal up to half hp is all but useless. What good is being healed to 150 hp when you max at 300? The wizard is going to want more than 30 of his 60 hp.
If you're looking to combat the 15 minute day, I'd suggest looking at the recharge magic rules of 3.5 D&D as inspiration.
You all are much more confident that I that we will ever see a completed project. I think Gary has done about all he is going to do on this project. Really hope I'm wrong.
Mike won't let him be done, if for no other reason he at least wants to keep his reputation intact. Mike's been pestering him to do updates, and doing all the art he's commissioned, but that's about all he's been capable of so far.
One thing that I'm really looking forward to, if Gary still ends up doing it, is a "other races" option. We know the standard dwarf and drow path, but he had mentioned that it was possible to put in other races as well, hence the darkvision trait. He did mention kobolds that would try to usurp their drow oppressors. I was thinking about it tonight while going through the various race books that Kobold Press has been releasing, and I was thinking that the lesser derro would be an interesting idea. They're a messed up version of the dwarves, but they would fit in just fine. Duergar are also an obvious choice. Probably some not so obvious choices would be fetchlings, goblins, oread, ratfolk, and dhampirs. And that's just from official Paizo. That doesn't include creatures like the squole and obitu form Alluria Publishing. Then of course there's the high goblins and umbral kobolds from Jon Brazer.
Just a thought.
Got a brand new player that's looking to get involved with PFS after having played a D&D game since 2nd Edition. He bought the core book, but he's not sure how involved he wants to be quite yet, which I told him was perfectly alright. Showed him the Organized Play 6.0, and imagine our surprise when I couldn't find the free WE for character traits at paizo.com/traits as listed in the pdf.
Page 9 of Organized Play 6.0 says:
Using the link, it just took me to the main page. Thankfully, I happened to download it a long time ago and found it on my external, but that's a bit problematic for other new players.
Was this a hiccup caused by the last maintenance? Is there a new link that should be added to the Organized Play?
Pnakotus Detsujin wrote:
They'd work well enough, if you're referring to the spark hunters. Just change the mortal hunter PrC to the new slayer hybrid class and that should be sufficient.
Pnakotus Detsujin wrote:
On that regard, since i'm mastering a Mythic Way of the Wicked, my assassins shall be none else that the dread halatula host depicted in Book of Vile Darkness, with a few modifications (less HD)
I think you mean hamatula. What page is that on? I couldn't find a reference to it. I saw the spark hunters.
Speaking of suggestions, I've got one as well.
I present, the Mercenary Devil.
Mercenary devils enjoy being paid with living beings more than gold. Thorn could make it that anyone knocked unconscious can be its reward.
If you feel the feats should be different, let me know. I'm debating on the Critical Focus one. Part of me thinks it should have been Rapid Reload, but the tactics are to fire both shots at its opponents, then move into melee. Makes sense to have it as-is.
That is probably the best write-up I've seen for the captain in a long time. Granted, I probably would have given him a Sense Motive check, but still. Good job.
There were templates back in 3.5 that allowed you to add 2-4 extra arms to a golem for a relatively decent cost. Looking over the modifying constructs rules, I don't see anything about adding more limbs. What if I want a centaur flesh golem? How about a spider stone golem? A two-headed iron golem? What's the new cost? Do they gain new abilities (trample, two breath weapons, multiple attacks) like their original versions? Where can I find Pathfinder specific rules for this?
If it's just a simple "you missed it here" or "you didn't quite read far enough", then that's cool too. Quick apologies if I did, but still grateful for having them pointed out. If they don't exist at all, then that's unfortunate.
Michael Eshleman wrote:
I see the second tap named that, but when I click on it, it's just filled with blanks. ???
EDIT: Nevermind. Just took forever to load.
You have my deepest gratitude.
We have a list of adventures that can be made into a campaign using certain scenarios in a particular order, so I was wondering if there was a list of maps that are used in PFS for those of us who want to make the pdf or hardcopy purchases.
The best version would be the scenarios and the maps that go alongside them, as opposed to just a listing of the maps by themselves.
Got this message back, and was posted on the KS:
I'm sorry that I neglected to reply to you previously. The simple fact is that I don't know why Gary is so delayed with the writing so I don't know what to tell people other than what they already know from Gary's updates. I continue to receive art assignments and have been doing artwork for the remaining books all the way up to Book Six. My role in the company is mainly just as the visual artist, as Gary's employee, and I don't have any control over Gary's pace of writing or handling other business matters. I'm not holding things up - the delays seem to be in the writing area. If there are specific reasons for these delays it is up to him to tell people what they are - because I don't know those reasons.
I figured it wasn't fair to ask Mike all the hard questions. Can't answer what you don't know. The joys of the employee rank.
This comes down to, again, Gary's communication, and us wishing he'd be straight with us on whatever's going on. Probably too late to ask if he needs a freelancer on this. Maybe the interns he had didn't work out.
When articles are picked, how do the writers find out? Is everyone contacted with a "congrats you're in" or "sorry, please try again"? Or you only find out if there's something that needs editing on the article?
@Endzeitgeist -- It's exactly as you said. I agree 100%. I honestly hope neither one of us is proven wrong on us getting what we paid for, and I hope whatever's going on will pass.
I too got the same impression of Gary through PMs, e-mails, and chats on the forum. Heck, it was because of him that I started to do freelancing. He saw the work I was doing to add to his Way of the Wicked AP, and praised what I had done over the e-mails we exchanged. So for me, if any of the accusations ever became a reality, it'd probably hurt me more than most other people, and I really want to believe in him. I just wish that his communication skills were better. He agreed in the last update that the delays and the lack of updates was inexcusable. Yes, they are, but if you tell us what's really going on, it likely won't be. At least not nearly as much.
I'll be happy if Book 3 comes out next week.
@Itchy -- Agreed. Any updates would be fine. I was hoping he'd learned his lesson during the creature cards KS after everyone got mad at him for that, and he said he'd do better in the future. Guess not.
@ladydragona -- It's definitely wrecked his rep. So many people on his KS, and here on the boards, not to mention his FB page, have stated on numerous occasions that they will never support another KS of his. That they will wait until they see the product on the shelf, or in the pdf store, before even remotely considering picking it up. If he and Mike decide to continue, they'll have to use pseudonyms in place of their real names, and come up with a different company name.
@Endzeitgeist -- When this first happened, him and his wife were going on an anniversary trip to Africa. It was after that, that he suddenly became super silent. On his artist, Mike, would respond to e-mails. I too believe that something happened to him personally, and while I don't want the details or pry, it would be nice to know what's going on. At the very least it'd stop all the accusations about how he took the money and ran.
What's in the box? wrote:
This looks really cool :) Does the damage of the melee attack already take into account the 1/2 damage to corporeal creatures or does that get factored in separately?
It's already factored in. I was looking at some other incorporeal elementals from 3.0 and 3.5, and it didn't factor it in so the damage die was twice as big. Remembering the half damage after you've dealt it is too much math for me to take into consideration as a DM, hence why it's lower damage die than what you probably would see in other builds. The shadow elementals from WotC had the damage at 6d6+ cold and higher, as well as the touches doing damage by themselves.
A 2e adventure I found has a darkness elemental near the final boss encounter, and of course it's not already converted. I'm very new to doing this kind of thing, but was given a few pointers by Sean Reynolds on how to properly read the Monster Creation table, but it's still an art form to accurately build them for a standard party to fight.
So, here's my take on it. Let me know what you guys think.
Original version can be found here.
Elder Negative Energy Elemental
NE Huge outsider (elemental, extraplanar, incorporeal)
Init +14; Senses blindsight 60 ft., darkvision 60 ft.; Perception +20
AC 27, touch 27, flat-footed 16 (+10 Dex, +1 dodge, +8 deflection, -2 size)
hp 161 (17d10+68)
Fort +11, Ref +20, Will +10
DR 10/—; Immune cold, elemental traits
Weaknesses light sensitivity, vulnerablity to positive energy
Speed fly 60 ft. (perfect)
Melee 2 incorporeal touches +25 (2d8 plus 4d8 cold plus blindness)
Space 15 ft.; Reach 15 ft.
Special Attacks blinding shadow, shadow mastery
Spell-Like Abilities (CL 8th; concentration +16)
Str —, Dex 31, Con 18, Int 10, Wis 11, Cha 27
Base Atk +17; CMB +25; CMD 46
Feats Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Mobility, Power Attack, Spring Attack
Skills Acrobatics +30, Bluff +20, Fly +30, Knowledge (planes) +20, Perception +20, Stealth +22
SQ death throes, hide in plain sight
Blinding Shadow (Su): A successful hit also allows the darkness elemental to blind its target by wrapping it in its own shadow unless a Fort save (DC 22) is successful. This blindness can be removed only by casting a remove blindness or heal spell, or by exposing the victim to full sunlight.
Death Throes (Su): If the darkness elemental is killed, it explodes in a flash of swirling negative energy that affects all within a 50-foot radius. Living creatures within the area take 8d8 points of negative energy damage (Reflex DC 22 for half). Negative energy-based creatures and undead gain hit points equal to the amount of damage the death throes would have otherwise dealt (see Negative Energy Attacks regarding temporary hit points and doubling hit points). The save DC is Constitution-based.
Shadow Mastery (Ex): A darkness elemental gains a +1 bonus on attack rolls and damage rolls if both it and its foe are in an area of darkness or shadowy illumination. While in an area of bright light (such as sunlight or that caused by a daylight spell), shadow elementals take a -4 penalty on attack rolls and damage rolls.
Summoned by elder priests of dark gods, darkness elementals are creatures of pure negative life energy, the distilled spirit of undeath, decay, and the night. They can be summoned only at midnight or deep underground, and few stay for more than a single night.
Zach Scheeler wrote:
Yeah, pretty underwhelming update. No mention this time of the physical books 1 and 2 which are due to be shipped in 3 days by his last update. Time for him to turn this over to a more reputable publisher to finish what he started ala Razor Coast.
It's more than likely he couldn't afford to hand it over to someone else.
And most likely, Asmodeus would probably command the anti-paladin there to kill Thorne anyway as the direct agent. Whether the graveknights would follow his lead is another story. An interesting solution for the players is to convince the anti-paladin to help defeat Thorn by claiming it is Asmodeus's will that Thorne fall. He may far more loyal to Thorn then Grigori, but good enough roleplaying should deserve a chance then just a straight Diplomacy roll.
At the very least, the players should gain a massive bonus modifier to Diplomacy if they can prove their argument (cleric, antipaladin, inquisitor, etc being granted "High" title). At least enough to negate the "hostile" or even "unfriendly" penalty.
I prefer to look at it this way. Asmodeus is checking whether Thorn or the Knot are the souls most worthy to take up the mantle of his crusade against Talingarde. Otherwise, Asmodeus would just pull his support from Thorn completely and he would be a 18th level cleric lich with no spellcasting ability. The Knot would run over him or Grigori would engineer his defeat and then take over the plan or negotiate with the Knot as they arrived.
True, but if he pulled his support, Thorn just wouldn't be able to replenish his spells, he wouldn't lose what he already had memorized. That being said, I can see your point. The battle would amuse Asmodeus.
Greater Planar Ally, Planar Ally, and Lesser Planar Ally are calling spells. Those bring the real deal to help you out for a minute, a day, or a week per level. Thus those devils can use their summon powers without any restriction.
There's still kind of an issue with that, but I suppose the argument could be made that there are still devils 100% loyal or bound to Thorn. It's only questionable because of previous plot chnage with the contract devil and pit fiend.