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Runelord Alderpesh

nighttree's page

1,829 posts. Alias of Marian Reinholtz.


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James Jacobs wrote:
nighttree wrote:

James....any chance we will see an updated version of Cabal Devils ???

PLEEEAAAASSSSSEEEEEE!!!!!!!

Ahem...;)

Updated? They're already updated. They've always been in Pathfinder stats.

Whether or not a cabal devil shows up in the AP, though... I can't say yet. It's certainly possible.

I meant a correction of some of the problems in the Stat's (incorporeal conflict if memory serves)....


James Jacobs wrote:
Turin the Mad wrote:
One wonders if there is the possibility to have the culmination / "Chapter 7" for each AP to feature the victors throwing down against each other. ;)
That possibility is very very very significant. I believe, in fact, that both Continuing the Campaign articles will touch on this for each AP.

OK...that's just AWESOME :P


Some VERY helpful points made above, thank you all very much for that.

At the beginning of play, I think he will definitely fall into the LN alignment....but as many of you pointed out, he's more or less already at the tipping point towards LE.

He more or less identifies "evil" as House Thrune...but more because of what's been done to his family, and how he's been raised to see them...not out of any real moral/ethical distinction between their actions and his own. His family did (when they where still influential)take the tact that they where "controlling" devils for their own....implied different... ends...but much of his attitude towards Thrune is based more on getting revenge, and regaining the power and authority he feels was his birthright....that was stolen from him as House Thrune rose to power.

He of course want's to see himself as "better than" house Thrune, both in his motives, and his actions...especially as he has lived a life of both poverty due to Thrune more or less demolishing his family holdings, and general abuse (he has Proteus syndrome, so many people are at least uncomfortable around him)in the culture.

But I don't think he really knows just what he's willing to do in the long run to achieve his goals.


I'll probably go LN....less work on the Cabal Devils part in the long run :P


Rynjin wrote:
Why would going against Thrune make you non-Lawful? Lawful does not mean you follow all laws.

Even if your native Chelaxian ?


I'm sure people hate these...but I'm having a hard time pinning down the alignment for a character, and could use some advice ;)

Character is for the Hell's Rebel's AP.

Character is Chelish, with the following trait...
Lost Nobility: Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory.

and drawback....
Tainted Spirit: When you were a child, a parent or other person with authority over you made a minor pact
with a fiend on your behalf, stealing some of your vitality in exchange for a minor boon.

Character is a Pact Wizard, his pact is with a Cabal Devil (LE), that has been bound to his family for generations..so basically they are "stuck with each other" due to the pact his uncle put into play when he was a child.
He knows that she will try and influence him towards evil thus damning him...but is fully intent on using the teaching she gives him to gain revenge on House Thrune.

I am thinking LN....but I'm not sure I can rationalize being lawful...when I'm going against Thrune...

Thoughts ?


So I would be better off going just Neutral for the wizard it sounds like.


bigrig107 wrote:
I don't know how you can have a different alignment patron, but then have the restriction of shifting away from his chosen outsider alignment.

That's both what I like about the archetype...and what I'm having a bit of difficulty interpreting....

It would have been a bit clearer if they had said something along the lines of "A pact wizard whose alignment shifts further away from the chosen outsider subtype,"


There are a few things in the archetype, that I want to make sure I'm reading correctly....

#1 "Pact (Ex): A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype,
or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement."

By my reading, the wizard can form the pact with any outsider...even one with a "diametrically opposed alignment"...so starting with a CN wizard with a Devil (LE) is fine...he only looses the benefits of the archetype if his alignment moves further from LE....correct ?

#2 This is just a question of clarification in how Aura's work in general...if said wizard is CN, but is pact bound to a Devil...he will read LE due to the Aura correct ? Or would they get a duel reading of some sort ?


F. Wesley Schneider wrote:
nighttree wrote:
PLAYABLE DARKFOLK ? YYYEEEEEESSSSSssssssssssss
Exactly my sentiment, that's why I wrote them. ;)

Please tell me you will have a choice of playing medium or small ???


PLAYABLE DARKFOLK ? YYYEEEEEESSSSSssssssssssss


1 person marked this as a favorite.

I hope we finally get an updated Cabal Devil....0-O


First World....YES....


Amanda Plageman wrote:
Generic Villain wrote:
They're a matriarchal druid circle that operates in the Verduran Forest. They have close ties to the fey of the First World, and are thus... a little weird. For example: they refuse to wear clothes at home, instead tattooing their life stories on their skin for all to see. But since that sort of - ahem - exposure could give outsiders too much - ahem - information, they cover themselves in clay while traveling. Although bloody weird, they aren't evil.

This is actually what I'm most interested in...just waiting for the PDF to become available on Wednesday.

Can you give a bit of information on what the feat does for you ?


Generic Villain wrote:
I loved the info on the fey-worshiping Primordial Ones druids,

WAIT....WHAT ???

More info PLEASE :P


brad2411 wrote:
It also has a new shaman spirit, Ancestors

That seems....odd, how does that look to interact with the speaker for the past ?


Wayne Reynolds wrote:

In my imagination, Duergar have pointed ears.

I find that pointed ears in conjunction with the grey skin and dark eyes, just makes them seem a bit more sinister.
It's also another anatomical variation that distinguishes a duergar from normal dwarves.

Well I hope other artist's pick up the trend ;)

Thanks


1 person marked this as a favorite.

Not specifically regarding an Iconic...but I had to ask...
One thing I have noticed on your version of the Duergar...is pointed ears.
What inspired you to go that direction ?
And please don't stop....I really like it ;)


Gillmen, Strix, and Derro...SOLD!


I'm most eager for the Spiritualist....I have several character concepts I'm hoping I can bring to life with this class.


Valantrix1 wrote:
Could somebody give me a breakdown of the creatures in the bestiary section?

NO DREAM WOLVES ? :(

I was so hoping we would finally get Dream Wolves....


Gilarius wrote:
Taking each hex from the spirit costs you a feat. They replace the bonus feats you would otherwise get from being a wizard.

Yes it does...I misunderstood you.

So your suggesting I should look for a different hex...

It's to bad they must be hexes associated with the spirit (as opposed to general hexes). I'll re-look at the options and see if there is a better option among the Lore spirit...


I'm not spending a feat ?

The Lore spirit is the only one (so far) that fit's the theme.


I'm building a Spirit whisperer, and having a bit of difficulty determining how some of the abilities of the Shaman class would translate to a Wizard.....

"Spirit Hex: At 5th level, a spirit whisperer can select one hex from the list of those granted by his chosen spirit. He uses his wizard level as his shaman level when determining the effects and DC of this hex. In addition, he uses his Intelligence modifier in place of his Wisdom modifier for these hexes. At 10th and 15th level, he can select another hex from those granted by his spirit. Each hex selected in this way replaces the bonus feat gained at that level. This ability alters bonus feats."

OK, so far, so good....the difficulty is in interpreting the hex I would like to take. It's from the Lore spirit....

"Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman
can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list."

By my reading....I could choose a number of spells from the Sorcerer/Wizard list equal to my Charisma Mod, to the list of spells I can prepare that day....

The save DCs would revert back to my Intelligence Mod ?

The spells would remain Arcane (rather than Divine) ???

Am I getting this right ?


Because the "baseline" morality bar is set such that killing other sentient beings for money/employment is evil.


James....any chance we will see an updated version of Cabal Devils ???

PLEEEAAAASSSSSEEEEEE!!!!!!!

Ahem...;)


Lorekeeper/Haunted/Ancestor mystery Oracle could work...and was the direction I was going for a while. The versatility in spells is what sold me on trying the Shaman build...

Magus, just didn't really carry any of the "I have voices in my head" feel that I got from some of the material for the Spire Elves...and ya, I know about the Spire Defender ;)


So....nothing ?


AWWW CRAP......carry on 0-O


So I have wanted to do a Mordant Spire Elf character for...well years...
I keep holding off, waiting for more solid info..but as that doesn't appear to be happening anytime soon...I have decided to just run with it.

A big part of what I wanted to capture in the concept, is some of the early mentions of "reacting to unheard voices" and such...
I have done builds around Oracle and Magus...but none of them ever really captured the feel I wanted....SOOoooo I am now looking at something that at first blush seems like an odd combo..

Elf (naturally)..
Mordant Heritage & Azlanti Inheritor traits...

And I'm looking at going Shaman/Speaker for the Past.
I'm currently looking at taking the Lore spirit as my main spirit..
So that I can kind of "blur the lines" between divine and arcane.

Hexes: Arcane enlightenment, Benefits of wisdom,Share Knowledge...
Revelations: Blood of Heroes, Time sight, Reveal the forgotten...

Thinking of taking Spiritual Guardian feat (re-fluffing Spiritual ally, Ancestral guardian, and such as Azlanti-warrior spirits)

But I'm still looking for other elements that really seem to carry the elements that scream "Mordant Spire Listener"....

Any ideas or suggestions would be greatly appreciated ;)


EEeerrr...it IS the end of the month :P


Archae wrote:
nighttree wrote:

I haven't seen this curse yet...where is it located ?

it's under oracle curses brah, it's on the full page listing of curses

AH...it's 3PP, that's why I hadn't heard of it.


I haven't seen this curse yet...where is it located ?


James Jacobs wrote:
nighttree wrote:
James Jacobs wrote:
DragoDorn wrote:
So, this is looking more like it is a fluff book, not a crunch book?

It was always intended to be more focused on the Golarion flavor of the races. Advanced Race Guide proved a LOT of crunch for the races, and we didn't want this book to just ape that one. Furthermore, Advanced Race Guide had ZERO information about these races as they exist in Golarion.

There ARE rules elements in the book. But the focus is the flavor of the races, not the rules. And the rules that DO exist are there to specifically support how the races work in Golarion.

The book is still in devleopment, but I'd say 1/3 to 1/4 of the book is rules. That can change.

I'm REALLY OK with fluff elements...although I like a bit of both fluff and crunch...it just seems like many of the things that have either been left hanging (after brief mention) in other books...or races that have very little support....are still not going to be focused on all that much.

We have a glut of basic information on the core races...including Inner Sea specifics...but all these other elements that seem to get very little support.

Keep in mind that the book IS still being developed, and things can still shift as we see where we're at. Some races will get more than they've had before. Some get less. It'll probably be the best in your case or cases like yours to wait and see how the book looks once it's out. I'm just trying to manage expectations here is all.

Usually, by the time we are having discussions....that's not the case, and I'm glad to hear that there is still time for you to consider other options to include. Also...I have come to realize I tend to gravitate towards the "mystery" mentions....so I'm usually looking for the things that most people are possibly not interested in.


James Jacobs wrote:
DragoDorn wrote:
So, this is looking more like it is a fluff book, not a crunch book?

It was always intended to be more focused on the Golarion flavor of the races. Advanced Race Guide proved a LOT of crunch for the races, and we didn't want this book to just ape that one. Furthermore, Advanced Race Guide had ZERO information about these races as they exist in Golarion.

There ARE rules elements in the book. But the focus is the flavor of the races, not the rules. And the rules that DO exist are there to specifically support how the races work in Golarion.

The book is still in devleopment, but I'd say 1/3 to 1/4 of the book is rules. That can change.

I'm REALLY OK with fluff elements...although I like a bit of both fluff and crunch...it just seems like many of the things that have either been left hanging (after brief mention) in other books...or races that have very little support....are still not going to be focused on all that much.

We have a glut of basic information on the core races...including Inner Sea specifics...but all these other elements that seem to get very little support.


Jessica Price wrote:
Mordant Spire elves get mentioned, but only briefly.

Sigh.....So far...I'm getting less and less interested about this product.

Seems like everything that I was hoping it would be, has been systematically kaboshed :(


nighttree wrote:
So, does anyone know if the Mordant Spire elves are given any attention in here ?

And....I'm STILL wondering :P


So, does anyone know if the Mordant Spire elves are given any attention in here ?


1 person marked this as a favorite.

The only core race information I'm really hoping for is more concrete information of the Elves of the Spire.

Really hoping their is some changeling love in here though ;)


cartmanbeck wrote:
As Owen said, I named it the First World Summoner originally.

I'm going to REALLY hope that's because it has a VERY First World focus...and that it's much better than the original First World summoner ???

Come on....throw me a bone...0-O


Where does one find info on this group called the Silver Ravens ?


Set wrote:


The Killoren, from 3.5, were pretty flavorrific, IMO. Shouldn't be hard to 'Pathfinderize' them (just add +2 to a stat, perhaps even a different stat, depending on your 'aspect!,' +2 Int (or Wis?) for Ancient, +2 Str for Destroyer, +2 Wis (or Dex?) for Hunter).

That's the approach I took in my homebrew/Pathfinder version....I need to re-visit the idea and clean it up a bit more ;)


GM Arkwright wrote:
Well, this isn't a build, it's a homebrew archetype of my own creation; don't expect to use it without special GM dispensation.

Thanks GM...I gota say...using "hair style" as a play on words gave me a harty chuckle ;)


Rynjin wrote:
That it replaces your Hexes, Major Hexes, and Grand Hexes in their entirety.

AHh....got ya

I'm looking at Shaman as an option, taking prehensile Hair Hex at 2nd.

Strangling hair may be a worthwhile option...I can use the the Arcane enlightenment ability of the lore hex to gain the spell....

@ GM Arkwright...I would love to see the build...right now I'm looking at all options and trying to figure out which one will make the most sense ;)


It just occurred to me that Shaman with the Prehensile hair hex might also be an option....

I was just skimming through older threads in an attempt to understand why the Prehensile hair hex was considered superior to the WHW ability...

The white hair ability has better dmg, greater reach, and increases options without expending valuable feat slots ?

What am I missing ?


Are their any feats that allow you to grapple creatures larger than you ?


LOL...I guess in the sense of "optimal" for the concept....vs optimal as in optimized against other classes ;)

I'm more of a RP than optimization sort....but I do want to be useful..., and don't want to be the "weakest link" in the party ;)


So this is not by any means meant to be an "optimised" concept....but I would like to see if it's even possible on a functional level, as I really like the flavor.

The idea is a Gnome (male) that is fashioned after the Korred/fey.

My initial thought was White Haired Witch....but as I have been looking at threads discussing the class....I have really mixed feelings as to if that's the best route to go...

The other option I am seeing is to go Magus/Hexcrafter + the Prehensile hair hex....but that seems to really loose out on many of the varied boosts the White Haired Witch get's.

Given that at size small...I will be limited in my grapple range to begin with (wouldn't you know this idea is for Giant Slayer AP)...

Which route would be most useful in the long run ?

Or is the whole concept just so worthless as to not be worth pursuing ?


What would be a good order of preference for energy resistance (using defy elements) ?


I had thought Pass the torch and Destructive roots would work well in tandem in situations where I could be a "bottle neck"......

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