Solar Pitri (Agnishvatta)

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Scarab Sages

Zoomba wrote:


Much if not most of Asmodean worship in Cheliax is because House Thrune promotes it - in part a quid pro quo for that House winning the civil war to take over the country in the first place. But I could see some citizens deciding that stability of Asmodeus - one of the single oldest beings in creation - could be a comforting hedge in their minds to having their savior deity fail them yet again.

Especially if Rovagug gets loose again.

Scarab Sages

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Am only playing in one game right now - the every other Saturday night game.

I dropped out of the Ironfang Legion game being run during my regular Sunday night time slot. The GM was WAY over-tuning the adventures and killing at least one character every session. My original character was a Shifter who could turn into a Deinonychus. He died an ignominious death so I created a Dwarf tank. He never died because he had a lot of HPs and a high AC, but the GM just made the game too punishing for me and, IMO, the rest of the players.

I wasn't having fun so I dropped out noting I had better things to do with my time.

This was 2 or 3 months ago but they're still playing, so good on them. I don't miss that game at all.

Looking forward to the next game which will be run by a MUCH better GM. That will be a homebrew game run by my friend of almost 45 years in the Land of the Linnorm Kings. Vikings kind of game...yay!

Scarab Sages

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Claxon wrote:

I'm going to ignore the real life implications and issue stuff cause...yeah.

Yeah it would be nice if more people would ignore real life stuff and stop trying to apply it to a fantasy RPG.

I hate when they do that.

Scarab Sages

James Jacobs wrote:

It's all variatons on Frankenstein, of course.

I'd've said Pinocchio, but ok.

Scarab Sages

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Zoken44 wrote:
does anyone else sort of chafe at the idea of "Evil Gods" and people following them? Like gods confirmed to be on the side of the hells, who will not reward you in the afterlife, and are known to be untrustworthy... but still get followers?

This is an example of the classic "buy now, pay later" scenario.

Many people will do whatever it takes to get what they desire as soon as possible not thinking that they will have a much heavier price to pay when the bill comes due later (after they die, to use your example).

Scarab Sages

"Korvosa is a silly place."

Scarab Sages

Nothing.

I do not care one iota about sea-based adventures.

Scarab Sages

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Guess who the Hermit is on that very small island to the immediate Southwest of Mediogalti Island is?

Weird how he washed up there right after the Eye of Abendego formed, which was right after Aroden supposedly "died."

If I were a man who became a god and got tired of all the whining about how I did nothing about Tar Baphon, or how I let Arazni get turned into a lich, or about how terrible I was because I took those orbs to make the Isle of Kortos green and made those folks in the Darklands miserable, etc., etc., etc. I might give up and hand my divinity over to Pharasma and ask her to a) send me to Golarion to some remote place where I could live as a man again in peace and b) never tell anyone about it because I don't want to be bothered by anyone looking for me or hoping I will come back. Pharasma, in addition to taking my divinity, might also take my ability to speak so *I* wouldn't screw up and tell anyone what happened.

Hmmm...

Scarab Sages

Sometimes there is cats wrote:

This is full of spoilers, but it's the GM Reference forum.

Does anyone besides me think that using the Chase Rules for everything is anti-climatic? I mean, closing the Doomsday Door in Windsong Abbey was once an entire adventure and now it's just "go there and roll a Religion check to use magic to stop it."

When my players hear there's a bunch of Doomsday Doors to close, they are going to expect dramatic adventure and combat. Having them just be obstacles in a chase is definitely going to be disappointing.

Lord of the Trinity Star did this too for several parts of it. I haven't read Into the Apocalypse Archive yet, but I suspect it will be similar.

Why is everything Chase Rules and skill checks? Why aren't there more dungeons and combat? It's a little boring to get to an adventure location and have it literally just be a couple of skill checks to get through it.

This is common in MMORPGs. Some Dev comes up with a new "system" and that automatically means game studio has to shoehorn it into their next game Update (Edition) in as many places as they can to justify its existence.

Nobody seems to understand the concept that "less is more" anymore.

Too many new "systems" (like the Chase mechanic for one) is one of the main reasons why I'll never play PF2, remastered or otherwise.

Paizo is trying to be too cleaver and it's to their detriment.

I'll still buy the lore stuff, though.

Scarab Sages

How would Asmodeus (or his kennel master, most likely) train a new litter of Nessian Hell Hound pups to do the things described or implied in their text in Bestiary 1?

They are outsiders and have an INT of 4, so the Handle Animal skill definitely does NOT apply in this case.

Regular Hell Hounds have an INT of 6, and the text makes it clear that they are not "pets." See the Fire Giant example in the Hell Hound text.

Are Nessian Hell Hounds more like pets because their INT is 4 instead of 6, or would they also consider themselves "allies" of their Master, assuming it wasn't Asmodeus?

I ask because the scenario I'm imagining is that, in return for some excellent service to Asmodeus, he gifted an Antipaladin Tyrant adherent a reward of several Nessian Hell Hound pups for him to use as guards for his lair/castle/stronghold, or whatever.

How would said Antipaladin train those pups to track enemies, attack intruders, and protect the stronghold in general?

Thanks.

Scarab Sages

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Paizo and the idea of "exact dates" are in a complicated relationship.

Scarab Sages

Dragonchess Player wrote:


I believe Hell's Destiny is supposed to be a continuation of the Hellbreakers plot/story. IIRC, it should cover levels 11-20 or so and deal with the higher-level threats.

Yes.

My question is whether these next two APs are supposed to be Mythic or not?

Scarab Sages

nt

Scarab Sages

Go, go, go!

Scarab Sages

Melkiador wrote:
A transition to BS is meaningless when you could have both though. Especially when you are downgrading to such a smaller audience.

Agreed.

The object is to reach MORE customers, not fewer, JB notwithstanding.

Scarab Sages

Maya Coleman wrote:

We've expressed in multiple blogs about our changes that we are no longer posting on X as a platform.

You should probably use both BlueSky and X.

BlueSky has slightly over 40 million users, and X has over 650 million monthly active users.

Scarab Sages

Ready...
Set...
Go!

Scarab Sages

Tanyatrvt wrote:
Got them thanks so much!

Glad I could help. :-)

Scarab Sages

2 people marked this as a favorite.

:sigh:

Scarab Sages

DeZrog wrote:

I wanted to clarify the interaction of Magic Vestment in this thread, because I looked around in several places, checked RAW for Magic Armor, and there are some posts that say that magical armor gives extra armor bonus, which is untrue.

The "magical" part of magical armor is an "enhancement bonus", not an armor bonus, so it doesn't stack with Magic Vestment's enhancement bonus. Enhancement bonuses don't stack with each other, but there's a special exception for shields and armor:

Paizo RAW wrote:
Magic Armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses).
Paizo RAW wrote:
Shield enhancement bonuses stack with armor enhancement bonuses.

However, Magic Vestment also gives enhancement bonuses:

Magic Vestment spell wrote:
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

You also cannot use Magic Vestment to give armor special abilities unless the spell specifies it specifically (which it doesn't), because you can't create a suit of armor with special abilities without also adding at least +1 enhancement, which doesn't stack with Magic Vestment.

Paizo RAW wrote:
A suit of armor with a special ability must also have at least a +1 enhancement bonus.
However, if the armor's enhancement bonus is less than the enhancement bonus provided by Magic Vestment, then you would take the greater of the two bonuses, meaning that if Magic Vestment gave +2 enhancement, and the armor's existing bonus was +1, then you get the better enhancement bonus of +2 (but they don't stack to +3), but the special abilities would still be available.

11 year necro...nice.

Scarab Sages

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Good luck with the new store!

Sometimes e-commerce isn't easy.

Scarab Sages

Your Excellency, Blood Lord Msasa Kuatuz,

I know a Dawnflower Anchorite who would be most eager to meet you now that you're here in Absalom!

Sincerely,

Achilleus Sunwrath
Inquisitor of Sarenrae

Scarab Sages

PM me your email address and I'll email it to you.

Scarab Sages

Using an item like that is a Standard Action, I believe.

If so, you can only do it once a turn.

At will, in this case, just means there's no limit to how many times it can be used...just once a turn, though.

Scarab Sages

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Liliyashanina wrote:

Oh god, I had such fun with an Antipaladin of Rovagug as an NPC antagonist.

After a climatic duel over a burning Volcano, our CN murder munchkin Bloodrager struck him down, sending him into the Lava.

True to his oath, the Rovagug Antipaladin tried his damndest to impact the lava "standing".

Apparently moved by such defiance, the Bloodrager munchkin swooped down, and got his nemesis out of the Lava, and everyone was suprised.

Antipaladin:What is this, just let me die in glorious battle!

Bloodrager:Eh, the battle was fun and glorious, I wont let the Lava have your even more glorious loot!

Antipaladin:You are too pragmatic for Gorum

Bloodrager:Look, my long term plan is shacking up with a Valkyrie and drinking with Einherjer, what exactly does Rovagug have to offer in the booze and girls deparment?

Antipaladin: Rovagug is.... S+$%, you have a point

And thus began the antipaladins redemption arc.

Bravo!

I'd love to have a seat at your game table. Wow.

Scarab Sages

Got my Monster Core 2 yesterday.

Does anyone know of any plans for Paizo to publish a GM Core 2 book?

Scarab Sages

TxSam88 wrote:

"As an immediate action (but no more than once per combat round), the current user of the Sihedron can instantaneously transfer the artifact to another willing creature within 120 feet."

So the GM might have misread this ability of the Sihedron, thus why you were able to apply it to the whole party. As for the +4 to a Stat, that was most likely a house rule to make it somewhat more powerful, since as is, it's a but of a weak artifact.

See the spoiler in the post directly above yours.

Scarab Sages

Found it!!

Spoiler:
Healing this temporal wound
causes the Sihedron to manifest in the PCs’ possession
as soon as they leave this temporal event. Full details on
this potent artifact appear in the previous volume and
in Pathfinder Adventure Path #66. (If you don’t have access
to either of those volumes, you can simply rule that the
artifact’s presence grants all of the PCs fast healing 5
and a +2 insight bonus to AC and on Reflex saves, and it
prevents the PCs from ever being surprised or flat-footed,
in addition to giving each PC a +4 untyped bonus to the
ability score of her choice.) - Rise of New Thassilon, pg. 44

Scarab Sages

Anyone?

I could swear there were alternate stats published somewhere, but doubt is starting to creep in.

Is it possible the GM made up the alternate version and didn't tell us?

Scarab Sages

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UnArcaneElection wrote:

Same thing applies about doing something stupid. Belimarius did something stupid that got her in trouble for a while, but she's still alive and in power in a significant region of Golarion. Karzoug did something even more stupid and now he's dead.

The gods watch over children and fools.

Scarab Sages

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James Jacobs wrote:

We can't assume any one group's canoncial endings are the canonical endings for the setting. We have to make some choices, and for Zutha... there MIGHT still be a way for him to come back. Kinda not shutting that door yet, officially, is all... but also...

** spoiler omitted **

Please keep in mind that if Paizo keeps bringing back foes that PCs thought they had permanently defeated, it will eventually feel like what we as players accomplished was for naught. We didn't matter. Having very little agency kinda sucks.

I understand entirely bringing back Tar Baphon as a recurring antagonist, since his returns are entirely in line with lich lore. We have no idea where his phylactery is. That was a wise decision on Paizo's part. It keeps us interested, at least for a while.

Zutha, however, is no Tar Baphon. We figured out what his phylactery was and destroyed it.

I ask you to please allow us players, and what we do as our characters to matter. Leave Zutha dead.

Thanks.

Scarab Sages

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Why is Zutha any more likely to rise than Krune?

Krune was killed by PCs in a PFS scenario and Zutha was killed by PCs in an AP book.

I have not played that PFS scenario, but I did play Return of the Runelords. Zutha is gone forever.

Alderpash is a good one to bring back, though.

Spoiler:
The last time we saw him, he was alive in the Ineluctable Prison in the Ivory Labyrinth in Book 5 of Wrath of the Righteous. In the AP, it was left open that Alderpash could be convinced to reform and go on the straight and narrow.

That could be an interesting development for the Saga lands.

Scarab Sages

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My Sunday group hasn't played for three weeks. This is the longest time my group (of 44 years) has gone without at least playing a one-shot if one or two of us are going to be out for an extended period of time.

Are are going to start back up on the 19th, thankfully.

Scarab Sages

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UnArcaneElection wrote:

So Belimarius made a mistake. Karzoug made worse mistakes, and as a result he's dead while Belimarius is still alive.

No, Belimarius did not make a mistake.

She exercised poor judgment and did something she meant to do, stupid as it was.

A mistake is when you're doing math and forget to carry the one, or missing your exit on the interstate. You didn't mean to do those things.

Belimarius was too stupid to do the correct thing. Instead, she decided to do the wrong thing.

Scarab Sages

So, as far as all the resources on the web, like the various wikis and Book 6 of Shattered Star and Book 5 of Return of the Runelords, pretty much all have the same texts describing the stats of the Sihedron Major Artifact.

What I'm looking for are the stats of the Sihedron that, as I recall, apply to the entire party in case the DM thinks it will be too much of a PITA to constantly shift the Sihedron between players and change the upward-pointing part of it for whatever benefit the PC wants for that particular round.

I seem to remember that one of those quick common powers was a +4 to whatever stat the player wanted to add to their character. Could tell you what type of bonus that was, but I'm pretty sure it wasn't an Enhancement bonus.

Does that ring any bells for anybody?

If it does, can you tell me where to find that version of the Sihedron?

Thanks.

Scarab Sages

Jeff Wilder wrote:

My only concern, and it's very minor, is that the characters may put down such deep roots in Sandpoint that they'll be reluctant to leave.

Wait...reluctant to leave Sandpoint??

Scarab Sages

Mangaholic13 wrote:

A little sad that there is still no "Chef's Calling". Oh well, I doubt cooking is very relevant to fighting a MASSIVE WALKING EGO!!!

Also, I've said this elsewhere, but I still think:
** spoiler omitted **

That's at least an interesting take on Xanderghul's return.

It's also an interesting way to deal with him. It reminds me of a couple of Star Trek TOS episodes.

Spoiler:
You know, the ones where Kirk or Spock convince the computers to destroy themselves?

Scarab Sages

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Now that James has said, "...and we've never given players a chance to face off against Xanderghul at the peak of his powers as a full-strength mythic arguably the most powerful wizard on the planet mode...," I must say it appears the justification for bringing Xanderghul back (with full mythic capability) is veering even further from how Return of the Runelords ended.

Spoiler:
At the very end of the AP, the players took out Alaznist. Alaznist, earlier, killed Xanderghul the first time and stole his Mythic power. The AP made it clear that if Alaznist had been killed before Xanderghul had been permanently killed, all the Mythic power that previously belonged to him would have returned to him. But that's the thing. In Book 4 of that AP, the players removed the last feather (a violet one), which was the key to Xanderghul's immortality, and when Xanderghul died again, this time at the hands of the players, Xanderghul was no longer immortal, so his soul should have gone to Pharasma's court to be judged.

Where did Xanderghul's mythic power go after Alaznist was killed? In our game, it went to the players. They each had one Mythic Rank from opening and traveling through the Cyphergate to the Time dimension. And killing Alaznist was certainly a Mythic test, so they each gained another rank.

Now, in a game where the players weren't already Mythic when Alaznist was killed, the Mythic could still have gone to the players (there was a LOT of energy/power released when the demons tore her soul apart as she died) or if it didn't go to the players, it was surely dispersed in the portal that the demons opened up to get to Alaznist.

Her Mythic power would not have gone to Xanderghul because he was dead and was judged, or was getting ready to be judged by Pharasma.

Now, I suppose you *could* say Xanderghul had a "backup plan" in case the Peacock Shrine plan didn't work out, but he would have been too prideful to think his first plan (which was the best plan) wasn't going to work. He did not need a secondary, lesser plan.

This feels like it is going to be a bigger retcon than James is letting on. Maybe it's more of a reflection of changes to the Mythic system in 2nd Edition?

I'm eager to see the first book in the Revenge AP, but the justification for bringing Xanderghul back needs to be REALLY good.

Scarab Sages

My Saturday group just finished Book 4 of the Return of the Runelords AP tonight.

I still don't see how Xanderghul comes back from that.

Scarab Sages

Found it!!!

Hell Unleashed...page 43!

Scarab Sages

I grok do u wrote:

Brief entry under pit fiend.

** spoiler omitted **

Nah, that's not what I was thinking about.

It was *similar* to the Lorthact entry, but as I said, it was less specific to Lorthact.

Scarab Sages

There's a list of Infernal Duke traits under the Lorthact entry in the Inner Sea Bestiary, but they seem a little too personalized to him.

I could swear there is another, more generic, entry for Infernal Duke traits in another book somewhere, but I'm having no luck finding it.

Can somebody help me out and tell me where to find it?

Thanks.

P.S. I've looked in the Universal Monster Rules on the D20PFSRD site, and it's not there, either.

Scarab Sages

Neat.

Isn't Krune the Runelord that the PFS dealt with?

Scarab Sages

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I just don't see it.

If you do, please speculate here.

Scarab Sages

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Arkat wrote:

Any word on parts 2 and 3 of this AP?

How about the PF1e conversion?

Nevermind...found the 1e conversion.

Still would like to know about parts 2 and 3 though.

Scarab Sages

2 people marked this as a favorite.
DM_aka_Dudemeister wrote:

Jotunborn (1e)

Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma

Low-Light Vision

Size: Large (Tall) (10 ft space, 10 ft reach. -1 size penalty to attack and AC, +1 size bonus to CMB/CMD. -4 size penalty to Stealth and Fly)

Iivlar Weaving Planar thread produced by creatures called iivlars is woven into your skin. This thread glows with dim light in a 10-foot emanation. You can suppress or activate this glow as a free action.

Languages
Jotunborn begin play speaking Common and Giant. They may select the following languages as bonus languages: Cyclops, Dwarven, Celestial, Sylvan, Orcish, Terran, Shadowtongue,

Jotunborn Heritage
At 1st level a Jotunborn can select from one of the following abilities to reflect their Jotunborn heritage:

Keeper Jotunborn
Your work as an iivlar keeper has granted you a greater understanding of these sacred creatures and the ability to track them, as elusive as they may be. You can add half your character level to Survival checks to track animals, as the Ranger ability.

Plane-Hopper Jotunborn
You were chosen for your smaller size that allows you to move between planar thresholds with ease. You generally serve as a messenger or scout, and planar exposure has granted you a spark of magical power. Instead of Large, your size is Medium. You gain one knack from the psychic spell list. You can cast this spell as an psychic spell-like ability at will using your character level as your caster level.

Sage Jotunborn
You were tasked with keeping oral and stitched histories for your family, your clan, or even an entire settlement. You treat Knowledge (History) as a class skill.

Warrior Jotunborn
Your hardier body made you a perfect recruit for combat. You gain improved unarmed strike as a bonus feat, if you gain this ability from another source your unarmed strike damage increases as if you were 1 category larger than you are.

Weaver Jotunborn
You’ve mastered the art...

Speed?

Scarab Sages

1 person marked this as a favorite.
Aenigma wrote:
What color does it look like to you guys?

The scales on the underside are just lighter in color than the scales on the rest of the body.

Scarab Sages

Any word on parts 2 and 3 of this AP?

How about the PF1e conversion?

Scarab Sages

1 person marked this as a favorite.
Castilliano wrote:

Even if religious I'd much prefer living among the Rahadoumi assuming my religion didn't require proselytizing, icons, or other overt displays. At least for any religion (or denomination thereof) worth its salt.

My understanding is that ALL practices relating to religion (even private ones) are forbidden in Rahadoum.

Scarab Sages

vyshan wrote:

So now the good clerics and good people of Khari are being oppressed by anti-theists of Rahadoum

Got to suck for them to go from being oppressed by asmodeus to being oppressed by rahadoum.

But I am curious to see it in that ap.

Under Chelish rule, you got to at least worship Abadar and a few other gods. You don't even get that under the Rahadoumi.