Blast Shadow

Bartholomew Reaver's page

Goblin Squad Member. Organized Play Member. 2 posts (411 including aliases). No reviews. 1 list. 1 wishlist. 2 Organized Play characters. 1 alias.


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Because Aeon's whole deal was that they were the enforcers of weird cosmic laws, and law enforcement is generally considered, well, lawful.


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My trusty wet-erase megamat has been my go to for the past ten years now.


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Yes, they seem to have moved away from null "-" stats.

For intelligence, previously mindless creatures seem to have been given a score of 0 (or a -5 modifier)

For constitution, they seem to have gone with the theory that if something was so completely divorced from physical health and well-being that it didn't have a Con score, then having Hit Points as all doesn't make sense, and so they must have some (spooky) equivalent to a living creature's constitution.

While most places constitution is talked about in the Core Rulebook it seems to be assuming a living creature, the appendix entry on page 630 says that constitution is a "measure of your toughness and durability", which is more biologically agnostic.


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Table 10-8, page 508 of the core rulebook has the information you need, but the most relevant information given your concerns;

--CREATURE--
Party Level -4 = 10xp
Party Level -3 = 15xp
Party Level -2 = 20xp
Party Level -1 = 30xp
Party Level = 40xp
Party Level +1 = 60xp
Party Level +2 = 80xp
Party Level +3 = 120xp
Party Level +4 = 160xp


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The staff also has a price of 0, that might be counted as a sort of weapon trait.


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Deadmanwalking wrote:
Looks like there's nothing for singing or oratory right now, but that's still a hefty list when examined.
CRB 613, Persona Mask wrote:
Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.


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The Maestro's Instrument, Dancing Scarf, and Persona Mask are all 3rd level magic items, depending on what type of performance you favor.


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Porridge wrote:


Charm Person
Now, Charm is weaker duration-wise in PF2, since it now lasts one hour instead of 1 hour/lvl. But the 4th level version of Charm lasts until you next perform your daily preparations. From p480, it looks like doing your daily prep is optional, so if you decline to do that it you could extend the duration of this Charm indefinitely... a great thing for a Wizard to do on some key figures before he retires!

Water Breathing: In PF2 this is now a second level spell, giving an hour of water breathing to up to 5 targets, making underwater adventures feasible at lower levels. And the third level version gives you all 8 hours of water breathing, while the fourth level version gives you all water breathing until your next daily preparation, which you could put off indefinitely...

I just wanted to note with these two spells that "until your next daily preparation" is even better than you're implying.

Core Rulebook 305 wrote:
If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells.

So you only need to keep one spell slot in reserve, rather than not preparing any new spells at all.


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I would like to give a small warning about this, not that I'm saying you shouldn't do it, just to consider some of the consequences before you pull the trigger.

What you are describing is, as far as I can tell, GM created divine intervention. Correct me if I've misunderstood. This is an extremely classic version of Deus ex Machina.

You need to be careful about Deus ex Machina for a couple of reasons.

First, This is you reaching out of the game and fixing things for the characters, not the players making choices that have impact on their characters. Your players might feel grateful that you got them out of a sticky situation, or they might feel cheated, that their decisions don't matter because if things don't go according to plan a hand will come out of the sky and put things back in place.

Secondly, if you directly intervene once, then your player's may expect you to directly intervene again. If the player's think that they have an ace in the hole that will save them from any real consequence of their actions that might make them feel like they are more free to have fun doing whatever they want. On the other hand, they might feel that with no consequences their actions have no weight or meaning, so what's the point of making them.

Even worse, if you save them once and then don't save them again they might feel that you cheated them out of something.

In conclusion, be careful with this. I would talk to your player's about this idea and see what they think about it.

Something as simple as the hero point system from the Advanced Player's Guide would allow the player's a similar amount of wiggle room but put the ball back into their court as far as choice and self-determination goes(and theirs nothing to say hero points aren't a divine blessing in your campaign).

edit: I guess this was a not so small warning. Oops.


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I've been running Pathfinder for ten ears now, and have played with about 13 individuals during that time, in multiple groups and campaigns.

Of those 13 players, only two of them have actually cracked the Core Rulebook open for anything other than character generation. That big honking tome is just too much for some (perhaps many) people. The fact that the PF2 rulebook will be even bigger won't improve those odds.

I feel that huge rulebooks are one of the major stumbling blocks between people playing and not playing a game like Pathfinder. That fact that only one person has to actually read and understand the whole thing is a saving grace. If I could only play with other people who have read the whole CRB I would still be waiting for my first session.

As for the comparison between reading the rules here and the rules in battleship, the two games are only tangentially similar. As a game format, RPGs (especially crunchy ones like Pathfinder) share a lot more in common with videogames than boardgames.

In most videogames these days, you don't sit down and read an instruction manual before playing, you just start it up and trust that the game itself will teach you as you go. In the same way, many players are perfectly happy to sit down and trust the GM to explain and tutorialize things as they go.


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Alright, I'm going to try and work my way through at least some of these, and of course this is just one guy’s thoughts and opinions on the matter so... do with these answers what you will.

1) DC’s, To Scale or Not to Scale
So the whole point of having a scaling system is that you have the option to scale or not scale, as opposed to a fixed system where you're pretty much stuck at fixed. Now why would you want to have both and not just make everything match all nicely down the line?
First, evident progression. When everything scales, and scales at the same rate, it can feel like you aren't making any progress. When I have the chance now and again to do something that was once very difficult, and is now very easy for my character, I can really feel the difference.
Second, removal of systems. In a game that spans power levels like Starfinder does, the focus and scope of the game will naturally change as characters level. At early levels, the party might be barely scraping by, and they lack many of the resources that they will when they hit the later levels. Flat DCs allow things to be scarce and difficult (and therefore important) at lower levels but be phased out as something to worry about later. To use your own example of the medical bay, at early levels the sort of basic medical care provided at that facility is relatively costly, and gives the game a grittier feel. At higher levels, through the power of both magic and money healing becomes much easier as the game takes on a wider scope and becomes more about the clash of monumental forces than how to deal with a simple illness.

2) Why Won’t My Spells Land
I don’t have much for this one. I would go with your idea of making a graph of expected DCs vs Expected saves before I fiddled with anything. Just double check your math on the boards, It’s really easy to miss something if you are new to the system.

3) Tiny Spells
You probably won’t break anything too bad if you go with your solution of bumping DCs.
You are missing a few parts of the equation of spell levels, however.
First, DCs only matter for offensive spells. The classic tactic in both Starfinder and Pathfinder is to focus your offense in the upper few levels of your spells and use your lower level slots for utility, buff, area control spells, etc.
Second, even if you increase the DC of a spell that does nothing for it’s damage. It doesn’t matter how much you increase the DC of Overheat, 2d8 damage is just not going to cut it once you hit level 17.
Third, having DCs fall off limits the magical offensive output of spellcasters. The number of effective offensive spells a spellcaster has hits an equilibrium in the early-mid levels and doesn’t really increase again until the highest levels.
One of the design goals in Starfinder seems to be to limit spellcasting significantly as compared to Pathfinder. Prepared 9th level spellcasters are considered (by many) to be some of the absolute most powerful classes in Pathfinder. Many arguments have broken out over whether or not they are broken, and if they are, what should be done about it. The fact that the only spellcasters in Starfinder are 6th level, spontaneous casters is telling.

4)Maneuvers Sitting on the Bench
I agree that maneuvers could use some love. I don’t know if just decreasing the difficulty will be enough for them to become more popular, but try a few things out and let us know if something works well.

5) We Come Running!
I’ll agree that the run action doesn’t come up often, but it’s nice to have it when you really, really, need to be somewhere else. It also comes up more often when I play on a virtual tabletop that allows for arbitrarily large maps.
Ultimately, I don’t see the point in removing it. It’s one little corner case option that only takes up one little paragraph in the rulebook. If you don’t draw your player’s attention to it, I doubt they’ll even know it’s there.
Of course as a GM I tend to avoid banning things if at all possible. Even if someone is abusing some part of the rules I’d rather just talk to them about it than take the toy away from everybody.

6) Withdraw the Withdraw Action
It’s never been a problem for me or my group. The problem with your hypothetical scenario is that it requires someone to keep running around and not taking any other actions or attacking anyone. That’s a delaying tactic at best until they get cornered or someone with a ranged weapon just shoots them.
As for your frustrated melee user, the answer to a withdraw action is a charge action. Once the withdrawer finds that despite retreating they are still getting hit they should change their tactics.
The withdraw action is simply the option you take when you are in such a bad position you are willing to give up your entire turn to get out of it. Given that offense is so important in this game, taking a purely defensive action is a last resort.

Alright. That’s my longest response I’ve ever written on these boards.
My one last piece of advice is to be careful about fiddling with the core mechanics of the game. I’m not telling you not to mess with things, but make sure you get some play with the base rules before you decide to throw out half of them and rewrite everything from the ground up. Often things that look troublesome on paper aren’t actually so bad once you sit down at the table.


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Other than explicitly mental abilities like QuidEst mentions, Starfinder is much more agnostic about it's magic.

The idea is that in the future, with magic being practiced and studied on an industrial scale the barriers have really come down between the different sources of magic.

There's no longer arcane, divine, or psychic casting classes. Now you are, say, a technomancer who draws power from study and practice of formulas, or one who taps into a greater outside force to receive revelations about the underpinnings of the universe, or uses the sheer power of their mind to rewrite reality.

At least that's my understanding of it.


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Yeah, it's really hard to find that sort of straightforward explanation of what something actually is in the CRB. However the best I could find is from the section where it is explaining how to calculate AC;

Pathfincer Core Rulebook p179 wrote:
Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides.

Which seems to indicate that the enhancement is affecting the armor to increase it's value, not adding a new type of bonus to you like a ring of protection or amulet of natural armor.

I think in one of the later books it goes into more detail on that, but I don't have the time right now to track down which book that piece of information is hidden in.


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Well, if your character is already on friendly terms with a gold dragon, you might be able to purchase shed scales from it.

I'm sure there are ways to get a hold of dragon based products without having to kill the dragon in question.


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MerlinCross wrote:
Deadmanwalking wrote:
MerlinCross wrote:
Have to balance against Magic Armor. Even with the new system, having that extra action/effect/buff/whatever that Magic armor will give is hard to argue against.
The effects of magic armor are also available as Bracers of Armor, which are all the magic without the armor. So all the Monk or other unarmored characters needs to do is compensate for the non-magical armor stuff.

Hypotheically, what's to stop my Armored Fighter from having Magic Armor and Magic Bracers(Which is an item I thought would be removed anyway as a Big 6)?

Mind you I might be thinking more of the Armlet than the Bracers. Still if I can stack 2 effects and an Unarmored can only get 1, I would expect something extra in the kit of an Unarmored to make up the difference.

Well, if those bonuses and spells function anything like their PF1 counterparts then the magic armor won't stack with mundane armor.


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No, that's definitely weird.

If I had to guess, probably either the Anacite Ion Cannon or the Tauon crystal was supposed to have the Electrocute critical effect but something got messed up in the editing.


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As a GM I enjoy rolling my dice just as much as my players enjoy rolling theirs.


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Here's the faq.

FAQ wrote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

Which all simply backs up what everyone else has said.


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Short answer, yes. If you have a close read through the "Crating Scrolls" section on page 552 of the Core Rulebook you won't find any such restrictions.

As long as you have the time, money, and ability to cast it, any spell can be turned into a scroll.


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Atalius wrote:
Do they also make an opposed perception check at any point or just a Will save?

As per the normal disguise rules anyone who pays attention to you gets to make a perception check to realize the disguise is fake. On top of that, if someone directly interacts with the illusion they get to make the will save as well.

As to what constitutes interaction, that's a bit of a debated issue, but touching the disguise would definitely count.

Edit: Here are a couple of threads that go into more detail on the interaction issue;

Figments, illusions and interaction

Illusion Spells: What does "Interact" mean?.


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Diachronos wrote:
Name Violation wrote:
Holy weapons give a negative level in starfinder? I'm not seeing where it said that
It doesn't. I'm a derp and thought this was a Pathfinder thread.

My bad as well, I thought this was for Pathfinder.

So, bad news, no align weapon spell.

Good news, holy fusions wont give you a negative level.


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Unassuming Local Guy wrote:
Nefreet wrote:
If your GM is allowing 3.5 items in their Pathfinder game (Celestial Plate is not a Pathfinder item) then it should work, pending their approval.

It claims its from a PF module Skeletons of Scarwall.

Not saying you are wrong, I'm curious as to what I'm reading, its quite possible I'm mistaken and I could learn something from this. Is it not a "PF legal" module or something? (I'm not goung to even ask if its PFS legal)

Skeletons of Scarwall is a very old module, from back when Pathfinder was just a campaign setting and not a separate game system from 3.5.


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Well on page 45 of the Core Rulebook,

Starfinder Humans wrote:
Humans first arose on Golarion, yet even before the disappearance of their home world, they had begun to spread out onto the other planets of the solar system, particularly Akiton. In the wake of Golarion’s vanishing, however, this group of explorers became inadvertent emigrants. Today, Absalom Station is the undisputed center of human culture, yet humans can be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteads on new worlds.
Starfinder Humans wrote:
Humans are the glue that holds the rest of the solar system together. Their seemingly endless desire to explore and settle any habitable environment has positioned them perfectly to act as traders and mediators between other races, and their lack of their own planet often makes integrating into other cultures attractive to them.

Those two quotes make it seem like Absalom station is more like the cultural capitol of humanity, rather than it's primary homeland.


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Remember, this is only the Core Rulebook. Compare the number of archetypes in SF Core to the number of archetypes in PF Core.


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Hey people, I recently purchased Adventurer's Armory 2 and like many others I fell in love with the poppet.

I've got an Investigator (Psychic Detective) who's about to hit level 7 and Craft Poppet is calling out to me. The only problem is that I have no idea what I would actually use one (or a dozen) for.

So that's my problem. What do you actually use a weak, dumb, but oh so cute little poppet for?


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Conan of Cheliax wrote:

Why get rid of Golarion why not just make it another world you can visit?

So that when they write for Pathfinder they don't get locked down by the future that is Starfinder. Same reason they have the Gap.


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There was a long debate on that here.

I believe it was decided that the effect was illusory and couldn't actually provide a physical benefit.


Edit: Found the faq
!


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ckdragons wrote:

Wonder if Mark is on vacation? His last post was Feb 13 (3 weeks ago). Hope he's having fun where ever he is! :)

Last I heard he was heavily involved on Starfinder. I'm sure the team is super busy working on that at the moment.


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Definitely feels like a flavor line. A one sentence summary to catch the items general purpose.

Also, if "necromancer" was a crunch requirement, so would "serious". How could that even be adjudicated?

"No, your wizard hasn't been meeting his quota of undead abomination creation. The robe deactivates till he slaughters and resurrects at least a small hamlet."


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From what I've heard Starfinder is going to be very exploration focused. More Planets than you can shake a laser stick at. There should be a little bit of everything.

I mean, consider Pathfinder and all the fantasy settings available in the Inner Sea region.


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Conjure Implement doesn't say anywhere about how/where the item is conjured. That leaves it up to the GM.

Some might say you are automatically wearing/wielding any implement that can be worn/wielded. Some might say that the implement just drops into your hands or on the ground in front of you.


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Have your friends beat him up with their weapons.


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Man, I loved Words of Power. Or at least the idea of Words of Power.

Probably helped that Hero Lab made it much easier to quickly put together spells.


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After reading the spell myself I concur. It needs to have some sort of aura radius but none is given. It's in need of errata/house-ruling.


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Weirdo wrote wrote:
Weapons made from elf-glass are exceptionally sharp. They grant a +1 enhancement bonus to damage and a +1 bonus to confirm critical hits.

Does this include bludgeoning weapons?


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So with should characters with Animal Companions, Eidolons, etc. just calculate the character and the pet separately?


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As thewastedwalrus said, fire out your ears if you want to.

Even if they're simultaneous that doesn't mean they have the same point of origin.

In fact they don't even have to come from your body. Imagine a halo of fire balls floating behind your head that then speed off in different directions.


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The only line in the take 10 rules that even hints that you have to be personally rolling the dice is "Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10.".

The wording could be tightened up a little if we wanted to get super legalistic about it, but doing stuff like that would result in a CRB that's twice the length it already is.


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Dave Justus wrote:
Whether or not things are silly has no bearing on a rules discussion. :)

But if it's entirely up to the GM how the skill is rolled, whats to stop them from rolling normally, or taking 10, or taking 20, or not rolling at all?

In a situation where there are no mind-control or similar shenanigans going around I don't see why you would take agency away from a player.


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On top of what Scythia said, have a look at how tengu are used in the Shackles on Golarion.

They're crow people who are considered magnets for bad luck, but in the scapegoat take-it-on-themselves sort of way. Everyone wants one on their ship as a good luck charm.

What I'm trying to get at is, if both animal-race and far-east-race don't fit your setting you could always take out one or both of those.

Wizards can explain most abominations (owl-bear anyone?), and regional fluff is fluff, and can be shaved off and replaced as needed.


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All darkleaf cloth does is reduce spell failure, ACP, and weight, and increase the maximum dexterity bonus.

Since simple clothing only has one of those four things (weight) that is the only thing affected by being made out of darkleaf.


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The ability in question (Summon Devil) only allows you to summon a very limited list of monsters based on your level.

Since you don't have the full list of summons available to you I don't think an ability to expand that normal list would work.

In other words, the ability only lets you summon three specific creatures from the normal list and all others are banned for that ability. Even if you expand that original list, the fact that you can't summon anything from the list other than the ones specifically called out doesn't change.


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Blackvial wrote:

I know this is thread necromancy and I deeply apologize but i thought I might put my 2 cents in and ask about the undead barbarians that have been put in some of the modules and adventure paths?

the reason I am asking this is because I am working on a Steelblooded Bloodrager with the Undead bloodline and I was thinking of working with my dm to turn him into a Graveknight

Previous undead barbarians have worked either because the author forgot it didn't work, or because they used their powers as a GM/Author to make it work despite the normal rules.

Now however, the unchained barbarian gains it's bonuses untyped rather than as morale allowing for as many barbarian gravekinights as you want with no need to fudge the rules.


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Question: The Occultist's conjuration resonant power Casting Focus currently only affects one spell on the Occultist's spell list. Was this purposeful or an oversight?


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The rank of Runelord was a position of nobility in the now destroyed Thassilonian empire. Becoming a Runelord would most likely require rebuilding said ancient empire.

Think of it like if a mummy came to life in modernish times and named itself Pharoh of Egypt. Just because you killed him and took his swag doesn't mean you're now the King of the Nile.


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Yes, since that aspect of the bloodline isn't mentioned we assume it stays the same.

Yes, it's still the elemental bloodline, just with an archetype.

It looks better just at a glance. You trade flexibility for power, which I think is even or maybe slightly favoring Primal. You trade a blast (which you probably already have enough of) for an enhancement to your summons, making a strong choice even stronger.


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Dreaming Psion wrote:
Lost In Limbo wrote:

Just for reference here are the gods I have set so far (names omitted till I'm happy with them).

LG, King of the Sky, Father of Eagles
Air, Glory, Good, Law, Nobility, Protection

LN The Architect, Lady of Towers
Artifice, Knowledge, Law, Protection, Rune

LE The Jailer, Hell's General
Darkness, Earth, Evil, Law, Strength, War

NG Shepherd of the Weak, The New Dawn
Animal, Good, Healing, Plant, Sun

N ???

NE The Black Genie, The Merchant of Death
Charm, Evil, Fire, Magic, Trickery

CG The Divine Vigilante, Cheerful Batman
Chaos, Glory, Good, Liberation, Strength, Travel

CN The Mad God, The Prince of Paupers
Animal, Chaos, Luck, Madness, Travel

CE The Hate-Spark, The Destroyer
Chaos, Death, Destruction, Evil, Fire, War

I'm curious as to the process you you came up with these gods. Their names/titles are very concise, yet they seem to give a pretty good feeling of what their personalities and goals are as (albeit divine) characters more than simply what aspects of life they represent in their portfolio. Like, these deities not bound by a simple literal concept but rather can represent a mashup of several (sometimes interestingly paradoxical) concepts that could be interpreted several ways.

What sort of role/character did you you have in mind for your Neutral deity?

Thanks! Honestly I came up with them as if they were characters. I essentially came up with a bunch of character concepts as if i was making a PC but then deified them.

As for the role/character that's what I keep being unhappy with. I started with:

N The Weeping God, The Prince of Consolation
Darkness, Repose, Water, Weather

But his motivation was what was giving me grief. I think I'm going to make him a death god more of the classical psychopomp variety, replace "Weeping God" with "Mourning God" and have him be very empathetic to the mortal struggle while still ultimately a bystander, not actually interfering (thus the N alignment).


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The thing is that technically the trick could be read to work exactly as you describe.

I just think that this is due more to imprecise language rather than authorial intent. Basically RAW yes, you could probably make it work. I just have reservations concerning RAI.

In the end it's something I would double check with my GM and wouldn't be surprised if they felt a bit squeamish about allowing it.


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Simple solution to the storage problem, just magi-genetically engineer a quiver shaped creature to carry the arrows in. If you can't fix a problem by creating abominations then it's probably not fixable.


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KuntaSS wrote:
Right, but it's just a +1 to ac of a common bonus type in a slot that would normally hold the boost to your saves, if someone can sneak a weapon or velociraptor into the ballroom to attack your ac, you can probably sneak in a buckler or your bracers of armor. More likely someone just walked in with spells prepared and then you are going to be wishing for a save boost as opposed to an ac boost. Maybe on a paladin or other high save character it'd be a decent low level cloak.

Unless of course you have a gm that's pretty flexible about double enchanting items, and you can get a Shield Cloak of Resistance.

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