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23 posts. Alias of Sam Parsons 736.


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Grand Lodge

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You had me at uplifted bear.

Also, with D&D re-introducing the Giff, I feel Starfinder could use some interplanetary pachyderms. Could be rhinos (like the Judoon) or could be elephants, or hey maybe it could be hippos. Please consider.

Grand Lodge

DungeonmasterCal wrote:

Well, my take on it is this: You can't get any thing right or wrong about something that doesn't exist. It's subjective only.

EDIT: Sorry, that came across as somewhat snarky. I'm in a bad zone right now and my politeness filter isn't working well.

But there really isn't a "right" or "wrong" way to imagine a dragon. For all we know "Pete's Dragon" is the correct way. Now I do have my preferences; the movie version of Smaug, Vermithrax from "Dragonslayer", the 3.x and PF versions, and 2e took a step in the right direction away from 1e's versions which were just lizards with bad breath. I've never watched or read GoT, so I have no opinions on those.

So again, I can't say I think there is a "right" way to imagine a dragon. And it certainly isn't that pop band, either. But please accept my apologies for the snarkiness. Just having a bad day.

Preferences are what I meant. What gets it right to YOU. It's why I said, "in your own opinion". I know dragons aren't real.

And no worries about snarkiness. I hope you have a better day tomorrow.

Grand Lodge

What setting from literature, video games, RPGs, miniatures, movies, tv shows, comics, etc. really, REALLY gets dragons right in your own opinion?

Here are a few of mine:
The Hobbit (Book & Movie)
Game of Thrones (TV Show)
Eragon (Movie, never read the books)
D&D (RPG)
Pathfinder (RPG)
Midgard (RPG by Kobold Press)

I also like World of Warcraft's take on dragons, but feel like only Deathwing got it truly right.

And honestly, I am probably forgetting some of my favorites.

What about y'all?

Grand Lodge

Cyrad wrote:
Lore is really the meat and potatoes of a race. You don't provide any of it for these two races.

I'll get to work on that as soon as I can.

Grand Lodge

Tiddlewinks

Description:
Tiddlewinks appear to be bipedal cats from the waist down, with fur of a deep, dark purple that ranges from short and velvety, to long and silky. From the waist up they have a lithe frame and snow-white skin.Tiddlewinks range from 6 to 7 ft tall. Their fingernails, lips, and eyelashes (which are long and curled) are the same purple as their fur, which gives them the appearance of wearing makeup. They have long, pointed ears and sharp canines. Tiddlewinks have long hair atop their heads that is the same color as their fur, and is kept neat and often in a top knot or ponytail. They have no facial hair, however, they do have small tufts of fur on their elbows, which again, is a deep, dark purple. Tiddlewinks are a whimsical fey race. They throw wild, elaborate parties for little to no reason. To those not familiar with the fey, but especially the Tiddlewinks, these beings appear to outright mad, though with a great deal of charm. This, coupled with their unpredictable behaviour and notorious lying, makes most people wary of them. Despite their tall height, Tiddlewinks are exceptionally stealthy and adore magic.

Fey: Tiddlewinks are Fey and have the low-light vision racial trait. (2 RP)
Medium: Tiddlewinks have no bonuses or penalties due to their size. (0 RP)
Ability Score Modifier: +2 Charisma, +2 Dexterity, -2 Strength (0 RP)
Silver Tongued: Tiddlewinks gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. (3 RP)
Stealthy: Tiddlewinks gain a +2 bonus on stealth checks. (2 RP)
Fast: Tiddlewinks have a base speed of 40 feet. (1 RP)
Seducer: Tiddlewinks add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, Tiddlewinks with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user's character level). (2 RP)
Darkvision 60 Feet: Tiddlewinks can see in the dark up to 60 feet. (2 RP)
Languages: Twiddlewinks start knowing Common and Sylvan. Twiddlewinks with high intelligence scores can select Elven, Gnome, Draconic, Undercommon, Goblin, or Infernal as bonus languages

Amori

Description
Amori appear as supernaturally beautiful humans, with a slight, inhuman aspect to them. They may have hair which appears to be made out of spun gold or silver. They may have eyes which glow slightly, look like the starry night sky, or constantly shift between different bright and exotics colors. They may have skin which appears to be coated in gold dust or diamond dust. A female Amori may have cheeks that constantly blush a rosy red, a voice that makes every word clear and melodic, or an aromatic aura of flowery scent. A male Amori may have have an aromatic aura of leather, sandalwood, or resin scents, a beard that is constantly perfectly trimmed and groomed, or voice that makes every word clear and deep. They have an attractive frame with voluptuous females with fine features, and tall, athletically built males with square jaws and broad shoulders. Amori are not just physically beautiful, but very charismatic in personality too.

Ability Score Modifier: +2 Charisma (0 RP)
Size: Medium (0 RP)
Speed: 30ft (0 RP)
Object of Desire: Amori add +1 to their caster level when casting charm person and charm monster. (1 RP)
Charming Personality: Amori have a +1 racial bonus to diplomacy and perform (2 RP)
Sociable: When Amori attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. (1 RP)
Heroic: In campaigns that use the optional hero point system , each time an Amori gains a level, it gains 2 hero points instead of 1. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2. (4 RP)
Language: Amori begin play being able to speak common and any language as a bonus language. (1 RP)

Favored Classes for both will be coming soon. If you guys like these I will try and come with a racial archetype for each.

Grand Lodge

Kobold Cleaver wrote:
I'd love to see their clerics interact.

Same here.

Grand Lodge

Kobold Cleaver, Old Splitroot is pure genius. Love it!

Dasrak, Greenhand Redtongue and his backstory is also pure genius. Love it, too!

Oh and Kobold Cleaver, In your campaign Pakalao could possibly be considered a nature deity due to his strong connection to Volcanoes and Birds (of all kinds: Songbirds, Seagulls, Pelicans, Exotic Birds, Eagles, Phoenixes, Rocs, Chickens, peacocks, etc.)

Grand Lodge

Kobold Cleaver wrote:
I wonder how Lumiere and Little Sister Nunya interact. They're practically two sides of a coin.

Lumiere would probably view her with a mix of mistrust, sympathy, sadness, kindness, disappointment, gratitude, hope, sorrow, and maybe even fear.

Grand Lodge

ohokwy wrote:

Alignment: 1d9 ⇒ 1 Chaotic Good

Domain 1: 1d29 ⇒ 21 Repose
Domain 2: 1d29 ⇒ 16 Madness
Domain 3: 1d29 ⇒ 4 Charm

Onathano, the Mad Prophet

Domains: Chaos, Good, Madness, Charm, Repose.

Onathano was once mad, and he still is. As he drove deeper into insanity he saw life as no one else has, he saw the mind as no one else dares. His psyche began to break down, no longer holding the form of a human mind, and as he left humanity behind he opened his eyes, and he SAW. Without the minds walls trapping him into a spiralling labyrinth of order and structure he was free to see how the gears of the mind spin, and that gave him power. People were no longer strange, impossible to understand creatures as they appeared to the insane. Now, he understood them. Now, he had power over them. A lesser man may have used that power against them, but Onathano had no desire for power over others, and had no real idea of how he might use his powers for good. He no longer understood ethics or morals or right and wrong; he was too far into his madness for that. But he DID understand people, and he understood that they NEED right and wrong, and he remembered hazily from his past that a better world was something to strive for.
So as his power grew, his madness spreading until his mind left his body and he transcended reality he gathered around him those pure of heart and strong of will. Those without the power to help the world, but with an understand of how to do so that he lacked. These became his Mad Prophets, as madness lies in the knowledge Onathano grants, but with his guidance they can walk the narrow line of sanity and bring about good in whatever ways they can.
There is no death in madness, only suffering. Onathano cannot die, only continue on with his mind burdened with insanity for the rest of eternity. Living with suffering is not honourable when strength leaves you and you have nothing to look toward, so when each follower of Onathano begins to so deep into their mind that they cannot return (as will happen...

I watched a Doctor Who episode about Vincent Van Gogh recently and this god reminds me so much of Vincent Van Gogh in that episode. I love it!

Grand Lodge

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Lumiere the Toymaker
Mad god of children, amusement, toys, and travellers

Alignment: Chaotic Good
Domains: Artifice, Madness, Travel, Chaos, Good
Subdomains: Construct, Whimsy, Friendship, Trade, Toil
Areas of Concern: Children, Joy, Kindness, Toys, Humbleness, Wandering, Craft
Favored Weapon: Quarterstaff
Sacred Animal: Mice
Sacred Colors: Red and White
Holy Symbol: A jack in the box OR a Puppet

Lumiere is mad, but in the most innocent of ways. He is a kooky, creative toymaker with the kindest heart. While, yes, he is a god, he spends his time in a mortal form of an old man dressed in colorful clothes, with a large backpack and a big straw hat. He wanders the mortal plane in this form as a wandering toymaker. He creates the most wonderful, beautiful toys, and gives them away for free to children. He cares deeply for children and will give a toy to any child, rich or poor, bully or kind soul, just to put a smile on their face. His laugh calms all around him and brings smiles to their faces. He has no formal temples but rather shrines, and his worshippers belong to no order, but put their faith in him personally. The majority of those would serve as his clerics, oracles, and paladins are people who witnessed his kindness and wonderful toys as a child and are now fully grown. Others are toymakers wishing to aspire to his level of work. He has no formal holy days but he is celebrated at faires and acknowledged when giving gifts. He has no holy texts but sees children’s stories and fairy tales as serving that purpose. He prefers peace over violence and does not condone combat or violence in his name (even against those who would destroy his shrines). While he supports people standing up to child abusers or slavers he still would not wish violence in his name. He always has a trio of mice with him: One in his hat, one in his pocket, and one on his shoulder. Their names are Pipi, Remi, and Charlot.

For inspiration watch the animated video for Big Rock Candy Mountain or Mr. Magorium's Wonder Emporium

For inspiration for his clockwork constructs look at the animal like constructs from Magic the Gathering's Kaladesh.

Grand Lodge

ButterPanda888 wrote:

Pakalao

Alignment: Chaotic Good
Domains: Charm, Fire, Glory, Chaos, Good
Subdomains: Love, Honor, Friendship, Revelry
Areas of Concern: Relationships, Passion, Celebrations, Best Friends, Lovers, Parties, Life.
Favored Weapon: Fighting Fan
Sacred Animal: Birds
Sacred Colors: Red and Gold
Holy Symbol: A red phoenix on a gold background

Pakalao is the god of relationships, both those between friends and those between lovers; fire, phoenixes, and volcanoes; parties and celebrations; and passion, drive, and commitment. He resides in a temple in a volcano where he is surrounded by phoenixes, songbirds, fire elementals, and angels. His worship is most common in tropical locations and his temples are usually open and airy, decorated with silk tapestries and streamers of red and gold and candles, and filled with song and music. These temples have frequent celebrations, parties, and festivals, to celebrate religious holidays, as well as marriages, anniversaries, birthdays, babyshowers, homecomings, new years, and even such things as remaining unharmed during a storm or attack, winning a sporting event, a phoenix residing in the temple eiries, a successful harvest, or simply a beautiful day. These festivals include feasts of wine, pork, and tropical fruits and nuts, music such as brass or percussion instruments, torch jugglers and fire eaters, and dances in elaborate costumes composed of red and gold silk, large straw hats, precious stones, and flowers. Worshippers often make offerings to Pakalao before weddings, marriage proposals, childbirths, sporting events, artistic competitions, going to war or on a journey, or other similar events.

Fogot two subdomains. The other two are whimsy and heroism.

Grand Lodge

Some aliens I'd love:

A Crustacean Race
A Plant Race
A Space Ape Race
A Slime Race
A Space Anteater Race
Greys
An Energy based race
A Wookie-inspired race
A race of zen space koi people
A race inspired by the Dug from star wars
A race of sentient mercury-esque liquid metal people.

Ant people with an interesting life cycle: Broodmothers lay and care for egg clusters. These clusters hatch as miniscule larvae but cannot survive without a host at this point. The larvae enter living creatures and leech of off them in a sometimes symbiotic relationship and sometimes parasitic relationship. After a period of this they exit the host and build a stasis cocoon. After a long period of this, they break out as a small, bipedal ant people. They then rapidly grow to full size.

Blue skinned, desert dwelling, humanoid walruses with a mad max style culture centered around raiding and pillaging.

Just to name a few ideas.

Grand Lodge

Thanks. I will look into Path of War and Spheres of Power

Grand Lodge

Here are some ideas

1. Weapon Focus -> Improved Unarmed Strike -> Feral Combat Training

Then You can get some goodies like these:

*Eldritch Claws
*Dragon Style
*Kirin Style
*Mantis Style
*Kobold Style
*Panther Style
*Snake Style
*Tiger Style
*Snapping Turtle Style
*Efreeti Style
*Janni Style
*Monkey Style
*Adder Strike (Require Poison Use Slayer Talent)
*Improved Grapple
*Vital Strike
*Power Attack
*Cleave

That's just some suggestions. Strength will work well here, but you will be getting into the thick of battle so Constitution will be valuable.

By the way, I am an Argonian fan (play one in every elder scrolls game. How did you make his scale many colored? I haven't played oblivion, so I don't know if its obviously simple, but I would love to do that with an Argonian.

Best of luck.

Grand Lodge

I was wondering if there are any abilities (class abilities, feats, spells, 3rd party content, etc. that allow me to throw a weapon then teleport to its location. I want to build a monk that fights with a long weapon like a staff, spear, naginata, javelin, and can throw it at a target, teleport to that location, then attack, or at least throw a weapon and teleport to its location. The character is a mix of the blind monk Chirrut Îmwe from Rogue One and the Monkey King from Journey to the West.

I am open to content from 3rd party publishers.

Grand Lodge

Goblin Cleric Domain:

Treat disable device as a class skill

Malevolent Pest: You gain a bite attack as a primary natural attack that deals 1d4 points of damage. If you already have a bite attack it instead does 1d6 points of damage.

Psychotic Slaughterfest: At 8th level you gain the power attack feat as a bonus feat. If you deal damage to a target you gain +4 to will saves and cannot be charmed.

Bonus Spells: 1st - Burning Hands, 2nd - Heckle, 3rd - Aura of Canniablism, 4th - Vomit Twin, 5th - Rubberskin, 6th - Beast Shape IV, 7th - Artificer's Curse, 8th - Frightful Aspect, 9th - Power Word Kill

Monkey Goblin Subdomain:

Add climb to list of class skills.

Animal Companion (Ex): At 8th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
This replaces Psychotic Slaughterfest

Bonus Spells: 1st - Speak with Animals, 2nd - Spider Climb, 4th - Bloody Claws, 5th - Jungle Mind, 7th - Changestaff

Nilbog Domain:

Add bluff to list of skills.

Aura of Reversal: At 8th level you can creata an aura of reversal. This is a an aura with a 20ft radius that causes all creatures within to heal when hit with slashing, piercing, or bludgeoning damage, and take damage when healed. This can be used once per day and lasts 20 minutes unless canceled by the cleric.

Bonus Spells: 1st - Anticipate Peril, 3rd - Adjustable Disguise, 6th - Mislead

Grand Lodge

Goblin Cavalier Stuff:

Frog Rider (A Goblin Cavalier Archetype):

Frog Mount: Gain Frog animal companion. Functions as Druid animal companion. Must pick frog. Otherwise functions as the Mount ability for Cavaliers.

Frog Empathy: Works as wild empathy, but limited to amphibians. [i]Replaces 6th level bonus feat[/i}

Order of the Runt:

Must be a small race.

Edicts: Little guys look out for other little guys.Protect the vertically challenged.

Challenge: Whenever a Cavalier of the Order of the Runt issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is one size category bigger. This bonus increases by +1 for every size category bigger than the cavalier.

Skills: An order of the runt cavalier adds stealth (Dex) and Escape Artist (Dex) to his list of class skills. Whenever an order of the runt cavalier uses intimidate against a larger foe he can add 1/2 his cavalier level as a bonus.

Order abilities:

The Short Unite: At 2nd level, when adjacent to a short ally, both the cavalier and the ally gain a +2 morale bonus to AC.

Bigger than you think: At 8th level You can wield weapons as if one size category bigger. You gain a +2 bonus to intimidate when you do so.

Evasion: When he reaches 14th level, an order of the runt cavalier can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the cavalier is wearing light armor, medium armor, or no armor. A helpless cavalier does not gain the benefit of evasion. The cavalier's mount benefits from evasion as well.

While Frog Rider is solely for goblins, Order of the Runt is for any small race.

Grand Lodge

For Familiars I have two new ones for ya.

Flying Gecko: Same stats as lizard but can glide. Gives you a +2 bonus to climb and a +1 bonus to fly.

Living Vomit: use stats for a gelatinous orb with the following changes: replace engulf head and transparent with sickening touch at will and acid immunity. This can be a familiar or an improved familiar depending on what you want for your players. If you use this as a normal familiar it will net you a +2 bonus to fortitude saves.

This familiar goes nicely with a Gastromancer.

Some recommended familiars theme-wise are: Bat, Chicken, Dodo, Donkey Rat, Dwarf Caiman, Giant Flea, Mole, Mongoose, Monkey, Pig, Rat, Skunk, Toad and Weasel.

Some recommended improved familiars theme-wise are: Clockwork Familiar, Dire Rat, Elemental (Small), Entropic Monkey, Imp, Mephit, and Stirge.

Grand Lodge

Some Monkey Goblin Stuff:

Items: Filth Ball (A ball of excrement that can be thrown or loaded into a sling. On a successful hit target is sickened.)

Feats: Filth Flinger (Prereq. Monkey Goblin; You can throw a filth ball as a quick action or load one into a sling and fire as a bonus action).

Archetypes:

Treetop Frenzy: A Monkey Goblin Barbarian Archetype

Treetop Master: At 4th level gain the ranger's favored terrain ability, limited to forests or jungles: pick one. At 8th level gain the favored terrain option you didn't pick at level 4. Replaces 4th and 8th level rage powers.

Camoflauge: At 14th level you can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. Replaces Indomitable Will

Switch the Fortitude Progression with the Reflex Prgression

Grand Lodge

Here is a fun archetype that I like using for goblins and grippli

The Gastromancer: A Wizard Archetype

A Gastromancer’s Primary casting ability is Constitution. Gastromancers also gain a +2 to Fortitude instead of Will.

Add Heal to class skills

Swallow Spell (Replaces 10th level Bonus Feat): At 5th level a Gastromancer is able to swallow a spell. When a spell is cast on the Gastromancer by someone else the Gastromancer may roll a fortitude save against the spell. On a success the spell is stored in their stomach for up to 8 hours. On a failed save the Gastromancer takes any harmful effects from the spell and is sickened for a number of hours equal to the level of the spell. If the roll was failed and the spell has a beneficial effect, the Gastromancer is only sickened, but for the same amount of time. The Gastromancer can regurgitate the spell as and to cast it. The spell is the same spell that was cast on the Gastromancer and swallowed and uses the original caster’s caster level, but adds any enhancements or to caster level or Spell DC the Gastromancer may have. If the effect is self targetable the Gastromancer may cast on himself or anyone 5 feet in front of the Gastromancer. If the spell cannot target the caster than the Gastromancer must cast it targeting someone else, using range and shape of the original spell. The Gastromancer does not have to cast the swallowed spell and may instead wait for it to pass. A Gastromancer can only store one spell at a time.

Gastromancy (replaces arcane school):
Nauseating Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become sickened for a number of rounds equal to 1/2 your wizard level (minimum 1).

Vomit: Gastromancers have a breath weapon that is a 5-foot cone of slime usable once per day. The slime deals 1d4 points of acid damage per two character levels (maximum 5d4) and sickens creatures in the area for 3 rounds. A successful Reflex saving throw (DC 10 + 1/2 the Gastromancer’s level + the undine's Constitution modifier) halves the damage and negates the sickened effect.

Poison Immunity (Ex): At 8th level, a Gastromancer gains immunity to all poisons.

Bonus Spells:
1st---Remove Sickness, 2nd---Violent Vomit, 3rd---Concussive Belch, 4---Absorbing Inhalation, 5---Belch Blast, 6th---Acid Fog, 7th---Finger of Death, 8th---Greater Spell Absorption, 9th---Energy Drain.

Bonus Cantrip: Detect Food

Detect Food - You can detect edible food within 60ft.

Violent Vomit - as Hideous laughter, but target is vomiting instead of laughing. Saving throw: Fortitude instead of Will. Exclude the following: A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't “translate” well.

Concussive Belch - acid orb, but deals bludgeoning damage and leaves target sickened. on a successful save target is only sickened.

Belch Blast - as Sonic thrust, but leaves target sickened. On a successful save target is only sickened.

The Spell Vomit Twin is fun with this.

Grand Lodge

I may have a few ideas. I'll give genetic ideas and let you flesh out the ones you like (if any).

Savannah monkey goblins could have bonus to stealth when in tall grass or bonus to grappling creatures of the same size or a bonus to intimidate when other monkey goblins are nearby.

You could have snow monkey goblins based off of those Japanese hot spring monkeys. They could have cold resistance, a bonus to swim or bonuses to stealth and survival when in snow.

Another alternative is to make monkey goblins based on landfills with the bright colorful faces. They could have a bonus to intimidate to those who can see their face, count as one size category bigger (I believe that would make them medium), or something else.

Finally you could have monkey goblins created by mad wizards with stuff like treating caster levels countingvas one level higher, gaining a spell like ability (I believe their a chameleon like spell. That could be fun), allowing them to detect magic as a spell like ability, gaining a bonus to spell craft and disable device skills (making them somewhat gremlin-like) or whatever else.

I like the idea of the flying squirrel type monkey goblins.

I can post some racial archetypes and favored skill bonuses in a few hours. I am about to get on a plane but afterwards I'd be happy to do so.

Grand Lodge

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I'd love it if one of the new races was some kind of crustacean-like humanoid alien. I'd also love to have that one plant people race, though I forget what they are called. The reptile race from Bestiary 5 would be cool. And we need space whales. Space whales are a must.

Here are somethings space whale-ish:

http://www.blogcdn.com/wow.joystiq.com/media/2013/11/fungal-whale.jpg

http://pre15.deviantart.net/65b8/th/pre/i/2013/023/8/9/adrift_on_celestial_ seas__space_whale_project_by_image_six-d5silm0.jpg

Finally, why go with goblins when there are monkey goblins? They certainly seem more alien.

Grand Lodge

Pakalao

Alignment: Chaotic Good
Domains: Charm, Fire, Glory, Chaos, Good
Subdomains: Love, Honor, Friendship, Revelry
Areas of Concern: Relationships, Passion, Celebrations, Best Friends, Lovers, Parties, Life.
Favored Weapon: Fighting Fan
Sacred Animal: Birds
Sacred Colors: Red and Gold
Holy Symbol: A red phoenix on a gold background

Pakalao is the god of relationships, both those between friends and those between lovers; fire, phoenixes, and volcanoes; parties and celebrations; and passion, drive, and commitment. He resides in a temple in a volcano where he is surrounded by phoenixes, songbirds, fire elementals, and angels. His worship is most common in tropical locations and his temples are usually open and airy, decorated with silk tapestries and streamers of red and gold and candles, and filled with song and music. These temples have frequent celebrations, parties, and festivals, to celebrate religious holidays, as well as marriages, anniversaries, birthdays, babyshowers, homecomings, new years, and even such things as remaining unharmed during a storm or attack, winning a sporting event, a phoenix residing in the temple eiries, a successful harvest, or simply a beautiful day. These festivals include feasts of wine, pork, and tropical fruits and nuts, music such as brass or percussion instruments, torch jugglers and fire eaters, and dances in elaborate costumes composed of red and gold silk, large straw hats, precious stones, and flowers. Worshippers often make offerings to Pakalao before weddings, marriage proposals, childbirths, sporting events, artistic competitions, going to war or on a journey, or other similar events.