paizo.com Recent Posts by Claxonpaizo.com Recent Posts by Claxon2024-03-28T03:30:13Z2024-03-28T03:30:13ZRe: Forums: Advice: Where did I see this?Claxonhttps://paizo.com/threads/rzs43ykw?Where-did-I-see-this#42024-03-28T03:40:48Z2024-03-28T03:28:17Z<p>Ehhh, the problem you will have is that neither dagger nor darts that fane's fourberie allows are monk trait weapons. So monastic weaponry feat wont let you use them with your monk ability. Neither will any of the other monk weapon feats I'm aware of. </p>
<p>You might convince your GM to let you use fane's fourberie to treat the deck of cards as shuriken, and then you could use Shooting Star Stance. It's not as though using fane's fourberie has much of a mechanical benefit versus using actual shuriken.</p>Ehhh, the problem you will have is that neither dagger nor darts that fane's fourberie allows are monk trait weapons. So monastic weaponry feat wont let you use them with your monk ability. Neither will any of the other monk weapon feats I'm aware of.
You might convince your GM to let you use fane's fourberie to treat the deck of cards as shuriken, and then you could use Shooting Star Stance. It's not as though using fane's fourberie has much of a mechanical benefit versus using actual...Claxon2024-03-28T03:28:17ZRe: Forums/Pathfinder Second Edition: General Discussion: How breathing in the Ethereal Plane works?Claxonhttps://paizo.com/threads/rzs43ykm?How-breathing-in-the-Ethereal-Plane-works#42024-03-28T04:17:00Z2024-03-28T03:18:27Z<p>Most of any elemental plane should be relatively uninhabitable to creatures not native to the plane.• But there do tend to be bits of areas that habitable by non-native creatures, because otherwise it would end up being narratively boring. </p>
<p>Anyways, if you somehow ended up being transported to a random spot of the plane of Earth, you would likely end up being surrounded by dirt with no "safe" space to go and no air to breath. Although typical means of planar travel have built in safeguards to deliver you to or shunt you to a safe area. </p>
<p>•Plane of air sort of being an exception in that it has mutable gravity (IIRC) you can choose a direction to fall in if you don't have the ability to fly.</p>Most of any elemental plane should be relatively uninhabitable to creatures not native to the plane.* But there do tend to be bits of areas that habitable by non-native creatures, because otherwise it would end up being narratively boring.
Anyways, if you somehow ended up being transported to a random spot of the plane of Earth, you would likely end up being surrounded by dirt with no "safe" space to go and no air to breath. Although typical means of planar travel have built in safeguards to...Claxon2024-03-28T03:18:27ZRe: Forums/Pathfinder Second Edition: General Discussion: Could a Android or whatever the robots are called, look like a COBRA BAT from GI Joe?Claxonhttps://paizo.com/threads/rzs43yh1?Could-a-Android-or-whatever-the-robots-are#172024-03-21T21:20:48Z2024-03-21T21:08:08Z<div class="messageboard-quotee">Oni Shogun wrote:</div><blockquote> <div class="messageboard-quotee">Themetricsystem wrote:</div><blockquote> I don't see why not, that is, unless you're REALLY trying to play up the whole detachable and modular parts schtick. If that's what you're going for Automaton would be better suited to your needs as they have feats to do that stuff which the Android lacks. </blockquote>It is. I didn't even consider android at all. The B.A.T. (Battle Android Trooper) from GI Joe has parts that can be taken off and on. They are more of a robot than anything, its just the name they got in Gi Joe. </blockquote><p>The closest thing I can think of is the SRO (Sentient Robotic Organism) from Starfinder, but I don't think we've had Starfinder 2E rules released for them yet, but from what I understand it will come (timeline unknown).
<p>So eventually you'll have something compatible with Pathfinder 2E that will be what you want...but I don't think any of the current PF2 races will quite do it.</p>
<p>Maybe play an Android with the Sterling Dynamo archetype if your group plays with a free archetype.</p>Oni Shogun wrote:Themetricsystem wrote: I don't see why not, that is, unless you're REALLY trying to play up the whole detachable and modular parts schtick. If that's what you're going for Automaton would be better suited to your needs as they have feats to do that stuff which the Android lacks.
It is. I didn't even consider android at all. The B.A.T. (Battle Android Trooper) from GI Joe has parts that can be taken off and on. They are more of a robot than anything, its just the name they...Claxon2024-03-21T21:08:08ZRe: Forums: Rules Discussion: Making a killer with rewrite memoryClaxonhttps://paizo.com/threads/rzs43yh5?Making-a-killer-with-rewrite-memory#132024-03-21T21:10:48Z2024-03-21T20:59:45Z<div class="messageboard-quotee">Gortle wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote><p> One thing to keep in mind is the spell duration is unlimited.</p>
<p>This means if someone competent investigates they will discover that the guards memory has been tampered with (from the magical residue). It's relatively trivial for someone to find the guard has magic on them, which in a competent organization would lead to a investigation of what it is.</p>
<p>Now, you could have a situation where there is no one to detect the magic, or no one competent enough to investigate. But my point is that your actions wouldn't hold up to real scrutiny. </blockquote><a href="https://2e.aonprd.com/Spells.aspx?ID=178" target="_blank" rel="nofollow">Magic Aura</a> can hide this. Providing you cast it at a high enough level it should plug this gap. </blockquote><p>I'm not sure it works actually.
<p>The 1st level version clearly only works on items. The 3rd level version says:
<br />
<div class="messageboard-quotee">Quote:</div><blockquote>You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know.</blockquote><p>We don't care about the first option of what happens at all. But the second option says "have that creature's aura appear as if it were under the effect of a spell you know". So it doesn't seem like you can give it no aura, which would definitely be preferred. And it only lasts as long as you keep preparing it. So eventually chances are you would forget, although whether or not that would be still be relevant is a good question, people may no longer be interested in investigating. But the issue to me is that the creature would still have some sort of magic aura on them, a creature that just killed someone that is supposed to be an ally.
<p>Still seems like it's potentially suspicious. </p>
<p>That said, Disguise Magic does seem like it will work as long as anyone investigating isn't higher or equal level as the PCs.</p>Gortle wrote:Claxon wrote:One thing to keep in mind is the spell duration is unlimited.
This means if someone competent investigates they will discover that the guards memory has been tampered with (from the magical residue). It's relatively trivial for someone to find the guard has magic on them, which in a competent organization would lead to a investigation of what it is.
Now, you could have a situation where there is no one to detect the magic, or no one competent enough to investigate....Claxon2024-03-21T20:59:45ZRe: Forums: Rules Discussion: Making a killer with rewrite memoryClaxonhttps://paizo.com/threads/rzs43yh5?Making-a-killer-with-rewrite-memory#92024-03-20T21:00:47Z2024-03-20T20:51:29Z<div class="messageboard-quotee">shroudb wrote:</div><blockquote> <div class="messageboard-quotee">Ravingdork wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote><p> One thing to keep in mind is the spell duration is unlimited.</p>
<p>This means if someone competent investigates they will discover that the guards memory has been tampered with (from the magical residue). It's relatively trivial for someone to find the guard has magic on them, which in a competent organization would lead to a investigation of what it is.</p>
<p>Now, you could have a situation where there is no one to detect the magic, or no one competent enough to investigate. But my point is that your actions wouldn't hold up to real scrutiny. </blockquote><p>Knowing that there is magic in place is a very different thing than knowing the nature of said magic.
<p>Even if someone thought to check, had the means to do so, correctly identified it as mind-altering magic, they still wouldn't know the specific memories that were altered. That's a lot of hurdles for next to no information beyond "foul play is afoot." </blockquote><p>It still is dispellable, which means they'll eventually know what exactly was altered IF there's a proper investigation.
<p>That said, it can certainly buy someone enough time to wreck havoc, you just have to keep in mind that it's not the best tool for a permanent solution. </blockquote><p>Yeah, that's exactly what I was trying to get at.
<p>Leaving a magical footprint that would alert someone to foul play is enough to get someone competent involved (if competent people exist within said organization). Especially when someone has just died.</p>shroudb wrote:Ravingdork wrote: Claxon wrote:One thing to keep in mind is the spell duration is unlimited.
This means if someone competent investigates they will discover that the guards memory has been tampered with (from the magical residue). It's relatively trivial for someone to find the guard has magic on them, which in a competent organization would lead to a investigation of what it is.
Now, you could have a situation where there is no one to detect the magic, or no one competent...Claxon2024-03-20T20:51:29ZRe: Forums: Rules Discussion: Making a killer with rewrite memoryClaxonhttps://paizo.com/threads/rzs43yh5?Making-a-killer-with-rewrite-memory#42024-03-20T21:50:22Z2024-03-20T14:41:34Z<p>One thing to keep in mind is the spell duration is unlimited.</p>
<p>This means if someone competent investigates they will discover that the guards memory has been tampered with (from the magical residue). It's relatively trivial for someone to find the guard has magic on them, which in a competent organization would lead to a investigation of what it is.</p>
<p>Now, you could have a situation where there is no one to detect the magic, or no one competent enough to investigate. But my point is that your actions wouldn't hold up to real scrutiny.</p>One thing to keep in mind is the spell duration is unlimited.
This means if someone competent investigates they will discover that the guards memory has been tampered with (from the magical residue). It's relatively trivial for someone to find the guard has magic on them, which in a competent organization would lead to a investigation of what it is.
Now, you could have a situation where there is no one to detect the magic, or no one competent enough to investigate. But my point is that your...Claxon2024-03-20T14:41:34ZRe: Forums/Pathfinder Second Edition: General Discussion: Could a Android or whatever the robots are called, look like a COBRA BAT from GI Joe?Claxonhttps://paizo.com/threads/rzs43yh1?Could-a-Android-or-whatever-the-robots-are#102024-03-20T16:32:36Z2024-03-20T14:35:56Z<p>If I recall the lore right from Androids that has been published for Starfinder, Androids are constructed, but designed to mimic humans pretty closely. To the point where while they don't have blood, they have a blood analog that travels through veins. And they don't need lungs to breath (in Starfinder) because their physiology is different (presumably they don't need to deliver oxygen to their cells and remove carbon dioxide from their "blood").</p>
<p>Androids, I think, are most closely embodied by the concept of Hosts from Westworld.</p>
<p>They have metal "bones" but "flesh" on top. Even if that flesh isn't exactly the same as regular a human's.</p>If I recall the lore right from Androids that has been published for Starfinder, Androids are constructed, but designed to mimic humans pretty closely. To the point where while they don't have blood, they have a blood analog that travels through veins. And they don't need lungs to breath (in Starfinder) because their physiology is different (presumably they don't need to deliver oxygen to their cells and remove carbon dioxide from their "blood").
Androids, I think, are most closely embodied...Claxon2024-03-20T14:35:56ZRe: Forums: Advice: Any way to cheat the premature death caused by using a Temporal Accelerator?Claxonhttps://paizo.com/threads/rzs43y8e?Any-way-to-cheat-the-premature-death-caused#102024-03-11T21:58:18Z2024-03-11T21:51:56Z<p>•Peers in thread, sees someone thinks getting double actions per turn without a drawback isn't broken•</p>
<p>Alright, I'm going to see myself out. We're clearly not even playing close to the same kind of games.</p>*Peers in thread, sees someone thinks getting double actions per turn without a drawback isn't broken*
Alright, I'm going to see myself out. We're clearly not even playing close to the same kind of games.Claxon2024-03-11T21:51:56ZRe: Forums: Advice: Any way to cheat the premature death caused by using a Temporal Accelerator?Claxonhttps://paizo.com/threads/rzs43y8e?Any-way-to-cheat-the-premature-death-caused#22024-03-06T18:50:46Z2024-03-06T18:43:57Z<p>The "easiest" way around it is to use the reincarnation spell. </p>
<p>The item says it's brain degradation that causes the reduced life span, so a new body should fix that right up.</p>
<p>I don't think being immortal is going to stop it because I think the brain damage basically accumulates to a point where you would die at whatever your "current" physical age is. </p>
<p>But honestly, this is something you should work out with your GM. Because that item is broke as hell if you can ignore the penalties. </p>
<p>As a GM I would either not let you have it, or not let you find a way around the penalties. I don't really care what the rules say.</p>The "easiest" way around it is to use the reincarnation spell.
The item says it's brain degradation that causes the reduced life span, so a new body should fix that right up.
I don't think being immortal is going to stop it because I think the brain damage basically accumulates to a point where you would die at whatever your "current" physical age is.
But honestly, this is something you should work out with your GM. Because that item is broke as hell if you can ignore the penalties.
As a...Claxon2024-03-06T18:43:57ZRe: Forums: Rules Questions: Does this armor combo work?Claxonhttps://paizo.com/threads/rzs43y7u?Does-this-armor-combo-work#42024-03-05T15:41:39Z2024-03-05T15:37:24Z<p>Azothath has is right. Even though mithral tatami-do counts as medium armor for proficiency, it's still heavy armor. Adding an armored kilt does nothing (beneficial) and will cost you money and weight.</p>Azothath has is right. Even though mithral tatami-do counts as medium armor for proficiency, it's still heavy armor. Adding an armored kilt does nothing (beneficial) and will cost you money and weight.Claxon2024-03-05T15:37:24ZRe: Forums: Advice: Haggling?Claxonhttps://paizo.com/threads/rzs2lv6o?Haggling#202024-03-05T15:40:47Z2024-03-05T15:27:33Z<div class="messageboard-quotee">Azothath wrote:</div><blockquote><p> WBL is a guideline or approximation. Yes, averaging among a party will make that metric more stable so the GM can adjust rewards to maintain a desired metric or rate of growth.
</p>
As per RAW wizards should have about a 1.5•WBL due to crafting. They are also expected to share those savings with the party and expend <b>more</b> of their resources (for the party). Anecdotally, in two organized play formats I was asked to craft items for 50% as my PC crafted them at about 55% +XP loss. LoL. </p>
<p>I don't believe that haggling will ever approach that level of change to WBL. So it is a tempest in a teapot. </blockquote><p>Yes, but also no. I also don't "allow" crafting. I mean, crafting is technically allowed, you don't even need the feats, but you don't get to craft at a discount. It does give you access to items that might not otherwise be available to you when shopping.
<p>But crafting is another thing that can let players break the game, and I just don't allow it to do that.</p>Azothath wrote:WBL is a guideline or approximation. Yes, averaging among a party will make that metric more stable so the GM can adjust rewards to maintain a desired metric or rate of growth.
As per RAW wizards should have about a 1.5*WBL due to crafting. They are also expected to share those savings with the party and expend more of their resources (for the party). Anecdotally, in two organized play formats I was asked to craft items for 50% as my PC crafted them at about 55% +XP loss. LoL....Claxon2024-03-05T15:27:33ZRe: Forums: Advice: Haggling?Claxonhttps://paizo.com/threads/rzs2lv6o?Haggling#172024-03-05T03:20:50Z2024-03-05T03:14:43Z<p>Honestly, I let my players role play haggling if it was important to their character's background or personality, but I explained to them that for the sake of balance I'm not going to let them get significantly get above or below wealth by level, especially not one character (instead of the whole party; I can make adjustments to overall power level more easily than I can tune things between players).</p>
<p>All of this is to say, mechanically haggling doesn't exist in my games. When money is an important facet of a character's mechanical power, it becomes a problem to let players get too much value out of it.</p>Honestly, I let my players role play haggling if it was important to their character's background or personality, but I explained to them that for the sake of balance I'm not going to let them get significantly get above or below wealth by level, especially not one character (instead of the whole party; I can make adjustments to overall power level more easily than I can tune things between players).
All of this is to say, mechanically haggling doesn't exist in my games. When money is an...Claxon2024-03-05T03:14:43ZRe: Forums: Rules Discussion: Spell Repertoire for a SorcererClaxonhttps://paizo.com/threads/rzs43y64?Spell-Repertoire-for-a-Sorcerer#52024-03-01T20:40:46Z2024-03-01T20:36:34Z<div class="messageboard-quotee">Bluemagetim wrote:</div><blockquote> If you want a spell at multiple spell ranks consider taking it only once and making it the signature spell for that rank. Then you can cast it at any rank the spell is capable of being cast. </blockquote><p>I was about to say, if you really like casting a certain spell especially at multiple spell levels you might want it as a signature spell.
<p>Otherwise you can only cast it using spell slot of the level you know it at. </p>
<p>But there is nothing requiring a spontaneous spell caster to know lower spell level versions of a spell, it just limits what slots they can use to cast it.</p>Bluemagetim wrote:If you want a spell at multiple spell ranks consider taking it only once and making it the signature spell for that rank. Then you can cast it at any rank the spell is capable of being cast.
I was about to say, if you really like casting a certain spell especially at multiple spell levels you might want it as a signature spell. Otherwise you can only cast it using spell slot of the level you know it at.
But there is nothing requiring a spontaneous spell caster to know...Claxon2024-03-01T20:36:34ZRe: Forums: Advice: Looking to get enemy aggroClaxonhttps://paizo.com/threads/rzs43y4c&page=2?Looking-to-get-enemy-aggro#902024-03-01T20:30:46Z2024-03-01T20:26:25Z<div class="messageboard-quotee">The Raven Black wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote> <div class="messageboard-quotee">Finoan wrote:</div><blockquote><span class=messageboard-bigger>But yeah. Aggro mechanics don't work well in TTRPG games because the GM should also have agency for their character's actions just like the players do. </span></blockquote><p>Agree.
<p>However, if a taunt mechanic of some sort was introduced I would be fine with it as long as it was a choice the character could make. For example, all of the Champion abilities which have a do this thing or take this penalty are a perfect example.</p>
<p>Anything that is a make this save/roll or you are forced to do a think is only acceptable for spells or things that have a limited quantity of times that can be done (like 3 to 5 times per day max). </blockquote><p>I see it the other way around : how would PCs feel if that ability was used against them ?
<p>Same result actually. </blockquote><p>That's how you know whether or not it's fair.
<p>If players don't want something used against them, they shouldn't be able to use it on the GM's character's either.</p>
<p>It's a little more nuanced though, because most enemies only show up in 1 fight a day (and really 1 fight per campaign) so 3 to 5 times a day (per character) is still probably too much for a GM to have access to.</p>
<p>In any event, I don't like Taunt abilities unless they're a choice or very very controlled circumstances. </p>
<p>If champions somehow got a focus spell that was (somehow) limited to once per combat buy guaranteed the enemy needed to move toward them and include them in any attack made for 1 round I would be okay with it because it's a very limited duration and very limited use. It's not something that can be used to control the entire flow of combat.</p>The Raven Black wrote:Claxon wrote: Finoan wrote:But yeah. Aggro mechanics don't work well in TTRPG games because the GM should also have agency for their character's actions just like the players do.
Agree. However, if a taunt mechanic of some sort was introduced I would be fine with it as long as it was a choice the character could make. For example, all of the Champion abilities which have a do this thing or take this penalty are a perfect example.
Anything that is a make this save/roll...Claxon2024-03-01T20:26:25ZRe: Forums: Advice: Looking to get enemy aggroClaxonhttps://paizo.com/threads/rzs43y4c&page=2?Looking-to-get-enemy-aggro#842024-03-01T19:22:03Z2024-03-01T18:49:55Z<div class="messageboard-quotee">Finoan wrote:</div><blockquote><span class=messageboard-bigger>But yeah. Aggro mechanics don't work well in TTRPG games because the GM should also have agency for their character's actions just like the players do. </span></blockquote><p>Agree.
<p>However, if a taunt mechanic of some sort was introduced I would be fine with it as long as it was a choice the character could make. For example, all of the Champion abilities which have a do this thing or take this penalty are a perfect example.</p>
<p>Anything that is a make this save/roll or you are forced to do a think is only acceptable for spells or things that have a limited quantity of times that can be done (like 3 to 5 times per day max).</p>Finoan wrote:But yeah. Aggro mechanics don't work well in TTRPG games because the GM should also have agency for their character's actions just like the players do.
Agree. However, if a taunt mechanic of some sort was introduced I would be fine with it as long as it was a choice the character could make. For example, all of the Champion abilities which have a do this thing or take this penalty are a perfect example.
Anything that is a make this save/roll or you are forced to do a think is...Claxon2024-03-01T18:49:55ZRe: Forums/Pathfinder Second Edition: General Discussion: Black Clover builds in Pathfinder 2 and. Show your ideas, I want to steal some!Claxonhttps://paizo.com/threads/rzs43y2e?Black-Clover-builds-in-Pathfinder-2-and-Show#82024-02-28T15:00:47Z2024-02-28T14:56:54Z<div class="messageboard-quotee">Easl wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote><p>Like if everyone were just cool with playing the elements available to kineticists and not having the huge variability of themes then it could work. </p>
<p>Both are problems for sure. I just happen to think the power scaling one in worse. </blockquote><p>Disclosure: I'm not familiar with the manga so this is all "in theory..." -based suggestions...
<p>1. For themed magic: rather than PCs restricting themselves to the in-game spells and powers that fit their theme, reskin in-game powers to match the theme. So fireball is available to any caster, just change "fire" to "your themed source." You could do the same thing with kineticists. Should be pretty simple GM work to tell the player to build a kineticist exactly as per the rules, but substituting appropriate traits for the official ones. </blockquote><p>It's not that reskinning is bad, but like if you were to make a Darkness version of fireball...if all you did was change the damage type to.....I don't even know....it would end up being unsatisfying (at least to me). Like shouldn't it do something else? But then it's a higher level spell (probably). Or do you lower the damage to grant an additional effect? Etc.
<p>Like it's a good idea in theory...but what you're really doing is inventing a bunch of new spells.</p>Easl wrote:Claxon wrote:Like if everyone were just cool with playing the elements available to kineticists and not having the huge variability of themes then it could work.
Both are problems for sure. I just happen to think the power scaling one in worse.
Disclosure: I'm not familiar with the manga so this is all "in theory..." -based suggestions... 1. For themed magic: rather than PCs restricting themselves to the in-game spells and powers that fit their theme, reskin in-game powers to...Claxon2024-02-28T14:56:54ZRe: Forums/Pathfinder First Edition: General Discussion: How many times in a single round can a metamagic rod be used?Claxonhttps://paizo.com/threads/rzs43y1t?How-many-times-in-a-single-round-can-a#192024-02-26T18:31:11Z2024-02-26T18:27:14Z<div class="messageboard-quotee">Azothath wrote:</div><blockquote><p> The activation on the <a href="https://aonprd.com/MagicRods.aspx?Category=Metamagic" target="_blank" rel="nofollow">metamagic rod</a> is effectively set by the spellcasting of the user rather than its own action. People pretty much agreed that it is 'not an action' by itself.</p>
<p>Magic items have charges and uses per day. Seems pretty clear. Don't obfuscate it to the item's user/activator.</p>
<p>Personally Home GMs could change activation to a Swift Action to constrain the item's use. There will be Action Economy impacts at mid+ levels. </blockquote><p>I wouldn't make it a swift action, as the economy impacts hit hard for a magus or anyone who wants to quicken a spell.
<p>But if a GM found it necessary, imposing a limit to using a metamagic rod once per round is not unreasonable.</p>
<p>As it stands you could potentially use a metamagic rod twice in a round on a regular and quickened spell. Although assuming you use the (correct) interpretation that the spell slot drives which kind of rod you need to use you're probably "wasting" the rod's usage on one of two spells because quicken will require the next level of metamgaic if casting the same spell or require casting a significantly lower level spell to take advantage of the same rod. </p>
<p>And then consider that a rod only has 3 charges and that they're not cheap. It just doesn't seem like something people are going to do often.</p>Azothath wrote:The activation on the metamagic rod is effectively set by the spellcasting of the user rather than its own action. People pretty much agreed that it is 'not an action' by itself.
Magic items have charges and uses per day. Seems pretty clear. Don't obfuscate it to the item's user/activator.
Personally Home GMs could change activation to a Swift Action to constrain the item's use. There will be Action Economy impacts at mid+ levels.
I wouldn't make it a swift action, as the...Claxon2024-02-26T18:27:14ZRe: Forums/Pathfinder Second Edition: General Discussion: Black Clover builds in Pathfinder 2 and. Show your ideas, I want to steal some!Claxonhttps://paizo.com/threads/rzs43y2e?Black-Clover-builds-in-Pathfinder-2-and-Show#62024-02-26T18:00:47Z2024-02-26T17:55:40Z<div class="messageboard-quotee">YuriP wrote:</div><blockquote><p> The power level isn't a real problem IMO. Many level 9 spells are visually and mechanically devastating and powerful. The main problem is for example you can make a caster focused only in illusion or darkness or poison and so on.</p>
<p>If we have a kineticist with the same number of possible thematic casters that black cover has it would be possible but currently you are restricted to the 4 classic elements + metal and wood. </blockquote><p>Yeah. So you finally get to reach the level of power of Black Clover when you reach level 17 in character.
<p>I suppose that technically works, if you want to have a whole campaign that is primarily covering just the early parts of the show, and once s•&+ starts to get crazy the campaign is ending because the system doesn't have much room left for mechanical advancement.</p>
<p>I still personally find it to be a bigger issue, but your issue raised about making it hard to build a character around an entire concept of darkness or poison is also a valid issue.</p>
<p>Like if everyone were just cool with playing the elements available to kineticists and not having the huge variability of themes then it could work. </p>
<p>Both are problems for sure. I just happen to think the power scaling one in worse.</p>YuriP wrote:The power level isn't a real problem IMO. Many level 9 spells are visually and mechanically devastating and powerful. The main problem is for example you can make a caster focused only in illusion or darkness or poison and so on.
If we have a kineticist with the same number of possible thematic casters that black cover has it would be possible but currently you are restricted to the 4 classic elements + metal and wood.
Yeah. So you finally get to reach the level of power of...Claxon2024-02-26T17:55:40ZRe: Forums: Rules Questions: Do elemental styles...Claxonhttps://paizo.com/threads/rzs43y2j?Do-elemental-styles#32024-02-23T20:55:59Z2024-02-23T20:52:12Z<p>More broadly, it doesn't apply to any spells because Elemental Fist is a feat that provides a specific ability to do extra damage when making unarmed strikes.</p>More broadly, it doesn't apply to any spells because Elemental Fist is a feat that provides a specific ability to do extra damage when making unarmed strikes.Claxon2024-02-23T20:52:12ZRe: Forums/Pathfinder Second Edition: General Discussion: Black Clover builds in Pathfinder 2 and. Show your ideas, I want to steal some!Claxonhttps://paizo.com/threads/rzs43y2e?Black-Clover-builds-in-Pathfinder-2-and-Show#32024-02-23T20:53:24Z2024-02-23T20:49:32Z<p>In my mind, the issues is that what the characters in Black Clover can accomplish is so over the top compared to what characters in Pahtfinder can do, I would find the results unsatisfying.</p>
<p>Maybe like early episodes of Black Clover where power level is generally still low. But things get crazy pretty quickly.</p>In my mind, the issues is that what the characters in Black Clover can accomplish is so over the top compared to what characters in Pahtfinder can do, I would find the results unsatisfying.
Maybe like early episodes of Black Clover where power level is generally still low. But things get crazy pretty quickly.Claxon2024-02-23T20:49:32ZRe: Forums/Pathfinder First Edition: General Discussion: How many times in a single round can a metamagic rod be used?Claxonhttps://paizo.com/threads/rzs43y1t?How-many-times-in-a-single-round-can-a#122024-02-23T20:50:49Z2024-02-23T20:40:23Z<p>Pizza Lord, I hear you, but I disagree with you and will continue to treat metamagic enhanced spells as the spell level of the slot required to cast them, for how they interact with Metamagic Rods (as one specific example).</p>
<p>In any event, you can certainly use a metamagic rod multiple times in a round. But casting multiple spells in a round is challenging (not impossible but not cheap) and an individual metamagic rod has a limited number of uses per day.</p>Pizza Lord, I hear you, but I disagree with you and will continue to treat metamagic enhanced spells as the spell level of the slot required to cast them, for how they interact with Metamagic Rods (as one specific example).
In any event, you can certainly use a metamagic rod multiple times in a round. But casting multiple spells in a round is challenging (not impossible but not cheap) and an individual metamagic rod has a limited number of uses per day.Claxon2024-02-23T20:40:23ZRe: Forums: Rules Questions: Does RAW - Rune of Durability double a monk\brawler's hp?Claxonhttps://paizo.com/threads/rzs43xyh?Does-RAW-Rune-of-Durability-double-a#92024-02-15T17:00:48Z2024-02-15T16:54:50Z<p>Screw raw, RAW is something players will use to try to force a GM to use their crazy interpretation of things.</p>
<p>All rules are read and interpreted, it's possible for two people to read and interpret the same passage in different ways. </p>
<p>Anyways, no. Under no circumstances is the rune of durability intended to increase a character's HP pool.</p>Screw raw, RAW is something players will use to try to force a GM to use their crazy interpretation of things.
All rules are read and interpreted, it's possible for two people to read and interpret the same passage in different ways.
Anyways, no. Under no circumstances is the rune of durability intended to increase a character's HP pool.Claxon2024-02-15T16:54:50ZRe: Forums: Rules Discussion: Heightened illusory object. Ignoring illusion by depriving yourself of feelingsClaxonhttps://paizo.com/threads/rzs43xws?Heightened-illusory-object-Ignoring-illusion#72024-02-12T22:31:38Z2024-02-12T20:40:15Z<div class="messageboard-quotee">Speechless Head wrote:</div><blockquote><p>Well, to sum up the question:</p>
<p>If I lose my senses, will I still feel the touch of a heightened illusory object?</blockquote><p>If you lose <b>all</b> your sense, then I would say yes. But as long as you have a sense of touch, you can experience the touch of the illusion (assuming it has such).
<p>I can think of ways to deny yourself sight, hearing, taste, and even smell. But I can't think of a way to deny yourself the sense of touch.</p>
<p>But if you lost all your senses somehow, then sure you can ignore the illusion. Of course, you don't have any senses to interact with the anyone else and are basically a brain in a jar.</p>Speechless Head wrote:Well, to sum up the question:
If I lose my senses, will I still feel the touch of a heightened illusory object?
If you lose all your sense, then I would say yes. But as long as you have a sense of touch, you can experience the touch of the illusion (assuming it has such). I can think of ways to deny yourself sight, hearing, taste, and even smell. But I can't think of a way to deny yourself the sense of touch.
But if you lost all your senses somehow, then sure you can...Claxon2024-02-12T20:40:15ZRe: Forums: Advice: Home Security for your DemiplaneClaxonhttps://paizo.com/threads/rzs2pcu9?Home-Security-for-your-Demiplane#242024-02-09T17:50:47Z2024-02-09T17:43:38Z<div class="messageboard-quotee">Mysterious Stranger wrote:</div><blockquote> It’s always a good idea to run anything unusual past your GM before doing it, even when it is 100% legal. It gives the GM a chance to prepare for what you are doing. There are a lot of creatures out there that have extremely high INT and WIS scores. Those types of creatures will have anticipated a lot of things and already made preparations. A good GM will not take advantage of it unless the creature involved would have reason to have known about it. </blockquote><p>The other part to this is, for a demiplane for plane shift to work you need a tuned fork. I can't recall which book published had rules for that, but there were rules. And basically you couldn't make a tuning fork for demiplane unless you were the creator or had been there. So a casters personal demiplane is quite hard to reach. Wish magic can for sure do it. Arguably wish can do it even if it's a dead magic zone. But that's much higher level magic than plane shift. I'm not sure if anything besides Wish can get around the whole tuning fork issue.Mysterious Stranger wrote:It’s always a good idea to run anything unusual past your GM before doing it, even when it is 100% legal. It gives the GM a chance to prepare for what you are doing. There are a lot of creatures out there that have extremely high INT and WIS scores. Those types of creatures will have anticipated a lot of things and already made preparations. A good GM will not take advantage of it unless the creature involved would have reason to have known about it.
The other part...Claxon2024-02-09T17:43:38ZRe: Forums: Advice: Home Security for your DemiplaneClaxonhttps://paizo.com/threads/rzs2pcu9?Home-Security-for-your-Demiplane#222024-02-09T15:00:48Z2024-02-09T14:53:51Z<div class="messageboard-quotee">Mysterious Stranger wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote> <div class="messageboard-quotee">Mysterious Stranger wrote:</div><blockquote><p>The description of the create demiplane spells do not mention how creating a plane within a plane functions. I have not found anything that clarifies how exactly it would work. The first line of create lesser demiplane does specify you must be on a plane that does have access to one of those plane. Obviously any plane you create with create demiplane will have a connection to one of those planes. Without further clarification how this works is up to the GM.
</p>
</blockquote><p>That's precisely my point. The rules of create lesser demiplane don't specify how it works with respect to being layered or not. You might have a generous GM who says sure and others say no.
<p>It's reasonable to say "maybe you can do this" but you also need to say it's not clearly supported either. </blockquote>I agree. This is the advice forum, not the rules so RAW is of less concern. </blockquote><p>I agree it's of less concern, but what I'm concerned about is someone reading your post and taking it authoritatively as you can absolutely do this.Mysterious Stranger wrote:Claxon wrote: Mysterious Stranger wrote:The description of the create demiplane spells do not mention how creating a plane within a plane functions. I have not found anything that clarifies how exactly it would work. The first line of create lesser demiplane does specify you must be on a plane that does have access to one of those plane. Obviously any plane you create with create demiplane will have a connection to one of those planes. Without further clarification...Claxon2024-02-09T14:53:51ZRe: Forums: Advice: Home Security for your DemiplaneClaxonhttps://paizo.com/threads/rzs2pcu9?Home-Security-for-your-Demiplane#202024-02-08T21:10:47Z2024-02-08T21:00:37Z<div class="messageboard-quotee">Mysterious Stranger wrote:</div><blockquote><p>The description of the create demiplane spells do not mention how creating a plane within a plane functions. I have not found anything that clarifies how exactly it would work. The first line of create lesser demiplane does specify you must be on a plane that does have access to one of those plane. Obviously any plane you create with create demiplane will have a connection to one of those planes. Without further clarification how this works is up to the GM.
</p>
</blockquote><p>That's precisely my point. The rules of create lesser demiplane don't specify how it works with respect to being layered or not. You might have a generous GM who says sure and others say no.
<p>It's reasonable to say "maybe you can do this" but you also need to say it's not clearly supported either.</p>Mysterious Stranger wrote:The description of the create demiplane spells do not mention how creating a plane within a plane functions. I have not found anything that clarifies how exactly it would work. The first line of create lesser demiplane does specify you must be on a plane that does have access to one of those plane. Obviously any plane you create with create demiplane will have a connection to one of those planes. Without further clarification how this works is up to the GM.
That's...Claxon2024-02-08T21:00:37ZRe: Forums: Advice: Home Security for your DemiplaneClaxonhttps://paizo.com/threads/rzs2pcu9?Home-Security-for-your-Demiplane#182024-02-08T14:00:47Z2024-02-08T13:57:15Z<div class="messageboard-quotee">Mysterious Stranger wrote:</div><blockquote><p> Greater Create Demiplane specifically allows you to create a permanent portal, and it also specifically allows creating a dead magic plane. There is a warning on a dead magic plane that you are trapped in your plane unless there is a permanent portal and references the portal section of the description. </p>
<p>The description lesser create demiplane specifies you must be on the astral or ethereal plane or a plane that has access to one of those planes. Since the first plane you create has to have access to one of those planes nothing prevents you from creating another plane from that plane instead of enlarging the first one. </p>
<p>You would need to create the first plane and make it permanent. After that you create the second plane and make that permanent. Then use greater create demiplane to create two permanent portals. The first portal leads to the other plane, while the second portal leads to whatever entry plane you want to use. When you add a feature, the duration is instantaneous, so you do not require a permanency for the features. Finally use greater create demiplane to make the first plane a magic dead plane. The second plane can continue to be expanded and altered even after the first one is made magic dead. You could in fact create a series of nested planes with this method.
<br />
</blockquote><p>It's not actually nested though is the problem. Just because the second, non-dead magic plane has a portal to the dead magic plane doesn't mean that's the only method of entry.
<p>If someone was aware of the second plane, nothing prevents plane shifting to it directly, as far as I can see. Now there is the issue that plane shift requires you to have an attuned tuning fork, which is incredibly hard to get or produce if you haven't been to the plane previously or didn't create it. But it's not impossible. I guess the issue that I have with your description is that you somehow think the the second plane is like an inner layer of onion and the first layer of dead magic onion prevents access. When in reality, as I understand it the second plane is actually a whole other onion in the sea that is astral and ethereal planes.</p>Mysterious Stranger wrote:Greater Create Demiplane specifically allows you to create a permanent portal, and it also specifically allows creating a dead magic plane. There is a warning on a dead magic plane that you are trapped in your plane unless there is a permanent portal and references the portal section of the description.
The description lesser create demiplane specifies you must be on the astral or ethereal plane or a plane that has access to one of those planes. Since the first...Claxon2024-02-08T13:57:15ZRe: Forums: Rules Discussion: Build 5ft by 5ft walls/terrain with Extended KinesisClaxonhttps://paizo.com/threads/rzs43xrd?Build-5ft-by-5ft-wallsterrain-with-Extended#82024-02-08T14:00:47Z2024-02-08T13:50:50Z<div class="messageboard-quotee">shroudb wrote:</div><blockquote><p>Difficult terrain, cover and etc are not conditions. Conditions is a specific term, and neither of those are in that list.</p>
<p>Main limiting factor, if it applies, is the bulk limit. The only thing is that it's not very clear if this applis to the Proliferate or not.</p>
<p>Because a big fire isn't really bulky, but a big boulder sure is. </blockquote><p>Actually this would make things very uneven. Because fire doesn't really have any mass, and while bulk isn't strictly mass I can't fathom anything where a item without weight has anything other than negligible bulk. But rocks and metal are dense items. They should have higher bulk than items of similar size, and so should have higher bulk.
<p>Does that mean fire benders should be able to base kinesis to create huge conflagrations while earth benders can only manage to create comparatively tiny things. </p>
<p>There probably should have been a volume limit, and not a limit based on bulk. And I suppose prior to being able to do a whole 5ft cube they should have said that you can something with a volume roughly equal to •insert examples•.</p>shroudb wrote:Difficult terrain, cover and etc are not conditions. Conditions is a specific term, and neither of those are in that list.
Main limiting factor, if it applies, is the bulk limit. The only thing is that it's not very clear if this applis to the Proliferate or not.
Because a big fire isn't really bulky, but a big boulder sure is.
Actually this would make things very uneven. Because fire doesn't really have any mass, and while bulk isn't strictly mass I can't fathom anything...Claxon2024-02-08T13:50:50ZRe: Forums: Rules Discussion: Build 5ft by 5ft walls/terrain with Extended KinesisClaxonhttps://paizo.com/threads/rzs43xrd?Build-5ft-by-5ft-wallsterrain-with-Extended#22024-02-02T20:00:52Z2024-02-02T19:49:01Z<p>Assuming you had a square with earth in it, it seems like you could use proliferate to make it fill the square. </p>
<p>This is an interesting idea, but I'm not sure I'm reading it correctly.</p>
<p>More interesting to me is that with igneogenesis you could create a whole structure out of earth and stone. And that's pretty cool. I would definitely building houses in the ground with such powers.</p>Assuming you had a square with earth in it, it seems like you could use proliferate to make it fill the square.
This is an interesting idea, but I'm not sure I'm reading it correctly.
More interesting to me is that with igneogenesis you could create a whole structure out of earth and stone. And that's pretty cool. I would definitely building houses in the ground with such powers.Claxon2024-02-02T19:49:01ZRe: Forums: Advice: Home Security for your DemiplaneClaxonhttps://paizo.com/threads/rzs2pcu9?Home-Security-for-your-Demiplane#122024-02-02T19:10:52Z2024-02-02T19:05:14Z<div class="messageboard-quotee">Mysterious Stranger wrote:</div><blockquote><p> Create plane does not give a lot of details on how the plane interacts with the transitive plane it is connected to, so much of this is going to be up to the GM. If the demiplane is coexistent it allows greater access to the plane including the ability of extrapanar creatures to travel through the plane. If the plane is coterminous, it limits the interaction of exterplanar creatures. From the intent of the spell, I would say that a demiplane created by it would be coterminous by default. If given the choice, that is what most casters are going to choose anyways. </p>
<p>Whether an astral or ethereal traveler can enter the demiplane is going to depend on the abilities of that creature and how they are traveling through the plane. One thing to keep in mind is that the demiplane is its own plane and not the material plane. A lot of creatures have the ability to enter the material plane, but those abilities will not work on the demiplane. Xill’s for example, can enter the material plane, but cannot enter other inner planes. </p>
<p>One way to protect your plane is to use a layered plane. The top plane is a dead magic plane with two permanent portals. The first portal is to the material world, the second leads to the real demiplane. Make the second portal hidden and use some sort of physical closure to prevent other from using it even if they find it. A mechanical trap of some sort would be the obvious solution.
<br />
</blockquote><p>I like this solution, except that if someone knows about your second plane and it isn't dead magic then they can directly travel to it (assuming they have an attuned tuning fork, which is a big thing people forget at least with the planar travel spell). Unless your concept somehow allows hiding one of your demiplanes inside another, which I'm not sure is supported by the rules.Mysterious Stranger wrote:Create plane does not give a lot of details on how the plane interacts with the transitive plane it is connected to, so much of this is going to be up to the GM. If the demiplane is coexistent it allows greater access to the plane including the ability of extrapanar creatures to travel through the plane. If the plane is coterminous, it limits the interaction of exterplanar creatures. From the intent of the spell, I would say that a demiplane created by it would be...Claxon2024-02-02T19:05:14ZRe: Forums/Pathfinder Second Edition: General Discussion: As a GM what are the most fun magic items to give to players?Claxonhttps://paizo.com/threads/rzs43xos?As-a-GM-what-are-the-most-fun-magic-items-to#402024-02-02T21:12:51Z2024-02-02T13:45:55Z<div class="messageboard-quotee">Ravingdork wrote:</div><blockquote>For my players, it would be the <i>Goz mask</i>. Once they found one, they fell in love and crafted several more for the whole party. Combined with fog spells and effects, this item allowed my players to dominate 90% of encounters. Unlike darkness, most enemies do no possess any means of countering sight-destroying fog, particularly in confined areas. </blockquote><p>This is one of the things that in my group we've actually had to have a out of game discussion about.
<p>Like it was a fun trick the first few times, but when it became a go to tactic it was very frustrating for the GM. The group basically agreed that it was lowering the fun for the GM (who is as much a player as the others) and that it was "unsportsmanlike conduct".</p>Ravingdork wrote:For my players, it would be the Goz mask. Once they found one, they fell in love and crafted several more for the whole party. Combined with fog spells and effects, this item allowed my players to dominate 90% of encounters. Unlike darkness, most enemies do no possess any means of countering sight-destroying fog, particularly in confined areas.
This is one of the things that in my group we've actually had to have a out of game discussion about. Like it was a fun trick the...Claxon2024-02-02T13:45:55ZRe: Forums/Pathfinder Second Edition: General Discussion: As a GM what are the most fun magic items to give to players?Claxonhttps://paizo.com/threads/rzs43xos?As-a-GM-what-are-the-most-fun-magic-items-to#272024-01-31T16:42:30Z2024-01-31T16:15:17Z<div class="messageboard-quotee">Bluemagetim wrote:</div><blockquote> What magic items have your players had the most fun finding/using from loot that they wouldn't have themselves bought? </blockquote><p>For for you or fun for them?
<p>Heck the answer is the same, the Deck of <s>Campaign Ending</s> Many Things</p>Bluemagetim wrote:What magic items have your players had the most fun finding/using from loot that they wouldn't have themselves bought?
For for you or fun for them? Heck the answer is the same, the Deck of Campaign Ending Many ThingsClaxon2024-01-31T16:15:17ZRe: Forums: Rules Discussion: Giant instinct barbarian weapon questionClaxonhttps://paizo.com/threads/rzs43xo3?Giant-instinct-barbarian-weapon-question#162024-01-31T16:20:47Z2024-01-31T16:14:11Z<div class="messageboard-quotee">HammerJack wrote:</div><blockquote> <div class="messageboard-quotee">Quote:</div><blockquote>The other thing we're talking about here is that players characters are only looking for large sized weapons typically (at the worst case). It is just as likely that you have a small sized character looking to use a medium weapon.</blockquote><p>This part is wrong. Both Small and Medium characters use the same weapons normally. Both small and medium characters use Large weapons for giant instinct.
<div class="messageboard-quotee">Quote:</div><blockquote><b>You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging).</b> If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.</blockquote></blockquote><p>I guess I remember it wrong, but that honestly makes no sense thematically.
<p>In the same way that divorcing damage die size from weapon size doesn't really make sense, but I get why they did it for game balance reasons.</p>
<p>I can't think of a reason to insist that small sized giant instinct barbarians should use large sized weapons, except to penalize them as much as medium sized instinct barbarians are penalized (which will vary a lot depending on the game).</p>HammerJack wrote:Quote:The other thing we're talking about here is that players characters are only looking for large sized weapons typically (at the worst case). It is just as likely that you have a small sized character looking to use a medium weapon.
This part is wrong. Both Small and Medium characters use the same weapons normally. Both small and medium characters use Large weapons for giant instinct. Quote:You can use a weapon built for a Large creature if you are Small or Medium (both...Claxon2024-01-31T16:14:11ZRe: Forums: Rules Discussion: Giant instinct barbarian weapon questionClaxonhttps://paizo.com/threads/rzs43xo3?Giant-instinct-barbarian-weapon-question#122024-01-30T13:50:47Z2024-01-30T13:44:08Z<div class="messageboard-quotee">PossibleCabbage wrote:</div><blockquote><p> FWIW, if you're a blacksmith making a very large polearm or a very large axe is not going to require a lot more work than making a regular size one- since most of the extra material is just the haft.</p>
<p>So you should let your players just buy large weapons during downtime if there's someone around who can make blades. </blockquote><p>Yeah, I wanted to say this too.
<p>Like a large sized halberd would be mostly about the longer haft, the metal cutty bit at the end is honestly probably the same size.</p>
<p>The other thing we're talking about here is that players characters are only looking for large sized weapons typically (at the worst case). It is just as likely that you have a small sized character looking to use a medium weapon. </p>
<p>And since you're not going to penalize the whole party by making medium sized weapons difficult to acquire, you probably shouldn't make large size weapons too difficult to acquire. Like sure, they have to put in an order and wait a few days, same as anyone else who is ordering a weapon that isn't ready and waiting. They pay a bit more and that's pretty much it.</p>PossibleCabbage wrote:FWIW, if you're a blacksmith making a very large polearm or a very large axe is not going to require a lot more work than making a regular size one- since most of the extra material is just the haft.
So you should let your players just buy large weapons during downtime if there's someone around who can make blades.
Yeah, I wanted to say this too. Like a large sized halberd would be mostly about the longer haft, the metal cutty bit at the end is honestly probably the...Claxon2024-01-30T13:44:08ZRe: Forums: Advice: Optimized blaster caster build anyone?Claxonhttps://paizo.com/threads/rzs43xm1?Optimized-blaster-caster-build-anyone#32024-01-27T00:09:14Z2024-01-23T20:21:51Z<p>I don't play a casters much, but in this edition I've always had concerns about the longevity of blasters simply because of the limited spell of each level. I think you might have a hard time dealing relevant damage outside of your top 2 spell levels. (Although I think all casters have this problem that offensive spells outside the top 2 levels just don't seem to have enough impact, but again this is my perception as someone who doesn't play them much).</p>
<p>All of which is to say, personally I would look at some way of getting some Focus Spells that you like for blasting so you can do it more consistently.</p>I don't play a casters much, but in this edition I've always had concerns about the longevity of blasters simply because of the limited spell of each level. I think you might have a hard time dealing relevant damage outside of your top 2 spell levels. (Although I think all casters have this problem that offensive spells outside the top 2 levels just don't seem to have enough impact, but again this is my perception as someone who doesn't play them much).
All of which is to say, personally I...Claxon2024-01-23T20:21:51ZRe: Forums/Lost Omens Campaign Setting: General Discussion: Eastern Flavored Game SettingClaxonhttps://paizo.com/threads/rzs43xj8?Eastern-Flavored-Game-Setting#32024-01-26T23:58:21Z2024-01-18T20:41:31Z<p>As a note because I find it interesting, the word Oriental comes from Latin which meant "East", more specifically "East of Rome". The is also the word occidental, which meant "West". </p>
<p>At some point the word Orient/Oriental came to mean Asia and more specifically East Asia. </p>
<p>I don't know or understand how the term came to be considered derisive or offensive, but I do accept that it is considered as such.</p>As a note because I find it interesting, the word Oriental comes from Latin which meant "East", more specifically "East of Rome". The is also the word occidental, which meant "West".
At some point the word Orient/Oriental came to mean Asia and more specifically East Asia.
I don't know or understand how the term came to be considered derisive or offensive, but I do accept that it is considered as such.Claxon2024-01-18T20:41:31ZRe: Forums: Advice: Is this riddle too difficult?Claxonhttps://paizo.com/threads/rzs43xgn?Is-this-riddle-too-difficult#202024-01-26T23:58:21Z2024-01-18T19:10:52Z<div class="messageboard-quotee">Megistone wrote:</div><blockquote><p> Player and character can never be separated entirely. The tactics the PC uses in combat are decided by the player, who may be incompetently guiding a supposedly super-experienced level 20 fighter, or flawlessly choosing the best possible course of action for a novice adventurer with low intelligence.
</p>
Because of this, making it a matter of principle is a little absurd. Where to draw the line comes down to personal taste. </blockquote><p>You're correct that they can never be completely separated, but if the riddle can't be solved by a dice roll and doesn't utilize the character stats in some way, then it's purely a challenge for the player, not the player character.
<p>So in this case, as a matter of principle, I hate riddles in TTRPGs.</p>Megistone wrote:Player and character can never be separated entirely. The tactics the PC uses in combat are decided by the player, who may be incompetently guiding a supposedly super-experienced level 20 fighter, or flawlessly choosing the best possible course of action for a novice adventurer with low intelligence.
Because of this, making it a matter of principle is a little absurd. Where to draw the line comes down to personal taste.
You're correct that they can never be completely...Claxon2024-01-18T19:10:52ZRe: Forums: Advice: How Would One Survive on the Plane of Fire?Claxonhttps://paizo.com/threads/rzs43xgy?How-Would-One-Survive-on-the-Plane-of-Fire#112024-01-16T22:28:11Z2024-01-16T22:27:39Z<div class="messageboard-quotee">Bluemagetim wrote:</div><blockquote> Are the elemental planes element themed versions of the material plane that can be traveled to or are they completely just fire or water or air or whatever? </blockquote><p>It depends on the plane, I think.
<p>The plane of air I believe is like an endless plane of open air with "islands" of land, but the land can be "up or down" relative to other land and not "left or right". In other words one "island" can be positive/negative Z axis and not just different X or Y coordinates. </p>
<p>I think the plane of water is similar, but replace air with water. There may be a bottom ocean "floor", not 100%.</p>
<p>I think the plane of earth is mostly earth, but there may be "cavities" of open space, similar to the "islands" of land in other planes.</p>
<p>And I thought the plane of fire was most similar to the material plane with more standard geography, with the exception of everything being on fire. With higher and lower degrees of "on fire" depending on location.</p>Bluemagetim wrote:Are the elemental planes element themed versions of the material plane that can be traveled to or are they completely just fire or water or air or whatever?
It depends on the plane, I think. The plane of air I believe is like an endless plane of open air with "islands" of land, but the land can be "up or down" relative to other land and not "left or right". In other words one "island" can be positive/negative Z axis and not just different X or Y coordinates.
I think the...Claxon2024-01-16T22:27:39ZRe: Forums: Advice: Is this riddle too difficult?Claxonhttps://paizo.com/threads/rzs43xgn?Is-this-riddle-too-difficult#112024-01-16T14:57:57Z2024-01-16T14:26:39Z<p>You may not need this input, but as a player I hate riddles because it removes the player character from the equation and focuses on what the player knows or can figure out. To me, that is bad design for a role playing game.</p>
<p>I'm not sure if the answer is to allow players to roll some kind of check for success, but perhaps also allow a player (and not their character) to answer the question if no PC is successful.</p>You may not need this input, but as a player I hate riddles because it removes the player character from the equation and focuses on what the player knows or can figure out. To me, that is bad design for a role playing game.
I'm not sure if the answer is to allow players to roll some kind of check for success, but perhaps also allow a player (and not their character) to answer the question if no PC is successful.Claxon2024-01-16T14:26:39ZRe: Forums: Advice: How Would One Survive on the Plane of Fire?Claxonhttps://paizo.com/threads/rzs43xgy?How-Would-One-Survive-on-the-Plane-of-Fire#32024-01-16T14:30:56Z2024-01-16T14:23:14Z<p>For 2E, there is probably something like Planar Adaptation and if not it could be a ritual the PCs have. </p>
<p>If you're going to have an adventure on a plane, it's probably something PCs should get access to.</p>For 2E, there is probably something like Planar Adaptation and if not it could be a ritual the PCs have.
If you're going to have an adventure on a plane, it's probably something PCs should get access to.Claxon2024-01-16T14:23:14ZRe: Forums: Advice: Aroden paladin code, anathema and etc.Claxonhttps://paizo.com/threads/rzs43xfe?Aroden-paladin-code-anathema-and-etc#52024-01-12T20:00:58Z2024-01-12T19:54:06Z<div class="messageboard-quotee">Kavlor wrote:</div><blockquote><p> I have a question regarding the code for the paladins of Aroden, as well as what the anathema and edicts of this religion are. I know that at the moment Aroden is dead and therefore these issues were never raised in official materials, <b>because the priests and paladins of Aroden no longer have powers</b>, even if some of them are still alive. I am interested in this question in a historical context, since Aroden's death occurred relatively recently, and information about his faith should be readily available.</p>
<p>My opinion is that Aroden's code should contain some information regarding civilization and progress.</p>
<p>For example: I will never allow the bastion of civilization to be destroyed, just as Aroden preserved the remnants of humanity after Earthfall.</p>
<p>Or something like this: I pledge to help spread civilization and knowledge by spreading knowledge to all living people.</p>
<p>Is there anyone on this form who would like to help with this topic? </blockquote><p>I'm not sure it's true that clerics and paladins of Aroden all lost their powers. I think there were statements that Iomedae is providing power to some.Kavlor wrote:I have a question regarding the code for the paladins of Aroden, as well as what the anathema and edicts of this religion are. I know that at the moment Aroden is dead and therefore these issues were never raised in official materials, because the priests and paladins of Aroden no longer have powers, even if some of them are still alive. I am interested in this question in a historical context, since Aroden's death occurred relatively recently, and information about his faith...Claxon2024-01-12T19:54:06ZRe: Forums: Rules Questions: Transport via Plants & PlanesClaxonhttps://paizo.com/threads/rzs43x49?Transport-via-Plants-Planes#372024-01-09T13:30:58Z2024-01-09T13:24:59Z<div class="messageboard-quotee">Diego Rossi wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote> <div class="messageboard-quotee">Diego Rossi wrote:</div><blockquote><p> The Scrying spell allows you "to observe a creature", and you see a small area around him/her/it. It is not guaranteed that you can recognize the location. Pathfinder has very few ways to scry a location. </p>
<p></blockquote>I only mention scrying because it's explicitly mentioned in the teleport spell as counting "having viewed once". </blockquote>As you can guess, I strongly dislike "scry and fry", as in any coherent universe people will take all the possible precautions against it. So I tend to point out the limitations of that tactic even when the post is correct. </blockquote><p>I agree with you, and I in my personal games I change the rules around scrying/viewing and teleport to make it difficult. I also have at times made rules that various specific materials (such as a gold circle, or really any enclosed shape of gold prevents teleporting into it, or even varying thicknesses of any material). So that dungeons made sense as well as many other vaults without having to result to same crazy battle of escalating magic spells trying to counter teleport.
<p>But all of that isn't in the base rules of the game.</p>
<p>And the poster after you went on to talk about reasons why it shouldn't work. But the rules do make it clear that view once via scrying works enough to try. Even if we all agree it's bad for the game.</p>Diego Rossi wrote:Claxon wrote: Diego Rossi wrote:The Scrying spell allows you "to observe a creature", and you see a small area around him/her/it. It is not guaranteed that you can recognize the location. Pathfinder has very few ways to scry a location.
I only mention scrying because it's explicitly mentioned in the teleport spell as counting "having viewed once". As you can guess, I strongly dislike "scry and fry", as in any coherent universe people will take all the possible precautions...Claxon2024-01-09T13:24:59ZRe: Forums: Rules Questions: Transport via Plants & PlanesClaxonhttps://paizo.com/threads/rzs43x49?Transport-via-Plants-Planes#292024-01-08T14:10:58Z2024-01-08T14:02:08Z<div class="messageboard-quotee">Diego Rossi wrote:</div><blockquote><p> The Scrying spell allows you "to observe a creature", and you see a small area around him/her/it. It is not guaranteed that you can recognize the location. Pathfinder has very few ways to scry a location. </p>
<p></blockquote><p>I only mention scrying because it's explicitly mentioned in the teleport spell as counting "having viewed once".Diego Rossi wrote:The Scrying spell allows you "to observe a creature", and you see a small area around him/her/it. It is not guaranteed that you can recognize the location. Pathfinder has very few ways to scry a location.
I only mention scrying because it's explicitly mentioned in the teleport spell as counting "having viewed once".Claxon2024-01-08T14:02:08ZRe: Forums: Rules Questions: Transport via Plants & PlanesClaxonhttps://paizo.com/threads/rzs43x49?Transport-via-Plants-Planes#202024-01-05T13:11:00Z2024-01-05T13:09:25Z<div class="messageboard-quotee">Senko wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote> <div class="messageboard-quotee">Azothath wrote:</div><blockquote> <div class="messageboard-quotee">glass wrote:</div><blockquote> <div class="messageboard-quotee">Azothath wrote:</div><blockquote>note - in RL there are only (fungus & mold) spores in outer space as it is far too cold for any terrestrial leafy plant or multicellular organism to survive let alone the higher amount of solar and cosmic radiation.</blockquote>I agree with the consensus on the main topic, but just a note on this: In real life, space is <i>not</i> actually cold. ... </blockquote><p>average temperate in deep space is about 3°Kelvin (rather cold at -270°C) for the 3 hydrogen molecules per cubic meter. It is almost all radiant thermal conduction although the average mean path of the few molecules is quite long for thermal conduction but not enough mass for convection at normal(human) size scales.
<p>All things radiate energy, I'd review the black body problem and curve.
<br />
I understand the temperature problem but going to an idealized concept is not the answer.</p>
<p>lastly, the vacuume in insulating jars and such is not very good (in torrs or Pa). It is better than most other handy materials. </blockquote><p>What you're saying is true, but the temperature of space might as well be "does not exist" from the perspective of the average (non-technical science minded) person. There isn't enough mass of anything to interact with for conduction or convection to be relevant. Although, as you mention being suddenly exposed to hard vacuum is going to start boiling your blood and force all the oxygen out of you if you out there for any significant amount of time (due to pressure differences).
<p>Anyways, I'd advised the OP to look at some method of getting plane shift.</p>
<p>The funny thing with plane shift is, you can plane shift to another plane and then back to anywhere on the material plane that you know of, and at worse be like 500 miles off. </p>
<div class="messageboard-quotee">Senko wrote:</div><blockquote> I think transport via plants is planetary only since its level 6 in between teleport and greater teleport while well away from interplanetary teleport (which also doesn't do planes). The level works as it allows</blockquote></blockquote>... </blockquote><p>You're right that 500 miles off can be troublesome in a time crunch, but anyone who has access to plane shift probably can also get access to teleport.And teleport has a 75% chance to get you where you need to go even if you've only viewed it once via scrying. Combining these two together means you can get anywhere you need to go, as long as you "know" where it is without too much difficult. There is a chance for failure, but the chance isn't a big deal unless you're in a time crunch.Senko wrote:Claxon wrote: Azothath wrote: glass wrote: Azothath wrote:note - in RL there are only (fungus & mold) spores in outer space as it is far too cold for any terrestrial leafy plant or multicellular organism to survive let alone the higher amount of solar and cosmic radiation.
I agree with the consensus on the main topic, but just a note on this: In real life, space is not actually cold. ... average temperate in deep space is about 3°Kelvin (rather cold at -270°C) for the 3 hydrogen...Claxon2024-01-05T13:09:25ZRe: Forums: Rules Questions: Transport via Plants & PlanesClaxonhttps://paizo.com/threads/rzs43x49?Transport-via-Plants-Planes#182024-01-04T17:10:58Z2024-01-04T17:03:17Z<div class="messageboard-quotee">Azothath wrote:</div><blockquote> <div class="messageboard-quotee">glass wrote:</div><blockquote> <div class="messageboard-quotee">Azothath wrote:</div><blockquote>note - in RL there are only (fungus & mold) spores in outer space as it is far too cold for any terrestrial leafy plant or multicellular organism to survive let alone the higher amount of solar and cosmic radiation.</blockquote>I agree with the consensus on the main topic, but just a note on this: In real life, space is <i>not</i> actually cold. ... </blockquote><p>average temperate in deep space is about 3°Kelvin (rather cold at -270°C) for the 3 hydrogen molecules per cubic meter. It is almost all radiant thermal conduction although the average mean path of the few molecules is quite long for thermal conduction but not enough mass for convection at normal(human) size scales.
<p>All things radiate energy, I'd review the black body problem and curve.
<br />
I understand the temperature problem but going to an idealized concept is not the answer.</p>
<p>lastly, the vacuume in insulating jars and such is not very good (in torrs or Pa). It is better than most other handy materials. </blockquote><p>What you're saying is true, but the temperature of space might as well be "does not exist" from the perspective of the average (non-technical science minded) person. There isn't enough mass of anything to interact with for conduction or convection to be relevant. Although, as you mention being suddenly exposed to hard vacuum is going to start boiling your blood and force all the oxygen out of you if you out there for any significant amount of time (due to pressure differences).
<p>Anyways, I'd advised the OP to look at some method of getting plane shift.</p>
<p>The funny thing with plane shift is, you can plane shift to another plane and then back to anywhere on the material plane that you know of, and at worse be like 500 miles off. </p>
<div class="messageboard-quotee">Senko wrote:</div><blockquote> I think transport via plants is planetary only since its level 6 in between teleport and greater teleport while well away from interplanetary teleport (which also doesn't do planes). The level works as it allows safe, directed travel but only to a specific goal. You can't go from a temperate forest to a desert as the plants are different but you can go from one temperate forest to another. However even interplanetary teleport a level 9 doesn't allow you to cross the planes they're designed for different purposes travel in a plane vs travel between them. </blockquote><p>As I mentioned though, the higher level teleport spells are kind of BS though. Because plane shifting twice can get you within 500 miles of your destination.Azothath wrote:glass wrote: Azothath wrote:note - in RL there are only (fungus & mold) spores in outer space as it is far too cold for any terrestrial leafy plant or multicellular organism to survive let alone the higher amount of solar and cosmic radiation.
I agree with the consensus on the main topic, but just a note on this: In real life, space is not actually cold. ... average temperate in deep space is about 3°Kelvin (rather cold at -270°C) for the 3 hydrogen molecules per cubic meter....Claxon2024-01-04T17:03:17ZRe: Forums/Pathfinder Second Edition: General Discussion: Is there really a "Bad" Stat?Claxonhttps://paizo.com/threads/rzs43wvx&page=2?Is-there-really-a-Bad-Stat#592023-12-06T13:08:28Z2023-12-04T17:42:53Z<p>I genuinely consider every time this conversation comes up if we had the choice to use:</p>
<p>Dex or Int for Reflex Saves
<br />
Con or Str for Fort Saves
<br />
Wis or Cha for Will Saves</p>
<p>If it would be a problem and whether or not it would allow more mileage for some character concepts without creating problems.</p>I genuinely consider every time this conversation comes up if we had the choice to use:
Dex or Int for Reflex Saves
Con or Str for Fort Saves
Wis or Cha for Will Saves
If it would be a problem and whether or not it would allow more mileage for some character concepts without creating problems.Claxon2023-12-04T17:42:53ZRe: Forums/Pathfinder Second Edition: General Discussion: Can NPCs use Recall Knowledge? Should they?Claxonhttps://paizo.com/threads/rzs43wtq&page=2?Can-NPCs-use-Recall-Knowledge-Should-they#722023-12-01T21:11:07Z2023-12-01T21:09:49Z<div class="messageboard-quotee">Farien wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote>I can definitely see players not choosing those and then putting their familiar into combat and then making surprised pikachu face when they're attacked. </blockquote>Fortunately, they can just learn from that and make better choices for the next day. </blockquote><p>It's okay for most characters, except for witches we rely on their familiars a lot more than the average character. Granted witches get it back the next day, whereas others take a week. But depending on what's happening, it could be a lot more of a problem for a witch.
<p>But I do think there is generally a lesson here which is, don't play a witch and use your familiar in combat, without some expectation that your familiar is a combatant and will be treated as such.</p>Farien wrote:Claxon wrote:I can definitely see players not choosing those and then putting their familiar into combat and then making surprised pikachu face when they're attacked.
Fortunately, they can just learn from that and make better choices for the next day. It's okay for most characters, except for witches we rely on their familiars a lot more than the average character. Granted witches get it back the next day, whereas others take a week. But depending on what's happening, it could...Claxon2023-12-01T21:09:49ZRe: Forums/Pathfinder Second Edition: General Discussion: Can NPCs use Recall Knowledge? Should they?Claxonhttps://paizo.com/threads/rzs43wtq&page=2?Can-NPCs-use-Recall-Knowledge-Should-they#702023-12-01T18:41:07Z2023-12-01T18:32:00Z<div class="messageboard-quotee">Captain Morgan wrote:</div><blockquote> <div class="messageboard-quotee">Claxon wrote:</div><blockquote> <div class="messageboard-quotee">Squiggit wrote:</div><blockquote> <div class="messageboard-quotee">SuperBidi wrote:</div><blockquote> <div class="messageboard-quotee">Squiggit wrote:</div><blockquote>... The more direct issue here is whether or not it's kind of s&#~ty for a GM to target a witch's familiar, which is more about the metagame aspects of play (and the answer is yes, it's all kinds of s!•%ty). </blockquote>I question your point of view here. Why is it censored to target the Familiar?</blockquote><p>A witch without a familiar loses a significant amount of mechanical functionality. Most of the reasons you'd want to play one are tied to the familiar being around.
<p>The issue is destroying a familiar is both trivial to do and significantly negatively impacts the witch. Occasionally that can be fine, hardship is good storytelling. </p>
<p>But I've seen a decent amount of discourse online to the effect of turning this into a habitual tactic to counter certain witch abilities, which is mostly just a good way to annoy people into not wanting to play the class anymore, imo. </blockquote>I consider it a design problem of the witch though. If the familiar is actively doing stuff in combat, an enemy that knows what the familiar can do should at least consider attacking the familiar. Having the familiar actively doing combat stuff while not being granted any additional defenses was a problem of the design of the class. </blockquote>The familiar already had pretty significant defensive options, though. You just need to utilize them in a way you didn't when it was just a spy drone your GM may or may not allow you to use. </blockquote><p>That is fair to an extent. Familiar have their master's AC and saves. So not terrible, like an animal with no bonuses would have. And certain familiar abilities like "Damage Avoidance" and "Life Link" can make them more durable. So there's not like 0 options. But I can definitely see players not choosing those and then putting their familiar into combat and then making surprised pikachu face when they're attacked.Captain Morgan wrote:Claxon wrote: Squiggit wrote: SuperBidi wrote: Squiggit wrote:... The more direct issue here is whether or not it's kind of s&#~ty for a GM to target a witch's familiar, which is more about the metagame aspects of play (and the answer is yes, it's all kinds of s!*%ty).
I question your point of view here. Why is it censored to target the Familiar?A witch without a familiar loses a significant amount of mechanical functionality. Most of the reasons you'd want to play one...Claxon2023-12-01T18:32:00ZRe: Forums/Pathfinder Second Edition: General Discussion: Can NPCs use Recall Knowledge? Should they?Claxonhttps://paizo.com/threads/rzs43wtq&page=2?Can-NPCs-use-Recall-Knowledge-Should-they#682023-12-03T06:00:11Z2023-12-01T17:22:06Z<div class="messageboard-quotee">Squiggit wrote:</div><blockquote> <div class="messageboard-quotee">SuperBidi wrote:</div><blockquote> <div class="messageboard-quotee">Squiggit wrote:</div><blockquote>... The more direct issue here is whether or not it's kind of s&#~ty for a GM to target a witch's familiar, which is more about the metagame aspects of play (and the answer is yes, it's all kinds of s!•%ty). </blockquote>I question your point of view here. Why is it censored to target the Familiar?</blockquote><p>A witch without a familiar loses a significant amount of mechanical functionality. Most of the reasons you'd want to play one are tied to the familiar being around.
<p>The issue is destroying a familiar is both trivial to do and significantly negatively impacts the witch. Occasionally that can be fine, hardship is good storytelling. </p>
<p>But I've seen a decent amount of discourse online to the effect of turning this into a habitual tactic to counter certain witch abilities, which is mostly just a good way to annoy people into not wanting to play the class anymore, imo. </blockquote><p>I consider it a design problem of the witch though. If the familiar is actively doing stuff in combat, an enemy that knows what the familiar can do should at least consider attacking the familiar. Having the familiar actively doing combat stuff while not being granted any additional defenses was a problem of the design of the class.Squiggit wrote:SuperBidi wrote: Squiggit wrote:... The more direct issue here is whether or not it's kind of s&#~ty for a GM to target a witch's familiar, which is more about the metagame aspects of play (and the answer is yes, it's all kinds of s!*%ty).
I question your point of view here. Why is it censored to target the Familiar?A witch without a familiar loses a significant amount of mechanical functionality. Most of the reasons you'd want to play one are tied to the familiar being...Claxon2023-12-01T17:22:06ZRe: Forums: Rules Discussion: What is the definition of "an ability"?Claxonhttps://paizo.com/threads/rzs43wt9?What-is-the-definition-of-an-ability#112023-12-01T17:21:07Z2023-12-01T17:15:49Z<p>Thinking back on this, it would be really weird for a special condition (a critical hit) to somehow cause a rogue to not be able to use a weapon to deal sneak attack damage. If the idea is that rogues can't precisely wield a weapon with a die of certain size, then it especially makes no sense that an especially accurate attack suddenly can't have sneak attack.</p>
<p>The ruffians restriction is also kind of crappy since a base rogue without that racket (and the new rules regarding weapon proficiency for rogues) means you can wield an Elven Curve Blade (d8), Spiked Chain (d8), or Dueling Spear (d8) since they all have finesse.</p>
<p>I don't know how or if the ruffian racket was revised for remaster but it's restriction really stinks.</p>Thinking back on this, it would be really weird for a special condition (a critical hit) to somehow cause a rogue to not be able to use a weapon to deal sneak attack damage. If the idea is that rogues can't precisely wield a weapon with a die of certain size, then it especially makes no sense that an especially accurate attack suddenly can't have sneak attack.
The ruffians restriction is also kind of crappy since a base rogue without that racket (and the new rules regarding weapon...Claxon2023-12-01T17:15:49ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Master of Exactly What You Expect And Nothing MoreTyrant Antipaladin (alias of Claxon)https://paizo.com/threads/rzs2v817?Master-of-Exactly-What-You-Expect-And-Nothing#252018-07-02T17:14:03Z2018-07-02T17:12:03Z<div class="messageboard-quotee">Voss wrote:</div><blockquote> It seems too early for this kind of flag waving. Too much of the skill system, skill feats, general feats and even class progression is still unseen. </blockquote><p>IT'S NEVER TOO EARLY TO GET PEOPLE WHIPPED UP!!!!!!
<p>BLOOD FOR THE BLOOD GOD!</p>Voss wrote:It seems too early for this kind of flag waving. Too much of the skill system, skill feats, general feats and even class progression is still unseen.
IT'S NEVER TOO EARLY TO GET PEOPLE WHIPPED UP!!!!!! BLOOD FOR THE BLOOD GOD!Tyrant Antipaladin (alias of Claxon)2018-07-02T17:12:03ZRe: Forums: Rules Questions: “I listen at the door...”Tyrant Antipaladin (alias of Claxon)https://paizo.com/threads/rzs2v7j2?-I-listen-at-the-door#262018-06-28T13:16:52Z2018-06-28T11:19:01Z<p>I just force someone to open the door and step through. Not my problem if they die.</p>I just force someone to open the door and step through. Not my problem if they die.Tyrant Antipaladin (alias of Claxon)2018-06-28T11:19:01ZRe: Forums: Pathfinder Playtest Prerelease Discussion: WHERE AM BARBARIAN?!AM OTHER OTHER BARBARIAN (alias of Claxon)https://paizo.com/threads/rzs2v6bo?WHERE-AM-BARBARIAN#52018-06-03T14:49:52Z2018-06-03T14:49:52Z<p>AM OTHER OTHER BARBARIAN! AM CAN SMASH WITH YOU ANYTIME!</p>AM OTHER OTHER BARBARIAN! AM CAN SMASH WITH YOU ANYTIME!AM OTHER OTHER BARBARIAN (alias of Claxon)2018-06-03T14:49:52ZRe: Forums: Hell's Vengeance: How does it end if you lose?Tyrant Antipaladin (alias of Claxon)https://paizo.com/threads/rzs2uisb?How-does-it-end-if-you-lose#82017-08-25T13:42:12Z2017-08-25T13:42:12Z<div class="messageboard-quotee">Dragoncat wrote:</div><blockquote> <div class="messageboard-quotee">Tyrant Antipaladin wrote:</div><blockquote><p>Please report to your nearest "reeducation" camp for a training session.</p>
<p>This is your <b>only</b> warning.</blockquote><p>Alrighty then.
<p>What would you like me to re-educate you in? </p>
<p><span class=messageboard-ooc>;)</span> </blockquote><p>The Glory of Asmodeus, House Thrue, and Her Infernal Majestrix Queen Abrogail II.
<p>Fail, and you wont have the ability to question these glories again.</p>Dragoncat wrote:Tyrant Antipaladin wrote:Please report to your nearest "reeducation" camp for a training session.
This is your only warning.
Alrighty then. What would you like me to re-educate you in?
;) The Glory of Asmodeus, House Thrue, and Her Infernal Majestrix Queen Abrogail II. Fail, and you wont have the ability to question these glories again.Tyrant Antipaladin (alias of Claxon)2017-08-25T13:42:12ZRe: Forums: Hell's Vengeance: How does it end if you lose?Tyrant Antipaladin (alias of Claxon)https://paizo.com/threads/rzs2uisb?How-does-it-end-if-you-lose#42017-09-02T07:56:36Z2017-08-15T22:49:31Z<p>Don't worry, I wont fail.</p>
<div class="messageboard-quotee">Dragoncat wrote:</div><blockquote>Because f!@$ Thrune.</blockquote><p>Please report to your nearest "reeducation" camp for a training session.
<p>This is your <b>only</b> warning.</p>Don't worry, I wont fail.
Dragoncat wrote:Because f!@$ Thrune.
Please report to your nearest "reeducation" camp for a training session. This is your only warning.Tyrant Antipaladin (alias of Claxon)2017-08-15T22:49:31Z