Lamashtu

Dixie Landoe's page

Organized Play Member. 30 posts (49 including aliases). No reviews. No lists. No wishlists. 19 Organized Play characters. 1 alias.


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Shadow Lodge 2/5

My tiefling Qadiran slaver with ranks in profession "merchant" is *certainly* happy to hear of this merger... >:)

I hope they'll let folks get a free faction change when the dust settles. All my characters could actually do very well in this new under-the-table enterprise. :D

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Hello everyone! It's me again. This time I have a question regarding the Grenadier.

Alchemical Weapon Description wrote:

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Waters of Lamashtu Spell Description wrote:

This spell generates what appears to be clear, pure water, but is in fact a foul secretion known as the waters of Lamashtu. The liquid functions in all the same ways as unholy water (see curse water). In addition, any creature that is anointed with or drinks this fluid must make a Fortitude save (drinking the waters of Lamashtu is particularly effective—creatures who drink the stuff take a –4 penalty on their save to resist its effects). Success causes the creature to become violently ill, vomit the fluid, and become sickened for 1d4 rounds. Failure indicates the water takes root and drives the victim mad (dealing 1d6 points of Intelligence damage) and twists and deforms the body (dealing 1d6 points of Dexterity damage).

The subject’s Dexterity and Intelligence cannot drop below 1 as a result of this effect. Casting this spell creates approximately 2 ounces of the waters of Lamashtu, enough for one draft or use (if bottled) as a thrown weapon. The fluid can be created and stored indefinitely, though it cannot be created inside a creature. Extensive exposure to the waters of Lamashtu (such as drinking nothing else for months at a time) can have other long-term effects on the target, including the development of monstrous deformities or even total transformation into a beast, depending on the GM’s whim (these mutations are rarely, if ever, beneficial to the victim).

My question is this: Do Waters of Lamashtu count as a "harmful alchemical liquid" for the purposes of being able to use them as Alchemical Weapons? They are harmful liquids created by an alchemist from her own spell list, after all...

Goal: Grenadier Alchemist/Master Chymist Lamashtan avatar whose mutagen form applies Waters of Lamashtu to her claws and fangs to deal the effects of the waters, on top of the natural attack damage.

Thanks a bunch guys!

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It's fine! Sometimes things just aren't fair. You guys did a seriously amazing job with the book, I was so excited to see some of the stuff I did. I love Redlust/Chillheart's daughters, in particular. I was all stoked about finally getting to play into my characters' love of their terrible fertility goddess. Even outside of Lamashtu's stuff, it's a rich and vibrant text. I love the pictures. It's just the one thing I wanted to do most, I can't do, so I'm more than a little disappointed. In the name of keeping the peace though, I guess I can see why you guys made your decision. You have to please the majority, not the freaks like me. Hopefully some arrangement, errata or other agreement can one day be made in the future to make Lamashtu's faithful more acceptable in the realm of PFS.

Have a nice weekend!

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...Oh. Lamashtu's stuff DOES fall on those pages, doesn't it...? So not only can I not play the character I want due to alignment restrictions, the god I like most specifically got the ax on all of her attributes, while everyone else gets to roam free. Oh well, you're the owner of the game, what you say goes in your game. All right, I'll just be here, sitting with my little family of older classes while everyone else gets to have fun with the new material, no big deal, didn't need it anyway~ Sorry to waste your time. :x

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Correct! The character is CN. Why are none of the boons for Lamashtu legal in PFS though? It says in additional resources that her pages are legal. Unless I didn't read something properly...

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Hey guys! Running into a bit of a problem. I'm leveling my 7th level Dark Tapestry Oracle, and really want to take her on the path of the Exalted (Inner Sea Gods). She worships Lamashtu, a Chaotic Evil god. I love the Exalted prestige class, but as written, with the requirement of having the character's alignment match the god's alignment exactly, it totally prevents worshipers of evil gods (that aren't evil themselves, therefore are PFS legal) from taking ranks in that class. I know I'm a terrible person for having most of my characters worship an evil god (she's too wonderful not to), but is there any way I and the other folks in my shoes could get a bone thrown our way?

Does the Aura cleric class feature match the requirement for a chaotic evil alignment, for instance? That'd be one way to do it. I'm open to interpretation, I just really want to be the best little Lamashtan terror that I can be, and I feel like the Exalted class feature is a step in the right direction if I can do it. I'm sure the Asmodeus/Rovagug/Urgathoa/etc lovers out there might feel the same way.

Sorry if this is a repeat of another thread. My Google-Fu skills weren't enough to find anything similar in this board.

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Wow, is this really a problem? When you guys give us a chronicle sheet for everything PFS legal I don't see why any of this redubbing stuff is done. Old chronicle sheets are still easy to display modern concepts (out-of-tier pay, day job rolls, etc), so redubbing modern sheet templates to older scenarios shouldn't even be a thing. Folks are just creating work for themselves that ultimately creates more work for everyone else. It's dumb.

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All righty, I'll see what I can come up with before the deadline. :)

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So much love for this concept. SO. MUCH. LOVE. :D

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I'd ask y'all to consider allowing the "Combat Trick" Slayer talent to be taken multiple times. It's essentially where people are going to go to get their x'th level Ranger combat feats - Precise Shot, Rapid Shot, Manyshot, that stuff. If you do that it would help to alleviate the need to put in a separate track for slayer bonus feats.

Also, the person a few posts before me is correct. Ranger and Slayer are nearly identical at level one. Though with ranger getting Wild Empathy and the slayer getting nothing like that at the same level, the ranger kinda sorta starts off with more stuff.

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I want to add my vote to the folks who say the Slayer needs to have at LEAST 6+Int skill ranks, rather than 4+Int. When its alternate classes have 6 or 8+int skill ranks, it needs to as well to effectively fit its roles.

EDIT: Also, it doesn't make sense for the Slayer not to have Knowledge Nature as a class skill. If they have access to the Camouflage talent, the character would need to know something about the plants they were using. Would be a shame if the camouflage plant was poison ivy! ;)

I appreciate that you guys added the option for firearm training, by the way. If I were going to build a long-range sniper build (utilizing sniper goggles at higher level), this is the class I would do it with. Overall I love the feel of this class, and its stone cold and stalwart distribution of death has a great ring to it. :)

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Michael Dupler wrote:

Per the title first time playing a summoner (master) and wondering what general ideas for a feat at level 1

thanks

Yep, Master Summoner is not allowed in Pathfinder Society. To answer your question though (should this be for a home game, and posted in the wrong forum by accident), Spell Focus (Conjuration) is your go-to first level master summoner feat so you can take Augment Summoning at 3rd level. :)

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For the gun-using archetype:

I thought about it some, and I was wondering: Instead of getting Weapon Training and Improved Critical with the sword, you could get to add Dex to damage with your pistol and find some creative way of being able to load your gun while TWF'ing? I know that sounds like a lot, but in my opinion it's a lot more balanced than getting Improved Critical at 5th level.

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CRobledo wrote:
Dixie Landoe wrote:
The theme is awesome, but in my opinion, if you're going to go pirate, go all the way. Don't just do the swordplay elements because they fit traditional fantasy - it's just a charisma-based duelist at that point. The whole is greater than the sum of its parts, and not having guns keeps this class from being the whole.

I like the flavor so far. I don't think it is useful for only the pirate theme, for example I could see it as a nobleman's sport in Taldor or something like that. But neither pirate or taldan noble fits getting Dervish Dance.

I'm probably just putting Agile on my rapier instead...

That's true. The Taldan swordsman theme would fit this archetype beautifully. Witty, charming dilettante with a penchant for fine swordplay - the set of abilities here in this playtest fit that idea perfectly. I honestly try to avoid Dervish Dance because everyone else uses it and I've never been terribly fond of Sarenrae, but I can see the mechanical desire to have it, and I'm sorry it doesn't fit.

That said, it comes back to my original point of that theme going better with the Duelist prestige class moreso than the swashbuckler, with the exception of duelist being Int-based rather than Charisma. Now, if you wanted to do Swashbuckler ==> Duelist, that would probably work brilliantly (A good nobleman needs to be both charming *and* intelligent, after all!). Still though, guns were the selling point for me feeling this would actually be pirate themed.

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Lord Twitchiopolis wrote:

Dixie, I think the feel here was to do a fancy fighting swashbuckler, using panache as a grit-like mechanic to do various tricks and deeds.

As to sword and pistol, I would suggest looking at the human-specific gunslinger archetype in the Advanced Race Guide, the Bucanneer, if I remember

I never play humans, so that archetype is useless to me unfortunately... Too boring. :p

(That's just my opinion, nobody has to agree with it)

Otherwise, yes that is a good point, for every other player it's probably "good enough." ^^;

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CRobledo wrote:
Dixie Landoe wrote:
Firearms. Where are they? Seriously. A pirate isn't a pirate without a flintlock pistol. You call it a fusion of the gunslinger class even... I see some cool abilities. Charisma-based grit is neat. The Opportune Parry ability is kind of cool. But... no pistol? No gun training? No Sword and Pistol feat at higher level? No *finally* dealing with the fact that TWF'ing with a sword and a pistol is nearly impossible in Pathfinder? ...What happened guys? C'mon.
It was stated before that some of the Swasbuckler archetypes will re-introduce guns. But we don't have archetypes yet

Gotcha. Thanks for the information then, that was very helpful. :)

Unfortunately, that also means I have no desire to playtest the class until I get a gun archetype. That's the part I was looking forward to. I hope everyone enjoys the class. The theme is awesome, but in my opinion, if you're going to go pirate, go all the way. Don't just do the swordplay elements because they fit traditional fantasy - it's just a charisma-based duelist at that point. The whole is greater than the sum of its parts, and not having guns keeps this class from being the whole.

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Firearms. Where are they? Seriously. A pirate isn't a pirate without a flintlock pistol. You call it a fusion of the gunslinger class even... I see some cool abilities. Charisma-based grit is neat. The Opportune Parry ability is kind of cool. But... no pistol? No gun training? No Sword and Pistol feat at higher level? No *finally* dealing with the fact that TWF'ing with a sword and a pistol is nearly impossible in Pathfinder? ...What happened guys? C'mon.

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Congratulations! I'm sure you'll continue to do the great job you have been! Thanks for all you do in support of the PFS. :D

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Ah! Well, since you put it that way, it makes sense. All righty, there goes 2500 gold! :P

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Hi everyone! I've been playing a character who takes special care not to reveal she's wearing +2 fullplate (mainly for aesthetic and diplomatic reasons... it looks kind of scary and unbecoming). I've been using Sleeves of Many Garments thus far to make all her clothing appear as a lovely red dress. Why she's so hard to hit has astounded many a not-so-brilliant enemy. :3

So am I doing it right? I know glamered armor is a thing, but as far as I can tell Sleeves of Many Garments effectively do the same thing, they just take up the Arms slot instead of actually being on the armor. Do they? Should I be using glamered armor to achieve the effect I want? I'd rather spend 200 gold than 2700 gold, that's the only reason I haven't gotten the glamered enchantment yet.

(This is for PF Society, for what it's worth)

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PF Module: Broken Chains:
I know it's not a scenario, but I GM'ed it in Pathfinder Society. Anyway, the Midwife has got to be my favorite villain I've encountered thus far. She's not super powerful or anything, but the scene involving her taking care of the Lamashtan fiendish gnoll-babies and the resulting (hopefully) second guessing of the characters on whether or not to kill her and let the children die created a very memorable psychological/moral dilemma that I found particularly fascinating. :)

Plus she's a pretty jackal-headed lady with awesome wings! Who doesn't love that? ...Don't answer that. I love that. Enough so that I have a few characters with similar themes! So good job Paizo. :D

5-02 The Wardstone Patrol:
The Brimorak!! Oh my god they're so cute. Scary without any sort of scale, but when you realize they're small-sized it just makes them amazing! I roleplayed him as having a high-pitched voice and a tendency to taunt the PCs as he burned them and the paladins needing rescued alive... it was a blast! <3

5-05 Elven Entanglement:
Finst was also fun! More delightful sex-crazed joketelling and witty banter than anything, but he was *awesome* to roleplay. ^_^

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I know I'm certainly excited about the coming of this book. :) As someone with a vested interest in playing lycanthropic characters, I'm excited to finally get the option to do so in the world of Golarion. I'm definitely hoping these new races will become legal in PF Society. The rumors I hear are that they're balanced enough to be reasonable while still letting folks have the cool animal features they want.

If not, I'll be using the racial attributes as templates for my home games, at the very least. :)

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Well okay, that makes enough sense. So I wouldn't be considered as having the Rage class ability until I reach fourth level, when the Mad Dog gets it. Coincidentally, my fourth level rage power would be Moment of Clarity, thus meeting the requirements for the prestige class at that level. Fair enough. :)

That still doesn't answer my question though. Will the levels in rage prophet stack with the levels in barbarian for determining the level of the character's animal companion?

EDIT: I re-read the way I worded my original question, and wanted to say that you did indeed answer it the way it was written, and that I thank you for that. I should have worded myself as I have in this post, rather than as I did in the original. ^^'

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Hi everyone! Thank you for looking at this post. I am curious about something.

http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/rage-proph et
Savage Seer: A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities.

http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---b arbarian-archetypes/mad-dog
War Beast: At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.

This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

Will the levels in rage prophet stack with the levels in barbarian for determining the level of the character's animal companion?

The goal is to have the character at 12th level with barbarian 2/oracle 4/rage prophet 6, using the Boon Companion feat to have the animal companion (in this case a hyena) be effectively at 12th level as well. I'm hoping that this is the case... I acknowledge that I wouldn't get Ferocious Fetch or anything beyond that. In fact, as written the character wouldn't even get rage, so I'd have to rearrange the levels to avoid being the queen of bad character builds, but the point is whether or not the character's animal companion would level alongside her.

Note: I'd be taking Extra Rage Power (Moment of Clarity) as a feat to meet the requirements for the prestige class, unless I bumped it to four levels of barbarian.

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Myles Crocker wrote:

Hello DixieLandau,

Is that Lamashtu mother of gnolls and monsters you have as your avatar?

I don't know if the "Star" replay will be extended to Modules. It may be extended in the future, I don't know.

I think the general idea is to introduces something in a limited way, in this case being able to replay as a reward for your service (#replayes=#GM Stars), so they can see how it affects the campaign. I think it is far easier to introduce something smaller, an then consider expanding it, rather then introducing something broader and then trying to narrow it.

Congratulations on your first star,

Myles

Hi Myles! Hope you've been well!

That sure is! I'm super excited to see we can have evil deity-themed icons. And gnoll gods are the best gods. :D

Well that's okay. I can deal without it, I just figured I'd ask! ^^

It definitely is! That's probably the best way to take it - use it for those nights when you arrive to play, only to find out the tables that need you, you've already played! And yes, small steps are the best. I hope this ends up being a successful experiment!

Well thank you! It took a while, but I'm finally here! And at the rate I'm going, I'll be at my second before too long! ^_^

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I love this idea, as well as how it's being implemented. Great job Mike and others, and good thinking. :)

Is there the possibility that this granting of replayability will be extended to modules someday? I'd love to run "Broken Chains" again someday, and doing it for more GM credit would be super. ^^

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I'm super excited to hear of someone else building a Lamashtu-themed character. Glad to hear I'm not the only one who finds her intriguing, rather than disgusting. :)

I really hope this works out well for you! I'll be watching this thread myself to see what others come up with. I have an alchemist that worships Lamashtu, who sees her ideals on bodily "perfection" as a science, and her studies and mutagenic form reflect that (big, burly, horned jackal-headed humanoid with cloven hooves for feet, with the feral mutagen discovery, gone Master Chymist). I also have a gnoll character who worships her, but that's more for their race than anything else.

I might would recommend the Canid Carcanet from the Dog Pharoah's Tomb PFS scenario - it gives you speak with canines, the ability to turn into a quadrupedal canine three times per day, and essentially looks like a symbol of Lamashtu minus the third eye. Lamashtu's Mark and Demonic Obedience are good feats to choose, with Jackal Heritage being a possibility too. Yeah, it's for jackal-weres rather than unholy jackal-headed demon queens, but still! Same species. I also totally second the Waters of Lamashtu spell - it's surprisingly potent/effective if you have a way of delivering the waters to the victim.

Also, you might consider the boon from the Runelords campaign that you get from the rune of Lust. To receive the benefits of the boon, your character has to have sex every 12 hours. Combine that with Demonic Obedience (for Lamashtu you have to have sex with the express intent of impregnation at least once per day) and you have a perfect combination of very unique effects. <3

Also, there's nothing wrong with lobster-clawed babies! After all, they may end up looking like this! http://media.trollandtoad.com/products/pictures/794032.jpg And who doesn't want treachery demon/glabrezu babies to defend them. ^_^

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Thank you for making the tengu a playable race. I really appreciate that. It more than makes up for losing my synthesist summoner. :)

If I may... Is there any consideration being put into making kitsune a playable race? That would just make my day. ^^

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I'm playing a kitsune bard in a home campaign right now, and I'm really loving how it's working out. The charisma bonus and "Gregarious" racial trait really suit the class well. :)

I might would also recommend the Mysterious Stranger archetype of the gunslinger, if you're cool with that class. Your grit points are charisma-based, rather than wisdom, and you get to spend a grit point to add your charisma modifier to all firearm attacks you make until the end of your turn. Combine that with a pepperbox and you're golden. :D

I'd also like to take a moment to say... I'm so very jealous of you for getting this cert! I've loved kitsune as mythological creatures since I was young, and when I heard that they were coming out as a playable race with the ARG I was ecstatic. So you can imagine I was crushed when I found out they weren't Society legal... I hope to get that cert one day, if/when I can afford to go to a con AND get the chance to GM enough to qualify. Until then, I hope you enjoy getting to be vulpine, regardless of your class choice. :)

To the poster below: it's only a month old, seriously. :p

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13 people marked this as FAQ candidate. Answered in the errata. 2 people marked this as a favorite.

Hello everyone! I have a question for which I, after searching for a little while on the forum, have not been able to find a clear answer. Why is the double-barreled musket given a range increment of only ten feet?

I have been playing a musket master gunslinger in Society play for a little while now, and have focused on the double-shot feat to give her two attacks as a full-round action with her gun. She doesn't fire each barrel at once, but rather individually in sequence as per the feat. (Granted this wasn't as effective as I'd hoped, but that's another story) However, this was built on the premise that each barrel should theoretically be able to fire with the same range (40' increment) as a single-barreled musket.

One theory (given to me by a friend) is that they gave the double-barreled musket such a short range increment because the weapon was intended to be used more as "Grandpappy's old double-barreled shotgun" - more like a home defense tool than a battle gun. I don't use the weapon that way though, I never fire both barrels simultaneously, and I feel that the severely reduced range increment is unjustly applied. I also admittedly feel that it's unfair to cost 1000 gold more than the single-barreled musket if it's not going to have the same range increment.

I have been playing my character this way ever since she could afford the double-barreled musket (range increment of the gun as being 40'), and the GMs at my gaming store have accepted it. I don't want to cheat, but I feel like my case is just. Do y'all have any advice or ideas?

Thanks for your suggestions,
Dixie