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What about eating the eggs before the hatch (in an omelette or something), or the severed tails of the already-dead kobolds?


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bigrig107 wrote:
@Kobolds and their eggs: I don't think this forum will ever come to any sort of consensus about whether or not destroying the young (whether eggs or babies) of enemies is evil. And honestly, that's for you to decide. But what I can say for certain is that raising the kobold eggs to the stage where they have tails, and then slaughtering them just for the 20 gp per is almost certainly evil. Selling the eggs could be considered a form of slavery, at which point you have to decide if slavery is evil.

The first form of slavery you mention is very much an evil act in my world. The second form is, too, albeit less so (we use the numerical alignment scale, and the former counts as a 2 point shift, the later a 1-point shift if both sides don't hold that value.)

Regarding the eggs, my party isn't deranged enough to raise the hatchlings just to harvest the tails. But as servants/minions? Maybe.


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Thats actually perfect. I know exactly how to use it, too.

The hamlet of Pendaka has come under siege by werewolves, and has only survived this long thanks to the skill and tactics of of its most recent visitor; Shalelu.

Shalelu had stopped in the little town on her way to Fort Rannick, traveling there for her own reasons and unaware of the recent troubles. Originally she had stopped the ensure that nothing was amiss in the town, but found the hamlet under siege by a pack of werewolves, led by a particularly vicious ettin werewolf named Nesh and Shen. Nesh/Shen came to power after brutally killing at eating the old alpha and brutalizing the rest of the pack until they were cowed. Immediately after assuming control they had the pack start making midnight raids on Pendaka, hoping to capture, infect and dominate the village's entire population in order to build a werewolf army and sweep south into more heavily populated lands.

Of course the idiotic Nesh/Shen couldn't think of this on their own. They are yet another pawn of Lucrecia, who discovered the brutish abomination shortly after the ogres razed Fort Rannick. Inspired by his terrible form, the lamia decided that an army of werewolves would make an excellent addition to Karzoug's forces. It was she who sent the monster to dominate the werewolf pack and told him to have his minions capture villagers alive whenever he could so as to swell the pack's ranks.

Several townsfolk have already been taken, though since her arrival Shalelu has been able to protect those who remain and killed several werewolves. The siege has been stymied, but Nesh/Sheg is furious at the elf's interference. On the next full moon, just a few days after the PCs' arrival, he intends to lead a final assault on the town, overwhelming its defenses, capturing any able-bodied adults and slaughtering the rest to feed his growing pack.

Nesh/Shen is supported by the pack's witch, Sihana, who had long pushed for the pack to expand. She spends all of her time with the behemoth, fawning over their strength and ferocity. Nesh/Shen thinks she adores them, but the truth of the matter is that Sihana has longed to be a sort of power behind the throne, but Loper was too clever and too proud to be controlled. Lucrecia knows of the witch's scheming, but is content to let her think she is in control so long as their goals are similar.

The werewolves are not the only threat to Pendaka, however. In death, the former alpha's rage and bloodlust fueled his transformation into a vicious and dangerous undead known as a vilkacis. The specter has yet to appear in the village, its self, but it is only a matter of time it makes its presence known.

With the exception of Nesh/Shen, the werewolves of the Ashwood are of human stock and natural descent. The Ashwood is a tangled mass of mostly ash trees, hence the name, though elms are common and a few mighty oaks exist as well, and the area beneath the canopy is choked with underbrush, with the exception of a few well-traveled game trails. Besides the werewolves, deer and other game are common and make up the primary source of food for the former. The werewolves are know to tolerate hunters who leave some form of tribute, usually in the form of a freshly killed (or preferably live) prey animal under an oak tree. Though with Nesh/Shen's arrival, no hunter has entered the forest; even Shalelu has not dared enter the pack's territory alone.


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Not sure if its been said or not: making damage dealing cantrips do 1d6/5 levels.

Because a wizard who can sling a ball of acid shouldn't be forced to carry a crossbow.


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Imagine the following:
Your an intrepid adventurer romping through a dungeon. You kill the half-fiend ogre and claim his treasure hoard, then head back to town. Your saving up for that nice new +2 flaming burst bastard sword, so instead of shelling out for a really nice room you toss the innkeep of a smaller, less clean establishment a few coppers to sleep in the common room.
A couple of days later you find yourself suffering from fever, headaches, nausea, swollen lymph nodes and a blackening of the skin. Uh oh! You've contracted bubonic plague!
What do you do? Why you rush over to the local church and have the first priest you meet cast a Remove Disease spell! Good as new!

How threatening can diseases actually BE in a world where a 5th level Cleric (3rd level if he has the Restoration subdomain) can cure all but the most virulent (or magical) diseases? The illnesses that threatened our medieval world, like plague, dysentery, tetanus, tuberculosis and rabies, can be healed by the town priest in fantasy worlds. So, why bother at all?
Taking into account that most resident priests wont be 5th level, there's still traveling clerics (like the PCs), or the local priest could appeal to his church to send a more experienced healer. Even failing all of these, any witch or alchemist worth his salt can brew up a potion of remove disease, or at least a dose of antiplague.
So how can you make contracting an illness more pressing than "Oh, just got tetanus, better make a quick stop at the cathedral"? Sure, removing such spells is viable, or upping the DCs of the illnesses. Can anyone think of anything else?

I have a reason beyond theory to ask this, honestly; one of my players in Rise of the Runelords just contracted tetanus from the trapped chest in Thistletop. Their 4th level and by the time they defeat Nualia (or allow her to escape, they have a foolish habit of that) they'll be 5th, high enough for the druid to cast the fore-mentioned miracle spell. I'm trying to up the ante for my group as they've been mowing through every encounter (including the tentomort, which I had even slapped the Advanced template and a Mythic rank on), so I want to give them some out-of-combat reason to fret.


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Fetchystick wrote:
Trousers of deception: This pair of thick, wooly trousers provides a +9 enhancement bonus to the wearer's bluff skill. When the wearer begins telling a lie, the powerful magic imbued within the Trousers of Deception causes the trousers to light on fire.

Ok, I admit it, before reading the part about catching on fire I was thinking "Pinocchio."


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As far as classes that can fall, my group alters things a bit, at least with regards to anti/paladins. If you look at the paladin class description and abilities there isn't a SINGLE thing that has to do with being lawful. No Smite Chaos ability, no Aura of Law, nothing. Its all about being the pinnacle of GOOD. The opposite is true for the anti-paladin (why they arent called blackguards I don't know); not a single Smite Law or ANYTHING relating to them being chaotic. So we simply lift the law-chaos requirement. Chaotic Good paladins are just as good as Lawful Good ones, just a different flavor.
Also it allows for intriguing conflicts; what happens when a Chaotic Good elvish nation contests the harvesting of wood by a Lawful Good human nation who NEEDS that wood for [insert genuinely good cause here]? What happens when they send their respective paladins to duke it out?
Good on Good violence, brothers and sisters.

On the note of barbarians and monks, those make sense. To me, anyways. A lawful character would, conceivably, try to control and suppress his anger (like Republic-era Jedi), while barbarians function by giving themselves to it (like your typical Dark Jedi or Sith). We houserule it so that ANYTHING with a rage ability must be non-lawful (exception for the rage spell, since its slightly mind-controlling). Maybe a lawful barbarian archetype could focus that rage, getting reduced benefit (like +2 STR/CON and +1 Will) but also reduced drawback (-1 AC, penalty on normally restricted skills, CL check to cast spells). But the core barbarian doesn't do that, and a well-ordered mind just doesn't fit with giving yourself to a wild and destructive emotion.

Likewise, being a (typical) monk requires having an orderly, focused and meditative mind; it'd make sense that you need that kind of inner calm to channel your ki. That said it doesn't make sense that loving freedom and spontaneity means you cant keep doing kung-fu, so our group takes away ki and related abilities from "fallen" monks, and gives them the chance to immediately take the Martial Artist archetype instead of atoning.

$0.02


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Aberzombie wrote:
Bill Lumberg wrote:

I wish I could get within five feet of my grille without triggering a thunderstorm.

Granted! As you saunter up to the grille, a sandstorm buries your entire hometown.

I wish I had more time to game.

THE NECROMANCER STRIKES! You are transformed into a d20 passed around like a village bicycle at an endless PFS game at GenCon Infinity.

I wish I lived in Ponyville.


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1. I'll be a player but my GM has given me more-or-less free reign as long as i stay under 20 RP (in exchange I'm GMing a game in which she's using a race of tiny fey she built: shes a huge Tinkerbell fan).
2. Bats can pinpoint objects with their echolocation, determining size, general shape and distance. Blindsense lets you know something is there but not with that level of precision.

Someone recomended another limitation that may reduce the point cost and give a normally epic power a bit of a nerf: making the echolocation effect a 30ft cone-shaped burst.
So now its...
Echolocation (Ex) By producing a burst of ultrahigh frequency sounds, you can detect creatures and objects you couldn't normally see. As a free action you can produce a 30ft cone of this sound: by listening to the echoes you can pinpoiint creatures and objects within the area of effect, as if you had blindsight within this area. Other creatures cannot hear this sound unless they can percieve ultrahigh frequencies (such as dogs, bats or dragons) or possess a similar ability, such as hearing-based blindsight. This ability does not function if you cannot make sound (being gagged, for example) or if you are deaf. You cannot detect anything within an area of magical silence.
What do you guys think? Does applying a limited AoE nerf it enough to make it more viable? What would the RP cost be? Considering what it does is 30ft a good range?

Off topic slightly, do larger creatures have greater ranges for sight and hearing? Like, would a dwarf under the effects of enlarge person have Darkvision 90ft?


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Aw, no Dorn? Sad face.
Well, maybe next time. Think I'll build another character: got a few concepts in mind for a Demon-born Tiefling elemental-bloodline sorcerer trying to cleanse his blood of Abyssal taint, a demented Gnome cleric of the old cults (or maybe madness oracle) trying to show people the happy side of the Great Old Ones, and an elf ranger obsessed with green dragons.


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I need some help building some evil NPCs for a Circus of Shadows.
The boss of the circus is a Half-Fiend Fetchling Shadowcaller Summoner 5. I'm not sure about his eidolon yet but I was going to base it on the Thing From Beyond model: some horrible mass of tentacles and teeth (and tentacles WITH teeth).
A little backstory: the PCs are in a caravan and during their journey they come across a circus set up on the side of the road. Unbeknownst to the group the circus is made up of a gang of psychotic cannibals who use a circus as a ruse to lure in new victims to terrify and kill, packing up and moving on every few days.
I need 13 more NPCs: I'm basing them on the earthbound spirits of Th13rteen Ghosts.
The Firstborn Son is a trickshot archer,the Bound Woman is a contortionist and escape artist, the Withered Lover is a fire-eater (one of the only 2 non-evil characters being forced to work for the circus), the Angry Princess is a knife-swallower, the Pilgrimess is a witch/stage magician, the Jackel, Great Child, Dire Mother and Torso are part of the freak show and the Juggernaut is the strongman. I'm not sure how to cast the Torn Prince, the Hammer and the Broken Heart, though the latter is the other non-evil character. Thoughts as to what these 3 should do?
I know I want the Bound Woman to be a choker with the giant template, the Pilgrimess to be a changeling witch and the Great Child to be a demodand-spawn tiefling, but I'm not sure about the rest. Ideas on what race/class or monster they should be?
I'd like the Torso to be able to take its body apart somehow, kinda like Chopper from One Piece only more gruesome; any thoughts as to how to do that?