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Pathfinder Adventure Path Subscriber
![]() Reading over the flying cloud castle last chapter of Giantslayer reminded me about the flying pyramids in the last chapter of Mummy's Mask. And then a great idea popped into my head, a game with flying pyramids vs. cloud castles! It might be fun to put the Giant Cloud Castle at the end of Mummy's Mask or the flying pyramids at the end of Giantslayer, or maybe just a whole new game with an assumption that these things exist. Heck you could even throw in some resurgent dwarven Sky Citadels should you want to. ![]()
Pathfinder Adventure Path Subscriber
![]() Some subtypes (example: the asura and behemoth subtypes from Bestiary III) indicate that members of their subtype races have spell resistance equal to 11 + CR. My question is, does that SR increase as CR increases. So if say an asura started gaining levels in a character class and thus caused its CR to go up, would its spell resistance also go up? What if it increased CR through getting a template or advancing in racial hit dice? ![]()
Pathfinder Adventure Path Subscriber
![]() Besides the usual class skills all outsiders get (Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth), is there any easy way to judge which skills an outsider may have in a bestiary are class skills? (Besides looking at the ones at max ranks and seeing which skills have the additional +3 bonus and which don't?) I'm talking about particularly complex or high int outsiders that may have more than 4 additional skills (some of which may not be at max ranks). ![]()
Pathfinder Adventure Path Subscriber
![]() Does the Great Beyond cosmology for Golarion (and seemingly the surrounding planets) impose itself over the rest of the universe Golarion sits in, or does it only apply to a certain area? Like for example, do ALL of the universe's mortal souls (barring any mishaps) go through the Boneyard and get judged by Pharasma, or is she limited in "jurisdiction" to certain parts/galaxies/solar systems? ![]()
Pathfinder Adventure Path Subscriber
![]() I'm planning an upcoming Incursion campaign, and I'm trying to decide what PC classes I'll have available for the githyanki. Here's what carries over from 3.5:
For PF Classes I'll allow the Githyanki to have:
Classes I'm disallowing from githyanki (at least those loyal to the queen):
I'm on the fence about the following classes:
What do other people think? What do PF classes do you think the githyanki should be allowed to take? ![]()
Pathfinder Adventure Path Subscriber
![]() So we have the thread on what would happen if all the bad things happened in APs would come true in the same continuity. But what about the GOOD things? With the revelation of the AP after Giantslayer, I think it might be an interesting exercise to picture a Golarion after all these monumental events occur. Where as "All the bad things happen..." might be fun for a post-apoc scenario, I think a "All the good things happen..." might be fun for a gilded age type scenario. Glory has been won across the Inner Sea (and in some places beyond), but now that many of the more overt threats have been nullified, Golarion must deal with picking up the pieces that the conflicts left behind. When an evil is destroyed, there is always a power vacuum to fill. Whereas most implications of the heroes winning might be good, there could be ripple effects that might down the line might not be so good. Consider Mendev, for instance. Now that the Worldwound is closed, Mendev must look inward to purge its own ranks of the corruption the crusades have allowed to seep inside it. And what about its relationship with Taldor. Will Taldor call them home now that their work abroad is done? What if Mendev resists being called home to help restore Taldor to its former glory? And will Sarkoris recover- possibly coming back with a vengeance? For the purpose of this discussion, we will assume any player characters defeated the final BBEG and stuck around just long enough to stabilize the immediate chaos left behind in the aftermath of an AP. After that, they ran off to other planes or otherwise became occupied by other things that more or less take up their time. So the world's more or less able to develop on its own. What do you think would happen and what ideas would you have for an age that is not as golden as we might like. ![]()
Pathfinder Adventure Path Subscriber
![]() Scanning over my subscriber's pdf copy of Herald of the Ivory Labyrinth, and lo and behold, I find a sidebar allowing for the (however remote) possibility of the redemption of a (albeit former) runelord (and a lich, at that!). Now this to me almost speaks as (if achieved) the ultimate epic redemptions (right up there with redeeming a certain demon earlier in the adventure path.) ![]()
Pathfinder Adventure Path Subscriber
![]() So let's talk about Olfden, the Andoran town described in the Guide to Darkmoon Vale as twice the size of Falcon's Hollow "but half the excitement". Well let's inject some. It's got some potential, with the Night of the Silver Blood, and Irik Von Set, for example. What are your thoughts on Olfden? What do you have going on in your games? ![]()
Pathfinder Adventure Path Subscriber
![]() So I had a question about the alchemist with the fast bombs and stink bomb discovery. If an alchemist uses fast bombs and throws multiple stink bombs at the same target area in the same round, do the creatures in the target area of the stinking cloud effect have to roll a seperate fort save for each bomb? ![]()
Pathfinder Adventure Path Subscriber
![]() So I was thinking about updating some gods from 3.X D&D and also making some of my own, and that got me curious about gods and domains. In D&D gods had a varying number of domains, from 3-6. In Deities and Demigods a god actually had to buy a Extra Domain salient ability to grant worshipers an extra domain. However, in the list of sample deities in the Pathfinder core rulebook, the selection of domains is a lot more even. Each god has 5 domains. Is this a new standard for designing deities in general in Pathfinder? I have not seen any explicit guidelines for assigning domains to gods. I was also wondering about grouping domains together. Are there any particular guidelines on this or broken combos I should be concerned about? I gather since one could play a cleric of a philosophy with any two domains that made sense, assignment of domains is mostly a flavor issue. Is that correct? ![]()
Pathfinder Adventure Path Subscriber
![]() In Second Edition D&D, two fairly obscure class books (not in the Complete Series) came out. One was for the chronomancer (called Chronomancer), a time-traveling specialist mage, and the other was for a shaman (called Shaman, and actually three varieties, all of which communed through ritual with a special spirit world). What really stood out about these were the worlds they added to the game (for the chronomancer, the demiplane of time, and for the shaman, a world of spirits based entirely on belief). The chronomancer could slip through time (and take the rest of the party with her) from an early level (though sometimes it was really rough going). The shaman got his spells from negotiating and getting support from the spirits- the spells could really be diverse- but each spell slot was filled with a particular spell produced by an interaction with a particular spirit. And of course being able to chat up with all sorts of different spirits through ritual (legendary heroes, monsters, ancestors, blood spirits, even bogeymen) was really awesome. So I was wondering, has anybody done conversions for these for Pathfinder (or even 3.X, for that matter)? There was a lot of meat with each book, from spells to monsters. ![]()
Pathfinder Adventure Path Subscriber
![]() So with the diversity in possible designs and themes for the summoner and the eidolon don, I was wondering how people themed your character and his "pet"? What kinds of magical traditions do they represent? Is your eidolon a manifestation of the astral? A conjured genie? A piece of your character's inner psyche? A demon your character made a pact with? Something better left unspoken? Who is your summoner like? A hermetic recluse who associates with few people or things beyond what she summons? A demonlogist? A monster trainer? A precocious young mage who brings his imagination to life? And what does your team do? How do they relate to and work with each other? How do they relate to and work with the rest of the party? ![]()
Pathfinder Adventure Path Subscriber
![]() I was wondering about how antimagic field works against incorporeal creatures that are not undead. It says "Summoned creatures or incorporeal undead wink out if they enter an antimagic field." What about incorporeal creatures that are not undead? Are incorporeal non-undead unaffected by the antimagic field and thus immune to harm while in the area of the field? ![]()
Pathfinder Adventure Path Subscriber
![]() I had a question about how damage resistance or vulnerability work with each other in the unlikely case a creature is subject to both. For example, if a caster were to cast Resist Elements (fire) on an ice mephit (vulnerable to fire). Would you increase any fire damage incurred by 50% before or after applying the Damage Resistance 10 from the Resist Elements spell? |