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I played an oracle years ago and in his backstory he explained that the curses are the result of a moral being touched by a god. The moral body is not capable of ensuring such a touch without some sort of detriment as you are infused with raw divine power.


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We haven't played any of the adventure paths yet, but we may start soon. I've been wondering, how did you feel about the mythic rules while playing/running this game? Is there anything about them you would change? Were their certain aspects you enjoyed?

WotR is one I was very interested in running. If the players succeed, then we had a great campaign. In the chance they failed, I would run a follow up campaign where the new characters are veterans of the crusades and spend the game witnessing the major events of the failure and eventually are the ones who help put together the two coalitions that try to fight off the new spread.


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SilvercatMoonpaw wrote:
Fnipernackle wrote:
...(maybe church backgrounds or some other name).
"Philosophies". Defines how a cleric goes about supporting their religion's tenets and interpreting their god's teachings: Zealous, Even-handed, Contemplative, etc.

I really like this concept. I would like us to expand on this some more.


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DaveMage wrote:

I can see where your coming from, Fnipernackle, and I'm sticking with PF1 too, but I don't *want* any new content. There's just *so much* that I have left to explore in PF1 that I'm looking forward to not having to buy or create anything else for a very, very long time.

Do you really need to create new content at this point instead of exploring the thousands of pages of content that's already available?

Now that said, if you (and others) enjoy creating new content, then absolutely do so!

I don't really NEED new content, but there are things we have made that we would like to compile in a completed form for future reference. We also want to "cut the fat" as Gulthor said above and fix some things in the official rules that we would like to see fix/expanded/improved, like the cleric for example. We just want to actually make an actual pdf for our changes and fixes for future reference. I have done pdf projects for community projects on the boards as well as my own in house tinkering. I just hope there will still be people interested in helping balance those out as well as people who would be interested in free pdfs that I compile so that my group isn't the only one benefiting.

Honestly, when I heard about 2nd edition, I was saddened. I still don't think we need a new edition, as a soft refinement like Unchained was fine. As I have looked at the second edition rules, I'm not impressed and it's not 3.x anymore; it's a new entity and I'm not looking for a new rpg. The 2nd edition community will not be getting my services in the future (not like anyone cared), but there are still things I want to make and I don't want it to be just for 5 other guys.

I'm going to miss this community, but I hope it sticks around for years to come.


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I have been playing Pathfinder since it came out, and I played 3.5 and 3.0 before that. I love the system and when I heard about Pathfinder and saw how it improved the game I loved, I couldn't get enough. I have bought almost every product and been a big supporter of the game and of Paizo.

Now we have 2nd edition on the horizon, but after looking at it, my group and myself aren't interested, as we aren't liking the changes and overall, it doesn't feel anything like 3.5, which is why we got into Pathfinder in the first place. We have a lot of game concepts and a lot of character ideas we still want to play out, and I find it a shame to have all this material for 1st edition and most people are going to disregard it and play 2nd ed. I wanna get more than my money's worth out of the books I've bought and the material I've created.

That being said, I know there are others in the community that also are sticking with 1st edition, and I'm wanting to get a group of people together who feel like compiling, creating, and playtesting new material for 1st edition even after 2nd edition hits the shelves. I know that most companies are going to jump on the 2nd edition train so it'll be up to the community to keep the game going with fresh new ideas. I'm also planning on converting new campaign setting material that comes out to 1st edition to expand on the Inner Sea setting.

I have worked with others in the community before, and I have compiled and created pdfs for new material that we have created. My group also has a ton of other material we want to compile into another book in the next year.

Please let me know if you are interested in being part of a group that is interested in continuing to create, convert, and balance new and old material for the game we all love to keep it alive. I would love to hear ideas and thoughts on this as well. I look forward to hearing from anyone interested (hopefully there's more than I'm expecting).


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Will your weapon proficiencies be based off where you are from? I found it was ridiculous for my character from Osirion being more proficient with a longsword than a khopesh.


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Sundakan wrote:
A mystery without an answer isn't a mystery. It's just a thing that happened.

I'm sorry, but when I read this and saw how so many people liked it, I couldn't stay quiet.

An event without and answer is the exact definition of a mystery. It becomes just a thing that happened when you solve it.


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Razmir & His Church

The following is my take on how the Church of Razmir operates and is by no means cannon. This is just what I have come up with to expand on my favorite aspect of Golarion and to aid myself since my next character is a Razmiran Priest. Hope yall enjoy.

Introduction

Razmir appeared in the lands of the River Kingdoms in 4661 AR, claiming that he achieved divinity through the use of the Starstone. Since then, he has established a nation bearing his name, expanded his kingdom at the expense of others, and has established his own church, complete with a well trained clergy. What no one realizes (save a few Visions of the 15th Step) is that Razmir is not a god, but a false god. In reality, he is an aging man looking for a way to stop his eventual demise to old age. Why the Visions of the 15th Step don't reveal his false divinity is a mystery. Maybe Razmir has paid them off in some way. Maybe they believe that one day Razmir will truly gain divinity and will make them his heralds for supporting him even when they knew he was a fraud. Maybe Razmir has powerful magic keeping these individuals from revealing his secret. Whatever the case may be, Razmir is believed by most in his kingdom that he is divine, and many of those outside his kingdom have little reason to doubt his claims. It is therefore believed by most (if not all) that Razmir is in fact divine.

The Church of Razmir

Although Razmir is not a god and is incapable of granting divine magic to his worshipers, the clergy of the Church of Razmir have been trained extensively to hide this truth and to disguise their magic and use of magic devices to make it appear as though they are true clerics of the Master of the 31 Steps. Razmiran Priests are not aware that their god is not a god at all, yet they have been indoctrinated to believe that he is.

Razmir is trying to spread his influence across the Inner Sea Region, as well as find a method to keep himself from dying, and he will resort to any measures necessary to achieve his goals. He has also indoctrinated his priests to do the same. To spread his influence, he must win the hearts and minds of people from other lands, and his clergy are required to do good deeds to make it easier for his influence to spread. Yet, some things that Razmir require would take far too long to obtain if he were to have his clergy remain pristine. Therefore, he requires his followers to also engage in less than noble activities to obtain things that would otherwise never be obtainable in a timely fashion.

Razmiran Priests are given a mask when they complete their training at Thronestep and some are sent out into Razmiran to spread the will of Razmir and bring more followers to his call, while others are sent out into the Inner Sea region to help run temples of the Living God. It is their duty to not only spread Razmir's word, but to also enact deeds of charity and assistance. The priests heal the sick where they can and offer assistance to the town guard, governors, politicians, local businesses, etc. Razmiran Priests are always required to wear their masks and priestly uniforms when enacting such deeds.

Yet this is not all they do in their day to day lives. Razmiran Priests are also required to engage in a number of illegal and immoral activities to assist the Church of Razmir. This can be anything from extortion, information gathering, assassinations, kidnapping, and any other activity that "needs" to be accomplished. When enacting these activities, Razmiran Priests are required to disguise themselves so as never to be directly tied back to the Church of Razmir. Priests do not question their orders or activites since they have been indoctrinated to believe that they are fulfilling a greater service. Since Razmiran Priests are indoctrinated to engage in such activities, both good and evil, many are of a neutral alignment due to their good and evil actions.

These are not the only roles the priests play in the church. Each priest may be asked to fulfill other positions depending on each individual's skill set. Some priests are sent out into the Inner Sea region not to spread the word of Razmir necessarily, but rather to strengthen political and social ties with those of importance in those particular regions. These Razmiran Priests will work with the local temples of Razmir (if there is one in the area) and also offer to provide helpful assistance to the governing body of the city if they are needed. These priests help establish and/or reinforce the Church of Razmir's standing, as well as that of Razmir himself, in that particular region.

Indoctrination of the Razmiran Priests

Within the Exalted Wood is a secret fortress where the would be priests of Razmir undergo their "training." The most important aspect of this process is a method of implanting ideas within each priest's subconscious called Inception. These ideas are implanted so deeply and in such a simplistic form that these ideas become second nature to the priest. The reasoning for these ideas is not necessary to implant them, and since Razmir himself performs each priest's Inception, only he knows exactly what ideas are being implanted and what simplistic form they need to be in for the priest's mind to accept the idea as his own. One such idea is that the priest must make elaborate lies when questioned about the priest's actions or the actions of the church in an effort to make the Church of Razmir appear as a beacon of all that is good.

Due to their heavily indoctrinated state, Razmiran Priests have been told that their spell casting is a little different than other clergy since their god is actually on the material plane. They have also been told that they will be required to do whatever is necessary for the glory of Razmir, but depending on what those tasks may be will dictate how they go about completing it (whether they should perform the tasks in priestly garb or not). They do not question why they mask the use of wands and rings to make the items effects appear as their own, nor do they question why they constantly lie when questioned about their actions. Razmiran Priests will only use their cure spells (those granted to them through the Razmiran Priest prestige class) while in combat. These spells grant temporary hit points instead of real hit points but the appearance of the wounds healed in this manner look and feel like they've actually been healed. Since they are aware that their magic is "different" due to their deity being on the material plane, any individual that feels sluggish or falls unconscious when the temporary hit points vanish after combat is explained away by the Razmiran Priest as that target just being tired from the combat and while the priest healed his wounds, he did not cure the target of being fatigued afterwards.

Resources

5 TPA, 1 CPA: Receive a Holy Mask of the Living God (Gods & Magic, pg. 57) and you may use cure light wounds through the mask twice per day.
10 TPA, 5 CPA: Receive an Exalted Mask of the Living God and the DC is increased by 2 for anyone attempting to cast dispel magic on your mask.
20 TPA, 10 CPA, must be a Herald of the Eighth Step: Host a dinner party, funded by the Church of Razmir, in which many of the city’s merchants and vendors are invited to attend. The party may take place in a relatively nice part of the city, the food is of comparatively good quality, and music is provided by a band led by a 6th level Bard. While hosting this dinner party, you receive a +4 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.
20 TPA, 2 CPA, must be a Herald of the Eighth Step: Utilize the church’s covert underground allies in a city to gain a +10 to one Diplomacy check to gather information.
35 TPA, 15 CPA, must be a Mask of the Twelfth Step: Host a dinner party, funded by the Church of Razmir, in which many of the city’s upper class (as well as clergy from other religions) are invited to attend. The party may take place in a dinner hall located in the main district of the upper class, the food is of good quality, and music is provided by a band led by an 8th level Bard. While hosting this dinner party, you receive a +6 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.
50 TPA, 20 CPA, must be a Vision of the Fifteenth Step: Host a dinner party, funded by the Church of Razmir, in which the city’s, as well as the country’s, governing body and/or nobility are invited to attend. The party may take place in a palace or other comparatively high quality dinner hall, the food is fit for a king, and music is provided by a band led by a 10th level Bard. While hosting this dinner party, you receive a +8 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.

Items

Exalted Mask of the Living God
Aura Moderate illusion (shadow); CL 5th
Slot Mask; Price 3,000 gp; Weight 3 lbs.
Description
This mask is more commonly worn by Razmiran Priests who venture outside of Razmiran and possesses all the abilities of a Holy Mask of the Living God (Gods & Magic, pg. 57), with the following additions. If Razmir is your patron, anyone other than yourself attempting to remove your mask removes a replica of the mask that stays in their hand for 1 round, before dissipating into nothingness, while your mask remains comfortably on your face. If the mask is targeted by dispel magic in an attempt to remove it and reveal your true identity, you become instantly aware of such action. This may result in you being awakened from the unconscious condition so that you may protect your identity, but it does not allow you to ignore the effects of paralysis, stunned, and other conditions that restrict movement. If your mask is targeted by dispel magic while you are unconscious from being reduced to negative hit points, you are immediately awakened and stabilized, and can act as if you have the Diehard feat. In addition, you may use cure light wounds 2 times per day, rather than once.
Construction
Requirements Craft Wondrous Item, cause fear, shadow conjuration, creator must have at least 5 ranks in Heal and Intimidate; Cost 1,500 gp

Spells

Tiered Spells
Tiered spells are spells that can have their effects intensified by preparing or spontaneously casting them in higher level spells slots, or by sacrificing prepared spells or spell slots upon casting. When a tiered spell is prepared or spontaneously cast in a higher level spell slot, it is treated as a spell of that level for all purposes related to the spell’s level, such as its DC.

Lie
School Enchantment (charm) [mind-affecting]; Level Antipaladin 1, Bard 2, Cleric/Oracle 2, Druid 3, Sorcerer/Wizard 2, Witch 2; Tiered Antipaladin 3, Bard 4, Cleric/Oracle 4, Druid 5, Sorcerer/Wizard 4, Witch 4
Casting Time 1 standard action
Components V
Range Personal
Target You
Duration Instantaneous
Saving Throw None; see text
Spell Resistance No
A lie you speak may be able to convince even listeners who should be suspicious or unwilling to believe you. You gain a +10 bonus on a single Bluff check. The one lie you speak with this spell is immune to the effects of zone of truth even if you failed your saving throw. Additionally, you may cast or prepare lie in a higher level spell slot (the level of this spell slot is listed above) to make the one lie you speak with this spell immune to the effects of discern lies. However, the caster of zone of truth or discern lies is entitled to a Spellcraft check (DC equal to your Bluff check) to sense the twinge of interfering powers between the two spells and become alerted to the offending lie. The Bluff check you make is subsumed in the casting of this spell.


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I do have concerns about options being released for the sorcerer. Paizo only gave sorcerers archetypes and bloodlines in Ultimate Magic which was a huge let down for me. It was then "justified" by saying they gave them new spells as well (which the wizard could also use and most of those spells I don't find as useful for a sorcerer as other spells I could take, and I mainly play sorcerers). All the while, wizards got arcane discoveries. Why didn't sorcerers get that as well? I also agree with andreww in that most of the bloodlines are garbage. I don't need claws on my sorcerer since, even if I were to use them, I'll most likely miss with my poor BAB. The rakshasa bloodline, while having useful spells and abilities, gets shafted for bloodline feats. Just some food for thought. Not saying Paizo hates sorcerers, but the lack of good and flavorful options for sorcerers beyond character creation is pretty disheartening.


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Rakshasa


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No


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I've been thinking this week about the Intimidate skill, and I'm finding it a bit confusing concerning it being based off Charisma. It's not that I don't like Charisma (most of my characters are Charisma based), but that I can and can't see this skill being tied to all ability scores. So I broke it down.

Strength - I can see someone breaking a beer mug or a chair over their leg as a means to intimidate someone (forgoing the hardness of the object for story's sake), but I have known people that aren't physically strong that are pretty intimidating.

Dexterity - Not really sure how you would use Dexterity to intimidate someone, so this is problematic.

Constitution - I can see someone using their physical build to intimidate someone, but like the Strength conundrum, I have known some people who's stature isn't intimidating, yet they are in other ways.

Intelligence - I can see how intelligence can be intimidating, but there are people who are dumber that a bag of hammers that are pretty intimidating.

Wisdom - Same as Intelligence, but there are people who aren't too wise that are intimidating.

Charisma - I can see how this ability is the one used for the skill currently, as you are forcing your personality on another individual, but the same goes for Charisma as with Wisdom and Intelligence; there are people out there that couldn't influence a dog with their personality, yet they are still intimidating in some sense.

Anybody have any thoughts on this skill? I kinda wanna know what they Pathfinder community's thoughts are on this skill.


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I greatly look forward to this product. Dotting.


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Odraude wrote:
Fnipernackle wrote:

In my opinion, the bloodlines need an overhaul. I'm tired of getting claws I'm NEVER going to use with my poor BAB. Maybe set up bloodlines like Oracle mysteries where you can pick what you want.

It has been said that being a spell level behind the wizard is a detriment that makes the class almost unplayable. I don't agree. Maybe change it up to where at odd levels they get a spell known of the next level but have to use multiple spell slots that equal to the level of the spell to cast it. Or at odd levels give them spells per day of the next level (but not spells known) that allows them to use lower level spells in granting them the benefits of Heighten Spell.

Just some thoughts.

Having run a sorcerer into the high teens, it is most certainly not unplayable. Sounds like more hyperbole from the forum echochamber ;)

I think the sorcerer spells are fine. It's the bloodlines that could take a looking at.

I don't believe it is unplayable, and I believe the way they work, if built correctly, they are better than wizards. I have proven that many times over. Thus why I don't agree with many of the viewpoints on the forums. But I have seen way too many people say that being a level behind the wizard severely gimps the class.


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Here is The Lost Arts, a FREE pdf supplement for the Pathfinder Roleplaying Game. This supplement is the end result of over a year and a half of work on my part to compile, convert, and create new and interesting options for my favorite rpg. Inside you'll find:

*Archetypes for the alchemist, cleric, ranger, and wizard, including Uringen Soujourner, Devotee, and Seeker of the Arcane Conjunction
*1 new domain, contagion
*5 new subdomains, including chitin, naga, and scale
*2 new oracle curses, claustrophobic and skeletal
*5 new oracle mysteries, including Gold, Hell, and Justice
*5 new bloodlines, including Ghul-touched and Incandescent (Numerian specific)
*29 new feats, including Blood Magic and Extra Nanite Surge
*1 new weapon, shielded crossbows
*2 new alchemical items, gem grenades and sparkwands
*8 new special substances, including star amber, skystone, and soulsteel
*Wonderous alchemical items, including goggles of discernment and jet boots
*9 new magic weapon special abilities, including alkaline and caustic burst
*9 new wonderous items, including the philosophic scabbard and the handwraps of Irori
*112 new spells, including Tiered spells and Spells of Sin Magic
*83 new traits, including Proficiency traits
*7 new options, including the Calistrian Copulomancy, Lost Arts, Magic Sterility (a method of play asthetic characters), Ritual Casting, and Thematic Channeling

This pdf is my gift to the Pathfinder community, whether you decide to use the options within or not. Feel free to change or adapt these options into your games to help enrich your gaming experience. If you have any questions or comments, please post them in this thread or send me a private message on here and I will be happy to get back to you promptly. I hope you enjoy The Lost Arts and all it has to offer. Happy gaming!

Note: This file is virus free, and if you are having trouble downloading it, please let me know in this thread or private message me on here and I will fix the problem asap. Websites today have been doing some really weird and frustrating things.


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While creating a feat to give androids extra uses of their nanite surge ability, I was wondering if anybody else has come up with ideas or have designed their own options for androids.


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Ok, so there's a few things that do this that I missed or forgotten, but they are either once per day, for a particular school of magic, or have a drawback. There is no blanket +1 - +2 the caster level for all spells without a drawback. As pointed out earlier, there is a way to use this ability to cast low level spells at a ridiculously high caster level.

But as it stands right now, I still think this class overshadows both the sorcerer and the wizard in its casting style and that the exploits are too good. And yes I will go as far to accuse those who say this class looks amazing and that they cant wait to play it or those that say this class isn't unbalanced or overpowered are either power gamers, munchkins, and/or those that eat their cake and want it too.

The abilities don't sit within the realms of what casters can do at the moment and giving a class that gets the best of both worlds as well as new abilities that go outside the range of what can be done within the game's mechanics right now is not good design and is a problem.


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Lemmy wrote:
ciretose wrote:
Like the flavor, any broken builds yet?

Arcanists are full casters. What makes full-casters broken is their spell lists, not feats or even class features. Those are just gravy most of the time. Whatever spells make Wizards broken will also make Arcanists broken.

That said, Arcanist Exploits are so freaking powerful, they just make this class even more unbalanced... Teleport as a move action, boost spell DC and CL by +2, instant spontaneous dispel, suppressing spells or making them last longer. No Sorcerer bloodline comes even close, and other than a couple exceptions, no Arcane School either.

And of course, Arcanists can recover arcane points and possibly reach a huge amount of them. No other class gets to have that many points of whatever limited resource they use (usually limited to 3+attribute modifier or 1/2 level + attribute modifier) and very few can recover their resource pool without resting. The ones who can do it are not full casters and have a vastly inferior resource pool.

Let's see if I can build a decent Arcanist... I did it in about 10min, so I'm sure it could be improved.

** spoiler omitted **...

+1 to this. The old version we found a way to allow. With this version, we are back to banning its usage. Nothing in the game gives bonus to caster level except a trait which is for a specific spell. Feats give bonuses to DCs but only for spells from one school. They get a base ability that does BOTH to ANY SPELL!

They have Improved Counterspell and Reactive Counterspell, the latter of which is a 15th lvl feat, as a base exploit, and can get the benefits as a dispel magic spell before they could even cast it.

Dimensional Slide gives them a better option for a 5 foot step.

They can mix both types of metamagic casting with a point expenditure.

Sorry, but this whole revision is a step way back.


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I'm sad to see that this thread died after I posted all that stuff. What gives?

Anyways, here's another resource for yall

20 TPA, 2 CPA, must be a Herald of the Eighth Step: Utilize the church’s covert underground allies in a city to gain a +10 to one Diplomacy check to gather information.


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The following is my take on how the Church of Razmir operates and is by no means cannon. This is just what I have come up with to expand on my favorite aspect of Golarion and to aid myself since my next character is a Razmiran Priest. Hope yall enjoy.

Introduction

Razmir appeared in the lands of the River Kingdoms in 4661 AR, claiming that he achieved divinity through the use of the Starstone. Since then, he has established a nation bearing his name, expanded his kingdom at the expense of others, and has established his own church, complete with a well trained clergy. What no one realizes (save a few Visions of the 15th Step) is that Razmir is not a god, but a false god. In reality, he is an aging man looking for a way to stop his eventual demise to old age. Why the Visions of the 15th Step don't reveal his false divinity is a mystery. Maybe Razmir has paid them off in some way. Maybe they believe that one day Razmir will truly gain divinity and will make them his heralds for supporting him even when they knew he was a fraud. Maybe Razmir has powerful magic keeping these individuals from revealing his secret. Whatever the case may be, Razmir is believed by most in his kingdom that he is divine, and many of those outside his kingdom have little reason to doubt his claims. It is therefore believed by most (if not all) that Razmir is in fact divine.

The Church of Razmir

Although Razmir is not a god and is incapable of granting divine magic to his worshipers, the clergy of the Church of Razmir have been trained extensively to hide this truth and to disguise their magic and use of magic devices to make it appear as though they are true clerics of the Master of the 31 Steps. Razmiran Priests are not aware that their god is not a god at all, yet they have been indoctrinated to believe that he is.

Razmir is trying to spread his influence across the Inner Sea Region, as well as find a method to keep himself from dying, and he will resort to any measures necessary to achieve his goals. He has also indoctrinated his priests to do the same. To spread his influence, he must win the hearts and minds of people from other lands, and his clergy are required to do good deeds to make it easier for his influence to spread. Yet, some things that Razmir require would take far too long to obtain if he were to have his clergy remain pristine. Therefore, he requires his followers to also engage in less than noble activities to obtain things that would otherwise never be obtainable in a timely fashion.

Razmiran Priests are given a mask when they complete their training at Thronestep and some are sent out into Razmiran to spread the will of Razmir and bring more followers to his call, while others are sent out into the Inner Sea region to help run temples of the Living God. It is their duty to not only spread Razmir's word, but to also enact deeds of charity and assistance. The priests heal the sick where they can and offer assistance to the town guard, governors, politicians, local businesses, etc. Razmiran Priests are always required to wear their masks and priestly uniforms when enacting such deeds.

Yet this is not all they do in their day to day lives. Razmiran Priests are also required to engage in a number of illegal and immoral activities to assist the Church of Razmir. This can be anything from extortion, information gathering, assassinations, kidnapping, and any other activity that "needs" to be accomplished. When enacting these activities, Razmiran Priests are required to disguise themselves so as never to be directly tied back to the Church of Razmir. Priests do not question their orders or activites since they have been indoctrinated to believe that they are fulfilling a greater service. Since Razmiran Priests are indoctrinated to engage in such activities, both good and evil, many are of a neutral alignment due to their good and evil actions.

These are not the only roles the priests play in the church. Each priest may be asked to fulfill other positions depending on each individual's skill set. Some priests are sent out into the Inner Sea region not to spread the word of Razmir necessarily, but rather to strengthen political and social ties with those of importance in those particular regions. These Razmiran Priests will work with the local temples of Razmir (if there is one in the area) and also offer to provide helpful assistance to the governing body of the city if they are needed. These priests help establish and/or reinforce the Church of Razmir's standing, as well as that of Razmir himself, in that particular region.

Indoctrination of the Razmiran Priests

Within the Exalted Wood is a secret fortress where the would be priests of Razmir undergo their "training." The most important aspect of this process is a method of implanting ideas within each priest's subconscious called Inception. These ideas are implanted so deeply and in such a simplistic form that these ideas become second nature to the priest. The reasoning for these ideas is not necessary to implant them, and since Razmir himself performs each priest's Inception, only he knows exactly what ideas are being implanted and what simplistic form they need to be in for the priest's mind to accept the idea as his own. One such idea is that the priest must make elaborate lies when questioned about the priest's actions or the actions of the church in an effort to make the Church of Razmir appear as a beacon of all that is good.

Due to their heavily indoctrinated state, Razmiran Priests have been told that their spell casting is a little different than other clergy since their god is actually on the material plane. They have also been told that they will be required to do whatever is necessary for the glory of Razmir, but depending on what those tasks may be will dictate how they go about completing it (whether they should perform the tasks in priestly garb or not). They do not question why they mask the use of wands and rings to make the items effects appear as their own, nor do they question why they constantly lie when questioned about their actions. Razmiran Priests will only use their cure spells (those granted to them through the Razmiran Priest prestige class) while in combat. These spells grant temporary hit points instead of real hit points but the appearance of the wounds healed in this manner look and feel like they've actually been healed. Since they are aware that their magic is "different" due to their deity being on the material plane, any individual that feels sluggish or falls unconscious when the temporary hit points vanish after combat is explained away by the Razmiran Priest as that target just being tired from the combat and while the priest healed his wounds, he did not cure the target of being fatigued afterwards.

There's more but I have to go and I wanted to get this up on here today since I promised it would be. Below are some game mechanics for those interesting in playing Razmiran Priests.

New Church of Razmir Resources

5 TPA, 1 CPA: Receive a Holy Mask of the Living God (Gods & Magic, pg. 57) and you may use cure light wounds through the mask twice per day.
10 TPA, 5 CPA: Receive an Exalted Mask of the Living God and the DC is increased by 2 for anyone attempting to cast dispel magic on your mask.
20 TPA, 10 CPA, must be a Herald of the Eighth Step: Host a dinner party, funded by the Church of Razmir, in which many of the city’s merchants and vendors are invited to attend. The party may take place in a relatively nice part of the city, the food is of comparatively good quality, and music is provided by a band led by a 6th level Bard. While hosting this dinner party, you receive a +4 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.
35 TPA, 15 CPA, must be a Mask of the Twelfth Step: Host a dinner party, funded by the Church of Razmir, in which many of the city’s upper class (as well as clergy from other religions) are invited to attend. The party may take place in a dinner hall located in the main district of the upper class, the food is of good quality, and music is provided by a band led by an 8th level Bard. While hosting this dinner party, you receive a +6 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.
50 TPA, 20 CPA, must be a Vision of the Fifteenth Step: Host a dinner party, funded by the Church of Razmir, in which the city’s, as well as the country’s, governing body and/or nobility are invited to attend. The party may take place in a palace or other comparatively high quality dinner hall, the food is fit for a king, and music is provided by a band led by a 10th level Bard. While hosting this dinner party, you receive a +8 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.

Exalted Mask of the Living God
Aura moderate illusion (shadow); CL 5th
Slot mask; Price 3,000 gp; Weight 3 lbs.
Description This mask is more commonly worn by Razmiran Priests who venture outside of Razmiran and possesses all the abilities of a Holy Mask of the Living God (Gods & Magic, pg. 57), with the following additions. If Razmir is your patron, anyone other than yourself attempting to remove your mask removes a replica of the mask that stays in their hand for 1 round, before dissipating into nothingness, while your mask remains comfortably on your face. If the mask is targeted by dispel magic in an attempt to remove it and reveal your true identity, you become instantly aware of such action. This may result in you being awakened from the unconscious condition so that you may protect your identity, but it does not allow you to ignore the effects of paralysis, stunned, and other conditions that restrict movement. If your mask is targeted by dispel magic while you are unconscious from being reduced to negative hit points, you are immediately awakened and stabilized, and can act as if you have the Diehard feat.
Requirements Craft Wondrous Item, cause fear, shadow conjuration, creator must have at least 5 ranks in Heal and Intimidate; Cost 1,500 gp


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I'm still in the process of creating everything for it. What all are you wanting to see and ill pushthrough it tomorrow and get it posted?


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So there's been many times when I see a piece of art (Pathfinder or not), and I wonder, "What spell are they casting?" So I figured we could turn this into a game (hopefully this thread doesn't get moved).

In the thread, we can link pictures of Pathfinder or other fantasy art and the community can take guesses at what spell is being cast. Bonus points for why. It should be a Pathfinder specific spell, and for those of you that might have homebrewed spells lying around, if you'd like to, post your homebrewed spell for the picture in question.

Note: All pictures were found through Google so if this game in any means infringes on copyright laws, please go after the people who posted the pictures online, not me. ;)

Link 1

Link 2

Link 3

Link 4

Link 5

Link 6

Link 7


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Joshua Goudreau wrote:
Fnipernackle wrote:
Generic Villain wrote:
Joshua Goudreau wrote:
Razmir is one of those stories that I feel really need to have more done with them in the game line. Like a Razmir AP, or perhaps an AP centered around Lake Encarthian that touches on that plotline.

Erik Mona touched on this recently in some thread somewhere. He said that Razmir's creator - Jason Nelson I think? - was running a Razmir-centric campaign with awesome stuff in it. He said something like "this stuff really needs to see print." I forget where...

Sorry for all the indefinites. I'm tired.

Its in the inner sea gods product thread. He said that after I was blowing up the thread when I found out razmir wasn't gonna be in the book.

He's not in Inner Sea Gods? That's crazytalk! If anyone deserves mention in that book it would be Razmir. However, perhaps that means he and his plot hooks will see development elsewhere soon.

There are so many great plot hooks that have been left undeveloped in the Inner Sea and while I think it's a good idea to leave a portion undeveloped for homebrew games to exploit as they will I hope we see more about Razmir. Treerazer too, but that's a different topic.

I was told that although he is worshiped, has a church, priests, etc, that he is still not a god and that therefore he will not be covered in the Inner Sea Gods hardcover book, which I still disagree with but I have to move on. I have made my disdain for this fact known though (not that it did me any good).

So here's my take on the Razmiran cult. Myself along with my GM have been discussing this cult for a while now about how they operate and what other individuals they would have in their employ. We have determined that since they like to keep a good appearance while they extort people for money and information, they do it carefully. They heal the sick and spread good words about the face that makes the Razmiran Priests seem good, while they are hiding behind their masks. When they go to extort people and resort to less than noble schemes, they do so while not wearing the mask, so that they cannot be identified or tied back to the church of Razmir. This preserves the good appearance while promoting a less than good agenda. Otherwise whats the point in wearing the masks? People would spread the info that the church was actually underhanded and their good reputation would be soiled, and therefore not matching what the books and wiki say about Razmir and his church. I look at Razmiran Priests as lawful neutral, doing good deeds in uniform and less than good deeds while outside of it and/or in disguise. Razmir on the other hand is still evil since he goes on about his ultimate goal using any means possible.

It does state in the books that Razmir is not liked by certain countries. This isn't because they know he's a false god. According to the wiki article, it says their is little to no reason to suspect he is a liar. Other gods, like Irori and others, have enemies. Certain countries hate them and/or all gods and religions in that regard. So his church being disliked by other clergy and countries doesn't prove his false godhood; it actually reinforces the notion that he is a true god.

As far as what goes on in Thronestep, I believe that the ritual that Razmir uses is similar to the process used in the movie Inception to plant an idea in a person's mind. That idea is that due to Razmir being on the material plane, a priest's magic will work differently than other clergy, and therefore can be seen as weakness or falseness. Therefore, a priest needs to hide the way he casts spells and rationalize his casting and other activities with lies and/or false truths planted in the priest's mind that he believes. This would eventually become an innate habit and the priest would never think anything of it. Also, if someone accuses a Razmiran Priest of casting a spell known to be solely arcane (such as scorching ray or boneshatter), the priest will say that Razmir can grant his clergy spells that are usually only known to be arcane because of his presence on the material plane. Clergy of Aroden may state that this cannot be since they did not gain the same ability, but they are a broken clergy with few members, and those members are crazy anyways for still worshiping a dead god.

When it comes to mechanics, the Razmiran Priest prestige class I like but have changed in a couple of ways. When they first gets the ability to case cure light wounds, you're 7th level or so overall, so cure light wounds is nothing. I gave them both cure light and cure moderate, and due to your level, cure serious is gonna be your top cure spell at the moment. If you keep the ability as it is written in the book, you will get use out of your False Casting feat to use wands and such to cure, but not your First Ritual ability. If you give them up to cure serious with it, you will never get use out of the False Casting feat. With my proposed changes, you will get use out of both abilities, one to be used in combat and the other out of combat.

I also don't think that a priest would use his innate cure spells on people outside of combat due to that they grant temporary hit points. This could raise suspicion among the masses if you cure someone and then they die later. Instead, outside of combat the priest will use his False Casting feat as to actually heal the individual. He will use his class ability to cast cure spells only in combat, for if the fighter faints after the combat after losing his temporary hit points, the priests can say, "He must just be tired. I cured his wounds, not his fatigue. We should rest."

Therefore, I have come up with a few ideas covering Razmir and his people. One is an archetype that I need to write up that is a lawful neutral version of the paladin who, while in uniform, does good deeds and promotes Razmir being a good god. They have a form of smite that works against anybody, but the target gets a will save on every hit to ignore the extra damage. He will also get a form of lay on hands. I also have a new version of the masks that have an enchantment that every time someone tries to remove the mask, the mask makes a copy that the heretic now holds and the mask stay firmly on the priest's face. The mask that the heretic is holding disintegrates after a few seconds. If someone tries to dispel magic on the mask and succeeds, the priest is instantly aware of this (this can wake the priest up if he is asleep) so that he may protect himself from having his true identity revealed. Knowing the mask's magic has been disabled does not always allow the priest to react to it (like being stunned or paralyzed). Lastly I have converted a spell from the Midnight campaign setting called lie that gives the caster a +10 to bluff checks and telling the lie is how you cast the spell so it remains unnoticed. It also interferes with zone of truth and if you use a 4th level spell slot with it, discern lies. If people are interested, I will post these homebrewed ideas in this thread, just let me know that there is an interest in such things.


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Never underestimate the power of intelligence when you have 9th level spells at your disposal. His holiness Razmir is almighty. Tar stands no chance.


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I love Paizo's gnomes.

I like their goblins better than any others, but I still don't like goblins. I've fought too many of them over the years. And orcs. And bugbears. And kobolds. They have more low CR monsters in the bestiarys than just goblins, yall.

I hope beyond bestiary 4, which I do want for mythic, I hope we can quit putting out bestiarys until they are needed for the other continents in Golarion. More Npc Codexes please. And I'd love to see an Npc Codex built like the one in the Gamemastery Guide.

I hope Paizo treats mythic as its epic level handbook. I hated that book and I think mythic was the way to go. And I hope mythic gets more support over the years. I understand mythic may seem difficult to run for most, but so was epic and if you can handle using that God awful book to play high powered games you can run mythic no problem.


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I like and in games I run encourage/enforce characters to play out their ability scores. If you're a dwarf, dump your Cha to 7 and end up with a 5 total, you better role play that s#$* out.

I believe in social areas of the game, the player needs to verbally state their argument/lie and then roll diplomacy/bluff to see just how well they told the lie.

I like that Paizo won't publish stats for gods.


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I don't think every party needs a healer. My last pf gams had 8 players and not one healer, and we made it from 1-10 before players started dying.

I LOVE Golarion. Its my favorite and I refuse to play any other setting with pf now, until Super Genius makes the apoc game.


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I don't think the summoner is broken.

I love 3pp.

I hate breaking the game down into math. Role playing should be a balanced experience (25% combat, 25% role play, 25% story progression, 25% character progression) and character concept, development, and style is everything.

I hate color spray and don't think black tentacles is the best spell ever.

I hope Paizo NEVER makes an artificer. I think alchemist is close enough.

I like guns in my fantasy, as well as eastern styles characters (samurai for example) so long as it fits the concept.


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I don't like the ranger. I think favored enemy is too broad and you'll hardly ever use it without aspell to change it.

I hope the Battlerager is med BAB and 6th lvl spells, not full BAB and 4th lvl spells. I hate classes with 4th lvl spells.

I think the cleric needs to have more.

I think most domain abilities suck.

I don't care for divine casting.

Im an atheist when it comes to believing in the god wizard.


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I think its ok to steal a wizard's spellbook.

I don't think the players should automatically win every encounter even before I put them up against it. If there's no challenge and threat of death what's the point?

I hate resurrections and I think it detracts from the story. What would Lord of the Rings be if they were like, "Boromir is dead." "Oh don't fret, we can rez him." The severity of their circumstances would never have been fully understood.


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I don't think Vital Strike is bad.


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I love Evocation. I think it's the best school out there and is by far my favorite. I've used it to greater effect than any other school.

I also don't believe monks, fighters, or rogues are bad, and I think sorcerers are better than wizards.

Your turn.

PS: Not an argument thread. Just a thread where you confess your dirty little gaming opinions that may go against the status quo.


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Rogue Eidolon wrote:
Shisumo wrote:
Matrix Dragon wrote:
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
Not exactly. Non-mythic targets are automatically affected by a mythic hex for 1 round; they don't save until round 2. RE is just saying that mythic slumber is basically game over for any non-mythic target. That's a bit of an exaggeration... but only a bit of one. That's a ridiculously potent combo, for sure.
It actually isn't even an exaggeration with the qualifiers I gave. Granted, to ensure this works, your scythe ally may have to use a mythic point to get an extra action (using it to move next to the enemy, then coup de grace), so in that case, it's limited by your ally. I mean, I expect mythic PCs to be very strong against nonmythic enemies, but a CR 15 monster, say, should be able to defeat (or at least non automatically lose if it loses initiative against) a level 1 tier 1 party.

I can see where this can be a problem. I'm just gonna bring it to my group and houserule it that potent hexes like slumber and such when used as mythic (with or without the expenditure of mythic power) targets get a -5 or some penalty to the save. Things like misfortune and such I'm not too concerned about.


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I love gnomes but I hate the garden gnomes. So boring.


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Found this a while back. In Golarion, different societies have differing viewpoints about vorpal weapons. This was the single most awesome article I've seen yet.

Link


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Blood Magic, Greater

You have become a master of blood magic and can now augment your spells to be truly devastating.
Prerequisites: Advanced Blood Magic, caster level 13
Benefit: Whenever you use the Blood Magic feat, you may now choose from the following bonuses:

Hit Points Sacrificed Bonus
10 Add +2 to the spell’s DC.
10 Add +2d6 arcane damage to the spell. The spell must have dice for damage for you to gain this bonus.

In addition, you may forgo the need for expensive material components when casting spells by sacrificing 1 hit point per 50 gold pieces of the cost. You must sacrifice enough hit points to cover the full cost of the component, or this sacrifice has no effect.
Special: If you have the Bloatmage Initiate feat (Pathfinder Chronicles City of Strangers page 42), you may add two bonuses to your spells when using this feat, but you must sacrifice the necessary hit points for each. You may not add two bonuses to the spell if they grant the same or similar benefits. For example, you cannot add both the +1 to the DC as well as the +2 bonus.


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Blood Magic, Advanced

Through much practice, you have advanced your skill in using blood magic, granting you access to even greater capabilities.
Prerequisites: Blood Magic, caster level 9
Benefit: Whenever you use the Blood Magic feat, you may now choose from the following bonuses:

Hit Points Sacrificed Bonus
5 Add +4 to the concentration check made to cast the spell.
6 Add +1d6 arcane damage to the spell. The spell must have dice for damage for you to gain this bonus.
8 Add +2 to the caster level check made to overcome spell resistance.

In addition, you may forgo the need for expensive material components when casting spells by sacrificing 1 hit point per 25 gold pieces of the cost. You must sacrifice enough hit points to cover the full cost of the component, or this sacrifice has no effect.
Special: If you have the Bloatmage Initiate feat (Pathfinder Chronicles City of Strangers page 42), you may add two bonuses to your spells when using this feat, but you must sacrifice the necessary hit points for each. You may not add two bonuses to the spell if they grant the same or similar benefits. For example, you cannot add both the +2 to concentration checks as well as the +4 bonus.


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I have a few feats that I've created to bring blood magic into my group's games. I will post each of them. Here's the first one.

Blood Magic

By combining the ancient art of blood-letting while casting spells, you are able to make your spells more effective.
Prerequisites: Eschew Materials or False Focus, caster level 5
Benefit: Whenever you cast a spell, if you have a bladed weapon in hand or a device that causes you to bleed (like a spiked cilice belt), you may sacrifice a number of hit points as part of the casting to gain a bonus of your choosing to the spell. You must sacrifice the necessary hit points listed next to the bonus you choose and this loss may not be reduced in any way, but the damage may be healed normally. You may only benefit from one of these bonuses at a time. These bonuses do stack with bonuses you may receive from other feats, class abilities, or magical items. The bonuses you can choose from and the number of hit points you must sacrifice for that bonus are as follows:

Hit Points Sacrificed Bonus
2 Add +2 to the concentration check made to cast the spell.
3 Add +1 to the spell’s DC.
3 Add +1 to the caster level check made to overcome spell resistance.
4 Add you casting ability modifier to the damage of the spell. The spell must do damage for you to gain this bonus.

In addition, you may forgo the need for expensive material components when casting spells by sacrificing 1 hit point per 10 gold pieces of the cost. You must sacrifice enough hit points to cover the full cost of the component, or this sacrifice has no effect.
Special: If you have the Bloatmage Initiate feat (Pathfinder Chronicles City of Strangers page 42), you may add two bonuses to your spells when using this feat, but you must sacrifice the necessary hit points for each.


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Ill buy all expansions of WOP


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Id like to see all the 3pp team up with Super Genius Games to add support to the Warkords of the Apocalypse game coming out. Its down the road but food for thought.


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Must....build...temples.....for....Razmir...


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I'd actually love to see some more stuff on Razmir, even though I think a Razmiran book and more options for them should be in the chronicles line. Razmir is probably my favorite part of Golarion and I'm getting ready to play a Razmiran Priest in our upcoming Pathfinder game here in the summer, so if they present more options for Razmir I'd love it. Now just to figure out how to get all my fellow players addicted to Tears of Razmir....


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Ashiel wrote:

Given that blasting is weaksauce and this is still a single-target spell, which you've at this point invested 2 feats into (both Empower and Intensify), it bloody well better be more damaging than fireball or lightning bolt against a single target. (w.w)

I think what's really the problem is that Evocation needs more love. Damaging mage spells are fine. The problem is Evocation - the poster school for blasting - sucks at dealing damage and has to deal with both saves AND SR throughout its entire career, and takes the longest to hit any good spells (burning hands sucks forever for example).

What we need is options to increase the potency of Evocation. Conjuration has always been a great school (and more classically thematic than evokers, even in name), and Evocation has always been a terrible school. Unfortunately for Evocation, the biggest reason good damage spells end up in Conjuration is because Conjuration is an anti-Spell Resistance school (see Magic chapter).

Evocation is the most resistible school of magic 9/10 spells. If the save and spell resistance didn't drive your damage output into the ground, cheap energy resistances will (energy resistance 10 and a decent reflex save is near immunity to popular evocation spells throughout the low to mid levels). Then you have situational immunities (you like fireball!? What ya gonna do about Spike the Hell Hound?) making enemies outright ignore your effects.

This is one of the reasons why 3.5/Dreamscarred psionic blasters are somewhat viable. Being able to alter the energy type of their "spells" on the fly means that it's more difficult to simply ignore them. If you're fighting against a troll, switch to fire for Xd6+X, or cold for Spike the gargantuan hellhound, or sonic for Xd6-X for when you just need reliable damage or to break a door, or electricity for +2 to attack/save DCs if accuracy is an issue.

IMHO, the only thing that really makes the snowball spell somewhat concerning is the kicker effect (it's really good). I'll withhold final judgment until I've had more time to think about it, compare it to other rival spells, and how much effect it has on the game.

This was posted in The New "Orb" Spell thread.

I wanted to see if others would be interested in posting their ideas and thoughts on how to improve the evocation school/spells. That way we may be able to make them "better" though some would argue that there isn't anything wrong with it in the first place.

If we can get a good deal of ideas and balance them I'd be happy to type up a pdf and post it on here like I did with the Sorcerer Aid Project: Sigils & Talents.

Please keep this constructive and polite. If you have nothing to add and/or only have nonconstructive thoughts please refrain from doing so. Thanks.


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Everyone on these forums loves to talk smack and say how damaging spells are garbage. God forbid we finally get a damaging spell worth while and everybody is throwing up their hands. sigh.


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see This Thread


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Adamantine Dragon wrote:
Coridan wrote:
Even if not possible realistically, D&D chars are already superhuman, why should this be an issue?

1. Because some gamers are enthusiastic about their characters and enjoy the extension of verisimilitude by figuring out physical means for their characters to do what their abilities say they can?

2. Because some gamers are enthusiastic about their pasttime and enjoy viewing and discussing anything that bears a relationship to key aspects of the game?

3. Because some gamers want to use their idea of physical limitations in real life as a means to reduce what they believe to be overpowered options in game?

4. Becuase some gamers are bored and just like to argue?

I'm sure I could come up with a dozen more reasons why this should be an issue.

But beyond all that, isn't that one friggin' cool video?

I love it. Thank you for sharing. The part where he shoots ten arrows along side of other people doing the same is a really good example of how fast you can shoot arrows as you levelfrom 1-12 or so.


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I cant tell you. its a secret. ;-)


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Roberta Yang wrote:
Fnipernackle wrote:
The Armiger from super genius games is a defense based class if i remember correctly.
Posting after misreading the title and reading nothing else is a bad idea.

everyone makes mistakes. you should be a little bit more understanding before posting something that could be taken as an insult.


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i absolutely love the razmiran priest. its my favorite aspect of golarion and was one of my next characters. now that i have this prestige class and the archetype in inner sea magic for my favorite class, the sorcerer, it IS my next character. Razmir be praised.


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im not sure what your disposable income is, but i have a set of 3d terrain that is just OUTF*%$INGSTANDING. its completely collapsable and you can make anything you could possibly think of. its a great investment and if you can get your group to contribute money for it its even better.

the sets i have are

Streets of Malifaux

Sewers of Malifaux

Buildings of Malifaux

these are the only ones theyve put out so far but this month theres three more sets, a dungeon, a vault, and a prison.

Dungeon Rise

each set costs approx. $50 and the clips run around $18 bucks (i suggest getting two sets of clips, one set of the terrain is enough but two if you REALLY want large large large terrain).

and as an example you can check THIS out and see what ive done with these sets in the past. its truly remarkable and very fun.

heres some more

Link

Link

hope this helps.

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