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Not sure if anyone else will find this useful, but I made some cards for Crownfall? I thought it would help players keep everyone straight for the social combat.

Crownfall NPC Cards

I threw them into some card sleeves I had lying around. I can throw the template or make more if anyone thinks its useful.


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Aroden could always ask virtuous Iomedae, "Does Erastil tread lightly beneath autumn's awning?


The pools are interesting and I am hoping won't complicate things too much. Then again I am curious if HP won't really increase too high in the game, because I would love if the numbers didn't raise too incredibly high. I mean even if its something as simple as your HP is equal to your Constitution(or Con+level) it makes it a smaller resource that makes players scared when they lose their Stamina.

The loss of Touch or Flat Footed seems odd but it may be a nice simplification. I am used to multiple ACs for Sci Fi games so this isn't a big shift for me.

I am SO down for losing Iterative attacks. That will simplify things wonderfully and I like that taking a second swing is always an option. This has me excited.

I am curious about the why magic has been pushed together like it has. I am fine with it but really curious for the lore reasons.


If my player powers on a Laser Torch, how long will it stay ignited? I noticed some other weapons were listed as 1 charge/round. So I was unsure if it stayed lit until it was dropped or turned off(which seemed unlikely) or if a charge is spent on every attack. As other weapons declare themselves to be powered for an entire round and this one doesn't, I was confused... does that mean that you switch it on with every attack, what does that mean for multiple attacks in a round or AoO... are you even threatening with it?


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Xunal- Throne of the Crescent Moon was a damn good read.

I am happy to report that the meeting went off without problems. The player's main issue was with the idea of playing characters of another faith but were completely fine with the gods of the setting and with the other religions existing... they just didn't want to be forced into playing characters who worshiped. So we just glossed over religion for them. I explained the setting background as far as Rovagug and Aroden were concerned, they thought both were cool plot points, and we continued the game.

So all in all, everything went well. I would like to thank everyone again for their support and suggestions. Have a good evening.


Westphalian_Musketeer wrote:

Well, the OP's meeting should have happened by now. So either things went perfectly alright, and advice is no longer needed, or the detail gone into are sensitive enough to warrant exclusively personal assessment and address of the situation.

Either way, I hope things work out.

Actually its in a few hours, I just had posted that "I was playing with them tomorrow" at 4 in the morning due to my insomniac tendencies. I am planning on updating everyone to know how it went. Also I wanted to thank you all for wishing me and my group well.


@Oceanshieldwolf

adjective: devout

having or showing deep religious feeling or commitment.

As I said before, I will be speaking to my players soon about the particulars. The amount of information I have given is the amount of information I have. I asked without this information because I was hoping there would be some people who might have encountered something similar and could advise me. And there have been posts I found quite helpful despite the lack of information I provided. Depending on how my conversation goes with them later, I may need further advising... in which case I will say more on the subject, as I learn more about it.


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Thank you everyone for responding, many of you have been helpful or just made me laugh. I am meeting with the group tomorrow and I can ascertain their issues then. I will try not to get dragged into a long conversation I don't want to have, thanks for the advice Guang.

I would like to state that I did not state the player's faith for a reason. I have seen that some of you have assumed them to be of Christian or Catholic faith, but I would prefer no assumptions, as I want to respect the privacy of my group.

I apologize if my use of the word devout offended anyone, I was quite flabbergasted at the time of posting and it was the best, least offensive word that came to my mind at the time.


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Hello everyone, thank you for taking the time to listen. I recently moved and by serendipity heard a fellow player looking for a GM at our FLGS. We have been talking and I am meeting with the group in order to start the game when it was brought up that they were all "uncomfortable with the deity aspect". I told them that it was fine and I could work around it, which I can... but I would like to ask some advice.

I know I should talk to my players more and find where there thresholds are. Personally I am saddened as I always love the religion portion of settings and have grown fond of the Golarion Pantheon, but I feel comfort of the player's comes first. Having never dealt with this issue I wanted to ask if anyone had dealt with this before and has any advice for me so that I can make sure my players have a good time.


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This is amazing. I am really inspired to roll up a rivethun dwarf at my next character creation.

Personally I would be interested in seeing a gender and sexuality of Golarion book. Its really interesting to see these topics and how they fit into the lore.


The player isn't a wizard, he is a cleric. the imp would be taking levels in bard because the party is lacking knowledge skills. I also would not allow him to simply dismiss his familiar and gain a secondary imp... it just would make no sense from a story stand point.

Yes an Imp is a CR 2, a 7th level player is CR 7... which means my initial idea was to have the imp gain 3 levels of Bard with Leadership, making it CR 5.

So yeah, I really don't see how allowing there to be CR 5 creature is going to make things more hectic than a CR 5 and a CR 2.


I have a player who is going to be taking Leadership. The player already has an improved familiar(imp). In order to keep the board less clustered we decided that his imp could be his cohort and would gain some class levels... however as he is nearing the level he is going to take Leadership I figured it would be wise to ask for some advice.

Has anyone else done this before or have any advice on the mechanics of it all?


I like item dependency a lot... however it makes me wonder if Gollum was Mythic...


Darkorin wrote:

I'm having a few questions about Furious Rage.

What would happen if you are a barbarian in rage whose Furious Rage just activated??

Does the only effect is to limit some skill checks (which does not happen that much in combat where the flaw has the highest chance to activate) and gives you a -2 to AC?
Does the character has the urge to attack the person who intimidated him??

If that's the case, it seems to me that the only time this can be of any danger is if someone succeeds at intimidating you in the middle of the town, but the only victim would be your reputation and probably the one intimidating you. It doesn't seems that much of a big deal compared to some other.

Maybe if you would attack the one that intimidated you, and then other innocent bystanders if you can't get to him, the flaw would make better senses to me, but right now, it doesn't seem that much of a pain to have...

My 2cp on this issue:

You Barbarian Rage is interrupted by your Furious Rage. You immediately go into Furious Rage and lose your rage bonuses however you don't expend extra rounds of rage. When your Furious Rage is expended you can continue your normal rage without penalty, having spent no rounds during your Furious Rage and not being forced out of your Barbarian Rage and thus fatigued, you just had a period where you lost your bonuses.

btw this DOES bring the fact that having Barbarians with Furious Rage and Barbarian Rage will get confusing quickly... might I suggest a different name for Furious Rage, I do believe Frenzy is open at the moment.


I always just considered Epic as special due to the fact that you can't have a +6 weapon made and all the threats that have them are CR 20+. With the new exception of Mythic it was outside the scope of Level 20 PCs, something they could NOT bypass(even with penetrating strike or the like). So that is why I always felt it was strange to allow a PC to be able to bypass it with a level one ability.


I am planning out my first Playtest and was making some pre-generated pc's and I just rolled randomly for each pc's flaw... I like the randomness because that way you arent picking on any player by picking something crippling and also I prefer a DM picking the flaw as opposed to players(unless you really trust them)in order to avoid them going for the insane optimization...

I also like the idea of leaving things unknown to the players... I was going to run the Fury of Nature adventure in the back and when the players gained their Mythic-ness, just hand out a sheet with what they get... I will probably have a hint or allusion in each one to give a warning about their flaw but not outright say, WOOD IS YOUR ENEMY! FEAR THE TREES!

Oh and btw, I am much more worried about players picking dependency blood than urine... because it sounds like a hard thing but in actuality it gives the player a chance to be dark, broody, and an a#*&%!%(Why did you kill that guard? Er... my blood lust took over)


My general ruling at my table has been that nothing overcomes epic DR unless it says so explicitly... Due to the fact that its so rare in normal games it doesn't come up normally and the only thing that I can think off of the top of my head that can break through it is a Titan. My ruling would be that it does not overcome their DR.... however a DM could get creative with it and have the Paladin's Smite reduce their DR from Epic to Lawful, Good, or Adamantine(depending on the monster) for the duration of the Smite.


A simple way I had thought for inspiration is to look at the skills...

Scale the highest peak in Golarion.(Climb)
Seduce a tribe of nymphs without them discovering your other lovers.(Bluff)
Mount and break in a wild drake(Ride)
Steal the ORIGINAL Pathfinder Chronicle(Sleight of Hand)
Invent Wall-Mart(Profession)


I was originally planning on having a Gallowspire adventure where the players fought Tar-Baphon's Shade... let's see how they deal with this instead....

Okay... so Advanced Lich Necromancer 20/Mythic Archmage 10... riding on a Mythic Ravener Umbral Great Wyrm... good enough starting point for my Tar-Baphon...


The thing I like best about it so far is ease of use. Also this feels very pathfinder to me... in that each path isn't any harder to grasp than say having a new list of ranger tricks.

Also the fact that the players need to accomplish heroic tasks to increase their myths? Inspired.

Cheers to Paizo. Now when I get my Bones figurines in March I will be able to actually throw my players against the Cthulhu fig!


Okay so looking through the Artifacts and Legends book I saw an item called the Scepter of Ages, which besides for being an absurdly awesome weapon as far as flavor... allows someone to use it as a time machine.

Paizo was wise and kind enough to include a chart of the different eras of Golarion with this item and the first thing that came to mind was to run a Chrono Trigger style game where the players were era hopping trying to dispatch a villain with the scepter.

I was wondering if anyone has ever run a game with time travel before and if they had any idea/concerns/advice for someone looking at this as a campaign.


We came prepped for a white dragon, it was the rift that scared us the most. Really a brilliant idea that made perfect sense for a locale for a dragon cave and it added the memorability of the fight.


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I am a player in Jade Regent, so I have stayed away from the particular board but I thought some players may get a kick out of this story.

Spoilers may follow for certain aspects of The Hungry Storm

We had just left the Iritaki village with the intent of killing the white dragon Vexenvag. My character, an ulfen-raised Elf, had the goal of one day becoming a linnorm queen, so testing her strength against a dragon was entirely something she was up for. We left the caravan behind and traveled on foot.

Once we arrived at the glacial rift that served as the dragon's home. We used multiple climber's kits worth of pitons and ropes to secure a line for ease of access. We all clambered down into the dragon's egg chamber and realized that someone had set up the tribe to take the brunt of the dragon's fury. At this point we heard a piton falling from the top of the rift and smashing into the side with a heavy thud. Someone had pulled it out and thrown it into the rift. We heard the dragon begin to stir. We all knew that the one responsible for the piton was the priest of Sithud we had discovered in the Iritaki village, who had unfortunately escaped last session...

The battle with the dragon was hard fought, with us bottled into a small area that offered no protection from its breath attacks besides a 15 foot pit and the dragon spent its first round creating a fog bank. Eventually we did manage to take it down with a brutal hit from our fighter, the dragon slid over the edge and fell 300 feet.

I then climbed out of the rift to re-secure the piton. After doing so, I looked around to see if I could spot who had removed it and then saw the priest of Sithud bearing down on me... having won Initiative I immediately jumped down the rift, casting feather fall, and screaming a warning to my compatriots.

I was now at the bottom of the pit with no way out. So spending a round I looked at my surroundings and my inventory to see what I could use...

I found the body of Vexenvag... and a Scroll of Animate Dead we had found earlier on. It took me two rounds to manage to Use Magic Device on the scroll, during those two rounds the Priest had used wind blasts to throw two of my party members down the rift, luckily for them I had two 1st level spells left to feather fall them.

We all clambered on to Vexxy and rode back into the battle.

The rest of the battle was hard fought and exhausting(these two fights took up our entire 6 hour play session) However the fight ended on a wonderful note. Vexenvag had become incredibly easy to hit and lost most of her hit points upon becoming a zombie, and currently had 3 spiritual weapons on her... she was going to die next round. So I commanded her to grab the priest...

and stop flapping her wings.

So this was without doubt, my favorite way I have ever killed someone... a 300 foot drop while carried in the jaws of a dragon. While I am quite sad I lost my new favorite pet.. I am sure I can find a replacement somewhere.


Favorite AP has been Kingmaker. Out of curiosity, is it just me or have the APs from Carrion Crown onwards become like a Meat Grinder... Seriously, it's like the community toggled on Nightmare Mode.

So if I did my math right(unlikely) then AP 100 will be Issue 4 of the 16th AP

Also I have really loved the AP covers so far... but I think it would be really cool to do linking covers for a future AP, where they could line up. You guys have stopped having an Example Party in each book, so over the course of 6 books the cover image in the background could all line up into one long sequence featuring all the iconics in battles with monsters in that particular book... With the featured NPC on each book I am not sure how you would want to do them linking from cover to cover... but you guys have an amazing art department and I am sure you could figure out something spectacular...


Norgorber is the god who holds the greatest hold on secrets, and is revered as one of four separate entities; Blackfingers, Father Skinsaw, The Reaper of Reputation, or The Gray Master. So what had recently occurred to me is... would the casual man or woman even know the name Norgorber?

Outside the game we realize the fact that these are all aspects of one god, but would a character know this? I am sure that his priests would know, a personal bit of flavor I would inject in my own campaigns is that uncovering the secret that these four gods are actually one is the final step in becoming a priest of that god...

Still my question remains... do regular people know who Norgorber is? Or simply his aspects?


I have been wanting something for Druids so I am very curious about the Green Faith Acolytes, any word on those would be appreciated


It was very helpful indeed. Thank you very much Adoke.


If a Paladin were to have Eagle's Splendor cast on him, would he gain two additional Lay on Hands for duration of the spell?

Naturally I would see some caveats here, such as if he had it cast on him and used both, a second casting would not give him the additional two again, however if he used one of the two in the first casting he would be allowed to use the second with the latter casting.

Still I am unsure if the casting of the spell would give him the extra uses at all.

Thank you for your time.


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Okay, so I am totally getting addicted to this. This time I decided to tackle one of my favorite subtypes, the Dark Folk.

While known amongst their own as Shades, these creatures are more frequently known as Shifts. While arguably the most stealthy of the Dark Folk, these creatures are viewed almost as vermin, an unkind but surprisingly accurate observation. Shifts are notoriously hard to kill, with natural protection from spells and incredibly fast movements. Like all Dark Folk, Shifts completely cover their skin, however they tend to create outer shells of refuse. Similar to hermit crabs in this respect, they build upon their exoskeletons of garbage until they outgrow it or it becomes damaged, then they begin making a new one. While they generally travel in numbers of their own kind(a group of Shifts is called a "shadow" by their own or a "nuisance" by others). All shifts fear being alone, as they find themselves quite insignificant and the worst possible thing one can do to a shift is leave it alone to with its own thoughts. A lone shift who happens upon a group is quick to imprint itself upon the group, and will quickly try to prove it usefulness in order to satisfy its needs for companionship. Once a shift has bonded with a group, it views itself as them and them as itself, making them completely loyal albeit annoying additions to any party.

_________
Shift
Humanoid(Dark Folk)
+4 Dex, -2 Con, -2 Cha: Their small bodies are incredibly fast, but with small, weak bodies. Once they have formed into a community they view themselves as a single unit, as such they have little sense of self.
Small Sized
Normal Speed: The race has a base speed of 30 feet.
Greater Defensive Training: Members of this race gain a +2 dodge bonus to Armor Class.
Greater Spell Resistence: Members of this race gains spell resistance equal to 11 + its level.
Swarming: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Poison Use: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Greed: Members of this race gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Stalker: Perception and Stealth are always class skills for members of this race.
See in Darkness: You can see perfectly in darkness of any kind, including that created by deeper darkness.
Light Blindness: Abrupt exposure tobright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

RP Spent:

0 RP Humanoid
0 RP Small Sized
0 RP Normal Speed
-1 RP Greater Paragon Statistics
0 RP Xenophobic Language Set
3 RP Greater Defensive Training
3 RP Swarming
1 RP Poison Use
1 RP Greed
1 RP Stalker
4 RP See In Darkness
-2 RP Light Blindness
________
10 RP Total


Thought I would try adapting something from mythology. I decided to go with the Apsara. They were female spirits who could shapeshift and who ruled over luck. I had a hard time debating between fey or native outsider but eventually decided on fey due to their unearthly beauty and their natural luck

Apsara
Medium Fey
-2 Str, -2 Dex, -2 Con, +4 Cha. Apsara are of powerful spirits and stunning beauty. However they are not suited for mortal bodies, and tend to be physically weaker than most races.
Slow and Steady. Apsaras have a base move speed of 20. Apsara move at slower speed than most due in most part due to a vanity, they slower they move the more chance for others to view them. Apsaras move slow but gracefully and are never encumbered by armor or gear.
Favorable. Apsara gaina +2 to all saving throws. Apsara are attuned to the forces of chance, and luck seems to forever be on their side.
Change Shape. Members of this race gain the following supernatural ability: You can assume the appearance of a Small or Medium humanoid as the alter self spell. Apsaras are born female but can all shapechange, making gender largely irrelevant. Apsaras change skins like others change clothes, but are always beautiful. This is a simple fact of their ability, no matter what form they take, an Apsaras is always a radiant creature.
Sociable. When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Apsaras were not born for combat, their silver tongues however prove to be their most valuable and versatile weapon in their arsenal.
Languages. Apsaras begin play speaking Common and Sylvan. An Apsaras with a high intelligence may choose additional languages from the following list. Auren, Aquan, Celestial Elven, Gnome, Ignan, Terran.

RP
1 Fey
6 Change Shape
4 Favorable
-2 Paragon Modifiers
-1 Slow Speed
1 Standard Language Array
1 Sociable
__________________
10 Total


I really like Iobaria and thought it would be interesting to see offshoots of some of the monsters that ended up evolving there.

Iobarian Orcs
Monstrous Humanoid(Orc)
+2 Str, -2 Dex, +4 Con, -2 Int, -2 Wis, -2 Cha
Large: Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. An Iobarian Orc takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Normal Speed: 30 feet base spped
Light Blindness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Plagueborn: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Horns: Iobarian Orcs are born with horns and gain a gore attack for a creature of their size.
Frenzy: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Languages Known: Orc. Additional Languages: Common, Undercommon, Giant, Goblin

____________
This is built off of 10 RP
7 RP Large Sized
-2 RP Paragon Stats
0 RP Xenophobic Language Set
-2 RP Light Blindness
2 RP Monstrous Humanoid Type
2 RP Plagueborn
1 RP Natural Attack(Gore)
2 RP Frenzy
__________

Since they are from a land rampant with disease, they have to have some defense, thus Plagueborn. I wanted them to have become much more primal than their cousins, so I made them monstrous humanoids and increased their size to Large. The idea being that they are the top of the food chain in their region and as such have grown larger than standard orcs.
While their constitutions are incredible, I also wanted to show how the land had affected them, so I took away their Ferocity. Their bodies are under enough stress, so after a battle where they take enough damage to knock them out... well they collapse like a ton of bricks. Instead they go into overdrive at the beginning of a confrontation, preferring to kill immediately and never giving their foes the chance to get their HP low, thus frenzy.
As for the horns... Well honestly I wanted to visually distinguish them from the normal orcs in some way. While many of the Orcs would proudly claim that their clans had interbred with dragons, it is much more likely that the horns one child was born with was viewed as a sign of greatness and his spawn became the ancestors of this current generation.
The Iobarian Orcs are genetically very hardy and as such there is little chance of mutation through inbreeding. This also leads to the fact that there are no known half-orcs of this variety. The genes being so strong that any half-orc child that was born would constitute as an Iobarian Orc and not a half-breed. While this may be a fact of their genetics, it is also a well known fact that any child born that would be too small to reach their large size(a runt) is destroyed in order to keep the race strong.


thank you very much for the clarification


So if you kill an outsider, like a demon or a devil and you kill it, its body apparently disappears and it goes back to its home plane.

My question is, if you cast dimensional anchor on the outsider, can you kill it permanently on the material plane?


The Splatter Man is a 8th level caster, this means that every time he casts magic missile, it creates 4 missiles, each doing 1d4+1 damage.

The maximized missiles do 5 damage each. If a character is hit by more than one missile than the damage just adds on(5,10,15,20). Remember that the Splatter Man can easily take out a player if he focused all his missiles on one character, so don't do it, spread em out so the party has a chance. They will most likely be hurt from the collapsing room, so multiple missiles could start dropping people in this fight before you want them too.

The Empowered magic missiles add half the die roll to the total damage(minimum zero). The die roll remains d4+1 but the total damage is as follows

ROLL
1 does 2 damage
2 does 3 damage
3 does 5 damage
4 does 7 damage

The Splatter Man still shoots four missiles per casting of the spell even if the spell is empowered or maximized.

Be sure to keep in mind that a Shield spell negates magic missiles, so if one of your players has that up, they are immune to the damage. If you feel like your party is going to have a lot of trouble with this boss you may consider putting a shield potion in one of the item caches.

Remember that The Splatter Man can have a LOT of fun with the amount of missiles he is throwing around, but you really want to have the players feel more like they are on the ropes than caught in something hopeless. I suggest using the empowered and lower level ones for damaging players throughout, and use the maximized ones negate any healing that gets done. Also remember to keep his ghostly touch as a last resort for him, I personally played him as very proud of his magic and not wanting to give into physical confrontation as he believed he should be able to destroy these pests using just his spell casting. That touch can easily destroy a party if he just starts using it out of the gate, so only break it out once The Splatter Man gets desperate.

Anyways,have fun with this battle, it has already become one of my table's favorite bosses.


I was wondering the same thing as a player, a sorcerer, is wanting to take eldritch heritage... she was wanting these robes anyway, and I was just wondering what effect if any the robe would have...

i figured it would be best to post here in this thread rather than make my own, if anyone could clarify I would truly appreciate it.


if a magic item has the following

1/day - searing light, daylight

does that mean you can use either spell once a day or you can use each spell once per day?


Mikaze wrote:

Having gotten real familiar with the deck over the course of one of the APs, this is going to be a real treat. The "real life" versions of the cards are awesome and jarring. :)

Here's hoping The Keep makes it in. I'm going to try and steer clear of The Beating though.

personally I am going to be trying to stay damn clear from The Fiend and The Lost as well


I am a proud owner of a Harrow Deck and I break it out whenever I can and I am really looking forward to this.

I also at one point had the idea of having a randomly generated dungeon using a harrow deck. Each card would represent a room and the players would draw another card when they opened a door to a new room. The idea had been that they were sucked into a harrow deck.

I am kind of curious if this is going to end up at all similar to that idea... either way this is definitely going to be a purchase for me.


Whenever I dont have an official start date in mind, I just use the date of the first session to decide. So for my game it is Ustalav in Gozran, but it is pretty far north so it is still cold.

I rolled out the dates for when each letter would show up and then rolled out the weather for that time. First roll i got was a 100, and the players are going to have to deal with a blizzard, and I rolled another one not two weeks later. I really like that the players are going to have to deal with the harsh weather on top of everything else


in all honesty that line, while important, really is best left a bit vague.

Most players will know what I mean by that ruling... however the vagueness allows for some leeway depending on player races and society.

Its more of a DM discretion option of how far you want to take it. It could very well be that certain sects of Paladins choose to be vegetarian.


Uninvited Ghost wrote:
Despite JJ, my Core Rulebook doesn't say anything about Paladin's alignments/deities restrictions, other than alignment must be LG. So Paladin of Pharasma is within RAW.

there was an official ruling by in the blog comments for the Paladin of Shelyn post. However at the end of the day it comes down to what you rule at your own table


carrion crown is our backup game, so we actually have a bigger pool of players and if someone cant make our main game, I call up everyone in the roster and if we have at least four people, we play Carrion Crown. I have had one session so so far I dont have all the pc's.

A dhampir sorcerer using the undead bloodline. He pretty much maxed out his bluff skill and managed to convince the party that he was cursed so that positive energy harms him. The fact that his sleep spell can affect undead is pretty great.

One of the other players will be playing his twin brother... he hasnt finalized the character yet but is going to be the party bruiser

An inquisitor of desna with a harrow deck. She broke off from her traveling group after their was a lycanthropic attack and has since been wandering on her own.

A dwarven cleric of pharasma, who has trouble fitting in because he's a really up beat funny guy.

And a undead hating ranger... who is pretty much trying to be Buffy...

none of us expect her to survive harrowstone -.-


this post is a bigger tease than my prom date.


Malachite Ice wrote:
Kevin Andrew Murphy wrote:
Malafaxous wrote:
"Never consume the blood, bone or flesh of another soul. That is the domain of beasts and abominations."

That is a perfect line, and I thank you for it.

What if it's the blood, bone, or flesh of a dead saint from Tian Xia, brewed into a healing potion in accordance with the strange religious rites they have there (which are lifted directly from real world Tibetan Buddhism)?

What if? Clearly against the code, therefore something such a Paladin cannot do (without needing an atonement afterwards), and the Paladin would have to think long and hard about associating with persons who would do such a thing.

MI

Exactly that.

Kevin Andrew Murphy wrote:


Well, part of the point of my post was that the Code of Conduct as you have it written has various insta-fall options set into it. What exactly does a Paladin of Pharasma do about child necromancers? Scold them about raising the dead? What about other children who are actively evil? The whole "child=innocent" thing kind of goes out the window if you're detecting evil from little Suzie because she's a precocious tyke who's managed to make it to being a 1st level cleric of Urgathoa at age twelve. [/QUOTE}

The idea of such a young child becoming a Cleric of Urgathos seems like a situation clearly made simply to stress that one character, I personally would not see myself ever running such an insane situation. Still in the possibility of it, no I can't see a Paladin... ANY Paladin attacking a 12 year old girl who has become seduced by Urgathoa's cult. I can however universally see all Paladins working to save her from that situation.

Kevin Andrew Murphy wrote:


What exactly does the paladin of Pharasma do when he finds out the nation of Geb is planning a genocide and the best ally they have is a repentant vampire prince? Moreover, how does a lawful and good character square his own utter horror at the prospect of genocide with his patron goddess being utterly unconcerned with the idea?

This is a very interesting scenario. This is actually one of the better examples because I don't have an immediate answer. So in all honesty I like the fact that the code as is conflicts with the scenario because it then falls to the player to think of what their character would do. And in this situation, I would note what I said about maintaining balance. If there are abominations tipping either side of the scale then you go with the side of the lesser evil. If the players wanted to try stopping the genocide on their own I would let them try. If they sided with the vampire, I would let them do that too, I would however give signs to show Pharasma's disapproval of the situation to warn the Paladin that he is skating on thin ice.

Kevin Andrew Murphy wrote:


Also, how does the paladin of Pharasma square the "don't desecrate the dead" business with the old prescription for keeping a victim of a vampire from rising as a vampire, that being cutting off the head, stuffing the mouth with garlic, pounding a stake through the heart, and finally burying it face first in the grave so if it tries to dig it's way out, it will come up in Tian Xia? Is that respectful?
Quote:

The only time such extremes would be necessary would be if the corpse would rise up as a vampire, in which case it already tainted. Who cares if you set a box on fire if it's already been smashed to bits? There are some basic situations that are could be considered desecration that could be allowed, such as embalming a corpse. Also using Quieting Needles would actually be looked favorably on and not as desecration.


Set wrote:

While I agree that a Paladin of Pharasma shouldn't be eating long pig, I think that this is setting the bar really low for something that needs to appear on a Code of Conduct.

Respectful treatment of the bodies of the fallen should probably be assumed to include 'don't eat them.' :)

Normally I wouldn't include a line like this, however as I said I am running Carrion Crown, so I wanted to include the possibility of dhampirs and other such craziness.

Also, and I am really trying to avoid being rude. I realize that the idea of a Paladin of Pharasma is an unconventional one, and yes an Inquisitor is a better idea. However I have already decided that I will allow one at my table, so that really isnt something up for debate. The point of this thread is to discuss the code of conduct of such a paladin. If you wish to disagree with me on points in the oath than I welcome it, however there are plenty of other topics on whether or not deities like Pharasma would have Paladins in their religion, and please post comments of that nature in those threads.

Again I am not trying to be rude, and I apologize if I have come across as such, I am simply trying to be clear in this thread's intent.


yeah.. the point of the last line is to be that you wont eat any of the intelligent humanoids... still I wasn't exactly sure how to phrase it seeing as how i wasn't wanting to force vegetarianism but there is also the fact that what is and isnt sentient... is strange. anyone who has suggestions on the wording, please feel free to speak up.

also that is very interesting... the idea that you might not be allowed to attack helpless creatures... very intriguing....


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Yes, I know that this is usually not allowed. However one of my players was interested in this concept for out Carrion Crown game. After thinking about it I decided if he used the Undead Scourge variant, I would allow it. One of the things I really enjoyed awhile back was the Shelyn Paladin Oath on the blog. I really adore the idea of each deity having their own code for Paladins, it really frees them up role-playing wise to do something different

Anyway I came up with this first draft of a Pharasma Oath, and I was hoping to get some comments and suggestions.

*Death is as sacred as life, and is to be respected.
*To reap another is to take away all they will be in this lifetime. I understand the weight of this and will never kill for its own sake.
*Infants and elderly are at different ends of their journeys, but both can require assistance. If I can help these souls I shall.
*I shall never desecrate the corpses of the fallen. The vessels of others are to be respected. The abominations of the Urgathoa, however must be destroyed.
*Everyone makes their choices in life and it is Pharasma's place to judge. Set aside your predjudices and pride and strive to set aside your own judgement on others. For we all reap what we sow.
*The world has its fate just as people. I shall strive to maintain balance both in the world and in myself.
*I shall never raise the undead, I will never kill a child, I will never eat the blood, body, or bone of my fellow man.

Thanks for your time!


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Thank you very much, I didn't was using poisons all wrong and this made things really clear for me, especially the scenarios.

It is really great to have these types of blogs and have the Paizo staff showing such an active role in the fanbase.

Again its really great seeing some of these fundamentals, that can commonly be mistaken, be addressed.


F. Wesley Schneider wrote:


Sounds like folks have already sussed out that they're really not beyond the typical power level we use for potential player races, but 0gre here is also spot on. These are not a core race, so any decision to or not to use them is right up to the GM.

All that said, remember, changelings also come with a secret penalty...

Some day, their mamas are going to come a callin'.

For some reason I am reminded of Morrigan and Flemeth from the Dragon Age series...

that could actually make for a really cool concept if one of my players chooses a changeling.


This story is without a doubt becoming my favorite of the pathfinder tales. I really am looking forward to seeing where these characters go, and well assuming they don't die bloody, I would love to see Roubris expanded in a full Pathfinder Tales novel.

Also high credit to the artist of this section, his illustrations really bring the characters to life.

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