Talonhawke wrote:
OK, where are those rules, because I'm pretty sure they would be in the same place I looked for the others and couldn't find them.
Orfamay Quest wrote:
I see the universal coinage as being a result of the Church of Abadar's influence. Having a god whose churches are also banks goes a long way to the standardization of monetary systems.
David knott 242 wrote:
Looking at the world map, it seems that the portion of Garund shown on the Inner Sea map is about 1/4th of the continent.
Add in Student of Philosophy for more face-y goodness. From the PRD: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Sorry if this has been brought up before, but I couldn't find anything previously posted. Social Simulacrum says; Creating the duplicate takes 1 hour and requires no
If there were no material component costs, there would be no snow to start off with, so it could not turn back into snow. Just my OCD kicking in at a weird moment.
nighttree wrote: Has there been a source I missed with the new faction information ??? The source is in the Guide to Pathfinder Society Organized Play (PFRPG) PDFfor season 6. You can also see them here.. Also, the final Season 5 Scenario (S5-99 The Paths We Choose), actually deals with PC's belonging to the old factions going on a short mission and joining the new faction.
stormcrow27 wrote: Wolfen are fairly easy. Increased strength and Con, lower charisma due to their natural superiority complex. Toss in scent and a 1d4 bite, and you're done. As for warlocks, either fire/air/water/earth sorcerers, or specialty wizards with a bonus to diplomacy rolls vs elementals of their type. If you want more direct, go with a 1 PD summoning/planar ally ritual that happens around 8th level to conjure up a medium size elemental, then increase the size by one every two levels thereafter. the problem comes from their size. Making them large causes all kinds of problems as a PC race. The Psionics Book over at DSP has the half Giant trait "Powerful Build" which seems to solve those issues, but I have no idea how many racial points it should cost.
41. The Fields of Glass In the distant past, an epic battle between god-like beings took place on these plains. The energies used during this conflict fused everything in the area into green tinted glass. Communities of glass miners dot the borders of the plains, eking out a living harvesting the glass for export to foreign lands. The miners must contend with the Guardian of the Plains. The only "survivor" of the battle, a colossal dragon turned to glass. He wanders the wasteland, his every moment agony, as his joints shatter with every movement only to instantly heal solid.
And then there is Visceral Threat (Combat); from the D20PFSRD:
Your ability to threaten foes is great enough to make them hesitate. Prerequisite(s): Intimidating Prowess. Benefit(s): You may use Intimidate, rather than Bluff, to attempt a feint against a creature within your melee reach.
Which makes Intimidating Prowess look better and better...
Would the Cornugon Smash and Hurtful feats stack? Both feats from the D20PFSRD:
Cornugon Smash (Combat)
Hurtful (Combat)
Looks to me like;
What ethnicity are the people of Nidal (Nidali, Nadialians, Dals?)? What language do they speak? The Horselords made their pact with Zon-Kuthon at the beginning of the Age of Darkness. It appears that they remained isolated for the next 4,300 years when they were conquered by Cheliax. Even after the conquest they were given an unpressedented amount of autonomy. Both the Cheliaxians and the Taldens claim to be desendents of Azlanti survivors. The Horselords, on the other hand, seem to have had a distinct culture when Azlant fell. I could see them being an off-shoot of the Varisians or the Shoanti. But after over 4 thousand years of isolation, wouldn't they have developed a distinct language? After 300 years under Chelaxian rule, they would probably all speek common (Cheliaxian), but 4000+ years of linguistic history is hard to stamp out.
Tectorman wrote:
See, I think you are confusing the player and his cynical modern sensibilities with the character. The fluff behind the mechanics is that the pally gets his powers because he is good, not that he is good to get his powers. They are a reward for him being what he IS, at his core. He isn't "so-called virtous" in order to retain his powers, he gains his powers beacuse he IS virtous. The mechanics are a benefit given to help the player keep his character on the “straight and narrow”. Basically, if a player wants to play a “paladin like character”, the mechanics give her a benefit outside pure RP. Sure a lot of players will roll one purely for the mechanical benefits, and those players are usually the ones who give the class the Lawful Stupid reputation.
From a less traditional angle, there is Michael Carpenter from The Dresedn Files. Skin Game should be required reading for anyone wanting to play a Pally. A good man of unshakeable faith and unending patience. Besides, everyong should read Skin Game, if only to find out that: HE named his dog Spot. |