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Just wondering if there is any real possibility of there being a collected book/mag of the demonomicon articles. It's supposedly very popular so I think it would sell very well. Anyone "in the know" have any info? In a releated story, I see that the first online issue of Dungeon will have a new entry (Graz'zt). Will the series continue after that, James? Would really love to see Obox-Ob and the other obyriths...
I was just wondering about the character of Sharlocke from the dungeon 144 adventure. He has obviously been advanced with class levels, but when and where did the arcanoloths get updated to 3.5? I know there was an online update, but his features are way more advanced then the online updater was. Can any authors or anyone help me? I'd love to know about their new stats. Thanks
I was just wondering about the character of Sharlocke from this adventure. He has been obviously advanced with class levels, but when and where did the arcanoloths get updated to 3.5? I know there was an online update, but his features are way more advanced then the online updater was. Can any authors or anyone help me? I'd love to know about their new stats. Thanks
About two weeks ago I posted a question on who the next article in the series would be about. While several people made suggestions/requests, the question remains unanswered. James Jacobs, if you're out there, can you tell us? If you can't because of job issues, that's okay, but several of us would really like to know. Even a small hint if nothing else. Thanks in advance... Also: are there stats out there for Iggwilv? These would be kind of cool as well.
To anyone at Paizo: Is there any way to download or buy the great picture of Dagon on page 30 of issue 349? I have looked online for artwork from Dragon as well as under the artist's name and found nothing. I could scan it to the computer but it always comes out poorly. Any help would be greatly appreciated.
This is probably a long shot, but does anyone out there know if the upcoming devil book will have anti-devil PC feats (as opposed to the ones from Hordes of the Abyss which dealt only with evil characters)? ie: Did WoC learn from their mistakes (since several complaints on this issue have been floating around)for their second go-around?
Here's hoping that the folks at WoC will go a step beyond demons and devils and do a full codex on the yugoloths (my favorite fiends). My question is: for those of you out there who know all about earlier editions, what if any info can you share about yugoloths? They seem to have had a colorful history but were almost an afterthought with this new edition. Any info would, as usual, be greatly appreciated.
Can anyone out there tell me if the patron of the sahuagin, Sekolah, is a god or an archdevil? I have heard both but there seems to be some conflicting reports. I have ordered the old 2nd edition book on the sea devils but it will not be here for at least a week. Also, how is the name really pronounced? This has been driving me nuts for years. ("Sah - hu- way- gen?") Thanks in advance.
Based mostly on the 2E Planescape race, with some of the 3.5 Planewalker conversion thrown in. I've tried not to make them too powerful, while still keeping the flavor of the original. Rogue Modron Racial Traits +2 Constitution, +2 Intelligence, -2 Charisma, -2 Dexterity: Rogue Modrons are sturdy and analytical, but are also awkward and have a weak sense of self. Outsider (Half-Construct): Rogue Modrons are Outsiders native to Mechanus, with the Half-Construct subtype. They cannot be raised or resurrected. They do not need to breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Medium Size: Rogue Modrons are Medium Creatures and have no bonuses and penalties due to their size. Normal Speed: Rogue Modrons have a base speed of 30 feet. Darkvision, Low-Light Vision: Rogue Modrons can see in the dark up to 60 feet, and can also see twice as far as humans in conditions of dim light. Spell-Like Ability: While most Rogue Modrons are unable to fly, by frantically flapping their vestigial wings they can cast Featherfall once per day as a spell-like ability (Caster level equal to the Rogue Modron's class level). Armor Plating: Rogue Modrons have a +2 natural armor bonus from their partially clockwork nature. Axiomatic Resistance: Rogue Modrons have Acid Resistance 5, Cold Resistance 5 and Fire Resistance 5. Deathless Spirit: Rogue Modrons have resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. Illusion Resistance: Rogue Modrons gain a +2 racial bonus on saving throws against illusion spells or effects. Keen Senses: Rogue Modrons receive a +2 racial bonus on Perception Checks Ordered Mind: Rogue Modrons gain a +2 racial bonus on saving throws against mind-affecting effects. Sturdy Metabolism: Rogue Modrons gain a +2 racial bonus on saving throws against disease, poison, and effects that cause either exhaustion or fatigue. Programmed Actions: Rogue Modrons may have difficulty acting on their own, but they are very good at reacting to others. The Rogue Modron may chose one trigger stimulus per character level, and set a predetermined response that will automatically be taken even if the Modron has already acted that round. If for some reason the Modron wishes to not take the action, it must succeed on a DC 20 Will savings throw. Ataxophobia: Rogue Modrons take a -2 penalty on all Charisma-based skill checks made against chaotic creatures. If the Rogue Modron itself becomes Chaotic in alignment, this penalty extends to ALL Charisma-based skill checks. Denser Than Water: Rogue Modrons sink in water, and cannot swim without magical assistance. As they don't need to breathe, this is less of a hindrance than it might be, but is still inconvenient. Fixed Initiative: Unless modified by a feat, spell, or other circumstance, a Rogue Modron's Initiative is always assumed to be 10, plus or minus its Intelligence modifier. Surprise Vulnerability: Rogue Modrons have a difficult time reacting to surprise. They are considered flat-footed until the second turn in any combat they did not initiate. They are still able to act on their first turn, but remain flat-footed. Nonhumanoid Bauplan: Rogue Modrons cannot wear humanoid armor or clothing, including robes, vests, and shirts (Gloves and boots are usable, though). Such items have to be custom made to fit (+50% price). Languages: Rogue Modrons begin play speaking Planar Common and Regulan. Rogue Modrons with high Intelligence scores can choose from the following: Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Rilmani, Terran and Yugoloth. Alternate Racial Traits Functional Wings: Some Rogue Modrons have upgraded wings that grant them a Fly speed of 30' and clumsy maneuverability. The demands of flight require they lose their Armor Plating, as well as the now-redundant Featherfall Spell-like Ability. Emissary: All Rogue Modrons are curious about the Multiverse they find themselves in, but some are considerably more adept in their interactions with the confusing non-Modrons they must now interact with. Once per day, such Rogue Modrons can roll twice when making a Bluff or Diplomacy check and take the better roll. Their thinking becomes somewhat more random than is typical for Rogue Modrons, however, and they lose the Ordered Mind trait. Integral Tools: Used to being treated as mere tools themselves, Rogue Modrons have no problem altering their bodies to make them more effective for specific tasks. Rogue Modrons with this trait have a full set of Masterwork Thief's, Artisan's, or Healer's Tools built into their arms. These tools cannot be lost or stolen; However, their delicateness renders the Rogue Modron more susceptible to damage. Rogue Modrons with this trait lose one of their Axiomatic Resistances. Integral Weapon: Some Rogue Modrons of a martial bent have weaponry built into themselves. Rogue Modrons with this trait have a single Masterwork Medium or Small sized weapon built into one of their arms, which they are considered to be proficient with even if they lack the normally required Proficiency. This weapon cannot normally be lost or stolen, however this visceral connection with violence causes them to lose the Sturdy Metabolism trait. Misanarchic: Some Rogue Modrons have given up on trying to understand Chaos, and seek to banish it from the Multiverse entirely. They gain a +1 racial bonus on attack rolls against Chaotic Outsiders. They tend to develop metaphorical tunnel vision, though, and lose their Keen Senses. Polymelian: Some Rogue Modrons have replaced their near-useless wings with fully functional arms, with which they can attack, hold items, and anything else the primary limbs can be used for. The modifications involved make them less durable than other Modrons, however. In addition to losing their Featherfall Spell-like Ability, such Modrons lack the Deathless Spirit and Sturdy Metabolism traits. Seaworthy: Rarely, a Rogue Modron might have need to explore the myriad waters of the multiverse, and adapt themselves to do so. In addition to waterproofing themselves to maintain bouyancy they also modify their wings to function as propellers, granting them a Swim speed of 30'. Their new medium does limit their visual and auditory acuity, though. Seaworthy replaces both the Featherfall Spell-like Ability and Keen Senses. Targeting Algorithms: Some Rogue Modrons find the predictable arcs of ranged weaponry to be almost soothing, reminding them of the mathematical beauty of their lost home. They gain a +1 to hit and damage with any thrown or missile weapon, but their focus on the tangible causes them to lose their Illusion Resistance trait. Telescoping Limbs: Rogue Modrons with this trait are built so that, with a move action, their arms and legs can be extended to several times their normal length. The Modron can extend their arms and gain 10' Reach, or extend their legs and gain a base movement of 50'. Extending both arms and legs renders the Modron too awkward to effectively move or fight, but might be useful for getting objects from tall shelves. The additional complexity of their construction causes these Modrons to lose their Deathless Spirit trait. So, whaddayathink?
Here's my feedback: - I think artificers' infusion knowledge should be changed to mirror an Alchemist's formula book. I know this is a change from the source material, but I generally despise classes where every character has the exact same spell list. :-) - The various Warforged Body feats would be better handled as Alternate Racial Traits than feats. Either that or they should be buffed up slightly, and in my opinion, the "1st level only" requirement should be removed. -Speaking of which, Alternate Racial Traits for all the Eberron races would be nice. The conversion here: http://pf-eberron.wikidot.com/ might provide some inspiration. The various Gearforged traits from Kobald Press' Midgard setting might too, for warforged. - Every Paizo published race with a charisma penalty has at least one sorcerer bloodline that they get a bonus to, to cancel it out. Alas, there is no official bloodline that would be appropriate for shifters and warforged. The Protean bloodline almost fits for shifters, but not quite. - Per "Races of Eberron", 3.5 changelings could switch sex or be functional hermaphrodites with no problem, but yours can't. Was this a deliberate change? |