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Pathfinder Lost Omens, Rulebook Subscriber. Venture-Agent, Colorado—Denver 51 posts (53 including aliases). 1 review. No lists. 1 wishlist. 5 Organized Play characters. 1 alias.


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Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
breithauptclan wrote:

I don't think so.

But it is also rather difficult to damage armor.

This is true, especially at early levels, but that changes pretty quick. I brought this up because of Ankhravs cr3 who have

Melee [one-action] mandibles +13 (acid), Damage 1d8+4 piercing plus 1d6 acid

Armor-Rending Bite [two-actions] The ankhrav makes a mandibles Strike; if the Strike hits, the target’s armor takes the damage and the acid damage bypasses the armor’s Hardness.

This just made me wonder how item hp scaled. I could see the damage later creatures destroying pc items very quickly.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Does adding the +1 increase the items hp? The only info I can find is on table 11-4. Which puts leather armor at 4 hardness 16hp/ 8bt and steel 9 hardness 36hp/ 16bt.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
YuriP wrote:

You forget about the most important description that is in your goblin (and all others) ancestry:

Quote:
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

In general (with some noticeable exceptions like focus spells) rarity rules like uncommon only exists to help the GM and player to notice that something is not common in the Avistan region or that can used as warn to players and GM that some spells and abilities that could be used to try workaround some mystery stories (ex.: Spells like Detect Alignment, Detect Poison, Magic Aura and many other are classified as uncommon as way to alert the GM and players to take attention to this spells. To GM because they can be used to try to detect some evil shapeshifted creature or some poisoned item/consumable that you don't want the players easily detect. To players to help them to know when they take spells that they need to first consult the GM. This try to avoid inadvertently spell bans or to know that they can suffer some restriction during the game).

That said to you know some uncommon language you just need to talk to your GM asking if it allows it! Usually you just need to explain why this make sense to your char build is sufficient to most sensate GM to allow.

I intended for"Your ancestry entry states which languages you know at 1st level." to coverthat.

Cordell Kintner wrote:
In society play, all versatile heritages gain access to their associated language. So Oreads can learn Terran, Tieflings can learn Abysal or Infernal, etc. I believe the boons have been updated to reflect this.

I was not aware of this, definitely going to look into that.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

I'm trying to figure out if my oread goblin from oprak (scav background) and elemental lore (earth plane)qualifies to learn the Terran language at level 5 with a bump to Intelligence and not have to take multilingual.

So far I can't solidly justify gaining the uncommon language, but I feel there may be some wiggle room with oread being an "earth elemental creature". Did I miss anything that could grant access to Terran? Also, oread in the Beastiary know Terran but Beastiary rules =/= pc rules.

These are all the things I could find on language and accessibility

uncommon trait (crb 13):
"Uncommon items are game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up available only to those who have special training, grew up in a certain culture, or come from a particular part of the in a certain culture, or come from a particular part of the world."

intelligence modifier(crb 31):
"If an ability boost this adds 1 Hit Point per level). If an ability boost increases your character’s Intelligence modifier, they increases your character’s Intelligence modifier, they become trained in an additional skill and language."
[spoiler=ancestry(crb 33)]"This tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here."

languages and ancestry(crb 65):
"Your ancestry entry states which languages you know at 1st level."

languages(crb 65):
"Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions."

traits(crb 637):
"Often a trait indicates how other rules interact with an ability, creature, item, or other rules element with that trait"

Terran language(crb table 2-2):
"Terran- Earth elemental creatures"

oread heritage(loag 105):
"You gain the oread trait"

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Giant crawling hand has its attack listed as
Melee [one-action] claw +15, Damage 2d6+7 slashing plus Grab

Grab in the bestiary says
"The creature is grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended."

What I am wondering is, what happens once the giant hand grabs?

Am I right in thinking that since it is the "body part" that it can't strike until the grab is ended?

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
DomHeroEllis wrote:

No it does not - the Order Explorer feat does not state that you get an extra focus point so you would only get one if the feat you picked said that it does.

Even the order spell feat only says that it gives you a focus point if you don't already have one.

Thats what I thought, just crossing t's and dotting i's before I reported a bug on pathbuilder.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Does order explorer increase your focus pool? I was under the impression that it doesn't.

From order explorer,Crb 135.
"You gain a 1st-level feat that lists that order"

"You don’t gain any of the other benefits of the order you chose."

Context
Lvl 1 leaf order (2 focus points)
Lvl 4 order explorer (2 or 3? Focus points)
Lvl 6 advanced order spell (now 3 focus points)

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
Ventnor wrote:
Since Aura of Courage & Marshal's Aura interact with feat in different ways, they both do stack.

Thats the impression I was under. Those abilities synergies really well to help against fear. Not sure if it's worth the investment in both unless it's like, a spooky campaign.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Overall concept, a Goblin liberator champion of Cayden Cailean. All about power to the people and being buzzed while doing it. Also needs to be PFS legal. Planning out to 5 here. I'm flexible on all the various class/dedication combos.

I have two builds in mind. An agi build takeing swashbuckler dedication with bon mot. The other could be str or agi with the marshal dedication.

Swashbuckler-liberator
str12 agi18 con12 int10 wis10 cha16
Skill focus acrobatics/diplomacy
Charhide
1) liberating step, very sneaky
2) bon mot, swash dedication (wit)
3) undecided
4) basic flair: buckler expertise (shield ally) or dueling parry (weapon ally)
5) kneecap or goblin scuttle (to many reations?)

I have thought about swash with champ dedication like having liberating step from the get go instead of getting it at 6 with champ dedication.

Marshal-liberator
str12 agi18 con12 int10 wis10 cha16
Or
str18 agi12 con12 int10 wis10 cha16
Charhide
1) liberating step, very sneaky
2) bon mot, marshal dedication (diplomacy)
3) shield ally
4) aura or courage maybe steel yourself
5) kneecap or goblin scuttle

This one is a bit more straight forward. I just want to stack (if they can stack) aura of courage and marshals aura.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

I was wondering of there was any big difference between buckler expertise and dueling parry when choosing to go down either feat path for swash?

The only big trade off I can find is duelling parry leaves you with a tint bit less bulk while buckler expertise gives the the option of special materials for buckler/buckler attacks (which can be covered by carrying a light mace or even a gauntlet). I also didn't find any magical bucklers. Thanks for any insights!

Vigilant Seal

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Ascalaphus wrote:
LordPretzels wrote:
I made a goblin twisting tree magus with 12, 12,8,18,16,12

That's a really weird stat array for a goblin magus though?

Generally speaking Strength is going to be your main stat. Unlike a wizard you don't need Intelligence to be at its peak because you use weapons to hit with spells, not spell attacks. Intelligence is nice to have because it's a bit of extra damage with cantrips, but it's very much in second (or third or fourth) place.

I donno how I got the stats so out of order. I intended to use 12 str, 18 dex, 12 con, 16 int, 8 wis, 12 cha. But since there is no way to use dex with a staff I would flip str and dex.

If you think about staff fights they are fast paced and involve a lot of mobility, not some beefcake conan-ing their enemies. Still seems weird that staff isn't finesse, but thems the rules.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
Old_Man_Robot wrote:
LordPretzels wrote:
I know the hybrid study added the agile trait to staff, but for some reason I keep thinking it should have finesse.
Huh... so did I. I think i'm do used to seeing agile and finesse paired together than my brain auto-completed it.

Yeah, I think I was making the same connection with agile and finesse, but when it wasn't there my brain had an error.

Now I know for certain, no dex for staff hittin. Although I think it should work.

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For some reason I was under the assumption that twisting tree was intended to be dex based. Am I forgetting something that makes dex a preferable stat for using a staff over str? Is it monk that gets to use dex that I'm mistakenly mixing in?

Just for context I was playing with pathbuilder and (under the above assumption) I made a goblin twisting tree magus with 12, 12,8,18,16,12 and they had a +4 to hit with the staff at level 1. Which seemed atrocious for a melee even at lvl 1. I know the hybrid study added the agile trait to staff, but for some reason I keep thinking it should have finesse.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Check out the "being stealthy sidebar" on 251. It may help. I think that the degrees of detection apply here.

Sneak
Failure
A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.

Since you are hidden

HIDDEN
The creature knows your location but can’t see you.

This still allows a blind attack, or some other disadvantage, so standstill can still apply.

As a gm, I'd allow the player to start moving then interrupt. Describing, the creature with standstill noticing something amiss (its head tilts to the side, ear twitch, suddenly tenses up) and throwing a blind swing in the sneaky pcs direction halting the player as it makes contact.

The short answer is gm flourish of the discription I guess.

Vigilant Seal

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Very well put YawarFiesta.

Thank you for all the contact information that has been provided and places to go to show support. Id just like to say overall im pretty impressed with the responce from the community here on the forums.

I think unionization would be a great idea. There is too much of a conflict of interest in corporate HR departments. It Essentially allows companies to police themselves which hardly ever proves effective.

After reading the Twitter posts, the only thing giving price any credibility is that some of what she stated has been corroborated. Frankly her posts were, at first read, an angry outburst of baisless claims from a jaded ex employee. With that said, the accusations are very concerning, and even with the questionable trustworthiness of the accuser and with or without ratifying comments, they need to be investigated thoroughly. Out right dismissal of the accusations based on Prices's past public dealings is not appropriate, but neither is immediately assuming guilt on the part of paizo and those accused.

#paizoaccountability has a connotation of complete guilt on the part of the accused. I do no agree with that. Its far more likely this ends up somewhere in the middle, with portions of Prices statements being true, some being embellished, and others being false.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
LordPretzels wrote:
The Familiar ability masters form, requires manual dexterity and speech and is listed as a granted ability for shadow familiars but speech is not granted. I'm guessing since its a granted ability shadow familiars get master's form whether they have speech or not. Is speech intended to be a granted ability for shadow familiars?
IMO, it's given to the familiar bypassing the prerequisite [you only need the prerequisites to pick one, not be granted one]. Seems like they are going for the 'shadow puppet' vibe here, so the lack of voice kind of fits.

This is what I was thinking as well. Definitely fits thematically.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

The Familiar ability masters form, requires manual dexterity and speech. Masters form is a granted ability for shadow familiars but speech is not. I'm guessing since its a granted ability, shadow familiars get master's form whether they have speech or not. Is speech intended to be a granted ability for shadow familiars or does the familiar get master's form without speech?

Vigilant Seal

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The Familiar ability masters form, requires manual dexterity and speech and is listed as a granted ability for shadow familiars but speech is not granted. I'm guessing since its a granted ability shadow familiars get master's form whether they have speech or not. Is speech intended to be a granted ability for shadow familiars?

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
Sagiam wrote:
LordPretzels wrote:
In secrets of magic, the Familiar ability masters form, requires manual dexterity and speech and is listed as a granted ability for shadow familiars but speech is not granted. I assume that since its a granted ability shadow familiars get master's form whether they have speech or not. Is speech intended to be a granted ability?
This is the Errata thread for the Lost Omens Product line. You'd be better served posting this question in the Secrets of Magic Errata thread here.

Much appreciated, but all those threads look to be closed.

Vigilant Seal

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In secrets of magic, the Familiar ability masters form, requires manual dexterity and speech and is listed as a granted ability for shadow familiars but speech is not granted. I assume that since its a granted ability shadow familiars get master's form whether they have speech or not. Is speech intended to be a granted ability?

Vigilant Seal

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Its singular imo. Many classes have feats that grant a focus spel. You consistently see, 1 feat:1 focus spell.

Although, i think a couple classes start with 2 focus spells like witch, but those come from separate class features not a single feat.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

The captian hit the nail on the head.

Captain Morgan wrote:
TheMonkeyFish wrote:
All I'm hearing is more reasons PF1 was better than PF2, lol

If what you want is unfettered freedom to make any character, yeah, PF1 is probably better. If you want to actually play a functional cooperative game, PF2 is better. If I am reading your post correctly, you don't have a game lined up to play the character-- it is the building itself which you're gonna use to process feelings. So yeah, PF1 will probably serve you better.

That said... You're asking for a really really specific option that was published 8 years into PF1's life cycle. We are two years into PF2-- we don't even have the magus yet. I don't think it is reasonable to expect PF2 to have EVERYTHING PF1 has yet, especially when there's already something so close to the concept in existence. And there will be a soul linked option by the end of the month with the summoner.

Also, there is a 10th level spell that can turn your familiar and 9 other creatures into a herd of mastodon, which is pretty cool.

Throwing the whole system out over such a small thing, with everything else it has to offer, is just silly.

I know it has been stated but it needs repeating. Other options, that are functionally the exact same, exist and summoner is out at the end of the month. Just flavor an animal companion a little differnt.

Vigilant Seal

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I cant find anything that elaborates on what is North/ northeast of the Castrovian Sea. I still suspect Kalady is that central part and may be extends north.

After reading into The reign of Winter AP I have theories, but thats it. In all likelihood it was part of the Koloran Emipire, maybe even the bulk of it. Artrosa makes me think maybe Baba Yaga started the plagues or something in Koloran and placed the maiden, mother and crone there to warn people off. It seems like it all would have a vary similar environment to Dvesda Marches, on the west side of the Myrfrus River.

The map of Iobaria was made available in a blog post here Iobarian Timeline

I was getting distracted with some of the details around Tian Xia so I scraped all but labeling the continent.

newest new map

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Thanks for all the help and to @vagrant-poet for the map! It cleared up some of the Kelish/Vurda layout that I wasn't clear on.

Still not sure how far east Grass Sea goes, but pathfinderwiki lists it as being between Kelish/Vudra/Kalady. That seems to fit geographically if
kalady trades by sea. Kalady is confusing, its described as north east of the Castrovian Sea. I could be putting to much emphasis on natural barriers. Also Starting to think that a lot of that eastern part of Casmaron hasn't been identified.

If anyone was wondering, I'm using the world map form the 2e core book, a lot of info from Lost Omens World Guide, and the pathfinderwiki.

Also, new map Updated based on all the great help!

New Map

Vigilant Seal

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I love all the Windsong Testaments. It would be great if these get picked back up. I've reread this one in particular several times since it was posted.

Vigilant Seal

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I've been tryin got sort out where exactly various countries are in Casmaron based on descriptions from pathfinder wiki, the lost omens books, and maps from APs. Is this looking about right? a couple areas I'm not 100% sure how far Iobaria continues east over the Castrovin Sea or what exactly is between the Windswept Wastes and Iobaria/ Castrovin Sea. Is it more of the Wastes? Any help would be appreciated!

https://imgur.com/a/5cAg0Qb

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

On the topic of alcohol, I recently ran a quick one shot for some friends while on vacation and, of course, the heathens wanted to immediately get tanked before venturing off to murderhobo a dungeon. The issue was, I started them at level 5 leaving the lowest fort save of the bunch at +11.

I know 1e had a rule about poison dcs going up with multiple exposures, but as far as I can tell that didn't continue into 2e. The only info I have found so far is on p458 of crb and the section on addiction on gmg.

Is it raw that pcs of a high enough level (which doest seem to be all the high) could drink enough booze to effectively replace all liquid in there body and be just fine?

I just house ruled that they got what they wanted and stumbled through the dungeon thoroughly intoxicated. The rules seem super lax on binge drinking to the point that I question why there are rule on it at all? Was there something I missed?

Vigilant Seal

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Earlier in the thread it discussed that. I had a question about specific familiar cost vs number of granted abilities while using the familiar master archtype with a class that doesn't grant a familier. I added more restrictive parameters.

Here is the original post I had with the particulars of my inquiry.

LordPretzels wrote:

Just double checking, in case I missed it. In the case of a familiar master (base class doesn't grant a familiar)

2)familiar master dedication
Gain familiar with 2 abilities
4) enhanced familiar
Familiar goes up to 4 abilities
6) improved familiar
Lowers specific familiar cost by 2
10)incredible familiar
Familiar abilities go up to 6

At 10 you could then qualify for the imp. You are granted 6 abilities but qualify for 8.

Does the imp still get its 7 granted abilities + unique abilities? Or does one need to be dropped?

Imps granted abilities are
(1)darkvision, (2)flier, (3)manual dexterity, (4)resistance (fire and poison), (5)skilled (Deception), (6)speech, (7)touch telepathy

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
Nefreet wrote:
LordPretzels wrote:
Not sure how you reach 7 when all the feats grant abilities in increments of 2

Familiar Thesis.

Or Witch Dedication.

Thesis is not applicable to familiar master and witch dedication specifically states that pc starts with 1 less ability brining it down to 2.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Not sure how you reach 7 when all the feats grant abilities in increments of 2 (mix up with # of imp granted abilities?). You have 6 total abilities imp comes with 7, then you have none left after but retain all 7. Cordell kintner confirmed how I was interpreting things pretty succinctly.

Cordell Kintner wrote:
When you buy a specific familiar you get all the listed abilities. It doesn't matter how many the specific familiar has, what matters is how many abilities it costs. Also, the feat lowers the cost of specific familiars, so 8-2=6, which is the exact amount of abilities you have, so you can get an Imp with all the listed abilities.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

It looks like my initial interpretation is correct. Even though the pc(in the circumstance I used) has 6 abilities, improved familiar would allow them to gain an imp that would retain all 7 granted abilities.

Why it was decided to muddy things up on a straight forward system I can't say. The only thing I can think of is limiting the versatility for people with specific familiars. If improved just granted 2 abilities instead of reducing cost, imps would have 1 free ability for the pc to pick.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
Cordell Kintner wrote:
LordPretzels wrote:

Just double checking, in case I missed it. In the case of a familiar master (base class doesn't grant a familiar)

2)familiar master dedication
Gain familiar with 2 abilities
4) enhanced familiar
Familiar goes up to 4 abilities
6) improved familiar
Lowers specific familiar cost by 2
10)incredible familiar
Familiar abilities go up to 6

At 10 you could then qualify for the imp. You are granted 6 abilities but qualify for 8.

Does the imp still get its 7 granted abilities + unique abilities? Or does one need to be dropped?

Imps granted abilities are
(1)darkvision, (2)flier, (3)manual dexterity, (4)resistance (fire and poison), (5)skilled (Deception), (6)speech, (7)touch telepathy

When you buy a specific familiar you get all the listed abilities. It doesn't matter how many the specific familiar has, what matters is how many abilities it costs. Also, the feat lowers the cost of specific familiars, so 8-2=6, which is the exact amount of abilities you have, so you can get an Imp with all the listed abilities.

Cool! I was thrown off by how much you get. With 6 abilities you end up getting a familiar with 7+2 unique. That just bordered on too good to be true and the specific familiar section in apg talked about if you have more granted abilities than the specific familiar has but not if you have less like in this case with the imp.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Just double checking, in case I missed it. In the case of a familiar master (base class doesn't grant a familiar)

2)familiar master dedication
Gain familiar with 2 abilities
4) enhanced familiar
Familiar goes up to 4 abilities
6) improved familiar
Lowers specific familiar cost by 2
10)incredible familiar
Familiar abilities go up to 6

At 10 you could then qualify for the imp. You are granted 6 abilities but qualify for 8.

Does the imp still get its 7 granted abilities + unique abilities? Or does one need to be dropped?

Imps granted abilities are
(1)darkvision, (2)flier, (3)manual dexterity, (4)resistance (fire and poison), (5)skilled (Deception), (6)speech, (7)touch telepathy

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I hope so, that would be awesome. They have to have their own legendary heros that saved the world from threats long before earthfall and dwarves quest for sky (maybe thats what Erux is?). What about villians? We hear so much about humans becoming these godlike lichs, but humans are a super young ancestry, others had to have done so. Part of the reason Vordakai is so cool is because of the "lich of a lost empire" aspect.

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I've been curious about the relationship between Lizardfolk and Pharasma. Its been very exciting to see that Lizardfolk and their culture has been greatly expanded on with the Lost omens Character Guide and Ancestry Guide, the latter introducing heritage feats like Bone Magic(45) and Consult the Stars(46) and the side bars about Droon and the origin of the name Iruxi

Iruxi:

While most lizardfolk permit humans
and others to refer to them by that
moniker, they call themselves iruxi.
This ancient word arose from the
Draconic tongue, though its exact
etymology is unclear. In Droon, iruxi
astronomers point to the jagged
constellation of the Maw and the
starry figure who stands against it.
Today, while this constellation is called
the Lone Mother and features in fables
about environmental conservation, she
once had another name in dragon lore:
Erux, meaning “defiance.”

What caught my attention was this side passage on page 47, specifically what is bolded.

Iruxi Ancestors
Ancestor worship is central to
iruxi spiritual life. Lizardfolk keep
their elders’ physical remains
close, incorporating them into the
architecture of their settlements.
The bones of deceased iruxi shore up
protective walls and fill great vaulting
ossuaries. Preserved and suffused
with ritual veneration, these bones
become magical reservoirs of power.
It’s rumored that in times of great need,
iruxi ancestors will reanimate their
bones and fight for their descendants.

Pharasma was the first of the gods, and the Iruxi are one of the most ancient peoples on Golarion, predating the Azlanti making them as old or possibly older than even the cyclopean empires, but so far I haven't been able to come across any interaction or lizardfolk followers of her. What is their relationship with the goddess? How would an Iruxi cleric or champion of Pharasma react to ancestors reanimating their bones to defend their descendants? would it be anathema for a Pharasmin lizardfolk to ask an ancestor to reanimate? Also, has that "unspecified betrayal" by the elves brought up in classic monsters' revisited been revealed?

I do see how Gozreh would take the spot as most widely venerated by the Iruxi but I'm very surprised at lack of/ nonexistent engagement that they have with The Lady of Graves. The cultural identity of the Iruxi has only just started be be fleshed out but I would love to hear any additional information or insights others have to contribute. Originally posted this to Advice but here seems like a better fit.

Cool short story on Pharasma
https://paizo.com/community/blog/v5748dyo6sgzu?The-Windsong-Testaments-The- Three-Fears-of

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I've been curious about the relationship between Lizardfolk and Pharasma. Its been very exciting to see that Lizardfolk and their culture has been greatly expanded on with the Lost omens Character Guide and Ancestry Guide, the latter introducing heritage feats like Bone Magic(45) and Consult the Stars(46) and the side bars about Droon and the origin of the name Iruxi

Iruxi:

While most lizardfolk permit humans
and others to refer to them by that
moniker, they call themselves iruxi.
This ancient word arose from the
Draconic tongue, though its exact
etymology is unclear. In Droon, iruxi
astronomers point to the jagged
constellation of the Maw and the
starry figure who stands against it.
Today, while this constellation is called
the Lone Mother and features in fables
about environmental conservation, she
once had another name in dragon lore:
Erux, meaning “defiance.”

What caught my attention was this side passage on page 47, specifically what is bolded.

Iruxi Ancestors
Ancestor worship is central to
iruxi spiritual life. Lizardfolk keep
their elders’ physical remains
close, incorporating them into the
architecture of their settlements.
The bones of deceased iruxi shore up
protective walls and fill great vaulting
ossuaries. Preserved and suffused
with ritual veneration, these bones
become magical reservoirs of power.
It’s rumored that in times of great need,
iruxi ancestors will reanimate their
bones and fight for their descendants.

Pharasma was the first of the gods, and the Iruxi are one of the most ancient peoples on Golarion, predating the Azlanti making them as old or possibly older than even the cyclopean empires, but so far I haven't been able to come across any interaction or lizardfolk followers of her. What is their relationship with the goddess? How would an Iruxi cleric or champion of Pharasma react to ancestors reanimating their bones to defend their descendants? would it be anathema for a Pharasmin lizardfolk to ask an ancestor to reanimate? Also, has that "unspecified betrayal" by the elves brought up in classic monsters' revisited been revealed?

I do see how Gozreh would take the spot as most widely venerated by the Iruxi but I'm very surprised at lack of/ nonexistent engagement that they have with The Lady of Graves. The cultural identity of the Iruxi has only just started be be fleshed out but I would love to hear any additional information or insights others have to contribute.

Cool short story on Pharasma
https://paizo.com/community/blog/v5748dyo6sgzu?The-Windsong-Testaments-The- Three-Fears-of

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
you're not following my point: by the stated reading of intent you agreed with, they'd be 100% justified in thinking creatures are perfectly fine and NOT "clearly violating rules". I think it'd be unfair to point at a player and say they where being disruptive when they wouldn't be the ones to open that door: once you're fine violating intent in any ways, it's hard to quibble over which violation is too far.

I think you misunderstood my initial post. I agreed that soup is a liquid and ingredients for soup, fit the "ingredients for potions and other liquids".

I also brought up a separate point that someone could claim that soup can be made of people, specifically a goblin in my example. That i brought up was a possible example of abuse, or what I wouldn't fault a gm for disallowing, but that I, personally, may allow it at my table because its funny and not game breaking (no gear though, just the gob and some water or pickle juice). Both of which are my opinion. If you would find it hard to discern what "violatin" is to far thats on you. I haven't had issues there at my tables.

graystone wrote:


It would be a notable advantage to a familiar that starts with swim Speed as there is NO current way for them to gain a land speed: a little bit of water and your goldfish is good to go and as a bonus, it'd have cover and/or blocks line of sight/effect. Even better it's only a single action to keep it following you, unlike a familiar that requires every round attention.

If thats the best "advantage" you can come up with, we are fine. Since specific supercedes general, this specific item states "its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count." Even though this doesn't explicitly mention cover or los, this sounds like its ungainly movements are enough to negate any cover or los one could gain be being in a cauldron.

I guess I'm a very benevolent gm, because I would allow a degree of cover to the poor sap who chose Nemo as their familier. But I would have a bandit run up, grab the cauldro, dump its contents, and try to run off with it. The disadvantages of picking a water bound familer don't even break even with this item. Just spend 5g for the famlier satchel instead of 12g on this.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
LordPretzels wrote:
TiwazBlackhand wrote:


"ingredients for [...] other liquids"

Soup is a liquid.
Therefore, things that are ingredients for soup are "Ingredients for other Liquids"
Therefore, mise en place for making soups or stews (a category of soups) should be fine.

I 100% agree with you here, but this opens up some room for a shenanigans. Like for a cannibalistic goblin to possibly use it as a vehicle. As long as they fit the 2 bulk rule.

I personally would think that entertaining as hell and allow it as long as they arent trying to turn it into a pack mule.

I'd 100% disagree as you can use the exact same argument to let familiars and other creatures ride in it. Creatures have blood so they are an ingredient of blood soup [it's a real thing].

Honestly, if you start down this road, there are really very few things that you can't use as an ingredient for a liquid: I mean, iron ore or iron bars are an ingredient in molten iron after all and things like wood can be turned into charcoal and added to drinks [said to absorb toxins]: the limitations ends up having no meaning.

K, then don't do it at your games. As long as players arnt being disruptive or clearly violating rules as intended, I see no need to be a tyrant about it.

Its not like throwing some onions in it or even letting a small creature ride in it would give any kind of advantage. It would be garbage for travel time and "its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count" would be more likely to make it a liability to players as a vehicle. Be a funny liability though.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
TiwazBlackhand wrote:


"ingredients for [...] other liquids"

Soup is a liquid.
Therefore, things that are ingredients for soup are "Ingredients for other Liquids"
Therefore, mise en place for making soups or stews (a category of soups) should be fine.

I 100% agree with you here, but this opens up some room for a shenanigans. Like for a cannibalistic goblin to possibly use it as a vehicle. As long as they fit the 2 bulk rule.

I personally would think that entertaining as hell and allow it as long as they arent trying to turn it into a pack mule.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

I do think the two excerpts that you listed have all the info you need.

[*Quote] trained in martial weapons and either Diplomacy or Intimidation

I read this as requiring the general martial weapons proficiency. Something that lists "proficient in martial weapons".

[*Quote]Choose one weapon group that embodies your mystery. You are trained in all martial weapons of that group.

The key words here are "choose a weapon group". You are proficient in this weapon group with the subset being proficient in the martial weapons of that weapon group.

The way i see it, as raw, being proficient in a weapon group and the marial weapons of that group is not the same as being proficient in martial weapons.

If the marshal requirements were to be proficient in "a" or "any" martial weapon, the weapon group thing would most definitely qualify.The wording should be changed to either of the previous examples or state something like "must have martial weapon proficiency" to be more clear.

Although, like squiggit said I don't think this would be game breaking. As a gm id likely allow it.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

I always saw fall damage as a "you done goofed".

Like in season one of critical role when keyleth lept off a huge ocean side cliff and decided to wild shape into a goldfish, and proceeded to die instantly. She done goofed. Could have turned into a water elemental, with resistance to bludgeoning and a swim speed for once in the water, but nope, a 1hp goldfish. There are situations where players make their beds and need to lie in it, or in her case bob lifelessly on the surface.

Raw it is all pretty straight foword. Still just weird imo. Weird enough I wanted to make sure I wasnt horribly misreading or misinterpreting it.

Thanks for all the feedback, I wasnt aware that immunity to fall damage was so prevelant.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
Lost In Limbo wrote:
At the cost of a 1st level skill feat slot and a few investments in Acrobatics, any character can have the same bonus from Cat Fall at level 15.

I wouldnt say it's just a few investments. Most, if not all classes get 1 legendary skill that they have to put their 3rd, 7th, and 15th skill bump in. In addition to the skill feet.

That doesnt change the issue. Is being completely immune to fall damage, without magic, okay? By raw the character doesnt seem to even need to be conscious. It doesnt seem like such a trivial thing. Gravity was kind of a great equalizer.

Just falling through the atmosphere, conscious or not, land on a building with enough force to destroy it. Dont die from the fall, but that brick falling 10 feet might get ya of you were ko'd. Likly take out anyone inside too.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Page 39, lost omens character guide

Unbreakable-er goblin (feat 13)
-unbreakable goblin heritage
As hard as most unbreakable goblins are to break, you are that much harder to break. You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the Bouncy Goblin feat, after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet.

It is written straight forward but, really?

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

I've run into the same issue with the Gamemastery Guide. I heard there was some kind of transfer to a new system with orders recently. That may be mucking things up.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

I've head some horror stories with how a few gms are handling tenants and anathema. It just makes it all the more clear that you have to get in that session 0 and talk to the gm.

1) I would hope that you do t have to start every encounter with trying to convince the foe to change their ways. As long as a reasonable attempt at some point is made you should be fine.

2) absolutely not. It really could go either way depending on the group though.

3) "allowing" them? Yes, I'd say that's a work around, but you cant control others. So if one of you party does off a foe but you wernt able to know that would occure or in a position to stop it then, no.

4) definitely talk to your gm about these expectations. If the case is unique than it is up to the gm to drop sufficient hints that is the case.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

What's the intent behind the Rough Rider ancestry feat? Are wolves/goblin dogs granted the mount special when aquired as a companion? Does the small mount size still apply?

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

bestiary 3 has rotgrub swarm as a "+10 (2d6 plus swarmness" but it looks like it was edited, thanks for linking to the reference doc.

i was curious if it was just a mistake or if it was some exception.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

what is up with some swarms having an attack bonus? does that mean they have to roll an attack upon entering a square instead of doing their automatic swarm damage?

examples
Parasite, Rot Grub Swarm (bestiary 3), Ubashki Swarm (campaign setting, lost kingdoms)

Vigilant Seal

1 person marked this as FAQ candidate.
Pathfinder Lost Omens, Rulebook Subscriber

I have a PC who insists on using this spell all the time. i was curious about a couple things with this spell.

1. What type of damage is it, it just states 1d6. (i needed to know because of DR, i assumed that the DR didn't apply because it was a spell that didn't specifically say bludgeoning or crushing)

2. This spell says that "Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes." but the grapple combat maneuver says "If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails)." does this mean that if they succeed on grappling with the hair the opponent beginning grappled stays in that spot or that the opponent is first moved to an adjacent square but cannot be moved on later rounds?

3. does the caster gain the grappled condition? im guessing not because it says "Once you choose a target, your hair continues to attack that target independently of your own actions." but it also doesn't say that you don't become grappled, and assuming that the caster doesn't become grappled they are free to use their full movement?

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

Ahha! I'm not crazy, more like Shifter's lol. Home brew alternative incoming!!

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