Tarrasque

Lord Twitchiopolis's page

Organized Play Member. 633 posts (665 including aliases). 11 reviews. No lists. 1 wishlist. 21 Organized Play characters.


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Eh
My friends and I came to Pathfinder because we loved 3rd Ed D&D and didn't care for 4th.
Now Pathfinder is going to a new set of rules too.
Kinda defeats the point for us.
I'll pass.


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Not bothering to read the whole thread, just gonna throw my 2 copper in...

Pathfinder, like many fantasy RPGs, is a fantasy.
Your average adventuring party is a group of vigilante murder hobos.
Even some of the best things a party can do (such as, say, helping with a crime scene investigation) simply would not fly in the real world.
Use of lethal force is commonplace, and death of sentients is the norm.
As such, when things in a fantasy setting are supposed to be evil, they often go full mustache twirling.
After all, when the GOOD guys have a high body count, how do you make the bad guys...well, how do you make them bad?

So this is where the depraved stuff comes in.
Torture, rape, slavery, abuse, excessive violence, child abuse, and other evils that I can't even put into words.
These are bad things; we know them to be wrong, we refuse to accept them as even possibly being righteous; these are what make the individuals truly EVIL.
Let's just look at the core deities of Evil persuasion for a moment.
Take away slavery from Asmodeus, torture from Zon-Kuthon, mass destruction from Rovagug, beastiality from Lamashtu, slavery in the form of undeath from Urgathoa, and Father Skinsaw from Nogorber, and... well, you have a pantheon of Neutral deities.

Is child abuse a step too far?
Perhaps.
But it is a real world issue, a real world evil, and one that should be recognized.
Placing it under the purview of a Demon Lord does that.
Paizo is no more complicit in child abuse than "Twelve Years a Slave" is slavery.


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Ok, this is pretty hilarious! Oops indeed.

But hey, you owned your mistake and fixed it, so it's not like I can knock you.

Thank you and the whole staff for what has very rapidly become my favorite AP. Rock on, Dev team.


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I'll echo what others have said: Bravo!
To put it in rather coarse terms; we will never have equality until we have equality in the mooks.
All too often in modern media we have a diverse cast of heroes, a slightly less diverse cast of villains, and a totally homogeneous suite of supporting baddies.
No reason that the thugs, bandits, gang members, enemy soldiers, and the other rabble the heroes square off against can't be as diverse as the heroes themselves.


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Does this mean that we'll get a legit way for a psychic magic user to become a Hellknight Signifer?


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Archmage Variel wrote:
Pathfinder is generally one of the better ones in terms of inclusivity and cultural sensitivity, but with such a vast amount of written products, occasionally something can come out not looking as it was intended, with even the best intentions.

Try to please everyone and you will please noone, not even yourself.

Pretty sure there's an Aesop fable about that one there....


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James Jacobs wrote:
They know, in the same way we know doctors and firefighters and lawyers and hobos and serial killers and authors and explorers and astronauts and ninja exist.

I thoroughly appreciate the spectrum covered in in this quote.


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Live squids.


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OH boy, this thread again.


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Rysky wrote:
No, that is not how it works. Because that is incredibly stupid.

Just because something seems stupid does not mean that isn't how it works.


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Yes. That is how it works.

Ferocity is a show of just how tenaciously you cling to life, but it doesn't account for how bludgeoned and bruised you are.
Consider it a bleeding out vs a being entirely worn out.

If you want to keep going while under nonleathal damage, consider the feat Flagellant

Flagellant wrote:

Source Inner Sea Gods pg. 212

You have learned to ignore the effects of pain through long years of exposure to it.

Prerequisites: Endurance, character level 7th, worshiper of Zon-Kuthon.

Benefit: You gain a +4 bonus on saving throws against pain effects. Also, you suffer no adverse effect when your nonlethal damage equals your current hit points, and you become staggered when your nonlethal damage exceeds your current hit points. You never fall unconscious due to nonlethal damage.

Normal: When your nonlethal damage equals your current hit points, you become staggered. When your nonlethal damage exceeds your current hit points, you fall unconscious.


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Jade Regent:
Asian woman returns box.


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Is the Vicarius of the Gate supposed to be a Hellknight rather than a Signifier?
If so, why?


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"HAH! MY AC IS IN THE 40s! NOONE CAN TOUCH ME!"
*touch attack against a touch AC 12*
*Will Save with a +2 bonus*
"Crap..."


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I don't know what my point buy is, but by now I've killed enough rats to be at least level 2.


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Chris Lambertz wrote:
Removed a series of posts. Again, let's keep this discussion centered on the original topic. We have a variety of community members who would be/are fairly uncomfortable engaging in this conversation when others use phrases typically used to describe "sex" rather than "gender." For the purposes of this thread and keeping our community a welcoming space for gamers of a variety of backgrounds, my team would appreciate if folks used "women" or "girls" from this point on. If you have further feedback on this, please email community@paizo.com. Thanks!

Heh, I had a reply and got ninja'd by moderation. Honestly, I'm glad to get back on topic.

As to specifics;
I love my player H. on Thursdays.
She actually keeps notes, but they always end up hilariously unspecific.
"Old church.

Haunted???
Monsters???
Ghosts???"

still, better notes than B. takes.


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Ok, so....
Outside of light weapons, natural weapons, and one-handed piercing weapons wielded by a Swashbuckler, only the following weapons may be weapon finessed;
Aldori dueling sword(1 handed)
Bladed scarf(2 handed)
Elven branched spear(2 handed)
Elven curve blade(2 handed)
Estoc(2 handed, though special clause for one handed)
Rapier(1 handed)
Spiked chain(2 handed)
Sword cane(1 handed)
Whip(1 handed)
None of which are monk weapons.

HOWEVER
Crusader's Flurry exists!

Crusader's Flurry wrote:


You learned to use your deity’s favored weapon as part of your martial arts form.

Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity’s favored melee weapon.

Benefit: You can use your deity’s favored weapon as if it were a monk weapon.

So, if you're willing to drop one level into Crusader archetype cleric, you can flurry of blows with your deity's favored weapon.

Using this feat, Cleric/Monks of Zon-Kuthon can weapon Finesse flurry a spiked chain and Cleric/Monks of Sivanah can do such with the bladed scarf.


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I'm Hiding In Your Closet wrote:
Dragon78 wrote:

Would love to see alternate racial mods for Lashunta.
Female +2Int +2Cha -2Str
Male +2Str +2Int -2Cha

I wouldn't mind a sexually dimorphic race that has it the other way around, too (mighty females, lithe males) - be good for a race of anthropomorphic mosquitoes (which, incidentally, has precedent in DRAGON magazine's 3.5 conversion of the China Miéville races).

Or any other insectoid race.

Many arthropods have larger females than males.
The infamous Black Widow spiders and Praying Mantises, for instance.
There's also arthropods where the femlae population significantly outnumbers the male; members of the Apocrita suborder (ants, bees, and wasps) come to mind.
So if we see a Formain or Thriae player race, I'd *hope* for sexual dimorphic stats skewed for physically strong females.


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I think the only real area that Paizo devs won't mess with for major portions of an AP is Absalom, as that is already the heart of PFS.

Then again, I could easily see them doing it too.
Not like there isn't anything to write about there...


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I haven't played it, but honestly, it just doesn't look appealing to me.

1)Honestly, after playing Rise of the Runelords, I'm pretty Gianted-out. Later books of Runelords are chocked full of giants, so a full AP of Runelords book 4 just seems...tedious.

2)Even reading the quick summaries of adventures, the premises aren't really promising. Each book seems to be "next tier of giant" in theme from description. One book Stone giants, one book Ice giants, one book Fire giants, etc. Again, haven't played it, but that's the impression from the short descriptions.

3)Bait and Switch setting. Like Mort mentioned above, set in Belkzen, I was really hopping for orcs! When the AP was announced as a Belkzen setting with a "returning to the roots of tabletop RPGs feel, I was super excited for a Warcraft-esqe AP, fighting against the war machine that is the hordes of Belkzen. Instead, we were given more giants... I go back to comment 1 about Runelords.


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Kalindlara wrote:

Also, for those interested in following other paths of service to He Who Walks In Blood, he has an obedience and a full set of boons in the recent Pathfinder Campaign Setting: Inner Sea Faiths. I think they're rather well-done. ^_^

This means that the evangelist, exalted, and sentinel prestige classes are all fully functional options as well.

And what boons they are!

Without fully spoiling them, the simple Deific Obedience allows for the utilization of sawtooth sabers for fulfilling Somatic components and to allow them to count as Divine Focuses.

This means that all spellcasting options are now opened up as potential entry paths, with Cleric and Magus being particularly tantalizing options. Now any class (barring those with incompatable alignment restrictions) can be a true Red Mantis Assassin.


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Ashkar wrote:
AnimatedPaper wrote:
As I was typing all this, I got to wondering about Cheliax and the third damnation of house Thrune. Leave aside paladins serving as Hellknights, how on Golarian have the paladins of the world not banded together to depose Abrogail?

1. Last legitimate pretendent with, probably, strongest claim on imperial throne, Sheraya Solistar, decided that being pathfinder is more pressing then saving her country. She paid the price when she disappeared in the expedition in Tusk Mountains. Without her, balance of power really shifted in Thrune favor because, probably, all other pretenders had a claim on the imperial throne no better then they had.

2. Civil war that raged for 40 years? People were kinda happy to see that at last somebody won. Minority who was against House Thrune was in Sargava, or was disorganized to mount an efficient rebellion, or just fled to Andoran or other countries. Therefore, the people in Cheliax accepted House Thrune as legitimate winners of civil war.

3. People probably accepted Asmodeus as new state religion because with him House Thrune filled the vacuum after Aroden. I don't think Thrune and other clear minded folks wanted new Oath Wars.

+1.

Also, keep in mind the global politics.
Golarion is set up for a full scale WWI.

So, let's say that the Glorious Reclamation *does* strike hard at Thrune and deals a major blow, causing immense political upheval in Cheliax.
Thrune turns their attentions inwards, focusing on a major civil war raging across the motherland (catching many innocent bystanders and commonfolk in the crossfire), pulling resources from their foreign investments in order to quell the uprising.
Without fear of Thrune patrols, Shackles corsairs are now free to plunder the coasts with impunity; Sargava is now fair game as there is no reason to honor the tithe for protection, Rhadoum has to step up their coastal defenses to oppose the threat of piracy.
Andoran begins making more overt actions against Cheliax under pressure from abolitionists residents. What were occasional skirmishes from black-ops groups become official raids by major military platoons.
Taldor, sensing weakness caused by over-extension, begins running propaganda campaigns against Andoran in an effort to solidify itself as the lead of the global powers. Should they take more direct actions against Andoran, their southern rivals in Qadira will surely notice.
Molthune, which has been fighting to claim more territory, now has reason to suspect Andoran to be in a weakened state in which they may actually have a shot of victory over the larger nation. After all, the Molthuni military would be more adept at fighting against an opposing military than the guerrilla tactics of Nirmathas. With some support from Taldor, they strike at Andoran.
Meanwhile, with Thrune troops withdrawn from their cities, Chelish holdings in Varisia, Arcadia, and Garund begin to suffer under local stresses that they needed help with contending with. Wild beasts, savage natives, and environmental disasters wreck these outposts.
Nidal and Isger are wild cards; as vassal states, they may lend hand to Cheliax in its time of crisis or they may use the turmoil to throw off their yokes and claim full independence. Either way, more warfare and bloodshed is the result.

In the end, Cheliax becomes the new Galt as the greater part of the Inner Sea is dragged into a long, drawn out conflict.


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I see a lot of "How the heck is a paladin supposed to admire/work with the Devil?" here.
And the answer to that is; the gods already do.
From Asmodeus's entry in ISG:

Quote:
Despite ethnical differences, he has been a patron of Shelyn, an aide to Nethys, a supplier to Gorum, and an advisor to Iomede, though it is not something his sometimes partners care to admit.

Emphasis mine.

Iomede, the crusader goddess, the one most associated with Paladins on Golarion, has worked with the Devil.
After all, he *does* have the most well oiled machine in the multiverse despite the layers of bureaucracy and red tape, and he *does* hold the key to Rovagug's imprisonment

But! But! The Paladin Code says that they can't associate with evil!
Actually, no it doesn't.
Associates is a separate bullet point from Code of Conduct in the paladin class block.

Quote:

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

A paladin's underlings MUST be LG, but her teammates can be Evil IF it serves a greater cause.

So, to take it back to Setting....
Can an Iomedean associate with an Asmodean?
Sure, though she wouldn't be happy about it.
However, the fact that there's an Asmodean there might be WHY she joins an organization.
Keep him in check, balance out his actions, counter him *before* it's swords drawn, being the one to say "No, we're not doing that" when otherwise there would be noone to say not to.


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Ashram wrote:
memorax wrote:

Despite my feelings on the lack of a true playtest for the core which I won't go into.

To me their play tests are just a feel good public relations exercise for the fanbase. Otherwise play test or not they simply do their own thing. Which they can do. Then what's the point of a play test. A good example are the gun rules. Almost no one wanted guns targeting Touch AC. In the end despite objections to them. They ended up being printed anyway. That's why I won't participate in any such play tests.

What bothers me the most. They refuse to find or even attempt to try to find the proper middle ground on designing new material. Or nerfs. At this point in the development of the game they should know better. They just don't want to try imo.

Original warpriest playtest says hi as well.

Oh, original Warpriest.

MAD as hell, lack of proficiency with their deity's favored weapon, base attack all over the place and a scaling damage die.
So much was changed for the better.
And let's not forget that Gunslinger was originally a Fighter Alternative Class, had heavy armor prof, and was very little like what the current version was.

Also, gun rules were NEVER open playtested with Paizo.
They WERE EXPLICITLY NOT under playtest during the gunslinger playtest.
Paizo stated that the gun rules were what they were, and that the class, not firearm mechanics, was the thing in playtest.

.
.
.
That all said, back on topic.
Any errata that we don't know about we don't use.
Any errata we find out about that would particularly damage a character after it's formed we ignore.
Additionally, I don't like some errata simply off of how it affects flavor.
For example, I loathe the Slashing Grace errata because of how I envision Red Mantis Assassins and I dislike the Fencing Grace errata because of the imagery of a fencer wielding a main-gauche or parry dagger.
I dislike Scarred Witchdoctor because I feel like it took a large chunk of the creativity out of the class.

In general, I hate having to keep up with errata.
That's one of the reasons (but far from the whole) that I stopped playing PFS.


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There ARE actually a handful of archetypes for this sort of thing; losing medium and heavy armor prof.
Lore Warden comes to mind pretty quickly, and Cad's on that list too.
Heck, there's even a spell casting archetype in Arcane Anthology.

And after that, well, the question is WHY they want to be a fighter.
It's not irrelevent at all.
Why not play a duelist, brawler, rogue, slayer, ranger, etc?


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Rysky wrote:
Lord Twitchiopolis wrote:
Drahliana Moonrunner wrote:
Rysky wrote:

(Slight tangent, I do too keep reading it as Myfrog ^w^)

And I will disagree and think the community DOES need to band together and make a statement denouncing bigotry. These games are supposed to be fun, they're supposed to be for everyone.

Trying to sweep racism under the rug and ignoring it is in fact hurting the community.

Thing is... the best thing to do about games like this is to simply NOT BUY THEM. And the gamers that are oriented towards things like this, will only feel emboldened by strident rage.

+1

Consider that the people who produce and consume such products are people too.
Lashing out at them will only hurt them, and in their pain they will turn farther against you and strike back harder than before.
The most surefire way to ensure someone becomes a bitter racist is to call them one.

They're people, who happen to be racist.

And "Oh noes! I hurt the white supremacist's feelings of superiority by calling him out on his bigotry! How he'll tragically devolve into a miserable piece of s&&* that he somehow already wasn't."

Which accomplishes....what?

Great, you've called him out.
You've burned any bridges by that point.
You've made it impossible to sway that individual over to your side.
You've given him more reason to be racist; as a backlash to YOU SPECIFICALLY, now another object of hate.

Calling out people only promotes more hatred.
Education and compassion are the tools to fight ignorance.


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While it seems that most of Paizo's Adventure Paths run the nebulous "any alignment" and many run "any non-evil", I find myself particularly drawn to ones with stronger alignment themes.

So far, we've had some very good aligned adventures.
Skull and Shackles, the quintessential pirate AP, is the Chaotic adventure path; characters of any chaotic alignment feel right at home.
Wrath of the Righteous is the definitive Good adventure path.
Mummy's Mask plays heavily on the themes of Neutrality, both in the duplicity of good and evil and the absence of strong conviction.
Now with Hell's Vengeance we have a pan-Evil adventure, where any evil alignment is fair game.

What I can't seem to find is the Lawful AP.
Hell's Vengeance, while about putting down rebellion, is decidedly the Evil adventure path, and the players guide to Wrath of the Righteous explicitly states that the themes are good vs evil rather than law vs chaos.
Am I missing the adventure, or is there simply not one to date?
Were Paizo to publish a Lawful themed adventure path, what would you desire/expect from it?


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Ok, tell me then;
What does Sign Language offer that is not accomplished by two characters who take Read Lips and mouth sentences in Shadowtongue?
Arguably, that is a FAR more potent combination.

Also, command words are usually gobblygook, specifically to prevent accidental activation


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Quandary wrote:
Lord Twitchiopolis wrote:
I feel like it falls into a category similar to Psychic magic; it's different, but balanced.

Not feeling the similarity. You either use Psychic magic or you don't, it has different pros/cons to other casting (or mundane abilities), but you're stuck with the boat you chose. With a language, anybody who has a bonus INT language slot or skill rank can pick it up, and use it whenever advantageous to them to do so, and use another language when advantageous to do so. No balance involved.

Never mind that people are talking about opening up functions of spells etc. Well, actually alot of "language based" spells are de facto assuming auditory components, do Sign Language folk get to bypass that now? Does mute creatures who know sign language now get to activate wands? In a home game I would probably welcome this, but in PFS, it just has too much min/max exploitation potential. Of course, some folk love their min/max and will advocate for that, but AFAIK standing PFS policy is to minimize and prevent that.

Mummy's Mask, book 1.

We're going up against spell casters, our cleric drops Silence, I step into the Silence and cast magic Missile.
I get paralyzed by a ghoul, I cast Magic Missile anyways (purely mental action).
I later have to explain to my DM that Psychic spells are not OP because a simple intimidate shuts me down.
Considering how many scenarios simply aren't capable of dealing with that simple, third level tactic, I'd say it's a valid comparison.

Sign language; it's a silent form of communication, but requires direct line of sight.
You can communicate in pure silence, but a sheet of paper prevents you from talking to someone less than a foot from you, and you can't communicate around corners.
You need at least one hand free to sign; you can't do it if both of your hands are occupied, or if mobility to one arm is hindered (such as a grapple) and the other is occupied.
Language based spells need you to speak in the language that the recipient understands, so unless they ALSO sign, then you're s.o.l. on those.
These aren't in game mechanics, these are real life mechanics.


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Zelda Marie Lupescu wrote:

This also reminds me why I still want a MUTE oracle option. I know some people think it wouldn't work, but it would. Make part of the benefits of the curse limited telepathy or something.

I believe that there's the bare-bones of such a thing in Jade Regent, book...One, if I recall correctly.


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Thoughts:
Honestly, it's not a bad idea.

Yes, it potentially gives another secret language, but it's one that is shut down by line of sight.
You can't sign to someone around a wall, you can't sign in total darkness (unless you have darkvision).

I feel like it falls into a category similar to Psychic magic; it's different, but balanced.

James Jacobs wrote:


Letting the potentiality of disruptive players dictate how the game is designed is not the right way to design a game.

But... isn't not utilizing this design space doing exactly that?

Disruptive players WILL ALWAYS find a way to be disruptive.
They will find some way to justify their actions, no matter what the situation (I have one at my home game).
They don't need a special tool for it; they just need faulty logic and a stubborn personality.
Taking things away from everyone for the actions of a few harms EVERYONE.

2/5

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Actually, yellow Tengu are a big one to consider.

As I stated before, there is no legal source for dye.
However, it's not uncommon for people to have characters with outlandish hair colors in PFS and for such things to be simply hand waived.
The same goes for armor and clothing: there's no upcharge in an item's price for it's color.
It's just assumed that you can get whatever color you desire.

Now, feathers can be dyed.
If a Taldan can have red hair (while by the books they do not), then they must be coloring their hair.
What is to prevent a tengu from bleaching and dying their feathers?


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Are we still giving out hugs to Aranna?
I want in on that action
*Yet another hug*
It's not your fault.


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I am content with the responses.
Thank you Kineticist players.
I'll give it a shot.


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Since there are some Kineticist players on this thread:
The reason I can't bring myself to play Kineticist is the use of HP as a resource via the Burn mechanic.
I just can't wrap my head around how to possibly make it work, as it seems like most of the decent abilities require you to take Burn and there's no way to mitigate, lessen, or reduce such damage.
Even rocking a 20 Con, I can't see a character realistically accepting more than 3 or 4 Burn damage in a day without things getting dicey as they take hitpoint damage from encounters.
I just don't see how a Pyrokineticist matches an Fire Elemental Blooded Sorcerer at any level beyond the lowest ones.

So tell me, Kineticist players, from your experience;
How much Burn do you typically accept in an adventuring day?
How does Burn affect you in and out of combat?
When do you choose to accept Burn, and what do you choose to accept it on?
How does Kineticist play when you are not accepting Burn?


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CorvusMask wrote:
I'd like to imagine they behave like Batman villains

I like to imagine they behave more like a LE Batman.

Deadly, murderous Batmans.
Honestly, I think the Vigilante class will best serve Mantises.

Batman has Bruce Wayne, mild mannered billionaire by day.
The Red Mantis has her street persona, her everyday Jane Doe on the street.
Batman is...Batman by night; single minded crime fighter.
The Red Mantis drops her street persona and becomes a single minded killer when she picks up the saber.


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In my opinion, Prestige Classes work best when they are a prestige.
Meaning, they need to be flavorful and thematic.

I find both the Hellknight and the Signifier PrC to be awesome and well worth the effort, even if they are mechanical steps down from single class builds, simply because of the incredible flavor they bring with them and their potential to influence story elements as members of a powerful organization.
I find Dragon Disciple and Mammoth Rider to have a certain "WOW" factor as well a a certain degree of raw power. I couldn't keep an Annihilator Robot alive for more than a turn because of the Barbarian/Mammoth Rider at my table...

Outside of the heavily thematic or overtly flash PrC, they all just seem to fall flat.

One issue I notice is the widespread gimping of spell casting in PrCs.
It makes no sense for me mechanically, as you pay for your abilities of your PrC upfront by meeting the prerequisites.
It makes no sense to me thematically, as many of these PrCs are ones with HEAVY magic themes. I mean, why on Golarion would the Blackfire Adepts or Riftwardens sacrifice spell casting abilities for their PrC abilities?
I simply don't see the logic in it.

And yeah, Archtypes really fill the role that PrCs used to.

In the end, I think PrCs should be:
1)Very thematic and flavorful. They should have a certain aesthetic appeal that makes a player want to play them regardless of the abilities.
2)Be heavily tied into either an organization or a very specific way of life.
3)Be at least mechanically viable. I'm not saying they need to be strictly better than single class builds, but they should at least be able to stand toe to toe with a moderately well built single class.


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Well, here's a question:
Does dying and becoming revived end diseases, poisons, curses, and negative levels in your games?

If dying ends these effects, it would be reasonable to say that dying ends permanent spells.
If dying does not end these effects, it would be unreasonable to say that dying ends permanent spells.

If one effect falls off, all should.


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Not gonna lie, I was miffed when i had trouble downloading the Hell's Vengeance player's guide.
But I totally understand WHY it was being a pain.
That Humble Bundle was an unprecedented success.

Thanks Paizo IT for doing everything you are, for making this as painless a time as possible for everyone.
You guys rock!


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Queues up Dio....

LIKE A RAINBOW IN THE DAAAARRRRRKKKKKKK!!!!


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Yeeeesh. I can't measure up to these.

In game: Playing Kingmaker, pre-playing character planning phase. Nobody wants to be the leader, everyone wants me to do it. I agree, roll up my character to be a leader, give my pitch. "He's an aged half-orc with a storied life. He was born in Belkzen but shown mercy by knights of Lastwall. He's well traveled, having been a Drumish serf, an Absolom scholar, an Andoran refugee, and many other statuses over his life. His goal with the Aldori's plan is to establish a Neo-Andoran, with even greater freedoms. A place where everyone is treated equally, even monstrous races. So long as you are a good person, you are welcome in his eyes."
I hoped for support from like minded adventurers, good people with good hearts who would seek the redemption of others over slaying them. What I got was a deceitfully Evil Asmodean ninja, a paladin who was racist against small sized creatures to the point of being willing to let some flooded gnomes drown, Mr Magoo the Flames Oracle, and a splattering of other less memorable characters. Sadly, the Asmodean was the best support I had in my vision...

Out of Game: Back when I was in High School, DnD was picking up amongst the nerdy and I was a DM in high regard. Everyone wanted to be in a game that I DMed, and I wasn't the type of guy to turn someone away. In the end sixteen people wanted to play a game, way more than I could handle at once. Just managing to get five or six together was a scheduling nightmare.
But then inspiration struck!

There was a day in Winter Break that worked for everyone.
I decided to host a big party, everyone was invited.
I would take groups of four into the basement for a couple hours to play DnD, videogames were available in the living room, pizza was in the kitchen, movies in the back room, card games in the dining room. Every couple hours I'd cycle out the group, everyone got to do everything (except for me, but I was host so meh). Everyone was up for it, it was going to be a blast!
I wrote up a big plot, helped people make characters before the big day. Two evil parties, two good parties. Large, interwoven plot; very ambitious of me at that age. Parties would clash at certain points, or interact in others. Was going to be interesting.

Then the big day rolled around. I received one phone call from someone who said they couldn't make it. I had four people show up...and of course they were split right down the center for which side they were on. The other eleven were no call no shows.

Suffice to say, I ordered waaaay too much pizza.


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SPAAAAAAAAAAAAAAAAAAAAAAAAWWWWWWWWWWWWWWWWNNNNNN
CAAAAAAAAAAAAAAAAAAALLLLLLLLLLLLLLLLLLLLIIIIIIINNNNNNNNNNGGGGGGGG!


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I caught a rat in my hand the other day (long, weird story that one is).
Due to the situations I caught it in, I should have killed it on the spot.
But I couldn't.
While I had it in my hand, I could feel the softness of its fur, the warmth of its body, the rapid beating of its heart.
It was a life, and while I was under obligations to kill it, I couldn't bring myself to do so.
It's just not who I am.

Life is a special, unique kind of thing.
And it all ends just the same.

We shouldn't rejoice in another's death, for the other was a living being too.
Even the most wicked person was still a person.
Even the most monstrous among us was once someone's darling child, someone's radiant love, someone's inspiration to live.
You may not agree with them, but out there there is someone who does and they are just as much a person as you are.
Before you speak ill of the dead, imagine someone else doing the same about someone you approve of, someone you draw inspiration from.
If you find yourself turning bitter at the thought, then it's best not to speak ill of the dead.

You may rejoice that someone's reign is over; that their policies are at an end, that they will no longer be able to harm or wreck.
Do not rejoice at their end itself.

2/5

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Kalindlara wrote:
Lord Twitchiopolis wrote:

This is actually THE question I am most well versed about in PFS.

This.
Specific.
Question.

And as answered above, No. Special rulings in PFS prevent you from taking Magical Tail unless your character is a full born Kitsune.

However, as Kalindlara pointed out, this ONLY applies to specific books.
This means, as per the ruling, that a Human with Racial Heritage (Orc) qualifies for the Deathless feat tree from Ultimate Combat despite not being full born Orc nor Half-Orc.

Also, as per a discussion I had with Mike Brock in person some years ago, Racial Heritage makes for a nice bridge for aesthetic modifications normally out of reach without venturing into the dreaded realm of "reskinning".
At least at the time, he said that there was no issue with someone taking Racial Heritage(Kitsune) so that they could have fox ears and a fox tail.
The tail and ears don't DO anything mechanically, but they provide visual cue to the character's Racial Heritage feat, much in the way a Dragon Disciple's scaly skin may.

Still gotta do this. ^_^

Good luck to you!

I've been out of the PFS loop for some time, so I don't know if feelings on that have changed.
I know that Mike Brock isn't in charge anymore, but I'm not familiar with the new boss and her take on it.
Still, if the attitude about it hasn't changed at all, it IS a fun concept, yeah?

2/5

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This is actually THE question I am most well versed about in PFS.
This.
Specific.
Question.

And as answered above, No. Special rulings in PFS prevent you from taking Magical Tail unless your character is a full born Kitsune.

However, as Kalindlara pointed out, this ONLY applies to specific books.
This means, as per the ruling, that a Human with Racial Heritage (Orc) qualifies for the Deathless feat tree from Ultimate Combat despite not being full born Orc nor Half-Orc.

Also, as per a discussion I had with Mike Brock in person some years ago, Racial Heritage makes for a nice bridge for aesthetic modifications normally out of reach without venturing into the dreaded realm of "reskinning".
At least at the time, he said that there was no issue with someone taking Racial Heritage(Kitsune) so that they could have fox ears and a fox tail.
The tail and ears don't DO anything mechanically, but they provide visual cue to the character's Racial Heritage feat, much in the way a Dragon Disciple's scaly skin may.


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I had a player play a Gelatinous Cube through Iron Gods.

It was far from optimal.
Sploosh got in the way in some fights, didn't even see other fights, and took too long to get involved in other fights to the point where he didn't actively participate.
HOWEVER.
Sploosh also single-handedly defeated WAY more encounters than he had any right too.
His plethora of weird and janky abilities allowed the party to bypass some particularly nasty encounters, mitigating CRs up to three above the APL with minimal rolls.
And the player played the cube right.
He was fun and memorable.
The terms "Can I eat that?" and "Goo tube please" are now running jokes in our group.

My point is, in the end, it's about the fun.
Now, different groups and different people have different opinions on what makes fun.
But if your character brings fun to the table, it really doesn't matter how good nor bad they are.

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