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I feel like this has been asked before, but what is it with Norgorber and his very powerful followers having glowing left eyes?

I need to stat out the Forever Man for my game (magnimar dude) and I am wondering what the fun little glowing eye bit is.

Sorry if this has been asked, but I did search and didn't seem to find anything.


Three small questions.

Is there a redemption date for Nocticula? Maybe one her worshipers celebrate?

How common are embassies in golarion? Would magnimar have something like a new embassies war where ravounel, sargava, new Thassilon, and whatever the river kingdoms nations is? Just wondering.

Is it posted anywhere how grask uldeth died?


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James Jacobs wrote:
Lucky Number Evan wrote:
How might a Pleroma Aeon become disconnected with the Monad? What type of event would cause that? Going to close to Greotus? Not coming back to home base for too long? Getting older and more powerful and starting to question your role in it all?
Dunno, haven't put any thought at all into that sort of story, but whatever it would be should be akin to an angel falling or a demon being redeemed; aka rare and worth telling a significant story/adventure about.

*warning: very dumb campaign talk below. I know some companies don't usually talk campaign ideas so as to not get caught in sticky situations*

Good to know! That is basically the crux of my entire campaign, is a powerful Pleroma Aeon who let his mission go awry and he created an island with his sphere of creation ability and wishes to make it more substantial. After finishing the design, he decided that it needed denizens and filled it with evil monsters humanoids (boggards, serpentfolk and gnolls) to make a psuedo inverse of Mengkare. He has grown in power and now his wishes plus creation ability have formed a Demiplane in the middle of the Arcadian ocean where he sets his toys to battle.

Eveentually the PCs (who were summoned by the Pleroma to throw in a new wrinkle to his boring toy) will try to settle the untamed land and fight his toys, eventually meeting him. Named him Omphalos.


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How might a Pleroma Aeon become disconnected with the Monad? What type of event would cause that? Going to close to Greotus? Not coming back to home base for too long? Getting older and more powerful and starting to question your role in it all?


James Jacobs wrote:
Lucky Number Evan wrote:

How would an Lawful Neutral follower of Achaekek operate? I imagine they'd still take assassination jobs, but they'd be less gruesome? Or am I putting too much on it, and they'd be against assassinations and be more of a "bounty hunter".

I know Achaekek is one of your gods so I thought I would at least ask.

They'd still take assassination jobs but would be more discerning about which ones they accept, likely only taking ones that they felt warranted a death rather than just to make money, or because someone was angry or wanted someone dead out of spite or jealousy.

So more flexible with the concept but still willing to enact "justice" and obvious no rightful rulers


How would an Lawful Neutral follower of Achaekek operate? I imagine they'd still take assassination jobs, but they'd be less gruesome? Or am I putting too much on it, and they'd be against assassinations and be more of a "bounty hunter".

I know Achaekek is one of your gods so I thought I would at least ask.


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James Jacobs wrote:
Lucky Number Evan wrote:
James Jacobs wrote:
Lucky Number Evan wrote:

2. If an Incubus were to take class levels, which would he take? or might he jump straight to prestige class? Any kind of specializations i.e. eldritch archer magus or tattooed sorcerer as examples?

Whatever works best for the story.

the books sort of list out that succubus will make good assassins or enchanters or that glaberzus will sometimes take levels to increase their prowess in mind magic, and more like cambion and marilith all have descriptions about class levels they would take, but incubus has no described characteristics.

I understand what fits story best, but as a whole, is there a thing they would pick? How do bloodlines work with something that is already abyssal?

That's like asking me "If you were to write a horror story about a nailgun and a disgraced clown, what would the clown look like and why does he use a nailgun to do his thing?" I can't answer that without creating the story, and I don't have time to create stories when answering questions. It's a personal limit that I'm imposing on myself in answering questions on this thread to help me manage time; sorry.

Oh, and please keep your posts here to actual questions; this isn't an appropriate place to reply to my answers or strike up a discussion. I don't expect that, and it clutters what's already a long and often hard to keep up with thread.

right. makes sense. sorry.


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James Jacobs wrote:
Lucky Number Evan wrote:

3. If Mokravud wanted to bring down a city, how might he do it? Class levels suggestion for him as well?

By corrupting the city's rulers and movers and shakers by granting them twisted wishes, recruiting them to become traitors.

As for class levels... whatever works best for the story.

oh dang. I accidently set up a few of os those. excited.


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James Jacobs wrote:
Lucky Number Evan wrote:

Hi James,

1. Is there any more information you could give on the House of Sky in the Five Kings Mountains above tanglebriar? What kind of problems would they be dealing with, especially with Treerazer minions so close by? What kind of class levels would the ruler and his parliament possibly have? Would any of them worship Tanagaar? How would they aid in a fight against Treerazer, especially if a coalition of forces from Kyonin, Galt, and the River Kingdoms were working together to slay the demonboi once and for all.

No more information. Tanglebriar is one of the oldest parts of the setting, in that it was imported from my homebrew, but the Five Kings Mountains was made up fresh for Pathfinder, and I'm not 100% up to speed on how those two have ended up syncing up their stories. But the Treerazer situation is an elf thing, and the dwarves are pretty much not specifically getting into it because he's not yet focusing on the dwarves, so they're likely having a case of "It's not affecting me so we can take our time dealing with it."

A big Treerazer adventure/story is something I want to do some day, and I've a lot of ideas about it, but they're not ready for the public yet.

I am 1000% interested in something with that as someone who has spent almost two years writing a story mashing up all kinds of elements from available source materials. Caruskei was fun to spitball.


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James Jacobs wrote:
Lucky Number Evan wrote:

2. If an Incubus were to take class levels, which would he take? or might he jump straight to prestige class? Any kind of specializations i.e. eldritch archer magus or tattooed sorcerer as examples?

Whatever works best for the story.

the books sort of list out that succubus will make good assassins or enchanters or that glaberzus will sometimes take levels to increase their prowess in mind magic, and more like cambion and marilith all have descriptions about class levels they would take, but incubus has no described characteristics.

I understand what fits story best, but as a whole, is there a thing they would pick? How do bloodlines work with something that is already abyssal?


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James Jacobs wrote:
Lucky Number Evan wrote:

4. Thanks for being so nice and answering these questions. I am near the resolution of a two-year campaign, and I am very solidly in the unexplored territory portion of the world, with little resource to guide me. Each tiny sentence that can help explain enemy motives and methodologies is an extreme boon. I found a small write up on Mokravud in Demons Revisited and it has help immensely. So thanks again.

No prob! Hope my answers helped a little... I tend to not want to get into the "help design adventures/campaigns" type discussions here, since I feel that folks tend to ascribe too much weight to my comments, when the BEST solution is to let the GM decide. But also, it's a time-management thing for me... I can't answer a constant stream of campaign design advice. I need to save that energy for my actual job. :P

makes sense. it's just tough feeling like im drowning with lack of plans and in need of agiant wooden door I can pull myself onto while my vagabond lover freezes to death.


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James Jacobs wrote:
Lucky Number Evan wrote:
James Jacobs wrote:
Lucky Number Evan wrote:

Also a small follow up

5. Vamollaroth, The Rancorous Wrath is a gargantuan 17 HD advanced hezrou. Does he also have any special abilities? he is described as being able to "vomit prodigious amounts of foul pollution and toxin..."

Are there any more named or special minions in the service of Treerazer unmentioned? If not specific answers, what kind of demons might he have as generals or servants that are called upon for specific tasks?

He does indeed have some special abilities, perhaps not limited to his stanky breath weapon, but until someone actually stats him up, I don't wanna say more, since I want to retain options for him to mesh with whatever story he ends up in.

There are PLENTY of more special and named minions who work for Treerazer. I don't THINK I've put Lukarayzyll into print yet—he's a unique bone-spur covered demon who served Treerazer in my homebrew. Maybe some day.

If I were to go about stating up Lukarayzyll, any suggested starting point? just general area would be great. I like the idea of a bone-spur covered demon.
The easiest way would be to use a barbed devil, advance it to whatever HD works best for your story, and swap out his alignment and traits for demon stuff.

solid. love it.


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James Jacobs wrote:
Lucky Number Evan wrote:

Also a small follow up

5. Vamollaroth, The Rancorous Wrath is a gargantuan 17 HD advanced hezrou. Does he also have any special abilities? he is described as being able to "vomit prodigious amounts of foul pollution and toxin..."

Are there any more named or special minions in the service of Treerazer unmentioned? If not specific answers, what kind of demons might he have as generals or servants that are called upon for specific tasks?

He does indeed have some special abilities, perhaps not limited to his stanky breath weapon, but until someone actually stats him up, I don't wanna say more, since I want to retain options for him to mesh with whatever story he ends up in.

There are PLENTY of more special and named minions who work for Treerazer. I don't THINK I've put Lukarayzyll into print yet—he's a unique bone-spur covered demon who served Treerazer in my homebrew. Maybe some day.

If I were to go about stating up Lukarayzyll, any suggested starting point? just general area would be great. I like the idea of a bone-spur covered demon.


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4. Thanks for being so nice and answering these questions. I am near the resolution of a two-year campaign, and I am very solidly in the unexplored territory portion of the world, with little resource to guide me. Each tiny sentence that can help explain enemy motives and methodologies is an extreme boon. I found a small write up on Mokravud in Demons Revisited and it has help immensely. So thanks again.


1 person marked this as a favorite.

3. If Mokravud wanted to bring down a city, how might he do it? Class levels suggestion for him as well?


1 person marked this as a favorite.

2. If an Incubus were to take class levels, which would he take? or might he jump straight to prestige class? Any kind of specializations i.e. eldritch archer magus or tattooed sorcerer as examples?


1 person marked this as a favorite.

Hi James,

1. Is there any more information you could give on the House of Sky in the Five Kings Mountains above tanglebriar? What kind of problems would they be dealing with, especially with Treerazer minions so close by? What kind of class levels would the ruler and his parliament possibly have? Would any of them worship Tanagaar? How would they aid in a fight against Treerazer, especially if a coalition of forces from Kyonin, Galt, and the River Kingdoms were working together to slay the demonboi once and for all.


that guys post got in my head and I also called you jason on accident. I fixed it.


1 person marked this as a favorite.

Also a small follow up

5. Vamollaroth, The Rancorous Wrath is a gargantuan 17 HD advanced hezrou. Does he also have any special abilities? he is described as being able to "vomit prodigious amounts of foul pollution and toxin..."

Are there any more named or special minions in the service of Treerazer unmentioned? If not specific answers, what kind of demons might he have as generals or servants that are called upon for specific tasks?


1 person marked this as a favorite.

Hi James,

1. Is there any more information you could give on the House of Sky in the Five Kings Mountains above tanglebriar? What kind of problems would they be dealing with, especially with Treerazer minions so close by? What kind of class levels would the ruler and his parliament possibly have? Would any of them worship Tanagaar? How would they aid in a fight against Treerazer, especially if a coalition of forces from Kyonin, Galt, and the River Kingdoms were working together to slay the demonboi once and for all.

2. If an Incubus were to take class levels, which would he take? or might he jump straight to prestige class? Any kind of specializations i.e. eldritch archer magus or tattooed sorcerer as examples?

3. If Mokravud wanted to bring down a city, how might he do it? Class levels suggestion for him as well?

4. Thanks for being so nice and answering these questions. I am near the resolution of a two-year campaign, and I am very solidly in the unexplored territory portion of the world, with little resource to guide me. Each tiny sentence that can help explain enemy motives and methodologies is an extreme boon. I found a small write up on Mokravud in Demons Revisited and it has help immensely. So thanks again.


Anything fun going on in Loric Fells outside of a bunch of green hags and trolls hanging out? My players saw Rookwarden on the map, and now wish to turn it into their stronghold.

1. How many people would it take to rout Rookwarden's current rulers? How many would it take to hold the fort?

2. How big is the fort?

3. If they were to take the fort and set up a mining operation for the natural resources, what would be the potential resources they'd gain access to?

Basically, any speculations?


Any Updates on Arabrecht and the Archmage Aelthian? I am doing a homebrew world where Treerazer is accelerating his plans and a local heroes guild keeps running into his machinations in the Kyonin, River Kingdoms, and soon to be Five Kings Mountains region.

Any insights on to how Treerazer might go about fighting a "Cold War" against a Massive Treant Druid (CR25) and vice versa. They are essentially mortal enemies, but the treant knows he is unable to take on the Blackaxe, so no direct intervention until the heroes are powerful.


What weapon does Grask Uldeth wield? It looks like a fancy warhammer in his character image, but is it some sort of special weapon? Would his CR be one more because he would have above average wealth as a ruler of a kingdom?


Not sure if this has been asked, but does chemistry exist in Golarion the way it exists on earth? Is there the periodic table of elements?


James Jacobs wrote:


The prisoners in the Osprey would mostly be people who tried to damage Magnimar in some way or who were notorious thieves.

There are pilings all the way out to Hollow Mountain, but most of them are underwater. A few are still standing on some of the islands along the way though, along with portions of the bridge deck itself.

Would any dragons live in or around Magnimar, like that of brass dragons, who are described as staying near cities to hear gossip and news?

Ever play Darksiders II? If yes, opinions of the four horseman's portrayals, specifically Death?


James Jacobs wrote:


ANY worshiper of a deity whose alignment isn't exactly matching the deity is a heretic to some extent. That's kinda what being a heretic means—not worshiping the way that most do who's at odds with the teachings of the church, but not to an extent that their belief is compromised. I'm not sure where I said the religious breakdown is 75% and 15% and 15%, but today I'd say that on average it's more like 90%/5%/5%.

There are as many necromancers as you need there to be in Magnimar, as long as they stay pretty subtle and quiet about what they're up to.

Darvengian isn't trying to become a demon. He's too proud of his humanity to want to shed his soul and flesh in that way. He was entirely inspired by Hannibal (of the TV show, Silence of the Lambs, and so on), so look to those shows and movies and books for more inspiration on how to play him. He's not interested in escaping the prison or turning Magnimar into his "playground," since he's pretty much IN CONTROL of the prison, to the extent that it's more like a fortress for him that protects him from his enemies.

What types of people would be held in the Abadar Prison in the Osprey piling? The gull, the rat, the gecko, and the harpy all are named and shown their position, but are the other six up to interpretation on which one is which? are there more pilings underwater or further out to sea that might be accessible or did most of them get destroyed during earthfall?

Edit: just checked. the crow is labeled as the farthest out one that is on the side of beacon's point


James Jacobs wrote:


One way is to just let the PCs explore Magnimar and let the discovery of elements come naturally. This doesn't guarantee the PCs will learn about the Midnight Dawn, though, so if you're eager to do stuff with this group, that approach won't work well. But using the elements in the book like you suggest are in fact the best ways to get the PCs on the right track—that's the whole point of a book like Magniamr.

A NE follower of Brigh would be a heretic, first of all, since her alignment doesn't match Brigh's. Whether or not she's a loner or part of a heretical sub-cult is up to you, of course. As for what she'd be like? Well... there's countless ways that could go—it really depends on what story you want to tell. The simplest one that comes to my mind is a character who thinks that animated constructs are true life and seeks to transform life into clockworks all under her command to "save them" from the perils of the flesh... and enjoys the killing aspect that results quite a lot.

Cool. thank you. I was thinking that for the NE follower of Brigh. I personally like the heretic concept a lot. How does a NG follower of Brigh act? Would that follower be less heretical? I know that you have said that certain religions have a breakdown of 75% being the exact alignment, 15% being another, etc.

Are Necromancers in Magnimar? I know the Pharasmans seem to be pretty diligent about checking the graveyards.

Would Darvengian being trying to convert himself into a Demon, sacrificing those he has with him in the Hell's prison? Maybe just half fiend or fiendish? Would it make sense for him to try to escape and turn Magnimar into his personal playground or is he enjoying the hedonism available to him without interruption inside prison?


James Jacobs wrote:


The Midnight Dawn is still very much in "proof of concept" phase for their plots, and as such they're focusing mostly on victims who won't be missed. They're not dumb; they won't go all-out at snatching up minions of someone who will notice they're gone and who can certainly do something about it. Both the Forever Man and the Midnight Dawn operate best when there's NOT someone after them as secret society type stuff, and while they do know a bit about each other, that's mostly just enough for them to avoid stepping on each other's toes.

Put another way... you COULD have the Midnight Dawn and the Forever Man go to war... but then that robs Magnimar of two cool adventures that could have been PC triumphs.

The Aspis Consortioum would indeed want to conspire with the Forever Man, and he'd do a great job at playing them for fools and using them to bolster his own resources without giving the Consortium what they want. He absolutely has minions, but they're not really detailed yet. He might have taken Deific Obedience, but he's not an evangelist.

gotcha. I'm not great at writing plots all the time, so how might the PCs stumble upon the Midnight Dawn that doesn't immediately lead them to making a knowledge check or discovering an intellect devourer? Maybe someone comes the adventurers and asks them to help investigate the new drug hitting the street? I know Vert Klydus is the alchemist who runs the Dreaming Dryad and he has been running his own investigation, but he might try to find out too much and is pursued, thus coming to the adventurers through a third party? That make sense? and that leads them to find that ghouls are working in the basement?

Sorry that i am asking so many questions for my own world. I just want it all to make sense. Also what would a NE follower of Brigh be like?


James Jacobs wrote:
Lucky Number Evan wrote:
Are there any NPCs in Magnimar that could use a class update? Like there is one rogue 8/ assassin 3, or something like that. Would slayer make more sense? if not her, I do know that there are quite a number of fighter/rogues in Magnimar. Would magnimar have any kind of trade with Numeria? I would doubt the technic league would give them any favorable deals that grobaras would be fond of. Does Toth Bhreacher worship or revere any particular god? Would the Forever Man try to stop the Midnight Dawn if he found out about what they were doing?

No.

I'm not a fan at all of the "class update" thing. When an NPC is published, and her/his class and levels are set, circumstances have to be VERY unusual or compelling for me to want to "update" that class build to a newly published option. It's disruptive to the world verisimilitude if every time a new book comes out, every NPC in print gets rebuilt and changed around. Not a fan of that at all.

If someone's a rogue 8/assassin 3, they should stay that.

Newer classes are intended to be rarer, after all, and that's reflected in the fact that they're not in print products that were published before they existed.

Magnimar has very little trade with Numeria, but there IS a little, particularly up in the Golem Works or one of the tinkers. There IS a Numeria easter egg in the Magnimar book—one of the characters in Magnimar (I forget who off the top of my head) has a "mechanical spider" or the like from Numeria on a desk or something... But no, there's not any robust trade going on with Numeria. It's too far away.

Toth Bhreacher worships Nethys, but isn't super religious.

The Forever Man knows about the Midnight Dawn. He's fine with letting them do what they do, because A) he's not threatened by them, and B) they distract the city's heroes from what he's up to.

makes sense. I just wanted to be sure about the class stuff. Makes sense for Toth. Wouldn't the Midnight Dawn take his best potential marks though? Would it make sense for the Aspis Consortium to conspire with the Forever Man? Does the Forever Man have a right hand man? Are his actions considered heretical to Norgorber in anyway? I know he CONTROLS all the aspects of Norgorber, but he doesn't seem to actively partake? And would he be favored by Norgorber in anyway for his vast criminal network? Would he have taken the Deific Obedience feat from Inner Sea Gods or even be an Evangelist of Norgorber (I know you just said that classes were what they were, but Evangelist seems like a little more flavor on top considering it has the aligned class feature.)


Are there any NPCs in Magnimar that could use a class update? Like there is one rogue 8/ assassin 3, or something like that. Would slayer make more sense? if not her, I do know that there are quite a number of fighter/rogues in Magnimar. Would magnimar have any kind of trade with Numeria? I would doubt the technic league would give them any favorable deals that grobaras would be fond of. Does Toth Bhreacher worship or revere any particular god? Would the Forever Man try to stop the Midnight Dawn if he found out about what they were doing?


James Jacobs wrote:
Lucky Number Evan wrote:

Ok. So with that annoying set up, I understand the Midnight Dawn's goals and methodology, and how to involve them in a plot hook, but I am having trouble with the Forever Man's motivation.

Like why did he chose Magnimar over another city when he is an EXTREMELY powerful cleric who could go basically anywere he wanted with his extreme wealth.
I understand that he showed up right when It was being built, so was it just an opportunity to build a new underworld for himself?
What is his long term goal? Does he want to take over the city? Is he just evil for evil's sake?
Does his worship of Norgorber lead him to some nefarious plot to kill all the Noble Elite in a murder spree?
you don't need to answer all of these questions obviously, just help me as much as you can please.

He chose Magnimar because it's a relatively new city, and he wanted to get in on the ground floor. He's looking to the future, and is long-lived, and by taking control of the city's underworld (or at least getting a big chunk of it quickly) he establishes himself so that as Magnimar continues to grow in power and size, it'll be increasingly difficult to get rid of him. Furthermore, it's close enough to Vyre (which is more or less a "ground zero" for his faith) to be able to stay in contact easily but far enough away that he can do his own thing without worrying about other worshipers of Norgorber meddling.

He has no plot to kill nobles. Theives NEED nobles to steal from, after all, and if you kill them all off, you have to make your own mone the hard way.

His actual long term goal is still mysterious. Have it be whatever you want in your game. We may or may not ever do more with his goal in the future, but not anytime soon.

solid. thanks. would a follower of ylimancha try to spread its faith through the fisherfolk and winged races living in magnimar? how would it cult perform missionary work? would there be a rival cult of Pazuzu trying to stop them? and who would make most sense as a leader of the cult to Ylimancha: a tengu? a converted harpy? a good syrinx?


ok. I have made some additions to Magnimar so it is much more my word, but I would like to keep it as well adjusted as I could.

Trying to keep everything "current" in my game, my Magnimar has about 5,000 more people living in it after the affects of Rise of the Runelords with my players wealth massively stimulating the economy of the city, as well as the businesses they set up to finance their other adventures. Another player spent all of his money raising a mass half the size of the smaller ordelia island to make a play for playing races like himself to live in peace without others constantly gawking (which i did say that he literally just made a floating island...who is not going to gawk?). The Seven Saw Mill has been shut down. Due to a Goblin Hero saving the city from another Vydrach by himself, goblinoids are tolerated in certain districts in the city (mainly underbridge and dockway).

Ok. So with that annoying set up, I understand the Midnight Dawn's goals and methodology, and how to involve them in a plot hook, but I am having trouble with the Forever Man's motivation.
Like why did he chose Magnimar over another city when he is an EXTREMELY powerful cleric who could go basically anywere he wanted with his extreme wealth.
I understand that he showed up right when It was being built, so was it just an opportunity to build a new underworld for himself?
What is his long term goal? Does he want to take over the city? Is he just evil for evil's sake?
Does his worship of Norgorber lead him to some nefarious plot to kill all the Noble Elite in a murder spree?
you don't need to answer all of these questions obviously, just help me as much as you can please.


Are there any updates to be mad to Magnimar's "tourism department" so to speak?

Magnimar Spoilers:
With the Derexhi's all dying off expect Luma in the book Blood of the City, as well as the Rise of the Runelords and Shattered Star events, and the couple of modules involving Magnimar directly, what updates would be made to someone trying to run an up to date Magnimar?
Is the city still expanding?
Is it looking to acquire more holdings?
Are adventurers being tasked to go into the irrespan to clear out all the monsters?
Is the Midnight Dawn making decent progress?

I have a lot of questions about Magnimar as I have made it the base for an entire homebrew Adventure Path. You don't need to answer all these questions, but would you be willing to answer more stuff about Magnimar if I kept on posting about it? I know that you have plans for the lost coast with future APs as well as Lamashtu and Pazuzu so I don't want to bother you. Thank you very much for your time.


James Jacobs wrote:
Lucky Number Evan wrote:

What would you suggest for someone playing as the chosen of Dranngvit, the Dwarven God of vengeance? Ideas for obedience? Clothing style? Relationship with other deities? Would she recognize her worshipers in some way? Any idea for magic weapon or spell like abilities granted through worship? Something like the spell castigate?

Thank you very much.

I would have to read up on this deity first of all—I have no context for him/her/it. I'd suggest checking out the entry in Dwarves of Golarion and Inner Sea Gods, but don't have anything off the top of my head at all to help here, alas.

There is almost nothing to go on.

gods and magic wrote:

Dranngvit is Torag's half-sister although some legends claim she was supposed to have been Torag's wife but lost out to Folgrit. Dranngvit is a dwarven deity but is seen as a necessary evil rather than a beloved deity. Most pay her worship only when they know they have wronged someone. The only dwarves who choose her as their actually patron deity are normally those consumed by hatred and nothing else. Dranngvit may be the mother of Kols, but even if she is, Folgrit still treats Kols like a son

I guess I understand the hate part is some flavor, but lacking. Sorry.


What would you suggest for someone playing as the chosen of Dranngvit, the Dwarven God of vengeance? Ideas for obedience? Clothing style? Relationship with other deities? Would she recognize her worshipers in some way? Any idea for magic weapon or spell like abilities granted through worship? Something like the spell castigate?

Thank you very much.


CampinCarl9127 wrote:

At level 13, you apply three conditions. Two of the conditions (your choice) can be removed with a single action.

At level 17, you apply four conditions. Two of the conditions (your choice) can be removed with a single action.

that's what i was thinking. thanks.


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meh. whatevs.


what you have provide is not explicitly saying that it can't cast raise dead. just that it can't duplicate the material components. you could probably just give it the components.


1 person marked this as FAQ candidate.

The level 13 ability of the Dirty Fighter.

Double Tricks (Ex):
At 13th level, when a dirty fighter performs a combat maneuver, he may apply two different conditions to his target instead of one. Each penalty condition requires a separate action to remove. At 17th level, he may apply three different conditions.

This ability replaces weapon training 3 and 4..

how does this work with Kitsune Tricks which says

Kitsune Tricks:
Prerequisite(s): Int 13; Combat Expertise; Improved Dirty Trick; Kitsune Style; base attack bonus +3 or monk level 3rd.

Benefit(s): While you are using the Kitsune Style feat, you can apply two different conditions with a single dirty trick combat maneuver check. Removing both conditions imparted in this way requires only one action.

Would it work like multiplier increases and just increase it by one more?


I'm unable to properly link due to mobile, but how does dirty fighter, orc archetype, level 13 ability work with kitsune tricks?


Cevah wrote:

Condition .. Normal .. DastFin .. MercButch .. MB+DF[M]

helpless .. cdg(fra) .. cdg(fra) .. cdg(sw*) .. cdg(sw*)
cowering .. n/a .. cdg(fra) .. cdg(sw*) .. cdg(sw*)
stunned .. n/a .. cdg(fra) .. cdg(sw*) .. cdg(sw*)
dazed* .. n/a .. n/a .. n/a .. cdg(fra)
staggered* .. n/a .. n/a .. n/a .. n/a .. cdg(fra)
*When conditions are correct
fra=Full Round Action, sw=Swift Action, cdg=Coup de Grace, n/a=Not Applicable

Dastardly Finish adds conditions for when you can cdg.

Merciless Butchery changes the action for cdg for specific condition, not all valid conditions.

Mythic Dastardly Finish adds conditions for when you can cdg. The saving throw effect applies to all cdg saving throws, no matter how triggered. There is no overlap, so stacking does not come into play. [See table above]

Were I to make a MB[M], I would add the non-mythic dazed/staggered conditions, and require DF[m] as a prerequisite.

/cevah

perfection. thank you.


Kalindlara wrote:

Unfortunately, no.

The first lets you make swift CDG attempts under specific circumstances. The second lets you CDG under additional conditions, but doesn't add to the limited list of the first.

The penalty on their save would still apply, however.

A GM might allow the second to expand the list, but it would not be RAW.

Hope this helps. :)

if there was a mythic merciless butchery, do you think that would work?


Does merciless butchery stack with mythic Dastardly Finish?
Merciless butchery
dastard mythic

i feel like it does but i am not sure.


Skylancer4 wrote:
Lucky Number Evan wrote:

I have actually been wondering about this build and using the retraining rules to make it come online earlier.

This is a HUGE stretch but I allow these arguments in my game when I DM so if your DM is lenient, maybe it will work.

retraining wrote:
If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.

considering that any class that gets unarmed strike get it as a bonus feat, you could retrain that feat if bonus feats are able to be used for combat feats or style feats. A master of many styles is allowed to grab any style feat in place of a bonus feat. And an unarmed fighter is able to grab combat feats when given bonus feats.

So why not have it go MOMS2/Unarmed1/Brawler X and retrain the the BONUS FEATS that you receive as first level, which considering you have three unarmed strikes, why not retrain those.

it totally reeks of cheese and is a VERY liberal reading of the rules, but it's a concept I had.

Very very very liberal, I'm fairly sure that statement is for things like Rangers and Monks who have a choice of multiple feats at certain levels. In a monk, using your example, improved unarmed strike isn't from a list (like the Bonus Feat class feature they get later on) but from the Unarmed Strike class feature. The only feat that is an option for that class feature is IUS. You could retrain it, but "logically" you would have to retrain IUS as that is the only option for that particular class feature.

Your interpretation hinges on all class feature options being intrinsically linked, which they aren't unless stated or written that way. IUS from Unarmed Strikes, isn't part of Bonus Feats, though it is a bonus feat from a separate class ability. They are distinct entities.

yea.... its a little tooooo liberal a reading, so its understandable that you couldn't do it in PFS or most games at all, but i like to try mixing stuff a little when I GM, so maybe someday.


I have actually been wondering about this build and using the retraining rules to make it come online earlier.

This is a HUGE stretch but I allow these arguments in my game when I DM so if your DM is lenient, maybe it will work.

retraining wrote:
If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.

considering that any class that gets unarmed strike get it as a bonus feat, you could retrain that feat if bonus feats are able to be used for combat feats or style feats. A master of many styles is allowed to grab any style feat in place of a bonus feat. And an unarmed fighter is able to grab combat feats when given bonus feats.

So why not have it go MOMS2/Unarmed1/Brawler X and retrain the the BONUS FEATS that you receive as first level, which considering you have three unarmed strikes, why not retrain those.

it totally reeks of cheese and is a VERY liberal reading of the rules, but it's a concept I had.


Does merciless butchery stack with mythic Dastardly Finish?
Merciless butchery
dastard mythic


Howdy Mr. Jacbos. I have some questions on rules, and some RP stuff.

1). Does any polymorph effects, like that of wild shape, undead anatomy, etc. have to assume a specific form or could you use, say, undead anatomy to go into a huge skeleton instead of a regular sized skeleton?

2). **Magnimar**. I have currently set my new campaign in this awesome city, and I was wondering if you had any information on updates/improvements for the city? Like maybe specific stat blocks on some of the npcs, or even some different classes considering the tremendous amounts of updates since the release. Also, would Brigh be highly invested in the golemworks of Magnimar, Pug's contraptions, and the other inventors based in the city? It seems like she would be all over it.

3). This one is an odd request. In a high powered game i am playing in, I am a gestalt tiefling Slayer/Inquisitor of Pharasma(level dips for other abilities) and I am based of Death from Darksiders II(In game my other "siblings" have made appearances, mainly War.). I dual wield scythes, and I am on the way to killing some powerful demons/drow who seek to cause mayhem and death. The questions comes about as a part of my backstory. Who should my father be in game? I was thinking an Asura but since non of the demi-god Asura have actual stats or stories I was wondering If you had any ideas on this one. I understand that this is a huge question and probably not worth your time.