King of Roses

Mudfoot's page

Goblin Squad Member. RPG Superstar 6 Season Star Voter. 1,975 posts. No reviews. No lists. No wishlists.




Are bees sacred to Calistria? IRL, they're just fat vegetarian wasps (both Apocrita), so could legitimately fall in her portfolio. But it's never mentioned anywhere that I can find, so maybe not. Then again, bees should be sacred to somebody.


The Greek pantheon spawned dozens of mortal or demigod offspring. I imagine many other RL religions have been similar. So what about on Golarion?

Aroden and Cayden probably had kids before apotheosis and quite plausibly afterwards. Norgorber? We'll never know. Irori and Nethys? I doubt it. Iomedae? Sounds very unlikely. And then there are people like Kurgess and Milani and so on. And that's just the ones who started on Golarion. Lamashtu must have bred with humans at some point. Ditto Calistria, but she probably wouldn't have had kids.

All I can find on PF Wiki is Godling which says they exist but gives no examples.

So if these gods did leave descendants, where are they?


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The PF "Buckler" is a "small metal shield is worn strapped to your forearm". Which is not a real buckler as historians use the term: that's a dinner-plate-sized metal shield held in the fist. The PF buckler allows the hand to be used for other things; a real buckler doesn't. A PF buckler can't bash; a real one certainly can, and the user was fully expected to do so.

But that apart, the "buckler" as described sounds a perfectly plausible thing. It's really a sort of heavy bracer, and I can well imagine using it to parry while using my off-hand for something else. So are there any actual historical examples of this? Not as part of a suit of armour or a metal sleeve, but as an individual shield-like add-on.


In all the builds I've seen on this board, none seem to feature Skill Unlocks. Even on an unRogue (who gets them free) they don't get mentioned.

Is this because they're in Unchained and so GM-approval only (except for unRogue), or are they just forgotten, or are they junk?

IMHO, they seem OK by 10th level and quite nice by 15th, but nowhere near OP. In fact they seem to be the thing to make skills and skill-based characters (rogue & ranger: I'm looking at you in particular) relevant at high level. But only if given for free.


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Any demon, devil or whatever worth its brimstone can Greater Teleport at will. This causes a whole bunch of problems, and I''d like to abolish it. I'm just wondering if there's anything I'm missing.

It's a pain tactically and in worldbuilding. Tactically, a devil can strike, pop out, heal, buff, come back, rinse and repeat. And as devils are generally not stupid, it's a very obvious tactic that's no fun. It also means that crowd control doesn't work against them and neither does mundane terrain, doors, walls or the rest.

And as a GM trying to make a world that makes sense, TP should allow fiends to overrun the world. Cheliax and the Tanglebriar (to name but two places) are overrun with the things: why should they stay there? Why don't a bunch of Vrock from the Tanglebriar just TP into the middle of a kid's party in Cassomir? Why isn't Andoran subject to constant hit-and-run devil attacks? Because it's just assumed not to happen for reasons.

So if I just run a red pen through each entry in the Bestiary that says At will—greater teleport (self plus 50 lbs. of objects only) do I lose anything?

I'm not averse to fiends being able to teleport, but it should take a whole lot more than just clicking its hooves together three times and saying "There's no place like Hell."


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The rules for riding are either confusing, hard to find or missing completely. Ride is no longer a skill; it's a feat. Which makes it possible for you to Command an animal without Handling it, but that's basically it. You can make the animal walk or gallop or whatever, but I can't find anything useful about what that means.

And Command an Animal is probably a Nature skill thing, for which Fighters and Paladins are not known. Which seems odd. If you want to ride a horse, I suggest you be a druid or ranger.

And commanding the animal uses as many actions as the animal uses to do what it's doing (how many is that?) so you can't do much else while riding. And what happens if you fail? Where are the rules for dismounting? (is that Acrobatics now?)

Help? What's going on?


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Guys, the 21st century called. There's only one country on the planet that still uses Fahrenheit*, and I hope they're growing out of it. I'm old enough (50s) to understand this antediluvian concept, but my kids have never heard of it. I'm quite happy with feet, inches, pounds, rods, chains, perches, furlongs and barleycorns, but F went out with Queen Victoria.

I'm guessing that the proofreaders didn't understand F either, or they'd have spotted that the hot climate rules are silly.

If you insist on using F, at least put in some C units as well for the rest of the planet. Thank you.

* I had to think a while to even remember how to spell it.


A talent for Cha-based rogues, that scales with level and stops you getting pounded into the floor.

When you are aware of a melee attack on you and not flat-footed, you may, as an immediate action, use a Bluff roll instead of your AC against that attack. You cannot use this ability more than once against a given opponent.

For example at 1st level, a Cha-based rogue (Cha 16, Dex 12) might be AC 14 (leather) and have Bluff +7, for an effective AC of 17.5. At 8th level, he'd be AC 22 or so, and have Bluff of about +19 = AC 30. At 15th level, Bluff might be +35 with 4 uses of Honeyed Words to become effectively AC50, once per opponent.

Could be a feat, but then Bards and Sorcerers would eat the rogue's lunch again.

[edit: swift -> immediate]


PRD wrote:
Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.

So on the face of it, wielding a light weapon in your off hand benefits from half the strength bonus but is not penalised at all by a negative strength modifier.

So my halfling rogue has 9 Str and uses TWF daggers. How much damage does he do? The above suggests 1d3-1 in the right hand, 1d3 in the left.


Furious Focus wrote:

Furious Focus (Combat)

Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Can someone tell me why this should apply only to 2-handed attacks? Or why it shouldn't apply to 1-handed? Sword and board is already disadvantaged against 2-handing, and this just makes it worse.

And for that matter, why not on unarmed or natural attacks?


Archetypes are designed on a mix-and-match basis: each feature replaces something in the basic class, so you can, for example, switch out a Crossbowman's (default) Bravery for an Archer's Hawkeye.

The Knife Master archetype does 1d8 sneak attack with daggers. Fair enough, very nice. But as far as I can make out, this ability doesn't replace anything. So what's to stop someone dropping this ability in to any other archetype mix?

If nothing else, it gives the rogue a badly needed bump, albeit minor, given the need to use daggers.


In the ISWG, but not in older publications such as PFCS or Andoran, there is a river running from the 5 Kings Mountains to the Sennen River, namely the Dragonfly River.

It's not documented on the wiki and there's nothing about it in the ISWG except its existence on the map.

I figure there will probably be some logging on it, and maybe some trade from the 5 Kings to the Sennen, though it may be too steep and turbulent for that.

Presumably this was added for a reason beyond its geographical omission. Is it interesting?