Narquelion's page

67 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 67 << first < prev | 1 | 2 | next > last >>

IonutRO wrote:
We've seen their skeletons so we know they have normal humanoid teeth and jaws. So it's safe to say their mouths are horizontal slits.

Thanks! Where? EDIT: oh I see, Iron Gods, of course. here's the picture.

Seisho wrote:
Still I would love to see a few kasatha without mouth cover

Yeah, and not just because it might be that the fleshy parts are not 100% humanlike.

Still, now that according to starfinder they have a common ancestor with shobhads (since they hare related to witchwyrds who are related to shobhads) and we know that shobhads have fairly standard humanoid mouths I guess they aren't terribly exotic either.


We know that kasathas have a cultural taboo against showing their mouths. According to pathfinder, this has been true for millennia.
It is a very flavorful cultural quirk, and I appreciate the resulting aesthetic.

But... have we ever seen what their mouths actually look like? Are they humanlike? Or are they more alien? Is there a picture somewhere in some pathfinder (or starfinder!) book?


1 person marked this as a favorite.
Set wrote:
Lucas VerBeek wrote:
I thought Elves came to Golarion from Castrovel not the other way around.

[scurrilous gossip] What elves don't like to admit is that neither Golarion nor Castrovel are their actual homeworld, and that they've mostly forgotten, having left a chain of mostly used up 'homeworlds' behind them, as they elf-gate off to a new 'homeworld...' [/scurrilous gossip]

Eh, I don't remember the details, but I believe somebody noticed that in some module (Second Darkness AP maybe?) there was a picture implying Elvish knowledge of planets not of this star system, and told J Jacobs on this forum. Jacobs said it was not a mistake and that they put it in intentionally. IIRC there was some talk about how Castrovel might not be elves' original birthplace after all, but just a REALLY old colony founded a long time ago by elves coming from the stars. So yeah...

EDIT: it seems I can't find that exchange in particular but here are two instances of JJ saying that he thinks the birthplace of the elvish race might not be Castrovel


1 person marked this as a favorite.
WormysQueue wrote:
SilvercatMoonpaw wrote:


Incidentally what would be the correct plural if we were to go by the Greek system?
Pegasoi.

Correct, since it's second declination. But since English uses the Latin version in -us, the plural should be pegasi.


Ventnor wrote:


A world where humans still exist to eat. The end goal of the Whispering Way, as far as I understand, is to convert every living thing in the world into undead.

What are vampires supposed to eat? Rats? That's very unhygienic! And how are ghouls supposed to get fresh corpses to eat if everyone's already dead?

I think Amedras meant that those vampires and ghouls are thinking that the WW will never actually succeed, but in its current struggle it is a fine and helpful "pro-undead" organization.


I agree with Daedalus, rework the Aboleth corruption a bit.


...that's his problem, though. If I'm getting this right, he wants his NPCs/PCs to be able to say "this guy has this bag of trick, this other dude has a not-so-different background but is a better x than the first one, but a worse y, and can do z." but in not so many words.


2 people marked this as a favorite.
Blymurkla wrote:
Oread. How do you pronounce that? I'm not overtly great at english and it has always confused me. I suppose that since they're earth elemental-descendants their name could be formed from the word 'ore', which would give a pronunciations like or-aad or or-add. But, in my eyes, it could also be oh-reed or oh-red.

/ˈɔːriˌæd/ or /ˈɔːri.əd/ .It's from ancient Greek.


The weasel adds to Reflex, not Fort.


Well since it's more of a Golarion setting rule than a rule baked in the Pathfinder System I'd say either don't put the nation on Rovagug's Cage in the first place or since you are houseruling anyway...

Reduxist wrote:

Have you also considered using Worms that Walk? The worms can help aerate the soil and act as "elite" working undead.

The Millennial King

the worm that walks is not undead. Granted, with template stacking you might make undead ones but...


Irranshalee wrote:


One idea I pulled out that help me is that yes, Tamarack will not require the same amount of food in the future. They will export it. But better yet, they will change their types of crops too. I can see them increasing their market of drugs (tobacco, opium, marijuana, etc). I can also see them shipping food to the desert for gnoll/arden (my meerkat race) corpses.

Linen and cotton are also potentially interesting crops. They need to be woven, too, which could become a local industry - or not.


There are also some good shapes you can turn into for defense which let you cast (dragons, monstrous humanoids, undead, even elementals if your DM is ok with it)


It isn't 100% clear, but I think there is no reason not to consider dispel checks a subset of caster level checks, as the rules seem to imply. Ergo Grand Destiny should work.


...or portable extradimensional space(s).

Frankly I houserule that communal spells can be casted over 2+ rounds if you need to touch a bunch of people. The rule is already there you just say it aplies to the communal spells too.


Under "Range"

Quote:

Touch

You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

FAQ:

Quote:

If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended?

Yes.

Some spells like plane shift allows for up to 8 people to join hands instead, but in those cases it's a fixed number.

With teleport you can bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per 3 caster levels.Since it says

Quote:
All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

at 18+ CL you can bring 7+ companions.


Melkiador wrote:
We could really use a template that can be added to animals, beasts and the such which just makes them smart and capable of speech. So mostly like awaken, but there are magical beasts who might have something to say too.

Lands of the Linnorm kings has this

http://www.d20pfsrd.com/bestiary/monster-listings/templates/fey-animal


Guys, he just want to know how the hell a GM can describe HOW exactly your PG can identify a spell while being cast by somebody who can do so by looking at you thoughtfully. Which is, granted, a f@*~ing good question, if a "fluffy" one.


the race builder isn't the most balanced system but I'd say it's about as good. Sure, it doesn't have the drawbacks, but I suspect that the RP cost for large is that high because it gives you access to reach, that by itself only costs a measly 1 RP. There is also the matter that for a big character with a humongous weapon Strength is probably more important than Dexterity, so the +2Str -2Dex from Large should be considered a bonus that Powerful Build lacks.


Not every single thing that comes out of the First World/Faerie is a Fey: the dweomercat is a magical beast as well, for example. In fact, a dweomercat cub is pretty cheshire cat-like.
You could still use the cat sith, really.
The silvanshee is the perfect benevolent cheshire cat, of course.


I believe that a raven familiar turned in a halfing with alter self should work. It already can talk as a raven and gains hands via alter self, which can be cast on it because familiar.


I think your reptoids are in quite a pickle.

The reptoids shtick is being able to pass as other humanoids via an alter self-like change shape ability, but on your world that functionally means dromites, orang-pendaks and (plain-dwelling) catfolk.
Alter self does not grant a climb (or fly) speed which means that a reptoid trying to blend in a tribe of monkey goblins, gripplis, tree-climbing catfolk or -gods help him- striges will face many problems and will probably have to pose as crippled or something.

Furthermore, alter self doesn't turn you into plants so ghorans never were an option in the first place.

I'd like to hear your thoughts about this and reptoid culture in general.

You wrote that you were thinking that lizardfolk would work (but now you don't). Why wouldn't they? they are strong, but hardly better than reptoids. I believe you could use both of them as related races, a bit like dwarves and duergar or gnomes, svirfneblin and wayangs.

XLordxErebusX wrote:
I mean, the word 'Golarion' means 'cage', if I'm remembering correctly...

The (off-planet) nickname for the world is "the cage" but I don't think it is the actual translation of its name.


What Drahliana said.

If you just want your character to be the descendant of an angel, well, lots of "standard" aasimars with the "+2Wis+2Cha; daylight" have angels in their family tree, it's just that in their case it is not quite as obvious as in an Angel-Blooded's case.

If you really want a custom Aasimar with +2Str, +2Cha and daylight, just ask your GM; after all, Aasimars with variant abilities do exist.


Moto Muck wrote:

I don't think Anthropomorphic Animal works on familiars. AA only affects animals and familiars are considered magical beasts.

Relevant quote found under familiar section: "It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type."

Yup. Luckily, a simple alter self is enough to turn your familiar in a halfling if you need them to have a pair of hands. (and if you can live with looking like a slave-owning noble from Cheliax, I suppose.)

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).


There are ways to get d20 rerolls so yeah, kinda.


Small animals don't speak. Not even if they are familiars.
Tongues is... not supposed to give back the ability to use verbal components to spellcasters turned into things that can't talk, I think, but you could allow it. As written would give them the ability to converse again, yes. I wouldn't allow somatic components unless the wizard stays in the same shape quite a while and learns how to adapt them to his new shape.


kestral287 wrote:

It's doubtful that you'll get many responses just because he's really hard to bring into a game.

The thing is... he's pretty damn weak. A +42 to hit means that it's possible to get him into "only hits you on a nat 20" range by the time you're looking at the group he's supposed to fight, so he's banking almost entirely on the SLAs to pose a threat. His best defensive trick is beaten by a +1 weapon enhancement. AC49 is fairly solid, but a mere 774 HP doesn't do him favors, and saves of 29/29/33 means that it's possible to save or die him. Heck, there's a build that was designed for Beastmass called The Vaccuum, a Wizard specializing in Mass Suffocation. It hit DC42 Fort, which means that Cthulhu can be nailed with a SoD 60% of the time. Against a non-mythic level 20. Ten tiers will up that by a minimum of 25% due to the boosted Int, so now he's looking at a DC47, giving him a laughable 15% chance to not be one-shotted. SR 41 is high, but the Archmage's Channel Power lets you bypass that outright for one mythic power, as well as jack the save up by another 2 (Cthulhu saves only on a 20).

You can't suffocate Old Squidface - Great Old Ones do not need to breathe (it's in the subtype, under Immortality (Ex)).


In the bestiaries monsters with racial HD and no class levels are assumed to be perfectly average member of their species. They pretty much have average ability scores (11 11 11 10 10 10) modified by their "racial" traits.

Adding the +4, +4, +2, +2, +0, and -2 adjustment roughly gives them a 15 point buy (12 point buy + those three 11)

We can say that nixies' ability score racial traits are -4 Str, +6 Dex, +2 Con, +2 Int, +2 Wis,and +8 Cha. Give your druid the point buy you find appropriate (15 should be fine)


I see no reason why the SLAs should become unavailable.


Ewal wrote:
Deadmanwalking wrote:

Basic TWF Build:

Human Rogue (Scout, Knife Master) 10
...

I'm very intrigued by this build, but I have a couple questions (probably dumb ones).

As a lvl 10 pure rogue, how did you get all those feats? Also, I don't see anything that gives you weapon proficiency with Kukris. Maybe there was a 1 level dip into Fighter that makes this feasible?

1st, 1st (human), 3rd, 5th, 7th, 9th, Combat Trick, Finesse Training, Weapon Training. Nine feats.

You're right about the kukris though. Knife master does not give you you proficiency with those.


I'd just make her a cuteness-weaponizing Oracle with low Wis.

Witch could also work, especially with the bonded witch archetype (which uses a bonded object instead of a familiar - you will have to reflavour a couple things, like the fact that it's supposed to be an archetype for half-elves, but mechanically you can use it as it is).


http://paizo.com/threads/rzs2qoik?Ultimate-BS-Artist-Build

here, have fun.


I'm Hiding In Your Closet wrote:

I think Bishop or Reed Richards could be appropriate models for this (assuming you want any help with that part).

Arcane magicians are my favorite role, but it sounds like what you really want is an EBERRON-style Artificer. Assuming your DM will permit such a thing, here's a stockpile of Pathfinderized editions/reimaginings of the class.

please explain what happened to your link because if it's some kind of joke I'm completely lost.


sort of?


Go slayer, it's a perfectly nice non-magical, strength-based two-weapon guy. If the character is not stealthy, just don't put ranks in stealth.


I "buy" spells using the cheaper of the two options (that is, paying a fee to copy spells from somebody else's spellbook).

I do so because consuming scrolls and paying copying fees are not the only ways a wizard can acquire new spells (beyond the usal 2 free ones per level): taking the spellbooks of other mages that happened to die in your general vicinity for whatever reason during some kind of quest is a time-honored tradition. This is, of course, pretty financially convenient.
Since the PNG wizard has probably used all three methods in his career, I default to the "middle" one to make my life easier.


Actually according change shape (B1 page 289)

Quote:
This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their description.

they adjust their ability scores as noted in their description not adding the beast shape II bonuses on top of them.

Quote:
Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a lycanthrope’s ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope’s ability scores are unchanged from the base creature’s form. In animal and hybrid form, the lycanthrope’s ability scores are the same as the base creature’s or the base animal’s, whichever ability score is higher.


http://paizo.com/threads/rzs2kvto?Glitterdust-Effects#20

It negates invisibility without dispelling it.

I'd rule the gaze attack is still offline, especially since getting the dust in your eyes makes keeping them open rather difficult and not getting it in your eyes (via a successful saving throw) leave your eyes invisible.


Ravingdork wrote:
Undone wrote:
Simulacrum really just needs a hard errata which states it can only be used on the caster.
Not it doesn't. It needs a standardized template.

That would be nice, yeah. Also some rules about what a simulacrum of a specific guy knows, and how to make less/more complete simulacra (so that if you make a simulacrum of your buddy with his full collaboration you get a copy that knows where the secret doors in your buddy's castle are, but if you make a simulacrum of the big bad it will not be able to spill his secrets).

Ashiel posted a houserule to make simulacra a little less powerful and more standardized, but still awesome.


Cannon humans? Preposterous! Now, Cannon Golems are immune to that stuff, but Cannon humans? Bah.


Craft wondrous items needs caster lever 3rd, you can't get it at 3rd level if you're a Cavalier/Wizard/EK.


Which is hardly a problem since Elemental Body has duration: 1 min/level (D, it's not like you're going to cast it when monsters are all in your face... plenty of time to put the equipment you want down, cast and them pick it up again without being shanked in the process.


That could just be a not-too-well-written reminder how protection from evil or a similar ward (like protection from good/chaos/law) works is the caster of magic jar is of the right alignment, especially given that the text of protection from evil use that very spell as an example...


Ravingdork wrote:

Being willing only matters for spells that differentiate between willing and unwilling targets. The target still gets a save generally.

Indeed. Now, the author wanted that spell to loose the ST, but as written...

Wow Such Doge wrote:
If a character using the spell is neutrally aligned, is the spell still blocked by protection from evil?
Ravingdork wrote:
I'm pretty certain that is the case, yes. Note that other, similar wards, such as protection from good would block you as well.

I think it's literally the GM's call:

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.


I think the intent is that you can "save" new spells in your head.

Let's take a wizard. Taking Perfect Preparation, he "saves a copy" of his spellbook in his head. From now on, he can prepare those spells from memory.
If he finds new magical writings (say a spellbook and a bunch of scrolls taken from a defeated rival) and he wish to add these new spells to his brain, he must decipher them (a Spellcraft check DC 20 + the spell's level or go go gadget read magic). Next, he must spend 1 hour studying each spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). If the check succeeds, he can add the spell to his brain. This act might take another hour... or not, since he isn't actually writing it. Ask your GM about this detail.

Remember that he has a +2 to the second check if his favored school matches the spell's and that if he's "copying" a scroll it will disappear at the end of the process.


Giridan wrote:
There are African Americans, they are the vanaran's (who knows why???).

Guys.

Guys.

He's trolling.


Devs have damn weird hang-ups, news at eleven.


And we have another extremely silly ruling. I'm disappointed, paizo.
(Yes I realized that the ruling for D&D3.5 was the same, it doesn't make it any more sensible).

(It might be slightly more sensible, if not entirely satisfying, if the rules clearly allowed to activate the item with a peculiar but innocuous way - like turning the ring of invisibility around your finger or tapping your forehead five times for the hat of disguise.
This way you couldn't sleep while using the item, and somebody might notice your "weird habit" in the case of the hat, but it wouldn't be as much stupid as how things work now.)


You're doing a wonderful job, Astral Wanderer! Thanks!

Anyway, I think that this

Astral Wanderer wrote:


Soulbound Shell, page 249

3) Unlike the Soulbound Doll and Mannequin, the Shell, in the Construction section, lacks mention of the fact that its creation doesn't prevent the rest of the soul from continuing on to the afterlife or prevent the body from later being revived.

was done 100% on purpose.

Astral Wanderer wrote:

Kasatha, page 174

1) The short opening description says the kasatha has two spiked blades, and the picture reflects that, but the stat block only presents him with a sai.
In case the melee line wants to be changed, I have no idea if any book has stats for spiked blades (doesn't seem to be on the core ones); maybe temple swords can be used to represent them.

Pathfinder Player Companion: People of the Stars, page 9.

The Kasatha Spinal Sword is a light one-handed sword covered in bony spines that make it easier to poison opponents. The save DC of a nonmagical injury poison applied to a kasatha spinal sword increases by 2.
50 gp, ld6/x3, Piercing or Slashing. It weighs 3 pounds and has the fragile weapon quality. Kasathas treats its as a martial weapon.


James Sutter wrote:

Actually, I designed Verces to be consistent with an astronomy paper I read once about tidally locked planets and how the weather might not be as extreme as you'd think, though I sadly no longer have the link.

Interesting. Then it wouldn't surprise me if both kinds of tidally locked planets (that is, the stormy kind and Verces-like kind) existed in the real world (and in the Material Plane as well).

James Sutter wrote:
But yeah, there's certainly still a fair amount of magic and handwavium going on in the setting. I was heavily *inspired* by real science, but ultimately, "how much fun would it be to adventure here?" was my primary concern. :)

And you did the right thing! Distant Worlds is a fantastic book.


This is very nice thank you for sharing!

Anyway, I was contesting the much wider assertion that the planets "behave according to normal scientific principles". Liavara and Bretheda have moons with liquid oceans - of water, on their surfaces. Triaxus doesn't get as cold as it should traveling so far from its star. Verces laugh in the face of meteorology. Etc Etc.
Thankfully it's a fantasy world with magic and Shantaks and Aucturn so we can come up with explanations.

1 to 50 of 67 << first < prev | 1 | 2 | next > last >>