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Malk_Content wrote:
Yeah, it looks more like she's in better lighting than any actual skin change. At least to me, anyway.
Pathfinder Adventure Path, Rulebook Subscriber
The Raven Black wrote:
Yeah, that was definitely a surprise to me. I think it even goes so far as to say that the Whispering Way *predates* the Tyrant.
Pathfinder Adventure Path, Rulebook Subscriber
Doktor Weasel wrote:
....did my CG goblin rogue from ROTRL use his epic stealth to break into Golarion cannon?! :D (Ok, not likely since I used a 3rd party goblin variant to build him, but this still makes me smile all giddy-like & reminds me I need to get back to reading that book.) Anyway, love Fumbus, love goblins being core, can't wait for August! :D
Pathfinder Adventure Path, Rulebook Subscriber
Cleric was probably the class I was least likely to ever play in PF1, as I just found it kind of dull. Not helped by the fact that most of the domains ran the gammit from "boring" to "terrible." This...this looks interesting. I'm sure many will decry clerics now only get 1 domain by default, which I get, but the rest of it sounds enough to me like they make up for it. I especially like that being good or evil doesn't automatically lock you into positive or negative energy. Not only does that make much more sense, it shows that Paizo DOES listen to feedback, despite what the naysayers might try to tell you. ;)
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DJ Patch wrote:
Thank you for the clarification. :)
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Question about the resurrection article:
Pathfinder Adventure Path, Rulebook Subscriber
Jason Bulmahn wrote: I think that playing a character trying to find redemption in a world that doesn't trust them is a story worth telling. This is one of my absolute favorite kinds of stories and a big part of why I wanted to play Pointy in the first place.
Pathfinder Adventure Path, Rulebook Subscriber
Oy! I wanted to read this whole thread before posting to make sure what I'm about to say wasn't covered already, but it seems to growing exponentially as I do, so fingers crossed I'm not re-treading. I have a thought about a story reason for there goblins changing enough to be considered a core ancestry: what if that's happening right now? What if that's BEEN happening over the last 10 years or so? Think about it, how many posts in this thread have talked about either playing goblin PCs or GMing parties with goblins in them? My favorite character I've played so far is Pointy K'nife, CG goblin rogue in ROTRL. He lived in the Rusty Dragon because Amikeo noticed that anytime she was stolen from, the money/goods soon found there way back to her because Pointy would steal it back. Not only did I have such a blast playing him, he was *easily* the most popular character among the other people in the group. There's also been mention of goblin PCs is PFS via boons. That seems like a pretty big deal and would cause a lot of "civilized" people to take notice. I don't play in PFS myself, but it's my understanding that the adventures there have a tendency to shape canon in some aspect? So with most if not all of the PF1 APs soon to be assumed to have "happened" when we see the PF2 version of Golarion, who's to say that some of those brave heroes who saved the world weren't goblins? Paizo has said they keep the specifics of those heroes vague on purpose so groups can "take credit," so I sincerely doubt there will be anything remotely close to text that reads "and none of them were goblins." Re: goblins being "common" enough to be core
Re: goblins, drow, and other "always chaotic evil" species
Years later, I've caught the GM bug, and I'm reading thru SD to get an idea on how adventures are constructed. As such, I read the article on the PF version of drow. TO THIS DAY, I remember the sidebar titled "Are There Any Good Drow?" and that the VERY FIRST WORD is "No." I remember this because of just how much it made me uncomfortable. And this was before I learned about all the social baggage associated with the "dark elves." As the years go on, I join these message boards and mostly lurk, and the subject I saw almost has much as "fighters suck/Paizo hates martials" is that a VERY large portion of Paizo's fanbase wants the "always chaotic evil" trope to DIE. Actual* thread title: "Lanturn Bearers: The Good Kind Of Genocide".
And Paizo seems to have listened, possibly even realizing that maybe their fans have a point about of "imaginary racism is still racism." In the Advance Race Guide, it makes a point to stating that drow are NOT inherently evil. In the Adventurer's Guide, they detail that the Lantern Bearers organization is now determined to PROVE there can be good drow, specifically as a result of the events of Second Darkness. Maybe the whole "baby goblins being taken to an orphanage" started as a joke, but in one of the Player Companion books shows the iconic samurai surrounded with crying goblin babies. Such an orphanage run by followers of Sarenrae is such a no-brainer I'm surprised it's not canon already. I love how goblins were depicted in "Burnt Offerings" too, but the point I'm getting to here is that Paizo has been moving away from the "always chaotic evil" trope for a while now. Could they advertise it better? Maybe, since many here don't seem aware of it (please don't take that as an insult, it's just what I'm inferring, I know I could be wrong). At the end of the day, you don't have to like it, but it's happening either way. Personally, I'm super pumped for it, even if I'm a little sad now that my precious Pointy seems slightly less special. (I also have my fingers crossed for orcs becoming core. It's never made sense to be that we get both elves and half-elves, but only half-orcs as "core" options.)
Pathfinder Adventure Path, Rulebook Subscriber
I'm a little surprised to see this as a 1st edition release, as it seems like the perfect book to set up a 2.0 incarnation of the campaign setting line. That said, I'm still super pumped for it! It may be the first campaign setting book I pre-order! Maybe do the "one time" subscription thing to get the pdf! :D (I kind of really love Sandpoint.)
Pathfinder Adventure Path, Rulebook Subscriber
A note to the people who have said "I've never had a problem with ____" and/or "How could anyone ____": Please remember just how DIFFERENT people can be. We learn differently, find different aspects of the game interesting, etc. I think a good example is me and my best friend. I usually do a pretty good job remembering the current "standard/move/swift" action economy *itself* pretty well, but I often forget class abilities that can be triggered on those actions, and which actions they're triggered on specifically. Sometimes I still get confused on whether or not you can take a 5ft step and still full attack. My besty on the other hand is a MUCH more casual player than I am, and is constantly confused trying to keep the action types straight. The reason I have to keep trying to remember how 5ft steps work is that he's constantly asking "isn't there some kind of move I can do for free?" I could loose DAYS just reading over the rulebooks coming up with all sorts of class/feat combinations and story ideas based on monster flavor text. My friend would fall asleep after 20 minutes, assuming trying to figure stuff out didn't trigger his anxiety. All that said, you should see him role-play his characters. THAT is part of the game he finds the most fun. And I am by no means trying to say that my friend is stupid or anything like that. If anything, I'd bet he's smarter than me. It's just that our brains are wired very, VERY differently.
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Personally, I've never understood the assumption that the campaign setting line is a "GM line." As long as the book is about a specific part of the Golarion setting, it's keeping it's promise. Likewise, I was just as confused about the complaints the player companion line used to get for NOT containing setting specific material, seeing how the promise that line makes is just for player options on a certain subject. (CorvusMask, this isn't directed directly at you, per se. I see this "argument" come up darn near every time it's pointed out that the CS line does quite often have player options to offer.)
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Dale McCoy Jr wrote: Umbral kobolds are not the only race in this book getting support in the upcoming Book of Heroic Races: Occult Intrigue in the Wilderness. Are you excited for these fun-sized, scaly heroes to get more support? I may buy that book just for the title! :D
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Epic Level NPC wrote: I love the concept though, having kids draw and explain their imaginary friend, while their parents help turn them into Pathfinder stats. I love this idea! That is just too freaking cool, and the descriptions just sell it to me all the more. :D (Note: If I'm one of the first 10 posters, I respectfully decline my free copy. I have a TON of free stuff from you guys, and I haven't gotten to reviewing any of them. I feel horrible about that. -_-)
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BigNorseWolf wrote: There are large bears now. All other arguments are irrelevant. I am AMAZED this isn't getting more attention with often as I've read complaints about medium bears on these boards. Seriously, I expected this thread to be the message board equivalent of the "Flailing Kermit" gif. I'm super-stoked about saber-tooth tigers, too. That whole section is just lovely. :)
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Klorox wrote: well, if you get on this line of reasoning, every class BENEFITS from high scores, that doesn't make them MAD, a wizard can be efficient with only INT above average, even though he'd be an even better wizard on the Conan build That's essentially the point I was trying to make. From what I can tell, there's a pretty thin line between "needs" & "benefits from".
Pathfinder Adventure Path, Rulebook Subscriber
If you get nit-picky* enough, every class is MAD though. I've seen posts on these very message boards stating that one of the (many) reasons the fighter sucks is that it needs all the physical scores plus int to make up for a lack of skill points & wis to make up for not getting perception as a class skill. You could argue that the wizard needs con (hp), dex (AC & ranged attacks) & wis (because perception is really danged important in this game) on top of needing the int to make their spells work. (*I am NOT trying to accuse anyone in this thread of nit-picking, I just couldn't think of a better term to use. No offense intended.)
About Lars von HalgraffPathfinder Society #: 85794-10 XP: 20
Scenarios Completed:
#43: The Pallid Plague (1 XP, 2 PP)
#4-19: The Night March of Kalkamedes (1 XP, 2 PP) #6-01: Trial by Machine (GM credit: 1 XP, 2 PP) Pathfinder Module: The Dragon's Demand (1) (GM credit: 3 XP, 4 PP) Pathfinder Module: The Dragon's Demand (2) (GM credit: 3 XP, 4 PP) Pathfinder Module: The Dragon's Demand (4) (GM credit: 3 XP, 4 PP) Pathfinder Module: The Dragon's Demand (3) (GM credit: 3 XP, 4 PP) #3-15: The Haunting of Hinojai (1 XP, 2 PP)
#3-26: Portal of the Sacred Rune (1 XP, 1 PP)
Initiative: +2 (+2 Dex)
Defense
Offense
Melee
Ranged
Cavalier (Standard Bearer) Abilities:
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. Banner (Ex): At 1st level, a standard bearer gains the banner ability. This ability is identical to the standard cavalier's banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier's mount ability. At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference. Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Order of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt. Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Bard (Arcane Duelist) Abilities:
Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.
Bardic Performance: An arcane duelist gains the following types of bardic performance. Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong. Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Spells:
Level 1 (2/day): Comprehend Languages, Grease
Level 0 (at will): Detect Magic, Light, Read Magic, Prestidigitation Traits:
Armor Expert: Armor check penalty reduced by 1
Sacred Touch: standard action, stabilize creature by touching it Feats:
Improved Initiative (1st)
Lingering Performace (1st - human bonus) Arcane Strike (1st - arcane duelist bonus feat) Weapon Focus (Longspear) (3rd) Precise Strike (3rd - from cavalier tactitian ability) Power Attack (5th) Skills:
-0 Armor Check Penalty included Class skills in bold Acrobatics +2
Equipment:
+2 Mithral Breastplate 15.0 lbs. +1 Adamantine Longspear 9.0 lbs. Gamin the Misforged (+1 allying mithral longsword) Masterwork Cold Iron Longsword 4.0 lbs. Mithral dagger 1.0 lb. Masterwork Composite Longbow (+3 Str) +2 Cloak of Resistance
Backpack 2 lbs.
- GP - SP Total weight: - lbs.
Background:
Lars grew up in Molthune, the first son of a somewhat important military family. As a younger man he was very patriotic and full of nationalistic fervor. He Studied the art of war and became a capable solider in service to his country. But in the war with Nirmathas something changed inside him. Lars saw through the veneer of his nation's motives. The lengths his leaders were willing to go to in he name of conquest. It ate at his conscience, and eventually he deserted his post. He fled the country with the aid of some Pathfinders who had snuck into the Backar Forest. with nowhere else to go, Lars joined the Society. |