Kolyarut

Pandelume's page

Goblin Squad Member. 9 posts. No reviews. 1 list. No wishlists. 1 alias.


RSS


Hi,

I tried a few times to checkout the item in my cart, but the transaction comes back as denied every time.

I checked with my credit card company, but they say the problem is not on their end: the transaction is posted as approved in their system (four times).

(Also, will this affect my pending subscription order?)

Please advise.

Regards,


4 people marked this as a favorite.

Do we get the PDF as a bonus if we preorder?


Supplements for Curse of the Crimson Throne?


1 person marked this as a favorite.

I've been binging the X-Files on Netflix and, correct me if I'm wrong, but nobody gave Pathfinder stats to the black oil!

Thanks to Doctor Necrotic, whose D&D 5e eldritch ooze I used as a stepping-off point.

Black Oil (CR 9)
XP 6,400

LE Medium ooze
Init +8; Senses blindsight 60 ft.; Perception +15
--
DEFENSE
--
AC
23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 119 (14d8+56)
Fort +10, Ref +10, Will +5
Defensive Abilities split (piercing & slashing, 10 hp); DR 10/—; Immune acid, mind-affecting effects, ooze traits; Resist fire 20
Weaknesses cold lethargy, curative magic susceptibility
--
OFFENSE
--
Speed
20 ft., climb 20 ft., swim 20 ft.
Melee slam +15 (2d10+4/19–20 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (2d10+4), gestate, infest
--
STATISTICS
--
Str
17, Dex 19, Con 18, Int 16, Wis 13, Cha 8
Base Atk +10; CMB +13 (+17 grapple); CMD 27 (cannot be tripped)
Feats Deceptive, Great Fortitude, Improved Critical (slam), Improved Initiative, Lightning Reflexes, Weapon Finesse, Weapon Focus (slam)
Skills Bluff +17, Climb +11, Disguise +17, Perception +15, Sense Motive +15, Stealth +18, Swim +11
Languages Aklo, Common; cannot speak
SQ liquid form, no breath
--
ECOLOGY
--
Environment
any temperate or warm
Organization solitary
Treasure none
--
SPECIAL ABILITIES
--
Cold Lethargy (Ex)
Black oil is staggered for 1d3 rounds whenever it takes cold damage. Black oil becomes inactive and cannot take any action while in temperatures below 32OF.
--
Curative Magic Susceptibility (Ex) Any spell that cures disease (such as remove disease) deals 1d6 points of damage per caster level (Fortitude negates) when cast directly on black oil. When cast on a creature infested by black oil, such spells force the black oil out of its oil.
--
Gestate (Ex) Infest—contact; save Fort DC 21; onset 1 month; frequency 1/day; effect 1d6 Con; cure —. An afflicted Medium humanoid reduced to Constitution 0 by this ability immediately dies as a gray (Bestiary 5) bursts out. This destroys the black oil. This is an infestation effect. A remove disease (or similar effect) instantly halts this ability as it forces black oil out of the victim, but immunity to disease offers no protection, as the infestation itself is caused by the presence of the parasitic black oil. The save DC is Constitution-based.
--
Infest (Ex) As a full-round action, black oil can forcefully enter the body of a living creature it grapples (Fortitude DC 21 negates). It automatically takes control of the victim’s body. This functions as the spell possession, although it is an extraordinary effect (not a necromancy spell) and the duration is indefinite. The victim can attempt a new saving throw each day to expel the black oil. The save DC is Constitution-based.
--
Liquid Form (Ex) Due to its liquid composition, black oil can pass through small holes or narrow openings, even mere cracks, despite its size.


I think Kevoth-Kul (The Black Sovereign) is missing two rage powers.

Which ones should he have?

Is there any juicy behind-the-scene explication for this (ex: changes in level or classes during development)?


Two questions for Mr Shel and the people at Paizo:

1) On page 13, Mad Paeytr is listed as having the "Insane Insight" special quality, which has no description. I'm guessing this ability was cut in development. What was this ability? Can we get the description? Curious minds want to know!

2) On pages 19–20, Hyrsek Caio seems to be missing two slayer talents, which would correspond to his advanced talents. Can the author and/or the developer chime in with suggestions on which advanced talents he should have?

(Fellow gamemasters: do note that, as a 12th-level slayer, Hyrsek should have sneak attack +4d6 instead of +3d6).

Thanks in advance and congratulations on the outstanding adventure!


2 people marked this as a favorite.

The gods are just spectators.

They do not actually reside in this universe, but in another one entirely. Due to the metaphysical distance/barrier between this universe and their own, the gods can only observe this universe; their interaction with this universe is limited to granting spells, domain powers, divine class features and the like.

In fact, it is a testament to their divine power that they are able to span the distance/breach to barrier between the universes even if only in this limited fashion.

Kind of like the audience in "The Hunger Games": they see everything that goes on in the arena, but they can only affect the outcome by sending gifts to the kids.


I don't have the exact text in front of me right now, but if I remember correctly, Powerful Build allows a creature to be treated as if it was one size category larger in regard to weapon sizes and special attacks (trip, grapple, etc.)


I'm toying with the idea of a new house rule: making dwarves Small creatures with the Powerful Build ability (as the half-giants of Expanded Psionics and the goliaths of Races of Stone), rather than Medium.

I think this change would help the dwarf player race closer to the traditional dwarves of fantasy literature, as in "The Hobbit" and "Lord of the Ring".

Indeed, in the current rules, a dwarf could ride a horse (Large size) and cannot ride a poney (Medium size). However, in all the books I've read, I've never seen a dwarf tall enough to ride a horse.

What do you think of this adjustement? Would it make the dwarves overpowered?