Nolveniss Azrinae

Pelloth's page

Organized Play Member. 31 posts (56 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.


Disappointed by the beautiful Half-Elf, Merisiel says, almost whispering "A simple death would be inadequate retribution for the crimes committed"

Those groups look fun!

I agree that no full divine caster for Law & Chaos is a non-issue. There are plenty of ways to heal with a witch, inquisitor, alchemist and magic items.

Does the two book limit apply forever or just at creation?

bungs wrote:

Sorry, I'm a bit new, but I'm having trouble finding where it says wildshape is only one minute now. Can someone please...

Each of the spells/powers wild shape casts has a really short duration. Like at one point you can use Dinosaur Form but the duration of Dinosaur Form is one minute.

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The issue is that wildshape isn't the right thing to nerf because it wasn't what made Druids OP. What did was, that full casters were just way better than everyone else.

I'm really sure why muses exist. Their mechanical effect is minimal and they make the class entry harder to understand. Flavor is good, but maybe not when it obscures mechanics.

Raisse wrote:
Does anyone know why Bard has 1st level class feats, but doesn't get a class feat until level 2? Is there another way to get a class feat earlier?

They get one from their muse.

Obakararuir wrote:
PossibleCabbage wrote:
I dislike "race" and prefer "ancestry". Ancestry is more precise and less problematic.
How is "race" problematic in the context of a fantasy roleplaying game?

Because race in fantasy games is supposed to be innate biology and race in real life is constructed?

Obakararuir wrote:
PossibleCabbage wrote:
AScreamingChocobo wrote:
If we are talking about precision, wouldn't Species then be the superior choice?

Well, "Species" has implications of "these two things cannot interbreed to create fertile offspring" which mean elves, orcs, and humans are all the same species.

Plus it has more of a sci-fi than fantasy feel. Ancestry is more precise since it's basically the question of "who were your parents/who raised you?"

If that were true, then humans would not have neanderthal DNA... which we do.

Interbreedability is possible between different species within the same genus.

The definition of species is too loose for this discussion to make any sense/ have clear answers. My understanding is that different groups of birds may or may not be in the same species depending on which biologist you ask.

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Wouldn't subspecies make more sense since interbreeding yields fertile offspring?

I'm very interested. I'll make my character before the weekend is over. I would like to play as a Ru-Shi so here's the Numerological Gift roll:

3d6 ⇒ (6, 3, 6) = 15

1d6 ⇒ 1

Dice gods, do your worst!

So isn't tangible illusions incredibly powerful. Couldn't you just encase someone in an adamantine cube full of lava, or create a black hole or create an area of absolute zero? We haven't done anything with it yet but does this work and is it really that powerful?

So far the party Paladin has redeemed(or started redeeming)

Millorn, six looters, Jestak, Joran Vhane and the Grunhold-Wintersons

Would there be? In PF/3.5 you don't need a deity to get a full spell list. Just deep personal conviction and belief in a cause.

True but in Golorian you must worship one and only one god/demigod to get spells.

Many illusion spells make you save "if interacted with", what exactly constitutes interaction?

DM Pendin Fust wrote:

Quick question for everyone else...

Are you playing up, playing down, or not concerned at all with:
** spoiler omitted **

I'm downplaying it and actually changed it so that their love is a secret to the world.

Tangent101 wrote:
Well then, the ultimate Party then could be comprised of the following: Cleric with the Healing Domain, Druid with a large cat companion, Oracle (maybe of Battle?), and a Paladin. (By the way, there's a certain weapon that turns into the weapon of the Paladin's God (should he or she have one). So then... if the Paladin worships Erastil, does it turn into a Longbow? And if they worship Abadar does it become a light crossbow? How does it cope if they worship Irori whose favored weapon is the unarmed strike? Seems funny for a Paladin's weapon to go ranged on us... and how does its cold iron aspect work when it's a ranged weapon?)

You could modify it so that any projectiles fired from the bow become cold iron.

No, James Jacobs accidentally named two characters the same thing.

James Jacobs wrote:
Morain wrote:
You guys just earned a subscription.

As awesome as this it is a little sad this is not the case in every AP.

Really looking forward to this AP, but every AP should go to level 20.

Be that as it may... it's not physically possible for every AP to go to level 20.

Why not add an extra issue per AP?

idilippy wrote:

From those who have read the first adventure (bought it but want to be a player so haven't read it yet), I would like to ask about a character I want to play, specifically ask about when he might have a chance to change. I want to play a neutral (LN) demon-blooded tiefling ex-antipaladin who, sometime between levels 2 and 6, gets to convert to full paladin. His backstory I won't fully bore you with, the gist of it is that he was bred and raised/brainwashed from birth by a demon cult and trained to become an anti-paladin in service to a demon lord. Before he could go too far down that path the entire cult is destroyed by crusaders and he survives, badly wounded, and is taken in by a retired and crippled paladin who sees to his un-brainwashing (not really a word but close enough) and all that.

I'd like to start the game with the character in the midst of a conversion, but still not dedicated to good just yet, and when an appropriate point comes up in the first adventure have him convert and become a paladin. My potential DM likes the concept in general but we're worried about the chance of such a character surviving long in the AP, and worse I'm worried that being a character with no class features for too long will lead to other players suffering.

Without spoilers is there a good, early point where a character can see or experience something (self-sacrifice by an NPC, a good outsider, people being rescued by a paladin, an enormously selfless act, etc) that could be used as the instigation of a full conversion to paladinhood? The jump to mythic would be an obvious one, but I don't want to subject the party to 6 levels without a fully functional character. While having a little less power would be a challenge for me, I won't be playing a solo game and the rest of the party will probably need someone who can pull their full weight as a PC.

You could easily be inspired pretty early and then actually pull of the switch to a full on Paladin around level four.

Some sort of demon grappling monk would be very fun.

But there is a dungeon there early in the first adventure....

So I'm a new subscriber and I just got my pdf before the release day, was that supposed to happen?

How long does it usually take for an online campaign to go from start to finish?

What posting frequency do you want?

I have a few questions. For each Hit die will you be rounding up or down? (An example would be 1d8 with the average being 4.5) Why are you allowing stuff from third parties but not Pathfinder Player Companion and Campaign Setting?

What should I change to make the adventure work for 3 PCs (Two are completely min/maxed and one is not). Would it be easier to just use a DMPC?

4d6 ⇒ (5, 5, 2, 1) = 13 12
4d6 ⇒ (2, 6, 2, 4) = 14 12
4d6 ⇒ (6, 4, 5, 2) = 17 15
4d6 ⇒ (1, 4, 1, 1) = 7 6
4d6 ⇒ (4, 5, 4, 2) = 15 13
4d6 ⇒ (5, 1, 2, 3) = 11 10

9 point buy if you consider 6 as -5. Can I reroll or can we use points buy or something?

I started to run Stolen Lands for my players. They insisted on acting evil and decided to attack Oleg's Trading post themselves and run North. I've managed to get them to cooperate they still want to just turn evil and go in the one direction that they can't. What do I do?