Pathfinder Chronicler

Rhys Grey's page

416 posts (996 including aliases). No reviews. No lists. No wishlists. 9 aliases.



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The Inner Sea World Guide would be useful for you. Check out the different regions and select a Campaign Setting sourcebook that further details that region (for example, if you really liked the section about Qadira, get the book Qadira, Jewel of the East).

That said, some sourcebooks are out of print, and not all regions have sourcebooks yet.

EDIT: Yes, Golarion is the Pathfinder Campaign Setting. You mustn't necessarily read them in a specific order, I don't think.


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Totally ninja'd by the previous post.


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I believe that was the work of Liz Courts.


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Sounds like a good sourcebook. I may have to pick this up when it's released . . .


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Anybody remember "Meatballs and Spaghetti", "Pandamonium", or "Gilligan's Planet"? Man, I feel old for remembering those short-lived early-80s TV shows.


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This is from Chapter 13 of the Core Rulebook, under "Marsh Terrain":

PRD wrote:

A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater.

Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.

Both shallow and deep bogs increase the DC of Stealth checks by 2.

Hope this helps! :)


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Happs spits the words out. "That man is the death to my kind. I'll not apologize for hating those flower-eating mother-killers! As foul as your attack on me was, as foul my hatred for you will ever be."

He eyes Haldaval with a grimace. "Send him away, and I'll deal with the lot of you."


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@Harsk: nice roll.

Happs blanches as the dwarf speaks. His confident demeanor disintegrates into obvious cowardice. "Wait, wait, dwarf-friend! Listen, Kressle's not knowing what's gone on here! She'll not be waiting for attack if it's less than three days' time!"

The bandit's eyes water as he loses his nerve. "I meant nothing, myself, but I can't see why you'd back the likes of him!" Happs glares at Haldaval, his grin predatory.


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I penned this poem-styled prophecy for my tabletop Kingmaker game. I took a few liberties--for example, I included Gozreh along with Pharasma as the "antagonists" of the prophecy, as a hook for the party's inquisitor of Gozreh. Neil Spicer's Black Sisters just inspire that much creativity on my part!

The Prophecy of Armag the Twice-Born:

“A son of Mammoths, Tiger’s clan
“He came upon the Stolen Lands.
“By sword he smote, and rage he swore
“To subjugate all in his war.”

“But pride for pride, and blood for blood,
“With Gorum’s aid, did he succumb
“To boasting loud, with haughty eye
“That he, Armag, would never die.”

“To Gozreh and Pharasma’s eyes
“The boast was nothing but a lie.
“’How dare,’ said they, ‘Armag should cry
“’That he, mere man, should never die!’”

“The Pale One plotted from her home
“To steal him to her Yard of Bones.
“When she and Gozreh had their way,
“That time was Armag’s dying day.”

“Red dragon sent by vengeful gods
“Ripped out Armag’s heart with its claws.
“But Gorum had last laugh that day;
“Armag’s black soul was here to stay.”

“Ovinrbaane, so named the Sword
“Was crafted by the Iron Lord
“To keep the warrior’s soul interred
“Until the stars had their last word.”

“And born again, he shall return
“To widow wives, your fields to burn.
“Twice-Born, Armag, with damning cry
“Shall show the gods he’ll never die.”

“Gyronna’s chosen, without Name!
“Black Sisters wielding hatred’s flame!
“They’ll crack the Earth, and bleed the Sky:
“Armag Twice-Born shall never die!”


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Male Elf Ranger (Guide) 2

Namuril stares down at the surrendered goblin, the tip of his curve blade at her throat. In an even voice, he speaks to her in Taldane. "Do you understand Common-Speech, goblin? If so, nod your head. If you cooperate with us, you may yet still live. How many more of you are in this camp? Speak quickly; I'll not give you time to build a lie in your mind."

Intimidate: 1d20 ⇒ 3

He then quickly glances at his companions. "Does anybody else want to interrogate our prisoner?"


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Female Human Wizard (Enchanter) 1

Gods, that hurt! Lycia grits her teeth as she pulls back enough to escape the full brunt of the shock. Nerves still tingling from residual electricity, she utters a short, hoarse laugh. "I deem this creature to be of the 'unfriendly' variety!"

I do not want to use an AoO; I'd rather try something a little less violent, but I think it'll be a full-round action . . .


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Nebelwerfer41 wrote:
Sounds like a lot of people don't actually want paladins to be adventuring. From most of the arguments I've seen in this thread, a paladin can't slay any creature becasue it has the POSSIBILITY of changing alignment. Any PC that plays a paladin must go out of their way to rescue and reform any creature they come across.

A child or baby is not just "any creature". There are practically endless amounts of other opponents for a paladin to vanquish in a typical game setting besides children and other noncomabatants.

I like paladins. I think that they're an interesting character type because of their moral and ethical constraints, and the potential ramifications of their actions/inactions. If a paladin's enemy asks for quarter, should she not comply? If a paladin has the chance to redeem an evil character, should she not jump at the chance? I don't think these are adventuring limitations; I think that this is simply a side-effect of the paladin truly believing in the code that defines who they are. Situations like these allow a paladin to shine in the way that arguably matters most: being exemplars of good and law to the rest of the world, even if it is unpopular or inconvenient. This is the paladin's job: not only to smite evil, but to serve as examples for the rest of the world.

After all, morality is pretty cheap if it can be ignored. Alignments are not straightjackets, to be sure, but I feel that this is not a good excuse for a character to do whatever they want. An alignment is a description of a character's moral worldview; this is something they believe in, not necessarily just a yardstick to determine how much they can get away with before "angering the gods".