Ursathella

Ruby Rose Royce's page

38 posts. Alias of AbsolutGrndZer0.


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Yass! I can't wait! Just hope that it's a divorce from the past "witches are bad, mkay?" of the past. It's a common complaint that pretty much every witch takes the same hexes, because there just aren't enough hexes that are not 'evil' by nature. Sure, things like 'Child Scent' and 'Cook People' need to exist because they are classics from Hansel and Gretel, those options are more for NPCs than for players, which means that... I'd say about 75% of witch content is NPC only for most campaigns.


DM Forgedawn wrote:
I personally say only manufactured weapons would be effected by the Blackened curse. So her claws wouldn't take a debuff.

Okay, thanks. That's how I've always seen it, but I thought I'd double check.


Ah okay so then first crime will be heresy, which would be the FIRST time she died (Resurrected trait) and vowed revenge, that's when she started killing and eating the children as a gingerbread witch. Then the second is that she's now a witch and consorting with dark powers and so they have to kill her again and make sure it sticks this time...

As for the "not a villain" thing, I think in a way my character knows why she's seen as evil, I mean after all she kills and eats children. Then again, the other races kill and eat animals and it's not like she's eating changelings, now is it? THAT would be cannibalism, and that's evil.

Also, I am thinking instead of being a Witch/Hunter I might be a Witch/Oracle and take "Blackened" as my curse... she's still got the burns on her forearms from the first time she was burned at the stake... and her mystery will be Flame... Fiery vengeance of Asmodeus.cv

ALSO A QUESTION FOR THE GM: Would the Blackened Curse's -4 penalty to WEAPON attack rolls apply to NATURAL ATTACKS, specifically her changeling claws?


Godfrey the Fallen wrote:

@Ruby. Don't think about it too hard. I picked Into Enemy Territory just to represent my switching sides from good to evil and threw the flavour text mostly out the window.

And I'm all done and ready here.

Ah okay, yeah... then maybe Resurrected from Mummy's Mask... They already executed her once and she vowed revenge in classic burn the witch style... and now she's back. Sooo they gotta make sure to do it right this time and do other holy stuff to make sure she doesn't return again...

Race: Changeling (Ash Hag)
Classes: Witch (Gingerbread) / Hunter (Feral)
NE
Crime: Witchcraft


Okay, looking over all the Paizo campaign traits, they're for specific campaigns so I'm a bit confused as to how any of them would apply to us... especially since the crimes ARE campaign traits... ?


aaaah okay

So, I'll get a character done up this weekend for submission, but I think I am going with a Gingerbread Witch/Feral Hunter. Crime is obviously witchcraft and i'll find another campaign trait that fits...


Are these the campaign traits? If so, these are the crimes... otherwise you might have to link us to the campaign traits you are talking about...

Mine of coruse will be Consorting with Dark Powers (Witchcraft) haha.

Way of the Wicked Campaign Traits?


Oooh this would be the perfect chance to play a Gingerbread Witch... captured for eating their children haha.

Then for the other class.. hmmmm maybe a feral hunter...

Also, when you say one campaign trait, do we get any other traits, or just the single trait that must be a campaign trait?


Sister of Pain

Vince Neil


Darkness falls across the land

The midnight hour is close at hand

Creatures crawl in search of blood

To terrorize y'all's neighborhood

And whosoever shall be found

Without the soul for getting down

Must stand and face the hounds of hell

And rot inside a corpse's shell

The foulest stench is in the air

The funk of forty thousand years

And grizzly ghouls from every tomb

Are closing in to seal your doom

And though you fight to stay alive

Your body starts to shiver

For no mere mortal can resist

The evil of the thriller!

(cue maniacal laughter)

Back on topic, honestly I've always thought it was flammable. Especially since as others have noted, it always has been in most D&D video games.


Goofus secretly lets out a rumor that the medusa is in fact NOT penitent, so that all of his enemies go after her, turning many of them to stone before they finally slay her.

Gallant goes out of his way to help orc children orphaned by overzealous murderhobos.


confusion


Diekssus wrote:


To get back to one of the earliest questions; Hags are immortal as far as they've been shown to be in adventures so far. There have been hags of hundreds of years of age without any age category modification.

Sadly no collected source for this. It's mostly scrounging for assumptions.

Hmm, yeah true that does sort of make sense even beyond adventures.. they are kind of perpetually just old and ugly but not really hindered by it...

So then that adds another question though, what happens to an immortal being when they are advanced an age category with the benefits but not the penalties... do they still get the obvious BONUS POWER, or are they immune to what is entirely a good thing for them?

For example, worshipping Mestama with the Demonic Obedience feat gets you the following at level 16

Book of the Damned Vol 2: Lords of Chaos wrote:

Mestama

Elder's Grace (Ex) You immediately age into the next age category, taking all of the appropriate bonuses to mental ability scores without any of the penalties to physical ability scores. If you are venerable when you achieve the boon, you die and become a ghost. Any illusion effect you create gains a +2 profane bonus to the save DC.

Also, at this point I know this is just fun brainstorming :)


Kalindlara wrote:

I don't think it says anywhere, as such. Still, every advanced hag I can think of in print was advanced through class levels. I'll have to go double check.

I think a better way of putting it might be "they can - but they don't". ^_^

Yeah, I think that might be a better way of putting it. I mean, just advancing a monstrous humanoid's HD doesn't really do much for them... unlike most other 'monsters'


Anyone that can help me out here?


Zhangar wrote:

Becoming a hag essentially destroys the character, much like getting turned into a wight does.

I've run it as the changeling functionally dying and being reborn as a new creature that remembers her old personality well enough to fake it while pretending to be a humanoid, but doesn't actually have anything in common with her past self.

Not really, it's the same as in the old Savage Species it had rules for transforming yourself into other races usual a powerful magical ritual.

As for being 'destroyed much like a wight', in a way yes and in a way no. Hags, like wights, are monsters. But, if you are using the Monsters as PCs rules or you want an "advanced hag" then you add class levels, unlike the wight, hags do not advance by hit dice.


Samasboy1 wrote:

It calls out Keen Senses as an example, which isn't an Ex or Su ability as far as I can tell.

Losing "form based" abilities would natural include NA in my mind. It's hard to get more "form based" than your skin.

Hence why this all needs clarification from the devs, but they always say "no reply needed" because to them it's obvious... but as players we can't all agree on anything!

As for "Keen Senses" what exactly is that? Low-Light Vision? If so, then it very much is Ex and would be lost. Otherwise, I am not really sure what they mean by Keen Senses anyway, unless they mean elves lose their +2 bonus to Perception... cause that's the only "Keen Senses" I know of. :P


Brf wrote:

Ah. Here is where the confusion comes from:

Quote:
granting you a number of bonuses to your ability scores and a bonus to your natural armor.

In other words, each spell is granting you these bonuses, but those bonuses are regardless of whatever form you choose to take.

For instance, if you use "Beast Form 1" to turn into a Medium Riding Dog, the spell grants you +2 to Strength and +2 to Natural Armor. It does not matter that the Bestiary says the Riding Dog gets +2 to Dex and +1 to Natural Armor. That is because polymorph spells tell you how much Ability score bonus you get and how much Natural Armor you get. It does not matter what the scores and NA of the base creature are.

Back to Alter Self. It grants +2 to Strength or +2 to Dexterity, regardless of the form you choose. Since it does not list a Natural armor bonus, you do not get one.

Ahhh! Okay so now then that leaves the other question...

Do I LOSE my own natural armor bonus, or do I get as I said, as a green hag with a +8 when I turn into a tiger with Beast Form I, I now have +10 correct?

Or, if I turn into a changeling with Alter Self I will not get their +1 Natural Armor, but I will retain my own, correct?


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Reposting this here for all of you, since the OP liked it in the other thread I posted it in...

Okay, here is an idea for why the changeling stat mods work as they are. A changeling decides she wants to be a witch. She doesn't have a penalty to Intelligence but she doesn't have a bonus. So, her mom starts whispering her name, and she goes to investigate... and finds her mom is a witch... nay, not just a witch but a hag. An uber-witch.

Mom: Hon, you already know you want to be a witch, but join me and you can be the witch you were always meant to be...

Changeling: Really? Okay, I'm in!

Mom: Excellent! Here's how the ritual works...

or

Changeling: Ewww, no you are a disgusting evil hag, and I refuse to have anything to do with you!

Mom: Then you shall never reach your true potential.

As for the DC to recognize them, yeah I make liberal use of the "common, uncommon, rare" rules in knowledges and I usually will tell you something else if you don't make the roll, like in the case of changeling, okay yeah she's a human.


LazarX wrote:
Mergy wrote:

I've been looking for confirmation about this, but does alter self give the natural armour bonus of the creature? It's not stated anywhere on the spell, but the polymorph rules state:

Quote:
Polymorph: a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor.
Except one of the options is a troglodyte for a massive +6 to natural armour. Is this how it actually is, or am I missing an exception somewhere?

You are limited to the intersection of options between the form chosen and what the spell will grant.

You look at the options the form gives. Then you look at the options the spell grants. If what is offered in the first part is not replicated in the second part, you don't get it. As you can see from the quoted text,
What you can get with the alter self spell IS limited to the following.

If you take the form of a strix, you don't get flight, if you take the form of a troglodyte, you get +2 strength and darkvision, that's it.

If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.

So then why aren't all the spells telling you which natural attacks you get like the Form of the Dragon does? See, that's the problem I still have... it says you get the "Natural attacks and a bonus to your natural armor" and then "in addition" so why is Natural Attacks and Natural Armor mentioned in the same sentence yet you don't get them both?


Kalindlara wrote:
Ruby Rose Royce wrote:
Kudaku wrote:
Similarly while I understand that altering changelings is problematic, you can still get some use out of my suggestions on Changelings - namely that it'd be nice if Changelings worked better with the witch class. Assuming you agree with that premise and want to make changeling witches a more dynamic option, how you'd go about doing that is entirely up to the designer. Creating alternate race variants akin to angelkin for the different hags or expanding on the Hag racial trait has already been mentioned. I also think Kalindlara has a great idea in using changeling-specific archetypes to make their attribute spread more compatible with the witch class.

Okay, here is an idea for why the changeling stat mods work as they are. A changeling decides she wants to be a witch. She doesn't have a penalty to Intelligence but she doesn't have a bonus. So, her mom starts whispering her name, and she goes to investigate... and finds her mom is a witch... nay, not just a witch but a hag. An uber-witch.

Mom: Hon, you already know you want to be a witch, but join me and you can be the witch you were always meant to be...

Changeling: Really? Okay, I'm in!

Mom: Excellent! Here's how the ritual works...

or

Changeling: Ewww, no you are a disgusting evil hag, and I refuse to have anything to do with you!

Mom: Then you shall never reach your true potential.

I don't hate this. ^_^

Thanks! That's kinda what I am going with in a campaign I am running in fact (single player game, so I have a few NPCs that help out with adventures... Sometimes they'll have other stuff to do and others will help.) This is the hag (green) in question and her daughter is a changeling witch who pretty much has that attitude.


Samasboy1 wrote:


The disconnect you are having is the Polymorph rules stating you gave a bonus to your natural armor. But each spell tells you what that bonus is.

Giant Form 1 wrote:
+4 Natural armor
Form of the Dragon 1 wrote:
+4 Natural armor
Monstrous Physique 1 wrote:

small +1 Natural Armor

Medium +2 Natural armor
In the case of Alter Self, there is not Natural armor bonus listed, so the bonus is +0, as it does not state any larger amount.

Okay, that actually makes more sense now, so then what about your existing natural armor? If you don't gain it, do you lose it? Seems to me if the spell doesn't affect your natural armor it doesn't affect your natural armor, if it does then it's a bonus to your existing natural armor, right?

So, if I have natural armor of +8 and I cast monstrous physique 1 what is my natural armor... 2 or 10?

Even more so if I am a hag with a Natural Armor +8 when I Alter Self into my "changeling" form, okay sure I don't get the Changeling's Natural Armor +1, but do I keep MY Natural Armor +8?


Diego Rossi wrote:

You are missing a word, the one I bolded below:

In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses.

Can, so it is not automatic. It it not automatic it should be specified into the spell or you get nothing.

No, I am not missing a word. But that word is part of another sentence. You get what is in the previous sentence. Full Stop. In addition, some spells can does not in any way remove anything from the previous sentence.


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Kudaku wrote:
Similarly while I understand that altering changelings is problematic, you can still get some use out of my suggestions on Changelings - namely that it'd be nice if Changelings worked better with the witch class. Assuming you agree with that premise and want to make changeling witches a more dynamic option, how you'd go about doing that is entirely up to the designer. Creating alternate race variants akin to angelkin for the different hags or expanding on the Hag racial trait has already been mentioned. I also think Kalindlara has a great idea in using changeling-specific archetypes to make their attribute spread more compatible with the witch class.

Okay, here is an idea for why the changeling stat mods work as they are. A changeling decides she wants to be a witch. She doesn't have a penalty to Intelligence but she doesn't have a bonus. So, her mom starts whispering her name, and she goes to investigate... and finds her mom is a witch... nay, not just a witch but a hag. An uber-witch.

Mom: Hon, you already know you want to be a witch, but join me and you can be the witch you were always meant to be...

Changeling: Really? Okay, I'm in!

Mom: Excellent! Here's how the ritual works...

or

Changeling: Ewww, no you are a disgusting evil hag, and I refuse to have anything to do with you!

Mom: Then you shall never reach your true potential.


1 person marked this as a favorite.
James Jacobs wrote:
Kalindlara wrote:
Ruby Rose Royce wrote:

Hey, the description of changelings say they are "tall and slender" yet they are by their height/weight chart about a foot shorter than a human female... Sooo seems to me there is a mistake either in the description or in the chart...

Thoughts from anyone (staff or players welcome :P )

As Mr. Jacobs said, probably an error. It's always aggravated me as a huge changeling fan (obsessed is probably a better description).

I just use the elf table. Still hoping for errata though. ^_^

Alas... was brought to my attention a few weeks too late to be errataed anytime soon.

That makes me sad.


Diego Rossi wrote:


Read the polymorph section of the rules:

PRD wrote:


A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature.

A bonus that you receive with all the polymorph spells.

PRD wrote:
Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

Note what I bolded. It gives you a number of bonuses to your ability scores and a bonus to your natural armor. There's a period there. Which by some interpretations, could be seen as saying that you only get a bonus to your existing natural armor... but if you don't have natural armor... do you still get a bonus? Then it says In ADDITION...

See, that's really the problem... Nowhere does ALTER SELF or Polymorph basic rules specifically say natural attacks are included... No where does ALTER SELF say it grants natural armor. Unless a changeling morphing into a cat keeps her original natural bonus and gets another bonus on top of that, just for turning into a cat? That just seems weird, especially since last I checked housecats don't have natural armor in the first place.

You are however correct that it would not grant extra movement types, unless they were specifically mentioned... That's covered by the 'In addition they CAN' part.

That's why its STILL Not clear.


Jennica Fortune wrote:
The Golux wrote:
Me too. I really like the mechanical and story potential of the pathfinder changeling.

Yeah, I originally made this character in White Wolf's Mage the Ascension. Her story was that she was the daughter of a very evil mage who was 'kidnapped' by her adoptive parents to protect her from turning out just like her mother. She developed a huge fangirl status for Gregory Maguire's Wicked, and would every year dress up as the Wicked Witch of the West for Halloween. I even made her in City of Heroes and a 'wicked witch' outfit was one of her alternate costumes.

When I made her in Pathfinder, changeling was just perfect for her... green hag mother? Wicked Witch? Perfection!

I'll get you my pretty, and your little familiar too!


TimD wrote:


Didn't say it was against the rules, just that it was thread necromancy. I've seen people raise threads and others respond and then expect responses from the original posters who haven't been posted in years before - was more of a warning to them.

Batman reference was because it amused me (and, if you were unaware, the most recently announced Paizo hardcover, Ultimate Intrigue, will apparently have a base character class "Vigilante" - people are excited about playing Batman).

Your villains sound like they have a "get her!" plan for Alkenstar, home of Sam Colt Winchester Remmington The Alkenstar Gunworks. Fortunately, you're the GM so you can change whatever you want to make that work :)

Ah, okay that makes more sense now (as for the necromancy thing, I once was on a forum for a MMO where the woman in charge of the forums would lock and give you a warning if you posted it any thread more than a month old. "Necroposting is bad, mkay?" is what her warning would say. If you did it again, you'd be banned from the forums for a month!)

As for my villains, ha no but that is funny. Ruby here is using her Mythic status to prey on the children of Alkenstar (ala Hansel and Gretel hag/witch), and since she's living Smokeside, nobody

A. Suspects her.
B. Can actually do anything to stop her.

That is, until the players find a way to reach Mythic status themselves.

Michael Gentry wrote:
Oh, whoops, didn't realize this was a necro'd thread.

Embrace the necromancy!


Okay, aside from the fact that I posted in a not quite 2 year old thread (which is not against the rules at Paizo, unlike other forums I've been on) what you said made no sense.

As for why I posted here, I have always felt it's better to keep the old discussion than to make a new thread and start it all over again. Because, then you get people like "This has already been asked" or such things.


In my games I figure Mythic characters are on par with artifacts and on the way to deity level potentially so I say they retain all ability even in dead magic areas.

Also makes for great story villains in Alkenstar, as an intro to a mythic campaign. That's kind of what I am planning now in fact. I have some mythic characters that are going to show up and start causing trouble in Alkenstar... and the city asks the players for help.. and... they realize these villains are... omg are they GODS? What can we do? So they must seek out mythic power themselves to really stand a chance.


Samasboy1 wrote:

I think what Haunted Jester was referring to is the line in the Changleing description that says they appear as a member of their fathers race.

So a hag/human changeling would use the human height/weight table. A hag/elf changeling would use the elf table. They should be on the high end of height and low end of weight of the respective tables.

I assume the default changeling is intended to be hag/human.

OH, that line yeah I see what you mean... Actually that's kind of what I do anyway with the three changelings I made (well, one is actually the green hag mother, she just takes a 'changeling' form which is based upon her former self). One's a redhead, one's a brunette, and the 'mother' (this name in fact hehe) is a blonde. :P


the Haunted Jester wrote:
Actually I believe Changelings should not have a height/ weight chart at all as they emulate the race they are "replacing". As fast as I remember.

Well, you might be thinking of the 3.5 (was it Eberron?). Pathfinder changelings don't always replace like in the past (unless the mother chooses to do that...).

In Pathfinder, a changeling is the daughter of a hag (you pick which hag you are descended from, and get a special ability based on your mother's type) and are left with other races to raise them until they reach puberty (so as I said above, I'm sure the mother could if she wanted kidnap a baby (don't ask what the hag does with that baby) and leave hers in it's place, she doesn't have to)

Then, they get the 'call' of their mother and are compelled to seek her out. Those that do not, eventually she gives up and they stay changelings.

However, if the changeling DOES seek out her mother then the mother performs a ritual turning the daughter into a hag. There is no going back.

Changelings at d20PFSRD


Hey, the description of changelings say they are "tall and slender" yet they are by their height/weight chart about a foot shorter than a human female... Sooo seems to me there is a mistake either in the description or in the chart...

Thoughts from anyone (staff or players welcome :P )


Okay, necromancy time...

So, this has never been addressed by the staff which has me wondering about it still.

The way I am seeing it, currently NONE of the 'polymorph' subschool spells mention natural attacks or natural armor, only the polymorph entry.

So, the way I see it that since it doesn't say "this is an exception" then Alter Self works like every other polymorph spell, it's just limited to humanoids.

And, like every other polymorph spell, the only things it specifically calls out are the 'extra stuff' it's able to grant that isn't standard.

TL;DR Since Alter Self nowhere says you do not get natural attacks, movement, and natural armor... you do because those are granted by all polymorph spells.


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Okay, first of all...

Harrow Handbook wrote:
Harrowed Home (Sp): At 15th level, your otherworldly connection is so strong that your subconscious cleaves off a small portion of the Harrowed Realm for use as your own private sanctuary. Your harrowed home is created the first time you use this ability, and is decorated as a garish ref lection of your personality. Thereafter, you always visit this same home. You can place a portal to your harrowed home once every 24 hours, but placing a new portal destroys the previous one, and you can not move the entrance while you are inside. As long as you are not in your harrowed home, time ceases to pass for anything and anyone still in your pocket dimension; creatures cannot move, objects do not decay, and everything remains exactly the same as you left it the last time you visited the plane. Time continues as normal whenever you are inside your harrowed home. This ability is otherwise identical to mage’s magnificent mansion.

So, if you are not inside... is the portal then open? Could someone walk inside and instantly be frozen in time until you return?

Part of that question stems from it being otherwise identical to Mage's Magnificent Mansion which says the portal shuts when you enter... which is kind of confusing.

I realize it says on the mansion spell "only those you designate may enter" but could one say "Everyone is welcome"?


Yeeeah I just noticed this and was like WTF?!?

I really think this is an errata and would love to see it added to the list along with the planetouched aging.


Defying Gravity

Idina Menzel and Kristin Chenowith


Peek-A-Boo

Siouxsie and the Banshees