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A little late to this thread, but I would love to know about Azlant's war with the Serpentfolk and any alliances between the two sides: cyclops, etc.

Also, how the gods interacted at the time since the serpents were the DOMINANT power for millions of years, how did the gods deal with each other and the mortal races. Were there serpent aspects of Sarenrae, Dou Bral / Zon Kuthon, etc. or were they always humanoid in appearance and preference?

Were there traitors / heretics among the mortal races that sided with each other and is there evidence of that infighting in the form of forbidden magic, seized artifacts, and sacked temples?


Just an FYI - the 'Leave a Message' option on your site appears to be broken.

The Summoner pages are copying attributes onto the Eidolon page - it would be nice to be able to edit those for the different sorts of Eidolons.


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I mean, I'm reading the same lines you are and coming to a different conclusion so I guess that's up to you.

Vampires wouldn't bleed either if that were the case - they don't need flowing blood to survive, they just need to drink it. So I guess they don't bleed unless you deal damage to their GI tract.


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"The archetypes and skeleton ancestry that follow can give the basic undead benefits detailed here. These are somewhat different from the normal undead creature abilities to better fit player characters."

Seems pretty RAW to me.


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I absolutely appreciate everyone's input and I think I've settled on my preferred ruling.

In a home game, I would have no problem ruling that skeleton, ghost, etc. PCs don't bleed. They're a Rare ancestry so I could disallow them altogether if it was really going to be a problem.

But I think RAI and RAW that PC rules are different from 'monster' rules. All PCs breathe, bleed, eat, etc. UNLESS stated otherwise.

I think mostly that comes from the "Too Good to be True" rule.

If skeletons don't have blood, they can't bleed. Since they don't have lungs, they don't breathe. If they don't have ears, they are immune to auditory effects. No organs? Then they're immune to sickness.

Once you start picking apart aspects of the player character, you can start justifying other things. I know that might seem a bit like a slippery slope argument but some similar points have already been brought up in this thread - I don't think it's that unreasonable to expect other rule changes to be requested once you start making exceptions.


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Hey all, I'm looking for a rules clarification on undead PCs.

There is no mention of immunities to drowning, bleeding, etc. in their entry.

In the Bleed entry of the rulebook it specifically mentions that bleed damage only affects creatures that have blood and need it to live. But in that case are Leshy, Android, Conrasu, Undead, etc. PCs immune to bleed damage? I know that GMs can say that they 'bleed' sap, oil, etc. but RAW the immunity seems pretty cut and dried.

That goes for breathing as well - a Skeleton doesn't breathe, so is it immune to Cloudkill, drowning, etc.?


Good morning/afternoon Paizo team!

I know there's a ton of craziness right now but I'm curious about the above order number.

My account shows the order as "Complete" but there's no other info and I haven't received anything.

Is there a possibility of an update?


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That seems odd to me. In my mind the wording would be, "Starting at level 4, the Swashbuckler treats its level as Fighter levels for the purposes of qualifying for Combat Feats."

The way it's currently worded seems like an afterthought.

But, I will bow to your collective wisdom.

Thanks all!

BTW - Cavall, does your name come from Arthurian stories?


Hello all!

Quick question - does the Swashbuckler qualify as a Fighter for Combat Feats *only* for its Bonus Feats or for all gained Feats?

For instance, if I was a Fighter level 3 with Weapon Focus and multiclassed into Swashbuckler level 2, would I qualify for Weapon Specialization? Or would I need I need to take another 2 levels in Swashbuckler to grab it?


I have waited 6 weeks for part of my order to ship. I have emailed customer service several times but never heard back.

The unshipped items are shown as available in the store:

http://paizo.com/products/btpy8rgj?Pathfinder-Module-The-Midnight-Mirror

http://paizo.com/products/btpy804h?GameMastery-Module-U1-Gallery-of-Evil

http://paizo.com/products/btpy8wjf?Danar-Male-Assassin


I'm DMing this AP starting this Friday (SO EXCITED) but I had major issues with Chapter 4 as well.

I've rewritten it and kept the party in the city - using previous NPCs to guide them back to Jeggare Isle after escaping/killing the Arkonas and from there to Ausio Carowyn (who feels like he owes them a debt). Then it's a sneaky/intrigue game to discover more about 'the bloodletting' which is detailed in the book as the Temple of Asmodeus actively participating in blood collection for Ileosa. They'll need to either navigate the city and avoid or defeat Gray Maidens (who I will be beefing up) or navigate The Vaults below the city to circumvent public avenues.

I'm using the Temple of Pharasma as a focal point to tie in later elements (such as the Gray Maiden foray) and some of the Lamm's Lambs as hooks to pursue leads. Through the whole campaign I will also be dropping clues that Bishop d'Bear is pseudo-important. Any saved Lambs will mention that sometimes they stole from corpses for Gaedren and it will turn out that d'Bear knew and let them do it as the dead have no use for trinkets. All of this will be used to reinforce the party's ties to the city's well-being.

A member of my party has a family member who was abducted by Lamm and they will have had their blood taken - which will be a driving force for the party to investigate. The party will also have to foray into the wilds around Korvosa as I am bringing Trinia and Thousand Bones back to the city (Trinia acting as bodyguard for Thousand Bones who needs to do the ancestral ritual at the end of the chapter). Upon their return to the Temple of Pharasma, the Brotherhood of Bones will be there (Trinia and Laori are destined to get along) and will guide the party to Kaer Maga for Chapter 5.

Also, I'm moving Scarwall to the caverns beneath Kaer Maga (a face carved in the cliff will have a mouth big enough for a dragon to fly out of) as dark elves are likely allies of Zon Kuthon and it makes it more feasible for the party to resupply between forays. I'll make it so that Kazavon was planning on using Scarwall as a foothold for a dark elf incursion and make the resident orc defenders into Drow. Plus Kaer Maga is awesome.


I don't have the book in front of me, but if I remember correctly, it specifies that Hookshanks disguises himself as one of the lambs during the day and you need to succeed at a perception check to pick him out. He can use that to catch the PCs flatfooted, etc.

I always took it that because of the location of the fishery and the clientele thereof, it wouldn't be out of place for people to make their way in and buy stuff. Especially since Korvosa has such a disparate economy and is very kind to adventurers. Specifically asking about the lambs or Gaedren would certainly lead to hostility, though.