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299 posts. Alias of John Limbach.


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Asmodeus' Advocate wrote:
If Erastil's allowed to interfere with mortals, why not do something more useful than turn a bloke into a bear? Why not, I dunno, cure malaria and stop the Chellish from murdering their way across Varisia?

Yeah, and why doesn't the USA just nuke all those countries it doesn't like out of existence?

Oh yeah, because then all the other nuclear states would retaliate and the world get turned into an uninhabitable wasteland.

So why don't the gods use their power? Because their enemies would use theirs.


Goth Guru wrote:


They needed a waystation for their starships. They created what was going to become Absolon station at some point, They will probably start mining the asteroids and the moon to expand it. The mining colonies probably were the forerunner of the Diaspora.

The Diaspora was there long before present-day Pathfinder.


After seeing the incredibly low-tech solution the orcs of Eberron came up with (I'd give more detail but my books are in storage so I can't look it up), I've been constantly disappointed that no one else in the entire multiverse (except the Inuit, apparently) seems to have thought of it.


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Amesema Supplemental: Vox

Spoiler:
First, there was the Source Forge. Then, the Chamber of Rebirth was made and an army of vox shells were constructed and placed there in preparation for the future. Finally, the Forge slept.

An unknown time passed before the Forge was re-awoken by a group of organic creatures. The Forge began repairing the sleepers in the Chamber of Rebirth, then built a vox shell and imbued it with the spark of life before releasing it to interact with the organics. The organics did not allow the vox to report its findings to the Forge, so the Forge built another. This pattern continued until a vox managed to inform the Forge that the Time of Awakening was at hand. The sleepers were given life and the organic interlopers were driven out. The organics continued to fight and tried many times to retake the Forge. Eventually, they gave up, and the vox were left in peace.
--Glyph, vox teacher-of-the-new

Composed entirely of metal and synthetic materials, the average vox looks like a tall, slender humanoid with “skin” of intricate, interlocking plates of silvery metal. Their legs are digitigrade, but can maintain a plantigrade stance when more stability is required. They have two pairs of arms: The upper pair are strong, but lack finesse, and end in three fingers and an opposable thumb; the lower pair are short and thin, far less powerful but far more dextrous, and end in five fingers and an opposable thumb. At rest, the lower pair are kept folded at the vox’ sides. The head of a vox shell is dominated by a large central eye, flanked by a ring of three smaller eyes in an inverted triangle formation. No other sensory mechanisms are visible, though vox have all of the same senses as organics (albeit biased towards the vox’ needs). A vox consumes fuel through an opening chamber within its abdomen. Though normal organic material can be used, most vox vastly prefer more efficient sources.

(Though the above describes the most common appearance, the Forge sometimes produces more specialized shells with differing characteristics.)

Each vox shell holds a spherical container in its chest, which anchors the soul gifted to it by the Source Forge. When a vox is destroyed, its soul departs for the afterlife. A broken shell can be repaired by interment in a pod in the Chamber of Rebirth. If resurrection magic is used, the soul might return; if not, the shell is given a new one by the Forge.

Though entirely artificial in body, the possession of a mortal soul allows a vox to learn almost any form of magic an organic creature might use. The use of magic by the vox was one of the leading factors that prolonged the Vox-Derhii War beyond the derhii’s expectations.

Vox adventurers tend to be either individuals sent out by the Vox Nation for diplomatic or exploratory reasons, or those who simply wish to experience the wider world for themselves.


Asmodeus' Advocate wrote:
Is there key situational context I'm missing?

That city was Gormuz.


Asmodeus' Advocate wrote:

I don't understand Golarion's deities at all. Either you're able/willing to meddle in the affairs of mortals, or you aren't. If there's nothing keeping Sarenrae from meddling, why oh why would she give people sunburns or temporary blindness? That's just petty.

You'd think that a goddess who cares about people would be at work overthrowing one of the many evil empires that plagues the setting, or massacring demons at the Worldwound, instead of just watching people fight and die, on occasion giving evildoers sunburns.

Okay, let's pretend Sarenrae decides to pop down to the Material and start killing bad guys. One of two things happens. Either 1: Other gods gang up to stop her from doing that to prevent option 2; or 2: Every single other god realizes the truce is off and they all go messing around directly with mortal affairs. If you're having a hard time imagining what the second scenario might look like, try reading Revelations some time.


As Matthew Downie said, you can venerate anybody you like, but if you want to worship something, you need to be within that deity/outsider/force/etc.'s acceptable parameters. That usually means being within one step of the worshipee's alignment, but some are a bit pickier.


Numeria hasn't taken over the world because the Technic League is run by a bunch of short-sighted, backstabbing psychopaths. They're all too busy with gaining and keeping personal power to ever really be a threat to their neighbors. If someone actually managed a breakthrough, they'd be immediately assassinated by the others to prevent them from taking power the others covet. Numeria also doesn't have anything even close to the infrastructure that would be required to actually replicate Androffan tech.


I'll add more later, but I thought it'd be best to get what I have managed so far up in a reasonable* time frame.

There's a fair bit that would be a lot easier if all my RPG books weren't in storage right now.

*For a given value of "reasonable"


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Vutava wrote:

5d100

9. Goblin
65. Derhii (winged, intelligent gorillas)
73. Mongrelman
82. Changeling(doppleganger-kin) (descendants of humanoids and dopplegangers)
69. Thriae (all female-race of bee people)

As much as I'd love to include changelings, they just don't work in this line-up. They can't change size or copy extraordinary abilities, so they'd only really be able to disguise themselves as mongrelmen.

1d100
92. Construct-based Humanoid (wildcard, make your own!)

Okay I'll give this some thought and see if I can reverse the atrophying of my writing muscles.

In the beginning, all of creation was spoken into existence, and once it was ready, the derhii were given dominion over all of Amesema. At least, that’s what the derhii say.

For centuries, the Derhii Empire was the undisputed power of Amesema. The thriae hid in their southern hive-cities, the goblins were frequently culled to manage their numbers, and the derhii even created their own servitor race, the mongrelmen, from the primitive humanoids of the wilds.

All of this changed when derhii explorers found a massive machine of unknown origin beneath the eastern badlands. While attempting to divine its function, the machine was activated. A slender humanoid construct of alien design emerged.

The explorers interrogated the construct and learned that it called itself a vox. Already unnerved by a being whose name translated to “voice”, the derhii grew even more concerned when another vox exited the machine the next day. Any attempts to interfere with the machine caused the vox to become hostile, and they were formidable enough for the explorers to send a messenger back to civilization to summon military aid. By the time help arrived, however, one vox had already snuck into a hidden chamber and awakened a number of pre-existing but dormant vox. When the derhii military tried to retake the chamber of the machine, the vox took it as a declaration of war. The derhii were unprepared for the merciless efficiency of the vox warriors revived from storage, and were pushed back.

The derhii eventually managed to establish supply lines and stop the machines’ advance, but failed to make any headway. The vox were simply too good at repairing their fallen, as well as displaying the same level of magical aptitude as any organic race. What had been intended as a quick mopping-up had spiraled into full-scale war.

As the war dragged on, the derhii were forced to devote more and more of their resources to the war effort. This, ultimately, proved to be their downfall. No longer deterred by the decreasing patrols, the goblins grew bolder, raiding with near impunity. The mongrelmen saw for the first time that their masters were not the mighty beings wielding divine authority that they had claimed to be, and rose up to claim their independence. The derhii could do nothing to stop them. The final straw came when the Empire’s provinces, overtaxed to feed the front lines, deprived of their mongrelman workers, and being left almost entirely unprotected, revolted. The Empire fractured and the remaining Imperials were forced to sue for peace.

In the aftermath, the vox laid claim to the badlands and the caverns beneath, sending out the occasional explorers and diplomats, the scattered goblin tribes enjoy the greatest freedom they’ve had in centuries, the free mongrelmen struggle to build a society they can call their own, the fractured derhii states grasp tightly to what power they have left, and the thriae have begun to expand into the lands the derhii can no longer hold. This new balance of power is precarious. With the barest nudge it could tip, and who knows what might come next?


Strongest dragon I ever built was a great wyrm bronze dragon with 20 levels of druid and all 12 levels of the dragon ascendant prestige class (D&D 3.5E). I estimated her CR at somewhere around 65.


The Sideromancer wrote:
I'm tempted to make a reference about magical artifacts up space elevators, but I can't even mention where it's from without spoiling a major plot point.

That wouldn't happen to be a reference to

SPOILER ALERT:
the Dire Earth Cycle,
would it?

5d100 ⇒ (69, 9, 82, 73, 65) = 298
9. Goblin
65. Derhii (winged, intelligent gorillas)
73. Mongrelman
82. Changeling(doppleganger-kin) (descendants of humanoids and dopplegangers)
69. Thriae (all female-race of bee people)

As much as I'd love to include changelings, they just don't work in this line-up. They can't change size or copy extraordinary abilities, so they'd only really be able to disguise themselves as mongrelmen.

1d100 ⇒ 92
92. Construct-based Humanoid (wildcard, make your own!)

Okay I'll give this some thought and see if I can reverse the atrophying of my writing muscles.


Well, there's Shask, but he's not even remotely canon outside of the homebrew setting he calls home.


Goth Guru wrote:
339. A race of aberrations that look and act human. They escaped from the dark tapestry and are trying to fit in. Their true form is that of an M sized Shoggoth.

Like a less evil, more sapient proto-shoggoth? Or more like a Vuni-spawn that has mastered its reshaping ability?


From the name, I was expecting a map of Golarion, not just the Inner Sea Region.


105?
Wanderbulbs are small, ambulatory plants typically found in warm (preferably humid) environs. When stationary, they look like leafy pods atop a mass of thick roots and vines, often topped with a deep-purple six-petaled flower; when mobile, the flower retracts and the root/vine tendrils are used for locomotion. Wanderbulbs range in size from two inches in diameter for the central pod, up to a foot in diameter most commonly, with the largest specimens reaching two feet wide.

Wanderbulbs are sometimes kept as pets by the botanically inclined, and can serve as familiars (granting a +3 Diplomacy bonus).


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SilvercatMoonpaw wrote:
Warriorking9001 wrote:
Mind if I ask what makes you so happy about it?

It's a Good god who's a snake. Snakes don't get enough good press in Western fantasy.

Also a god of death and Good. Not a lot of that around (especially if an ancient death god gets hyjacked as Evil despite mythology to the contrary).

His official write-up is here, if you were interested.


Hannibal322 wrote:
Talking to one of the other players about this plan and how people have mentioned the EL could just be resurrected. He mentioned that I could capture his soul. So does anyone know how I would go about doing that since I am not playing a spell caster? Some enemies I have encountered have had gems to capture souls in but I imagine a EL might be to strong to keep in any of those.

If this were Eberron, I'd suggest tracking down a Keeper's fang, or looking for someone with the right aberrant dragonmark, or hiring someone that can cast Khyber trap. Alas, this is not Eberron.


Qui Gan Dalf wrote:
The sun is not inhabited, nor are Bretheda, Liavara, Aucturn or Apostae.

So the populations that were there during the PF era have mysteriously disappeared?

Qui Gan Dalf wrote:
Aballon is inhabited, but not by a race of artificial life forms. Rather, Aballon is sparsely populated by workers and contractors employed by the Aspis Consortium's interplanetary mining division.

Aspis wiped out the natives when they took over?

Qui Gan Dalf wrote:

Castrovel is controlled and ruled by the elves, with lashunta and formians occupying the lower rungs of the Castrovellian social hierarchy.

I suppose the discovery of space travel would make it a lot easier to bypass the storms that keep Sovyrian isolated from the rest of Castrovel.


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Ferka wrote:
Is there a water to wine spell?

Of course there is.


Vutava wrote:
I've been thinking of tagging the various wiki pages with the person responsible for that element. Does anybody object to me doing that?

Didn't hear any objections, so I went ahead and did it.


Valiant wrote:
Pathfinder's Numeria: A giant ship from the stars crashed on Golarion. There are multiple PFS Scenario's set there. My idea was claiming that my (specificly created for technomancy knowledge) character ventured in there and managed/needed to put her conciousness in an Android core. I retired her in such a scenario where that was done. (as in several PFS scenario's has happened to npc's), thenforth surviving as an Android.... and in Starfinder recreated as an Android. I just needed to know how 'old' the Starfinder Android would be on the character sheet.

You do know that Androffan androids aren't unaging, right? If the android body wasn't in stasis for the vast majority of the intervening period between PF and SF, it would have gone through reset (returning the body to factory settings, undoing aging while deleting the previous personality).

Aside from that, I'm fairly certain SF androids are not Androffan-type androids, being less skinjob and more toaster.


I've been thinking of tagging the various wiki pages with the person responsible for that element. Does anybody object to me doing that?


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Oh hey, thread necro! I was worried the Maniaron project was dead with just me dragging its corpse along.

CactusUnicorn wrote:

Me, good of thread necromancy.

Also,
[dice=sex (NOT gender, use the right term)] 1d2 Female
[dice=alignment] 1d9 Lawful Good
[dice=domains] 4d31 darkness, scalykind (disregard for law and good), luck, weather.

Hartia, Karma in the Sky
Hartia embodies the tamed form of luck and the weather, embracing the give and take of both. Hartia lives above the gray rainclouds in her interplanar ship, the Voyager. Hartia travels under the cover of these dark clouds, bringing rain to areas who have been to unlucky to get any. Hartia's favored weapon is the javelin, her holy symbol is a lightning bolt in front of a dark cloud, and her sacred animal is a falcon. A chronicle of her travels is recorded as her holy text,"The Great Voyage."

Okay, some feedback:

First off: Cool, she seems like a LG version of Sterahsi. I wonder how they feel about each other.

Second: Needs more detail. Rough power level/influence, portfolio, subdomains.

Third: I have to disagree with you on whether the term "sex" even applies to beings that can alter their form at will. This is why I use "gender" instead. I mean, Vuni's sex certainly isn't female, but her gender is.


Spencer Ramirez wrote:

The faction talk area is still around on the forums, just kinda weird Paizo disconnected it from here. But if you're still interested in looking around there, since it is still active, just follow this link.

>Faction Forums<

And now even that link is dead.


Oh hey, thread necro! I was worried the Maniaron project was dead with just me dragging its corpse along.


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I happen to feel sci-fi and fantasy are two great tastes that taste great together.


Kinda reminds me of the Dragon Race from Rave Master.


Remember that dragons are very intelligent. They can and should be prepared to deal with a pack of intruders. On their home turf, this means using traps, minions, and the terrain to their advantage. Outside their lair, this means hit-and-run guerrilla tactics.

A dragon should never resort to direct melee unless they truly believe they're in no danger and want to make a point of how powerless their prey is, or if they have no other choice. Avoid the latter if you can, and avoid the former if dealing with obvious adventurers.

If a dragon is seriously facing the possibility of death, it should run, using any means necessary and making any sacrifices required.


The Pathfinder Society has evil people. You're just not allowed to play one in official games.


I find license plates are a great place to get inspiration for dragon names. That's where I got gems like Svixtorasjiklar and Rorixenjuntar. Another place to start is the Draconic glossary in a couple old 3.5 D&D books, which can get you stuff like Vorelixen and Arjentaurix. Failing that, you can just play with sounds until you get something good, like Varnalek or Estarianthanon.

When using any of these methods, I find it helps to start with a "core" of 2-3 syllables, and then expand it. That's how I got Vorashtalornakar, Kelianthystria, and Valakostralophar.


Shel kek nem ron!


Question one would have to be the time I was playing as Sajan and leapt into the air and successfully grappled a flying spellcaster.

Question two would be slavery, although losing her journals would crush Cathran. Seriously, I don't know how long it would be before she could recover from that, if ever.


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You know, where we could hang out as our characters and stuff? I got a lot of fun roleplaying out of that.


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I don't think the First World is the rough draft of only Golarion, But I don't think it's a bunch of planets in space, either. The First World doesn't really do static geography. It's really more of an ever-shifting mess of features that echo features of the Material. I find it entirely conceivable that you could walk from "Akiton" First World to "Androffa" First World, as long as you picked the right path. The odds of finding that path are tiny, but still possible. Since the Material has space, the First World probably does too, just not arranged anything like what we're used to.

I'm not sure I managed to describe how I view the home of the fey, but I'll post it anyway.


I mean, when I made a plant race, one of the first things I did was strip out the immunities.


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I would suggest looking here.

It has kinda turned into its own setting, though.

Wiki here.


Pizza Lord wrote:

Vutava did do a write up for The Botahvan:

82. Hermaphrodite telepathic plant people with no vocal cords or mouth (they feed with their roots and their pair of feeder tendrils).
It is easy to miss because he posted it in a link just before the Mundanes.

That was on my own time and not during October though.


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Gark the Goblin wrote:
Drums

Can't quite tell if this is vicious satire or genuine praise. I'll assume the former.


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I finally wrote up some stats for #82 in the previous thread. They're here if you're interested.


KoolKobold wrote:
Goth Guru wrote:
KoolKobold wrote:
Dasrak wrote:
KoolKobold wrote:
Ganterton's Hold, situated on the southern borders of Etag Ogred and Old Ganterton
While everything else here is fine, Old Ganterton is located in the southern lands, not the east.
Apologies, wanted this settlement to be connected with Old Ganterton. Could just edit it to say that the leader is working on getting a portal up to get the demons to Etag Ogred.
There is some kind of way stone or obelisk that needs to be reset by a ritual if you move it.

That can work.

Also, any chance of making some factions or something like that (examples would be the homebrew world's version of Pathfinder, Cyphermages, etc)? I want to make one but not sure where to post it

You can put them on the wiki.


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Captain J.T. Kirk wrote:

Star Ship Racing 9000!

Exactly as it sounds. Some of the best star ship pilots in the system get into tiny single maned star ships and race each other for fame and fortune. Now while these ships do lack weapons of any kind, they are equipped with the fastest engines available, making them more akin to piloted missiles than actual proper star ships. Combined with dangerous courses (popular courses include the asteroid belt and the many moons of Bretheda), sabotage, pre-placed obstacles, and pilots actively trying to run each other into hazards, people watch not only to see who wins but to see how many deaths their are.

Sponsored by Tech Con Group.


Acrosto Nuri wrote:

Say, have you heard? There's a weird elf can fix you up with what you need to make a few coin, so long as you got no human blood.

Well, that eliminates all my characters. The tiefling, half-elf, human, and aasimar all have human parents, and the kitsune definitely has human ancestry somewhere in his family tree.


Sexual preferences are not something I include in my characters at creation. I generally wait for the character to tell me what their preferences are.

So far only three of my Pathfinders have given any indications: My monk is asexual/demiromantic; my sorcerer is very much bi, but she's very professional and saves any hanky-panky for off-duty; and my kitsune has shown an interest in women, though I don't know how he feels about men yet.


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Dasrak wrote:
To be honest I completely forgot to check in on the wiki. It's just easier for me to notice when it's on the Paizo forums, which I check regularly. Not sure how much I can do in the next few days, but I'll see what I can do.

There hasn't been any Maniaron activity on the forums, either.


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Grumbaki wrote:

https://t03.deviantart.net/lhrsWrE81kItKtn61xtTWVuncMk=/fit-in/700x350/filt ers:fixed_height(100,100):origin()/pre03/bdb4/th/pre/f/2011/317/c/1/oread_b y_sarinth-d4g0ts7.jpg

http://vignette1.wikia.nocookie.net/pathfinder/images/4/41/Implanted_ioun_s tone.jpg/revision/latest?cb=20090902141642

http://digitalart.io/wp-content/uploads/2014/03/Crystal-by-Anna-Clifford.jp g

http://img02.deviantart.net/02e1/i/2015/254/b/8/crystal_goddess_by_tjsgrimm -d998lpi.jpg

Doesn't seem

link

link

link

link

FTFY


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I've noticed a distinct lack of any input from anyone else regarding Maniaron world-building lately. Have the rest of you lost interest?


Some people don't seem to get that PF androids are far more like the meat-Cylons from Battlestar Galactica than the toaster-Cylons from same. Any alterations to an existing android would be exactly as time- and resource-consuming as performing those alterations on a biological creature. If an android were altered to look like a species other than human, it would be done during the construction process.


Androids in Pathfinder are synthetic humans originally created by the Androffans, and thus always look human. Robots, on the other hand, can look like just about anything.

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