YlothofMerab's page

Organized Play Member. 64 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


1 to 50 of 64 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

We had some fun speculation going in an East of Iobaria thread about Northern Casmaron, working off a Siberian vibe.

Quandary wrote:
Yeah, if you want more specific flavor to draw on than "setting neutral" ARG, Dragon Empires and Blood of the Beast would be good to look at, as well as the other scattered setting/adventure/PFS resources they've shown up in. I believe Ratfolk are one of announced Ancestries for APG, but that won't be released for some time (I think Paizo are playtesting APG classes in October, but not Ancestries).

I told my player if, when official Ratfolk come out, he wants to modify the character, I'd allow it.

Hi all! I converted the Ratfolk race from the Advanced Race Guide for 1e into 2e for one of my players. A lot of the verbiage is lifted directly from the original entry. I only did Level One Ancestry Feats, I'll add more if/when we get that far during our campaign. At first I thought ratfolk and wererats were the same thing, but I was way off! Now I'm kind of warming to the concept. Enjoy! sYuk/edit?usp=sharing

Coidzor wrote:
I don't think there's a real path forward here on the Create Water front that doesn't involve "don't think about it too closely" on some level, which is kind of exactly back where we started.

I think you're right. Looking at the 2E spell chapter, Create Water has been changed from a cantrip to a 1st level spell on the Divine, Primal, AND Arcane spell lists. So it seems there's no real weight to it. Oh well, thought it was a fun little conspiracy theory. But the mystery continues!

2 people marked this as a favorite.

At the end of the day it's more realistic. And a lot of times I would just throw gold at people who rarely see it like innkeepers and restaurateurs since I rarely had silver pieces on me and they'd be kind of shocked. My DM was actually nice and told my party when they came down in the morning that my character had "bought them breakfast."

I think because we spend the majority of our time as PCs doing fantastical things and because everyone around kind of has to level up as we do, that we forget just how many ordinary people are around us all the time, living their lives, saving a couple gold pieces in an old sock under their straw mattress. I think that should mean something.

1 person marked this as a favorite.

Rahadoum is a great choice. I think Ustalav is a prime place, given the gothic setting. Maybe a unit of the Sleepless Detectives are steel hounds.

For some reason I like the idea of some of the fringe nations having firepower, particularly Iobaria.

If New York City is the first city of the world (which it probably won’t be by the next decade, but who can say) then Absalom is your analogue. “If I can make it there, I can make it anywhere,” certainly applies.

Magnimar and Korvosa have been compared to San Francisco and Los Angeles, respectively. Sothis, Westcrown, and Oppara don’t really fit. You could make an argument for Katheer. But my vote goes to Absalom.

To choose the Champion archetype you need to have a 14 Str and Cha. But you can be a Str or a Dex based Champion. Is this an oversight?

Shelyn and Zon-Kuthon are children of gods too, and they count as full gods, though they're much much older than Kurgess. Shub-Niggurath is established as an Outer God and has lots of offspring, sometimes with other Outer Gods, though none are as powerful as a deity. So I think it's safe to say that, at least at the outset, not offspring of two gods is automatically a god themselves.

My very first character had a happy backstory. Trig Taliesin, a doll-like gnome who made decorative hair combs, rococo style. She and her brother Thumblesford (Thumbs for short) were orphaned as babies and raised by a Varisian caravan. They had a happy, healthy childhood on the road, and it gave her a joyous, inquisitive outlook. The only reason she started adventuring was to follow her brother (played by my partner), who wanted to test his mettle beyond defending the caravan.

Ironically after our first adventure, our GM ran us through Carnival of Tears ( s) which left my character cursed (Bad Luck: You take a –1 penalty on all attack rolls) and her brother so psychologically broken that we decided to retire them. They're still in Magnimar somewhere, minding a small stall selling combs and jewelry on the Dockway.

Honestly I do feel that, had our characters had a more rough and tumble upbringing, they might have been able to process what they went through.

I helped create a backstory for one of my players where he was wandering in the desert, close to death, and performed the ritual to call an animal companion he had been taught as a child (turning him from an NPC class to a PC class). As he meditated, another ranger, trekking through the desert, succumbed to poison and died. His tiger heard the telepathic call of the PC and went to him. She led him back to the body of her old companion, so the PC was able to take all his stuff and find his way to the nearest town. A rather fortunate coincidence for my player!

Considering we've had some Arazni content in the last AP, I'd say the table is set for some more stories from that region.

One of the features of the Diva archetype (Chellish opera singer) of the Bard class is Devastating Aria:

"Devastating Aria (Su):

At 3rd level, the Diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object, or half this damage to a living creature.

This performance replaces inspire competence."

I think this is a good place to start. Glass has a hardness of 1 and 1 HP per inch of thickness, so Devastating Aria is pretty much guaranteed to shatter a glass, since it does minimum 4 HP damage.

Also, if we're talking about the Starstone specifically, people do build up a sizable following before they take the test. So there's plenty of witnesses. Also they have a temple built and a new bridge extends from the Cathedral, so I think that's the biggest clue.

It's entirely possible Norgorber was a cult leader before taking the test, given how his worship tends to organize. Also, there's a conspiracy theory that Norgorber is actually an adventuring party who ascended together, so even more reason to believe that they had a devoted following.

I think Cayden Cailean is an exception, as he was just some guy (maybe) but being some guy he probably kicked the doors of the Cathedral open, rocked some air guitar, and then shot up into space.

1 person marked this as a favorite.
crognus wrote:
James Jacobs wrote:
The step of us actually producing a more accurate world map in the Core Rulebook is one more step toward being able to more easily explore content like this. If you want to know more about other parts of the world, keep letting us know.
After seeing that 3D globe render at PaizoCon, I would love a physical globe.

I second the motion.

Yakman wrote:
I really like Rahadoum as a setting. A couple of years ago, I was sketching out a campaign, and Rahadoum was the focus for the first half of it.

I've been working on a Thuvia campaign setting so Rahadoum is definitely on my mind as well.

Arcaian wrote:
UnArcaneElection wrote:
James Jacobs wrote:
The mysterious "fourth god" is not a mystery. It's Aroden. He was technically the first to pass the Test of the Starstone. The pit crossing element wasn't a thing back then, and some day it might not be in the future. Things can change and have done so already.

Well, about that: Did the Starstone make Aroden awesome, or did he make it awesome?

I think it was Mythic Realms that made it concrete that the Starstone was already strongly mythical when it was brought down from the Diaspora! :)

The Test of the Starstone is twofold. The first is reaching it, the second is touching it and passing through the mental trials. Survive both, claim godhood. Aroden raised the stone and the island, that was his physical trial. Then after he claimed divinity, he constructed the Cathedral and the first part of the test.

zimmerwald1915 wrote:
YlothofMerab wrote:
And the reason the original Kingmaker works so well is specifically because that land is not ancestral to some other group
The original Kingmaker was not innocent of colonial conquest. Quite the opposite. It's fine to say that any transpositions of the concept to other regions should be so innocent, but at least you can say so without whitewashing the original.

I admit, I've been going off knowledge from the CRPG, which doesn't really dive into that nuance. Thanks for the additional information!

1 person marked this as a favorite.
zimmerwald1915 wrote:
YlothofMerab wrote:
The Lost Omens Campaign book will have an official map of the entire world
Is it available for preorder yet?


1 person marked this as a favorite.
Mosaic wrote:

You've seen this map, right?

zoomable Golarion

This map is great, but it is fan made. The Lost Omens Campaign book will have an official map of the entire world, but how much detail that part of the world gets is in question. I actually asked during the last Pathfinder Friday if the 2e Kingmaker will expand on that part of the map since it's so close, but James Jacobs said it won't, sadly.

Given how much disease and death has swept through the area, I can totally see that part of the map being abandoned. A great deal of northern Russia is just straight up bear country (Watch the documentary series Long Way Round for some great footage.) And honestly, given how many sentient, non humanoid creatures there are in Pathfinder, it would be really cool to see that large territory settled by other creatures. We know Sasquatch is official canon, maybe they have a society. I can totally see a whole hobgoblin kingdom chillin out (Literally) in the Siberian-esque wastes. Or bald eagle like Tengu. Maybe there's a lycanthrope haven up there. Or moose people like in WoW. I think that would be even better than trying to create more humanoid tribes.

Set wrote:

a Sarkorian Kingmaker could deal with that sort of 'outsiders building a kingdom in our old land' thing, with former crusaders from Mendev (who've lived there for years already) trying to build a kingdom there, while the shattered remnants of the former Sarkorians scramble to reclaim as much of their former territory as they can, before it's all snatched up by opportunists from Mendev, Ustalav, Numeria, the Mammoth Lords lands and / or Belkzen... (and perhaps Druma, Razmiran, Irrisen, etc. Opportunists abound within the general area.)

I can totally get behind a Kingmaker-esque scenario where the native population is uniting together in response to a rising threat or to eliminate a particularly destructive force within their territory. And the reason the original Kingmaker works so well is specifically because that land is not ancestral to some other group. And even then, they do acknowledge how the kingmaking efforts to take a toll on the local wildlife, ecology, and fey.

2 people marked this as a favorite.

I would be very wary about trying to make a kingdom in the Mwangi Expanse or the Storval Plateau. The temptation to write these areas off as savage lands ripe for conquest is...really not great. If the kingdom model of government worked for these areas and these cultures, they would have done it themselves.

I'm a big fan of Troll Oil. Having the ability to auto-stabilize during a fight can really come in handy in a pinch, especially if the playing field gets spread out.

I really like the idea of Sarkoris for kingdom building. The Nolands is another great choice. It's clear that the southern half of Varisia up to the Storval Plateau can easily coalesce into a confederation of their own, but north of Riddleport has no one with a stake in it.

If you're going to do teleports, I think a teleport to the Moonscar makes sense, maybe even some crossover monsters.

2 people marked this as a favorite.
Rysky wrote:

Np ^w^

And it's an awesome book :3

I'm not sure what book it's from (Planar Adventures, I think), but she cast wards on the Dead Vault to prevent his escape. From the wiki: "She magically imbued the Dead Vault with potent wards against escape, to serve as Rovagug's prison."

2 people marked this as a favorite.

I'm not completely sure. They talked about it on the last Pathfinder Friday. I think the whole point of Dan hosting was a test of concept, and now that they have enough people interested, they can hire personalities to be in front of the camera and Dan can go back to coordinating it all from behind the scenes. I love Dan, but he's a busy guy, and I'm sure he's happy to hand the reigns over to someone else. Plus growing the roster of talent grows the channel, means they can broadcast more frequently, and offer more shows for the audience.

Yqatuba wrote:
Saurians have 2 legs. The description is kind of confusing but theres a picture in the book.

Right, I meant centaur like as in they have a tyrannosaurus lower half and a humanoid upper half.

1 person marked this as a favorite.
PossibleCabbage wrote:
So in 2nd edition, when druidic magic becomes "primal" instead of "divine" is Rahadoum going to be fine with druids? After all, an atheist druid could conceive of their "protecting nature" agenda as merely good stewardship rather than anything religious.

That's a good question. I know James Jacobs drew a very hard line against divine magic in Rahadoum, and in general they don't want there to be a noticeable change in world from 1e to 2e, so that definitely needs to be resolved. I can see them going either way.

I think one of the major issues the Rahadoumi have with divine magic in general is that it can be taken away. A wizard learns their spells, a sorcerer has innate magic, a bard can tap into their mysterious force, etc. But the divine spells seem to be gifted, and that gift can be rescinded. James explained it better than I can. So if that inherent aspect to it doesn't change, then their aversion shouldn't change either.

Cevah wrote:

Well, being a merchant, and noting that you cannot tell if a wizard or a cleric supplied the spell, or even an aquatic bloodline sorcerer. I could hire a cleric to supply the spell while having a wizard actually make it. Then I could sell it at an enhanced price for a *guaranteed* wizard produced decanter, and easily make a good profit.


Ha! That's business, baby!

Usually each intelligence enhancing item gives you a number of ranks up to your level in a certain skill, so that's how they're able to give you skill ranks. Plus you get the ability bonus to all your int based skills. So while fox's cunning would boost the int skills you already have, it wouldn't give you any temporary ranks to put in something else.

Cevah wrote:

Well, a Decanter of Endless Water only needs an 11th level wizard to make, so the deserts of Rahadoum could be hydrated easily if someone really wanted to. At 300 gallons per minute.


Ooh, that's a great point! Control water is a 6th level spell for a wizard or sorcerer, so there probably aren't a lot of Rahadoumi who could make one. Buying one from abroad is another story, but if a divine caster made it, they probably wouldn't want to buy it. Hmmm...

OmegaZ wrote:
-Desert druids in Thuvia and Rahadoum that guide travelers from oasis to oasis. They are very proud of their skills and offerings of fine gifts are often necessary to secure their services.

I think druidic guides are a necessity of Thuvian life but watch out in Rahadoum, druidic magic is not tolerated so they'd have to be either on the down low or active rebel agents.

The Shoanti have shamans that blend their drudic teachings with the totems of their clans man

The Kraken caller Druidic circle could be from the Shackles, assisting on pirate ships.

I'm not sure I see the connection. Valashai were cruel slavers and plane shifters while Saurians are protectors of other primordial creatures and largely Druidic in nature. They're both certainly very old reptilian races, but you could say that about many of the primordial creatures that existed before the rise of man. You could definitely make the case that Saurians are an offshoot of Valashai seeking to right the wrongs of their ancestors.

Physically they're definitely close in height (15 to 20 ft tall) but I get the impression from the Saurian description that they're more centaur-like, as they have distinctly different upper and lower bodies. Maybe the Valashai bred into a more tyrannosaur race and the Saurians are a result? Anything is possible!

1 person marked this as a favorite.

So I've been doing some research for a homebrew campaign set in Thuvia and I'm curious for some opinions.

It's a fact that the deserts of Rahadoum are encroaching onto civilization there. A lot of people see it as some sort of curse from the gods for abandoning them. Personally I was writing it off as an effect of the Eye of Abendego, basically it's pulling in water from Rahadoum to feed its perpetual storms. But maybe they're BOTH right.

When researching arcane vs divine spells, it's shocking how different they are in terms of conjuring water. Create Water is a divine cantrip which creates a gallon of water every six seconds! Meanwhile, as far as I can tell, an arcane caster has to be able to cast a third level spell to make any sort of water at all with Aqueous Orb. Looking over the bard list, they don't seem to have any water conjuration spells. There is a rare cantrip called Drench, but Pathfinder makes it very clear that this cantrip and many like it are essentially lost to time, you'd have to do a special quest to find one. A hydrokineticist can use the Create Water cantrip, but that's a rare class in general, rarer than a druid who can do the same thing.

Also, Create Water behaves a little differently than other creation subtype conjuration spells, in that it disappears after 24 hours. Why? Most created items are just real now, they're here and they're permanent. Sure, some things like Conjure Carriage disappear, but the spell makes it very clear that the carriage and its horses weren't real to begin with. So is the water created, or is it summoned? And if it's summoned, from where? And where does it go back to? Water is pretty hard to dissipate in real life, it takes a lot of energy to break the molecules apart, that's why its so effective and we use it so much.

Here's what I've come up with. Create Water either summons water from somewhere on the planet, or the environment, or the Plane of Water. Doesn't really matter. (I mean, it might matter with a sort of refrigerator effect, as in leaving your fridge open will eventually make your whole room WARMER instead of colder, but that's debatable.) Instead of going back to where the water was summoned from, it disperses in a wide area, over miles. So, with no divine casters around to conjure water, this natural hydration that Rahadoum was getting has been cut off. Then, the Eye of Abendego opens, accelerating a problem which has been going on for centuries. And now people start to notice this growing drought issue.

So that's as far as I've gotten. I'd love to know what people think, and the possible implications of this, if true. Cheers!

TL;DR Don't forsake the gods if you're thirsty!

gnoams wrote:
Is there a specific Ustalav dueling sword like the aldori one? I'm seeing various things about the famous Ustalav dueling style, but can't figure out what weapon they actually use.

I would assume, until they expand on it, that it's a standard rapier. It has to come to a very fine point to create a Lepidstadt scar on the face. Maybe a Ustalavi rapier has a different colored tip to reflect this tradition.

Also, since so many Ustalavi duelers are trained at the University of Lepidstadt, and are classified as investigators, the sword cane could be a great choice as an "official" dueling sword. It functions almost exactly like a rapier except weights twice as much unsheathed. That could be part of the dueling ritual, drawing the sword from the cane. Maybe Ustalavi duelers hold the cane sheath in their offhand. Maybe your DM can make a ruling that a Ustalavi duelist can use the cane like a buckler.

JiCi wrote:

Sure, I can have a regular Alchemist (or an archetypical Grenadier) using a pistol or musket with the Explosive Missile discovery, but...

Did Paizo release a bonafide archetype that relies a lot of the use of firearms?

(I'm asking because 1) that sounds like a no-brainer for a class that uses bombs, 2) many other classes got firearm-focused archetypes... and 3) maybe I missed it...)

Try a Gun Chemist from the People of the Wastes Player Companion: chemist-archetypes/gun-chemist-alchemist-archetype/

The problem with the Test of the Starstone being a module is that it's individualistic. Even if they did create an adventure that takes a party or an individual through the Cathedral, the more important test, once the Starstone is touched, is a spiritual one. Who knows how long it lasts or what it consists of? There's no way to write it, and a DM would have to tailor it to the individual player. I'm not saying it couldn't be done, there's just an intangible element to it that I feel like shouldn't be codified.

And this is coming from someone who does see the endgame of one of their character to attempt it after her brother fails to return.

It seems like, due to the influence on social and political standing in Ustalav, that the order wouldn't really attract members who can't directly benefit from association with the group.

I plan on using a bunch of them for a campaign I'm designing set in Thuvia. They're mostly just adventures, but 9/10 the party is sent their by the Pathfinder Society for some reason. It's pretty easy to swap out who is handing out the quest. And the faction related content mostly boils down to side quests within the adventure. I say go for it!

Ooh, that would be amazing! You can make a construct out of just about anything. Here's a template for Animated Objects: ct/

In terms of something premade, I'd suggest modding a Golden Guardian ( den/) to have a sword attack.

If you didn't want to go the construct route, I'd suggest an Outsider type, like an inevitable as you were thinking. But that you'd have to make from scratch. An Automaton might be a good balance of construct and outsider, if you're going to build her from the ground up.

I hope you find/create something that works!

Wheldrake wrote:

If there is a temple of Abadar handy in both towns, you can have them use a "letter of credit", which historically was the ancestor of paper money anyway.

If you have a courrier or some sort, convert the gold into a small number of gemstones and send it in a pouch.

Somebofy is sure to rob you of any actual valuables sent without player supervision. But hey, adventure hook, anybody?

Yeah, this is what I was going to suggest, since the Church of Abadar is so ubiquitous and it's pretty much against the religion to rip you off.

Whimsy Chris wrote:
YlothofMerab wrote:
Andoran would be another prime location. They're in a very strong position right now, don't have much internal or external conflict, and the empowerment that individual citizens enjoy would create a generally happy atmosphere. Not that Andoran has no problems, but an isolated community could be very gentle and prosperous.

Thanks for your help!

I think I found my village. Bellis sounds perfect.

Sounds great!

1 person marked this as a favorite.

That's a great question. I think if you're looking for a place like Hobbiton, you'd probably want a nice village in Taldor, one with a strong local economy. Halflings do carry a lot of baggage by nature in the Inner Sea, being the go-to slave race, but the town could have been founded by a group of freed slaves a long time ago, so the subject never comes up.

Andoran would be another prime location. They're in a very strong position right now, don't have much internal or external conflict, and the empowerment that individual citizens enjoy would create a generally happy atmosphere. Not that Andoran has no problems, but an isolated community could be very gentle and prosperous.

I wouldn't necessarily rule out Cheliax either. It's not a particularly dangerous place to live, they're not monotheistic, and honestly most small communities would rather get along than rock the boat. Plus, since Cheliax so tightly controls the flow of information, they could very easily be kept in blissful ignorance to the harsh world outside their little community.

The idea of public education is largely tied to the idea of a democracy. IE, in order for a democracy or a democratic republic to function, it needs a general population educated enough to understand civics and policy. Therefore I'd avoid any government supported educational system in any campaign setting beyond Andoran, Galt, or Rahadoum.

I can see secular private schools in just about every nation, particularly Ustalav, Taldor, Katapesh, Qadira, basically anywhere with a strong nobility and/or merchant class.

You could make a strong case for the church of Aroden, which had a huge presence pre-death shifting focus as a network of education and elevation of mankind through knowledge and skill.

Out in the frontiers and the fringes, because of how strong the religious presence in the Inner Sea is, I would be surprised to see a one-room schoolhouse situation that isn't somehow connected to Abadar, Erastil, Pharasma, or Torag.

Anyhow, that's my perspective. I hope you find something that works in your game!

It's not canon, but in my game, beer in Cheliax isn't illegal, just usually of pretty bad quality thanks to Caiden Caylen's influence. Take that, devil lovers!

1 person marked this as a favorite.

In the out of print campaign setting book, there's a special type of currency only used in Absalom. I don't have the book in front of me so I forget what it's called, but the coins are made of a combination of all three metals.

I'm sure the priests of Abadar have all sorts of fun ways to conduct commerce beyond the GP system. I always imagined them operating like the Knights Templar, where one can use their script in place of money and never have to carry official currency.

Leingod wrote:
It's kind of weird that he ever agreed to it in the first place. Guy must have REALLY loved Thuvia to be up for that for any length of time.

True. Maybe he was a devote Sarenite, and he feels divinely ordained.

The most detailed is in Hell’s Vengeance: For Queen and Empire. There’s a lot of information about the city’s history, the difference neighborhoods, etc. since it’s an evil campaign, you’d probably have to invert some of the quests but it’s the best place to start from.

Going through some of the older threads on the Sun Orchid Elixir, the creators seemed to imply that the Elixir made Kirran immortal, but for the rest of us it just returns you to youth, which seemed to confirm that he's still alive.

I gotta say, though, what a lonely existence. Making this stuff year after year without ceasing, never leaving. He's definitely not alone in the Citadel but is that really how you'd want to spend eternity? Maybe he's capable of creating more than six vials a year and skipped out ages ago while they burn through the stock he left behind.

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>