Karzoug the Claimer

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Pathfinder Lost Omens, Rulebook Subscriber. 14 posts. No reviews. No lists. No wishlists.


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Pathfinder Lost Omens, Rulebook Subscriber

My order keeps saying it has declined the payment method, so I put the card in again and it accepts it, then says it declined it again. I have in fact been charged for the order (it shows up on my bank statement) and the card is good as I can still use it (I just bought lunch on it in fact). What is wrong and what do I do to fix it? The whole reason I sprung for subscriptions was so I could get PDFs early, is this going to interfere with getting Ultimate Intrigue on Monday? Please help.


Pathfinder Lost Omens, Rulebook Subscriber

Into the Breach: the Kineticist sounds really cool, but everyone interested in the class should be aware that Purple Duck Games has already released Kineticists of Porphyra, which includes the light, sound and time elements, as well as more composite blasts and archetypes. I think it's a pretty good book myself.


Pathfinder Lost Omens, Rulebook Subscriber

This would be for a high level (as in CR ~30) NPC that's one of the big movers and shakers of the campaign setting. he's the last king of an ancient empire, who completely ahnihilated an opposing empired after their king assassinated his wife (and by 'annihilated', I mean 'turned what was once some the most fertile and densely populated land in the world to a roughly 100-mile diameter plain of mirrored glass, and bound the souls of everyone killed to that they haunt the plain forever, killing everyone they come across and them to join the damned populace in undeath'). The gods were so pissed off by this that they not only destroyed his empire (reducing it to a desert) but cursed him to wander the earth, unable to rest or die, in constant brutal agony, until he atones for his sins. in game terms, he will be a gestalt harbinger 20/wizard 20/Archmage 10 with the Jagganath, Eternal, and Broken Soul Templates. His primary weapon will be a major artifact. He's basically a demigod, and for virtually any party to face him in combat would be suicide. he's kind of like Elminster - a super-NPC whose primary purpose is to justify why high-level monsters haven't taken over the world and to patronize a party.


Pathfinder Lost Omens, Rulebook Subscriber

wow, I am... embarrassed that I didn't think of that. that solved the problem perfectly. thanks a bunch!


Pathfinder Lost Omens, Rulebook Subscriber

So Rite Publishing has a book of templates called, appropriately enough, the Book of Monster Templates. It is full of very cleverly written and evocative templates, but my favorite is the Jagganath creature, which gains all kinds of immunities and nigh - invulnerability, at the cost of never, ever being able to stop moving. a Jagganath creature must take at least a 5-foot step every round, it is immune to fatigue and exhaustion, and I'm pretty sure they're immune to nonlethal damage (although on a second look I don't see that explicitly stated in the template, though immunity to ability damage and drain is). They also don't sleep. Factoring all of that in, and as far as I can tell, a Jagganath creature can't ever use magic. arcane magic requires 8 hours of rest, and even creatures unable to sleep must "refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period". similar problems exist for psychic magic, psionics, akasha, and spheres of power magic. divine spells don't require rest, but do require that the spellcaster meditate and pray, which presumably rules out constant movement. my question is, would it be unbalanced to rule that a particular Jagganath creature does not need rest to regain his spells? Let's say he just needs to concentrate for 15 minutes to regain his spells?


Pathfinder Lost Omens, Rulebook Subscriber

@DragoonWraith: the second comment about changing the name was intended as a joke, I'm sorry if that wasn't clear.

I really like Lindly Court's idea for a marksman with elemental cannons. it's very thematic. I could also imagine a similar archetype for gunslingers.

One idea I had was a dread archetype that uses a variant of the mesmerist's stare - basically this guy has such an utterly terrifying deathglare that it inflicts debuffs on opponents.

What about a wilder archetype that externalizes his emotional turmoil as a tulpa (ie a phantom) instead of wild surge?


Pathfinder Lost Omens, Rulebook Subscriber

This is giving me an idea for a character who's seems crazy because he keeps talking to 'the monsters that live in my shadow', up until he splices one and his party realized that holy crap, this guy actually does have monsters in his shadow. (read that last part as being in italics, I don't know how to add that.)

I do notice two things,

one, the Telepathy horror, so far as I can tell, is not strictly speaking compatible with Everyman Publishing's Ultimate Charisma. The idea of a temporary Leadership feat is great and really drives home Telepathy's power theme of control and rule, but I kinda consider the Ultimate Charisma rules superior to the vanilla Leadership rules. Including a sidebar on how these two products could mesh would be great.

two, I now have to find a new alternative name for the Pact Magic Unbound occultist, since I was planning on calling it the goeticist. :-\ oh well, it's worth it for this product.

will Psionics Augmented: Occult include any advice on how to differentiate the fluff for psychic magic and psionics? like say the latter being the power of the mind, while the former is the power of the soul?


Pathfinder Lost Omens, Rulebook Subscriber

The goetic is... A thing of beauty. A can't imagine how long it took to hash something that complicated into a workable form. I don't have enough experience to judge if it's balanced or not, but the concept is awesome and I think you've handled it well.


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Pathfinder Lost Omens, Rulebook Subscriber

If I recall correctly Legandary games's hypercorps setting is going to have the VR/Matrix/internet portrayed as an alternate plane - or at least using the rules for a plane.


Pathfinder Lost Omens, Rulebook Subscriber

First page, under "perceptions of pact magic", it says:

:
Far more terrifying, however, are the outlying sects of religious fanatics who are able to identify pact magic for what it truly as and remember the gods’ ancient enmity for the occult. These individuals are quick to attempt to outright slay whatever binders they happen across.

I think that's intended to be is.


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Pathfinder Lost Omens, Rulebook Subscriber

I just noticed this product thread hasn't had a new post since November, is it still being worked on?


Pathfinder Lost Omens, Rulebook Subscriber

I for one would like to see:
Mythic kingdom building. some way to make mythic power a major advantage for a leader.

kingdom magic. some kind of system where you could spend bp to cast powerful spells that affect the kingdom building rules (like a spell that adds a bonus to Economy or mitigates a penalty currently suffered for a turn, or that automatically starts or ends a kingdom or settlement event).

some way for these two systems to interact (possibly by making kingdom magic a kind of mythic magic, that requires mythic spell slots to learn).


Pathfinder Lost Omens, Rulebook Subscriber

Thanks a lot! This is my first time trying to homebrew something, so I was a little nervous.
In reference to Browman's comment about how they must have commited incredible slaughters, well, they have- against Cheliax and Nidal, the two nations they primarily defend against. While the Cheliaxians and the Nidalese do hate them, they are typically considered enemies and so aren't counted. Also, I was doing the relations on a tradition per-race basis, since I was basically copying the format of the core book.

The gulo did originaly have a trait called Gluttony that made them require twice as much food and water as normal, as well as low-light vision. I decided that it wasn't a severe enough penalty to warrant an rp bonus since the weaknesses in the ARG are so severe even for a paltry -1. Since it was the justification for the low-light vision, I just removed both.

The fossori are intentionally very dwarven, since they were based on dwarves and have so much in common with them. My idea (that was only half-formed at the time and which I did not communicate very well) was that there's kind of a disconnect with dwarves from outside Nerath who haven't seen fossori before being kind of weirded out by these strange badger-creatures acting like dwarves and gathering in clanholds and like that. Traditions that make total sense when dwarves do it would be laughed at when the fossori do it, and it would be kind of a social commentary on dwarven culture.


Pathfinder Lost Omens, Rulebook Subscriber

Just in case the fluff is confusing, I use a homebrew version of the Pathfinder Campaign Setting- the only changes I've made are combining Nirmanthas, Molthune and Lastwall into a single kingdom called Nerath (ripped from D&D 4E, I know). The part that borders Cheliax and Nidal is called the Margravate of the Wallmarch (a margravate is a border territory, which requires additional forces to defend, FYI) and the guy who runs it is a 20th level wizard named Solomon ir'Tane. as you can see, he's very full of himself.

Wargazi (singular wargaz) are four-armed anthropomorphic tigers created to be soldiers in the armies of Solomon ir’Tane (His Most Grand And Impeccable Excellency, The Ruby Margrave, Margrave of the Wallmarch, Archmage to the Crown of Nerath, Master of the Seven Schools, Lord of Spells, Conjurer Supreme, Evoker Most Splendid, Diviner of Great Wisdom, Illusionist of Greatest Wit, Enchanter of Utmost Subtlety, Abjurer Most Capable, Most Virtuous of Necromancers, Most Skillful Transmuter, Master of the White Concordat, Supreme Guildmaster of the Order of the Inverted Pyramid, Bane of Cheliax, Devourer of Wyrms, Destroyer of Hellknights, Who Creates Life in His Own Image, etc. etc. etc.) as specialty mage-warriors, or magi. They were created from tigers to give them strength, they were made extremely intelligent to help them grasp magic, and the four arms- those are just more practical. One hand for a weapon, one for a shield, one for casting spells, and one for whatever miscellaneous other things they need a hand for. While many wargazi still serve the Ruby Margrave in one capacity or another, it has been five hundred years since their creation and they have begun to spread throughout Nerath and even beyond.
Physical Description: Wargazi are humanoid anthropomorphic tigers, covered in an orange and black striped pelt, with an additional pair of arms positioned immediately below the first. Wargazi stand between 5 and 7 feet tall, and weigh between 150-300 pounds. Both males and females are very muscular, as befits their races intended purpose as warriors, and both sexes consider well-toned and defined muscles and physical strength to be very attractive. Most are somewhat obsessed with keeping clean and tidy, and are almost always impeccably groomed, or as least as well groomed as their present circumstances permit. A shabby-looking wargaz is always trouble, as it means he is either mad, dangerously eccentric, or has been unable to properly care for himself- the last almost a sure sign of an escaped prisoner of some sort.
Society: Wargazi society revolves around prides consisting of 2-7 spouses of either gender, their children, and their immediate relatives. Because only immediate relatives are counted as members of a pride, most wargazi are members of multiple prides, being members of their parent’s pride, their sibling’s pride, and their spouse or spouses’ prides, if any. This collection of interconnected prides is called a clan, and clans are the dominant force in their society. As the race is only 500 years old, their culture does not have the same weight of history as other races’, and as a result they are more willing to experiment with new trends and ideas than most, even more so than humans.
Relations: Wargazi relations center around what they call the Great Debt, the debt they owe Solomon ir’Tane, the Ruby Margrave, who created their race five hundred years ago, along with several other races – together, they are collectively called the Made. As a result, wargazi who live in the Wallmarch (which is to say, most of them) all serve a term in the service of the Margrave, usually in the legions, but often as bureaucrats, public officials, civil servants, or other duties. Beyond that, they get along well with just about everyone. They appreciate elven love of art, cleanliness, magic and learning, and fine poetry. They enjoy stout dwarven beer, and share the dwarves’ love of battle (since they were created for it), and greatly appreciate dwarven craftsmanship. They get along with humans as a matter of course; they were created to work alongside them, so they have an inbred love of humanity’s zest for life and ambition. They find gnomes entertaining and love halfling cooking. Even half-orcs are welcome in wargazi villages, because they assume (all-to-often incorrectly) that their human heritage mellows them somewhat, and often the shock of an entire town that doesn’t discriminate against them is such a breath of fresh air to half-orcs that they settle down there; as a result the Wallmarch has one of the largest half-orc populations in the world.
Alignment and Religion: most wargazi are ex-military, and so prefer a degree of order in their lives, and their culture has a strong believe that the rule of law is the best way to organize a society. At the same time, the Ruby Margrave has imparted to them a strong sense of justice, and as a result the majority are lawful good. Neutral good and lawful neutral wargazi make up most of the remainder; chaotic wargazi are very rare and evil ones even moreso, since being evil is an executable offense in the Wallmarch. Religiously, they tend to worship gods of war or magic, or whatever suits their profession.
Adventurers: Wargazi adventurers are fairly common; most wargazi view adventuring as an incredibly risky but incredibly lucrative get-rich-quick scheme--you kill the monsters loot the treasure, and then retire in comfort, maybe open a respectable business. For many wargazi, how long they take to the adventuring lifestyle is a question of how rich they want to get before they settle down, although there are plenty of souls who take to it as a way of life.
Names: Wargazi use the same naming conventions as the rest of Nerath. In addition, wargazi use the names of their clans to differentiate themselves from others with similar (or identical) names.
Clan Names: Mournful-Song, Forest-Walker, Spear-Biter, Swift-Walker, Slow-Boiler, Beast-Tamer, Tear-Eater.

Wargazi Racial Traits
+2 Strength, +2 Intelligence, -2 Dexterity: bred to be mages and warriors, wargazi are strong and smart, but often have difficulty coordinating their many limbs.
Medium: Wargazi are Medium creatures and have no bonuses or penalties based on their size.
Normal Speed: Wargazi have a base speed of 30 ft.
Arcane Focus: Wargazi gain a +2 racial bonus on Concentration checks to cast spells defensively.
Multi-Armed: Wargazi have four arms. They must pick only one of these to be their primary hands; all others are off-hands, which can hold weapons and do anything else a free hand can do.
Languages: Wargazi begin play speaking Common. Wargazi with an Intelligence bonus can choose any language as a bonus language (except secret languages, such as Druidic).

Humanoid (wargazi) 0rp
Medium 0rp
Standard ability scores 0rp
Normal speed 0rp
Linguist 1rp
Arcane focus 1rp
Multi-armed(2) 8rp
Total 10 rp

Gulo (singular and plural) are a race of anthropomorphic wolverines created by of Solomon ir’Tane (His Most Grand And Impeccable Excellency, The Ruby Margrave, Margrave of the Wallmarch, Archmage to the Crown of Nerath, Master of the Seven Schools, Lord of Spells, Conjurer Supreme, Evoker Most Splendid, Diviner of Great Wisdom, Illusionist of Greatest Wit, Enchanter of Utmost Subtlety, Abjurer Most Capable, Most Virtuous of Necromancers, Most Skillful Transmuter, Master of the White Concordat, Supreme Guildmaster of the Order of the Inverted Pyramid, Bane of Cheliax, Devourer of Wyrms, Destroyer of Hellknights, Who Creates Life in His Own Image, etc. etc. etc.) as heavy infantry and shock troops. They are stronger and tougher than any other common race in Golarion. Gulo were created from dire wolverines, due to the animals’ strength and toughness exceeding that of an ogre. He didn’t count on them also inheriting the wolverine’s nearly insatiable appetite, but that’s a small price to pay for such effective troops.
Physical Description: Gulo look like anthropomorphic wolverines, with heights ranging from 6’2” to 7’6”, and weights ranging from 250 a whopping 650 pounds. They are covered in dense, thick brown fur and have short, blunt muzzles like the wolverines their ancestors were made from. They have stocky, muscular builds, with most having visible musculature in a look best described as “chiseled”. They have small, rounded ears on the tops of their heads, and typically have golden-brown eyes, although green eyes are also common.
Society: Gulo are one of the Made races created by the Ruby Margrave to serve as soldiers and servants five hundred years ago, so their society does not have the same weight of tradition that most other races have, so they are still willing to experiment with new ideas. Lately, the big idea has been Common Rule, although only on a local level; no one is foolish enough to suggest attempting to overthrow the Margrave. They have also seamlessly integrated into the mostly human society of Nerath.
Culture: Gulo love food. They also prize drink (not necessarily alcohol), sex, and battle, in no particular order, but the great love of the gulo is and has always been food. Many of Nerath’s most renowned chefs of the last 500 years have been gulo, and most gulo are at least half-way decent chefs. The gulo’s main cultural contribution has been their cuisine, and the phrase “the way to a man’s heart is through his stomach” is true of all gulo, including the women. Most gulo courtship begins with the suitor attempting to impress their beloved with their cooking skills. One has to tread carefully on this issue, because the gulo often find it insulting when members of other races find it “funny”, “odd”, or (Aroden forbid!) “kind of pathetic” that an 7’6” tall, 700 lb. slab of muscle who makes his living carving people up with a greatsword prides himself on his skill at decorative cake frosting.
Relations: Gulo get along with just about everyone in Nerath; since every race is represented in Nerath, this means they get along with most everyone. They get along particularly well with dwarves and halflings, the former for their marvelous beer and shared love of battle, the latter because of their shared love of good food.
Alignment and Religion: Gulo prefer things be organized, and believe a properly designed legal system is critical to establishing social justice, so they tend to be lawful good. Many however have been drawn into the Common Rule movement and prize freedom more than law, and these tend toward chaotic good. Evil gulo are very rare, since most live in the Wallmarch, where evil is in and of itself an executable offense. Religiously, they tend to worship gods of battle, or whatever god they feel best suites their profession.
Adventurers: Gulo are commonly adventurers, seeing adventuring as a perfectly legitimate means to make one’s fortune. Mercenary work is always good, and if there’s a treasure-filled ruin nearby filled with monsters, who’ll complain if you kill the monsters and take the treasure? Certainly not anyone important. Gulo adventurers tend to be fighters and barbarians.
Names:
Gulo use the same naming tradition as Nerath, including surnames.
Gulo Racial Traits:
+4 Strength, +4 Constitution, -2 Wisdom: Gulo are strong and tough, but rash and weak-willed.
Medium: Gulo are Medium creatures, and have no bonuses or penalties based on their size.
Normal Speed: Gulo have a speed of 30 ft.
Languages: Gulo begin play speaking Common. Gulo with a high Intelligence may select any language (except secret languages, such as Druidic) as bonus languages.

Base Height Height Modifier Base Weight Weight Modifier
6’ 2d10 250 lbs. x (2d10) lbs.

Linguist 1rp
Specialized ability scores 1rp
Advanced Strength 4rp
Advanced constitution 4rp
Total rp 10

Fossori
The fossori (singular fossor) are a race of anthropomorphic badgers, and are one of the Made races created by the archmage Solomon ir’Tane (His Most Grand And Impeccable Excellency, The Ruby Margrave, Margrave of the Wallmarch, Archmage to the Crown of Nerath, Master of the Seven Schools, Lord of Spells, Conjurer Supreme, Evoker Most Splendid, Diviner of Great Wisdom, Illusionist of Greatest Wit, Enchanter of Utmost Subtlety, Abjurer Most Capable, Most Virtuous of Necromancers, Most Skillful Transmuter, Master of the White Concordat, Supreme Guildmaster of the Order of the Inverted Pyramid, Bane of Cheliax, Devourer of Wyrms, Destroyer of Hellknights, Who Creates Life in His Own Image, etc. etc. etc.) to serve him in various military and industrial roles. The fossori were created to be engineers, sappers, and smiths- expert craftsmen and miners, on par with if not exceeding the dwarves. In this task they were remarkably successful- a fact that has thoroughly alienated most of the dwarven kingdoms in and around Nerath. Created from dire badgers, they are just as tough as dwarves, and as bright as his prior wargazi creations, making them perfect alchemists, engineers, and smiths.
Physical Description: fossori are short, standing between 3’9” and 4’5”. Like dwarves they are very broad and dense for their size, weighing between 130 and 210 pounds. They have the black-and white striped head of a badger, and are covered in a badger’s salt-and-pepper pelt. Their hands are tipped with claws, too blunt to be useful in combat but perfect for digging.
Society: as one of the Made races, the fossori are less than five hundred years old as a people, and thus have had far less time to develop cultural traditions than other races. That having been said, the fossori are unique in that they have made no attempt to create their own culture, instead developing a fascination with dwarven culture. The dwarves, like the fossori, are expert miners, craftsmen and warriors, prefer to live underground, and can see in the dark, and this plus the many other things the two races have in common mean dwarven culture fits them to a tee and they have adopted it wholesale, even going so far as to adopt the dwarven language and religion. While the Margrave does not necessarily mind this- he has no problem with dwarves, and after all he did model them on dwarves, so it kind of makes sense- he does worry about the more negative effects of dwarven culture upon his creations, such as their hidebound obsession with tradition. Fortunately, they seem to be doing okay.
Relations: as citizens of Nerath, the fossori are exposed to all the common races on a frequent basis, and by necessity they have learned to get along with all of them, although the dwarven dislike of half-orcs has rubbed off on them. As noted, the fossori are obsessed with dwarves, and the two get along so famously that the dwarves have begun refering to them as stebror, or stepbrothers.
Alignment and Religion: the fossori adoption of dwarven culture and values mean they share the dwarven obsession with honor and tradition, so most of them are lawful, and most are good. Chaotic fossori are usually countercultural rebels who reject the race’s obsession with dwarven culture. Evil fossori are very rare because most of them live in the Wallmarch, were simply being evil is an executable offense.
Adventurers: Fossori are commonly adventurers due to it being encouraged by the Margrave. They tend to be alchemists, wizards, magi, and fighters.
Names: the fossori obsession with dwarven culture extends to their naming conventions, and they use dwarven names.
Racial Traits
+2 Constitution, +2 Intelligence, -2 Charisma: the fossori are tough and smart, but also a bit gruff.
Medium: fossori have no modifiers due to size.
Slow and Steady: fossori have a speed of 20 ft. This speed is not affected by armor or encumberance.
Burrow: fossori have a burrow speed of 15 ft.
Dwarven Blood: for effects related to race, a fossor is considered a dwarf.
Stonecunning: Fossori gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
See in Darkness: fossori can see perfectly in darkness, even deeper darkness.
Craftsmen: Fossori share the dwarven obsession with master craftsmanship. They gain a +2 racial bonus on all Craft or Profession checks to creat objects from metal or stone.
Languages: Common and Dwarven. Bonus Languages: Any (except secret languages, such as Druidic)

Humanoid type (fossori and dwarf subtypes) 0rp
Medium size 0rp
Slow speed -1rp
Standard ability scores 0rp
Linguist 1rp
Craftsman 1rp
Stonecunning 1rp
Burrow 3rp
See In Darkness 4rp
Total 10 rp