The Rake

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Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 1,192 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.



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1. Should Acrobatic Performer be limited only to applications of Perform for which "dance" is an allowed performance type? (I think yes)

2. Acrobatic Performer + Virtuosic Performer: Can a character get the +1 bonus from Virtuosic Performer (dance) on their Acrobatics check for performance, or does it only apply to Performance checks? (I can see this going either way)

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Protection from Evil

CRB wrote:
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Does "evil summoned creatures" refer to summoned creatures that simply have an evil alignment, or have the (evil) subtype?

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My players have reached the level where they are starting to have to deal with spellcaster opponents running greater invisibility. In searching for ways to counter invisibility, the ranger player found hunter's eye. The problem here is that to be effective, the spell has to be cast on the target ("one creature"), and I won't let him cast the spell on a target that is already invisible, per p. 214 "You must be able to see or touch the target...".

He believes that this negates the purpose of the spell, or at least makes it very situational. I'm curious what others here think. Thanks.

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What are the slam damage dice granted by elemental body X? Does the target gain the slam damage dice of the true elemental creature of the appropriate size and element? Or do they retain their original humanoid slam damage, advanced only by size?

Here's the background: the text of the spell would strongly indicate that the target does not get the slam attacks of the elemental, because it is not among the changes enumerated in the spell description.

However, this creates a paradox in-game, where a creature can be polymorphed into a huge stone elemental (which ordinarily deal 2d8 on slams) but only deal 1d8 (base huge slam damage from Table 3-1 on Bestiary page 302).

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HULK GRANT THREE SMASHES

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My November subscription box just arrived -- not sure why it took 5 weeks to mosey to my mailbox but it got here alright.

However, I found that my NPC Codex has a leaf of pages in the middle that have been slashed as if by a razor blade. This is clearly damage that occurred in the printing/binding process. Is there an RMA process by which I can get this book replaced?

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Valryn's Edda
by B.E.S. McMillan (edits by Eric France)

In Atala, fair Atala
There lived a handsome boy
And he was noble, through and through,
His parents' pride and joy.

Thus Valryn grew up proud and strong
His father governed wise and long
Until a grievous secret wrong
His fine home did destroy.

South and south, though Valryn rode
T'was everywhere the same
Atalan troops embroiled the land
In some great deadly game.

So Valryn swore he would pursue
The pawn masters to make them rue
The day he'd pay them their just due
And his estate reclaim.

To Southport Town, far Southport Town
At length did Valryn fare
Just as Atalan ships arrived
And laid siege to all there.

Thus Orin, Raginal and Badri
Joined Tan'ate and Valryn in company
To spread word of this treachery
And north to Balan Keep repair.

A month or more of solid rhyme
I fear t'would take to tell the rest
As monster after obstacle
Intruded on their quest.

But still they fought with bow and blade
With prayer and spell each escapade
That ultimate success delayed
Until the crucial test.

The islands that tormented them
Were finally left behind
But weather on the mainland
Was not a bit more kind.

It drove them to a tower light
In which they thought to pass the night
To rest and prep for their next fight
This plan the fates declined.

With leaping flame and deadly aim
The shadow blasts struck sore
But worst of all when any fell
The damage done was more.

Valryn saw to save his crew
There was but one thing he could do
And between doom and his true
Friends, Valryn closed the door.

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When I fired this order it changed the status of the miniatures to "Unavailable". I assume this means that you sold out of all of them since I put them into my cart a couple of weeks ago. If so I would like to cancel the whole order.

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"My Downloads" link takes me to the extra signin, but entering my password keeps reloading the signin page. Checked my password by signing out and signing in again...no problem.

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CROWNED B$$!~
by B. E. S. McMillan
(posted with permission of the author)

It was after one well-fought adventure,
which left our group battered but rich,
that Gyre (I think)
said "Let's stop for a drink.
There's an inn here they call The Crowned B@##%."

Well it seemed like a harmless suggestion.
Our throats were dust-coated and parched,
so we shouldered our packs,
slung our bows on our backs,
and into that tavern we marched.

There were halflings camped out by the kitchen,
two gamblers were starting to spar,
and a full dozen brutes,
wearing rusty mail suits,
stood between our small troop and the bar.

Now you might think we'd have been dissuaded
from staying to order at all,
but Kagan was able
to find us a table
that put all our backs to the wall.

Aye, the scene in that tavern looked ugly,
but we four were strangers to fear.
'Gainst horrible odds
we will call on the gods...
but not 'til we've called for our beer!

So--assassins looked on from the shadows
and the barkeeper's lass gave a shrug--
as we ordered some porter,
two kegs and a quarter,
3 goblets, and one pewter mug.

A half-orc was glaring at Sorrel.
The lady dwarf just looked annoyed,
but if someone got killed
then our booze might get spilled
and that's what I hoped to avoid.

So I tossed a full purse to the innkeep,
saying "Sir, I have frequently found
that all sorts of trouble
will drown in a double.
Pray pour the good folk here a round."

We the innkeep obliged me with pleasure
and we garnered new friends by the score.
Not one squabble started
until we'd departed
and the gold turned to copper once more.

So if ever you visit The Crowned B$&%*,
don't plan to pay spells for your beer,
because, since that time
they've hung up a sign
that says "No magic users served here!"

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wish (p. 370, 4th printing) can produce the following effect:

Quote:
Undo the harmful effects of many other spells, such as geas/quest or insanity.

limited wish (p. 305, 4th p):

Quote:
Undo the harmful effects of many spells, such as or insanity.

Okay, a cut and paste error, no big deal.

What struck me as odd (and worth a question) is...insanity is a 7th level spell, the same as limited wish, while geas/quest is a 6th level spell (for sorcerers and wizards at least).

My take is that limited wish should be able to "undo the harmful effects of" any 6th level spell or lower, but not another 7th-level spell.

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Link

At 15" diameter this seems like an appropriate scale for an Elder God "miniature", and outside of the game you can cuddle with this plush avatar of madness.

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Is glassteel closed WotC content?

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My PCs asked for clarification of this after our last game.

call lightning wrote:
You may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

My interpretation of this is that the bolt always drops straight down (vertically) into the target square; therefore the only way to hit more than one target with a single bolt is for the targets to be stacked vertically, eg one on the ground, one levitating above the first.

The druid PC casting the spell wants to use it as a 5x30 line spell to hit multiple targets on the ground, which I disallowed based on the word "vertical" in the description.

So, was I right?

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I'm curious about the nonhuman civilized races on the surface of Golarion pre-Azlant.

I can think of four that have been specifically called out: aboleths (undersea only), cyclopes, elves, and serpentfolk.

Dwarves and orcs dwelled exclusively in the Darklands pre-Earthfall; conversely, serpentfolk were apparently driven into the Darklands by the Azlanti. Gnomes were only in the First World pre-Age of Darkness.

I don't recall when halflings appeared, I'm thinking they are contemporaneous with humans.

Does that list look correct? Were there any other significent civilized races on Golarion in the distant past that have been mentioned?

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I see new classes, feats, and spells; spell cards and creature cards; several new campaign settings in progress...

But is anyone in the 3PP developing generic adventure modules for Pathfinder RPG? Or is there no money in that?

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Barbarian rage forbids activities that require "patience" or "concentration". Does this automatically exclude spellcasting?

The scenario I'm envisioning is a raged barbarian/sorcerer casting a true strike spell.

I'm assuming that it does exclude actions like directing a flaming sphere or something.

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Link

H/T to Slashdot, among others reporting this.

So far no reports of gargantuan fiendish bugs escaping from the prison of Rovagug from this hole. So far.

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I'm making some alterations to the LoF storyline to adapt it to my PCs' style. One thing I want to do is give them a motivation to activate the Scroll of Kakishon. So, here is the text of a note they will find on a corpse in Kelmarane:

Spoiler:

For decades, I have scoured Garund seeking the secret laboratory of the Archmage Nex, the founder of my homeland. To no avail have I searched and fought and bled from the sand dunes of Osirion to the Mana Wastes to the jungles of Sargava. But now, at last, in the ancient scrolls stored in Quantium, I have found this clue: that Nex, distrusting his students and courtiers, moved his laboratory and the journals of his arcane knowledge into the miniature paradise realm he had created, Kakishon.

The chronicles record that Kakishon could only be reached by means of a magical map that Nex had created -- and that map has been lost for thousands of years. I have scryed to the extent of my power, and my otherworldly contacts could only tell me this: that the last time the gateway to Kakishon was opened was almost four hundred years ago, deep in the Brazen Peaks of Katapesh. Perhaps the map is still there, near Pale Mountain, where the gateway last opened? But I must be careful -- those mountains are infested with vicious gnolls and worse creatures.

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I just noticed that there is a small hole in the experience point math for building encounters. It occurs when you have a trio of creatures whose base CR is even.

Consider the following examples, groups of CR1 and CR2 creatures:

CR 1
1x = 400 (CR1) OK
2x = 800 (CR3) OK
3x = 1200 (CR4) OK
4x = 1600 (CR5) OK

CR 2
1x = 600 (CR2) OK
2x = 1200 (CR4) OK
3x = 1800 (CR?) WRONG
4x = 2400 (CR6) OK

This issue extrapolates out for all even CRs.

So my question is, if I have such a threesome of CR2 creatures, do I use the 1800 XP value, resulting in an off-table XP sum, or do I just treat them as a CR5 encounter (1600 XP)? I'm leaning towards the latter.

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Besides the obvious -- that they are Nexian mages -- what do we know about "Arclords"?

Is "Arclord" a title, like "Arclord Tim"?

If it's a title, is it earned or inherited?

Are all Arclords arcane spellcasters?

If the title is earned, who decides who gets to be an Arclord?

Are there only about twenty Arclords in Quantium, or more like 200? 2000?

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Litorians have the following racial traits:

  • +2 Strength, +2 Dexterity, -2 Intelligence.
  • Medium size.
  • Humanoid (litorian) type.
  • Base speed 30 feet.
  • Low-light vision (Ex).
  • +2 racial bonus on Intimidate, Perception and Survival checks.
  • Claws (Ex): Unarmed attacks made by litorians are treated as slashing damage (rather than bludgeoning).
  • Automatic languages: Common, Litorian.
  • Bonus languages: Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Orc.

We've introduced a Litorian PC into our Legacy of Fire / 1001 Katapesh Nights campaign. This is the conversion I used for PFRPG; over time I'll be developing/adapting some racial feats as well.

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In reference to p. 209:

Suppose a wizard on the Material Plane uses a conjuration(calling) spell such as planar binding to conjure an outsider. Further, suppose that outsider was already on the Material Plane (somewhere distant from the wizard) when it was called.

Does the outsider gain the one-time ability to return to its point of origin on the Material Plane when released, or to its native plane?

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Do the spells etherealness, ethereal jaunt, or shadow walk function in the Outer Sphere? I.e., do the Outer Sphere planes have ethereal or shadow transitive demiplanes?

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I've always rhymed it with droll, poll, roll, stroll, toll, and troll.

But my new player rhymes it with doll.

I'm curious how other people say it.

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I've been looking over the rules about heatstroke (Heat Dangers, p.444) and I think they're mostly realistic, IF you assume that the creatures aren't staying hydrated.

My thinking is that once a character starts taking nonlethal damage from heat, they can recover 1 point of nonlethal heat damage per quart of water they drink, and avoid the fatigue effect. (My PCs cleric and druid both prepare create water each day during their overland desert journeys, so the party has ready access to lots of water.)

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My PCs are based out of Katapesh. Right now they are using it as base to buy and sell magic items between overland adventures. I would like to periodically have them do some adventuring right in and around the city.

Does anyone have any recommendation for 3E urban adventure modules that could easily be transplanted to Katapesh? Ideally the adventure should minimize conflict with the local authorities, as the PCs are nowhere near ready to scrap with the Pactmasters.

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Overland flight, when used for overland travel (measured in miles), has a speed cap of 8 MPH (at the no encumbrance speed). This seems fairly slow for "flight" -- more of a moving hover, and capable of being outrun by a sufficiently high level monk with a good Con.

I'm okay with this for winged flight, but for magical flight like overland flight or a flying carpet, I'm pondering the idea of having a (house rule) 5x speed multiple for high altitude, long-distance flight travel, thus increasing the speed cap of overland flight to 40MPH (30 with some encumbrance), and the daily travel max to 320 miles (240 miles with encumbrance).

Issues? Concerns?

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In researching the Great Beyond, I started to notice some familiar archetypes emerging, so I started making notes. Here is the result: a list of correspondences between the Major Arcana of the Tarot and the planes of the Great Beyond:

Spoiler:

00 The Fool: The Pathfinder
The Fool is a special trump representing the "querent" on their journey. The Fool represents a person who is a blank slate; they have potential but may be unaware of the danger they are risking. I associate this with the adventurer, the pathfinder, or the planewalker, initially starting their journey into the Great Beyond.

01 The Magician: The Ethereal Plane
Just as the Magician is the first of the major arcana, and is associated with beginnings, the Ethereal Plane is often the first plane beyond the Material that a new planeswalker visits.

02 The High Priestess: The Elemental Plane of Water
The High Priestess and the element of Water are both associated with intuition, wisdom, spirituality, and initiation.

03 The Empress: The Elemental Plane of Air
The Empress and the element of Air are both associated with intellect, thought, and ideas.

04 The Emperor: The Elemental Plane of Earth
The Emperor and the element of Earth are both associated with authority, structure, and control.

05 The Hierophant: Nirvana
The Hierophant is associated with teaching, kindness, blessings, and protection. The benevolence of the Hierophant matches with the purity and comfort of the Outer Plane of Neutral Good beings.

06 The Lovers: Elysium
The Lovers are associated with romantic love, fulfillment, and satisfaction, but also with the concept of surrender -- a relinquishment of control to passion that matches this Chaotic Good plane and its feylike residents.

07 The Chariot: Axis
The Chariot represents, among other things, the concentration and determination needed in order to accomplish tasks, against the chaos of distractions and sloth. This rigid, steady focus of attention and ambition corresponds to the central hub of Law and Order in the cosmos.

08 Justice: Heaven
Order, tempered with benevolence, is the heart of Justice, which represents fairness, impartiality, and balance. This arcana can also represent the consequences of bad or poorly-chosen deeds.

09 The Hermit: The Dead Vault
Rovagug sits in eternal solitude within the Vault, contemplating the destruction he intends to rain on creation upon his escape. The Hermit generally does not represent imprisonment so much as meditation, but the parallel is striking.

10 The Wheel of Fortune: The Maelstrom
The Wheel represents twists of fate and unexpected change, neatly matching the eternal twisting and changing of the Cerulean Void.

11 Strength: The Elemental Plane of Fire
The Strength trump represents courage, resolution and willpower, traits that are often associated with the element of Fire.

12 The Hanged Man: The Abyss
The revelations that the Hanged Man gains from his excruciating punishment and altered perceptions are rarely pleasant; to paraphrase the classic, the Abyss gazes also into him.

13 Death: The Boneyard
The Death arcana represents ending, transformation, and closure, which petitioners find in the Courts of Pharasma.

14 Temperance: The Astral Plane
This arcana represents harmony and balance, just the Astral Plane sits at the balance of the forces of the Outer Planes.

15 The Devil: Hell
The Devil tempts mortals with the pleasures of the flesh, encouraging addiction and obsession; but ultimately allows mortals to make their own choices.

16 The Tower: Abaddon
The Tower represents loss and the breakdown of false preconceptions; Abaddon's endless hunger and darkness is a stark truth of the Great Beyond that many find horrific.

17 The Star: The Dimension of Time
The Star represents hope, possibility, and the potential of the future, and often depicts a stream being poured out by a goddess; the Dimension of Time is a stream in which we are carried to that future.

18 The Moon: The Dimension of Dreams
The Moon arcana represents mystery, secrets, dreams and madness, all originating from this strange quasi-plane.

19 The Sun: The Positive Energy Plane
The arcana represents glory, triumph, and discovery; that which is hidden is revealed by its light. Inverted, it represents darkness, corresponding to the qlippothic Negative Energy Plane.

20 Judgment: The First World
This card represents rebirth, resurrection, forgiveness, and new beginnings, just as the First World is said to resemble a newly born world, full of life. Inverted, it corresponds to the qlippothic Shadow plane: a universe worn out, drained of energy and life for eternity.

21 The World: The Material Planes
Finally, the Pathfinder's journey returns to the beginning of the cycle, but now stronger and wiser (and higher level, presumably). This arcana represents successful conclusion, wholeness, and perfection.

For your consideration.

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So I just noticed the section on the "sand dwarves" (Pahmet) of southwestern Osirion. Since these guys seem to have been invented since the publication of the Osirion book, can anyone answer the following:

* Whereabouts do these guys operate? In the Footprints of Rovagug? Near the Brazen Peaks? Near the ruins of Kho?

* Which pharaonic dynasty are they guarding the necropolis of? (The only dynasty we've been given a name for is the An Dynasty, of which the last Pharoah was the notorious An-Hepsu XI, the Incorruptible Pharoah.)

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"Your" avatar appears to be on the cover of the new issue of Astro City. Cover illustration by Alex Ross!

Here

;-)

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Pathfinder #21, p. 49:

Quote:
Marids have bodies covered in fine scales and hair like flowing kelp, most often blue, black, or green...

PFRPG Bestiary, p. 142:

Quote:
(A marid) resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.

Sooo...hairless or kelplike blue/black/green hair? Blue-green scaly skin?

I don't know what "flamboyant" eyebrows means.

I'm totally down with the pearlescent teeth though.

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Now this looks like an interesting resource, if you have the means.

Amazon Link

Google Books Preview

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December 2012? Really?

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Quote:

As a standard action once every 1d4 rounds, a jade idol can exhale a breath of gas that unerringly snakes its way through the air to

envelop a single target within 50 feet. If the target is reduced to 0 Dexterity, it is instantly turned to jade-colored stone.

Maybe I'm wrong, but it feels like there is a sentence missing between these two.

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You can go ahead and rerun the charge on this order, it will go through now. Sorry about that.

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delabarre wrote:
The Giant Crystal Cave

Looks like Krypton!

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Para 2 of lesser planar binding (p. 322) states:

Quote:
To create the trap, you must use a magic circle spell, focused inwards.

What magic circle spell should be used when calling elementals or genies?

Apologies if this has already been hashed out to death somewhere, a quick browse of these boards did not turn up a relevant thread.

Edit: brainfart

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How should thrown non-melee weapons (eg, javelins, darts, shuriken) be priced when constructed from alchemical silver or adamantine? Should they be priced as ammunition or as light weapons?

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These questions address the spell-like abilities of certain outsiders to summon "allies" -- for example, the ability of a bearded devil to summon either another bearded devil, or 6 lemures. These spell-like abilities are assigned percentage chances of failure (not a DC for a d20 roll).

1. Do these percentages increase if the creature is advanced? If so, by how much? Are they based on an ability score, such as Charisma?

2. Are these chances of success subject to increase or decrease due to general buffs or debuffs like inspire competence or prayer?

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When converting material from 3E to PFRPG, should a skill bonus for a skill that was consolidated in PRRPG be applied to the entire new consolidated skill?

The example I am looking at right now is the jerboa familiar (LoFPG p. 5) which gives its master a +3 bonus on Jump checks, and itself has a +8 racial bonus to Jump checks. Should I just replace "Jump" with "Acrobatics", (making these bonuses apply to tumbling and balancing as well), or restrict the bonuses to jumping with Acrobatics?

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Legacy of Fire Player's Guide, p 12:

Quote:
Jungle areas include such wildelife as alligators,...

A minor nitpick, I admit, but this should be crocodiles. Alligators are native only to North America and China; Africa, the Middle East, India (and famously, Australia) have crocs (and lots of em!).

Edit: Crocs also in Central & South America and Indonesia/South Pacific.

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Pathfinder #9, p. 81:

Quote:
Yet Achaekek is not a true god, but rather one of the first creatures given life by the gods. Even early on, long before mortal life came dominate the Material Plane, some of the gods realized they would need an agent to carry out their divine justice...

Pathfinder Chronicles: Gods & Magic, p. 3

Quote:
Late in this age, mortals and deities alike were shcoked when the Whispering Tyrant (technically a mortal undead and certainly not a god) killed Arazni. Never before had a god been slain by mortal hand, and the gods realized they were more vulnerable than even they had feared. Many drew together to create the mantis god Achaekek to protect them from such threats...

So, which version of Achaekek's creation is accurate, now?

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As part of my preparation for my LoF/City of Brass/Arabian Nights campaign, I've been filling in some blanks in my background timeline of events around the south end of the Inner Sea.

Here are my best estimates:

Spoiler:

c. -1500 – The archmage-kings Nex and Geb rise to power in southeastern Garund.

c. -1000 – The archmage Nex creates the Scroll of Kakishon.

c. -100 – The archmage Nex creates the demiplane called the Crux of Nex.

c. 4300 – The efreeti pasha Jhavhul al-Bazan and his followers are imprisoned in Kakishon by the Templars of the Five Winds. The Scroll of Kakishon is hidden in the depths of the House of the Beast.

c. 4350 – The Grand Vizier of the City of Brass magically seals the Bayt al-Bazan, trapping its residents and any who enter it.

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P. 74:

Quote:
Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).

Emphasis mine.

Captain's Log: "Oops."

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I like the critical feats; can we add them to magic weapons as enhancements, similar to "vorpal", e.g. to make stunning critical magic swords?

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These are "fear effects", for purposes of Inspire Courage, etc.?

Are they considered to be [mind-affecting]?

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This has been in rotation on CNN all afternoon.

>LINK<

Quote:

A family in Saudi Arabia is taking a genie to court for theft and harassment.

The genie is accused of leaving them threatening voicemails, stealing their mobile phones and hurling rocks at them when they leave their house at night, according to the Al-Watan newspaper.

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>This< is a list of nonfiction books that author John Crowley thinks every fantasy writer should read, endorsed by Neil Gaiman on his blog. Looks very applicable to world-building too.
.
.
.

  • The Night Battles, Carlo Ginzburg. An alternative story of how witch and werewolf beliefs operated in medieval Italy.

  • The Art of Memory, Frances Yates. How a mnemonic mentioned in Latin and Greek rhetoric flowered into an impossibly vast magico-philosophic system in the Renaissance.

  • Mad Travellers, Ian Hacking. Psychology at work at the end of the 19th century to explain the problem (real at the time, it seems) of people who walk for thousands of miles without any memory of having done so. The treatments as strange as the stories.

  • Sons of Sinbad, Allan Villiers. The lives and work of Arab seamen on the Indian Ocean – written in the1930s when the last of them were sailing in the same dhows as they had for centuries.

  • Negara, Clifford Geertz. Classic account of the “theatre state” in 19th century Bali: government as organized spectacle.

  • The Songlines, Bruce Chatwin. A sort-of-fictionalized story of Chatwin’s exploration of the meaning and uses of Australian Aboriginal song.

  • Women, Fire and Dangerous Things, George Lakoff. The way different cultures view the world as exemplified in their language. Don’t invent a language without it.

  • Extraordinary Popular Delusions and the Madness of Crowds, Charles McKay. A debunking of popular stories, legends, miracles, and delusions, written in 1841. The debunking (full of errors itself) is as amazing as the stories. Famous for its dissection of the tulip mania.

  • The Serpent and the Rainbow, Wade Davis. Real Haitian voodoo and the zombie cult.

  • 1491, Charles Mann. The civilizations that thrived in the Americas before the Europeans.

  • Under the Loving Care of the Fatherly Leader: North Korea and the Kim Dynasty, Bradley K. Martin. Nearly unbelievable dystopia.

  • Revolutionary Dreams: Utopian Vision and Experimental Life in the Russian Revolution, Richard Stites. All the failed, ignored, suppressed possibilities that preceded the Communist state. Utopia meets Dead Souls.

  • Montaillou: The Promised Land of Error, Emmanuel LeRoy Ladurie. A medieval town in France – beliefs and politics in the period of the Cathar heresy.

  • Celtic Heritage, Alwyn Rees and Brinley Rees. The world of ancient Ireland and Wales – the shape of the world they experienced.

  • The World of the Shining Prince, Ivan Morris. Heian-period Japan. Read it with a brief book of the period, As I Crossed the Bridge of Dreams, in the Morris translation.

  • The Floating World, James A. Michener. Lighter treatment, this time Edo Japan.

  • The Death of the Woman Wang or The Memory Palace of Matteo Ricci, both by Jonathan Spence. Among our greatest Western interpreters of Chinese culture.

  • East is a Big Bird: Navigation and Logic on Puluwat Atoll, Thomas Gladwin. Polynesian sailors and their methods for crossing open seas without instruments or charts, navigation skills which are their culture.

  • Castle and Cathedral, David Macauley. You probably read them as kids: books by a great draughtsman about the actual month-to-month and year-to-year building of these buildings. Let’s get our details right.

  • Faces of Degeneration A European Disorder, 1848-1918, Daniel Pick. The pseudo-science of “negative eugenics” (facing the supposed fact of human devolution) – creepy, horrific in its consequences.


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