Goblin Dog

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Orthos wrote:
Quote:
The text says they were summoned to a hillock at the edge of town, true, but it does not say Vordakai left his tomb to capture them all in the soul jars.

I think it's safe to assume he did, since he needed to use the oculus of Abaddon to call them out. It seems a bit ridiculous to me to think otherwise.

I presumed he had zombies to carry the soul jars, and it's their tracks the group can follow, and they just walked through the water to carry the jars back to his lair.

I know this is a bit of a late reply, but I happened to just read a passage in the book that covered this detail. On page 51, it mentions an empty portable hole can be found in the room and that it was how Vordakai transported his collection of soul jars to Varnhold.


Perhaps looking at the wording of another spell that is also conjuration (summoning) will allow your master summoner to sleep more easily at night. The Mount spell reads:

Quote:
You summon a light horse or a pony (your choice) to serve you as a mount.The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

I would read Mount as just a specialized version of the Summon Monster spell and assume that any creature summoned using conjuration (summoning) magic comes willingly.


There is a book on mass combat called WARPATH by Cubicle 7 Entertainment. I can't say much on the mechanics but it is designed for Pathfinder.


MungBean wrote:

Hello!

I've glanced at a few adventure paths and noticed that most are tailored for heroic characters who typically wish to save the day. Most of my group seems focused on playing evil characters, is there one particular adventure path that may be better tailored to them? Thanks!

I'm currently running Council of Thieves for a party that is skewed away from good and it has been a challenge making it work, so I'd also recommend against that AP for an evil party.

I'm also running Kingmaker and I'd say you'd be able to make it work with evil PCs. You may need to adjust how some of the side quests are given and just present some of the events that unfold as opportunity for the party instead of something they would do out of the goodness of their hearts.

I ran Rise of the Runelords up to the start of the second book and that is also one that would be hard for evil characters. The characters are the heroes of Sandpoint and unless they hide their evilness, then it really won't work so well.

I'm playing Serpent's Skull in the first module and so far I would say that one would work with an evil party, but I can't say much past the first book.


Rogue Eidolon wrote:
Cheliax Empire of Devils has a trait called Nonchalant Thuggery that gives a +4 bonus on Bluff checks made to appear not to be doing something intimidating, even while rolling intimidate.

I think you're interpreting that differently than written. The trait says "you're adept at keeping witnesses from noticing anything is wrong." That doesn't mean that the person you're intimidating doesn't realize you're threatening them, but that other observers don't notice and call the town guard or jump in to help the poor citizen you're harassing.


Lilith wrote:
medullaoblongata wrote:
Kajehase wrote:
Not canon, but one thing I rather liked about my Milani-article was the idea that her clerics support more avant-guard and rebellious artists, the Shelynites being a bit too taken up with making things that are pretty.
I'm now curious where to find the Milani article you mentioned. My Kingmaker campaign has characters that are artists and musicians and one who is a priestess of Milani, so I may find what you've written useful.
It's in Wayfinder #3. :)

Awesome! Thanks for pointing me in the right direction.


Kajehase wrote:
Not canon, but one thing I rather liked about my Milani-article was the idea that her clerics support more avant-guard and rebellious artists, the Shelynites being a bit too taken up with making things that are pretty.

I'm now curious where to find the Milani article you mentioned. My Kingmaker campaign has characters that are artists and musicians and one who is a priestess of Milani, so I may find what you've written useful.


Thank you for sharing your work and also providing the source code for it.


Carbon D. Metric wrote:


Hmmmm... Guess I can't help much other than flag this for a FAQ, in the meantime tell him I said to light up.

Well, I guess we can just see if it gets officially cleared up in the FAQ. In the meantime, I'll tell him you said to lighten up and see if that does the trick.


Carbon D. Metric wrote:
You spend a standard action to establish it with any creature within medium range... I don't see the problem here.

I actually didn't see the problem either, but the GM in my game decided that since it doesn't explicitly say you can establish the connection at a range, then it has to be touch.

I figured I'd see how others interpreted the rules to make sure I wasn't assuming too much in the absence of explicit instructions.


7 people marked this as FAQ candidate.

The wording for the Oracle Life revelation called Life Link seems to be missing information about establishing a bond with other creature. It states that as a standard action, you may create a bond between yourself and another creature. It mentions that the bond exists as long as you are within medium range and can end the link as an immediate action.

Nowhere in the description does it say exactly how you can create the bond. Do you need to be touching the target or can the link be created from a distance as long as the target is within medium range?