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375 posts. Alias of unnambed.


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For a simple explanation, the male hags, dryads and female satyrs have always existed but almost none have ever left the First World...until now (for some unknown reason).


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Geezers might be a possible name for male hags.


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Roswynn wrote:


I do wonder about hags. They're among the monsters I like the least, because they so obviously come from a place of misogyny... and they have no male equivalent. In folklore I guess that would be ogres, with "ogress" just another word for hag, probably, but in Lost Omens/Golarion? If a hag is an evil fey tied to spell-like powers and nature who always looks, in her true form, like a horrible old woman, what *male* fey is the missing piece of the puzzle here?

B/c I hope there is one.

I always thought that the mad scientist was the male equivalent to the witch. An old man wearing a long white lad coat in a lab with bubbling potions in beakers who laughs while creating montrosities and weapons.


I am all for male Dryads and Medusae.

I would like male Hags if, and only if, hags are written correctly!

Do Not give Hags a lost list of powers! They are supposed to be monstrous witches...so let them have the Witch class without too may excess abilities. They are just fey who embody the randomness and cruelty of nature (in other words, they opposite of Dryads). If they are redeemed, they are not good but they are no longer evil...and they are called Crones.


Deadmanwalking wrote:

As an Ancestry, they will most assuredly get the same +2/+2/-2 stat distribution as everyone else.

As monsters, those stats aren't controlling but they may well have higher Str than in PF1 anyway.

That makes me very happy.


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Crayon wrote:
The old kobolds had an awkward gangly appearance that I found endearing while the new ones look more muscular and imposing to me...

More muscular and imposing...hmmm.

Maybe they aren't -4 to strength anymore.


MaxAstro wrote:

My Kingmakers took quite a liking to the Sootscale tribe and helped them build their den into a full kobold city.

Which paid huge dividends in the mass combat section, as the kobolds' hit and run tactics held off a much larger army for long enough for the PCs to have time to deal with it.

Ever since then, civilized kobolds (with slightly better racial adjustments than standard kobolds) have been a PC race in my games.

What slightly better racial adjustments?


Losing the light-blindness makes Kobolds far more versatile without making them much more of a threat to low-level PCs.

If they must retain their penalties to Strength and Constitution, I would also like them given gliding wings to make them even more versatile and draconic. Unfortunately, they now would be almost equal to low level PCs.


Tarik Blackhands wrote:
scary harpy wrote:
James Jacobs wrote:
WatersLethe wrote:
James Jacobs wrote:
The game needs things that are excessively weaker than a 1st level character, so that there are options for 1st or 2nd level adventures to present a variety of encounters. Kobolds are one of the things that have classically filled that niche, which is why they're not as powerful on average as any of the core races.
Yeah, like goblins

Not sure what you're getting at here, but yes, exactly like goblins. Or mites or muckdwellers or ratfolk or sprites, for that matter. There's several "weaker than human" monster types out there, because we do a LOT of adventures and need to have more than one option.

The fact that goblins can more easily exist as both a PC ancestry and a monster in 2nd edition is one of my favorite elements of the new edition. Since that also extends to similar roles for other things.

The game needs threats weaker than 1st level characters.

Surely there is a better way than condemning a race (goblin, kobold, mite, ratfolk, sprites, etcetera) to being permanently pathetic.

I'm pretty sure no one wants to go back to the good ole days of slaying rats in the basement for your L1 quest.

After all this time, that's still the only other option??


James Jacobs wrote:
WatersLethe wrote:
James Jacobs wrote:
The game needs things that are excessively weaker than a 1st level character, so that there are options for 1st or 2nd level adventures to present a variety of encounters. Kobolds are one of the things that have classically filled that niche, which is why they're not as powerful on average as any of the core races.
Yeah, like goblins

Not sure what you're getting at here, but yes, exactly like goblins. Or mites or muckdwellers or ratfolk or sprites, for that matter. There's several "weaker than human" monster types out there, because we do a LOT of adventures and need to have more than one option.

The fact that goblins can more easily exist as both a PC ancestry and a monster in 2nd edition is one of my favorite elements of the new edition. Since that also extends to similar roles for other things.

The game needs threats weaker than 1st level characters.

Surely there is a better way than condemning a race (goblin, kobold, mite, ratfolk, sprites, etcetera) to being permanently pathetic.


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Kobolds are excessively weak.

Removing their light-blindness would strengthen them considerably.

I also don't see why they require minuses to 2 attributes.

Gliding wings and breath weapons would be nice...but not absolutely necessary.


Yeah, the gods could use an update. They need to change with the times too.

I wouldn't mind other mythological-based pantheons being developed also.


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Dirge of Doom and Disrupt Undead are both cantrips.


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Erik Mona wrote:

There will be a TON of info coming out of the panels this weekend, and entire pages of final text revealed at the preview banquet tomorrow night.

Should make for a lively weekend on the forums. ;)

It should.

Be afraid.

I am.


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I would like something done with Mystic Theurge...anything really.


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UnArcaneElection wrote:

Sounds good, although I'd like to see these AND the 4 corner types AND Neutral (likely Druidically-inclined) Holy Warriors.

Although maybe even more of a rethink is in order. Maybe have them get Domain Powers from their deities (or deity-equivalents, like the Green Faith for the Druidic Holy Warriors), and then make sure that the Domains all have options attractive to martials in them.

You are not the only one. I also like the 4 Corner Paladins and the Druids can represent the Neutral alignments.

Everybody has their own preference...including the employees of Paizo. As they said, that's why they are focusing on the LG Paladin for the playtest...and others will probably follow.


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Joe M. wrote:

For reference, here are my notes on last night's Paizo Friday chat with Logan.

Cantrips & Heightening & Dispelling (45:52):
Question: how do non-damage-dealing cantrips heighten? Logan: depends on the cantrip. E.g., the sigil cantrip (replacing arcane mark) lasts longer; detect magic gives more information. There are a few that don’t really scale up, like prestidigitation—“there’s not really a lot of places for it to go.” One of the main things about spells is that the level matters more for dispelling, higher level dispels lower level. For categories of spells that auto-dispel each other, like light & darkness spells. So your light cantrip gets stronger, you can use it to dispel magical darkness just by casting light if the darkness is a lower level.

How about multiple simultaneous castings of Prestidigitation as it levels up?


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"Cinco de Cuatro wouldn’t be complete without some luxuries..."

On Glorian, they celebrate '5 of 4' in Español?


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In other words:

Paizo, shut up and take our money!

We want it all and we want it now!

Patience is a virtue that I half-heard about somewhere sometime ago!

Well, Paizo?

What are you waiting for?

Instantaneously is not fast enough!


What about Philosophies or Forces?

Does anyone still worship those anymore?


This problem started last night. I hope it's fixed soon.


What about ravages? Any chance we will see something like these?


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Mark Seifter wrote:


It's different from heightened and fits best in another blog.

As to individual spells, we'll reveal more over time. Since you mentioned pattern spells, they no longer have a Hit Dice limit or the like, which is an extremely good thing for all the patterns except color spray (seriously, I never prepared them in PF1 but they are cool in PF2), since most of them had limits that were quite low. But of course we said in the other blog that we were going to cut down on save or lose (especially at 1st level spells), so color spray serves more of a debuff role most of the time. On the other hand, it does so handsomely for a 1st-level spell, so your foes in the cone should expect to at least suffer a round of miss chances unless they are very lucky. Grease is pretty much grease, though in total it's probably going to be easier to trip most targets with it and harder to take away a weapon-using PC/NPC's only weapon and essentially auto-win.

Grease is the word.


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I'm glad they don't have to begin with a flaw to strength; it's now a player's choice.


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I just like a book in my hands. I guess I'm old.


I've been pleased by everything I've heard.

I'm enjoying every revelation and am looking forward to a new era in pathfinder.


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I'm excited that the floating +2 bonus can be used to negate the -2 ancestry hindrance.

Your dwarf can be less gruff (maybe charming) and your elf more tough.


PossibleCabbage wrote:

A thread on Half-Orcs got me wondering, can we see more of an emerging Orc civilization that has some positive characteristics so that non-Orcs would happily spend time with Orcs? I know there has been rumblings of something like this going on in Belkzen, and I would like to "there are some non-savage Orcs out there" to be committed to the page somewhere. I don't think we're ever going to run out of the savage kind anyway, and "Orcs have a society and a culture" shouldn't be a wholly alien idea to most people (I mean, everybody played Skyrim.)

After all, even Genghis Khan had *some* fairly progressive (for the time) policies. Orcs can still be plenty "harsh and rugged" but some of them needn't be moreso than like "Kellid people."

There are unexplored areas of Glorian (and homebrewed worlds). There could exist an orc civilization that had been "undiscovered" until recently.

Since orcs will worship any warlike power, these could worship the Aesir pantheon. I see great appeal to Orcs in (some variations of) Odin, Thor, Frigga, Tyr, Magni and Modi. Viking culture could fit the Orcs.

Why would the Aesir do this? Maybe they want to establish a foothold in Glorian (or homebrew world). Just a thought.


Nocticula may become a goddess. Some other small changes to the pantheon maybe.


Orville Redenbacher wrote:
What about the mites?

Require a major overhaul.


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Mewzard wrote:

...

Sneaky tendencies, an issue with getting stuck in tight spaces, and a fear of writing/pictures aren't too much of an issue either. Hell, maybe your Goblin can gradually overcome that fear, and become a well-read individual who wants to bring back beautiful knowledge to their people.

I know the dislike words but I thought they liked to draw pictures albeit crass, crude drawings.

Mewzard wrote:

Their half-cocked actions, meanwhile? Any adventurer can do that. To what extend is up to you. Find a nice mix that fits your character without hurting the mood of the campaign.

Hell, if you really want to keep the "baby-eating" aspect, your Goblin could totally have a refined pallet, and insists on only eating the finest Veal steaks. The most that will cost you is some confused looks and some decent gold.

The...

Goblins are NE...that's an easy transition to N. They are also not stupid...they probably just don't know better.


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eddv wrote:
PossibleCabbage wrote:
I honestly had no idea so many people even cared about kobolds. Like they literally don't exist in my homebrew and nobody has noticed yet.

Between the Sewer Dragons of Absalom and the sootscales in Kingmaker a lot of us have really fond memories of kobolds.

The True Dragons of Absalom was a kobold pre-gen special in PFS which allowed a lot of us to play as kobolds and those ingenius little draconic trapmasters are a lot of fun.

They combine people who like short races, people who like reptilian races, people who like dragons, and people who like traps all in one. Its pretty cross-sectional appeal.

I feel Kobold Press may have had an influence as well. (I really wish their next kickstarter would be a return of Kobold magazine.)


TheFinish wrote:
scary harpy wrote:


Since half-orcs have been around so long, players aren't bothered by orcs or half-orcs inclusion in the game or core races (likes some are about goblins).

Maybe all/what orcs really need is a new pantheon: the pantheon of the One-Eye replaced by the pantheon of Asgard.

I can easily imagine (some version of) Odin seeing Orcs potential as Vikings. He would have no issue with destroying the brutish, hateful, small pantheon and replacing them with his own. All orcs would know is that they worshiped a one-eyed god then and they worship a one-eyed god now.

I really don't think Orcs are dumb enough to confuse the Nordic Pantheon for the Golarion Orc Pantheon.

Aside from the fact you're getting your Orcs confused. It's the D&D Orcs that worship a one-eye god, not the PF ones.

And to be fair, I'd be about as against full-blooded Orcs in Core as I am Goblins: the setting hasn't presented them as anything I'd consider a Core race.

Oops. You're right. My mistake.

I've just associated orcs with their one-eyed god for too long. Introducing the Asgardian Pantheon would almost be returning the status quo for them.

On the other hand, orcs are known for being neither intelligent or wise. They might not notice or care.


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PossibleCabbage wrote:
Orville Redenbacher wrote:
Im cool with gobo in core. Ascending the starstone though is the jumping the shark point for me...
I would honestly be really surprised if there were no new deities in PF2.

Some of us are really hopeful for Nocticula.


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Joana wrote:
Tangent101 wrote:
CrystalSeas wrote:

Can we stop using "half-breeds" to talk about mixed-race characters.

It's an offensive term.

What would you call them, half-bloods?
Paizo goes with "bastards."

ah, yeah. that's much better.


Revan wrote:
An orc is *definitely* scarier than a goblin. Not only are they vastly more physically powerful, and relatively better organized, not only are large-scale goblin raids relatively rare (Thistletop attacked Sandpoint once under the influence of of powerful non-goblin leaders, and before that mostly stole junk and flotsam; Belkzen attacks its neighbors *constantly*), but orcs are dedicated to a God who wants to *literally destroy everything.* Say what you will about the tenets of Lamashtu, or the Barghest Hero-Gods at least its an ethos.

Since half-orcs have been around so long, players aren't bothered by orcs or half-orcs inclusion in the game or core races (likes some are about goblins).

Maybe all/what orcs really need is a new pantheon: the pantheon of the One-Eye replaced by the pantheon of Asgard.

I can easily imagine (some version of) Odin seeing Orcs potential as Vikings. He would have no issue with destroying the brutish, hateful, small pantheon and replacing them with his own. All orcs would know is that they worshiped a one-eyed god then and they worship a one-eyed god now.


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There are many unexplored places in Glorian (and, probably, any homebrew adventure worlds). In one of these unexplored places perhaps a tribe of goblins received divine intervention.

Goblins dislike words but have no loathing for pictures; so, they would have no problem with hieroglyphs. Who else likes hieroglyphs? The gods of the Pharaohs.

My favorite is Bes - the ugly, short god - for the deity who took this tribe under his tutelage. Why he did do this? Don't know. I do know this was a long time ago.

Now the "known world" has come into contact with "undiscovered" goblin nation. Adventurers would found powerful goblins of different alignments.

I think this could be as good a theory as any. I'm sure Paizo has imagined something better.


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Mbertorch wrote:
I'm becoming a fan of the "Half-Breed" for a separate race. Would allow for Half-Elf, Half-Orc, Tiefling, and Aasimar, all pretty nicely, I think.

So, I guess Half-Dwarf will finally become available through the back door...so to speak.


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Woo-Hoo!

1000 posts about Goblins as a core race!

(Should this be that important?)


Patrick Newcarry wrote:
Kate Baker wrote:
Will goblin PCs be able to read? I’m really hoping to make a goblin wizard!
That's not hard. You just pretend that your goblin PC uses pictures instead of writing for spells. Who ever said that spells had to be written out?

Hieroglyphics!


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Maybe they are waiting for us to have the books in our hands (and had a week to read them) before they completely revise the entire 2nd edition to our varied whims?


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"...we're going with the normal gang (plus goblin) for the Core Rulebook." Other races will follow in other books -- "...tengu will not be too far behind, but we're keeping the core of our game similar in terms of classes and races, partly because people would literally murder us if we did otherwise." - Erik Mona

I'm thinking they might want to include 1 or 2 other races in the core or people will literally murder them.

At least, that's the impression I'm getting from this thread.

Also, have your players ever encountered LE or CE humans?

Were they considered exceptions to the rule? Was this considered at all?


half human-dwarves.


Erik Mona wrote:

I'm going to have to be cryptic for the moment, but I've been thinking about you and your heavy book concerns, and I honestly think I've come up with a non-digital solution that allows you to read a bunch of cool lore AND run games without having to heft around the Book of the Damned. ;)

I'm glad to read this.

I think we all mostly want the first (and only the first) monster book to be the biggest.

I'm also understanding concerns that the book's spine will break if it has too many pages.

Maybe we need lesser pages (400 to 450?) and more core books? (Core Book alpha, Core Book beta, Monster Book alpha, Monster Book beta?)

I won't pretend I could even guess the correct solution.

(Oh, and I think we enjoy 'cryptic'.)


I ♥ Kobolds too.

They are not ready to be core...unless they are very empowered in the 2nd edition.

Here's hoping.


release the kraken!


Wei Ji the Learner:

I didn’t miss the Featured Races. IMHO, some are simply not ready to be core races.

The Shifty Mongoose:

I really like Kobolds too (probably because of Kobold Press). Alas, they are way underpowered to be a core race. (Some will say that does not matter; I say that it will get old and fast.)

My point: that if Goblins and a few others are balanced and ready to become core races, then why not?

This is the Second Edition; Nocticula may ascend and, maybe, a few other cosmic changes as well. I am willing to embrace a whole new fantastic world…with Goblins as core.


"big damn heroes vs everyday joes"

If you want to play an average joe, then you should play a Commoner. See how difficult everything is when you have negligible abilities. (The Adequate Commoner is a great guide on how to do that semi-successfully.)

Then play as an Adept or Expert or Warrior. You be surprised how much more you have to start with...and can do!

Finally, play as a PC class. You'll feel like a superhero.


the nerve-eater of Zur-en-Aarh wrote:
scary harpy wrote:


Could the expanded pantheon include deities from other mythologies? Finnish? Etruscan? Roman?
I'd really rather not, because there are contemporary Classical pagans who might find the last offensive, and the equivalent has been an issue for people I know with the use of Egyptian deities in Mummy's Mask.

How about the Gods of Pegana by Lord Dunsany then?


Per second edition announcement, only 4 spell lists.

They could be:
Arcane
Divine
Nature/Wild
?

So Bards, Rangers, Paladins and etcetera getting their own spell lists is not really an option I think.

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