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Day Dreaming
 
PostPosted: Mon, Aug 01 2011, 0:28 AM 

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Does a mage have to have a familiar?

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Gers
 
PostPosted: Mon, Aug 01 2011, 0:30 AM 

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PnPwise? No, they don't have to. But by NWN's mechanics, they automaticly get one. That deosn't mean you have to use it though.

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DerkDerkistan
 
PostPosted: Mon, Aug 01 2011, 0:30 AM 

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I'm just pulling this out of my ass here, but I'd think that it's more the norm that they don't have one than that they do.

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Glyph
 
PostPosted: Mon, Aug 01 2011, 0:32 AM 

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there is a lengthy discussion somewhere in the lore thread about how to obtain a familiar or companion also for those interested, specifically dwagin posted some great links to wizards website on the subject.

ed: page 93


 
      
Day Dreaming
 
PostPosted: Mon, Aug 01 2011, 0:36 AM 

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Ah thanks to all for the help!

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Dark Immolation
 
PostPosted: Mon, Aug 01 2011, 1:09 AM 

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Day Dreaming wrote:
Does a mage have to have a familiar?


Look up "Arcane Bond" for wizards/sorcs from Pathfinder, if you're interested in an alternate to Familiars. In summary, a mage makes a special bond with a particular item or weapon and can add magical properties to it as he progresses. This can pretty much be represented through the Mythal crafting system. Good RP too.

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Mobile_Svensk
 
PostPosted: Mon, Aug 01 2011, 9:57 AM 

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To Gondor! For spicing up the Underdark Melee magthere!

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Liz
 
PostPosted: Mon, Aug 01 2011, 10:10 AM 

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Is that a lore question, Svensk? Because Gondor is on Middle-Earth, dude. This is the FR. :P

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Jes
 
PostPosted: Mon, Aug 01 2011, 11:25 AM 

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Sounds like misplaced RP Praise. :D

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Mobile_Svensk
 
PostPosted: Mon, Aug 01 2011, 14:17 PM 

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haha xD yeah. mobile failed to load the correct page!

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Naivatkal
 
PostPosted: Tue, Aug 02 2011, 23:49 PM 

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What is the mechanic for learning additional languages? Isn't it 1 skill point for every language you want to learn?

One of my chars might try to learn a new language, and will have extra skill points at level 30, so I'm wondering how many I will need to ensure are left after all is said and done.

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Dark Immolation
 
PostPosted: Tue, Aug 02 2011, 23:54 PM 

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There is no hard rule for languages on Amia. As of yet.

What I go by is 1 per Int Mod + 1 per 5 points of base lore. Max learnable, that is, not how many you have at creation.

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QPR
 
PostPosted: Wed, Aug 03 2011, 17:10 PM 

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Use common sense. If it is feasible for your character to learn a new language, then he can. The exceptions are secret languages such as druidic.

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Naivatkal
 
PostPosted: Wed, Aug 03 2011, 17:18 PM 

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Oh but of course, I was just wondering what the mechanic is. I know in the PHB it says you buy it like a regular skill, but didn't know the cost. This is for chars learning them after creation that don't have a sufficient INT mod to learn more than what they have. I'll figure something out, I just was trying to figure out what the PnP rule was.

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QPR
 
PostPosted: Wed, Aug 03 2011, 18:03 PM 

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The PnP rule is one language per point put into Speak language or Linguistic (Pathfinder).

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jimbono1
 
PostPosted: Wed, Aug 03 2011, 18:30 PM 

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Change Ride skill into Speak Language!

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GreatPigeon
 
PostPosted: Wed, Aug 03 2011, 19:04 PM 

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Take the linguist job!

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DustSpray101
 
PostPosted: Wed, Aug 03 2011, 19:52 PM 

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jimbono1 wrote:
Change Ride skill into Speak Language!
bad idea. Arcane archer, barbarian, blackguard, champion of Torm (Divine Champ), fighter, paladin, purple dragon knight (KC), and ranger would suddenly get Speak Language as a class skill. Only Bards should get that honor. Not to mention the issues of Skill Dump: Speak Language as somehow you go from 5 or less languages known to: "Hi, call me the universal translator!"

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jimbono1
 
PostPosted: Wed, Aug 03 2011, 19:59 PM 

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Not a Script0r but i'm sure that can probably be changed.

Really, i have no idea if it is hardcoded or not. But it is pointless discussing it because it will likely never happen.

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Liz
 
PostPosted: Wed, Aug 03 2011, 20:02 PM 

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jimbono1 wrote:
But it is pointless discussing it because it will likely never happen.

Fixed that for you. :D

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jimbono1
 
PostPosted: Wed, Aug 03 2011, 20:06 PM 

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There is always possibilites. Whether it be in a week, a month, or ten years. Nobody knows! If the server is still running, and all the DM's somehow die, and someone takes over, and they decide to change it! Nothing is certain! Apart from the things that are.

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Gers
 
PostPosted: Wed, Aug 03 2011, 23:23 PM 

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DustSpray101 wrote:
Not to mention the issues of Skill Dump: Speak Language as somehow you go from 5 or less languages known to: "Hi, call me the universal translator!"


This. We've had enough issues with everyone and their brother claiming to know drow and every other language out there. We're not handing out easy justification for metagaming languages.

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Dark Immolation
 
PostPosted: Thu, Aug 04 2011, 0:40 AM 

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That's partially why I go by the +5 ranks of base lore too. It actually costs something. And at least that "Lore" you can say is somewhat invested in languages. In the case of Lore:Religion, it may even double up. A Bahumutan studying his religion will undoubtedly come across the Draconic language and eventually have understand more and more of it, just like a follower of Grazz't will undoubtedly come across Demonic, and at some point just need to understand the language to learn the deeper philosophies of his master.

But the same can be said about Lore: Arcane. A Sorcerer gaining lore about ancient elven magics will likely learn a bit of elven, or a wizard seeking to learn the arts of the shadows may delve into the lore of the city of Shade and brush up on Loross.

So while Lore isn't specifically for Language(and therefore you can't just go 1 point lore = 1 language), it is in some cases integral to the actual knowledge itself. Thus, at a certain amount, it can be said that another language is possible to gain from that much studying of knowledge. And for me, that amount is 5.

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Cratz
 
PostPosted: Thu, Aug 04 2011, 3:31 AM 

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I always thought that the number of languages a character was able to learn was the natural race-related languages, plus the permanent intelligence modifier(maximum of 5).

Correct me if I'm wrong though.

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serbiris
 
PostPosted: Thu, Aug 04 2011, 3:58 AM 

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Dark Immolation wrote:
That's partially why I go by the +5 ranks of base lore too. It actually costs something. And at least that "Lore" you can say is somewhat invested in languages. In the case of Lore:Religion, it may even double up. A Bahumutan studying his religion will undoubtedly come across the Draconic language and eventually have understand more and more of it, just like a follower of Grazz't will undoubtedly come across Demonic, and at some point just need to understand the language to learn the deeper philosophies of his master.

But the same can be said about Lore: Arcane. A Sorcerer gaining lore about ancient elven magics will likely learn a bit of elven, or a wizard seeking to learn the arts of the shadows may delve into the lore of the city of Shade and brush up on Loross.

So while Lore isn't specifically for Language(and therefore you can't just go 1 point lore = 1 language), it is in some cases integral to the actual knowledge itself. Thus, at a certain amount, it can be said that another language is possible to gain from that much studying of knowledge. And for me, that amount is 5.


I see where you're coming from and to an extent I like the idea, much as I'm opposed to the ridiculous multilingualism. If there's an okay way to do it it's that. But you wouldn't be able to fully master a language as a necessity/byproduct of studying the lore of a certain area, unless you were actively focusing on learning the language for the sake of learning it (hence a separate skill, which has its own problems). You would certainly be able to read it--slowly, though. But depending on the language it may be difficult to transfer that knowledge to speech, and fluency would be poor. I like the people who intentionally use their non-main languages poorly though.

Bottom line is, D&D does languages pretty terribly on just about all counts... the PnP rules work as a guideline if you need one, but the fewer languages the better.

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Naivatkal
 
PostPosted: Thu, Aug 04 2011, 4:03 AM 

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serbiris wrote:
Bottom line is, D&D does languages pretty terribly on just about all counts... the PnP rules work as a guideline if you need one, but the fewer languages the better.


This right here is an awesome point, and one of the reasons I would only add so many extra languages. Like one or two at most (above and beyond INT mod, that is). And then, it depends on the char and their INT as well.

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Dark Immolation
 
PostPosted: Thu, Aug 04 2011, 4:09 AM 

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CratzBlade113 wrote:
I always thought that the number of languages a character was able to learn was the natural race-related languages, plus the permanent intelligence modifier(maximum of 5).

Correct me if I'm wrong though.


Can't imagine how many times it's been said, but Amia doesn't have a hard rule on languages. Regardless of what D&D says.

Rather, we leave it to the discretion of our players. And the few cases of McOrc Peesinpants knowing 10 languages is more or less worth it. Learning a language can be either a social or an academic measure. Social, in that sometimes, regardless of whatever your own attributes, you will pick a language up. Anyone who's ever had the chance to practice a language through immersion can tell you that. Necessity just makes it happen. But in terms of it being academic, people can voluntarily choose to learn and study a language. In which case it is most likely linked to a mental attribute, either intelligence or wisdom.

At the end of the day, if a PC doesn't have a social reason to have learned the language or never voluntarily studied it, there's no real reason for them to know it. And in most cases I've seen, people realize that, and simply respect it. Though I as well have my own horror stories of PC's apparently knowing languages or "just enough" of it to spontaneously carry a conversation. As well as the other side of that coin, where someone, OoCly of all things, just refuses to believe that your PC knows a language. Thus, the thread I started a while back.

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Brenin
 
PostPosted: Thu, Aug 04 2011, 22:59 PM 

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Does anyone definitively know if there is a special start area on either A or B for gnomes?

Sort of how there is for halflings, elves, goblins, and drow ... maybe more.

2nd question; Lorewise on Amia where would a gnome most likely start out between A and B out of just the defaults of Cordor or Wiltun? (more important if there isn't a special gnome start area per the first question)

Why I'm asking...
I'm thinking of starting a gnome and just wanted to ask if anyone knows for sure if the special start area exists and what area it might be. (Basically this is so I know whether to start the character on either A or B and if I should pick either the default starting area or the specific area for the race.) I asked a DM and they suspected it might be Bendir Dale on A, but if it's that I'd rather just start in Wiltun and base the character BG or general concept on arriving there instead of Bendir Dale. (already have a halfling there :))

Perhaps a larger question could be; What are the special starting areas for each race/subrace of Amia? and could be a good addition to the player maintained wiki. I suppose if no one knows the answer or it's too much of a list or something I could also just create dummy characters of each race and start them in their perspective special areas to find the info on my own, though I'm not sure if this would be considered spoiler information for whatever reason either for inclusion into the wiki.

I searched everywhere I could think for the answer to this so if it exists somewhere just point me to it. Also if this sort of thing does not belong in the lore question thread please just let me know.

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-Cloak-and-Dagger-
 
PostPosted: Thu, Aug 04 2011, 23:08 PM 

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It is Bendir Dale, yes.

I'm not sure there is one on B. Don't remember.

For an alternate background (Might require a trip and a bind and a handwave, rather than a start) I could only suggest Howness. Thats the only place (near) where you can find a gathering of Gnome NPCs, far more than Bendir from memory.


 
      
Gunz
 
PostPosted: Fri, Aug 05 2011, 1:01 AM 



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Bendir Dale: Hin, Gnomes, Dwarves and Fey.

It's more Hin run than anything else, true, but it's still a town for all those races. All the little people.


As for other races,

Winya Ravana: Elves and Fey.
Kobold Cave: Kobolds.

I think goodly Drow can start at the Shrine of Eilistraee too, but I'm not totally sure. Besides that, I dunno.

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Liz
 
PostPosted: Fri, Aug 05 2011, 1:04 AM 

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o0GuNz_N_RoSeZ0o wrote:
I think goodly Drow can start at the Shrine of Eilistraee too, but I'm not totally sure.

--nodnod-- It's true. Also, dwarves at Barak Runedar.

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Kraniumbrud
 
PostPosted: Wed, Aug 10 2011, 12:11 PM 

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can a druid use a dragonscale shield?

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Selvec Darkon
 
PostPosted: Wed, Aug 10 2011, 12:30 PM 

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I don't think so?

Theoritically, anything made of scale would have an lining of metal to hold the scaled part in, and be backed in wood. But wait to hear from others on this, I'm not sure if D&D has a thing on it.

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-Cloak-and-Dagger-
 
PostPosted: Wed, Aug 10 2011, 12:45 PM 

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Got an item in my characters inventory called "Green Dragonscale Shield". Is that what you mean? Its a Single Green scale mounted on a metal sheild. I don't think thats usable.


 
      
serbiris
 
PostPosted: Wed, Aug 10 2011, 13:02 PM 

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The description of the shield doesn't specify the material, although the default appearance is of the metal shield with the big green something in the middle. Take from that what you will?

Mind you, it is a tower shield, and those are usually made of wood (in core at least). And if it does have a small amount of metal to mount the scale or whatever, it should still be okay.

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Kraniumbrud
 
PostPosted: Wed, Aug 10 2011, 13:30 PM 

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i would change the appearance regardless, im just curius if a dm will fall me for using it if I did..a druid would know after all

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Silent2001
 
PostPosted: Wed, Aug 10 2011, 13:33 PM 

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Shields were rarely made of metal, afraik, wood asorbs blows without leaving your arm numb. Metal does not.

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Feonir
 
PostPosted: Wed, Aug 10 2011, 14:53 PM 

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Scales could be bound to leather as well, hell it could be a hunk of dragon arse well perserved with buckles put on it too.

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Dark Immolation
 
PostPosted: Wed, Aug 10 2011, 15:08 PM 

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I'd figure it could be bound completely of scales with a backing of wood and a mixture of glues, alchemical epoxies, whatnot. It's a land of magic, you need it, we got it.

The assumption I generally make, in the cases of what ingame items are made of, is this: except for specifically said items, there are a multitude of ways for the same "item" to be made. For instance, you can change the apperance of that Greenscale shield to be mostly metal, or even all wood. Who can say there aren't some differently made? Unless the description specifically mentions that it's must be made largely metal or something else that tells me it would violate my druid's oaths, I'd just go with it and keep on ticking.

So no, I don't think you'd get fallen. I'm not a DM, but it would seem to be very persnickety to fall you over an item that isn't common knowledge, with no warning or *you start to feel strange from holding that shield* at least. It'd be like DM-killing a Fey PC because they picked up a sword fabled to be made of Cold Iron, but never specifically stated in the description.

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Glim
 
PostPosted: Wed, Aug 10 2011, 19:10 PM 

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Firstly, does anyone have access to the individual entry for, or the entire book for, the following info?

(Book) Sandstorm - (Entry) Sand Golem
(Book) (Unknown) - (Entry) Rimefire Golem (may be new with 4th Ed)


Secondly, here are a list of golems (and other constructs) I have been able to find thusfar. If anyone can think of any that I'm missing, please feel free to let me know :) (I think it's a fairly complete list atm)

Homunculus - Flesh Golem - Clay Golem - Incarnum Golem - Gravedirt Golem - Gloom Golem - Equine Golem - Cadaver Golem - Shredstorm - Dragonbone Golem - Mud Golem - Stone Golem - Coral Golem - Web Golem - Alchemical Golem - Tombstone Golem - Shield Guardian - Dread Guard - Runic Guardian - Iron Golem - Crystal Golem (also called Psion Killer) - Stained Glass Golem - Brass Golem - Bronze Serpent - Drakestone Golem - Slaughterstone Eviscerator - Hangman Golem - Dragonflesh Golem - Brain Golem - Shadesteel Golem - Prismatic Golem - Ironwyrm Golem - Nimblewright - Juggernaut - Slaughterstone Behemtoh - Grisgol - Mithril Golem - Stone Colossus - Flesh Colossus - Adamantine Golem - Iron Colossus - Living Vault - Ice Golem


 
      
Gunz
 
PostPosted: Wed, Aug 10 2011, 20:56 PM 



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In PnP, Druids don't use tower shields, if that's what you mean. I really don't see why they couldn't though, personally. Just like the rule against bows for Druids in PnP is stupid, imo. As long as the shield isn't made of metal, I don't see the issue really. But that's just me.

------------------------------------------------------------------

Quote:
SAND GOLEM
Huge Construct
Hit Dice: 18d10+40 (139 hp)
Initiative: –1
Speed: 20 ft. (4 squares), burrow 20 ft. (sand and earth
only)
Armor Class: 23 (–2 size, –1 Dex, +16 natural), touch 7,
fl at-footed 23
Base Attack/Grapple: +13/+27
Attack: Slam +17 melee (3d8+6 plus stifl e)
Full Attack: 2 slams +17 melee (3d8+6 plus stifl e)
Space/Reach: 15 ft./15 ft.
Special Attacks: Brownout, stifl e
Special Qualities: Construct traits, damage reduction
5/adamantine and bludgeoning, darkvision 60 ft.,
immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 23, Dex 8, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Warm deserts
Organization: Solitary or gang (2–4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 19–36 HD (Huge); 37–54 HD
(Gargantuan)
Level Adjustment: —

This hulking automaton looks like an abstract sculpture of a human, molded in magically fused sand. Its feet disappear into the ground, and a cloud of dust surrounds it.

A sand golem is the creation of a walker in the waste (see page 89), set to patrol the desert endlessly. Sand golems are massive things, weighing 5,000 pounds or more. Sand golems seem to be a part of the earth. They can move readily through sand and loose soil at their burrow speed, and they can do so indefi nitely, since they have no need to breathe.
When fashioned, a sand golem is keyed to a set of magic amulets, usually in the shape of scarabs or scorpions. Henceforth, it regards the wearer of an amulet as its master, obeying that person’s commands without fail. The wearer of an amulet can call the sand golem from any distance, and it will come as long as it is on the same plane, no matter how long this might take.
A sand golem cannot speak, although it can emit a dry hissing like the approach of a duststorm.

COMBAT
A sand golem’s master can command it if the golem is within 60 feet and can see and hear its master. If uncommanded, a sand golem usually follows its last instruction to the best of its ability, although if attacked it returns the attack. Its master can give the golem a simple command to govern its actions in her absence, such as “Remain in this area and attack all creatures that enter.” Its creator can order a sand golem to obey the commands of another person (usually a member of the Dusty Conclave; see page 63), but she can always resume control over the golem by commanding it, at will, to obey her alone.
A sand golem attacks with its fi sts, pummeling its opponents. Its Armor Class is relatively low, and its ability to resist damage is less than that of other golems, but it draws strength from the fury of a desert storm.
Brownout (Ex): The dust cloud that surrounds a sand golem produces a constant condition of brownout, a common side effect of sandstorms (see page 16 for details on sandstorms). Creatures within 10 feet of a sand golem take a –4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision. These effects end when the creature leaves the 10-foot area around a golem.
Stifle (Ex): When a sand golem strikes a living creature, some of the shapesand that forms its body forces its way into its opponent’s mouth and nose, causing that creature to suffocate. The opponent must make an immediate DC 10 Constitution check, repeated each round with the DC increasing by 1 for each previous check, until it can clear the sand from its lungs. A stifled creature can clearing the sand from its blocked airways by spending a full-round action that provokes attacks of opportunity. When the opponent fails a Constitution check, it begins to suffocate (see page 304 of the Dungeon Master’s Guide).
Immunity to Magic (Ex): A sand golem has immunity to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
An earthquake spell cast directly on a sand golem stops it from moving on its next turn and deals 3d12 points of damage.
A vitrify spell (see page 125) does not actually change the sand golem’s structure but negates its damage reduction and immunity to magic for 1 round.
A blast of sand or flaywind burst spell restores 1 hit point for every 3 points of damage it would otherwise deal. (A sand golem caught in a supernatural flaywind also benefits from this effect.) A fuse sand spell restores all of a sand golem’s lost hit points.

CONSTRUCTION
Only the Dusty Conclave of walkers in the waste has the hidden knowledge of sand golem creation.
A sand golem’s body must be formed from a mass of shapesand (see page 25) having a volume of 1,000 cubic feet (equivalent to a 10-foot cube), and treated with volcanic ash and precious powders worth at least 2,000 gp. Creating the body requires a DC 15 Craft (sculpting) check.
CL 14th; Craft Construct (see page 303 of the Monster Manual), awaken sand, fuse sand (see page 116), geas/quest, caster must be at least 14th level; Price 50,000 gp; Cost 27,000 gp + 920 XP.

SAND GOLEM AMULETS
Members of the Dusty Conclave share a set of amulets and can use any of the sand golems an individual walker has created. The walkers in the waste are in contact with one another and are aware of any member’s
use of an amulet. If a sand golem’s amulet is destroyed, the golem no longer follows instructions except from its creator, and only if that creator is within 60 feet. If the wearer dies but the amulet is intact, the golem becomes inactive until a new person wears the amulet.

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Hrothmus
 
PostPosted: Fri, Aug 12 2011, 5:16 AM 

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Hey there,

I was just reading a bit about the Nether scrolls and was wondering about them. Do they currently exist in faerun?

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Gers
 
PostPosted: Fri, Aug 12 2011, 5:36 AM 

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Some do, yeah. But most were destroyed, IIRC. A very few do exist, and have been in some of the FR novels.

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Hrothmus
 
PostPosted: Fri, Aug 12 2011, 5:43 AM 

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How were they destroyed? I read that no destructive magic can destroy them and that if they are physical destroyed they will be reformed eventually elsewhere.

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Gers
 
PostPosted: Fri, Aug 12 2011, 5:48 AM 

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Hmmm, you might be right. Things have changed through various editions though. I think in The Nether Scroll it was mentioned that some had been destroyed during Karsus' Folly and the fall of Netheril, but I'll have to check to be sure.

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My Sovereign
 
PostPosted: Fri, Aug 12 2011, 5:51 AM 

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The creators. (Those lizardfolk from the campaign.)

Do they factor into Amia?

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DerkDerkistan
 
PostPosted: Fri, Aug 12 2011, 5:54 AM 

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The Sarrukh, one of the creator races. They're responsible for the yuan-ti and others. I'd imagine that, even if there are none on Amia, that they'd at least have had some contribution, given that some of their creations roam the land.

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Alkor
 
PostPosted: Fri, Aug 12 2011, 6:21 AM 

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Questions on the Nature of Erinyes.

From Fiendish Codex II- Tyrants of the Nine Hells:

"This agreement specifies the fate of damned souls. In exchange, it
allows us to draw magic from these souls, so we can fuel our spells
and maintain our powers.”
“I’m not sure I like the sound of that,” said the flinty Moradin.
“Your concerns are entirely understandable, O Maker of Dwarves,”
said Asmodeus in his most reassuring tone. “But since we will be
separated from you, we will not be able to draw our powers from you,
as we always have. You would not wish to make us gods independent
of yourselves, would you?”
“Assuredly not!” huffed Moradin, appalled at the thought.
“So instead, take this lesser measure, and simply sign this pact,”
he said with a smile. Thus, the law deities signed the agreement
that determined the boundaries of Hell and the rules for the
transmission of wicked souls. Today, mortals know this document
as the Pact Primeval.
Once it was signed, Asmodeus, Mephistopheles, and Dispater
decamped to Baator, which was then a bleak and featureless
plain. With them went a host of other dark angels that called
themselves erinyes.
“What have you gotten us into?” Mephistopheles moaned.
“This place has nothing!” Dispater complained.
“Just wait,” said Asmodeus. Then he explained his plan.
The deities of virtuous law reveled in their newly purified celestial
domains, now free of the cruel angels’ degradation for the first time.
It was not for many years, in mortal terms, that they discovered an
alarming drop in the number of souls being transmitted to their
various heavens. Upon conferring with their clergy, they realized
that devils were corrupting mortals and ensuring their damnation
by turning them toward evil.
The deities formed a delegation, which set off immediately for
Baator. To their surprise, the once-featureless plain had been trans-
formed into nine tiers of monstrous horror and torment. Within
its confines, they found countless souls writhing in pain. They saw
these souls transformed, first into crawling, mindless monsters, and
eventually into an army of powerful devils.
“What goes on here?” Heironeous demanded.
“You have granted us the power to harvest souls,” replied Asmo-
deus. “To build our Hell and gird our might for the task set before
us, we naturally had to find ways to improve our yield.”
The war deity drew forth his longsword of crackling lightning.
“It is your job to punish transgressions, not to encourage them!”
he cried.
Asmodeus smiled, and a venomous moth flew out from between
his sharpened teeth. “Read the fine print,” he replied."

--

The wiki seems to contradict itself here:
http://forgottenrealms.wikia.com/wiki/Erinyes

1. "Erinyes look like extremely beautiful women with large feathered wings, usually in red hues, and glowing red eyes. They are typically armed with a longsword and a shining red longbow. An erinyes stands about 6 feet tall and weighs about 150 pounds. Erinyes also speak Infernal, Celestial, and Draconic."

2. "Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. They’re not above taking advantage of being mistaken for the celestials that legend says they once were."

So, Male? Female? Illusionary gender, due to them being devils? How do they 'really' reproduce? Are they fallen angels? I doubt all the angels with Asmodeous, himself, Mephistopheles, and Dispater were secretly female, nor that all the other dark celestials that fell with him 'happened' to be female. (Females aren't -that- evil, *snicker-fit*)

If Erinyes are the descendants of the fallen angels, (and only female) then they were specifically reproduced as such somehow, and the ancient fallen angels of Baator (the entire original populace, including an example like Mephistopheles) must fall into 'some other' category. They're immortal, they didn't die away. So what is the ancient lineage called instead? (Including the children of the archdevils, who were originally angels, example: Glasya, Asmodeous' daughter)

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Dark Immolation
 
PostPosted: Fri, Aug 12 2011, 7:32 AM 

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Hrothmus wrote:
Hey there,

I was just reading a bit about the Nether scrolls and was wondering about them. Do they currently exist in faerun?


They do. And you'd be right about the destroyed thing, they can be destroyed by normal or mundane means, but they eventually reform somehow or another. It's never specifically stated how, but given they're the most powerful magic known, "they just do" is as appropriate an answer as any.

One theory about where or what they are in our current Faerun is that they've taken the form of a tree. The base and bark of the tree formed out of the first set(I forget if that's the golden or silver one), and the other set forms the leaves. If I find where I read that, I'll post here, but it was quite interesting. In all honesty though, I'd be very surprised if any one of them ever even loosely became associated with or in Amia. You can possibly learn anything dealing with magic from just one scroll, because each reading brings new knowledge. Cut to scene of Chaotic Stupid Orc mage picking up one scroll and grunting "Karsus...Avatar...oh, so dats how do!".

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Hrothmus
 
PostPosted: Fri, Aug 12 2011, 7:44 AM 

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Yeah i read that some elves stole most of the scrolls and transformed them into a tree. I wasn't sure if they had all 50 scrolls or what though. It mentioned that when all 50 scrolls were read (via some weird process when a golden bird and snake on the tree merge into a dragon) they were able to learn to use 10th and 11th circle spells.

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