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Fiendish Marsh Giant

Cthulhudrew's page

Goblin Squad Member. RPG Superstar 2013 Star Voter, 2014 Marathon Voter. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 2,027 posts. No reviews. No lists. 1 wishlist.


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Stephen Radney-MacFarland wrote:
I am very open to suggestions on what kind of emotional foci folks want to see.

Despair seems like a fairly obvious one.

How about Shame or Regret? Grief? Rejection?

Might be too much at odds with the theme, but I think some positive emotions would be cool, too- Hope is a possibility. Perhaps Amusement, or even Joy (that the Phantom still has an opportunity to affect the world around it).

Speaking of which, I wonder if there will be some information forthcoming in OA about how others might feel in regards to Spiritualists "preventing" the spirits of the dead from progressing to their just afterlives.


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Erik Mona wrote:

ALL THAT BEING SAID, we've already got male and female iconics of every core race in the game. We've already got male and female iconics of most major real world ethnicities. So when we sat down to decide what the iconics in this book would look like, we really pushed things around, and I think you'll find that at least a couple of them are very far from what you might expect.

Does that mean non-core race iconics? Or non-real world ethnicities?

Lashunta psychic!!!

:D

(Which actually reminds me- I can now get closer to creating Golarion-esque versions of Moondragon and Mantis from Guardians of the Galaxy with the classes in the playtest. Moondragon a psychic, and while Mantis was going to be something like a druid/monk, I may go with a kineticist/monk with a Wood Element/Fibrokinetic variant. :D )

EDIT: Thinking about this on the ride home. If we were to get non-core iconics for this, my choices would be:

Samsaran Medium
Lashunta Psychic
Fetchling Mesmerist (Only the Shadow knows!)
Ratfolk Occultist (always picking up little trinkets and things he finds)
Suli Kineticist
Dhampir Spiritualist


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Still working through this, but so far I'm intrigued. While the influence mechanic might be tricky to keep track of (with all the spirits available to channel), I really like the idea.

If I were GMing, I'd let my players keep control when possessed, but either way, I think it's kind of a cool concept, and certainly in keeping with the source material.


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My God! It's full of stars!


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Jem'Nai wrote:
where is the playtest at?

Only the stars know.


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Pretty sure they meant wearing. I'd just go with common sense in this case, and not try to overthink it. You're wearing a spiked leather glove/leather straps that are going to impede your ability to use your hand if you didn't have it on.


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Erik Mona wrote:

There will be pawns.

Aren't there always?

Oh- you mean for the game.


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Negative Zer0 wrote:
The lack of Favored Class Bonuses for ARG is rather disappointing.

But perhaps not unexpected, considering that this book is in the Campaign line, while ARG is in the Core line?

I'd like to see FCBs for the ARG races, myself, but somewhere more suitably neutral.

(That said, I'd also like to see FBCs for androids and ghorams, both of which are in the Golarion campaign setting and not the Core as yet.)


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Callous Jack wrote:
I thought the term adamantium was owned by Fox Studios/X-Men so Marvel movies can't use it even if they wanted to.

It's really unclear, and probably something only lawyers could answer (and maybe not even them).

I find it unlikely, given that the word has been used in a lot of other places and contexts outside of Marvel comics. Personally, I would think it falls in that strange middle ground that allows both Fox and Marvel to use Quicksilver and the Scarlet Witch in their films, maybe even more solidly (unlike the twins, adamantium actually made its first appearance in Avengers, linked to Ultron; the twins originally appeared in X-Men, but subsequently became more firmly entrenched within the Avengers franchise, at least until more recent years.)


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ShinHakkaider wrote:
I dont think so. I know, I know that's what what said in the Official handbook of the Marvel Universe back in the 80's. I remember that. But apparently it was a mistake made by the editors at the time. According to Marvel the Shield is actually made of Vibrainium.

As Artanthos linked above, Cap's shield isn't technically made from vibranium and adamantium, but an experimental alloy that he mixed with vibranium with properties like adamantium. In the process of trying to recreate it, he invented adamantium instead.

At one point, Cap did have an adamantium shield (created for him by Tony Stark when he was acting as simply "the Captain" because he'd been compelled to give up the Captain America ID by the government). He also had a vibranium shield made by T'Challa afterwards, that eventually was given to USAgent (and later destroyed). Cap didn't want Tony's shield when he realized it was more or less a bribe to keep him from interfering with Tony's attempts to lock down his technology with extreme prejudice during the first Armor Wars.


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Muad'Dib wrote:
I think the term Adamantium is owned by Fox. Soooo annoying that the big kids can't share their toys.

It's possible, although Adamantium was connected to Ultron long before it was associated with Wolverine. If they sold particular rights like object names (as opposed to character rights), it could fill in one of those "gray areas" like the Scarlet Witch and Quicksilver, though.

They have name dropped Vibranium in the MCU somewhere, as I recall.


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wicked cool wrote:
whos the guy with the beard? love what im seeing so far but confused on on storyline. this follow any comicbook storyline

It's Andy Serkis, but as to who he's playing, no one seems to know. A lot of speculation is that it's Ulysses Klaw, though I think it's possible it could be Myron MacLain as well.

Whichever of the two it is (or neither), I'd place good money that he's connected to the shot of (presumably) Ultron's hand at around the 0:19 second mark rising up out of a vat of some kind of molten metal (adamantium? vibranium?), resulting in the shiny Ultron we see at the end of the trailer.


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Artanthos wrote:

I'm just assuming the marketing department wants WINDOWS X.

They wanted the Wolverine tie-in.


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Kvantum wrote:

Yes, the bloodrager gets new bloodlines.

** spoiler omitted **

Holy Poop! (Or Unholy Poop, as the case may be)!

I was hoping for one of those for ages! Particularly for the Bloodrager!


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HYDRA invented marketing.


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Yee-ha! Radioactive Zombies!!

You give me a Choking Tower, I raise you a Night of the Comet.


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James Jacobs wrote:
I'm pretty sure I put that detail in... but it might have been Nick. Hard to tell where one starts and the other ends.

So you're saying one of the two of you is a Neh-Thalggu that collected the other's brain?


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I've seen artwork of dragons wearing armor, and while it is an interesting visual, and certainly not outside the realm of you know- magic, and fantasy and all that- said artwork always looks rather like barding. Like something someone put on the dragon, and not something they would (or could) be able to put on themselves.

Does that mean they shouldn't or wouldn't wear it? Not necessarily, obviously, in the real world, knights had to have help to put on their own armor. So not unbelievable that a dragon would have servants to help outfit it.

In fantasy rpgs, it is largely assumed adventurers can outfit and equip their armor alone, without aid, though, and try as I might, I just can't see a dragon's anatomy allowing it to do the same with its own armor.

So, I'd venture to say that the reason we don't see a lot of armored dragons is that they don't generally take the time every day to have their servitors suit them up just on the theory that some pesky adventurers might pick that day to storm their lair.

In certain cases, though, I could see it (dragon knows the adventurers are coming and has time to prepare, etc.)


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sowhereaminow wrote:

Kaiju versus Spawn of Rovagug. Why is this not a card game/board game put out by Paizo? Just wondering...

Edit: or that high level module many clamor for...

I'm totally picturing a Shadow of the Colossus type adventure now.

Or one of those mini-games that Dragon magazine used to put out back in the day (like clay-o-rama and orcwars)


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Alleran wrote:
The Spawn win. Kaiju have no means of getting around the Regeneration and 3-round-resurrection that the Spawn of Rovagug have, while the Spawn can just keep coming back and doing damage until the kaiju goes down. They can't stop the Spawn.

Nah. Godzilla always loses at first, then comes back and manages to save the day in spite of overwhelming odds.

Like a Player Character.


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Braaaainssss... musst have braaaaainnnssss!

Does that Neh-Thalggu have eyes on its legs? Creeepy.

I've always loved those guys since X2: Castle Amber.


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Secane wrote:
Is the presence of Kaiju in Tian Xia, one the reasons there doesn't seem to have any recorded history of Spawns of Rovagug attacks in Tian Xia?

That's an interesting question, actually. It would certainly be kind of in keeping with the Kaiju source material, wherein someone like Godzilla often shows up to prevent the depredations of a nefariously (or undiscerning) similar large beast.

Rovagug Spawn vs. Kaiju! That would be cool to see.


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Necro'ing this thread because I just got my poster map of Bruce Heard's World of Calidar in the mail today, and it is amazing. I've known the cartographer, Thorfinn Tait, since we were part of the Mystara Mailing List back in the 90s, and have watched his skills grow over the years, but this blew me away. Put me on record to say that if Paizo ever does anything more with the other planets of Golarion's multiverse, they should enlist Thorf to map those planets out for them!

Take a look at his presentation on the Great Caldera of Calidar. And then take a look at the way he goes about developing his maps. Great stuff!


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I got my poster map of Calidar in the mail today, and this is just beautiful. I mean, I'd seen it online already, and I'm well familiar with Thorfinn Tait's works from his earliest days on the Mystara Mailing List and his more recent (and amazing) works with Illustrator, but this poster map is probably the most beautiful map I've ever seen in a fantasy game product. It truly could be a real world map.

Bruce and Thorf, you both have gone above and beyond with this. I can't wait to see the rest of what is coming with Calidar.


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I love the title of this one. It makes me think of Lords of Karma by Joe Satriani.

And Dare To Be Stupid.


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Psychic combat would be cool. Probably as some kind of "mental" variant of the current Combat Maneuvers system? Using your relevant stat (Int, most likely) in place of Str?


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Orthos wrote:
I thought it was "Immoral" not "Immortal"....

That's its less scrupulous- but far less eternal- cousin.


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DM_aka_Dudemeister wrote:

Doors that allow you to travel into people's heads!

If there's information about running adventures that occur entirely in the mind of NPCs that'd be rad.

LOL! This just brought to mind the sheer silly fun of having a "Being John Malkovich" sort of module!


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Heladriell wrote:
I'm hoping for some jedi-like psi users. The idea of a sentient universal force that can be tapped on by powerful minds, leaving psychic residue, with less shiny and a more mysterious approach seems rather appealing.

I hate psychic residue. It's murder to get out of the carpets.


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More highlights from the podcast:

Rogues get Danger Sense instead of Trap Sense (and it is much more awesome!)- gives bonus on Perception checks to avoid being surprised in addition to regular Trap Sense.

Sounds like they are going to make efforts to explain where/how changes will exist so that it will be easier to drop the reworked classes in place of current ones (ie, Danger Sense functions in all ways as Trap Sense for archetypes, etc.)

2 tiers of skills- Adventuring skills and other skills (craft, etc.) for which you can use your extra skill points. Background skills (like Knowledge, but very specific).

"Totally messing with the Action Economy."

(Felt that line needed a specific callout. lol)

Rogue gets new conditions to inflict on people (like hamper- cuts speed in half for a round and can't take 5 foot steps); bonus on attack rolls by weakening defenses of foes.

Redoing Rogue and Barbarian talents.

Barbarian- making "math" of rage less complicated. Keeping Raging Swim, but now just gives a swim speed.

Summoner- must pick an Outsider type when first get eidolon. Choice you make will flavor its abilities and evolutions.

Lots of other systems as well:

Can burn your fatigue pool to do new things (what you can do is determined by your feat selection; ex. do even more damage with Power Attack by making yourself more tire). Fighters- with more feats- will benefit the most. Martial characters get biggest fatigue pools (it is based off BAB and Con mod). Need a feat to buy into the system (though if you like it, just let martials have it).

Revised magic item system- items are more story based, unlock powers as you level, as opposed to getting bonuses all up front.

Monster creation system- to help make it less fiddly with the numbers and direct you in a better way to get the monster you want; less time consuming.


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Knowdirection has the podcast that talks about Occult Adventures up. The OA stuff starts around the 31 minute mark.

Highlights:

Wanted psychic magic to keep it more like existing magic systems; didn't want people to have to learn a new system to play alongside the existing system.

Kineticist- Tele-, pyro-, aero-, hydro-kinesis. Stuff pulled from the elemental planes through the ethereal into the real world. Can do these sorts of things (like shoot rays of fire) all day long. Still working on "burning yourself out" (kind of like overclocking, is the way it sounds). Not a caster.

Spiritualist- 6 level caster. Has one spirit he can channel and talks to (gets some skill bonuses from it), can manifest it into the real world. It can be incorporeal and cast through it; he can make it ectoplasmic and it now has a form that can attack with.

Saving the other 4 classes for the coming playtest.

Will contain info on how to run an Occult game- auras, chakras, how the core game deals with the Astral and Ethereal. New spells, archetypes (possibly psychic version of magus).

Monsters, including psychic versions of classic monsters (like in Mythic Adventures). Crystal Dragons should be psychic (according to Jason). Might be demons and other monsters that classically had psychic touches (such as duergar).

Magic items- crystal balls, tinfoil hat.

Mystic definitely got name dropped at the end, as did (possibly) the Occultist.


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Frankly, I'd like to see more reuse of names rather than the designers always having to hit the thesaurus to find a different name for a class archetype ("I really want a pirate archetype for wizard, but buccaneer, pirate, corsair... all these are taken! What else can I find? How about... filibuster!")

I would be perfectly happy with Wizard Pirate, Rogue Pirate, Fighter Pirate, Barbarian Pirate as archetypes (to continue the example). All of them describe the sort of character I want, with mechanical variations to account for the different classes.


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Know Direction AP podcast is now up, with some more information.

Among other things:

The adventure takes place against a backdrop of all kinds of other uprisings and chaos going on in Cheliax, and the PCs will be essentially taking over Kintargo (about the same focus as was on Korovosa in CotCT).

1) Hell's Bright Shadow New ruler of Kintargo (a bad, bad, bad man), PCs join the Silver Ravens who are the rebels. Ties to some kind of familiar magic item.
2) Turn of the Torrent PCs are building up their resistance forces, the Order of the Torrent is reacting to it.
3) Dance of the Damned Resistance is spreading the word and fighting against Cheliax and House Thrune. Must invade a masked ball.
4) Song of Silver PCs openly declare war and make Kintargo their own.
5) Kintargo Contract PCs get hold of the contract Abrogail forged with Asmodeus and find loopholes (already described).
6) Breaking the Bones of Hell Can either make Kintargo a free city or things will be bad for everyone (depending how PCs do it). Will go into Hell at some point.

Vol 100: 120 pages long (32 extra pages). Adventure takes place in a converted temple of Aroden (largely). More on the AP retrospective (one of the Vancaskerkins will be one of the NPCs. And each part will be written by one of the authors of the APs it represents). Big map in it.


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Tels wrote:
Who best to hide a crime scene, but one who solves crimes?

That would be the Cleaner (Slayer archetype).


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Melkiador wrote:
Wow. No playtesting sounds really dangerous. That book is likely to end up with so much errata and imbalance.

Just because they aren't having an open playtest for Paizo customers doesn't mean it isn't being/hasn't been playtested.


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I know that Brandon isn't writing an adventure for this, but might there be some skirmishes with Troop-style forces of the House of Thrune in this AP?


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Brandon linked to Knowdirection's podcast of the announcement above, but just listening to it, this is what was said:

- Spiritualists, Mediums, Telepaths
- Chakras, Ectoplasm
- Somewhere in the book will be a magic item akin to a tinfoil hat

Hopefully more when/if the podcast of the design session goes up! :D


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Copied from the previous thread:

With the advent of the upcoming Occult Adventures and psychic magic, it seems like a Vudra AP is almost inevitable. And while I- like many others- would certainly love to see that happen, the description of it as being more occult/spiritualism got me to thinking of an AP I think would be awesome to see-

Some kind of Victorian-esque spiritualism/occult adventure set primarily in Nidal, involving the Plane of Shadow, Kytons, and the First World. With lots of gremlins, too.


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Dragon78 wrote:
Maybe the Kineticist will have options for earth, wind, and water so we can have benders like the Avatar animated series.

Better yet, Earth, Wind, and Fire, so they can be part of the band along with the Bard and Skald.


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Gorbacz wrote:
Cool. Now finally we can assemble a team made up of a Human Gunslinger, a pair of Half-orc Slayers, a Wyrwood Druid and a Raccoonfolk Alchemist...

Nah. I have a much better idea for a "Guardians of Golarion" makeup than that... I just need to get around to creating them (although now that ACG and Technology Guide are out. SOON!)


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I think Erik Mona's post speaks volumes about whether or not a 2E Pathfinder is a necessary thing or not.


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For those that missed the thread (just like I missed this one), the guys from KnowDirection posted some of their notes about this seminar here

It goes into a little bit more detail about Occult Adventures, Inner Sea Races, and Hell's Rebels.

Edit: From the description of OA, it seems like it could certainly be used for that Vudran AP some of us have been clamoring for, but it might also be able to be used for something a little more pulpy, like perhaps a campaign featuring the fey and First World (thinking in terms of Victorian-era Spiritualism/Occultism).


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Am I the only one who initially read this post as "Paranoia of the Pathfinder Society Room?"


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Does that mean you're psychic yourself, Feros?!?! :D

In any event, I think they'd almost have to be anticipating some kind of "psychic" AP in 2016, either after Hell's Rebels or the following one. More than likely Vudra, although with the description of the Occult Adventures, perhaps they are looking to find somewhere in the Inner Sea that might fit as well. I can't think of anywhere offhand, though. Nidal, maybe?

Or perhaps something tied to the First World, if they're going for that "pulpy, spiritual, occult" feel. I'm thinking along the lines of Arthur Conan Doyle/Spiritualism/Fairies/Victorian era.


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LazarX wrote:
Poldaran wrote:
I just want to know why UPS is holding my package in a small town in Arizona for this long.
The natives opened up the contents, and set them up as objects of worship.

More likely they burned them as heretical. This is Arizona we're talking about.

(Hey! I can joke! I lived there 1/3 of my life!) :D


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Feros wrote:
Hoping for a Kea familiar. Destructive and cheeky parrots FTW!

I think I'd prefer an IKEA familiar. Secure Shelter, anyone?


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Wow- Tech Guide plus a brand spankin' new layout? Some gnomes were toiling away.


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Thanks, Chris!


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Ross Byers wrote:
I wonder what the victory condition for this could be? I realize that the endings of APs are not generally canon, but there is still a reason they have tended toward 'prevent villain from upsetting the status quo'. Does anyone actually think that issue 6 will involve unseating the House of Thrune?

WotR Spoilers:
Possibly- we do have the Worldwound closing in one AP, for instance.

It does occur to me, though, that with some of the endings of these APs, there would be a very different Golarion. While I know that there is no plan to do any kind of "revised" campaign setting with advanced timeline (which I like, and am not in any way advocating), it might be kind of cool to see some kind of optional "what if...?" product that showcased a post-AP Golarion.

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