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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter, 2015 Star Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 5,640 posts (5,721 including aliases). 7 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 15 aliases.


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Silver Crusade

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Fantastic, love the idea for trust scores for various factions. Congratulations to the party and their kingdom for weathering Hargulka's attack.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Everything so far is looking like it'll be perfect for a "My First Adventure Path" series for newer GMs.

Silver Crusade

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Neongelion wrote:

I had an idea for the end of Divinity Drive. The PCs defeat Unity, collapse Godmind, maybe even make Casandalee an Iron God. But Unity doesn't actually die. He has an emergency escape plan: launch himself out into space in a secondary computer core. The thing is, he has even less power than he did in Silver Mount: his divine power doesn't even reach an inch beyond his physical CPU, and even if he was installed in another computer further down the line, he would never again be able to regain his mythic powers to full strength. In essence: he is permanently neutralized, and Casandalee would assure any worrying PCs of this fact.

This is where the corny part comes in. If anyone has played Marathon: Infinity they're gonna get this real quick.

Unity survives. For a very long time. Long after the heroes die. Long after Golarion's star turns supernova. The components we'll say is made with certain materials that allows it to essentially exist indefinitely. Basically, plot armor.

Plot armor that exists for the sheer reason for Unity to survive to the natural end of the universe, where he outlives even the gods. Cue a somber, final speech from Unity to a group of heroes that have been dead for billions of years at the quantum moment before the literal end of time My group---at least, most of the group---has a thing for this kind of dramatic flair, so I think they'd like it.

I'd just need to figure out what the speech is. I don't want it to be him cursing the heroes or laughing that he ultimately survived and they didn't---in fact, I think he'd view his continued existence floating in the void, forever denied his divine power, as a curse. Maybe something like a plea to make him understand something he inherently could never just get: the nature of true faith. Ask how he, an entity who, at his core, was ultimately lines of code and numbers, could gain divinity by sheer chance, while mortals must go through perilous trials, such as the Starstone, to gain divinity. Yet he was ultimately denied a soul: the...

"I have… seen things you people wouldn't believe… Attack ships on fire off the shoulder of Orion. I watched c-beams glitter in the dark near the Tannhäuser Gate. All those… moments… will be lost in time, like [small cough] tears… in… rain. Time… to die…"

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Do PCs dream of electric sheep?

Virtual reality, dreams, nightmares and visions. In the endgame the PCs enter a virtual world of Unity's creation. I think maybe there might be some space for more VR dungeons in Iron Gods, perhaps as a way of learning more about Unity in her infancy and the tragedy that befell the Divinity and how it fell.

Virtual Reality as a way of experiencing the past? Where PCs inhabit the bodies of Androffan crew of the Divinity and maybe uncover Unity's complicity in the ship's crash on Golarion.

These sections wouldn't be deadly (though they might cause Non-Lethal damage, or mental ability damage if the PCs fail to unplug before their untimely demise).

Something to think on.

Silver Crusade

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Mackenzie Kavanaugh wrote:


- .... yeah, Irovetti definitely needs a massive overhaul to become mythic.

A tyrant gifted with alien knowledge to become a master of machines as well as men.

Silver Crusade

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Finally concise rules for threatening the final boss of an Adventure Path by taking their grandmother hostage.

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

If I had made it to round two this is pretty much the exact area I would have mapped, and I would have done it up as a Hexmap too, to serve a dual purpose as a map for Jade Regent players and as a location for a Lands of the Linnorm Kings Kingmaker style campaign.

I think this map is too crowded, you should have used simpler symbols since this map would be turned over to a cartographer to make it truly beautiful what you needed was legibility.

Kingmaker and the Gamemastery guide gave perfectly good symbols for hexploration that you should have capitalized on. You also need to pick a font color and stick to it.

I really, really wanted to love your hex map but it just fell short in too many areas.

Silver Crusade

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As someone with Red/Green colour blindness these dice are a nightmare.

Silver Crusade

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Joseph Kellogg wrote:

I'm still looking for a concept I can get excited about. I like making characters who do things you wouldn't expect, and I haven't found anything in Core the wouldn't leave me gazing wistfully at all the Additional Resources I have.

Any suggestions for concepts that go off the beaten path?

This may help.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

That sounds like a super young baby, I'm surprised they're playing at all. I'm sorry buddy, but your game will always come second to their baby. If you want to game with these friends, you're going to have to compromise. You can play at their house, or let them leave at 6.

Another option is if you start a new game with fewer players that you play once a month, until the child is a bit older?

I agree with others that say, don't badmouth the baby. It's a BABY.

Silver Crusade

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I'm a little confused, you seem to both have a Blood Pool and Draconic Surge ability.

Blood pool is 1/2 Dragon Knight Level + Cha Mod (So equivalent to Rage Rounds or Bardic Performance)

But a Dragon Knight can surge for 4 + Cha rounds per day?

Why are there two separate pools for the one ability?

Classes should only have one resource pool to draw from. This is unnecessarily complex. Everything should draw from the Blood Pool, since this is functionally similar to Barbarian Rage.

I like the enhanced senses, that's a big dragony theme, but you do need to shift the levels. So:

Level 1: Low-Light vision (or double-low light vision if you already have it.

Level 8: Darkvision (or +30 ft. if already possessed)

Level 15: Blindsense

Level 20: Blindsight (15 ft.)

Silver Crusade

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I tell my players this when it comes to backstory:

You get one paragraph to tell me the salient points of your back story. Anything you tell me may be used during the course of the game as an adventure hook, or as a motivating factor.

One paragraph is enough that your history will have plenty of blank space for me to add shocking revelations, and sudden twists!

For example:
Luke Skywalker's backstory is that he was raised by his Aunt Beru and Uncle Owen on a moisture farm on the desert planet of Tattooine. His father was a spice trader and he doesn't know who his mother was. He yearns to become a pilot and leave the boring life he leads behind.

During the course of the game as a GM I can introduce:

Star Wars Spoilers:

Your call to action will be the death of Aunt Beru and Uncle Owen at the hands of the Empire.

You were only TOLD your father was a spice trader, when in fact he was a brave JEDI KNIGHT, killed by the Empire's most hated figure DARTH VADER.

Later you will learn that you in fact are the son of Darth Vader!

Finally you'll come to learn that you are not Vader's only child, you have a sister, another player character named Leia!

As a GM, my goal is to integrate the story of the player characters into the plot of the game!

To me, a player who has a back story that has no effect on the plot of the campaign may as well not have a back story at all. We could be playing a board-game instead. A short back story that allows the GM to help customize the campaign and make the players feel like their characters are a key part of the story is so vital to the fun of my campaigns.

In my campaigns:

Kingmaker:

One PC has discovered that she's the granddaughter of Nyrissa.
Another one had his mother show up and try to arrange a marriage for him.
Another PC found her long lost mentor and now plays him as a back-up PC.
Another PC found her long lost son and tried to rescue him from becoming possessed by the spirit of a barbarian warlord.
Another PC died, but then came back as a Dhampyr, and is discovering that he might be an imperfect clone of himself.

Jade Regent:

One PC has found wanted signs from his bandit past, which is embarrassing since he's atoned and become a paladin. He's oni-blooded and will discover that he is related to the Jade Regent.
Another PC will discover that he is chosen to bring balance to the material and spirit realm.
Another PC will find out that he is descended from a lost line of Minkai nobility.
Another PC will be asked to betray the players by the ninja clan that outcast him.
Another PC will find out her grandmother has been imprisoned by the corrupt Jade Regent.

I try not to be a jerk about these things. I tend not to endanger NPCs willy-nilly, but if the story calls for it, I'll have it happen. My players always have a fair shot at rescuing anyone in danger (I wouldn't for example murder Uncle Owen and Aunt Beru while Luke was out. I'd probably have him arrive just as the Storm Troopers are attacking, giving him a fair shot at finding his Aunt and Uncle and sneaking them out. Although they might sacrifice themselves to make sure that Luke's safe).

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

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Just want to say thanks to everyone who critiqued my item this year, I find all feedback valuable.

It's unlucky that gravity related items were fairly common this year, but in the end that's life.

As to the 130 ft area of effect, that was not a typo. I wanted the rod to cover a large area (an entire battlefield) because that ability is only usable once per day I wanted it to have an effect on the whole battlefield.

Silver Crusade

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I know this may sound crazy, and believe me I felt it was weird too the first time I did this.

But just sell everything that you don't have equipped!

If it was good enough to use, you would have equipped it already.

I too am an RPG hoarder, just in case that particular weapon might become useful or important later.

HINT: It never will.

Just let it go. You don't need that old junk no more.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

There appears to be an error in the description, since I doubt this collection would collect monsters from Pyramid of the Sky Pharaoh.

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Rod of Gravity
Aura moderate transmutation; CL 13th
Slot -; Price 75,800 gp; Weight 10 lbs.
Description
This squat, dense rod is crafted from a blue metal with platinum arrows curving along its side culminating in a swirling point at its end. While a creature holds a rod of gravity she doubles the result of any Acrobatics check made to jump. All items she carries weigh half as much. When falling she only takes 1d6 points of damage for every 20 feet fallen.
Once per day the rod of gravity can be driven into sand, mud or loose earth as a move action, into dense soil or loose gravel as a standard action, or into stone or harder materials as a full-round action. Once anchored the rod creates a gravity sphere in a 30 foot radius centered on the rod; the type of sphere, high, light or no gravity, must be chosen when the rod of gravity is activated and cannot be changed while the rod is active. If anchored to a wall or ceiling the rod of gravity instead changes the direction of gravity in a 130 foot cube to fall towards the rod in a similar fashion to reverse gravity.
Furthermore any spellcaster in the area attempting to cast a spell that effects gravity, encumbrance, or creates flying effects such as ant-haul, feather fall, fly, gravity sphere, reverse gravity or lead blades must attempt a caster level check (DC 17) or lose the spell.
Removing the rod from the ground and deactivating it requires the same type of action as anchoring it.
Construction
Requirements Craft Rod, ant haul, dispel magic, gravity sphere, reverse gravity; Cost 37,900 gp

Silver Crusade

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Submitted.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Crustypeanut wrote:

I'm surprised no one has mentioned the apparent mixup with the Robotic Apprentices vs their normal counterparts, the Clockwork Mages.

Are they SUPPOSED to have stupidly-low DCs for their spells? Clockwork Mages' DCs are on par with wands (Which are still rather low for a CR 9 creature, I mean come on, DC 14 at CR 9? My players' characters at level 3 can make that), while the Robotic Apprentices have DC 7 and 8, which makes absolutely no sense.

I'm not sure why they have such low DCs, but I'm certain its a typo, so I'm going to use the Clockwork Mages' DCs instead. I don't understand why they are considered 'Spells Known' instead of being labeled as wand magic. I know they're variants, but if they were casting actual spells like a wizard, then they are unable to do so except for the most basic spells, due to their 10 Int.

This is a problem I encountered when designing encounters in Kingmaker. I added a new ability:

overclock: A clockwork mage may increase the Save DC of a spell by casting it as a full-round action. Doing so increases the Save DC by an amount equal to half the Clockwork mage's HD. Doing so leaves the clockwork mage staggered for one round per spell level cast.

Silver Crusade

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"This was a triumph.
I'm making a note here, "Huge success!"
Even though you broke my heart and killed me.
And tore me to pieces.
And threw every piece into a fire.
As they burned it hurt because
I was so happy for you!

Now these points of data make a beautiful line,
And we're out of beta we're releasing on time!
So I'm glad I got burned,
Think of all the things we learned,
For the people who are still alive!

Believe me I am still alive!
I'm doing science and I am still alive.
When you're dying, I'll be still alive.
When you're dead I will be still alive.
Still alive.
Still alive."

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Congratulations! I'm excited to see what you all bring in upcoming rounds.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Gauntlet of the Crashmaster
Aura: Medium Evocation, Medium Conjuration; Price: 50,000; Type: Light Melee; Proficiency Simple; DMG (M) 1d6 bludgeoning.; DMG (S)1d4 bludgeoning.; Critical:x2; Capacity: 10; Usage: 1 charge/round; Weight: -.

The Gauntlet of the Crashmaster is a brass gauntlet which looks like an oversized hand, with rubber pipes where the bones and tendons would normally run, filled with thunderstone paste. On the back of the Gauntlet of the Crashmaster is a large key.

It functions at all times as a +2 sonic burst gauntlet

As a standard action the Gauntlet of the Crashmaster may be activated, which causes the key to start turning. When it does so the gauntlet generates a one handed bludgeoning weapon of the wielder's choice. That weapon is made of sonic energy and deals only sonic damage, and benefits from the Gauntlet's +2 sonic burst quality, but in all other ways is identical to the item. The gauntlet is treated as a locked gauntlet while it is active. Furthermore on a successful critical hit everyone within 10 ft must make a DC 15 Fortitude Save or be deafened for 1 hour.

In order to regain charges a Gauntlet of the Shockmaster must be wound for one full minute, and refilled with a crushed thunderstone.

Construction
Craft DC 35; Cost:25,000 gp
Craft Clockwork Arms and Armour, shout or silence; Clockwork Workshop

Silver Crusade

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Gauntlets of the Darkmaster
Aura: Medium Evocation, Medium Conjuration; Price: 50,000; Type: Light Melee; Proficiency Simple; DMG (M) 1d6 bludgeoning.; DMG (S)1d4 bludgeoning.; Critical:x2; Capacity: 10; Usage: 1 charge/round; Weight: -.

The Gauntlets of the Darkmaster is an obsidian gauntlet which looks like an oversized hand, with lead pipes where the bones and tendons would normally run, filled with unholy water. On the back of the Gauntlet of the Darkmaster is a large key.

It functions at all times as a +2 unholy gauntlet

As a standard action the Gauntlet of the Darkmaster may be activated, which causes the key to start turning. When it does so the gauntlet generates a one handed thrown of the wielder's choice each round. That weapon is made of negative energy and deals only negative energy damage, and benefits from the Gauntlet's +2 unholy quality, but in all other ways is identical to the item, the shield emits supernatural darkness in a 10 ft radius, darkness in a 20 ft radius and dim light in a 40 ft radius. The gauntlet is treated as a locked gauntlet while it is active.

In order to regain charges a Gauntlet of the Darkmaster must be wound for one full minute, and refilled with a bottle of unholy water.

Construction
Craft DC 35; Cost:25,000 gp
Craft Clockwork Arms and Armour, unholy blight and deeper darkness creator must be Evil; Clockwork Workshop

Silver Crusade

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Gauntlets of the Lightmaster
Aura: Medium Evocation, Medium Conjuration; Price: 50,000; Type: Light Melee; Proficiency Simple; DMG (M) 1d6 bludgeoning.; DMG (S)1d4 bludgeoning.; Critical:x2; Capacity: 10; Usage: 1 charge/round; Weight: -.

The Gauntlets of the Lightmaster is a gold gauntlet which looks like an oversized hand, with silver pipes where the bones and tendons would normally run, filled with holy water. On the back of the Gauntlet of the Lightmaster is a large key.

It functions at all times as a +2 holy gauntlet

As a standard action the Gauntlet of the Lightmaster may be activated, which causes the key to start turning. When it does so the gauntlet generates a shield of the wielder's choice. That shield is made of positive energy and deals only positive energy damage, and benefits from the Gauntlet's +2 holy quality, but in all other ways is identical to the item, the shield emits bright light in a 10 ft radius, normal light in a 20 ft radius and dim light in a 40ft radius. The gauntlet is treated as a locked gauntlet while it is active.

In order to regain charges a Gauntlet of the Lightmaster must be wound for one full minute, and refilled with a bottle of holy water.

Construction
Craft DC 35; Cost:25,000 gp
Craft Clockwork Arms and Armour, holy smite and light creator must be Good; Clockwork Workshop

Silver Crusade

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Gauntlet of the Sparkmaster
Aura: Medium Evocation, Medium Conjuration; Price: 50,000; Type: Light Melee; Proficiency Simple; DMG (M) 1d6 bludgeoning.; DMG (S)1d4 bludgeoning.; Critical:x2; Capacity: 10; Usage: 1 charge/round; Weight: -.

The Gauntlet of the Sparkmaster is an iron gauntlet which looks like an oversized hand, with rubber pipes where the bones and tendons would normally run, filled with alchemist's spark. On the back of the Gauntlet of the Sparkmaster is a large key.

It functions at all times as a +2 shocking burst gauntlet

As a standard action the Gauntlet of the Shockmaster may be activated, which causes the key to start turning. When it does so the gauntlet generates a one handed reach weapon of the wielder's choice. That weapon is made of electricity and deals only electricity damage, and benefits from the Gauntlet's +2 shocking burst quality, but in all other ways is identical to the item. The gauntlet is treated as a locked gauntlet while it is active.

In order to regain charges a Gauntlet of the Shockmaster must be wound for one full minute, and refilled with a bottle of alchemist's spark.

Construction
Craft DC 35; Cost:25,000 gp
Craft Clockwork Arms and Armour, call lightning or lightning bolt; Clockwork Workshop

Silver Crusade

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Gauntlet of the Frostmaster
Aura: Medium Evocation, Medium Conjuration; Price: 50,000; Type: Light Melee; Proficiency Simple; DMG (M) 1d6 bludgeoning.; DMG (S)1d4 bludgeoning.; Critical:x2; Capacity: 10; Usage: 1 charge/round; Weight: -.

The Gauntlet of the Frostmaster is a mythril gauntlet which looks like an oversized hand, with brass pipes where the bones and tendons would normally run, filled with alchemist's frost. On the back of the Gauntlet of the Frostmaster is a large key.

It functions at all times as a +2 icy burst gauntlet

As a standard action the Gauntlet of the Frostmaster may be activated, which causes the key to start turning. When it does so the gauntlet generates a non-light one handed weapon of the wielder's choice. That weapon is made of ice and deals only cold damage, and benefits from the Gauntlet's +2 icy burst quality, but in all other ways is identical to the item. The gauntlet is treated as a locked gauntlet while it is active.

In order to regain charges a Gauntlet of the Frostmaster must be wound for one full minute, and refilled with a bottle of alchemist's frost.

Construction
Craft DC 35; Cost:25,000 gp
Craft Clockwork Arms and Armour, chill metal or ice storm; Clockwork Workshop

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Gauntlet of the Firemaster
Aura: Medium Evocation, Medium Conjuration; Price: 50,000; Type: Light Melee; Proficiency Simple; DMG (M) 1d6 bludgeoning.; DMG (S)1d4 bludgeoning.; Critical:x2; Capacity: 10; Usage: 1 charge/round; Weight: 1 lb.

The Gauntlet of the Firemaster is a bronze gauntlet which looks like an oversized hand, with brass pipes where the bones and tendons would normally run, filled with alchemist's fire. On the back of the Gauntlet of the Firemaster is a large key.

It functions at all times as a +2 flaming burst gauntlet

As a standard action the Gauntlet of the Firemaster may be activated, which causes the key to start turning. When it does so the gauntlet generates a light, one handed weapon of the wielder's choice. That weapon is made of fire and deals only energy damage, and benefits from the Gauntlet's +2 flaming burst quality, but in all other ways is identical to the item. The gauntlet is treated as a locked gauntlet while it is active.

In order to regain charges a Gauntlet of the Firemaster must be wound for one full minute, and refilled with a bottle of alchemist's fire.

Construction
Craft DC 35; Cost:25,000 gp
Craft Clockwork Arms and Armour, fireball, flame blade or flame strike Clockwork Workshop

Silver Crusade

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Intellect Devourers already show up in that adventure, I tend towards a quick and dirty conversion of the 3.5 Illithid wherein I just calculate the CMB/CMD and call it a day. Since the old Mind Flayer isn't open content I won't be able to post that conversion online.

Silver Crusade

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Castruccio Irovetti, King In Iron CR 16
Human Magus 16
LE Large humanoid (human)
Init +0; Senses darkvision 60 ft., see invisibility; Perception +8
Defense
AC 30, touch 16, flat-footed 26 (+11 Armour, +3 Deflection, +0 Dex, +2 Natural, +4 Shield, +1 dodge -1 size)
hp 129 (16 HD; 16d8+28+30) (Iron Golem HP 129)
Fort +14, Ref +9, Will +14;
Defensive Abilities DR 15/adamantine; Immune construct traits, magic

Offense
Speed 90 ft.
Melee rod of razors (+3 flaming burst shocking burst keen adamantine Urumi) +21/+21/+16/+11 (2d6+6/17–20/x2 +1d6 fire, +1d6 electricity or 1d10 & 1d10 of each on critical hit plus spell )

Space 10 ft.; Reach 10 ft. (20 ft. with rod of razors)
Special Attacks Breath Weapon free action (inhaled, save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution Damage, cure 2 saves) (Only useable every 1d4+1 rounds).
Spells Known (CL 11th; concentration +19/+25 cast defensively) (DC 15 + Spell Level or 16 + Spell level for Evocation)
6th (2/day)- Sirocco, Transformation
5th (3/day)- Teleport, Corrosive Consumption, Acidic Spray*
4th (5/day)— Dimension Door, Stoneskin, Solid Fog, Black Tentacles, Wall of Fire*
3rd (6/day)— Haste^, Dispel Magic, Ray of Exhaustion, Vampiric Touch, Fireball*, Slow
2nd (6/day)— Bear's Endurance^, Bull's Strength^, Mirror Image^, Elemental Touch*, Frigid Touch*, Shatter*
1st (6/day)— Shocking Grasp*, True Strike, Unseen Servant, Stone Fist, Enlarge Person^, Corrosive Touch*
0 (at will)— Acid Splash*, Detect Magic, Light, Prestidigitation, Read Magic
* = Evocation. ^ = Precast
Abilities
Str 19, Dex 11, Con 17, Int 20, Wis 14, Cha 19
Base Atk +11; CMB +15 (+17 to disarm); CMD 25 (27 vs. Disarm)
Feats Toughness, Exotic Weapon Proficiency (Urumi), Weapon Focus (Urumi), Weapon Specialization (Urumi), Combat Expertise, Improved Disarm, Craft (Construct), Scribe (Scroll), Craft Wondrous Item, Craft Magic Arms and Armour, Spell Focus (Evocation).
Skills Bluff +19, Craft (Armor) +21, Intimidate +23, Knowledge (Arcana) +25, Knowledge (Engineering) +22, Perception +9, Spellcraft +25, Use Magic Device +23

Languages Common, Hallit, Skald; tongues
SQ Arcane Pool 12, (1 point used for weapon enhancement), Spell Combat, Spellstrike, Magus Arcana (Concentrate, Close Range, Maneuver Mastery, Dispelling Strike, Reflection), Spell Recall, Knowledge Pool, Improved Spell Combat, Fighter Training, Improved Spell Recall, Heavy Armour, Greater Spell Combat, Counterstrike.

Combat Gear potions of lesser restoration (4), scroll of heal, scroll of restoration, scroll of teleport, wand of hold monster (CL 10th, 13 charges); Other Gear +5 iron golem construct armor, rod of razors, amulet of natural armor +2, boots of speed, cloak of resistance +4, ring of protection +3, master key (unlocks all locks in the palace), mindrender baton, Iron Crown of Rulership (+2 Int, +2 Wis, +2 Cha)
Special Abilities

Iron Golem Armor - King Irovetti wears an Iron Golem as his armour, all attacks target the iron golem rather than the King. If the Golem is enchanted with a +5 bonus to its AC.

Contingency Irovetti used a scroll to cast contingency: if he ever takes more than 10 points of damage from a single attack, a dimension door whisks him away (in this case, to his den in area 1).

Improved Resources Not only does King in Iron have the resources of a PC as regards his gear, but his ability scores use a PC array.

Permanent Spells King Irovetti has used scrolls of permanency to gain the following permanent spell effects: darkvision, see invisibility, and tongues

Silver Crusade

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I'm going to put some gosh darn Illithids in to the third module! I miss those squid headed jerks, and it fits so well. Illithids collect brains for food!

The idea that the Illithids will be one of the more relatable "aliens" is also hilarious to me.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Essentially the fire moves 1d4 cards/round at Initiative 0. The goal is to outrun the fire by getting to either a River or the edge of the forest. Any round the PCs are in the fire, they take 1d6 damage automatically. You could have bonus objectives (Fey trapped under a log, or animal in a bear-trap) that might net the PCs bonus XP and other boons.

Silver Crusade

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This is a GM thread, and as such contains spoilers. So if I put spoiler tags on anything it'll be for length, expect to get spoiled.

I've just gotten through reading all of the Iron Gods books, and there's a lot that I love. The authors, editors, developers, artists and Paizo staff have done a fantastic job and I have no doubt that as written the Iron Gods AP is going to be a fantastic campaign.

There's a good chance that when I finish my Kingmaker campaign (perhaps sometime this year) that I'll be running Iron Gods.

But perhaps on Golarion I'd be a Brigh worshipper, because I always have such a powerful urge to tinker. So I'm posting this here as another of my GM notepads as I consider things I'd like to change or themes I'd like to explore more heavily or stuff I'd like to add.

Why is the final battle not in a launching rocket or spaceship?

This was the thing that I kept thinking as I read The Divinity Drive, you fight Unity in Silver Mount, and then inside The Godmind but all I could think was: Her plan is to launch herself into space and become a satellite deity. That's the cool thing. We never get to witness the cool thing. We stop the cool thing, but if the campaign ends with the final boss, we never see the cool thing. Rocket launches are cool! Fighting in a rocket ship as it hurtles into space and you mess around with gravity is even cooler.

The players would finish the battle and see Golarion from space. They'd have time if they want to upload Casandalee to become a more benevolent goddess of robits while they're up there and could then use escape pods to fall back to Golarion.

Why walk when you can drive?

So much of what occurs between books in Iron Gods seems to be traipsing through the blasted post-apocalyptic wasteland that conveniently ignores the high CR creatures that inhabit its encounter tables. This is a situation of not enough space in the books so the GM should handle it.

For some reason though when I think of the scrap-building nature of Numeria's inhabitants, I think a lot about Mad Max and Full Throttle.

I'd like for the players to be able to design, build and use their own battlewagons and crazy motorcycles to traverse the terrain of Numeria faster and help them fight (or escape) the random encounters they face. Since most of the locations they visit aren't really very hospitable to vehicles it's mostly a thing that happens between adventures. Still I think it'd be rad.

Unity and Casandalee need more face time

The problem with AP final villains is that the players rarely get to know and hate them. Unity is a fantastic villain, with a clear and awful goal that the players honestly just don't have enough opportunity to learn and interact with.

As written Unity has a problem, she can't extend her influence beyond the hull of Silver Mount, at least not until book 5 when we discover she can directly control the leader of the Technic League. Her whole goal is to extend her reach. So I'd like to make her a little more successful at that. Essentially converting some robots and NPCs into Unity remotes. In my version Unity has been spreading her influence outwards by a slow and laborious process of building scrap iron towers, these signal boosters allow her to send her signal further outwards, and control those who have been modified by her and her minions. This is an inefficient process and that's why she still wants to escape into space in order to beam her satellite signal across Golarion. The Smoking Tower will be one such signal booster. There will be others in between books. When the players encounter such locations Unity will assume direct control. This will give her minion or worshipper a mythic power boost, but because they can't handle the divine power being directly sent into them burns out the host body in a relatively brief span of time.

This will allow the players and Unity to interact multiple times throughout the campaign and make it clear that Unity is an active threat.

As for Casandalee, we see a hint of her in book 2 thanks to Hellion's ranting. We find her corpse in book 3 and we don't really rescue her until what we assume is the end of Book 4. When we do meet her, she has dozens and dozens of personalities that will pop in and out randomly. For such an important NPC she is very hard to connect with.

My proposal is thus. If there is a PC android, that character is Casandalee (feel free to change Casandalee's gender to suit the PC). Much of the campaign will focus on going back through that PCs previous life and figuring out who they were and where they come from. Hellion will recognize the PC as a brother or sister. "I thought your signal faded in Iandeveigh. I am so glad I can snuff you out for good myself!" In the Smoking tower instead of Casandalee's corpse there is perhaps a journal or a video diary telling the PC where their memory back-up is. When finally the PCs retrieve the AI core they realize that they might "rewrite" themselves with their older version in order to regain important knowledge.

If however there are no android PCs in the party, then I recommend the following:
Meyanda is Casandalee's next incarnation. Hellion took perverse pleasure into turning his "sister" into his high priestess. When the PCs defeat her perhaps when she reaches 0 hp Meyanda has a bizarre seizure. Her eyes glow a strange purple and lines of data scroll across them: "Please help me. My memories are trapped in here. You're in grave danger. My designation is not this designation."

The PCs will have to try and redeem Meyanda, and again the moral quandary of whether taking all of Casandalee's memories will "overwrite" the Meyanda they come to know.

Valley of the Brain Collectors. Why aren't you a Hex Map?
I really wish Paizo would stick to hex maps for overland sandboxes, that's something I need to tinker with.

Repercussions of Irovetti's Clockwork Kingdom
This is specific to people who are running Iron Gods after my Kingmaker conversions. I have some ideas.

More to come...

In any case these are my ideas for now. More to come at some point in the future. Happy to hear the thoughts of other GMs who are currently running or planning to run Iron Gods.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Just roll good numbers on the dice.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Welcome to the Sandbox. I did put the suggestion of Hargulka collapsing the cavern if battle broke out. Still there is still things you can do.

By this point Hargulka has collected a small army of trolls, and without Hargulka's discipline and rationing to hold them back raids on the PC's kingdom are going to get more common. The troll armies might be undisciplined but will be more desperate and cruel. Also there are some trolls you could promote to leadership roles.

Even so, your players did well, and I'm sure they had fun. The adventure as written will still be enjoyable I'm sure.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
BlackOuroboros wrote:
So, I am in the process of doing the prep work for an upcoming campaign that uses the Thunderscape steampunk supplement as it's base but I'm giving it more of a cyberpunk feel (urban setting, massive disparity of wealth and power, players as fixers for more powerful people, body implants, etc.) One of the things that two players independently mentioned is that they would like to see some sort of "decking"; something that I hadn't really considered but if half of my group is interested in it then I should try to figure something out. My first thought is some sort of "hacking via telegraph line" or something like that. Does anybody on here know of any Pathfinder supplements that deal with hacking or know of any house rules? I know this is a bit of a shot in the dark but you never know.

Perhaps something like inception or psychonauts, wherein the PCs use magic or psychic abilities to tap into people's minds and dreams and discover their secrets.

Silver Crusade

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Aren't the boobs of all giants, by definition, giant boobs?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Muad'Dib wrote:
Cylyria wrote:
I always thought about jumping into the giant/dragon fight on the Storm Coast, just to see what happened.

At level 10 I jumped into that fight and drew the damaged giant off the dragon. Oddly the dragon never followed and when I finished off the giant at range the dragon was gone.

The AI in the game is just horrible

Dragons are scripted encounters. That dragon is supposed to kill the giant and then fly away to Dragon Island.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

He's lawful the way Irori is lawful. He spouts a philosophy of self-perfection. Except Zon-Kuthon's edicts are less about one handed push ups and more about extreme body piercing.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The crafting in the game is so fun, but that's because it really drives the paperdoll aspect of the game which I enjoy. Also because crafting is vastly superior to pretty much any found loot.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I've been fiddling with a pulp era pathfinder hack for a while. With the release of Occult Adventures it's definitely rekindled the idea.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Hama wrote:
Ryuko wrote:
Hama wrote:
I'm fine with mine. Still not done with Hinterlands. I assume that ** spoiler omitted **
I managed it with a lvl 8 party. Do not recommend. Second okaythrough did it at 14 and it was still a bit of a challenge, but much less of a problem.
What about those lvl 12 rage demons? They wiped the party at lvl 4 (wasn't looking at levels, assumed that it would scale), then again at lvl 8. Do I need to wait for level 12 to kill them off?

Every area has pockets of challenge spikes, don't try to clear out every map. Do the story quests at their recommended levels.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Awesome. I'm off to GM a Jade Regent game right now, but I'll come back to you with thoughts soon.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Solomani wrote:

I just finished the science deck today and my party saved Kohnnir Baine. I was kind of surprised that they different players found the following things disturbing:

- The Cerebral fungus child like questioning.
- The medical robots and their calm tones vs their violent actions.
- The auto-medical beds. Even though no one got caught in them.

I was pretty surprised by this and it has me worried about the later adventures, especially the Brain Collector adventure. Seems my players are sensitive to any kind of horror elements which honestly surprised me since I don't consider any of those examples particularly horrific.

Did they find it disturbing in a fun way though?

Because that's at the heart of things.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The ending was perfect.

Again the victory was won through reason and compassion, instead of blind violence. Every character got an end to their dramatic arc.

AND THOSE FINAL MOMENTS!

Spoiler:
KorrAsami was becoming clearer and clearer throughout this season, and was made as explicit as it could be in a children's show that airs in some conservative countries.

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Oh dear, an item that very carefully describes that it doesn't actually do anything you can't already do. :(

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

1 person marked this as a favorite.
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Seeing a lot of items that grant intimidate bonuses, which makes me think of the Elcor Bubin from the Blasto movie.

"Baddassfully: My magic item is scary."

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Sometimes it's easy to get overwhelmed by the not so good items, and fall into making cynical jokes. There's plenty of first timers this year, and seeing a thread where people can express their happiness at items can be a real boon.

The rules are clear that you can't name or be too specific about items, but vague responses about items you enjoy or even just keeping a tally of items in your keep folder or expressions you might use an item in your home game can be encouraging and keep energy up for voting.

I'll go first:

I just saw a staff that was legitimately beautiful in description and design. I want one in my campaign ASAP!

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
mamaursula wrote:
Drejk wrote:

I like rods that are +x maces.

Time to sleep.

This is exactly why you put the magic part first in magic items, you make Drejk fall asleep because he's bored reading the non-magic portion of your magic item's description! Stop making Drejk fall asleep!

To be fair, the format of official magic items generally goes:

[Item] is an [adjective, description noun] which functions as a [+x item power weapon].
[Fun stuff ensues].

I'm fine with a short establishing shot so I can get a clear idea between the item name and its description what it is before I know what it does. I'm not going to begrudge people following the format established by published magic items, since that's the point.

I will however vote down items that don't know how to keep that part brief and evocative. It shouldn't take very many words:

"This rod is made from a blackened shin bone and functions a +1 disrupting mace.
Once per day this rod can do something totally radical involving a dance party of the dead. It's so great all hats in the area blow off people's heads unless they succeed at a DC (X) reflex save."

Silver Crusade

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

It's a fun character type but requires a player willing to laugh at himself (since we know what Pride cometh before), and players who understand how to "buy in" so they aren't constantly dismantling the arrogant character.

Basically: Is this a group of mature players who know how to create a shared story experience? If so go for it.

If not, maybe avoid. The kind of person that uses tabletop gaming as a jerk outlet quickly gets old.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Awwww yissssss.

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I like my item. Some niggling worries, wish I had another week so I could walk away from it and give it a more objective assessment/edit.

But with 7 days, and a great big twist, I think I made a strong account for myself.

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