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Dracovar's page

Pathfinder Adventure Path Subscriber Subscriber. 240 posts. No reviews. No lists. No wishlists.


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102) GM to PC: "Are you SURE you really want to do that..?"

102) GM to Party: "I've added some mythic ranks to my NPC's/Monsters/etc - I want to see how that system works...roll for initiative, oh wait, nevermind, they're going first..."

Also @dysartes above - Nice Burn.

:-)


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magnuskn wrote:
Let's just say that I found her to be the most interesting character presented in the entire AP.

Agreed.

Thought she had some godhood potential back in 2014...


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The site just dropped on me for about 10 minutes and then came back (sometime around 12:30 MST). Again. I'm constantly running into connection errors, timeouts and extreme slowness.

I'm on a corporate ISP with excellent (and redundant) internet connectivity.

The Paizo website continues to be slow, non-responsive and flaky. Timeouts and actual "website is down" type issues continue to crop up.

@Azih hits the nail square on the head - this is NOT good for your fans and customers. **Personally, I now spend more time on alternate Pathfinder boards than YOURS.** The amount of frustration at the poor website performance is seriously impacting my attitude towards Paizo, and not for the good. Visits are now more an exercise in futility than an enjoyable roaming about different message threads.

When a long time customer goes from "looking forward to visiting the Boards" to "screw it, I'm going to another website instead" YOU HAVE A PROBLEM.

I'm not at the end of my rope, not yet. But I'm close enough now to rant about it. I'm disappointed and I'm getting angry that a website I used to enjoy visiting is such a terrible surfing experience.


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Marc Radle wrote:

Of course, long before that, folks at TSR admitted that even within the walls of TSR, both pronunciations were used and accepted.

In fact, I personally heard Frank Mentzer himself (as in, close friend of Gygax and one of the first employees hired at TSR) say 'drow' numerous times many years ago (as in, back in the early 80's) and he pronounced it 'dro', as in, rhymes with no, crow, or show.

So, to my mind, Drow rhymes with 'show' and always will! :)

Interesting. I'm of the same opinion - started with that pronunciation back in '79. Why? Purely anecdotal evidence, but we had friends that went down to Lake Geneva for some early GenCon gaming. They met and either played with (or witnessed) game sessions with Gygax himself. They came back with that pronunciation, because they claimed that's how Gygax pronounced it.

Then they ran our whole Wargames Club through a massive assault on a Drowic stronghold, inspired and based loosely off the D3 Module, Vault of the Drow. We all got slaughtered. Good times...

Now, back to the original reason for the thread...

Tea-Fling. That would be my preference.


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It's pronounced a lot like "Drow".


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New attempt - hit static4.paizo.com and it loaded almost instantly. Good performance/speed.


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For me - just now - tried going to my www.paizo.com link - website flashed briefly like it was about to load, then switched to static3.paizo.com - and started spinning it's wheels. Latest version of Chrome being used.

Hit the stop loading and refreshed, this time, www.paizo.com loaded without issue.

Just putting that out there in case it's of help.


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Silver Scarab wrote:
How do you pronounce chernasardo?

It's a trap!

Probably rhymes with "cow"?
Or maybe rhymes with "blow"?

Just like another word I Drow, I mean, know.


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Nocticula.

Because she'd be a great choice for the Patron Goddess of some Drowic Noble Houses.

"but, but, she's not a goddess..." I'm sure some will say.

"wait for it..." Would be my response...<evil grin>


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Chromantic Durgon <3 wrote:

Well I don't know about that one, Paladin of Iomadea should probably be allowed to engage in a little bit of torture. After all iomadea isn't above kidnapping people who help her and blasting them if they rub her the wrong way. If she can do it don't know why her Paladins can't.

/totally not bitter.
/totally haven't ever ranted about this.

I really enjoyed that thread about Iomedae, jolly good fun, that.


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Matthew Downie wrote:

There are practical advantages to the civilized way of doing things.

By killing a priest you (a) might make yourself a target for local law enforcement - are you going to kill the city watch as well, people whose help you might need later on? (b) set a bad example ("Hey, paladins kill people whenever they feel like it, so why shouldn't I?") and (c) lose the chance to get information from him about possible associates, quest hooks, etc.

If you try to apply Dracovar's logic to real life, it would sound pretty... extreme:

"I think the police officer did the right thing, shooting the suspect after he threw down his gun and surrendered. If every single criminal knew they could just raise their hands and go..."oooo, I surrender" to dodge their just desserts, they would. Police can and should be allowed to execute the role of judge, jury and executioner whenever they feel like the situation warrants it. Sending the bad guys off to God for judgement should not be cause for losing their jobs."

Of course, in a gameworld where bad guys are Evil with a capital E and the law is weak/corrupt, that type of reasoning makes a lot of sense.

You can't really compare a world where the gods are real, the afterlife and outer planes are real, and magic is real - to 'real life' here on good ol' planet Earth.

However, if you want a real world comparison, let's try something a bit different, however, I'll change the era in which we reference the forces of 'law and order'...

"I think the Knight did the right thing, beheading the suspect after he threw down his sword and surrendered. If every single criminal knew they could just raise their hands and go..."oooo, I surrender" to dodge their just desserts, they would. Knights can and should be allowed to execute the role of judge, jury and executioner whenever they feel like the situation warrants it, for King and Country, don't you know. Sending the bad guys off to God for judgement should not be cause for losing their Knighthood."

Oh, that sounds rather historically apropo...even for the real world. And a bit more like what I'd expect to find in some (not all, mind you!) parts of Golarion...


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Pizza Lord wrote:
Chromantic Durgon <3 wrote:
Dracovers right, a white flag should not be the ultimate tool of evil in the fight against good.
No, the logical outcome to this would be that bad guys (or even good guys caught in misunderstood situations or framed, which happens) never surrender. They would always have to kill their captors because there is no civilized, lawful, and just recourse. They never negotiate for hostages, they kill everyone because there is no chance of them surviving. That is not furthering the cause of good by turning every person who might surrender peacefully (even if they plan to escape) into a rabid, cornered animal with no reason not to just fight to the death.

Context does matter, as others mention above. Some really, really evil entities likely would and should fight to the death. Can you see Iomedae and her Paladins granting quarter to a surrendering group of demons? I can't. Some gods may require you accept the surrender, others might be happy the surrendering entity sees the error of its ways, and require that it be dispatched to Pharasma before it has a chance to backslide/change it's mind.

Let me put my Evil Cleric hat back on as I meet said Paladin - "Oh god, I surrender! I'm so very, very sorry for my actions and I feel terrible. I want to change, I want to be redeemed, oh please help me leave this path of darkness, oh champion of all that is good and just in the world!"

I, of course, am hoping for a really good Bluff check because if the Paladin isn't smart enough to try a Sense Motive, the second I get the drop on him? He dies. Screaming, hopefully.

And really, in a world with Detect Lies, mind-reading magic, alignment detection and a host of other supernatural ways of investigating crime and evil acts, innocent people should have little to worry about.

Also, if I'm playing a Paladin and all the baddies always go with the surrendering option and I *have* to accept that, that's going to get pretty boring/old, pretty quick.


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Ah, I remember being an evil cleric once (evil campaign). Got caught and brought to trial - the good guys didn't execute me on the spot. They probably should have.

Escaped from prison thanks to my helpful buddies (that cost a few lives, guards and such, but whatever). Then proceeded to continue on my evil ways, doing lots of damage in the process. A LOT of innocent people ended up dying (or worse, becoming undead) because they chose to take me prisoner instead of executing me on the spot.

I think your Paladin did the right thing. If Every. Single. Evil Entity knew they could just raise their hands and go..."oooo, I surrender" to dodge their just desserts, they would. Paladins can and should be allowed to execute the role of judge, jury and executioner when the situation warrants it. Especially with Evil High Priests. Sending them off to Pharasma for judgement should not be cause for losing their Paladin-hood.


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Chromantic Durgon <3 wrote:
Given that a level 12 druid with mages tattoo and spell specialization can do it with one casting of control winds I think the wizards probably have it.

Just put a maxed out Control Winds spell into a Greater Glyph of Warding and use a Charm Person/Suggestion on one of the peasants to wander into the center of the army camp and "open up this nice box of candy to share with your buddies". One tornado later, you send in the clean up crew to collect an army worth of weapons, armor, etc. Don't even go near the army.

Barely need an army of wizards. Just a charmed guy with the right trapped box/pouch/pack and the high level cleric with the right spells/domain to do the casting.

Subsequently, go after the enemy cities with your tornado bombs.

But, if you want flashy, just drop tons of fireballs with your wizard army. Problem solved. If the peasant army is densely packed - you don't even need that many. You should easily get 40+ targets per blast. 25 blasts to kill 1000. 250 blasts to get 10,000. 125 wizards with a couple fireballs each and 12 seconds worth of work...


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I'd like to see a Brevoy/Iobaria based AP that branches out from there and into Iobaria (and perhaps more of Casmaron). Maybe the threat is originating in Iobaria and threatening Galt, Brevoy and the River Kingdoms...with Iobaria, we could explore Druidism (and would be a great area for Shaman's too, I'd think) in more detail.

Toss in some limited Mythic (not a full 20/10 but more subdued, maybe max out at 6 Mythic ranks). I'd hate to think Paizo put that ruleset out and then went "One and Done" with it.


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Map of London, circa 1300 AD

https://en.wikipedia.org/wiki/City_of_London#mediaviewer/File:Map_of_London ,_1300.svg

Potentially around 80,000 people at that time, according to wikipedia.

A lot of people were crammed into a small area.


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I have no intention of smurfing anything on these boards...

(should have used my inside posting voice)


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I'd like to see a Second Darkness revisit - but I think some extensive reworking is required - it would almost need to be a new adventure path, taking elements from the original, adding new bits and fitting them together in a more seamless way.

It's too bad Throne of Night has apparently gone off the rails - there are some excellent ideas and work therein. I'd almost wish Paizo would buy the rights to it, close down the Kickstarter, and incorporate all the good bits from it into a grand rewrite of Second Darkness (and maybe give the long suffering Kickstarter supporters a discount while they are at it). Disclosure - I'm not a contributor to that particular Kickstarter, but did buy the first installment of Throne of Night.

Between elements of Second Darkness and material from Throne of Night - I think you could do a great mash-up of the two and create a better Second Darkness...

But I guess I'm probably asking for a whole new AP at that point...


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Looks like you want to add the benefits of an Invisibility Sphere to your Tiny Hut.

4th level might be a bit on the low side - after all, you are combining two third level spells. 4th level is also where you get the Secure Shelter. Nice secure cabin, but obviously not invisible.

6th level gives us the Magnificent Mansion - Rope Trick on steroids. Your spell isn't that powerful.

So, I'm thinking 5th would be a reasonable sweet spot for your idea. I think to make it worth a 5th level slot, I'd remove the condition that the caster must remain inside the hut/hemisphere. Giving it a bit more flexibility.

The only remaining thing I can think of is how to deal with attacks originating from inside this buffed up Invisibility Sphere. You don't want attacks to 'dispel' the field, nor do you want to have it act like a group Improved Invis. So, perhaps - attacks originating from inside the sphere flip it from Invisibility to Opaque, essentially blowing the "invis" benefit.


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If you are only planning on taking the game up to 12th, why ban all 9th casting classes? Instead call it an E12 game, and cap levels (and thus spells, especially the more problematic ones) for the campaign?

Banning Calculating Mind, Leadership and Sacred Geo - reasonable. The item creation feats? The campaign world concept must obviously be playing a role in this choice.

How do you feel about Gunslingers and gunpowder? Might warrant a thought or two about technological advances.


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This is just too easy...

Control Winds @ Level 20. Instant escalation to Tornado force winds. Should tear apart nearly every structure and most of the people stuck inside too.

Anyone left standing after that by default must have more than a few HP and you then wallop them with your A-game spells.

Since he has access to scrolls and things too - he could easily put a Level 20 Control Winds bomb into a Greater Glyph of Warding (set on something simple like opening a scroll tube) and then have some charmed schmuck wander into the center of town and trigger it.

Maybe once the damage is done, send in another schmuck and do it again to whatever is left.


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Because an Exploiter Wizard gets to enjoy some features of both classes, without losing a level of spell progression?


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Tiny Coffee Golem wrote:
I always liked having to have a piece of the creature. It severely limits what you can make.

This. Totally this. Fixes some of the problems with the spell pretty much instantly. It was one of my very first house rules when I converted from 3.0 over to Pathfinder. However, it can still create a massive amount of trouble.

Rubies, for example, have been snapped up as a strategic resource by power groups in my campaign. However, the Alchemist can get around that quite easily (and for cheaper, too). Keep in mind that most of OUR rubies here in reality land come from just a few specific places. Imagine how valuable such places would be on Golarion, if they are just as rare. Worse, imagine if ruby mines aren't rare...

I think many people consider it a real game breaker and hit it with the ban hammer. It's an integral part of my campaign (has been for years going all the way back to 1st/2nd edition). I assume that any high level wizard worth his Int Score is going to have a pile of handy sims of himself to deal with all sorts of menial tasks / act as decoys.

They will eventually have sims of some interesting monsters to help with things too - sims of funny multi-eyestocked floating ball critters (non-pathfinder IP sadly) have been awesome for drilling tunnels and sewers, creating instant moats, etc.


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Mythic Modify Memory (and enough tiers to use it at maximum effectiveness).

Frightening what kind of abuses you can do with it.


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1. Kingmaker - I like the sandbox. So much potential for customizing this.

2. Rise of the Runelords - the amount of community created content brings Sandpoint and it's environs to life.

3. Wrath of the Righteous - if only because of the over-the-top rocket tag lunacy of Mythic powers was entertaining.


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Ms. Pleiades wrote:

Catch 22 of this system:

1. If the government does not conduct a proper investigation and seeks to punish the players without due process...

2. The government is therefore evil aligned and should therefore...

3. Be glad the players are bringing more evil into the world...

4. And not punish them.

Alternatively:

1. If the government is good aligned it will conduct a proper investigation to ensure the players are not summoning evil gods...

2. It should find them innocent...

3. And not punish them.

Points 3 and 4 from first scenario: Well, keep in mind that Evil isn't necessarily monolithic in nature (YMMV). The Evil that might be rising might be an Evil that is going to compete directly with my Evil guys and try and steal our lunch. So, in that case, punishment IS warranted.

Depending on just how bad the thing being summoned might be, you might find a coalition of sorts between good and evil looking to shutdown the plot.


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Ravingdork wrote:

Game developers clarified long ago that sims do possess their counterpart's creature type.

Nevertheless, I think it is less that the ARE that creature, than that they are an incredibly convincing facsimile of that creature--so much so that they ARE considered that creature for nearly all of this game's rules. However, they are magically created spell effects, not creatures (even though they are treated as creatures) and thus have nothing that can be called a true soul.

Otherwise, fiendish lords would supply themselves with an infinite number of "artificial souls" that they created via the similucrum spell, which clearly isn't the case.

Very nicely said. I also just found the link to James clarifying that point and posted it as an edit above - answering, in fact, questions you asked him (a very good, extensive list of questions, I might add).

I would agree with how you'd treat a sim creature too - if you bring a Simulacrum Tarrasque to zero HP, I would rule you have a puddle of snow, not the body of a regenerating Tarrasque. Nor would I give a sim a "soul" in the sense that it could Magic Jar people, etc. Magically created creatures that have limitations because of the spell effect is more how I'd word it, perhaps.


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Isonaroc wrote:
Dracovar wrote:
CWheezy wrote:
Isonaroc wrote:


Well, I just read the spell, dude, and it says nothing about the creature type. It talks about appearance and abilities, not once does it mention type or subtype. So, it's up in the air as to what it is. Personally, I'd treat it like the creature it's imitating, but it's closer to a construct than anything.

it isn't up in the air as to what it is?

it says Appears to be the same, but half HD. That means it has animal, monstrous humanoid, human, etc HIT DICE. How could you have a creature with outsider hit dice that is not an outsider lol

CWheezy has it right - it's long been established that a Simulacrum does retain the Creature type of the creature you are duplicating. Cast the spell to duplicate an Outsider? The simulacrum is an Outsider.

Besides lots of simulacrum threads on the Boards where you can find this, I also offer, as proof of my position, the published simulacrum of Vraxeris from Rise of the Runelords (Sins of the Saviors).

Vraxeris is a simulacrum of a human wizard. His creature type? Medium HUMANOID.

Whether it's been "long established" or not, nothing in the rules says it is. Implies, sure, but implication is not RAW. As I said, I would treat them as the same creature type, but it's not as cut and dry as you claim.

And using builds from RotR is not exactly a great reference...seeing as how in the same AP they have impossible builds like Cha 8 clerics having selective channeling as a feat.

Take it as you will - I suggest three sources of information that support my position that help build on the lack of detail found within the spell description. Admittedly, the spell is a mess of ambiguity and fails to spell out Every. Little. Detail. But we have the following to help us when RAW isn't as succinct as we'd like:

1) Basic, common sense parsing of the English language. CWheezy's quote "how can you have an Outsider whose Hit Dice aren't Outsiders?" hits the nail on the head. Simulacrum copies the creature type is the inference.
2) Board discussions of the issue (there are piles of threads on simulacrum). Pretty sure that if I had the time I could hunt down some choice clarifications from James in his "ask James Jacobs" thread. While consensus does not equal being "correct" it does offer an idea of what how most people interpret the spell RAW.

<EDIT> Here's the Link: http://paizo.com/threads/rzs2ljov?Simulacrum#10 James himself clarifies it for us - sims DO MAINTAIN the creature type.

3) Published material from Paizo. An error in something else in RotRL HARDLY disproves my point - the publishers of the game just spelled out the answer for you in black and white. If I had the time and inclination, I'd hunt down another published simulacrum of a Type-1 Demon that Paizo put in one of their modules. I'd be willing to bet "one internets" that it's creature type is "Outsider".

If you choose to ignore all of the above because "it's not in the spells RAW" that's your prerogative. I'm suggesting that there is enough proof in existence to answer the question about what a sim's creature type is to mitigate the spell's failure to spell it out for you.


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CWheezy wrote:
Isonaroc wrote:


Well, I just read the spell, dude, and it says nothing about the creature type. It talks about appearance and abilities, not once does it mention type or subtype. So, it's up in the air as to what it is. Personally, I'd treat it like the creature it's imitating, but it's closer to a construct than anything.

it isn't up in the air as to what it is?

it says Appears to be the same, but half HD. That means it has animal, monstrous humanoid, human, etc HIT DICE. How could you have a creature with outsider hit dice that is not an outsider lol

CWheezy has it right - it's long been established that a Simulacrum does retain the Creature type of the creature you are duplicating. Cast the spell to duplicate an Outsider? The simulacrum is an Outsider.

Besides lots of simulacrum threads on the Boards where you can find this, I also offer, as proof of my position, the published simulacrum of Vraxeris from Rise of the Runelords (Sins of the Saviors).

Vraxeris is a simulacrum of a human wizard. His creature type? Medium HUMANOID.


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First 6 levels of a build...

Peri-Blooded Aasimar, traits Pyromancer (racial) and Magical Lineage (Fireball)

1st - Sorcerer. Orc/Draconic cross-blooded. Level Feat: Spell Focus Evocation + Class Feat Eschew Materials.

2nd - Wizard. Exploiter Mage. Class Feat: Scribe Scroll. Exploit: School Understanding Evoc (admix - versatile evoc)

3rd - Wizard. Level Feat: Great Spell Focus Evocation

4th - Wizard.

5th - Wizard. Level Feat: Spell Spec. Fireball

6th - Wizard. Class Feat: Mage's Tattoo (+1 CL Fireball). Exploit: Dimensional Slide

Add in a Blazing Robe (+1 CL), Orange Ioun stone (maybe, +1 CL) and toss in the Goblin Fire Drums (+1 per die/damage, max 10). All available within WBL for a 6th level character.

All told, you should be able to pump out a 10d6 Fireball at +4 per die within 30 feet, thanks to the goblin drums.


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Tindalen wrote:
Take the same arcanist with your over-cheesed 1 level sorc dip and you are trading 1 cl for +2 damage per die rolled. Yea, nothing particularly new.

For some melted cheese on top of this:

Finagle yourself being a Alternate Peri-Blooded Aasimar, racial trait of Pyromancer, for a total of +3 per die rolled.


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Meh,

Even without Intensify, the Mythic rules still pimp MM pretty decently.

Augmented 4th tier + maximized to double the missiles still puts 10 missles x 9 pts (90 points) of pretty much unstoppable damage downrange.

Multiply by 1.75 and you get 157 points blasting at line of sight range. That's still impressive, given you can hit from a long, long ways away.

But, Mythic pimps things up to broken level pretty quick.


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So, if we really want to go over the top, let's add Mythic options:

At 5th tier:

Add Mythic Empower (1.75x damage)

Fire off a 2 mythic pt, augmented Magic Missile that has been
Intensified and maximized.

First: Intensified = 7 missiles.

Second: Augmented (4th tier) doubles that number to 14 missiles

Augmented damage = 2d4+1 Maximized = 9 pts damage

14 missiles x 9 pts per = 126 pts

Apply Mythic Empower = 220 pts

So, you fire off a 220 pt damage spell, range is LINE OF SIGHT, it bypasses SR, Spell Immunity and Shield spell/similar effects.

If you can find something to add to the "per dice" damage, you can boost this even more...

Give the caster a good telescope, and he's hitting things for nice damage MILES away. Though you will need a 5th Tier Mythic character to do this...


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GoatToucher wrote:
Cavall wrote:

Since you can't pass it's regeneration, you will not enjoy that poop. At all. And then if you poop it and it attacks, uou have to swallow it whole again. You'll be known as the goddess that eats her own poop and lose followers, and as such you will lose power and the tarrasque will win.

The end.

It'll be a hell of a conversation starter, though.

"This is more uncomfortable that the time I pooped the Tarrasque!"

"Man, those clams last night are running right through me worse than when I pooped the Tarrasque!"

"-You're- backed up? I was backed up for two weeks once, and then-"
"Then you pooped the Tarrasque. Yeah, we've heard it before, Gary."

Or, to continue on that topic, during those God-Level dinner parties...

"Hey Iomedae, betcha can't do this..."


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Erm, saving the Tarrasque from some specialized, completely house-ruled, and so far off the Pathfinder RAW is pretty much impossible. What could the community come up with that couldn't just be hand-waved away by a god-level character?

We can:

1) Invent insane templates, etc to counter the insane character template of the OP, who could then proceed to counter these or,

2) Chill out and ask for some of what OP is smoking, because clearly, it appears to be some quality goods...

:-P


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Arthur G wrote:
Dracovar wrote:
Dracovar's kick-ass suggestions

Your first suggestions brings up a good point: where does the soul even go? The lore on daemons and souls is plenty detailed, and devils taking ownership of souls is classic, but what do demons do with souls? Delvahine herself is stuck in Runeforge but would the gunslinger simply be sent to the Abyss as a larvae? 'Cuz I kinda like the idea of the party looking through Xin-Shalast for a portal to the Abyss and a method of finding a specific larvae among millions... It's an ancient uber-magical city; why wouldn't there be, say, an interplanar observatory to help them along?

That said I also love the idea of my party turning a corner in the city and suddenly the guy's just there. That would, as you suspect, drive them nuts. As players they are extremely paranoid (as any good party should be). Delvahine wouldn't have let her pet go without implanting some sort of hardcore charm on him, of course. Just have to think about what the lady actually hopes to gain from this...

Thanks for the suggestions, man.

You're welcome! I take a perverse glee in doing stuff like Option 2.


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A couple of ideas..

1) Sidequest! Free the gunslinger and off the succubus. Party should be sufficiently high level enough to make a side trip to the Abyss...

2) He just "shows up" again. No one rez'd him. He's just...back. He doesn't remember much, just that he got a "pass" because Delvahine wants him active on the Prime (for unknown reasons...heheh). This should trigger all sorts of paranoia and fun with the rest of the party. Of course, let the player be himself for the rest of the adventure, and right when they win it all...Delvahine takes control of him. Or not. Just have fun as DM with the potential for a double-cross of demonic proportions. Really, just the worry/threat that something isn't quite right with the newly returned gunslinger should provide lots of entertainment value.

3) Maybe post-return, post-AP the gunslinger heads off to become the newest, demon-inspired bad guy for the region...


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After a certain point, and to help with the town...

Reduce Monster - Sorc/Wiz Level 4. 1/hr per level. And Dismissible.

Sandpoint issue solved (sort of) - it might make him more welcome. And just set up a special house for him during those times you can't have him running around with a Reduce Monster spell active.


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I think you have to do this in conjunction with your GM - and ask this question:

Do you see this AP happening before or after the events of Second Darkness (SD for short)? Is the Second Darkness AP even on his radar?

Because - pre-SD, no one would really know about the Drow, except for a select group of elves. Which would mean that you'd just be another elf, albeit with dark skin (maybe you are an elf from the far southern continent/jungle the others might think).

Post-SD - perhaps Drow are going to be a bit more common knowledge, and not exactly liked.

Then there is the "Drow are universally hated" without actual reference to the SD adventure path, though this is often just a hold over from other settings (Greyhawk, Forgotten Realms, etc).

Of course, I'd say that keeping yourself under some sort of disguise might just be prudent - regardless of how the above questions might be answered.


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I like to kick around the idea of living in an Emerging Tippyverse rather than a full blown functional one (which is likely to be static and boring).

In an Emerging Tippyverse, the powers that be are discovering all these cool neat ideas of things they can do with magic (think Renaissance, Industrial Revolution, etc). Old paradigms are going to shift or be rendered outright obsolete. Players themselves have an opportunity to put their own Tippy-mark on things too.

Some leaders and countries will catch on to what's happening, the slower ones, well - what happens there may present the seeds for adventures. Old ways of diplomacy will need to give way to newer ideas (like Mutual Assured Destruction). Intricate webs of diplomacy not unlike Europe during Bismarck's time may arise between countries and city-states.

Consider if just a few countries get launched up the Tippyverse development curve - say, Cheliax, Andoran, something that emerges from the River Kingdoms (and takes out Brevoy), Absalom and a couple of regional powers out to the East? Or maybe some of the Eastern cultures fail to "get it" and we have a modern Absalom encountering an antiquated Qadira (or whatever).

I think if presented in the right time-frame/context, you can have a blast with the Tippyverse concept. Though when you are done, Golarion is going to need some serious Aboleth/Inevitable intervention to blast everyone back to the stone age (and start anew!).


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And...BobROE was right - my shipment showed up on Friday.

Whew. All is good.


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BobROE wrote:
As a fellow Canadian there are some months where I get my subscription shipment the same day they're authorizing the next months shipment.

I know! I posted this query the day I got my notification for the first of Hell's Rebel's was coming later in the month...

I'll give it a few more days, probably until early next week...


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Good afternoon Paizo!

My order #3639884 says it would have shipped by July 24. It has now been 18 business days since supposed ship date - nothing has arrived.

It could be that it's held up in customs (coming to Canada) but even then, 18 days seems unusually long.

What would my next step be, say, if it doesn't show up by the end of this week (effectively 1 month since shipping)?

Thanks!


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Is Uwe Boll going to direct? I'm pretty sure the braintrust at Hasbro is just itching to get someone with his talent to bring their 5e brand to mainstream audiences.

Can we start a petition somewhere to get Uwe to direct the next DnD movie?


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Tangent101 wrote:
Now that the Giantslayer AP is done... the Bad Thing that happens with the Giants? Basically that the giants fail. They invade and in time are taken out by the Worldwound or the Runelords or worse. (And when you think of it, an army of giants would probably be easy prey for a bunch of Rune Giants.)

I'm thinking Karzoug and his armies would just love to setup camp in a flying castle. I think the giant leadership from Giantslayer would be quickly swallowed up by the bigger fish running amuck in these "all bad things" scenarios. Though a parting "thanks for building that handy giant army for me, muahahhaha" would not be out of line for whomever (or whatever) takes over the flying cloud castle.


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I think the impact of magic would definitely alter laws in some unusual ways, especially when Raise Dead (and related spells), Reincarnate and actual Undeath become issues.

Each country may have different ways of dealing with them too - a country where undead hold rulership positions is going to have a different take on Undead Property Rights than, say, a country that isn't keen on undead running around.

I also think Golarion, as a whole, is probably more gender neutral when it comes to inheritance and estates - rather than the first born son inheriting an estate, it may be more the norm of "first born" (period). Using Earth as an analog (and it's historically patriarchal bent in the last couple of thousand years in certain cultures - and yes, I know, that's an over simplification) isn't really a good fit for Golarion and it's gods.

Also - just a kudos to Voin and Louis, especially that link to the Statute of Winchester - it was worth the read, thanks!


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I would agree with you. The rogue should have a chance to return to stealth using the usual RAW.

Rogue is likely within 30' of the target (barring any special builds that can extend sneak attack range).

In an enclosed area, that pistol shot is going to reverberate all over the room - you aren't going to accurately echo locate it (there is a reason you wear ear protection at the gun range...).

Both inside and outside, I would say you'd be able to determine maybe what compass direction the shot(s) came from, but it's more likely you'll be able to do that based on where the bullet hits (your back, front, side, etc).

I'd just go with RAW for sneak attacks - whether its the twang of a bow, the snap of a crossbow or the report of a gunshot, mechanically I'd treat them all the same.


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Here's how I'd rule:
1) Bobbing down a river in an unstable platform like a barrel? Extremely violent motion - Concentration DC 20+spell level (as per RAW).
2) Eyehole - technically you'll have line of sight and line of effect - but since the barrel really sucks for maintaining a steady line of effect/sight - good luck with that. I'd add another roll of some sort here.
3) Assuming barrel is closed, yes a melee attack could still hit you - eg/rapier through the eyehole, and no, you aren't keeping any dex bonus - in fact, I'm going to rule you have no dex at all. Minuses to hit for the eyehole, but pluses because it's poking a pig in a barrel, you've no where to evade the blade.
4) Adamantite barrel? That's going to cost you a LOT of gp. And it isn't going to float well. And it will weigh a ton.
5) I can't wait to kill you with a Heat Metal spell - cook you alive (assuming amount of metal is within the limits of the spell).

Invis + Fly is going to be so much better, and cheaper, and easier to implement (either via magical device or your own spells). Conjuring doesn't negate your invisibility.

Can't possibly think of a reason as to why anyone would try to implement this as a casting strategy. Not even "rule of cool".


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Zhangar wrote:

"And if Lady Akzziaaia smart, she's going to kill me herself because I just showed I could be bribed into murdering her offspring."

And now, here's my really horrible answer to the "pragmatic" solution for how ** spoiler omitted **

The kids that get to be raised by slaves are the lucky ones.

Use Simulacrums under specific orders not to kill/maim/etc the children.

Added bonus - kids can take out their murderous instincts on the sims without doing any actual damage to Drowic population numbers.


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Zhangar wrote:
...though my impression is that the popular stance in this thread is that drow are chaotic stupid to the point of not even having a self-preservation instinct.

And therein lies a problem - if you want a Drowic society that has some functionality/sustainability they just can't be that Chaotic Stupid - despite portrayals in various modules (and books - but I'm not a fan of Salvatore by any means). Such portrayals should not be taken as canon, but as fictional plot devices (and lazy writing, frankly).

It's like passing off the worst Lawful Stupid behavior and considering it the norm and popular method to roleplay a Paladin.

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