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Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 892 posts (936 including aliases). No reviews. No lists. 1 wishlist. 7 aliases.


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106. A tax collector comes to shake down the tax-evading PCs for what they owe to the crown. Naturally, the tax collector makes a living by how much additional money he can squeeze out of them.


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85. A very cruella fur enthusiast who intends to corner the magic fur market by making coats of blink dogs with white fur and black spots.

86. A proud rakshasa lords over the jungle. A fey creature snake sorcerer (NE, fey bloodline) with a hypnotic gaze serves as the rakshasa lord's second in command. After he is defeated, the rakshasa lord inexplicably follows the party back to civilization where he kills a local business tycoon and assumes his identity, creating a powerful commercial (but corrupt) empire that will last for "generations" if not dismantled before then.

87. A giant octopus/human hybrid (use the manimal template from Green Ronin's Advanced Bestiary if you so choose) witch acts much like a contract devil for the merfolk and other denizens of the sea. She always gives exactly what's on the contract, but always takes more than her clients would ever think they'd give up.

88. A ruthless pirate lord with a prosthetic hand. He has a particular hatred for children and fey but a phobia of crocodiles.

89. An efreeti noble bound to a lamp with a grudge against the current rulers of a desert city state. He claims to have to not only have been human once but also a powerful sorcerer and vizier (he grumbles something about his parrot familiar betraying him.) The efreet states that when he raised concerns about the decadent ways of how the city was being ruled, he was transformed and bound to the lamp for all eternity. He grants wishes for those who hold the lamp, but to benefit himself and steer the lampbearer towards enacting the efreet's revenge upon the city and its royal family.

90. An evil queen (NE middle-aged human witch x/aristocrat1) is obsessed with her fading good looks and jealous of any potential rivals. She uses an intelligent mirror of scrying (functions as a crystal ball imbued as an intelligent item) looking around for those who are fairer than she. She uses magic to ward herself as but a simple ugly old woman selling fruit and delivers Apples of Eternal Sleep to her victims. (A fan of the classic witch tropes, apparently.)

91. A socially influential clergyman (LE human male cloistered cleric of Abadar) and judge takes up the charge to break up the local Sczarni crime ring. Unfortunately, he takes this to disperse any Varisians that happen to be nearby. The clergyman comes from a particularly unusual and obscure monastic tradition of Abadar that demands celibacy and the absolute avoidance of sins, else the dedication of the disciplines will wane (or so it is said.) The clergyman judge holds hidden lustful desires but uses alchemy (or even possibly dark magic) to hold his latent lustful desires at bay. However, he has a lustful desire for Varisian women that clashes with both his vows of celibacy and his self-imposed mission of driving out the Scarni (through driving out the Varisians.)


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What's in the box? wrote:

Could the Lich Queen not serve as the patron? (I am not super familiar with Incursion) Patrons are pretty vaguely defined and the Antipaladin is allowed which indicates some level of allegiance to "divine" forces...

But I have always thought of the Witch as the arcane cleric and if clerics are not allowed I would keep it consistent in carrying over to witches. (at least with my understanding of the mechanics... Patrons seem TOO closely aligned with gods, and the iconic witch is hinted that her patron is Desna)

It's a bit muddled. The lich queen of the githyanki can't directly sponsor clerics or other divine spellcasters yet, and she refuses to tolerate any real divine spellcasters among her race until she can sponsor them directly (by becoming a deity herself). She is in a situation somewhat similar to Razmir without the deception- very, very, inhumanly powerful, but not a real god (yet).

Rangers and blackguards/antipaladins are the exception, since they don't seem to require the same divine source as more powerful divine casters do. (At least in the Incursion interpretation.) The lich queen has blackguards/antipaladins as serving as Knights. But at least one of the Githyanki Knights rebelled at some point and still kept his powers, so this leads me to believe that the Knight's divine powers come from its evil and allegiance to the githyanki race as a whole rather than the queen necessarily.


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MagusJanus wrote:


79. 79 explosions and counting are all traceable back to a goblin baker who makes his bread with a little extra kick.

You mean kinda like this guy?


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72. A succubus (or incubus) who is faithful to Lamashtu but with a particularly heterodox interpretation of the Lamashtan doctrine of ugliness. She believes that ugliness in physical appearance is merely "skin deep" when compared to the ugliness of a twisted and bitter mind and soul. As such, she uses her powers of allure (mixed with the clerical abilities bestowed upon her) to tear down her victims' lives and thus break their spirit. Ultimately she hopes to lead everyone to hate everything beautiful they once loved and then lost- thus leading them to the worship of Lamashtu.


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Ms. Pleiades wrote:


66. A druid has been casting "Awaken" on farm animals in the area, and soon the regions entire animal husbandry industry could be ruined.

I'm thinking this could quickly turn into an Animal Farm-like situation.


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sylvansteel wrote:


Dolores spanish, the short form of Our lady in sorrow. Doloras has the nickname Our lady in pain.

It may reference this poem

http://en.wikipedia.org/wiki/Dolores_%28Notre-Dame_des_Sept_Douleurs%29


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26. An (highly) intelligent magic weapon that can cast Magic Aura to disguise its magical nature and has no clues giving it away as magic. It can detect alignment and makes itself known only to creatures that might have similar agendas. From there, it chooses wielders it can manipulate or dominate to become its pawns. Effectively, it is the power behind the throne (or the weapon behind the wielder) of a string of villains the characters defeat time and time again. And with every defeat, the weapon comes to know the PCs better (and hate them more).


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Zalman wrote:
Usual Suspect wrote:
Why can't our bosses understand how hard it is coordinating our schedules for RPG time!?!
Solved that one by organizing a game with my co-workers, calling it a "team-building exercise"!

Good show! They've done XP for GP in some editions of D&D, so if you can, why not get $ for XP?


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21. A cadre of rebel Thassilonian rune specialists whose heterdox views of which sin matched with which school of magic caused them to be exiled from Thassilonian society (and hence survive its destruction.)

22. A Thassilonian specialist mage who has reputedly mastered Divination and to go with it the previously unknown eighth and ultimate sin.


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MagusJanus wrote:


19. A house cat with 20 levels of sorcerer that is tired of humans not giving it the fish it wants!

Addition: the housecat got its first level upon killing and devouring the first first-level commoner that refused to give it fish.


Pathfinder Adventure Path Subscriber

Despite the fighter having "more muscles than brains," it sounds like he came up with a pretty imaginative (if potentially hare-brained) scheme that got Trinia out with all the PCs more or less unscathed. Maybe "more muscles than sense" might be a better more accurate phrase? Sounds like a great session regardless, and thanks for sharing.


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Oh, can't believe I forgot this classic (if you don't mind converting from 3.5)

Hollow's Last Hope:
Hollow's Last Hope has no central BBEG (as it's about collecting ingredients for an alchemical cure to a plague), but there's a nonhumanoid relatively big and bad monster at the end in the form of a worg with two levels in warrior named Graypelt. You need to get passt him to get the iron bloom mushrooms needed for the cure. The module is also notable in that most of its foes are not humanoid.


Pathfinder Adventure Path Subscriber

Falcon's Hollow!

Okay, so that's not really a city, just a town. For cities, I'll go Kaer Maga followed by Korvosa, Alkenstar, and Absalom.


Pathfinder Adventure Path Subscriber

Adventure paths:

Curse of the Crimson Throne:
Although really the final "boss" is Queen Ileaosa, the influence of the immortal but disembodied Kazavon is ultimately what propels her to power. After she is slain, Kazavon rises from the pool in 10 rounds if he is not stopped before then.

Modules:

Doom Comes to Dustpawn:
The Emissary from Beyond (vespergaunt)

From Shore to Sea:
Two bad guys: Gerlach, a gillman turned skum sorcerer being manipulated/controlled by Mohl'omog, an aboleth

The Harrowing:
Zazzrion, the Patchwork Lord, male adult blue dragon

Tomb of the Iron Medusa:
Susandra, female half-fiend medusa cleric 11 (has a lower snake half body, technically only a guardian but she's the final threat you have to collect the prize from the tomb)


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Pretty much any ship encounter with a kraken, giant octopus, whale (Moby Dick), sea serpent, or other such large-scale creature.


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Kyle Olson wrote:
Kyle Olson wrote:
Dreaming Psion wrote:
Was there supposed to be a separate Dual Initiative field? If so, is it supposed to be in the "Other" section. (I see "Prohibited School", "Sorcerer Bloodline", and "Spell Domains" when I click on the "Other" tab in combat manager.
I didn't make it editable initially because I created it to fix some bugs. Obviously I just created more bugs.

You can give this test build a try. You should be able to edit the dual init under the "Other" tab:

http://combatmanager.com/CMInstallerTest.msi

I was able to set everything back without problems (by manually putting a "-" in the dual init field.) I did a little bit of fiddling with a couple of offical monsters by customizing them and things didn't seem to explode their either.

On another note, I found an unrelated glitch (and this is also true for 1.60) was that the newly imported creatures/npc (everything from Iron Gods and the Racial Codex) have a "-" for all their ability scores.


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Just a point on the relevance of Cha and Int for social interaction: Int is important in that it buys you skill points (of which social interaction skills like Bluff, Diplomacy, Intimidate, Sense Motive, etc. can take up a lot of.) A high Int character with lots of ranks in these skills might just reflect learning how to make one seem more attractive/desirable rather than it coming naturally (through a high Charisma.)


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As for my contribution, take a look at video game rpgs (it's become ritualized.) They make use of some methods of boosting the action economy like making different parts of the boss' body seperate foes in and of themselves. (example: https://www.youtube.com/watch?v=yXT80F1I4z4 )

Of course, this isn't so revolutionary, considering it kinda goes all the way back to the mythical hydra.


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Mazym wrote:

Good point about the Justice Society. I should go back and look at comics for designing PCs vs. Solo Baddie fights. Especially the magic heavy JSA stuff from the Golden Age.

Maybe I can cook up a villain, say...Floda Reltih, who can have some magical items that create a dominate person field to keep those pesky PCs out of his business. It's worked before.

To be fair, solo baddie fights aren't something that you want to make too common in PF. If it has reason to be rare in fiction and mythology, it's doubly so in PF.


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You know what really grinds MY gears?

Well...

...when I lose a key table or bit of info in the stacks of files I have.

...when I can't remember the name of my own NPC.

...when I have a brain fart and my train of thought gets derailed.

...generally being an absent-minded DM.


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If you don't mind third party/psionics, you could always go with a blue goblin: http://www.d20pfsrd.com/psionics-unleashed/races/blue

You could go with a psion (telepath? Kineticist?) or a cryptic.


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MMCJawa wrote:

RE: Galt AP

The endless civil war in Galt (plus the whole Final Blade thing) really seems more a Daemonic thing than something devils would be responsible for. When devils are involved, you get something a lot more like Cheliax. Devils like order, not endless political chaos.

Certainly you could make an argument that

Spoiler:
the Final Blades (and to a lesser extent, the Gray Gardeners)
would provide evidence for this theory.

Edit: Whoops, somebody already suggested this.


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The spell insanity can inflict a random insanity on a foe (which includes amnesia- see here: http://www.d20pfsrd.com/gamemastering/afflictions/madness/amnesia ) Bestow curse can also afflict a victim with amnesia (although this makes the amnesia a curse and thus implicitly susceptible to effects that remove curses.) See here for more info: http://www.d20pfsrd.com/gamemastering/afflictions/madness


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Kyle Olson wrote:
Dreaming Psion wrote:

Bizarrely, this has given all my custom monsters/npc I have in the database dual initiative, usually with a bizarrely high second bonus.

Edit: This is 1.60 I'm speaking of. And it seems to be a display only issue, as in combat when initiative is rolled it only rolls it once.

Hmm. That sounds like an error in the upgrade process. I'm not sure there's much I can do about it at this point, although I could probably do a custom fix for your db. You could also probably use some sort of SQLite browser to manually fix the values in the Bestiary.db file.

Now that I check my own file, it appears that it was filling out the new DualInit field with ascending values starting at 1.

Also, you can open the monster editor and remove the dual init value manually.

Was there supposed to be a separate Dual Initiative field? If so, is it supposed to be in the "Other" section. (I see "Prohibited School", "Sorcerer Bloodline", and "Spell Domains" when I click on the "Other" tab in combat manager.


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Bizarrely, this has given all my custom monsters/npc I have in the database dual initiative, usually with a bizarrely high second bonus.

Edit: This is 1.60 I'm speaking of. And it seems to be a display only issue, as in combat when initiative is rolled it only rolls it once.


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Oh jeez, I can't believe I didn't think of this earlier, but you could take a note from Reign of Winter and have the PCs commandeer (or be commandeered by)

Spoiler:
Baba Yaga's Dancing Hut.

Since it is ornery and as loyal to its creator as it could be to the PCS, thus giving you a way of preventing too much exploitation of it.


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As far as the AIs go, you could adopt a few approaches with them. They might have initially been developed as intelligent, self-powered spelljamming helms to spare the mages from using up their spells, or ways of controlling coordinated fleets of spelljamming ships to avoid the need for mortal crew (and spare lives in space wars.) The AIs could be bound elemental spirits (Hellion seems a natural for an efreet or the like, some kind of artificial psychic construct, a god or vestige (see the 3.5 Tome of Magic or Radiance House's Pact Magic books) somehow imbued into material objects, or simply an intelligent magical item able to project its personality across several different objects.

The crashed spaceship could be the Spelljammer or merely a failed attempt at copying it.


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In a world where both systems existed, I would try to tease them apart on what they meant to people conceptually in game in society or how one might influence the other. In my examples below, I will assume psionics is the "naturally occurring" mental ability that came first.

From an ingame perspective, psychic magic might have been developed as a response to the (threat of?) psionics. It it was about ditching the external trappings of magic in order to compete with the "componentless" nature of psionics. A way for those not naturally gifted in the mind to strike back at the naturally psionic, or to at least strike as covertly.

Or perhaps psychic magic is a kind of mysticism that breaches the boundaries between magic and psionics. A movement developed to attempt to capture the best of both worlds.

You could just as easily rule that psychic magic came first as a sort of "proto-psionic" study where the field was dominated more by mysticism than the sci-fi trappings of psionics (if psionics is associated with such trappings in your game.) In this way, you could have an "evolution" of metaphysical practices like the following:
magic->psychic magic -> psionics


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My homebrew setting has trains, but it is set in a roughly Victorian era setting.
On Golarion, they could come across some kind of flying machine (another spaceship Numeria style? A flying carpet? A flying pyramid?) whatever it is, you'll want it to have some limitations so it can't be exploited, such as only working in certain zones or an expensive/rare fuel supply.


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You mentioned causing an extreme amount of fallout damage to the group by quitting. What sort of damage are you expecting, and what are somethings you could to minimize the damage while still maintaining your exit strategy?


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Oozes often cause acid damage, so some kind of protection for yourself and your gear might be helpful. Oozes usually have piss-poor AC and speeds, so you can move back and pepper 'em with arrows and Deadly Aim if you spot them. (Speed boosts can help you keep out of melee range if needed). Speaking of, some of them are translucent, so ranks in Perception can be useful.

Many oozes split when hit with edged weapons, so having a back up bludgeoning weapon may come in handy.

In melee, use Power Attack; you won't usually ever have to fear of missing.


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TOZ wrote:
Christopher Dudley wrote:
He didn't burn your house down?
What kind of murderhobo has a house to burn down?

The kind who knows Tiny Hut, Secure Shelter, or Mage's Magnificent Mansion or who owns an Instant Fortress or Cloud Castle.


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I'm probably much more concerned with creature execution overall than creature type. But here goes some things I'm a little bit weary of
a) creatures that are merely slight variants/rehashes of previously existing monsters, ones that don't bring much new to the table.
b) Creatures that are mostly grab bags of assorted but unassociated resistances, immunities, and spell-like abilities.
c) otherworldly entities whose main function is to kill you or swallow your soul.

#1 tends to be giants, golems, and such. (Big brutes who can hit pretty hard but can be pushovers otherwise.) #2 and especially #3 tend to be outsiders, especially those of the big three (Demon, Devil, Daemon).

Most notably about outsiders, I'm a bit fatigued by the number of them that variant in how/why they want to kill/destroy you because many times the specifics don't matter in many games/campaigns. If there is to be more fiendish outsiders (and I'm guessing we'll see more of them if a Bestiary V does arrive), I would like to see the new ones take up a different "conceptual niche."


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Depending on your dm's interpretation of the need for sleep, any divine caster who can cast lesser restoration (relieves the fatigued condition.)


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HyperMissingno wrote:
You know your DM is out to get the male dwarf when the boss is a mad barber.

To be fair, I think anybody could feel threatened by a mad barber.


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Pretty rare as D&D never has handled monster PCs well in my opinion. The pixie one guy had was a real glass cannon whose ECL really slowed down her overall class progression, and I think the medusa PC one of my players had only worked because he had a fairly good sense of restraint. I haven't really found any rules in PF that really struck me as worth trying to use yet.


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captain yesterday wrote:

a disenchanter

when you put one of these in your dungeon you learn who's reading the bestiaries by how white the faces get! ;-)

You could probably take that amalgam template from the Advanced Bestiary and either combine it with a rust monster, a carrion crawler, or both


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phantom1592 wrote:
Dreaming Psion wrote:
What if infernal healing didn't actually provide the healing but instead stole it from some other poor random schmuck who would have otherwise gotten healed by the same amount? (Or is simply damage). Like you're not really curing the damage you're just deferring it onto somebody else? (Either in the future or instantaneously.) Bonus points if it comes from people the caster cares about/allies with. Bonus points if it comes at exactly the worst possible time.
There are some paladin spells that allow you to share HP with people like that. Merely taking it from someone else wouldn't be evil... it would have to have some kind of 'unwilling' aspect to it.

Yes, the image I'd gotten was that it would drain it from some poor random soul against their will, with preference for those who the caster might care about and those who are in a jam, such that the caster would be essentially selling them out.


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Owen KC Stephens wrote:


5) Ettin

Okay, I'm down with this, PROVIDED that one of the included bad guys is a duel-wielding rogue (thug)/gunslinger (pistolero) that two identical heads, except one is scarred and evil and one is handsome and good. His heads would get into frequent arguments, and they'd have to decide who'd win by flipping a coin.


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What if infernal healing didn't actually provide the healing but instead stole it from some other poor random schmuck who would have otherwise gotten healed by the same amount? (Or is simply damage). Like you're not really curing the damage you're just deferring it onto somebody else? (Either in the future or instantaneously.) Bonus points if it comes from people the caster cares about/allies with. Bonus points if it comes at exactly the worst possible time.


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Some subtypes (example: the asura and behemoth subtypes from Bestiary III) indicate that members of their subtype races have spell resistance equal to 11 + CR. My question is, does that SR increase as CR increases. So if say an asura started gaining levels in a character class and thus caused its CR to go up, would its spell resistance also go up? What if it increased CR through getting a template or advancing in racial hit dice?


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Besides the usual class skills all outsiders get (Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth), is there any easy way to judge which skills an outsider may have in a bestiary are class skills? (Besides looking at the ones at max ranks and seeing which skills have the additional +3 bonus and which don't?)

I'm talking about particularly complex or high int outsiders that may have more than 4 additional skills (some of which may not be at max ranks).


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Yeah, the point about exploring the social structures (or at least highlight monsters with some kind of social structure) seems like an important consideration to be in a Monster Codex. Particularly unique, weird, or interesting social structures. The hags have their coveys, the cyclops lurking in the ruins of their long-forgotten empires, etc. You can even get a lot of interesting mileage out the mummy because lots of 'em are often entombed together, allowing for complex hierarchies of tomb guardians, etc.


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Does the Great Beyond cosmology for Golarion (and seemingly the surrounding planets) impose itself over the rest of the universe Golarion sits in, or does it only apply to a certain area?

Like for example, do ALL of the universe's mortal souls (barring any mishaps) go through the Boneyard and get judged by Pharasma, or is she limited in "jurisdiction" to certain parts/galaxies/solar systems?


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Note that Tower of the Last Baron, Treasure of Chimera Cove, and Carnival of Tears all take place in or near Andoran, so if you're willing to juggle some levels, they could potentially be used with the "Kobold King" series. (Carnival of Tears takes place in Darkmoon Vale/Falcon's Hollow, so it seems like a natural to go with the various Vale modules.)


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You could always take the cloistered cleric archetype. You'd take a hit to saves, proficiencies, spellcasting, and power over all, but you'd get the equivalent of bardic knowledge, more skill points, and a few other minor perks.


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Are you planning on ending the campaign with Blood of Dragonscar, or were you going to take the game beyond it?


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In my mind, each sin can have many different manifestations, and it can be fun to explore these different manifestations through different characters as an alternative to trying to capture the sin in total through one character. For example, the ranger (via favored enemy) can be a good representative of racial hatred/prejudice as a manifestation of wrath. The enchanter (or anybody skilled with enchantment magic) seems to me like a good representative of sloth in making people do things for you without argument. Transmutation and illusion can represent the "personal enhancement in order to get what I want" aspect of lust (as opposed to the lust as compulsive force element of enchantment.)


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Deaths Adorable Apprentice wrote:

I found it on pathfinderwiki at one point. There is a Black Dragon that entered into a legal contract with a Taldan Noble to be able to legally hunt on the nobles lands. This allowed the Black Dragon to hunt everything. People can be prey just like deer. That is a fun Dragon to use. And in he Vale of the Azlant there is an undead Dragon. That can be found in the Taldor book. Oh and if you are able look though the Pathfinder Society modules there are a lot that take place in Taldor.

Best of luck

Said black dragon would be this guy: http://pathfinderwiki.com/wiki/Esaolathus

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