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Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 631 posts. No reviews. No lists. 2 wishlists.


1 to 50 of 631 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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Some kind of engineer/gadgeteer/mad inventor (preferably without magic/spellcasting being mandatory).

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Depending on the level of tech wahoo in this AP, I could see one cribbing character concepts/flavors from RIFTS

Crazies: A mutagen focused alchemist/master chymist build, with the alternate alignment representing bouts of trauma induced changes in thinking.

Cyberdoc: Given the nature of Numeria, having somebody from one of the cities who runs a seedy "body-chop" shop might be fun. Dunno how I'd do this one mechanically though.

Glitterboy/girl (or perhaps other power armor users): A synthesist summoner or aegist (psionics expanded I think) with a particularly gimmicky/ostentatious manifestation.

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713. I joined this adventuring party (cult, gang, mob, etc.) because I needed a grander purpose. To be part of something greater than myself. With them, I feel my identity has significance, like I belong here.

(a break from the more humorous entries in this thread.)

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Wylliam Harrison wrote:
712. Every time i am asked to make a sacrifice to my dark lord i can use one of these suckers, they simply disappear overnight. The others are none the wiser.

712a. It helps they have the attention spans of goldfish.

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"Now, once more, with FEEEEE-LIIINNNG!"

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Ten Ideas

1) The gods are far away and can't perceive much of individual events or people. The world is hazy to them, or perhaps individuals are like individual ants are to a human. Clerics are different in that they are temporary homing beacons for the god's attentions; they can bring divine awareness into our world enough to manifest some method of divine action. But only the clerics with the strongest connections (as in, high level) can be so fine an antennae to make the god's power manifest directly into our world (working miracles, etc.)

2) The gods do manifest in our world. It's called having clerics. The clerics (and other priests) are the special intermediaries between the god and humanity. Perhaps sometime long ago in the primordial past, the would-be priests struck some kind of deal for how gods would interact with humanity/sentient races (and therefore the rest of the world).

3) The gods are lazy or apathetic, but of such power and awareness that they can "feel" mortals' emotions and pleas. They answer prayers and empower priests in an "Okay, here ya go kid now go away, you bother me!" sort of concession. Evil gods might get off on the strife and pain their actions or in-actions cause.

4) The mortal world does not have the importance we think it does, or at least not in the way we think it does. Our prime purpose lies in what we mortals call an "after life", but really that is only the beginning of our true lives. This mortal world we call "life" is actually merely a boot camp on a truly grand scale- the gods want the truly great to serve them as petitioners and ultimately merge with them in the void beyond our mortal lives. If the gods were to “coddle” humanity, that would prevent many potential great people from realizing the potential, or at least prevent separating the wheat from the chaff.

5) The gods once worked more directly in the world, but were long ago eclipsed in power by the churches and other trappings of their faith. As a god’s belief structure evolves, it ossifies and achieves a transcendent existence of its own beyond any one being’s conscious control. This typically leaves the original deity a husk of its former self (such as the turtle deity in Terry Pratchett’s Small Gods book). This phenomenon might explain the iconography and/or idolatry taboos within many faiths.

6) The gods exist as manifestations as Jungian archetypes of the collective human (or given fantasy, inuman) unconsciousness and are therefore intercede only through mortal action. This can take the place through the brute display of the strongest mortals’ faith (i.e. spells like Miracle) but more often comes about through a coordinated show of faith through combined actions (as in, mundane social movements/trends brought about by many normal people working in tandem with each other.)

7) Deities are all ascended mortals. It is the destiny of every mortal soul to ascend to divine status; it’s only a matter of time (unfathomably long in our mortal perspective, but not so much in a being of the infinite’s sense). Intervening directly would interfere with people reaching their inner divinity and is thus avoided.

8) Deities are all ascended mortals, but the act of divine ascension means cutting oneself off from human frailties and concerns (and thus cutting oneself off from mortal perspectives and ultimately the rest of humanity itself.) Certain quasideities, divine avatars, and demigods may be able to stay in the mortal world, but true godhood means joining a reality truly out of touch with any known by mortals. It is a lonely existence and perhaps a great and truly noble sacrifice, giving up the depth of mortal existence for the width of immortal existence.

9) South Park had it right- the mortal world is actually one great reality TV show. If the gods solve all our problems for us, it means the show becomes boring and thus gets cancelled. (Thus dooming all of mortal existence.)

10) “When you do something right, people won’t be sure if you’ve done anything at all.”

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Tiny Coffee Golem wrote:
You're all wrong. The DM is the scariest pathfinder monster. You're welcome.

Particularly a smiling DM. Because then you know it's already too late...

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When I go into the monster editor to edit a construct and click on the little green HD box to edit the construct's HD, the program crashes. Interestingly, this only seems to happen if the construct has no Con score.

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Third Mind wrote:

For me it's almost anything that turns you into one of them. Vargouilles for instance (spelt that wrong I know it) are terrifying in how they turn people.

Vargouilles can be particularly harrowing because if they pucker up and kiss you, you're living on borrowed time if you don't have a cleric with remove disease prepared (or light spells etc. to delay it). 24 hours is almost enough for you to go through the 5 stages of grieving several times over.

This happened once to a beloved (by the player, not so much the other PCs...) halfling bard who was paralyzed by the horrid things screech and then got that horrid smooch. He was getting far enough into it that his hair fell out, his ears turned into batwings, and he grew chin-tentacles. (Of those, the loss of his hair was the worst because he spent so much time and effort grooming it- he even slicked it back with gel).

Sadly, the full transformation did not make it through- they had to ally with the kobold healer who cured the affliction.

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"I reeeegreeeetttt nooottthhiiiinnnnggg!!"

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Matthew Boehland wrote:
The Order of the Stick Adventure Path.

They hinted that if it does well, we might see Nodwick and Knights of the Dinner Table APs somewhere on down the line, too.

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"I'll kill you 'till yer DEAD!"

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Auren "Rin" Cloudstrider wrote:
Cranky Dog wrote:

My opinion on genre mixes in Golarion:

If we can have Maasai warriors wandering around with cell phones, or genuine Mongolian yurts with satellite dishes in real life, then stuff like Numeria doesn't even faze me as unbelievable.

Pathfinder is a system where Medieval French Knights Run Around with Renaissance Era Plate Armor, Worship Greek Gods, and Wield Persian scimitars, where a native american shaman clad in hides of beasts of the sahara desert and transform into prehistoric dinosaurs, where modern japanese schoolgirls wield a tokugawa era daisho and wear black kabuki stage hand pajamas, where an old man in robes can demasculate the universe by verbally solving complex mathematics while performing gangster gestures, where an anemic little loligoth can be so skilled at puppetry she can make the gods her servants, where cowboys from the wild west wield firearms from the 17th century, and shoot highly advanced robots with modern rounds, all banding together to fight brain eating space aliens, sentient jello, collossal fire breathing flying reptiles, pale sparkly emo teenagers, and reanimated corpses.

Well, there's always room for jello!

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"Hey, why are you making such a fuss? So what if I killed your father. I killed my father too, and you don't see my crying about it!"

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This one works if you're a Planescape fan, but basically a summoner who is a mathematical sage who is a member of the Guvners (or more specifically, their mathematically-oriented splinter group that holds up mostly in Mechanus). His magic comes from his understandings of the rules and equations of the multiverse, and his spells are simply long equations complex enough to have mystical power. His eidolon is a moigno- the greatest of his equations- so complex that it's achieved a life of its own. (Should be possible since that AP was on Greyhawk, and you're going to the Outer Planes anyway.)

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Man, this is turning into a bazillion BBEG pile up. I'm lovin' it! I'm thinkinb Golarion would become like Rifts Earth, with all these regional points of chaos that are in the throes of chaos as BBEG squabbles with BBEG over various pieces of the pie that is the Inner Seas region.

On Garund, I think we'd have Ysderius most immediately come into conflict with the reborn Sky Pharoah Hakotep. Since Mummy's Mask seems to occur in the chronology a bit later than Serpent's Skull, Ysderius may have more time to get his act in order. Since the waking serpent people more or less unquestioningly follow him, I can see him overtaking a northern Garund in conflict as Hakotep's rise throws the region into chaos. OTOH, the threat of a rising dead god may make it easier for the Sky Pharoah and his sky pyramids to achieve legitimacy as a counter to an even worse threat, thus enabling him to solidify his leadership and power much easier than he would otherwise. Hakotep is relatively benign compared to the other AP big bads. With his sky pyramids, Hakotep would have a mobility advantage over the serpents.

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Joshua Goudreau wrote:

Now here's some wild speculation:

If I remember correctly, Mr. Jacobs said elsewhere that the next AP would also be traditional, but did not specify traditional fantasy. Perhaps that was an allusion to gaining influence not from Dungeons & Dragons but perhaps the other powerhouse game that has been around forever, Call of Cthulhu. Perhaps we are getting our Dark Tapestry/Dominion of the Black AP finally. Something that harkens back to those epic campaigns Chaosium made for CoC. The seeds for this style of adventure have been sown in Dragon's Demand and Occult Mysteries and we all know how much of a CoC fan Mr. Jacobs is.

Joshua Goudreau wrote:
8-bit video games and medieval literature referenced in the same thread about role playing games? I believe we may be close to winning the internet here.

Hmm, I guess the question here with "traditional" is, which traditions are we talking about? ;)

(Not that vastly different traditions are necessarily mutually exclusive of each other.)

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Although I've never really used them, my players mistaking some villager descriptions of aberrations in a nearby dungeon made the players nearly crap a collective brink. And then a sigh of collective relief when they found out the aberrations in question were not rust monsters.

I guess even sight unseen some monsters can build up such a reputation that they can make even hardened characters quiver in their boots like timid schoolchildren.

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roysier wrote:
The Tooth Fairy. It scared me as a kid and still scares me as an adult.

Are you talking about the ones in Bestiary IV? ;)

From an encounter, the other day, groups of cairn wights. NASTY, NASTY, NASTY level drains. Give 'em bows and they're even MORE nasty!

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683. I'm a compulsive altruist and gift-giver. And these brigands and thieves I'm with? Well the gifts have to come from somewhere...

684. We're all part of a troupe called "Ars Magica." I may be a lowly retainer now, but someday I hope to be the magic guy!

685. It's all part of the trust-building exercise. Okay, untrustworthy thief, CATCH ME! WHEEEEEEEEEEEEE! OOOOWWWWW!

686. I love seeing the idiot do the "catch me" trust-building stuff. He never learns his lesson. And now I can go through his pockets for gold. Fun AND profitable.

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Snakes! wrote:

More interesting replies, thank you everyone!

Corvino wrote:

While casters are very powerful they often tend to miss mundane solutions to things. It might be worth having a spy in their court with very high bluff and stealth - I'd be moderately surprised if either character had through-the-roof Perception or Sense Motive. The Master Spy Prestige Class alse adds in a number of built-in mechanisms to fool or avoid magical detection and control as well.

It might be fun if their next OTT creative plan is slightly spoiled by this (their target is in another city, and their Scrying has been fooled) and you can trigger a mole hunt.

This is a good idea - although the characters are both paranoid and cautious, this could probably be interesting for them.

Hmm, you could always use that paranoia against them, such as setting up alienation from their genuine allies. The misdirection spell, for example is not restricted to oneself, but can be cast on other people. False vision's a good counter to the scrying. A potential spy could endear himself to the characters by feeding their paranoia against other parties. And just for completeness sake, perhaps the spy will make gestures to "prove" his loyalty and honesty but secretly he has ways around them.

Although you've said your wizard's not evil, his love for politics makes me think his M.O. might fall into at least a few of the evil overlord tropes. This allows for big overcomplicated plots that can be dismantled at the last minute by a idiot hero/spanner or other wild card in the works. Pay attention to these random little tidbits, perhaps some fun random tables might be good to make up for the future?

The oracle's fear of death distracted him. If this is indicative of a pattern, this would suggest his nerves aren't quite as strong as the wizards. Has this ever caused them to disagree/come into conflict with each other?

If your oracle likes making his "prophecies" come true, I wonder how he would react to visions of his demise? Perhaps someone cryptically visiting him in his dreams (perhaps disguised?) might rattle him a bit? (Then again, Commune might kill this tactic- you'll have to be careful with it.)

Finally, regarding their arrogance, I think astute enemies would try to use that to their advantage by appearing meek or even comical to the characters. Humor is an often unrecognized but still very valuable weapon as long as you don't overplay your hand.

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If he's going with magic missiles and scorching rays and in general being a blaster, the blockbuster wizard guide might be more useful.!207&ithint=f ile%2c.pdf&app=WordPdf&authkey=!AMjZjzJxXVztFVU

OTOH, he may want to know that by default wizards aren't quite the damage dealers they once were.

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Couple of questions

1) What does the player of the fighter think? Was he calling/asking for help?

2)How much in peril was the fighter for drawing the fire? Was he near death? What other options were there to sustain him if there was a problem (eg. the cleric healing, the mage conjuring summons to soak up attacks, etc.)?

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8 Bit Theater characters:

Berserker Axinhed: N (LN/CN) Dwarf aristocrat/barbarian (Invulnerable Rager*)

Black Mage: CE Human Wizard (Evoker) with the Blockbuster style build

Fighter: CG Barbarian (or possibly one of the classes from Bot9S or an Unchained PF fighter)

Kary, Fiend of Fire, Fire-Infused* Half-Demon (Marilith)** Lillend (or just a fire-infused marilith)
*Advanced Bestiary **Demons Revisited

Monk: LN Brawler* (Wisdom too low for a monk, may have some kind of crazy template for reality warping powers)
*Advanced Cass Guide

Princess Sara: NE aristocrat/rogue (maxed out interaction skills)

Red Mage: CN Human Magus (Hexcrafter archetype so he can use the Healing hex)

Thief: NE Elf Ninja (with Leadership feat, max ranks in interaction skills and Profession: Barrister)

White Mage: NG/LN Human Cleric (Healing Domain) with the following feats: Bludgeoner, Martial Weapon Proficiency (Earthbreaker), Power Attack

Warmech: CE Myrmidon Robot (Inner Sea Bestiary)

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Hmm, setting things up I would've guessed Azlanti-related stuff, maybe in Taldor since there's a lot of Azlant ruins there according to Taldor: Echoes of Glory. Or maybe the failed Sun Temple Colony. It seems like they’ve been building up to something Azlanti.

Okay, so given that it's going to be more along the lines of traditional fantasy, I'm looking at any of the following as possibilities:

Andoran (non-Darkmoon Vale) involves Eagle Knights or other Andorans fighting against Chelaxian imperialists/slavers, perhaps with a feel that hearkens back to the Slavers series of 1e. (Would be a fitting place to start after a giantslayer AP...)

Andoran (Darkmoon Vale) perhaps something involving the werewolves and/or hobgoblins that were mentioned in the Guide to Darkmoon Vale but never really got much play. I somewhat discount this because I seem to recall hearing it been put on the back burner with staffing changes.

Brevoy- feuding noble houses

Five Kings Mountains: something having to do with the dwarves. Perhaps reclaiming a lost sky citadel or some such. Not too likely because of how humanocentric Golarion is.

Isger: The Goblinsblood Wars return. Haven’t seen any thing building up to this, so this is purely a shot in the dark for completeness sake.

Kyonin: The tanglebriar most likely if it’s happening here. Unlikely since it’s already seen some action in the Second Darkness AP and again because of the humanocentric nature of Golarion

Mwangi Expanse: Most likely something relating to Jatembe, the Ring of Nine Facets, or the Ten Warriors on the chance it’s here.

Nirmathas- defending the realm against Molthune invaders, possibly a war time campaign. My issues of doubt with this are that I seem to recall hearing something about the mass combat rules could use some elaboration/further development. And it might be similar in theme to King Maker and/or Wrath of the Righteous. Alternately, an AP in Nirmanthas could involve defending the Fangwood from the Dread Blight.

Rasmiran- taking down the would-be god on the off-chance it’s here.

Going by my gut, barring the Azlanti, from the possibilities from those listed above, I’d go with the Andoran Freedom Fighter AP.

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If we go by what I've used the most, Andoran (primarily because of the Darkmoon Vale modules and source material as this is great stuff to mine for homebrew worlds.)

Other than that, I'm taking quite a liking to Numeria lately. Ustalav, Azlant, Thassilon, the Mana Wastes, Galt, and Taldor also interest me more than most other lands.

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How did you manage to fool them with the Rushlight Treachery? They seem paranoid and resourceful enough they would've been able to see through it. If this isn't a one time occurrence, then layering more levels of deception might be an option. (They seem to have a lot of power to destroy things when challenged directly.)

My other observation is that they seem to burn through a lot of one-use resources whenever they pull one of their stunts. They also seem to be practicing a scorched earth policy, as they must've destroyed most of Pitax's wealth with that explosion. That makes me wonder, what could you do to hit them in the pocketbook?

Finally, since they've invented and dropped the first bomb, perhaps it's time for some escalation (perhaps the area goes all out into nuclear war?). If anybody else is able to discover the technique independently, or if they have any spies who can learn of how they did it, you might do the same to them. Any neutral/fence-riding parties will ally for or against them, as they've just effectively uped the ante literally overnight.

Finally, if you really wanted drastic change to come from it, I can see such a massive death have dread supernatural repercussions. Mass hauntings (or a single massive mass of ectoplasmic malevolence) might come out of it; the psychic resonance could also cause rifts to open, etc.

Just be careful to work to challenge more than punish them.

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Zhangar wrote:

The bigger issue with Kazavon or some other dragon as the book 6 BBEG is, well, the book 6 BBEG needs to be in the CR 17 to 20 range - parties are normally level 16ish, and by normal guidelines the final battle won't exceed ECL +4 or +5.

Otherwise, CR 23+ opponents are strictly the realm of a mythic campaign or the "after" campaign.

Which means we're not going to see a Book 6 throwdown with a great wyrm in the normal scope of a non-mythic AP (or if we do, it's going to be a white dragon, because of CR guidelines).

I think Yrax, Lord of the Howling Storm (I love that title), is the most important dragon to actually show up in an AP, even if Marrowgrath from Carrion Crown, what-his-name from Runelords (dude almost caused a TPK in my game), or the Lesser Jabberwocky are technically stronger.

There's probably some neat dragon I'm overlooking, though; I'm only familiar with a few of the APs.

As mentioned upthread, most great wyrms are several below that. Also, Paizo isn't a stranger for the players going on missions to weaken the BBEG, effectively lowering the CR of the final encounter.

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156. Cayden Cailean is holding Herald try-outs and how else is he gonna pick out his new champ?

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What I predict (not necessarily what I want) is that after all these themed APS, they'll be returning to their roots with something fairly generic/vanilla yet something attention getting/iconic. That means Varisia (with all the recent adventure paths that have roamed far afield, the Varisia to everything else is a bit low compered to what I perceive is their usual standard.)

Now if Runelords and mythic have been called out as not being it, that leaves us a few options. And the first thing that comes to mind is dragons. Paizo has long held off on overusing the dragon, so I can imagine a whole dragon AP would probably be off the shelf. However, if we made it about one dragon that might be a thing. And the biggest bad dragon I can think about in the area

Curse of the Crimson Throne spoilers:
is Kazarvon. We know from the Curse of the Crimson Throne AP that]the possibility of Kazarvon's return has been hinted at. And the Brotherhood of Bones has been poking around Varisia to restore him to life. Karzavon's also associated with the orcs of Belkzen, so Giantslayer could possibly allude/lead up to it.

However, I don't think this dragon will return in the way people might expect- that'd be too close to Shattered Star. Instead we'd see something more closely connected to Zon-Kuthon (and therefore possibly the shadow plane.) Part of the kicker of this AP may be the revelation of (or hinting at) where Dou-Bral went when he changed. (Perhaps a support article in #100?).

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Hmm, well you could leave a very small creature in the area, say a mouse or something, and then scry on it to get much the same effect.

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Another option would be to have different sects/orders that emphasize different elements/interpretations of the faith (and thus provide domains relevant to that aspect.) Perhaps each sect has its own holy book, symbol, and/or even favored weapon.

Because of the "1 step" alignment rule in many PF worlds, many deities could have 3-5 alignment variants. Each sect might be an embodiment of that variant. Ezra from Ravenloft does this (though she doesn't grant domains by sect)- it is admittedly a world where the gods are distant (if they exist at all).

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153. The drunkards stop the fight and make amends. All seems to be peaceful, no more disagreements, and everybody is praising each other.
"Yer the greatest, man!"
"No, yer, the greatest."
"Uh, nah it was my bad on this, yer the greatest!"
"No, it was MY bad, YER the greatest!"

... and away we go again.

This is a well-aged joke in media, but why not put it here too?

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Hmm, two things I can think of:

-Something to be done with the disparity between full attack and standard attack. Casters are very good at mobility and often try their darned best to stay out of reach. Beyond that, swishing away all combat in one place can be boring, so something allowing the fighter to be a bit more mobile and still kick butt could be rewarding.

-Variable feats. Other classes can swap out bonus feats they get on a regular basis, so why not the fighter? One or more of the fighter's latest feats could be swapped out daily with some kind of training regimen. This would also let a fighter "test run" combat feats before selecting them permanently.

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147. The tavern is haunted and cursed- it's built on an ancient dwarven burial ground.

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You could reflavor an alchemist's extracts to be magical fruit. I seem to recall reading somewhere that Athasian bards made magical fruit.

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It's been a while since I looked at Jade Regent, but I was internally debating putting in the PF Module the Ruby Phoenix tournament if I were to run Jade Regent. It would possibly used as a stop gap in case we wanted to end the game early (winning the tournament would mean winning the throne of Minkai), or possibly simply as an interlude to win the political favor of those ruling in power in Ordu-Aganhei (making it the location instead of Goka). The Jade Regent would probably have some representatives there, either covertly or overtly.

Ruby Phoenix Tournament spoiler:
The cheating Golden League bad guys could be replaced by Jade Regent minions/oni or simply be secretly on the take.

If you have access to Dungeon magazine, the Coming Storm (level 10, Dungeon 136) fits both in theme and climate at the approximate level you'll be towards the far end of the Crown of the World.

Coming Storm and Jade Regent Spoilers:
The temple's return to the mortal world could relate to Katiyana's storm, or could be an alternate source for the storm if you wanted to cut some parts of the third module out.
Providing your willing to play with the levels, the Winding Way (level 14, Dungeon 117) also seems fairly appropriate for insertion somewhere into the adventure path.

Finally, there are a few Pathfinder modules you could run after the adventure path is over, provided your party was willing to go back west to the artic cold (The Witchwar Legacy, level 17) or rescue a cherished companion from the threats that infest Golarion's moon (the Moonscar, level 16.) Foreshadowing these modules early on may help build context for them showing up after the official adventure path is over.

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142. Two suitors are dueling over the affections of the same person they love. Things get ugly when a missed attack strikes one of the gawking onlookers.

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137. Ergot fungus gets into the bread.

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The Touchsight spell (alchemist 4, bard 4, druid 4, sorcerer/wizard 5; Ultimate Magic, transmutation [sonic]) may be another good way for detecting an invisible, mind-blanked person (in the flesh, not via scrying though).

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Android alchemist- Dump wis, extracts/mutagen/etc are gadgets. Perhaps take one or two token ranks in law-enforcement related skills. Mix well and you have one Inspector Gadget.

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Thuldrin Kreed (Falcon's Hollow modules/A Guide to Darkmoon Vale) Maaaaaannnn, there is nobody able make players hate worse than a sadistic jerk with the backing of a major industrial institution so that you can't just off him without getting into trouble. And even then, you know you've made it when normally good and law-abiding PCs consider plots to assassinate him.

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I haven't gotten around to running an AP yet. However, I've strung together all the Falcon's Hollow/Andoran stuff (Hollow's Last Hope, the Kobold modules, Hungry Are the Dead, Carnival of Tears, the Last Baron moddules, the Pallid Plague) Most of my changes to the modules themselves were simply converting them to Pathfinder and maybe playing around with their levels to make all of them fit in. The Pallid Plague PFS scenario (note that I don't play/run PFS, was just using this for a home game) was the first one I altered substantially- swapping out the existing evil god cultists for a sect of crazy blight druids who were being displaced by the Lumber Consortium. I also made the plague already having broken out in Falcon's Hollow and injected some investigation elements and some random encounters into it. Took longer than I expected (lasting several sessions), but I think it was generally worth it.

Most of the changes I made were actually between modules, such as adding a Dungeon module (Bogged Down, Dungeon 91) after Hollow's Last Hope (Bogged Down, Dungeon 91. Summary: some bog mummies wash up and afflict people with mummy rot- I switched the mummy rot out for the Black Scour Fungus from Hollow's Last Hope.(Disease and undeath was a big theme I was injecting into the game, culminating with the Pallid Plague).

I may throw in an expanded Wingclipper's Revenge (Dungeon 132) as a sort of final send off for this series, where all-out war between the fey/druids and Kreed/the Lumber Consortium comes to a climax. That is, if my players don't assassinate Kreed first (then again, the Consortium might send along somebody worse!)

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I sure hope they don't nerf the barbarian in some attempt to make inline with where they could/might view some of the other martial classes are/should be.

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Since you'll be likely going for a familiar with the Arcane Bloodline Eldritch Heritage feat, maxing out your Use Magic Device and getting a familiar with prehensile hands (such as a monkey) might be an option worth looking into. That way you can effectively by having the familiar UMD with wands and such to partially make up the difference in not having two separate casters in the party. If you take this route, you'll one want of your traits to make Use Magic Device a class skill (Dangerously Curious might fit a gnome; you could flavor it as wanting to explore all possibilities of finding a way to help her people.)

Since you're doing double caster duty, look for spells that are frequently cast by both arcane and divine casters that are on the cleric spell list (Dispel Magic, for example.)

What are the other players going with, btw?

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"Fire at will!"
"...Which one's Will?"

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It occurs to me that necromancy would allow for power sources moved by the power of dozens or maybe hundreds of untiring undead laborers. As long as the drudge work is fairly mindless, you could even get some effective assembly lines going.

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Prince of Knives wrote:
Dreaming Psion wrote:
Hmm, this book is quite interesting in that there is seemingly a greater percentage of essentially benign or well-intentioned creatures than I recall seeing in a lot of other monster books (though mostly still of neutral alignments, with the potential of fighting against PCs as minions of malevolent monsters or through misunderstandings [or in the case of one or two of the monsters, delusion].)
Any in particular catch your interest? I know I was involved in several of those benign monsters; I wanted to be able to add 'positive' plot hooks, where something striking and unusual is not necessarily trying to kill you.

I am overall pretty fond of most of the monsters (although just by a subjective glance the dedrakon looks to be more of a CR 4 than a CR 3.) In a possible future revision or later supplement, it might be good to have a "cohort equivalent" level if you wanted to recruit them with leadership.

The dread trepanner is perhaps my favorite of the "benign intentioned" monsters because I like the freakiness of monsters who do you harm "for your own good." And with the right social skills you could reasonably calm one down, but you're still playing a dangerous game by letting it hang out with you. They also make the perfect assistants to torturers or mad scientist types.

The ghaar's another interesting one because of its past and affinity for necromancy (inferring that it has a tendency for taking levels in necromancer type wizards, sorcerers, or clerics because of the race's lack of inborn necromantic ability.) It strikes me as having the most mystery of the lot. The ural is similarly interesting, but its insane mind, solitary nature, poof saves, and lack of plant immunities makes it seem like it would be trickier to use in a game when hostilities likely break out.

I liked the iniro because you have to give something up for its symbiosis. Knowing its weight would be helpful though as it seems like the host would have to carry it around.

The fither strikes me as the psionic equivalent of a disenchanter beast but with a bit more punch (in the form of psionic powers) and less of a permanent gotcha factor (in that its magic/psionic item drain is temporary- still good for a momentary "OH CRAP" moment from the players the first time you spring it on them without totally putting them through the wringer.)

Generally speaking, I like that having friendly relations with a bunch of these creatures might cost you something (even if it's just being judged as being sympathetic to "horrible monsters".) Their hideous (from our human perspective) appearances makes me think they suffer from the same problem as the flumph- wanting to help/get a long but being rejected by many societies because of their monstrous natures. This in turn implies they will seek to attach themselves to more monstrous societies (for the presumed lack of judgmental sensibilities.) The reva seems to me to be the poster child of this phenomenon.

For the most part, I would surmise the monsters in this book are easier than a lot of monsters to "plug in and play" in an adventure because they seem to have a great affinity for being minions of other monsters in unique yet understandable ways.

The monsters in this book can take on multiple roles in adventures too- the mindseed tree can be trying to solicit its seeds or it could be on the warpath out of sheer frustration. Even the relatively obviously evil cerebremorte (great name, btw) has a couple of built in M.O.s- revenge or greed for further knowledge/dominance. Three if you pick up on the implicit nod that some of them don't even realize they are dead- an irony I find delicious considering their psionic natures. Overall, you guys did a great job of hinting at things without dictating how they are and thus enabling the creative imagination to run wild.

Pathfinder Adventure Path Subscriber

You can combine spellstrike and spell combat to basically give you an extra weapon attack to deliver a touch range spell. Although this is verging on pure cheese, you can use this with Arcane Mark (a touch-range cantrip, which means it can be used indefinitely.)

Pathfinder Adventure Path Subscriber

"Your kneecaps are mine!" - for a particularly feral halfling, gnome, or other small folk (taken from Jan Jansen in Baldur's Gate II)

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