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Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 1,031 posts (1,129 including aliases). No reviews. No lists. 1 wishlist. 15 aliases.


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John J Lynch Jr wrote:

Sodden Lands / Eye of Abendego

Mwangi Expanse – gorilla king

The gorilla king already appears in the Serpent's Skull AP.


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Cairn wight zen archers, rapid fire arrows delivering 1 negative level per round, advanced template stacked with already good dex and modifiers for class levels. Possibly include a caster that could dispel wind walls, etc.


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If you don't mind converting from 2e, I would suggest the various "Children of the Night" Ravenloft books (The Created (Ghosts, Golems, Vampires, Werebeasts) as they are the closest equivalents I can think of that I have any familiarity with. Each book has 13 NPCs of the corresponding type and a short adventure featuring that NPC. Some of them are really short and could use some GM elaboration, but most of them have a fair amount of RP to them. You can get pdfs of most of them on rpgnow drivethrourpg or dndclassics.com

Modules that I've ran that include a fair amount of RP include the espionage/sabotage heavy Tower of the Last Baron (LB 1, also has a sequel LB 2 but I don't recall that one has quite as much RP potential) and the high society investigation Gallery of Evil

An adventure path volume that strikes me as fairly RP heavy would be the Sixfold Trial (Council of Thieves), since you're enacting a (quite deadly) play.


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The War of the Skies adventure path! Aerial combats, dirigibles, gryphon riders, cloud castles, dwarven Sky Citadels, etc.


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Reading over the flying cloud castle last chapter of Giantslayer reminded me about the flying pyramids in the last chapter of Mummy's Mask. And then a great idea popped into my head, a game with flying pyramids vs. cloud castles!

It might be fun to put the Giant Cloud Castle at the end of Mummy's Mask or the flying pyramids at the end of Giantslayer, or maybe just a whole new game with an assumption that these things exist. Heck you could even throw in some resurgent dwarven Sky Citadels should you want to.


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Adapting the play from the Council of Thieves volume, the Sixfold Trial might work as a centerpiece for the event. You could have Ironbriar try to make sure the participants (and possibly the audience?) meet nasty ends as it plays out.


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159) A cleric of Sivanah has masked himself as one of the "priests" of Razmir. While pretending to teach his flock the ways of Razmir, he has actually been slipping in the teachings of Sivanah into his pupils lessons. So much that his apprentices (unknowingly) worship Sivanah enough that she is able to grant them divine spells.

The cleric's apparent success in creating "Razmiran" priests has made him a target of suspicion by the true Razmiran "priests". However, if Razmir objects to the cleric's actions, he has not deigned to interfere.

The cleric is for the moment conducting a grand experiment in how far misdirected faith can go in bringing divine energy into this world. His ultimate goals beyond that are unknown.


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Have you looked at the Pact Magic Unbound stuff by Radiance House? Although there's probably some overlap with the Occult Adventures, there seems to be a lot of good stuff there. If you were a fan of the Binder from 3.5 Tome of Magic, I'd definitely recommend looking at this stuff.

It might be a neat gimmick to have your Occultist (Pact Magic Unbound Occultist, dunno about the one in Occult adventures), to make pacts with the spooks the other guys capture. (There's a bunch of spirits you can look at for ideas in the various Pact Magic Unbound books)

Anachronistic Adventurers (by Rogue Genius Games) has some generic hero classes that might also work. Each class (the tough, the daredevil ,the investigator, etc.) has his own specific thing he's good at with a list of recommended archetypes, but the classes are designed as such that any modern class is able to take any modern archetype. There's also a few subsystems in several of the PDfs (rules for making vehicles by templating pathfinder creatures, investigation, rules for SCIENCE! inventions, feats you can take for dodge bonuses in a less magical environment, etc.) The classes generally seem on the lower tiers power wise, but they were meant to be used with the Pathfinder RPG (as modern man sent back in time to a fantasy world, for example).

And Carrion Crown #1 (Haunting of Harrowstone) does indeed have a cache of ghostbusting items (and even a magical ouija board) in it. Excellent source inspiration too.


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A tiger/other exotic animals or mounts
Hirelings/mercenaries
Fancy clothes
Disguises
False identification documents
Adamantine dagger (surprisingly good at cutting through doors, might be a bit expensive though)
Some of those weird holy symbols from ultimate equipment
a mirror
holy water
Smoke arrows
other special kinds of arrows
A house
Magnifying glass


Pathfinder Adventure Path Subscriber

Carrion Crown has the Haunting of Harrowstone. It starts in Ravengro, a fairly small backwoods town. The people there are not friendly at all (rampant paranoia of Ustalav), so take that into consideration. But if you need some horror hooks it might be worth a gander. The prison could make for an interesting site to plop down. Definitely a lot of nifty back story, etc. to it.

Giantslayer 1 (Battle of Bloodmarsh Hill) is there if you like orky things. Has a bit of unexpected subterfuge at the beginning too. May or may not work for you as it's basically a prelude to a war-type campaign. The adventure takes place in Trunau and the surrounding environs.

Some Dungeon adventures from a quick check of my pdfs:
#87 (Valley of the Snails, Hulvin (village), 3.0 D&D)
#91 (3.0 D&D)
Bogged Down
The Legend of Garlthulga
#96 (3.0 D&D)
"Hollow Threats", Fogly (hamlet), sidetrek adventure with a bunch of orcs riding around in a hollowed out dead dragon turtle
#124 (3.5 D&D)
The Whispering Cairn (first part of Age of Worms), Diamond Lake (it is a LITERAL small town by the classification, Diamond Lake also gets a town backdrop article)

You can peruse through here to find more first level adventures: Pathfinder Adventure Finder.


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(said by one ghoul to the other) "Pass me another cold one!"


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58. Have a wild/primal mage of sufficient power pretend to be the goblin god of cooperation and territory.


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57. Split them into groups of three. Allow two goblins to decide among themselves who gets to torture and kill the third, bound goblin.


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I'm seeing a bit of a contradiction here that puzzle me.
On the one hand, you want them to care about the world (and presumably, the NPCs)

H2Osw wrote:

one player who married Shalelu, who is now pregnant, and is having complications is seeking medical help,

But on this issue, you seem to be getting irate at someone seeking aid for an NPC they care about.

It seems like you've gotten at least one player to care about Shaelu. How might you take what you did to get the players' interest in that NPC and apply it to getting them more interested in the world?


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They might also be threats (or at least nuisances) in indirect ways, like filching belongings or horses tied to the entrance of a dungeon. Creating large fires or other natural disasters the PCs have to deal with could be another possibility. They can also strike at friends and hirelings of the PCs (though don't use this one too ofter).

Sometimes it may be about timing. After the group has taken on a major opponent and just about been beaten to a pulp, they might come out like jackals and swarm the survivors not bleeding out or maybe just make off with the dead bodies.

Diseases, have them carry some horrible (supernatural?) plague or other affliction that doesn't have a DC based on the creature, preferably fast-acting. Might be worse if they can quickly create spawn among normal commoners, then you have something approaching exponential growth.

Using the mob template (from DM2 3.5) might be an option, or use some version of the Troop subtype (from Rasputin Must Die! AP volume)

Another thing might be to have them not be the threat, but the thing that unleashes the threat, like in their pilfering they unleash some ancient horror or some such by accident.


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Volume 1 of Rise of the Runelords is goblins, which proceeds to lead up to evil cultists, ghouls, and ogres in volume 2-3. You can get the compiled version of that AP in the Annual Edition; it's updated from 3.5 to PF.

Giantslayer 1 starts with orcs and then moves up to ogres and giants.

You could probably take the first one or two volumes of an AP and use it to lead into Red Hand of Doom


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There's probably a continuum between total free-form and total dice mechanics. Think about where on that continuum your group is at, think about where you're at, and think about where you'd like both to be. how might you adjust on both sides to meet at a happy middle?

For example, somewhere on the continuum between freeform and rolling there's probably figuring out what you want to say more than rolling a skill, and then rolling it to see how you say it (phrasing, eloquence etc.) So that if you slip or stammer, the important thing is coming up with a good idea to convince, persuade, or intimidate whomever you're talking to. Sense Motive and doing your homework (researching your target in other ways like looking through archives, searching through homes, etc.) might help inform you about what your target might react to or want to hear.


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201. Search for traps on a door/make a find traps check, and then proceed to open the door from the next room over with a rope "just to double-check their work".


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Dragon78 wrote:


City focused(maybe)

I would peg this as unlikely, since it seems like Hell's Rebels will have a large city/intrigue focus already.


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LazarX wrote:

The spell is a 10 foot emanation centered on the caster. Doesn't work he way you'd want it to for that trick.

What if you cast Magic Jar first and then Antimagic Field while inhabiting the body of the barbarian or other martial?


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This is one of those gray areas where, if I was gming, I wouldn't make an insta- fall either way. Maybe a loss of a single ability until atonement, or a severe message of displeasure from the god the pally follows with a demand of atonement, depending on the circumstances, but probably not an insta-fall. The biggest thing I'd think I'd be looking for is, if a wrong decision has been made, whether the paladin tries to make up for it and repent rather than continuing down the same old trail and repeating old sins.

A couple of things to consider that might modify the situation. Has the paladin sworn an oath of personal fealty to the Queen? If so, he may have a Lawful obligation to follow her. Also, what were the terms of the surrender? If it was an unconditional surrender, the younger brother may not get a choice of demanding a trial- depending on how the terms of unconditional surrenders interact with the laws on moot trials. OTOH, if it was a conditional surrender of trial, then the paladin would be lying if he didn't give the guy the trial.

Someone earlier mentioned the potential fall-out for the Queen should she have her brother executed in cold blood without a trial. If the paladin has objections to unfairly executing the prisoner, then it might be wise to counsel her from a vantage point benefiting her well-being. It could be argued that by being obedient in this case it would actually be disloyal because the paladin might be against her needs if not her wants. The paladin could be especially influential on her if she follows the same god as the paladin and the paladin communes with his god and discover's the god's displeasure at the action.


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Turin the Mad wrote:
Errant Mercenary wrote:
Turin the Mad wrote:
Resource scarcity would be a welcome change of pace.

With optional rules on scarcity: conjure food/water not working, same with sustenance style items, long range teleportation blocked, scrying minimal, endure elements minutes/level or reduced effect, focus on preparation. Without making it a tedious checklist. Using those knowledge nature, engineering, survival, track.

Now that would be an off the beaten path AP.

One that sounds like a heck of a lot of fun. Especially with all the reboot films making the rounds, time to queue up some Road Warrior/Beyond Thunderdome/Fury Road and get to it!

Making skills other than Disable Device, Knowledge and Perception of significant value in an AP. I like it.

However unlikely this sort of thing might happen, I would surmise that it would take place in either the Mana Wastes (probably far from Alkenstar) or some backwoods/cursed region of Rahadoum.


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Another thing to consider with this scheme is, why would a god be pleased with a cleric going around with a group the deity didn't think was serving its interest in the first place?

Presumably, the cleric is advancing his deity's interests one way or another, and the party is therefor by proxy a tool to get those interests served. There's two ways of serving a deity, one is of faith, and one is of service. The latter need not necessarily be conscious or willing. So then why would the deity want to sacrifice the latter (service) in the favor of the former (faith)?


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In addition, if you're pressed for time and need a custom spellcaster without having to add class levels, you could add the simple class templates (cleric, sorcerer, or wizard) from the Monster codex, and then just give them the appropriate spells that would fit a necromancer

Quick paizo reference document link


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Here's what I found from searching the prd and the d20pfsrd.com for monsters that can cast animate dead or create undead as a spell-like ability

B1:
Devil (Pit Fiend)
Devourer
Hag covens

B2:
Daemon (Thanadaemon)
Witchfire covens

B3:
Div (Sepid)
Pukwudgie
Zuvembie

B4:
Tanniver
tzitzimitl

Pathfinder Adventure Path 57: Tempest Rising
Zombie, Voidstick

This doesn't include the many undead with the create spawn ability (for example, some from B1: bodak, ghast/ghoul, mohrg, shadow, spectre, vampire (and vampire spawn) wraith, wight


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A reskinning of the giants might work if you rewrite them as alien quasi-aberrations as per Attack on Titan.


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Andoran: Spirit of Liberty has a few tidbits about the Lumber Consortium and its role in the history of the Darkmoon Vale. (Falcon's Hollow only gets a namedrop and a reference to the Guide to Darkmoon Vale)

The only thing I could find in Fey Revisted was a few lines about dryads inhabiting the Darkmoon Vale


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In Dragons Revisited, Daralathyxl has a write up in as the sample red dragon (p. 50-51)


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Ah, that explains the dwarf suggestion then, as they are the main worshipers of Torag. Humans would be the next closest thing (if you're particularly close to any NPCs you know) as they are frequent worshipers too. Depending on what your character is like, you might be able to identify with a half-elf based on the "between two worlds" angle that half-humans can have. Alternatively, if you can find one, another half-human might work (dhampir, aasimar, oread [people with earth outsider ancestry- might work for the association with torag, etc.) These tend to be rarer though.

A fey would be harder. Lawful fey include the norns, who carry the shears of fate (LN.) Good fey include nymphs (CG). Both may be significantly hard to get them to warm up to. If the GM really liked your idea of a dullahan (is he a fellow fan?), there's no reason why she/he couldn't house rule it as a fey either.


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Fair enough. What god does your paladin serve, and what kind of creatures live nearby?


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What does your GM have to suggest?


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Is your already existing party built more towards ranged or melee?


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My understanding of the Zhents is that they are primarily motivated by greed and power. They have temporal rule over a number of lands, but a large part of their operations relate to their status as a mercenary and mercantile consortium. They seek an ultimate monopoly on trade in Faerun. Consequently, many of their heinous activities revolve around sabotaging or subverting trade rivals and seizing trade resources. I would liken them more to the Aspis Consortium than Cheliax.


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Mark Seifter wrote:
Lemmy wrote:
You aren't "fixing" the Fighter by adding super long feat chains, are you?
Nah. But wouldn't it be cool to get more out of taking those existing super long chains if you're willing to shell out the feats for them? Because I think so!

For me, maybe in theory, but no, not so much in practice, as the more feats there are, the more opportunities there are for the feats to not fit together well, get misinterpreted, to get passed over in comparing relative strength and weakness in comparison to other feats, or to just be duds.

In addition, having long feat chains can make establishing changes in one feat in the chain require considerable more complexity by way of how it interacts with other feats in the chain. The crane style feats are one example of what I speak of.


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I'm skeptical of tying eidolons to existing outsiders on a thematic basis, mostly because I've tired of how PF/D&D has handled existing outsiders. I'll probably find it better if the associations are loose, especially with things like alignment restrictions.

I'm in a wait and see mode for the barbarian and what is has to offer.

The rogue and monk fixes sound pretty cool- I'm cautiously optimistic and hoping that the execution will be good.


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Challenging/overwhelming odds can be fun, but I don't want them to be going on all the time. That would make me get habituated to them, and this would make them grow stale and hurt immersion. To make an metaphor, if I really liked pizza, but that was all I ate, I would eventually get tired of it because I wouldn't have anything to differentiate it from. However, if I eat other things, then I can better appreciate what it's like to have a really good slice of pizza or truly harrowing encounter, as the case may be.


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I have a chaotic evil wizard whose chaotic nature actually gets in the way of his evil nature. He was always attempting to be malicious and inflict suffering because of spite but his chaotic nature frequently distracted him from this with momentary obsessions and preoccupations and from time to time seemingly out of character attachments to other people.

Edit: So basically instead of the classic Chaotic-Evil combining and interact to magnify each other into the most unruly and vile sort of Evil, he happened to be both Chaotic and Evil, and the former got in the way of his execution of the latter.


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Kain Darkwind wrote:

Aboleth are arguably the strongest candidates of the 'odd' monsters for such treatment. I could see multiple different versions, maybe putting the veiled master in as their 'affiliated monster'

But for instance, what sort of treant statblocks would you expect to see? Would you think the treant section to fill up the same page count as fire giants or drow?

Etc.

Basically, I wasn't saying "you shouldn't have X in the Monster Codex II", I was asking how you would implement it, because it doesn't seem as intuitive as say, hobgoblins and orcs.

Personally, I'd say that the treants would be organized in fewer numbers than the tribal humanoids. I imagine they would be organized in something akin to a druid's grove, with 4-12 normal/low-character level treants and 1-3 elder treants of various spellcasting levels (or just advanced HD with the various class simple templates from MC1), especially in druid, shaman, or sorcerer. Dryads and other similar fey could also be included in the grove, as might plant creatures similar/aligned with the treant.


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John Kretzer wrote:
Sir Awesomesauce McSnazzlepants wrote:
Lion, I believe that I have seen a philosophy-devoted cleric somewhere in a sourcebook or module that is Golarion-specific. I don't feel like checking right now, as it's almost 7:00 AM, but still, I believe there is one. If there is, why no Razmiran clerics, at least of the philosophy if obviously not the 'deity'.

Even without the Golarion rule of no clerics must have a god ( if you saw it once it was a mistake as James Jocobs has said numerous times that they do) I would still rule no Clerics of Razmiran. Because there is no philosophy or ideals here. It is pyramid scheme played out to a very evil level. "I am awesome you should worship me" is not a ideal or philosophy.

Though he does have clerical support as the Inner Sea God books said that Sivanah has clerics in his service to support the deception.

Does it say how Razmir feels about Sivanah's clerics?


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And then there are always oracles too (although their powers ultimately come from somewhere else.) I can't remember where, but IIRC there were some clerics of Sivanah are pretending to be "clerics" of Razmir. So you may not be able to play a true priest of Razmir, but how about a false false priest? ;)

Actually, the idea of infiltrating the cult of a false divinity and siphoning off some of that energy into something that does have some true power has a nice irony to it.


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Kain Darkwind wrote:

Out of curiosity, those of you asking for demons (and other similar fiends), how do you imagine them fitting into a Monster Codex format?

The Monster Codex took one creature, and provided a bunch of different statblocks with that creature and class levels, providing a longer range of challenges than just the base creature, because those creatures can be encountered in a variety of different ways.

When you have 'demon', you have a minimum of twenty creatures, from CR 1-20. Devils are almost as close. Same goes for fey, and whatnot. What would the 'devil' entry in a Monster Codex look like to you?

For other creatures, like 'treants' or 'aboleth'. These creatures are often solitary, few campaigns involve an entire village or tribe of treants, for instance. What would the treant entry look like to you? I personally would want to wait for Occult Adventures to come out before providing a bunch of aboleth with class levels, but that's just me.

So tell me. How does it look?

Regarding aboleths, I don't see them as any more solitary than say vampires. Both are known to have numerous slaves and servants, and they can congregate together- it's usually just out of sight. Anyway, I would feature some minion stat blocks such as those of the skum.

Edit: I imagine a treant entry would center around a grove like structure- somewhat of a smaller social unit than say, most of the tribal entries. Think like the vampire families centered around a single lord as far as numbers


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I believe there is the Broom of Flying magic item should they make, buy, or find one and choose to use it without sacrificing their own abilities.


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A few of the smaller and more malicious, corrupted, or chaotic fey (atomies, gremlins,grigs, leprechauns, quicklings, skin stealers, tooth fairies, or even evil pixies) can mimic (and therefore pass for) a lot of hauntings all by themselves. Plus their stealth, enchantment, and illusion abilities to infiltrate the outside world and spy or bring back supplies.

Also, if you're doing an Addams Family vibe, you have to have crawling hands somewhere. A particularly hairy Korred could pass for Cousin It. And I imagine Uncle Fester could make for a mean bomb-chucking alchemist.

Edit: Oh, I didn't see that. You're looking for dungeon type monsters? I'd say a mimic might work, seems like they would be good lair guardians (remember they can be other things besides chests- coffins, vases, nightstands, hatracks,

Poltergeists (CR 2) could work too.


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Assassin vines (good as lair guardians)
Dark Stalkers (various)
Derro (for abducting food)
Dhampir
Doppelganger
Evil clerics (low-level, preferably something with the trickster domain to infiltrate Neutrally aligned gods' temples)
Goblins (great at stealth, darkvision, expendable)
Gremlins
Homonculus
Kobold
Mindslaver Mold
Mites (and by association, various types of vermin)
Wax Golem/Sentient Wax Golem
Werebat (may think it's a vampire and scare off intruders)
Witches (hex channelers)


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Brother Fen wrote:
There are plenty of third party publisher supplements with NPCs for just these purposes. INSTA-NPCs and THE NPC COLLECTION are great places to start. 100% CRUNCH is another option as well.

Insta-NPCs isn't what the OP was looking for, at least not what I gathered from the product description. They give you random tables to roll on for personality characteristics, but nothing with NPC stats (as the Insta-NPC line is system neutral.)


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I think in general there's a lot of inaccurate and annoying stereotypes about lower/low average characters that get overexaggerated and overplayed. Using only monosyllabic words and grunts, speaking universally in the third person, acting as rashly as an impulsive howler monkey on speed, panicking to death when encountering anything they don't understand as "spooky"- all this really "dramatic" stuff doesn't happen to every (or even many) of low/low-average character. The speed impediment/speak in third person stuff can be particularly irksome in this regard. For example, people with certain intellectual disadvantages might use big words, but misuse them with understandings meaningful only to themselves. this can be played for comedy from time to time, but many times it's a bit more subtle than that.

Somebody else made the comment about a humanoid with a 7 int being described as really dumb but an animal with a 7 Int as really amazingly smart. I think this difference is inadvertently played out where the animals will be be able to do more advanced combat tactics whereas the humanoid will be confined to "I go up and thunk it with a rock". If int 2 animals con conceive of and use basic ambush and chase tactics, then an int 7 barbarian or warrior shouldn't have a problem with figuring out tactics that are a bit more than that.

Basically, a 7 int won't necessarily make you horrible at what you do- if you've fought as a warrior all you're life it won't necessarily keep you from developing a few tricks and using familiar environments to your advantage. If you have a high dexterity, wisdom, or charisma and good number of base skill points, you could be quite skilled in the areas of expertise you select. Now, learning and adapting to new things may give you some problems or take you some more time/effort (you won't be able to just take 10 to guess basic facts other people might get just by taking 10.)

Remember that a basic, first level peasant is operates only on a budget of 2-4 skill points. As a player character goes higher up in level they're likely to become significantly more skilled than that (especially if you figure in bonus skill points for favored class bonuses or the bonuses for being a human.) You still have a lot of potential to learn; it will just take you some more effort to learn a bit less in terms of skills.

Also, your intelligence doesn't necessarily determine how you respond to adversity beyond your immediate understanding. You don't have to fly off the handle or treat it as haunted or just break it. that has lot more to do with personality and learned behavioral patterns than innate intelligence by itself. So basically what I'm saying is, think of how your Intelligence score relates to the rest of your character's other qualities to make your character a more whole person rather than think you have to follow some concrete algorithm that magically and rigidly predetermines your behavior based on a single number on your sheet.


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DM_Blake wrote:

I think Wraith meant "NOT every assassin"...

To the OP, while it's true that anyone can preach without having access to spells, even common people can be "experts" and they have access to spells without having an adventuring class like Cleric, etc. In a world where gods are real AND they prove it all the time by causing magic all over the world every day, being a priest/preacher/clergyman with no spells is a very serious handicap indeed.

I might go so far as to say that any "priest" who cannot channel his god's power has somehow pissed that god off. Or another way to look at it might is, if the "priest" is worthy of calling himself that (i.e. he's not a fraud, charlatan, thief, con-man, etc., but he's legitimately working to spread the word of some god in some way that this god approves of) then the god WILL grant him spells. In fact, the god MUST grant him spells or else everyone will think he's a weak god - when Joe Bob the farmer can get his wounds healed or get his child cured of illness or get his crops magically improved so they grow big and abundant, all just by donating at church X where the priest casts spells to do this stuff, there is NO WAY he would ever place any faith in church Y where the "priest" cannot, so the god MUST grant spells to all his faithful priests.

Which means that being a priest in good faith should AUTOMATICALLY qualify you as a level 1 spellcaster of whichever class is appropriate for the priest in question. Unless all his possible spellcasting ability scores are too low to cast spells, but then, the village idiot is not likely to take up the calling and actually convince anyone he's a real priest.

I think it depends upon what your setting assumptions are. Some settings have distant (or even nonexistent) gods that don't involve themselves directly in day to day business, or that you don't even need gods to cast divine spells (they can come from elsewhere like philosophies). And in other worlds, gods might not be affected by faith (their existence is independent).

In any case, a potential worker of divine miracles is not only a sign that X god exists, such a priest is also a direct Public Relations person in the name of his/her deity. As such, I don't think such abilities would be given out like candy to ANYBODY who would show up (if the realm is one where gods are active and vigilant.) Rather, I'd think a deity would be a bit more reserved and choose the qualified and the dedicated, those who represent the deity in the right ways, to endow with divine magic. There can be roles for others in the church to do others things besides perform the miraculous- clerics don't get that many skill points, so somebody else often has to perform more mundane duties. And because clerics have a minimum Wisdom to cast spells and require experience, it seems to me that their calling goes beyond merely pointing and clicking targets for their divine patron- they have to spend time training and learning just like anybody else does.

In fact, I'd say having too many priests could be bad for a faith because any of the following events might occur:
1)make the worshipers absolutely dependent such that they don't do things for themselves. ("Oh mighty god of the hearth and home, be with me as I sweep my floors.")
2)make divine magic taken for granted and the priests seen as disposable commodities
3)convince the populace that god is desperate or weak and will give power to any schmuck that comes along the road.


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Lost In Limbo wrote:


Thanks! Honestly I came up with them as if they were characters. I essentially came up with a bunch of character concepts as if i was making a PC but then deified them.

As for the role/character that's what I keep being unhappy with. I started with:

N The Weeping God, The Prince of Consolation
Darkness, Repose, Water, Weather

But his motivation was what was giving me grief. I think I'm going to make him a death god more of the classical psychopomp variety, replace "Weeping God" with "Mourning God" and have him be very empathetic to the mortal struggle while still ultimately a bystander, not actually interfering (thus the N alignment).

My gods, that's genius! A god of death that mourns and grieves should be intuitive given the association between sadness and death, but I've not seen it done a lot before. It fits that a neutral god might have sympathies for almost everyone too- neutrality need not be indifference; it can also be ambivalence, the contested feelings in reaction to a situation.

Perhabs your god of death, being the one who ultimately knows death and the pain it can bring first hand, is also an arbitrator or mediator of conflict. (That seems like a missing role in your cosmology, one who binds everyone else in the pantheon together.) With that, the role as negotiator, you could put a new spin on death being the ultimate so-called equalizer.

Edit: Of course, the style of arbitration may very from sect to sect of the church (since N allows the most variance in alignment- N, NG, NE, LN, CN) and how to respond to death for that matter- whether to delay/defy it, make sure it's very final, accept it with grace, or seek (un)life after death.


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Pathfinder Adventure Path Subscriber
Lost In Limbo wrote:

Just for reference here are the gods I have set so far (names omitted till I'm happy with them).

LG, King of the Sky, Father of Eagles
Air, Glory, Good, Law, Nobility, Protection

LN The Architect, Lady of Towers
Artifice, Knowledge, Law, Protection, Rune

LE The Jailer, Hell's General
Darkness, Earth, Evil, Law, Strength, War

NG Shepherd of the Weak, The New Dawn
Animal, Good, Healing, Plant, Sun

N ???

NE The Black Genie, The Merchant of Death
Charm, Evil, Fire, Magic, Trickery

CG The Divine Vigilante, Cheerful Batman
Chaos, Glory, Good, Liberation, Strength, Travel

CN The Mad God, The Prince of Paupers
Animal, Chaos, Luck, Madness, Travel

CE The Hate-Spark, The Destroyer
Chaos, Death, Destruction, Evil, Fire, War

I'm curious as to the process you you came up with these gods. Their names/titles are very concise, yet they seem to give a pretty good feeling of what their personalities and goals are as (albeit divine) characters more than simply what aspects of life they represent in their portfolio. Like, these deities not bound by a simple literal concept but rather can represent a mashup of several (sometimes interestingly paradoxical) concepts that could be interpreted several ways.

What sort of role/character did you you have in mind for your Neutral deity?


Pathfinder Adventure Path Subscriber

There is a small handful of kobold builds fitting your criteria in the Monster Codex.

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