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Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 538 posts. No reviews. No lists. 2 wishlists.


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Okay, here's one a little bit more out there than the pilgrim inquisitor, but I think it'd be fun to play an android enchanter or telepath. Based on the notion that sometimes the member of an out-group has to make extra effort to join an exclusive clique. Like sometimes they have work like 10x harder than a member of the in-group to get noticed and accepted.

So going with that, this character would totally break the image of robotic characters as being dull and emotionless. In order to make it in human society, this android has studied human emotions and has become determined to emulate them. Even if he has to "fake it to make it". The problem is, the android may not emulate them very well, considering their misunderstanding of human emotions/motives.

So rather than the subtle range of emotions people can manifest, you get extreme and often absurdly inappropriate caricatures of emotion from the android. He may not really feel these emotions but is trying to play along with the strange flesh-lifeforms as best as he can.

The enchanter or telepath class would come out of trying to come to a realization of that understanding, with the android's wild emotions from time to time becoming "contagious."


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Lloyd Jackson wrote:

"What mummification method is your favorite? I really like the late kingdom style. They're so life-like. Almost as though they could awake up at anytime."

"As a rule, I don't think about it. Mummies are creepy."

*Sigh* "I think about it all the time."

*Eyes her burial-shroud aesthetic* "We've noticed."

Can humans and dark folk breed? I'd say no, but this is fantasy and humans are one-size fits all. Alternate source of fetchlings perhaps?

I say they've got to be able to breed. After all, those shadow bloodline sorcerers have to come from somewhere, no?


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Ya know what we really need right now with all this talk of crazy hooligan possibly mammoth-riding barbarians, blasphemous abomination-of-Erastil-creating metal mages, and now pieces of tin that think they're gods? A tough, no-nonsense, take-no-guff-from-nobody, back-to-basics hero type. I'm talking an honest, gods-fearing (REAL gods, not these monstrous metal mockeries) inquisitor of Erastil (black powder inquisition). He'd dress like the stereotypical image of a pilgrim (complete with the big black hat with the belt buckle on it) and would use a blunderbuss.


Pathfinder Adventure Path Subscriber
clff rice wrote:

HAHA :) Awesome.

Gummy Berry juice
This elixir give you a +5 to jump cheks and dr 5/slashing.

I think character race/species should play a role here. Perhaps these effects could work for halflings, dwarves, gnomes, and ewoks. If you're a human, I think the juice would give you super-strength.


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Cool Whip: This is a +1 icy burst transformative (you can shape it!) whip. It also has a very minor but peculiar curse in that it has a 50% chance of being unable to be pronounced correctly.


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Deadmanwalking, a Nephilim with the Young Creature template may approach what you're looking for in an Asgardian (it'd be CR 7 and have most of the things you listed).


Pathfinder Adventure Path Subscriber

Some of the entries in the monster/NPC databases got imported wrong or something as far as the ability scores go (all reading a "-" for the ability scores.) The following products seem to be affected:
Bestiary 4

Inner Sea NPC Codex (Pathfinder Campaign Setting)

Wardens of the Reborn Forge (Pathfinder Module)

Wrath of the Righteous (Pathfinder Adventure Path): Demon’s Heresy (75), The Midnight Isles (76)


Pathfinder Adventure Path Subscriber

I'm running into an issue with hit point changes due to Con increase/decrease and the Toughness feat with user-created monsters. Specifically, it only seems to be figuring it for the first hit dice type. So if I had a 2d8 + 3d10 and my con increased by +4, it's only giving me an increase in hp by +4 (instead of +10), ignoring the +6 for the 3d10 hp.


Pathfinder Adventure Path Subscriber

What's your party roles/functioning outside of combat like?

And how do they handle unusual situations (like perhaps when they are only secondary targets- escort missions, preventinga assassinations, hostages, etc)?


Pathfinder Adventure Path Subscriber

I've used assassin vines at least twice in my current campaign. In another game I played in, we also encountered a clump of assassin vines in the last session we played.

One thing I've noticed is that plants tend to be used in themed adventures or adventure arcs (which may explain their comparative rarity). The campaign I'm playing in I mentioned above has the assassin vines as the start of a plant themed level in the tower we're doing a dungeoncrawl in, for example. One mini-arc of "Nature Gone Mad" adventures I ran back in '11 or so (composed of three or so dungeon adventures shoved together) had probably a higher plant to other enemy ratio in it than the rest of the last few years I've gamed. That one had vegepygmies/moldmen, corrupted treants, needlemen, sporebats, an iron maw, and a host of other obscure plant monsters from prior editions.

Another reason for the rarity of seeing plants as monsters in game is for the reason that more than a few plants have limited mobility. This essentially renders them as traps just as much as they are monsters. Therefore, putting plants in an adventure can require a little more though on placement of plant monsters than more mobile monsters to act in a synergistic fashion with the environment.


Pathfinder Adventure Path Subscriber
thaX wrote:

I have a weapon master with a Scythe. Grog can now Lunge, Power Attack, and Whirlwind...

"Grog have Scythe, will travel."

Yeah, a scythe using fighter is one that I'd been wanting to do as well. Only what I had in might would make use of the various crit feat chains and the feats that rely on Intimidate. His whole schtick would be that he's delusional in thinking he's an avatar of some death god. His normal motif would be to dress/act like a stereotypical grim reaper- long black robes, speaking ominously (or trying to) in low tones, that sort of thing. I haven't decided if I'd play him straight or play him for comedic effect (probably go half and half).

Karl Hammarhand wrote:
The bard from Gamers. The guy who kept getting killed.

Well it's not a bard, but it only takes 5 levels of reincarnated druid (archetype from ultimate magic) to get that.


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samuraixsithlord wrote:


No Black Mage :-(

That's because I already did Black Mage a few pages back. I was just catching up with the rest here. He's a CE wizard 5 (can cast fireball once per day). :)

I'll add for a higher level Black Mage you could have him as a Wizard 11 or 15 (depending on if you wanted "Hadoken" to translate into Disintegrate or Delayed Blast Fireball).


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A few more 8-Bit Theater characters:

Berserker Axinhead- CN male dwarf aristocrat/barbarian with multiple personality disorder

Black Belt: LN male human qingong monk (with most of his qingong monk powers reflecting misunderstandings of reality rather than actual mystical powers)

Fighter McWarrior: CG male human barbarian (invulnerable rager, follows two-weapon fighting feat chain)

Kary, Fiend of Fire- CE female fire-infused marilith

King Steve- CN male middle-aged human aristocrat 2 (Wis is dump stat)

Princess Sara: NE female human aristocrat 1/rogue 7

Red Mage Statcowski: CN male human gestalt magus/cleric built on a 25 point buy (alternate- fighter/wizard with healing domain [rules variant from Unearthed Arcana 3.X]/eldritch knight built on a 25 point buy)

Sarda the Sage: LE male human wizard 20 (that's all you really need)

Thief: NE male elf ninja/shadowdancer (with Leadership and max ranks in Bluff, Diplomacy, Knowledge (local, nobility), Profession: Barrister, Sleight of Hand, and Stealth)

White Mage: NG female human cleric (feats include Bludgeoner, Martial Weapon Proficiency: Earthbreaker, and Power Attack)


Pathfinder Adventure Path Subscriber
samuraixsithlord wrote:
Dreaming Psion wrote:


Most of the main cast from Planescape: Torment (exact levels can vary)

Annah CN female tiefling fighter/thief (fairly obvious, weapon training in light blades, feats include power attack, two-weapon fighting feat chain, weapon finesse, and improved crit/weapon focus/weapon specialization in punching daggers)

Dakkon- LN male githzerai magus (blade-bound magus)

Fall-From-Grace- NG (not LN) female risen/redeemed succubus cleric

Ignus- CN/E male fire-infused human sorcerer (wild-blooded- sage) (Template from the Advanced Bestiary, or here: http://www.d20pfsrd.com/bestiary/monster-listings/templates/element-infused -creature; going with sorcerer since he's primarily a blaster and being always on fire kinda prevents the use of a spell-book. Include Overland Flight in spells known.)

Morte- CG male unique petitioner fighter (lorewarden)- seems to react more to spells and such more like a living creature than an undead despite being a skull. Also originally taken from the Pillar of Bones in Baator- suggesting his soul had already been "processed" into an outsider.

The Nameless One- male Eternal Creature* human magus/thief (Probably only a few token levels in thief at most, going magus would allow TNO to focus on his reclaiming both his magical might and his fighting skill. Alternatively, wizard/fighter/eldritch knight. *Template from Book of Monster Templates by Rite Publishing.)

Vhailor- LN warforged (former male human?) fighter (Alternatives: Android, awakened animated object, soul-bound mannequin)

by thief you mean rogue right?

Whoops, yes I do. Good catch there.


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Most of the main cast from Planescape: Torment (exact levels can vary)

Annah CN female tiefling fighter/thief (fairly obvious, weapon training in light blades, feats include power attack, two-weapon fighting feat chain, weapon finesse, and improved crit/weapon focus/weapon specialization in punching daggers)

Dakkon- LN male githzerai magus (blade-bound magus)

Fall-From-Grace- NG (not LN) female risen/redeemed succubus cleric

Ignus- CN/E male fire-infused human sorcerer (wild-blooded- sage) (Template from the Advanced Bestiary, or here: http://www.d20pfsrd.com/bestiary/monster-listings/templates/element-infused -creature; going with sorcerer since he's primarily a blaster and being always on fire kinda prevents the use of a spell-book. Include Overland Flight in spells known.)

Morte- CG male unique petitioner fighter (lorewarden)- seems to react more to spells and such more like a living creature than an undead despite being a skull. Also originally taken from the Pillar of Bones in Baator- suggesting his soul had already been "processed" into an outsider.

The Nameless One- male Eternal Creature* human magus/thief (Probably only a few token levels in thief at most, going magus would allow TNO to focus on his reclaiming both his magical might and his fighting skill. Alternatively, wizard/fighter/eldritch knight. *Template from Book of Monster Templates by Rite Publishing.)

Vhailor- LN warforged (former male human?) fighter (Alternatives: Android, awakened animated object, soul-bound mannequin)


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Imbicatus wrote:
An inquisitor of Asmodeus seems like a good start...

You could call them... Devil's Advocates.


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Some DC comics ones:

Green Lantern (generic): human sorcerer 18 (starsoul bloodline, may have Eldritch Heritage feat for arcane bloodline/arcane bond [ring], 9th level spell is Interplanetary Teleport); level may be reduced to 14 if you rule that Greater Teleport can transport between planets on its own.

Solomon Grundy, male advanced, fungal creature troll druid (reincarnation druid) 5/barbarian x (level can vary depending on power level of incarnation)

Swamp Thing, male fungal creature human druid 20, mythic rank 10; CR 25


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I wouldn't mind seeing more skill points and a Good Will save. However, I think the main difficulty for the fighter is in heavy mechanical systems like 3.X/PF (as compared to less mechanical ones like some of the simple forms of D&D) is fighting the "need a feat for that" phenomenon (or the perception there of) to do something specific other than hit somebody over the head.

An exception based ruled system with specific delineations on special moves (with built in restrictions discouraging their use unless mitigated by substantial investment with feats, such as combat maneuvers) seems to me to naturally favor spellcasters. In that, sometimes the more you define mechanical options as specific feats/abilities, the more you can take away from what the mundanes could've done before without them. However, since spellcasters generally do the impossible with their spells, more options generally expand their power and versatility.

Therefore, were I to redesign the fighter, I would implement that wouldn't require permanent choices so as to avoid diluting the fighter more. Instead, I might try putting in things that could enhance the fighter's versatility and spontaneity. Perhaps some kind of stunt or deeds system. Or allowing the fighter's latest feat be a feat that can be swapped out in a manner similar to some of the other classes in PF.

I also think many of the combat maneuver feats could be combined/galvanized. Improved Overrun and Improved Bullrush seem to be a natural for this sort of thing, for example.


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blahpers wrote:
Daenar wrote:

Mad Max

Solomon Kane
Conan of Cimmeria
I see your Solomon Kane and raise you a Solomon Grundy.

I see no reason why you couldn't combine Solomon Kane with Solomon Grundy (Kane Grundy?) and have the best of both worlds. Certainly, as an immortal dweller of the swamp you might feel threatened by necromancers, clerics, and other evil types that might seek to dominate your home or even command you. I see no reason why a murdered Puritanical crusader couldn't come back from the dead as easily as a murdered criminal. Or perhaps he becomes a Puritanical Crusader as a result of having been raised through unnatural processes.

For some inspiration on what a more heroic or sympathetic Grundy might be like, you could look at his participation in Jack Knight's run as Starman in the 90s (they were pals) or his involvement in the Justice League episode "The Terror Beyond."


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When possible, I try to shy away from emphasizing concepts like "owe", "should", and "must" as I find they can lend themselves more to assigning blame and guilt more than finding solutions. Rather, I try to come at it from a perspective of what can I contribute and what can I receive from contributing. A sort of altruism partially motivated by an enlightened self-interest. Basically if I expect my wishes and desires to be respected, it's often helpful if I reciprocate and try to include what others want into my plans.

Since D&D's a group activity, building a certain level of synergy can help everybody be awesome. I don't mean choreographing your every move to be in step in each other. Instead, it's more like, aligning our interests together. Like, if we do what I want to do, what do I think Bob might likely get from it. Conversely, when we go with what Bob wants, what can I think of that might benefit me? And relating to characters, if Bob makes X and I make Y, how can we make them work together in an efficient and fun manner?

So basically, coming at the issue of cooperation vs. autonomy/independence, I'm gonna go with a perspective of what I think is helpful (and thus what I want to do) rather than what is owed. Finding common ground by aligning interests (and finding party synergy the best one can given the circumstances) is among the best ways I can think of not only helping the group but ultimately of getting what I want done. It certainly helps me escape the "self vs. other" dilemma" I sometimes have seen in the past.


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I've really been jonesin' for playing a thickheaded barbarian hero type that goes against the grain in that he doesn't hate magic. Instead of fear or hatred it inspires in him WONDER and ADMIRATION. Whereas many civilized people from high magic D&D cultures might become desensitized to common, everyday magic, somebody from the same world but from a different, less magical culture might get all starry-eyed like an idealistic schoolboy. And magic can give a barbarian so many neat toys, armor and weapons and such.

I can imagine this guy going on to become a bodyguard for a mage of some kind, and maybe picking up some ranks in Use Magic Device and Spellcraft to be able to "pretend" he knows magic.

This sort of character would also be good for an OOC perspective in that it'd be encouraging for party synergy.


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Kreed can be a pretty bad boss all around whatever your alignment, so working for Kreed can be awfully Harg on even a guy like Vamros.


Pathfinder Adventure Path Subscriber

I've always wanted to use an intellect devourer (with class levels) lich inside of another undead (maybe a death/graveknight or another lich). So you kill the evil undead overlord, only to find out he's not really the one in charge afterall. Or just that he's so evil his brain lives on.

Another classic is to have the BBEG arise as a worm-that-walks or a ghost right after he's slain in combat. You know, there's no reason you could go from original mortal life -> worm-that-walks->ghost. Heck, if you were near some sort of planar breach to the lower planes, you could even throw in some demonic or infernal form somewhere in there.

Magic Jar (or a ghost's malevolence or a shadow demon's magic jar) is another option, so long as you keep the original BBEG's body safe.


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While it might appear the the golem's made of the strongest and rarest of metals, it is of my opinion the people at Paizo are much more resourceful and inventive in finding building materials for their golems. Note that superhard, super-strong purple metal has roughly the same texture and consistency as really old Christmas fruitcakes (there's no getting through that stuff). And as we know, Christmas fruitcakes are in plentiful supply and are known for their destructive properties (get a large enough one and it's easy to flatten a man, see here: http://www.youtube.com/watch?v=Gu1W_CCnJTg )


Pathfinder Adventure Path Subscriber

You might consider using the defense bonus option rule from Unearthed Arcana: http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm

Rasputin Must Die might give you some inspiration on equivalent fire-arm tech of about the same time period if a decade or so earlier (and you could adapt a few of the statblocks such as the animated tank or the troop stats) http://paizo.com/products/btpy8yv5?Pathfinder-Adventure-Path-71-Rasputin-Mu st-Die

Another potential source of inspiration might be the "Anachronistic Adventurer" series of PDFs for inspiration on classes and other mechanics: http://paizo.com/store/byCompany/s/superGeniusGames/pathfinderRPG/anachroni sticAdventurers

The first in the series, the Enforcer, has rules for more modern firearms,tech/progress levels and related proficiency definitions, and a series of feats that gives increasing/scaling dodge bonuses. The Tough features expanded rules on modeling vehicles from creature stats. The Investigator has some rules on weird/advanced science inventions (though these tend to be giving you bonuses more than anything else) and research.


Pathfinder Adventure Path Subscriber

My favorite old monster thing wasn't so much separate monsters as it was the concepts and monster customizations coming out of the 2e Van Richten's Guides. Particularly the ones out of Van Richten's Guide to the Created (love intelligent golems as a product of obsession)


Pathfinder Adventure Path Subscriber

I'm going to go off the beaten path a little bit here and suggest skills as a sort of hidden element to summoners. First of all, Linguistics is important for providing languages to talk with your summoned creatures (will save on having to cast Tongues or that spell that lets you speak with elementals). The elemental languages are of particular use since most elementals can neither speak common nor have any sort of telepathy, with the other planar tongues coming shortly after that in importance.

PF doesn't make summoned animals with the planar simple templates (fiendish, celestial, etc.) magical beasts, so they don't get that int 3 and language that made them so useful before. Summoned monsters won't do anything else but attack your enemies in a fashion not totally directed by you if you can't communicate with them. Getting them to do other stuff requires a Handle Animal check (DC 20 IIRC), so either invest in it or invest in Use Magic Device (using it with a wand of speak with animals).

Finally, check to see if your DM makes you roll knowledge checks to see what your summoned monsters can do. If your dm requires knowledge check, invest in monster-knowledge related skills such as Knowledge (planar) and Knoweldge (nature), perhaps Knowledge (religion) if you'll be wanting to create or summon any undead.


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Black Mage (8 bit Theater): CE Human Wizard Level 5 (can cast Fireball once per day)


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Comparing Qlippoths and the Dark Tapestry of fear factors, I guess it'd just depend on what factors you'd likely consider most important.

The Dark Tapestry has the "fear of the unknown" element more than the qlippoth. While the Dark Tapestry is likely less known to demons than qlippoths, it's probably also less relevant (appears in out of the way locations on the material plane rather than competed for territory in the Abyss). I doubt if demons would care about the philosophical underpinnings of a bug-eyed monster that wants to kill you out of malice/hatred vs. a bug-eyed monster that wanted to kill you because of sheer alien nature.

As an aside, Bestiary 4 depicts Dagon as a fairly unique demon lord in that his temples/clergies are often on good terms with the Great Old Ones/creatures of the Dark Tapestry.


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A more nuanced and off the beaten path idea for a god of anarchy could be Haagenti the demon lord, if the anarchists took his portfolio of change/alchemy to be a metaphor for change in society. Perhaps, like the free masons began with local fraternities of stone masons, the cult started out with fraternities/guilds of alchemists. Mixing in alchemical symbolism for inspiration, you could make the cult some sort perverse parody of freemasonry.

Haagenti is known for his urbanity and sophistication and does advocate for the removal of restrictions on innovation and alchemical research, so a puppet anarchy cult could work here.

Plus since his worshipers are often alchemists, you can have literal bomb-throwing anarchists!


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Matthew Boehland wrote:

Yeah, but what we really need is a God(dess) of Athiesm!

(Sorry)

Outside of Golarion, you don't necessarily need a god to be a cleric. You can worship a force or philosophy. Or if you don't like that, you can just go with Oracle.


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I'd probably go for the Bestiary I and maybe the Advanced Player's Guide (seems to be the most widely referenced book outside of B1 and the core rulebook.) Most of the other stuff referenced but not included you can find in the PRD for now: http://paizo.com/pathfinderRPG/prd/


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There seems to be a problem with custom conditions that directly add to saves. It seems like they're applied inconsistently, and I haven't found a right pattern to it yet.


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The Shifty Mongoose wrote:


2) Opportunistic fairies, Razmirans, giant robot scorpions, or other invaders will force us to band together or die apart,

This may be what saves you right here. Find a common outside threat the lot of you hate more, and focus on it. If you can't find one, manufacture it- it's work a few times in history and not that far in the past.


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Are you talking about Blood Biography? http://paizo.com/pathfinderRPG/prd/advanced/spells/bloodBiography.html#_blo od-biography-

That's the closest one I can think of off the top of my head.


Pathfinder Adventure Path Subscriber

Oh, the spell, Imbue with Aura (Ultimate Magic), may be the closest thing you would be looking for. But it requires a divine caster of the same aura alignment as the forbiddance you're trying to get past.

Corruption Resistance (APG) can reduce the damage sustained, but not by much.


Pathfinder Adventure Path Subscriber

Not directly what you're asking for, but what about anti-magic shell?

Since Forbiddance allows spell resistance, any effect that works against such spells should work against Forbiddance. The spell Spell Resistance, for example.

The Forbiddance spell allows the caster to provide for a password to bypass the effect. Grabbing some of the caster's minions (especially those who seem to be of a different alignment) and interrogating them for such a password might be one option.


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It sounds like there's something of spotlight issue between you and some of the other players in the group.

I see that you mentioned on alternative would be taking action that would benefit other players and help them shine, like putting buff spells on them. What else might the you do to incorporate your strategy and abilities with those of the other players so the spotlight's focused on the team rather than any single player?


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Perhaps more practical, do you have other allies close by you can dump the surrendering party upon while you go do your thing? Letting them dealing with it might be an option if you're not in a situation to be able to.


Pathfinder Adventure Path Subscriber

A few alternatives that may be possible with some of the higher level spells that might allow you to "deal with the baddy later"

-Enchantment spells (particularly compulsions). Geas, lesser geas, amark of justice, and suggestion can all pretty much make a guy stay in place until you're ready to deal with them. It's expensive, but if you've got a helm of opposite alignment handy, you could hit 'em with that. And of course, you could give them a choice of death or submission to these effects (only taking surrender if they willingly submit to your geases)

-Polymorph effects. Baleful polymorph and stone to flesh (plus shrink item for the later if transportation is needed) make for good temporary nonlethal solutions.

-Icy Crystal Teleport- Provided you have some sort of prison facility you are "very familiar with", this spell might be feasible to use on your would-be prisoner, just cast to so as to slam dunk the felon into one of your jail cells.

-For the highest level options, imprisonment or trap the soul might be options.

-Magic Jar their bodies and use them for infiltration. Of course, this would require somebody else to guard your body.


Pathfinder Adventure Path Subscriber

A mohrg with the young template (perhaps diminishing Cha instead of Con)?

Of course, it may not be actually chronologically younger (unless perhaps it was of a murderer who was a child?) but instead one of the Small races (halfling, goblin, etc) or simply diminished in power.

Edit: A mohrg creates fast zombies as spawn of those it kills.


Pathfinder Adventure Path Subscriber

This is going to be something of a flippant answer, but I can't resist saying it. It would be really awesome if they had mug holders on them so they could hold their drinks for them; and keep 'em cold, too.

More seriously, the levitational capacities could be exploited. Things like holding their weapons or other items and floating beside them.

A few other specific suggestions for a few of your specific PCs. Your admixture specialists, perhaps there's one that allows him a greater degree of trade off (75%/25%?). For your clerics (particularly the channel focused one), perhaps it allows more targets to be exempted using Selective Channeling? For your pistelero, perhaps one that manifests a pair of hands to auto-reload his guns (ala that one second level spell?)


Pathfinder Adventure Path Subscriber

Making my dead foes walk, snuffing out life force,these things send a message. FEAR ME... and no solicitors! (i.e. means of intimidation and psychological warfare)

Mommy's not dead. Daddy's not dead. Sister's not dead. Brother's not dead. Kitty's not dead. They're all still here around me; I just have to put them back together a little bit *twitch* (i.e. trauma/shock induced state of denial)


Pathfinder Adventure Path Subscriber

Scanning over my subscriber's pdf copy of Herald of the Ivory Labyrinth, and lo and behold, I find a sidebar allowing for the (however remote) possibility of the redemption of a (albeit former) runelord (and a lich, at that!). Now this to me almost speaks as (if achieved) the ultimate epic redemptions (right up there with redeeming a certain demon earlier in the adventure path.)


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Also finding it on the later Wrath of the Righteous stuff, so maybe none of the new batch of NPCs/Monsters got their ability scores (Str, Dex, etc) imported.


Pathfinder Adventure Path Subscriber

It seems like a lot of the new monsters from Bestiary 4 and a lot of the npcs from Inner Sea NPC codex got imported into the database without their ability scores making it through (says - for them)


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Epistaxis wrote:

I have an issue with a player in our group who always seems to be the source of conflict. He creates damaging levels of in party conflict, seems to go out of his way to derail the plot (for our primary GM as well as myself now), takes role-play to a socially awkward almost pathological level, and is also generally difficult to deal with out of game. He's like a power-gaming thespian rules-lawyering antagonist extraordinaire. Normally we'd just not allow him to play anymore, but we have sessions during downtime at work... so it would almost be more awkward to leave him out.

His characters are always min-maxed to the extreme. While the rest of the group is content with above average fantasy adventurer status, he always wants to be like a demigod. If he fails at anything he starts to get petulant and look for ways to off the character or remove them from the party... usually at the expense of other players (he's very fond of murdering our characters in their sleep.)

He uses every little excuse he can find to cause conflict and always goes from zero to sixty. You're character talks down to him: "How dare you, I'm going to kill you." You accidentally set of a trap: "You tried to kill me! Better not go to sleep tonight!" You heal somebody else first: "I guess I'm not important to you, see if I help you when you need it." The party doesn't go where he wants: "I'm going to go off on my own." And every single loot drop is a knockdown drag out argument that nearly gets somebody killed. Every. Single. One.

His RP is also weird and extreme... he always makes characters that have some sort of companion and then likes to have drawn-out sidebar conversations with them, out loud, in front of the group, often in a made up language, and acts like we're ruining his day if we don't entertain his odd asides... as if his make believe conversations are somehow world changing.

He also rules lawyers to the extreme... everyone else just rolls with it if our normal GM or I fudges something for story purposes or makes up...

That does sound like a frustrating and awkward situation. The combination of the weird RP like that mixed with the focus on mechanics and other elements seems like a bit of an unusual combination of behavioral features as well. What are your (or if you've spoken to him about it, what are his) thoughts about the motivation behind these behaviors?

And when you said he's difficult to deal with out of game, does that extend to the professional/work domain as well as the social domain?


Pathfinder Adventure Path Subscriber

Here's a fairly fantastical statted up version (albeit for Mutants and Masterminds 2e, so it'll require some adaptation): http://www.atomicthinktank.com/viewtopic.php?p=356884#356884

Scroll down the page or a do a find text to get to the post with Andrew Jackson.


Pathfinder Adventure Path Subscriber

Somebody I know once did a thing (albeit not with Pathfinder, but with an earlier edition of D&D) with gangs of improperly trained street wizards resembling late 19th century (1870s maybe?) gang life. "Gangs of New Wizard City" or some such, IIRC. In the game, everybody was a magic user of some kind, so the GM let 'em take some modest thief skills (I never got to play in it, only having heard about it).

As they went up in the ranks, they were allowed to start their own gang complete with initiation rituals, some where you had to deliberately subject yourself to various potentially dire mutations in order to join. As I recall hearing, they set up a collective pool of spellbooks and magic items the gang shared.

In order to differentiate the different casters, each one had to develop a motif or theme that governed what spells could be used (one guy was centered around sound, another around plants, etc), and could adopt spells from different spell lists so long as they fit that overall theme.


Pathfinder Adventure Path Subscriber

I seem to recall some rule of primacy for what is considered first (text vs. tables/statblock) but for the life of me I can't remember where it is, what it is, or even if it was for 3.5 or PF.

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