Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 606 posts. No reviews. No lists. 2 wishlists.


RSS

1 to 50 of 606 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber
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.


Pathfinder Adventure Path Subscriber

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


Pathfinder Adventure Path Subscriber

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?).


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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).


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

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!"
"NO, YER THE GREATEST!"
"NO, YOU ARE!"

... and away we go again.

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


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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


Pathfinder Adventure Path Subscriber

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


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

137. Ergot fungus gets into the bread.


Pathfinder Adventure Path Subscriber

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).


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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!)


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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?


Pathfinder Adventure Path Subscriber

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


Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber
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)


Pathfinder Adventure Path Subscriber

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].)


Pathfinder Adventure Path Subscriber

I think it depends on the style and sensibilities your game/setting operates on. If you're running a more "Paladin and Princesses" type game that is black and white and very idealistic (as judged by the modern world), then you'll be less inclined for good vs. good.

If your world is more nebulous, then you'll be more inclined. Furthermore, if your world is closer in social norms to our medieval world than our modern world, it will be a more rough-and-tumble, less secure place where violence against unknown hostiles is more of a fact of life. Duels/conflict over things like chivalry and honor will probably be more of a thing here than if the gameworld operated more on modern civilized values.

Of course, in regard to either situation, a good character might likely try to resolve things peacefully given the opportunity. (Even when honor is threatened, the offended character might give the offender the opportunity to apologize/take back his comment and losing a little public face rather than his life.)

Edit: Oh, in areas of war, war is such a large issue that it can engulf and overwhelm matters of personal honor or goodness. Sometimes well-intentioned nations will clash over resources/ideology that might only allow for one to be the victor. In cases like these, choosing the "good" side can be almost impossible. In such situations, alignment can be just as much about how you pursue the choices you make (avoiding needless bloodshed, taking care of noncombatants, etc.) and your intentions as what your choices are.


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I think a theme to play up is a dark mirror/ironic twist/parody of the whole "Lycanthropy makes you EVIL!" story- imagine an evil werebear hunter in denial when he actually becomes a werebear and, upon coming to grips with his fate, angsting over doing acts of GOOD! Oh the horror!


Pathfinder Adventure Path Subscriber

Fresh off the boat: The character is an alien that crashed with the ship, but has somehow remained asleep/in statis until being literally discovered 5 minutes after the game has started by the other characters. The alien character has only hazy/dim/dream-like recollections of his/her/its past, and basically has to start over forming a whole new identity. (This idea may also be useful in creating a replacement character who can be integrated rather quickly into the group later on in the AP.)


Pathfinder Adventure Path Subscriber
Mark Hoover wrote:


- Mother Mayhem, the Nightmare Vendor: she peddles treats for the kiddies and drives them mad with night terrors. The treats are laced with dream spider venom and once affected the children become slavering addicts. When she knows she's got a new kid on the hook she uses magic to visit them in hiding and promises to make the nightmares stop. All they need to do is... and you can add whatever level-appropriate details you want.

This actually serves her pretty well, as Codex of the Damned II (Lords of Chaos) maintains that there's a place in her Abyssal lair where she uses nightmares as the inspiration for creation of her various monstrosities.

Mark Hoover wrote:


- The Pretty Haters Club: a group of young adults disaffected and cast off from the city, these knife-wielding brutes terrorize the populace. They are all horribly disfigured; club feet, cleft pallets, warts and skin growths. They have become a "tribe" of urban barbarians and rangers with a habit for mutilating their victims, some of whom they leave alive. In particular they attack the "beautiful people". Of course, with the upcoming beauty pageant there might...

She could very well play both sides in the "beauty divide". Aliening the extraordinary in appearance away from the rest of society is likely to drive them further to her worship, whether they be deemed hideous or whether they be deemed angelic in appearance (her cult has had some surprising success with the latter especially- see a certain young aasimar convert for example. Id think there would be a certain joy for Lamashtu in encouraging spiritual ugliness way more than physical ugliness.

Of course, I can see alienation/social isolation in general being a big theme for her because it lets her not only seperate individuals but whole segments of society. For example, Lords of Chaos hints at the possibility of her turning exiled Azlanti into Morlocks.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

The latest Campaign Setting book on Numeria gave us a few nifty ideas that might be interesting for NPC/PC ideas

Numeria Guide spoilers:

Android infiltrator- an android who has assumed a human guise to infiltrate one of the Kellid clans. Usually they have a habit of identifying with their tribe at the same time as being protective of their android race. Could make for an interesting PC if you liked conflicted character themes/motifs.

Kyton body-modders/cyberdocs Playing a tiefling (of kyton ancestry) alchemist or the like who transforms/warps the body with cybernetic implants might be fun. Or perhaps do it as a synthesist summoner?


Pathfinder Adventure Path Subscriber

Remember that the "Mother of All Monsters" doesn't always have to played up entirely literally. For instance, creating monsters doesn't always have to involve literal birth. There was one adventure back a long time ago in Dragon or Dungeon for one of the TSR-era D&D versions that had a guy selling some teeth and body parts from the corpses he killed. A dentist ended up with the teeth of a werewolf and put them unknowingly into a normal human. Normal human gets transformed into a werewolf and goes on a rampage, turning other people. I could imagine Lamashtu doing something like that with fiendish/half-fiend switching around people's teeth. Or having an alchemist dentist as a patsy.

Also, remember that motherhood not only involves giving birth to children but also RAISING them. As such, you can do a lot of really insidious stuff by playing up a cult that has a "Average Aldoran [or wherever] Family" on the surface but then is deeply debase at its core. You could play it like a cult with brainwashing and god-like Messiah complexes of the cult mother/father- but play up the seeming banality/averageness of their mannerisms to contrast with the twisted, sick rituals and beliefs of their cult. "Mother always knows best."- think maybe Granny Goodness from Superman (I particularly like the The Animated Series version). She had one plot that involved taking in wayward children off of the street and inducting them into a gang that gave them gadgetry and "family" of a sort- but also brainwashed them. If you're so inclined, you can explore/highlight a lot of social issues here- what lengths people are willing to go to find a surrogate family, what draws a person to a gang or a cult, how these might serve to give them a sense of order or purpose (despite being completely bonkers.)

A particularly twisted idea on the above would be to have a cult of Lamashtu worshipers posing as a convent of some LG deity (Demonic nuns, what's not to like?) Note that with the Martial Artist archetype, it is very possible for even a CE deity to have dedicated monks!


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

So very tempted to make a "Only you can prevent forest fires... OR ELSE!" joke.

Actually, from what I understand, werebears have a built in tendency/personality towards solitary woodsman/frontier type existences. So the the evil fighter may end up dropping whatever nefarious deed he might have been doing and go set up a lair/den or something far in the woods, perhaps going so far as to become the warden/protector of the nearby area. pad300 is right in that they're not hesitant in throwing out evil humanoids from the areas they protect.

Of course in PF, not all lycanthropes have a set in stone alignment. The werebear entry describes some werebears as "angry and violent", "not afraid to put an axe in a trespasser's face or eat someone who pushes them too far."


Pathfinder Adventure Path Subscriber
Gregory Connolly wrote:
15) A drunk punches a PC at random for no apparent reason, that was the surprise round, roll initiative.

A drunk pukes all over a PC at random for no apparent reason, that was the surprise round, roll initiative. (Can't decide if that would require a ranged touch attack or allow a Reflex save).


Pathfinder Adventure Path Subscriber

132. Those Bar/Tavern Random Encounter Tables are brutal.


Pathfinder Adventure Path Subscriber

131. A reason? Who says we needed a reason? Hey everybody, did you ever hear anybody say anything about a reason?


Pathfinder Adventure Path Subscriber

"Oh no, you've got my intentions all wrong. I'm actually a very generous man. I just want to share my suffering with everyone around me. Like now, for instance." - paraphrased from a particularly bitter man from Samurai Champloo (Getting your arm cut off will do that to ya, although being a psychopath in the first place doesn't do much for your demeanor either.)


Pathfinder Adventure Path Subscriber

Sgt. Mike Cosgrove (police officer from Freakazoid)- Telepath, Enchanter, Bard or Sorcerer, specializes in Enchantment/compulsion spells. Justificaton? Hey, cut it out.


Pathfinder Adventure Path Subscriber

"I'm gonna kill you now, but hey, at least you saved 15% on your car insurance with GEICO."


Pathfinder Adventure Path Subscriber

"I hope your family has good life insurance!"


Pathfinder Adventure Path Subscriber

1. Flesh to Stone
2. Shrink Object
3. Divination prevention spells (obscure object, magical aura, nondetection, etc.)


Pathfinder Adventure Path Subscriber

"I'll send you to the next dimension!"


Pathfinder Adventure Path Subscriber

"I am [insert char name here]. You killed my father. Prepare to die."


Pathfinder Adventure Path Subscriber

"What do yah mean my Diplomacy roll failed?"

"Don't fire until you see the spite in their eyes!"

"We have nothing to fear but fear itself! And spiders."

"Don't dock me an action for the monologue because remember talking is a free action!"

"I'm SOOOOO glad we're not playing GURPS for this combat."


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

It would be interesting to see what one could do tapping into the Positive Energy Plane to imbue objects with life (or a semblance thereof.) Bound ravids could be cheap sources of such energy.


Pathfinder Adventure Path Subscriber

145. "Because all my nearly unpaid child laborers that work in my textile factory regularly need food and water. And they have a bad habit of growing up to fight back or run away. Plus, their complaints are starting to gather public sentiment against my practices. Therefore, it's more productive to kill and then reanimate them than to worry about continual turnover and the bad press it generates." (Fun fact: this was the actual motivation of an NPC in one Ravenloft module. Talk about despicable monsters.)


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

144. "All the cool kids are doin' it!"


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

142. "It was either this or an illustrious career in politics. Obviously I chose the lesser of the evils."


Pathfinder Adventure Path Subscriber

141. "You know that question that always comes up with some variant of 'if you could invite some historical figures over for a party, who would you invite?' To that question, I say yes, all of them. And I have the power to back up that statement.


Pathfinder Adventure Path Subscriber

Use magic device and scrolls/wands to emulate being a spellcaster?

1 to 50 of 606 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.