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. 745 posts (763 including aliases). No reviews. No lists. 2 wishlists. 3 aliases.


RSS

1 to 50 of 745 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path Subscriber

439. Animating some skeletons
Comic version: Animating Mr. Skullhead.
(The first would probably be a Good Idea, the latter a Bad Idea. In fact, that's kinda how I imagine this thread- with the narrator of the Good Idea/Bad Idea Animaniacs segment saying "Serious Version", "Comic Version"


Pathfinder Adventure Path Subscriber
Shub-Niggurath's cousin Al wrote:
Now that I think about it, a dragon disciple could be a subordinate to the lich, rather than the lich itself. Sort of a penultimate baddie to make the final battle that much harder.

In Ravenloft, they had the concept of the "vassallich" a vastly lesser powered version of a lich bound to a lich's service. They lost they ability to gain levels/experience, but the lich lord they were bound to could grant XP to them at his whim. Might make for an interesting option if you wanted to make a dragon disciple subordinate.


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

Ideas

1) Don't make the BBEG be a single person . Make it a cult, an organization, a guild, hell even a family. That way, if one tentacle of the beast is lost, there will be plenty more.

2) Have the BBEG be an impossibly strong and despicable Evil Sealed in a Can, that can only free itself in limited ways by possessing hosts, that serve as its avatars. That way you can fight numerous incarnations that are each different, but some essence of the central villain will always return. (Of course, your players don't have to know this from the start- let them figure out the dread truth for themselves, a little creepy hint at a time.

3) Offer the group a choice, go after the sweet lewt or whatever mcguffin they're going after, or take down the fleeing bad guy- they've probably got time for one, but not necessarily the other. (This one has worked for me several times.)

4) Give the bad guy a useful role, making them potentially more useful alive than dead. Or let them grow sentimentally attached to the villain (that is, a love/hate view of the villain.) Of course, this will come at a cost- your villain will sometimes need to be useful/beneficial to the party. This strategy may be the most difficult to pull off a-priori, but on the other hand, it allows for the most spontaneity (that is, if things go a certain way, you can just play it up as things go on and let them evolve.) It can also be one of the most enriching things from a player perspective- I've had this one used on me. It can be really great to have an ongoing fre-nemy that evolves more or less naturally through game play


Pathfinder Adventure Path Subscriber

Another idea for a unlikely lich:
Nature's Wrath: a blight druid driven by bitterness at losing his grove and everything else he holds dear, now plays a war of "scorched earth" tactics against those who ruined his home. He has sworn eternal vengeance. (Formerly a normal druid but retrained his levels.)


Pathfinder Adventure Path Subscriber

438. Throwing darts at a picture of his most hated enemy, one of the PCs
Comic version: Throwing darts at a picture of his most hated enemy, the PCs hireling torchboy (first level commoner).


Pathfinder Adventure Path Subscriber
Paris Crenshaw wrote:

Check out some of the early Pathfinder modules:

Revenge of the Kobold King is a sequel to Crown of the Kobold King. Although Crown is not very undead heavy, Revenge has lots of undead, and it was a Free RPG Day adventure, so you can get the PDF for free.
The follow-up to Revenge is Hungry are the Dead, which is almost entirely undead-focused.

Although not very undead heavy, Crown of the Kobold King does have its moments of undead goodness, such as the encounters with the

Spoiler:
forgespurned, a fairly unique CR 5 Droskarite dwarven undead monster that pounds the souls of its victims in a metal chain it uses to sustain its existence. Also, on the random encounter table, IIRC there's a a few possible encounters with some allips and a good "fake out" encounter with a gelatinous cube (!) that your players might mistake for a ghost or other spectral entity of some kind!

Finally, Crown sets up some background for Revenge that makes the villain of Revenge more meaningful in that

Spoiler:
the kobold king villain slain in Crown returns in Revenge as an undead abomination. Now, he's not the BBEG here but merely a pawn of the villain who shows up in Hungry are the Dead .

Incidentally, when I ran these modules, I also threw in Bogged Down (Dungeon 91, 3.0 and might require some conversion/adjustment for levels.)

Spoiler:
I had the bog mummy that washed up be the first source of the plagues in Hollow's Last Hope [i] (the module that starts off the Darkmoon Vale trilogy) and the Pathfinder Society Scenario [i] the Pallid Plague , the latter of which features plague ridden undead that threaten the fey of the Darkmoon woods.


Pathfinder Adventure Path Subscriber
Kydeem de'Morcaine wrote:
I didn't think outsiders could become a lich. Not sure where I got that, but I could have sworn I read it someplace.

It might be in some later book, I dunno. It USED to be in 3.5 only humanoids could become liches. HOWEVER, in PF core the template can be added to "any living creature" (a qualification that excludes constructs and undead but includes outsiders.)


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Matt Duval wrote:


A lich who dreams of conquest will have the benefit of long term planning and will need a more public lair, since they would need a symbol of authority. This lich might have range of mortal guardians with more powerful undead and constructs guarding the inner chambers depending on if it's keeping its nature a secret. The phylactery might be a crown or scepter.

As for why they're scary, part of it is they're mechanically usually strong spellcasters with a lot of immunities due to being undead. But the main reason I find them scary is they have the ability to be impossibly patient and hard to kill. You...

Of course, the whole patience thing might also be their downfall. Staying current/up with the times might be a significant problem with liches (wizards in fantasy media tend to be reclusive types who spend long hours looking over old tomes in the first place.) As one ages in real life it can be difficult enough to keep caught up with current events, fashions etc. Can you imagine what it must be like for an immortal being, particularly one who was born and raised in a long dead civilization? Although we often handwave ancient immortals as not only to surviving the change of societies through out the ages but also thriving in/mastering the johnny-come-lately civilizations, the question of how they came to dominant these later societies may be an interesting one to explore.


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

You know.. you could get around the caster level requirements for the phylactery by using the

Master Craftsman feat. A racial spell like ability qualifies for both the ability to cast spells and the caster level requirement, too.

Seems like a level 11 tiefling or aasimar fighter with high ranks in Craft could qualify to become a lich.

Since spell like abilities can qualify you for feats and such, you don't even need master craftsman. Any SLA that increases in caster level as you level up will qualify you (such as the tiefling or aasimar). With this in mind, the qi gong monk or even the relatively mundane rogue (with the minor magic rogue talent) could potentially become liches.

Also note that many martial classes (antipaladin, ranger, etc.) can cast spells, so you're covered there too.

Interestingly, the lowest CR entry lich I can find is not the kobold adept, contrary to what you might think. No, it's the relatively ironic barbazu/bearded devil. With a caster level of 12 for its SLAs and a CR of 5, with the lich template you've got a CR 7 lich. (Making it a potential good villain for an E6 campaign.


Pathfinder Adventure Path Subscriber

Another neat thing to consider is that with the ruling that spell-like abilities count for caster level prerequisites and stuff is that you could potentially have liches with no class levels at all- with their spell like abilities, fiends and other outsiders seem like naturals. Consider that, although mortality would not seem to be a factor with these timeless entities, they are more mortal than mortals in that once they die (by violence, etc.), that's it, they're done. No raising or resurrection. Many outsiders are freaky powerful- facing a close brush with death (and thus a challenge to their assumed immortality) might convince one to consider going down the dark road that would normally not be possible for them. A potentially fun twist might be to have a (fallen) celestial as a lich. It's not that hard for me to imagine that a particularly ardent celestial might see his holy mission compromised sometime and in the process of losing be left badly beaten, bloodied, and scarred. (Both physically and emotionally.) So for this celestial, lichdom would be a good "back up option" in case he fell in the war on evil. He'll do anything to advance the cause, after all.


Pathfinder Adventure Path Subscriber

(For that matter, a magus with a Black Blade that pushed him into lichdom might be fun too.)


Pathfinder Adventure Path Subscriber

An interesting variation/twist on the summoner might be to have the eidolon actually be the BBEG that pushed his "boss" into lichdom, the summoner proper was much too frail (low Con?) to keep up with the immortal Eidolon. You could have a duo interaction going somewhat resembling Scarface/the Ventrilquist (form Batman.)


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

169. Having dandruff problems is no problem when everybody else around you has bigger things falling off.


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

168. I'm actually an undead HUNTER, but I DRESS like I'm a fan. That way the undead'll never see me comin'! And plus there's an enormous amount of necromancy spells that are useful against the undead- from the lowly cantrip disrupt undead all the way up to Undeath to Death.

Plus, Command Undead is just as good for making 'em gank each other as it is for anything else.


Pathfinder Adventure Path Subscriber
NobodysHome wrote:


So you have a player who thinks it's fun to derail the plot by "rampant mayhem within (the) city limits" (as Kalshane so elegantly put it)? Let him (or her). But exactly as Kalshane said, the city's going to react to this.

With regard to this, if the player's out to derail the plot in a fashion others are not amenable to, I'm not sure this would help the problem as all of this might be part of their fun. If the player's out to disrupt what's going on, then that's an out of game issue and should be handled by sitting down and having a talk out of game about it/applying a proper out of game solution as needed.


Pathfinder Adventure Path Subscriber

As far as side trips and monsters go Reign of Winter can be really weird

Spoiler:

(a sojourn to early 20th century earth in one volume and a trip off planet to a frozen alien world in another.)


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

164. I'm up for tenure, so if I can attain immortality through lichdom I'll be set for lif- er unlife.


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

163. *sheepish grin* It sounded like a good idea at the time...


Pathfinder Adventure Path Subscriber

A (perhaps slightly reskinned?) witch might make for a good group caster. Get Improved familiar and choose silvanshee agathion and you'll have a natural group mentor.


Pathfinder Adventure Path Subscriber

Ultros (awakened giant octopus Sorcerer/Fighter/Eldritch Knight)


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

152. You always longed to fulfill the dreams your parents set out for you. Sadly, they were killed when you were very young, too young for you to fulfill those goals. Now that you're older and wiser and have made your way in the world, what better time to call them up and get reacquainted with them?


Pathfinder Adventure Path Subscriber

150. You're a creature of habit. You're jokes are so aged you they're mummified. Your complaints are so old beating a dead horse is out of the question- you have to move on up to beating an undead horse.


Pathfinder Adventure Path Subscriber

For example, I think there wily be at least a few LN types who would (perhaps reluctantly) throw in with the rebels simply because of how much of a perversion of law and justice the Thrunite system is.


Pathfinder Adventure Path Subscriber

Personally, I would also like to explore the possibility of being Chelaxian loyalists to its preThrune/devil-worshipper phase. Just because the empire is ruled by jerks and villains now doesn't mean it always has been or that it has to be.


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

I would like to run this with an all female group:

The Hell's Rebelles

And if you ran it during the winter holidays, you could have Jingle Hell's- okay I've taken it too far with the horrible puns now. I'll stop, and I'm sorry.


Pathfinder Adventure Path Subscriber

Invulnerable Rager barbarian archetype, and then pick one of the rage powers that adds to jumping (can't recall any names.) Speak doesn't have to be anything special or animal companion-worth, just the stats for a domesticated dog or perhaps a dire rat and you're good. (If you really want to make him a familiar or something, you can go with Eldritch Heritage into Arcane Bloodline/arcane bond.) I think there might also be some variant archetypes with animal companions in the Animal Archive Player Companion, but not sure for any compatible with the Invunlnerable Rager


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Dreaming Psion wrote:
What I would like to to know is if the Festering Spirit (p. 98) is the PF analogue to the Onionhead Ghost (aka "Slimer") from the Ghostbusters media franchise as I suspect it is.
Nope. That monster's source is actually a lot more bland. We made an alternate paint of an allip or spectre or something and painted it green and called it a festering spirit as a promo mini, and decided that it needed its own monster. No real inspiration here from anywhere else than minis and our imaginations.

Well, even if not, it serves well as is, so thank you all for making this critter. (And for all the other neat things all of you at Paizo make/do.)


Pathfinder Adventure Path Subscriber
Thac20 wrote:
Simon Legrande wrote:
Holy Roller (Cleric/Bard) Gets to use the new class skill Perform:Holy Spirit. Take the Faith Healer archetype for some extra healing goodness.
Dwarf would be a good race for this, given their poison resistance to snake bite.

Give him a few ranks in Acrobatics and the aesthetics of a Bloat Mage and you might have a Wild Cards character reference there too.


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

What I would like to to know is if the Festering Spirit (p. 98) is the PF analogue to the Onionhead Ghost (aka "Slimer") from the Ghostbusters media franchise as I suspect it is.


Pathfinder Adventure Path Subscriber

What are the others interested in playing as or in?

Maybe with this in hand an easier decision can be reached.


Pathfinder Adventure Path Subscriber

Besides the physical materials, don't forget you can do a lot with the thematic elements of art (such as what inspires art.) Doppelgangers, mimics, intellect devourers, and ghouls can make for thematic monsters metaphorically representing the evils of stealing others' work and passing them off as your own, for example.


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

I find the concept of doctrine for a god changing over time interesting because it tells me that gods, like people, can and do develop over time. (They're not static beings.) I like the idea of fallible gods in RPGs that can change over time- make mistakes and even learn from them. (Or conversely, turn evil from good like Dou Bral-> Zon-Kuthon.) A god may be good today, but that doesn't necessarily mean he was always like that. (This is how I explain the events of a certain controversial 3.5 module.)


Pathfinder Adventure Path Subscriber

I'm almost seeing this as like one of those really tough-to-call borderline cases that people trot out to discuss paladin alignment issues. But obviously there are at least some cases that do play out in reality. It seems like one would almost have to be there in the flesh to put a judgement on this thing it's that close. All the difference would be made by how the situation played out and how the actions were executed. This is a case of how you do it being almost as important as what you do.

On one the one hand, "come with us or die" may have been unnecessarily provocative (essentially a threat on her life) and prompted the spellcaster to defend herself. Perhaps it could have been worded in a more discrete, less threatening, or less ultimate fashion. And the paladin may not have had the authority to take her into custody or to render judgement upon her (at least from her perspective.) An unarmored old person probably wouldn't have been that hard to hit for nonlethal damage.

On the other hand, it sounds like the paladin did do a fair amount of investigation on this person. It's not like he JUST cast detect evil on her and then struck her down in cold blood. He also did give her a warning (even if it came off as merely a threat on her life) and initiated violence as a response to her almost certainly hostile act. In the heat of the moment when potential life or death were at stake (especially the life of children), a more rational plan of action (striking her for nonlethal damage) may not have made itself apparent. One can make a strong case for self defense.

I would be VERY hesitant to make the paladin fall- it's a gray enough case that it's sounds like it's almost a question more of tact and execution than right out breaking the paladin code. Legally there may be some ramifications, but unless some kind of moral lapse can be established (wanting to go around some legal process to take her in and deliberately invoking death threats to force undue cooperation), then I'd be relatively merciful. The god may even be angry, but any serious punishment from the divine perspective should be handed out only after the strongest consideration of alternatives has been made.

That being said, there's obviously a mismatch of perceptions here. Some discussion between the OP and the rest of the group is needed regardless of who was in the wrong and who was in the right. Probably preferably once tempers have had time to cool down.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Captain K. wrote:

Queen Abrogail Thrune II will most certainly not be stepping down from the throne at the conclusion of this AP.

How dare you Marxist scum even debate such a thing?

No, I'm afraid you have it wrong. It is CAPITALISM that marked the end of feudalism. Therefore, the heroes of this Adventure Path can be no other than the LUMBER CONSORTIUM!


Pathfinder Adventure Path Subscriber
EvilPaladin wrote:
And Question Evasion.

All right, the Super Sayin' is broken! Question Evasion is what kept the Politician viable!


Pathfinder Adventure Path Subscriber

The Blowhard
(air elementalist wizard/bard)
Power through being a windbag.

The Everyman Survivor
(barbarian/monk)
Strong defensive focus, otherwise just a normal Joe. No alignment restrictions.

The Super Sentai
(cavalier/summoner)
Teamwork focused character with gimmicks such as summonable weapons, power suit (ala synthesist), and eventually even a mecha.


Pathfinder Adventure Path Subscriber
Triphoppenskip wrote:
Wrath wrote:
However, when I was DM ing, it was frustrating a little, given you'd prepped a game and players weren't focusing.
That could be why I feel a little more frustrated with the Carrion Crown campaign. I'm DMing that one and trying to establish a good horror feel but it's hard to do when the rest of my group keeps cracking jokes. I'm a player in Second Darkness so I'm going with the flow of the other players in that one, often playing the straight man for our groups summoner. Kinda feel I should discuss it with the GM of that group now and make sure we're not throwing him off his game.

Discussion is good. One thing that might be worth exploring is the context of the humor. Whereas a humor response can be a sign of not taking something seriously, a humor response can be a response to fear because it's something of a defense mechanism. Particularly if it's a morbid or gallows sense of humor.


Pathfinder Adventure Path Subscriber

The Load
(fighter/monk/rogue)
Sometimes the whole is less than the sum of its parts.


Pathfinder Adventure Path Subscriber
mechaPoet wrote:


Honestly it seems like the most common link between serial killers and mass shooters (to say nothing of killings performed by military or police) is less frequently mental illness and much more often that they tend to be white guys.

This is interesting. If this is true, I think it could suggest an idea potentially usable for rpgs: the dangers of assumption. That when a certain level of power, influence, or worldview is taken as a given and then significantly thwarted or thrown into question, then that can make people become alienated and bitter without having to be mentally ill. If one's self identity is based on some strongly held but skewed viewpoints and these are subjectively threatened, then this could be a reasonable explanation of motive without having to necessarily include things like mental illness.

Perhaps this might explain the conceptual connection between the paladin, antipaladin, and why the two are so closely linked? Specifically, the paladin is commonly with a fairly limiting, black-and-white code of ethics. The potential trap with black-and-white ethics is that it can involve an "all-or-nothing" style of thinking that doesn't allow for a lot of shades-of-gray in between the black and the white. So you have some paladins that are really, really Good but partially due to an understanding of reality that may be somewhat biased. And when circumstances throw that worldview into question for a significant enough amount of time, some will cope by embracing the opposite of what they formerly knew to be true. So they fall, and they fall hard, turning over fully to the dark side without necessarily having any of the other behaviors associated with mental illness.

Generally speaking, a lot of the time RPG antagonists show a level of rationality and organization that is not strictly in step with their supposed irrationality. I seem to recall reading somewhere that visionary killers (serial killers that are driven by psychotic delusions and impulses such as a deity telling them to kill) can be fairly disorganized and sloppy in the execution of their crimes because their perceptual/cognitive distortions inhibit or prevent their ability to conceal their crimes. OTOH, you have cultists of Lamashtu not only self-organizing in secret but also in co-opting other groups and institutions.

Therefore, my understanding of "madness" within an rpg world is that it's not so much an individual quality but an elaborate social construct, a fabrication on the one hand to explain the inexplicable and on the other to rationalize bad behavior. This is in character, the former viewpoint is held by many of those who don't embrace "madness "as self-identity and the latter is embraced by those who do. Of course, The key part of this is the fabrication part- it's a lie and untruth, people truly functioning well enough to embrace "madness" as a concept aren't truly mad- they're just participating in a more or less consensual social lie. A lie to where metaphysical beings like demonlords, Great Old Ones, etc. can exploit to their advantage (or themselves be exploited).

We don't have a lot of people praising "madness" as a concept to live by in the real world because of the lack of:
a) Entities that represent metaphysical concepts don't exist to grant spells, exist in physical form, or otherwise overtly encourage/exacerbate them like they do in D&D
b) Spells that enable and encourage the spread of such ideologies
C) A cosmology where concepts have a directly observable physical quality to them.

However, in the context of an RPG, "madness" cults can be explainable because of these things. And since "madness" isn't really mental illness but instead buying into a social myth (a lie), it's associated with chaos and evil. (I use "madness" in quotation marks because this is merely pseudo-madness.) Basically these madness cultists are merely grandiose malingerers.


Pathfinder Adventure Path Subscriber

My take on Rovagug, Old Ones worshipers, etc. is that they're not really insane/mentally ill but instead bitter to the point of hating the universe. They've experienced tragedy and they've concluded the universe is evil enough to be destroyed. The existence of Rovagug and other similar entities just gives them a rationalization for their bitterness and a way for them to come together and organize.

Another model for cults devoted to totally evil gods is for the cult leaders to act as antecedents- intermediaries that appease the deity for now so that it withholds its wrath for a little while longer. Or the deity they worship battles another (perhaps even more hated?) entity and the cultists look to their deity to protect them from this other one. Basically, worship through the lens of fear and/or despair.


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

I think seriousness and humor can actually complement each other pretty well, in that each can offer a change of pace from each other when things start to go stale. They can also offer emotional release/catharsis when it's needed. So I guess, both?


Pathfinder Adventure Path Subscriber

Wasn't there a jolt cantrip somewhere around in a web enhancement or a blog or something? Maybe a wand of that, or shocking grasp/lightning bolt/call lightning?

Using Planar Binding (and variants) for Lightning Elementals (or even the raiju) might be another solution.

Finally, for a more mundane solution, you might take a look at Go to Battery of Babylon for inspiration and extrapolate/fantasy-fy it a little bit.


Pathfinder Adventure Path Subscriber
Troodos wrote:


Xanatos needs stats as a deity

I'm pretty sure Asmodeus already has stats, doesn't he? Domains and what not, anyway.


Pathfinder Adventure Path Subscriber

The Mobster
(summoner, gunslinger)
Uses guns, has a few teamwork feats that can loan to underlings, and can summon a seemingly endless number of lesser goons and flunkies to fight for him in combat.

The Penguin
(Aristocrat/Druid)
Odd bird-focused class with avian animal companion and speak with avians (as the wizard discovery feral speech). Only proficient in special umbrella weapons that character makes. The lemon of this supplement. Oh well, you can't have them all.

The Poison Ivy
(alchemist/druid)
Plant/poison/pheromone based alchemist. Plant empathy ability.

The Psycho
(Invulnerable rager/rogue)
Not quite a good a fighter as a barbarian, but just as damage resistant thanks to unnatural craze. Uses stealth and Intimidation based tactics before going into a madness-induced rage.

The Scarecrow
(Bard/Alchemist)
Focuses bombs around mind-affecting gases and neurotoxins, particularly those that involve illusions or fear. Also has a Joker archetype that focuses more on madness, death, and some of the offensive Bard aspects.

The Two-Faced
(master chymist/gunslinger)
Can transform into a darker personality at the drop of a coin. Gets two saves vs. any effect, inborn proficiency with dual pistols.


Pathfinder Adventure Path Subscriber

The Pretty Prince/Princess
(aristocrat/druid)
Power comes from implausibly purity of character and sickeningly sweet demeanor. Can speak with and charm animals just through being so darn nice (Friend to All Living Things class ability). Has an intelligent animal companion of some sort (a feat can turn it into a unicorn or a pegasus.) Can perform fairy tale-like minor miracles (remove the Eternal Slumber hex with a kiss, for instance.)


Pathfinder Adventure Path Subscriber

The Freak (Robot, mutant, cyborg, etc.)
(fighter/eidolon)
Picking up evolution points to make your custom abomination/kick butt fighting machine.


Pathfinder Adventure Path Subscriber
EvilPaladin wrote:

Scientific Debunker[Alchemist/Investigator]:Use logic pool and knowledge bombs to scientifically disprove magical effects, because they violate the Scientific Law. Theoretical Physicist archetype augments your knowledge bombs with effects such as blinding.

Unrelated mechanics wise, but Atlas Games' Occult Lore (3.0) had a Skeptic PrC that was pretty much anti-magic- you could have all sorts of nasty effects on magical creatures using the Logic skill.


Pathfinder Adventure Path Subscriber

FOR THE HORDE!


Pathfinder Adventure Path Subscriber
Ross Byers wrote:
They could keep Abrogail at Aristocrat2/Sor16. That's CR 16, and still lets her contribute 8th-levle spells. That plus Gorthoklek is shy of CR 21. Gives you room for some mooks or that Erinyes inquisitor.

Isn't there some rule that if you have both NPC and PC class levels, then the NPC class levels count for full?

Presumably as a BBEG she would have PC level wealth and at least a 20 point buy array. That's good for another +1 CR.

So put together that's CR 18.


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

The Denier
(Envy Thassilonian specialist wizard/barbarian with the superstitious/spell sunder/etc rage power tree)
It's all about shutting down everybody else's cool stuff. Because if you can't have nice things, NOBODY should.

1 to 50 of 745 << 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.