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Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 1,003 posts (1,091 including aliases). No reviews. No lists. 1 wishlist. 12 aliases.


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Pathfinder Adventure Path Subscriber

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

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

Pathfinder Adventure Path Subscriber

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

Pathfinder Adventure Path Subscriber

What does your GM have to suggest?

Pathfinder Adventure Path Subscriber

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

Pathfinder Adventure Path Subscriber

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

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

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

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

Pathfinder Adventure Path Subscriber

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

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

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

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

Pathfinder Adventure Path Subscriber

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

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

Pathfinder Adventure Path Subscriber
Kain Darkwind wrote:

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

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


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

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

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

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

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

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

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

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

Pathfinder Adventure Path Subscriber
Kain Darkwind wrote:

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

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

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

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

So tell me. How does it look?

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

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

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

Pathfinder Adventure Path Subscriber

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

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

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

Poltergeists (CR 2) could work too.

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

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

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

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

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

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

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

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

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DM_Blake wrote:

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

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

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

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

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

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

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

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Lost In Limbo wrote:

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

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

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

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

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

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

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

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Lost In Limbo wrote:

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

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

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

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

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

N ???

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

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

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

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

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

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

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

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Mikaze wrote:
There's also a flumph/gnome hybrid PC race floating around out there. ;)

Incidentally, there's a great little piece of lore in the Monstrous Sorcerer Bloodlines II product I mentioned about that would explain how flumph blood got into people for the sorcerer bloodline to manifest in the first place. Might work well as an (alternate?) origin for a flumph/gnome hybrid

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There's also the Sandman bard archetype.

If it's an NPC, there's a number of monster races that give sneak attack
examples: many of the Darkloflk
There's also the Rogue Simple Class Template from the Monster Codex.

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An alternative to Gestalt would be to add one of the Simple Class Templates from the Monster Codex. (The Wizard Creature Template, for example)

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Avarna wrote:
Shut in: a nice little adventure, where you can inject some good horror elements into it, and the PCs will get as much out of it as they put in.

Also second the recommendation of Shut-in (it's in Dungeon 128). My group really hated the big bad behind it and the psychopathic killer. (They were SO relieved to see him hung after the adventure was over.) They were very protective of the people they were hired to defend, and found the module pretty disturbing.

Bogged Down (Dungeon 91) is another good one. I ran it as part of the Kobold King series of modules and connected it with the Pallid Plague pathfinder scenario. Although I expanded upon it a bit, there is a lot of material there to work with. They found the swamp witch eerie yet pitiable. And the mastermind behind it all became so hated that the ranger PC planned an assassination job against him (failing) and the bard made a ballad of his ultimate defeat.

The Chimes at Midnight series* (Chimes at Midnight Dungeon 138, Quoth the Raven Dungeon 150, Hell's Heart dungeon 151 [[was online on Wotc's DDI website) has also ran pretty well. The first two adventures were disturbing and harrowing on several levels (particularly the second, that one allows for a lot of low blows and customization). There was some great roleplay moments and NPC/PC interaction (including the bard trying to reform a couple of the minor villains), and several literally OH S#$3 moments on the part of the PCs as discovered some dread revelations. I'm just starting the third part, and the run-up allows for some foreboding dread and foreshadowing, and from the first encounter they were disturbed by some of the things they discovered on one of the villains they defeated.

Fallen Angel* (Dungeon 117) allows for an exploration of a dystopic city in ruins. It's a bit different from the others in that it's less traditional horror or intrigue and more wondering about and exploring a mysterious fallen city and dealing with the degenerate cult that lives within. I liked this module because it put in enough details to fill in by the GM to lay the groundwork for many later adventures.

Escape from Meennlock Prison (Dungeon 146) is perhaps the most overtly maddening of the bunch I've run so far. The creatures inside this "prison crawl" were very harrowing to the party. They were very glad to escape, and I think they discussed razing the whole prison to the ground at one point.

*These modules were Eberron modules, but they fit in my homebrew horrow/steampunk world just fine with a little alteration.

Edit: Whereas any of the adventures might have some interesting things for Occult Adventures characters, Fallen Angel would potentially work the best for Occult Adventures, as it has plenty of places to customize the adventure (what are the ultimate motives of your employer, for example) or to stick stuff in. There's some eerie bits involving spirits at the end. The bard at the end might be retrofitted into one of the Occult Adventure classes.

Bogged Down might be another good one, as the swamp witch might be retrofitted into a shaman or some such. (She's merely an adept in the adventure, but she gives off this eerie vibe of something more.) Escape from Meenlock Prison and Hell's Heart might ostensibly allow for communication/haunting from tormented spirits if you decided to put some in.

In terms of general tone of what I imagine an Occult Adventure campaign (eeriness; Victorian tone/sentiments; the supernatural as wondrous, mysterious or dangerous), all of the adventures I've mentioned in this post seem to fit.

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848. After the Tarrasque is pushed back into the Pit of Gormuz, not allowed to say, "Tarrasque go down the hole!"

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The challenge with sin-themed dungeons/locations/challenges is that they are often simply about not doing something, where you're often better off just not engaging most things at all. Such things are usually very obvious and rarely truly tempting to players.

One option for a little bit more nuance would be to involve more than one sin in a challenge. (The sin trials need not be separate, for most situations involving sin involve more than one sin.) Let's take greed and sloth, for example. NPC with legitimate, fairly obvious need might offer the party some extravagant reward for performing task A that is generally needed to be done. The reward is tempting to the party, but it is well beyond what the NPC would be giving without dire consequences.

Now, the players may take the path with the obvious sin (greed) and do the task for the reward. However, a less obvious sin would be to offhandedly dismiss the NPC as a glabrezu or some other trickster in disguise and move on ahead without a second thought (this would be sloth- going to an automatic default assumption of trickery/deception when it is simply a case of desperation). A better solution would be to investigate the task and then complete it as needed without taking the obviously out of order reward. And an even better solution might be refusing the extravagant prize but having the humility to graciously accept a lesser or token reward from the NPC that the NPC could reasonably give without hardship (and thus giving the NPC the opportunity to keep the dignity of giving back.)

Some more open-ended options could exist as well. For example, they could arbitrate a dispute and declare not only to what degree each party is in the right but also why. Then you can look at their moral decision making beyond simple yes/no actions or answers. There need not be a single right answer to a question like this, but the answer probably should have thoughtfulness, justice, and kindness behind it. Sometimes even an honest and humble "we don't know; we can answer that question" will suffice- if they've shown they've weighed the options and decide that deferring to a higher authority on the matter is the best for everyone involved.

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Hmm, that woman's white dress/robe looks eerily like the garb of the Prophets of Kalistrade.

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I think there are a few things to consider about a Chekhov's gun:

1) Don't get too attached to it. The players may miss it, discard it, or find their own Chekhov's Gun. (Which in many ways can be for me better than what I had originally intended).

2) Make its placement as naturalistic as you can. This serves two functions- making your players feel good about noticing it and helping to fulfill immersion.

3) Include more than 1, and let the players choose/find which to use

Edit: More things to consider
4) Give a reminder when appropriate. RL time between sessions can be a lot more than in game time, so it only makes sense that the player characters might be allowed for some mechanism of freshening their memories.

5) Use with a sense of tact and grace; the Chekhov's gun need not necessarily be absolutely essential all the time. Sometimes it works just as well as a shortcut to some end.

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Duiker wrote:
Yeah, Runelords would not be an easy port. Mummy's Mask and Legacy of Fire work a lot better because of the desert setting. One off the wall suggestion? Depending entirely on whether you'd find the premise of ancient spaceships and technology compatible with your fantasy, Iron Gods might be a pretty easy conversion. It's essentially set in a post-apocalyptic wasteland, tech stuff tends to be timeworn (i.e. falling apart), etc.

Dark Sun/Athas is poor in metal and hardly technological, so I wouldn't recommend Iron Gods.

Legacy of Fire involves a fair amount of planar connections. (Fortunately, these tend to either be with elemental creatures like genies, or demiplane sort of stuff that could be ported into the gray or just on Athas itself). You would need to figure out what to do about the jump to the plane of Fire though.

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RoRL would require a lot of work, I agree. If you were to do it though, I would replace the Runelords with some of the dead Champions of Rajaat.

Ogres I would change to the weakest form of giant you can get instead of thri-kreen, because ogrekin (half-ogres) appear in the Hook Mountain Massacre module, which would probably correspond to half-giants in Dark Sun. The distorted humanness of the ogres is pretty key to the module's flavor.

Goblins could probably be replaced with especially cannibalistic or feral halflings.

In the final module, you could probably replace the denizens of leng with psurlons who are trying to open up a portal to the astral plane with their artifact.

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If you don't mind doing some converting/adjustment from 3.5 and moving a little bit east, you might be able to fit Treasure of Chimera Cove in between Shore to Sea and No Response from Deepmar. Treasure of Chimera Cove takes place off the coast of Andoran.

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171. Pay a food bill in platinum pieces and ask the innkeeper, "Can you make change for this?"

172. Instantly shapeshift to match the form and size of any desirable armor or clothing they find.

173. Only worry about the weight capacity of a bag if it's magical.

174. See magical items as a market commodity.

175. Never have to go to the bathroom at inconvenient times.

176. Burn up all the world's supply of valuable gems.

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Alchemically Infused
Worm that Walks

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GM Chyro wrote:

Cleric: By Toraq, what did you do!
*proceeds healing*

Sub-species contained with the species of "Typical Adventurer"

Self-Concerned Adventurer: Hey, quit wasting healing on the background scenery!

Pedantic Adventurer:It's actually Torag, with a G.

Perhaps a Little too Well-Off/Investment-Minded Adventurer: Hey GM guy, you think if we put this ring of regeneration on this guy's finger we could shank him, wait for him to get up, and then shank him again to mine the XP? Technically knocking down a challenge over and over again like a bobo doll is still defeating the challenge, right?

Thrifty but Missing the Point Adventurer:Hey wait, I can animate those vicious peasants you killed into zombies! Free labor force!

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I like this this guy's idea

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There is a sidebar somewhere that fallen paladin who goes completely to the other side of the spectrum to instantly become an antipaladin. I think this is mostly for GMs as a campaign point sorta thing, but most campaigns don't allow CE so it's a moot point.

the UC entry on Druid retraining lists cleric, oracle, and ranger as synergistic for the purposes of retraining
Cleric lists Druid, inquisitor, oracle, paladin
Monk lists Fighter, rogue
Barbarian is cavalier, fighter, ranger.
All this means in mechanics is that it takes you less time (and thus less money) for training purposes.

Of course, a question for RAW, if an ex-class still counts as member of a class.

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839. Not allowed to ask every Ulfen we come across why he/she is not wearing a horned helmet.

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160. Follow all the latest fashion trends of those they have killed.

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One could probably mix and match characters/features/encounters from the various adventures as needed. It's a handy technique I've used when jigsawing adventures together.

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If you go with rogue, there's some optimization guides you could look at for suggestions: .html

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Arcanic Drake wrote:


824. Hobbits are not pathfinder halfings.

824a. More importantly, kender are not pathfinder halflings.

Arcanic Drake wrote:

826. No, you can't ride the giant eagles to the end of the campaign.

Aww, why not? I've totally got the right spell for it!

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829. The Prophets of Kalistrade do not wear white to make a simple fashion statement.
830. You are not allowed to make fun of the Prophets of Kalistrade for wearing white after Labor Day.
831. You are not allowed to glue wings onto the Prophets of Kalistrade to get them back into heaven.
832. You cannot "turn" the Prophets of Kalistrade. Nor will holy water hurt them. It will just make them wet and very irate.

Pathfinder Adventure Path Subscriber

Okay, bestiary box II has serpentfolk. (#121, there's three of them included in the set). I think they also have Kyra on a camel in that one too.

Besides Mummy's Mask, I'd guess your next best bets would be the NPC Codex Pawn Box or the Inner Sea Pawn Box. The thing with Pathfinder art is that they're usually very "busy" (for example carrying a bow in one hand and a big sword in the other). I got the Inner Saw Pawn box because it's a bit more human focused and perhaps sorted by subject a little bit better, but you'd have to judge for yourself. In the Inner Sea Pawn Box, there might be a few here and there that could be used for what looking for. For example, the Quadiran Horselords are mounted and could make for some good caravan types for a Arabian Knights game. (There's probably not too many that would match exactly what you've listed up above.)

If you have the NPC Codex book, then you might be able to preview some of the art in NPC Codex Pawn box, since I think a lot of what's used there

Pathfinder Adventure Path Subscriber

Derp, can't believe I forgot it, but another good "Who dun it" module would be Shut In (Dungeon 128), you would need to change up a few things, but with it done for a werewolf would have the potential for greatness. That module is really fun and creepy.

Also, here's a popular link on advice for mysteries and such:

Pathfinder Adventure Path Subscriber

My closest suggestion would be to elaborate on that orphanage at the beginning of the Crown of the Kobold King module with the transformed kid there. There was some great imagery.

More generally, you could try switching up Trial of the Beast (also part of Carrion Crown AP) to be about werewolves, I guess. Might have to altered quite a bit though.

Pathfinder Adventure Path Subscriber

So can you be a little bit more specific, are you looking for anything not using guns? Or is it more than that, like anachronistic clothing (Revolutionary War, Victorian, cowboys, trenchcoats, etc)? Or something more primitive than your standard pseudo-medieval milieu?

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Pathfinder Adventure Path Subscriber

The Almighty Dollar does not count as a patron deity.

Pathfinder Adventure Path Subscriber
squankmuffin wrote:
Finding out right at the end of the campaign that it was all for nothing... and you have to go back and do it again.

"It was all just a dream..."

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