Fire Mountain Games wrote:
Fire Mountain Games wrote:
Ah, so that's why the villains keep Grumblejack around! He's in charge of management-employee relations.
Aberrant Templar wrote:
Does he also cut a deal with Areelu Vorlesh*, the Witch of the Moors?
* -- Given how she's supposed to be a witch working that demonic transformation rite, she seems sppropriate for a 'Worms of the Earth' shout out.
Once again, I'm really looking forward to this one, especially for the information on the redcaps and what is probably the most utterly revolting monster in folklore, the nuckelavee. I so love how Paizxo handles the dark and evil fey.
Pity there won't be any kelpies but you can't have everything.
One quick question here: if someone were to do a PDF that expanded on the Evil Organization rules with more actions, more trouble your group could get into, etc, would anyone else be interested in buying it? Because to me it's one of THE best articles that have been included in the entire AP.
Something I thought of when I read book 5; while it seems impossible, wouldn't it be great if you could con Sir Richard the paladin into going along with the villains to confront Thorn at his lair, and seeing him go all holy avenger-powered smite on the lich's undead backside?
And then afterwards you explain everything to him, he despairs, and BAM! He joins the Dark Side in utter despair.
I've looked at it. It is system-neutral and I didn't see any real mention of the Spellplague; and it is chock full of those little bits of setting (favored food and drink, curses people use, the names the various races use for each other...) that made me fall in love with the Realms.
Eat hot stake, Ed Cullen!
So help me, I would buy this. Then again, I'd buy Ponyfinder.
Well maybe one day Paizo will do Catfolk of Golarion book and we can have different subspecies like the Aasimar and Tiefling books.
Hmm, add in kitsune, gnolls, and ratfolk (and hopefully a lupine race, and maybe something like those 'horse-headed people' in Razmiran) and we can have Furries of Golarion! XD
Does Pathfinder have an analogue to the Beast of Gevaudan? Although I suppose any large wolf-like monster would work for that, like a Worg.The Devil in Gray, from the Ustalav book, I think. No stats, though, as far as I've seen.
Yeah, I'd like to see one such myself, though it should be easy enough to do by giving a normal worg or winter wolf the Advanced and Giant templates and/or a few character levels (that, or have some evil druids or clerics of Lamashtu following it around to cast buffing and healing spells on it).
They made one such other reference briefly in Cities of Golarion, when they mentioned how in Lastwall they once had such a harsh winter that the river froze over. Then a pack of werewolves lead by 'a bob-tailed brute named Courtaud' entered the city to feast on the citizenry before getting killed. It's made even better by the fact that they took it from real history.
Information on knightly steeds and breeds of horses? That alone makes me want this.
And I hope we get some hints on how to fit the various cavalier orders into Golarion. For instance, what conflicts of interest might there be with a Hellknight cavalier between his Hellknight order and his cavalier order?
Say, what ab out evil followers for Abadar and Irori? In the hopes of avoiding the beaten-to-death 'greedy merchant' stereotype for Abadar ("Mwuahahah! Money, money, money!" -- I see his clergy as being more like Scrooge McDuck, myself), how about a city defender who turns their city into a police state to 'protect it from the barbarian/criminal hordes'?
And with Irori, maybe someone so stuck on self-perfection that the self becomes the only thing worth anything? Or a monastic teacher who callously cripples or maims their students because "By removing their main strength, I am forcing them to confront their weakness and overcome it"?
Any other ideas?
Liz Courts wrote:
Liz (and Cheapy), thanks a lot! I really do appreciate this.
I just got this and I love it. It was helpful to finally find out just what exactly a jezail is.
And that boarding gun... *shudder* I know what I'd get for the Big Fighter in any Skull & Shackles campaign that allowed firearms. Seriously, it sounds like a sawed-off shotgun made for King Kong.
I just got the PDF and will pick up the hardcover just as soon as I can. This is an amazing book and I love it!
I didn't think I'd be very enthused with the core races chapter, being more a fan of the odder races, but man oh man did Paizo prove me wrong. Great work on all of them, with the Saltbeard dwarves standing out the most right now. I do so hope we get to see a Cap'n Axebeard and Clan Saltbeard in the Skull & Shackles AP. Be a great way to do something different with the classic dwarf.
And for humans...blessed Besmara, the Buccaneer archetype? Whoever came up with that one, THANK YOU.
Thanks for the extra information on the kitsune and other Tian nonhuman races. Feats, archetypes, it's all great.
This is a wonderful, wonderful book and I'll be sure to give it a proper review once I actually get my grubby mitts on a copy for myself.
Thank you, Paizo!
Not quite the same, but Rite Publishing has In the Company of Henge - which are the anthropomorphic shapechangers of Japanese folklore. And the henge feature multiple versions (subspecies) in that single publication.
Thanks for linking to that one, I'd forgotten about it completely. It's a great PDF, and the ones they have covering kappas and tengu are also great (and kinda-sorta anthropomorphic if you're into midget turtle wrestlers and sword-wielding birdmen).
Celestial Pegasus wrote:
I did once have this idea of a high-level sorcerer who hit someone with a couple of energy drains, then followed that up with feeblemind, then Ultimate Magic's prediction of failure (which causes you to remember every single mistake and failure you ever made all at once, leaving you sickened and shaken for the rest of your life), and then ended it all with a binding that left their enemy trapped in a gemstone, and unaging for as long as they were trapped.
So you basically had someone on the mental level of a five-year-old, locked in a jar, and being psychologically tortured for the rest of their life -- a life that would last forever.
Fire Mountain Games wrote:
I am glad to hear this. My main big worry was that the Mitrans would turn out to be a gang of purely hypocritical yutzes and there'd be no real 'good guys' for the villains to face. I can set up my own take-on-the-phonies adventures for edgy rogues, but in this AP of yours I want to see real heroes for the villains to cast down.
I suppose my own take on the Mitrans is that they're the Jedi Council from the prequels; they're not what they once were, but they ARE the good guys.
I'm hoping this goes here as it's more of an opinion then rules question, but -- in your humble opinion, what are the creepiest, nastiest spells in the setting? I don't necessarily mean the biggest and most destructive evocation or the like, but the ones that probably make the Avistani and Garundi (and gamers) shudder and think, "That's got to be the worst thing you can do to someone?"
I'd say that two Urgathoan spells, Ghoul Hunger and Vampiric Hunger, are certainly in the running, given that both of them turn your opponent into a cannibal for a brief period of time. Just imagine how someone must feel when they recover and see that they're been chewing on their dying friend.
Maybe it's just a celestial bound to protect her resting place? I have to think that a Mitran saint is going to have some major protections set on her resting place.
But even so, robbing that frost glaive from the abbey and then re-animating the saint's body and sending it shambling out into the streets to cause mayhem whilst you make your escape is the kind of thing a properly cheeky villain does! Starting rumors in Farholde afterwards that the nuns are into necromantic rituals and are bringing the wrath of the gods down on everyone's heads would be amusing too, not to mention helpful in keeping one of your enemies preoccupied.
Fire Mountain Games wrote:
If it were me, I'd run it as you work the spell, and the body rises as a mindless zombie... and the saint herself shows up as the celestial she's risen to become, in full fury and leading to a battle right then and there.
But if you win, you can take the gear from the dead celestial!
A few more questions here:
Did I miss it, or does the whole 'make the dungeon a deathtrap' aspect that you get XP for not actually make things any more difficult for invading adventurers? I figured on setting up something like a % chance for any adventurers you meet inside the Horn to be down in hit points and other expendable assets when encountered. I.e., used their spells, drank some healing potions, and the like.
Also, can we get any hints on how big the Abbey of Saint Cynthia-Celeste is?
That large-sized diabolic frost glaive sounds like it'd make a great gift for Grumblejack, especially once he becomes a cohort. And there's something just downright amusing about the idea of devil-worshipers sneaking into the place to 'liberate' something that once belonged to a devil from the warrior nuns!
Also, though this is really far more of a rule question than anything else --
It is possible to use Animate Dead on Jurak the treant and Argossarian the Silver Dragon after defeating them, yes? There's no rule against non-humanoid zombies, is there?
I have this and I love it. These are easily the best Pregens I've eve seen in a fantasy RPG, or any other.
I would like to ask, though, is there any chance we'll ever see this done again for other Adventure Paths in the future? Heck, I'd pay money for such a product for an already-done AP like Kingmaker (yeah, not going to happen, but I can dream).