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Kyuss Spawnling

Goth Guru's page

3,758 posts (3,759 including aliases). No reviews. No lists. No wishlists. 1 alias.


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93: Speak with Dead lotion.
It's actually raise dead lotion. If the body is not intact, the thing will scream and die all over again. There are only 5 applications left when found.

Hook: Eris gives these mislabeled items out all the time. Note if you use make whole on a corpse, it's suitable for raising. Why don't you include a scroll with 3 "Make a Hole" spells on it(Actually they are make whole spells that can be identified by spellcraft 20 or wasting one).


15-Butcher Shop. The owner's name was Wang, but when someone told him what that means in common, he changed his name to Wong. He is an oriental human, 20th level expert sushi master. He can separate the meat from the poison of a puffer fish, or any other venomous creature for that matter.

Resources-This place has every kind of mundane meat imaginable in cases designed to stay magically cold. His cousin is an alchemist who can make anti-venom from any poison found in creatures brought in to butcher.

16-Bakery. Makes bread, rolls, cakes, pies, ect. He's a 3rd level human craftsman married to a half elf wizard lady.

Resources-His fruit and cereal bars make effective trail rations. A horse could live on his oat bran muffins. For 100 gold a spell level she will let other wizards copy spells from her spell book. She makes the potions of growth and reduction that they sell at the looking glass tea house.

17-The candle burning at both ends. The sign is a picture of that. Run by 3 sisters(Witches, one is lawful good, one neutral good, and one chaotic good).

Resources-They make candles and candle holders. The kiln is in the cellar with the stove that they use to melt the wax for dipping. They can't craft candles of invocation without glowing soma(sp) mushrooms. They can otherwise craft most magic items made of pottery or wax. They actually have candles that can be lit at both ends that generate a haste spell for 10 minutes non consecutive.(500gp) The special candle holder that they charge 10 gold for will keep you from getting singed using it.


Dotting all Cleaves.


Simply everything is underpowered, so nothing is really underpowered.


Go to Stuffing..

http://www.befrugal.com/lp/gro/brand/Stove%20Top?utm_source=msn&utm_med ium=cpc&utm_term=stove%20top%20stuffing%20coupon&utm_campaign=TB%20 Search%20Grocery%20Brands&utm_adg=Stove%20Top


28. A recycling center run by a necromancer.


"This is for the bard. It's called the Dance Macabre."


Trigger Loaded wrote:

@Dieben:

You fool! Mentioning probability and statistical distribution offends the Random Number Gods! All players know their rolls are based on the fickle fortunes of fate! I can only assume you are new to gaming to taunt Lady Luck so defiantly!

Prove your a grognard. Who was Zenopus and where was Portown described!

I will start saying, "Hail Eris" before I roll, and see if that helps.


The RAW of animate dead is that they can be told to attack or follow the necromancer around. If the GM says so, you can give them simple commands like dig a hole or build a brick wall. Then it's not so evil depending on how it's used.


A toaster, in a world without electrical outlets.
A box of toaster pastries. Still nowhere to plug in your toaster.


If you shine your flashlight with or against the Earth's spin, the light speed stays the same. This is because everything is measured relative to light speed. In a plane, above the Earth, going with all spins, Earth, Solar System, Galaxy, ect. you could go faster than light shined in the opposite direction. This is how Biggles time traveled.


Not being hostile, and I only read the first book. Sorry if I seemed touchy.


LazarX wrote:
Goth Guru wrote:
In the book Crystal Singer, certain gifted individuals were able to tune crystals so the signal put into one came out the other. Distance was not relevant. They also tuned crystals that created warp fields. The crystal singers had crystals in their flesh are were supposed to be sterile, but that might just be a literary device. The subspace radio would have no tuner, just a series of buttons for selecting the crystal.
Ah yes.. Crystal Singer... a classic example of fantasy and magic wearing sci-fi trappings.

As was Dragonriders of Pern, by the same author.

http://en.wikipedia.org/wiki/Dragonriders_of_Pern

Go to here.


Zombieneighbours wrote:
So I've been thinking really hard about the implications of the church-turing proof...So I've been thinking really hard about the implications of the church-turing proof...So I've been thinking really hard about the implications of the church-turing proof...So I've been thinking really hard about the implications of the church-turing proof....

All searches have resulted in stuff that has nothing to do with what you said.


I once used a Color Computer to generate endless random numbers. The longer it ran the more the same number recurred. Twice, then three times, 4 times, ect. Reality is the ultimate random number generator. It's been running so long that some people win the lottery twice or three times. I on the other hand have horrible luck.


Speak with dead doesn't have the evil descriptor.


wraithstrike wrote:
Alynthar42 wrote:
Is it possible to play a good character who practices necromancy, or is the act of raising the dead evil in and of itself? I would argue that no magic is evil unless the casting of the spell required an inherently evil act, such as murder of an innocent.
Not all necromancers raise dead. Some just focus on negative energy based spells, but if you are raising dead, many GM's will consider it to be evil. In Golarion it is definitely evil.

Animate dead! Raise dead doesn't normally create zombies.


2 round of exposure to direct sunlight or running water kills vampires for good. Attach one of your ring gates to the roof, then toss the other into the vampires coffin while it's trying to sleep.

A Sunstone is a clear crystal exposed to direct sunlight at least once a day for a year. It emits actual sunlight constantly. Note that gaseous form does not make them immune to sunlight, so have a potion of gaseous form handy. Continuously active items remain active.

You could just teleport a litch into a cage underwater.


In the book Crystal Singer, certain gifted individuals were able to tune crystals so the signal put into one came out the other. Distance was not relevant. They also tuned crystals that created warp fields. The crystal singers had crystals in their flesh are were supposed to be sterile, but that might just be a literary device. The subspace radio would have no tuner, just a series of buttons for selecting the crystal.


"When the potion turned that color, it made me drink it"
There is a short story about a guy who stops aging and is basically immortal.


At a convention, my ranger rolled 1s twice in a row while using true strike. I crammed that D20 into the bottom of a full trash can. Since then I use a marbled green D20 for such to hits, in case I have to throw it away.


14-Pristeen Park. Half trees, half clearing, this is a good place for picnics. When the village was first homesteaded, a Dryad was discovered here. She agreed to stop attacking, and the settlers agreed to leave her be. The park ranger is a were squirrel who polices the park ensuring that it stays in it's natural state. It's closed to the general public on the full moon because the were wolves come right here.

Resources-Material components such as acorns and berries are available in season. Also Ranger Richard keeps some in a stasis safe to sell to help support the park. Transport via plants or trees are possible in or out of the city.


Remember, a hyperspace on/off ramp is easier to build if there is a gravity well. The Hitchhikers Guide to the Galaxy is very funny but no science textbook. All objects as massive as a planet or bigger are gravity wells.

Conceivably, some of the aliens in MIB are only on Earth to get to other objects in the Solar System.


Great.
Anything you can do will be appreciated.


12-Town Square. Fighters come here to spar. Parties are held here. Speeches are held.

Resources-Characters come here during downtime to practice their class abilities. Practice dummies can be set up in holes in the ground. Public hangings happen here too.

13-Graveyard. The rich and powerful get Mausoleums. The poor and criminals get unmarked graves. Most townsfolk get gravestones. There is a high fence and a metal gate.

Resources-The guards and gravediggers can often be bribed, because they often hate the job. There are parts for golems, material components, and dead that can be spoken with. Characters who were executed under dubious circumstances will be buried beneath a huge stone. When such a stone is removed, they may already have reanimated as a revenant.


Aelryinth wrote:

Heh, Bard/Magic-user is not on the list of allowed multiclasses. ;)

==Aelrynth

I advise against bringing them all back. Does anybody even know why Bard/Magic-user wasn't allowed? Does it have something to do with negative AC?


16 A small village. There is a farm, blacksmith, small manor turned boarding house, Curio shop, possibly a bakery, and a wayside chapel. Just beyond the village limits are wandering ghouls. The village is affected by 1D6 positive energy channeling. Most of the doors to and from the Cleaves are in the village. There's one in the back of the barn, one in back of a large wardrobe in the manor, and a side door in an outhouse(extra points if characters open it while it's in use). The village folk will all try to convince the characters to stay. They will say the Cleaves is lethal, it's too hard to get home, and they know people who went back out into the Cleaves and never returned.

GM notes: The town elder is actually a Fen who has evolved into a living god. The village was originally made in a world overrun with undead as a place to study other races. It's a terrarium of sorts. Most of the Fen have ascended beyond mortal comprehension. It's by The Elder's force of will that the planet doesn't crumble from negative energy. The villagers should be based on whiny babies who think their class is underpowered, or the Cleaves is too lethal. If characters want to help out with the farm work, get a good night's sleep, recover from their injuries, and then set back off into the Cleaves, this is a good place to make their temporary base. They can also go hunt ghouls and raid abandoned buildings out beyond the limits.

For extra messing with characters, you can bring in someone who wants to play Alice or Mad Max. The other characters will wonder if they are a PC or an NPC plant.


Xexyz wrote:
Aelryinth wrote:

But with no training, you can't add that kind of story even if you want to.

Which basically cuts free a whole genre of adventures. Being able to find a master who can teach you in a great secret is at the heart of SO many stories.

Irrelevant in PF.

==Aelryinth

That's the point. If I wanted to tell that kind of story I'd have training requirements. I don't want to tell that story, so they're not there. And if I at some point decide I do want to incorporate those types of stories, training will then become a thing. See how simple that was?

Sorry if I'm not playing the game the way you think I should be playing, but I'm not going to change it just because in your view I'm having wrongbadfun with my existing game.

Aelryinth wrote:

Those arguments come down to DM Fiat and changing existing rules.

===Aelryinth

So what? You speak as though GM fiat is some horrible thing to be avoided at all costs. You seem way too hung up on this notion that for training to be a legitimate thing it has to be officially supported by some Paizo product or supplement. Either that or you think because you like training that it should be codified in the rules as a way of saying that your preferred playstyle is the correct one and people who prefer something else are playing the game wrong.

If you want players who demand non-core stuff they downloaded, to have their characters go learn it from a reclusive master, fine, because you're the GM!


I'm thinking of creating a small village as the final room for the Cleaves. There is a farm, blacksmith, small manor turned boarding house, Curio shop, possibly a bakery, and a wayside chapel. Just beyond the city limits are wandering ghouls. The village is affected by 1D6 positive energy channeling. All the doors to and from the cleaves are in the village. There's one in the back of the barn. one in back of a large wardrobe in the manor, and a side door in an outhouse(extra points if characters open it while it's in use). The village folk will all try to convince the characters to stay. They will say the Cleaves is lethal, it's too hard to get home, and they know people who went back out into the Cleaves and never returned.

GM notes: The town elder is actually a Fen who has evolved into a living god. The village was originally made in a world overrun with undead as a place to study other races. It's a terrarium of sorts. Most of the Fen have ascended beyond mortal comprehension. It's by the Elder's force of will that the planet doesn't crumble from negative energy. The villagers should be based on whiny babies who think their class is underpowered, or the Cleaves is too lethal. If characters want to help out with the farm work, get a good night's sleep, recover from their injuries, and then set back off into the Cleaves, this is a good place to make their temporary base. They can also go hunt ghouls and raid abandoned buildings out beyond the limits.

For extra messing with characters, you can bring in someone who wants to play Alice or Mad Max. The other characters will wonder if they are a PC or an NPC plant.


Kryzbyn wrote:

The space fold on Event horizon looked instantaneous...but the ship had been gone for a while. Was that travel time? Was it in "hell" that long?

I'd think that FTL that occurred within physics governed space would suffer time related effects. Anything that does not (hyperdrive, warp, etc) would not or maybe for the sake of story telling should not.

Captain: "Why are all of these colonies we've been sent to aid gone?"
Science Officer: "Probably because it took hundreds of years real time to get here, while it was only hours for us."
Captain: "Whats the point then?!?!"

Just food for thought.

If the temporal compensator is maladjusted, you may arrive before the colonies were founded.


Xexyz wrote:

I find the idea that the PCs can't level until they take time to stop adventuring and train to be both cumbersome and immersion breaking. It's cumbersome because it eliminates campaigns where time is a factor; certain stories just don't work as well (or at all) when game considerations dictate that the story be put on hold every so often so the PCs can go and train up their levels.

(trimmed)

The idea that you accumulate the necessary XP to level and then go off to train seems disconnected to me, and subtracts from my immersion.

Raising skills, on the other hand, I think should be divorced from leveling - it just seems weird that the wizard who spent the last month killing monsters in a variety of dungeons is all of the sudden now better at swimming. I wish there was a good system for raising skills outside of leveling.

You can allow rebuilds only during downtime. They can require a teacher if you like.

You used to be able to leave a language or skill slot open and then fill it when needed. Justifying it, is a matter of roleplaying. "We are in an Elvish town. I pick up the language by immersion."


Jump drive has limited distances. Infinite Improbability drive on the other hand...


I'm Hiding In Your Closet wrote:
11. The Fire Department. It's not what you think it is.

I am going to be involved in a war. How much fire will 10 thousand gold pieces get me? :)


Someone had told me on twitter that they were not going back to the main storyline on One Piece. 2 weeks later they did on Toonami. Don't believe anything on Twitter unless you can find confirmation elsewhere.

I wasn't sure where I had made that statement, till now. This in no way means Hasbro is going to return balance and logic to their multiverse.


1 person marked this as a favorite.

As a DM I would have characters sometimes train in a dream. A dead master would teach them spells or feats they never encountered in the adventure path.

Also, every village/town/city has a training field. Sure they have dances and parties there too. The point is, all classes are always training, and epic level characters waiting for a really bad demon thing to break loose gotta keep training too. If you live in Water Deep for a time, you probably sparred with Blackstaff. Blackfire or Silverfire are granted powers, so you probably didn't pick up one of them, but if a player can tell you how you might have encountered a feat or spell, good role playing gets rewarded.


The Philadelphia Experiment is a good example of what can go wrong with early experimentation. The movie makes it into a wormhole. A few sailors may have been embedded in walls and the whole thing was covered up. Any further experiments are hidden away in places like area 51.

The things falling out of the sky in Charles Forts books can better be explained by experiments in the far future. Someone tried to send fish from one pod to the other. Instead, all the fish kept falling on an unsuspecting town, all at once.

A good example of using existing wormholes is Sliders. The handheld device takes 24 hours to locate and expand an existing micro wormhole between realities.

One idea I'm playing with is our near future has found a crude form of time travel. They can only send machines into the past. So they send androids into an otherwise normal Glorion, looking to harvest magic that they can use to travel to Mars and Alpha Centauri.

Another idea is you send space probes to where you think there was once life to they can find the technology they used to flee to the stars.


It's not as bad as it may sound at first. There are a few sources of wishes, all with interesting drawbacks. Also, this is a playtest, so if something is no fun from the players perspective, it can be changed or replaced. Just remember that with greater risks come greater rewards.

Every deck has an exit card that will take characters home. A lot of the nastier traps hide a piece of the font, that grants godhood. A couple of rooms are actual labs where items can be crafted. There are anomalies like vending machines. Some of the monsters and mushrooms are edible. Cantrips are more important, such as detect poison, mending, ect.


Kobold Cleaver wrote:
So, are people giving you flak about hiding topics? Your third paragraph kinda confuses me.

One person sent me a PM asking why I didn't explain why I hid the topic, and I thought I did. I'm finally getting back to reading PMs.

Another Troll put up a topic and claimed that if no one argued with him, that they would revise Pathfinder to suit him. I had to respond that if no one responded, that they were the only ones that could play that way and everyone else hiding the topic probably carried some weight with the game designers. That person is probably still waiting for "their" version of Pathfinder to come out.


TOZ wrote:
thegreenteagamer wrote:
Truly, I wonder why people care so much about what is or is not underpowered. If you feel a class, race, feat, trait, item, or other choice is inferior, then do not play it. It really is that simple.

I walked into 3.5 wanting to play a Final Fantasy Tactics Monk.

I got the 3.5 Monk.

A monk with the Forceborn mutation would rock like Goku.

Go to Leveled Mutations.


A demiplane where you are never supposed to leave. There was one on the back of a turtle where if you tried to escape by air or sea you automatically washed up on the far shore as an undead. I hid the topic.

Then there are low magic topics where no one can get above 10th character level. Miraculous magic is the whole point of the game. There are several topics I've hid.

If you want to DM a game with no Raise Dead, Reincarnation, Resurrection, Wish, or other such spells, and you are looking for similar players in your area, fine. My hiding the topic won't impact that. I don't want the threads I am interested in being pushed down off the page when I have 100 topic per page. I am interested in systems where it can take up to an hour for a character to die. I also don't mind interesting systems that cause consequences when a character is raised, such as undead being created or some NPC dropping dead. These all show that the OP is willing to meet others half way.


Jaelithe wrote:
Goth Guru wrote:
Sexual Attribute Dimorphism would make a good defect. If male, max con. and wisdom are 17, each. If female, max strength and intelligence are 17, each.
The comment about female intelligence being lower at its maximum is one that would trigger an assassination—character or otherwise.

That's why I was kidding. That's also why I ran that idea up a flagpole here before trying it on my actual defect topic. Even better, when some pretard tries to tell you girls being bad at math is a fact, you tell them they only tested ultra rare freaks!


Sexual Attribute Dimorphism would make a good defect. If male, max con. and wisdom are 17, each. If female, max strength and intelligence are 17, each.


With the Cleaves playtest I'm getting ready for, They start with 10th level characters, so wealth by level is a good guideline for what gear they will have. If they buy a book to raise a stat more, they may be entering a space dungeon wearing just a loincloth. A lot of money doesn't make you a great adventurer.

If your character bought a helm of teleportation, it was half price, because it's defective. Every time you use it I put you in a random room of the Cleaves. Likewise a cracked cubic gate.


thejeff wrote:
UnArcaneElection wrote:

60(?). Absence of Wealth By Level. No more entitlements!

They're guidelines. And I suspect originally intended to limit wealth as much as promise it. You don't hear so much about Monty Haul games these days.

With the Cleaves playtest I'm getting ready for, They start with 10th level characters, so wealth by level is a good guideline for what gear they will have. If they buy a book to raise a stat more, they may be entering a space dungeon wearing just a loincloth. A lot of money doesn't make you a great adventurer.


1 person marked this as a favorite.

61) Armor spikes If something grabs your character or tries to swallow your character, they take a point of damage. 3rd edition destroyed one of my characters with their"You have to make an attack with the armor spikes". So cactus's and roses are all suddenly able to move? I just want Pazio to make an official statement that armor spikes automatically attack like the spikes at the bottom of a pit. Till then that's still RAI at any table I play at.


Nice. Would you consider making all the Cleaves rooms?

Go to Random Rooms.

http://paizo.com/threads/rzs2l1yl?100-Random-Rooms-CLEAVES


blood_kite wrote:
A sword that glows blue...because it's radioactive. Make a Fort save.

Fail and you get cancer. Succeed and you get a random mutation.

A lot of these have been cross posted in The Cleaves. I haven't read this all yet, so I don't know if anyone has suggested click plates yet.
Clickplates: Metal plates that have been enameled to resemble part of the floor. When stepped on they click, like a trap trigger plate. They are not connected to anything, so they just alarm the PCs.


Deities with multiple personalities, such as some moon goddess, will have a different alignment for each aspect.

Some beings from the outer chaos or higher planes of existence may have no alignment.


One of the few good things about Gallivant was his singing while fighting. The fighting bard should be an archetype where he and his allies are inspired while he sings and fights. Maybe a nightingale Cavalier who can only sing to inspire. A bard playing his instrument while fighting makes no sense.


The elder beasts have a lot of carry overs. Bastet, Fenris, Raven, and Coyote basically carryover into pantheons. The Titans are rampaging forces of nature, but some of them took on the duties of Gods, basically evolving like humans. Gaia, or Mother Earth, is present even in mythologies without Titans.

Some Notes.
Fenris is the deity of choice for Werewolves. Domains include The Moon, evil, and nature. Evil druids who follow Fenris take wolf form.

Bastet can favor Were Tigers. Domains include Freedom and hunting.

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