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Kyuss Spawnling

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A Dryad, a low level Kitsune, or maybe a Gnoll druid might be a good nature group leader. This would create a good third army to make things more interesting. Maybe the artifact was once used to keep humans from attacking the woods. They want the staff too.
The devil binder might come back as a devil, fast. Irony is good.


116. Uncle Dan the alchemist must have known he was going to die. He left you a metal box containing 10 infusions in corked test tubes. There is a piece of paper with instructions and a suspect list.


Well the minions might be told to smash the infusions, but they instead down them when they go steal a piece of the evil artifact.
The catch 22 occurs when the alchemist gets drained a level and loses the held open level. This is the same sillyness that used to happen when someone was drained of hit points but not levels. A tenth level character with 9 hit points at full strength hurts the game.


Why would someone steal an infusion and not use it.
If a dragon or undead steals one, they add it to their treasure, in a dungeon.


Ragnarok Aeon wrote:
DrDeth wrote:
Ah, but you see- Psionics aren't "casters". That's the point.

So why do the Alchemists have to be?

In fact, Alchemists technically don't even get a caster level. They can't cast, but they are limited by how many potions they can have a day.

If someone steals their physically existing extract and stows it away, they are hosed out of a spell slot forever. Caster's don't usually have to worry about someone stealing their spells because it's much harder than stealing a vial. Even if someone somehow siphons a caster's spell slot, it usually comes back in the next day when they prepare their spells.

Yeah, the wizard has a spell book, so does the alchemist who is much more limited and just as hosed.

Sure you can use an Alchemist's extracts in full plate with no penalties, but the flavor doesn't particularly fit. I don't even think that was an intentional part of the design.

In fact many of the "unique rules" about alchemists are clearly there to limit them. For example: Reflex saves against splash damage (Only for the Alchemist, most attacks don't require both a attack roll and give a save) and yet they have many of the spellcaster limitations and have to use magic to activate it all.

Has there been a new edition?

Paragraph 2. If someone steals an extract, it becomes inert. They can make a new extract the next day.
It says right in the beginning the extract is used, and produces a spell. The spell functions as the spell. You can cast enlarge on someone else.


While a scientist gets a Science as a class feature every odd level, others get a science, or a grit, or something with 2 Role Playing Award Points.
At the start of the game everyone gets RPAPs for their background, sort of.
Great: 3 points. A tragic tale such as their whole village being wiped out by undead, causing their whole character being designed around revenge.
Good: 2 points.
So So: 1 point.
Bad: -1 point.
Not even trying: -2 points. Like if somebody uses their computer to random generate 10 characters, and just uses the one with the best stats. Then says, "They're a local dude."


I don't have the aptitude for languages. Someone already translated it for me.
Back on topic, the text of the class suggests that the magic from extracts cannot be applied to others is a bit of an urban legend.


The Draugen is a typical sea ghost, but the end of the story suggests an exorcist buried in the churchyard, second deathed the creature.


The alchemist uses the extract then casts it like a spell. He can enlarge the fighter using an extract.


Juda de Kerioth wrote:

i like this idea, to make the alchemist more spellcaster...

But, i would like more if the alchemist "spells" were uniques, something like bomb and alchemy from the Witchers pc games.

i do that house rule for my group.

All the craft dc is 15+total ingredients in the formulae, the alchemist must collect all the ingredients from the wildernes, buy and so.

Pros: a newly subsystem for an alchemist
Cons: the players inmerse a lot with this method, and always are looking for ingredients.

I use my own criteria based in the ultimate magic spell creation system and in the witchers books/games.

------------------------------------------------------------------------
This is an Extract:
CarcayĂş
PreparaciĂłn: 2 ether, 1 Hydrogen, 2 Caelum
Base: alcohol de gran calidad
DuraciĂłn: Prolongada (1 min/lvl)
DC: Craft 20
Toxicity: High 6
carcayu, unleash all the potential from the user, transforming him in a destroyer whirlwind.
This potion bestow a +1d4+1/2levels (max +5) alchemical damage

and this is a bomb:

Abeja Reina
PreparaciĂłn: 1 quebirth, 1 Caelum
Daño: 3d6+1d4/2lvl
Rango: 15 ft
Craft DC: 17
this is a bomb which explodes in lot of metal needles on a 15ft area
Damage: 1d8/3levels (max 5d8)

And this is an oil

Grasa Alquimica
PreparaciĂłn:
Duracion: 1 min/level
Esta grasa se utiliza como base para la mayorĂ­a de los ungĂĽentos y recubrimientos para armas.
Grasa alquímica: Una dosis de esta sustancia tiene contenido suficiente para cubrir una criatura mediana o dos pequeñas brindando +5 en escape artist y en cmd contra grapple.
----------------------------------------------------------------------

No habla espanole.


A shatter spell will activate all the extracts in a wild surge. The mutagens go into effect possibly offsetting the damage from the bombs which will have an area of effect.
The shield spell must be imbibed by the alchemist. Magic weapon is splashed on a weapon, not imbibed. Haste would be a gas eminating from a test tube, affecting the nearest person first till the max affected is reached.


Dwarves are as tough as a full sized human too. Marvel comics calls it dense flesh.


114. You inherited a strange antique shop. All the things in it look masterwork, and might be magic. GM notes. The player's character's uncle made a deal with a devil for lots of money. All the items are evil. The other PCs show up a week later tasked with finding the items and taking them out of circulation.


1 person marked this as a favorite.

How about 10 commandments
1: Thou shalt not inflict realism on your fellow gamer.


Poor Boris the Spider. Too much realism? Pesticide sprayed in the corners? Maybe he didn't find enough bugs to eat.


181. The room is there, it contains the glaive, but the coordinates are now useless.


Two Demon Lords or a type 2 demon lord?
Do you beat them over the head with 3 asterixs and an f?
Do you swear at them till they faint?


Bill Lumberg wrote:
Vod Canockers wrote:


178. Dusk. This book tells the tail of a love triangle between a human man, a vampiress and a werewolfess. The possessor of this book is hunted down by both Vampires and Werewolves, that is really the only thing they agree upon
Is that because the book contains secrets they do not want revealed or do they just have the same opinions on its literary merits?

Literary Merits? A parody of a romance novel based on a dream has no merits!


Bill Lumberg wrote:

176. Reflections on the Foundations of Faith

This hefty tome is 600 pages long and bound in worn brown leather. The cover depicts a plain drawing of an angel and devil sitting side by side at a table facing the viewer. Each is drawn with a blank facial expression and passive body language. The cover is torn over the area between them and, therefore, the contents of the table cannot be seen.

The author of the book, a cleric of Aroden named Palistic, wrote it after the death of his deity. It is a series of essays on the nature of faith and various philosophical questions that it engenders. His central point is that belief in deities must be all-consuming even absent the divine power manifested in their names. Otherwise, he argues, the mortal world is a vacuous experience of material forces acting upon each other with sentience only as an insignificant aside.

Palistic wrote the book over a period of 17 years and agonized over his commitment to Aroden. He was a tedious writer who belabored points and often fell to lengthy digressions. It takes 10 continuous hours of complete solitude to finish his work. A character that makes it all the way through the book must make a DC 19 Will save. If he fails then the next time he attempts to use a class ability or a spell that depends on alignment (such as smite good/evil, Dictum, detect alignment etc.) it will fail.

If the character succeeds on the Will save he will gain 1 rank in Knowledge (Religion).

This book would be crucial in a special ritual to re-integrate Aroden from soul shreds across the multiverse.


After their use in exploration they would probably go into security. You would be adapting the stats of a quaggoth, without the light sensitivity.
The original idea was these creatures were growing up in a lab being trained for the year long first manned mission to Mars. Before they figure out how to actually freeze and unfreeze humans.


Roll up 2 dragons, a copper and a green. Both adult. They make a massive chessboard in a cave, and hire mercenarys to play all of the chess pieces. Now, the Copper hires humans, elves, dwarves, ect. while the Green hires kobolds, goblins, orcs, and such. They tell the chess pieces to tap the opposing pieces and tell them to leave the board in accordance with the rules of chess. Unfortunately, they all smuggled in real weapons and lethal combat results when the first chess piece tries to 'take' another chess piece. I lost my gaming group, but maybe you can run this.


166. Passionate Nature.
This folio contains beautiful ink pictures of a young adult green dragon and a unicorn mare making out in natural settings. Pc's get a will save 20 to resist. Non adventurers get no save. An affected person will murder any enemy of nature they know of when they get a chance. They need a cure insanity to stop.
Unicorns are warriors in service to nature.


Daethor wrote:
333. A vast ancient city, blocked off for centuries by a magical shield, has become accessible once again. However, the previous inhabitants have all gone, leaving no trace of their existence. The place is instead overrun by monsters. The PCs are sent to investigate and unravel the mystery by descending into the undercity beneath the metropolis. When they arrive, they find evidence of a cult who rose to power and sacrificed the city to an evil deity, who repaid their gift by changing everyone into monsters.

I hate it when the monsters beg me not to kill them. Then I have to go get scrolls of polymorph and turn them into elves or something.


Epic Meepo wrote:

Two new monsters, a new template, and a new sorcerer bloodline...

@+5 Toaster: Here's a halfblood template, including a sample creature which is half aeon and an aeon-related sorcerer bloodline.

@DungeonmasterCal: Here's a black-eyed brownie which resembles a creepy human child.

@Goth Guru: From your description, it sounds as though a hellbug would just use the stats of an ankheg.

The two foreclaws were nasty looking claws. The other four were pointy, like climbing spikes, and it used them for climbing up the walls. They were blind, but they could see by smell. They could sqirt a marker that attracted the entire swarm. This one person was milking them for this substance to mark the chosen victims.


Ascalaphus wrote:

150. The Protocols of the Learned Elders of Sovyrion

A somewhat poorly written tract claiming that long-lived elves are setting up a banking/trading system based on compound interest on capital investments, and gradually gaining complete control of Golarion's economy.

Although superficially plausible, deeper investigation will reveal that most of the elven businesses mentioned are rivals of vampire-owned enterprises.

Extra roleplaying points to gnomes who take offense that elves are being portrayed as clever gnomes.


I've been reading back on this topic. I just remembered an idea I had when I was trying to write Science Fiction.
If you gene splice humans and bears you might get astronauts that can hibernate.


The more light stones, the higher it flies. Your flying whales push the land masses around. The sky whales have light stone in their bones. The order of the leviathan are cavaliers that have bonded with a sky whale.


Bwang wrote:
Goth Guru wrote:

Fitzbutton ran off 100 copies. They were individually numbered.

It makes it easier to convince rubes that it will increase in value.
WHAT!? He swore mine was a Limited Edition!

Don't believe me? Check out the flea market. :)


Fitzbutton ran off 100 copies. They were individually numbered.
It makes it easier to convince rubes that it will increase in value.


You can call it an anti pound of light stone.


There was a "Shattered World" novel. The WereBear hero fell to the center, which was air, and had to force a vampire to carry him back up. He kept threatening to snap it's neck. Maybe the monsters enslave any of the fair skinned people who fall, and won't let them return for fear of paladins and clerics raining down the vengeance of the upper gods.
Anyway, I have this concept of light stones and heavy stones. Dwarf earth mages create the stones, then trade the ones they do not want to plane voyaging elves. The light stones transfer gravity to the heavy stones across planer lines. The heavy stones would keep shattered earth type worlds from flying apart. The stones, also known as mass thieves in some circles, basicly draw or infect mass by touch, so a light stone could be set into your figure head.
The 9th level spell would create a pound a level of each from a single ton of rock.


I'm not going to hide this. When Pathfinder tries to shove modern realism down my throat, I will refer them to this disaster. Any game can be ruined by realism.


Epic Meepo wrote:
@DrkMagusX: I have no idea what a "defiance hellbug" is.

It's from the SF network show, Defiance! They are egg shaped things with huge acid and tooth filled maws.


Tiny Coffee Golem wrote:
Brambleman wrote:

143 The Immaterial World

This rather hefty tome details at length the philosophical theories of an ancient illusionist. His "immaterialist" theory is that all of existence is an elaborate illusion projected directly to the non-corporeal mind. The work cites several magical examples such as the phantasm subschool and in particular the effect of phantasmal killer as proving that sensation is reality. The last chapters detail the workings of spells the author claims he has devised to further prove the illusory nature of existance. The spells detailed are the shadow illusion subschool, Shadow Conjuration, and Shadow Evocation.

... Once you finish the book in it's entirely and flip the last page a secret compartment opens in the back cover.

In the back there is an inscription. Below that inscription is a case with a closed transparent lid worked into the back cover that contains two pills. One blue and one red.

"This is your last chance. After this there is no turning back. You take the blue pill: The story ends. You wake up in your bed and believe whatever you want to believe. You take the red pill: You stay in wonderland and I show you how deep the rabbit hole goes"

The moment the reader finishes the back inscription the case flips open allowing access to the two pills.

Now you have me looking for that book IRL.


If you have Keep on the Borderlands or something you can use the map and floor plans. Rich merchants often retire to used castles.


Rich collectors often have their own stronghold out in the countryside.


1 person marked this as a favorite.

On a crit, you get away Scot free. On a fumble, definitely combat.
On a normal result, the ones trying to track you down must beat that number on a search, gather information, or tracking result.


113: Marcus Trail's Primitive Rituals
This is an interesting tale of a ranger trying to track down a child killer. The second to the last chapter details how a family of foxes used the ritual, Skindance, to give their daughter the human form of a murder victium they found. The last chapter is about how they confronted all the murder suspects, finally scaring to death a noble who was studying necromancy by dissecting his victims.


Spanky the Leprechaun wrote:
93. The Voynich Manuscript

A rare book written in Druidic runes.


#316: Uncle Wane told you ghost stories where the hero reaches into the thing and rips out the root, causing second death. The root, located where the spine once was, keeps the mind, soul, spirit, and ectoplasm together. Now that you are first level, you realize the ghost ripping is a feat, and some undead are hunting everyone who knows about it. Can you find a ghost touch weapon or power before they track you down?


It's pre-good and evil. There may be demon and elder horror worship(they haven't attracted the attentions of any other outer planes) mostly taking place deep underground. In the future, Atlantis may be sunk, the Elves worshiping spider demons may be cursed into Drow, and some dwarves may become Drugar. PCs should have a lot to do with if and when this happens.


So there's been no schism between the light and dark elves? No Drow?


If you use identify on it, it gives you one command word, not use-able till a seal glows.


kankuro Kurosaki wrote:

Ponyfinder needs to find a new home.

Not on a page for real gamers, Im sad to see this day.

You can hide the topic. It obviously doesn't have anything for you.


Like i said to the guy who asked if organizations are funny or serious, both. Pinky Pie's inflatable fingers worked for a mirror clone of sorts. I like to joke about it being glueons. They make atoms share electrons or photons, and stick together.
I'm working on Science llamas now. Where there's no show, there's no lawyers.


300C. A mirror image, one of them, ran away and is surviving by stealing magic items and eating them.


Do the Elves think in terms of pro nature, and anti nature?
Are the Drugar still a few clans of Dwarves, not yet separate from Dwarves.


Sorry.


I'm thinking of turning it back on itself. A +1 bonus equivalent power put on a sword makes it plus one. +1 flaming sword, +2 flaming burst, ect.
A +2 cold iron sword may be a holy sword, or have other hidden powers. Maybe it channels positive energy on every crit threat.


Let me start by saying, 1: I hate 90% of the wealth by level systems. I really hate it when some invisible Mary Jane takes the excess money the characters made by selling the stones the dungeon is made of.
2. I have not agreed to getting rid of the big six. With augment items, that is not necessary. The original broach of shielding was a clasp that attaches to your cloak of resistance. Every item should have one augment slot.
I've had characters that just give away their Cloak of Resistance when they found a Cloak of the Manta Ray for instance.

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