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Fortunately I am the GM.. but I'm brainstorming loot ideas and ways the players will try to power-up.
Would that work on Clockwork creatures? It says Golem specifically, not construct. So the further question is what is the difference between a Golem and a Clockwork construct. Golem are mainly Arcane while Clockwork is mostly Tech, yet each has a part in the other. Or should there be a ***** of Clockworkbane?
DM Jeff wrote:
Hackman... Dude that's perfect.
Idea so far:
Darkmoon Vale area with Cheliax/Aspis Consortium attempting to draw the Eagle Knights away from disrupting so much of the slave trade. I'm thinking that the Consortium is having a bit of a break with House Thrune over the recent rebellion and by using clockworks keep both Cheliax and Andoran guessing at the real purpose.
Modules currently planned:
Siege of Durgam's Folly.
Beyond that I am looking for possible modules to work in for the higher levels.
I know I am probably way off canon here, but my players will never see it coming.. and that is kinda the point.
Thomas LeBlanc wrote:
My mind is now awash in plots and schemes... muhahahhaha
Here's a little bit of the back story. A sorcerer of the Raksasha bloodline has found his spells are going awry. Best he and others can tell is that at some point the ancestor(they are unaware of the true bloodline, tribal history calls him celestial) was captured and his soul imprisoned and used to power some sort necromantic artifact built by priests of Orcus. (yeah this is going to turn very ugly) So the young sorcerer is off on a quest to rescue or at least return his ancestor into the wheel of reincarnation wholly unaware that he is releasing a millennia old evil of limitless potential. It's a good bet that a number of good aligned creatures would prefer this not to happen, but in order to save his people.. he's got to release the ancestor. The Celestial Raksasha would be interesting, I've the feeling that if one ever turned "good" he'd be hunted by all the others just for that slight.
Samsarans aren't outsiders and can't shapeshift, but thematically could be considered the opposite of Raksasha.
That is a VERY good idea, the reincarnation aspect does tie in well.
Agathion would likely be the opposite they basically reprisent souls of the purest notions. Rakshasha however are corrut and cought in a never ending reincarnatiin cycle. Anyhow both ideas are from indian mythology but its been some time since i read te article on rakshasha.
Also a very good idea, and one I am now looking at. As they are "meddlers" that would fit in as well.
Opposites don't always have the same abilities. Empyreal lords are opposite demon lords but not all empyreal lords have change shape like demon lords do. Just an FYI.
True enough, I did say probably. I was also thinking they might have a strong ability to cut through illusion and deception. Both suggests have good possibilities to work as allies against Raksasha plans.
Is there a polar opposite to the Raksasha? A race of beings that do exactly the opposite, are "born" the same way but have the opposing alignment and agenda?
It would be a Native Outsider, good aligned, and probably a shape-shifter of some sort.
I'm sifting through as many of the creatures books I've got but nothing looks quite right. Any suggestions?
I'm looking at doing this as well. But with the group I'm going to be doing this with I will need to chop it up in a very weird way. (Jobs and other issues make full group play iffy.)
My plan is to make the Aspis Consortium the BBEG and have Kreed be one of the toadies working for them. The basic plot is that elements from Cheliax are trying to destabilize the area enough for local leaders who have been co-opted or that will soon be replaced, to secede from Andoran back to Cheliax. I'm also increasing the size of Falcon's Hollow to use it as the focal point of all the machinations. Using Grey Citadel from Necromancer games as the Falcon's Hollow of this campaign.
Hopefully I'll be able to use local politics to fill in low turn out nights and keep everyone hooked.
My questions for those who have used these modules.
Did anyone try to make the Blackscour taint an attack on the town and have a suspect for your pcs? If so, how'd that work for ya?
Anyone have a good suggestion for one-offs that might run as political/espionage modules?
Thank you, that was coherent and just what I needed this morning! Makes good sense to me. It will get word lawyered later today.. but I think it'll hold up.
James Jacobs wrote:
I'm seeing the Peacock Spirit as a NE Creature of the WAY out outer planes, a Nyarlahotep who is just a little too self-distracted to do active evil. The possiblity of contacting it is still there but, you have to either do the massive research or do it by a fluke. The cleric in one of my campaigns is about to learn that. XD Having domains that will attract the attention of it when used in one of its old temples. The cleric has a fairly single-minded drive for more knowledge and for runes... should be fun.
And by Neutral Evil... I mean Neutral ALIEN.
Reading the description for Reincarnate makes me wonder if that would actually work.
It states :A creature that has been turned into an undead creature or
Does that mean that once turned into a wight he is unable to be reincarnated until he is again slain, or that once the animation has been effected upon his body, it can no longer be affected by reincarnate?
I intend to allow it to work on him, mainly for story possibilities. But knowing some in this party they may attempt to reincarnate the nymph as well. They do seem to be ... completists.
DM Nickademus wrote:
That is Epicness... Truly.
I'd agree with all but the "take no wife" There were apparently those that were "born" into the Black Arrows. One of the survivors, Vale, was born into the Arrows.
Maybe make it, My children shall follow after me until the end of our line. In some ways the Black Arrows are not just a job, it is a "Calling".
Dark Sasha wrote:
yeah, I noted that. But I'm looking to see if anyone has done the work on the other six. AFAIK they don't appear anywhere other than that module. I believe the Sword of Greed is in Spires... I should also check there... duh. :)
It has occurred to me to have Vorel possess Aldern. In one of my campaigns (running RotRL concurrently) they left Alderns body in the lab with the Vorel fungus goo... I thought it might be interesting to have the fungus take over the body and stalk the party later. No idea beyond that, but the gross out factor (and the fact that one of the parties completely dismissed Aldern as the bad guy.) Makes me want to up the ante just a tad.
Abraham spalding wrote:
Let me note here the following:1. For a 5th level character, paying 12,000 for a house for 30 people of which he has 4.
2. This is the smallest dwelling listed.
3. Comparing this to modern housing is at best a warped perspective. The amount of real world inflation on housing is pretty steep. There is a comparision (and I'd be hard pressed to find it, though I have it) of how inflation has risen since the 1300's using the price of grain and bread. One of the few stable items of our various economys.
4. The 30 person dwelling wasn't a manor house. Probably more like a boarding house... but even then.
For high powered moneyed characters its not a problem, but for low level who just want to get a start they are kinda stuck with out GM help... LOL.
Odd how this does relate to RW at times.
Love the idea for the Inn, that is something these guys would love to do. These are guys who came up with the idea of using a permanent freezing sphere as a walk-in freezer...
10 gold a month as a lease isn't bad, and the character being a Hero of Sandpoint plus a regular visitor with good standing in the community will get him a bit of a discount.
His plan is to take over Thistletop and start a community there, that's a few levels away and they still haven't dealt with Malfesh down below.
Looking through my not too extensive collection of material, the best price I could find for a home (just residential, no labs or workshops added) was 12k for a 30 person house. That was in the Stronghold builders guide. I have players wanting just a place to live, nothing fancy. They want bedrooms, kitchen & dining and maybe a place to hang out, but not a freaking stronghold. (that will come later after a few more levels and will cost them :D) The main character's issue is that he has dependents (wife and two kids) and that he needs an actual home.
Not finding anything like that in any of my books. Anyone got a recommendation?
I'm of the opinion that with being a "hero" of Sandpoint that a dwelling would be at a discount and was considering 100 gold for a year. That doesn't seem to onerous to keep his family in the line of fire for a few more adventures.. heh.
One of the coolest creatures I've run across came from Cthulhu, the Worm that Walks. I made a variant (and never got to use it.. :( )that was a necromancer who's essence was absorbed into a swarm of flesh-eating beetles (think the Mummy movie, but smaller bugs). It was meant to be a BBEG for the party but the game got disrupted by the usual "life too busy" stuff... I later used it as a character (somewhat nerfed down) in another game. I like the idea of an intelligent swarm hiding amongst humans as passing himself off as "just that creepy magic-user guy."
Little did they know...
This is why I don't use XP. I award levels at appropriate points in the story.
To quote Barbosa from POC. "Their more like Guidelines." I have in the past just free-form awarded xp based more on How vs. What. Beat the problem with something pedestrian.. get regular xp suitable for the level. Think up something workable but outside the box and make me scramble and end up with some memorable... extra points. Heck try something foolish but entertain me and everyone else... why not. In the end its all for fun, if you have fun get full credit because THAT is the point.
That said I'll probably use the fast progression, and keep the flow of xp to get them where they need to be, or I need them to be. I can edit the encounters to meet the "waypoints".
Doesn't have to be x2, could just be max on the healing. I wouldn't do it on the cure spells, unless in combat. The heavenly fire being targeted as it is, that's a different sort of bean. Its also a lot less powerful than the cure spells. Critting with magic always makes my head hurt (so many variables) but I always apply the same rule. "If it breaks my game, it doesn't work." Heavenly fire is unlikely to break the game at 1d4+1/2 levels... max it will ever do will be just enough to keep someone alive.
The more I read on this the more I think that True Neutral will be the best for the alignment. Good/Evil don't really apply, Alien though does. Rune and Knowledge as Domains work perfectly, scholars as followers fits as well. I'm thinking something like a "non-malevolent" Nyarlohotep-like being. Fascinated by these strange short lived creatures drive to seek out the secrets of the universe. Helping not out of benevolence but out of its own selfish curiosity to see where it will all end up.
Ah bummer, I haven't run across other mentions of the Peacock Spirit, apparently I'll need to do a bit more looking. Pathfinder 4 eh?
With a "no-deity" cleric in the game I'm running, I was considering have the character awaken an ancient deity with the domains she wanted to use (none of the book deities had the alignment/profile required). I'm seeing the Peacock Spirit as probably Neutral Good/Lawful Good and having Knowledge as one of the main Domains, though also healing.
Going by the theory that Gods don't die unless they are killed (Aroden's dead) I'm thinking that during the fall of Thassillon the Spirit faded into dormancy awaiting someone to awaken it once more. Since it was never determined to be Male/Female and had no apparent appearance as human I'm thinking this will drop some serious "you are messing with me" problems on the character.
I haven't run across anything outside of the first module where it mentions the spirit as being a deity that the Thassilonians worshipped. So I am definitely open to suggestions.
Damon Griffin wrote:
HEH, In the group I'm running the NG Cleric of Sarenrae was adamant about killing the ghouls/scarecrows and having the archer do it. Worked great until they checked one and found a not quite dead farmer who was still merely infected. Entire strategy change immediately. They were very lucky the shot didn't kill the farmer, a single point of damage and they might have been looking for a rez. I do enforce good players doing the RIGHT thing... even if it costs them.
James Jacobs wrote:
A number of the encounters encourage and yes even require out of the box thinking. THAT is excellent design. I had two very experienced gamers totally panicked over the Quasit staying out of melee range They still grump about that. I love it.
Old Joke... Portable hole full of beer and a large land war.
Deidre Tiriel wrote:
I'm considering that it might work on the whole but at a cost of 1.5 the normal for enchanting. Otherwise you are getting 2 for 1 on the enchant.
It's clearly not a double weapon (if it were, it would say so) and so any enhancements to the weapon apply to all aspects of the weapon, provided you are using it in the way it was intended. If you are NOT using it in the intended manner, consult your GM for a ruling.
I can see boost enchantment working both ways, but not so sure that Flaming/frost would. Flaming/frost would transfer to the missile, but if you were to whack someone with your bow would you get it in melee?
The ancient option is my preferred as well, but the idea that there are nascent deities, powerful entities that just need a nudge to form into a less abstract form.. is intrigueing. And this is not to say that she is the only one with that belief. Dozens or more may be coming to the same conclusion at the same time.
As I remember (and its been a while since I read this) Clerical spells up to a certain level are more based on "faith" than "deity". To get higher level spells you did need to have contact with a powerful entity. (higher than second level as I recall, but I'm old :P)
Here's a thought to further cloud the issue.
What if the cleric believed that there SHOULD be a god/dess that had a certain position. They believe perhaps that they are the only one that has considered this and are actively following and putting for the word. Of what are deities made? Are they constructs created from the faith of their followers? Are they manifest energies waiting to be shaped by the need of humanity? Could a powerful faith allow a nascent deity to manifest and take his/her place amongst the pantheon?
How you choose to represent the gods within the game may answer those questions. In my case I am allowing a player to create her own deity due to the fact that none of those existing fit what she plans for her character. By create I do not mean "Here's the deity that I wish to follow." I mean "Here's the concept I have." I'm thinking that I will allow the domains and let her awaken either a new deity, or perhaps an ancient forgotten deity. Either way there are possibilities for RP and for keeping the Mechanics from being over the top.
Pathfinder Addict wrote:
That could work very nicely in my upcoming run of the AP... my other campaign party has completely ignored the burning of the mills. They never even scented it... apparently it smelled strongly of Red Herring.
This is an RPG, there are no rules.. merely guidelines.
While for mechanic reasons it makes sense, it doesn't always work for what the player wants to do. I adjust to fit the player character build if it doesn't affect the game in any other way. The idea here is to have fun, and you bend the rules of the game to fit your fun.
Beek Gwenders of Croodle wrote:
For the coins, I treated them as the equivalent to the Greek Drachma's. A good representive of the old coins can fetch anywhere from 900 to 9k us dollars. While the coins are very valuable.. the party rogue realized that dumping all the coins at once would flood the market and drop the value. So the party is currently going through the coins, making sets and planning to sell them off slowly. I rather expected that, so it allowed me to give them a fairly nice treasure but not give them too much all at once.
Wow, several items that I hadn't looked at from that point of view... next group running through this is in for a bit of a surprise....
The group I am currently running spoke to the town council after the catacombs and informed the council of their intentions to be proactive. Despite the promise of keeping an eye on the town they urged attacking thistletop before it could recover and thus end the threat completely.
I'm seeing this in a different light now... this is going to be interesting for the group I start running this for next month.
James Jacobs wrote:
So what would Detect Undead do?
OMG... I love that.Party thief is already in the Szcarzni bad side though.
There is some downtime, looking at the first module (which I am currently running) there are a few points of downtime during it and a short bit before Skinsaw. Fudge the time if you need too, but I'm thinking I'll put in about a month between SM & HMM. I certainly do not want the game to get into a adventure/create rinse wash cycle.
Molly Dingle wrote:
A note about Hold Person is that it requires a will save EACH round, at 50% chance that means it could be free from the hold just as someone runs up to do the cdg. AoO anyone? Hold Person is a VERY powerful spell, it also has a built in limitation. Also it can also be aimed at players.. 3rd level ogre cleric of Rovagug would be just as dangerous to the players.
I'm looking at it this way.. Brodert is a 7th level expert that means he could have upto 7 ranks in Knowledge Thassilion, a +3 from it being a class skill and a +3 from Skill focus. That's 13 with out adding intelligence modifiers. I'm thinking he can recognize common items/relics (coins and the like) without effort though I've also decided that common items are fairly rare and valuable to collectors around Golarion. For items like the medallions or rings... those will take time and research.. by no means will he automatically be able to tell the party that you need that to get past Guardian X and open door Y.
I'm also going to have him be a place they can take relics to for conversion into cash. I think that his "obsession" with the fallen empire will cause him to want to be the guy they bring them too. I will let the feathered serpent buy the items too, but at a lower price... just to mess with the party.
My current group on this is of the "it can't be a red herring if it smells fishy" mentality. Its great!
Two members of the party managed to impress Aldern, I can see him doing lust over one and I can see either envy or wrath from the other. I'm considering waiting to see if either of the two manages to trump the other to get his attention for Skinsaw, though it also occurs to me that another party member might get into the mix during that time as well.
I'm considering having him target one member for each sin (Lust, Wrath and Envy). Though I don't want to make it too easy for the party to realize that it must be Aldern that's behind it too soon. Anyone else tried this?
Started the game saturday.
Human Cleric of Sarenrae plans to become Mystic Theurge
The party has been handing me a number of .."beating sticks" Gotta love it.
They really loved the first encounters with the goblins, little do they know what evil little freaks they are. They are a rowdy bunch but all very experienced gamers except for one and she is catching on.
Nearly every single time. Devious players are great fun.
To put this in some perspective....
We have the tale of Moses striking the rock and producing the water to fill the jugs of the ENTIRE nation of Israel during the wandering. That qualifies as miraculous, that's the sort of thing you want your PC cleric to be able to think about doing. When you talk of 400,000 gallons of water...
Let's do some math...
400,000/8 the amount of water you want created divided by the amount a per level created by a cleric. At first level that's 50,000 castings at 6 seconds per cast or 83 hrs of casting. He's going to lose his voice before he gets all that casting done. Even a 5th level cleric at 40 gallons per cast is looking at 10,000 casts to fill that order. Only about 17 hrs of casting but still long enough to make him have difficulty casting anything with verbal requirements for the next couple of days. Even at 20th level you are looking at over 4 hrs of casting. Infinite it might be, but no one is going to attempt that and not face some serious consquences.
In order to irrigate a town in the desert you would be looking at millions of gallons, not hundreds of thousands. You would need an army of clerics to achieve that. Keep in mind that not every follower working in the shrine/temple/church is an actual cleric. Clerics are a hero class, the people that "get things done" everyone else are the people that make sure the wheels keep rolling when the heroes aren't there.
The system itself is not broken, but breakable ... yes. Since most of the spells don't stack, and the amount of damage created for the most part is minimal (1d3 is about 2 pts per round, your wizard/sorcerer is better off trying to hit something with his staff.) If there is one spell to worry about... Mending. How much damage to the economy could that spell cause?