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FullStar Pathfinder Society GM. 501 posts. 1 review. 1 list. No wishlists. 4 Pathfinder Society characters. 1 alias.

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lol, people are still up in arms about this?

*shrug*


the David wrote:

Science Fantasy/Planetary Romance/Sword and Planet.

So like Barsoom/Planet of Adventure but with magic/psionics.

Check out Dungeon planet, that's a good game for that type of setting.

Also I think World War 1 is seriously under used as well as Stone Age, pre-civilization settings.


Well I guess I can share my horror story about walking out.

Me and my usual gaming group was playing Pathfinder with our usual GM, who is a nice guy but sometimes likes to create rules on the fly rather than look them up.

Anyway we were chugging along in the dungeon when my barbarian kicked down a door only to be stabbed by a guy 10 feet away from the door. The GM said "he had prepared a lunge." which I pointed out wasn't actually allowed as per the RAW. Anyhoo we went back and forth and voices got raised and it was then that I remembered my wife's funeral was that day. Of course, I was out of there in a heartbeat. Color my face embarassed. I got to the funeral in time (barely) but had a lot of explaining to do, needless to say.

That was the only time I ever left a game mid-session.


5 people marked this as a favorite.

Some test footage of a young cyclops

Looks like it could be interesting.


Trailer for World's End!

Gotta love some Edgar Wright!


2 people marked this as a favorite.
Laurefindel wrote:
Freehold DM wrote:
Odraude wrote:
***heavenly (in)justice***
that is indeed nonsense....but it could lead to an interesting sidequest where one rebels against heaven itself.

That's main campaign material!

Quit the DM, recuperate his/her plot and the series of events that led to the trial, start a new campaign on the basis that celestials are just as douche-y as fiends, except that they won the war on propaganda...

Paging the last few seasons of Supernatural....

Paging the last few seasons of Supernatural....


Aberrant Templar wrote:


I guess this isn't an alternate timeline of the main series, it's an alternate timeline of an alternate timeline of the main series? *shrug*
Black Dougal wrote:


ah right..too many timelines..

Have you ever seen the TNG episode "Paralells"?

Pretty much states as cannon that the universe is CONSTANTLY fracturing off into alternate time lines. That's why I never understood why the alternate timeline thing in the first Abrams Trek ruffled so many feathers. It was the 97th time they used the plot device, so no biggy, IMHO.


One of the monsters in the latest trailer sure looks and moves like the Cloverfield Monster (which I dug) so it looks liek they are giving nods to all the major Mega-Monsters of film.

All the big bots and all the big beasts in one movie!

I'm already standing in line for tickets as I write this!!

Also I wouldn't be surprised if people started asking to dual weild boats after they see this.


Hi, I've been looking at Dungeon World lately and am going to be giving it a try with my gaming group. Anyone else out there have any experience or opinions about this game?

The biggest issue I'm having trouble wrapping my head around is the "Bonds" feature and how to resolve them and award XP. I'm hoping it will become clearer during gameplay but any help would be appreciated.

Thanks


Transylvanian Tadpole wrote:
Well there's a spoilertastic thread title . . .

How is the character's name a spoiler?

It wouldn't be a big deal if Abrams hadn't been denying it was Kahn for the beginning.

Spoilers are things like:It's his sled or he's a ghost the whole time or he's rally the devil.

Also Kahn is supposed to be from India if I recall. If that's true Ricardo Montalban was not the correct ethnicity for the original Kahn either.



Futurama is cancelled...again.

Sadly it's not being renewed by Comedy Central.

I wouldn't be surprised if there is a movie later like the FIRST time it was cancelled, but still sad to see the half hour episodes go away.


It's not "Dark Folk"!

It's Differently Light Able Persons.

RAAAAAAAAAACISTS!


I wouldn't in any way place the Great Old Ones as tied to the material plane IF we are using Lovecraft's work as cannon.

It's extremely clear that many of the beings in the Cthulu cycle are not made up of physical matter as we understand it.

Cthulu gets a boat smashed through his head and just reforms his head. Mi-Go are not fully material when they are on Earth and of course the Coulour Out of Space has no body to speak of at all. Dreams in the Witch House and the island in Call of Cthulu have strange angles that intersect both time and space. Several people die just by falling into a corner at a strange angle.

It's stated many times these beings are from a place "where the natural laws are different" so I wouldn't really say they are tied to the material plane at all. Or at least not the plane we are on as we comprehend it.

But there are Lovecraftian monsters like Elder Things and Deep Ones that do have bodies like "normal" creatures, in that they can die through physical harm and violence.

I always considered these thing as indicators that the Elder Gods themselves were so alien and far removed from us that they simply did not care to be bothered with us. Azathoth is a blind idiot god that has other idiot gods prancing around it at the center of the universe playing pipes. In other words it's too powerful too actually care about much of anything. It's also in keeping with the Lovecraft theme, that if you open your eyes wide enough with knowledge and understanding you eventually realize you are a meaningless speck of dust and go mad.

BUT, Nyarlothotep has always been one of the few beings who could actually be dealt with by humans and as such i always thought he was one of the weaker entities in the pantheon.


Is there a special saddle I would need to get to keep from falling out off my mount if he was climbing upside down?

I have the boon to play a Nagaji and a Nagaji on a Giant Chameleon also seems like fun, maybe with a reach weapon to back up his archery.

Still spitballing this idea.

Thanks for the feedback and input! Very helpful!


2 people marked this as a favorite.

Not as awesome as the poster for it!


Dark Corners of the Earth part 2?


The same Pat Robertson who claims to leg press 2000 pounds?

Yeah....Google it.

HAHAHAHAHAHHAHAAAHAHAHAHAHHAHAAAHHAAHAHAAA!


I assume you are using your Protection judgement to bump AC as well.

I'd also recommend Magic Vestments over spending money on armor enchantments.


Spike Stones and Spike growth have very large areas and will trigger when they are walked over, letting you know what square they are in.Just cast them in the vauge area you think an opponent might be standing, they also have loooooooong duration AND have a chance to cripple them.


In the book "Inner Sea Magic", and yes they are PFS legal (last time I checked). They are also in the D20SRD but I'm at work and that is blocked, but this isn't....go figure.


Shadow Gambit feat would make sense, theme-wise, but IMHO I don't use it very often on my Gnome Illusionist.

Threatening Illusion is another one people like, but has limited uses.

Of course Imp Familiar if you go that way.


Hmmmm, I hadn't seen vermin companions!

Scorpions and Wasps also look good for small druids.

Unfortunately I was hoping to make more of a mounted archer than a druid.


Is it possible to get a spider as a mount or animal companion.

Are any of these ways legal in PFS?

I looked in the Bestiary's "Animal Companion" section and none were listed but I don't think that covers all possibilities.

Any suggestions for a class/race/feat combo to get a spider companion or mount (for a small character)?


F-me....

TRY THIS


1 person marked this as a favorite.

As part of the Museum of Play's "GAME ON!" Exhibit.

The article is calling it the "first" D&D manuscript but either way it would be interesting to look at.

If anyone goes to the exhibit let us know!


Netflix isn't really a content creator. It's just a wharehouse full of other peoples shows.

Even cable TV itself is populated by re-runs of Network sit coms. Take a look how often Big Bang theory re-runs air on cable on TBS or other networks.

People talk about the death of Broadcast TV but in reality the big three networks are responsible for a lot of content.

I think we are going through a huge transistion in the way we consume media and the companies that offer that media are having trouble adjusting to the technological innovations that allow us to consume as we please, which is a very hard business model to get money out of when compared to the old TV viewer/ratings/ad sales revenue model that drove the media industry pretty much all of last century.


Ther's a good chance there is a season 5 of Community

Good article in general and goes well with my earlier post about Dan Harmon's "Death of Television " speech.


fictionfan wrote:
I was talking about bestow curse to give aminsa or modify memory.

I also was talking about Modify Memory. It has a duration of permanent and can be dispelled.

Bestow Curse, same thing applies except Dispel Magic doesn't cancel it.


fictionfan wrote:
Alot of the magical methords mentioned could not be dispelled they aren't mind control like dominate person or suggestion. They are mental manipulation. Modify memory is a good example of a spell I am glad does not exist in the real world or at least I don't recall it.

That's inaccurate.

The duration of Modify memory and Sow Thought is PERMANENT not instantaneous, which means it is an ongoing magical effect. You can use Dispel Magic, Anti Magic Field, Break Enchantment, etc on them. They will also cause the person under the effect to detect as Enchantment magic if you cast detect magic on them.


Sow Thought is also a good spell :

You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is his own, but is not required to act upon it. If the idea is contrary to the target's normal thoughts (such as making a paladin think, "I should murder my friends") the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a common language for the spell to succeed, but without a common language you can only sow the most basic rudimentary ideas.


EldonG wrote:
eakratz wrote:
But the real question would be "Is the wind blowing, not blowing, or both blowing and not blowing when the box is closed?"
Pavlov's wind. ;)

I think you mean Schrodinger's Gust.


Peachbottom wrote:
Dream would not, but the spell Nightmare functions more like what you have in mind.

I don't see Nightmare as an option on the Witch's spell list. Oddly enough it is not on the Dreamweaver Archetype either...


Is it possible to use the spell Dream to deprive a character of a good night's sleep, thus preventing spell memorization, etc?

Can you essentially spend a night berating them in their dreams and being offensive so they can't get a restful sleep?

It's got no save or range or time constraints.

I'm designing a BBEG Dreamweaver Witch.

Dream:

You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don't sleep or don't dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.


Who else read the title of this thread too quickly and thought it was about Moustached Skill bonuses?


Type in the title of the movie and the word "Soundtrack" into google or YouTube' search engine.

You can get all kinds of movie soundtracks that way


Paladin of Baha-who? wrote:
So if you give your naga, say, 3 levels of Sorceror(aquatic), then she can cast spells as if she were 10th level, but only has bonus spells, feats, and bloodline powers as a 3rd level sorceror.

Ok that makes more sense.

I was confused by this line in the rules:

"If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack."

I wasn't sure if adding one level of Sorc would give the naga in questions the feats along with the level 1 and level 8 bloodline powers.


I see "cast spells as a X-level sorcerer" in many monster stat blocks. I know I can change their spell selection around to suit my purposes (my Water naga would rather have Mage Armor than Shield, for example).

Does this mean they also get the bloodline feats or powers as well or does it simply mean they can access and cast arcane spells as though they had seven levels of sorcerer and no bloodline needs to be selected or factored in?

I suspect it's the later but want to be sure.

Also, how does a monsters innate casting ability affect them if they actually start taking class levels in Sorcerer? Do they start at level "X" or do they start at 1?

How would adding 1 level of sorcerer affect a creature that inherently casts as a level 7 sorcerer?


ngc7293 wrote:


If I had the Ultimate Equipment guide, I would have more to look at.

The Ultimate Equipment Guide is in the PRD.

You have access to the Internet, you have access to Ultimate Equipment.


The spell Telekinetic Charge let's you throw yourself or allies about the battlefield, perhaps that is the spell you are looking for?

Telekinetic Charge:
You telekinetically launch an ally across the battlefield to anywhere within this spell's range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this spell provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within this spell's range. If your ally lands adjacent to an opponent, he can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.

Also it's a 4th level evotcation spell, so Shadow Evocation can handle it with no problem. Just have your allies willingly fail their will saves.


A Druid can't TEACH you his language.

Doesn't mean you can't learn it through deceit, trickery, magic or some other means.

Everything in the OP is learning through deception, not having a Druid set down and teach you the language.

I learned it from a teacher and I learned it from looking over someones shoulder are two entirely different things.


Valandil Ancalime wrote:
Imperious3 wrote:
Hey all, quick question. One of my players is a veteran, and I believe that this is causing him to be overly argumentative about rules. For instance, I had mentioned in passing how you could suppress a weapon's Merciful enchantment. He insisted that you could not despite me claiming you could. Admittedly mild, but that's the essence of a few minor arguments. Anyone have any advice for a new GM on dealing with particularly forceful players?
Did you show him the rule that says you can? What was his response?

Yeah, I don't think having a "few minor arguments" makes one an "difficult" player. In fact I've never sat at a table that didn't have a few minor arguments over rules, have you?

If he's being belittling or overly forceful even when shown he was incorrect then maybe you have something.

Nothing in the OPs post indicates the player is acting unusual in anyway and some of these suggestions for "dealing with him" sound kind of condescending. Wear a shirt with big letters, make him take notes. Those sound like they would make things worse.

It sounds like the worst thing this guy is doing is occisoinally making people point out the rules they are referencing. You say he's a veteran and by that I assume you mean a long time gamer and not an Iraq War vet, so maybe he's trying to learn the rules that are new to him?

Assume ignorance before you assume arrogance or malice. Maybe he is inquiring out of honest curiosity?


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I doubt we will be able to agree on why it is we can't agree.

Wouldn't you agree?


But the subject pf the speak with Dead can actively try to oppose you. It's not like Speak with Dead turns the corpse into an answer dispensing machine. It still gets a will save so it still has some say in the matter on some level. It's this that I think you can make a case for "there's a mind at work still", at least during the duration of Speak with Dead.


Is it possible to cast detect thoughts on a corpse that has had Speak with Dead cast on it, and would it be effective?

Would I be able to detect the surface thoughts of the corpse being questioned?

Yes? No? and why?


Petty Alchemy wrote:
The durations are listed as permanent, not instantaneous. That means you can detect and dispel these spells.

So someone subjected to these spells would detect as magical using detect magic?

The spell could be determined using a Spellcraft check, then dispelled using the usual means (dispel magic Break Enchantment etc)?


Hi!

I was just wondering if there was a way to detect if spells like Modify Memory or Sow Thought were used on a person. If so how? What spells would you use to scan someones mind if they suspect their memories were altered?

Sow Thought:
You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is his own, but is not required to act upon it. If the idea is contrary to the target's normal thoughts (such as making a paladin think, "I should murder my friends") the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a common language for the spell to succeed, but without a common language you can only sow the most basic rudimentary ideas.

Modify Memory:
You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.

Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
Allow the subject to recall with perfect clarity an event it actually experienced.
Change the details of an event the subject actually experienced.
Implant a memory of an event the subject never experienced.

Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.

A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.


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Personally I always thought the fact that each of the "small" races in the CRB have +2CHA was because they were percieved as "cutesy" by humans.

Shouldn't Gnomes get +2 to Int? I mean 1/2lings are social and like to drink and eat together and they are good at adapting to the social environments of larger races so it sort of makes sense.

But gnomes are crazy erratic fey beings. Refugees from the First World, a whole other plane of existence. If anything they should have trouble interacting with other races. In fact in the CRB it says: "they typically travel alone or with temporary companions". How is that charismatic?

I usually houserule the +2cha for gnomes is +2Int instead.

My 2 cents.


How do I get my GM 1 Star to show up on my name like the cool kids?

And Yes I did look at my account and I do have all the appropriate credit (GM 10 games of Pathfinder. It shows the 1 start on My Account page just want to add it to my messageboard ID and such.

Thanks!


Maybe there's a remote tribe of orcs that the Gold Dragon (I forget his name) from the Steaming Sea has been trying influence to create a tribe of Lawful Good Orcs. He might pop in every now and then to see how they are progressing and your adventurers happen to stumble across them.

He could even be shapeshifted when he interacts with them so the orcs themselves might be unaware of the manipulation. How will they react? Will the gold dragon try to prevent any player interference? Will he send the players to the orcs to test how they are progressing? Lots of good plot hooks.

Hope my 2 cents was helpful, your idea got me thinking.

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