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Harsk

Lord Fyre's page

RPG Superstar 2009 Top 32. Pathfinder Society Member. 6,479 posts (6,819 including aliases). 3 reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 4 aliases.


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RPG Superstar 2009 Top 32

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The Gold Sovereign wrote:
The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.

Mengkare?

RPG Superstar 2009 Top 32

I've noticed that many of the campaign ideas in the Starfinder forum (but also on other forums) of these message boards state some interesting "settings," but IMHO this is the wrong way to build a campaign.

What a great campaign really needs is a good story.

Preferably a story (campaign) that contains multiple sub-stories (adventures) much like a good novel series has complete books but also tells a larger "meta-story."

So, two questions:


  • Do you agree with my observation?
  • How do you come up with the seed of a great meta-story?

RPG Superstar 2009 Top 32

1 person marked this as a favorite.

The Product Description needs clean up.

RPG Superstar 2009 Top 32

But will you be dancing?

RPG Superstar 2009 Top 32

Mathmuse wrote:
The Shifty Mongoose wrote:
Hey, it worked! Kudos to you for that intricate work of GMing!
They haven't stopped the Technic League's oppression yet, so I expect to return to Palace of Fallen Stars someday. Elric has a long-term plan for dealing with the Technic League. He learned that captain Zernebeth was elected leader of the Technic League because she returned alive from Silver Mount, and captain Ozmyn Zaidow succeeded her as leader because he returned from Silver Mount alive with loot. Elric figures that he will return alive from Silver Mount with complete control of it and use that achievement to lead and reform the Technic League.

It won't work. There is just too much treachery baked in to the League.

Spoiler:
Just ask Sidrah Imeruss.
RPG Superstar 2009 Top 32

4 people marked this as a favorite.
ulgulanoth wrote:
I wonder why Hobgoblins couldn't have just filled this role?

Probably because they wanted "new" races for Starfinder.

RPG Superstar 2009 Top 32

Bob_Loblaw wrote:
That's a good idea. I'm going to have to figure out how to put a time limit on things so that they don't spend all day role playing every second of every day. 99.99% of what they want to role play not only doesn't move the story forward, as GM I find it incredibly boring. I love role playing. I don't love when it goes nowhere.

Actually, since they like to "role-play" so much, write up some short encounters that show the Technic League's evil treatment of the people of Starfall on a lower and more personal level. They shouldn't even be especially challenging, as much as motivating.

RPG Superstar 2009 Top 32

Bob_Loblaw wrote:

My party is close to entering this chapter and I need some advice on how to run this city-based adventure. One thing that I have never enjoyed as DM is running city-based adventures. I find them incredibly boring and too challenging at the same time. It always turns into a massive shopping trip or a reason for the party to never, under any circumstances, get on with the adventure.

Any advice?

Play up the poverty of the population by limiting what can be bought. All the real wealth is in the hands of the Technic League.

Counterwise, if the PCs start flashing too much cash, you can have the Technic League will become very interested in them.

RPG Superstar 2009 Top 32

Kevin Mack wrote:
If I'm not mistaken I believe all the runelords location (Or at least rough locations) are known with the exception of Pride.

Really?

We Know that Sorshen is somewhere under Korvosa.
We also know that Zutha's plylactory is outin world somewhere (in three parts).

But, what about the rest?

RPG Superstar 2009 Top 32

The only Runelords that have been accounted for are Karzoug (Rise of the Runelords), Krune (The Waking Rune), and Xin himself (Shattered Star).

The rest are still out there somewhere.

RPG Superstar 2009 Top 32

Lord Fyre wrote:

Let's start with this one. Usable with the Technic League patrol listed above.

** spoiler omitted **...

Darn it. Haste was not fully applied.

Corrected Stats

Spoiler:
Technic League Lieutenant (CR 7)
Human (Male/Female) Wizard (Evoker) 6/Technomancer 2
LE Medium Humanoid (Human)
Init +2; Senses Perception +7

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 defection, +1 dodge, & +2 Dex)
hp 38 (8d6+8),
Fort +3, Ref +5, Will +7

OFFENSE
Speed 60 ft., Fly 90 ft.
Melee Masterwork Dagger +5/+5 (1d4 Piercing or Slashing, 20/x2)
Ranged reconditioned Laser Pistol +6/+6 vs Touch (1d8 fire, 20/x2, 50ft) or Fragmentation Grenade +6 (5d6 slashing, 20ft radius)
Special Attacks Intense Spells (+3), Force Missile (1d4+3, 7/day)

Spells Prepared (CL 7th, Concentration +11)
Cantrip (4) - Detect Magic, Jolt, Light, & Prestidigitation
1st - (5+1) Expeditious Retreat, Mage Armor, Magic Missile x3, & Technomancy
2nd - (4+1) Invisibility, Protection from Arrows, & Scorching Ray x3
3rd - (3+1) Fly, Haste, & Lightning Bolt (Refl 18) x2
4th - (2+1) Remove Radiation, Enlarged Irradiate (Fort 18), & Resilient Sphere (Refl 19)

TACTICS
Before Combat If given time to prepare, the Technic League Lieutenant casts mage armor and fly on him- or herself and then casts haste on him- or herself and six of their minions, favoring any robots over human hirelings. (figured in)
During Combat If the Lieutenant can catch foes at a safe distance, he/she will use their enlarged irradiate to cripple as many foes as possible; else he/she will support their minions with their spells or Laser Pistol. The grenade can be dropped as a bomb from a flying wizard, or used to cover an escape. One possible tactic for the Lieutenant would be to cast resilient sphere on him- or herself, and then use the laser through the sphere.
Morale Justly fearful of his superior, the Technic League Lieutenant does not flee until reduced to less then 5 hit points; using invisibility & expeditious retreat if possible.

STATISTICS
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 19 (+4), Wis 8 (-1), Cha 13 (+1);
Base Atk +4; CMB +3; CMD 15
Feats Combat Casting, Enlarge Spell, Exotic Weapon (Technological Firearms), Scribe Scroll, Skill Focus (Know: Engineering), Spell Focus (evocation), & Technologist
Skills Disable Device +13, Fly +3, Intimidate +9, Knowledge (Arcane) +15, Knowledge (Engineering) +18, Knowledge (Geography) +15, Perception +7, Sense Motive +7, Spellcraft +15
Languages Androffan, Common, Kellid,
SQ arcane bond (amulet [Technic League badge]), efficient construction, recondition (laser pistol), technic spell mastery (remove radiation), & technical expertise (+2),
Gear timeworn Laser Pistol (10 charges), Fragmentation Grenade, Masterwork Dagger, Potion of Cure Serious Wounds, Ring of Protection +1, Veemod Goggles with Black Veemod, Brown Chipfinder, White Access Card, 5 Batteries, Spellbook (59 pages, 1,220 gold) Technic League badge (50 gp), explorer's outfit, backpack, bedroll, belt pouch (violet garnet 500gp, 2 silverdisks, 4 gold), flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, trail rations (5 days), and a waterskin.

SPELLBOOK
4th – Rebuke Technology**, (Remove Radiation**), Resilient Sphere;
3rd – Fly, Haste, Irradiate**, Lightning Bolt;
2nd – Invisibility, Protection from Arrows, Protection from Technology**, Scorching Ray, Shatter;
1st – Burning Hands, Detect Radiation**, Expeditious Retreat, Floating Disk, Mage Armor, Magic Missile, Shocking Grasp, Technomancy**;
Cantrip – Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Jolt**, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, & Scoop**; Prohibited: Enchantment & Necromancy;
** (Non-Core spell)
Prohibited: Enchantment & Necromancy

NOTE
The remove radiation spell is not normally learnable by sorcerer/wizards, the Lieutenant has it only because of Technic Spell Mastery. Other wizards & sorcerers cannot learn the spell from his/her spellbook.

RPG Superstar 2009 Top 32

Let's start with this one. Usable with the Technic League patrol listed above.

Spoiler:

Technic League Lieutenant (CR 7)
Human (Male/Female) Wizard (Evoker) 6/Technomancer 2
LE Medium Humanoid (Human)
Init +2; Senses Perception +7

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 defection, +1 dodge, & +2 Dex)
hp 38 (8d6+8),
Fort +3, Ref +4, Will +7

OFFENSE
Speed 30 ft.
Melee Masterwork Dagger +5 (1d4 Piercing or Slashing, 20/x2)
Ranged reconditioned Laser Pistol +6 vs Touch (1d8 fire, 20/x2, 50ft) or Fragmentation Grenade +6 (5d6 slashing, 20ft radius)
Special Attacks Intense Spells (+3), Force Missile (1d4+3, 7/day)

Spells Prepared (CL 7th, Concentration +11)
Cantrip (4) - Detect Magic, Jolt, Light, & Prestidigitation
1st - (5+1) Expeditious Retreat, Mage Armor, Magic Missile x3, & Technomancy
2nd - (4+1) Invisibility, Protection from Arrows, & Scorching Ray x3
3rd - (3+1) Fly, Haste, & Lightning Bolt (Refl 18) x2
4th - (2+1) Remove Radiation, Enlarged Irradiate (Fort 18), & Resilient Sphere (Refl 19)

TACTICS
Before Combat If given time to prepare, the Technic League Lieutenant casts mage armor and fly on him- or herself and then casts haste on him- or herself and six of their minions, favoring any robots over human hirelings. (figured in)
During Combat If the Lieutenant can catch foes at a safe distance, he/she will use their enlarged irradiate to cripple as many foes as possible; else he/she will support their minions with their spells or Laser Pistol. The grenade can be dropped as a bomb from a flying wizard, or used to cover an escape. One possible tactic for the Lieutenant would be to cast resilient sphere on him- or herself, and then use the laser through the sphere.
Morale Justly fearful of his superior, the Technic League Lieutenant does not flee until reduced to less then 5 hit points; using invisibility & expeditious retreat if possible.

STATISTICS
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 19 (+4), Wis 8 (-1), Cha 13 (+1);
Base Atk +4; CMB +3; CMD 15
Feats Combat Casting, Enlarge Spell, Exotic Weapon (Technological Firearms), Scribe Scroll, Skill Focus (Know: Engineering), Spell Focus (evocation), & Technologist
Skills Disable Device +13, Intimidate +9, Knowledge (Arcane) +15, Knowledge (Engineering) +18, Knowledge (Geography) +15, Perception +7, Sense Motive +7, Spellcraft +15
Languages Androffan, Common, Kellid,
SQ arcane bond (amulet [Technic League badge]), efficient construction, recondition (laser pistol), technic spell mastery (remove radiation), & technical expertise (+2),
Gear timeworn Laser Pistol (10 charges), Fragmentation Grenade, Masterwork Dagger, Potion of Cure Serious Wounds, Ring of Protection +1, Veemod Goggles with Black Veemod, Brown Chipfinder, White Access Card, 5 Batteries, Spellbook (59 pages, 1,220 gold) Technic League badge (50 gp), explorer's outfit, backpack, bedroll, belt pouch (violet garnet 500gp, 2 silverdisks, 4 gold), flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, trail rations (5 days), and a waterskin.

SPELLBOOK
4th – Rebuke Technology**, (Remove Radiation**), Resilient Sphere;
3rd – Fly, Haste, Irradiate**, Lightning Bolt;
2nd – Invisibility, Protection from Arrows, Protection from Technology**, Scorching Ray, Shatter;
1st – Burning Hands, Detect Radiation**, Expeditious Retreat, Floating Disk, Mage Armor, Magic Missile, Shocking Grasp, Technomancy**;
Cantrip – Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Jolt**, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, & Scoop**; Prohibited: Enchantment & Necromancy;
** (Non-Core spell)
Prohibited: Enchantment & Necromancy

NOTE
The remove radiation spell is not normally learnable by sorcerer/wizards, the Lieutenant has it only because of Technic Spell Mastery. Other wizards & sorcerers cannot learn the spell from his/her spellbook.

RPG Superstar 2009 Top 32

Mathmuse wrote:
Bootravsky wrote:
To be honest, I'm a lazy GM. NPC Guide? Yes Please!
The module is lazy in the same way. Notice the battle mages in the Technic League compound, room D7 on page 36 of Palace of Fallen Stars. Those aren't hired guards like the sellswords beside them; instead, I believe they are junior Technic League members. The expected value of a 6th-level NPC's gear is only 3,450gp. A technological stun gun, the cheapest technological firearm after the single-shot flare gun, costs 3,000 gp. Sixth-level characters cannot afford technological weapons, so we can use per-constructed NPCs without change for anyone below 8th level.

That points out a problem though. From Book 1 - Both Meyanda and Sanvil Trett are grossly over-equipped (enough to qualify for a CR bump).

Bootravsky wrote:

To be honest, I'm a lazy GM. NPC Guide? Yes Please!

Unfortunately, the rules in the Tech Guide, while awesome, require some reskinning to make NPCs from other sources usable in Iron Gods. For instance, i would love to have a whole series of adversarial encounters with the Captains of Starfall (and their own minions - I see them as being very Zhentarim-esque). What would be exceptionally useful, is a shorthand way to port the NPCs from the guide into usable Tech classes. Obviously, in Iadenveigh and in the barbarian lands, not much would need to change. But in Scarwall or Starfall? However, it seems like it could be done fairly easily.

First of all, do you own Numeria, Land of Fallen Stars? It already has:

  • Android Imposter
  • Numerian Gunslinger
  • Technic League Hireling

That same source also defines a "Technic League Contingent" (CR 10 encounter) as

  • Technic League Arcanist (Lvl 8 Wizard) - which you would need stats for. (In a pinch, use this NPC.)
  • 2 Gearsmen
  • 5-8 Technic League Hirelings.

Another great source for Technic League NPCs is Wayfinder 16

RPG Superstar 2009 Top 32

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Stand With Sweden!

RPG Superstar 2009 Top 32

2 people marked this as a favorite.
Thomas Seitz wrote:
All I know is I think this Mechanic needs to reconsider her life's mission...

If Mechanic survives, Bandana will give her the opportunity.

"If you're gonna tie my hands up, at least have the manners to stop saying stuff that's just begging for a facepalm."

RPG Superstar 2009 Top 32

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LuniasM wrote:
Yeah! And while we're at it, where's the LG counterparts of the Eldritch mythos? Give me a writhing alien mass of incomprehensible proportions that spreads sanity and peace throughout the cosmos!

I believe those are Flumphs.

RPG Superstar 2009 Top 32

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Dale McCoy Jr wrote:
I know that's a long and rambly answer to your question, but I hope that gives you a more complete picture of what is going through our minds right now.

Thank you for taking the time to give such an informative and thoughtful answer.

So, in answer to your question.

  • Adventures
  • An alternate setting (... not everyone agrees that putting Starifinder in Pathfinder's future is a good idea.)
  • An Adventure Path building on that new setting.

RPG Superstar 2009 Top 32

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Dale McCoy Jr wrote:
Any other suggestions?

I know that adventures will help in the short term, but how do they sell in the long run?

RPG Superstar 2009 Top 32

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There wouldn't be.

The core of a Succubi seduction is a dishonet leading one away from what is "right" for them. One cannot be "tempted" to do what is right; Good is a choice, and must be so.

An honest "seduction" to "goodness" would require another mortal desiring a long term relationship (usually, but not always, marriage).

RPG Superstar 2009 Top 32

Will Aethera (Encounter Table Publishing) be Starfinder Compatible?

If Aethera isn't, will it surive the launch of Starfinder?

RPG Superstar 2009 Top 32

Does this post actually belong in a Pathfinder Society thread? (It would have been better placed in a Pathfinder Campaign Setting General Discussion.)

Beckman wrote:

Well, I have absolutely no interest in futuristic RPGs, including Starfinder. At all. And I also hate that it's in the same world as my fantasy genre.

Like, "Look, nothing bad can happen since we made it to the future OK." Did they have to lower the stakes on my Fantasy game??

So I hope they do not dial back their releases of the things that I do care about (Pathfinder) for the things which I do not (Starfinder).

(Not saying that it is a bad game or that other people who like it are wrong - just that I do not)

While I actually am looking forward to Starfinder, your second point (the harm of setting Starfinder in the same universe as Pathfinder) I do agree with.

But then again, I do believe that there are other settings being developed for Starfinder.

RPG Superstar 2009 Top 32

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As I've mentioned elsewhere though, adventure supplements - at least at start up - might be very helpful. The "official" AP is coming out a little to slowly for my taste. :(

Now, I do see that you are writing a short "teaching" scenario, which is all to the good. I am also hopeful that other companies (without your head start on system mastery) will fill that void.

RPG Superstar 2009 Top 32

Here is an interesting speculation.

Paizo is moving slowly with Starfinder, because the believe (based on prior market experience) that the potential market is smaller. If Paizo is right, then coming out with too much material would be just as bad as not enough.

This is one of the reasons why I was suggesting adventures, but ... what sells better?

RPG Superstar 2009 Top 32

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Thomas Seitz wrote:

Baron,

I think the OotS might have advantage against a FEW frost giants but an entire army is something else.

An army of Frost Giants still does not have a chance!

RPG Superstar 2009 Top 32

1 person marked this as a favorite.
James Sutter wrote:
Ha! Yeah, I don't have a preference either way. Everyone at the office calls me Sutter, and everyone in the rest of my life calls me James. I imagine this is what it feels like to have a pen name—they're both you, but different yous. :) For the messageboards, let's stick with Sutter for clarity!

God-Emperor seems appropriate.

RPG Superstar 2009 Top 32

John Kretzer wrote:
But I win so we don't die together.

What make you think you would win?

RPG Superstar 2009 Top 32

Mathmuse wrote:
Lord Fyre wrote:
  • Palace Guards accost the two females for - less the honorable - favors.
  • Boffin is a dwarf, so is not pretty by human standards, but the human Val has Cha 18. Val is the GMPC, so this one does not involve the players enough, but it is amusing to imagine. 8th-level barbarian palace guard meet angry 13th-level bloodrager. Except that if Val makes her Wisdom check to keep her wits, she will remember that she is pretending to be a 1st-level wizard. Mudball to blind the guard, Expeditious Excavation to drop him into a 5-foot hole, and Disguise Self (I allow her a few sorcerer spells) to fade into the crowd. Wow, 1st-level wizards are powerful! ;-)

    Okay. That one doesn't work quite as well. :(

    Mathmuse wrote:
    Lord Fyre wrote:
  • then ... the tight lipped Adventurer is press-ganged into entering Silvermount (complete with implanted tracker chip), for a Technic Captain.
  • Not while his blackblade rapier from his bladebound magus archetype is screaming, "Kill the tyrant. I want to feel the blood from his guts!" The blade was forged in Galt.

    When the Technic League "recruiter" hears that, the player will have a lot more problems.

    Mathmuse wrote:
    Lord Fyre wrote:
  • And, a Priestess of Desna is a troublemaker that the League would want to encourage to move on.[/list]
  • She hangs around Killbox, helping the poor. To quote the Starfall article, "... the Technic League patrols rarely reach too far into Killbox unless unless the need is particularly dire." Maybe I can have the 1d4 bogeymen from the random encounter table take a dislike to a cleric of Desna instead.

    Possible, but that doesn't route her back the the main plot.

    RPG Superstar 2009 Top 32

    2 people marked this as a favorite.
    Shisumo wrote:
    Based on how it played in the live stream, it kind of felt like a magus/eldritch knight type.

    So, like a Jedi?

    RPG Superstar 2009 Top 32

    What happens when the Police defy the courts?

    RPG Superstar 2009 Top 32

    Also keep in mind that the Technic League guards all the known entrances.

    RPG Superstar 2009 Top 32

    John Kretzer wrote:
    Lord Fyre wrote:
    Shall we die together?
    I have a problem...I always fight to win...

    Which is exactly what Captain Picard did. By proving to Tomalak, that the Romulans would lose, he avoided the fight altogether.

    RPG Superstar 2009 Top 32

    Mathmuse wrote:
    Elric had encountered Mockery when two palace guards abused a sausage vendor on the main street.

    ...

    This is your in.

    Have the Technic League or the Palace Guards harass the PC's businesses.

    • A Technic League officer commandeers the warehouse - but sees no reason to pay rent.
    • Palace Guards accost the two females for - less the honorable - favors.
    • then ... the tight lipped Adventurer is press-ganged into entering Silvermount (complete with implanted tracker chip), for a Technic Captain.
    • And, a Priestess of Desna is a troublemaker that the League would want to encourage to move on.

    Hit them will all that and your heroes may find some motivation.

    If this seems contrived, remember that PCs tend to have the worst luck when it comes to random encounters while traveling.

    RPG Superstar 2009 Top 32

    Shall we die together?

    RPG Superstar 2009 Top 32

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    Adventure Supplements!

    The other stuff can (and should) come later, but a library of solid adventures would help Starfinder get off the ground quicker.

    RPG Superstar 2009 Top 32

    2 people marked this as a favorite.

    Given the slower rate that official Starfinder adventures will be coming from Paizo, that adventure supplements would be very helpful.

    RPG Superstar 2009 Top 32

    I will be the villain!
    (In other words, I will be the GM.)

    RPG Superstar 2009 Top 32

    Jason Nelson wrote:
    The question then, of course, is what else you'd love to see from the Legendary library updated to Starfinder rules, and what kinds of new products you'd like to see coming your way!

    As Steel_Wind points out, one problem that Starfinder will have initially is a relative scarcity of adventure supplements (either in a "rip-off" of Paizo's setting or in Legendary Games's own). This will improve as the game goes on, but initially, this will be a non-trivial problem.

    RPG Superstar 2009 Top 32

    Mathmuse wrote:
    Hardness X reduces all weapon damage by X and all energy damage by X. It acts very similar to "DR X/adamantine, Resist everything X," except that abilities that bypass DR don't bypass it. Adamantine has the special property that it ignores hardness less than 20, so everyone in my campaign now carries adamantine weapons. Alas, the special material adamantine also adds 3000 gp to the price of a weapon, so no-one can afford that at low levels.

    Some people do "house rule" that if a creature has a vulnerability, that they can't use their hardness to protect against it.

    While that might be R.A.I. (Rules as intended), it is not the way the rules are written.

    RPG Superstar 2009 Top 32

    Luke_Parry wrote:
    wellsmv wrote:
    i hope to find out that the numerian spaceships are from from the future of starfinder.. and crashed after a failed time travel experiment.
    The answer to that question is revealed in the Iron Gods AP...

    Even so, that would be an interesting twist.

    RPG Superstar 2009 Top 32

    Timitius wrote:

    I'm not entirely sure it's accurate, but the consignments page is telling me only 40 people have downloaded this issue. That suggests that only people who are interested in this issue are those of you who were published in it. PLEASE tell me that's wrong!

    It looks like the interest cycle for this issue only lasted about 1 week, too. Now that we are 2 weeks out from release, I'm assuming people have gotten a chance to read through it. We'd love the feedback!

    I've downloaded every Wayfinder issue, and have never contributed (but, I would like to).

    In any event I still have an outstanding question (above) about one of the spells.

    RPG Superstar 2009 Top 32

    Some would have to be cast that way.

    Very few wizards can cast Magic Fang - which is one of the ones listed under permanency.

    RPG Superstar 2009 Top 32

    Hopefully, you have at least one character who cannot resist pushing the GIANT YELLOW BUTTON. :)

    RPG Superstar 2009 Top 32

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    If the alignment works, how about the ongoing war between Belkzen and Lastwall?

    RPG Superstar 2009 Top 32

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    PossibleCabbage wrote:
    RAW is not a catch-all. There are many things not covered strictly by the rules as written, for example "Can dead people make perform checks" (there is no rule saying that they can't). So a certain amount of GM interpretation is necessary (because obviously corpses cannot tap dance.)

    They sure can stink up the place though. :)

    Actually, Corpses can dance!

    RPG Superstar 2009 Top 32

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    captain yesterday wrote:

    We had to fight Hetuath three times, because no one figured out to press the GIANT YELLOW BUTTON.

    After the third time they took me aside and said in no uncertain terms that they would not be fighting him a fourth time. :-)

    Did you have to tell them what they missed?

    RPG Superstar 2009 Top 32

    AmbassadoroftheDominion wrote:

    Planes!!!!!!!!!!!!!!!!!

    I have some Maelstrom-themed Aberration ideas. and maybe a couple of Ethereal-themed vermin, since I was too late for this issue

    I have a feeling that Timitius's list is in order of likelihood.

    Timitius wrote:

    So, the discussion I've seen here has me leaning heavily towards:

    Andoran (FREEEEEDOMMMM!)
    Fey
    Occult and Horror
    Mountains
    Cities
    Maaaaaaybe Tian Xi (I find it hard to believe Paizo is done with Tian Xi)

    RPG Superstar 2009 Top 32

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    Zeugma wrote:
    I love how Roy's speech is just so contradicted in the last panel.

    Actually, it isn't.

    His team (Roy, Elan, Vesuvius, Haley, and even Belker) are acting like a well oiled machine. It is the ship's crew that are having a problem.

    RPG Superstar 2009 Top 32

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    Snorter wrote:

    Unfortunately, the deadline for issue 17 was on Jan 1st, but there should be a call going out for issue 18 once the shortlist for 17 has been chosen, and the dust settled.

    The thread for issue 17 contributions is already kicking around ideas for the next theme; if you follow that, you'll see what's leading the running, along with some of the reasoning behind why some themes get picked, or not.

    Dude, when you give directions like this, link the thread!

    RPG Superstar 2009 Top 32

    There is an appetite for more Tian Xi stuff that (aside from the occasional PFS scenario) is going unfulfilled.

    It is also at low risk of being contradicted by Paizo.

    RPG Superstar 2009 Top 32

    John Kretzer wrote:
    Hunt, the PugWumpus wrote:
    Rysky wrote:
    John Kretzer wrote:
    Rysky wrote:
    How does His Majesty and you like to play most?
    The usually cats stuff...though he always eventually goes for the hand...
    They always go for the hand...
    {shows up wearing eyepatch} Except hamsters.

    Ah Boo...you know he was just not a regular hamster he was a Giant Miniature Space Hamster.

    These Hamsters?

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