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Harsk

Lord Fyre's page

RPG Superstar 2009 Top 32. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 6,424 posts (6,752 including aliases). 3 reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 4 aliases.


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RPG Superstar 2009 Top 32

Eric "Boxhead" Hindley wrote:
Timitius wrote:
Lord Fyre wrote:
Eric "Boxhead" Hindley wrote:
Lord Fyre wrote:

I have a specific question about using the "Pursue the Iron Princess" side-trek. "spoilered" to avoid revealing inappropriate details to players.

** spoiler omitted **
I'll have look at the AP volumes and see if I can't come up with some advice for you.
Given the geography involved, the answer can be no. :(

This is just MY suggestion, and Eric may have better ideas....but I think the solution is ** spoiler omitted **

Just my take on this....

Tim's idea is great, but feel free to use this as well:

Spoiler:
Let the PCs meet Krondarr wandering through Scrapwall, searching for his stolen bride. Alternatively, move the tribe into the city limits and run the opening encounter as written.

You can set the dungeon at the entrance to any other mini-dungeon, or add it as a separate location, depending on the needs of your game.

Alternatively, you can relocate the tribe and run it between adventures 1 and 2, Krondarr can help even the odds for a lower level party.

That's actually a great idea.

Spoiler:
Obviously Bravam’s Knorr needs to be on the western side of the Sellen (Jovrey knows too much about tech for the tribe to be Ghost Wolves).

That Krondarr is alone (or more correctly, the only surviver of his group) may well give a hint of his leadership abilities. However, having the party encounter Krondarr in Scrapwall loses the subtext of his fellow tribesmen not wanting him as their leader. Still, his greatsword will be most welcome against that Gearsman.

Putting Jovrey’s gang in one of the unclaimed areas (E on the map) of Scrapwall is a good idea though (and avoids another random ruin), with the rest of the story playing out as written.

RPG Superstar 2009 Top 32

Drejk wrote:
Todd Stewart wrote:
Timitius wrote:


The Planes? Convince me that this won't become an Angels vs. Devils issue.
Because daemons and proteans are more awesome. :D
*whisper* kytons...

Suffering is appropriate for Kytons.

RPG Superstar 2009 Top 32

Andre Roy wrote:
So bottom line is: we don'the know but a lot of ideas has been through around. City, fey, orc and supernatural seem popular

Well, Fey and Hobgoblins would lead into the Ironfang invasion.

Cities, Fey and Supernatural would support the current Strange Aeons AP and both Hell's Rebels and Hell's Vengeance.

Ancient Empires and Fey would play into the upcoming "Azlanti" AP that has been bandied about.

I am sensing "fey" as a theme here.

RPG Superstar 2009 Top 32

Now that this deadline is behind us, what is Issue 18 looking for? :)

Timitius wrote:

So, to head off the inevitable posts of speculation, why don't we have an open discussion as to the theme for Wayfinder #18 right here?

Our immediate ideas are:
Fey/First World
Supernatural (Occult Adv., Horror Adv., Strange Eons)
Cities of the Inner Sea
Mountains of the Inner Sea

In other words, has this narrowed any? :)

RPG Superstar 2009 Top 32

Am I reading the Siphon Structure spell (page 25 of this issue) correctly?

Could it be used to give Hardness to a Humanoid creature? (i.e., Could the caster carry a block of steel, and siphon that to give hardness to the party's fighter?)

RPG Superstar 2009 Top 32

Timitius wrote:
Lord Fyre wrote:
Eric "Boxhead" Hindley wrote:
Lord Fyre wrote:

I have a specific question about using the "Pursue the Iron Princess" side-trek. "spoilered" to avoid revealing inappropriate details to players.

** spoiler omitted **
I'll have look at the AP volumes and see if I can't come up with some advice for you.
Given the geography involved, the answer can be no. :(

This is just MY suggestion, and Eric may have better ideas....but I think the solution is ** spoiler omitted **

Just my take on this....

That's a good thought. Another idea I had (again moving the village) would be to have a PC Barbarian (or other Tribal Kellid) invited to go between Fires of Creation and Lords of Rust - They would arrive just in time for the "A Broken Wedding" encounter.

That might require lowering some encounter CRs, but not by much.

I know it is unfair of me, but I often look at short adventures (including PFS scenarios) as potential "plug ins" for the relevant APs.

RPG Superstar 2009 Top 32

Eric "Boxhead" Hindley wrote:
Lord Fyre wrote:

I have a specific question about using the "Pursue the Iron Princess" side-trek. "spoilered" to avoid revealing inappropriate details to players.

** spoiler omitted **
I'll have look at the AP volumes and see if I can't come up with some advice for you.

Given the geography involved, the answer can be no. :(

RPG Superstar 2009 Top 32

I have a specific question about using the "Pursue the Iron Princess" side-trek. "spoilered" to avoid revealing inappropriate details to players.

Spoiler:
Eric Hindley's adventure is set for 5th level characters; unfortunately, such characters are going to enmeshed in the Lord's Of Rust adventure.

Any thoughts about hooking this adventure to heroes who would be in Scrapwall? (Note that the adventure itself need not be in Scrapwall, just some means of pulling them out of that ruin for this.)

RPG Superstar 2009 Top 32

One hazard to be aware of, it is easy for the party to lose the thread of the AP. At the end of the Lords of Rust, the party is entirely likely to want to head off to Starfall. The link to Casandalee can be a little thin.

Be sure to prepare to put then back on track.

Also, lower the Hardness of the Collector Robots from 10 to 5. This will still leave it as a big problem, but it should be something the heroes can overcome.

RPG Superstar 2009 Top 32

1 person marked this as a favorite.

In other STAR WARS news,

Here is something the FreeholdDM will like.

RPG Superstar 2009 Top 32

2 people marked this as a favorite.
Dragonchess Player wrote:
..., just as British speakers of English and American speakers of English can mostly understand each other. However, some idioms and word choices/uses will differ, the variants will borrow different words from other languages, etc., so that they will not be exactly the same.

As you know, the British and the Americans are two people separated by a common language. :)

RPG Superstar 2009 Top 32

Ambrosia Slaad wrote:

I also think it'll be the ysoki (ratfolk). But, if I had my drothers...

...it'd instead be the kobolds. They're already used to living in enclosed corridors, and being Small, they use much less air/water/food than Medium races. They tend to be Lawful and work well in communities, both of which are idea for extended periods living aboard ships. They typically only weigh a quarter of what Medium races do, and less mass means less fuel consumption for ships (especially escaping gravity wells). And if androids can adapt/improve from Pathfinder to Starfinder (hints are they're less vunerable to vaccuum), then so can kobolds:

There is a math problem with your Kobold. (Normal Movement rate is not -1 RP.)

A bigger problem, of course, is that we don't know enough about anything in Starfinder yet to speculate on balancing racial abilities.

RPG Superstar 2009 Top 32

Sharoth wrote:
baron arem heshvaun wrote:
BigNorseWolf wrote:
Who hasn't wanted to do that to their boss?
But ... but I'm the boss. Oh No's!
~sneaks up behind the Baron and whaps him across the head with a wrench~

Is that a vital area on Baron Arem Heshvaun?

RPG Superstar 2009 Top 32

thejeff wrote:
Raynulf wrote:
MMCJawa wrote:
I actually wasn't all that confused on what the First Order was. I thought it was sort of clear that it was a rebranded Imperial remnant/faction existing in the margins of the galaxy, with the Resistance being folks actually fighting them within there territory.

Clear? No.

"Best guess as the only explanation of who the hell these guys are?" Yes.

A New Hope pretty clearly spelled out who the Empire were and what the scenario was, between the commentary from the farmboy (Luke) about how everyone hates the empire, to Tarkin's first scene as he explains what is going on overall, and provides some context.

Force Awakens would have benefited from a similar scene - even a few lines of dialogue of someone explaining to Rey the situation (since she lives on a complete backwater); "The New Republic fought the remains of the Empire to a standstill and signed a truce after the battle of Jakku. For decades they've kept to the outer reaches, and the senate has convinced itself that they're beaten. We know the truth though - they're building their forces to take back the galaxy, and we need to stop them, whatever the cost. We are the resistance"

Thirty seconds of exposition would have saved a whole lot of conjecture.

Yeah, it wasn't so much the First Order for me, though they felt a little too much like just the Empire again, but the relation of the Resistance to the new Republic or to the old Rebellion.

Except Rogue One showed us why the First Order exists.

The Rebellion was so worried about defeating the Empire that they didn't have a clear idea of what they wanted to do once the Empire was overthrown. The resulting chaos left meany away from the center of the Rebellion/New Republic actually preferring the order and economic strength of the empire.

RPG Superstar 2009 Top 32

1 person marked this as a favorite.
Eric Clingenpeel wrote:
Lord Fyre wrote:
captain yesterday wrote:
I'll reiterate if you like, but no need to over think it. :-)
Yes, but how did they get the Knowledge to do so.
They got the knowledge when they acquired the Gunsmithing feat because they're gunslingers...

This is circular reasoning.

How could they have become Gunslingers in the first place without access to firearms?

RPG Superstar 2009 Top 32

captain yesterday wrote:
I'll reiterate if you like, but no need to over think it. :-)

Yes, but how did they get the Knowledge to do so.

RPG Superstar 2009 Top 32

captain yesterday wrote:
Nice thing about tech guns is you don't need rapid reload. :-)

Indeed, they can fire as fast as the trigger can be pulled - beware of high level fighters.

captain yesterday wrote:
Plus, you know they go "pew pew"

IMHO, "coolness" has never been a game balance factor.

RPG Superstar 2009 Top 32

Plausible Pseudonym wrote:
captain yesterday wrote:

Uh, they scavenged them.

No need to over think it.

Why are there flintlock guns to be scavenged from Androffan wrecks? Where did they learn to make gunpowder? An ancient Androffan hobby book on horribly obsolete technologies? How did they translate it?

Ascalaphus's idea of exploding crossbow bolts (via the Bolt Ace archetype) has merit though. This would still require someone in the Smilers (or a captive craftsman) who has the secret of black powder.

That said, Mathmuse is also onto something:

Mathmuse wrote:

James Jacobs said that gunpowder firearms are not a natural thematic fit Iron Gods, but the adventure path has a roleplaying purpose for including low-level enemies armed with firearms. The party will encounter powerful technological firearms at higher levels. As a GM, I add minor threats to teach the players about similar major threats they will face later. Meyanda's Inferno Pistol and the Smiler's pistols are the advance warnings that teach tactics against firearms.

This advance-warning reason, however, does not mean that gunpowder firearms have to be available to the PCs. That is GM's choice.

Incidentally, no one would have brought this up if a Smiler leader type was a gunslinger. One Alkenstar dissident who fell in with the wrong crowd would be much more credible then a whole gang of them. (Actually, one leader type gunslinger would have justified the scavenged guns of the lower level mooks.)

In any event, Mr. Jacobs has, understandably, bowed out of this argument.

Revan wrote:
Plausible Pseudonym wrote:
Incidentally, I think high-tech firearms would *totally* be balanced at a lower price point that accommodates availability to lower level characters, at least for the ones that do straightforward energy damage. Touch attacks doing energy damage are much easier to deal with in the existing mechanics of the game than reliably available touch attacks doing weapon damage.)
Yes, it's easier for a gun to overcome DR/hardness than for a tech gun to over come energy resistance/hardness, and at close range they're more deadly because of the superior crit multiplier. Tech guns are strictly inferior unless you're spraying fast shots from a distance against enemies without resistances.

This is a long running discussion on this sub-forum. :(

RPG Superstar 2009 Top 32

MasterZelgadis wrote:
Ascalaphus wrote:
maybe it doesn't take so well to energy effects

Linked

:D

RPG Superstar 2009 Top 32

captain yesterday wrote:

Uh, they scavenged them.

No need to over think it.

And then people cry "realism" about the Chainmail Bikini. It's the same logic.

RPG Superstar 2009 Top 32

James Jacobs wrote:
Lord Fyre wrote:
James Jacobs wrote:
Lord Fyre wrote:
Revan wrote:
The AP also features several gunslinger mooks in the second adventure, suggesting that slug-throwers are moderately more common than they might otherwise be outside of Alkenstar.
Yeah, those NPCs weren't the best world-building decision.
Being the developer of said adventure, I respectfully disagree. Said "gunslinger mooks" are intended to be a specific group of scavengers who operate in a relatively specific part of Numearia and are not the type spread throughout the entire nation, and thus should not imply "guns everywhere."

Then why are then not using something more advanced? They wouldn't find flintlock pistols in a Numerian ruin.

And Pathfinder has made crafting a firearm hard to do.

Because they're backwards feral scavangers who are using the pistol they gained as a bonus for being a 1st level gunslinger as a weapon. They're only 2nd level, and as 2nd level NPCs, they can't afford anything else. They can certainly afford the "gunslinger pistol" they're listed as having, which is a standard class feature and one we programmed into the class SPECIFICLALY because at 1st level, a gunslinger can't afford her signature weapon.

This avoids the question.

Why do "backwards feral scavangers" have any levels in Gunslinger? Which is to say, why do they have any firearms at all?

James Jacobs wrote:
Further details on how this works can be found in the gunslinger class writeup in Ultimate Combat, under the "Gunsmith" class ability (which covers how a 1st level gunslinger starts with a gun and can maintain the gun without having to rely on buying one at the store or making it via Craft or other methods).

Any game master wishing to run this Adventure path had better understand the firearm rules from Ultimate Combat pages 135 to 143.

RPG Superstar 2009 Top 32

James Jacobs wrote:
Lord Fyre wrote:
Revan wrote:
The AP also features several gunslinger mooks in the second adventure, suggesting that slug-throwers are moderately more common than they might otherwise be outside of Alkenstar.
Yeah, those NPCs weren't the best world-building decision.
Being the developer of said adventure, I respectfully disagree. Said "gunslinger mooks" are intended to be a specific group of scavengers who operate in a relatively specific part of Numearia and are not the type spread throughout the entire nation, and thus should not imply "guns everywhere."

Then why are then not using something more advanced? They wouldn't find flintlock pistols in a Numerian ruin.

And Pathfinder has made crafting a firearm hard to do.

RPG Superstar 2009 Top 32

Revan wrote:
The AP also features several gunslinger mooks in the second adventure, suggesting that slug-throwers are moderately more common than they might otherwise be outside of Alkenstar.

Yeah, those NPCs weren't the best world-building decision.

RPG Superstar 2009 Top 32

0o0o0 O 0o0o0 wrote:
Makeitstop wrote:
Lord Fyre wrote:

I must quibble with your first statement "It's a well-known fact that the drake archetypes are really bad."

I am not seeing many complaints on these boards. How are you justifying such a sweeping statement? ** spoiler omitted **

I've seen it discussed here and several other places, and every time it comes up, the consensus is that they are garbage. Sure, sometimes there will be a tiny minority that says it isn't so bad, but the vast majority have always found it to be disappointing.

Hell, the best defense I've ever seen of the drake archetypes is that they ought to be crap, because anything that cool would be too popular if you didn't make people pay dearly for it.

The fact is, the drake, as published, is inferior to an animal companion. And the archetypes give up half their class features for that inferior substitute.

I'm in absolute agreement, because I have one, a fellow player has a drake rider Cavalier in a current group and he is utterly useless.

Worse than that - he is a liability who does nothing but eat charges from the CLW wand. Much of my buffing has to go to him too. The only class feature he has remaining is his Order.

I'll send your suggestions to our GM. They are terrible, dreadful archetypes.

Now, I am seeing more people coming out to complain. That wasn't the case before.

Note, my initial disagreement was only with the sweeping statement. I do agree that the archetypes are inferior in almost every way.

RPG Superstar 2009 Top 32

I must quibble with your first statement "It's a well-known fact that the drake archetypes are really bad."

I am not seeing many complaints on these boards. How are you justifying such a sweeping statement?

Spoiler:
I don't actually disagree with you - the archetypes are inferior - but your opening statement is unduly sweeping.

RPG Superstar 2009 Top 32

Scythia wrote:


I just don't like or trust Lucas's stories post RotJ at all.

Neither, apparently does Disney. They promptly threw is planned sequel trilogy directly into the trash.

RPG Superstar 2009 Top 32

Will Save: 1d20 + 4 ⇒ (9) + 4 = 13

Damn It!
I don't have a choice now ...

--- --- ---
The Skinsaw Man
(applogies to Bread)

Who thins the crowd and laughs so loud
Baby it's the skinsaw man
Who's gonna steal your life
You know, baby, it's the skinsaw man

He can make you bleed
He can make you cry
He will cut you down
Then he'll make you die
Somethin' keeps him goin'
Miles and miles a day
To find another place to slay

Night after night who causes fright
Baby, it's the skinsaw man
Who's sneaking in the window
You go running from the skinsaw man

Then he comes to town
And you see his face
And you think you might
Like to flee this place
Somethin' keeps him driftin'
Miles and miles away
Searchin' for the man to slay

Then you listen to the screaming
And you sing along
You want to get the meaning
Out of each and every song
Then you find yourself a victim
And a blade to call your own
And take them home

He can make you bleed
He can let you die
He will cut you down
Then he'll make you cry
Somethin' keeps him movin'
But no one seems to know
What it is that makes him go

Then the lights begin to flicker
And the sound is getting dim
The blood slows in its flowing
And the heroes are closing in
But he never seems to notice
He's just got to find
Another man to slay

Either way
Got to slay
Either way
Got to slay

RPG Superstar 2009 Top 32

UnArcaneElection wrote:
I doubt they're going to have you blow up Eox in the first AP . . .

Nor would I want to do exactly the story of Star Wars: A New Hope. :)

RPG Superstar 2009 Top 32

Luna Protege wrote:
Lord Fyre wrote:

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Are we sure that Paizo doesn't already have Star Wars covered with the first AP? Snippets of conversation about it once all put together start to sound a lot like Star Wars.

Comparing Absalom Station to the Cantina Scene and setting the start of the first AP there, comparing Eox and its inhabitants to the Death Star and the Empire?

Just a thought.

You may be on to something.

In any event, there is still reskinning the Starfinder Mechanics to fit the Star Wars Universe. (B.T.W., I am not a fan of Fantasy Flight Games version of Star Wars - specifically I don't like their dice mechanic.)

RPG Superstar 2009 Top 32

Warhawk7 wrote:
Lord Fyre wrote:

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Consider
Fringer - Operative* (or Operative/Mechanic multiclass)
Noble - Envoy
Scoundrel - Operative*
Soldier - Soldier
Scout - Operative* (or Operative/Soldier multiclass)
Tech Specialist - Mechanic
Force Adept - Mystic

* - Different Archetypes
(Technomancer would not be used)

Jedi - Still need to figure how to model these classes. I would need more information on the Solarion.

I was thinking something similar, except I've had ideas with other classes (all 3pp):

The Renegade hybrid class from Four Horsemen Present for the Han Solo scoundrel type. (Have you SEEN the cover image?)

The Noble class from the Freeport Companion for the Noble.

As for the Jedi, I was thinking of using the Jedi class found on the forums (consular, guardian, and sentinel).

As for the others... I have no clue.

Alas, I cannot plan for using 3rd party material as we don't know enough about the difference between Starfinder and Pathfinder.

RPG Superstar 2009 Top 32

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Consider
Fringer - Operative* (or Operative/Mechanic multiclass)
Noble - Envoy
Scoundrel - Operative*
Soldier - Soldier
Scout - Operative* (or Operative/Soldier multiclass)
Tech Specialist - Mechanic
Force Adept - Mystic

* - Different Archetypes
(Technomancer would not be used)

Jedi - Still need to figure how to model these classes. I would need more information on the Solarion.

RPG Superstar 2009 Top 32

Erik Mona wrote:

That's not to say it wouldn't be fun to tie those things in. Were we doing a "Worldscape 2" series, I might be tempted to use Rasputin as the arch-villain, depending on what other properties we get to play with.

There was a brief, shining moment when it looked like the Flash Gordon characters were going to be a part of this, and the arch villain was going to be Ming the Merciless.

I'd still love to do that version of the series one day! :)

Wouldn't you need Starfinder to fully detail Flash Gordon?

RPG Superstar 2009 Top 32

Tom Phillips wrote:

Endz has the right of it. Mike and I left the Dzjaeri intentionally vague so that GMs can use them as they see fit.

Though not inherently evil, the Dzjaeri have a strong survivalist instinct and wouldn't think twice about killing the PCs if they don't play ball. The Dzjaeri are also VERY interested in finding a way to colonize the PCs' homeworld, and willfully ignore any moral or ethical considerations involved with stealing another race's homeworld. A Dzjaeri colonization could very well spell disaster for any civilized lands near the world's equator (the Dzjaeri prefer tropical climates). Imagine what would happen if thousands of technically advanced near-humans suddenly began building settlements there. Luckily for the PCs, the Dzjaeri are decades (if not centuries) away from creating an immunity to the bacteria.

I'd love to hear stories about how different GMs used them!

Oh! Maybe we could get them to evict the Pirates from the Shackles, or they could reposes Sargavia.

RPG Superstar 2009 Top 32

Endzeitgeist wrote:

Both questions have no official answers; it ultimately depends on what you need for your game.

In my game, I played them uncanny valley; similar to humans, but also disturbingly alien - including a completely different anatomy.

If you want to go there; it would make for a good further slaver-angle, for example.

I was thinking more that a couple of my players - They may want to help the Dzjaeri.

Also, I didn't get the "slaver" angle from the Dzjaeri that you did. Their use of "colonize" doesn't have to mean - take over and dominate the natives. My read is that they are refugees looking for a new place to live.

RPG Superstar 2009 Top 32

In the Starfall adventure, a race called the Dzjaeri are introduced. But, this leads to a few questions after the events of the adventure are completed.

1 - "How" human are the Dzjaeri? Given the world they evolved on, it is plausible that they look human, but are different internally.

2 - Are the Dzjaeri genetically compatable with Golarion's humans? If so, would a Dzjaeri-hybrid be immune to the bacteria that currently strands them on their crippled spacecraft?

RPG Superstar 2009 Top 32

1 person marked this as a favorite.

I was just anonymously gifted this, via Paizo.

I will read through, and start a review. :)

RPG Superstar 2009 Top 32

"Overseer Perdy" Updated

Spoiler:
A short man with immaculate clothing, speaks loudly from the balcony of a two story building to an angry crowd below him

Overseer Hormus Perdy (CR 8)
Middle Aged Human Alchemist 9
LE Medium Humanoid (Human)
Init +2; Senses Perception -1*; *-Dexterity Mutigen

DEFENSE
AC 18, touch 15, flat-footed 14 (+4 dex*, +3 armor, & +1 deflection)
hp 62 (9d8+9+9),
Fort +7, Ref +10*, Will +2*; *-Dexterity Mutigen, +6 poison resistance, poison use, swift poisoning

OFFENSE
Speed 30 ft.
Melee +1 magic sword cane +7/+2 (1d6+1 Piercing/x2)
Ranged dart gun +10*/+5* (1d4 Piercing/x2, 30ft)+Poison
. fire or acid bomb +11* (1d6+4+4d6 bomb/x2, 20ft, splash Reflex DC 18) or tangle bomb +11* (Reflex DC 18 or Entangled); 13 bombs/day
Special Attacks Precise Shot, Precise Bombs, Black Adder Venom (Fort DC 11, 1d2 Con; 1/rd for 6 rounds); *-Dexterity Mutigen
Extracts Prepared (CL 9th, Concentration +13)
. 1st - (6) Expeditious Retreat, Keen Senses, Longshot, Shield, & True Strike (x2)
. 2nd - (5) Cure Moderate Wounds (x2), Invisibility (x2), & See Invisibility
. 3rd - (4) Displacement, Fly (x2), & Haste

TACTICS
Before Combat Not being a fool, Hormus drinks his Dexterity Mutigen before addressing the heroes (Scorpions of Perdition p12), and this gives him a more feline cast to his features.
During Combat If the party sides with the crowd (most likely), Hormus uses Tanglefoot Bombs to break up the party as they charge his guards on the lower level. Once the party closes, he drinks his fly extract and then moves to support his guards with dart gun (w/Precise Shot). He will consume other extracts as opportunities present themselves, but will prefer to keep firing his bombs or dart gun - he is a poor hand-to-hand fighter and knows it.
If the heroes are more peaceful, run the encounter as written.
Morale Overseer Perdy will flee if brought below 20 hit points.
Unwilling to return to Starfall (where he would be brutally punished for losing control of Perdytown), he will use his invisibility and fly extracts to fly above the party before they enter the mine, and bomb them with his acid or fire bombs. This time he fights to the death.

STATISTICS
Str 11 (+0), Dex 18* (+4), Con 12 (+1), Int 18 (+4), Wis 8* (-1), Cha 10 (+0); Age Modifiers figured in, *-Dexterity Mutigen
Base Atk +6/+1; CMB +6; CMD 20*
Feats Brew Potion, Exotic Weapon Proficiency (technological firearms), Improved Initiative, Point Black Shot, Precise Shot, Scholar (Know: Dungeoneering & Know: Engineering), Technologist, & Throw Anything
Skills Craft (alchemy) +16, Fly +18*, Intimidate +9, Knowledge (arcane) +16, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +15, Profession (miner) +11*, Sense Motive +8*, & Spellcraft +16; *-Dexterity Mutigen
Languages Aklo, Androffan, Common, Hallit, & Orc
SQ discoveries (Acid Bomb, Explosive Missile, Precise Bombs, & Tanglefoot Bomb)
Gear +1 Swordcane, +1 Ring of Protection, Boro Bead 1st, Dart Gun (Technology Guide p23) w/full nanite canister, 10 doses of Black Adder Venom, Masterwork Studded Leather Armor, Explorer's Outfit, Technic League Pin (hard to see from a distance), Formula Book & Alchemy Lab (in house); 130 gold of coin and other gear
Formula Book
. 1st - Crafter's Fortune, Expeditious Retreat, Identify, Keen Senses, Longshot, Polypurpose Panacea, Shield, & True Strike
. 2nd - Cat’s Grace, Cure Moderate Wounds, Resist Energy, Invisibility, Protection From Arrows, & See Invisibility
. 3rd - Displacement, Fly, Gaseous Form, & Haste

Story Changes

  • Overseer Hormus Perdy was appointed to run this mine by Technic League Captain Avernethy Mendaini (Palace of Fallen Stars, p. 33).
  • For GMs wanting more description of Hormus Perdy, I would suggest using actor Walter Barnes from High Plains Drifer.
  • The people of Perdition are in fact Technic League Slaves. The 200 gold that the people are saving up is not for passage, but to buy their freedom.
  • This build of Overseer Perdy and his three guards would be a CR 9 encounter. GMs wishing to make the encounter more difficult should increase the number of guards available to the Overseer.

  • RPG Superstar 2009 Top 32

    Now you need to create the Saurial race. :)

    RPG Superstar 2009 Top 32

    1 person marked this as a favorite.
    Freehold DM wrote:
    Lord Fyre wrote:
    Freehold DM wrote:
    The White W0rg wrote:
    My thoughts are that I better be able to have a Firefly-class ship. Billowing smoke optional of course.

    indeed.

    I need something to blow up.

    You can't take the sky from me!
    uses dead space chainsaw to take hands, sky from Lord Fyre

    I still have the sk ...

    RPG Superstar 2009 Top 32

    1 person marked this as a favorite.
    Cthulhudrew wrote:
    I prefer the Firefly tv show version of the Reavers to Serenity's version.

    Not surprising. They movie had to compress all the information that would have been developed over three to five seasons.

    RPG Superstar 2009 Top 32

    James Jacobs wrote:
    Lord Fyre wrote:
    Also, with the rebuild of Shadow Count Sial and Asyra as a Summoner & Eidolon, will the Kyton Sub-type appear in a more accessible source?
    There are no plans to do so at this time.

    :(

    RPG Superstar 2009 Top 32

    1 person marked this as a favorite.
    Malefactor wrote:

    I don't want to see any of the straw "cultures-who-are-way-better-than-you-in-every-way-and-you-pale-in-comparis on-to-me"

    In a word, I don't want to see Chakrats. (WARNING, ADDS ARE SOMETIMES NSFW)

    But then, seeing on how (probably) none of the Paizo staff are Chaotic Evil, we will probably not have to fear anything among those lines.

    Dwarves will still be part of the setting, so their culture - which is way better then you in every way and you pale in comparison to them - will be part of the setting. ;)

    RPG Superstar 2009 Top 32

    2 people marked this as a favorite.
    The Whedonverse wrote:

    I've got more important things to do.

    goes back to playing with Star Wars figures all the while thinking of ideas to steal.

    ... and character's to murder for cheap drama.

    RPG Superstar 2009 Top 32

    1 person marked this as a favorite.
    Freehold DM wrote:
    The White W0rg wrote:
    My thoughts are that I better be able to have a Firefly-class ship. Billowing smoke optional of course.

    indeed.

    I need something to blow up.

    You can't take the sky from me!

    RPG Superstar 2009 Top 32

    The Whedonverse wrote:
    Pretty much the same thing.

    True!

    Paizo now needs to get Joss Whedon involved in this project!

    RPG Superstar 2009 Top 32

    Freehold DM wrote:
    Firefly.

    But Avengers would be okay.

    RPG Superstar 2009 Top 32

    Also, with the rebuild of Shadow Count Sial and Asyra as a Summoner & Eidolon, will the Kyton Sub-type appear in a more accessible source?

    RPG Superstar 2009 Top 32

    Speaking of character art, I'm not 100% thrilled at the change to Ileosa's art. The new art makes the character more obviously evil, something a villain like her should NOT be.

    RPG Superstar 2009 Top 32

    Malefactor wrote:
    Lord Fyre wrote:
    Was Loari Vaus supposed to be as unattractive as her new art makes her look?

    Well, to be fair, her Charisma score is only 8.

    But seriously though, anything is better than her original piece of art.

    I don't agree anything is better.

    Yes, that illustration doesn't fit with the rest of the AP's art style.

    RPG Superstar 2009 Top 32

    captain yesterday wrote:

    There's a lot of added content, including a completely new stronghold to invade and Scarwall.

    And art! So much new artwork!

    Was Loari Vaus supposed to be as unattractive as her new art makes her look?

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