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The Oliphaunt of Jandelay

Lord Gadigan's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber. Pathfinder Society Member. 429 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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What could the dragons do to it, though? I considered them, but the Behemoth is immune to fire and regenerates from any physical damage they could inflict on it, whereas they wouldn't be able to regenerate from its counterattacks.

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Suffocation wouldn't stop it. It returns from death 18 seconds later if slain by something that'd insta-kill it. Similarly, siege weapons and couldn't keep it down (again, thanks to its regen). Wildfire would do nothing thanks to its fire immunity. I doubt solid stone could do much to contain it either since its Ruinous ability lets it ignore 20 points of hardness (and it can hit for heavy damage on top of that). Basically, it'd take one of the (possibly-not-real) gods showing up to personally deal with it / facilitating a miracle to shut down the regen.

That said, the world is large enough and the behemoth slow enough that I don't think it could actually wipe out all of humanity. It could go around wrecking major cities, but horses can outpace it, boats can go where it has trouble going (and outpace it while doing so), and it doesn't have any massive AOE-type means of destroying whole city-populations. So Westeros doesn't really have anything that can kill it, but I'm unconvinced that it could kill all of Westeros/Essos either.

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Graeme Lewis wrote:
Any word on the new Memory Facets?

Memory Facets:

There's three this time. We have:

Discipline- Promotes disciplined, orderly behavior and thought. It gives +2 INT and lets the AI bolster nearby robots, boosting attack, damage, and Will saves.

Entropy- Gives the AI heightened understanding of chaos theory and probability. It gives +2 CHA and gives it a 3/day roll-twice-and-take-either.

Guile- It makes the AI better at being deceptive. It gives +3 Bluff, lets it roll twice on Sense Motive, and gives it Improved and Greater Improved Feint.

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The Dominion of the Black article strongly hints that the Dominion is attempting to serve up all mortal life as a sacrifice to the Void.

The Qlippoth seek the annihilation of mortal life to stop the birth of new Demons and retake the Abyss. The Daemons seek the annihilation of mortal life due to general nihilism and in some cases prophecy about what comes after all mortals are gone. The Qlippoth and Daemons don't get along with each other, though, given the whole Daemons-are-responsible-for-Demons-replacing-Qlippoth thing.

Would the Dominion of the Black be likely to work with one or both of the Qlippoth or Daemons (though obviously not both at the same time/place) on some wide-scale life-annihilating plot, or would there be issues between those groups?

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That's an interesting question. I lean a bit towards Curse of the Crimson Throne, but I'll give a more-general review of all the APs and let you draw a conclusion as to which one you're looking for, since there's a few that approach it from different directions, and none of them have deities as the full-centerpiece. Bear in mind that this is running off of my memory and may be missing something.

Minor spoilers about every AP:

Rise of the Runelords includes one adventure where the PCs are up against a divinely-transformed worshiper of Lamashtu, one where a notable opponent (but not the main opponent) is the leader of a cult of Norgorber, and one where another worshiper of Lamashtu is a notable opponent (but again not the main one).

Curse of the Crimson Throne has the major plot-artifact connected to a draconic champion of Zon-Kuthon. It also has the PCs working both with and somewhat-against Kuthites with various objectives, visits one of the pillars Zon-Kuthon drove into the world to weaken Rovagug, and it has a Cult of Urgathoa as the main opponents in one of the adventures (featuring a brief moment of divine intervention from Urgathoa herself). There's also some involvement of Desna. It's also a *fantastic* AP; the only downside is that it's in 3.5 rules.

Second Darkness does not have any notable divine involvement that I recall, though the main opponent is a servant of the Demon Lord Abraxas if you're counting Demon Lords.

Legacy of Fire has a cult of Rovagug as a major early adversary and also involves one of the Spawn of Rovagug. I sort of also remember some Nethys-related side-adventure bit.

Council of Thieves includes a play that heavily involves Asmodeus. Mammon also features strongly if you are counting Archdevils.

Kingmaker includes a bit of early involvement revolving around Erastil. Cultists of Gyronna make an opposition-appearance. Late on there's some involvement by The Eldest if you are counting them.

Serpent's Skull revolves around Ydersius and is the only AP to have a non-demigod divine being / its servants in the major-opposition role. Serpent's Skull, while not *bad*, is one of the APs that I'd put a bit lower down the quality ladder than the rest, though.

Carrion Crown has some Urgathoans in the opposition, but their presence is more tangential to the larger presence of the Whispering Way philosophy. Shub-Niggurath plays a strong role in one of the adventures (which also includes stuff relating to the Demon Lord Dagon). There's minor appearances by Hell-Duke-worshiping vampires.

Jade Regent doesn't involve any deities heavily that I can recall. One of the PCs' allies is devoted to Desna, though, opening up some opportunities there.

Skull & Shackles involves a priestess of Besmara as a potential notable PC ally. Beyond that, Geryon features some with the opposition if you're counting Archdevils.

Shattered Star involves a multifaith abbey, but I don't recall any particularly strong divine involvement in the actual main plot. I sort of remember a heretical branch-off Kuthite priest being a potential PC ally.

Reign of Winter does not have any notable divine involvement that I recall. Szuriel-related stuff makes an appearance in one module if you're counting Horsemen, but it isn't main-plot-centric.

Wrath of the Righteous has strong divine involvement from Iomedae (including an actual direct appearance by her), and most of the PC allies are crusade-related. Desna also has some involvement. The main opposition is the Demon Lord Deskari. The Demon Lords Nocticula and Baphomet also play very large roles. The AP uses the mythic rules. It's of epic scope and I like the overall plot, but I issue a bit of warning that it gets mechanically-wonky if the PCs optimize their mythic bits at all.

Mummy's Mask has some notable appearances by the church of Nethys. This includes the exploration of a ruined church devoted to him.

Iron Gods includes some involvement of Zyphus and minor involvement of Desna. It also notably has some divinely-empowered AIs, though they aren't full gods.

So the APs that I think include full-deities (as opposed to demigods and quasi-deities) in the most-central roles are Curse of the Crimson Throne, Wrath of the Righteous, and Serpent's Skull. Of those, I think Curse is the best quality-wise, followed by Wrath, then Skull.

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Whitethrone.

Kaer Maga has lots of great writing / interesting things going on, Korvosa has the best AP-support, and there's others like Starfall, Caliphas, Pangolais, Quantinum, and Mechitar that I like some of the themes of, but I just love Whitethrone's overall atmosphere and styling the most.

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As far as I know, no, there hasn't. The campaign setting is called The Lost Lands and covers the majority of the Necromancer/FGG products; I'm pretty sure there's a couple lines that are in different settings (The Maze of Zayne being one, and the modules that specifically talk about the mooonspawn (? something like that, I can't recall what they were exactly) being another), but the majority are together in The Lost Lands. 'The Lost Lands: Stoneheart Valley' is currently the closest to a setting book that they have, and it's more of a local-area book with adventures compiled in it along with some area-info. I think there's probably going to be a Lost Lands campaign setting book at some point, but I'm reasonably sure that none is out yet.

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My top pick would be a large, hardcover technology book.
* I'd like to see tech items from a variety of eras / genres. I'd like to see modern tech, cyberpunk, biotech, steampunk, magitech, and more.
* I'd like to see an artificer-type archetype (or, if need be, a base class; I think it could be handled by reskinning the Alchemist, though). I'd like to see a construct-building summoner variant that has golems and/or robots.
* I want to see this book take advantage of the base-building / business-building / kingdom-building rules; I'd like to see non-fantasy-genre-appropriate options for these. I want server rooms, reactor cores, command centers with data displays, and all sorts of sci-fi-appropriate rooms and structures. (I like seeing successful subsystems like these get more content.)

My second pick would be a planar-adventures hardcover. No specific requests on it at the moment since it's setting-neutral, but it's play-space I'd like to see more support / resources for.

Third would be something that provides Spontaneous Alchemy rules for *all* the alchemical items, all of the drugs, and all of the reasonably-producible poisons (i.e. the ones that only only made by a specific type of monster). I'd like more components, alchemical items, poisons, and drugs while the book is at it. Spontaneous Alchemy was a *great* subsystem, and every time I see a new book come out with alchemical items (or poisons and/or drugs) with no Spontaneous Alchemy rules to go along with them, I get mildly disappointed; I'd like to see lots more support for it.

Fourth would probably be an alternate genres/setting-types/eras guide. It could have additional tech items, setting-appropriate buildings/rooms, setting-appropriate archetypes, etc. This is the one I'm haziest on; I expect something else to perhaps supplant its place over time on my list, but it'd still be a cool book to have.

I'd like to see the Library Stat Block rules make it into some rules-line book. Those were good. Not nearly enough to make a book on their own, but something I'd like to see included.

I also want more Bestiaries, and, to a lesser degree, another Monster Guide. Bestiaries take the pick there, though, and I think this thread was geared at other requests for the line.

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Back years ago, I had a hamster that got out of its cage one night and managed to eat a decent share of a miniature calendar that hadn't been hung up.

On the opposite end of the spectrum, I had a guinea pig who was massively terrified of peaches and would run and hide if he noticed one, only returning to normal after the peach (and any lingering peach scent) were removed from his proximity.

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Since there's six slots in an AP, I'll list six things I'd like to see.

* I'd like to see Azlant during its old glory days.
* I'd like to visit the Jistka Imperium, as I'm a fan of its infernal golem-crafter stylings.
* I'd like to see Triaxus in summertime.
* I'd like to see Eox (and the worlds of the Diaspora) before their destruction.
* I'd like to see old Sarkoris before the Worldwound formed, mostly to just see a society with active summoners as a part of it.
* I'd like to visit things before humanity came around to see the world in truly ancient days.

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Guang wrote:
Do we know what the four alien races are yet? Kasatha and what else?

Eoxians, Mi-Go, Neh-Thalggu, and Vercites. There's Kasatha in the module, but Kasatha tech isn't a topic of discussion in the alien tech article (probably because the ones brought over to Golarion were brought over from a point when their homeworld's tech levels were lower than Golarion's current tech level).

The Eoxians, interestingly (and appropriately) have a form of necromantic magitech; their sample item requires both magical and technological components and counts as both magic and tech (having both a magic aura and tech-like charge-use).

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Graeme Lewis wrote:
Any word on what the new Memory Facets do?

Compassion: Gives a bonus to Will saves, Diplomacy, and Sense Motive. It also gives the AI an attack bonus against things that have hurt individuals the AI has formed an emotional bond with.

Ingenuity: Gives a bonus to Disable Device, the Tech-crafting feats, and a 1/day-per-target repair-robot touch-action.

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Agreed with Blackfingers on Mummy's Mask. Mummy's Mask could end at the end of Book 2 or the end of Book 4. While everything ties together well if you want it to be a six-part campaign, it's easily divided into three mini-campaign-type segments of (Book 1 & 2), (Book 3 & 4), and (Book 5 & 6).

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I could see a Mask Golem serving as both an exhibit and a guard.

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Haladir wrote:
"Emerald Spire" is the only other hardcover adventure. Again, goblins at the start. I don't recall if there's a serpentfolk level that you might have seen.

Levels 7 and 8 are both serpentfolk-themed, and there's pictures of two serpentfolk NPCs (one of which was two-headed) in there (one of which is duplicated on the back), as well as a naga and a necrophidius, so Emerald Spire may indeed be it.

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The Inner Sea World Guide. The bits on the ethnicities aren't in Nidal's entry; they're in the entries for those ethnicities. The languages are in an info-block at the start of Nidal's section.

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The primary Human ethnicity of Nidal appears to be Varisians from what I can tell, though there's significant cultural differences from other Varisian groups. It apparently also contains a notable number of Tians (though I have no info on where in Tian-Xia they're from or which Tian sub-ethnicity they are). As far as non-humans go, it appears to have a notable number of Halflings and Half-Orcs.

They speak Common (Chelish/Taldane), Shadowtongue (Mostly-unique to the region and containing influence from Taldane, Infernal, and Azlanti), and Varisian.

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1. Dark Folk
2. Graveknights
3. Derro
4. Mummies
5. Cyclops
6. Soulbound Constructs
7. Hags
8. Kyton Evangelists
9. Aboleth
10. Urdefhan
11. Shaitan
12. Syrinx
13. Titans
14. Stone Giants
15. Nephilim
16. Azer
17. D'ziriak
18. Xill
19. Krakens
20. Denizens of Leng

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The Player Companion books are setting-specific and non-core, but not in the same 'optional' zone as armor-as-DR and wordcasting. You don't have to get all of them to play, though, and you can find the mechanical parts on d20pfsrd.

The Chronicles books have more of a DM-slant to them. There's PC options in some of them, but by-and-large they're a product for the DM. The Player Companion books are the main line intended for players.

The Inner Sea World Guide PDF is probably the best place to start, yes. I also suggest the Pathfinder Wiki as an excellent source of setting information.

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Another potential way to handle it would be to make multiple 'parts' of the boss (head, body, tentacles, etc) each their own creature stat-wise. That would keep the PCs from having tons more actions per round than the boss, and it'd let them defeat / chop off different parts of the creature to weaken it.

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Pretty sure it's an error. He does live in Axis, but I've seen no sign in any other book of him making an alignment shift, and that'd be a pretty notable setting-change with him being one of the core deities.

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AlgaeNymph wrote:
And for the other evil alignments?

NE-

Annihilist: Thinks nothing matters and everything ends eventually. Wants to have fun tearing it all down.
Narcissist: Wants its own whims catered to above other concerns.
Psychopath: Is incapable of empathy and remorse, treating others as amusements, useful tools, or disposable.

CE-
Devotee: Has a philosophical or cult-based devotion to chaos, evil, and destruction. Generally, but not always, comes from a desire for power and the thought that some powerful entity of chaos/evil would be a potential source of said power.
Fury: Is driven by rage, whether that rage comes from a horrible past, a general disgust with the world, general entitlement, or a particularly sour disposition.
Hedonist: Seeks personal pleasure above all else and feels consequence to be secondary to the pursuit of such.

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Appearance of Unity:

Masquerading as an Angel, actually. James Jacobs made a post in another thread saying that Hellion's demon-form was an intentional choice to contrast with Unity's angel-form.

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mikeawmids wrote:
Only real ally is a cleric/paladin (?) of Brigh.

NPC Allies in this book:
Half-Elf Cleric 7. She's Neutral.

There's also a CN Ratfolk Rogue 6 who stands decent odds of becoming a PC ally depending on how the PCs go about things.

As for Val Baine, while she is Kellid and has face paint on in her portrait, I saw her as more likely to level up into Alchemist or Wizard (Arcane Bomber) or the like, but I suppose Barbarian would be possible (though less-than-ideal stat-wise, what with her having the Young template).

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Marian Reinholtz wrote:
So do they have sub-domains for all seven sins ?

Not in this. This has Cannibalism, Corruption, Demodand, Greed, Hatred, and Kyton.

The Advanced Players' Guide has Lust in it. It also has Rage, and you could use Rage or Hatred as a stand-in for Wrath.

You *might* be able to spin Tyranny from Inner Sea Gods as Pride.

Beyond that, Pride, Gluttony, Envy, and Sloth (or Despair instead of Sloth if you're using the original set instead of the more-modern one) don't really have directly-correspondent subdomains yet.

You might want to look into Thassilonian Rune Magic, though, as it is based around the Seven Deadly Sins (using Sloth).

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I meant Spy the Rogue archetype, Archer the Fighter archetype, and Sniper the Rogue archetype.

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Comparison of minions-

Walkena:

Per Undead Unleashed, Walkena's high priests include:
A Human Juju Zombie Brawler 15
A Human Cleric of Walkena 15
A Human Spy 15
A Human Bard 14
A Human Shaman 14
A Human Inquisitor 12
He is noted as also having several other clerics/druids/inquisitors/oracles/shamans all of whom are at least 8th Level in addition to the above, and that's just the upper bits of his priesthood.
His base is guarded by 'Juju Zombie Archer 5 / Sniper 4's.

None of them have full stat writeups due to space constraints, but you can gauge their overall power from their levels.

Hellion:

Hellion, comparatively, has (I may be missing something / grabbed a member from another Scrapwall gang since this was from a quick comb-over of the first two books of Iron Gods, but this should be generally close to correct):

An Orc Barbarian 8 (His toughest overall minion, Stats in Lords of Rust)
An Android Cleric 5/ Ranger 1 (His high priestess, Stats in Fires of Creation)
A Xill Sorcerer 2 (Who isn't even fully loyal, Stats in Lords of Rust)
A Troll Fighter 2 (Stats in Lords of Rust)
A Half-Orc Cleric 4 (His second-strongest priest, Stats in Lords of Rust)
An Ettin
A Gargoyle
A Dark Stalker
Beyond that, he's got lots of orc/half-orc/ratfolk gang members with a couple class levels, Human Clerics with a single level, Chokers, a bunch of low-end robots, and assorted other things.

All in all nowhere near the level of power of what Walkena has (which makes sense, given that Hellion's the opponent for the second part of an AP, whereas Walkena is designed to be at a much higher level of overall power).

If you're interested in more on Hellion, I'd suggest grabbing the first two volumes of Iron Gods (particularly Lords of Rust), and if you're interested in Walkena, I'd suggest getting Undead Unleashed.

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xavier c wrote:
I wonder if Hellion and Walkena were to fight each other who would win?

Having seen the stats for both, Walkena. If you add in their minions, it becomes even more unbalanced in Walkena's favor.

xavier c wrote:
im not familiar with the mythic rules,something i chose to ignore…but 4 mythic tiers lets you grant spells? interesting.

You need to specifically pick Divine Source as one of your Mythic Abilities to do it (or a special ability as a Mythic monster that functions in a similar way, like Hellion's 'Inherited Divinity').

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I think the difference is that Demigods are CR 26-30 beings that have mythic ranks and can grant spells, whereas Quasi-deities are anything of lower power that has mythic ranks and can grant spells. Not 100% positive on that, though.

Hellion:
It has 4 Mythic tiers but an overall CR of 8 that makes it appropriate for the adventure. I'll note that it can only grant up to 4th Level spells.

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This product seems to have a vendor invoice (which actually does contain the product in question and a description of it) present instead of just its product description.

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Hellion has a full stat block as an AI, a stat-block for a machine avatar-body, and info on domains / subdomains / symbol / favored weapon in Lords of Rust.

I'm buessing that Unity will get a similar entry in The Divinity Drive.

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Alleran wrote:
How many mythic tiers does Walkena have, for the purposes of how many spell levels his Divine Source ability can provide?

Walkena Stats:
He has 9 tiers of Hierophant, so he can provide all levels worth of spells. He's notable in that his class levels (12 worth of Oracle) are rather low given his high-tier.
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Ah, a good point. That is sort of odd phrasing to use if he was originally from there.

Huh, reading through the text of his section, rather than just doing my initial glance-over, it actually gives 'he was an Urdefhan' as one of the three rumored origins for him, with written descriptions of him often giving him physical traits similar to those of Urdefhans. The other two are that he was originally a creation of Zutha's (which would imply human, half-orc, and orc and the most geographically likely races if I'm recalling Zutha's domain's location properly) who was in stasis until the Whispering Tyrant entered The Cenotaph, and the third was that he was once a mortal servant of the Whispering Tyrant.

Agreed on the 'whatever he used to be, cool character' point.

Edit: Doc the Grey also brings up a good point. The wording might be that way since most of Iomedae's followers wouldn't be terribly familiar with Orv or his origins.

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I can confirm that Erum Hel is currently in Orv (specifically the Midnight Mountains). I kinda like the idea that he might be an Urdefhan, though; it'd be nice to have a major non-human undead floating around as a key threat on Golarion.

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There's a sidebar on helping make sure the presence of evil characters isn't problematic / party-damaging. It focuses on out-of-game solutions/tips, such as 'make sure everyone in the group is on the same page', 'decide on guidelines for how much/little PVP / inter-character conflict is acceptable before the game starts', 'determine if there's any content boundaries that the group doesn't want to cross / is uncomfortable with in advance', and 'determine from the outset why the group is willing to work together / why this evil character will be a good fit with the rest of the group'.

Beyond that, each of the three evil alignments gets a mini-sidebar in its own section that includes suggestions as to why that alignment might be working with a group of adventurers (potentially including ones with different alignments). The overall focus for 'making it work', though, is focused more on the OOC tips, though.

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Glad to help out. If you liked Dragons Unleashed, this follows the format, so I'd bet you'd like it too!

==============================

Regarding the items: There's a mix.

Items related to characters:

Meyi Pahano has a minor artifact called the Void Crystal. One of the items (Rixbrand) is tied to Arnlaugr the Fearless, but it notes that since his death, several duplicates of the weapon were made. Two items from Prince Kasiya's chapter (Hemnetep's Chariot and Shepsi-Ak's Funerary Mask) are specific to his minions, but they could theoretically be replicated / made by others.

The other items (Cauldron of Transmutation, Void Funnel, and Ghost Mirror) could show up essentially anywhere and aren't particularly tied to their specific owners.

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Thumbs up to whoever wrote the item entry for the Mind Burner. The little details like the pool of white smoke forming in the weapon's dish before it fires and them beam scattering stray particles that cause those near it to remember scents associated with important memories help turn it into a rather unique, interesting item as opposed to a generic mind-damaging high-tech gun.

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BigWeather wrote:
How much of the information in this book is of a more general nature, a la the Revisited series? I guess most (all?) of the undead types were covered in Classic Horrors Revisited and Undead Revisited, so probably not much needed.

From my initial look over: Very little. There's some new magic items / diseases / haunts that could be used in a more generic sense, but this book is pretty much entirely about specific undead NPCs and about their lairs.

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Zergtitan wrote:
What are the philosophies of a lawful evil individual?

Despot: Impose your will on those around you, expecting complete obedience, always working to expand your power

Minion: Locate a powerful figure to serve and obey, doing their will regardless of the costs to others

Swindler: Find other people's weaknesses and exploit them for your own gain; their losing out is their fault for not being smart/prepared enough

==================================================================

One cool feature that I haven't heard anyone else mention yet is the new rooms for the base-building system. You can get a Blood Spa to be like Countess Bathory, bathing in the blood of others to restore your youth (temporarily, requiring regular baths to keep it up), and the Execution Yard, which increases your influence and improves your Intimdate checks after you execute someone.

I'm also happy to see new evolutions being introduced (and the Blood Summoner stuff in general), and the Alchemist discoveries, as usually seems to be the case, are rather flavorful / nice to see.

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While your DM is the one who gets to make the call here (I support the general idea of DMs getting the final call of what rules are/aren't in play in their games), I personally avoid using the NPC-class requirement for young characters in my games; it's too punishing and removes otherwise-fun-to-play character ideas from the 'viable' pile. I usually would stick with stat mods being in place for the young characters (either from the young character rules or the young template).

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Interesting question, and one where my opinion has changed over time. My current thoughts:

1. F. Wesley Schneider: He wrote what I consider to be the best PF Adventure Path installment, Seven Days to the Grave. He also has written some of my favorite support / setting / supplemental material.

2. Greg A. Vaughn. He wrote my favorite dungeon-crawl adventure (Skeletons of Scarwall) and has some other generally-solid offerings (Witch Queen's Revenge, Spires of Xin Shalest, The Varnhold Vanishing).

3. James L. Sutter. He gets here more for his non-adventure writings (having written my top setting supplement, Distant Worlds, and my favorite books from the novel line), but his adventures (Asylum Stone) are very good too.

4. Brandon Hodge. For making Rasputin Must Die work and ending up with a fantastic adventure that dissuaded my earlier opinions of 'adventures set on Earth are a bad idea'; The Dead Heart of Xin was also good.

Edit: If we're doing runners up, Neil Spicer, though I also considered Richard Pett for spot 5.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

And he's back again.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

Here's another handy page from the wiki. It covers AP modules, PFS scenarios, and individual modules from the module line.

Edit: I just noticed what section this was in. Chris's link above is likely the one you want.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

I'm going to preface this by saying that I *like* that there's a ton of prestige classes, including niche ones, out there. I like having all the options at my disposal even if I haven't actively used them yet.

As to what I've seen in action (going off of vague memories of what I *think* builds were in a some of the cases and including a few short games that were only an adventure or two as opposed to full-length campaigns):

Agent of the Grave-
1 PC (Not mine)

Arcane Archer-
1 NPC (Not mine)

Assassin-
Multiple (5+) NPCs (Mine and other GMs)

Bloodmage/Bloatmage-
1 PC (Mine)
2-3 NPCs (Me running them)

Coastal Pirate/Shackles Pirate-
Had two PCs interested in it in games that folded before it happened

Crimson Assassin/Red Mantis Assassin-
1 PC (Not mine)
Multiple (5+) NPCs (Mine)

Cyphermage-
1 NPC (Mine)

Diabolist-
1 PC (Mine)

Divine Assessor/Balanced Scale of Abadar-
1 PC (Not mine)
1 NPC (Mine)

Dragon Disciple-
2-3 PCs (Not mine)
2-3 NPCs (Not mine)

Eldritch Knight-
1-2 NPCs (Not mine)

Evangilist-
On the list of 'things I specifically want to run someday'

Harrower-
1 PC (Not mine)
2 NPCs (Not mine)

Hell Knight Commander/Hellknight-
3 PCs (1 Mine, 2 Not mine)
Multiple (5+) NPCs (Mine)

Hell Knight Enforcer/Hellknight Signifier-
1 NPC (Mine)

Lion Blade-
1 PC (Not mine)

Living Monolith-
I had a PC who wanted to be one of these for a while but veered toward something else

Loremaster-
2 NPCs (Not mine)

Mammoth Rider-
On the list of 'things I specifically want to run someday'

Master Spy-
1 PC (Not mine)
1 NPC (Not mine)

Mystic Theurge-
Multiple (5+) PCs (2 Mine, Several not mine)
Multiple (5+) NPCs (Mine and other GMs)

Natural Alchemist / Thuvian Alchemist-
On the list of 'things I specifically want to run someday'

Pain Taster-
1 PC (Not mine)
2-3 NPCs (Mine)

Shadowdancer-
3 PCs (Not mine)
3-4 NPCs (Not mine)

Sleepless Detective-
I have a player who specifically wants to run one of these sometime. It's also on my list of 'things I specifically want to run someday'

Souleater / Souldrinker-
1 PC (Not mine)
1-2 NPCs (Not mine)

Swordlord / Aldori Swordlord-
2 PCs (1 Mine, 1 Not mine)

Winter Witch-
On the list of 'things I specifically want to run someday'

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

I see dragon-centric AP popping up as an Adventure Path request semi-frequently and it got me wondering about something. One thing I'd like to see done with dragons would be a dragonriders of Triaxis type-AP where the PCs are on Triaxis the entire time and are assisting the Skyfire Mandate (or one of the Drakelands nations, I suppose) against some major draconic threat from the Drakelands.

Would the people who specifically want a dragon-focused AP be cool with / like that idea, or are you all looking for something more classic-fantasy? This question is mostly directed at the people who have already been specifically looking for a 'dragons' AP, but I'm interested in hearing from anyone who has thoughts on the idea.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

There are now two "Paizo Publishing, LLC: Pathfinder Tales: Novels" categories on my downloads page. One of them only contains the most recent novel, and the other contains all the older ones. This is about bottom-priority issue-wise, but it still seems like there should only be one, so I figure I should mention it.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

Tech item ideas I'd like to see:
* Biotech! Both in the form of grafts and all sorts of other futuristic biotech items.
* Magitech! Blend magic and technology for items that share aspects of both
* Beam Swords!
* Steampunk tech
* Gonzo technological melee weapons: Drill Spear, Shotgun Knuckles, Gunblades (though ones that'd actually be useful as ranged weapons as opposed to the FF ones)
* Chainguns, Needle Guns, Antimatter Emitters, Acid-Sprayers
* Hardlight objects
* Mind-control/mind-reading machines, Memory-erasers
* White phosphorus, other chemical weapons
* Pharmaceutical poisons and drugs
* Nukes/Hydrogen Bombs (probably a tech artifact?)
* Sentry Turrets, Land Mines

On the classes/archetypes/class-abilities side:
* Artificer (either as a base class or, more likely/preferably an Alchemist archetype)
* Some manner of Robot/Clockwork/Golem building/summoning Summoner Archetype(s). Have a custom robot(or clockwork/golem) and build/summon other constructs!
* A Barbarian archetype that can be any alignment that uses drugs of some manner to chemically induce rage. I'd like to have an option for highly-lawful military types or lawful corporate goons to have rage-capable experimental soldier types that still behaved in-line with the organizational ethos when not actively in rage-mode.

On the 'I'd kind of like to see this, but am concerned how it would work out' front:
* Space Ships. I sort of fear for the mechanical result, though, since they'd be complex and I've never really liked the 3.5/PF vehicle rules.

I think that some of the other-eras stuff sounds cool, but I worry that it'd eat way too much into the pagecount here. I'd rather just have a book offering lots of new types of tech / options relating to them and let the various era-genres have their own support books.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

Thank you. That's all I need right now.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

Please cancel my subscription to the Pathfinder card game. I am no longer interested in supporting this product line. Thank you.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

I'm a fan of planar stuff, high-CR things, summoning/conjuration, and gigantic extraplanar monstrosities of legend. I also have a fondness for the Oliphaunt in particular on top of that.

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