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Marios's page

Pathfinder Society Member. 146 posts. No reviews. No lists. No wishlists.


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evillmonkey wrote:
I've always played/GMed as the unconscious character acts on their next initiative turn.


Karui Kage wrote:
Version 1.2: Here

Several years later... hehe... talk about ressurection!

This link doesn't work anymore, anybody got the above mentioned software? Sounds excellent!

You can check the average monster statistics by CR here.

Hope that helps!

Now that's why I'm coming to these forums!

So many *excellent* ideas!

Next session will be a "probing" one... I'll let them wonder around town, dazzle them with wonders and let them puzzle out how the heck are they going to impress a creature like Nocticula... I bet they're going to give me leads galore!

Shall be back with more after the sessions!

Now, this is exactly what I was looking for!

Temptation, that's what I should go for and indeed you both are correct in suggesting that I should allow the players themselves to direct the "action".

There are 5 PCs in my group:

i) An Iomedean cleric, very strict in behaviour (too strict IMHO) whom I doubt I can directly tempt, but could easily cause him to fall from grace by association (for example a couple of sessions ago he failed to note that the party's witch had cast Infernal Healing - an inherently evil act - and when I pointed the fact to him he responded with threats of violence. I had to remind him that the problem lies in the fact that the witch was not actually evil but rather a target to be corrupted by the power of evil and she must be treated accordingly).

ii) A bard who at times seems to be extremely selfish (e.g. he always votes for "no" whenever the group is about to embark on a dangerous mission) and at times he seems as goodly good as your average healing cleric. My guess is he's a prime target for corruption I just haven't found yet what would make him tick.

iii) A witch who's an absolute mystery to all (even to me!) given that she's new to the party. Hmmm... I guess I should have asked for a more extensive background!

iv) A ranger who absolutely hates demons and doesn't really cares what he does as long as he kills demons. Being in a huge city surrounded by thousands of them should drive him crazy!!!

v) Last but not least a Calistrian Inquisitor striving to bring (ordered under his command) chaos to the team and has (under his high priestess's guidance) manipulated the group in appointing him as leader. He was given the choice of death or serving in the frontier for torturing and murdering a noble when he realised that he himself had been manipulated by a woman to believe the noble as innocent for murdering prostitutes. Throughout the campaign he's after that woman whom his church found out that she was last seen in the Worldwound. Met her as an advisor to the Ivory Cult but lost her again. What he doesn't know is that she actually is Jerribeth, whose favored pasttime is, naturally, seducing and corrupting mortals! I think she sould pay him a visit, don't you?

So... there you have them! Any more specific ideas which I will unashamedly steal and use for my own sinister purposes? :)

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I'm looking for ways to enrich the Alushinyrra experience for my group. I'll use the Battlebliss and Rapture of Rapture "encouters" plus some more combat encounters (some random combat of the "hey, who are these good guys?" type plus a confrontation with a local slave lord or "crime" boss in order to raise notoriety).

Still... I want more than combat. So, I'm looking for ideas for non-combat encounters that could lead to making the PCs notorious in Alushinyrra.

Any ideas are most welcome!

tonyz wrote:
Weapon spikes. Better than unarmed strikes, and at your level enchanting them won't cost very much.

Weapon Spikes? What are these?

Did you mean Armor Spikes?

Imbicatus wrote:
Since you are already taking IUS, that opens some other options in Style Feats, Belier's Bite, or the new Status Fist feats in the ACG.

I must admit I never saw this route coming! Combat Style does indeed open several new options!


Nessus_9th wrote:

I agree that you might get less mileage out of vicious stomp than your other trip feats, I am playing a trip fighter myself, but having improved unarmed strike and vicious stomp is perfect for when the enemy WILL get to all the way to you.

Think about it, since you can kick, knee, elbow, headbutt, etc. you can use IUS while still being armed with your longhammer, thus you can still AoO any other enemies that come into reach while you trip the guy who got to you, vicious stomp him (+AoO from greater trip), then move 5ft back to get him back in your polearm reach.
You will never have to drop your weapon again or switch to another one. (In your case, you use pole fighting to trip him and then AoO+vicious stomp)

Hmmm... when facing multiple attackers and need to threaten all possible distances I guess IUS is a rather cheap way to trip those that come through my polearm's reach while simultaneously keeping the reach on my polearm so that I don't allow others to come near me (as opposed to using Pole Fighting to attack the ones who got near me since doing so would deny reach from my polearm).

It seems a bit situational but on the other hand it's a single feat so it wouldn't tax my character at all.

Vicious Stomp seems to be an overkill though as it will eat up one AoO while dealing 1d6+Str damage only (but, of course, if one's got feats to spare why not? And when having 5 AoOs / round...).

In fact IUS is extremely relevant thematically as my character has a Monk "protege" (and is supposed to be a wrestler! Damn! Should have already taken the feat!).

So, once again, great ideas!


Hmmm... interesting suggestions, even though they probably won't work with my playstyle!

Unless we're facing archers / spellcasters I prefer to let the enemies come to me. I'm almost always fighting Enlarged so wielding a reach weapon gives me an effective reach of 15' / 20'. This creates a control zone around me through which almost no enemy may pass through (given the fact that fully buffed my trip is more than +30).

Against spellcasters or dangerous archers I can use a Quickrunner's Shirt which allows me to move and full attack. Thus the Cleave line of fears becomes largely irrelevant as I'm mostly using full attacks rather than standard ones.

Why should I use Overrun and / or Bull Rush when I can use Trip with better results (higher efficiency plus extra attack from Greater Trip)?

The Menacing enhancement sounds interesting but unfortunately requires me to be adjacent to the enemy and this is something that I tend to avoid (due to the use of a reach weapon)! :)

Shield extract is a must indeed, it's my main buff along with Enlarge!

Thanks for all the tips!

Unfortunately Vicious Stomp does not work for me as you have to be adjacent to the enemy in order to benefit from the feat and I'm playing with a reach weapon.

Fortuitous sounds interesting though, didn't know about it! Enhancing my weapon with it probably gets a higher priority than a Dex belt!


So, I'm playing a rather succesful reach trip character and at this point I'm not certain how should I evolve him best!

He's a Dwarven Fighter 4 (Polearm Master) / Barbarian 2 (Brutal Pugilist / Urban Barbarian) / Alchemist 4 (Vivisectionist / Internal Alchemist). Obviously I'm all for having options, so... give me options! :)

Featwise he's got Combat Expertise, Improved Trip, Greater Trip, Combat Reflexes, Felling Smash, Power Attack, Iron Will, Improved Critical and Steel Soul.

The campaign (Kingmaker) will (most probably) last till the 15th lvl and I'm thinking on continuing with Fighter levels, therefore I'm looking at 5 more feats (any reason to continue otherwise?).

So... what feats would you suggest I go for? I'm thinking of...

... the Vital Strike line which could lead to 12d6 damage standard attacks with VS and IVS (using an Enlarged Dwarven Longhammer of Impact) possibly maximised with Furious Finish.

... raising my attack bonus with Weapon Focus, Greater Weapon Focus, Fury's Fall and even Furious Focus.

... getting generic feats such as Improved Initiative, Lunge, Improved Iron Will, Lightning Reflexes, etc.

... ???

As always, your insight is appreciated!

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She would most definitely stick around sticking to her role until opportunity presents itself to do something better!

In my campaign Nurah's treachery was never found out. She managed to plant the Shadowblood in Aron's stuff, the party confronted him in an entirely miserable way causing him to run away (they later found him possessed by the shadow demon and promptly slaughtered him... but that's another story!).

I ruled that Nurah would bide her time till Drezen, see what happens there and act accordingly. To make a long story short, during castle Drezen's exploration (she had asked to tag along every major exploration / battle in order to "record" it) Nurah never had a chance to do anything because the party never found the secret door (where she was supposed to try to lock them in) and Staunton was felled in a single round by a well placed Deep Slumber spell. Thus, even though she was about to expose herself in order to help him, she promptly fell back (she was invisible as she usually was, something the PCs had agreed upon, so nobody detected any unusual behaviour).

Anyway, on to your base question! What happened next? Staunton was taken prisoner and Nurah devised (and flawlessly executed) a plan to rescue him. I intend to have both of them reappear during the Arushalae encounter!

I understand that in your campaign (where the PCs are suspecting her of treachery) such a feat would be much more difficult to perform, yet, when the siege begins the party will have so many things to do that it is inevitable that at some point their guard will lapse and she should be ready for that! At the very least she could wait to sneak away when in Drezen so that she could join Staunton.

Have her do something they'd remember her for! :)

magnuskn wrote:
Well, a 12 part AP would certainly be interesting from the standpoint that it could allow campaigns where you don't spend 75% of your time fighting. But given the history of how AP's are written on a technical level (six different authors writing the modules, often at the same time) and Paizo's unwillingness to invest the time and resources to coordinate those authors better, I fear that I am highly skeptical that such an endeavour would actually produce a more coherent story than previous AP's. And a more coherent story is what would be what is needed to fill the additional space with something else than just "more fights".

My thoughts exactly, that's where my alternate suggestion came from - that is stick to the 6-part AP but reduce the number of fights replacing them with "story".

Tangent101 wrote:

Here's a question for the 12-part AP crew:

Why do we need a 12-part Adventure Path? I mean, if you really want to continue to level 20, the APs offer suggestions for GMs to expand upon. You can also buy a high-level module to play for levels 17+ and "finish" the game with that.

So really, what is the point? Why should Paizo risk alienating customers who might not like the 12-part AP's storyline and opt out of buying it? After a year, why should customers return?

If you want a 12-part AP, look to a secondary publisher for that, or make one yourself and sell it according to Paizo's terms as PDF files.

That's the problem with long discussion threads.

All the reasons for requesting a 12-part AP are described in my original post. In a few words what I request is more space for the authors to expand their ideas. I don't want to reach higher levels, I want to stop seeing glaring plot holes / omissions just because the adventure reached the page count limit.

For example, Wrath of the Righteous had the potential to have the most stunning opening scene ever created for an AP, the fall of Kenabres. Yet, the scene is missing. I created one myself (whom I consider as a mediocre storyteller) and still, after several months, my players refer to that scene as "excellent". Imagine what their reaction would have been if the scene was created by a professional writer, one who had actually envisioned the scene in order to base the adventure on it.

So... why was this scene missing? My best guess revolves around one and only one possible reason: Page Count. Period.

So, you're asking why am I requesting larger APs? There you have it! :)

It's rather embarassing to start a discussion like this and then absolutely forgetting all about it! What can I say, I probably am on my way to Alzheimer! :)

Anyway, excellent comments above plus several ideas that I really hope Paizo would be interesting in. Let me throw one more that just came to me...

How about making a 6 part AP but ranging through less levels, e.g. instead of going from 1 to 14-15 (as in standard APs) to actually start at 1 (or 2 as lots of people seem to want) and reach only up to 9-11. This would allow Paizo to skip lots of "filler" encounters that are just meant to give more XP to the PCs and use the space for more detailed "encounters". Everything in such an AP would be much more detailed, plots and mysteries can be that much more elaborate! Plus it would still fit with Paizo's current AP schedule and not threaten any of the above mentioned concerns (page count, number of issued, etc.)

All the reasons you've mentioned are, indeed, valid, after all Paizo is a company that must make money in order to produce.

I must say that I'm intrigued by the 7/5 split suggestion, as it would most certainly allow Paizo to experiment without taking significant risks. I'd second such an experiment without second thoughts and support it (as in buying both APs regardless of setting) if not for any reason other than supporting innovation.

Maybe if enough subscribers express their support it would tip the scale in favor of such a scheme?

Paizo, we already have 2 votes for!

BTW, wish I could change the post's subject, it's quite embarassing! :)

Now, don't get me wrong, 6 part Adventure Paths are excellent, my group is having a blast going through them!

Yet... many times I've seen the authors trying to fit lots of interesting stuff in some adventure only to have them reduced in scope or suppressed somehow or even cut out entirely due to page count limitations. Worse, sometimes this affects the entire Adventure Plot, leading to plotholes and "weird" shortcuts.

Thus my request for a 12 part Adventure Path. Paizo has proved time and again that they can pioneer excellent innovations, the very concept of an Advenure Path being, most probably, one such (weren't the APs posted in Dungeon the very first ones ever created for D&D?).

Why not tear down one more limitation? If there's anyone out there who can actually create a beautiful, masterpiece 12 part Adventure Path, well, it's Paizo.

What do you people think?

That was my opinion as well, but I wanted to check it with the community as well...

My last character died when a beastie with grab+constrict grappled him and squeezed him to death. This won't happen again, trust me! :)

Thanks a lot!

The Brutal Pugilist's Savage Grapple ability allows the barbarian to make attacks of opportunity when someone tries to grapple him even if that someone possesses Improved Grapple or using the grab special attack.

It further says that if the AOO succeeds, the barbarian gains a +2 to his CMD versus the grapple attempt. My question is and excuse me if I sound silly, does the AOO deal damage normally as well? Or does it only confer that +2 bonus to CMD?

Thanks a lot in advance for your insight!

Harrowed Wizard wrote:

@Aldarionn- I do believe that is what is eventually supposed to happen. In fact the beginning of Book 3 talks about just that happening basically.

What I think the OP was getting at was Drezen BEFORE the PCs & their Paladin army arrives.

Indeed that is what I was referring to, the status of Drezen when the PCs arrive there not after conquering it.

Harrowed Wizard wrote:

It is my thought that yes, it is in fact basically an empty shell. And thinking on it, the way Changing Man described it would make sense too after having read The Worldwound Gambit.

Also, while those craftsmen might be with the enemy armies, why would they deal with the PCs seeing as they are either part of enemy armies.

I haven't read the Worldwound Gambit so I don't really know what is described there - any hints would be appreciated!

So... why am I asking for ideas? The most interesting thing with mass combat up to this point for my group is handling the prisoners. Some players wanted to release them, some wanted to keep them along, most suggested that they were executed and that caused a very interesting debate (other than the party's paladin and the cleric of Iomeadae all the others play characters extremely hostile towards demon supporters - they actually expected that the army of paladin should execute all prisoners!).

Therefore, conquering Drezen and having to deal with several, dozens actually, prisoners, most of whom were non-combatants (not really civilians but rather not involved in the fighting) feels like it would be leading to very interesting situations as well as makes sense for the setting - tending the needs of standing armies I mean. Furthermore, several of those prisoners, may actually have been slaves, so were probably liberated rather than taken prisoner. What happens to all these people?

As to why would demons care about the welfare of human and tiefling supporters, I'd say for several reasons. First and foremost because they'd want them around! Fear can keep them leashed for so much. Armies would need food and drink, wages and something interesting to spend that money on - read here gambling, drinking, drugs, whoring, you name it. Otherwise...

Furthermore, don't forget that demons *need* mortals to "sin". They need mortals to behave in such a way in order to achieve their greater goal, which of course, as noted in the adventure itself, is not conquering land. Demons spend their time trying to seduce mortals to their cause, wouldn't they try to keep those already seduced satisfied? Up to a point of course...

So... that's the background story of my thoughts!

As always, any ideas and insight shall be greatly appreciated!

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So... my group is nearing Drezen and I just realised that the city is rather... empty!

I mean, sure, it's supposed to be ruined, but, hey, there are hundreds of human and tiefling troops stationed there and many more were there as well before Aponavicius decided to move the bulk of her forces south.

That bears the question then. What do these troops eat? The food and water reclaimed by the PC army would last only for a few days so there must be a way for them to resupply! Who repairs their weapons and armor? Where? Who provides mundane items? How do these troops entertain themselves? Who pays them and how do they spent their ill-earned wages?

Isn't there absolutely no kind of market / business in Drezen? I'm not expecting civilians, of course, but there must be some kind of infrastructure or else Drezen would collapse, in my opinion at least.

What is there for the PCs to conquer? Just a citadel and an empty shell of a city?

Help me flesh out Drezen!

Just in case anyone's interested my GM finally ruled it as polearm.

Thanks a lot your insight people!

Well, that's a possibility as well, being on two categories!

Furthermore, the word "Hammer" does not necessarily mean that it belongs to the "Hammers" category, e.g. Lucerne Hammer is a polearm and not a hammer or Meteor Hammer which is a flail and not a hammer.

On a final note, it would seem that no weapons listed in the "Hammers" category have reach. That should be a +1 for my case, right?

Ahhh... I knew there should be a definition somewhere!

Unfortunately the list does not contain the Dwarven Longhammer, neither in polearms or in hammers, so I can't get a RAW response to my question, albeit, since hammers are a category on their own, I guess my GM would rule Dwarven Longhammers there instead of in polearms...

Oh, well...

Thanks a lot people!

Concerning the Polearm Master Fighter archetype, which weapons are considered polearms? Is there some special ability the weapon must have? Reach? Brace? Something else?

I'm specifically interested in the Dwarven Longhammer, an exotic large warhammer with reach. Can I use it with the aforementioned archetype?


Do we have anything official as to when should we expect Game Space to be delivered? Maybe something about when will beta open??

Any educated guesses?


Probably silly question, but, well, here it goes!

Most of the demons encountered in the AP are not summoned right? They should be able to summon more demons, isn't that so?

This could lead to really ugly situations! :)

James Jacobs wrote:
EDIT: I take that last part back. Just thought of a REALLY cool idea for them if the PCs still have them around in the last adventure. Ha.

And I am the one who caused this to happen? Woot!!! :)

Well, yeah, but unfortunately Hosila (the "boss") managed to escape so tatoos (which were a really cool idea! I'll definitely use them at some point!) and interrogation can't work... as for having a code, an Int score of 8 would make any code difficult for her to decode even having a codebook. Her superior naturally knew that, so he used a very simple code, that is replace the actual names of the places with the respective acronyms. Even an Int 8 would be enough to allow her to identify the places, since she actually knew about them.

The nobleman won't react more than "wow, cultists in our midst!", not until the party actually figures that NM stands for Nyserian Manor (which I expect to happen when they manage to follow some cultists there).

As for what happens if she were to forget the password? Simply put, the guards in the safe house would kill her. Why would her superior be concerned as long as she delivers the sword to the safe house? (which she will fail to do since in her arrogance she never thought that she might be forced to flee - naturally her life is forfeit as soon as her superior realizes that).

But, of course, this is the way I'm thinking to run this situation and not some kind of ultimate solution! :)

I think I will replace the names of the safe houses from the handout with acronyms (e.g. NM for Nyserian Manor etc.) as well as replace the actual passphrase with the words "the same" ("the passphrase remains the same for now") and then use the encounters in Kenabres to steer my players towards the cultist safe houses.

Unfortunately there is no option of interrogating a prisoner as two of the cultists escaped and one died before they managed to stabilize her.

If all else fail my last resort would be a Knowledge (Local) / Wisdom / Intelligence check, either by them or the NPCs as to what might the acronyms stand for.

This should happen next Sunday (or the one after that), so I should soon be able to report how well will it go!

Yeah, but James Jacobs said that the Scale's caster level is 19th.

Of course as a GM one may change anything, but... I have the feeling that those Scales will evolve during the course of the AP!

It seems there's an error in the description of the Resistance Power. The description says you can use the scale to cast Resist Elements, only there is no such spell, right?

I think it should read Endure Elements or Resist Energy. Which one is correct? And if the latter, isn't it overpowering, giving resist 30 vs cold / electricity at 1st lvl? Way more powerful than the other scales!

Can we have an official response?

J-Bone wrote:
Can you take a 5 ft step while prone. So perhaps to move out of a threatened square, then take a second move action to stand up and not get blasted by AoO?

I believe that this can be done only if you have a listed crawling speed...

As I've said in my initial post, I understand the reasoning behind this tactic, I just don't like it... :)

I can, of course, change those things in an adventure that I do not like, but first of all, I don't have the time to do so and furthermore, let's be honest, you guys are way better than I am!

So, here's my suggestion! Create these situations in such a way as to provide the players with the means of identifying their goals without resorting to bluntness. I would very much prefer instead of the said handout to have a box indicating possible solutions to the problem of "where do we go next". It could contain some of the ideas mentioned in this thread, it might note interrogating cultists, it might point to some of the Kenabres encounters indicating that it could be used to track cultists to one of their secret houses and maybe there the PCs would be able to find another hint to point to the next target. It would also contain the possibility of a note containing all the necessary information, but, in my opinion, it should be noted in a "if all else fail" clause.

I feel that the majority of your players would prefer this over a blunt "Deus ex machina" plot resolution device, especially if it's used time and again!

All the above being said, I'd like to really, *really* thank you James (and all other Paizo staff) for being there to address our concerns. There are not many major companies (and I believe that Paizo *is* a major company in its respective domain) who treat their customers with the respect I feel I'm getting from Paizo and this is something not to be taken lightly.

Keep up the good work!

Hmmm... interesting thoughts from both of you! The handout / message is supposed to be several weeks old so Hossila should not really be decoding *that* message, but maybe she has received some new orders and is using the handout as a guide to decode them. This actually gives a reason for her to keep the handout, as a guide to decode further messages.

The code should probably be rather difficult to break at 1st-2nd lvl even using the guide (unless we invent more orders for the cultists!), but we now have a valid reasoning for why such a handout exists at all.

A Sense Motive / Knowledge (Local) check may also serve to recognize / identify the specific buildings / establishments mentioned in the message, in case the GM doesn't feel good mentioning actual names and the NPCs may actually earn their salt here.

Excellent thoughts my friends!

Any other ideas?

Hello all!

Don't get me wrong, I really like Paizo's adventures, after all, if I didn't I wouldn't be here, but there are some things they keep repeating that really get on my nerves.

One of those, fortunately few, things is the insistence of using letters from villains to subordinates which explain crucial secrets / give essential pointers, as methods of forwarding the adventure to its next stage.

Now, some times this may be logical. I mean, not all villains are smart, right? Or maybe the hints lie hidden in the midst of some other type of information that the subordinate had to keep or didn't even have but the PCs acquired through other means.

Some times, though, as is the case of "Worldwound Incursion - Handout 1", it's plainly ridiculous. Is there any reason for a cult's cell leader to send a letter to his subordinate containing all the necessary information (locations, passphrase) for the authorities to uproot his cult? And even if there is, why did the subordinate keep the letter and not destroy it? Why was the information not encoded somehow?

I can understand the reasons for Paizo doing that (adventure page space, some players might have difficulties following subtler hints, etc.), still...

Anyway... my question, thus, is: How would you approach the "Worldwound Incursion - Handout 1" situation, without giving the PCs all those blatant information? How would you point them to the right direction, using subtler methods?

Maybe they could encounter cultists above, in Kenabres, and follow them towards one of the safe houses? Or might they find something in Hossila's things that they could relate to some specific place or person? Or... ???

So... what would you do?

As always, your insight is appreciated!

James Jacobs wrote:
As with all magic items, the effects generated function at the magic item's caster level. In the case of the scales, that means 19th level (we list item caster levels near the top of the item's description in the boxes just under its name).

Ah... my other possible choice!

Well, it can't get more official than that! :)


My idea as well...


Easy question - what is Terendelev's Scales effective caster level, for the purpose of defining the characteristics of the spells being cast using them?

Is it equal to the PCs level? Is it 19th? Something else?

Thanks a lot in advance!

Do you really need to actually *remove* the shield from your hand? Why? It's strapped, it won't fall! As for further penalties... hmmm... why would it give more penalties? If you were just carrying it from the straps would it give penalties? I doubt it!

But, anyway, that's for my GM to decide! :)

Matthew Downie wrote:
Adjusting a shield like that is a move action.

Hmmm... is this RAW?

Matthew Downie wrote:
It's still physically large and you still need to grip a strap with your shield hand to hold it in a balanced position or you don't get the AC bonus.

Ahhh... that's interesting! So, you *can* do it, you just lose the shield's AC bonus for the round you cast the spell?

Well, subject says it all!

A mithral heavy shield weighs 5 lbs and, quoting the PRD,

PRD wrote:
is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty

Compare this to a standard light steel shield which weighs 6 lbs and has a -1 armor check penalty. It seems obvious that the light steel shield is heavier (6 lbs vs 5 lbs) and more awkward (-1 armor check penalty vs 0 armor check penalty) than the mithral heavy shield.

Rules as interpreted by James Jacobs allow casting spells with somatic and material components while wielding a one-handed weapon and a light shield (such as a light steel shield).

As far as I know there is no rule concerning what I'm asking but there sure is a rule that mithral armor is considered one category lighter than it's specification.

So, even if it isn't RAW, would you think it would be logical to houserule that mithral heavy shields to be considered light?

Thanks a lot in advance!

Ahhh... that makes the set much more interesting!


Could these cards be clearly identified as specific items used / found during the AP or are they just loosely connected (thematically) to the AP?

This question, of course, pertains to all card sets labeled as AP specific, but it arose from the fact that I'm about to start Wrath of the Righteous (well, as soon as it's published) yet I already own several past card sets, so I'm not sure if it would be worth it to buy one more card set or just use what I already have...

Imbicatus wrote:
EDIT: It also might help to observe the traditional rites of halfling manhood.

+1! No, make this +a_lot! :)

An excellent comic, OOTS, really made my day on several occasions!

Trust issues are my major concern as well... while I never intended to "harm" the party by being "evil" (whenever the issue of evil characters arose in the past I was always in favor of "fair to the party, evil towards the others" option), I clearly understand that there will come a time when clash of beliefs / interests will surface. What then?

Both ideas of creating a phony religion (could be further supported if I were to suggest that I hail for Sargava, an option that allows me to be exotic enough to follow some obscure religion and lend me enough ties to Cheliax so that I have a base material to work with) or pretending to be an Abadarian cleric seem valid, not to mention extremely entertaining, choices. In either case I'm thinking of decorating my character's head and body with various tatoos and ornamental decorations and piercings in order to hide a tatoo holy symbol somewhere between the other tatoos - the Sargavian background would certainly give creditibilty to such a display, right?

I'm torn between informing (OOC of course) my fellow players of who my character really is and leave them in the dark. Telling them is, of course, more honest towards them but I'm afraid most are not good enough role players to not allow this knowledge dictate their character's actions. They might react to something that I do not based on what I actually do but, rather, based on what they (the players, not the characters) know about my character. Leaving them in the dark allows a more natural building of bonds between the PCs and the shock of discovering the truth (if ever!) would be genuine, but on the other hand it may very well lead to nasty situations between us...

I'd like to make giving me suggestions a bit more difficult for you, though, and mention now that we're starting from 1st level so there won't be any CLW wands for some time, there probably won't be any other source of healing available to the party (at least in the beginning) and I've decided to use the whip as my major weapon, thematically connected by being raised in a family owning slaves - I think Cheliax is not against slavery, neither Asmodeus nor Abadar for what it matters. I'm also determined to provide that information to the party (among other things) as it is my (character's) firm belief that the best lies are built upon true foundations.

What do you think?

Hmmm... lots and lots of very interesting things said here!

I don't mind my GM's "demand", it was more of a suggestion actually rather than a demand. I guess he's a bit inexperienced in handling evil characters (as all in our party are!), so, basically it's ok, I prefer to view it as a challenge!

Concerning some of the ideas above now... The Hidden Priest archetype is exactly what I should be doing, but...hmmm... I don't know, there's something about it that does not appeal to me... What I really like is the idea of pretending to be some other god's cleric trying to hide myself in the river kingdoms... I could craft some obscure LN god's variant holy symbol and claim that it's variant in order to look like something else because the "real" holy symbol is rare and might work like a beacon towards me.

I'm thinking of a holy symbol that carries the generic shape of the Asmodean one but also carries enough differences so that it may support my story. It could work because, to the best of my knowledge, the rest of the party does not contain knowledgeable characters (a fighter, a barbarian, a sorcerer and a ranger most probably). There are two hindrances that I see now, one being wether Asmodeus would allow me to cast spells using such a holy symbol and two, what would I say as soon as they realise that I cannot spontaneusly cast cure spells! I guess I would have to memorise some cure spells...

I think that the GM has in mind for me to be a Chelaxian agent trying to scout Brevoy's movements in the River Kingdoms, though I'm not sure yet. If this is the case then my pride in my Chelaxian and Asmodean heritage would be satisfied! :)

How about being (almost!) entirely honest? I could take the Separatist archetype and not lie about being Chelaxian or even about following Asmodeus, instead claiming that even though I was a son of a minor noble house I was deemed a heretic for my views concerning the Chelaxian society and the faith of Asmodeus in general and had to flee for my life. What do you think?

Any other ideas?

P.S.: I just saw the wiki on Abadar... pretending to be Abadar's cleric might actually work! I was going to focus on the Lawful aspect of my alignment mostly rather than the Evil part anyway, so I could actually pass for an Abadarian priest! Hey, he's even closely allied to Asmodeus! What a great idea! *grin*

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