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Tiressia

Poldaran's page

419 posts. No reviews. No lists. 1 wishlist.


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Tomi Heikkinen wrote:

*casts and enchantment spell on Poldaran*

.. you must read all that I post... You must....

Of course I'll read more of your story posts.

Starting right after my next two adventures(since the next one is supposed to be a side quest, which is what has held up progress since the GM has to do actual prep and is too easily distracted to do so). Until then...I'll just have to wait.


Quote:
This is for Ilori

I cheered when I read that. Confused the heck out of the people in the lobby here at work. :P

And damn that Lucrezia for escaping for you as well.

NobodysHome wrote:

These are just getting better and better and better...

...and I just had to make a massive Will save to avoid any spoilers at all...

They've officially caught up to where our campaign is semi-stalled(I'm this >| |< close to hiding the GM's PS Vita until he runs another adventure). So now I get to make daily will saves not to read further.


7 people marked this as a favorite.
James Jacobs wrote:
We're only a few weeks away... have patience! ;-)
Ambrose Bierce wrote:
Patience, n. A minor form of despair, disguised as a virtue.


Orthos wrote:
Blackbot wrote:
Method 2: I keep on hitting the paladin. He can take it. ;)
This is our Age of Worms game in a nutshell. =)

That was also the modus operandi in my very first campaign. Unfortunately, it just happened to be the MO of one of the other characters.

I couldn't tell you how many times I heard the words "I'll throw a grenade in the pit. Obrek can take it." or "There's only one enemy and I want to cast Lightning Arc. How's Obrek's health looking?"


Kelarith wrote:
What I do from that point though is make sure that if the character comes back, it comes with some sort of story/baggage. Poldaran points out some good ways to do that, but you can also use this to introduce some complication to the campaign ;).

Indeed. I just named the laziest ways that I would do it.

Honestly, if it were me, I'd probably have them sometime in a later book having to deal with Nualia's fully grown demonic offspring at some later date...

Spoiler:
and it would bear a striking resemblance to one of the PCs. And before anyone squicks...it's worse than you think, unless your thought involved face huggers.


3 people marked this as a favorite.

There's a part of me that really wants this for my wizard. There's another part of me attacking the first part with a baseball bat.


If everyone had died, I might have suggested Deus Ex Shalelu. Or is it Shalelu Ex Machina? I can never recall.

Anyway, it all depends on what the Sorcerer's character wants to do and whether the other players are still wanting to play those particular characters. Here are my suggestions:

1)Sorcerer wants to rescue. Party wants to be rescued.
Players start out playing Sorcerer and his hired mercenaries. Other PCs found alive and awaiting sacrifice in Thistletop dungeon. Let players know that foes will not always leave them alive, but Nualia wanted a sacrifice for her ascendance ceremony and saved them.

2)Sorcerer is frightened and runs away. Player deems him retired. Other PCs want to keep playing.
PCs awaken in dungeon awaiting sacrifice, along with Sorc player's new character, who was captured by goblins a few weeks ago. Let players know that foes will not always leave them alive, but Nualia wanted a sacrifice for her ascendance ceremony and saved them.

3)Sorcerer and other players want to keep playing character, but Sorc not willing to rescue.
Deus Ex Shalelu. Shalelu rescues them. Sorcerer receives drawback relating to his fear. Nervous, Doubt or a simple -2 to saves vs. Fear, perhaps? The other PCs are scarred by their experiences getting tortured by the goblins and gain a drawback from that. Might I suggest Burned? Give them a chance to recover from the drawbacks later, either via a sidequest, RP or spending some gold on it. But not until at least midway through book 2 or so.

4)Sorc wants to keep playing, other players want to roll new characters.
This one is fairly self explanatory.

Wheldrake wrote:
TPKs always feel bad, but IMHO they can be important for maintaining the sense of vulnerability and danger. Sure, if it fits the story, you can talk about recovering the bodies for raise dead. But many times this just isn't plausible.

I agree that deaths should come with penalties(even if it's only the gold cost of a raise dead), but this early on in the game, I wouldn't force the players to roll up completely new characters if they still want to play these.


Neo2151 wrote:

Re: Bloodrager - My problems with bloodrager is that it's spell list is awful and unpolished (compare and contrast lvl 3 and lvl 4 lists) and I'm not sure if the "bloodline" works for the prereq (I guess it'd be a GM call).

[Ideally Bloodrager would be my first choice, but they just really dropped the ball on it's spell lists. :( ]

Yeah, Bloodrager spell lists are just awful. But in my opinion, if you want to be an up close and personal fighter with a ton of HP and the ability to up your Breath/Noxious Bite DCs, gain more rage rounds(not to mention having 8 more rounds from class levels than the proposed Barb/Sorc split) and wear medium armor, it's worth the lack of reasonably decent spells if your party has another arcane caster to cover it.

As it is, you'll already be down 4 caster levels if you're going with the proposed split, which puts you at fifth level spells at level 15, which is a bit of a downside for a non-BR build(plus you'll be down a couple BAB).

While you're talking to the GM about things that work with other things, ask if a Robe of Arcane Heritage works with Bloodragers. If not, that's a huge mark against that suggestion. It's a cheap way to add two to your Noxious Bite DC and 4d6 to your breath.


Belabras wrote:
What about just straight Bloodrager into DD?

That's certainly one option that shouldn't be overlooked, assuming its bloodlines play properly with the DD. Spellcasting is a bit diminished, but beyond that, it's a rather nice option.

Neo2151 wrote:
I suppose my biggest concern is I don't want to go the minimum on Cha since it sets my breath DC, but I wanna focus primarily on melee and use spellcasting as a fallback.

The thing to remember with the breath weapon is that you get so very few uses of it per day. With Sorcerous Bloodstrike and a bit of luck with some blasting, you can regain a use, if you're willing to consider that option.

Also, if you were to go Bloodrager, unless it has been changed in the upcoming release, I think your Breath Weapon DC keys off your Con. And since Noxious Bite and Bloodrage both have durations that are tied to your Con...

At which point, I would probably go with something like 14 10 16 10 10 14 and throw the floating points into either Con or Str. Your spellcasting would be a bit diminished(not to mention that Form of the Dragon would only come from your DD SLA), but beyond that, I think it would make for an amazingly decent front liner(one who can wear medium armor without it affect spellcasting, btw), with 2-3 more HP per level than your earlier PB listed while maintaining good breath weapon DC.

With that one, you would need to go eldritch heritage if you wanted the Abyssal Str bonus, but that's fine. I'd use Focused Study at first level as a human to get the required skill focus and two bonus ones(acquired at 8th and 16th levels).


Neo2151 wrote:

How would you GM a Dragon attacking your party?

That's essentially the playstyle I'm shooting for (if possible). :)
So, initial reliance on Nat Weapons and Breath Attack, reinforced by spells (buffs mainly, but also some DD and utility - avoiding debuffs and SoS/SoD).

Depends on the terrain and the dragon, really. I've had a red dragon the party met in the field that relied completely on ranged spells and flyby attacks, a black dragon who grappled a foe, pulled it under the swamp and tried to drown it and a white dragon that more or less went toe to toe with the party because they cornered it in its lair.

Ultimately, I'd build for buffs and blasts if I were building a DD. Blasts would be used for large groups of foes and buffs for allowing me to go toe to toe with solo encounters. Buffs don't require much in the way of feats, while blasts do, so that part is okay. I'd see what combat feats you need to make melee work like you want and go from there.

If you have enough spare feats after that to make blasting worthwhile, it might be worth considering Wiz(Admix)1, Sorc(Xblood Draconic/Orc)1, Martial Class 3 -> DD.

If not, it might be worth using a couple feats instead to go Wiz(Transmutation)1, Sorc(Xblood Draconic/Pit Touched?)1, Martial Class 3 -> DD with Eldritch Heritaging an Abyssal. This would be a more melee-focused way of doing it. I built a similar DD as a sub boss once and he was fairly brutal in melee.


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Dragon78 wrote:
I want sci-fi in my pathfinder, not "syfy";)

Oh, I don't know about that...

Sharknado DC 22
Mansquito DC 12
Lorenzo Lamas DC "Whatever the hell the plot demands"

Dragon78 wrote:
I wish august would hurry up and get here.

I know, right? Between this and my vacation first week of August, this has felt like the longest July ever.


Zwordsman wrote:
a note about the lower casting stat, is that at 14 cha, you coudln't cast some higher level spells if you intended to get there eventually, nor have as many castings of it.

You can make up for the worst of that with a headband, but you'll definitely be seeing a hit to save DCs. If the plan is to focus on summons, buffs or spells without DCs(enervate could be a good one later in the game), then it'll probably be okay.

Blasting as a whole might be a problem. It's generally feat intensive to be really good at it.

Re: Crossblooded. This is what I would do. Take one level of Sorcerer. Crossblooded Draconic and something else useful. Abyssal, probably, though Orc gets the strength boost AND a bonus to damage spells, so that might be better. Then go wizard as the primary casting class. That way, you aren't hurt by the reduced spells portion of crossblooded. Since Wizards get spells a level earlier than sorcerers, new levels will open up when they would have anyway.

Then pick a school power that helps even with only one level in it. Admixture for blasting, divination for always acting in the surprise round, or Transmutation so that your point buy can have an odd number in a physical stat and still be at an even number. Heck, do the wizard level before the sorcerer level so that you can flat out dump Cha(well, maybe keep it at 11 for some extra 1st level spells) early on and not care, thus getting a major skill bonus by focusing on Int. And the best part is that it saves three feats over using Eldritch Heritage to get the Abyssal strength bonus, for the low price of a will save penalty(which is somewhat mitigated by having two first level caster classes).


Darigaaz the Igniter wrote:
One thing I like to do for DD is go half elf for the free skill focus

From a mechanical perspective, you could also go human and turn your one bonus feat into three skill focus feats.


Nosdarb wrote:
The lack of loot, and the penalty to sale prices, has been one of my major complaints.

There's actually a fairly decent amount of loot in the first chapter, if your party can find it.

If the enemies get away, then you will lose out on several really valuable items early on(and, if you're not prepared for it, lucky or skilled, one particular foe will likely get away with an item worth 8k gold early on). And if you're not checking everywhere for hidden items with a decent perception score, you'll likely miss a number of others.

I'm not sure what you mean by "penalty to sale prices", though. Unless you've gone and pissed off

Spoiler:
Shayliss' dad
I'm wondering if you're talking about something the GM put in on his own.


thejeff wrote:
Flight still renders castles pretty stupid.

Not necessarily. Enough guards and the occasional flying monster is perhaps a minor problem, but the castle is still relatively useful against opposing armies.


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NobodysHome wrote:
Poldaran wrote:
NobodysHome wrote:
Not only that, but every major bad guy has a compelling back story that you can reveal in bits and pieces to the players, making the PCs sympathize with the bad guys even as they're exterminating them.

I remember reading a certain diary and just feeling like a complete ass for having killed that character.

I'm still debating bloodless yet horrifying punishment for someone in her backstory, assuming my GM lets me get away with it. Or ever preps the next adventure so we can return to town where I can consider doing it.

The very first "tears around the table" moment in our campaign was when she fell unconscious and our drow(!!) paladin of Sarenrae cradled her in her arms and made a beautiful speech about how, if it hadn't been for HER adoptive father and the teachings of Sarenrae, it would most likely have been her in that position. Then cleanly executed her. There wasn't a dry eye in the room.

And that was for a bad guy!

That makes me wish we had found out more about her before killing her. You just made me flash back to reading Summer Knight.

Spoiler:
“Wait. You don't understand. I just wanted it to stop. Wanted the hurting to stop."
I smoothed a bloodied lock of hair from her eyes and felt very tired as I said, "The only people who never hurt are dead."
The light died out of her eyes, her breath slowing. She whispered, barely audible, "I don't understand."
I answered, "I don't either."
A tear slid from her eye and mixed with the blood.
Then she died.”


NobodysHome wrote:
Not only that, but every major bad guy has a compelling back story that you can reveal in bits and pieces to the players, making the PCs sympathize with the bad guys even as they're exterminating them.

I remember reading a certain diary and just feeling like a complete ass for having killed that character.

I'm still debating bloodless yet horrifying punishment for someone in her backstory, assuming my GM lets me get away with it. Or ever preps the next adventure so we can return to town where I can consider doing it.


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Odraude wrote:
So in doing some world building, I'm trying to think of a good reason why the gods and goddesses of the setting wouldn't interfere with the universe. I'm looking for something else besides a pact of non-interference or an overdeity that prevents them from interfering. Some reason why an evil god doesn't destroy good worlds, or a good god doesn't smite evil themselves. Any suggestions?

While similar to an overdeity, one consideration might be that there's something in this universe that the gods fear. Something they once put to sleep, or imprisoned. Because of this, they are very worried that full on interference might make enough noise to wake this thing, which would be bad.

This thing could be an elemental force or the awareness of the universe itself. Something so powerful that it eats gods for breakfast. Hell, waking it may have absolutely no repercussions for the mortals in the universe, but for the gods themselves, it could be their very end.


jimibones83 wrote:
i feel like cartman waiting for the wii to come out waiting for this book and iron gods to hit the shelf

If your phone rings and someone claiming to be you tells you not to freeze yourself, you might want to listen.


BlackOuroboros wrote:
Continual flame provides a cheap means of keeping an area lit at all times.

Assuming we aren't paying a premium to the caster, just the cost of the spell:

One Continual Flame casting costs as much as five thousand torches. While it makes much more sense in the long run, how many people living day to day in that kind of society would think that far ahead when they could instead spend much less now on the torches they need for the immediate future? And that's assuming that we're talking about someone who has that kind of wealth just lying around. I'd suspect that most people are somewhere in the Destitute(0gp/month), Poor(3gp/month) and Average(10gp/month) brackets and likely would have a very hard time justifying something like that.

Continual Flames illuminating your home almost certainly seem like they'd be a sign of opulence. And that's one of the cheaper things you've mentioned.

That isn't to say that there aren't things that could be done, but they'd be specific to a particular locale. A city whose streets are lit by continual flames due to someone binding a lantern archon or enlisting the services of an archon-blooded aasimar in helping protect the citizens would not at all be outside of the realm of possibility, but to say that the average home or small business would have that kind of thing is to miss just how out of the ordinary adventurer wealth really is.


Tels wrote:
Pessimistic it may be, but people are more likely to remember the times they got bad service, than the times they got good service and they will focus on the bad.

Not all that pessimistic. It makes sense.


Tels wrote:
Tinkergoth wrote:
Tels wrote:
Liz Courts wrote:
Kodyax wrote:
Well, we'll see when I can get this locally. It's not a question of if I'll be getting this but when.
Retail release date for our Technology Guide is August 14th.
True, but not all local retailers carry it then. My local store usually doesn't get the book until I bug them to order it for me. Then, every time it comes in, other people come and buy all the copies so I have to wait longer :(
Wait. You bug them to order it for you, but they don't put a copy aside for you when it arrives? That seems kind of ridiculous.

The store won't hold things as a matter of policy because they've been burned by unreliable people in the past. The owner of the store is my best friends uncle, also a close friend of mine, but, despite that, he won't hold things for me.

Which is exactly what I expect of him. I don't want him playing favorite for myself or anyone else because it just lowers the integrity of the store. If they are going to introduce a store policy, then it needs to apply to every one, or it might as well not apply to any one.

Would they be willing to hold it if you pre-paid them for it? Or is that also not an option?


VirtualAdept0 wrote:

I could really use any good tips for making each session my players and I have be fun, relatively open ended, but not too open ended that side quests prevent the story from moving forward.

I've never been very good at making my campaign worlds feel alive. So how do you set up each scenario for your homebrew campaigns?

On my first campaign, I just kinda winged it. I'd discuss the campaign out of game with my friends to find out what they liked and work to incorporate more of it. This time, I'm still doing that, but I'm trying to follow the advice from Brewer's guides in order to shore up weaknesses I noted in my first campaign.

So far, I like where it's going, though I still have some issues with my implementation of the ideas, but that'll work out better as I get more practice. They might be worth a read for you.


4 people marked this as a favorite.
Tels wrote:
Evil Midnight Lurker wrote:
Krystin wrote:
I've got gadgets and gizmos a-plenty. I've got whosits and whatsits galore. You want thingamabobs? I've got twenty. But who cares? No big deal. I want moooooore...

I wanna be where the robots are! I wanna see, wanna see 'em fightin'.

Flyin' around on those (Whad'ya call 'em?) oh - hoverjets...

Using your feet, you don't get too far; warp-drives are required for travel and freedom.

Flying along through - what's that word again? Spaaace!

Up off the land, up off the sea; up where you can't take the sky from me!
We'll all be free, we'll never be... Part of their world!

I love this board.

hashtag Augustgetheresoon.


NobodysHome wrote:
Clap. Clap. Clap. Well-played, Riding Bull!

I think you missed out on a great opportunity to combine your avatar with a "Dun dun DUUUNNNN!".

But indeed. That was kinda awesome.


Ambrosia Slaad wrote:
Evil Midnight Lurker wrote:
ulgulanoth wrote:
Samy wrote:
James Jacobs wrote:
And yes, you can have a +1 laser pistol, and all of the implications beyond that.
+1 returning grenade??

Seems kind of useless if it returns, it'll blow up next to you no matter how far you throw it :P

Actually that could be a good cursed item

+1 backbiting grenade. :)
At least it isn't a dreaded light grenade.

I love that movie.


3 people marked this as a favorite.
James Jacobs wrote:
And yes, you can have a +1 laser pistol, and all of the implications beyond that.

WTB "Hurry up already August!" emoticon.


DoomedPaladin01 wrote:
How does romance between deities and other outsiders even work with mortals? What's the view of other outsiders on such unions? Are offspring automatically demi-gods?

I don't have it handy, but didn't the mythic book(or maybe it was the smaller quests book?) touch on offspring of deities and whatnot?


1 person marked this as a favorite.
MagusJanus wrote:
The book would also have to focus on the individual marriage customs of each culture and how cross-culture marriages work. And, it would be quite lovely to see how the resulting images!

Of everything mentioned thus far, that's the thing I'd most like to see. That one wouldn't even necessarily need to go in a full on Romance book. It could instead go into something like "Festivals of the Inner Sea" or something like that, detailing holiday traditions, milestone celebrations and whatnot.

Though I'd be down for a Romance book carrying that stuff instead.


Mikaze wrote:
Caineach wrote:
Buying out sucks if you give high value items to the party. Give the players an item a level or 2 ahead of the curve and suddenly no one has the cash to pay the rest of the party.

My Jade Regent GM(Asurasan here on the boards) told me one particularly nasty horror story he read about that happening in another JR game.

Yeah, any system like this would need to be handled with extreme care.

If you virtualized the gold, such that each person had an independent pool of it, that would probably mitigate the issue. For every 1 gold in value of items you have, your pool goes down 1 "gold". Then for every item someone else keeps, your pool goes up by your share of the value. Then, when you need to decide who gets something, you look at who has the highest pool and they get first dibs on it, since by nature of having the highest virtual pool, they've gotten the least treasure.

To avoid confusion, we can call this virtual pool of gold something different. Since a lot of treasure comes from killing dragons and other monsters, we should reference that. Perhaps, Dragons Killed something or other. Points, maybe. Dragons Killed Points? Nah, that's clunky. Dragon Kill Points. Much better. We could even shorten it to DKP for simplicity.

And when someone does something silly like throwing a fireball at a red dragon, the group leader could deduct fifty DKP for their stupidity. Heaven help you if you accidentally aggro the whelp cave, because that kind of mistake isn't even remotely imaginable.


Silent Saturn wrote:
I wish there were a way to search the PRD (or SRD) for all spells with the Force descriptior...

I think this'll do it.


3 people marked this as a favorite.
chaoseffect wrote:
If you're actually a person of note, you always have your soul to bargain with to get an awesome demon/devil/daemon butler.

He would have to be simply one HELL of a butler. And whenever a problem arose, be it legion of angry angels, mortal assassins, or simply you having misplaced one of your cufflinks, he would solve it. For if he couldn't do that much for his master, what kind of butler would he be, really?


3 people marked this as a favorite.
Ambrosia Slaad wrote:
Edit: SpaceNinja'd by Poldaran.

Ironically, space ninjas probably would wear skinsuits.


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Dustin Ashe wrote:
I also wonder whether there's some in-world technological reason the space suit has to be corset-tight. That looks really uncomfortable and restrictive. I mean, all things being equal, why would anyone wear a suit that tight to adventure in?

It would only be restrictive assuming it wasn't an extremely flexible material, maybe beyond what we currently can make. Body-tight skinsuits have a history in sci-fi. There have even been discussions of using them IRL.

http://www.space.com/24301-astronaut-skinsuit-soothes-space-backaches.html
http://en.wikipedia.org/wiki/Space_activity_suit

Quote:
The potential for greater mobility and simpler operation with a space activity suit make it an attractive choice for fiction, where flexibility of use can be a boon to plot development.

That isn't saying that maybe it's not a little too tight, but then again, skinsuits in fiction generally are, regardless of gender.


Peet wrote:
I don't really think it especially matters whether the dagger can be sold in Magnimar or not; it's only a two day walk away so if the party wants to sell it there they could. But even assuming someone wants it for their familiar (and this doesn't require going to Korvosa; there are plenty of people in Magnimar with familiars) it is still an outside shot at best.

Sure, you don't have to have it go to Korvosa, it just seemed that with all the Imps, it would make sense for it to be more likely that someone there would have the funds and the silliness to do so.


3 people marked this as a favorite.
Quote:
powered armor

No, these aren't tears.

I just have something in my eye.


Tomi Heikkinen wrote:
Game-wise, we're infiltrating Fort Rannick at the moment.

We just did that one a couple weeks ago. At a game every 3 weeks(if we're lucky), you'll likely pull ahead rather quickly. I am glad for that lag between sessions and postings meaning that at least it will be a bit before your posted story catches up to where I can no longer read it as it's posted.


We found a merchant in Magnimar with contacts in Korvosa and pointed out that one of those rich students down that way might want it for his familiar.

In order to circumvent future issues like this, my GM is allowing me to create a spell that allows my wizard to break down magic items to use as materials for making new ones. It might be worth having a crafter in town who can do the same.


Damn. Not who I thought it would be. I rather liked that character. Also, at the rate you're going, you're going to pass where we are and I won't be able to keep reading. :(


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Alleran wrote:
Sounds like a Dresden Files relationship concept (between wizards and technology).

It's fluid in Dresden Files. It probably interfered with black powder at one point. It's mentioned that in olden times, magic tended to make flames burn odd colors and curdle milk in a wizard's presence.


This could change some things I have planned in two campaigns in most interesting ways. Dotting to remind myself to pre-order it when I have money.


I allow one scroll in a specially designed quick access pocket per character. But, as a double edged sword, if you can get to it easily, so can your foe, which means that if I throw a monster whose MO involves using Steal checks in combat, you might lose your scroll if you get unlucky on my roll to designate what s/he's gonna steal.


OP wrote:
Here is a quick break down. Our party of 4 has no way of casting teleport, but we have a ship that if you cast teleport into this magical device, it allows the ship to travel between these jump points. It is a home brew world that pathfinder and 3.5 in some ways are being mixed. Our party composition is as follows, a warlock 8, a rogue/bard/whatever 9, cleric/paladin 9(no travel domain), ranger/fighter 9. The question is i a low magic campaign where casters of our level and higher are extremwly rare, how could we possibly get the teleport spell or scrolls of teleport. Open to suggestions!

Any possibility of befriending, hiring or enslaving one of the several outsiders with it as an SLA? I know it's usually "self only" for them, but it might work for the ship.


blackbloodtroll wrote:

Why do you need to Craft to get a Sleeves of Many Garments?

Can you not buy it?

At their price, I'd almost have a set for everyone in the party by around level 3 or something if I anticipated ever needing specialty outfits. Definitely no real need to save the little bit of gold by crafting.


Tomi Heikkinen wrote:
... and fumbling his first attack, which the narrator did not see ;)

Unreliable narrator is the best part of first person limited viewpoint.


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Irnk, Dead-Eye's Prodigal wrote:
Poldaran wrote:
Dragonchess Player wrote:

As for the moon, the fact that...

** spoiler omitted **
...pretty much makes pureblooded Azlanti statistically near impossible.
Where can I find out more about the part under the spoiler? It sounds like it it has the potential to make for an awesome side quest for a campaign I'm currently running.
It is originally mentioned in Distant Worlds if I remember correctly. Moonscar is actually a fair distance away from the Azlanti prison if I remember correctly. Of course, given that the individual in question has access to Shantaks & on a semi-regular basis uses them to fly to Golarion, even the other side of the moon isn't really much more than 'down the block' as it were...

Awesome. Thanks for the info you guys.

Now, if anyone was disturbed by some maniacal cackling out of nowhere, I apologize.


Sadism, religion and plant monsters?

Spoiler:
You spent most of the next morning helping build noise makers to set all across the narrow peninsula so that no one could sneak around behind your camp. You didn’t have to help deploy them, that was work for the lesser folk around you. Let them sweat in the jungle. You just helped make them.

Late in the morning, you and your group of companions, if you can call them that, decided to set off looking for more resources or perhaps a way off of the island. It wasn’t long before you spotted yet another wrecked ship. It was smashed on a smaller island off the coast of the main island. From the distance, you could only just make out the name on the side.

“Tears of Grog,” one of the others said aloud. That’s a stupid name. Stupid broken ship. You decided it wasn’t worth your time for someone to swim across. The water looked treacherous and the ship looked old and decaying. Even if it hadn’t already been looted, what could you expect to find inside, maggoty hard-tack and a few bottles of the swill that ship hands call alcohol? Yeah, forget that.

You continued along, eventually coming to a clearing. It almost looked like someone had set up another base camp there, long ago. In the clearing lay three skeletons. Jazier checked for magic since it wasn’t unreasonable to suspect the possibility of necromancy by some of the locals. He found none, but someone spotted something strange on one of the corpses.

Upon further inspection, Paco recognized it as a kind of fungus. Now you were even more wary of approaching these things any closer than the fifteen or twenty feet away that you currently had between you and the corpses. Still, you could see the wheels turning in the heads of those with you. They wanted a closer look, for whatever reason. And as much as you hated to admit it, your chances of survival were higher if they were alive. That meant you needed to come up with a solution that didn’t get you all killed.

It didn’t take long for you to suggest sending in Belkross. After all, if he died, you could just bring him back tomorrow. It was fine. But you needed an excuse that would satisfy the others, so you said something about Belkross having encountered things like this in his younger days, so he would be the best bet to handle this without being harmed.

One of the others handed Belkross a torch and suggested he burn the corpses once he was sure that they were otherwise safe. Then, bit by bit, he inched his way forward. You wish you could say you were surprised when the skeletons got up, but you really weren’t. You’d even had your bow in hand, ready just in case.

The first foe went down rather quickly. Your first arrow hit it with a wet sound, completely unlike bone, but you didn’t have time to think about that, though you thought it looked like the skeleton was composed of numerous vines. Instead you just kept attacking. After the first fell, Belkross shouted for everyone to get distance from the corpse. Sure enough, it erupted in a cloud of spores moments later.

Evinye kept getting hit by the vine-like tendrils that made up the plant creatures. You’re not sure if it was the way she kept moaning in pain or the hard crack of the vines upon soft flesh, but you found yourself enjoying that far more than you thought you should have. You don’t think it was unique because it was her who was being hit, just the fact that someone was being hit.

After all three were down, your companions began searching the camp, careful to stay out of the spore clouds. Jazier located a captain’s logbook. Thumbing through it, he realized it belonged to the captain of the “Tears of Grog”. They had been infected with some kind of fungus which killed them, eventually turning them into those things you had fought. You had at least learned one further danger of the island.

While the others were investigating, suddenly Belkross call out a warning. He rushed forward and got between you and the jungle. Within seconds, small humanoid plant creatures rushed out. They died quickly to your combined might, though Jazier discovered that his lightning magic doesn’t work very well against them.

Paco and Jazier managed to use a jar to secure one of the spore glands from one fallen plant creature in hopes that it would prove a useful weapon if we ran across any cannibals. It seemed like a bit of a risk, but it was one you were willing to let them take. It was their hide, not yours.

You began to smell the coming of the daily afternoon rains, so you found a good place to weather the storm. Belkross held your parasol over you while the others sought their own shelter. Paco fell asleep immediately. Meanwhile, Siegfried spent a couple hours trying to convince you of the value of finding a god to worship. You figured he had a particular one in mind, though he never specified.

Nonetheless, he did make a few good points. Perhaps your safety would be augmented by finding a deity. You started considering finding one that offered a good benefits package while not requiring you to do anything that would be detrimental to your safety. You really don’t have that many things you wouldn’t do to protect yourself, so it didn’t hurt to keep an open mind.

Paco woke up from a nightmare. Some more random crap about spoons and this one included a snake. He even bit his tongue upon waking. His pain was fairly amusing, especially that accent of his combined with his tongue injury.

Once the rains let up, you set off on a return trip to camp. The first thing you planned to do when you got back was to have Belkross check your hair for parasites. You were really getting tired of this stupid jungle.


Dragonchess Player wrote:

As for the moon, the fact that...

Spoiler:
it's ruled by a succubus and her half-fiendish offspring who raid Golarion, as well as any surviving moon colonies, for mates

...pretty much makes pureblooded Azlanti statistically near impossible.

Where can I find out more about the part under the spoiler? It sounds like it it has the potential to make for an awesome side quest for a campaign I'm currently running.


Peet wrote:
Poldaran wrote:
If you're set on giving things that have an Asian flavor, then I'm inclined to suggest an Origami Swarm. It's magical, but it's also relatively cheap and could certainly be considered to have an Asian flavor. I also just think that they're really cool.

Thanks, Poldaran, this is a really good suggestion.

Peet

Glad you liked it. Just be aware that if they decide to use it at Thistletop, it has a decent potential to give them a massive advantage in just about any single fight there, except maybe

Spoiler:
the Shadows and Malfeshnekor(I don't think it'll get past his DR)
. Which isn't necessarily a bad thing. It's a "get out of bad luck free" card, at least theoretically, in any but the aforementioned fights. Unless they use it incorrectly and it swarms the party instead. :P

Speaking of

Spoiler:
Malfeshnekor
, now may be a good time to hook them up with a couple oils of
Spoiler:
Magic Weapon
if they haven't already made provisions to prepare for that specific kind of DR yet, since Ameiko's feeling generous. Maybe not enough for the whole party, but a couple of them could be useful.

Unless, of course, you want them to learn the DR lesson in the

Spoiler:
Catacombs of Wrath
first.

Edit: For the record, I don't think I'm fond of how spoiler tags auto-create a new line.


Peet wrote:

Eastern weapons and armor don't work for the rogue (he won't be proficient in them) so I'm struggling with what to give the rogue.

Any ideas, guys?

If you're set on giving things that have an Asian flavor, then I'm inclined to suggest an Origami Swarm. It's magical, but it's also relatively cheap and could certainly be considered to have an Asian flavor. I also just think that they're really cool. Another thought might be a few potions(or a wand with a few charges remaining) of Vanish(CL2, perhaps?).

If you don't want to go the consumables route, you could also give a weapon like a shortbow an eastern flavor. Describe it as being ornate and having her family's crest on it or something? Or maybe a set of Sleeves of Many Garments(or a custom slotless version thereof) that only produce clothing with an Asian look?

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