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Anubis

Set's page

Pathfinder Society Member. 14,980 posts (19,058 including aliases). 1 review. 2 lists. 1 wishlist. 2 Pathfinder Society characters. 79 aliases.


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Dragon78 wrote:
Also a dragon with a web based breath weapon and other web based abilities would be interesting.

Ooh, a half-dragon Aranea/Jorogumo or Phase Spider-Dragon critter could be fun, with a tweaked ability to breathe webbing, a poison bite, etc. If Phase Spider, the webbing could even be ethereal, as well as material, affecting incorporeal creatures...

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A healing monk, who transfers his Wholeness of Body to others, and refuels it by destabilizing the chi of enemies with a stunning fist-like attack, or a healing bard with a fast-healing song could be fun.

Just to mix things up. Although a healing rogue, who skips the niche uses of Disable Device and Perception from Trapfinding, for niche uses of the Heal skill, allowing non-magical and *viable* healing, could be super-cool. Chirurgeon or (with some weak alchemical support, although not to the degree that it will turn into something less cost-effective than just buying more wands of cure light wounds...) Apothecary, perhaps (the apothecary option might be a better Investigator AT).

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DM Beckett wrote:
I really do not see the interest in Shelyn, to be honest, and if anything, she is the one I'd really question having paladins, or even being good. But I do agree, I find most of the Golarion deities kind of meh.

She's a good one for bards. Art, love and beauty. Sort of a fantasy Aphrodite.

But yeah, art, love and beauty. Not exactly something they have Domains for, so not something d20 was really set up for, being more adventuring-god focused. Then again, that's a common bug (or feature) of what was inherited from 3.X, a ton of Domains that were pretty tightly focused on adventuring-relevant gods, and not so much on the sorts of pantheistic goddesses we had in real-world history, covering stuff like love and beauty, or marriage, or hearth and home, or agriculture, or fertility or prophecy/fate/destiny. Even more manly god 'areas of concern' like trade, hunting or wealth, don't really play well with a list of domains like air, earth, fire, water, death, war, etc. At least the notion of sub-domains (or, as they were called back in 3.X, 'estates') opens up the option to have 'domains' that are more relevant to the areas of concern of the various gods of Golarion.

Designing a pantheon of gods based specifically on the 3.x domains available, on the other hand, would have missed out on too many neat options, like gods of greed and wealth, or goddesses of love and beauty.

That said, some of the gods seem more 'iconic' than others. The angelic sun god. The longsword-wielding crusader god. The old man / young woman nature/weather god. The brutish war god who lives for battle and blood. The coldly indifferent death-god. Same old, same old, whether classics from mythology, or very similar to what has come before in the pantheons of Greyhawk, the Realms or the Scarred Lands.

Others, like Desna, Nethys or Urgathoa, are just wildly new and different, and that's what piques my interest.

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Duamatef wrote:

Something so horrific that our minds will refuse to see it.

(it'd be a heck of an excuse for a solid black cover)

Black Dogs and Obsidian Steeds and Onyx Raptors attacking under cover of deeper darkness!

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Conspiracy Buff wrote:

Nirvana confirm that Kurt Cobain is dead, not on Peruvian TV

All the better to hide the truth: that he's actually been serving as our ambassador to an alien race who really liked his music.

I guess someone had to...

<ba dum tish>

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Larkos wrote:

I vote for NE.

A Lawful character may do Evil because he is just following orders. It's often forgotten that alignment also describes the mooks. They are the guys on the ground who actually pushed the Jews (et al.) into the camps. They didn't get the idea to on their own; they only had the capacity to do it. They needed to orders to have Evil be done.

A Chaotic character might do Evil because he is outright insane. A man who could be described more as a beast than a human - a character like Sabretooth - does as he pleases without truly thinking it through. They could be therefore guided towards non-Evil things through appeals to simple desires like offering money, sex, or food in exchange for restricting kills towards specific undesirables like enemy combatants or criminals.

A Neutral character does Evil only because he wishes to. He may have orders but he can ignore them to do further evil. This can mean torturing or raping a prisoner with being told to. But since they are non-chaotic, they are more likely to forgo a kill to inflict non-lethal cruelties. They extend the Evil in this way.

That's pretty much my view on it.

A Lawful Evil character could think of himself as a necessary evil, or even a cruel, but fair, tyrant, saving the people from themselves, or making 'hard, but necessary' sacrifices to save his nation, his race, etc. from external threats. Someone's got to make the hard choices, or the *real* bad-guys will win. The Asmodeans in Cheliax think of themselves as a thin red-and-black line against anarchy and chaos and the sort of horrible stuff going on in Galt. Some are quite happy being bad-guys, and yet plenty of them are quite capable of the mental gymnastics required to think of themselves as the only sane option in a world full of stuff that literally eats people.

A Neutral Evil character has no 'greater good' excuse for their behavior. They aren't 'being a firm leader' or 'making the hard choices,' they are straight up doing what they do out of unalloyed greed, selfishness, etc. They aren't hurting or exploiting people in service to some greater agenda, or out of violent whim (like a more chaotic evil sort), but simply because it benefits them personally.

I feel the same way about Lawful Good, Chaotic Good and Neutral Good. A chaotic good individual might free a bunch of slaves, because 'slavery bad,' but leave the newly freed people in a worse state than they were before. A Lawful Good person might turn their head and be unwilling to act against laws that are cruel.

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Kobold Cleaver wrote:
I'll be celebrating my twenty-first birthday in a few months,

Oh lord, it's going to be able to drink?!?

I mean, happy birthday!

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Matrix Dragon wrote:

Hmmm, Tengu Jinx Witch. Has there been anything in a Paizo product suggesting that a Jinx is different from a Hex?

Halfling Jinx, from Halflings of Golarion. (I allow Tengu to take that as a house-rule, or to swap out swordtrained for Halfling Luck, since either fits them thematically.)

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Rysky wrote:
Yeah, it's illegal to go harpooning for whales in Ohio for one thing.

Pity they passed that law too late to save the Greater Ohio Plains Whale from extinction.

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Crystal Frasier wrote:
So, what's everybody's favorite class for playing gay characters? Trans characters?

[tangent]Samsaran's seem absolutely *made* to explore this, as a Samsaran of one gender could have just come off of a long life as the other gender, and, sort of like Dax, from Deep Space 9, perhaps still be more influenced by their long and storied previous life, than by their new and as yet undistinguished life. (Someone who spent decades as the matchmaking matriarch of a large merchant-family, now a teenaged male, the sort of person 'she' used to arrange marriages for and boss around, finding the 'fit' less than comfortable, since she's now taking her orders from one of her own daughters, who, in her previous life, she never really thought up to the task of taking over the family business...)

As for classes, some roles in fantasy fiction seem to get 'typed' as 'boy jobs' or 'girl jobs.' (The wise gentle healer is Goldmoon. The gruff tough fighter is Riverwind.) Just to play against type a little bit, I played a male cleric who was gay, for a fair bit, but it never really came up in gameplay, and so went mostly unnoticed. Rather than be the traditional battle-cleric that buffs himself and goes into melee, he was the type who stood back with a readied action to heal, while trusting in shield other on the tankiest fighter to reduce the amount of healing needed (and the fact that he was casting a spell every day to link his life-force to another dude fit the theme I was going for).

Historically, shamen have been occasionally tied to defying taboos, or even taking on the roles of another gender, and the shaman class, along with other classes that contact otherworldly forces, seems well-suited to this sort of concept. Clerics, Witches, Oracles, Shamen, Sorcerers, Summoners and Mediums all connect in some way with beings that may be strongly tied to one gender, or have some very different views on gender or 'gender roles,' which might sometimes lead to people with more open-minded views or fluid preferences becoming that female cleric of Gorum or Rovagug, or male cleric of Calistria or Lamashtu, or the Spiritualist or Medium who is more comfortable allowing a spirit of the opposite gender to take up residence in their own body, and possibly even influence their behavior. Those sorts of classes seem like they'd lend themselves well to this sort of exploration.[/tangent]

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SETI isn't listening for proof of alien intelligence. They've already gotten proof. They are just keeping an ear out for the next set of instructions.

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Bober wrote:

Hello!

I'm building a level 4 character, being a Rogue of Tiny size. While on the role-play side is awesome, I'm concerned about combat utility.
I have a great score of Dexterity but low Strength (10), and using Tiny weapons would mean having a small dice for dmg.
[SNIP]
Any suggestion on how to boost a bit my dmg output without multi classing?

Weapon size is less of an issue for Rogues than their sneak attack dice. A size Tiny longsword does 1d4, instead of 1d8, which is only an average of 2 less points of damage, but the sneak attack dice remain unaffected by weapon size, so, at the end of the day, it's not a huge loss for you.

Your size is going to give you an insane Stealth modifier, and if you have a way to reduce the light level in the area (and still get sneak attacks), or some other way of maximizing your ability to get sneak attacks, such as a ninja's vanish trick, or a feat or archetype ability that allows faster use of Bluff to feint, or good use of flanking / positioning, you should be good to go.

Focus on getting sneak attack on as many attacks as possible, and come up with some alternate tactics for when that isn't an option, like a tanglefoot bag or some alchemist's fire or something.

Things to consider;
Initiative may be key for getting into position for a sneak attack before foes can effectively respond by adjusting their own positioning (or attack of opportunity you while moving), as well as for throwing shuriken, daggers or other ranged weapons during the surprise round. A high Dex is great, but you may also want Improved Initiative (or at least one of the traits that gives you a +2 to initiative).

Bluff to feint. With the right feats, and a decent Charisma, this can help. At lower level it hardly matters if it's eating up your move action, since you might not see iterative attacks for awhile. (But see below!)

More attacks is more sneak attack dice. Two-Weapon Fighting and / or Rapid Shot are good feats to look at for these options. (Or the ninja talent that allows you to throw an extra shuriken.) Just bear in mind that your BAB isn't going to be great, so those -2's to attack rolls might make a difference, and there are times you may want to forgo an extra attack for a 10% better chance that one attack will land.

Mobility and / or Underfoot are handy feats to prevent attacks of opportunity provoked by movement from wrecking your day. You are going to be somewhat more dependent than most on getting into a good flanking position, and that can be tricky, particularly in a fight with multiple enemies , where getting into position to flank one, might result in you being flanked by two!

Check out some Rogue guides for more in-depth ideas on how to get reliable sneak (and what to do when you can't, or are facing foes that scoff at sneak attack).

Guides;
http://www.d20pfsrd.com/extras/community-creations/rogue-eidolon-s-lab/rogu e-eidolon-s-guide-to-rogues

http://rpgbot.net/pathfinder/characters/classes/rogue/

http://zenithgames.blogspot.com/2012/11/the-comprehensive-pathfinder-guides .html

Rub-Eta wrote:
Since you don't have a threat range while being tiny, you'll have a hard time flanking to get sneak attacks (or rather impossible).

Ooh, if that's true, that's going to be rough!

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Kobold Cleaver wrote:

Man, I used to read Wellard's game! Holy crap, it feels like ages. Marak was always one of my favorites.

Anyways, while Set is one of the forum's veterans, he's also a skilled roleplayer and a really funny guy. He makes some truly awesome contributions to the Homebrew subforum. I'd love to play with him in a PbP sometime.

Aw! Thanks! My heart grew three sizes... Ow! OW! That really hurts!

Note to self; hearts are the size they are for a reason...

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Rei wrote:
My first language is Finnish, but I'm at a native-equivalent level in English, speak some French and rudimentary Swedish -

Kobold also speaks 'rudimentary Swedish,' if singing 'bork, bork, chicken!' along with the Swedish Chef counts...

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Dragon78 wrote:
Rules for spellcasting in the fey realm, I don't remember anywhere stating that casting spells in that dimension has any limits or issues.

I suppose if the First World is sort of a planar opposite to the Plane of Shadow, it would make sense that there would be some effects on magic, particularly magic that creates energy or matter (or heals the living) being enhanced in some way.

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There's a previous thread devoted to this very topic.

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Wept, because there were no more worlds to conquer. #level20problems

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Hey, I once had a thread devoted to Oracle mysteries suitable for Golarion specifically! Here's something new that I'd be adding to it, if I wasn't abandoning it, to post stuff here instead!

.

Oracle Mystery
Shoanti Totem-Speaker
Dieties Desna, Gorum, Gozreh, Pharasma, ancestor spirits
...Class Skills:Climb, Ride, Knowledge (history), Survival
...Bonus Spells: calm animals (3rd), ancestral communion (Dwarves of Golarion) (5th), summon totem creature (Humans of Golarion) (7th), ancestral gift (summons a simple, martial or Shoanti weapon, Dwarves of Golarion) (9th), summon nature’s ally V (11th), geas/quest (13th), control weather (15th), moment of prescience (17th), elemental swarm (19th)
...Revelations: A Shoanti totem-speaker chooses (or is chosen by) a single quah’s totem spirit as her inspiration, and gains revelations accordingly.
...Battlefield Clarity (Ex): As the Battle revelation of the same name.
...Learning of the Quah (Su): You must choose one of the following quah when selecting this revelation; Lyrune (Moon), Shadde (Axe), Shriikirri (Hawk), Shundar (Spire), Sklar (Sun), Skoan (Skull), Tamiir (Wind). Each quah is associated with five clerical Domains, and when you first select this revelation, you gain the abilities granted by that domain to a 1st level cleric. Domain abilities using a cleric’s Wisdom, such as uses / day, are based on your Charisma score. You can select this revelation up to five times, each time gaining the first level domain abilities of another domain of your quah. Once you choose a quah, you must revelations from the same quah for all subsequent choices. You cannot choose a subdomain with this ability. The Domains available by quah are;
.Lyrune – Animal, Darkness, Strength, War, Weather
.Shadde – Animal, Destruction, Strength, Water, Weather
.Shriikirri – Air, Animal, Liberation, Strength, Weather
.Shundar – Animal, Knowledge, Protection, Rune, Weather
.Sklar – Animal, Fire, Strength, War, Weather
.Skoan – Animal, Darkness, Earth, Protection, Repose
.Tamiir – Air, Animal, Earth, Protection, War
...Manifest Totem (Su): You can summon an animal with the abilities of a wizard’s familiar (your oracle level is treated as your wizard level for determining it’s exact abilities) in a ritual that takes 10 minutes. This familiar must be a bat, beetle, cat, fox, hawk, owl, rat, snake, squid or vulture, and is a manifestation of your own connection to the spirits of your ancestors, tethered to your consciousness in the same manner as a summoner’s eidolon. As a result, the familiar weakens if it goes too far from your person, and vanishes if you lose consciousness, just like an eidolon. Also like an eidolon, you can summon it back at any time, although if it vanished from being reduced to zero hit points, it cannot be resummoned until the next day, and returns at half hit points. When you gain an oracle level, you can change the manifest totems form, from the choices available. This revelation qualifies you to take the Improved Familiar feat, but the manifest spirit can only appear in the form of one of the above animals with the celestial, fiendish, entropic or resolute template (according to your alignment) if you are 3rd level or higher, or as a small air, earth, fire or water elemental if you are 5th level or higher.
...Mastery of the Quah (Su): Pick one domain that you have chosen with learning of the quah, if that domain gains an additional power at 4th, 6th or 8th level, or a capstone power, such as the immunity to fire gained at 20th level from the Fire domain, you gain these abilities as well at the appropriate level. You must be at 4th level and have selected learning of the quah at least once to select this revelation. You may choose this revelation more than once, but not more than once per 4 levels, choosing a new domain that you have selected with learning of the quah each time.
...Natural Divination (Ex): As the Nature revelation of the same name.
...Nature’s Whispers (Ex): As the Nature revelation of the same name.
...Rites of the Quah (Ex): Pick one domain that you have chosen with learning of the quah. You add all spells on the domain list you have selected to both your class list and to your spells known. You do not gain additional spells per day. You can choose this revelation more than once, choosing a new domain that you have selected with learning of the quah each time.
...Thunderburst (Ex): As the Wind revelation of the same name.
...Shoanti Weaponmaster (Ex): You become proficient with the earthbreaker, klar and shoanti bola. If you are already proficient with one or more of them, you instead gain Weapon Focus with those weapons. You treat a hand wielding a klar as a free hand for the purposes of casting oracle spells.
...War Shaman (Ex): Spells that you cast that require an attack roll to hit, or require a saving throw from their target, do not provoke attacks of opportunity from their target(s).
...Final Revelation: Upon reaching 20th level you are a manifest ancestor, and no longer suffer any physical penalties for aging. In addition, you can call upon ancestral spirits for aid, casting any spell available to one of the five domains of your quah (whether learned through quah magic or as spells known) with increased efficacy (+2 caster level and to caster level or concentration checks, +1 to DC) or as a spell-like ability, at your discretion. Any member of your quah within 300 ft. who is aware of your presence operates as if under a bless spell, if you so wish it.

Oh wow, this oracle can have five different cleric Domains, and it will only cost her *fifteen* revelations! Woo? :)

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Kryzbyn wrote:
I wanna play a Herald of Xotli in pathfinder

Ooh, so many fun MMO classes I'd love to see adapted.

From Age of Conan, the Necromancer and Tempest of Set were both awesome, and while I didn't play them as much, the Demonologist and Priest of Mitra both seemed fun at lower levels.

From EverQuest/EverQuest 2, there's that Shadow Knight mentioned upthread. I love the idea of fighter-types that focus on a specific sort of magic to enhance their fighting, whether it be necromancy (like the Shadow Knight) or abjuration (like 3.X's Abjurant Champion). Versions focuses on transmutation or illusion or even divination could also be super-fun.

From Dark Ages of Camelot, there's a 'dark mage' called the Cabalist, who creates golems based on different gemstones, and fights with slow-acting damage over time spells and debuffs from behind his golem. It might be do-able as a Summoner archetype, but probably would be best as it's own class (since the summoner has a lot of stuff that the cabalist doesn't, like armor and better hit points than most cloth casters). The Paladin in DAoC is also very cool, with auras that heal themselves and their allies a tiny bit (chalice), or add to armor protection to allies (shield), or add to damage done by allies (sword). Got a Paladin in the group? Everyone is a little bit tougher, hits a little bit harder, and is slowly healing. That's a cool mechanic, and different from the sort of buffing that Bards do.

From Warcraft, the Druid and Shaman are both super-fun and versatile. I also loved the Hunter, although it's pretty much already doable, for the most part, with a Ranger/Trapper.

From City of Heroes/Villains, the Mastermind sounds like it would be super-fun to play, but probably too much of a pain in the butt for the other players and the GM, since there's no computer to instantly calculate and resolve all the pet's actions...

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It's Cosmo's fault that someone just asked me if I wanted bacon on my fried egg sandwich, or on the side.

Obvious answer is obvious. Yes.

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CorvusMask wrote:

I thought paganism is thing that American teenagers(based on tv shows featuring Wicca), hipsters and hippies do to revolt against mainstream religions (or because it sounds cooler to worship Thor in their mind)

Oh also people fascinated with keeping dead cultures alive, those too

England has 50,000-ish of them, so it's not just an 'American teenager' thing. Celtic paganism has ten different recognized churches, from what I've seen. Norse paganism/Asatru is pretty big, and, unfortunately, associated with white supremacists. Kemetics are into the Egyptian gods. There's pagan groups focused on the Greek gods, Romanized gods, etc. as well.

There's even a Jewish pagan group that worships Ashera, a Semetic goddess from before monotheism became a thing.

There's a lot of funky religion out there, and they aren't all 'hipsters.' (Then again, I remember 'hippie' being used to attempt to smear and discredit anyone opposed to the Vietnam War, which, decades later, even some conservatives agree was a bad idea, if only they hadn't been so busy mocking and putting down the people telling them that at the time...)

Read up on the Kurds (the people that are currently our allies against ISIS), and Melek Taus, the Peacock Angel. Stranger than fiction, and I'm pretty sure some would crap kittens if they knew that we were allied with 'devil-worshippers' against 'people of the book.'

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Ashiel wrote:

Perhaps amusingly still, according to Blood of Night, an undead creature that has some sort of hunger (such as ghouls and vampires) remains satisfied after feeding for 1 day per HD, which means that generic vampires only need to feed once every four days (vampire spawn in Pathfinder have 4HD, real vampires have 5+). The amount of blood that a vampire needs to live comfortably is actually really small. They deal 1d4 Con damage for a feeding, which means a single vampire can survive by feeding on a single person or animal indefinitely.

You recover a minimum of 1 Con/day, or 2/day if you're resting well or have someone with the Heal skill on hand. Even if you're not resting and have no aid, you'll still have recovered 100% of the maximum possible Con damage that the vampire would have inflicted on you by the time the vampire needs to feed again.

[tangent] Vampire the Masquerade was the same way. You did 1 HT level of damage feeding on a mortal, and that was your bare minimum to survive (you needed more to use some vampire powers, but entire clans of vampires didn't have any powers that cost blood to use). A person recovered 1 HT level overnight. So, technically, you could feed off of a single person, or even a dog, for as long as they lived. It would be a sucky life for the blood donor, since they'd always feel a bit run down (being a pint low), but still, not that big a deal, compared to vampires like Lestat, who would kill two or three people *a night* and was infamous for being able to drain someone dry in the blink of an eye. [/tangent]

Anywho, on topic, I love me some evil that's actually *evil.* Not just wearing an evil nametag that lets them be detected as such and smitten by Paladins, but actively doing evil things and *wanting* to do evil things. Musty old ghoul scholars sitting around an ancient burial site nibbling the bones of thousand-year-dead folk and arguing about experientalism versus the purity of objectivism? No. Flashy goth vampires who obsessively maintain a family tree and only feed from volunteers from their own worshipful blood cult? Boring. Mindless shambling skeletons who are incapable of malice aforethought, or any other kind of 'aforethought?' Not even close.

Give me bad-folk (and good-folk, for matter!) who make actual moral choices, not who are born (or made) with alignment descriptors, that just kind of squat over them, no matter what choices they make.

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Kobold Cleaver wrote:
I found this pretty persuasive, honestly. I can dislike someone's politics while finding them personally likeable, sympathetic and/or relateable. I do not personally dislike Hillary Clinton.

An interesting read, and not something I, as a dude, would have thought much about.

And yeah, I love (sarcasm) how she's simultaneously a criminal mastermind who ruthlessly control everything behind the scenes, and too blitheringly incompetent to have not been caught red-handed by Glenn Beck.

But the same sort of things have been said about Obama, Bush Jr. and Trump himself. They're either Machievellian masterminds authoring all of our life's woes, or absolute morons who couldn't be trusted with a lit match, let alone the nuclear codes. No middle ground, it seems.

Hyperbole rules. Eleven is the new ten. No, did I say eleven? Too small, we're going to have only the biggest numbers, the best numbers! People will see the size of our numbers and be so impressed! You'll love them, believe me!

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Ashiel wrote:
Something to point out is that negative energy is inherently less destructive to creatures powered by it.

Yup, and, weirdly, creatures nurtured or empowered by negative energy are less innately destructive than creatures healed by positive energy, since most living creatures have to kill and devour other living creatures (plants, animals, etc.) every single day, and still rot and fall apart from age, as if the mortal world is constantly eroding them away. Undead, on the other hand, can exist without killing anything forever, unchanging, as if the mortal world *didn't* consider them as unnatural as living creatures, whom it ages and destroys.

The fact that so many undead, like vampires, ghouls, wraiths, shadows, etc. *choose* to kill and destroy life, even though they don't actually need to (unlike humans, animals, etc. who will literally die if they don't devour other living creatures), is, IMO, what makes them evil. Not something they can't control. Something they *choose.*

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claudekennilol wrote:
It could be worse. It could be like my GM where you kill a colossal dragon and can't even get 4 scales out of it.

Did you kill it with a sphere of annihilation?

'Cause, if so, that's your problem right there...

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Flamephoenix182 wrote:
The name is escaping me but I recall in 3.5 Eberron they had a template for some good undead who were kept alive with positive energy...

Equally annoying to me, since positive energy is not and has never been even a little bit 'good.' That plane will kill you just as dead as the negative energy plane, and there isn't even a spell to protect you from it!

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thejeff wrote:
Reminds me of the original Crisis in that sense.

Ditto, and since I ended up hating the results of Crisis, I don't really get warm fuzzies about this event either.

Heroes from other (now dead) universes having jumped ship and survived to join 'our' universe, while the millions, trillions, whatever people that they were supposed to be protecting all died screaming kind of bugs me. It bugged me in the '80s, when the only 'heroes' who went down with their ship was the Earth 3 Crime Syndicate, while Captain Marvel, Captain Atom, etc. skipped free of the destruction of their universes, and I'm not particularly fond of it happening again.

It took DC decades to undo pretty much all of the results of Crisis (some sooner than others, Supergirl was back almost immediately, the Multiverse later, first as 'Hypertime' and then, unapologetically, just back as the Multiverse, finally Barry Allen). I wonder how long it will take Marvel to undo the Incursions?

I'm not a fan of how it turned into a pissing match between the Black Panther and Namor, either, and how blowing up people's countries because you were pissed at them became a cool thing that super-heroes do, and then brag about.

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phantom1592 wrote:
Bendis is the first one I thought of... New Avengers had him write that 1) Cap would agree to Wolverine joining as their personal wetworks division.....

Oh, this, yes. I remember Cap once telling Wolverine very clearly that he'd *never* be an Avenger, because of his casual attitude towards killing.

And now, not only has Wolverine been an Avenger, Cap is heading up a team that has *Deadpool* on it.

His next 'Avengers' team will probably have a cannibal with a chainsaw, Dracula and a 'reformed' Arcade (a guy who makes snuff films to post on youtube of the teen heroes he kills on the side).

Bendis, IIRC, is also the one who wanted Dr. Strange to be an Avenger, but needed the team to still get around by Quinjet, so that he could write scenes where everybody sat around talking on the way to missions, so Dr. Strange, who, as a Defender and solo act has teleported entire teams across time, space and dimensions, and even casually made Nighthawk a teleportation ring so that he could teleport around the world without bugging him every time, suddenly couldn't teleport anymore... Ugh.

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Dragon78 wrote:
I hope there will finally be some CR20+ giants in this one.

Colossal fire, frost and stone giants that live on the elemental planes of fire, water and earth, and are veritable walking mountains (or icebergs, etc.), causing earthquakes as they walk (or being surrounded by a supernaturally deadly blizzard, etc.) could be a scary higher level encounter.

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Quark Blast wrote:
I'll hold "Gungan" in reserve in case one of them pops in for a kerfuffle.

Blech. I just remembered midichlorians. Now I need to purge my brain.

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pauljathome wrote:

With Varisians specifically I usually say

"They are very much like gypsies as shown in Hollywood movies". That makes the point clear and specifically distances them from real life Roma. As far as I know nobody has been upset by this.

As someone who is part 'real-life gypsy' (my mom's dad was Romani, and the rest of the French family could be a bit racist about that), I would find this sort of honesty less awkward than dancing around the description, which is, quite accurately, 'Just about every Hollywood gypsy stereotype you can imagine. Swarthy, curly-black hair, baggy pants or skirts, lots of layers, vests or bodices, swirling scarves, old fortune tellers, tarot/harrow cards, nomads travelling in caravans with brightly-painted wagons and probably being accused in absentia of every missing pig or pregnant daughter after they leave an area, etc.'

But that's just me. I'm certainly not the voice of a culture, here, and others might be offended. IMO, it would be more appropriate to be offended by the existence (and perpetuation) of these stereotypes, or, even more to the point, the fairly real prejudice (mostly in Europe) against them, than against the guy explaining to you that multiple fantasy games (including D&D's Ravenloft setting and the World of Darkness) have caricaturized 'gypsy' analogues.

I'd imagine that somewhere in the gaming community there's an Asian person who isn't exactly thrilled that various fantasy depictions of Asian regions always seem include an area filled with giant monsters, point-based honor systems or clans of black pajama-clad ninja or various other oddities that are neither reflective of or respective to their own (possibly not even Japanese) culture.

Our games are filled with Hollywood tropes about foreign cultures. We could perhaps do better (or go the Eberron route and make completely fantastic nations/cultures with no 'fantasy Vikings' or 'fantasy Arabia' or 'fantasy Egypt' or 'fantasy Native Americans' in it), but, for now, it is what it is.

This sort of thing is one reason I like one of two options;
1) Totally fantasy nations, no 'analogues' of India, Africa, etc. A world like Dark Sun, or Eberron. Lots of places like Cheliax and Karnath and Furyondy, no Al-Qadim or Mulhorand or Iblydos.

2) A 'Civilization' esque fantasy world that is *all* analogues of real-world earth and real-world nations (with some historical meddling to allow various cultures like Rome, Carthage, the Mayan empire, etc. to co-exist at the same time as each other), set on the real map of the real Earth. No 'fantasy nations.' (Such a world setting would be far more humanocentric than even Golarion, Greyhawk, etc.) There are plenty of gaming books like AD&D's Complete Viking or GURPS Aztecs that delve more deeply into real world cultures than a one-page nation overview (or even a gazetteer, which will, by necessity, address things more relevant to a game, like what's illegal and where you can buy new magic bling) in a larger general book can do.

Mixing and matching fantasy nations with real world analogues, IMO, ends up being a little weird, and invites questions like 'why is Chult, the Africa analogue, and home to all the black people in the Realms, so tiny (taking up maybe 50% more map space than the Moonshaes, fantasy *Ireland*)?' or 'why do so few of these settings have Jewish people, or a fantasy Masada or Israel?'

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Rysky wrote:
Oooooooo Coautl Lord PLZ!!!!!!!!!

If they begin to expand upon Couatls the way they did Kytons, Rakshasa, Titans and other singular outsiders, that could be pretty fun!

Just as the Rakshasa seem like they'd be naturally more tied to Vudra, an expansion of Couatls seems like a natural fit for an expansion into more Arcadian themed critters and flavor and lore. (Although I'd prefer a 'made up' cosmology / pantheon, like that of Vudra, to one that's a direct port of Earth gods, as happened with Osirion/Egypt. Rather than Golarion versions of Quetzalcouatl, Tezcatlipoca, etc. I think I'd rather see the Couatls tied to pure fantasy realms and gods.)

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thejeff wrote:
It's convenient for modules in general, for much the same reasons. The module author doesn't know your characters and what they've done or what motivates them - "you've been hired" is a simple shortcut.

Exactly this, IMO. The writer of the scenario can't be expected to devote limited wordcount to coming up with motivations for both altruistic characters *and* mercenary characters (although many of the scenarios I've played have darn good reasons why a good-guy would want to get their hands on the McGuffin before some worse-guys do...).

Ideally, an altruistic Pathfinder should be coming up with their own motivation, like, 'This organization, on the whole, does more good than harm, and this specific mission will help prevent bad thing X from happening, or powerful item Y from falling into the hands of bad people, like the Aspis Consortium, or being sold off to someone who will use it to oppress people or whatever.'

The Pathfinder Society has never been advertised as a 'good-guy organization' like the Harpers of the Realms, but more of an 'Adventurer's Society.'

In the end, it's a collaborative game, and the player bears some responsibility for fitting their character into the prepackaged scenario, not vice-versa. (The opposite may be the case in a home game run among friends, in which the GM can tailor a session, campaign or even entire world-setting around the characters that their players want to play, eliminating or embracing entire cultures, classes, races or alignment categories to best suit their players preferences. A GM running a PFS scenario lacks that sort of power.)

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CBDunkerson wrote:
Rysky wrote:

That was just an assumption on how celestials are categorized (and presented in book 4), Angels, Archons, Agathion , and Azatas.

The Snuggable A's.

Daemons, Demons, Demodands, and Devils.

The Snuggable D's?

Also Divs!

The Dastardly D's, up against the Altruistic A's.

Thanks to Kytons, Qlippoth and Rakshasa (and Asuras, Sakhil, etc.), we've always had evil outsiders who broke out of the D's, but thanks to the Manasuptra, we've finally got broad race of good outsiders that don't start with A.

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HeHateMe wrote:
kyrt-ryder wrote:

Freakshow parties.

The party in my current game includesban abberant suit of leather armor, an insectoid mind mage, a dragon and a dhampir.

I love these as well, in fact, I would love to play in an entirely non-Core party: no core classes, no core races. I think that would be alot of fun.

Spelljammer games, back in the day, were the best for this, although I recall a post-APG PBP that required everyone to play one of the six APG classes, which seemed like a neat way to explore that new content. With the six Occult Adventures classes, ten Advanced Class Guide classes, six Advanced Player's Guide classes, and the Samurai, Magus, Ninja, Gunslinger and Vigilante, there's a *ton* of non-core options for classes, these days.

Anywho, +1 to 'cantina' parties. That and 'evil games.' Always fun to mix things up and row against the current a little bit, particularly when playing a game designed with an explicit humanocentric or whatever slant to it.

An all 3PP race/class party would be even more out-there. Funky stuff like an Elan Soulknife and a Piper Time Thief and a Darakhul White Necromancer and a Svartalfar Wolf Shifter.

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Hitdice wrote:
Space Ghost and the Herculoids were designed by Alex Toth, and that dude's a grandmaster, okay?!

The theme for the latest Wayfinder was Numeria, which has occasional infestations of alien ecology, so one of the Bestiary monsters I was going to submit was the rhino-that-shoots-exploding-pellets-from-it's-horn from the Herculoids (and you can tell how far I got into that process by not bothering to look up that animal's name).

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Set wrote:
captain yesterday wrote:
RE: Latinos For Trump founder says "if we don't do something about immigration, we'll have taco trucks on every corner"
Mmmm. Now I want tacos. What was the problem with this?

Actually, scratch that, I had chimichangas last night, and nav rattan shahi korma (sadly not Sarah Shahi Korma...) for lunch yesterday. Today I want falafel and taboule. Do they have falafel trucks?

Or General Tso's chicken. Hmm. So many delicious immigrants.

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The Beardinator wrote:
When my players completed RoW, I gave each of them a Boon from Baba Yaga. It seemed fitting to me that everyone in the party should get a favor from Baba instead of the group as a whole.

That's a cool idea, and allows everyone to flesh out their own personal character goals.

I'd worry about the power potential if it weren't the end-of-campaign capstone, where the stuff granted by the boons wasn't going to unbalance an ongoing campaign (and I noticed that pretty much everyone went for social / political power, more than stat buffs or magical power or whatever, anyway, which is kind of cool).

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captain yesterday wrote:
RE: Latinos For Trump founder says "if we don't do something about immigration, we'll have taco trucks on every corner"

Mmmm. Now I want tacos. What was the problem with this?

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doc the grey wrote:
Thomas LeBlanc wrote:
Set wrote:
Kobold Cleaver wrote:
I hope to see a lot of Corruptions pop up over the next few issues.

Mmm, Cyborg Corruption. The more cybered up you get, the more those little nanites start mucking with your brain, and turning you into something NPCish...

Not to mention Plasma Corruption. Energy creatures a la 'The Color Out of Space,' only made of plasma energy and learning to live inside of a human(oid) nervous system, with a side-effect of the host occasionally bursting into flame.

There is one of the corruptions I am working on and another very similar to the other...

/me shakes his fist at Set

Lol similar feeling man.

We are all just tapping into the same zeitgeist of concepts so cool that they are attempting to will themselves into being, through us susceptible pawns, er, creative innovators!

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Hunt, the PugWumpus wrote:
I also blame Cosmo that Set was wrongfully denied being killed alive by lightning.

I know, right? Everyone else has to settle for stuff like car accidents or 'got old' or 'I drank so much my liver caught on fire,' I could've gone out with a bang!

I was holding a metal railing in a thunderstorm. I've raised tigers. I ate my mom's cooking. What more do I have to do to win that prized Darwin Award?

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BadBird wrote:
Strength-based Scarred Rager Barbarian/ Ninja. A scarred Rager that only rages while attacking is only fatigued until the start of their next turn. So you can repeatedly appear out of the shadows with raging greatsword sneak attacks, and then vanish a few seconds later with Vanishing Trick like nothing happened.

That sounds like it would be a fairly suitable horror-movie slasher build, right there. Coldly berserk, and striking from the shadows.

Neat!

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Feros wrote:
I Blame Cosmo for having to get out of my apartment because of a fire alarm for the third time this year...after never having to do so for the last six years prior. Why?!?!?

One of the places I lived, thunderstorms would set off the fire alarms, and we'd have to leave the building because they were so darned loud.

One of the thunderstorms, lightning struck the wet parking lot, and electricity travelled through the rainwater to zap me, leaning on the metal railing outside.

So, yeah, thanks to a fire alarm, I got zapped by lightning.

Thanks Cosmo!

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Rednal wrote:

It's another "boy who cried wolf" situation - if there's reasonable evidence to show that you were lying before, then people are going to be a lot more skeptical in the future, making it much harder to convince them if you start telling the truth.

And yet the same people seem to believe individuals who provably lie to them every time they move their mouths, and call them 'straight shooters' who 'tell it like it is.'

It's like the 'boy who cried wolf' didn't lie *enough* for them to find him delightfully outrageous and 'politically outsidery.'

Change your mind once on a given position, over twenty five years of personal growth and learnin' new stuff, and you're a flip-flopping indecisive untrustworthy stack of waffles. Change your position three times in the same sentence on the same position, and you are the one true savior of truthiness.

How many lies do I need to tell to be considered honest, and why does it seem that bald-faced gaslighting (There is no climate change! 11 year cycles! Same with the economy! It's 11 year cycles all the way down!) is held in more respect than a deeply considered (or finely parsed) position with some reasonable exceptions (someone who is, for instance, against abortion, except when the life of the mother is at risk, or in cases of rape or incest, which is a bridge too far for some, who won't even consider those exceptions)?

I feel like some of the political opinions and commentary I see online (the enthusiastic racism, for instance) is so unbelievable and contrarian that I couldn't put it in a fictional story, because it would come across as over-the-top and absurd and insulting to an entire political spectrum, and yet, there it is, bravely waving it's freak flag high, when it should be, IMO, crawling back under it's rock and feeling ashamed.

We're living in a Hunter S. Thompson novel. Maybe we always were, and he was just rubbing our faces in what we were pretending wasn't already there.

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DM Beckett wrote:
Another one I like is Admonishing Ray, basically the Cleric's Scorching Ray.

Yeah, that's a fun one. The last sentence makes me smile, though;

Quote:
The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so.

Can my 'strong adult human' punch for 4d6 nonlethal? Pretty please? :)

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thejeff wrote:
"In modern media"? When are you starting "modern"? Doesn't this trope go back to both myth and ancient history?

Hah, good point. Oddyseus was a cool example of a 'smart hero,' but some got by on their divine 'midichlorian Jesus' genetic advantages.

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DM Beckett wrote:

Sometimes that can be fun, though. Not often enough that I'd count on it, but one of the best moments I can remember in Pathfinder was when TOZ was running us through ToEE, (the PF one, not Elemental Evil awesomeness), and almost every single round of the last encounter I was burning through Channel Energy to keep the entire party alive (me too) while the single enemy was devastating us.

It was a unique circumstance that actually made Channeling Energy and being a healbot fun and memorable, but it can happen. I did have other choices, and wasn't force to be the party npc hireling though.

Yeah, it can be fun for a high-stakes endgame, to kind of know that the party's lives are totally in your hands, and another benefit to PF/D&D over MMOs, is that you don't have to do that every day. It gets old (not that any role in a raid-style encounter doesn't get old, tanks tank, DPSrs DPS, it's pretty much all mash button X as fast as you can). :)

4e attempted to mitigate some of that with per encounter and daily powers, so that you at least got to spend a few rounds doing something other than your optimal damaging (or healing, or damage prevention, etc.) move over and over.

City of Heroes attempted to mix things up by having 'Defenders,' which included some healers, but also some damage mitigation specialists, like Force Field Defenders (that block damage before it happened), or Dark Miasma Defenders (that shrouded allies in 'darkforce' type energy to greatly reduce accuracy of foes, and slightly reduce the energy/force of incoming attacks). Everquest 2 did something similar with Shamen/Mystics/Defilers and their damage-absorbing wards (kind of like False Life, but way more effective). That's always a neat alternative way to go, but would require crazy amounts of fine-tuning, since d20 game has been focused on a 'one true way' of direct hit point healing instead of damage mitigation / avoidance, for some time.

An earth or air kineticist that 'buffed' allies with damage-absorbing masses of earth or 'hard air' could be an interesting way of creating a damage-preventing non-healer, in Pathfinder.

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One issue I've seen is that evil characters in modern media tend to be pretty over the top and stupid. Someone brings the big bad some bad news? He flips out and kills the messenger. What's the takeaway for all the henchmen present? Never tell him bad news. Let him be nastily surprised, instead. Also, run away or surrender when the good guys show up, instead of fighting to the death to defend this toad.

Playing Star Wars: The Old Republic, I was constantly annoyed that the 'dark side' choices were so wasteful. Someone made something for me, and could make an amazing contact / resource for later? Nah, let's just force choke him to death for no darn reason at all. No wonder the Sith always lose!

Even when evil is pretending to be super-smart (because there was, for a time, the notion in movies, TV, etc. that people who were 'too smart' had to be bad-guys, while the good-guys were more likely to be blue-collar folk), the decisions they make are invariably stupid-evil, like betraying their allies, for utterly trivial short term gains, and never seeming to be even cognizant of long-term ramifications of their jerk actions (which would beg the question of how this dude ever became a crime-boss in the first place, if his every interaction with other people is all about making them hate him and want him dead).

Even when role-playing someone who is dumb, but evil, which is rare, since I prefer smart evil, I play them as smart enough not to bite the hand that feeds them, or to bury their mess afterwards. I figure if a *dog* can figure out how to conceal evidence of wrongdoing (and how to not get caught doing stuff that gets it punished), then so can my barbarian...

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BadBird wrote:
*The* healer: is some sad looking workhorse dressed in fantasy caretaker coveralls, with over-the-hill-discount-insurance-salesman eyes. They go about dragging a large, creaky tin canister on wheels that has a rusty foot-pump and a greasy nozzle that sprays both HP, and a lame and improbable narrative.

I think that describes at least one of my Star Wars: The Old Republic healers. Crank up the hose and just spray that healing gunk around!

Man, thank goodness healing in Pathfinder (and D&D, GURPS, etc.) is nothing like healing in MMOs! "I spam heal on the tank. I spam heal on the tank. I spam heal on the tank. I resurrect one of the dead DPSrs who got aggro. I go back to spamming heal on the tank, frantically trying to catch up. I throw an AoE heal to top off the rest of the group. I go back to spamming heal on the tank."

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AlgaeNymph wrote:

So, what empyreal lords are you hoping to see?

Me, I'm hoping to see Zohls (I can relate to asocial intellectuals), Olheon (for Kingmaker), Lymnieris (so wonderfully unusual), and Arshea (very obvious reasons).

I'd expect one or more of the more martially-minded / warlike ones, as they'd be more likely to show up to deliver some righteous smiting-of-evil (Ragathiel, Arqueros, Dammerich, Falayna, etc.), and any that might show up to specifically counter a particular sort of threat (such as Black Butterfly showing up to oppose a Great Old One type incursion from the depths of space). Having stats for those would be, IMO, more meaningful than stats for Korada (all about peace and forgiveness), or some other Empyreal who would be less likely to show up for a fight.

I'm pretty excited for this Lovecraft-esque PC race, the yaddithian, and the new constructs / animal companions, etc.

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