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Doombringer the DM wrote:
Ooh, cool! Thanks for that. I didn't know (or remember?) it was already brought up and addressed!
Wow. Kavepesta sounds like a not-fun place to live. (Not that anywhere in Ustalav is entirely puppies-and-rainbows...)
Random thoughts I had while picking a subject;
Thanks to the Order of the Palatine Eye (Occult Mysteries p 24-25) and their Osirioni focus, leftover article ideas from the previous issue could find use here.
The usual class powers / options based on the theme. Alchemical discoveries or Rogue talents or Monk style feats or Sorcerer Bloodline or Wizard sub-school or Oracle mystery or Cleric sub-domain derived from Old Cults or vampire / werewolf / ghoul / etc. themes. (A werewolf or vampire totem trio of rage powers, for instance, or new rogue/ninja tricks that mimic vampiric or undead qualities, like momentary bursts of wall clinging or gaseous form.)
Vampiric 'fangblades' made with a vampire tooth in the handle that does +1d6 damage when it strikes a living a target, half of which (round down) is received as healing by the user (the other half of which is magically transmitted to the blades vampire creator!). An assortment of similar magic weapons / items that, like Hag Eyes, link one to a monstrous creator in some way.
Sanguine spells (animate dagger using blood from a bleed effect, transfer life-force between living creatures using blood, etc.)
Silver magic / werewolf magic, using silver as a power component to cause magic weapon spells to make the effected weapon count as silver to bypass DR, or during casting some detection spell to make it reveal lycanthropes instead (perhaps detect undead?) or to dispel magic to instead cause lycanthropes in the area to involuntarily change shape.
Pharasman holy water obscuring mist / fog cloud / riptide variants (holy water power component added to standard casting), variant Water Domain powers to to create a burst of holy water around self or in a life effect, holy water alchemist-like Bombs as high level Water Domain power for Pharasmans
Side Trek - bog bodies from Anactoria (Rule of Fear p 16) are actually specially prepared zombies (or even mummies) being used to infiltrate Lepidstadt, to provide a distraction for someone who wants to raid their library during the confusion (not to steal something, but to *change* some recorded information, perhaps to make a summoning fail, or to steal or deny an inheritance by adding or removing record of an heir to a noble family, etc.)
Secret of county of Berus and 'Mother Sighle' (Rule of Fear p 12), Bokrug-worshipping hag, vampire or ghoul weather controlling witch the source of the well-guarded bounty, demanding sacrifice for good crops?
The mysterious 'lost pages.' Page 10 of Rule of Fear mentions that Kavaspesta is detailed in Chapter 3. Page 30 of Rule of Fear mentions that Carrion Hill is detailed in Chapter 4. Neither entry exists, leaving plenty of room for someone to make stuff up! :)
Nice to see all the 13th Warrior love! That movie bombed hard, and yet is one of my favorites.
Also Sahara, Labyrinth, The Incredibles, Rock & Rule, The Avengers, either Captain America, Aliens, Big Trouble in Little China, Tequila Sunrise, Highlander, The Muppet Movie (the original), The Crow, Prophecy, Vamp, The Thirteenth Floor and Lost Boys.
If I had to pick one, it would be Sahara or the first Captain America movie, both are feel-good movies for me.
Hard to pick just one!
Sothis (someone ganked the Tarrasque's big brother, and they built a fancy house out of it!)
I am prepared to switch all my love to Oenopion, Mechitar and / or Nantambu, if they ever see some development. High magic cities intrigue me with their whacky far-out elements.
Article sent (it was written a month ago, I just got around to stripping out the formatting, 'cause I've been some combination of too busy and too lazy...).
Everyone knows I can write me some 10,000 words about undead in less time it takes to bake a lasagna, so I decided to not write about undead.
The great thing about writing for a game is getting to do 'research' that consists of reading books and looking up stuff I really wanted to read more about anyway. Oh no! Don't make me go read about ancient vampire legends, or Dagon-worshipping fish-peeps! I feel like one of those upscale restaurant reviewers whose 'job' is to eat really awesome food and then write about eating really awesome food...
DM Under The Bridge wrote:
If a player or kingdom wanted to be "good" then fight off, best and negotiate with the demihumans/monsters, not engage in genocide or cultural genocide, or abducting them, and then brainwashing them to be utterly against the culture of their people.
The original premise of the thread was what to do with children of hostile races that survived hostilities, not 'abducting' children of other races and brainwashing them. It was pretty much 100% the *opposite* of genocide (since actual genocide, killing the youngsters before they 'grow up evil', was the accepted solutions for Paladins who would find hauling the young orcs / goblins / whatever off to the local church of Sarenrae to be terribly inconvenient).
If the orc / goblin / etc. 'culture' includes stuff like genocide of other races, cannibalism, etc. then it's hardly a fair comparison to what's happened to various native American or Australian aborigines or even just slower-than-average kids in attempts to 'mainstream' them into whatever group is dominant. It's more similar to a jobs training program for kids in juvie, giving them tools to avoid spending even more of their lives in correctional system.
Fiendish Perfection is uber-creepy! Also inspiring, in a horrible way...
951. Unborn. Your form is seven feet tall and androgynous, in an inconsistent manner, with some parts more 'masculine,' and others more 'feminine' (and perhaps even recognizably those of your 'parent'), as you were never born from your mothers womb, but instead grew within her and merged with her body, mind and soul, in a freakish twist on Vanishing Twin Syndrome. You weigh over 300 lbs, as you have the combined mass of your mother and the man you would have grown to become (in a stranger twist, perhaps it was a 'father' who became host to the seducer-fiends spawn, in a cyst on his belly, and this 'daughter' instead merged with the flesh of her unsuspecting parent, which is a typical 'be careful what you wish for' result from willingly enjoining with a succubus...). In any case, you are now a single being, both containing the memories, experiences and drives of the absorbed parent, as well as the new wonder and sometimes fiendish urges and motivations of the 'child,' no longer capable of distinguishing between the 'old you' and the 'new you,' being one flesh and one spirit.
John Kretzer wrote:
In the past, Achaekek has been referred to as 'the assassin of the gods,' and it was heavily implied that his job (and that of his followers) was to kill peeps what the other gods wanted dead.
A splinter group of Red Mantis Assassins who specifically targeted those who seemed to be going against the will of the gods (leadership in Rahadoum, Touvette, Razmiran, perhaps Hermea) could be an interesting 'less evil' sort of take on the group. They might also be opposed to Geryon (Archduke of Heresy) or others who distort or corrupt faiths, or who, arguably 'aren't real gods' like Demon Lords (other than Lamashtu), Daemon Horsemen, etc. By their own tenets (not going after sitting kings), they probably wouldn't attempt to take out Razmir himself, but there might not be anything in the fine print about taking out every single one of his 'priests' and utterly dismantling his powerbase and leaving him ripe for being overthrown by his own oppressed people...
It's super-easy (and the plot of pretty much every cyberpunk story, ever, as well as various movies, books, etc. such as The Dirty Dozen) to gather together a group of bad people and use them to get rid of even *worse* people.
I would suggest a construct themed arc. Constructs are frequently used as minions, but never have a mind of their own or act in a mastermind capacity. That said the current Iron Gods AP deals with that. Though I was looking for a more magical-themed one as opposed to tech. You know one day mindless constructs "wake up." How would Andoran (anti-slavery) sentiment interact with the concept that traditional constructs (flesh, stone, iron, etc, carytid, iron cobras...) are property and so forth.
The Golem crafting mage-family (Ardoc) of Kaer Maga (or, to a lesser extent, Magnimar) might make for an interesting seed point for this sort of AP, or standalone adventure.
Using animated constructs from the Bestiary and Ultimate Magic (p 112), in place of actual golems, would make the lower levels more palatable.
Of the 'big 5' PFS starter nations, Andoran, Cheliax, Osirion, Qadira and Taldor, we've seen a fair bit of Cheliax and a dash of Osirion in APs, but not much of Andoran, Qadira or Taldor (although Legacy of Fire had a Qadiran feel to it).
An AP set in one of those countries could be handy to flesh out those more traditional areas.
Or one set in the Lands of the Linnorm Kings (chapter 6, kill a linnorm and become a Linnorm King!),
Or in Nidal (chapter 6, storm the Plane of Shadow to free tortured souls held by Kytons whose eternal sublime suffering is being used to power a fiendish machine that is blocking out the sun in an ever-expanding area around Nidal!)
Or in Rahadoum (if you go to Rahadoum, you will die...), or one of the other nations that has been designed in such a way as to shape what sort of party would be viable (no divine casters, in the case of Rahadoum, making access to healing more of a challenge, or a Nexian AP that assumes that all party members are arcane casters, or a Gebbite AP that assumes that all party members are at least undead-friendly, if not actual undead themselves!).
For the 20th anniversary, perhaps we'll have Dogslayer, the first all-Goblin(oid) Adventure Path!
My initial Reverse Flash guess would be that Eddie learns that Iris has a crush on the Flash, and comes to the bone-headed conclusion that he can't compete with a dude with super-powers, and tries to get some for himself and / or eliminate the super-dude he thinks he's losing Iris to.
But that's pretty much the biggest cliche that ever clitched a schey, so perhaps not...
Interesting list of names of victims of the accelerator explosion in this last episode. Ralph Dibney (the Elongated Man), Al Rothstein (the original Atom's stepson, Atom-Smasher?), Grant Emerson (Damage), Will Everett (the Amazing Man), Bea DaCosta (Green Flame/Fire), Ronnie Raymond (Firestorm).
Jessica Price wrote:
McKillip is one of the best writers -- not just fantasy writers, but writers -- out there, so it's a shame to skip her.
As in Patricia McKillip?
The Riddlemaster of Hed books had some interesting magic, but didn't wow me.
The Forgotten Beasts of Eld, on the other hand (which I just re-read a week ago), pretty darn amazing.
As for more recently, I've been re-reading some of my old books on breaks at work, including one of my favorite authors I always forget, Walter Jon Williams. Hard Wired, Angel Station and Voice of the Whirlwind are very different stories, more or less cyberpunky or even post-Starship-Troopers-esque, and yet cover a recurring theme with Williams, of people dealing with their way of life becoming obsolete, and being forced to find new ways to get by in an everchanging world. Unlike the cowboys they seem to serve as metaphors for, they have jobs like space smuggler or ex-soldier-of-fortune-on-alien-worlds, but the theme remains the same, the struggle to adapt to a world that is evolving to no longer need your particular skill set (or put up with your particular attitude...).
Neat stuff. And, as a Zelazny fan, it's interesting to see how William's writing starts to take on a bit of Zelazny influence. They collaborated on the Wild Cards series, and I'm not sure if that's where the influence comes from, or if it predates that (since I doubt they actually physically met at that time).
941. Golarion Horror Story - Murder House - When you kill someone, a tiny echo of their spirit is bound to you, and your form slowly changes over time to a composite of your own original form, and the faces of everyone you've killed, with a streak of this victims hair, another victims distinctive eyes or scar or smile or common vocal expressions, etc. so that you eventually are an odd hodgepodge of other people's features and mannerisms, and the close friends or family of your victims might recognize some feature or behavior of a deceased loved one. Sometimes, in reflections, and in your haunted dreams, their faces are clearer than your own, and they silently mouth curses and recriminations to you, dogging your steps in an ever-growing accusatory horde. You are a valid target for the speak with dead spell, but the spiritual echo that responds is always random, and never cooperative...
My first thought after the first and second episodes was 'wow, this guy plays Constantine like a smarmy unlikable toad.'
And then I went back to my Swamp Thing comics, and, lo and behold, he's playing the character true. He kind of was a smarmy unlikable toad, at least originally. (I assume he became a bit more likable in his own series, but then, the popularity of unlikable jerk characters like House, MD, might prove me wrong...)
Lord Snow wrote:
I *think* that Ward had the 'best scores since Romanov' in infiltration and undercover work, which, kind of pointedly, is what SHIELD trained him to do and rewarded him for doing to other groups for SHIELD, while, the whole time, he was doing it to SHIELD for Garrett as well...
"Why yes, Director Fury. All that schmoozing my way into organizations and gaining their trust and betraying them from within that you were so proud of me doing for SHIELD? Must be terribly confusing and shocking to you that the dog you trained to bite people could bite you."
Lack of ability to train and expand repertoire of abilities and stats (contrast to ever expanding spell lists).
Could you imagine if Fighters added feats to their repertoire the same way that Wizards added spells to their spellbook, and could, in theory, have hundreds of feats, but only access to a dozen or so in any given encounter? Yikes.
I'm totally this guy.
I remember a game where we made it to 7th level, and my character was still wearing his 70 gp. worth of starting gear, and the GM kept complaining about all the near-wipes, because of our 'poor tactics' against swarms and incorporeal foes and foes with DR that we couldn't affect.
Several APs, in my experience, go by the assumption that clerics and wizards don't need treasure, at all. In Council of Thieves, we were 5th level before the GM deliberately added a couple of scrolls of wizard spells as a bonus, since there had, by the end of book two, not been a single item of treasure (or enough gold to craft even a potion, let along purchase a wizard spell) for a wizard (or, if there was, we missed it all, despite attempting to sell everything we found for cash and taking odd jobs around town for money to equip the party fighter with a masterwork weapon...).
I don't need Stormbringer or anything, but an orcbane short sword and a mithril chain shirt could be handy (I'll pass on the ring of invisibility with the massive curse...).
Although, being a fan of games like Mutants & Masterminds or Vampire the Masquerade, which don't have 'loot' at all, I suppose D&D/PF characters can go fine with no loot, so long as monsters that require magic loot to defeat (incorporeal foes, foes with lots of DR, etc.) are either changed or removed from play.
Saying 'you must be this tall to play' and then arbitrarily capping height at 5" below that just seems weird and frustrating.
Fiend. It's been weeks, and I haven't even got the confirmation email allowing me to read the PDFs I ordered during the Great Golem sale!
Which is totally all on Cosmo.
Along with those dudes who try to talk to you in the bathroom. You know when I don't want to talk about sports with random strangers? When I have my **** in my hand, that's when. Cosmo!
Ambrosia Slaad wrote:
While you are away, your fellow party members begin to whisper of their indescribable unease behind your back... until you return, when they forget what they were even discussing, or how many times they've had this same conversation.
"So you're saying that Ben might have some connection to Glory?"
Based on a quick glace at the Bestiary, the only devil that has a gendered pronoun is the Erinyes, which suggests that Imps, Hamutalua, Cornugon, etc., even *Pit Fiends* aren't necessarily limited to 'male-only.' A prominent LE female soul is not limited to only becoming one of the specifically girl-devils (and, indeed, the Erinyes are suggested to be something other than fallen souls elevated to devils, but some sort of fallen angelic host).
Just as there is a female Quasit in Rise of the Runelords, despite Quasits, like Imps, generally being depicted as sexless males, there's nothing saying that a Bearded, Bone or Ice Devil isn't female.
All devils are subordinate to Asmodeus. They are all his 'lessers,' and so it wouldn't go against any presumption of misogyny for him to allow appropriately cruel and pitiless female souls to rise through the ranks and command lesser devils that used to be male souls, just as he allows Abrogail Thrune and Queen Illeosa in Korvosa to command many male subjects, in his name, despite their gender.
Taken from that perspective, in which a male picture, but no reference to gender is not a guarantee that every member of a species is male (just as there are female fire and frost giants, despite there being no pictures of them in the Bestiary, either), there ends up being more options for female souls than male souls, since there are explicitly female-only devils, but no explicitly male-only devils.
Doesn't the Dragon Disciple prestige class turn you into a half-dragon though?
Tangentially, 'Dragon Disciple' variants that turned one into a half-fiend, half-celestial, half-fey, half-genie or half-undead for Sorcerers of the Abyssal, Infernal, Celestial, Fey, Elemental and Undead Bloodlines would make sense. (Something modular, so that it could be a single PrC (or Sorcerer Archetype!) with many options, and not a half-dozen separate PrCs/Archetypes, would be ideal, and able to also be adaptable for Rakshasa, Protean, Djinni, Efreeti, Shaitan, Marid, etc. Bloodlines.)
But yeah, a draconic race would be cool. One that incorporates eastern dragon motifs too.
It's fuzzy, but I vaguely recall Japanese tales of great warriors marrying women of unnatural grace and beauty who were the daughters of dragons, making eastern dragons perhaps far better suited, from a myth and folklore standpoint, to have humanoid 'half-dragons' than western style dragons.
And yes gnolls too!
Ian was not a common name when I was growing up (especially in Oklahoma). At my high school graduation, I got a diploma addressed to 'Dan' (we had less than a hundred people in our graduating class, *and I'd worked in the school office with the person who ordered them,* so there was no excuse...) and a letter of congratulations from a state senator addressed to 'Jan.'
On the upside, I'm not one of the six people who turn around when someone says 'Mike' in a crowded room. :)
Mark Hoover wrote:
The ram's duration is "instantaneous." How long then does the Confusion effect from a head shot last? The spell states that they get a will save to end the effect; does this mean they just keep attempting the save until they make it?
Ooh, good catch, that version should last 1 round / level, or until the victim saves.
Ambrosia Slaad wrote:
Oh, I have just one idea for this one. I'm trying to cut back.
I've had it since the announcement of the theme, 'tho, so it's been percolating in my brain for quite some time. I'll probably have to savagely prune the many, many ideas I have along the specific theme of the article...
A couple new spells, both being a product of my fascination with spells that do multiple things, particularly important when one is playing a Sorcerer, and desperately needs some versatility in those few Spells Known.
The first one was also inspired by a joke that I probably took too far by giving it an option to cause 'random access memory' by hitting you in the head with a 'ram' of force...
The second one is a product of that contrary part of me that wants sorcerer and wizard spell lists to have some spells that don't necessarily work for the other class (either by playing off of the Bloodline or School powers, or the spell preparation / spell book mechanic or the spontaneous casting mechanic).
LISA'S ARTISANAL RAM
This spell allows the caster to create a brightly colored manifestation of force shaped like a charging horned animal or battering ram (chosen at time of casting). This force construct automatically hits and inflicts 1d6 force damage +1 hp. / 2 levels (to a maximum of 1d6+10 at 20th level), and can be aimed for a variety of effects. If aimed at the legs, it resolves as a trip combat maneuver, using the spellcasters caster level in place of BAB, and her spellcasting-modifying attribute in place of Strength (usually Intelligence for a witch or wizard, and usually Charisma for a sorcerer). If aimed at the arms, it functions as a disarm maneuver, using the same mechanics (only one item, of the casters choice, is disarmed, if the target is carrying items in both arms). If aimed at the torso, it acts as a bull rush maneuver, and is assumed to pursue the target as far as it can move it. Finally, if aimed at the head, the target must make a Will save or be confused, and is allowed another Will save each round to end the effect. The force manifestation is treated as size medium, for the purposes of adjudicating the combat maneuver checks, and gains any other bonuses (or penalties) that the caster does, such as from a feat like Improved Disarm or Greater Trip.
This spell functions similarly to magic missile, with the following differences;
the secret fire wrote:
+Con seems like a holdover from the stouter Gnomes of earlier editions (and seems even less on-theme now that they have ties to the fey, the creature type with the smallest HD).
There's also the muddle that Gnomes have been very different over different editions. Pre-3rd edition, and once again in 5th edition, they had high Intelligence and were associated, through the Dragonlance Tinker Gnomes, with clockwork, crafting and contraptions. In 3.5, for a few brief years, it was 'favored class Bard' and, while they didn't have a Charisma bonus, that certainly would have felt appropriate. And now they are associated with the fey and nature, more like the 'Forest Gnomes' of previous editions, and less like the 'Rock Gnomes' (aka, Dwarf-lite).
As I tend to prefer not to close doors on flavors already introduced, I'd go for the Gnome attribute modifier to be +2 Intelligence *or* +2 Wisdom *or* +2 Charisma, and no physical attribute modifiers at all. They'd be stronger (wiry little bodies!) than Halflings and most other Small races, but not as nimble as many of them (Halfling, Goblin, Kobold) tend to be, and with a completely average Con score. Unlike Elves or Dwarves, who may have subraces or castes or different attribute arrays because of being forsaken or Sovyrian or whatever, Gnomes would have no genetic component to their attribute bonus. Two gnomish tinkers with +2 Intelligence might have a kid who has a +2 to Wisdom and goes into Druidism, or +2 Charisma and takes up inspiring oratory as a wandering Bard or awakens a knack for fey Sorcery.
So folk who want to play Gimble the 3.5 Iconic Gnome Bard, can do so with a shiny +2 Charisma modifier, while those who want to play Nebbin, the 3.0 Iconic Gnome Illusionist, can have their +2 Intelligence, and those who want to play Lini, the Pathfinder Iconic Gnome Druid, can have a +2 Wisdom.
No burning need to close any of those doors.
Some gnomes can be tinker-y, or book-totin' arcanists, others can sing and perform and practice fey sorcery, and yet others can get all woodsy and spiritual and turn into bears and eat faces. Not even a need for sub-races like 'Rock Gnome' and 'Forest Gnome,' or City Mouse and Country Mouse.
The 1st level power is wildly out of line with those of other bloodlines, IMO.
Is there a justification for the class skill being Perception? That doesn't feel particularly 'force-y' to me. Something more physical, such as Climb or Swim or Acrobatics, or something related to engineering or 'science' (Knowledge (engineering)) perhaps, might feel more on-theme.
Rise of the Runelords - Varisia
Of them, Andoran, Qadira, Taldor, Thuvia, Linnorm Kings Lands, Mammoth Lords Realms, Isger, Molthune, Nirmathas and Druma are all large nations with plenty of potential baked in, while other places, like Belkzen, Galt, Nidal, Rahadoum and Razmiran, are a bit more limited, and lands like Kyonin, the Five Kings Mountains, Jalmeray, Nex, Lastwall and Alkenstar/Mana Wastes will have fairly focused themes.
Given that Andoran, Qadira and Taldor are three of the 'big five' of the Pathfinder Society (along with Cheliax and Osirion), there's a ton of development space left to explore for campaigns that want to follow a more traditional fantasy adventurer niche (and avoid some of the more unique aspects that come with places like Numeria or Irrisen, or specific cultural analogues as would happen in the Lands of the Linnorm Kings or Jalmeray or the Mwangi Expanse).
Isger, Molthune and Nirmathas always seemed to me like perfect places to set 'out of the way' games, that are unlikely to interact much with published stuff, since they lack the big, big flavor of devil-haunted Thrice-Damned Cheliax or 'fantasy Egypt' or don't-call-me-Ravenloft Ustalav or Thundarr the Numerian. (All of which I love, but each veer slightly away from the Tolkien-esque 'generic fantasy Europe' to their own flavors.)
I would have done Dwarves with a DEX penalty instead of Charisma, myself.
I'd be fine with keeping both options.
Dwarves could be divided into a warrior group, +2 Con, +2 Wis, -2 Cha, and a crafts group, +2 Con, +2 Int, -2 Dex. The crafters are more common in the dwarven cities, and maintain the dwarven supremacy at metallurgy, weaponsmithing, armory, etc. Out in the world, people are more likely to meet the warrior types, as they are more likely to operate outside of clan holdings.
I prefer the idea of dwarves having a Dex penalty and an Int bonus (as well as their standard Con bonus), but I also prefer keeping the option of the +Wis/-Cha open for those who prefer that stat array.
Secret Wizard wrote:
What the hell is a Spider Goblin
Ooh, Spider-Eye Goblins.
They could be Golarion-ed up by having some Chitterwoods tribe of goblins recovering from a demoralizing near-annihilation by renewing their vows to the Mother of Monsters, and her 'blessing' them with offspring that combine the traits of the local giant spiders with their own goblin blood...
Other (perhaps more setting neutral) variants could make things interesting. Goblins that have grown up in a region where the borders between the material plane and the plane of shadow might have coal-black skin, better than average stealth and darkvision, and stronger than normal light vulnerability / light blindness, as well as the ability to snuff small light sources (darkness effect only usable to negate cantrip level light effects, or snuff torches, lanterns, sunrods, etc.). A Bugbear breed specializing in hunting fey might have some supernatural ability to resist fey magic and pass through woodlands as if it was a 4th level druid.
It would certainly be a logical set of Alchemist Discoveries that applied Bomb-like features (such as a version of 'fast bombs' for rapid throwing of alchemical concoctions or something like 'precise bombs' for sparing allies the splash effects of alchemical fire, acid or holy water) to normal alchemical weapons such as alchemist's fire, thunderstones, tanglefoot bags, etc.
When I first read of an Alchemist base class in the upcoming APG, I kind of thought that's what it would be all about, and even if it didn't go there, the nature of Alchemist Discoveries (some of which apply to poison use, others to magical potion use, in addition to bomb throwing, extracts and mutagens) certainly lends itself to development into applications that involve actual crafted alchemical remedies, tools and weapons.
An alchemist archetype based around specializing in alchemical fireworks, for instance, could be very fun. Gandalf doesn't need to be the only magical fireworks specialist! Illuminator's Guild, eat your heart out!
Franko a wrote:
The willingness to try new things.
Riffing off of this, one thing I like is how some of the APs introduce something new, like kingdom building or NPC relationship/romance guidelines or pirate fleet combat or mythic rules, while others are a little more 'standard fantasy fare.' On the one hand, they are experimenting on new sub-systems and mechanics to expand gameplay. On the other hand, not every AP has a 'gimmick' or new rules subsystem or mechanic, and a good number are just straight up fantasy fare goodness.
If I had a strong preference for one over the other, I'd still not feel 'stuck' with a company heading in the direction I don't prefer, as Paizo seems to try to cater to both tastes, both wild and experimental 'Challenge my assumptions! Give me something shiny and new!', and more traditional 'I already figured out what I like, now just give me more of it!'
My tastes have always been weird.
I have watched Green Lantern again, and still found it pretty enjoyable.
The Nolan Batman movies bored me with their deadly serious and deadly dull monotony, and I don't see any need to lose more hours of my life sitting through them yet again.
I know, Batman made all the moneys, and Green Lantern was a terrible flop or something, but Green Lantern was *vastly* more entertaining, to me.
Witches are weird. Weird enough that Pure Legion would probably say something if not arrest you. Patrons are pretty ambiguous, though, and their magic is technically arcane though, so I dunno.
Particularly given that the Iconic Witch appears to get her powers directly from Desna. It may be arcane magic, but if Patrons can be gods, then the Rahadoumi should be *much* more concerned about 'arcane' casters who get their powers from deities, than 'divine' casters who may have nothing at all to do with the gods (rangers, adepts, oracles, etc.).
It's just a sign of how utterly crazy they are. They work hand in hand with people who may get their powers from gods (there are even a few gods of alchemy, and a god of arcane magic, for instance!), and yet flip out over atheist oracles or irreligious rangers, despite having no way other than the arcane sight spell to even tell if magic is arcane or divine, and yet, inexplicably, even commoners in Rahadoum being able to tell the difference using means unavailable to anyone else on Golarion...
Plus there's the whole 'plagued by drought' thing, the suggestion that they are somehow being punished by the gods for abandoning them, when you can look at the map and Rahadoum is the greenest and most fertile land on it's entire latitude, far less 'drought ridden' than Thuvia, Osirion or Qadira (all faithful lands that are less fertile and more desert). I'm sure the churches of the various gods kicked out of Rahadoum spread these exaggerations in hopes of discouraging this atheism thing from catching on, but it's just a load of baloney.
Then again, one of the churches kicked out was that of Nethys, and, perversely, arcane magic is *thriving* in Rahadoum. His *church* might be on the outs, but his actual area of concern (arcane magic) has grown to dominate in ways that it can't compete in lands that have easy access to divine magic!
On the other hand he did give her the gorget which did protect her. Perhaps it was a partial betrayal but he wanted her to survive and some portent showed she would need some neck protection to do so. ;)
1) Those sorts of things take a while to order and have crafted-to-commission, so perhaps he ordered it long before deciding to put the kibosh on their relationship. He gave it to her as a sort of 'good bye present' to salve his conscience (and because, after she got killed, it's not like he wanted to keep a gift he'd commissioned for her lying around as a painful reminder / awkward conversation piece).
2) He's a Kalistocrat, he doesn't give cheap gifts. Even if he's planning on poisoning someone, the gold cup holding the wine, and the vintage itself will be *exquisite.* Only the finest murder and well-appointed betrayal, for you!
3) It might look suspicious if he orders a cursed item in the style worn by the mercenaries that work for the Kalistocrats, just before a bunch of mercenaries working for him get killed. The less people who know he's gotten people working for him killed, the better. No reason to order some mage to craft an item that screams 'I'm about to give a cursed item to one of my employees.'
4) It is cursed. Protective, yes, but also has a locate object sort of curse that allows the hobgoblins he sent to unerringly find the wearer of the +1 gorget of hobgoblin attraction. (It also has the advantage of not looking like a cursed item, but a perfectly reasonable thing to seek, a magical enhancement that allows someone to locate their own head of security!)