Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
The Oliphaunt of Jandelay

Son of the Veterinarian's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 960 posts. No reviews. No lists. No wishlists. 6 Pathfinder Society characters.


RSS

1 to 50 of 960 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path Subscriber

You might also want to watch the Tenchi Muyo OVAs. They're clarktech at it's best.


Pathfinder Adventure Path Subscriber
thejeff wrote:
Son of the Veterinarian wrote:
Drahliana Moonrunner wrote:

The Technomages of Bablylon 5 are merely tricksters with Shadow tech. Their tricks are effective against the ignorant, but to advanced creatures such as the Vorlons, (who would exterminate them on sight), and the Shadows, who can turn them off at will.) Which is why they pretty much ran off into hiding when the war started to heat up.

Which is why in my headcanon the Technomages aren't connected with the Shadows at all, they're the descendants of servants of one of the other "First Ones" who left the galaxy a long time ago. The animosity with the Vorlons comes from the Technomages doing everything they can to keep the remaining "magical" artifacts left behind by their creators out of the hands of the Vorlons and Shadows.

Honestly, the "reveal" that the Mages were former servants of the Shadows irritated the hell out of me. Every. Single. Thing in the universe did not have to be connected to the idiotic, whiny little pissing match between the Shadows and the Vorlons!

That wasn't actually in the show right? Even Crusade?

I don't remember it at all.

As Drahliana says above it was revealed in the B5 tie-in novels, and was supposed to be the big reveal at the end of Crusade's first season - but the show was canceled before a full season was filmed.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Drahliana Moonrunner wrote:

The Technomages of Bablylon 5 are merely tricksters with Shadow tech. Their tricks are effective against the ignorant, but to advanced creatures such as the Vorlons, (who would exterminate them on sight), and the Shadows, who can turn them off at will.) Which is why they pretty much ran off into hiding when the war started to heat up.

Which is why in my headcanon the Technomages aren't connected with the Shadows at all, they're the descendants of servants of one of the other "First Ones" who left the galaxy a long time ago. The animosity with the Vorlons comes from the Technomages doing everything they can to keep the remaining "magical" artifacts left behind by their creators out of the hands of the Vorlons and Shadows.

Honestly, the "reveal" that the Mages were former servants of the Shadows irritated the hell out of me. Every. Single. Thing in the universe did not have to be connected to the idiotic, whiny little pissing match between the Shadows and the Vorlons!


Pathfinder Adventure Path Subscriber
Bwang wrote:


Does Wadjet prosthelytize?

Probably not very much. Both in Pathfinder and RL myth she's the goddess of a specific river and the surrounding lands within a specific country.

Quote:


Is it a 'hidden' or cultlike faith?

Not even remotely. You can find her image and name across Egypt, as in RL she was not only the protector of the land, but personal bodyguard to Ra himself. In Pathfinder she is the protector of the River Sphinx and all it's spirits, as well as the Pharaoh himself.

Quote:


Are there dedicated shrines, temples, etc.?

Definitely. Drawing on the RL counterpart I'd suggest one big temple in a city within the River Sphinx' delta, smaller shrines at regular intervals along the river, and shrines inside the larger temples elsewhere in Osirion.

Quote:

Costumes?

Here you've got me.

I'd also suggest her faith in Pathfinder contain a larger than normal number of Oracles, as her RL version was noted for it and may have been the source of the Greek practice of using oracles.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Cutting words.


Pathfinder Adventure Path Subscriber

I'd definitely go with some kind of bird - talking or not. That way you can claim to always have a writing quill to hand.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Quark Blast wrote:

I have not seen all of the cartoons yet but I recall Hank's bow being more awesome than what got linked to here in this thread.

I remember an episode where he uses the bow to locate the direction they need to go ** spoiler omitted **

In another instance I remember an episode where he uses the bow to ** spoiler omitted **

The Cloak of Invisibility was the simplest item but maybe that was just the show writers. The rest of them had what I would call Artifact level magic items. See my description here to avoid confusion.

You're not going to stat up Hank's bow as seen on the show, as it was a plot device because the cartoon couldn't show people taking an arrow to the knee. Presto's hat was similar - I recall him pulling a cruise ship out of it at one point after all.

As for Sheila's cloak not being an artifact, just give it mythic-level invisibility and combine it with a cloak of protection - or anything else you want.


Pathfinder Adventure Path Subscriber
Anzyr wrote:

Hank's Energy Bow

Apparently if you can locate Beneath the Blade of Sun Mountain, it has all the kids and Venger statted up. Presumably that includes the rest of groups items.

A bit of google-fu turned up something called Beneath the Blade of Sword Mountain. It's apparently an 3.5 adventure that's packaged with the DVD Boxed set.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Hank and Presto are your only real problems. Everyone else can found or made pretty easily - Cloak of Invisibility, Quarterstaff of Vaulting, reskinned Mattock of the Titans, reskinned Force Bracers, etc....


Pathfinder Adventure Path Subscriber

Have a look at the work of arvalis. He's mostly known for his Realistic Pokemon, but also does artwork of dinosaurs and other creatures.

http://arvalis.deviantart.com/gallery/39915677/Realistic-Pokemon


Pathfinder Adventure Path Subscriber

Mechanically I'd say a Monk or Brawler build - a ninja would be good too. Something that can get by without armor.

Beyond that this is more a role rather than roll play concept.


3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I was going to make a joke but realized I needed to get home so I could play Skyrim.


Pathfinder Adventure Path Subscriber

Remember if you go air you will want some available skill points for the Fly skill, as permanent flying is available quite early. So don't dump Int to much.


Pathfinder Adventure Path Subscriber

You might be interested in a recently created campaign setting set in a city built around an imprisoned Tarasque that is constantly harvested for meat.

http://www.saltinwoundssetting.com/2015/04/salt-in-wounds-overview-origin.h tml#more


Pathfinder Adventure Path Subscriber

Nifty. Remember you get bonus points if you kill an NPC based on Johnny Depp or Jeff Goldblum.


Pathfinder Adventure Path Subscriber
Tels wrote:

One of the downsides to the telekinetic is that, while a seemingly some concept, it's also one of theabilities that, in many ways, needs one of the largest rules sections for.

In most ways, telekinesis is the basis behind all other kinesis, so it should have quite a bit of crossover with other abilities. Like being able to use Control Water, but at a lower effective caster level. Or whip flames into an inferno by telekinetically gusting the wind to feed the fire.

But it also has so much potential to just utterly wreck things. If you try and math out the amount of force that TK Haul exerts, you can do phenomenal things. I mean, find out how much force is required to lift 7,000 pounds 30 ft in approx. 3 seconds and that will tell you how many Newtons of force a 7th level telekinetic exerts. Which is quite a lot. Being able to exert that much force should let you tear through walls in an instant, hurl small objects incredible distances, fear chunks out of the ground or buildings to use as weapons etc.

Doing this "right" though, would require tons of rules. The telekinetic, I think, is probably the aspect of the Kineticist I would houserule the most, should someone use one in my games.

In my opinion, a telekinetic should be, arguably, one of the most utterly terrifying things on the battlefield.

I wouldn't worry to much about it. Like most things involving ancient conspiracies and shadowy cabals a game of Pathfinder will break down when you start applying actual math to the situation.


Pathfinder Adventure Path Subscriber

I can't find a good image of what exactly you're looking for with a quick google search, but Privateer Press has some good cyborg female models.

http://privateerpress.com/files/products/34055_MasterNecrotechMortenebraand Deryliss_WEB.jpg

http://privateerpress.com/files/products/36010_IronMother_WEB.jpg


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Ultimate Apocalypse - A book on how to run truly Golarion-ending adventures. Rovagug wakes up, Aroden returns as a zombie, etc.... Or just a book expanding on the 'what if's' should the PCs lose an AP - or all the APs at once.


Pathfinder Adventure Path Subscriber

60. The White Witches of Irrisen actually suffer from a curse that requires them to keep their bodies cold and if moved to a warm environment will begin to melt.


Pathfinder Adventure Path Subscriber

54. Clearly the tyrannical Xin had to go and be replaced by the Republican ideal of one Runelord, one vote.


Pathfinder Adventure Path Subscriber

42. Inserting this key into a lock (the key sizes itself to fit) immediately casts Arcane Lock upon the door, chest, or portal as if cast by a 15th level wizard. The key cannot, however be used to reopen the lock or remove the spell, neither can the wielder of the key freely pass through key's effect.

The key has no effect on locks that do not require a key to open/lock.


Pathfinder Adventure Path Subscriber

Looking at a map of the Inner Sea region there really doesn't seem to be anywhere besides the River Kingdoms or the area in and around the Mwangi Expanse that fits what you're looking for.

The only other thing that comes to mind right now would be for the PCs to carve a kingdom out of the mess in Galt - trading loyalty for a lack of decapitations - then fighting off all comers.


Pathfinder Adventure Path Subscriber

25. It opens nothing - and is in fact worthless - except that a number of cults believe it opens a doorway to Abaddon. So they are all desperately fighting over possession of it with many innocent people being caught in the crossfire.


Pathfinder Adventure Path Subscriber

You could try for an island nation. Looking at the map of the Inner Sea region shows some islands that don't seem to have been developed yet, or you could just draw one up and drop it somewhere.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

48. Somewhere in every 'dungeon' the characters run through the PCs find their own bodies. Torn up, killed by various means, and with no recoverable equipment of any real value, but still recognizable as them.


Pathfinder Adventure Path Subscriber

You're giving it bonuses "within a Hive" without defining what counts as a hive. How big does the hive have to be? What if the queen is dead, or there are only a few xenomorphs, does that still count as a hive?

It might be better to just call it a favored terrain bonus. Something like, Favored Terrain: Urban (Xenomorph).


Pathfinder Adventure Path Subscriber
Arakhor wrote:


Longevity is a side-effect of being a true caster in the Eddings world(s) and I believe it's linked to how powerful you are. (It also crops up again in Elenium/Tamuli with Sephrenia et al.)

AFAIK it's linked to being a true wizard, which are very rare in the Belgarad and Mallorean - as in no more than a dozen or so. Remember that Eddings was drawing heavily from Tolkien and one of the things he borrowed was the idea that true wizards were not common at all.

All other spellcasters were very low level. Say something like max 6th level spells at most.


Pathfinder Adventure Path Subscriber

Lyre of Building? Stone to Flesh, Heal, Flesh to Stone, bribe GM?


Pathfinder Adventure Path Subscriber
Tyrant Lizard King wrote:

@Bob Bob Bob

Well the stealth bonus isn't based on their color it's because of how silent they can move, like cats, except I left out the +8 to Acrobatics when balancing or jumping. I'm not sure about having Hide in Plain Sight... it allows them to Stealth while observed right? I don't think they are that ninja lol. I think the +4 stealth bonus would be appropriate, at a minimum, inside a Hive.

As we only ever see Aliens being nigh-invisible either inside their own nests or in industrial settings - because of their bio-mechanical look - I think an extra bonus to stealth in either would be appropriate.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
HyperMissingno wrote:
Remember that at a certain power level deities are going to take note. What stops a level 20/tier 10 character from liberating Cheliax singlehandedly?

Asmodeus - "Do you have a permit?"


Pathfinder Adventure Path Subscriber

Don't most APs end with the PCs somewhere around 15th level? I know a few go all the way to 20, but thought most stopped short of that.


Pathfinder Adventure Path Subscriber
Deadmanwalking wrote:
Son of the Veterinarian wrote:
Orodhen wrote:

Here is the trait:

Blind Zeal (Vildeis): You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you
once again become blind.

Really? That's a trait? I mean, granted Vildeis isn't ever going to be a popular god to follow in Pathfinder, but that trait still not only outright gives you a feat, but also adds additional benefits that are arguably worth a feat themselves.
Well yeah. It also makes you permanently blind, though. So...that's not an unalloyed advantage.

Ah, I missed that bit....

Nope, still not seeing how this makes for a good trait. I can all to easily see the sheer amount of abuse and whining this could bring to the table making it a contender for 'Most Banned' trait out there.

I can't imagine it being PFS legal.


Pathfinder Adventure Path Subscriber

Just use some kind of tokens. Each token under the mini represents 5 or 10 feet of height.

A good option for this kind of thing can be found in the diorama (dollhouse, model railroad) section of hobby and craft stores - they're wooden disks meant to be used as bases for various sized models.

I use them for my Warhammer AoS minis.


Pathfinder Adventure Path Subscriber

Does the wizard have a minion who has to enter and leave the demiplane? capturing them might be the best way in.


Pathfinder Adventure Path Subscriber

I'm not sure where fast healing comes from as I don't remember anything like it from either of the Alien films, nor do I remember them being particularly vulnerable to fire - they avoided it certainly, but that was more like the instinctual aversion all creatures have to fire than them being vulnerable to it.

You could probably drop both without hurting your build.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Orodhen wrote:

Here is the trait:

Blind Zeal (Vildeis): You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you
once again become blind.

Really? That's a trait? I mean, granted Vildeis isn't ever going to be a popular god to follow in Pathfinder, but that trait still not only outright gives you a feat, but also adds additional benefits that are arguably worth a feat themselves.


Pathfinder Adventure Path Subscriber
Arcane Addict wrote:

Your race might also provide options you wouldn't normally consider. I love Breadth of Experience, for example, on Elves, or the featchain that allows Sylphs flight or... etc.

Yeah, there are some good racial feats out there if you're not optimizing for combat. Aasimar's feat chain gets you flight as well, and a Kitsune MT with all nine tails would be thematic - horribly unoptimized, but thematic. You might also look into boosting your defenses with style feats like Crane or Snake.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

The Elves retreat from Golarion prior to the Earthfall was a very controversial act, one the rulers of elvenkind at Sovyrian defended by claiming that the elven gods had told them no elf would survive on Golarion following the coming disaster. That many elves did survive, and even thrive, following Earthfall is seen by these rulers as a attack against their alleged divine infallibility.

The elven return to Kyonin is in reality the first step in a long-term plot by the rulers of the Sovyrian elves to kill all the descendants of the elves who remained, thus ensuring that the ruler's "divine infallibility" remains unchallenged.


Pathfinder Adventure Path Subscriber

Kick dinosaurs through windows.


Pathfinder Adventure Path Subscriber
Nohwear wrote:
Do you remember the name of the manga?

Found it. The manga is Ghost Hunt and the specific story is called The Bloodstained Labyrinth. It's found in vol. 6 & 7 of the manga and ep. 18-21 of the anime.


Pathfinder Adventure Path Subscriber

There's a manga I read a few years ago where a house was built over another house because of the f@#ked up S#$t that had gone on in the original, to include building over the original gardens. So the characters broke down a wall in the basement to find themselves in a decaying garden - with a hedge maze no less - with a wooden ceiling 20 feet overhead.


Pathfinder Adventure Path Subscriber
My Self wrote:
Instead of reducing Sneak Attack damage, perhaps an ability that allows Slenderman to (selectively) avoid dropping enemies below 0 HP and auto-stabilize them? So a would-be killing blow instead keeps them awake, staggered, and scared.

Or he could have an ability that lets him do non-lethal damage with all attacks to people he's targeted.


Pathfinder Adventure Path Subscriber

At the risk of sounding cliche - "You're Batman".


Pathfinder Adventure Path Subscriber

1. Summon several Succubi

2. Use them to control Apple's board of directors.

3. Announce that Apple is opening a chain of coffee shops.

4. Profit.


Pathfinder Adventure Path Subscriber

Are you going for a Winchester House vibe? If so I'd just use a random dungeon chart - the more chaotic things turn out the better.


Pathfinder Adventure Path Subscriber

I don't know...I like the idea of the Tatterdemalion archetype, but I'm pretty sure I could build the same character with the standard witch and the lightest of skinning.

Kobold Cleaver wrote:

It should be an at-will ability, really.

Except then every giggling 13-year-old would take the archetype and be using it constantly.


Pathfinder Adventure Path Subscriber
Rennaivx wrote:
Most of the time I've seen mentions of orphanages in Golarion material, they've been church-run. Cayden Cailean in particular (and somewhat incongruously) is known for taking in a fair number of orphaned children, with many of them taking the surname Cailean out of respect.

There's also that Asmodian sisterhood that runs orphanages in Cheliax - which must be fun places.


Pathfinder Adventure Path Subscriber

Yeah, a god of small businesses and/or mom & pop shops.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Your scenario screams for a succubus to be a member - overtly or secretly - of the harem, feeding off of the misery of the other women.


Pathfinder Adventure Path Subscriber
Greylurker wrote:


How do I justify the sudden appearance of Wizards or Paladins? Would discovering some ancient legacy of Merlin or the Knights of the Round table be stretching things?

You could just ban wizards altogether - witches and bards work better for the setting anyway - while Paladins are just people filled with the blessings of God.

1 to 50 of 960 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.