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Lion Blade

Tacticslion's page

Pathfinder Adventure Path Subscriber. 12,600 posts (15,134 including aliases). 4 reviews. 4 lists. 1 wishlist. 35 aliases.


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Pathfinder Adventure Path Subscriber

Parks and Rec continues to be a phenomenal show.

I really miss <redacted>, which is unfortunate, but both <redacted> are great to have on the show.


Pathfinder Adventure Path Subscriber

Dot.


Pathfinder Adventure Path Subscriber
NobodysHome wrote:
Well, there IS a map of the ziggurat. I just hadn't examined it carefully enough, and the players and I were clearly envisioning very different things from the map.

Ah. So you read the text, then.

DANG IT, PAIZO, GET YOUR MAPS AND TEXT TO COOPERATE. notthatI'mbitter...


Pathfinder Adventure Path Subscriber

Only vaguely tangentially related: here's this thing I made. Sorry it's not commenting on the things already here, but... time. :I


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Pathfinder Adventure Path Subscriber
Ssalarn wrote:
Vigilante in a fat suit, the butcher is vacationing with his wife at an inn on the other side of the city.

Now I've just got this image of a vigilante going through all of his adventures in this ridiculous fat suit, then, at the end of an AP, when the last baddy is down, he finally drops it, and his whole team is all, "W-wwwhhhhaaaaaaaa~!?" and he's all, "Oh, this? Yeah, sorry, I forgot - I needed it to wear that belt from Doofus the Fat we got in that first adventure. ... what?"

Ssalarn wrote:
Really, the vigilante is ridiculously well equipped to punish people who go after his own.

Would you say that they'd be... avenged?!

(•_•) ( •_•)>⌐■-■ (⌐■_■) YEEEEEEAAAAAHHH~!


Pathfinder Adventure Path Subscriber

Ooh~! A vague generic template for an item that represents Ganon's power to flood the world with nasty baddies (spoiler warning for CoT)! Also, Ganon likely has Vetala Vampire powers (except, maybe, the charisma drain).

The "power" would be different from the item linked above, of course - much like a ring of elemental command, the creatures cannot attack Ganon, free-willed or otherwise, and grants him some kind of bonus (probably a bonus to all charisma-based checks) against such creatures; and those he's summoned that are freed would persist, even if they're no longer under his control.

But that would fit with the basic idea and concept of such a thing.


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Pathfinder Adventure Path Subscriber

The Dragon Disciple probably shouldn't exist, but may well; I put them in above, but am having second thoughts about it. Wyverns are a thing, here, as are rocs. Drakes may be. Wyverns or Drakes might be the origin of dragoons, and they may be currently extinct.

I'm thinking of pulling a "d20 Modern" and having creatures from the shade/fey vanish back into the darkness from whence they came, upon destruction.

Speaking of, Fairy Disciples probably uses the Dragon Disciple chassis, but focuses on fey heritage instead of dragon heritage. Also, yes, this is where Tingle would fall. In this case, it may be that it's deeply tied to weird technology or other oddities, helping to explain Tingle's very weird traits whenever he shows up.

I'm looking for a Prestige class that focuses on destroying possession, but I didn't find one. I'm thinking of low templar and demoniac as possible PrCs.

The above post is also very messy - it's not meant to be binding or definitive, but rather a bunch of ideas or concept that could be fun or interesting. Not all of those necessarily exist - just that they are hypothetically (maybe) available for use (perhaps).


Pathfinder Adventure Path Subscriber

Two points of clarification.

Dang it!

Sorry.

Tacticslion wrote:

Taylor Swift incoming...

... you know, I really don't know how Autocorrect decided to turn it into a famous pop star that I rarely, if ever, write about, but it's kind of hilarious. Either way, I'm taking on Sissy's abandoned project; but I'd love to see Pizza Lord's take as well.

Also, once again, in this post, autocorrect is hilarious. Heh.

This was my terrible attempt at talking about the balor lord while fighting with auto-correct on a phone.

Tacticslion wrote:

Grrr. I missed a pretty important opportunity to thematically tie the Knockback into Psychokinesis. Whoooooops.

So:
- vulnerability to erase spells
- mythic rage flaw
- tying Knockback ability to Psychokinesis
- add Concentration value

Hmmmm. Anyone else notice anything?

The last sentence is confusing. I meant more of an honest/frank, "Anyone else notice anything that I'm missing? I want to make a single errata post instead of several."

What I did not mean to say, was a sly/cunning, "Anyone else notice anything? I see a suspicious pattern emerging and/or am trying to subtly imply something."

I think the post reads more like the latter, but was intended to be the former. Whoops.

So... anyone notice anything I've missed? Is there a glaring error I'm not seeing, or any great thematic element that should get tied to something else? I only want to make a single errata, if possible, instead of several.

Thanks!


Pathfinder Adventure Path Subscriber
Sissyl wrote:

Okay, time to make that shark.

Slaughterwail

This creature looks like a black furless and tailless hound of impressive size, but it has obscenely powerful jaws filled with serrated teeth. Its nose is a mere bulb, and its eyes are tiny. Instead of ears, it has a series of rifts behind the eyes. It is clearly built for speed, and for murder.

It loses the aquatic subtype, keen scent is replaced by scent, its swim speed is replaced by a land speed of 60', and it gets an intelligence of 3. Its swim skill is replaced by survival.

The slaughterwail is a terrifying predator. It lives in open areas, preferably with little high vegetation. Normally a pack hunter, it can follow prey for miles until it is isolated, or weakened enough to take down easily. Slaughterwails also coordinate their attacks with brutal efficiency through grinding, horrifying wails.

(Making the shark a land creature makes for a horrifying monster. Which shouldn't come as a surprise...)

Sissyl! The Slaughterwail has a face! A horrifyingly adorable face!


Pathfinder Adventure Path Subscriber
Tacticslion wrote:

Xaeldor is as almost explicitly an Empyreal lord as it's possible to be while retaining a full suite of portfolios domains/subdomains - he's got implied class levels (vigilante, or maybe bard rock), has a rather prosaic manner of providing hikes to worshippers (non-mythic spells), and has a personal and storied past (and implied active present, with all the nemesis and whatnot).

Malachite/Ewolla was definitely a "major" deity... but is effectively forgotten, nonetheless; he isn't one of the major deities in a currently active sort of way.

EDIT: word choice

I ranked these guys in terms of Pathfinder divine presumptions - that your divinity doesn't automatically increase just because you've more faithful. That said, if we go by the 3.0 version, the two are likely reversed, by this point. Xaeldor is growing in power and prestige as vigilantism increases, while Malachite/Ewolla is just no longer directly and broadly important enough for most people to care.


Pathfinder Adventure Path Subscriber
Freehold DM wrote:
Freehold DM wrote:

1d10

3d35
1d9 cuz I messed up and did 1d10 not 1d9...
1d35 To make up for the neutrality...perhaps provide some direction.

Darkness, Earth, Ruins...looks like another destruction god.

Hmm..lawful neutral? Let's have fun, then...

Itsuko, Goddess of

HEY! IT ATE MY POST!!!!!

Sorry, man! I empathize! That sucks!

:(


Pathfinder Adventure Path Subscriber
TheAlicornSage wrote:
Ashiel wrote:
I like cooking, but I have no one to cook for. In fact, an often surprising ideal of mine would be a stay at home parent. (@_@)
You can cook for me anytime you likem except no peppers, I'm not a fan of hot, but boy do I love garlic (which is proof that I am not a vampire despite my aversion to daylight).

Same here!


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Pathfinder Adventure Path Subscriber

Two concepts I'm applying, here.

In ancient times, the nameless doom lived up to its name... twice (once destroying the drow "elves", before being sealed away, and once after being discovered and freed by the humans).

It was destroyed for its efforts, but established a host of shadow demons during its time in the islands.

Incidentally, I'm considering making "shadow demon" the equivalent of a template - incubi, succubi, and glabrezu are kinds of shadow demons, while there are also "generic" shadow demons. The less-powerful shadow demons are the more common kind. There are also a host of "least" spirits - effectively incorporeal quasits - but these are almost never within the world. In all cases, the shadow demons are incorporeal within the world itself, but "flesh" within the shadow; within the shadow, their "strength" score is as-listed. They can be flesh within the world, however, that is a result of possession.

A second major threat to the region is the aboleths and their eight veiled masters, as well as the aberrant monstrosities they bring into the islands. This is heavily tied to themes of the Dark Tapestry - while only a few aberrations are within this demi-setting (not yet decided which; generally lower-CR, and at least somewhat aquatic or water-associated), these represent an extra-planetary threat that invaded - the original reason the drow elves arrived in the first place. The drow originally came to prepare and thwart the plans of the powerful omnipath and its servants in this region. Though they were mostly successful in preventing all-out control, its subsequent arrival and skill at infiltration and subtlety was very dangerous, and greatly destabilized the drow elf society, making it ripe for the arrival of the Nameless Doom.

A grand chess-match-like war between the nameless doom and the omnipath was eventually a loss for the omnipath (being sealed away), but left them so weak that the nameless doom was easily able to destroy the remains of the civilization and take-over, before it, too, was sealed away. With the arrival of humanity, they first unleashed the nameless doom; when their society began spiraling into madness, a major faction, seeking sanity and knowing that something was wrong, eventually (accidentally) opened themselves up to contact with the omnipath offering them "truth" and assistance against their "real" enemy. Through a long struggle of manipulation, the omnipath was eventually freed, as the people aiding it were forced into unwitting slavery, and eventually turned into gillmen; but that same freedom led to the destruction of the omnipath by machinations the nameless doom manipulating a powerful coalition of the drow elven and human peoples - shortly before the nameless doom, itself, was shattered and undone by that same coalition, having had the truth revealed by the aberrant creatures.

Within this demi-setting, the hags are a powerful anti-aberrant and anti-demonic force. Note, this doesn't necessarily make them good, or even non-evil (though it may); instead, it merely makes them foes of a greater evil. It is by the power and influence of the magic of hags that sentient creatures have been able to battle the demons and the aberrant threat. Though unable to directly oppose them, the hags, through careful study and cautious manipulation, they engendered a war between the two most powerful malevolent forces in the islands, and, in so-doing, destroyed them both with each other. In so-doing, they created (more or less incidentally), the hathran and durthan heritage.

The remaining prestige classes are winter witch, veiled illusionist, swordlord, deep sea pirate, coastal pirate. Additionally, chevalier is a powerful prestige class reserved for a rare, few chosen heroes.

Crap, this just became the Wind Waker setting, didn't it. :I

Anyway, Halfing Opportunists, Liberator, Harrower, Crimson Assassin (who specializes in bladed scarves and perform (dance)), Grand Marshal, Bloat Mage, Holy Vindicator, and Brother of the Seal are available exclusively to Halflings.

Assassin, Dragon Disciple, Dragon Fairy Disciple, Duelist, Loremaster, Chronicler, and Shadow Dancer are available to anyone; Arcane Archer is, again, reserved for a chosen few.

Reality has itself, the dark mirror version - called the "dark world" or "darklands" (effectively the plane of shadow) -, and the "wicked lands" - that realm of existence on the other side of the "darklands" that are even more depraved and wicked (effectively the abyss).

Kytons exist, but they are a "threat" that is exclusive to the darklands - and their entire focus is on sealing away the anarchy of the wickedlands. They are aided in their quest by the hellnight organization, or "dark knights" - a devoted cadre of absolute order.

There are other regions, as well, but those are the major ones that play any part, here.

The short racial history is that, after the destruction of the two major evils, there really wasn't much left of either human or drow elf populations - instead, the horrible events brought them together, and created a massive society of half-elf people, far more in harmony with nature than either of their parent races, and it is these half-elves that inhabit the islands today, though they may take some of the boons of their ancestor people.

The remaining elves retreated into further isolation, while the humans mostly just... died off.

The hags have one island that mostly consists of heavily lawful (and mostly good) daughters, who practice the ancient arts of the dragoon. These "wind seekers" are the practitioners of the zyphus class, and serve the islands as powerful warriors.

Also, thinking about classes being limited to NPC classes and racial class variants; otherwise a strict E6 setting, with only prestige classes allowing advancement beyond.


Pathfinder Adventure Path Subscriber
Jason Nelson wrote:
Torbyne wrote:
MMCJawa wrote:
GreyWolfLord wrote:

Well, perhaps they will have an SFRD or (StarFinder Reference Document) or something similar to the PRD?

They have I think confirmed they will be working with 3rd party folks, so I assume this will be the case.
The Starfinder team can neither confirm nor deny that they have either confirmed or denied an interest or already existing agreement to host core materials online as a resource document at this time. :P
They've talked to a number of 3PP folks about the possibilities ahead, but there is as yet no confirmation that I have seen about what shape or form a SFRD and/or compatibility license may take and how it will interact with the PRD and PF comp license.

I will note that, personally, the existence of an SFRD will be a major factor in how I interact with this project. I want it to succeed very much so, but I also want it to be able to create new opportunities, rather than horde them. It's something that I feel very strongly about, and am willing to add more support to a project, company, or system who uses it than not.


Pathfinder Adventure Path Subscriber
Goddity wrote:

So, I actually wrote down some from yesterdays game. Because it was worth it.

"I'm playing a sorcerer. I don't need charisma."

"I cast sense motive on the pit."

"I'm checking the kitchen for rat poison."

"Tell them we found a pit full of acid and it's talking to us."

"It's full of acid. If only we had a base."
"Are there any guitar stores in the town?"

"I cast diplomacy on the pit."

"Can I poison the acid?"

"It'll eat our feet less quickly."

"You have an 162 pound dwarf on your shoulders."
"You know what? F*** this plan."

"I'm checking the kitchen for pie."

"I rolled an 18 to bluff my way across the acid."

"I'm betting it's a vampire. I grab its head and force it onto my neck."

"You guys left me on the wrong side of the pit for 48 hours and almost got killed by a spark thing and a ghost demon."

"I'm adding the rat poison the pie."

"I fire my pie out of the sling at the monsters face."
'
"This class feature allows me to declare other party members to be henchmen."

... soooooooo, the Dragon's Demand, huh? Good mod. :D


Pathfinder Adventure Path Subscriber
Ashiel wrote:
I like cooking, but I have no one to cook for. In fact, an often surprising ideal of mine would be a stay at home parent. (@_@)

Letting you know: I've never worked harder than I am without a job. Holy carp, it never ends. Never. There are no real breaks. It's awesome, though.


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Pathfinder Adventure Path Subscriber

So~!

... now I'm working on some stuff I'd mentioned before~!

First, I'm going to scribble a few free-form notes from the following:

- Human, Elf/Drow
- - Human: can be any of : standard, dual talent, fey magic, heart of the sea, institutional memory, military tradition, mixed heritage, poison minion, silver tongued, social ties, tribalistic, unstoppable magic;; buccaneer (gunslinger), feral child (druid), wanderer (monk)
- - Elf/Drow: basic is standard drow with surface infiltrator; variants can be : ambitious schemer (drow), ancestral grudge (drow; applies to drow), behind the veil (elf), blasphemous covenant (drow), blended view (elf), envoy (elf), fey magic (elf), fey thoughts (elf), forlorn (elf), poison minion (drow/elf), shadowhunter (elf), seducer (drow), silent hunter (elf), spirit of waters (elf), stalker (drow), voice in the darkness (drow/elf), woodcraft (elf);; demonic apostle (drow, cleric), cavern hidden sniper (drow, fighter)

- Half-elf; the modern inhabitants of the islands, and descendents of the two people
- - child of the sea, drow-magic, drow-trained, eye for opportunity, reflexive improvisation, sea legs, sociable, sophisticate, water child;; bonded witch (witch), bramble brewer (alchemist), wild caller (summoner), wild shadow (ranger)

- Gillmen; the native inhabitants of the isles' waters

- Lashunta; the alien people who followed the drow to the world

- Halflings; not sure, yet, but it feels right...

- Hag; all available
- Changeling; extremely common and the daughters of the mighty hags.

- Shae, Nihiloi, D'ziriak, Shadow Giant, Shadow mastiff; the primary shadow-dwellers
- - shadow beasts, shadow drake, shadow collector, Ankou, Svaltafar, Shadow Garm, and Shadowgarm for important "lesser" creatures of shadow.
- Fetchlings are the result of breeding with the shadow people.

- Shadow Demon; the only kind of demon around, these creatures are versatile, and known to possess the people of shadow. As a result, some of those who would normally be born Fetchlings, are instead born...
- Tieflings are the result of shadow-demon possessed shadow people, and mortals. They tend to be darkly beautiful and caught up in the wills of their dark parents.

Concept: in a large, ancient archipelago, there were once the fey-born - the ancient elves. There, within those lands, the savages settled and learned, growing and becoming powerful. But an unfathomable evil resided in those lands - a creature with the power of a darkness. Their powerful civilization corrupted and destroyed, it feasted upon their remains, until it was finally destroyed by mighty heroes who sacrificed all to destroy it, but the culture never recovered - the cities were no longer inhabitable, as the corruption and evil had been worked into the very stones and preservatives of the places they once lived. As their people faded, and they retreated into the wild, a new people settled the lands - unusual monsters known as "humans" came and settled, becoming part of the local landscape. Though they explored and rebuilt much within the ancient locales, they, too, became prey to the malevolent influences.

... aaaaaaaaaaand here's where I ran out of time, due to thunder storms. I'm posting for now. Next, however, is the Zyphus class, history of hags against the demons, and other such concepts. It's still very much so a "loose" work-in-progress kind of project, with the intent that it can be dropped into any setting's isolated ocean region.

EDIT: link fix


Pathfinder Adventure Path Subscriber
Tacticslion wrote:
She could serve under Xaeldor! It couldn't be any worse than Todd uh, Damien, er, Stephanie, um... hm.

KC - the more I think about this, though, the more it seems exactly like something Xaeldor would do.

I could see Little Sister Nunya being the kind of godlet that he attempts to take under his wing and assist in finding her place. Reminds me a lot of this in some ways.

Basically the idea of this kind of thing (though, uh, not-so-much with kissing, as, you know, kid - eugh).


Pathfinder Adventure Path Subscriber
Kirth Gersen wrote:

"So, sign on the dotted line and you'll have a literal eternity to regret that you'll never have another cup of coffee!"

Yeah, no thanks. I'd rather be actually dead than be undead.

But more seriously, I get why people think this is a thing (no tongue), but I'm not sure why they stop at taste and/or touch. I mean, they have no eyes or ears, but that doesn't stop them from seeing or hearing. If they have the Scent special ability, they don't lose that with the template despite not having any remaining olfactory organs. So it seems odd to suddenly lack touch or taste; especially given that they can bebefit from other, similar effects and spells that enhance those senses for various purposes. It "looks" right, but it's quirky and arbitrary in its distinctions. And without a rotted form...


Pathfinder Adventure Path Subscriber

She could serve under Xaeldor! It couldn't be any worse than Todd uh, Damien, er, Stephanie, um... hm.


Pathfinder Adventure Path Subscriber

Grrr. I missed a pretty important opportunity to thematically tie the Knockback into Psychokinesis. Whoooooops.

So:
- vulnerability to erase spells
- mythic rage flaw
- tying Knockback ability to Psychokinesis
- add Concentration value

Hmmmm. Anyone else notice anything?


Pathfinder Adventure Path Subscriber

Xaeldor is as almost explicitly an Empyreal lord as it's possible to be while retaining a full suite of portfolios domains/subdomains - he's got implied class levels (vigilante, or maybe bard rock), has a rather prosaic manner of providing hikes to worshippers (non-mythic spells), and has a personal and storied past (and implied active present, with all the nemesis and whatnot).

Malachite/Ewolla was definitely a "major" deity... but is effectively forgotten, nonetheless; he isn't one of the major deities in a currently active sort of way.

EDIT: word choice


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Pathfinder Adventure Path Subscriber

Plan: make a quick text to my brother in law.
Result: spent the morning reading Avatar comics.
New plan: make a text to my brother in law while posting a complaint here.
Result: spent more time on avatar comics, then spent half the rest on the forums
Newer plan: make a text to my brother in law while posting a complaint here and getting breakfast
Result: we want to the eye doctor.

I think I may be doing something wrong.

(Though I finally accomplished the first two parts of my goal.)


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Plan: make a quick text to my brother in law.
Result: spent the morning reading Avatar comics.
New plan: make a text to my brother in law while posting a complaint here.
Result: spent more time on avatar comics, then spent half the rest on the forums
Newer plan: make a text to my brother in law while posting a complaint here and getting breakfast
Result: we want to the eye doctor.

I think I may be doing something wrong.

(Though I finally accomplished the first two parts of my goal.)


Pathfinder Adventure Path Subscriber

So... when are you coming to my house to cook for me forever?
(Though you'd have to make a second, non-spicy version. I'd eat a third of the normal, a third of the non-spicy, and leave you and my wife to their respective preferences. :D)


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EDIT: okay, that was weird...

EDIT 2: I'm not sure why this keeps getting posted weirdly... >:/

Anyway...

Set wrote:
Dragon (non chaotic) working for the bank of Abadar, guarding the treasure horde of hundreds of bank clients, noble families, other churches, trading houses, moneylenders and mercantile consortiums, etc. Intellectually, he knows that all the treasure he sits on isn't *his*, particularly since clerics come in and make withdrawals and deposits all the time, but he is happy just getting to sit on a pile of gold ten times larger than anything he could have amassed on his own. He also knows that any dragon hunter who comes after him and 'his' gold has to storm a fortified bank, and fight their way through dozens of mid to high level clerics of Abadar!

We did this in our Kingmaker game! We have a dragon who is both treasurer and tax collector. Curiously, all the taxes are paid on time, and the vault is really well protected...


Pathfinder Adventure Path Subscriber

Hm. Less humorous, and more terrifying, I created a micro setting where bugbear shade-ghosts ran a city with exquisite protection and wise governance. They were chaotic evil, but the perks and limitless fear to feast off of the current "ruling" body chosen as the "servants" of the bugbears meant free fear to feast from and people they could arbitrarily kill - all for the greater good of the citizens.

But, uh, that's kind of a mood-killer, sooooooo...

Awakened giant ants: they do construction, haul heavy things, and have max ranks knowledge (engineering)? Sorry. Not very punny...


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Well, I started early today, but then had to stop - we went to Church and ended up not coming back until pretty late tonight. Hah!

Sissyl wrote:

Next one.

[dice=Monster]1d765

Oh dear. A balor lord. This is too massive for me. Feel free to take it.

Lightweight. ;p :D

(Though you totally did exactly what I was planning on doing with the shark, once I got back home. (Though I was considering giving it a climb or burrow speed; the latter, however, felt too much like a bullette.) Well done!)

Now! Onto the topic at hand.

Thought Process:
Balor Lords get: spell-likes, slams, whips and swords, several resistances, unrelated things, and several skills. They have a roughly humanoid shape and a fiery theme. We're supposed to stat-change things as little as possible.

So, basic spit-ball ideas to differentiate from theme, while leaving abilities mostly alone: an extraplanar cube of malevolence that relies on the balor's typical bluff/diplomacy scores that seem innocuous and helpful, acting as a guide and information resource to people groups (via knowledge and bluff), and sets itself up as a god of some that demands sacrifice. Its long-term goal is to bring civilization to ruin, and once the generations are living in confusion and squalor, it sets itself up as a god. This links it to both Evoco and Eratir Otang as deities. The cube (or obelisk, I haven't decided) has the ability to instantly "extrude" pseudopods and either use them as clubs, lashes, or slicing blades. Alter the fire for electricity. Change the creatures' stuff's load-out - since it now manufactures its own weapons, it no longer needs those things as part of its "treasure" - a quick look at the Treasure Values per Encounter chart (with presuming the balor lord still has "standard" for its CR, as that entry isn't in the stats), means 185k gold value stuff. To pull of its deception, it needs to be able to ruin civilization from within. An extremely useful suite of abilities to do that would be innocence or glibness, project image (widened), veil, unconscious agenda, [/i]triggered suggestion[/i], aura of the unremarkable, and anonymous interaction. Stuff like Paranoia[/url and [url=http://www.d20pfsrd.com/magic/all-spells/i/invisibility]invisibility would help, but aren't quite as important for fostering the sense of dread. So the concept would be that a "new" ancient monument, or crashed meteor, or whatever is discovered by a government. The <thing> is secretly sentient, and uses its projection and unconscious agenda and triggered suggestion abilities to insert itself into important government places. It then begins fostering paranoia among the government heads, while fomenting dissent among the people. With its projections being able to look like anyone (veil) and wisdom seemingly great, it can easily lead the government astray, causing it to spin into chaos and destruction, causing the collapse of a given civilization into internal war and death. This, in turn, allows the obelisk to then reveal its "true self" to some group of survivors, and use that to ascend to the status of "god" of the group, slowly corrupting and instituting horrid practices among the people, until innocent lives are sacrificed to it, just so it can enjoy the feasting. Making the magic item tattoos gives the obelisk something interesting to "read" or whatever, while ensuring such potent (and corrupt) resources don't end up in PC hands, unless a GM wants them to. Favored servants are: succubus, incubus, glabrezu, shadow demon, and nabasu; there should be very few civilization it can't take down with those, especially as any given one persists for an hour.

Welp! That gives us a direction, concept, visual, and something to spend our cash moneys on! Now for the name...

...

...

...

... drrrrr... wwwweeeeellllllllll... ummmmmmmmmmmmmm... you see...

...

...

... I got nothin'.

Oh! Ohohoh~! That's it! "The Nameless Doom"! Love it!

Okay! Now that I've got a name, figured out what to do with all 'dat cash and leave the mechanics identical, and so on... time to dump all of that~! First, I'mma drop the Barbarian levels and just replace 'em with generic HD - that'll provide +2 skill points per round, but cost ~1.5 hp/barbarian level (exact math incoming). Second, I'mma just make its stats normal - but give it a critical rage-flaw that can cause it to despoil its own plots. Third, I'mma make those spells I mentioned earlier non-magic items, and, instead, innate parts of the critter. Fourth, I'mma alter the Treasure segment into one of three formats: none, incidental, or quadruple. It retains "none" whenever it goes somewhere new or is just found or whatever. "Incidental" is for the early stages of worship, especially during the collapse of the government. "Quadruple" is for when it's fully controlled the collapsed society, and has various sacrifices in its honor.

And now... origins. Short version: the Abyss (by way of the two jerk gods mentioned above) got a hold of an inevitable production machine from Axis, and, instead of genuine soul-stuff, shoved raw Abyssal-stuff right in that puppy, creating a set of new demons of incredible power, but destroying the machinery itself after a short production run. And there we are! Now for stats'ing!

I have two options. One is closer to "just re-fluff" and the second is "closer to origin story" - I'd use the latter, but it's up to you.

The Nameless Doom
This magnificent monolith is clearly meant to stand the test of time. Ancient, of an architectural make not seen for ages hence, it is beautiful in its absolute opacity, impossibly edged and rounded lines, and entirely (impossibly) non-reflective surface. There is ancient golden writing inscribed on the surface, and it cackles with esoteric, mystical energy.

The Nameless Doom; CR 25
XP
AL Large outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., lowlight vision, scent, true seeing; Perception +44
DEFENSE
AC 33, touch 17, flat-footed 27 (+4 deflection, +6 Dex, +14 natural, -1 size)
hp 517 (25d10+375)
Fort +31, Ref +17, Will +25
Defensive Abilities improved uncanny dodge, trapsense +6; DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31
OFFENSE
Speed fly 90 ft. (good), swim 90 ft.; see psychokinesis, below
Melee +1 vorpal unholy primary assault +40/+35/+30/+25 plus +1 vorpal flaming secondary assault +40/+35/+30
Space 10 ft., Reach 10 ft. (20 ft. with entangle assault)
SA projected avatar, psychokinesis
Spell-like Abilities (CL 20th, Concentration +)

  • Constant - innocence, true seeing, unholy aura (DC 27)
  • At will - anonymous interaction (DC 21), aura of the unremarkable (DC 21), greater dispel magic, paranoia (DC 20), power word stun (DC), sow thought (DC 20), triggered suggestion (DC 22), greater teleport (self plus 50 lbs. of objects only), vanish
  • 3/day - unconscious agenda (DC 25)
  • 1/day - blasphemy (DC 26), fire storm (DC 27), implosion (DC 28), summon (level 9, any CR 19 or lower demon 100%)
  • 1/week - overwhelming presence (DC 28)

TACTICS
During Combat A nameless doom relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving unconscious agenda for use against the foes it would prefer to capture alive. A nameless doom usually uses its psychokinesis ability to disarm ranged weapons or pull foes into melee; it can use the latter tactic and still inflict a full-round attack on a hapless foe. A nameless doom reduced to fewer than 50 hit points almost always seeks slay a neighboring creature, an ally if necessary, in order to activate its life drinker supernatural ability; otherwise it will flee via teleportation; if both these tactics prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host. Generally believing its own hype, it fights until slain.
STATISTICS
Str 43, Dex 23, Con 44, Int 24, Wis 26, Cha 29
Base Atk +25; CMB +41; CMD 66
Feats Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Two-Weapon Fighting, Weapon Focus (natural weapon), ANY
Skills Acrobatics +31, Bluff +37 (+47 to appear innocent), Diplomacy +37, Fly +36, Intimidate +37, Knowledge (history) +29, Knowledge (nobility) +29, Knowledge (planes) +35, Knowledge (religion) +28, Perception +44, Sense Motive +36, Stealth +30, Use Magic Device +37; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, lifedrinker, vorpal strike, whip mastery
SPECIAL ABILITIES
Death Throws (Su)
When killed, a nameless doom explodes in a radiating arc of evil lightning that deals 100 points of damage (half electicity, half unholy damage) to anything within 100 feet. A Reflex save DC 37 halve the damage; the save DC is Constitution-based.

Entangle (Ex)
If a nameless doom strikes a Medium or smaller foe with its entangling natural weapon, the 'doom can immediately attempt a grapple check without provoking an attack of opportunity. If the 'doom wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the 'doom does not.

Knockback (Ex)
Once per round, the nameless doom can make a bull rush attempt against one target in place of a melee attack with a natural attack. If successful, the target takes damage equal to the doom's Strength modifier and is moved back as normal. The nameless doom does not need to move with the target if successful. This does not provoke an attack of opportunity.

Lifedrinker (Su)
Whenever the nameless doom slays a living creature, or a living creature is ritually sacrificed within ten feet of the nameless doom, it receives the benefits of a heal spell (CL 20th). This ability can activate up to once per round.

Natural Assault (Su)
A nameless doom has the ability to extrude three different forms of attacks - akin to natural weapons - each of which have their own properties and styles: an entangling attack, a slamming attack, and a slicing attack. All of these are treated as +1 unholy shocking burst weapons. Additionally, the entangling and slicing natural attacks have the vorpal weapon quality.

  • Entangling: 1d4 Slashing; disarm, nonlethal (optional), reach, trip
  • Slamming: 2d6 Bludgeoning; blocking
  • Slicing: 2d6 Slashing, 19-20

Any combination of up to two of these weapons can be used as the primary or secondary assault - so a nameless doom can use two entangling assaults, or two slamming assaults, or a single entangling and a single slamming assault. A nameless doom can only manifest up to two of these in a round. If one of these weapons is sundered (treat as an adamantine longsword for DC, hardness, and hit points), the nameless doom is staggered for 1d4 rounds, and must wait a full twenty-four hours before it is able to replace that weapon, though it can use a different one. It effectively has "two" of each kind of weapon available. It may always use its psychokinesis ability (see below) as well.

Projected Avatar (Sp)
A nameless doom's natural body has little innate capability of doing anything other than moving, deadly physical assaults, and manifesting its spell-like or special abilities. To get around this, is gains the ability to create a projection of itself. This avatar functions similarly to the project image and the veil spells. An projected avatar is a tangible illusion that, at its base, looks, sounds, and smells like the nameless doom, but the nameless doom may freely change it to feel, look, sound, and smell like anything it wants (this gives it a +10 bonus to any disguise check it makes). This avatar may be projected and sustained anywhere up to 4,000 feet away from the nameless doom.

A nameless doom may choose to use its senses either from the projected avatar, or itself. While sensing things through the avatar, the nameless doom is treated as if it had the blinded and deafened conditions. A nameless doom may choose to use any of its spell-like abilities on or through its avatar, except the teleport ability, which immediately ends the projected avatar.

Psychokinesis(Sp)
A nameless doom has the ability to use its telekinesis ability to a much greater extent than similar creatures. This functions similarly to the telekinesis spell, except it may be used as a swift action once per round; in addition, it may replace a single attack roll made in a round. A nameless doom may utilize its telekinesis to imitate a fly or swim speed, however this movement uses up its swift action telekinesis each round to do so (in addition to the normal move action it requires to move). Psychokinesis an effective caster level of 25, can move up to 625 lbs., and has a DC 29; it otherwise functions as the telekinesis spell. The save DC is constitution-based.

Shockbody (Ex)
A nameless doom's body runs off of extremely powerful electrical energy. Anyone striking a 'doom with a natural weapon or unarmed strike takes 1d6 points of electicity damage. A creature that grapples a doom or is grappled by one takes 6d6 points of electrical damage each round the grapple persists.

ECOLOGY
Environment any (Abyss)
Organization solitary, infiltration (1 nameless doom and 0-2 each of glabrezu, incubus, shadow demon, succubus), or cult (1 nameless doom, and 20-200 humanoid commoners, 400%-9,001% noncombatants, and possibly an infiltration [50% chance])
Treasure generally none or incidental; if it has conquered a society, it instead has quadruple

There are many things unexplained, unknown, and so esoteric that it is nearly impossible to guess. The nameless horror has been a doom to many peoples, even worlds, and rarely has its villainy been noticed until far, far after it is too late.

Though almost no creatures now live that know if their origins, the nameless dooms are ancient indeed. In the early days of the production of the inevitables, demons - fresh off of their monstrous birth, and dripping with malevolence and mischief - under the guidance of two wicked gods, Evoco and Eratir Otang, assaulted the city of Axis, and stole a single great forge, hoping to replicate the "trick" that had caused demons to spring into existence in the first place.

The "trick" worked - sort of. Instead of creating an infinitely self-sustaining army of neo-demons from whence the Abyss could march forth and conquer, the machinery was jammed, corrupted, and warped by the malevolent abyssal material over-shoved into it, and eventually shattered. From those ashes, however, and the prints and plans that were made by the forge, the pieces collected (with their abyssal material) into moulds, and an unnamed demonic race - the first and last of such a race - were born.

These monsters thought of themselves as godlike, and, using their many and vast powers, were able to eventually scatter, enter the material plane, and begin (at the guidance of those two ancient deities) destroying civilizations and causing ruin and debasement.

Usually appearing as a miraculous (non-sentient) arrival to a civilization on the edge of dangerous social upheaval, it is often taken as an artistic gift from the gods (or other strange or previously unknown benevolent source), and a source of inspiration and truth. It uses its position to slowly infiltrate and corrupt the society, using its own projected avatars in the guises of others, and summoning specific demons to engage in sowing chaos, corruption, paranoia, betrayal, and suspicion; before finally pushing the right buttons it's labored to create, and causing the entirety of society to collapse into ruin, destitution, and savagery all around it.

At that point, it reveals itself to be living and sentient, claims to have finally been able to respond to the prayers of the faithful, and "ascends" to become the "god" of the survivors, leading them in brutal and vile rites of sacrifice, murder, and debasement for its amusement and enrichment. It revels in the slow destruction of these creatures, feasting on the periodic sacrifice of living entities, until, at last, the final few die or are either unable or unwilling to complete the sacrifices on each other - at which time the nameless doom slaughters them itself, before moving on to the next victim civilization.

Though they now primarily serve the interests of Eratir Otang, despite more considering themselves allies (of a sorts) of Evoco, and responding to requests from that deity, as appropriate.

Despite their origins, they are not inherently evil or wicked. Rumor holds that a few seek to actually aspire to be what they are purported to be... though, of course, the reliability of such rumors, always only found in corrupt madmen's ramblings of horrors too bizarre to be real, are inevitably dismissed as a fanciful tale of nonsense.

AND NOW, THE REVISED, CLOSER-TO-STORY VERSION

The Nameless Doom
This magnificent monolith is clearly meant to stand the test of time. Ancient, of an architectural make not seen for ages hence, it is beautiful in its absolute opacity, impossibly edged and rounded lines, and entirely (impossibly) non-reflective surface. There is ancient golden writing inscribed on the surface, and it cackles with esoteric, mystical energy.

The Nameless Doom; CR 25
XP
AL Large outsider (constructed, demon, inevitable, extraplanar)
Init +10; Senses darkvision 60 ft., lowlight vision, scent, true seeing; Perception +44
DEFENSE
AC 33, touch 17, flat-footed 27 (+4 deflection, +6 Dex, +14 natural, -1 size)
hp 517 (25d10+375+30); regeneration 2/chaotic
Fort +31, Ref +17, Will +25
Defensive Abilities constructed, improved uncanny dodge, trapsense +6; DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31
OFFENSE
Speed fly 90 ft. (good), swim 90 ft.; see psychokinesis, below
Melee +1 vorpal unholy primary assault +40/+35/+30/+25 plus +1 vorpal flaming secondary assault +40/+35/+30
Space 10 ft., Reach 10 ft. (20 ft. with entangle assault)
SA projected avatar, psychokinesis
Spell-like Abilities (CL 20th, Concentration +)

  • Constant - innocence, true seeing, truespeech, undetectable alignment, unholy aura (DC 27)
  • At will - anonymous interaction (DC 21), aura of the unremarkable (DC 21), greater dispel magic, paranoia (DC 20), power word stun (DC), sow thought (DC 20), triggered suggestion (DC 22), greater teleport (self plus 50 lbs. of objects only), vanish
  • 3/day - unconscious agenda (DC 25)
  • 1/day - blasphemy (DC 26), fire storm (DC 27), implosion (DC 28), summon (level 9, any CR 19 or lower demon 100%)
  • 1/week - overwhelming presence (DC 28)

STATISTICS
Str 43, Dex 23, Con 44, Int 24, Wis 26, Cha 29
Base Atk +25; CMB +41; CMD 66
Feats Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Two-Weapon Fighting, Weapon Focus (natural weapon), ANY
Skills Acrobatics +31, Bluff +37 (+47 to appear innocent), Diplomacy +37, Fly +36, Intimidate +37, Knowledge (history) +29, Knowledge (nobility) +29, Knowledge (planes) +35, Knowledge (religion) +28, Perception +44, Sense Motive +36, Stealth +30, Use Magic Device +37; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, lifedrinker, vorpal strike, whip mastery
SPECIAL ABILITIES
Constructed (Ex)
Although the nameless dooms are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), the nameless dooms count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The nameless dooms are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.

Death Throws (Su)
When killed, a nameless doom explodes in a radiating arc of evil lightning that deals 100 points of damage (half electicity, half unholy damage) to anything within 100 feet. A Reflex save DC 37 halve the damage; the save DC is Constitution-based.

Entangle (Ex)
If a nameless doom strikes a Medium or smaller foe with its entangling natural weapon, the 'doom can immediately attempt a grapple check without provoking an attack of opportunity. If the 'doom wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the 'doom does not.

Knockback (Ex)
Once per round, the nameless doom can make a bull rush attempt against one target in place of a melee attack with a natural attack. If successful, the target takes damage equal to the doom's Strength modifier and is moved back as normal. The nameless doom does not need to move with the target if successful. This does not provoke an attack of opportunity.

Lifedrinker (Su)
Whenever the nameless doom slays a living creature, or a living creature is ritually sacrificed within ten feet of the nameless doom, it receives the benefits of a heal spell (CL 20th). This ability can activate up to once per round.

Natural Assault (Su)
A nameless doom has the ability to extrude three different forms of attacks - akin to natural weapons - each of which have their own properties and styles: an entangling attack, a slamming attack, and a slicing attack. All of these are treated as +1 unholy shocking burst weapons. Additionally, the entangling and slicing natural attacks have the vorpal weapon quality.

  • Entangling: 1d4 Slashing; disarm, nonlethal (optional), reach, trip
  • Slamming: 2d6 Bludgeoning; blocking
  • Slicing: 2d6 Slashing, 19-20

Any combination of up to two of these weapons can be used as the primary or secondary assault - so a nameless doom can use two entangling assaults, or two slamming assaults, or a single entangling and a single slamming assault. A nameless doom can only manifest up to two of these in a round. If one of these weapons is sundered (treat as an adamantine longsword for DC, hardness, and hit points), the nameless doom is staggered for 1d4 rounds, and must wait a full twenty-four hours before it is able to replace that weapon, though it can use a different one. It effectively has "two" of each kind of weapon available. It may always use its psychokinesis ability (see below) as well.

Projected Avatar (Sp)
A nameless doom's natural body has little innate capability of doing anything other than moving, deadly physical assaults, and manifesting its spell-like or special abilities. To get around this, is gains the ability to create a projection of itself. This avatar functions similarly to the project image and the veil spells. An projected avatar is a tangible illusion that, at its base, looks, sounds, and smells like the nameless doom, but the nameless doom may freely change it to feel, look, sound, and smell like anything it wants (this gives it a +10 bonus to any disguise check it makes). This avatar may be projected and sustained anywhere up to 4,000 feet away from the nameless doom.

A nameless doom may choose to use its senses either from the projected avatar, or itself. While sensing things through the avatar, the nameless doom is treated as if it had the blinded and deafened conditions. A nameless doom may choose to use any of its spell-like abilities on or through its avatar, except the teleport ability, which immediately ends the projected avatar.

Psychokinesis(Sp)
A nameless doom has the ability to use its telekinesis ability to a much greater extent than similar creatures. This functions similarly to the telekinesis spell, except it may be used as a swift action once per round; in addition, it may replace a single attack roll made in a round. A nameless doom may utilize its telekinesis to imitate a fly or swim speed, however this movement uses up its swift action telekinesis each round to do so (in addition to the normal move action it requires to move). Psychokinesis an effective caster level of 25, can move up to 625 lbs., and has a DC 29; it otherwise functions as the telekinesis spell. The save DC is constitution-based.

Shockbody (Ex)
A nameless doom's body runs off of extremely powerful electrical energy. Anyone striking a 'doom with a natural weapon or unarmed strike takes 1d6 points of electicity damage. A creature that grapples a doom or is grappled by one takes 6d6 points of electrical damage each round the grapple persists.

ECOLOGY
Environment any (Abyss)
Organization solitary, infiltration (1 nameless doom and 0-2 each of glabrezu, incubus, shadow demon, succubus), or cult (1 nameless doom, and 20-200 humanoid commoners, 400%-9,001% noncombatants, and possibly an infiltration [50% chance])
Treasure generally none or incidental; if it has conquered a society, it instead has quadruple

EDIT: I forgot the rage weakness! Ah, well. Maybe I'll next time. I also have a cool idea for a weakness involving its SLAs... :D

Sissyl wrote:

Monster: 1d765 ⇒ 164

Oh dear. A balor lord.
That is a tough one, not only do you almost need to come up with a near epic creature, but then a souped-up powerful version of. Still... I'm tempted to give it a shot while I'm standing around at work. Don't let that stop anyone else from trying, though.

You should do it! I know I just did, but I'd love to see someone else come up with something!

the David wrote:

I'll try anything once.

[dice=monster]1d765

Uhm, the aranea...

Actually, I would change very little. I'd keep the image of a big spider but I wouldn't keep the spell list. The illusion spells would get swapped out for divination spells. Some of the skills would be traded for knowledges, and I might be tempted to raise her int to 16. That's about it.

Pizza Lord wrote:
the David wrote:
...the aranea... Actually, I would change very little...
C'mon the David. There's got to be some variation you've been dying to see and create other a spider/humanoid. This is your chance! Maybe a... turtle/humanoid? Turns into a hybrid and takes levels of ninja? Maybe a horse that turns into a girl... or a hybrid centaur? Maybe it's not an animal, maybe you could reskin it into a wooden construct that also can take the shape of a... cart or carriage. Maybe it makes a cool sound when it transforms changes shape, like [copywrite infringement]!

Got it!

... but not tonight. I ran out of time, being out of the house all day, and being with my family instead of at the computer. Feel free to expand on it first, however!


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In more seriousness (and not just a reference to Dungeons & Doritos, great as that is), not I. That said, though it's probably just because I'm not involved, I'm surprised at the immediate response of, "officers asking questions" is, "they're trying to shut people down" - to me, it seems like an extremely reasonable thing.

I mean, there is a lot of expressed vitriol in this election (and for good reason), and actually talking to people who have had or may have had connections to others in the past who may be interested in engaging in dangerous activities in the future seems really reasonable. I mean, there's a reason I've had multiple background checks, and though it's nothing to do with a storied past (I'm a volunteer in a number of places; these places require these things), I sometimes have to answer reasonable questions about how and why I've had so many background checks.

That said, I definitely grant that the actual visit may have been to intimidate - I don't know, I wasn't there, and it may well have been exactly like that. Though on the surface, it seems like a potentially legitimate idea, it might not be in the slightest, and if it is not, than it is shameful.

Also, I do have a bias toward trusting law enforcement, in general; so there's that.


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Taylor Swift incoming...

... you know, I really don't know how Autocorrect decided to turn it into a famous pop star that I rarely, if ever, write about, but it's kind of hilarious. Either way, I'm taking on Sissy's abandoned project; but I'd love to see Pizza Lord's take as well.

Also, once again, in this post, autocorrect is hilarious. Heh.


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Rawr! wrote:
Unreliable Narrator wrote:
Tacticslion wrote:

That awesome moment when you realize that you've gone to Golden Corral... and it's before five o'clock! Those carbs are miiiiiiiinnnnnnneeee~!

>:D

{GM makes "Has moved from Middle Age into Floridian Retiree age category" note on Tacticslion's character sheet}

That's a -4 to all physical stats, and Int drops to 3.

Yessssssssss~! Livin' the dream, yo...


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That awesome moment when you realize that you've gone to Golden Corral... and it's before five o'clock! Those carbs are miiiiiiiinnnnnnneeee~!

>:D


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Drejk wrote:
Steel Angel, a celestial evil-fighting construct.

Aaaawwwwwweeeeeeesssssoooooommmmmmeeee~!


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captain yesterday wrote:
GRAVITY FALLS IS ON HULU!!!!!!!!

This is basically the best news.


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Oh, and the Outro is delightful as well.


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Freehold DM wrote:
mourge40k wrote:
captain yesterday wrote:

Star vs The Forces of Evil.

How is it.

Hulu it seems got a bunch of disney channel shows added.

I've only watched a few episodes myself, but the few I have watched were... Annoying.

The opening is awesome.

The cosplay is strong. The fans are loyal and stout-hearted.

Haven't watched an episode.

It's a pretty solid show, but it gets zanier and less coherent as it goes along. I liked the characterizations in the pilot, but the show had some pacing issues, and there were some moments of "dead" air or annoying sound effects. Marco's characterization suffered heavily from pilot to main series, while Star's was (mildly) improved.

I think you would like it - to me, it straddles a line between Gravity Falls, Spongebob, and something like Power Rangers or other monster-of-the-week show. Unfortunately, it straddles the line a little too far into the middle category.

I think there is a lot of potential for the show, and the song is amazing, and the concept is excellent. Unfortunately, the characterizations are... annoying. They are anarchic and make relatively poor choices, though they are good guys, which is nice.


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thegreenteagamer wrote:
Tacticslion wrote:
captain yesterday wrote:
Another skillet.
A great band!
Yes, agreed, but I think they peaked with Comatose. That album was awesome. Awake and the subsequent stuff seem like they're just trying to ride that wave and extend the sound, and it's coming off a little bit sad.

I like Awake a lot (the song, if not the album; I haven't bought a full album of non-score music in years, so I dunno); but take my opinion with a grain of salt, as I like old-school Creed, enjoy several Nickleback songs, and have not particular appreciation of Alice in Chains or similar "better" bands - heck, I like Smashmouth, even the lead singer, even though I admit he's kind of garbage at singing (I think he leveraged his drawback into an asset to create the band's style). Yes, I'm aware.


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captain yesterday wrote:
Another skillet.

A great band!


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Sharoth wrote:
thegreenteagamer wrote:

90 degrees at 1am.

F##@ you Florida.
F#$& YOU FLORIDA!

Hmn... From what the thermostat says, it is on cool. I think I will turn it up to normal.

Edit - My wife hates the humidity combined with the heat here in the South.

Hm. This may help explain why, after full sunscreen, careful application and waiting appropriate times; making sure it was absorbed so it didn't wash off, but not so long it's protection faded; and only two hours; everyone ended up with at least mild or greater sunburns. Hmp.


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Dot.

Though I know you're mostly looking a the Carribbean region and time, have you considered blending elements of Spain and Portugal into your Silver Mold group? This would lend toward the concept of deeper colonization and help explain the rise of a cultural normative. Alternatively, having a pre-Silver Mold host of explorers and "missionaries" (whether religious or not) would allow for a kind of secondary instigation local unity/linguistic homogeny that you had in the area and its border lands. Similarly, a powerful French-stand-in influence prior to the current time.

Note: I'm not suggesting that you have actual France or Spain, only pointing out that those two countries were huge influences in the establishment of the Carribbean as it was, and it both dehomogenizes and unifies the local flavor to have those conflicting influences in a place that contained its own ancient and proud heritage.


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Three conflicting templates:
- eternal: always comes back unless template is removed
- drunk (infected with curse): always nauseated
- "young" (trapped at a smaller/weaker version of self): can be applied multiple times for extra weakness

Each time it removes a chain, it drops a young template (this gaining power): when all are gone it loses both drunk and eternal templates, but it gets something like the gigantean template, to compensate for the loss.

Nabasu is pretty solid, but a shadow demon possessing a mortal could also give the "the bad guy returns" feeling. A simulacrum is also solid.


Pathfinder Adventure Path Subscriber

Book 2 of our KM was, as I recall, the most brutal of the books. That stem T in particular was stupidly dangerous.

Over-all, though, KM has t been all that bad, comparatively. Serpent's Skull was deadly, while CoT seemed to delight in random-flipping between "total-insta-doom with wrong move" and "probably cakewalk" territory.

After book three, the random encounter tables really aren't such a big deal in KM, as your party should ha be the resources to dictate their encounters on their own terms.


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I still love this thread.


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I just want to say: I love this thread title.

That is all.


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It's certainly potent, but if you're in a group with ninth level casters, I'm not concerned. Also, at least to start with, you're hypothetical up to ninth level casting isn't really that variable, unless you're a flavor or two of neutral. Beyond that, you get ninth level casting over the course of... nine tiers. By that point, you're already level eighteen, meaning your piers also have ninth level casting (and have for a whole level plus whatever you did to gain this tier), or you've sunk two of your mythic powers into it... at which point, you might just want to take either the archmage or Heirophant paths (both of which are pretty boss as a fighter).

The no-components I very potent, true, but mythic is pretty insawsomne, and it's not too u likely to have really potent other shenanigans by this point. :)


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Ah, gotcha. Thanks! In which case: yeah, I could see the, "they're trapped" interpretation from that by way of requiring a body they have.

That said, I'm not in a place where I can think a lot to make any solid argument one way or the other. My gut tends to suggest I lean toward the, "they don't need a body, look at the name" but my gut also warns against making a specific effect too powerful by overreach. I guess you could say I'm of two guts on the matter. Reference!


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Going by the link Sharoth posted earlier, it'd be a Western RPG, with FPS elements.
(Also, going by that link, those Lahore are basically wrong.)

The thing with both Borderlands and Mass Effect, as I understand them, is that they are played for reasons closer to those RPGs are played than FPSs are.


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Did either have scantily (less) clad women in it? That could explain it!


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Snowlilly wrote:
Astral Projection wrote:
To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

You do, in fact, occupy a physical body while using Astral Projection to enter another plane.

Trap the Soul is one of the few ways to stop a high level wizard meddling with the world from the safety of his personal demi-plane.

I kind of thought the original question was about the floaty version in the astral plane, not the meaty copy on another plane. So, if I'm in the astral, what happens?


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Tin Foil Yamakah wrote:
Tacticslion wrote:
Intriguingly, I have - it's just rarely been a major issue.
It's the sno-cone wish machine isn't it.

Heh. I have a game with that. That isn't the game that makes the fighter feel irrelevant.

It's the game with the hard that makes the rogue feel irrelevant.

:)

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