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Beltias Kreun

Thanael's page

Goblin Squad Member. 1,869 posts. No reviews. 1 list. 2 wishlists.


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Star Captain Killjoy wrote:
Gip wrote:

*raises hand*

Gip, Mighteist of Space Pirates™, asks that Goblins be a Core Race.

Motion seconded on behalf of the Imperial Goblin Space Navy (Someday We Might Even Get A Ship!)

Dare I say: We be Goblins ...IN SPAAAAAAACE!


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Check out the Hypercorps 2099 setting based on Pathfinder


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Every nat 1 is a potential Legendary HC winner...


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Mike, many thanks. I shall try to read over the holidays and hope to post a short review.


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For Pathfinder there's also Hypercorps 2099 which takes at least some inspiration from Shadowrun...


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Check out these old threads for interesting discussion on Hermea:
Hermea thread 1
Hermea thread 2


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I'm in.


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Four Dollar Dungeons is a 3rd party publisher offering very good modules for $4. They are very suited to beginner DMs and players.


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Legendary Games Gothic plugins might provide a little more in-between stuff. I recall at least one adventure in their Gothic Compendium which collects all plugins.


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How/where was the prince raised?

It has got to be ruse. The tasks are a PR setting him up to fail. A conspiracy by the people that may even have somehow been involved with the history of his father. Are the accounts told to him true? Or are they a fabrication hiding something darker. Do vampires lurk in the background of all this?

You must set this in Ustalav.


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Check out this complete Spelljammer Collector's Guide

Maybe the Greyhawk accessory under Related material
WGR2: Treasures of Greyhawk ("The Neogi Nest", June 1992)


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Frog God Games is putting out more and more adventure series:
The Blight will provide a lvl 1-9 urban horror AP.

The Borderlands

Sword of Air


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Check out the 3pp APs available here and here. Whole several might be right out (Way of the Wicked obviously) many may be more viable than some of Paizo's APs.

0One's City AP might fit with an urban revolution theme.

ENworld Publishings APs may fit. I don't know too much about War of the Burning Sky other than it had excellent reviews and is really cheap now. Zeitgeist too got rave reviews and is investigation/spy themed iirc.

Frog God Games stuff may be more viable than one would think on first glance. While Demons are involved it's more classic kick the door in Sword & Sorcery adventure. The Northlands may fit well or the Borderlands maybe.

From Paizo I think King Maker is a solid choice.

Adventure a week seems rather kid friendly publisher in general to me. They have a Scooby Doo vibe going and several of their adventures can be combined into series. Check out their Snow White adaption for murderhobos... ermm adventurers. No really.

Also Four Dollar Dungeons adventures while not APs are very fit for kids. Check out Horn of Geryon and the rest too.

Kobold Press has a Slavic & Fae inspired setting that is a but less gritty than some of Paizo's stuff.

Finally there's a new 3PP doing kid friendly adventures explicitly. The name escapes me though... There was a 4 star review posted by Endzeitgeist for their first offering.


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I bet its from Dungeon Magazine.

Here's a Spelljammer product index

From that I'd guess its Dungeon 45 An Artists Errand.

Du45 An Artist's Errand, Steve Kurtz, levels 6-8
"The reigar believe that Art is everything, and this reigar will do everything to retrieve her stolen property."


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That depends. What are you looking for?

But if you come from a d20/3e background: there are a lot of very good PF 3pps out there. Quality is overall much higher.

Check out these threads:
New to 3pp...
Pathfinder 3pp suggestions
Recommendations for 3PP

Spoiler:
To quote myself [slightly edited and updated] from this old Recommendations for 3PP products thread:

What do you seek? Tell us about your campaign, your PCs, or where you want your campaign to go.

That said:

Necromancer Games/Frog God Games: old school adventures, dungeons, megadungeons, mini sandboxes. Slumbering Tsar, Rappan Athuk, Stoneheart Valley, The Lost Lands, City of Barakus, Tome of Horrors revised (which is also on PFSRD). Also Razor Coast! Just read the reviews. Tome of Adventure Design! Upcoming: The Blight by Richard Pett.

Kobold Press/Open Design: Midgard campaign setting (more eastern european myth/tropes incorporated vs traditional western fanatasy), excellent adventures. Excellent books on Game Design.

Legendary Games: stellar supplements to Paizo APs, mythic material.

Raging Swan Press: Generic, medieval fluff and cruch, great DM aids, great adventures. Check out the numerous free previews for any product on their website.

Rite Publishing: great crunch pieces, Coliseum Morpheon (high level advanture in the plane of dream) & Faces of the Tarnished Souk (great NPCs), Japanese Horror setting: Kaidan (check out the free adventure), Adventure Quarterly is Dungeon magazine's successor.

AdventureAWeek: lots of adventures, Rise of the Drow super adventure, modern web supported layout

Dreamscarred Press: PF Psionics

Fire Mountain Games: Way of the Wicked (the evil AP), Underdark Sandbox AP is in the works but i would recommend buying it only when finished

0One Games: The Great City material, City AP.

TPK Games: Bleeding Hollow & The Reaping Stone horror adventures, Laying Waste: A Guide to Critical Combat.

Alluria Publishing: awesome underwater stuff and some fey material

Super Genius Games/Rogue Genius Games: great crunch.

Drop Dead Studios: Rogue Glory (fixing the Rogue class, also check out 101 Skill Uses by Rite for this)

Four Dollar Dungeons (4DD): outstanding, cheap adventures. Just read the reviews.

For keeping up read this forum and check out Endzeitgeist.com.

The bigger ones are Frog God Games (the heirs of Necromancer Games), Wolfgang Baur's Kobold Press, Legendary Games, Rite Publishing, ENWorld Publishing, Raging Swan Press. But there are a lot more with excellent quality and also among the smaller and very small ones.

About adventures specifically check out 3pp AP recommendations

And for completeness sake here's the 3pp campaign setting thread.


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Malwing wrote:

It came from the stars has adventures outside the main book?

I'm sorry no.

As for adventures that are specifically SciFi I'm not sure there exist many for the PF rule set. Did you see Hypercorps?

ENworld has the Santiago AP the the players guide and first part are free ...

Stealable adventures from other systems or adaptable-to-scifi adventures though is a broad definition. I'm sure there 3.5 or PF adventures out there that may covert easier than others.


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Check out the Alexandrians design notes on diplomacy which build upon GitPG's Diplomacy rules update and finally deliver the Diplomacy fix. In short: each check is for a narrowly defined action/deal that brings it's own modifiers.


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..from Outer Spaaace!
..from pulp Mars/Venus/...
..from Underground /Dark Lands


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I'm a henchman. ...for now.


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Is there any way to get the preview for latecomers?

When is the Kickstarter due?

I suggest some cross marketing from the Kickstarter which paid Pett's novel Crooked (published via Broken Eye Games) and the other way round maybe include the novel as an add-on for the RPG Kickstarter.

The novel wasn't for me btw, it seemed too far removed from the game rules/roots for me. I.e. I did not get the feeling that the world described used PFRPG rules or even d20. But I passed it on to a big fan ;-)


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Slightly OT but check out Four Dollar Dungeon's latest adventure: Reign of Terror. Richard Develyn knows horror too...

Also check out Ravenloft d20 (3.0,3.5 edition) and Ryan Naylor's PFRPG conversion.


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See the Bellcurve roll variant rule.


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Four Dollar Dungeons wrote:

I'm actually in the DeathQuaker camp - I don't believe in read-aloud text at all.

I would write something like this:

"Four giant spiders live in the room. The ceiling is covered in webs. At any one time one of the spiders is likely to be concealed by the webbing as they scutter about, requiring a Perception check DC 12 to spot, otherwise their presence is pretty obvious as they weave and re-weave their webbing in an attempt to construct the perfect fly-trap.

Not that it's done them much good - they haven't had a decent meal in a fortnight and are now more than likely to attack anything that comes in here even if it's wrapped in plate armour."

And so on.

The key thing about this approach is that it makes no assumptions about the circumstances under which the PCs will encounter this situation. PC action could result in them all clattering in here at the same time, or one of them creeping by himself, or perhaps they chase a goblin into this room, may be one that's carrying a torch. Alternatively the GM might decide that some of the spiders are going to go out hunting, or perhaps something else in the dungeon will come and hunt them.

With this sort of approach to writing, you're providing the GM with the information that she needs in order for her to run it in her own way. You're explaining why things are the way they are, rather than presenting a karaoke-style set of instructions. Clearly some people prefer the latter, perhaps most people, but this alternative does exist, and it's in fact how things used to be back in the very early days of D&D (I remember how shocked I was when read-aloud text first appeared in module A1).

Richard

+1. I like the telling a story, with some fun background facts, but not assuming any particular action on the side of the PC's. This makes the adventure fun to read, can easily serve/be adapted as read aloud text in an emergency and does not prep plot but sets a up a situation. (See Alexandrian blog post: don't prep plot)


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The Alexandrian blog does a lot of R&D/analysis on encounter design and adventure design and while not always (but sometimes) explicitly about presentation, you can still glean insight from them I think. Read the series on node based scenarios design starting here ( and going through several follow up posts, and also Don't prep plot prep situations.

Lou Agresta used some similar techniques in presenting a roadmap to the massive Razor Coast.

Also Monte Cook's Ptolus has several useful ideas to mine from presentation wise.

I think keeping the narrative flow intact for readability makes much sense. Presenting an adventure overview first. Maybe even a node map/flow chart. But making actual encounters and/or statblocks easier to read/access can be done in addition to readable text.


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Ron Lundeen wrote:
... like Wayfinder (and Pathfinder Chronicler)

Added some linkification.


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I heard good things about Four Dollar Dungeons adventures (not sure if they have a different format for encounters but according to the reviews they contain a lot of supplementary DM prep stuff) and also about Hammerdog's Grande Temple of Jing.


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Thanael wrote:
Google Dicefreaks Lich template.

Spoiler:
Created by Dicefreaks

Creating a Lich

“Lich” is an acquired template that can be added to any giant, humanoid or monstrous humanoid (referred to hereafter as the aspirant), provided it can perform the incantation, as described below. Certain other creatures (such as mind flayers) can also become liches.

Aspirants who complete the incantation begin at the first rank. To advance in rank, a lich must complete a ritual of transformation (described below).

A lich has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The aspirant's type changes to Undead (Augmented [base creature's type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s. Lich lords and greater also gain bonus HP using their Charisma modifer in place of their Consitution modifer.

Armor Class: A lich has a +5 natural armor bonus or the aspirant’s natural armor bonus, whichever is better. Magisters and greater gain a profane bonus to AC equal to their rank. Archlichs and greater gain a deflection bonus to AC equal to their Charisma modifer.

Attack: A lich has a touch attack that it can use once per round. If the aspirant can use weapons, the lich retains this ability. An aspirant with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8 points of damage per rank plus its Charisma modifer to living creatures; a Will save (DC 10 + 1/2 lich’s caster level + lich’s spellcasting modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8 points of extra damage per rank plus its Charisma modifer on one natural weapon attack.

Special Attacks: A lich retains all the aspirant’s special attacks. Save DCs are equal to 10 + 1/2 lich’s caster level + lich’s spellcasting modifier unless otherwise noted.

Special Qualities: A lich retains all the base creature’s special qualities and gains those described below.

Turn Resistance (Ex): A lich has turn resistance equal to its rank plus its Charisma modifer.

Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction according to the table below. Its natural weapons are treated as magic and evil for the purpose of overcoming damage reduction. Lich lords and greater treat their natural weapons as epic for the purpose of overcoming damage recution

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Phylactery (Su): If slain, a lich's soul returns to its phylactery. Once within the phylactery for three days, the spirit may return to life by possessing any corpse within 100 feet x its spellcasting modifer. The corpse, once possessed, has the same statistics as the lich did before its destruction.

Abilities: The Aspirant's ability scores increase according to the table below. Being undead, a lich has no Constitution score.

Skills: Same as the Aspirant.

Organization: Solitary

Challenge Rating: +1+rank

Treasure: Standard coins; double goods; double items.

Alignment: Any evil.

Advancement: By character class.

Neonate; +4 Int, +2 Wis, +2 Cha. DR 15/bludgeoning. 2 saliant abilities.
Alumnus; +6 Int, +2 Wis, +2 Cha. DR 15/magic and bludgeoning. 4 saliant abilities.
Magister; +8 Int, +4 Wis, +4 Cha. DR 20/magic and bludgeoning. 6 saliant abilities.
Lich Lord; +10 Int, +4 Wis, +4 Cha. DR 20/epic and bludgeoning. 8 saliant abilities.
Archlich; +12 Int, +6 Wis, +6 Cha. DR 25/epic and bludgeoning. 10 saliant abilities.
Eternal; +14 Int, +6 Wis, +6 Cha. DR 25/epic, bludgeoning and good. 12 saliant abilities.

Ritual of Transformation
Necromancy
Effective level: 9th
Skill Check: Craft (alchemy) DC 30, 3 successes, Knowledge (arcana) DC 30, 3 successes, Knowledge (religon) DC 30, 3 successes
Failure: Death
Components: V, S, M, F, B
Casting Time: One night
Range: Personal
Target: You
Duration: Instantaneous

This incantation kills the caster and sends his or her soul into the prepared phylactery. Three days later, the caster rises again with the lich template applied. This ritual turns the caster into a neonate; further rituals are necessary to progress to a higher rank.

Failure: Death to the caster. He or she may not be ressurected save by a greater god with the Life and Death SDA. (The Gift of Life SDA alone is insuficient).
Material Component: Transformation potion. This must be created by the aspirant himself and requires the spells finger of death or slay living and create greater undead, the Brew Potion feat, and the expenditure of 20,000 gp and 800 xp.
Focus: Phylactery. This must be created by the aspirant himself and requires the spells astral projection and magic jar or soul bind, the Craft Wonderous Items feat and the expenditure of 100,000 gp and 4,000 xp.
Backlash: In addition to the tempory death of the caster, the newly created lich is nauseated (despite the usual undead immunity) for a week after the transformation.

Ritual of Transcendance
Necromancy
Effective level: 9th
Skill Check: Craft (alchemy) DC (20 + 10*new rank), 3 successes, Knowledge (arcana) DC (20 + 10*new rank), 3 successes, Knowledge (religon) DC (20 + 10*new rank), 3 successes
Failure: Double backlash damage
Components: V, S, F, B, XP
Casting Time: One night
Range: Personal
Target: You
Duration: Instantaneous

This incantation may only be cast during a rare astronomical event that occurs only once every 169 years. The caster must cast this spell under an open sky and as high above sea level as possible. For every 100 feet beneath 5000 feet above sea level, the caster takes a -1 penalty to the skill checks involved in casting the incantation. If the incantation is successful, the caster rises one rank, from neonate to alumnus or alumnus to magister, for example.

Focus: Phylactery.
Backlash: (10*new rank)d6 damage. This wave of power also destroys all items the lich may be carrying or wearing, save his phylactery. He does not benefit from such items when making the skill checks.
XP: 10,000*new rank

Last edited by Xtian on Fri Jan 25, 2008 12:59 pm; edited 1 time in total

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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3234
Location: Avernus
Posted: Fri May 25, 2007 2:52 am Post subject:
Lich Salient Abilities

Arcane Shield (Su)
The lich has learned to create a field of arcane force that protects it from attacks.
Prerequisites: Archlich or greater.
Benefit: The lich can expend a spell slot to create a barrier that absorbs incoming attacks. The barrier can absorb up to (spell slot used x rank) hit points of damage before it collapses. It is similar to a divine shield; however, it does not stop a divine blast, and cannot be adjusted to ignore damage that the lich is immune to. It is a move equivalent action for a lich to spend a spell slot to activate an arcane shield.

Agonizing Gaze (Su)
The lich's mere gaze can harm people.
Prerequisites: Alumnus or greater.
Benefit: The lich may deal damage with gaze attack equal to the damage from its touch attack.

Bolt of the Damned (Su)
After centuries of research on the negative material plane, the lich has gained mastery over the very substance of undeath. He can reverse living forces into negative forces.
Prerequisites: Archlich, Spell Focus (Necromancy).
Benefit: 1/day per rank, the lich can suck in positive energy in an area 1 ft./caster level around it. Any living creature in the area will suffer 1d8 points of damage per the lich's caster level, with a Fortitude save for half damage. Undead are not affected. The lich can then reverse the positive energy to create a bolt of negative energy (100 + 5ft./caster level feet long) for damage equal to the amount of damaged inflicted. Any living creature that dies from the energy drain or the bolt will rise as a zombie the next round.

Coldfire (Su)
The lich controls the dark power of coldfire.
Prerequisites: Alumnus or greater.
Benefit: The lich's touch attack deals 3d6 points of cold damage in additon to its normal damage. Any fire or cold damage the lich deals to living targets is treated as either fire or cold, whichever the target is more vulnerable to.

Dark Arcana (Ex)
The lich holds secrets of necromancy beyond the ken of mortals.
Prerequisites: Magister or greater, 20th level wizard specialized in Necromancy, Epic Spell Focus(Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Necromancy).
Benefit: The lich can “lose” any prepared spell spell in order to cast any necromancy spell of the same spell level or lower at will. It gains the ability to use animate dead at will as a spell like ability.

Deadly Gaze (Su)
The lich's eyes carry death.
Prerequisites: Lich lord or greater, Agonising Gaze, Deadly Touch, Paralyzing Gaze, Paralyzing Touch,
Benefit: The lich's gaze attack causes death just like its touch, with the same Fortitude save to avoid its effects.

Deadly Touch (Su)
The lich's touch is death,
Prerequisites: Magister or greater, Paralyzing Touch,
Benefit: Any living creature a lich hits with its touch attack must succeed on a Fortitude save or die. This replaces the effects of Parlayzing Touch.

Fast Healing (Su)
The lich heals exceptionally quickly,
Benefit: The lich receives fast healing equal to 5x its rank. This is doubled if the lich is within 100 feet x its rank of its phylactery.

Fear Aura (Su)
The lich is shrouded in a dreadful aura of death and evil.
Benefit: Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Forbidden Lore (Ex)
The lich knows of things long forgotten - even some things perhaps better forgotten.
Benefit: The lich may make a special forbidden lore check with a bonus equal to his caster level + his Intelligence modifier to see whether he knows some relevant information about necromancers, undead creatures, legendary items or unholy places. If the lich has 5 or more ranks in Knowledge (religon), he gains a +2 bonus on this check (increasing to a +4 bonus with 25 ranks, +6 with 45, and so on).
A successful forbidden lore check will not reveal the powers of a magic item but may give a hint as to its general function. The lich may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 How to distinguish between a zombie and a ghoul.
20 The life and unlife of a powerful or legendary undead creature.
30 The powers of an obscure type of undead, such as a deathbringer or famine spirit.

A lich may also find out the True Name of a particularly noteworthy undead creature; this require a check against a DC of 10 + twice the being's HD.

Greater Coldfire (Su)
The lich may produce coldfire by converting spells into pure necromantic power.
Prerequisites: Lich lord or greater, Coldfire.
Benefit: The lich gains the ability to change arcane spell energy into coldfire, manifesting it as a bolt of raw negative energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/rank) that deals 1d12 points of negative energy damage per rank plus 1d12 points of cold (or fire) damage per level of the spell used to create the effect.

Improved Command (Ex)
The lich may control more undead than normal.
Prerequisites: Rebuke/Command Undead
Benefit: When determining the type of undead that are controlled rather than rebuked, the lich counts as if it were 5 levels x its rank higher. It still performs the turning check as normal, using its actual HD. For instance, a 30th level lich lord without this power would be able to command 15 HD of undead. With this power, he can command undead up to 25 HD. (1/2 of 30+(4x5)). He still turns undead as a 30th level cleric.

Improved Fear Aura (Su)
The lich's presence is terrifying.
Prerequisites: Magister or greater, Fear Aura.
Benefit: The lich's fear aura affects all creaters with less HD than the lich's caster level.

Malevolence (Su)
The lichs true form is an incorporeal spirit of fiery black energy.
Benefit: A malfunction in the transformation ritual has perverted the lichs undead existence. His phylactery and body were both destroyed and he exists as an incorporeal being of negative energy.

The lich must possess a living being to continue to survive. Once per round it can attempt to possess a living humanoid creature. This ability is similar to a magic jar spell. (caster level of the lich's hit dice), except that it does not require a receptable and the creature can inhabit the host body indefinately. To use this abilty the lich moves intot he target's space, which does not provoke attacks or oppertunity. The target can resist with a successful Will save (DC 15+lichs charisma modifier)/ A creature that successfully saves is immune to that same liches possession for 24 hours. If the save fails, the creature dies, its spirit leaves its body, and the lich's spirit animates the body as per the magic jar spell. Creatures slain in this manner can only be brought back with a miracle or wish/

A possessed body ages at three times the normal rate. If the host dies due to age, is reduced to 0 hit points, or the lich gains a level, the lich is forced out of the host. (which causes the body to combust) and must possess a new body within 1 hour or be destroyed.

Any other circumstances that force the lich out of its host render the host useless and force thel ich to seek out a new one.

While incorporeal the lich is vulnerable to dispel evil; instead of driving the lich to another plane it destroys it if it fails its resistance check and saving throw against the caster's touch attack.

Nether Arcana (Ex)
The lich's mastery of necromancy is the stuff of legends - and nightmares.
Prerequisites: Lich lord or greater, 24th level wizard specialized in Necromancy, Dark Arcana, Epic Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Necromancy).
Benefit: The lich adds its rank to the save DCs of all necromancy spells it casts. This stacks with the bonus from Epic Spell Focus. It gains the ability to use create undead at will as a spell-like ability.

Rebuke Undead (Su)
The lich may control undead without needing to use spells.
Benefit: The lich may rebuke or command undead as an evil cleric of a level equal to its spellcaster level.

Paralyzing Gaze (Su)
The lich's gaze carries the same paralysis as its touch.
Prerequisites: Magister or greater, Agonising Gaze, Paralyzing Touch.
Benefit: The lich's gaze attack causes paralysis just like its touch, with the same Fortitude save to avoid its effects.

Paralyzing Touch (Su)
The lich's very touch causes paralysis.
Benefit: Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description)..
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Spell Resistance (Su)
The lich is supernaturally resistant to spells.
Prerequisites: Magister or greater.
Benefit: The lich gains Spell Resitance equal to 13 + its caster level.

Turn Immunity (Ex)
The lich is immune to the divine control of clerics.
Prerequisites: Magister or greater.
Benefit: The lich can not be rebuked, turned, controlled or destroyed by clerical turning.

Undead Mastery (Ex)
The lich may control an almost legendary number of undead.
Prerequisites: Rebuke/Command Undead, Lich Lord.
Benefit: The number of undead that can be controlled is now equal to 2 x level x rank. This does not stack with the epic feat of the same name.

Vile Arcana (Ex)
No living or undead creature can match the lich's mastery of necromancy.
Prerequisites: Archlich or greater, 28th level wizard specialized in Necromancy, Dark Arcana, Nether Arcana, Epic Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Necromancy).
Benefit: The lich adds its Charisma modifer to its spellcaster level and spell DCs when casting Necromancy spells. This stacks with both the Epic Spell Focus feat and with the Nether Arcana salient ability. It gains the ability to use create greater undead at will as a spell like ability.


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+1 on the Harrowing. Check it out.

Rite Publishing's Coliseum Morpheon Setting maybe. The novel Lost in Dream by Matt Banach which is set in that setting, is described as Alice in Wonderland meets H.P.Lovecraft. It does involve rescuing a girl who is lost in dream iirc. I suggest checking it out.

Adventure Quarterly #3 has an adventure calles “Dream Harvest” which set in a nightmare, incidently also by Matt Banach. Read the reviews for more info.

There's also Rite's Five Room Dungeon: Rabbit Hole by Matt Banach (and Coliseum Morpheon author Clinton Boomer) again.

And not PFRPG, but still merits a mention imo is Gossamer Worlds: the Nightmare Kingdom a setting/world for the Lords of Gossamer and Shadow game which is a version of Amber Diceless.

Also by Rite but not related to Coliseum or Matt Banach there is the PFRPG Kaidan Setting, which is about japanese gothic horror stories. Kaidan is an archipelago of islands, but has it's own cosmic properties making it very much like Ravenloft, being a land of oriental horror, karmic curses and a spiritual trap. It is heavily influenced by Japanese history, religion, legends, folklore and traditional ghost stories.

From 3.5/3.0? there is Mystic Eye Games which provides a dark setting that iirc is half dream. I bought several adventures and monster books from them to pillage for Ravenloft. The setting book is The Hunt: Rise of Evil.

"The Hunt: Rise of Evil" is our core d20 campaign setting by Mystic Eye Games. In this book you will be immersed into the dark world called Gothos. You will find a new and fantastic land where the dreams and nightmares of our sleeping earth folk find there way into this mystical world. This unique campaign setting will give you new rules, kingdoms, classes, races, magic and much more. Play in our world or simply apply all that you find here to any d20 game. Become a child of the waking dream and join the hunt today! This book will feature more than 20 unique, new classes, new feats, new spells, new monsters and much more for your d20 fantasy game.


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...with clubs


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You has me at "catfolk thief and gnoll merchant". Also Pett. (Mroooar?)


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terraleon wrote:

You can get the Midgard setting and a few additional supplements in the current Bundle of Holding. The setting, 8 adventures, a gazetteer of the Margreve Forest, and the players' guide to the Crossroads, all for $9. That's a great deal if you find the Midgard pdfs too expensive usually.

While you pay at Bundle of Holding, you fulfill through drivethruRPG.

-Ben.

That's a great deal!


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That depends. What do you want/need?

Raging Swan comes to mind first though for GM stuff. Did you know about their Patreon?

Rite also does Adventure Quarterly the spiritual successor to Dungeon magazine.(several excellent short to medium long adventures per issue).

Four Dollar Dungeons does excellent adventures for $4. Run Amok Games does great adventures too.

Check out this thread on 3pp campaign settings for what is out there ...


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Dustin Ashe wrote:
Thanael wrote:
Paizo only ? Or would you consider 3pp material too?
I'm open to 3pp, as long as it's in the vein of generic fantasy.

Raging Swan Press has two great 1st level adventures but they actually do not start in a town iirc: Shadowed Keep on the Borderlands, and Retribution.

Buuut.

They also have a whole product line detailing towns and villages. And excellent accessory material like their GMs Miscellany: Urban Dressing or their Random Encounter series

Four Dollar Dungeons has 3 very excellent 1st level adventures (The Horn of Geryon , Key to Marina and Firemaker) all starting in towns iirc, though I'm not sure how much of the towns are detailed. The modules are super awesome judging from the reviews though. They also have more low level adventures.

Frog God Games has several 1st level modules starting in a town:
The Lost City of Barakus is a lvl 1-5 dungeon crawl based in a small town/city. It was updated to PFRPG but as there are few reviews I want to link tothis review of the d20 version

Stoneheart Valley compiles and updates three classic 3.5 old school flavored modules starting at lvl1 in a small town.

Rite Publishing's
Not So Random Urban Encounters could add a lot as could their Evocative City Site product line.

For 3.5 there's the lavish lvl 1-15 Goodman Games' Castle Whiterock which details a campaign in and around (under) a town.


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Beginner box?


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Gah dammit I meant classic monsters....


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There's lots of threads for AP ideas out there. Take one of the more niche ones and go...

For example a Tian Xia AP is a common request.

With Everyman Gamings race books (kitsune, samsaran) and maybe leadership/psych combat (soon available combined as Ultimate Charisma). Add Rite Publishing's heroes of the Jade Oath or yakuza/samurai clan rules (and talented writers). Maybe add a bit of the Kaidan talents/stuff. Add Dave Gross to the mix as well

Or go more into Vudra and add Dreamscarred Psionics or maybe Occult Adventures....

...Maybe a mythic AP ? (LG + ?)

A war AP? (LG ultimate battle rules)

So mythic war in Vudra?

Or a shadow planar AP starting in Nidal err the shadowy lands with Legendary Games Dark Druids, Boomers evil stuff and maybe the Jon Brazer shadow stuff.

Theme is essential, and niche is good. As you say plain fantasy is covered by Paizo. Though there's lots of not so plain stuff in Golarion too. So still IMHO making it somehow loosely adaptable would be a selling point for me. But the example WOtW was IMO not intentionally made adaptable and doesn't fit perfectly. But it's enough that I can be adapted. The more adaptable the bigger an audience you will have IMO.

As for companies/people:

Kobold press does not share their IP so much do they're probably out.

The people from LG have lots of experience with APs and with filing of the trademarks/pluggable Golarion stuff.

Frog God games have experience with super modules and Vaughn was involved in lots of APs.

Richard Develyn (Four Dollar Dungeons)

Ron Lundeen (Run Amok Games)


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Gothic Castle Map set by gamerprinter. Its huge i hear and cheap.


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Maybe the Urban AP Road to Revolution by 0one Games?


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Way to go Creighton.


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Just leaving this here...


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Check out Parsantium.


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Thread needs [Purple Duck Games] in the title...


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Four Dollar Dungeons great adventures need to be mentioned here...

Also ENWorld Publishings Zeitgeist AP.

Heck here's a thread about 3pp APs and here's one collecting 3PP settings.


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Oooh nice. A nod to Dragon Star would be great.


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The d20pfsrd sometimes adds additional pictures for some weapons and equipment items...


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Arcadia resources and brainstorming thread


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Dont fetishize balance in encounters too much. Read the rest of the Alexandrian blog on encounter design and more...

As for interesting adventures you might want to use/adapt some pre written adventures. Check out Raging Swan Press or Four Dollar Dungeons for some excellent low level adventures.

As for NPCs check out d20pfsrd.com NPC section. Don't over prepare and sometimes fudge or simply wing it. Reuse and reskin unused NPCs later. There are lots of good NPC books out there: Raging Swan Press has a Villains series as well as the pure crunch series. Legendary Games also does good Villain products.

Consider using a random encounter table or several. There are great ones available from Purple Duck Games, Rite Publishing or Raging Swan Press. Also check out Raging Swan Press GM Miscellany series.

Check out these threads:
What are you're favorite DM assistance tools
Sandbox adventure fodder needed (even if you don't want to run a sandbox)
Sandbox and scheming villains (If you do want to run a sandbox(y) campaign)


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Well update your deviantart with a few newer samples and post a link in the links Liz linked to...


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In their newsletter LGG announced it's going to publish a planet hopping AP.

Get the news here.

Quote:

Interplanetary, New Worlds, Ancient Species, Aliens, Technology, Psionics, and more!

Legendary Games brings you an eight-part, sword-and-planet Pathfinder Adventure Path; authored by some of the biggest names in Pathfinder, Legendary Planet will take your characters across the multiverse and back again in an incredible campaign like none other!

Are you ready to explore the galaxies? Coming to Kickstarter June 15th we plan to run until mid to late July, just in time to get ready for Gen Con.

The Assimilation Strain - To Worlds Unknown - The Scavenged Codex - Dead Vault Descent - Confederates of the Shattered Zone - The Depths of Desperation - Mind Tyrants of the Merciless Moons - To Kill A Star

TL;DR Legendary Planet AP!!!

Woot!

Discuss!


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From the newsletter:

Interplanetary, New Worlds, Ancient Species, Aliens, Technology, Psionics, and more!

Legendary Games brings you an eight-part, sword-and-planet Pathfinder Adventure Path; authored by some of the biggest names in Pathfinder, Legendary Planet will take your characters across the multiverse and back again in an incredible campaign like none other!

Are you ready to explore the galaxies? Coming to Kickstarter June 15th we plan to run until mid to late July, just in time to get ready for Gen Con.

The Assimilation Strain - To Worlds Unknown - The Scavenged Codex - Dead Vault Descent - Confederates of the Shattered Zone - The Depths of Desperation - Mind Tyrants of the Merciless Moons - To Kill A Star

TL;DR Legendary Planet AP!!!

Woot!

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