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Necromancer

The Mad Comrade's page

301 posts. Alias of Turin the Mad.


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The machine guns are already statted up. Perhaps a way to introduce any replacement PCs? Maybe the new PC is a Russian that hitched a ride in the wake of RoW and wound up over the jungles, the first clear spot he sees has a giant ape clinging to a ziggurat ... Gunslinger 7/Trench Figher # with a disposable airplane and 2 machine guns that are about to run out of ammo, plus his regular gear. The magical environment of not-on-Earth results in his numerous tattoos bestowing assorted goodies, i.e., are his initial magical items. His mundane/masterwork gear is on him. Hopefully a +2 INT headband-tattoo provides Craft (alchemy) among other fun goodies. At x2 gp cost, the starting gear allowance evaporates in a hurry.


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"Ronnie" McDonald is Beyond Morality. You can't stop him. You can't smite him. His Charisma is so high that he has enough level dips that he can Smite Everything at least twice a day. The "Big Mack" is no ordinary sammich ...


Miss Kitty wrote:
The Mad Comrade wrote:
Limeylongears wrote:
What if they were goblin kittens from the Elemental Plane of Fire?
Step up your game to cone of cold. ;)
decanter cardboard box of endless kittens?

Dawwwwwwwwww. :)


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A changeling coven. You think one or two slumber hexes at a clip are bad, wait until your poor monsters are enduring a barrage of 3-4 'em every encounter, all day long. Bonus points for toting pistols or scythes for your CDGs.

I'll echo "all bard", especially if the group hitches onto a genre. Rock-n-roll/heavy metal group has a singer, drummer and either two stringed instruments or a string and a wind/keyboard. Group of five can cover all of the audibles individually. Since choreographically is critically important to commercial success, everyone picks up dance, the better to be awesome with Acrobatics and Fly at 2nd level via Versatile Performance. Optional: defeating prone enemies by way of Riverdance to the face.

Guerrillas in the Woods: Elves of Doom. Seems apropos for the Ironfang Invasion AP. Murder them all with silent arrows while hiding in plain sight behind a ring of lethal booby traps. Add a dash of punnery by taking gorilla animal companions.

Dr Jekyll, Mr Hyde, Frankenstein and Myrrh. Alchemists all. Incinerate, monster out and transmogrify your way to riches and glory.

Valkyrie Raiding Party. All female Ulfen Fighter (Vikings) devoted to Calistria's antipaladin code. Yeah, you'll need a lot of help by way of UMD and healing-laden loot, but this is the beginning of a beautifully horrifying group of "Intimimancers" waiting to happen. Your back-up plan involves getting away to your concealed long ship.

Ninja, vanish! Sneak, feint, flank, teamwork feat and fling volleys o' poisoned shuriken before any of the bad guys know your coming. Loot the bodies before they're cold.

Hobbit Mafia. Vigilante mobsters whose day jobs involve typically halfling occupations. By night, you run your budding criminal empire beneath the knees and nose of the justice system.

Goblin Mafia, the Hobbit Mafia gone wrong. Alchemist-Ninja firebugs. If it can burn, you can kill it, eat it and loot it. If you can't, you're in the wrong campaign. Do not use in Legacy of Fire - the gnolls will eat you, and we know how much gobbos detest dogs.

No one expects the Hobo Inquisition! Inquisitors Unite! With either dipping or rings to snag evasion you're gonna be awful hard to put down. They'll have to gack you the old-fashioned way: hit point damage.

Actual Hobos. Not the usual F-M-C-T quartet of adventurers, you guys are all about improvised weapons while staying barely-functionally drunk for an entire campaign. Followers of Cayden Cailean all, enter the Chevalier PrC at your earliest opportunity for inebriated mayhem, foolishness and violence upon the evil scum of the world. Optional: Vow of Poverty Drunken Master Monk-Chevaliers. (Automatic Bonus Progression highly recommended so everyone doesn't die from diseases before they get immunity.)

Hell Hath no Fury like Necromancers Scorned. In Hell's Vengeance quell the rebellion while animating everything you can into uncontrolled brain-eating zombies. Best done with a few wands and a well-guarded city wall with the guards facing inward. Keep zombified paladins around as scroll caddies. Good times!

Urgathoa's not so bad. While your group quests for each individual's ascension to lichdom, you party like its 4699. Hedonism and self-realization by way of phylactery and hideously evil deeds make for a unique bonding experience like no other. Zombie hordes beg for your command. Plus, flies are cool.


Limeylongears wrote:
What if they were goblin kittens from the Elemental Plane of Fire?

Step up your game to cone of cold. ;)


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Gridworld. Every surface has a 5-foot square grid superimposed on everything.

There is an ancient prophecy that the world will be washed clean of its grid. Some work to hasten the impending arrival of the Great Flood whilst others fight to stave off the impending doom of All That We Know.

Most folk just want to keep on taking their 5-foot steps.


Poisoning as a shtick works best against multiple targets. You hit a target per round with as many doses as you can. If your DC is good enough, they will die or go unconscious ... eventually, one by one. While the poison is eating away at them, your buddies are hopefully targeting whatever ability score your poison does. Dex in many ways is ideal (lowers AC and Reflex saves) as it plays to almost everyone's strengths. Dex and Con are pretty much the super sweet spot.

The best poisons are ones that either make them take a nap immediately or otherwise disable the target out of the gate. Not sure if arcanotoxins have that capacity.


Woodoodoo wrote:
Is the Phantom thief rogue someone that could thrive in hell's rebels? loses pretty much all in-combat stuff for a lot of out of combat things.

I wouldn't recommend an archetype of that bent for any class in any AP, let alone the Phantom Thief in particular. You'll be a nimble fighter with 3/4ths BAB, two bad base saves and a truckload of skills that won't keep you alive when the monsters start eating face. Might as well play a Swashbuckler ... although going into the Duelist PrC has potential. Hrm.


Garbage-Tier Waifu wrote:
lots of good stuff

Glad to see that both spells have been changed since the last time I looked at them closely. It's been a few years real time since my group has seen play at that level with those spells in use. Whew!

When mind blank blocked all mind-affecting effects from working on the target, it shut down morale bonuses. Wasn't clear on divinations by the user. VERY glad to see that errata.

disjunction only trashing permanent items on a nat-1 is a major improvement!

Amusingly, most of these changes I recall being suggested or making a while back and something very similar to both we did use the last time around. Neat-o!


_Ozy_ wrote:
The Mad Comrade wrote:
_Ozy_ wrote:
The Mad Comrade wrote:

Sticking to the required time-to-craft, and pointing out fragile a staff is, might solve that problem altogether.

Unless they get into demiplane shenanigans ...

Curiosity compels: what is he planning to do with the stick o' wishin'? Frankly I'd ask him that upfront. If the group simply wants a fast way to ramp up their ability scores, let 'em. If he wants Ultimate Cosmic Power, then you might want to bone up on the "wishcraft" articles from Legacy of Fire.

Material component costs for magic items are not included in the calculations for crafting time.
Base Price/1000 is Base Price/1000. Doesn't matter where the base price comes from.

Incorrect.

Quote:
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
Base price does not include material components.

Well, well. Learn something new every day. I stand corrected. :)

As far as this applies to the OP, I'd stick to something along these lines:

"Archmage Bob of Mendev can do as you ask in a week. However, to complete the staff he needs you to provide 5 25,000 gp diamonds plus (6### gp for his costs and labor). Without them he cannot complete the staff."


The problem is the mythic archmage ability, not the staff itself. Without that, the staff is not a big deal, other than being Sunder (etc) bait.


John Mechalas wrote:
OilHorse wrote:
We didn't get into specifics about that part yet, though I do believe that the idea is to fund a caster of the appropriate level to actually create it.

Seriously? And where, exactly, are they going to find this 17th level wizard, and why don't they have something better to do then spend 4 months of their life making an ultra-power staff for some random peon?

That makes for an interesting side quest if they'd planned for it earlier on.

"Heya Bob the Archmage, the Ginormous Crusade of Demon Stomping needs your help to craft a staff of Wish that can be used once every ten-day. What say you?"

" Uhhh ... well, lemme see ... bring me five 25 carat diamonds to install in the staff on completion plus a modest deposit of 7000 gp up front, I'll have it ready for you in five months."


_Ozy_ wrote:
The Mad Comrade wrote:

Sticking to the required time-to-craft, and pointing out fragile a staff is, might solve that problem altogether.

Unless they get into demiplane shenanigans ...

Curiosity compels: what is he planning to do with the stick o' wishin'? Frankly I'd ask him that upfront. If the group simply wants a fast way to ramp up their ability scores, let 'em. If he wants Ultimate Cosmic Power, then you might want to bone up on the "wishcraft" articles from Legacy of Fire.

Material component costs for magic items are not included in the calculations for crafting time.

Base Price/1000 is Base Price/1000. Doesn't matter where the base price comes from.


Sticking to the required time-to-craft, and pointing out fragile a staff is, might solve that problem altogether.

Unless they get into demiplane shenanigans ...

Curiosity compels: what is he planning to do with the stick o' wishin'? Frankly I'd ask him that upfront. If the group simply wants a fast way to ramp up their ability scores, let 'em. If he wants Ultimate Cosmic Power, then you might want to bone up on the "wishcraft" articles from Legacy of Fire.


Haven't seen mention of the obvious points:

Movement modes. Monsters often have methods of getting around that the PCs either can't match or can only match up briefly, if at all. (This varies wildly - a druid can wild shape all kinds of movement modes, 'though most can't outrun a dragon in the air.)

Environmental factors matter. Choking smoke, no clear easy footpaths, super slippery ice, enemies that refuse to let the BSF get an easy entry into melee, d-door dimensional assault/dervish specs, it gets nasty at high levels. Then of course there are critters that if the PCs aren't buffed to the gills will destroy them, but if they are buffed they'll mop the floor with them. I'd pay reasonable attention to what kinds of bad habits they have regarding being "Buffed". One point of note: DC 20-25 or so Perception before distance penalties lets those that can make the check note all of those tasty abjuration fields at play across so many targets.

If they slather on a full suite of mind blank spells, then the characters themselves lose access to morale bonuses of all sorts and I think their own divinations cease working as well.

Most 'buffs' only last 15-30 minutes at this level of play ... and a CR 18 against APL 16'ish can easily have a disjunction scroll tucked into a pocket for stripping down ALL of their buffs. Just ignore the part about whacking their permanent magic items and get the fight going.


Snowblind wrote:
GM Rednal wrote:
*Glances in* By the way, for 330k, you could buy approximately 86 Scrolls of Wish. Those would broadly be usable faster and easier than a staff that needs recharging.

You forgot material components. You would only get about 11 scrolls for that much.

The bigger issue is that the player will be using the Arcane Bloodline capstone. IIRC there is even an item which lets you get it 4 levels earlier by advancing your bloodline by 4 levels. This means 4 levels of wish spam. And Wish is really, really good as a combat spell. Like "will save or you all get teleported into the sun or the negative energy plane" every encounter type good.

For some of the bad guys, the caster will be either eating (saving against) his own wish or eating like-in-kind. It's a bad idea to get into a wish duel. ;)


Poldaran wrote:
The Mad Comrade wrote:
Luckily for the bad guys she doesn't have the Vital Strike feat chain, which (barring some goofball errata) significantly ramps up the striking power of Arcane Blast or her powerful charge.

Wait.

Those work together? o.O Because that's enough for me to design a whole character concept on.

Any standard attack (such as casting certain attack spells and especially Arcane Blast which explicitly generates a supernatural attack), yeah. There's lots of monsters with big nasty special attacks that suddenly become very scary when you see any or all of the Vital Strike chain in their Feats. Such as the Jabberwock's eye rays. ;)

The "barring goofball errata" still applies though.

My spouse frequently plays Sorcerers, and she almost always selects Vital Strike as her 13th level feat after taking Arcane Blast at 11th level. A magus can snag Vital Strike at 9th, Arcane Blast at 11th and Improved Vital Strike at 15th. At 11th level, converting a 4th level spell results in a ranged touch attack dealing 12d6 (18d6 on a confirmed crit). 15th level, a magus' arcane blast converts a 5th level spell into a (su) 30' ranged touch attack dealing 21d6 untyped damage via Improved Vital Strike (28d6 on a confirmed crit). The old standby 4th level spell via Improved Vital Strike dishes out 18d6 (24d6 on a confirmed crit). And so on.


Here's the greatest weakness - it's a staff. Hardness 5, 10 hp or so. It is one chain lightning away from incineration. It is simply smarter to spend the funds on a pair of rings that are easily hidden than a really expensive stick... ;)


Balancer wrote:

I've always wanted to see how a channel focused build would work with that archtype. At 8th level your channel turns people to dust who would be killed by it and effect a pretty large number of creatures with it.

That and the maddening gaze ability is really fun.

Added bonus: dusted enemies' loot is just lying there. Much easier to bag it up since you won't have to strip the corpses. ;)


hrm ... so the daily cost is the factor that reduces cost and M component cost. Fair enough. Good call on the recharge specifics, as I've not worried about staves of that magnitude in a long, long time. :)

Around the time of attaining 16th level, is the group even going to have 132 days of consecutive down time for him to craft that staff?


Poldaran wrote:
The Mad Comrade wrote:
Poldaran wrote:

Bright Lights, Big City

** spoiler omitted **...
Spike and Twilight can both speak, or at least Twilight can. Interesting that they haven't chosen to do so (yet). I take it cosmic ray is the new favorite spell mentioned earlier? ;)

Yep, that's the one. :P

I hadn't considered whether they could speak or not. I'll have to work something in.

You could change her Common from Taldane to Equestrian, add English (American) as an INT-sourced language and still have one trained language left to determine. Spike knows all of her languages - as an improved familiar 'dragon', he certainly can speak barring something I don't know about.

cosmic ray is one of my personal favorites as well. I chose it because she's constantly blasting things with rays. (This also warrants her Arcane Blast feat.)

Luckily for the bad guys she doesn't have the Vital Strike feat chain, which (barring some goofball errata) significantly ramps up the striking power of Arcane Blast or her powerful charge.

RE: working something in, singing songs from episodes of MLP:FiM that Kyle has not seen would blow his mind. I don't know if he left Earth before or after she became an alicorn. I suspect significant brony-gasm'ing is going on in his head. ;)


Takes him 10 wishes to recharge one over the course of 10 days. M component cost he left off his pricing, or he misapplied that cost. Thus, he has to spend 250,000 gp to recharge ONE wish. Long-term, it is much cheaper to pony up 1,250,000 gp to integrate the M component into the staff. (Staves can be recharged, so one has to supply 50 25,000 gp diamonds during the construction of the staff.) The M component cost is additive. It should not be reduced just because the staff has to nom its entire payload to power a single wish.

That'd be my ruling at least. ;)


Poldaran wrote:

Bright Lights, Big City

** spoiler omitted **...

Spike and Twilight can both speak, or at least Twilight can. Interesting that they haven't chosen to do so (yet). I take it cosmic ray is the new favorite spell mentioned earlier? ;)


Tim Emrick wrote:

Back in 2000, I wrote a GURPS adaptation for the webcomic Sluggy Freelance. It was well received by both Pete Abrams and Steve Jackson, even earning a mention in the Daily Illuminator. However, I eventually drifted away from reading Sluggy and playing GURPS, and I never got around to doing more with it.

I've changed website hosts a couple of times since then, and lost the original files somewhere along the way. But thanks to the magic of the Internet Archive Wayback Machine, I was able to recover that content and have now uploaded GURPS Sluggy Freelance to my current gaming site, Thastygliax's Vault.

Due to the time that's passed since I was up-to-date on either the comic or the system, I have no plans to update this project, but I wanted to be able to share this labor of love again.

Thanks for sharing!


They're only making so much money (i.e., as you deem fit). Piracy takes time and has associated costs, especially keeping their crew(s) happy with plunder. They're pirates only for so much of the AP as a primary activity before ongoing events and their nefarious nemesis eventually make their presence known. Keeping a reasonable timeline ticking along should also help.

Item creation takes time and materials. In the early to mid-game they can craft their own gear to their hearts' content. In the latter parts of the campaign, copious amounts of downtime are not necessarily guaranteed. Lastly, they have to spend quite a bit of time modifying or having others modify their ships. These modifications are expensive. In some cases, "stock" ships are going to be ineffective or vastly less effective, causing discontent among their crews and so forth.

Just because they can custom-tailor their gear shouldn't throw WBL out of whack. It's when they attempt to min-max the custom items rules that you have to stand firm. No at-will true strike for 2k gp, for example. So long as they're sticking to the intent, they're burning up feats on making stuff instead of using those feats that allow them to resist their foes better and kill their foes quicker. Gear often does that ... but gear can be identified, sundered, targeted, dispelled and they can still lose some when they roll nat-1 Reflex saves.


Avoron wrote:
The Mad Comrade wrote:
leads me to believe that your spirit binder level is the key basis. I figured it counts as a 3rd or maybe 4th level familiar with half your hp

Hmm, possible. I can see the merit of your argument, but I didn't interpret the wording that way. A normal familiar's stats are based on your full character level, not just your level in the class that grants it, and I just read the soulbound familiar ability as changing the progression to that of the chosen class, not dramatically weakening the familiars of multiclass characters.

If you familiar is stuck with level one BAB and saves, then by all means, tuck it away as securely as possible.

Ah, I see now. The basics are character level based. The beneficial improvements to natural armor, Int score and the ability to deliver touch spells are derived from effective Wizard level (which is 3rd IIRC)...

Familiars wrote:
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

Basics (BAB, effective HD for figuring stuff out, base saves, hp total) are derived from character level. Specific bonuses (Int score, natural armor, special familiar abilities) are Master Level (combined levels of classes that contribute to making the peacock a better mini-onion).

Without a lot of spells invested into it, especially on the defensive, the poor thing has an AC of 14 and has to feebly swipe its +9 attack bonus talons against AC 27 foes. 1 round in 5 it'll land 1 or 2 points of nonlethal damage.

Or I've got it wrong at it has a base AC of 18 instead of 14. Still not a good survival prospect without slathering on a copious number of spells. Without tapping your buddies' spell slots (just your own), you can get the AC to a moderate range for an hour (22 via Mage Armor, which is tissue paper against most CR 12 foes), much higher for about 8 rounds after spending 2 of your few spells for the day buffing it up further (Shield, Shield of Faith = AC 28).

If your fellow PCs feel like burning still-precious spell slots on your familiar instead of themselves and your PC, the peacock can get a LOT tougher but not significantly more formidable offensively. It'd be interesting to see how that works out in play.

Excepting the figment, getting your familiar obliterated eats 8 days and 2,400 gp at a clip at 12th level. Rather keep it tucked away and not lose Alertness and the +3 bonus to Intimidate!


Predator is a big tough race not given to much in the way of social graces when interacting with prey. Orcs or hobgoblins from space with a different cosmetic appearance.


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Scythia wrote:
Give local goblin tribes wands of Stone to Flesh, and tell the goblins they can use the wands to eat castles... Then profit from the rush of repair jobs?

Since stone to flesh isn't a 4th level spell for most item crafters, this would be a lark as the less-than-magically gifted goblins are far more likely to petrify themselves into lawn ornaments. ;)


Avoron wrote:
The Mad Comrade wrote:
For 13th level, I used Tattooed Sorcerer (to stash the pathetic peacock familiar permanently out of harm's way).
Pathetic?!? With the spirit binder archetype, this peacock familiar has a full BAB and good Fort and Will saves, not to mention decent hp from all your d10 classes. It's small-sized, which means it can serve as a flanking buddy, helping you get sneak attacks that provide free intimidate checks with a +5 bonus. Far from stashing it permanently out of harm's way, you should keep your familiar around to help out. You could boost its survivability further by giving it either the mauler archetype for enhanced combat performance or the figment archetype so it revives every morning.
spirit binder archetype wrote:


using the spirit binder’s level as its level...

leads me to believe that your spirit binder level is the key basis. I figured it counts as a 3rd or maybe 4th level familiar with half your hp. Since it counts as a 3 or 4 HD critter, it is dead meat walking. Best to tuck it away so it doesn't die and enjoy that sweet +3 Intimidate bonus and free Alertness feat until your damned soul is called to the afterlife.

Figment archetype would eliminate the need for having familiar tattoo altogether, which would be my choice. By 12th level, the last thing you should be worrying about is how you're getting a flanking buddy. The other front-line PC in the group should be tag-teaming things with you well before you even acquire the familiar.


6% RoI/year requires an investment of 20k gp just to pay for the attendant wealthy lifestyle (1,200 gp/year for one person). Supporting an extravagant lifestyle siphons off an investment of 200,000 gp (12,000 gp/year RoI for one person). Increase accordingly with the number of dependents and spouse(s).

It will be interesting to find out what your player has in mind for her dealings with ownership of those 3 quarries. :)


Yeah, it's basically impossible without accessing abilities that force others to make re-rolls to do what you're wanting to do.

There are ways to do that ... going on memory, most of those are Mythic. At least insofar as being able to do so LOTS of times per day.


Slippery stuff on floor makes us fall down is not a Spellcraft check, it's paying attention to the environment.

I would rule that the first 4 orcs are occupying the four squares of grease. Then it becomes difficult terrain until four more orcs are piled up, to which it is difficult terrain with a slope. After a dozen orcs are piled up, it is impassible terrain providing cover in both directions. ;)


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Poldaran wrote:
The Mad Comrade wrote:
Twilight Sparkle in all her alicorn glory, more or less. Edits completed, she should be good to go asides from picking 2 languages and the gear in her saddlebags.

We went with mostly scrolls and potions on the gear, btw. Seemed fitting, and might actually be useful to the party.

Also, your statting of that character has given me my new favorite spell(for thematic reasons, if nothing else) and caused me to purchase another Pathfinder book*. Won't spoil it more than that.

*Purchased on Amazon because I can apparently only spend 45 minutes trying to get this website to load before I give up and order it there. I tried.

She's a capable assistant to the party if they dabble in occult rituals. It is very possible/probable that she can locate and attune to a ley line, as one example. There probably is one where you're going, presuming your group uses the OA book. If not, no big deal. Taking 10 on her primary Knowledge checks hits DC 30 without breaking a sweat, so I'm hoping she'll be of great use to your group!

Saddlebags stuffed to the gills with potions and scrolls is very fitting.

I did not draw up Spike's stat block, although he is fairly formidable for a familiar due to having 198 hp, a base attack of +13 and base saves of +10/+10/+11. I didn't note all of the princess' skill ranks, which would have made figuring up Spike much easier. Reverse engineering those shouldn't be too difficult.


Suthainn wrote:

That's absolutely fantastic :D

It's amazing how well that build all comes together despite the class limitations, I'm certainly imagining it as some Balor wannabe, driving the masses (and enemies) before them in terror (probably have to get flaming weapon enchantment on the whip just for sheer style points ;)).

Many thanks for your input (and everyone elses!), you've given me some really great ideas and opened up what I thought was possible, whilst remaining useful, to a far greater degree than I would have suspected existed.

A few solid melee and ranged types, a channeler, and the king of intimidation... most excellent!

I might even have a game of Hells Vengeance coming up sometime in the future so the Intimimancer may well end up played, thanks again Avoron!

I'll second this. Fantastic build when using standard multiclassing rules. It's really hurt by the much slower BAB, but base saves of 16 Fort, 8 Reflex and 10 Will are nothing to sneeze at. Losing 4 points of BAB progression is worth the greatly improved saving throws.

For 13th level, I used Tattooed Sorcerer (to stash the pathetic peacock familiar permanently out of harm's way). If one has a worthwhile Int bonus by this point, Spell Mastery takes care of the most pressing spell book protection issues, i.e., you won't need one anymore. sequestered grimoire is a neat solution otherwise, albeit it might be susceptible to random dispel magics by mooks.

For patron deity I went with Zepar, but any deity granting access to the Torture subdomain should do the trick. As I read it, the Bloodrager's Charm Blessing - if one possesses a sufficiently high Wisdom bonus - can generate a "fear aura" that lets you flog someone to death with your whip whilst everyone around you looks on in horror, unable to intervene (Charm instead of Madness) for 3 1-minute uses per day. Much amusement could be had using a merciful whip.

At 12th level, assuming a +4 Cha headband and a +4 Str belt, but no other gear, the LE "master of fear" should be sporting an Intimidate bonus of roughly +45, give or take a few points. Worst case scenario the bare minimum Intimidate bonus is ~+40. With the ease of dishing out nonlethal damage via Enforcer to ramp that up spells "FUN!" at the expense of one's foes.


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UnArcaneElection wrote:

^It probably will -- if many of the PCs were expected to be rebels among the nobility, for instance, it would be different from both Hell's Rebels and War for the Crown. Looking forward to an eventual Kingslayer AP . . . .

If they have Choral assume the throne for "Kingslayer the AP", that would be awesome.


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Things have been getting worse for about forty years, which is why Trump won in the US, why Macron won France and why May's attempt to extend her party's control in Parliament backfired in the UK. It's why the forty year lock the GOP has enjoyed on Georgia's 6th district has become the most expensive Congressional race in history leading up to 20th June, with the incumbent's party polling anywhere from a tie to being behind a n00b challenger by 7 points. It's why the GOP barely held onto Minnesota's one Congressional seat despite almost no support from the opposition's national party.

People are getting tired of the constant wars, things going in whichever crapper they're seeing things go into and the "Average Joan's" household income stagnating whilst everything else skyrockets in cost.

People are lashing out at each other over political opinions in ways that until not very long ago were almost unthinkable. More and more people are fed up with being forgotten, marginalized, given a ration of [stuff] for the color of their epidermis and their personal preferences on [insert topic here].

All the while their local, state/province/[appropriate geographical mechanism here] and/or federal/national governments slather on more taxes, provide worse services, take legalized bribes so that international companies can sue governments when they don't like laws other sovereign states pass that might cost them profits, fix things that don't need fixing, break things that were working fine and dangle the carrot of supposed safety at the low, low price of kissing the remaining tatters of one's civil liberties goodbye.

People are tired of seeing things get worse so they're getting more desperate in whom they'll vote for to set things right. Or they've given up for whatever reason and are not voting at all...


Thing about massive windfalls is that it may presage a lengthy dearth of loot for a prolonged period.


Flutter wrote:
Ambrosia Slaad wrote:

“'Oh shut up, silly woman,' said the reptile with a grin

'You knew damn well I was a snake before you took me in” ― Al Wilson , "The Snake"

On behalf of the diverse world of ophidians working hard to ensure the rodent population stays under control, the comparison is unjust.

Form a Rodent Munchers' Union with the mousing cats. Then you can stand against Big Canine's PR machine. Eat them up! Eat them up!


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Okay, now I get where you're coming from on automation. I stand corrected. :)


Chapter 1 of Serpent's Skull can make for an excellent jumping point into other campaigns: Skull and Shackles comes most readily to mind, but many of the others can be adapted to suite.


Orfamay Quest wrote:
The Mad Comrade wrote:
Orfamay Quest wrote:
The Mad Comrade wrote:
It's both. Economics today drives automation, product and service innovation, green energy replacing/supplementing fossil fuel energy, and so on.

But none of those factors reduce wages, enhance economic inequality, or produce job instability. The economic factors create more wealth, but they don't distribute it. As RV pointed out, "People who can rely on a stable salary are happier, can spend money they can give to other people and this process makes society wealthier and happier by extent" -- but the wealth distribution is almost entirely a political question.

Automation eliminates wages and sends people packing off to the unemployment line.

Nope. Management does that. That's a political decision, not an economic one.

What factors drive the decision to automate? Both economic (drastically increased labor costs, as one example) and political (automate in response so that they don't have to increase the price of a Big Mac).


Orfamay Quest wrote:
The Mad Comrade wrote:
It's both. Economics today drives automation, product and service innovation, green energy replacing/supplementing fossil fuel energy, and so on.

But none of those factors reduce wages, enhance economic inequality, or produce job instability. The economic factors create more wealth, but they don't distribute it. As RV pointed out, "People who can rely on a stable salary are happier, can spend money they can give to other people and this process makes society wealthier and happier by extent" -- but the wealth distribution is almost entirely a political question.

Automation eliminates wages and sends people packing off to the unemployment line. New products replacing old products does the same thing. What was once a source of vast wealth in the past (coal, railroads) is no longer or much less the case now. Increasingly employing people as independent contractors is inherently destabilizing for many since a large part of the population have the money management skills of a doughnut.

Economics and politics go hand in hand.


It's both. Economics today drives automation, product and service innovation, green energy replacing/supplementing fossil fuel energy, and so on. Politics ("management") in addition to the excellent points made above - bad and good for the population - also drives international factors. Trade agreements, covert and overt warfare being just three of these.


'twould seem that the 1:00 p.m. classified/closed session beginning in the next few minutes is going to be where the meat and potatoes are to be served, whatever such may be.


Senator Warner will hopefully fill Senator McCain in.


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WaPo live coverage of Comey's testimony, 10 a.m. EST 8th June 2017.


For this AP, most of the details of the timeline do not become clear until the late chapters. I recommend pawing through them to cobble together the timeline for them and noting what pieces of information they have retrieved.


The Mad Comrade wrote:
Samy wrote:
As someone who lives in Europe, I don't think it's overreaction at all.
Seems that way to me as well. Europe seems likely to be playing catch-up. Potentially, Europe could form a military alliance in parallel to the economic union, voiding the necessity for NATO altogether. With Russia to the east, terrorists both at home and across the Mediterranean and the withering of support across the Channel and Atlantic in such a short time, this is not outside the realm of possibility.

Seems there was a white paper last year on an EU "defense union". Linked article was published today,7th June 2017.


There's a game from the past. :)


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*super ribbit* unbreakable heart ... oh myyyyy

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