Highlady Athroxis

The Purity of Violence's page

Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber. Organized Play Member. 326 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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1. Very little. According to the Dreamlands planar traits the bodies of lucid dreamers can spend years in the Dreamlands while only a few hours pass in the waking world.

2. They sleep. There doesn't seem to be a rules mechanic for them to notice anything in the waking world.

3. PCs arrive in the Dreamlands in the physical and mental condition they had when they ended the ritual, modified by the backlash damage and any dreamlands equipment.


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captain yesterday wrote:
I have to admit, it looks really nice on the shelf next to the Runelords and Kingmaker hardcopies.

, Na, the three hardbacks merely make a nice separation between all 186 AP volumes (187 is still in the post) and the printed adventures.


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I am Spartacus Soylent Green!


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Running the Kingmaker 2E AP for 1E will still require the 1E AP books. The Bestiary only gives you the stats blocks not in the 1E AP.

How your party finds the encounters is entirely up to you and your players, how many are they, how min/maxed are they, what stats and books are you allowing. In other words the same as any other AP...


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'Chapter 7' of Strange Aeons is reaching it's climax, despite many covid related delays. Hopefully only 2 or 3 sessions to go. The Level 20 Mythic 4 characters have arrived in time looped Carcosa. All they have to do is proceed to the palace and slay Hastur, having amassed the ritual and components to kill an un-killable Great Old One and allow Cassilda to free the souls of her people.

Unfortunately the only original PC has violated time and space so many times that he has attracted the attention of the Arch-Lord of Tindalos Mh'ithrha, which has arrived to 'smooth out' some temporal anomalies. This character had taken the Path of the Bound from Legendary Games' Mythic Character Codex, saying he was drawing on the Mythic power of ancestor. All good. Despite many requests the PC's player had never supplied details of said ancestor, so I wrote something up, and Mh'ithrha in its multi-billion year journey stopped in the convert said ancestor to a Tindalosian Hybrid (see Chaosium's Malleus Monstrorum Vol. 1, p140) and bring it along.

Chance of Yog-Sothoth intervening? Medium to Good.


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I applied the Commando Construct template to a mythic Annihilator Robot from Legendary's Games Mythic Monster Manuel, which worked out as a CR22.

There were 5 19th level Mythic tier 3 PCs and as it was the first encounter of the day it should have been a walkover/resource drain.

With the special attacks from Commando Construct of Brutal Attacks, Extra Attack and Retaliatory Strike by the end of the 2nd round the party was in deep trouble with the cleric reduced to a -150hp or so red mist from multiple chain gun criticals and the fighter down to about 40hp. I had to tome it down to avoid a smart characters teleporting away never to return/TPK.

I have also applied Implacable Stalker and the Nightmare Lord to a Bogeyman.

The most feared/memorial villain I ever did was a awakened, agile (mythic) vampire cat witch 13. Of course it had a cat familiar which was one of its descendants and physically identical.

Also remember for negative energy charged creature, Advanced Bestiary has a 6th level spell that gives it out...


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If you go by Strange Aeons then PF1 fantasy amnesia does change your alignment. It also reduces you to first level because you have forgotten how to use all your class abilities, so it probably doesn't matter if smite evil works or not, because a 1st level character is going to get one-shoted.


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AceofMoxen wrote:
I've heard this before, but I can totally read numbers in my dreams. I don't know why people keep saying it's impossible. Am I that unusual?

I've dreamt character creation including min/maxing numbers. Maybe where're special...


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Not strictly an adventure path, but I'm still running a 'book 7' of Strange Aeons. The PCs, currently Lvl 20, 3 Mythic tiers, have returned to

Spoiler:
The (Carosaian version of) The City of Lights
. If they can recover the libretto of Le Roi Jaune they will be able to understand how to enter the time space/vortex at the center of
Spoiler:
Carcosa/Yhtil[
and defeat
Spoiler:
The King in Yellow/Hastur
once and for all. The PCs will gain one more mythic tier before the final showdown. This campaign has been running since 2016, my longest ever.


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Counted about 30 feet of RPG shelf space. This was after disposing of at least 10 feet. Need to buy Moar!


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Thanks for the heads up.


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Paladin is my favourite class, an updated guide would be great.


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Cameras date from the 1830s. Do you really want late 1800s tech in Golarion? Majestic class battleships anyone?


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My 'Chapter 7' of Strange Eons is currently on hold due to the Sydney lockdown. The level 19 mythic tier 3 characters are attempting to obtain an Elder Sign an a planet that is totally not 'R'yleh'. We were meeting once a fortnight on Wednesdays.


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Me:

Purity
Male middle-aged human (Chelaxian) psychic (magaambyan telepath) 20 (Pathfinder RPG Occult Adventures 60)
N Medium humanoid (human)
Init +0; Senses Perception +10
--------------------
Defense
--------------------
AC 8, touch 8, flat-footed 8 (-2 Dex)
hp 105 (20d6+23)
Fort +7, Ref +4, Will +12
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +10/+5 (1d3)
Special Attacks hardened fists, phrenic amplifications (mind's eye, psychic defense, psychofeedback, telepathic targeting), phrenic pool (10 points)
Psychic Spell-Like Abilities (CL 20th; concentration +28)
1/day—commune with nature, detect thoughts (DC 14)
Psychic (Magaambyan Telepath) Spells Known (CL 20th; concentration +28)
9th (6/day)—form of the alien dragon III, psychic image[OA] (DC 27), regenerate
8th (7/day)—mass charm monster (DC 26), fey form IV[UW], glimpse of the akashic, moment of prescience, rend body IV (DC 26)
7th (7/day)—heal, mass hold person (DC 25), mage's magnificent mansion, simulacrum, greater teleport
6th (7/day)—major curse[UM] (DC 24), disintegrate (DC 24), greater heroism, liveoak, psychic surgery[OA]
5th (7/day)—mass charm person (DC25),mass debilitating pain (DC 23), feeblemind (DC 23), overland flight, mass suggestion (DC 23), teleport, threefold aspect[APG]
4th (8/day)—charm monster (DC 22), claim identity (DC 22), dimension door, fear (DC 22), greater invisibility, out of sight (DC 22)
3rd (8/day)—akashic communion, heroism, greater longstrider[ACG], communal resist energy[UC], tongues, voluminous vocabulary[UI]
2nd (8/day)—bullet shield[UC], delay pain[UM] (DC 20), eagle's splendor, fox's cunning, hypercognition[OA], investigative mind[ACG], lesser restoration
1st (8/day)—comprehend languages, hermean potential, ill omen[APG], moment of greatness[UC], touch of the sea[APG] (DC 19), true skill, youthful appearance[UM]
0 (at will)—detect magic, detect poison, detect psychic significance[OA], light, mending, message, open/close (DC 18), prestidigitation, read magic
Psychic Discipline Enlightenment
--------------------
Statistics
--------------------
Str 10, Dex 7, Con 12, Int 26, Wis 11, Cha 16
Base Atk +10; CMB +10; CMD 18
Feats Amateur Investigator[ACG], Conceal Spell[UI], Craft Wondrous Item, Deceitful, Eldritch Heritage[UM], Encouraging Spell, Extend Spell, Improved Eldritch Heritage[UM], Improved Unarmed Strike, Quicken Spell, Skill Focus (Disguise)
Traits mathematical prodigy, reactionary
Skills Bluff +30, Diplomacy +23, Disguise +9, Fly +11, Knowledge (arcana) +21, Knowledge (chemistry ) +31, Knowledge (engineering) +24, Knowledge (geography) +21, Knowledge (history) +26, Knowledge (local) +21, Knowledge (Mathematics) +31, Knowledge (nature) +21, Knowledge (physics) +31, Knowledge (religion) +14, Perception +10, Sense Motive +23, Sleight of Hand -1, Spellcraft +26
Languages English, French, German, Italian, Japanese, Madarian, Russian, Spanish; telepathy 100 ft.
SQ empty mind, expanded awareness, focused trance, know the land, mutable flesh, nature’s command, patient insight, wild mind
--------------------
Special Abilities
--------------------
Amateur Investigator (8/day) Your knowledge is more than plain smarts - it's inspired.

Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Like an investigator, you have the abil
Conceal Spell (DC 38, Somatic DC 14) Conceal evidence of spellcasting
Empty Mind (Su) As free act, spend 1 phrenic pool to rm blinded, confused, dazed, deafened, staggered or stun condition.
Encouraging Spell Spell granting morale bonus increases it by 1. +1 Level.
Enlightenment Your quest for enlightenment has opened your eyes to new concepts and heights of spiritual awareness. You seek learning that allows you to evolve in mind and spirit, improving your next incarnation.

Phrenic Pool Ability: Wisdom.
Expanded Awareness (20 rounds, Blindsense) (Su) As mv act, gain selected ability for a short duration.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Trance (Ex) Meditate 1d6 rds and gain +20 circ bonus on single Appraise, Knowledge, or Spellcraft check.
Hardened Fists (6 rounds/day) (Su) Natural unarmed or claw attacks deal damage as if one size category larger.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Know the Land (Sp) Expend spell slot of 5th lvl or higher to cast commune with nature.
Mind's Eye (Su) 2 pool: +4 insight bonus to ranged attack roll, 1 additional point to ignore cover (not total cover).
Mutable Flesh (1/day) (Su) Increase duration of transmutation spell that affects only you.
Nature’s Command (Ex) Use 2 phrenic, affect animal or plant with mind-affecting or language spell.
Patient Insight (Ex) When making Heal, Knowledge, Sense Motive or Survival chk, spend 1 phrenic pool, roll 2x take higher.
Phrenic Pool (10/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Psychic Defense (Su) 1 pool: during social encounter, +4 bonus on next Bluff, Diplomacy, Intimidate, or Sense Motive.
Psychofeedback (20 minutes, Constitution) (Su) 2 Phrenic Pool: Sacrifice linked spl >= 2nd Lev. Gain +1 enhance to Str, Dex, or Con.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Telepathic Targeting (Su) Spend 2 phrenic pool, target creature currently telepathically linked even if out of range.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Wild Mind (Su) Use telepathy to mentally communicate with any animal or plant creature.

I turn myself into the government, rest and heal. In the long term I party on and push the boundaries of research. With 67+d20+d6 (roll 4 times on the d20 and take the highest) knowledge checks.


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Learned of the existence of D&D from the April 1977 fantasy issue of Battle for Wargamers. Think I got the blue cover basic set for Christmas that year. Bought the AD&D hardcovers as they come out. Played every since, Bought Dragon and Dungeon on and off through the years, got (re-)hooked on Dungeon shortly before Age of Worms. Wasn't a subscriber as postage to Australia didn't work, but harassed several FLGS to get every issue. Read about the coming changes here on the boards and signed up immediately.


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Hi James,

Avistan has opera, but does it have ballet? If so does ballet costumes include tutus, which seem to date form the 1820s.

Running an extension of Strange Aeons which will include a return to Paris and the Opera Garnier. Wondering what sophisticated PCs from Taldor and Cheliax would recogise...

Thanks in advance


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Our grouped finished the campaign last weekend after more than three and a half years of play. We were using 25-point buy, the disease and poison rules from Unchained and the expanded fear and sanity rules from Horror Adventures.

The party were lvl 16 for the climax and consisted of the following: a dwarf mutagen warrior fighter, the only original surviving party member, a human abomination psychic (played by me) who joined the party after an ill-planned raid on the fort in Thrushmoor in book 2 and had absorbed the memories of an original PC at the oasis in the Dreamlands at the end of book 3, a human mesmerist and a half-elf cleric/rogue of Calistria. The party was well aware of the importance of good will saves with even the dwarf having a will save in the low 20s.

The first two encounters went pretty much as written thought the party fully expected to face a powered up Tatterman and were kind of disappointed when it didn’t happen.

As the party approached the hedge surrounding the tower the psychic cast a LOT of buffs, as it was obvious that the end was nigh. The party attempted to fly to the top of the tower, making all the saves from triggering the Yellow Sign. The fight against the shrike worms stretched out as the fighter was quickly fascinated and sat out the fight, the worms eventually falling to de-buffs and were slowly hacked to pieces.

The party prepared to dimension door to the roof, but the DM refused to let us and informed us we had to enter through the tower. Knowing the party would have steamrolled the cultists, he replaced them with three gold golems which drained a lot of party resources before the were destroyed and the party prepared for the last showdown.

The party charged up to the roof, not really knowing what to expect. Like other parties, we didn’t really know who the witch was. A couple of players assumed she was the “Bag Lady’ Loomis who had fallen to a one shot crit from the dwarf so long ago.

Everyone made the DC 34 will save sanity check for encountering XD/Lowls and the fight started. The DM had boosted Ariadnah to lvl 17, so she sent the cleric/rogue off to a Maze of Madness and Suffering. Not a great way to spend the ultimate encounter. The Mesmerist hit XD/Lowls with a Euphoric Tranquillity which managed to shut it down for a round. The party decided they couldn’t repel spell power of the witch’s magnitude, so moved to concentrate on her. She survived a round by casting Harm, but against the hasted party with even the psychic going for physical damage with a Form of the Nightmare Dragon and Glimpse of the Akashic, she was soon down. The party turned back to XD/Lowls who attempted a Greater Dispel Magic against the fighter, but rolled poorly, failing to dispel the Mind Blank, the encouraging Greater Heroism, or even the Freedom of Movement which pretty much doomed it. The Mesmerist took some aflection damage from the Star Seed's Dread Decay but mostly the paper kept rolling their fort and will saves. The Star Seed soon fell to a bite attack from the psychic/dragon who is still trying to get the taste out of her mouth, though as always the vast amount of damage was down by the axe of the fighter. The cleric/rogue eventually returned after about 30 rounds, on 0 sanity and with about 5 greater insanities.

We all agreed this was one of the best campaigns we had played in any system over many decades of gaming.

I pitched a continuing the campaign proposal to the group, which was accepted, so we changed DMs and the party levelled up and gained a mythic tier. I hope to post in the future how this turns out.


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Doesn't matter what they are, 'cause they will shortly fall before the sword of the Heritor Knight.

Does she have a name?


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There's a capstone for every class, I counted 39, plus 12 more any 20th character if they meet the criteria for it, like having a familiar, or being able to channel energy, or have 4 bonus combat feats, etc, plus there is a grand hex and a grand discovery (called Vast Explosions) you can take in place of a capstone.

The relics, or Legacy items, are

Bracers of Antiquity
Carved King's Band
Conquerer's Breastpalte (as in Choral)
Ring of Sealed Souls
Scimitar of Deliverance
Totemic Figurine
Trailblazer's Boots
Unyielding Aegis
Wayfinder of Cooperation

No mythic stuff, but I saw one capstone which is a third party mythic feat plus a magic item.


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I'm playing a psychic in Strange Aeons. Started at lvl 4 as a replacement character and am currently at lvl 13. I choose the Abomination discipline as the dark-half feature gives me the all important immunity to fear, though we are using the expanded fear and sanity rules from Horror Adventures.

Playing a human for the FCB has been invaluable. For tactic, from lvl 4-11 our party had two massive damage dealers, a brawler and a fighter, so I mainly really on support - haste, bull's strength, heroism, fly to buff them so they could slaughter everything.

For offensive I went with a pain focus: Inflict Pain, Debilitating Pain and mass Debilitating Pain with the last two being encounter killers when they worked. There are a lot of foes immune to mind effecting: I use magic missile, force burst and disintegrate against such.

Thought Shield has kept me sane.

Hypercognition is perhaps too good for this campaign.

Amplifications so far are Overpowering Mind, Will of the Dead, Relentless Casting and Dual Amplification, seems pretty standard choices to me.


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Yea, what an awesome idea! Of course my players know the death machine that was the original Xanesha… can't wait to put the ghost template on her!


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Name Negishi Hisako
Race/Class/Level Human Psychic 11

Name Pick
Race/Class/Level Human Rogue[unchained] 11

Name Konrad Von Brunsen
Race/Class/Level Dwarf Fighter[Mutation Warrior] 11

The Whisper Out of Time
The bloody fists of a comrade.

The Whole Sad Story

Gathering outside Mun's Infirmary, the PC's (those above plus Cristen, Monk [Master of Many Styles] 1/ Brawler 10) deciding to dimension door into the attic space. The Dark Young was despatched quickly, but not before Cristen failed his Sanity Check (we are using all the rules in Horror Adventures) and developed an immediate case of Schizophrenia. Whilst this was noticed, several PCs had developed numerous insanities in the Dreamlands and it was felt Cristen could carry on, if in a reduced capacity.

The party continued down through the Infirmary, encountering significant difficulties with the Hellwasps, as only Hisako had any anti-swarm ability and she was one Fort save away from death before she defeated them.

Entering Mun's Study, the party began to study the paintings, summoning the Dorvae. The stress of this caused Cristen to slip into a confused state. The dice determined that he perceived Hisako as an enemy, and using his pummelling style he charged her. Despite rolling 5, 1, 5 and 1 on his to hits, she was caught flat footed and without defences up she succumbed to the flurry of blows.

On seeing this Pick decided that vengeance was due, and enacted a deeper darkness to give herself an advantage. Konrad, who was devoted to Hisako, also decided to end Cristen, but engaged the Dorvae in the mean time. Pick moved next to Cristen and unleashed a rain of sneak attacks, but failed to drop him. Having been attacked, Cristen activated blind flight and punched on with a full attack against Pick, killing her.

Cristen again rolled attack nearest creature, this time targeting the Dorvae, dropping it after it had taken heavy damage from Konrad's use of warrior spirit. Konrad retreated, hoping to outlast the darkness which was crippling his chances to hit, but the dice again directed Cristen to charge him, inflicting heavy damage. Realising the fates (dice) were cursed, Konrad retaliated with his own full attack, but the concealment granted by darkness meant that only one hit. Cristen remained standing on 3hp, and his reply meant the end of Konrad. Cristen's confusion faded to have him find his arms soaked with the blood of his comrades up to the elbows. He let rip a cry of anguish...

Discussions are continuing as to where the game goes from here...


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It's really disappointing that we're getting a book on deities that no one has every heard of, but we still lack obediences and boons for the major deities of Tian Xia or Osirian, both of which I assume have far more player support than the nob-entities of this book. Won't be buying.


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My favourite is The Red Queen Killed Seven Times, Sabor, Trinia. Bookmaker Press, (Korvosa, 4712).


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Gorbacz wrote:
Given that across history a regiment could be anything from two companies to an entire arm of service, this is a non-issue.

Considering that, as a military historian, I'm fully aware of the broad definition of the term 'regiment', if the example offered was even remotely close to any of the above, I'd cut them some slack. "Two dozen or so soldiers" is not a regiment.


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The Twilight Child is, on its own, a good solid AP chapter, but as a successor to the superb Songbird, Scion, Saboteur and placed in the AP as a whole, its a real let down. As others have said, too few social options, too many swarms.

Firstly we get absolutely nothing on the big picture. On the inside cover we get another map of Taldor showing the 'territory' of the various factions. But except for two of them (for which we get names for, which I don't happen to like, and know the leaders of) we have absolutely nothing. Who is Nazerei? What does he/she stand for? What is her/his claim to the throne? etc etc...

We're in a period called the War for Crown, but what does that mean? We've told publicly killing important members of another faction is not possible, but what is? Is this a war? If not what? What are the various factions doing (and not doing) to achieve power? How is the populace responding?

Can I form a street militia to consider the streets of (....) in favour of Eutropia? What's happening in the rest of Taldor? So many questions, no answers.

I get that Paizo wishes that politics doesn't exist, but all this chapter did is turn me into a starving mushroom.

What was in the support articles was really cool, but they really needed to be about more about the campaign.

Lastly it seems that no one at Paizo understands what a regiment is.


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Goblins as a PC race is the worst idea I've heard of. So far this is the single most feature of PF2 likely to ensure I quit.


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I despise both kobolds and goblins, but count me in Team Kobold.


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The best RPGs are intrinsically linked to their settings. Can you imagine

Traveller without the Imperium?

Runequest without Glorantha?

Call of Cthulhu with the 1920s?

WOD without the WOD?

D&D without Greyhawk?

Please keep Golarion as core to the game.


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I'd much rather have the AP that enacts this, thank you very much.


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Jurassic Pratt wrote:
Because there are real world examples of people being named that way? Doesn't matter if actual historic royalty was as Taldor is a made up country in a fantasy world. That can easily just be their tradition.

Please supply an example of a real world monarchy that uses this naming system.


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Why would a royal get a designation at birth? That's just stupid. How do you know they're going to survive? Sounds like a total cock up to me. Why not just admit it?


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Slyme wrote:
DPS is a pretty common acronym in the gaming community...it stands for Damage Per Second...it is more common in video games...people in the Pathfinder community tend to use Striker and DPR instead.

.

Thank you. I googled it and got Deposit Protection Service and (Texas) Department of Public Safety... I've been gaming since 1977 or so and it don't mean nothing to me, ain't no seconds in Pathfinder.


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What's a DPS?


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Well you could actually BUY the product, then you would have access to it. I mean if you actually own it, why do you care if its online, you can just check your own copy.


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Mirror Serpent

:
Large Magical Beast CR5 can turn invisible, reflect spells, and has a rider on its bite's grapple.

Plizeazoth

:
Huge Aberration CR12, cross a stingray and aboleth... lots of defences, spell like abilities, releases slime and a mucus cloud, it's tentacle attacks drive home psychic spikes.

Portunus

:
Huge outsider CR16/MR6, 4 armed humanoid formed water elemental linked to natural harbours. Can turn into water, mess up boats and grant a boon to those it finds worthy.


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Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.


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Tried to keep to spirit of the challenge and didn't over optimise (ha ha with mythic, though sword of valour archetype is subpar...). Didn't use deific obedience as its not properly supported by Herolabs (diverse obedience for this goddess). did try to incorporate feats, magic items and spells. A few things from Legendary Games mythic stuff might have snuck in. Only spell up is greater Heroism, though I improved the enchantment bonus on the Bastion of the Inheritor to a +5.

Iomedae
Female human(Chelaxian) paladin (sword of valor) 20/Champion 10
LG Medium humanoid (human)
Init +27; Senses Perception +29
Aura courage (10 ft.), faith (10 ft.), resolve (10 ft.), righteousness (10 ft.)
--------------------
Defense
--------------------
AC 56, touch 24, flat-footed 53 (+19 armor, +5 deflection, +3 Dex, +5 natural, +6 sacred, +8 shield)
hp 465 (20d10+351)
Fort +30, Ref +19, Will +30; +1 trait bonus vs. evil outsider's spells and effects, +10 bonus vs. mind-affecting effects, +4 morale vs. fear (+6 with some abilities)
Defensive Abilities hard to kill, mythic saving throws, unstoppable; DR 10/evil; Immune charm, compulsion, disease, fear; SR 25
--------------------
Offense
--------------------
Speed 70 ft. (50 ft. in armor)
Melee Heart's Edge +40/+40/+40/+40 (1d8+33/17-20 plus 2d6 vs. shapechangers and 2d6 vs. evil)
Special Attacks channel positive energy 11/day (DC 33, 10d6), first into battle, mythic power (23/day, surge +1d12), smite evil 7/day (+13 attack and AC, +24 damage), worthy enemy
Paladin Spell-Like Abilities (CL 20th; concentration +33)
At will—detect evil
Paladin (Sword of Valor) Spells Prepared (CL 17th; concentration +30)
4th—greater angelic aspect, crusader's edge[M] (DC 27), divine power[M], eaglesoul[M], guardian of faith[ACG], litany of vengeance[M,UC]
3rd—archon's aura[M,UM] (DC 26), daylight, dispel magic[M], good hope[M] (2), sanctify weapons
2nd—inheritor's smite[M] (3), light of iomedae (DC 25), martyr's bargain, sacred bond[APG] (2, DC 25)
1st—divine favor[M] (5), lesser restoration[M] (2), tactical acumen[UC]
M mythic spell
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 29, Int 24, Wis 20, Cha 36
Base Atk +20; CMB +34; CMD 55
Feats: Dazzling Display, Divine Fighting Technique (iomedae's Inspiring Sword), Dual Path[M], Hands Of Valor, Improved Critical (longsword), Iron Will[M], Mythic Spell Lore[M], Power Attack[M], Protector's Strike, Shield Focus, Toughness[M], Unsanctioned Knowledge[UM], Unsanctioned Knowledge[UM], Weapon Focus (longsword)
Traits: arodenite sword training, purity of faith
Skills Acrobatics +4 (+12 to jump), Appraise +11, Bluff +17, Climb +10, Diplomacy +40, Disguise +17, Escape Artist +4, Fly +24, Heal +32, Intimidate +17, Knowledge (nobility) +34, Knowledge (religion) +34, Perception +29, Profession (soldier) +32, Ride +27, Sense Motive +32, Spellcraft +34, Stealth +4, Survival +9, Swim +10
Languages Abyssal, Celestial, Common, Elven, Halfling
SQ adamantine mind[MA], amazing initiative, armored might[MA], divine bond (angelic spirit [4/day] 4/day), divine source[MA], divine source[MA], fleet charge[MA], force of will, holy champion, immortal, impossible speed[MA], lay on hands 23/day (10d6), legendary champion, legendary hero, mercies (diseased, ensorcelled, fatigued, injured, poisoned), mortal herald, mythic smite[MA], prayer of the fourth act, precision[MA], precision[MA], precision[MA], recuperation, sudden block[MA]
Other Gear +5 mithral full plate, bastion of the inheritor[MA], Heart's Edge, amulet of natural armor +5, belt of physical perfection +6, boots of striding and springing, cape of free will +5/+6[MA], headband of mental superiority +6, mantle of the crusader host, ring of freedom of movement, ring of protection +5, silver smite bracelet[APG]
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Special Abilities
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+2 sacred to Cha-based skill/ability (8/day) (Su) Apply +2 sacred bonus to a single Cha-based skill or ability check.
Adamantine Mind (Ex) +10 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Dazzling Display (Longsword) Intimidate check to demoralize can affect those within 30' who see you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Angelic, 4/day) +8 (Su) As a standard action, halo sheds light and grants enhanced protection from evil to allies in 20 ft.
Divine Fighting Technique (Iomedae's Inspiring Sword, Advanced) (full rd action, 30 feet, 5 rounds) Longsword display grants allies in range +2 sacred bonus to atk, saves, and skill checks for duration.
Divine Source (3 domains, 2 subdomains) (Su) You can grant divine spells to those who follow your cause.
First Into Battle (Su) Spend 1 use of smite evil or lay on hands to act in surprise round, even if surprised.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hands of Valor +13 (1/day) Lay on hands grants creature bonus on attacks and saves vs. fear for 1 minute.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Champion (Su) Smite evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+100 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Lay on Hands (10d6 hit points, 23/day).
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Ensorcelled) (Su) Remove effects of hostile spells as dispel magic spell.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Injured) (10 rounds) (Su) Target gains fast healing 3 for duration.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mortal Herald (Iomedae, Heroism, 1/day) (Sp) Spend 1 power to cast spell from domain lower than your tier as spell-like ability.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Paladin Channel Positive Energy 10d6 (11/day, DC 33) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Prayer of the Fourth Act 10d6 (Su) Spend one minute in prayer and a use of channel energy to grant creatures in burst 10d6 temporary hp.
Protector's Strike When you smite evil, your divine power protects a creature within line of sight.

Prerequisite: Smite evil class feature, base attack bonus +5.

Benefit: When you choose the target of your smite evil ability, you also choose one cre
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Repentance (3/day, DC 16) (Su) Target evil creature with a forced repentance effect (Will neg).
Searing Radiance (1/day, DC 22) (Su) Create globe of radiance as sunburst (Ref partial).
Smite Evil (7/day) (Su) +13 to hit, +24 to damage, +13 deflection bonus to AC when used.
Spell Resistance (25) You have Spell Resistance.
Sudden Block (Su) As an imm action, use 1 power to add +10 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Worthy Enemy (DC 33) (Su) Compel foes critically hit by a smite to surrender.


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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

Eric,

as a fan of J-horror and owner of Kuroneko, Onibaba, and Kwaidan, and someone who would love to see Jigoku, let me recommend:

Obayadhi Nobuhiko's House, Miike Takashi's Audition, Nakata Hideo's Dark Water, and Kurosawa Kyoshi's Pulse, which I'm re-watching now. The last three are on Arrow Blu-ray, the first on Criterion.

Also a film I learnt about here on paizo.com, Uzumaki, (Spiral), from a managa by Ito Junji, though the commonly available source form dsicotekmedia has a horrible green tinge.

Anything by Sono Sion, be it horror or not, though perhaps especially Suicide Club or Exite, the latter of which provided an bestiary monster.


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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

OP, what do you think you are missing???


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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

The problem seems to returned. Typing this on my phone, web browsers not working.


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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

For question 1:

CR16 + 2 x CR12 + CR5

CR5 is too low to mean anything in this situation.

2 x CR12 is CR14 (2 x CR(x) = CR(x+2))

CR14 + CR16 = CR17 (CR(x-2) + CR(x) = CR(x+1))

Try and add lower CRs to get a higher one and use the rules for multiples of the same CR. Start low.

Or just add up the XP values of all the creatures in an encounter and see what CR that equates to.


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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

Benchak,

Spoiler:
I totally agree with your line of thinking. I was going to add my thoughts of say 1895-1905, but decided the setting is actually quite timeless. At least one of the real-world analogs didn't close until 1950. I like the cabaret references; I was expecting the Grand Guignol.


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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

Eric,

Paris:
Your PCs do not get the chance to visit 1920s Paris. They get to visit a gloomy Paris like place, but there's no feeling of the '20s there, at least to me. The continuing the campaign article has a 'You should play Call of Cthulhu' section with a mechanic for a link to your old PCs, but no 17th level Pathfinder types lose on the Left Bank.

Ghatanothoa:
Yes!

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