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The thing about Pathfinder is that the opposition automatically levels to be a challenge. And since only high level characters can travel to Earth (ROW and SA), Earth has high level threat where ever PCs have been. Remember Erik Zann is a 16th lvl Bard. In Golarion, knowledge of Earth should only be available from a mythos tome which somehow made its way there, from a deity (and why would they care to discuss what is surely one of millions of other worlds you have never heard of) or from the heroes of ROW, who do seem to be spreading tech rather quickly. Not that it's canon, but in our expanded Strange Aeons campaign the party revisited a very high level pulp European capital. A certain Irma Vemp convinced the party to take her back with them. They dropped her off in Absalom. They didn't know it but she was vampire 20th level rogue Mythic tier 2. Poor Absalom.
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CockroachTeaParty's Psychic guide didn't include anything from Psychic Anthology. Debilitating Pain and it's mass version are near broken, having played an abomination psychic from level 4 to level 20. I felt dirty the few times I cast Glimpse of the Akashic. Reflective Barrier proved useful at high levels. It also doesn't include the Magaambyan Telepath archetype which lets you mind control plants and replaces your discipline spells with a Druidic spell per spell level.
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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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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: . 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 The (Carosaian version of) The City of Lights Spoiler: and defeat Carcosa/Yhtil[ Spoiler: 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. The King in Yellow/Hastur
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Speaking of Brand New Cherry Flavor, did you every read Todd Grimson's source novel from 1996? I read it back in the day and was super impressed by it. Put it the 10 books to recommend section of my bookshelf,and forgot about. It lacks the Lynch/Cronenberg(ian) and post 2000 horror references of the TV show, but is well worth a read. Like you I am stretching out my enjoyment of the Netflix show.
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Hi Customer Service, Shipping and handling has more than tripled for a single AP volume since the last shipment in March. That's not financially viable for me. Any options? Save up on several books and ship as one? Kind Regards Anthony
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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
Phrenic Pool Ability: Wisdom.
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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VoodistMonk wrote: Oath of Vengeance Paladin of Shelyn with Diverse Obedience to pick up her 2nd Sentinel boon when you reach 14HD... doesn't work because Diverse Obedience requires the same alignment as your deity. I too wept when I realized this. I've always wanted to play a all the way with CHA paladin. One day...
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The adventure assumes that you need interplanetary teleport to travel to/from Carcosa, see the discussion on ways of getting home on p.57. Our party discussed using plane shift and greater teleport to get around that, but the players decided this was against the spirit of things and went with the flow. If the party still has the Necronomicon it can't be teleported. Our party left it with Kaklatath in Neruzavin. We did use greater teleport to regularly return to Aevan-Vhor as it seemed a nicer place that the other nexuses.
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From what I remember my favourites at school were maths and history, though I liked pretty much everything I did. I enrolled in a BSc for university but the real world didn't agree with me. Still got a major in pure mathematics. Didn't have a enough units for a degree so transferred to a BA as history really was my thing. Then I did a MA in history on the history of horror films. Should have gone on to a Phd but... Some years latter decided to retrain and did a Dip in It (programming) which they wouldn't give to me 'cause I skipped some idiot level 1st year courses and the IT bubble burst so it was worth nothing. Another decade down the track did a MMs (master of museum studies). The head of department wanted me to extend with a dissertation on the ownership of cultural property, but it was going to cost me a lot of money for no careeer advantage so I declined. History is the favourite.
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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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