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Raistlin

The Shifty Mongoose's page

FullStarFullStar Pathfinder Society GM. 252 posts (281 including aliases). No reviews. No lists. 1 wishlist. 10 Pathfinder Society characters.


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Shadow Lodge

My first and only PC death was in Round One of a boss fight, where my unhinged aberrant halfling sorcerer said exactly the wrong thing to a spiteful large-sized villain with a X4 crit weapon. One confirmed crit later, and he was dad from full HP with no hope of Life getting Breathed back into him.

We chose not to raise him, because I found it the most appropriate time & place for him to die, I was afraid of that character getting into the endgame, and the group wasn't cohesive at all. Two other people died in that AP (Jade Regent), and the new characters got along well.

In Kingmaker, we just got through Book One, and have had four deaths, three of which were from the same player who got bored with his character ideas (except for the first one, who left when nobody could stand him). Other players left, but their characters didn't die.

Shadow Lodge

It could work, especially if he starts out swinging a staff or throwing darts.

I actually once made up a hammer-wielding Kensai magus whose parents sent him to the Arcanerium, but he dropped out and was too much of a slacker to return home in shame.

Though he might not be an Academae graduate, there can still be reasons why he's around Korvosa. Did you brainstorm with the GM?

Shadow Lodge

Woah, first of all, that's five exclamation marks in the title. Isn't that a bit much?

As for your quandary, I'd suggest a kobold, partially for extra trap-setting and partially because I like kobolds. A snare setting rogue could help or compete with the archivist at building and setting traps, though a sorcerer could help with magic traps, take care of the blasting, stay out of hand-to-hand combat, and could use that high Charisma to be condescending to all the blundering scaleless people.

I haven't read much about Ebberon or psionics, and I don't know what artificers do other than build things, but I do like the idea of warforged. (For a non-combat-optimized one, you could be a peaceforged?)

An alchemist would have to get close in a fight sometimes (at least for bombs), but an archeologist bard would be good with a bow, especially if your group could make sleep arrows.

Your group seems pretty big as it is, so any summoner who isn't a synthesist might end up clogging tight hallways.

Shadow Lodge

In one adventure I was in, a CG Chelish wizard's magic missiles took the form of spectral imps that popped up, stung their targets once each, and vanished. He was never able to change it.

Meanwhile, the player of the cleric of Shizuru told everyone ahead of time, "Since Destruction isn't an evil spell, he can cast it, but he'll call it Cleansing Flame."

Later on, in a fight with an oni, he thrusts his holy symbol at it and roars out, "Cleansing FLAAAAAMMMME!!" and otherwise shouting out the names of the spells he casts.

I once made up a halfling WoP sorcerer who had a different syllable for each Magic Word, hissing them for his wordspells.

Plus, the fun thing about alchemists is that their extracts don't have to always be drank.

Shadow Lodge

1 person marked this as a favorite.

I had a dwarven weapon smith & crossbow fighter inspired by Dwarf Fortress; every weapon he built had a usually compound noun name along with some engravings or goofy decorations, like spikes of cloth or images of cheese.

His first crossbow was named The Verdant Combatant, and when he had confirmed enough kills, he even gave himself a title, introducing himself as "Duthnur Libashdurad the Stalwart Purveyor of Quarrels".

It eventually got to the point where the others asked if they could name the weapons he built for them.

Shadow Lodge

Plus, asking players to describe their magic missiles is the earliest way to see their style in action.

Unrelatedly, it's hard to convince someone who's being dismissive of other ideas.

Between natural weapons and flight, it could be possible to go whole levels without needing to make anything greasy, but it's unlikely.

As for the spell at hand, it's reliable and handy when you don't want to use up your higher-level spell slots yet. Though 1d4+1 at five different targets is generally a weak choice, if the other AoE spells only almost finished them off, a nudge can be more useful than overkill.

Shadow Lodge

Bjørn Røyrvik wrote:
The Shifty Mongoose wrote:
I have the idea for a harlequin sort of bard who jiggles and tosses around a stick with streamers on it, with an inflatable bladder at the end.
I assume you mean 'juggles'. Otherwise I just got some interesting mental images.

Nope. He can't juggle one thing by itself. He'll wave it at someone to Aid Another's attack or AC, just generally being distracting.

Shadow Lodge

I once had the idea for a rogue who would Shot On The Run crossbows while walking from cover to cover. I'd have dipped him into either fighter or ranger, and it would still be very dependent upon the terrain.

(Think like the Bond film intro scene, only he keeps walking after he fires)

Another feat that could be handy would be Opening Volley (If you hit with a ranged attack, you get +4 to hit on your next melee attack before the end of your next turn), from Ultimate Combat.

It works with a heavy crossbow to be potentially more damaging, and if you don't plan on getting Rapid Reload, you'll usually only fire it once anyway; with a hand crossbow, you can conceal it easily and hang the sneak attack off it in the surprise round, then close in with your team.

Of course, it's a situational thing, and frustrating when that opening volley misses, but it's handy when you want to make a surprise attack without over-extending yourself.

Shadow Lodge

For the nitpicky issue: I'm not annoyed at the use of precise HP numbers, but you can have in-character conversation and precise triage both ways.

Me: "Please do, I'm wounded. Seriously wounded, but it's nothing life-threatening... Yet, anyway."

You: How much are you down?

Me: Down 22 out of 50.

It works the same way as saying that the ogre forgot which way to duck when he failed the save against your spell, and your reply of it incinerating his eyebrows for 35 heat damage. You get the numbers and the words together, succinctly enough not to slow things down too much. It also helps hedge your bets with other people who prefer one over the other.

Back to your regularly scheduled thread:

It annoys me when people presumptuously scoop up your dice, pausing only to ask while they're already rolling your dice in their sticky/clammy hands.

One guy did this two sessions in a row, so I bought him a d20 to prevent that from happening again. Wouldn't you know it, the next week, he forgot to bring it.

If they ask first, don't have hands covered in spilled soda or junk food dust, and won't pocket them later, I'm fine with lending some out.

Shadow Lodge **

2 people marked this as a favorite.

...hygiene? Though that should be a given in every case.

When I GM for PFS, I make time for character introductions and listen in; if I've met them or heard of their characters in other scenarios, then Drandle Dreng or Aram Zey will have already known them, or mentioning if a scenario will take someone close to their homeland.

It helps with the immersement, and if they end up running late, then I tend to have the Aspis Consortium interns just drop their weapons and ask to change sides instead of fighting to the death over matters of little personal investment.

Sometimes, people will happily tell me about their characters at the same time after the scenario ends; I hope to encourage people from, "I dunno, I'm just here to kill everyone," to something like, "I want to learn about other cultures and find out why I take out my own self-hatred on everyone else."

So I guess I don't try to impress players so much as help inspire them. That can work too.

Shadow Lodge

Whether or not this is the case, I'd still like to home-brew an "exoskeleton" template for undead insects. Now that's scary!

Shadow Lodge

2 people marked this as a favorite.

"Here is your sword, just as I promised: it's been sharpened by axiomites to as fine an edge as nature can allow it to have. At no extra cost, when you say this mix of syllables I made up, it'll glow in the presence of humans, thus saving you money on torches."

"See, I believe that even objects can have spirits, so I prayed to Gorum to make the spirit of this axe really angry. Since it can now chop up fairies without having a cold iron blade, that proves how good it is! Wanna test it out for yourself?"

"With the blessings of Lisalla and some Qlipphoth, I'll infuse your weapon with extra wrath. It'll need a command word as well; what's your favourite blasphemy?"

If the player has an idea for how it works, so much the better!

Shadow Lodge

1 person marked this as a favorite.

My pet annoyance: planned PvP during character creation. It's happened to me twice. It also sounds like it might happen with Finlander too.

Also, in any RPG, the person who leans over and reads the other players' character sheets without asking. More so if they pick them up, and even more so when they give a dismissive, "Pft, why did you pick that?"

In the annals of Things Ending Well, that phrase is the player's equivalent of, "Everyone, give me a Will save."

Shadow Lodge

I have the idea for a harlequin sort of bard who jiggles and tosses around a stick with streamers on it, with an inflatable bladder at the end. It's his masterwork sap, so he can hit people with the stick end of it when he's going for added realism.

I can't wait to try him out.

Shadow Lodge

I was really enthused when I found out about Paizo aiming to be really inclusive, and it inspired me to make up characters across the spectrum. Most of the time, it turned out that the sexuality and preferences of my characters never really became apparent, because they weren't able to settle down with anyone, what with all the imminent dangers.

I never worried whether or not straightness was the smallest minority among NPCs in Golarion, but since sexuality isn't a taboo subject there, the heterosexual NPCs wouldn't have to worry about entitled, privileged ones from complaining about how they won't stop pushing their straight agenda.

As to how I handle things when I'm in the GM's seat, PCs can pursue romances, it's possible for NPCs to become attracted to them unless they find it uncomfortable (Romance Switch: off), and most of the Chaotic religions would encourage people experimenting and figuring things out for themselves. Especially Shelynites, Caliens, Calistrians, and worshippers of certain outsiders.

I also portray Erastil's outlook as, "Protect The Babies!" Women, for example, can love women, as telling them that their love is wrong is not Lawful Good, but Erastilians who cannot or choose not to reproduce will be expected to help take care of children, should the need arise. Schoolteachers, librarians, instructors, or whatever's needed.

As a side note, I portray racism as a new philosophy espoused by certain privileged Chelish elite: "We're clearly the greatest nation in the world," they say, "so in comparison, everyone else is less so. We're doing you a favour by conquering you," thus rationalizing the evil they commit. Invented by humans, but devils will still happily take credit for it.

But yeah, make up any kind of PCs you want! NPCs, too!

Shadow Lodge

Whether or not the players & GM should try to game the system against each other is certainly an "As Long As Everyone Agrees" sort of issue, though I'd rather agree not to do it.

If I'm the GM, I'd only institute the "Distracted" penalty if you're threatened by someone else, being grappled, or taking ongoing damage. Otherwise, you can focus your attention on the person casting the spell. As for "knowing they're casting an illusion vs. saving against the illusion itself," I'd check with the players on their thoughts about it. At the very least, I'd give the Spellcraft user a +4 on the save.

Going by illustrations of spell casting I've seen on, for example, the Character Folio, I've taken it that people can notice and read the sigils or glows arcane and divine spell casters trace or wave with their divine foci with Still Spell, you just don't need to trace them with your fingers or touch your divine focus, but they can still be read. That's also why you can't be sure you've ID'd the spell without line of sight.

For personal stories, I thanked the GM when he said, "Reward Creative Solutions": My wizard avoided an enemy sorcerer's readied counterspell by hiding behind a pillar to break line of sight.

Shadow Lodge

So, no pretending to be Charmed or Dominated unless you're a Master Spy.

Also, if you cast a Silent Spell and have the Secret Signs feat, "Guys, I think someone tried to cast a spell on me!" but they can't tell that you were the one who tried it unless their perception beats your sleight of hand.

This also means that, even if the person has no ranks in spellcraft, if they make their save against your charm spell, they'll be fairly certain (depending on how much contact they've had with magic) that they resisted your spell, whatever it was.

Even if you lie about what the spell is, they can still make a save if the spell you cast isn't what you say it will be. It prevents bards and sorcerers from promising to cast Guidance, bluffing successfully, and getting people to forfeit their saves/SR against Charm Monster. They still won't know what the spell is, just that it "felt different" from what was promised.

Shadow Lodge

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There's also the eagerness about potential touching on the nature of divinity in the Pathfinder Campaign Setting, as it was already touched upon in Wrath of the Righteous.

(To Divinity! and beyond!)

Shadow Lodge

I like James Jacobs' take on psionics; mind-affecting spell-likes seem like a sensible way to go about it, especially if they can do no lethal damage or instill status conditions.

Though if players want their characters to be psychic, I always thought a divining-enchanting sorcerer or monk with fancy ki-related stuff could work in a pinch.

Shadow Lodge

Potentially, with Step Up or similar, a scroll master could make for an anti-wizard wizard.

You can counterspell with a lot of flexibility or pop up right next to the other wizard and smack him across the face with a rolled-up scroll, telling him that he should've remembered that Dominate Person takes an entire round.

Just don't do the latter if it would get you surrounded.

Shadow Lodge

What would robots and androids worship?

Would it be a simple belief that their superior technology is better than your superior magic, legitimating a violent invasion?

Also, don't call android clerics "heal bots" unless you're fine with them refusing to heal you.

Shadow Lodge

Well, Nocticula is the Succubus Queen, so an anti-paladin of her could go for the seduction angle rather than pure physical violence.

Sexual violence will/could creep out the players more than just the physical kind, though, so that's a tricky prospect to handle.

Playing It For Laughs:
I threw out my idea for a drow inquisitor of Nocticula right after her first projected announcement:

"You've been happily married for how long? Well, I'll put a stop to that!"

You could always use the Oathbound Paladin's Oath of Celibacy in reverse, giving her bonuses on social skills or +1 to Compulsion DCs, and grant a bonus spell like Unnatural Lust.

Shadow Lodge

Me, describing our group to an onlooker:

"We have one communist, one fascist, one anarchist, one neo-conservative, one crony capitalist, and one wannabe womanizer."

The other players:

"Yeah, that sounds about right."

Shadow Lodge **

2 people marked this as a favorite.

A technical issue, but considering the title of this thread, when people talk about things that happen partway into the scenario, they're already in trouble for being at least over a Half-hour late.

Shadow Lodge **

I expect the Decemvirate will have to sort through pages and pages of Chronicle sheets whining about how much they hate it there, how the Technic League keeps asking them to taste things, how wierd that soft glass-like stuff feels, why do they need to deal with a giant metal scorpion, and so on.

Though my characters might not like it there, I'm fairly certain that I will.

Shadow Lodge **

In Kingmaker once, someone brought in a self-proclaimed Paladin of Nethys. His sword glowed when he shouted, "Smite Evil!", even though he was only smiting a dire boar.

The others didn't get it and kept telling him that he was a magus, but I let him believe what he wanted (and thought that was a fun idea). Unfortunately, he got bored of it right around the time that his guy got killed, which was early into the next session.

Shadow Lodge

If I understand this properly, deities are universal (what with mentions of faiths "in the Material Plane, just not widely on Golarion"), but just end up getting praised by different names in different languages. They can also share duties and portfolio overlaps.

While Pharasma is the main goddess of death on Golarion, she can also get assisted in the afterlife bureaucracy by Anubis, Osiris, and perhaps even Hades (Pluto)?

Also, if there were any Osiriani goblins, they'd probably add the ibis to their list of hated animals.

Shadow Lodge

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I like Summoners. Not because they can send Eidolons to pounce with upwards of three natural attacks without risking their own HP, but because, right out of the starting gates, they get a best friend forever whose very being doesn't even have to make any sense!

I haven't made one up yet, but when I do, the eidolon will have five eyes in different places, tails where its ears should be, cup-holder epaulettes, and other wacky features.

The first time he (she?) summons it in-game will canonically be the first time it has ever been summoned, at which point I will show everyone my illustration of it.

I'll have to make sure that I'd be the Designated Comic Relief Guy in the group first, and maybe as they level up, they'll come to terms with each other and figure out ways to compromise.

I won't even make the summoner a gnome.

Shadow Lodge

We've already had three deaths and one character departure, and we've only nearly finished Part 1. The GM decided to add and tinker with a third-party addition, but didn't get it right and we did the worst possible things, and now we lost our opportunity for Mythicality.

The GM says he'll use the extra prep time to figure out something else.

On the other hand, since basically the entire group is good at killing/poisoning/sneaking up on other people, we will apparently have an easy time taking down the Stag Lord.

I've suggested that the newest character to join our group could take the Flagbearer feat and bear the flag we'll design for Part 2, but I worry that the emblem on our coat of arms will be a burning dead tree.

Shadow Lodge

Hot on the heels of the last one (the very next session, in fact, and later that day in game time)...

Name: Sigurd, Paladin of Nethys
Race/Class: Human Spellblade Magus 3
Adventure: Stolen Land
Location: The Honey Queen's Hive
Catalyst: Everyone Screwed Up
The Gory Details: The GM wanted to add a third party thing to gradually introduce Mythicality. He tried re-working everything in it, managing to under- and over-estimate us at the same time.

So we were rescuing a child from a Preservationist alchemist who turned out to be a giant, talking queen bee. Turning the tables on us mammals, she flew upwards and threw down nauseating smoke bombs while we clumped up into small groups for her, despite one person repeatedly shouting at us not to. Two people couldn't roll a single attack roll over 7, and almost every spell slot had been used up in prior scuffles.

Sigurd wanted to negotiate with her at first, then to shout, "Smite Evil!" at her to make his sword glow; instead, he spent most of the fight either nauseated or on fire. Three of our number managed to lure the queen into a small passage in the hive, with Sigurd cutting off her escape. Since he never bothered to put himself out and nobody was in a position to help him with that, he was eventually scratched by her stinger and burned to death.

We failed the side-quest, we burned down the second dead, hollowed-out tree we'd explored, we lost our first opportunity for Mythic Ascension, and Sigurd's player got to be the ogre after I pointed out that Charm Person actually lasted hour/level, not day/level.

Every character and player went to bed ashamed that night, as well as the GM himself.

Shadow Lodge

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Good to hear, good to hear.

A friend of mine has provided me with entertaining stories of her homebrew adventure, where her neurotic 8 Str & 8 Cha Abjurer had been chatting with the courtesans and walloping dire rats with his staff, due to dice favouring her over the others. She just recently got to reveal why he had been dragging around a big sack the whole time.

He just got to level 3, where he can Protect people From Arrows and cast the stat buff spells! Meanwhile, the scariest one in their group is the midwife and the merchant kobold and the big, humourless monk are working on their comedy duo act.

Shadow Lodge

1 person marked this as a favorite.

Please, people. If a player is being self-importantly problematic, then torturing and humiliating his character will solve nothing.

In-game, you'd be letting his evil justify your evil; out of it, you'd be retaliating in kind and giving the GM more perverse jollies.

I'd agree that sending players you like and trust text messages, but to leave instead of taking sides. If one of your friends is inspired to GM, so much the better.

If you want an in-character reason to leave, I'd suggest splitting up in town, perhaps telling the offensive one to find his own minions or to stop the perfidy. If you start a big PvP fight, no matter the outcome, you run the risk of the player or GM looking back fondly on it.

All you'd need would be three or four others who agree with you, and you can leave and start your own thing. Just don't try to hurt anyone's feelings in revenge. Be the better player, and others might be more inclined to agree with you.

Shadow Lodge

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16. Evil alignment is a privilege, not a right.

16a. If you have a really great idea for an evil character, make sure that it doesn't hinge upon trying to ruin everything for the other players.

Shadow Lodge

I was in a similar situation with an enchanter once.

Some of my choices were Charm Person, Suggestion, Disguise Self, Dimension Door, Nondetection, and Erase, for homebrew campaign-specific reasons. I did have Heighten Spell, just in case.

Also of note in my situation was that nobody in the group trusted one another.

Shadow Lodge

Do you have Sending, and anyone in particular to contact?

Tongues would be useful! to talk with the locals.

Since you're probably already Contacting Another Plane, be wary of entities who try to mislead you.

I wish you a safe return to your homeland of Canada, though in my opinion, life on Castrovel might not be so bad.

Shadow Lodge

I thought, at first, that I wouldn't chime in, but now I've changed my mind.

About the real issue here: as long as the GM, player in question, and the others know what they want and figure out what works, while allowing each other to go with their own ideas as long as they aren't antagonistic to each other, they can figure out what'll work well.

To the threadjackers:

I'm going to make up a goblin paladin. Even if she falls, that won't stop her from bringing fire and the chopper to her worst foe.

...and that's all I'm going to say about that.

Shadow Lodge **

Due to how chronicle sheets work, sundering becomes less of a problem since you can destroy the equipment of foes and get paid by commission later.
For PCs fearing that their own stuff will no longer be safe, sundering does have the option of leaving sundered objects at 1 hp and broken. As a GM, I'd be okay sending a loud, obnoxious barbarian at the PCs, sundering things but choosing not to destroy them because he'll be bragging about how he'll take those things as trophies.

Then, after walloping that guy, they have to Mend or Make Whole their damaged goods, and realize that they can do the same thing, damaging enemy equipment and repairing it later. They can even use Craft skills to make repairs.

It would make it a riskier propositions to sink all of one's loose change into further enhancing a single object (unless they ask for one that increases its hardness), but it is a thing that carries risks both ways:

If used by PCs, it'll carry the cost of having to fix all the broken salvage that will happen.

If used against PCs, it'll be a frustrating pain to have to stop and fix their weapons if it happens consistently, unless they're proud of being prepared with backup weapons.

In the end, this is the reason why I like chronicle sheets being put on APs: Letting People Break Stuff.

P.S. : I laughed at the story of, "I sunder the diadem on your forehead with my earth breaker, but since I don't have Greater Sunder, you're completely unharmed."

Shadow Lodge

You could always ask her what she'd want to try, but considering she may want to play as a Disney character, swapped to Golarion...

A Qadiran enchanter whose metamagic rod is shaped like a cobra?

A conceited Galtic Brawler who only thinks of himself?

An alternate merfolk Sea Witch who can talk people into giving up their save for Steal Voice?

A vainglorious Ratfolk cavalier, all Strength and Charisma, whose steed turns out to be a big cat?

A pirate-styled Rogue/Fighter/Cavalier/Something who takes a nickname from a prosthetic he has, and is prejudiced against the fey?

...Though actually, it'd be better if evil wasn't a suggestion, especially for an introduction.

I'd say to either give her the Bludgeoner feat for free (because it lets you do strike non-lethally with blunt force weapons at no attack penalty), allow more people to be open to bargaining and sensible solutions, or both.

Shadow Lodge

The ship's cook spent the most time and effort fighting off a naga while the cap'n took his sweet time getting to the scene of the fight.

The cook decided that she would butcher the naga and serve her to the rest of the crew. She was really proud of herself, but it was only after they had all tucked in that she realized that the naga had screamed out in Aquan during the fight. A language that only the cook, among them, knew.

This meant that she had just eaten and fed to others, the flesh of a sentient creature; an act commonly known as cannibalism.

She decided to keep that to herself.

Shadow Lodge

If you allow note-passing, or you're running a PbP Kingmaker, someone could always attempt embezzling from the nation's coffers.

If someone does, the others could catch the culprit and discover the creative book-keeping. Since that would probably end up with inter-party conflict and potential team-killing (or at least team-exiling), that will most likely be a bad idea.

Shadow Lodge

Name: !Kunot
Race: Human (Mwangi)
Class & Level: Druid (Wolf Shaman) 2/Monk (Sensei) 1
Adventure: Stolen Lands
Location: Near Elise Barkot & Son's
Catalyst: Selfless recklessness
The Gory Details: We happened upon Mrs. Barkot's to find that her son was being chased by Large spiders! The child had climbed up a tree, but as we ran toward it, the spiders followed him upwards.

The alchemist threw a bomb straight upward, only to have it fall back down upon him (rolled a 1). Meanwhile, the two with bows fired upon the spiders while the wizard tried to make the trunk slippery enough to cause a spider to slip. !Kunot, in a burst of body hair, turned partway into a wolf and started up the tree after one of the spiders. His attempt to stun the spider failed; it turned around, bit him for nearly all of his HP, and caused him to let go of the tree.

He was dead as soon as he hit the ground.

The Worst Part:
The character had joined the group earlier that day at the beginning of that session; his previous character, after realizing that he hadn't worked his way into the plot and had no reason to actually map the place out, left at Oleg's. He'd been inspired to try a new guy who would be based around buffing the rest of the group.

The child survived unharmed, the spiders were crushed, and so far (by the end of this post), the alchemist had caught everyone in his group in splash damage at least once each.

The very next day...

Name: Haela
Race: Secretly a Changeling
Class & Level: Homebrew Chaotic Paladin 1/Inquisitor (both of Milani) 2
Adventure: Stolen Lands
Location: A way's off from Elise Barkot & Son's
Catalyst: The demands of the Everbloom
The Gory Details: When the ogre rushed in to attack, she (even her player) knew how this would end, but decided to do it gracefully. She intercepted the ogre, declaring a smite attempt; the ogre attacked and almost dropped her. Then, the ogre got blinded, injured, and flanked, then swung down wildly.

It was somehow precisely on target. Haela merely bowed her head, content that she had protected the closest thing to revolution the Stolen Lands would undergo.

(The wizard demanded the ogre stabilized so that he could charm him. The GM won't let anyone be the ogre. In related news, our exploration team no longer has any Good members; two falsely believe themselves to be "Lawful Good" and "Chaotic Neutral", and another has thought of making his next one Chaotic Evil. Fortunately, everyone is ready with backup character ideas. Unfortunately, we might not be able to build a backup nation later on)

Shadow Lodge

At this point, I have a character idea for every AP, but I'd rather do them face-to-face than PbP.

Legacy of Fire: A male Irriseni Winter Witch, exiled for his stupid ideas of welcoming foreigners and their different ways. He wants to bring snow to Katapesh; the soft, romantic kind, not the bone-chilling kind. Can also offer to arm-wrestle people with his moustache.

Council of Thieves: Magician Bard. A harlequin, hired by the mother of one of the other PCs to watch her, and make sure she doesn't get into trouble. He's also a Razmiran in a place where the official policy on it is to pretend that it doesn't exist. Eventually, he'll be able to cast Silent Confusion with one hand behind his back.

Curse of the Crimson Throne: A LG Shoanti Horse Lord ranger (Who might prefer flight horseshoes than swapping out for a hipogriff) who's proficient in nets. Think, "First Nations RCMP Officer".

a possible in-joke line:
"I brought in those Rovaguglians. Practicing their destructive rites on people of other faiths! I do this, not for you, but FOR VARISIA! Where anyone can worship anything! *rides off*

Iron Gods Either a Tien Nagaji Urban/Invulnerable Barbarian, a Nexican Sylph Arcane-Sage Sorcerer who specializes in force and movement spells, or maybe a Samsaran Inquisitor? If all the other players and GM would like it, I'd suggest the team being Pathfinders, sent to re-open the Starfall Lodge and find out what's going on there, led by a human Mysterious Stranger or something else with lots of Cha.

Says it all, really:
"I'm Pathfinder Shepherd, and this is my favourite store in Absalom!"

I also want to play as an overconfident katana-flourishing Kensai Magus, because I named one as a potential daughter of my Jade Regent character.

Making up too many characters is fun, but it'll take decades to see them all in action. I suggest writing on the side.

Shadow Lodge

Lo, the paladin goddess gets the mother of all paladin threads.

What I got from this, mostly from James Jacobs' comments, was that he regretted aiming his focus at the worst-case scenario (as much for its incongruence as all the d6s of sonic damage this thread alone has generated); he suggests that people cange it to suit their groups and their circumstances, as they can do to the entire AP. That's what tunes a store-bought adventure to the various players, and their characters. Does it not say in the Book of Core Rules (Getting Started, Page 9), "These rules are yours. You can change them to fit your needs"?

The circumstances of the meeting clearly show what is at stake and the seriousness of the situation. With player creativity and GM assistance, PCs can use the answers to her questions to re-affirm the readiness and co-operative spirit they will need to accomplish their task, as well as to remain careful and thoughtful around others, themselves, and their motives. The relevance of "being able to identify a mohrg she once killed" can be the limits of compassion, that those who refuse redemption are beyond it, or whatever might need imparting in that specific situation. Quoting Core Rules as before, the GM can get her to invoke another act, or ask something different as needs dictate.

That retribution at the end wasn't intended for just anyone. If everything goes smoothly, it won't even be brought up. If my understanding is correct, it was set up that way out of a lasting fear the seriousness getting lost, of people being rude to the second messiah, of people who do the tabletop equivalent of mashing buttons to skip the cut scenes. Of people who would ignore all serious communication, save one: two sets of numbers, between the letter d.

Even if players screw up by accident when I GM this, I won't roll damage right away.

Spoiler:
The most likely thing will be the group taking too long to discuss moral quandaries; if this happens, the choir will just interrupt them with a surprisingly loud staccato and Iomedae will tell them that, in war, snap decisions will have to be made, and consequences accepted. Sort of the divine fist being slammed down on the table, not one's ears.

To the moderates who worry about being hurt by the Inheritor: it most likely will never happen, and if it does, it won't be deadly all at once. It most likely won't be your fault, either, and the GM might not even play it that way.

To the others, the ones who point fingers and ignore the demon lords, the dire situation, the fate of the world and themes like redemption: please don't attack the goddess. It's most likely that unexamined actions got you in that situation.

To summarize: the scene can be re-shot, James Jacobs encourages it, and it's like those movie scenes where the Elite Special Forces get secretly gathered together for an important mission briefing, and the lazy goofball who shoots his mouth off gets slapped and told to pay attention.

Shadow Lodge

I'm relieved at the relatively small size of this thread.

I've GM'd a few PFS tables that got doomed due to the players overestimating themselves or confusing bits of information, but there's only one time that I can think of where it was my fault.

Jade Regent, Tide of Honour:
We were barging through the home of one Yugureda Shosaito, sick of the games he was playing with us. The wizard of the group got progressively angrier with him, both over his abuse of people and their conflicting choices in magical study; when he told everyone to just fight him, Shosaito commanded his two greater shadows to "deal with the lightbringer"; the cleric of Shizuru with the Sun and Glory domains. Instead of blasting them one at a time with spells, he instead elected to channel, harming the shadows with that and his Sunlight Nimbus. That wasn't enough to kill them, though, and they both dealt maximum Strength damage with their attacks; enough to cause him to drop and become a shadow himself.

He kept trying to touch his friends, gasping out, "Let me heal you!" If it wasn't for the wizard, managing to trap the opposing one with a situational spell, we would have all had our souls corrupted or removed.

...The cleric managed to get Ressurected via outside means, and from then on was ready with Undeath to Death. It came in handy once.

In summary, I was terminally over-confident in the face of an uncommon foe and its ability to kill me in a non-standard fashion.

Shadow Lodge

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On a second look, Imiri's artwork in the Core Rulebook has a subtle sign of being well-thought-out: namely, the scars on her exposed midsection. Good thing for Barbarian DR!

Seelah doesn't really need the embossed breasts on her armour, mainly because that can angle blows toward her sternum instead of away from it; it's a good thing Smiting Evil gives her a deflection bonus to AC.

Also, Lem's choice of clothing makes him vulnerable to caltrops, at least until Seoni or Kyra lets him take to the air.

Though I'm fine with the Iconics and don't need to nitpick about anything, I've still wondered about most of the Mythic Iconics. is it that non-mythic clothes can't contain their new power?

Shadow Lodge

Orfamay Quest wrote:
The Shifty Mongoose wrote:


Oh, and ale is a kind of beer. I think it's the kind made from barley, but I'm not sure.

<derail> Almost all beer is made from barley. Even wheat beer is made mostly from barley. Ale is made with a special kind of yeast ("top-fermenting") as opposed to lager ("bottom-fermenting") and the production methods are very slightly different. Both ale and lager are kinds of "beer."

For 95%+of the beer-drinking world, if I poured a glass of ale and a glass of lager, they'd be unable to tell me which was which.

Ah. I'm no sommelier, and all I knew was, "Beer's from grains, wine is from fruit, rum is sugar and gin is from juniper berries". I'll need to learn more if I want to make up a snooty Caelian.

Back on topic, there's no official Galtic language. In home games, I house rule that there is; in PFS, my character who studied there has a Québécois accent and is ashamed at how human beings are so willing to fight each other (him being a Forlorn elf).

Shadow Lodge

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Kingmaker. My guy has a GM-approved variant drawback of the "Headstrong" one, renamed "Issues".

Spoiler:
Any pro-fey or sexuality argument, and he's shaken for about an hour or until he gets some catharsis.

Also, at least two other players are ones who really love that children's cartoon show that I don't, and love to always resort to violence because murder is friendly, right?

So we're underground, exploring the lair of minor fey. Everyone starts arguing over what we should be doing, which way we should go, and gunslinger draws his exploding fireworks weapon on a team-mate; she extends her claws at him; the catfolk draws his bow, and soon almost everyone has a weapon drawn with threats being made.

GM: "In a Mexican Standoff, the winner is the one who does splash damage."
They all turn to look at my alchemist, who then has a panic attack.

Later:
One Guy: "I Detect magic!"
Other Guy (cheekily): "You only detect the friendship!"
Me (mildly annoyed): "Since we all hate and mistrust each other, you find nothing."

Shadow Lodge

The part that I'd want to convert would be the kythons; a sort of xenomorph-styled abberation that form broods, get bigger and more dangerous, and are smarter than they look. Though nowadays, people would get them confused with kytons at first, the scariest part, to me, about them is how the small-sized baby ones have bite damage that would now be listed for a huge monster.

My first Pathfinder character was actually inspired by it (by way of the Vashar Plateau). Though he was technically amoral, I put him down as NE. I asked the GM if I could make him an Ur-priest, because at that point I didn't realize that its spell progression was a bit overpowered.

Though I still like the spell that makes your hand fall off and turn into a spider!

Shadow Lodge **

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...the Warhammer 40k players at the table told you PFS was yesterday.

Shadow Lodge **

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...someone immediately brags that, because he's been doing this since 1st or 2nd Edition, he doesn't have to listen to anyone else.

How That Turned Out:
I lock each one in masterwork manacles. "You have the right to remain silent, you have the right to a fair trial, you have the right to find someone to speak on your behalf."

-"Great! I coup de grace them as they're made helpless!"

"What the Abyss, man!?"

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