Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Raistlin

The Shifty Mongoose's page

FullStarFullStar Pathfinder Society GM. 383 posts (420 including aliases). 1 review. No lists. 1 wishlist. 11 Pathfinder Society characters.


RSS

1 to 50 of 383 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Shadow Lodge

In my game, the mutiny happened at sea; as soon as the Wormwood was out of sight, everyone started flinging accusations at each other. Nobody could stand Plugg & Scourge, and it looked like a storm was coming.

Plugg had almost won the crew over with, "You're really trying this now? Just get to your stations, or doom us all," but later pushed an insolent Sandara overboard with his cutlass.

What followed was a dramatic tussle on board a nearly adrift ship sailing right into a storm - people grabbing the helm, only to get shoved away, opponents teaming up to attack the odd boarding grindylow - and when he was staggered and disarmed, the ship's barbarian picked up Mr. Plugg and threw him overboard. Scourge fell soon after, but the mutineers' victory was short-lived as a huge wave flung them directly into a sandbar.

They found Mr. Plugg later, though - tied to a post and half-eaten. That didn't stop them from mutilating him even more.

Shadow Lodge

So, I guess your Monk will have to take a dip in the Runeforge pool. Hopefully it isn't too Gluttonous in there, or you might end up wanting to drink the stuff instead.

Shadow Lodge

Something I've wanted to design for a low-level group would be a snooty aristocrat's Death Maze Test Run:

traps that deal non-lethal damage, or a treasure chest full of dead carnivorous bugs (since they forgot to feed them). They're asked not to kill the ooze, the constructs, or the murderous plant, so they'd have to run past them or do non-lethal attacks. There's a poorly-thought-out riddle, but since the door hasn't been locked yet, there's no need to figure it out.

Then, at the end, there's a box containing only a note which says, "I.O.U. One Magically Useful Thing", but it doesn't matter since they got paid just to do a trial run.

Shadow Lodge

There's always the old-fashioned approach: use that tongue on everything. Zombies, otyughs (if you're looking through sewers anyway, Bluff to say you saw something down there and stick your head in for a closer look), oozes, giant insects...

If you are an Urgathoan antipaladin, you may want to hide it, especially in polite company. Your team-mates may catch on with how gross you'll end up being. Of course, if you meet any other Urgathoans, they might be happy to mutually swap from their collections.

Then, if someone tries to rob you, you can just lick whatever they're trying to steal and ask them if they still want it.

Also, as for "eating bunches of mushrooms", poisons aren't the same thing as diseases. For that matter, magic sickness, like lycanthropy or mummy rot, count as curses and probably won't count either. Of course, depending on you, your team, and the GM, contracting lycanthropy might not be much of an issue.

Shadow Lodge

A friend of mine once did this. He did indeed pick a Magus, called his spellbook his Holy Text and didn't let anyone read it, and would occasionally make his weapon glow before hitting foes with it by literally shouting out, "Smite evil!"

You could also be an Inquisitor of Nethys. Since they get the Zeal inquisition, you could dedicate your holy mission to the taking down of an opposing faith... Even other Nethysicts who aren't doing it right.

Shadow Lodge

First of all, I think Eris was referring to Beastiary 5's Taxedermied Creature. Though you could apply the robot subtype to it, I was looking for "Robot built to look like a stuffed animal" rather than "literal stuffed animal as a robot".

Also, after finding out about Bestiary 4's Nightmare Template, I added it to what I did before, so here it is.

Mechanics:

Scraps of tattered felt, rusted steel mechanisms that move with unrealistic silence, long, sharp teeth and eyes, glowing red; this monstrous, horrific thing bursts out from under your bed with a distorted scream, right in your face.

Nightmare Haunted Animatronic CR 5

NE Construct (Robot)

Init +2 Senses Darkvision 120', Low-light Vision; Perception +5

Defense
AC 19, Touch 12, Flat-Footed 17 (+7 Natural, +2 Dex)
HP 45 (5d10+20)
Saves Fort +1, Ref +3, Wis +1
DR 5/Good or Silver, Regeneration 5, Good or Silver or [Good] spells,
Defensive Abilities Illusion Resistance, Protection From Good
Immune Construct Traits,
Weaknesses Haunted, Vulnerable to Critical Hits and Electricity

Offense
Speed 20', Fly 10' (Perfect)
Melée Bite +8 (1d6+4)
Special Attacks Fear Aura 60' (DC: 14); Frightful Presence 30' (5d6 rds, DC: 15) Night Terrors (DC 14)
Spell-like Abilities (CL 5th, Concentration +7)
Constant: Protection From Good
At-Will: Ghost Sound (Actually magical, not mechanical)
3/Day: Detect Thoughts, Dream, Mage Hand, Nightmare, Open/Close, Prestidigitation, Suggestion
1/Day: Darkness, Shadow Walk

Statistics
Str 16 Dex 14 Con - Int 14 Wis 10 Cha 14
BAB +5 CMB +8 CMD 20
Feats Ability Focus (Frightful Presence), Skill Focus (Stealth & Perform)
Skills Fly +10, Intimidate +6, Perception +5, Perform (Any One) +10, Stealth +14
Languages Two most common for the area in which they're found
SQ Feign Death (Heal/Will Save DC:14), Freeze

Special Abilities
Fear Auras A Haunted Animatronic exudes an aura of fear as a free action, and exudes its frightful presence whenever it attacks or succeeds at a DC 15 Intimidate or Perform check. The Fear Aura makes the target shaken on a failed save; the Frightful Presence makes targets frightened on a failed save, or shaken on a successful save. These fear effects stack.
Haunted (Ex) A Haunted Animatronic counts as undead and a construct for the purposes of Bane weapons and so forth, and is succeptible to effects that affect haunts as well as channeled energy - it is repaired by negative energy, and harmed by positive energy.


Fluff:

A Haunted Animatronic is already born of, and a cause for, tragedy, having come about when a purported safe space for children gets atrociously defiled. When misunderstandings and psychic magic warp urban legends about them out of control, things can get even worse. Once they discover an intruder or potential threat, they silently work together to frighten their target into running away, then continue to chase and terrorize their quarries through their dreams. Waking victims are wracked with guilt and anxiety, seeing their childhood antagonists around every corner or behind every door.

During the day, these warped mascots are rarely seen - most usually because Nightmare Lords of such things Plane Shift their performing troupes into the Dimension of Dreams where they predate, almost ironically, on other Nightmare Creatures. Dream travellers may see a troupe beckon to them, but they almost always turn on their audience, should they get too close. So remain in your seats and enjoy the show.


As I still haven't playtested any of these, I'm still wondering if I should fiddle with them a bit. Maybe give them Skill Focus (Perform) as a free feat and use that to give them Improved Natural Attack? Then again, attacking isn't supposed to be the main thing they do.

Shadow Lodge

If you possess your martial team-mate, then cast AMF, would the AMF boot you out and back into yourself? You could then dismiss the possession spell, and everyone's happy!

Unless the GM rules that by "suppressed", your soul is stuck helplessly in your team-mate, who takes over as normal until the AMF wears off. You could probably still dismiss the spell, though.

Shadow Lodge

In an AP, I made up a dwarven (Crossbow) fighter. Rather than take Crossbow Mastery, I was able to make Deadly Aim/Vital Strike readied attacks that sniped enemy spellcasters and shot ninja out of mid-air. I also gave him Master Craftsman ("Legendary Craftsdwarf" as I called it) so that he could make magic weapons for his team.

The GM was apparently frustrated by that guy and what he was doing. So what did she use to hard-counter my PC?

Monks. With Deflect Arrows.

I also had unintentionally got on another player's nerves with my Marksdwarf, so when other PCs died and got replaced, everyone agreed to make him a new PC's Leadership cohort. It all worked out perfectly.

Shadow Lodge

1 person marked this as a favorite.

Wow. Not a single Bard has died in RotRL; not a single Paladin has died in Serpent's Skull (that has been reported). Good for them, statistically.

Shadow Lodge

1 person marked this as a favorite.

Wasps, actually.

But I expect Caeden Cailian to get excited when micro-brewing is perfected.

Shadow Lodge

5 people marked this as a favorite.

So, would older gods have to update themselves to stay modern?

If your star has planets obiting around it, it's covered by Sarenrae. If not, Desna.

Besmara: goddess of Space Pirates!

Zyphus: God of software glitches and explosive decompression!

Gozreh: Goddess of gravity!

To accept the blessing of Asmodeus, you must first double-click the Asmodean End-User Agreement (subject to change without notice).

Also, I hope that, by then, the Elemental Planes will have good rulers again.

Shadow Lodge

I've always liked the idea of an android who's been self-designed to work magic: Somatic components take the form of tiny little sensors and manipulators popping out of one arm and whirring around until the spell happens.

Shadow Lodge

While I would like to see the economic system revamped, I don't know how to do it.

I mean, making Unchained's Automatic Bonus Progression built-in would reduce the expectation of "You must be +X by this level", because you already are - or rather, it's more about you than your tools. But what sort of technological advancements do to the economy?

If mass production ended up working with magitech, would rich people carry around so many 3D-printed wands that having to use one's own spell slots would be seen as low-class?

Would genetic engineering, magical or otherwise, allow for designer babies guaranteed to excel at a certain sort of magic?

Or would magical researchers figure out the basis behind arcane/divine/psychic magic, allowing for a class or archetype to swap out which category their spells counted as whenever they refresh their spell slots?

There probably won't be universal socialism, or a repeatable way to become mythical, but nothing destabilizes an economy like rapid technological change.

Shadow Lodge

2 people marked this as a favorite.

They have rules for martial, spell, and social duels, so why not ones for flame wars?

(Well, in those, at least one side traditionally declares itself the winner all the time, no matter what happens)

Though the benefits of a "net" are that anyone can communicate with each other over long distances (also meanin table talk can be in character via text messaging), it might also mean that the rest of the group has to wait while the tech-savviest PC is online.

I also thought that online university courses fit better into a classless system, whereas apprenticeship-related classes work better in the past. Though I'm still open to character classes not being obsolete in the future.

Shadow Lodge

3 people marked this as a favorite.

I'm more of a fan of the optimistic silliness of space opera to the morose pessimism of the Lovecraft Mythos or Warhammer 40K. Though I'd be okay with the former trying to prevent the latter.

Also, I hope the background skill system from Unchained becomes part of the core rules.

Shadow Lodge

5 people marked this as a favorite.
The Worst Ever wrote:
The Shifty Mongoose wrote:
Time travel. Unless it's implemented as a one-off backstory thing to explain retcons. Though once it gets used, it's never a one-off thing.

Oddly enough, I have to respectfully disagree.

Normally, I can take or leave time travel as far as Sci-Fi tropes go, but the opportunity to cross over with PF Classic is just too enticing.

Oh right! Future PCs doing past APs!

Though you could also explain it as your future PCs playing "spiced-up historical drama" video games.

Okay, now I DO want retro-inspired characters who try to dress and act like how they thought people from far in the past did, but not antagonistic fanboys who shout, "The Runelords did nothing wrong!" and flood the net with wrath or pride or whatever.

Shadow Lodge

1 person marked this as a favorite.

Maybe Golarion was moved to move Rovagug, since most of the people had gotten off it.

If Rovagug got out, the beast would probably have tried to trash the rest of the solar system, so a giant space station orbiting Golarion would probably have been eaten first.

Though you could probably still worship Rovagug, since prayer disregards distance.

Shadow Lodge

I'd personally rather call it "Pathfuture", though I'm optimistically excited about this and glad to hear that there will still be heroes in the future.

Shadow Lodge

1 person marked this as a favorite.

Time travel. Unless it's implemented as a one-off backstory thing to explain retcons. Though once it gets used, it's never a one-off thing.

Shadow Lodge

1 person marked this as a favorite.

My wonder is, in the future, will the Starstone have been fully analyzed? Could it be reproduced, or would the cost be too exorbitantly high?

(Involving an apocalypse, including the death of at least one divine entity)

Perhaps the pantheon moved Golarian so that it could dodge a second impact. That could be a reason.

Shadow Lodge

Ah. There's a Pathfinder module I've tried,

Spoiler:
The Midnight Mirror
that involves going into a pocket plane and figuring out how to cause it to collapse from the inside. In your case, it'd be best to hold off on that until everyone has found whatever they're looking to find.

Shadow Lodge

Please post it if you're proud of it!

Shadow Lodge

Looks like you've thought this out. Got any ideas for his goblin song, or is that on the other thread?

Shadow Lodge

1 person marked this as a favorite.

When one player will not or cannot co-ordinate with the rest of the group. Even worse when the GM doesn't know how to deal with this.

When the GM doesn't want any PC to die, and the above sort of player takes advantage of this.

As a GM, when a player notices that I got something wrong and has to get an apology and redaction out of me right now, instead of going with it until I can look it up for myself.

Doubly so if the player was wrong about it after all. I've never had a player do this intentionally to trick me, though, so I'm glad for it.

When I point out something like that, I'm either fine with continuing until the GM can read the rule, or accepting it as a house rule. Two GMs have declared "Ties go to the defender" instead of to the one who's rolling the d20, and I don't mind either way.

Shadow Lodge

Oh, also, I did attempt a conversion of Soulbound Dolls with another scary pop-culture subject, which may come in handy if you want your PCs to risk getting jumped by robot stuffed animals gone horribly wrong.
If you're thinking of a dungeon crawl/scavenger hunt, leave a couple out with some non-moving ones to set the scene, then later on, mention that one of them is now gone. Let them destroy one that wouldn't have moved anyway.

If you're following Coraline more closely, each PC could get a soft, cuddly tour guide which will inevitably turn on them when they want to leave. They'd have to avoid them or ward them off somehow.

Shadow Lodge

Do you plan for this to be low-level? Will the PCs be children? Will it be a "Real World-ish urban fantasy", or take place in a high fantasy setting?

If it is high fantasy, and the PCs are looking for missing children while at level, say, 5, you could very well have them find the entrance to a pocket Demi-plane, discover the nightmarish remnants of a child's dreamland, find the remnants of any trapped children, then fight the monster who made the pocket plane until it collapses.

If you want the PCs to be children or otherwise unable to resort to violence, just remember that any of the players having read the book/seen the film/watched a similar episode of a TV show or something, their characters would figure something's up quickly. In that case, you may have to trick them by telling them you're planning something else first.

Also, considering how some of the characters mispronounced Coraline's name the same way, I figured you did it intentionally at first.

Shadow Lodge

"Grave Digger"? "Death Walker"?

C'mon, people, the witch archetype is Gravewalker!

Also, yes, the gravewalker and hex channeler archetypes can be taken together, witches can learn Blood Money, they can Cure & Inflict, and they can control a single extra undead, but my favourite thing about them is their Possess Undead ability. Use it on a fast zombie, use the disguise hex to make it look like you, and when the opposition blasts your zombie to bits, they'll think they've killed you when they haven't!

If the GM uses the Possession rules from Occult Adventures instead of Magic Jar, it works more smoothly. Also, that way, a witch can cast Possession on a living person while possessing an undead. That way, she's now possessing a living opponent, and her undead reverts back to previous instructions.

Having done this stuff as a PC, it is both effective and hilarious. While not as offense-based as a wizard or sorcerer, or as healing/number-effective as a cleric, an undead-focused witch is good at being tricky and mysterious.

Shadow Lodge

2 people marked this as a favorite.

Having been in a similar situation before, that's rough.
If the GM doesn't know how to help out and is unwilling to try, and you don't want to leave, my suggestion would be to ask one of the other PCs what they call or think of each other.
"How can we trust this guy? He's been holding out on us."
"He's never met either of us halfway. I don't feel safe, the way he just ran away for no reason."
In the best case, one or two of them will try to open up to each other, notice your encouraging responses, and eventually become one big sneaky strike team instead of six takes on "me & the rest".
At the worst, suspicion will ignite into full-on team-killing. Hopefully, having been there for the others and avoiding aggression will stop them from aiming for you. Then the GM will have an easier time insisting on figuring out some group cohesion.

If most of you aware friends, there should be a way to work this out without coming to blows. I just hope the players aren't as solipsistic as their characters.

Shadow Lodge

1 person marked this as a favorite.

Oh! There's something else that's been left out!

Secret Signs from the Inner Sea World Guide!

Of course, it only works on spells that have only S components, so you'd need Silent Spell unless you want to only cast stuff like Forced Quiet or Misdirection with your hand behind your back. It can be handy for the latter, though, and perhaps a surreptitious Pilfering Hand, if it wasn't for the fact that the pilfered object visibly floats toward you.

It also pits your Sleight of Hand against Perception to notice your spellcasting, and gives a penalty to Spellcraft to identify your spells.

It could work for Arcane Tricksters, Bards who plan to make good use out of those three spells, or people who think Secred Signs and Silent Spell are enough of a feat tax to cast a spell surreptitiously, preferably in time with a team-mate's distraction.

Shadow Lodge

Because it's Fine-sized, you could have it surreptitiously bump into people to deliver flat-foot touch spells, circumstances and GM willing.

You could do it as part of Intimidate checks. Also, detachable optic nerves means you never have to worry about them trailing back to you.

Shadow Lodge

Thanks for the clarification. Yes, doubling the casting time and still having to do things makes it useless for casting a spell and nobody knows you did anything, but having your friends make distractions or just talk to the target at the same time could take attention away from you.

Plus, everyone knows how Pathfinder agents do weird things all the time, so it could go without scrutiny.

Shadow Lodge

1 person marked this as a favorite.

My take on the issue: there are already people saying things like, "My guide to the rogue: be a bard," or, "I call my enchanter an investigator."

Spells already support or obviate social skills, with the main issue being the risks of casting a spell in the open, or people realizing they just made a save. If casters could cast spells without doing anything obvious, why bother putting any ranks in Diplomacy when you could cast Charm Person and nobody would be the wiser?

Did you D-door away, or go invisible? Who knows?

Why be an assassin or slayer, having to sneak up on or lie to your target and make an attack that requires a Fort save, when a conceal-oriented caster can cast Destruction or similar with fewer risks?

The main problem, as UI explains, with using magic to get your way is that people can see you cast a spell, the target realizes she just made a save, and put two and two together. If you can reliably hide the fact that you're casting a spell that doesn't involve you throwing or zapping something, there's (reliably) no risk to doing it, even if the target makes their save.

Also, spell casting having to be dramatically obvious (which I don't mind) means everyone doesn't have to live in constant paranoia. Nobody wants to hear from their GM, "Hey, make a Will save. ...Yeah, now you're brainwashed. No, nobody noticed who did it or how."

If you want your caster to secretly influence people, you can always buff your willing associates before going outside.

Shadow Lodge

2 people marked this as a favorite.

Interesting side note: I now have a backstory for a goblin paladin.

Shadow Lodge

If the PCs are at a low level, it might be better to have your town of doppelgangers and mimics avoid hostility - pretending to be normal to encourage commerce, maybe an artisan asking if they could paint or sculpt one of them (for use as reference material). Perhaps one of them could ask for help with their fledgling Trapper & Lurker Breeding Program?

If they do want to kill these newcomers, you could always have one of the residents be a cleric or bard who can cast Animate Objects for extra hilarity. Chase them into a gelatinous cube, if they aren't already paranoid enough.

Shadow Lodge

1 person marked this as a favorite.

If an Outsider is put to sleep (by magic, most likely), it would take either a standard action from someone else (or injury) to wake it up. If an Outsider decides to sleep, my GM call would be that the Outsider in question would decide how long the sleeping state would last, unless prematurely ended by the above standard action/pain.

Perhaps the azata wouldn't want to seem "out of place" and tells their mortal friends that they'll try sleeping for eight hours too; the inevitable notices that mortals have to sleep to recharge their spells, and agrees to abide by that particular rule of the Material Plane.

...Kytons want to know what a rude awakening feels like, and sets their sleep timer for ten minutes, expecting the painful surprise before then?

So no, an Outsider wouldn't be able to wake itself up prematurely with no more or less ease than anyone who's ever been woken up earlier than expected. If something loud happens nearby and they make their Perception check, then they could wake up.

Shadow Lodge

1 person marked this as a favorite.

No love for the Erodaemon? Probably because there's no love in the Erodaemon either.

Shadow Lodge

1 person marked this as a favorite.

While it isn't "Using a one-handed weapon with one hand", some fighting caster classes - the Paladin, Magus, Warpriest, Bard & Inquisitor can use a one-handed weapon with two hands, and not having to worry about a free hand for spellcasting.

Also, not what the original poster intended, but someone with a one-handed firearm and Rapid Reload would probably want a hand free (albeit with a buckler) to make for more rapid reloading.

Shadow Lodge

1 person marked this as a favorite.

This makes me want to play a Pharasmin spiritualist who sees it as his goddess forsaking him:
"Lady of Graves, what did I do to deserve this?"

"But I love the living, and I just want to help you."

"Stop haunting me, evil spawn of the void!"

Shadow Lodge

1 person marked this as a favorite.

Because that fighter has more HP and BAB than a wizard, throw your weasel at someone as an early distraction in the fight! Just make sure to engage the target on the same turn. Don't give your foe a standard action to spare, or they'll just pull off or stab your familiar.

Shadow Lodge

Just dredging this up to clarify, but I know strix are more tribal; since not as much information has been canonized about syrinx, I chose to imagine syrinx society as an artsy, pseudo-intellectual clifftop equivalent of Plato's Republic, where their eggs are put in communal hatcheries and physical labour is seen as ugly - something Flightless do.

Shadow Lodge

2 people marked this as a favorite.

Thank you for setting up the charity sale, and for all the frantically hard work you've been doing dealing with the huge rush of traffic.

Though I've told myself I only want to download one thing and read it while I'm waiting for the traffic to die down, I'll continue to do my part and not add to the backlog by clicking every few seconds.

Plus, since I want to be a player for Hell's Rebels, I have an incentive to keep my hands off that first half of the AP.

Shadow Lodge

I'm feeling impatient about this too, but since I don't need any PDF right away, I'll just wait a while so as not to increase the load any more than it already is.
Hopefully, this means that many more new gamers around the world will be coming together with all their new stuff.

Shadow Lodge

1 person marked this as a favorite.

If you execute the Tarrasque with one of the Final Blades, that might do it (GM willing). Of course, getting one to the other would be the tricky part.

Though, since they just bind the victim's soul for a potential length of time, that might just end up being another delaying tactic.

Shadow Lodge

...Or is Blake referring to a certain Don Bluth film? Though that'd work better for an Air or Shadow sorcerer.

Anyway, I chose to interpret the bit about "Nebulous Faiths" as "They think ecclesiastical religion is stupid", which led to some threatening from our Calistrian Bar-Clerian. Now I want to try a syrinx druid or shaman.

Shadow Lodge

I'd like to swap anecdotes with anyone who's tried playing as a syrinx. Since they haven't had much background information explained as of yet, is there anything you added to them?

Here's mine. I put her in the Emerald Spire (I figured all the low ceilings would limit potential natural-flight-at-low-levels issues, for one thing).

Kaia Reroor, LE Syrinx Arcanist:

The GM let me add in that Syrinx civilization pre-dated Earthfall, that they had briefly interacted with some serpentfolk who'd burrowed up under one of their mountains in ages past, and that they, and the aboleth, had declared each other arrogant idiots who'd stolen their ideas of bioengineering their own servitor race.

Also, due to their society being artsy, philosophical, and racist, I presumed they'd had limited contact with Flightless races - so she presumed them all to be violent, gullible, sex-crazed, god-fearing halfwits who believed that everything belonged to that individual. I summarized her to the GM as, "She's the racist owl lady who wants to interview the racist burrowing bug in order to show up her pen pal, the racist psychic fish." Hence, LE.

Kaia had undergone treatments to allow her to speak Flightless tongues better, which ended up giving her more flexibility regarding spells. She started off trying to disguise herself as human, fearing what the others would do to her when they found out, but as it turned out, all they ended up doing was blaming her for everything that went wrong. ("Shoot the bird!" became our group's unofficial motto)

I hoped, during character creation, that a team of Good people would help her deal with her cultural bigotry and facilitate a shift to LN, but instead, the rest of the group was all "Chaotic Neutral" and terrified her. She started out without any damaging spells, but eventually got several, which saddened her. Also, she was the target of multiple acts of humiliating comeuppance, since half of the non-Hellknight-related conflict in the module were her fault.

In the end, she got her interview, met a friend who she liked for preferring flight to the ground she'd crawled up out of, and took her back home so she could plan to liberate all the strix she'd found out where they went.

Shadow Lodge

Huh. Well then, when they add Bestiary 5 to the PRD, I'll give it a look.

Shadow Lodge

1 person marked this as a favorite.

I have a few. I'll put the context first, if you want to read it before the thing it explains.

Context, Good Human Witch:
The thief we were trying to bargain with had just said he preferred to call it "Ensuring People Get What They Know How To Use". My witch was trying to be polite.

"Of course! You can do anything you want if you call it something different."
Context 2: Later On In The Scenario:
Approaching the same thief again, with intent to arrest him. He said to us, "So, no honour among thieves, is there?"

"Well, I'm calling it Ad-Hoc Re-Justicing, you lackwit!"

Context,Dwarf Knight w/House Rule:
My cavalier who got a bear instead of a horse explained his difficulty in training with humans, and his vow to never ride on an animal

"They said a knight must learn to ride a horse. So I told them to find the biggest, strongest horse they could, and Konos would fight them. Since then, Konos & I have learned to change our tactics. I'm still never getting on the back of anyone."
More Context:
Later on, a young black dragon demanded to be carried around in exchange for safe passage. This just re-affirmed my dwarf's decision.

Context, Evil Elf Witch in 3P AP:
My evil witch had been captured by the Inquisition of the church of Mitra, and had just been sprung by her thoroughly unsympathetic associates.

"My time there had reminded me of something. I hate you, I hate myself, but most of all, I hate Mitrianity! So let's go ruin it some more!"

Shadow Lodge

2 people marked this as a favorite.

One of the scariest moments in Pathfinder might be that time between book 5 and 6 in the Adventure Path - You've found out the scope of the villain's plot, and it's going to reach fruition soon! If you spend a month crafting stuff, it may be too late, so you have to rush off for the final battle, knowing what's at stake if you wipe.

One of the scariest places in Pathfinder would be the Darklands - Derro abduct your friends, only to return them after having been drugged and mutilated; Drow, which any elf will tell you don't actually exist, enslaving surface dwellers for fun and demonic sacrifice; neothelids, who can smell where you teleport; aboleth and shoggoths at the bottom of the ocean; and if you don't have darkvision, you'll never even see the worst of what they'll do to you.

One of the scariest things in Pathfinder is the fact that it can always get worse. Your trusted informant could be setting you up, having cast Glibness before every meeting; you could get charmed, dominated, possessed, or rise as undead, sired by another. An imp, of Tiny size and CR 2, is making subtle threats toward your butler? As a 3rd-level Expert or Commoner, he is helpless against it. If you think you're safe, in a reinforced place, where nobody can scry or teleport in, try not to remember that Golarion itself is the key to the prison of Rovagug, an entity so determined to chew up the entire Material Plane that nearly the entire rest of the pantheon had to team up against it. It is said that some gods died in the battle, whose names went unknown because there were no living mortals around at the time.

...and if that isn't dread-inducing enough, the Pathfinder setting also includes Azathoth, which isn't even aware of the chaos its presence causes, and Nyarlathotep, which is, and likes it.

Spoiler:
Of course, many forces of evil, from the defunct Runelords all the way up to Charon and the others, want dread to make mortals feel helpless, so that they'll die more easily or agree to be eaten. Since this is a fantasy game, nobody should ever lose hope! All it'll take is a group of three-to-six quick learners of surprising talent, and your local calamity is averted. This can potentially happen all over the world, not to mention any other place in dire need of heroics. With the dozens, hundreds, or more of helpful NPCs supporting their success, dread shouldn't make you give up - it should make you fight back!

Shadow Lodge

Hm? Oh, my idea was having them be something PCs need to find out about or deal with.

If you want to actually play as them, the Pathfinder setup doesn't work well for it. I'd want to try it in Toon, with a mutually-agreed tragic subtext to it.

Shadow Lodge

You're welcome. I myself never tried the series until recently, and I ended up getting the music box tune from the first game stuck in my head (its source material is why I listed French as one of the languages).

If you still want to do the evil circus territory, go ahead and try it!

1 to 50 of 383 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.