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I don't think his concept is confusing. It looks like "Chaotic Evil rationalizing itself." He considers his character a force for chaos who just so happens to like cutting down anyone who gets in his way.
You could ask him to focus on the "overthrow inadequate leadership" aspect by being a neutrally-aligned inquisitor; or he might go for a re-flavoured Hellknight. Perhaps a fighter or slayer with convictions?
Just be careful. If he refuses to compromise and doesn't want to be anything other than an antipaladin, he may cause trouble later. If he deems the party of having inadequate leadership, is he really the type to help the leader become better? Or would he prefix his first attack on a team-mate with, "Stop whining, I'm just helping you!"?
Less helpfully, there's a feat in Ultimate Magic called Spell Bluff. It raises the DC on Spellcraft checks to determine what spell you're casting by 4... but only if the person making the check is preparing to counterspell. It's probably only worth it if you expect to end up on spell duels often against abjurers.
Also, the feat lets you do it by yourself; it doesn't even need other people with the feat nearby to make it work. It just lets them get in on the AoO, presumably because they know how this sneaky tactic works, having done it themselves.
Seeing as how this is a teamwork feat that doesn't require allies with the same feat to even work, my GM ruling would be that this is a case where you counting as your own ally would make sense. Others with the feat make it more useful.
If the feat had text saying you could only do this with an ally adjacent to/flanking your target, then it wouldn't work with just yourself.
Making a True Neutral villain as a hate sink might be difficult. Neutral people tend not to have humiliation or self-aggrandizement as a goal; as well, they may be more willing to change their minds if it turns out they're wrong than evil, or even some good people.
The best, or at least the easiest way to make a contemptible antagonist is with an evil alignment. It's an obvious thing to say, but I've heard of complaints from Paladin players at antagonists being made CN so they can't smite them.
According to the thread's title, the spell that gets you out of a grapple would have to be either Grease or Liberating Command.
As the OP stated, the non magical attack that failed to do more than 10 hp thusly passed right through, so the grapple never came into it. As the tentacles come from a spell, it's grapple damage should overcome DR/magic.
But everything's gotten so polarized, everyone's either missing the obvious or a power-gamer of selective enforcement. I know this is a point of contention, but "Well, what if I did that to you, let's say, Aspect of the Falcon doesn't really make you grow feathers, that's just fluff," is losing sight of the point.
Also, because of elemental oddity, it's possible to catch a water elemental in a net, or to wrestle a fire elemental. I'd want my PC to be able to do it, mainly for bragging material.
After finding out about suli, I wanted to make up one who didn't know he was a suli, or even what his race was. All he knows is, he was born with the ability to will both his arms on fire for a while.
Then I read about a trait (Unabashed Gall from Champions of Balance) where you can score a surprise round for your side through an act of pure audacity. So,
"You guys get ready to do your sneaking. I'll create a diversion." WHOOSH "AAAGHI'MONFIREI'MONFIREPUTMEOUTPUTMEOUT!!"
Basically, he'd have to be kept two levels lower than the rest of the group.
However, there are alternatives. If you have Horror Adventures, there's a method for slowly becoming a lich over installments. The corruption will last as long as the GM decides, and carries drawbacks with it. Normally, you're supposed to try to hold back and get it cured, and if it progresses too far, the GM gets to take away your character sheet. The GM can tinker with it, the player can see the corruption as a means to an end, and the book as a Simple Lich Template the GM can apply to the character at just CR +1.
Either way, the GM could also rule one or two negative levels that never go away, or allow the PC to stay as-is, with the caveat that the new lich is smashed to bits at 0 HP, and the others had better have his spellbooks and all his stuff when he rejuvenates.
Also, since you're all evil, you might not have a pressing need to point out that Paralyzing Touch requires the wizard to be next to someone, and calls for a Fort save. Generally, the kind of stuff that tries to get right next to wizards tend to have Fort as their best saves. But hey, rejuvenation!
I think it was a conceit since previous editions that humans were supposed to be generally good at everything, with other races being shaped by more specific cultures from specific places.
While you could house-rule the -2 into a different stat, it's still possible to get workable stat arrays even with point-buy systems.
With a 20-point buy (for the first example off the top of my head), you can get Str: 14, Dex:14, Con: 12, Int:12, Wis: 10, Cha 14 for a dwarf bard. Granted, that bard might be better off as a pinch-healer or combat buffer than for flinging around high-DC save-or-stop-contributing spells.
Also, it'd be a bit easier on the dwarf wizard. You may not get a bump to Int, but you do get +2 to two stats that help out saves, and a choice of racial traits that make enemy spells harder to affect you.
As for Small people in close combat, they do get a size bonus to hit and AC, and the extra Dex they usually get makes Weapon Finesse and extra things to hang off their attacks go-to choices. Try a halfling paladin or a gnome bloodrager, if you're interested.
Though I do like Cuenta's idea. +2 to one stat evens it out in a way.
I was thinking of, for a certain AP, having an elven holy light paladin go Lantern Bearer. Since I'll be swapping out spellcasting anyway, I won't mind losing out on it for going into the prestige class. She wouldn't be as focused as she would be going pure paladin, but she'd definitely be thematic without it impacting her ability to put up a fight.
Aahh. I'm even more relieved. I'm glad you liked Duthnur, and I might even bring around a relative of his if I ever end up in Giantslayer - a dwarven warpriest whose Sacred Weapon comes from Weapon Focus (Improvised Weapon).
All he needs is Throw Anything and a GM who'll allow it, and he'll be throwing giants' toenail clippings with the deadliness of a chakram. Or something like that.
Tal Fletcherson, LG human cult master mesmerist from Alvis, Andoran.
Determined to study the nature of sanity, and to ensure that others in his profession respect and encourage their patients, he had himself committed after realizing he'd been dumped in the outskirts of a town known for its superstitious distrust of all things magical. Figuring he could help the other inmates cope with their issues, as well as his own, he wouldn't want to unduly distress anyone by mentioning his "mind magic" came from experimentation by a cult in Alvis during his youth.
He'll start off asking the others if they can recall a song about a single star shining on a town in your dreams; it's actually Lone Star, with "Alvis" instead of "Texas". When he remembers the words, singing it will give him something to focus on when things get scary.
I take issue, not so much with character builds, but with players who see their or every character purely as their builds.
I've seen a bunch of wizards, and played a few, but regardless of how they've been put together, I have fun with ones whose players get into the group dynamic and characterization; I don't have fun with the ones whose back story amounts to, "I've got this, guys. You just take hits for me so I don't have to waste all my spell slots on summons."
Also, Musket Master Gunslingers. Mainly because every single one who's been a team-mate with me seems to have wanted to shoot everyone, all the time. That's why most of my PFS characters now carry earplugs.
I want to try a Lawful Good Mesmerist (Cult Master) who voluntarily committed himself after realizing he couldn't account for a long time span. He gets half his level to Diplomacy because he exudes a calming aura, and wants to figure out magical and mundane methods of helping people regain sanity or cope with difficult issues. His Class Ability Leadership will happen when he's ready to start an asylum of his own.
His False Healing and Fanatical Stare would just involve shaking the target by the shoulders/beaming at them and saying stuff like, "You're here, and this is now! THEY should be frightened of YOU!"
I know I've said this before, but I'd actually like, if a GM wants us to take on the Tarrasque, to join the fight as a Grey Gardener. If we can keep the Tarrasque dead for long enough, I can wheel a Final Blade up to it and perform a coup de grace with that; not only is it an artifact, but since it traps the soul of whomever it kills, legally executing a Spawn of Rovagug in the name of Galtic independance would definitely be one for the Pathfinder Chronicles.
I think 3.0 said you can Wish the Tarrasque would stop regenerating after killing it to keep it dead, but Pathfinder says the GM has to think of a way you can kill it that you can figure out (or not, if the focus of the adventure is to minimize casualties until it hibernates again).
Of course, the Inner Sea Bestiary has other Spawn of Rovagug in it. One can burrow; another can fly.
As far as I can tell (since I don't have HA, and have only read about Corruptions on here), Corruptions were designed to be, "Something scary that affects the PC and will kill/undeadify them if not dealt with soon." It's a different kind of scary than, "Something tempting that PCs might want to have, or at least delay curing for a while, but which will kill/undeadify you if you use it too much."
Corruptions have been left ambiguous, to allow GMs to fiddle with them as desired, but either way, need to have a unanimous "Yes" to the GM asking, "Are you okay with Corruptions in this adventure?"
The comments of, "You just want more power for free!' and "They're not scary, they're just boring punishments!" look to me to be a divide between people who'd want them one way or the other, worrying that the other side is saying, "This is how they should be," rather than, "This is how I'd prefer it." Then the anger builds.
While I'd be okay with either version, I would agree that a "Three Strikes" setup with a flat DC - if that is how it works - might need some house-ruling. I'd GM it based on the Corruption and the PC it's affecting. I'd also set up a "Corruption Track" where successful or failed saves move you one way or another along it.
Possibly Social Grace or Subjective Truth - they both help for deflecting attention or blame away from her, or to seem beneath contempt. Possibly also Case The Joint, for when she's going to liberate slaves or captives. Enter with an envelope or package, say you were told to give this to Mr. Aristocrat personally, then look unimportant and take a look around.
Since I take it that you want her presence to be known, Stalker might not be what you want - unless you'd rather go for dramatic entrances, or tearing off your shabby cloak as you stab someone. If you only want to be sneaky when social, then go for that full BAB or spellcasting!
First of all, sorry for the rudeness. I took issue with the sophistry that kept getting employed. I wanted to be non-confrontational about it, but on re-read, it did come off as sort of generally dismissive.
Also, I know it's a non-intuitive corner case. The second half of my post up there was basically, "though I'd rule that it doesn't provoke, I'd be okay with working it out with the whole group, if it should get disputed". I know how issues like this can bring a dramatic fight to a halt.
I would not want to be a player in this hypothetical game. A GM says,
That GM doesn't sound like one who'd compromise with the players.
As A GM, I'd say, "Since the spell says you have to move if you've saved successfully, and it doesn't say, 'This Provokes,' I'd call it forced movement. So even if your jump away from the sudden magic pit takes you out of an enemy's threatened space, you don't have to turn your back on your enemy to do it."
As a player, I'd either say, "Right, I'll just take a 5-foot-step and Rush the foe into the pit on my turn," or "So, my combat maneuver roll works and I trip them in mid-jump, so they stumble and fall down in their landing space. Then, I tell my associates with UMD that I'll help them all buy Create Pit wands or make Flight potions."
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
The Worst Ever wrote:
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.
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.
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.
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.
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 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.
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.
"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.
Having been in a similar situation before, that's rough.
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.
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.