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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.
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.
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.
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.
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.
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.
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.
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.