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I always thought that the Assassin PrC as written should also include a maximum Int or Wis in single digits. Preferably low single digits.
I mean you aren't trying to be an assassin if you have to "kill someone for no reason other than to become an assassin". You're trying to become someone's stooge. A very disposable stooge.
In games I've run, I've been replacing "must be evil" with "must be a moron" and just using either the Red Mantis or some other homebrew for professionals rather than the as-written thugs with illusions of grandeur and the apparent blessing of the god of malefic morons (in FR, Cyric).
Paracount Vladimir Ulth to bring suit against dragon Helexa and Pathfinder Society in Cheliax courts.
Elven baker in Absalom reports Aroden stole his pie.
Adarabillious "Billy" Burntleaf filed a report with authorities in Absolom last week that Aroden, in his guise as a thief, stole one his pies.
Interestingly, this is not the first time this particular crime has been reported.
The ancient elf has been a baker in Absalom for more than a century. I caught up to him as he was preparing a cinnamon bun to ask him to comment on his allegations about the now-deceased God of Humanity stealing his pie.
"It's not the first time, Aroden loves my pie. He used to come in his guise as a beggar and just try to shame me into giving them to him with those puppy-dog eyes he had. If that didn't work, he'd come back the next week as a thief and just take one!
Authorities have declined to comment on their investigation, but our research has uncovered that this time the reported crime was a bit different as it a cherry pie robbery, whereas in the past Aroden reportedly had burglarized blackberry pies.
Janira Gavix contributed to this article. The authors would like to thank Kreighton Shane for access to research materials.
I have to admit, I was one of the folks who used to hate seeing / hearing the term "toon" in table top RPGs that did not involve a fear of erasers.
I think a lot of the resistance to the use of alternate gaming terminology is that it comes over with inferences from other systems.
Example 1: Toon. When I first started encountering "toon" a lot, for instance, it came with an implied "disposability / replaceability" of the character with a side-helping of "more stats than story". To be fair, this was likely me reading more into it than was intended. I have a friend, however, who (over)uses the term and I've grown more accustomed to it in time.
Example 2: Tank. When MMO folks hear the term "tank", they will likely begin thinking in MMO terms since that is an area where it is most prevalent. In MMO terms a "tank" can generally force opponents to focus on them rather than the more vulnerable members of a group (generally through an "aggro" mechanic). In a table top RPG, however, it's generally an indication of toughness as there is not really any "aggro" mechanic in most TTRPG systems. If someone is experienced with MMO's, but new to TTRPG's this can cause even more misunderstanding as they may feel that they should be able to utilize the mechanics and roles that they are used to from their MMO in a TTRPG.
Not saying that folks should change their play styles or preferences, only to illustrate why others may show greater frustration from word choices than the word choice itself may seem to warrant.
As always, YMMV.
Valid. Doesn't make it any less odd, but valid. :)
Interesting interpretive use of the ability...
Two things that make me question its practical application with the Dead Condition:
1. Does a dead body still count as an "ally"? (I'm relatively certain that a dead body becomes an object, but haven't found anything indicating one way or the other if it remains an "ally" while dead)
2. Once you take the "Dead" condition, you are reduced to neg con (at least / as defined by the Dead Condition). Once the condition is removed, it could be interpreted that there is no additional mechanic to give you the hitpoints back.
Limited, but yes.
There may be one or two others out there, but they are all incredibly limited. There is no "generic" way to get any given Revelation, however. (Which is probably a good thing as everyone with any Cha would be going for some of the Cha to AC revelations.)
+1 for inescapable demi-planes &/ or geasa. Especially with constant 9th level "daylight" lighting to keep them from being able to utilize stealth. Aroden's Spellbane for dismissal, banishment, gate, & message also probably appropriate if you can arrange it.
For additional fun, look at the rules for AI's in the tech guide on the PRD and tweak for magic / apply to constructs and animated objects - which can be hidden as most anything.
Really though, not knowing what you intend (are they supposed to eventually be able to break out on their own, are they organizing a prison break, will they have to try to agree to be "redeamed" to get out, etc. ?) does somewhat restrict helpful suggestions.
Game design is a pretty wide category these days. Assuming you’re looking at table top rpg game design…
If you are just starting to explore the field I would recommend that you go through all of the RPG Superstar stuff housed here on Paizo's site, especially the advice & feedback from the judges. This might give you an idea (at least from the Paizo-side of things) of stuff that professional game designers/ contributors look for. Then go through the 3pp publishing area of the site - there is a lot of advice from 3PP publishers about both game design and what they are looking for from freelancers.
Also, make sure you know the game you're writing for. If you're thinking about design for Pathfinder, keep in mind the stuff that is Golarion / Pathfinder specific and know where some of the sticky widgets are located (no paladins of Red Mantis, for instance). You don't need to know everything, but know where some of the common mistakes have been made or corrected. I highly recommend looking through the FAQ's and any posts made by the Paizo design team so that you have a better idea of not only what rulings were made, but to get a bit more of an idea of what the reasons were for the decisions made.
Write & submit. Don't rely on getting in the door to the publishing industry with a 1st party publisher like Paizo or Hasbro/WotC with no design credits. Many of the 3PP's hold design contests or encounter-writing contests on a regular basis. Enter them, follow them. Seek feedback. Read feedback. Don't take feedback in a personal manner, take it in a professional manner. Rinse wash repeat. In addition to the "normal" 3PP's, check out Wayfinder (a Paizo "fanzine" available for free on the Paizo site) - it's an excellent way to get some name recognition (and equally important practice / feedback).
Perspective and professionalism. Try to take as few things personally as you can. Even when it's obvious its personal. What you say, er type, will haunt you. Sometimes in a good way, sometimes not so much. Try to stay as professional as possible as much as possible, even when not Writing / posting in a "professional" setting.
Have / grow a thick skin when it comes to criticism.
Realize that game design (or any other type of writing) really is work. Treat it like you would breaking into any other professional field. It gets better / faster / easier with practice, but like any other skill or job some days are easier than others and some tasks will make you want to drink booze by the bottle and then break it over someone's head. Don't drink booze by the bottle and then break it over someone's head*. That said, while it is work and you can make a living at it, it is not a field renowned for its fiscally advantageous pay rates.
There is a lot of competition out there, work hard / good luck!
*except possibly as a kickstarter stretch goal or as part of a charity auction / reward, of course!
Mathwei ap Niall wrote:
I disagree (and bolded part of your quote above as to why). The intelligence is part of it's type, not a defensive ability of the worm-that-walks, so wouldn't be lost upon discorporation...
Worm-that-walks Bestiary 2 entry wrote:
I think both Zwordsman & I both misread Sniggevert's post the same way initially...
To clarify in case others are about to make the same error: none of the metamagic rods indicate that they can be weapons in their description.
Some of the non-metamagic rods (Alertness, Lordly Might, Python, Thunder & Lightning, Viper, and Withering) do indicate that they can be used as a weapon in their description.
Not sure where you're getting that their Int would drop to - as that is not a swarm trait (though it's often a trait of the creatures that make up a swarm).
Their immunities even call out that they are vulnerable to mind-affecting effects if they have intelligence / hivemind...
swarm sub type from the PRD:
Swarm Subtype: A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has “swarm” in the Melee entry, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
Swarm HD Swarm Base Damage
A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, or other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, blood drain, poison, or other special attacks in addition to normal damage.
Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Swarms possess the distraction universal monster rule. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
I've been reading the series for a bit over 20 years - it's one of the book series that really got me hooked on fantasy.
I think I'm starting to see where part of the failure to communicate is originating from...
Sanderson is a good choice, but if you're waiting for the next Dresden book, you'll probably need a few more after that.
Long (>6 book) series which entertain me:
David Weber's Honor Harrington books
S.M. Sterling's novels of the "the Change"
E.E. Knight's Vampire Earth
Eric Flint's (with many others) 1632 series
Glen Cook's Black Company
Steven Brust's Dragaeran Books
Naomi Novik's Temerraire Books
Roger Zelazny's Amber Series
Other worthy reads:
ANYTHING written by C.S. Friedman or Daniel Keys Moran
... I should probably stop there or I'll be typing for the next hour :)
Sidebar: 2 points towards ShadowCat's post:
1. ECT = Electro Convulsive Therapy. It is not "the goal of ECT" to create permanent brain / nerve damage. ECT is used to induce minor seizures and is often used as an option of last resort for folks who are not responding to other treatment methods.
2. "Declared incompetent against their will" is different from "involuntary commitment" and pretty much every state I know of has some sort of law on the books which allows for involuntary commitment if someone is a danger to themselves, others, or is demonstrably psychotic.
Little of this has anything to do with autism, however, so I apologize for the divergence and now return you to your regularly scheduled programming.
P.S. @ Freehold - ECT:
From what I've seen it's far from common, but it does happen - especially when patients aren't responding to other forms of treatment or have other dx's or rx's that might contraindicate psychiatric med treatment. Of course, my POV may be slanted as many might say that I'm on the dark side of the Force (managed care) rather than the light side (practitioner) for this one. On the other hand, I see a LOT of clinical (though most is for higher levels of care, rather than outpatient).
Simon Legrande wrote:
Given that the DSM is created and updated by professionals in psychology/psychiatry, how do the rest of us assure that it doesn't become a totally self-serving document? Given that many of the classified disorders have a genetic component and are very treatable, what are the odds that the ratio of people with a classified disorder becomes 1:1 in the future?
Sissyl's answers were excellent, though I might disagree a bit about the interest in "making patients" in some cases, but I would add one additional note to them:
Like most things in life there are at least two sides. Especially when money is involved.
From what I've observed, autism treatment itself is in an interesting phase in the US, as far as legistlation and recognition goes, especially on a state level. In addition, with the introduction of mental health parity laws a few years ago, there are more and better treatment options available in many areas for mental health treatment for autism and other diagnosis.
Last I heard it will be "early 2015" - I know he said it was delayed somewhat due to dental trauma.
Much amusement for this topic.
I thought I hired a sous chef, not an Oenopion ooze-wrangler!
I'm not seeing either of those scheduled for a weekend slot in GA at the moment, but most of us haven't yet posted our scheduling for Q4, so you may want to check later this month on the Georgia PFS forums and see if either of them are posted for later this year.
If I schedule either of them for the store that I'm the coordinator for I'll pop back in this thread and let you know.
1. 2E / early 3E FR (because that's the timeline & primary setting I'm currently running most of my PF home game in)
Like most, I would not really be interested in FR "theme", only the reality.
What if I told you in this Adventure Path there would be a campaign setting / world destroying power ACTUALLY destroying campaign setting / worlds and the PCs would travel to MANY different campaign setting / worlds to prevent this happening?
I'd say it sounds like the campaign I've been writing & running for the last several years with my final arc scheduled to clock in with approx. 30th L characters at the end (which I'm guessing will be in 12-15 years).
Well seeing as how they seemed to have unbanned many of the gun slinging archetypes from the APG as they don't seem to be listed as being banned anymore in the APG area for Additional Resources, don't quote me if I am wrong, but I would think Trophy Hunter would be your best bet.
Hate to burst the bubble, but I believe the Trophy Hunter is from Ultimate Combat.
PFS Additional Resources, Last Updated Thursday, August 28, 2014 wrote:
Wish I had more time to post on this topic, as it is a near and dear one to my heart, but one thing I would observe for the folks that have not had an evil PC in their game is that for all the "heroic" themes you can have going for you, there can be no real redemption for those who were not at some point evil.
Oh, I've read him... bought the first few of his books in a row (and even bought a "loaner copy" of MHI at some point), but I own a bit over 1,500 books, so I sometimes lose track of authors that I need to catch up on or whose books I've loaned out and forgotten about.
His books are good popcorn fiction fun, at least the Monster Hunter stuff (I keep forgetting to pick up his other stuff when I'm book hunting, so I can't speak to it).
Does anyone know if there have been any new Void Spells added since the Dragon Empires Primer was released?
I'm looking for additional school spells for a PFS Void/Shadow Wizard and it appears that the list for that school has not been updated since the school was released, but I'm hoping that may have just missed some additional resources.
What an odd strawman.My ban has nothing to do with damage, archers or wizards. The issue I have is with the mechanics of the CLA's not fitting in with what I consider the rest of the general game mechanics / assumptions to be.
Chess Pwn wrote:
I hated banning the Swashbuckler, because I like the thematics. Sadly, the mechanics necessitated it for my games...I ban both the Gunslinger & Swashbuckler classes primarily for their 7th level Startling Shot & Targetting Shot Deeds (or Swashbuckler equivalents). I'm not a fan of the auto-success mechanic on the Startling Shot deed, nor the called shot ability of the Targetting deed in a game system which is built to disallow called shots. The gunslinger has additional issues which mean I'll probably never allow it as a base class in a home game, but have been working on an archtype for it in case I ever run a Golarion-based game or a game where the PCs end up on Golarion.
It was about 15 or so years ago, so my memory is a bit sketchy on it.I know that theme to that encounter was "sometimes there are no good answers" and the players had to choose whether or not to kill "the Last Innocent" in order to get her patron deity to pay attention to the fact that their people were all but extinct, but many of the details elude me (other than my ex-g/f crying after they decided to do the deed).
Fortunately, I just remembered I'm playing PFS with one of the players in that game tonight, so I'll see what he remembers and follow-up tomorrow with a bit more detail.
Love the thought of a masqued ball encounter:
Would also love to see some details on other Hellknight Orders, maybe even some who are actually just actually carrying out the last orders of King Gaspodar and awaiting a proper heir to throne of Cheliax to arrive so that they can surrender what was lost at Korradath.
The ultimate dream would be for some love of evil in the AP with recommendations on how to run this for a black-hat party (even if not supporting Thrune, as apparently there is no legal requirement that the crown go to the heir of Abrogail I.)
I don't know that mine was closest, but...
Something which gives additional info on the rise of the Thrunes and involves devilish manipulations and maybe even daemons could be cool.
.. and epic chaos.
When looking at the OP's post, I'm not sure how close the PCs are supposed to be on the trail of the killer when this is going on, thus my recommendation.
Kind of a neat concept, but seems more enchantment than illusion.
I could see a pretty nasty bard built with a variant of House of Imaginary Walls, maybe a masterpiece that only they have access to or an "artifact masterpiece" that causes those who learn it to become a particular type of killer and gain the ability to use performance to create the horrific illusions you're thinking of. Combined with message, ventriloquism, mage hand, and invisibility and you could quite easily drive others mad with no one else the wiser. This with the bardic suggestion ability would be a particularly insidious combination. The only problem would be the aura of magic remaining afterwards, so you may want to try to find or invent something that would take care of that if you don't want detect magic to "win" and let the PCs figure out that it's magic early.
In general, best advise is don't start at high level, work up to it.
Fair warning: most of my higher level play experience was in 2E.
As a PC:
Engineering the fall of paladins.
As a GM:
In role-playing moments, having lower level NPC allies use the PCs as a dramatic reveal to scare off agressive NPCs.