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Svetocher

Umbral Reaver's page

5,331 posts (5,639 including aliases). No reviews. No lists. No wishlists. 7 aliases.


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What are bloodline mutations and what book are they in?


I suppose what I'm really looking for is a clear and complete list of all spells, items and abilities, sorted by level, that need to be accounted for by either side.

So I'm not caught out by that one weird trick that criminals hate.

With all the hundreds of spells, I would not be surprised if there is some level 1 spell that is worthless to adventurers so goes relatively unknown, but invalidates all possibility of concealing the truth. Or vice versa.


No way. A dhampir would be justified in being a goth. You need something that really has to stretch to be dark and broody... like a gnome. In fact, gnomes are great kineticists!


I propose 'succubus grapples' as an element.


With the proliferation of magic, the simple act of getting away with murder gets a whole lot more complicated.

Let's split this into three parts:

1. THE CRIME

You're a criminal and you want to do a crime without being caught. Knowing you live in this magical world, what do you do to succeed at your crime? What precautions must you take to avoid leaving evidence that can be traced back to you?

2. THE INVESTIGATION

A crime has been done! Now from the angle of the detective, in a world where criminals can do magic, how do you perform a full and thorough investigation? What do you have to do to make sure you are not boggled or bedeviled by some sorcerous trick (or even mundane trick that takes advantage of the assumption that magic is used in the crime)?

3. THE TRIAL

This is something I've always wanted to do in a roleplaying game, but it is immensely hard. A courtroom scene, with the party attempting to present convincing evidence that their nefarious nemesis actually did the crime. Do we have a magical courtroom as well? In such a case, what happens in it and what behaviours must be enforced or accounted for?

I'd like good advice from peeps that know how to handle these things!


2 people marked this as a favorite.

This gets posted once every month or so, and does not cease to be a laugh.


Addendum: For the most recent comprehensive source on the actions and attitudes of the Chaos gods, see the Liber Chaotica (2006). It is possibly considered the most suitable replacement for Realms of Chaos (removed from canon) since they pulled the book from their line.

The change and consolidation of GW's stance from 'Chaos gods are ambiguously aligned but still evil but we don't want to call them evil outright' to 'irredeemably crazy murderclowns' is pretty clear there. That may be what you're looking for.


Harleequin wrote:

How the followers of chaos gods choose to interpret their gods beliefs is NOT THE SAME as the canon of the gods themselves.

Deity domains and subdomains are those put forward by the deity according to their beliefs NOT their followers interpretation.

You're really stuck on this point and I'm sorry, but the chaos gods have been described taking personal actions (not filtered through the biased outlets of followers) that are hideously and cartoonishly evil, time and time again.

You're desperate for something that is far more nuanced and cleverly written than is actually there. The descriptions you keep repeating do exist, but are far more contradicted than not. GW is not great at consistency.


It is truly unknowable.


Lady of the Shard

By Gigi D.G.

(This comic contains some body horror imagery and sexualized situations involving a manipulative, domineering character. )

It is a truly beautiful comic and is the first thing in over a decade that was able to make me cry.


It's also debatable whether the chaos gods are responsible for those traits... or are merely feeding on them.


That's what I mean. There is a lot of talk of them being primal forces, but what they are actually described as actively doing is pretty damn evil.

No matter how much people want them to be transcendent beings beyond morality, the poor writing does not hold that up.


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Now I'm not sure what the capsize ability actually does.


Despite the occasional attempts to describe the chaos gods as non-evil, it never actually works in the vast majority of the canon. They are as evil as it gets.


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Isn't Hulk best modeled using alchemist -> master chymist? That's not full BAB.


Steal is just disarm for nonweapons.


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All fighter party. Make it work.


Don't forget Malal, Chaos God of Anti-Chaos!


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Aelryinth wrote:
They didn't take the Item creation feats to have fun making magic items...they did it to double their wealth

Has there ever been any other reason?


For Xenarchy: http://psuedofolio.tumblr.com/

For Valerie: http://yoccu.tumblr.com/

I don't think either of them are taking commissions right now, sorry.


1 person marked this as a favorite.

D&D and its derivatives are weird about highly-skilled non-combat characters.


SillyString wrote:
The only problem I can see is if these player souls are aware that when their host dies they can simply body hop, that there isnt much consequence for failure in any task. Without the fear of death or permanent consequence there's much less motivation for the character to feel invested in combat. But you could work around that in other ways if you like.

There are loads of ways to keep people invested even if they cannot permanently die.


I never played Wraith and I don't know much about it.


From an apocalyptic Underdark game that started at level 1 and ended beyond level 20, mythic 10 (the final chapter was mostly narrative, with the PCs as gods or equivalent):

Xenarchy Malzash (Mythic Gestalt Drow Fey Sorcerer/Ninja)

Xenarchy, Queen of the Fey (Post-Mythic)

From an Eberron game:

Valerie Esper, Gestalt Elan Nomad/Alchemist

Our local groups have taken a liking to gestalt. It began because of small group sizes, and stuck even after groups grew.


It might require an entirely different system to pull off well. Pathfinder is probably unsuited for it. Oh well! Here's the idea:

The player characters are disembodied souls, perhaps deceased mortals, or elemental spirits or alien influences or something.

Player characters don't have their own body. Instead, they possess a creature to act as their body until killed, whereupon they have to possess another one. In this world, enemies aware of these possessing spirits might have wards of some kind that prevent easy possession.

If a player character dies, their soul emerges from the body and follows the party around powerlessly until an opportune body appears. This may be a subdued foe with their ward removed or broken.

Hmm. Maybe I should adapt something like Eclipse Phase rather than Pathfinder. The vast variation in power between possessable bodies would be too problematic, unless the possession 'normalises' the bodies somehow, which would also be weird.

Any thoughts?


If I were playing 4e, that would be useful. I'm not using cards for spells at this point, just creatures. I'm GMing. Making spell decks for GMing would be a pointless endeavour.


Silverhand wrote:
Well...if there are no rules, why are folks so sure their opinion is the right one? ;)

You ask how undead should act. People say how undead should act in their interpretation. You refuse the answers given.

What else do you want?


Yeah, I've done that with a sorcerer a couple of times, using Perram's Spellbook.


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THERE ARE NO RULES


Silverhand wrote:

Here's the thing though...

1) Skeletons have CMD and CMB scores. Implying they might use combat maneuvers.

I'm pretty sure the statblock format requires everything to have CMB and CMD scores. Things that cannot move at all still have CMB and CMD.

Quote:


2) If a mindless undead is ordered by a necromancer to "destroy all living beings that enter this hall". Okay...go nuts! But what if the necromancer said, "Defend this hallway. Bar entry to all who approach"...can the skeleton now use defensive fighting techniques?

Here's how I might have a skeleton interpret these commands.

Destroy all living beings that enter this hall: Skeleton waits idly in hall until a living being enters, then attacks the nearest creature until it is no longer able to (creature is dead, creature has evaded skeleton's senses, etc.).

Defend this hallway. Bar entry to all who approach: Skeleton waits idly at the end of the hallway, and attacks creatures closest to the end rather than closest to the skeleton. Even that might be a tad too sophisticated for some GMs.

Quote:

3) Mindless occurs in other monster descriptions including plants,ooze, vermin, and constructs. The definition is identical: "mindless and gain no skill points or feats."

But surely we'd expect say, plants, to grapple. And constructs to maybe sunder or disarm...

Plants are a bit ambiguous since a lot of them have a grapple design to them. Certainly, as a GM you could say that it is their mindless nature to just grab and kill the nearest target over and over until it can't do anything else.

Mindless constructs, unless ordered directly (I'd say requiring orders during the battle, preprogrammed tactics would not be allowed), never use sunder or disarm unless it is stated in their creature entry.


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'Evil cunning' is one of the worst bits of meaningless fluff that has ever been written. It's useless and worse, misleading. It pops up in so many monster entries without need.


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I wanted some handy, printable reference cards for creatures and stuff for my game, so I decided to fire up Magic Set Editor and fill in the necessary text.

The result! (Ignore the houserule stats such as DEF and AR.) The 'casting cost' icon in the top right is its hit dice.

I think it turned out nicely. More complex creatures may require two cards.


If you're open to 3rd party stuff:

Psion, Psychoportation Discipline (Dreamscarred Press)

Nomad’s Step (Su)

At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.

If you are willing to invest a feat, Fast Step reduces it to a move action.

Other than that, a Nomad Psion is basically an int-based sorcerer.


If you still insist on staying with the group, and want to be neither antagonistic nor silly:

You: "What's your name?"
Them: "I'm not telling you."
You: "What should I call you, then?" (this is the important part)

Alternatively:

Take on the burden of tracking and dividing party loot. Ask them (in character) to write their names down on the party's accounts. If one of the others insists on doing the tracking of funds, write up a book of accounts and give it to them, with the same request for names.


MuertoXSky wrote:

Cool, that is a :

INT: 13
WIS: 14
CAR: 12

In my book.

What.


Am I supposed to stat myself or the flesh that is my prison? These are very different things.


10 people marked this as a favorite.
Franz Lunzer wrote:
I would not play a cleric if the GM insisted on this house-rule

I would not play a GM if the player insisted on this house-rule.


Skin of Iron: Because your tempered flesh is hella tough. I was going to put 'Add Con to AC when wearing no armour' in there somewhere but I forgot. Oh well. Replace some other thing that you wanted to replace with that.


They still apply to your damage.


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Meat Mountain - Barbarian Archetype
The barbarian's mighty rage is only the height of an already massive power. The great exertions of the barbarian exercise the muscles and empower strength no mere fighter could match! Cower at such glorious might!

The meat mountain only has a 3/4 BAB but gains +2 STR at 1st level and every 4 levels thereafter (maximum +10 at 17th level).

Impressive Flex: At 2nd level, the meat mountain may flex impressively, adding his or her strength bonus to Charisma checks and Charisma-based skill checks. Yes, including handle animal and disguise, somehow. Flexing overcomes all. This replaces Uncanny Dodge.

Incredible Smash: At 2nd level, the meat mountain's first melee or thrown weapon attack each round while raging deals an additional 1d6 damage, plus 1d6 for every 2 levels thereafter. This replaces Rage Powers.

Fight Sense: Such a lust for battle attunes the meat mountain to any and all threats. The mere motion of steel through air incites a trembling of the thews! At 3rd level, the meat mountain gains blindsense 10 ft. plus 5 ft. every 3 levels thereafter. This replaces Trap Sense.

Tough It Out: At 5th level, the meat mountain adds his or her Constitution bonus to his or her saving throws while raging. This stacks with the existing bonus to Fortitude. This replaces Improved Uncanny Dodge.


1 person marked this as a favorite.

Hat of additional Hats.

It just seems to attract more hats.

When the wearer of this fancy hat might find randomly-rolled treasure, if the first result of the roll is not a head slot item, it is rerolled once.


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Implying that people that don't play the way that you play aren't grown ups is one of the worst ways to convince people that you're right.


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Why do you want to do this?

How do you want your game to feel?

Decide these things before deciding what the mechanic will be, instead of making a mechanic and trying to justify it.


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I can understand wanting to make death matter.

When you think about wanting to penalise the character, consider this:

Do you want to penalise the player?


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It was a long-running campaign with a lot of character deaths and retirements, players leaving and new ones joining (and old ones coming back... to characters unleveled since leaving). Mine was the only member of the starting party to make it to the end.


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I played in a game that used 'new characters come in at one level lower than the lowest-leveled member of the party'.

By the end of it, I had a level 11 character. The next highest was level 6. The lowest was 4.


IT IS FINISHED

I'm kinda confused now.


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"However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn."

In this instance, as loudly as possible is total silence.


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I once accidentally built Homura Akemi. Alchemist/Psion (nomad). Time magic and bombs.


The Vessel of Eternal Spirits
Immortal creatures normally immune to the effects of alcohol can get drunk when drinking from this ornate stein.

The Emperor's New Clothes
A suspiciously common flaw in cursed items resulting from attempts to create items of invisibility, when activated these garments become invisible to everyone but the wearer. The wearer sees him or herself as having successfully become invisible, but in fact, is not.

The Ring of Negative Three Wishes
As a wing of three wishes, but attempts to grant the exact opposite of what the wisher asks for. The magical power interprets what the opposite of something somewhat randomly, as the same wish may not receive the same opposite twice. Generally, something happens that is proportional and directly counter to the wish.
Note: This may be useful to clever sorts that know the ring's nature.

The Cutting Board
This plank of wood functions perfectly well as a normal longsword. It does not detect as magical at all.

A Kazoo
It's a plastic kazoo in a medieval fantasy setting. That's all.

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