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I just ran this with a party of six 7th level pathfinder PCs as a one shot. It ended when the two amazon PCs got tentacle snatched to death and the rest of the party bugged out for good. Before the end one PC got swallowed whole, one was energy drained, two had their internal organs rearranged, and at one point four out of five remaining PCs were confused. A good time was had by all.
Hmm, I mostly buy older books but there were some 2015's in there.
From Fat Goblin Games I recently got their Tomes of Power Revised, Shadows Over Vathak Ina'oth Player's Guide and Fantastic Technology.
From Rogue Genius Games I purchased the Veranthea Codex, Fall of Man and Genius Guide to Simple Class Templates.
From Wayward Rogues Publishing I picked up most of their race, and culture, and cults, and adventure PDFs.
Purple Duck Games I grabbed the Protean Lords of Porphyra and the Lands of Porphyra Campaign Setting.
As for Legendary Games I have to go back to 2014 for Mythic Monsters 13 and the Gothic Compendium, though I got the Compendium in 2015.
[Legendary Games] A new direction for Mythic Monsters! What myths do you want to see made monstrous?
Little Red Goblin Games wrote:
A couple years ago before the ARG came out when I ran a pathfinder Freeport game one of the players expressed interest in playing a grippli. I pulled out the Remarkable Races Compendium and he played a Mogogol bard with a banjo. Many Kermit jokes and riffs were made.
I've copied and pasted with no problems from ones I bought.
Here is an example from an early paizo dragon issue:
Having just gotten The Genius Guide to Simple Class Templates for Monsters I really want to second the earlier suggestions to continue this line with the SGG classes for a sequel. Other third party ones like Dreamscarred's Psionics and Path of War sets of classes would be great too. And eventually Occult classes.
Campaign Settings. Big or small.
Sourcebooks fleshing out a theme.
Adventures that look really neat.
Occasionally player oriented stuff in a niche that looks interesting (I picked up Covenant Magic by Purple Duck Games recently).
Good deals. I don't lack for stuff or for options of good stuff to buy.
Annals of the Archfiends but with OGL info based existing ones like from the OGL portions of Green Ronin's Book of Fiends or the various lords in Frog Gods' Tome of Horrors Complete. Or more new ones.
Alternately a Gruesome Guide to Fiends would be great, an in depth big collection like the dragons one. Themed to various existing demon lords would be great.
Creatures of Rokugan by AEG, the asian themed monster book for d20 Rokugan.
Book of Fiends by Green Ronin. 3.5 edition demons, devils, and daemons with lots of lore. Generally lower-powered and some mechanical wonkiness but very cool fiend flavor stuff.
The Dread Codex published by Adamant is a collection of OGL 3.5 undead.
Book of Templates Deluxe 3.5 by Silverthorne Press tons of cool templates.
Since you have the Deadlands d20 and Weird War d20 monster books, that leaves the d20 Hell on Earth's Horrors of the Wasted West .
I like Bastion Press' Complete Minions, Faeries, and Out for Blood monster Sourcebooks. Minons is full of weird alien looking creatures, all done in full color by the same artist which adds a lot to its feel.
Alluria Publishing has a couple pathfinder monster books. Fey folio is a short fey themed one, Creepy Creatures is general themed, and Beasts of the Boundless Blue is a massive undersea one.
I highly recommend the terrain themed monster collections:
Doomed Hero wrote:
Don't forget to chop off the hand for an int 2 creation.
In 3.5's Complete Minions from Bastion Press you could also use the skin for a skinwraith.
Just a touch too late for me now that the Wrath of the Righteous game my gestalt diviner specialist/monk/fighter played in wrapped up. Would have been perfect.
The way I conceptualize and house rule it is that they are [Evil]. They are powered by supernatural cosmic [Evil], the creation magic uses supernatural [Evil] as a component of their creation and they therefore tag as evil regardless of the morality of their actions.
Similar to [Evil] outsiders.
I also have no problem with uncontrolled skeletons and zombies being mindless malevolent wandering monsters that attack any people they come across. Conceptually that is very Moldvay Basic and appeals to me. I'm conceptually fine with neutral style mindless 2e and 3.0 animated dead automotons too.
In 3.0 skeletons and zombies were mindless neutral.
That changed in 3.5 where they were turned into mindless always neutral evil.
Pathfinder did not change that.
Ghosts are the only ones with alignment any in 3.5.
For the others in 3.5 in the srd:
Allips always neutral evil.
So ghosts and unusual mummies if you want to get away from always evil undead options in core 3.5.
In 3.5 evil undead was the norm with a few rare exceptions.
I don't believe pathfinder changed any of that.
Marc Radle wrote:
I wouldn't hold my breath waiting on WotC.
Keep pressing on with Pathfinder under the OGL I say. Any more bestiaries planned? Something small but themed like Dark Fey?
In Golarion the afterlife is not a heaven/hell reward/punishment system for the morality of a mortals actions while alive. Evil rewards evil as much as good rewards good.
However as for your main point pathfinder alignment is a specific type of thing.
"A creature's general moral and personal attitudes are represented by its alignment . . . Good characters and creatures protect innocent life. . . . Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others."
If he is protecting innocent life, acting altruistically, respecting life, and acting with concern for the dignity of sentient beings, by the pathfinder definition he qualifies as good whether he is doing it out of altruism or threat of consequences.
"People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others."
If he has the commitment to make sacrifices to protect or help others he is not neutral, he is good.
If you want to DM in Pathfinder without magic and violence I'd suggest also checking out a couple d20 sourcebooks from Atlast Games. Dynasties and Demagogues, Crime and Punishment, and Love and War for support for things like diplomacy challenges, law enforcement, and chivalry intrigues.
Perhaps Green Ronin's Medieval Player's Manual for general nonmagical medieval stuff.
Hera can't have a son because it would have to be with Zeus and that would change the order of the universe.
The son that would have overthrown him would have come from his first wife Metis. He averted that situation by swallowing her and gaining her wisdom.
I would check out the Leverage RPG and see if it is your speed. No magic and you can play completely nonviolent characters who get into big time robin hood capers.
Another option would be the Doctor Who RPG and pick up one of the specific doctor sourcebooks for non violent pre-thought out adventure ideas.
Even if you stick with Pathfinder RPG for the rule system (plucky NPC class expert PCs), you could pick up on stuff from these for plot or tack on systems for the types of adventures you want to run.
So I saw on rpgnow that Fat Goblin Games put out a $20 PDF bundle covering lots of Tricky Owlbear old catalog and current FGG PDFs, $372.18 worth of stuff total.
However they put so many PDFs the alphabetical listing display cuts out midway through the Racial Ecologies PDFs.
Is there a full listing of the offered PDFs anywhere?
Is this offer a promotion that terminates sometime soon? If so when?
I would go with the deck of cards option.
No face cards so you have one to ten of four suits. Red are 11-20, black are 1-10 if you need a d20.
If you want you can pull out one red suit for d6 and one black suit for d8 and remove the unnecessary cards or just redraw if you go above the allowed range. d12 are only for great axes generally so they don't come up that often, go with d10+1 instead if needed.
For things like damage I would make it average rolls to speed things up (10d6 will be a speed bump for game pacing) and keep random rolls for attacks and saves and checks only.
Riddles are great for the genre. Fey, sphinxes, some guardian demons, even trolls all have riddle traditions appropriate for a D&D encounter. They can be evocative and immerse you more fully in a fantasy encounter.
A good RPG riddle set up will not be a binary plot stopper. Solving them will get you a benefit but should not stop the game if they are unsolved. Fighting the sphinx (like in White Plume Mountain) or the key demons from Mayfair Games' Demons II are good options if the riddle is not solved. Having to go around another route, or the magical trap not being disarmed are also viable options. Even not getting into the treasure room is fine.
Using an Int check to solve riddles is boring IMO. Abstracting it to "There is a riddle, Int check DC 15" is not fun and a party can easily still fail. It is just a single d20 roll influenced by a single stat build. And it takes an evocative scene of first person roleplaying and turns it into pure binary luck mechanics.
I have no problem with Gandalf failing the door riddle or with high int wizards or witches or maguses or investigators not solving most riddles.
Flavorful riddles will not include anachronisms. English word play is fine IMO as you can consider it an abstraction/translation of using approriate word plays in the nonexistant RPG language while allowing riddles to feel right.
In the PRD succubi are described as her while incubi are described as him.
According to the Pathfinder wiki Succubus entry they are always female though they can take on any form their victim prefers and that Nocticula is reputedly the first one. I don't have my Demons Revsisited or Lords of Chaos books on hand but that seems right.
The male succubus image is apparently from Monster Summoner's Handbook with the caption in the wiki article about taking on forms their victims prefer.
This was an issue for me as well. I had been reading a few encounters ahead each week throughout the campaign to be ready for what they were going to face and then in the MMC dungeon they went all over the place to things I hadn't read yet. I eventually got through reading it all, but it was a definite shift in how prepared I was at the table a few times.
A friend of mine was playing a magic user with a rabbit familiar who could warn him of danger. He knew he was going after a big white dragon so he loaded up on fire spells and acquired a protection from white dragon breath scroll which temporarily provided absolute immunity against white dragon breath.
He saw the giant dragon flying towards him and his party and his familiar started thumping "Danger! Danger! We need to get out of here!" He turned to it and said "Yes I know, don't worry. The trick is knowing when you can handle these dangerous things and the dragon is no match for my magics. You'll see." He stood his ground and read the scroll while the dragon was flying in, he then drew himself up dramatically and cast a delayed blast fireball that washed over the dragon harmlessly.
The gigantic albino red dragon then breathed a massive cone of fire that incinerated the magic user so far into negative hit points he was nothing but ashes.
I never liked that Clerics can access EVERY spell, even just using Core material. Add in the subsequent releases and it just becomes silly that they would even know to pray for most of them. I believe they should have a prayer book with their spells contained therein.
An alterative I have used: Spontaneous Divine Casters. This way you get themed NPC clerics and druids like a diviner, a healer, a battle champion, a summoner, etc. PCs can still have ultimate spell list flexibility through scrolls but reduced access to that flexibility and DMs only have to really know a handful of known spells to be on top of most of a PC's capabilities.
Why is using knowledge of the world the characters are in illegitimate in your view? The characters exist in that world and presumably have some knowledge of it. The player having some knowledge of the world and demonstrating that knowledge in character adds to the versimilitude of a character being from there.
And for the record I think most of the skill sections of the game are terrible, social and knowledge ones both included and not separate in that assessment. I try to keep skills as mechanics oriented as I can in my games (bluff allows feints, sense motive defends against feints, perception versus stealth, etc.)
So I’m wondering what other GMs have done in this situation. There’s bound to be a solution, but I have yet to found a solidly built “social interaction/conflict” system, so I’m looking to everyone else. How do you manage those situations where someone would like to play a face but isnt one themselves?
I explain my style of DMing up front. I tend not to use dice rolls for social interactions unless it is an offscreen abstraction or second person roleplaying and I expect a character concept of talker to actually first person talk to NPCs in character. Character concept and narrative is more important to me for social interactions than mechanics. I have no desire to roleplay out interactions based upon die results contrary to how roleplayed interactions have actually gone. These are my play style preferences so that's how I run games.
I will, and have, worked with people who are uncomfortable roleplaying a face but want to stretch and try it out. The guy who played a face in my last game normally plays tanks, rolls dice and shouts "beer!", but he wanted to try a face for the first time. His kitsune bard had a lot of first person interactions that were fun for both of us and garnered useful plot information for him to bring to the rest of the party. It went well, he interacted in character with fey and tavern types and kid NPCs and his fellow PCs but was cowed when dealing with Baba Yaga directly, which was not inappropriate in-character to his concept. I also had some second person face activities we didn't want to roleplay out such as diplomacy information gathering which could be handled with dice mechanics or fiat.
My advice would be to work with such a player to enable them to meet their goal of playing a face by assuring them you want it to be fun and structuring some first person interactions specifically to give them their spotlight time and some opportunities for them to do some face interactions second person as well.
I would suggest going more with fiat and results based on narrative feel of how things are going than on rolling for mechanics to decide how things result. I would prefer to have such a player succeed based on a situation set up for him to succeed in a fun way than on his character level and his ability to maximize relevant stats and mechanics. Diplomacy skills in Pathfinder are generally static DCs so a low level face is significantly less likely to succeed at his role based solely on level of play, and you want them to feel they are actually a face and not someone constantly failing to be a face.
PIXIE DUST wrote:
Cops and robbers is a game where you just willy nilly decide things, I believe.