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Voadam's page

Pathfinder Adventure Path Subscriber. 150 posts. No reviews. No lists. No wishlists.


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In Monster Manual II there is the spellgaunt, a magic eating spider that spins force webs.

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In Monster Geographica Underground there are chitinous battlemounts, drow companion spider and beetles turned into undead war machines after they die that shoot out magical force blasts.

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In the Midgard Bestiary for Pathfinder there is a construct creature called a Witchlight which is an energy filled floating crystal used as improved familiars. They do at will light rays of force damage up to 30'.

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Zherog wrote:

  • Chapter Nine: Faiths of the Desert
  • So is this an exploration of an Egyptian style mythos? Mesopotamian? pre-Islamic Arabian? Islamic? A new fantasy desert pantheon? Something else?

    How big is this section?

    Pathfinder Adventure Path Subscriber
    Jeff Erwin wrote:
    Voadam wrote:

    Another Indian setting is the island domain of Sri Raji in TSR's Ravenloft. The module RM3 Web of Illusion is set there and involves lots of fantasy India trope stuff (rakshasa, Ravanna, Kali, thugee, tigers, caste system).

    Also from 2e TSR Lends and Lore has resource material that can be used for a fantasy India.

    Both are very "old school" in the worst way, if I may be straight about it. It's all very surface: Kali figures as a big evil goddess, which would be kinda news to a lot of Bengalis and tantrikas. Thags worshipped Kali because she was a goddess worshipped in her culture, and she is the goddess of death because that is a part of time, her nature.

    A lot of gamers would be surprised to learn that even in the Ramayana, there are good or neutral Rakshasas, along with evil ones. Many people in Sri Lanka and southern India interpret them as their ancestors or counterparts and see them as heroes or as flawed ordinary people.

    "Cover your heart Indy!"

    You did list Indiana Jones and the Temple of Doom in your sources for a Vudra campaign. Kali is an evil goddess served by secret thugi killers and an evil priest there too. :)

    If you want to see an egregious old schoolishy (schollyish?) example of turning Hindu gods into portrayals as exotically evil beings though then I'd suggest Fast Forward Entertainment's OGL Encyclopedia of Demons and Devils I & II. I'm not sure why they included figures like Ganesh among their collection of demons and devils of real world mythology. I forget if they made him a Tanari or a Baatezu.

    Pathfinder Adventure Path Subscriber

    1st. It does not replace the 1st level arcane pool with one at 3rd, it changes the amount.

    Pathfinder Adventure Path Subscriber

    So what are the new style feats like? Any new qinggong ki options?

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    Lord Gadigan wrote:
    Then there's the appendix, which has deity entries (including name, alignment, title, areas of concern, domains, subdomains, favored weapon, symbol, sacred animal, and sacred colors) for nearly all of the deities and demigods that are out. The ones (at least from a cursory lookover) not on it are the dead ones, the Tian Xia deities, the sorta-but-not-totally-retconned ones like Tiamat and the not-a-deity ancestor spirits / totem animals, and the ones only named in bestiaries / tangential mention (like the Psychopomp Ushers, Kyton Demagogues, Vudrani deities, etc).

    All right, so what has gone on with Tiamat? What is different from her entry in Spells and Magic?

    Is she not listed at all? Only listed in reference to Apsu and Dahak? Does she have her own entry as a minor goddess of the setting?

    Pathfinder Adventure Path Subscriber

    Another Indian setting is the island domain of Sri Raji in TSR's Ravenloft. The module RM3 Web of Illusion is set there and involves lots of fantasy India trope stuff (rakshasa, Ravanna, Kali, thugee, tigers, caste system).

    Also from 2e TSR Lends and Lore has resource material that can be used for a fantasy India.

    Pathfinder Adventure Path Subscriber

    Nazhena has sleet storm, which is ferociously limiting on sight in a huge area (40' radius)


    Sleet Storm

    School conjuration (creation) [cold]; Level druid 3, sorcerer/wizard 3

    Casting Time 1 standard action

    Components V, S, M/DF (dust and water)

    Range long (400 ft. + 40 ft./level)

    Area cylinder (40-ft. radius, 20 ft. high)

    Duration 1 round/level

    Saving Throw none; Spell Resistance no

    Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

    The sleet extinguishes torches and small fires.

    Drop that on an archer from a distance and it will seriously mess a party up. I forget if as a winter witch she can still see in there and direct her golem.

    Pathfinder Adventure Path Subscriber
    thejeff wrote:

    It's one of those ideas that sounds like really cool fluff, but has some issues when you look too closely at it.

    They're really all that high level? Does that really match level ranges of rulers in other books? It's certainly higher level than I'm comfortable with being that common.

    As Eltacolibre suggests, it probably skews towards casters being capable at lower levels and thus more common, which doesn't really fit the image.

    What happens if there isn't a linnorm killer available? Somebody has to be in charge. Does he always go quietly? Or if there's already one in that area?

    I see it as a land of few kings. Mostly villages and farmsteads where people come together for the "Things" to deal with community governance issues and lawsuits but mostly everybody does their own thing on their own land if they are not banding together under charismatic ship owners for raids.

    Only seriously badass people get to be king and recognized in Golarion Viking Land. If there is nobody for a generation or two for a foreign diplomat to suck up to that's fine by the vikings.

    Scandinavia eventually had kings in later medieval times but my understanding is that in earlier viking periods it was much less based on a feudal king model and that is how I picture most of the Linnorm Lands.

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    LoneKnave wrote:

    How do you identify a creature's fighting style if you do not identify the creature?

    I understand that by RAW it doesn't stack, but it feels kinda silly in practice if you fail the normal identify DC and then pass the Kirin one.

    "Aha! Although I don't remember it's name or it's special abilities, I happen to know the way it fights! This monster has structural weak points in it's armor that I know of because of my extensive research!

    **next round**

    Holy s~@+ it can breathe fire?"

    "What was this type of demon's name again." [dodges] "I remember about those wings and the top heavy nature of its mauling grab." [ducks] "Is this the greed one? Malfeasor? Malfeshnor?" [tumbles] "No that's not right." [ki rin strike to the soul gem]. "Give me a minute guys, it'll come to me."

    The toughest obscure monster knowledge lore check is the same as the ki-rin style check and most are much easier. It can happen but usually you get the skill knowledge if you get the style.

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    Jaelithe wrote:
    Greil9 wrote:

    ...I got into a duel with an Aldori swordlord who ... considered me too weak to kill, but saw the potential in me and told me to get stronger before challenging him again.

    ... when we finally crossed paths again ... it made me feel like an utter badass when I landed the killing blow ...

    Did your character think about sparing the guy who'd let him live when first they'd met?

    "Hello. My name is Inigo Montoya. You killed my father. Prepare to die."

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    Having a charisma stat in d20 and appearance stat in World of Darkness that is part of a point buy balance and has some influence on mechanics warps a little of what people choose their characters to look like, I would guess. I know a guy for who three out of his last four characters dump statted charisma and were either socially abrasive or terribly ugly, then there was his 18 charisma paladin character who was stunningly handsome.

    Tieing mechanics loosely into appearance means that you can get dump statting and power building involved in the aesthetic choice of character visualization.

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    Mystic_Snowfang wrote:

    So, I was watching a documentary. And it got me wondering. I'm a girl who likes pretty boys. Anyway...

    So I'd like to ask people about their characters.

    Just answer a few questions please, to help me.

    Your own gender, are you male or female?

    Your sexuality?

    Characters you've had.

    Their sexes, ages, sexualities, attractivness level and what sort of attractive they are? Tomboyish girls, manly men, pretty boys, super lovely curvaicious ladies.

    I'm just curious.

    Gender: Male.

    Sexuality: Heterosexual.

    Last couple of characters:

    Achilles! (TM)
    Male heterosexual in his 20's with super attractive Brad Pitt style good looks. He was a super hero/reality TV star/his own brand. Had invulnerability, a high tech spear weapon and tons of appearance and manipulation powers. Plays up to his audience of women and gay men who want him and straight men who want to be him.

    Mark Blackwell.
    Male heterosexual. Born 1933, turned into a Malkavian vampire in 1976 at age 43, chronological age late 70s in game. Not so good looking, think the dad from A Christmas Story/Kolchak the Night Stalker. He'd lived hard and looked a bit older and not in great shape, dressed in rumpled out of style clothes including fat 70s ties.

    Male Heterosexual. Late 30s. Viking style appearance decently attractive manly big guy with beard. Will be playing him again in our next campaign with a backstory of succubus imprisonment and so Charsima drain leaving him not so attractive, more haunted looking.

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    So this leaves a small plot hole. Why did she think the Hut would be available to be used by the Horsemen to track her down?

    I see two solutions to fill the hole.

    1 Divinations. She saw a limited glimpse to the future that showed her missing and the Hut shackled but in Whitethrone. Perhaps cryptic prophecy or such revealed that.

    2 Timey Wimey. At some point in the past she met someone from the campaign present who knows the current situation of Elvanna having rebelled, Baba Yaga not showing up as planned, and the conquered Hut shackled and on triumphant display in Whitethrone but not anything else. Baba Yaga then comes up with a plan to leave a trail of Hut Keys so her Knights can use the Hut to redo her trail and hopefully find her.

    Number 1 leaves open why those pieces of information and not others, while 2 is fairly perfect for my game as the party met young Baba Yaga in the First World travelling between the gate in Taldor and the one in Irrisen and passed on enough of their knowledge of the current situation to set the chain of planning events into motion as well as siring the first Jadwiga and instigating the initial conquering of Irrisen 1400 years ago.

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    Red Square Bear wrote:

    One of my pet peeves with most fantasy realms is how there's so often little to no regional variability within the clerics of a single religion which seems strange and (from my very limited background in the subject, and noting the difficulties of mapping real-world experiences to the game world, and all the usual "realism/verisimilitude" boilerplate) ahistorical to me. That being said, in a world of magical communications you might very well see the homogenization of culture that this sort of thing represents, but it seems like only churches are monocultured like this, not other spheres of culture.

    I don't see that as so much a church specific thing but a general D&D class type thing. Most wizards either studied under a master or went to a wizards' college with some exceptional individuals with different stories but not general cultural differences between disparate nations. Same for bards, rogues, fighters, monks, druids, paladins, rangers, etc.

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    Kazumetsa Raijin wrote:

    There are a few spells that aren't listed in there, but the spells actually state that it can be chosen as a qinggong power.

    Mighty Fist of the Earth is one of them, for example.

    Where did these show up?

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    I like having an area I'm competent in that actively comes up a bunch. I don't want to be outshined by a fellow PC outclassing me in my area and dominating the action all the time or sidelined by the monster opposition or game situation all the time.

    High or low level, lots or few powers do not matter as much for my enjoyment. I think.

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    Are there any Quinggong monk archetype ki powers beyond those listed in Ultimate Magic? Has any sourcebook expanded upon these options?

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    Brian the Blessed of Gozreh wrote:

    The hut keys are a kind of key lock system she put on the hut to prevent others from easily using its world hopping capabilities.

    However, she was apparently expecting some sort of trouble in Irisen and removed several keys from her hut to prevent easy access to her base of power in her homeland. Her Rider had the keys in case of trouble, or he might have grabbed them from the hut as he fled, not sure. One of the guardians of Artrosa seemed to have been told to expect the Riders, who might have had easier ways to retrieve the keys placed inside.

    The keys usually have some kind of symbology of their destination, but I don't know what the plague mask stood for. The hearth spirit in the hut was willing to talk to us about how the keys worked once it was assured of our allegiance to Baba Yaga.

    In a metagame context they are a way to prevent the PCs from rampaging through Golarion in a major artifact and ignore Baba Yaga and her family problems.

    edit: Ninja'd

    So why did you expect using the keys would help on your quest? Just a get out of Irrisen card?

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    Druids have Nature Lore which gives them a +2 on fey knowledge checks and:

    Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

    In the past I think they also had sylvan as a language they could choose to learn or got as a bonus.

    In various D&D incarnations I've occasionally seen them portrayed as allied but not as inherently hostile to each other.

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    shiiktan wrote:

    In case of spoilers:

    When she realized through divination that someone was plotting against her, she began leaving a breadcrumb trail of keys, so that her Riders could use the hut to find her if something happened to her.

    This part is not clicking for me.

    How does the trail of keys she left around then lead to her now? Why would the horsemen or PCs expect going to these places to lead to finding or rescuing Baba Yaga?

    Pathfinder Adventure Path Subscriber

    I would expect a more standard D&D theme AP using an area they haven't used that much in yet. They dabbled in Kyonin for Second Darkness so I would do one involving dwarves and the Five Mountains or orcs and Belkzen. You can always get a classic D&D dungeoncrawl in lost dwarven kingdoms.

    Linnorm Kings would be fantastic, but I don't expect a norse boat raider one with having done piratey Skull and Shackles relatively recently.

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    MaxXimenez wrote:
    Milani is often associated with Iomedae, who, like Cailean and Norgorber, did ascend to godhood via the starstone like Aroden. But AFAIK, nothing has ever explained how Milani became a god, and we do know it's possible to become a god without it such as in the case of Irori.

    There is a god article on her in the Second Reign of Winter AP volume. She was a divinely empowered saint of Aroden when he fell and I believe she took the spark of divine in her and ran with it to step up and try to fill the void of his passing. She didn't do the Starstone like Iomedae, she was sponsored into sainthood and is working her way up from there unaided, first step was to demigod-hood.

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    I've sort of lost the narrative thread on Baba Yaga's purpose in the hut keys. The giant's beard and plague mask they get from the Black Knight in Book 1 they throw in the pot in Book 2 to get to Book 3.

    Why did Baba Yaga create these keys? How do the PCs expect the keys to help them?

    I just finished DMing most of book 2 and this will be immediately relevant in our next game.

    Can anyone explain these so they make more sense? Thanks.

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    flamethrower49 wrote:

    I've been having fun amping up the challenge provided by the Dawn Pipers to give them some bite. Ravathiel was advanced, and Aurenos's steward was the winter redcap statted out in the back of the book. (The sorcerer now loathes the fighter - I hope to set up a Reckless Infatuation on somebody, too.)

    Once my players noticed the elemental theme, they just assumed there was a fire-themed font. I think I'll actually make that happen. Any suggestions for firey fey?

    I had fun amping them up too for my powerful six person party. I turned their spell likes into targeting everybody instead of single targets.

    The barbarian PC had returned after a six month hiatus so his character had been locked in a Changeling the Lost style scenario involving these dawn musicians and fragmented memories.

    Aurenos had his demented spriggan butler announce him as "Lord Aurenos, piper of the Dawn of Creation" and exchanged calling cards with the Iron Gurad Jadwiga PC who said he was come to take the Hut for the only good reason, revenge. They got along famously. Aurenos charmed half the party and there was no fight yet.

    They thin hit the reality siphon and determined they needed to dirupt the three elemental fonts.

    I gave Zephimere some extra twigjacks and made here a 4e elite, doubling hp. Her themes were air and charming. She charmed perhaps half the party for a while but they had two bards for countersonging. There was a great chase of her up the tree by the barbarian with a failed bull rush then she countered with a customized gust of wind that knocked the barbarian for a huge fall. She used her flute as a masterwork rapier for striking, blocking, and magic and it was a great fight before they got her.

    Ravathiel I had a mud, loathing, and lust theme. They heard banjo music as they approached his king of the mound altar. His throne was a rocking chair and he looked like the Heat Meiser. The rogue wizard got off a brilliant surprise scorching ray sneak attack after faking him out with a bribe which led to some fantastic drawling banter from Ravathiel. "Thas it! Your mines cannot comprehen the powers you er dealin wit!" He hit the inquisitor with loathing and she stumbled away.

    The rogue ran up, but I had placed an illusion over a swarm of elemental toothed eartworms from an Inner circle games 3.5 bestiary. He got hit with nausea and bleed. He stumbled through to climb the mound but found it greased and fell back into the swarm. The magus flew up and fought him on his rocking chair. Ravathiel used his unearthly beauty banjo attack and caused the rogue wizard to bleed out his ears and be deaf. He followed up with the unnatural desire which was cast on the worm swarm but everybody saved and it was soon over for Ravathiel.

    With Aurenos he opened with delusional pride as the party approached and the Jadwiga upon feeling boosted pride decided not to resist. They then talked with arrogance and Aurenos made a wager of champions with him, his butler versus the maid (the inquisitor), for access to the hut(only three PCs were there that night so this worked out well). I elited the spriggan doubling his hp and giving him some knockback powers on his beat stick. He turned giant and hammered her, but she is a real tank with something like practically untouchable 27 AC and she prevailed in the end despite not figuring out the spriggan is a gnome for bane purposes shifting from fey to giant. Aurenos was slightly miffed but piped them open a temporary apeture into the hut yard through the elemental siphon barrier. He believes even with them in there he will still rip it all into the Summer Fey court within a week so he is confident he has still won the true contest.

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    LazarX wrote:

    Nine times out of ten however when someone is asking for polytheism, it's most likely to get two gravy domains he can't get any other way, in a setting or campaign where concept clerics aren't allowed.

    Can you give an example of gravy domains in general and combos that are not normally allowed? I thought most everything could be found somewhere from the hundreds of domain granting beings in Golarion.

    Anybody know of a comprehensive listing of domains that list all the beings granting those domains?

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    I'm running Reign of Winter

    so far it has had


    In Snows of Summer:
    mini pine tree treants called frost firs from the module.
    Mandragora from Bestiary 2.

    In The Shackled Hut so far:
    Mindlsaver Mold from Lands of the Linnorm Kings.
    Twigjacks look like plants but are actually fey.

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    Set wrote:

    Looking at the map, and assuming that the Worldwound and Eye of Bagels are indeed two sides of a triangle, the third would either be to the west of Qadira (pretty much in a Pit of Gormuz-ly direction, but probably not quite so far off the map), *or* up to the north east of Hermea and partway to Arcadia, which, IIRC, is almost smack-dab in the middle of what used to be old Azlant...

    Hermea might even be pretty darn close to the center of that particular triangle.

    If the triangle goes easterly instead, off the map beyond Qadira, the center point would be in Cheliax or Andoran, based on my rough eyeballing of it...

    Andoran (or the Andoran / Chelish border) might be a more interesting centerpoint for an apocalyptic 'triangle of evil' 'volcano erupting' sort of mythic game, than Hermea, which is kind of in the middle of nowhere, adventure-wise.

    Cheliax as a focal point would be interesting as under Asmodean control, perhaps implying that He was involved in setting up the triangle so as to create a doom vortex He could later be in position to harness and chain.

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    blackbloodtroll wrote:


    Well, then we are, more or less, in agreement.

    An Oracle's Curse is something that even a wish cannot rid you of.

    I wouldn't be too lenient on those trying to completely circumvent it, without some difficultly.

    Still, this particular Curse is written poorly.

    I wouldn't say the option of using a base d3 damage, not special material, not masterwork, not enchantable, nonlethal weapon that provokes attacks of opportunity and doesn't threaten without a feat as completely circumventing the curse.

    You could legitimately say the essence of the curse is that you have burned arms which as a consequence makes wielding weapons with your hands painful, and that fighting with kicks is a valid if not so effective work around consistent with the actual curse.

    Sort of like getting a mount if you are lame.

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    Celestine8, there is also Sylgja and Finngarth in Shackled Hut which is a straight couple that could end well or tragically depending on PC actions.

    Not spelled out explicitly as a romance option there is also the faun the party is expected to rescue.

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    McDaygo wrote:

    In Pathfinder are Devil’s and Demons in constant war with each other like in other RPG systems?

    Pathfinder does not have the Blood War.

    Pathfinder Adventure Path Subscriber
    TritonOne wrote:
    What about the similarities between Golarion and Greyhawk?

    Check out this old thread on enworld.

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    So our next campaign after I'm done running Reign of Winter will be Wrath of the Righteous going from levels 1-20 and mundane to Mythic 10. I will be playing an old demon-hunting martial arts eldritch knight concept character from a previous campaign and not DMing. The last campaign my character was in ended in conflict with a worldwound situation and an adversary succubus nascent lord so being captured by her and drained to first level fits well with the Wrath background champion trait.

    The DM has a couple of house rules including an option for us to pay five ability score point buy to gestalt an extra class. Another house rule is that weapon specific feats apply to weapon groups such as monk weapon temple sword and unarmed strike together as monk weapons. A third is that monks can full attack on a standard action at 4th level.

    I'm thinking of going gestalt all wizard on one side with master of many forms monk 2, ranger 1, lorewarden fighter 17 on the other side. I'm going with a feat focus on early snake style and combat reflexes, tripping, AC, and monk weapon boost feats.

    The stats by the end will be boosted by +5 from levels, +5 from mythic tiers, and probably two +2 enhanced ability mythic path abilities.

    I would start out with stats of:

    16, 14, 10, 14, 7, 7

    And probably ending at 24, 14, 10, 20, 7, 7

    If I went triple gestalt (MoMF monk 20/ranger 1 and LW fighter 19/ wizard 20) though I could have stats of

    15, 13, 11, 13, 7, 7

    and probably ending at 20, 14, 12, 20, 7, 7

    So a difference of -1 modifier on three key abilities to start versus +2 con and -4 str at 20 in return for +1 BAB strong reflex saves throughout, 4 extra monk style feats, 18 levels of monk abilities (with super low wisdom), and an extra fighter bonus feat. Bonus style feats would probably be monkey, dragon, ki rin, or crane ones. Qi gong barkskin and ki leech seem attractive.

    With the gestalt I would at some point pick up mythic armor mastery and go with mithral breastplate with brawling armor enhancement while with full monk I might stick armorless throughout.

    The wizard side is mostly for utility spells and self buffs plus crafting. I had a heavy wizardly blasting emphsasis on the EK incarnation but with SR and energy resistant demons the main foes and going champion instead of archmage I'm not planning on a lot of that anymore. I want to play this character punching demons in the face even though it is less optimal than full focus casting.

    Would triple gestalting be worth it mechanically?

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    Sergi.Planas wrote:

    I have some years of experience in PBP gaming and I've always been interested to try to do one of the AP, and as right now I don't have a table group I thought of maybe doing one by PBP.

    The thing is, we normally go with one post per week, so I think that a lot of things will have to streamlined like combats and, especially dungeons.

    With that in mind, I wanted to ask which APs would be best/easiest to do and any ideas of thing that could be cut short,...

    Although it will be appreciated I'm not so much looking for general advice, like forgoing xp in favor for story level-ups or methods to streamline combat as ideas about which AP to run and any possible changes.

    Thanks in advance for the help!

    One post a week is very slow so I think shorter paths would work better. Freeport trilogy from Green ronin, Dragon Cult Saga from Goodman games or Goodman's interludes sequence. Freeport in particular has a lot of room for roleplaying interactions and limited dungeons that I've found work well in pbp.

    For Paizo full APs I'd recommend Reign of Winter. There are tons of roleplaying and story hooks and plenty of dungeon and combat encoutners that can be cut without big problems. I'm running it now face to face and it has plenty of NPCs to interact with in interesting ways and lots of lore to discover. It is set up with brutal russian combat in the snow all the time in part to xp grind but dark fairy tale is the theme and combat and dungeons can be de-emphasized fairly easily either through party approach or DM plotting and adjustment (for example in book 2 trolls in the clocktower can be called out to the general troll empressment to deal with the market situation leaving a dungeon with only five monsters and tons of neat exploration and some NPC interactions).

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    Mikaze wrote:

    And the benign alien bug goddess.

    As opposed to the not so benign bug goddess of the alien elves.

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    Kvantum wrote:
    Haladir wrote:
    Any reason that you're not following the usual practice of offering the PDF of a hardcover for $9.99?
    Rules hardcover PDFs are $9.99 since most of the content is going straight to the PRD and d20pfsrd within a month or two anyway. Adventures and Golarion setting books (like this book) won't be ported over (beyond maybe their crunch) so the PDF follows the normal campaign setting release pricing guidelines.

    The non-rules oriented Golarion specific hardcover Inner Sea World Guide is $9.99.

    Darn. At a $28 pdf price point I will probably keep on using my existing Gods and Magic instead of getting this immediately like I was planning.

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    Larkspire wrote:

    Than the forgotten Realms?

    I ask because I've played in the realms most of my games,some Greyhawk,some Dragonlance but mostly FR.
    I hoping you'll provide me with some good reasons to let that go and just accept the new setting,but I'm on the verge of buying the rest of the 3.5 realms books.
    All IP considerations aside,which setting do you enjoy more? Why?
    What's the biggest difference?

    1 a matter of taste

    2 I enjoy Golarion more as a setting. More of the individual countries and overall feel of the setting appeal to me personally and it is a little easier to digest and keep the distinctions between areas in mind.

    Specificially vikings, devil worshipping stable empire, pulpy feel, Baba Yaga and witches, demon invasion land with paladin crusade fighting it, and well developed fiendish and celestial hierarchies and patrons.

    3 Probably the pulp feel, a bit more Conan in aspects than Tolkien.

    Pathfinder Adventure Path Subscriber

    I'd say about half of Golarion is Greyhawk based which is another heavy kitchen sink earth culture land world.

    Absalom is Greyhawk city, with a thief mayor whose name is suspiciously like Gygax and past deific leadership (Zagyg/Aroden). Greyahawk in turn was Lankhmar, which was fantasy New York. So take New York and run it through fantasy Google translator three times.

    Cheliax is the Great Kingdom of Greyhawk. Take a former good empire, turn it to fiend worship and have several splinter countries.

    Red Mantis = Scarlet brotherhood assassins.

    Linnorm Kings = Snow/Frost/Ice barbarians = vikings.

    Qadira = Baklunish = arabs.

    Varisians = Rhenee minus river focus = Gypsies.

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    Kerney wrote:
    Axial wrote:

    Erastil seems to resemble a pseudo Celtic diety.

    I forgot, the Empyreal lord Cernunos matches up to the Celtic god Cernunos.

    Pathfinder Adventure Path Subscriber

    My players are currently in the Market square and were asking about the merchant shop Braga and the dead guards were holed up in, what did it sell?

    I said dolls. Matryoshka dolls. They found a set with nested demon lord ladies (Lamashtu, Mestama, Nocticula, etc.). They found it creepy and Irrisen appropriate. The Iron Guard Jadwiga took those for his new kids they rescued from Granny who he now claims as his own family (which creeps out the child rescuer background catfolk PC).

    They also found a set with nested queens of Irrisen.

    Its never too early for foreshadowing!

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    Pathfinder Adventure Path Subscriber

    My group scoped out the place and watched for patterns of when the dragon flew out and for how long. Then they waited for him to do a patrol, invisibly flew up the outside and set up an ambush for Logrivich in his lair involving an invisible chain across his landing strip so he would come in at speed and trip.

    I felt it was a good plan and said it worked. I buffed up Logrivich as a base and they got off a surprise round on a prone dragon.

    Pathfinder Adventure Path Subscriber

    For the dragon gods there are Tiamat and Apsu from Babylonian mythology and fairly true to their real world mythology. And there is Dahak who is essentially Azi Dahaka from Persian Zoroastrianism.

    As you noted there is also Baba Yaga who in some theories is or was a nature goddess.

    Most every Archdevil, a lot of the demon lords, and half of the four daemon horsemen are from real world mythology.

    All of the Cthulhu mythos is mixed in as well, so a real world literary mythology as well.

    Pathfinder Adventure Path Subscriber

    Run with it if it happens.

    The pipers could have a whole fey court they are returning to however which would mean more fey encounters in feyworld environment before the PCs can get to the hut.

    Perhaps Nazhena holes up in the Hut or is swallowed by it's beak and they have to fight her inside there.

    Perhaps the PCs stealth around and then pop out in the fey court wearing a giant overcoat("Oh, what I wouldn't give for a holocaust cloak."), plague mask, and giant beard disguise where they interact with summer fey. They give a doctor who speech to the villainous Queen of Summer before disappearing into the impossible to operate hut which then works for the PCs and they dematerialize out to Iobaria before the menacing court closes on them.

    Pathfinder Adventure Path Subscriber
    Alex Putnam wrote:

    As for Orcs of Golarion, it's possibly more GM-oriented "get into orc headspace" useful than player useful, despite being in the Companion line. Unless you're running a monstrous/evil game, of course.

    I would think it was also for players of half-orcs who want more insight into orc head space.

    Pathfinder Adventure Path Subscriber

    Small mechanical bits to update to pathfinder?

    Pathfinder style god charts for Book of the Righteous gods and Book of Fiends fiend lords could be done in small page counts. There are gods from other products too such as the drow one.

    The fiend bound caster from Book of Fiends (I've forgotten the name, thaumaturgist?) was a really weak class in 3.5, a watered down fiendish cleric. Bumping him up to a full pathfinder power level class or making an easily implemented NPC class would be worthwile and not so many pages.

    The web enhancement for demonic and devilish instead of the standard fiendish templates were great and could be updated in just a few pages.

    Pathfinder Adventure Path Subscriber

    Any advice on the best of the 3.5 adventure paths? I've got the PF Runelords anniversary book and pdf already and I'm considering grabbing all of Legacy of Fire. The problem is I want all the AP bonus articles from each of them.

    Pathfinder Adventure Path Subscriber
    Douglas Muir 406 wrote:
    Also curious about the Fantasy Shards and Bits. It seems like a potentially nifty idea, but even with the discount some of these seem a little pricey. Are you really getting $7 worth of cool here?

    I like the series, evocative descriptions you can plug in for various terrains. I found these very good for pbp games where you can copy and paste a paragraph of description and have it integrate smoothly.

    Pathfinder Adventure Path Subscriber
    Jim Groves wrote:
    flamethrower49 wrote:

    Authors sometimes get a lot of feedback that consists of "I did what it said in the book, despite the fact that I knew it wouldn't work because of the particular of my party, and it sucked. This whole thing sucks." Or, "I followed the tactics section despite the fact that I had a better idea. This adventure/scenario sucks."

    Here is some positive feedback, my players thought that Granny Nan (Granny Goodness as they called her) was a fantastic creepy villain. I played up a lot of the reveals on her comforting the children and giving them hope to keep the fear chemicals down for the taste for the trolls. The Iron Guard Jadwiga PC kept saying how you have to admire her for her skill and dedication in her avocation.

    I'm a little disappointed the new catfolk PC did not take up my offer for his background to have been crazy cat lady Granny's uplifted familiar who she was estranged from and chastising. His background of investigating missing orphans worked out well though as I had him hit a pentacle trap in her room that left him aware but frozen so she could monologue to him about how she loved her new job caring for her troll boys and their appetites and how her life had turned around under Queen Elvanna. He hated her so much and was really happy to be the one to cut her in half in the party's big fight with her.

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