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xn0o0cl3's page

RPG Superstar 9 Season Star Voter. Pathfinder Society Member. 388 posts. No reviews. 6 lists. 1 wishlist. 2 Pathfinder Society characters.


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Dark Archive Star Voter Season 9

Awesome, thanks.

Dark Archive Star Voter Season 9

How do you report an item for DQ, and is there anywhere that lists the circumstances for disqualification? I didn't know you could flag items, so I've just been downvoting even the most egregious ones, assuming they would just get culled.

Dark Archive

Anybody got a link for the announcements about this campaign? I totally missed it and I'd like to see what official info has been released thus far.

Dark Archive Star Voter Season 9

Hey all! I would be happy to do some critiques, and I'll shoot a PM to some folks with the thing I'm working on. I'm having a wicked hard time with pricing.

Dark Archive

:]

Dark Archive

And here's a trimmed down list of hexes:

Hex: An athame can select one of the following witch hexes in place of an athame talent: blight, cackle, charm, child-scent, cursed wounds, discord, disguise, evil eye, feral speech, flight, fortune, misfortune, nails, poison steep, prehensile hair, slumber, tongues, ward, and water lung. Any hex effects based on witch level use the witch assassin's class level -3. This talent can be selected multiple times; each time, it grants the witch assassin a new witch hex.

Major Hex: An athame can select one of the following major hexes in place of an advanced athame talent: agony, animal skin, beast eye, delicious fright, harrowing curse, hidden home, hoarfrost, infected, wounds, nightmares, pariah, retribution, speak in dreams, and witch's charge. Any hex effects based on witch level use the witch assassin's class level -3. This talent can be selected multiple times; each time, it grants the witch assassin a new witch hex. The athame must be at least 14th level to select this advanced athame talent.

If you really want to reign it in, you could allow the Hex talent only at 2nd, 6th, and 10th levels.

Dark Archive

Cyrad wrote:
No, it's not benchmarked with the magus. At least not properly.

Well I'm not sure what term I should be using here then, haha. I looked at the magus' primary and secondary ability progression, then made something similar for the athame. I think the classes are kind of similar too. The magus is meant to be a melee caster, while the athame is meant to be a sneaky caster. A lot of their abilities are designed to be similar too, e.g., spell filching does the same job as spell recall, hex strike and cursed strike do the same job as spellstrike, etc etc.

Here are two alternate versions of anathemize:

Anathemize (Ex): An athame can call on the mysterious powers that guide him to turn combat in his favor. At 1st level, an athame can anathemize an opponent he can see as a move action. The athame then gains a +1 bonus on Bluff, Knowledge, Perception, and Sense Motive checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of athame class abilities and spells against that opponent increase by 1. An athame can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the athame anathemizes a new target.

If an athame deals sneak attack damage to a target, he can anathemize that target as an immediate action, allowing him to apply his anathemize bonuses against that target (including to the normal weapon damage roll).

At 6th, 12th, and 18th levels, the bonuses on attack and damage rolls, as well as the bonus to athame ability and spell DCs against an anathemized target increase by 1. The athame may discard this connection to an anathemized target as a free aciton, allowing him to study another target in its place.

At 7th level, an athame can anathemize an opponent as a move or swift action.

(With this version, the cursed combat talent would be deleted.)

- or -

Anathemize (Su): An athame can call on the mysterious powers that guide him to turn combat in his favor. At 1st level, an athame can use a move action to anathemize an opponent he can see. That opponent is then considered to be flat-footed against the athame's attacks, and the DCs of athame class abilities and spells against that opponent increase by 1. This effect last for a number of rounds equal to his Intelligence modifier (minimum 1) or until he uses his hex strike or cursed strike abilities against that opponent.

An athame can only maintain these bonuses against one opponent at a time, and once a creature has become the target of an athame's anathemize ability, he cannot become the target of the same athame's anathemize ability for 24 hours.

If an athame deals sneak attack damage to a target, he can anathemize that opponent as an immediate action.

At 6th, 12th, and 18th levels, the bonuses on athame DCs against an anathemized target increase by 1.

At 7th level, an athame can anathemize an opponent as a move or swift action.

I'll come up with a trimmed hex list too.

Dark Archive

Gaberlunzie wrote:

There are extremely few abilities that make opponents flat-footed, and nearly all are conditional and very low-duration. It is simply not meant as a condition you apply to opponents at your whim. There's Shatter Defenses, which is very conditional, a 3 feat chain, and only lasts a round. There is Catch Off-Guard, which is only against a single attack with an improvised weapon. There's Flowing Monk, which is conditional, allows a save and only a single round. There's Distracting attack, which is conditional, requires the rogue to skip all sneak attack damage, only applies to another character and only for a single round.

Applying such a condition is a very, VERY big deal as it interacts with how other abilities function, apart from being a powerful debuff in it's own right.

Right, so I think I'll end up limiting it to half rounds per level per use, and maybe bump the usage up to a standard action like the investigator's studied strike. Alternatively, you could just change it back to be just like studied target, but I did really want to give it something unique for its primary ability.

Gaberlunzie wrote:
As is right now, I can't see any martial character NOT taking a level in Athame just for the benefit of anathemize. Couple that with two good saves and powerful support abilities and it's the most obvious dip class ever - only reason for a martial character not to dip, is taking many levels in it.

I hadn't thought about the multiclassing implications until our groups powergamer pointed it out. Since this class is just for personal use in a home game, I'm not worried about the multiclassing implications, but they'd be something to be wary of if anyone else ever wanted to use the athame.

Gaberlunzie wrote:
If it is to be based on the Magus...

I think benchmarked on the magus would have been a more accurate thing for me to say. I used the magus to determine when the class gets what. Both are 3/4 bab, 6 level casting, 2 good saves, Int based.

At level one they both get their primary combat ability. Looking back at it again, they probably just shouldn't get a hex at level one. It should kick in at level 2 when they get their first talent.

Level 2 originally had hex strike coming in, just like the magus gets spell strike, but I had to move hex strike to level three when I changed the talents to every even level, not odd. Shadow step is extra.

Spell filching replaces spell recall, cursed strike replaces improved spell combat, tricky spells replaces improved spell recall, & invisible thief replaces counterstrike.

Sneak attack & talents at even levels replace fighter training, bonus feats, and medium and heavy armor. I think all that's ok.

Cyrad wrote:
xn0o0cl3 wrote:

xn0o0cl3 wrote:

It doesn't have full sneak attack or full access to any other class' talents.
It gets access to all witch hexes, which are incredibly powerful. The witch makes many sacrifices to obtain that power compared to other 9-level spellcasters. Even the hexcrafter magus loses one of their most powerful class features to gain access to witch hexes, and they still have to use magus arcana to get hexes. It's also part of why I'm flabbergasted that the athame needs an ability as broken as anathemize when they can get the Slumber hex.

I gave it full hex access because they're an iconic part of the class for me. I don't think it's that broken since the witch receives them at level one, meaning anyone can dip witch and take Extra Hex to get as many hexes as they want (barring level restrictions, of course). I could separate hex and talent progression but that just seems awkward... Maybe they receive witch hexes at a reduced with level? Like with level -2 or -3 or something? I probably won't restrict it in that way when I play it.

Cyrad wrote:
xn0o0cl3 wrote:

xn0o0cl3 wrote:

If you want to make some unique talents feel free, I would love to see them.
I have to admit that kind of rubs me the wrong way to say that.

I'm not being antagonistic. I mean I didn't add a lot of original content to this class because it's for personal use, and I didn't want/need a lot of original content. If anyone else wants to add to it, well that would be awesome.

Dark Archive

I dunno, I don't think flat footed is all that great of a condition. Granted, in Pathfinder, it's pretty rare to be able to make people flat footed with an ability, but it's really not much different from the slayer's studied target ability. I'll play it as is, but if it's too powerful I'd reduce anathemize to times per day or round equal to half class level. If you notice, the Advanced Class Guide introduces several abilities that work without duration or limits per day.

If you want to look for equivalent abilities, the class is really modeled after the magus. Spell filching replaces spell recall, & hex strike and cursed strike are based on spell strike.

It doesn't have full sneak attack or full access to any other class' talents.

The athame has access to just as many rogue talents as the investigator (40), plus a few others. I didn't feel like writing a bunch of unique talents, hence a bunch of talents from other classes. If you want to make some unique talents feel free, I would love to see them.

I have a hex at first level because the witch hexes are (for me) iconic to the class, but athame talents can't come in at first level because no other class gets rogue talents at level 1.

Dark Archive

Thanks!

Dark Archive

Thanks for noticing the typos.

I didn't put any work into creating new abilities - I wasn't looking to do that much work here, which is why you see so many classes present here. Spell filching is taken from the sandman bard, and anathemize is a modified version of the slayer's studied target ability. I had to go through a few versions of anathemize before I settled on the version you see. The slayer gets an automatic bonus to attack and damage, skills, and DCs against the target of of studied target, and later it can be applied to multiple opponents at once. Anathemize effectively does the same thing, although against opponents with high dexterity it will be more powerful while opponents with low dexterity won't suffer much from it.

Dark Archive

I'm glad you feel the same, haha.

Also, I forgot to give credit where credit is due. I'd like to thank Ellington and Stark_, who created the Conmage and Guilemage, respectively. Both gave me a lot of direction and ideas for this class, and the Augmented Eyes, Arcane Eyes, and Clairvoyant Eyes talents came from Stark_'s Guilemage.

Dark Archive

1 person marked this as a favorite.

I created this class for an upcoming Curse of the Crimson Throne. The class is inspired by the urban witchcraft of Dishonored's main characters, Corvo Attano and Doud, and China Mieville's Bas-Lag series, which I found difficult to create in Pathfinder. Witch/rogue/arcane trickster was just too weak to build and I didn't think it really got the feel of Corvo just right, so I built this instead. It's mostly just for personal use, since I found the style of Dishonored to be really cool, but I hope some other people out there might like the class.

Any critiques/suggestions are welcome, of course. In particular, if anyone has any suggestions for a better name, I'd be glad to have them. Athame is the only thing I could come up with that fits the typical Pathfinder pattern. Personally, I'm calling it a witch assassin.

Anyways, check out the witch/slayer here:

https://docs.google.com/document/d/12sB6waaS1TZcT2dVZuTXzHpmBV7eZL_75PyM38x R4tc/edit?usp=sharing

Dark Archive

It could serve the purpose of a joke!

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Dice by Ceramic Wombat. All of them.

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Warpriest with the Community blessing who dual wields a hammer and sickle.

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Ashiel wrote:
Necromancer wrote:
EDIT: Forgot the most important link - Richard Dawkins' Postmodernism Disrobed

OMG, Richard Dawkins! *swoons*

(I really love Richard Dawkins)

Sweet God. Well, I wouldn't recommend that article, cuz Richard Dawkins clearly has no idea what the hell postmodernism is.

Dark Archive

Plus the tumblr post that shadram linked makes me think even more that this isn't a conspiracy theory. The guy in the post describes the gaming journalism industry as ridiculously small and full of like minded people, so if ALL of the people in that field know each other and interact regularly, it doesn't seem all that strange that they would post a bunch of articles espousing the same viewpoint and using the same language within a very short amount of time.

Dark Archive

Orrrr maybe they just decided it was a dramatic even that would get them some clicks and copied each others' work? Maybe?

We don't cry conspiracy theory when the text from an Associated Press report pops up in newspapers all over the country at the exact same time. I see the same logic in the "death of the gamer" article situation.

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thejeff wrote:

No. He wasn't using it as a metaphor. Or if he was, it was very poorly done and well hidden. It's even in the the thread title.

Far more concern about the agenda and the cabal of academics and the Social Justice Warriors and oppression olympics and the poor oppressed Straight White Males than about the journalistic corruption that is the supposed problem.

Yea, I started perusing the OP's articles, and it looks like the people involved in the discussion of "corruption" in the gaming industry have a., no idea what feminism is, b., don't understand that video games are not some vacuum in which politics do not exist, and c., don't seem to know how ideas are spread between people.

Like seriously, it's a conspiracy that people saw sexism in video games and decided "hey, that's not cool, we should change that," then started talking to people about it? REALLY?? How do these people think ideologies are spread? Is anyone with an agenda suddenly part of a conspiracy? (Hint: everyone has an agenda! Oh my god!)

Doomed Hero wrote:
^ everyone in this thread needs to read this. Particularly Necromancer.

Agreed. That was a really good take on the whole scandal from a video game journalist.

Dark Archive

1 person marked this as a favorite.
ShadowcatX wrote:
From where I sit, Scott has been very reasonable. If you'renot inteested in discussion on this topic why are you in this thread?

Yea, I'm kind of in the same boat... I've been having a good discussion with him. We'll probably be much smaller on the mods' lock-radar if you guys just stop posting to each other in here.

Dark Archive

Scott Betts wrote:
I agree with all of this!

Then I still don't get this thing you said:

Scott Betts wrote:
I'm okay with you making that a story, but it doesn't have anything to do with video games. As long as you aren't purposefully attempting to crush discussion of the actual games-related story going on here, you'll have no objections from me.

How does this woman's harassment not have anything to do with video games? How is this issue somehow not actually game-related?

Scott Betts wrote:
xn0o0cl3 wrote:
Also, I'm still not sure what journalistic integrity is supposed to mean in the context of video game reviews.
The same thing that it is supposed to mean in the context of any media reviews.

Well, what does it mean in the context of media reviews? I mean, in news journalism I understand that it's supposed to mean impartiality, objectivity, and a dedication to truth, but reviews are opinion pieces. You can't have impartiality, objectivity, or truth when you're offering your opinion of a piece of media. You ESPECIALLY can't expect those things when the people producing those opinions are getting paid for their opinions, and you get even further away from integrity once the people paying for good reviews are the people producing the product. So what should journalistic integrity mean for journalists who write reviews? What should it have meant for Zoe Quinn?

Dark Archive

Scott Betts wrote:
I'm okay with you making that a story, but it doesn't have anything to do with video games. As long as you aren't purposefully attempting to crush discussion of the actual games-related story going on here, you'll have no objections from me.

But video games aren't free from social baggage. Of course they are political. They're a form of media that can convey ideas, just like films or books. The people consuming them, creating them, and writing about them aren't magically exempt from having to address the political issues within and surrounding video games simply because they're video games.

Also, I'm still not sure what journalistic integrity is supposed to mean in the context of video game reviews.

Dark Archive

Muad'Dib wrote:
Scott Betts wrote:
Do you think that we should make an effort to hold games journalism to a baseline level of integrity that nearly every other segment of media journalism is held to? Or should we be content to let it remain a joke, perpetually?

Scott you are obviously not in on it the joke that is the news media.

Seriously, crappy journalism is pervasive in every single industry. You make it sound they all romantically apply the "cannons of journalism", this is simply not the case. To be a paid journalist in the entertainment industry (movies, music, sports and games) you need access. No access = no job. This is a recipe for just the type of alleged shenanigans that we are talking about. The system is broken.

This is generally my opinion of journalism. I don't see what's shocking about journalism being corrupt. I don't see how a journalism industry can exist without being corrupt. (Not to say I find that acceptable, it just means I don't usually trust reviews to help shape my opinions without accepting that I am being manipulated in some way)

Muad'Dib wrote:

I know you don't think Zoe's part in this story is newsworthy but I would argue that it's the bigger story. A story with a lesson towards those who think it's ok to bully, harass, and slut shame.

-MD

This part seems far more shocking to me than the corruption aspect.

Dark Archive

Ok, so I do know what sort of literary journalism I prefer and what I consider to be garbage. Usually the sort of book reviews that I can't stand are the ones designed to offer platitudes to mass-market readers (e.g., people who follow the Operah books club), while reviews I prefer are much more akin to an actual piece of literary criticism. The ones trying to make books sound appealing to a large amount of people are, unsurprisingly, often doing so at the behest of the publishing industry, which wants to generate $$$. Is this somewhat similar to the problems in video game journalism? Is there not enough criticism as opposed to marketing?

I guess I'm just confused about what exactly you want to see improved. Call me cynical, but it just doesn't surprise me when I find out that the people trying to sell something are manipulating the people that review it (with any form of media). It's why I tend to rely more on the opinions of my peers, I guess.

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Can anyone explain what a piece of "honest" game journalism would look like? I honestly can't really conceive of it. What can a game review actually be except for an extension of game advertising? Are honest game reviews supposed to be objective or something? How would that even be possible if the review is literally just the opinion of the journalist? What else could it possibly be?

Dark Archive

I can confirm that Castle Crashers supports local multiplayer. The Scott Pilgrim vs The World game they released on Xbox arcade a while back was also local multiplayer and a lot of fun.

Dark Archive

In our Evil Kingmaker game I played a clock/steampunk crafter and made this for our antipaladin:

Axis “Hellhound I” Chopper
Large land vehicle
Squares 2 (10 ft. by 5 ft.; 5 feet high); Cost 1000gp

Defense
AC 9; Hardness 10
hp 60
Base Save +1

Offense
Maximum Speed 100 ft.; Acceleration 50 ft.
CMB +1; CMD 11
Ramming Damage 1d8

Description
This heavy, two-wheeled vehicle is a rugged model designed for off-road use. An engine of both clockwork and magical mechanisms provides propulsion.
Propulsion clockwork (clockwork engine; hardness 8, hp 60) must be wound each day
Driving Check Ride or Profession (driver)
Forward Facing the motorcycle’s front wheel
Driving Device handlebars
Driving Space the rear square of the motorcycle

We first built it at around level 5, and pricing was adjudicated based on animated object prices, similar vehicles from Ultimate Combat, and power of the item relative to our level. As we leveled up, the character spent more money on it for various upgrades, such as increased speed over long distances, increased combat speed, handy haversack saddlebags, etc etc. We had to work with the GM, of course, since there are no rules for vehicle construction in Ultimate Combat.

Check out Kyoudai's Thunderscape: The World of Aden too. Although they don't use the vehicle rules from Ultimate Combat, they have a lot of great steampunk material, including a base class called the Thunder Scout that has upgradeable vehicles. They're kind of like a ranger, but with a motorcycle instead of an animal companion. Plus their stuff tends to err on the side of over the top, which is perfect for steampunk :]

Dark Archive

1. DragonMech
2. Iron Kingdoms
3. Dark Sun
4. Spelljammer

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How is it that these threads manage to be so consistently ridiculous?

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Or maybe a Mad Monkeys variant.

Dark Archive

Just bring in this guy.

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1 person marked this as a favorite.

If I had to venture a guess, I would say that negative reactions to using toon to refer to characters in Pathfinder (and probably other tabletops) is a symptom of the 3.5-4e edition wars. One of the major complaints that came up again and again was that 4e was felt more akin to a tabletop MMO than a PPRPG. Regardless of whether that complaint was valid or not, it was prevalent, and since toon comes from MMO jargon, I would say that people became more adverse to its being used in PPRPGs.

Personally, I don't care if people I play with use it because I know some of them come from MMO backgrounds, although it does make me automatically expect them to enjoy combat and character builds more than RP. The constant appearance of debates over the Stormwind Fallacy are evidence enough that a lot of people have adverse reactions to players favoring "role-play" over "roll-play," so when someone says toon there's a good chance someone else will have a knee-jerk negative reaction to it.

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cantwaitcantwaitcantwait

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That's actually a third tier ability and it never becomes permanent, it just changes from a spell-like ability to a supernatural ability.

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A warpriest with the community blessing that dual wields a hammer and sickle.

Dark Archive

I dunno about "sounds legal..." To me this is falling under the magic item creation rules, and it's PRETTY clear that 4500 gp to give your armor permanent flight is wayyy out of line with the prices for existing magic items.

But again, while I'll argue that it's no where close to legal per the existing RAI, if your group's cool with it, do it. I've done it in one of our games, except it was a flying chair. It worked out fine for us.

Dark Archive

Yea, you really have to take advantage of their illusions and enchantments to make them shine. I've had some crazy ass fights by abusing their SLAs to their fullest extent. The party couldn't see the real arena, the aboleth's minions didn't look like minions cuz they were all veiled, one melee combatant got taken out of the fight due to a well worded suggestion, the sorcerer got dominated and the party had to dominate him themselves to get him back on their side... they didn't know what was real anymore.

And that's without even throwing on class levels! You can make them awesome dude.

Dark Archive

Winged Boots are cheap as far a flying items go. I dunno how well those fit into your definition of reliable though.

Also, play an aasimar and investing in the feat chain from ARG that gives you wings would cost no gold, but you'd have to spend some feats.

I'm pretty sure the animated armor won't work though. Generally, if you find a work around that's too good to be true, it's broken and you probably shouldn't use it. But, then again, this is mythic, and mythic is all about being OP. See if your GM's cool with it.

What's up with the price restrictions though? You guys are level 10 with five mythic ranks, shouldn't that give you a hefty amount of cash?

Dark Archive

Paragon Surge

I'm sure you'll see the potential for abuse as soon as you read it, but run a search for it on the forums. There are all sorts of shenanigans you can get yourself into with that spell.

Dark Archive

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In our Evil Kingmaker game, our grand diplomat has had to shout, on more than one occasion, "WE HAVE MORE TO WORRY ABOUT RIGHT NOW THAN A DEAD PROSTITUTE!"

"Scandal" shows up a lot on our event phases.

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1 person marked this as a favorite.

Our party is actually playing the evil clockwork empire in our Kingmaker game :p I'd love to see what you came up with for Pitax! We have a few homebrew additions from our own game, namely a Gunworks and a Factory building as well as a revised Hellknight PrC, which I can share if you'd like.

Dark Archive

To repeat what everyone else has said, the Ultimate Campaign revision is SO MUCH BETTER than the rules originally published in Kingmaker.

That being said, if you want your kingdom to flourish, you HAVE to make sure you're pumping out as many build points as possible. As others have said, that is difficult without selling off magic items, but not impossible. Just build scads of whatever gives you cheap economy boosts.

Are you sure you guys are playing the rules right? A stagnant, two year old kingdom with seven hexes seems a bit off, as neither the kingdom building rules nor the Kingmaker AP itself are THAT harsh. A breakdown of your kingdom would be really interesting to see.

edit: You could suggest dividing the economy checks by 3 instead of five. That would help get things kick started. Or ask the GM if he can build an encounter where your party makes a diplomatic mission to Brevoy to ask for more BP.

Dark Archive

I always took the line about visibility to mean that the solid barrier would likewise not impede a spell's casting unless it obscured visibility, so an invisible barrier wouldn't impede a spell that wasn't actually moving something through the barrier. HOWEVER, you learn something new every day. Now we'll see how our group takes the rules change...

Dark Archive

Reading wall of force again, it does state explicitly that spells cannot pass through in either direction. However, I'd always taken that to mean any spell that actually requires something to pass through the wall though, like rays and such. If the wall is invisible, why wouldn't say, a pit spell, be able to be conjured on the other side?

Dark Archive

Summons, pits, mind affects, anything that doesn't require shooting your spell through an object.

And the standard action to dismiss spells is something I don't believe our wizard was aware of (nor was I), so that would knowledge would have gone a long way to balancing the spell.

Dark Archive

There's plenty of spells that don't need line of effect.

Also, where does it say it takes a standard action to lower the wall? Is that just from the general magic rules in the CRB?

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Well, the only encounter I've had with it is in a module from level 12-15, so the wizard had plenty to throw around. At that level of play it more or less allowed the wizard to enter melee with impunity.

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That spell is awful and I have a vested interest in hearing the conclusions from this thread.

As far as I know, there's no official ruling about how actions that take place at the same time resolve. I let the spell work against attacks, but that just seemed like a common sense adjudication to me. If you can't use it against attacks, why can you use it against a ceiling collapse? Also, even though there's no general rule about getting to interrupt other actions, the general rules also do not restrict when they can be used:

d20pfsrd wrote:
an immediate action can be performed at any time—even if it's not your turn.

Emphasis mine. So there's no limitation on when you can use them in the rules. My guess is that whoever wrote EFS forgot to define the parameters under which it can be used, but we'll never know that unless a dev comes in to clarify. I'm just gonna call the spell OP for now.

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China Mieville's The Scar is a modern pirate novel and it's a really fun read. His Perdido Street Station is probably my favorite one of his novels, and it would go well with Council of Thieves, at least insofar as it has a very dark, gritty, urban setting with lots of monsters going bump in the night. Some of those monsters have actually inspired some things in the PF bestiaries, I want to say.

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