Am only playing in one game right now - the every other Saturday night game. I dropped out of the Ironfang Legion game being run during my regular Sunday night time slot. The GM was WAY over-tuning the adventures and killing at least one character every session. My original character was a Shifter who could turn into a Deinonychus. He died an ignominious death so I created a Dwarf tank. He never died because he had a lot of HPs and a high AC, but the GM just made the game too punishing for me and, IMO, the rest of the players. I wasn't having fun so I dropped out noting I had better things to do with my time. This was 2 or 3 months ago but they're still playing, so good on them. I don't miss that game at all. Looking forward to the next game which will be run by a MUCH better GM. That will be a homebrew game run by my friend of almost 45 years in the Land of the Linnorm Kings. Vikings kind of game...yay!
Zoken44 wrote: does anyone else sort of chafe at the idea of "Evil Gods" and people following them? Like gods confirmed to be on the side of the hells, who will not reward you in the afterlife, and are known to be untrustworthy... but still get followers? This is an example of the classic "buy now, pay later" scenario. Many people will do whatever it takes to get what they desire as soon as possible not thinking that they will have a much heavier price to pay when the bill comes due later (after they die, to use your example).
Guess who the Hermit is on that very small island to the immediate Southwest of Mediogalti Island is? Weird how he washed up there right after the Eye of Abendego formed, which was right after Aroden supposedly "died." If I were a man who became a god and got tired of all the whining about how I did nothing about Tar Baphon, or how I let Arazni get turned into a lich, or about how terrible I was because I took those orbs to make the Isle of Kortos green and made those folks in the Darklands miserable, etc., etc., etc. I might give up and hand my divinity over to Pharasma and ask her to a) send me to Golarion to some remote place where I could live as a man again in peace and b) never tell anyone about it because I don't want to be bothered by anyone looking for me or hoping I will come back. Pharasma, in addition to taking my divinity, might also take my ability to speak so *I* wouldn't screw up and tell anyone what happened. Hmmm...
Sometimes there is cats wrote:
This is common in MMORPGs. Some Dev comes up with a new "system" and that automatically means game studio has to shoehorn it into their next game Update (Edition) in as many places as they can to justify its existence. Nobody seems to understand the concept that "less is more" anymore. Too many new "systems" (like the Chase mechanic for one) is one of the main reasons why I'll never play PF2, remastered or otherwise. Paizo is trying to be too cleaver and it's to their detriment. I'll still buy the lore stuff, though.
How would Asmodeus (or his kennel master, most likely) train a new litter of Nessian Hell Hound pups to do the things described or implied in their text in Bestiary 1? They are outsiders and have an INT of 4, so the Handle Animal skill definitely does NOT apply in this case. Regular Hell Hounds have an INT of 6, and the text makes it clear that they are not "pets." See the Fire Giant example in the Hell Hound text. Are Nessian Hell Hounds more like pets because their INT is 4 instead of 6, or would they also consider themselves "allies" of their Master, assuming it wasn't Asmodeus? I ask because the scenario I'm imagining is that, in return for some excellent service to Asmodeus, he gifted an Antipaladin Tyrant adherent a reward of several Nessian Hell Hound pups for him to use as guards for his lair/castle/stronghold, or whatever. How would said Antipaladin train those pups to track enemies, attack intruders, and protect the stronghold in general? Thanks.
DeZrog wrote:
11 year necro...nice.
Liliyashanina wrote:
Bravo! I'd love to have a seat at your game table. Wow.
TxSam88 wrote:
See the spoiler in the post directly above yours.
Found it!! Spoiler: Healing this temporal wound
causes the Sihedron to manifest in the PCs’ possession as soon as they leave this temporal event. Full details on this potent artifact appear in the previous volume and in Pathfinder Adventure Path #66. (If you don’t have access to either of those volumes, you can simply rule that the artifact’s presence grants all of the PCs fast healing 5 and a +2 insight bonus to AC and on Reflex saves, and it prevents the PCs from ever being surprised or flat-footed, in addition to giving each PC a +4 untyped bonus to the ability score of her choice.) - Rise of New Thassilon, pg. 44
UnArcaneElection wrote:
The gods watch over children and fools.
James Jacobs wrote:
Please keep in mind that if Paizo keeps bringing back foes that PCs thought they had permanently defeated, it will eventually feel like what we as players accomplished was for naught. We didn't matter. Having very little agency kinda sucks. I understand entirely bringing back Tar Baphon as a recurring antagonist, since his returns are entirely in line with lich lore. We have no idea where his phylactery is. That was a wise decision on Paizo's part. It keeps us interested, at least for a while. Zutha, however, is no Tar Baphon. We figured out what his phylactery was and destroyed it. I ask you to please allow us players, and what we do as our characters to matter. Leave Zutha dead. Thanks.
Why is Zutha any more likely to rise than Krune? Krune was killed by PCs in a PFS scenario and Zutha was killed by PCs in an AP book. I have not played that PFS scenario, but I did play Return of the Runelords. Zutha is gone forever. Alderpash is a good one to bring back, though. Spoiler: The last time we saw him, he was alive in the Ineluctable Prison in the Ivory Labyrinth in Book 5 of Wrath of the Righteous. In the AP, it was left open that Alderpash could be convinced to reform and go on the straight and narrow.
That could be an interesting development for the Saga lands.
UnArcaneElection wrote:
No, Belimarius did not make a mistake. She exercised poor judgment and did something she meant to do, stupid as it was. A mistake is when you're doing math and forget to carry the one, or missing your exit on the interstate. You didn't mean to do those things. Belimarius was too stupid to do the correct thing. Instead, she decided to do the wrong thing.
So, as far as all the resources on the web, like the various wikis and Book 6 of Shattered Star and Book 5 of Return of the Runelords, pretty much all have the same texts describing the stats of the Sihedron Major Artifact. What I'm looking for are the stats of the Sihedron that, as I recall, apply to the entire party in case the DM thinks it will be too much of a PITA to constantly shift the Sihedron between players and change the upward-pointing part of it for whatever benefit the PC wants for that particular round. I seem to remember that one of those quick common powers was a +4 to whatever stat the player wanted to add to their character. Could tell you what type of bonus that was, but I'm pretty sure it wasn't an Enhancement bonus. Does that ring any bells for anybody? If it does, can you tell me where to find that version of the Sihedron? Thanks.
Mangaholic13 wrote:
That's at least an interesting take on Xanderghul's return. It's also an interesting way to deal with him. It reminds me of a couple of Star Trek TOS episodes. Spoiler: You know, the ones where Kirk or Spock convince the computers to destroy themselves?
Now that James has said, "...and we've never given players a chance to face off against Xanderghul at the peak of his powers as a full-strength mythic arguably the most powerful wizard on the planet mode...," I must say it appears the justification for bringing Xanderghul back (with full mythic capability) is veering even further from how Return of the Runelords ended. Spoiler:
At the very end of the AP, the players took out Alaznist. Alaznist, earlier, killed Xanderghul the first time and stole his Mythic power. The AP made it clear that if Alaznist had been killed before Xanderghul had been permanently killed, all the Mythic power that previously belonged to him would have returned to him. But that's the thing. In Book 4 of that AP, the players removed the last feather (a violet one), which was the key to Xanderghul's immortality, and when Xanderghul died again, this time at the hands of the players, Xanderghul was no longer immortal, so his soul should have gone to Pharasma's court to be judged.
Where did Xanderghul's mythic power go after Alaznist was killed? In our game, it went to the players. They each had one Mythic Rank from opening and traveling through the Cyphergate to the Time dimension. And killing Alaznist was certainly a Mythic test, so they each gained another rank. Now, in a game where the players weren't already Mythic when Alaznist was killed, the Mythic could still have gone to the players (there was a LOT of energy/power released when the demons tore her soul apart as she died) or if it didn't go to the players, it was surely dispersed in the portal that the demons opened up to get to Alaznist. Her Mythic power would not have gone to Xanderghul because he was dead and was judged, or was getting ready to be judged by Pharasma. Now, I suppose you *could* say Xanderghul had a "backup plan" in case the Peacock Shrine plan didn't work out, but he would have been too prideful to think his first plan (which was the best plan) wasn't going to work. He did not need a secondary, lesser plan. This feels like it is going to be a bigger retcon than James is letting on. Maybe it's more of a reflection of changes to the Mythic system in 2nd Edition? I'm eager to see the first book in the Revenge AP, but the justification for bringing Xanderghul back needs to be REALLY good.
I grok do u wrote:
Nah, that's not what I was thinking about. It was *similar* to the Lorthact entry, but as I said, it was less specific to Lorthact.
There's a list of Infernal Duke traits under the Lorthact entry in the Inner Sea Bestiary, but they seem a little too personalized to him. I could swear there is another, more generic, entry for Infernal Duke traits in another book somewhere, but I'm having no luck finding it. Can somebody help me out and tell me where to find it? Thanks. P.S. I've looked in the Universal Monster Rules on the D20PFSRD site, and it's not there, either.
DM_aka_Dudemeister wrote:
Speed?
Castilliano wrote:
My understanding is that ALL practices relating to religion (even private ones) are forbidden in Rahadoum.
vyshan wrote:
Under Chelish rule, you got to at least worship Abadar and a few other gods. You don't even get that under the Rahadoumi. |
