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AwesomelyEpic's page
Organized Play Member. 111 posts (113 including aliases). No reviews. No lists. No wishlists. 3 aliases.
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In Iseph's backstory (iconic operative), they have no concrete memories of their past life.

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bugleyman wrote: "Pathfinder" isn't a story. It's a game. It's the same problem D&D movies have always had: If you make an good movie, then it isn't in any meaningful sense a "D&D movie." It's just a fantasy movie.
The only feasible approach I've seen is to make the movie that is at least partly about the shared experience of the game, which gives us stuff like The Gamers (which is great in its own right, but probably not what the OP had in mind).
Well, there is the Golarion setting. It could end up being a lot like the Pathfinder Tales series, where a large part of the "Pathfinder" could be the setting. Then, they would apply some tropes and other elements reminiscent of the system to add on.
I think that if there was a Pathfinder movie/series/etc. I wouldn't want it based around an adventure path, or for an adventure path to be based around it. It would just have too many spoilers, and if you've played through the path or seen the movie, you'll already know what happens, and the other becomes less enjoyable. Plus, they would probably need to choose a "canon" series of choices throughout, which I believe detracts from the actual adventures. I believe this would be best handled in a fashion similar to Pathfinder Tales.
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You could create a chaotic artist. They are thoughtful and insightful, but love to be free and express themselves.
Another possibility is some sort of revolutionary that is trying to bring about some large change in society.
I know it's a little played out, but you can always play the grizzled antihero who "doesn't play by the rules" (or something to that effect).
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321. The PC's find a friendly necromancer. Bonus points if he's actually a crocodile-headed Rakshasa in disguise.
322. The PC's are stopped by an artist, who offers to draw pictures of them. Bonus points if the artist draws incredibly outrageous caricatures that offend the party. Cookies if this is a distraction so that someone else can pickpocket something off the PC's. Cake if they are undercover for some organization and drawing them so as to report on what the PC's are doing.
323. Have someone from the town beg the PC's to slay a demonic cow. Bonus points if its just an aggressive cow. Cake if it's possessed by a devil, and it gets really offended if the PC's call it a demon. Milk if the PC's find some crazy way to get rid of the cow, and spend an absurdly long amount of time trying to finish this simple task with an overly complicated scheme. Almond milk if your party starts making cow puns.
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BigDTBone wrote: Milk - The beverage that it is always OK to help yourself to when playing at someone else's house. (No matter what the enigma and the kobold tell you.) I have a friend who once came over to my house and drank an entire gallon of milk. I still don't know how he did it.
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I've always thought it would be interesting to collect a vial of blood from the different enemies you kill, until you have enough to fill up a tub. Then, things will turn into a real bloodbath.
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Check out this feat. It lets you cast evil spells but remove the evilness. However, you do have to do some kind of evil stuff to get it.
The Dirge Bard let's you temporarily animate the dead with the power of music (or other performance), and it's not evil.
The Pathfinder Chronicler let's you "call down the legends."

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298. As the PC's are wandering, a messenger pigeon is attacked by a larger bird, and then falls in front of the PC's (who keep the large bird from approaching). The attacker is nowhere to be found. Bonus Points if the pigeon's letter is crucial information regarding a war, politics, or the economy. Cookies if it's a contract for something illegal, like an assassination or a transfer of illicit goods. Cake if you convince the party to follow through on the contract and be handsomely rewarded.
299. As the PC's approach a bank or very wealthy shop, 4 masked bank robbers come out, surprised to see their getaway gone. If confronted by the PC's, they surrender. Bonus Points if the party assists in the robbery. Cookies if they help that group with future robberies.
300. The PC's witness an elf's 400th Birthday Party. As the elf is about to blow the candles out of a cake, they fall over and die. Bonus Points if the elf faked their death. Cookies if the elf returns later on to commit crimes. Oatmeal raisin cookies if the elf becomes the Big Bad for the entire campaign. Lembas if the faked death is just a small happening, but the party becomes so interested in it that it radically shifts the focus of the entire campaign.
400. The PC's stumble upon the corpse of a creature which you know the players (not necessarily the characters) hate with a burning passion from previous experiences, despite being very weak (shocker lizards for my players). Bonus Points if it isn't dead, and you just applied every applicable template to this creature (this, of course, makes things more deadly).
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292. While in a city, the PC's encounter a famous actor. Unseen by the actor, a masked assassin leaps out and stabs him, and then runs away. If they fight, the assassin is incredibly weak (Level 1-2, NPC classes). Bonus points if the assassin was an actor, too, and they were just practicing for an upcoming show.
293. A man in a strange outfit walks up to the PC's, claiming to be the crown prince of a distant land. He needs help moving some money, and promises to give the PC's a large cut. He only needs a small payment up front. Bonus points if he successfully scams the PC's. Cookies if he actually is the prince of a distant land. Bonus cookies if he is a prince, but is still scamming them.
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28. Always split the party
29. Don't kill each other over a stupid shocker lizard. I don't care that the GM accidentally made it confusing, just kill the stupid thing already.
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I really like Pharasma for being a neutral goddess of death, which I feel is closer to the concept of a death-related deity than an evil one, Cayden because the story of his ascension is just amazing, and Asmodeus, because the fact that that the Satanic god is sometimes the "Token Evil Teammate" with the good guys is hilarious to me. However, I'm fairly certain that if I lived on Golarion, I would worship Abadar, given that I love rules so much.
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Cats aren't very scary. Mutant Advanced Giant Devilbound Half-Fiend Vampire Cats on the other hand...
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Dear Treerazer,
If you were an ice cream flavor, what flavor would you be?
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Malefactor wrote: Ascalaphus wrote: AwesomelyEpic wrote: Rovagug dedicated to smiling evil Done. So, what you guys are saying is that LawfulGood!Rovagug is pretty much Ragathiel?
...I see no problems with this. Kind of, but as a full deity, as opposed to an empyreal lord. I feel like the LG version of destruction is destruction channeled towards a good purpose, so smiting of evil. While not exactly like Iomedae, he basically fills her role, becoming the new main patron of paladins.
Iomedae would basically become the goddess of "asskicking equals authority," that being my view of CE rulership and honor. Valor remains, because evil people can be brave, too.
There are also aberration deities, namely the Lovecraft ones. LG Cthulhu would be pretty weird...

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A very interesting question. With some deities, like Apsu and Dahak, there wouldn't be a big change. Apsu would be the new Dahak and vice versa. It would be interesting to see a Sarenrae dedicated to corruption, an Asmodeus dedicated to freedom, and a Rovagug dedicated to smiling evil. I definitely think that the formerly evil, yet now good side would win overall. The main reason why they haven't already is because they are divided. As the good guys, they now have the advantage. Keep in mind that the now-good side has undead as well as fiends. Does this change mean that necromancy is now good? If not, then the good undead group gradually diminishes and a new one grows for the now-evil side. Then, we're basically back where we started as far as undead go.
As far as outsiders go, fiends win. There's almost no contest. There is a ludicrously large number of demon lords, definitely more than the empyreal lords. And that doesn't even account for daemons or devils. The other fiends would probably help destroy wardstones in the Worldwound, and then those demon lords come to Golarion. That sentence would usually not be so comforting, but in this context, it's great.
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A lot of the trapmaking archetypes aren't very useful to PC's, who make more use out of disarming traps then setting them. But one of my favorite ideas for a short adventure is a cavern with no enemies, only a ton of traps. Maybe it could work for that kobold tribe as well.
Wait a minute. Is this thread just about us creating an army of kobolds to kill all the PC's?
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I think that you should just let them have whatever alignment they want. While it does say half-fiends are evil, nothing says they have to stay evil. I have always thought that intelligent undead, being sentient creatures, could change their viewpoints, and become good. There's nothing that says their alignment is locked, just that it's changed, and alignment can always change back. While full fiends are literally made of evil, there have been some examples of fiends that become good. While those are incredibly rare, it's still possible, and therefore it should be much easier for those that are only half-fiend. Tieflings, which are really a quarter-fiend (or less) can be good, and in incredibly rare cases fiends can be good. The halfway point would be that it is uncommon, or rare, but not completely unheard of. And even if they are born evil, they can always redeem themselves.
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MageHunter wrote: You should check out some of the GM'ing guides in Guide to Guides. Plenty of good stuff there that could refresh you a bit. Link for you.
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There is an archetype for rangers called the Shapeshifter, that allows them to take on some of the features of an animal. The Wild Hunter is a very similar archetype, allowing them to use the hunter's animal focus. Both of those are compatible with archetypes like Skirmisher which replace spells, allowing you to do some shifting as a non-spellcasting class. There are always plain hunters as well, or, even more of a shifter, their Feral Hunter archetype. It removes the animal companion for better animal focus, and eventually wild shape. Hunters get animal focus at level one, so that allows you to do some basic shifting as early as possible.

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MageHunter wrote: For Seed I can't remember the Goddess' name, but she had the domain of farming. She tricked the King of Sweden into letting her plow as much land as she wanted in a day and then she made Denmark. Don't know how that could translate, but oh well.
You're thinking of Gefjon.
What if you had all of the trials be connected?
Earth could be finding an area of land that is cursed or whatever, and making it workable. Wood could be getting the best magical wood and using it to create an alehouse. Seed could be growing some crops near there. Sea, Clouds, and Fire could be bad stuff that happens while you are building/farming (waves, storm, wildfire) that you have to deal with. Calm could be managing some incredibly annoying people that hinder your progress without losing your temper. Heaven could be getting an easy way of transportation from Vanaheim or Asgard to the alehouse (something more direct than Bifrost). And then you top it off with Ale, throwing the best party the gods have ever been to.
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John Kretzer wrote: QuidEst wrote: It's like high-fiving yourself in public. Ah but giving yourself is high-five is just clapping. Only if you're doing it to congratulate someone.
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For all the help they're giving everyone, I would recommend having some important people help them out. I recommend you look at these. Even if you're not using reputation and fame rules, you could take a look at this for some inspiration.
Other things, like the above-mentioned letters, that don't necessarily give mechanical bonuses can still make them feel like they have an impact, and it would be nice knowing that they've inspired some little kid to form their own party so that they can be just as great as the PC's. Then, those seemingly inconsequential things can serve as foreshadowing for the citizens helping or even saving the PC's later on.
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Tianmu Wei wrote:
Cavall wrote: And they think the written word is like some cultures thought a camera stole your soul. Interesting. Perhaps Florian Sootfingers worships Norgorber for teaching him "The Secret" that written words can't harm his soul. Or would that be too much of a stretch?
Or maybe he still believes in that superstition, but for whatever reason thinks that something he's done has guarded his soul from words.
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Siegebeast2142 wrote: Thanks for the replies! I chose Gate specifically FOR those duality moments. I love characters that conflict with themselves. That's probably why I'm creating a vigilante who's other persona is an alternate personality that's kind of evil, trying to serve as a bad moral compass to the dominant character.
In my opinion, this should work just fine. Paladins don't have to be played as Lawful Stupid, and I believe that (depending on your character and their beliefs) they should be able to kind of manipulate evil towards good ends by using it to destroy greater evils.
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Trebuchet Golems are created to lay siege to a city, no matter the collateral damage. Only incredibly powerful spellcasters can create them, and very rarely can do so without the funding of another source, such as an army. These colossal golems are made of wood, but instead of arms, they just have trebuchets. Due to magical treatments, they are immune to fire, and thus they catapult flaming trebuchets, which in turn catapult flaming golems.
Next Substance: Golems
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Congratulations, you have unlimited power over the color of ketchup.
I wish for Limited Power, with all of the negative consequences.
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You can always use the inspiration mechanic that D&D 5e has, with a little twist. 5e says that for good players (especially the ones who roleplay well), you can let them roll twice on a skill check, attack roll, or saving throw and take the better result. In my opinion, that's a little much, so it's probably a little better to just add a 1d6 to their roll. This will let good players feel rewarded for being good players.
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MageHunter wrote: I think Elemental could be pretty cool.
Quiz time! What's the most ethically questionable ingredient of a golem!
Answer: An Earth Elemental bound to it.
They do all sorts of freaky stuff in their lab, and tried to alchemically bind an earth elemental to you to compare the results between humans and golems.
And don't forget that the energy type for Earth is Acid! That's the most alchemy-themed energy type!
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Liches seem cool, but they add +2 to your CR, so that could be a little weird.
I would suggest going with a +1 template when you level up at one point or another. And, with the right templates, you could upgrade your template (with GM permission of course). You can take the vampire spawn template, and then upgrade into a regular vampire. Mummies can upgrade to mummy lords.
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I like Grippli, but I must say that whenever I imagine one, all I can think about is a Grippli Mesmerist. All glory to the Hypnotoad!
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Manly-man teapot wrote: Who's going to enforce it, and what kind of training do they have? The simple answer is people that are focused around countering magic. I would suggest Inquisitors, especially of the Spellbreaker and Witch Hunter archetypes, as well as abjuration-focused Wizards and School Savant Arcanists. Occultists with the Tome Eater archetype (of 6th level or higher) would be useful because they can literally eat spells. Spells like dispel magic, antimagic field, and spellcrash would be useful among these enforcers.
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