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![]() bugleyman wrote:
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. ![]()
![]() 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). ![]()
![]() With lots of information about the upcoming Shadow of War game, there has been a question that I have really tried to think about. What would be the best way to build the Gravewalker (and I'm not talking about the witch archetype) as a character?
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![]() 321. The PC's find a friendly necromancer. Bonus points if he's actually a crocodile-headed Rakshasa in disguise.
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![]() Saint Caleth wrote:
This is wonderful. The detail is great, the reward is unique, and the whole thing is put together very cleverly and concisely. The recurring antagonist is just icing on the cake. And I know exactly how to transition this into my campaign plan. Thank you. ![]()
![]() MageHunter wrote:
And with the Cult Leader archetype, even though it takes longer to get the feats, you can get sneak attack with two weapons that have very high crit ranges, and good damage from sacred weapon. ![]()
![]() I need an encounter to start off my first homebrew campaign. There are 4 PC's, and they are all level 1. They will be negotiating with a merchant caravan for them to lift a trade blockade on a nearby city. Suddenly, they are attacked by a mob of citizens, appearing like masked bandits. The caravan runs illegal business, and swindles and cheats buyers of both legal and illicit products. However, they are too sneaky and manipulative to leave admissible evidence. So, a group of citizens has decided to enact vigilante justice. The caravan guards are also fighting the mob, so the PC's will only be attacked in small groups. ![]()
![]() 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.
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![]() The Arachnid Wildsoul seems like it works for the concept, but this is Pathfinder, and there are about 80 ways to do any character. The Flowing Monk is focused on redirecting attacks, dodging, and generally nimble maneuvers, which fits Spider-Man's combat style well. Spider-Man didn't have webs naturally, so just use spider sacs (maybe with spring-loaded sheathes). For the whole dual identity part, you could take a dip into vigilante, or you could just use the alternate rules for creating another identity without being a vigilante. ![]()
![]() 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). ![]()
![]() Among many other things, a lot of which have been named in the above posts, you could be a shepherd or a farmer. It has nothing obvious that would help someone with being a witch, which could be the perfect cover. Also, if someone suspects you, just cast some spells on your animals/crops, and suddenly you're the victim. ![]()
![]() 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. ![]()
![]() Fey Trickster Mesmerist is another divine one.
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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. ![]()
![]() Isonaroc wrote:
I don't see any reason for why it shouldn't. Damage is damage, and unless it's energy damage, DR applies. If it's energy damage, resistance applies. Unless otherwise said, there shouldn't be reason to not apply DR to damage, and I don't see anything saying that DR doesn't apply. ![]()
![]() I think of it basically as the monstrous version of unarmed strike. An unarmed strike is about physical training, while a slam is brute strength. For some creatures, like oozes, slams probably aren't only made with arms, given that some creatures don't have arms, but still have slam attacks. But the very fact that the eidolon's slam attacks have arms as a prerequisite makes it seem to me that you attack with your arms and no other appendages. ![]()
![]() Malefactor wrote:
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... ![]()
![]() 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.
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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.
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![]() Seems like a fun game. There are other ways to interpret this, but this is how I see these characters. Male Human Ninja with Cybernetics
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![]() Malefactor wrote:
If they are equivalently built, then that means they would be equal. ![]()
![]() 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. ![]()
![]() You could always go for a mad scientist. The material mastery discovery for alchemists allows you to use extracts to create magic items, so that would be perfect for a scientist that creates gadgets. The Master Crafstman feat lets them do this as well. Have them use flesh-crafting poisons to enhance minions, with the story reason being that they're failed attempts to create a serum that turns creatures into humans, and as attempts to make humans even better, as they attempt to turn everyone into humans, but just create monsters. The Mad Scientist archetype (obviously) works very well for this, or, alternatively, they could be a Promethean Alchemist, and get a homunculus that they experiment on. And make them laugh...a lot. Slayers could work well, too. Like Makknus was saying about inquisitors, they can track, and be devoted hunters. Executioners and Deliverers (if they're religious) could work. Bloody Jakes might work, if played right. They'd be a very scary enemy, trying to gaslight nonhumans before moving in for the kill. Speaking of gaslighting, Gaslighter Mesmerists could show the targets of their stare they're "true form" with the horrid mask ability. Hatemongers work very well for this, as well, being great rabble-rousers who encourage humans to attack nonhumans. ![]()
![]() Well, if you're going to take away the sword, why not give something back in return. Maybe some new Gauntlets of Fumbling will help. Drop them in a treasure pile, and include some detail to imply that the swashbuckler should wear them. Maybe with a story reason or something. The problem should work itself out nicely. ![]()
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![]() I was looking at the Heretic archetype for the inquisitor, and I thought of an interesting idea.
Inquisitor wrote: An inquisitor who slips into corruption or changes to a prohibited alignment loses all spells and the judgment ability. She cannot thereafter gain levels as an inquisitor until she atones (see the atonement spell description). Heretic wrote: An inquisitor who becomes an ex-inquisitor can, with the GM’s permission, take the heretic archetype, replacing her class abilities with the appropriate archetype abilities. Does this mean that it is possible to be a Heretic Inquisitor of an alignment different from their deity? I would love being able to play an inquisitor that had the same position as their deity on one alignment axis, but the opposite on another, like an LG inquisitor of Asmodeus. ![]()
![]() 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. ![]()
![]() You can create reliquary armor, shields, or weapons with Create Reliquary Arms and Armor. It doesn't actually say that they have to show the holy symbol, just that they can be used a divine focus. So you can just channel stuff through your weapon. The constant desecrate could be a problem, but you could try to hide it, or turn it to your advantage. As you pass by altars and stuff, it would seem like the deity's connection the church is faltering, as if she's displeased with them. They'll feel like they're doing something wrong, and you could use that to manipulate them. You can start secretly replacing other people's stuff with other reliquary versions, so that if people find out about the weapons, it doesn't look like it's your fault. Start manipulating some people into forming groups, and turn the church against itself. Once it's weakened, swoop in and kill the survivors. Move to another church and repeat. ![]()
![]() MageHunter wrote:
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. ![]()
![]() Lady-J wrote:
How does something eat all the food, especially the candy? Hallowed Pumpkin: Causes you to be attacked by undead at night unless you fill it with candy. If you try to get rid of it, it just comes back until you cast remove curse. ![]()
![]() A friend of mine just started running a game of RotR, and I have joined in. I wanted to be a skeleton, so the GM is letting me play what is basically a skeletal champion, but is less powerful so that I'm on par with everyone else. His backstory is that he was once a powerful necromancer from Thassilon that worked for one of the Runelords (I know almost nothing about the Runelords themselves, so I don't know the exact one), but in a failed attempt at lichdom, entered a death-like sleep for thousands of years and now suffers from amnesia. Now, he wears tailored suits, exquisite hats, and a skin suit from Horror Adventures. But, while I was thinking about what voice I want for him, I realized that I have no idea what accent Thassilonians speak. What do you think it should be? TL;DR What accents do Thassilonians have? ![]()
![]() I think this is a great idea. The classic child-eating witch would be great. A 10th level gingerbread witch could cook people (maybe another kid just to show what she can do), which would be great, but is going to be way outside of their power level, given that children have to go with NPC classes, and they're probably going to be 1st level. You could lower the level to something like 5th. Depending on the level of your main party, you could have them stomp in and kill the witch as a moment of deus ex machina. Or, you could give the witch a weakness (like water), or otherwise have a group of kids decisively take down a higher level character. ![]()
![]() There is a spell that's explicitly designed for this. Phantom Blood gives you temporary HP if the CON loss would kill you or make you unconscious. But, this character is just a barbarian. If you have someone who could cast it, they could be able to create a magic item for it. At caster level 10, it would cost 20,000 gp to make an at-will item. If multiple people pitched in, the cost per person could be much lower. If they're tight on money, they can even limit it to a certain amount of charges per day. They can choose what they really want, and they end up with a nice, affordable way to make sure your barbarian doesn't die. ![]()
![]() 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. ![]()
![]() Although it's called Student of Philosophy, I think of characters with that trait to be more of psychologists. They know how people think and how they are likely to act (I feel like this pairs well with a good Sense Motive, both mechanically and flavor-wise). They can be diplomatic because they have studied how people react when you say certain words or you say them in a specific way. You know how to bluff because you know what signs indicate that someone is lying, so you've learned to try and not exhibit those signs (this part really intertwines with Sense Motive). ![]()
![]() Goofus does not tolerate this. If they made the character, they have to be happy with it forever, or else. He burns down the players house and brutally murders them. When one of Gallant's players has to leave the campaign for important reasons, Gallant understands. He ties them leaving into the story, creating a small adventure short enough for the player to play one last time, just to serve as a proper sendoff. ![]()
![]() My first thought was to sarcastically say Investigator, because it's technically not an alchemist. But, to actually answer your question, you could play a half-elf alchemist with the Bramble Brewer racial archetype. Although it is an alchemist, it is very wilderness-themed, so I feel like it would work. As for fluff, you can say that this alchemist is searching for rare and exotic ingredients from the wilderness, so they they can experiment with nature.
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