Azothath's page

***** Pathfinder Society GM. 6,118 posts (6,804 including aliases). 1 review. No lists. No wishlists. 52 Organized Play characters. 11 aliases.


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quibblemuch wrote:

Tonight I need to come up with something flavorful but also somehow innocuous for a friend with gastric reflux/distress/[some kind of something unpleasant they haven't figured out yet]. Chicken is generally safe, but I'd like to throw a little flavor his way. Poor guy loves food and has been on tiny, bland portions for a month.

Suggestions?

soups with dextrin(benefiber). Fiber gels and quells acid rebound/reflux along with moving things along. Avoid beans, cabbage, cucumber for now.

A nice (lower salt) french onion soup with mushrooms, using lrg onion, 1/2 lb mushroom satuteed, 6c water, then 3 Tbsp beef soup base (not bullion or store stock), 2 tsp gelatin, 1 Tbsp ketchup, worchestershire, and 4-6 Tbsp dextrin, then 1 Tbsp roux. dash port or cognac.

Fried firm tofu can be excellent but depends on the sauce.


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with the new website, PF1 APs and PF2 Adventures and note that all previous (mainly PF1) User Reviews and Product Discussion have been lost.

PF1 Adventures circa Jul 2025 on archive.org


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It would be simpler to treat it as a knowledge skill that can run off Knw(arcn, rlgn) at -5. You just set DCs as usual. That lets people decide if they want to put ranks/skill points into Knowledge (Arcana, Profane, Religion, or Sacred).

If you are in an investigative campaign where skills are more used, you might want to review the classes and give them plus 1 to 2 skill ranks per level in knowledge skills or appropriate skills making INT +2 +(1 or 2) focused ranks the baseline. For focus; Craft, Knowledge, Perform, Profession are your skills based on Class theme.

There are Horror Rules for horror campaigns as sanity and madness may prove handy.

Then Occult Rules with skill unlocks.

I personally would avoid Mythic. It just pushes the campaign into soap opera mode where no challenge by CR≤(APL+3) can really tax the PCs, it will be rocket tag combat in 3 rounds or less. But if you want silly and understand the game will blow up sooner than later, go for it. It is a Game.


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Wutuchillik wrote:
... "BURN AFTER READING." ...

It's Strix policy to use Explosive Runes on these missives as a boom to society...


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Agilis is more detailed which does involve a bit more paperwork.
Agilis is reasonably priced and scales with the existing price schedule and wacky special materials. It has less impact to reflect the price and that is expressed in the details. I don't believe the increased movement will amount to much tactically but it will impact overland/long distance travel. The movement is trivial as PCs should be on a mount and past 7th-10th level are using magic. It doesn't add 5 lbs which is ludicrous. A flat -1 AC doesn't make sense. Adding 1000 or 1500gp is simply ludicrous and lazy. Adding a feat to overcome drawbacks is simply lazy feat taxing.
While the (very early) PPC product was very creative, it also had a lot of issues.


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Krulton wrote:
Azothath wrote:
Armor Mod: Agilis ...

Isn't this covered by the Nimble armor modification?

...

see Armor Mods ... The Armor Adept feat (see page 11) allows a skilled wearer to ignore penalties imposed by armor-modification drawbacks.

there are differences...


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Armor: Crok Leather

Description:
We turn the toughest of hide into luxurious armor suitable for upscale adventuring. Choosing the finest cuts of tanned pliant(non-boiled) leathers (elephant, rhino, crocodile, frilled lizard) we cover vital and low movement areas for your protection. The sections are secured to a linen(flax), kuzufu(kudzu), or silk(+10gp) tailored undergarment. We buff and polish the sections to a high shine. It is an exceptionally beautiful treatment when purchased with masterwork quality for maximum protection with minimal hindrance to movement.

Type: armor, lgt; slot: armor
Cost: 65 gp; Wt: 10 lbs.
Armor Bonus: +1; Max Dex Bonus: +7; Armor Check Penalty: -1
Arcane Spell Failure: 0%; Speed: sz Med 30 ft./ sz Sml 20 ft. Run: ×4
Matl: cloth and leather; Hrd:2; HP:4
Note: -1 AC vs Bludgeoning only attacks.

by Azothath


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Armor Mod: Agilis

Armors can be made agile and allow dexterous movements to reduce encumbrance doing basic physical activities like acrobatics, climbing, dancing, disabling traps, and somatic gestures. This involves replacing restrictive plating and stiff parts with more flexible and less protective parts. It is an excellent upgrade for operatic performances while maintaining unmistakable authenticity.

Benefit: +1 Maximum Dexterity, -2(min 0) Armor Check Acrobatics and Climb skills, -1(min 0) Armor Check for Disable Device, Ride, Stealth, -5%(min 0) arcane spell failure, +10%(to maximum of sz Med:30 or sz Sml:20 ft) land speed (a total ≥5ft is needed to move to a new square), -1 AC vs Bludgeoning only attacks, -1(min 0) critical confirmation check from reinforced(such as reinforced tunic), -2 HPs. These benefits add to masterwork or special materials benefit.

This modification does not change the required armor proficiency.
Broken Condition: armor bonus to AC is halved(round down). Double armor check penalty to skills with a -1 minimum (Acro, Clmb, Dis Dev, Esc Art, Fly, Ride, Slgt Hnd, Stlth, Swim).

Cost: +50%(min 10) base armor cost +10%(min 30) Special material. As this does not add to masterwork cost, many adventurers add this option to their masterwork armor.
Time: This modification requires 1 week plus 1 week per 1000gp of the armor over 500gp.
by Azothath


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Most anime/cartoons are for children or teen/young adults.


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yes, some popular series are back, then I have about a dozen in queue.


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Ghoster wrote:
... how Ioun Stones are meant to function in relation to weather and severe winds. If a stone is active and floating around your head, can something like wind knock it off?...

No

Winds Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
Wind rules with Blown Away etc.
There's nothing about losing personal items to the wind.
A Tornado does (6d6) dmg per round and your GM may ask for a Reflex save to keep your ruby slippers.

Severe Events


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Azothath wrote:

{edit} ...

I think Campaign & GM set the strategy as to what will work best along with what the Players like to do and want to run.

I'll still toot my horn.
Quintessence Quartet at 7th
Tha Ranged Assault at 7th
are succeeding at overcoming more encounters (considering that 75%+ are combat) than the {historical} Classic Balanced Mix: Ftr, Wiz, Rog, Clr.

I did like;
bard, inquisitor, magus, and warpriest.

You could try (at 7th);
4 of; Bard-Chelish Diva 7, Oracle(War) 1 Paladin 6, Ranger 1 Monk-Zen Archer 6, Unch Summoner 7, (samsaran) Arcanist 7.

Again, it's all very Campaign dependent as rules and challenges shift about with the campaign theme. I don't think there will ever be a single group of four builds that cover both the Campaign and Player system mastery/desires. So this thread is just filled with suggestions for groups.

For Example;
a CORE Campaign (CRB only) restricts PC choices. It actually contains some very good Class choices (and some poor ones). The real limitation is feats, equipment, etc.

a "typical" Campaign. Somewhere between above and below.

a Full Campaign (All Paizo source material) would have; Races: Aasimar, Nobel Drow, Yaddithian. Then Hero Points, Armor as DR, Called Shots, Wounds and Vigor, Siege Engines, Vehicles, Spellblights, Wordcaasting, Downtime Managers, Bargaining, Honor, Lineage, Reputation & Fame, Taxation, Mythic, Intrigue/Influence, Verbal Duels, Replacing Opposed Rolls, Horrific Madness and Cures, Harvesting and Trophies, Fractional and Staggered Advancement, Group Skills, Skill Unlocks, Variant Multiclassing, Revised Action Economy, Stamina, Wound and Disease Thresholds, Spell Alterations, Automatic Bonus Progression, Dynamic Magic Item Creation...

If you want to see what Paizo thinks, there's the Iconics and some OrgPlay PreGens and NPC Codex.


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and you have your answer in Jeff's post from 2012, it's a business and legal issue. It's not OGL.
Do you really think with the last WotC legal stance they'd let IP go without a piece of the pie? Would you?

Jeff Erwin wrote:

The one thing to keep in mind in terms of al-Qadim > Casmaron and Qadira is that the Shi'ar as imagined by TSR is fairly distinctively their own animal...

In other words, the concept of the Shi'ar verges on product identity since it diverges significantly from its meaning in the RW.

It makes a lot more sense to just come up with Campaign Regional supplements for Casmeron, Qadira, Kelesh that don't tread on other companies Intellectual Property and avoid some of the public relations pitfalls of the past.

DankeSean back in 2012 laid a rough outline which you could replicate using PF1 Arcanist archetype. Managing the spell selection and preparation process is going to be the tricky part as it's a pure downtime activity.


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RAW Mounts and Pets which can be frustrating as it does not link to the monster.

Horse Substitutes thread, 2022 which includes a link to Animal Companions - so many choices thread.


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My Status as an Assassin - okay, simple plotting.
A Gatherer's Adventure in Iseki - okay, simple plotting with video game elements.
Kakuriyo: bed and breakfast for spirits 2 - good/okay, interesting plot with mythic elements.
Dusk beyond the End of the World - good/okay, stylistic, interesting and posing philosophical questions.
My Gift Level 9999 - hmm okay, not bad for a revenge series but simple plotting and random elements swapping hero/villain roles.
May I ask for One Final Thing (Lady Fist) - good & amusing, morality play.
Shabake - okay/good, slow burn historical about a spirit friendly family.
A Wild Last Boss Appeared - okay, kids show.
Spy x Family S3 - good/okay, kids show with a twist & decent plot.
The Banished Court Magician Adventurer - good but a bit random.
My Hero Academia Final Season - very good, covering action and drama. embers!
To Your Eternity S3 - good, interesting philosophical.

Glad to hear Tanya the Evil is getting more.

TBW
One Punch Man S3
Campfire Cooking in Another World - paused it
This Monster Want to Eat Me - paused it


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***/5 IMO. Overall it filled the time. RT Review:86% & Audience:90% approval.
Fantastic Four: First steps on wikipedia.

I did finally watch this... I never cared for the comics due to multiple "problems". I was amused that two followups are in the pipeline.

It was rather 1940-60s stylish, probably reusing props from Loki with some new spray paint. LoL. Some anachronistic touches. The best part of the movie IMO.
Plot, deux ex machina with cardboard characters. The internal strife, drama, emotive character aspects were minimal. It reminded me of a kid's play.
Casting, well it is what it is.
At least all the checks cleared.


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Here are a few handy links if you like the obtuse caliginous genre

Wikipedia is okay for Greek and Roman history. You'll be reading quite a bit but it's more comprehensive with pictures etc.
Perseus Digital Library at Tufts Univ in case you need original texts, art, scholarly attributions.

The Mythology of all Races, Vol 10 of 13, 1873-1939 Dr. H.B.Alexander puts together various mythologies. A product of its times.

Author archives -
H. P. Lovecraft Archive
The Eldritch Dark, The sanctum of Clark Ashton Smith works

archaic words & terms...
from archive.org
Dictionary of Archaisms and Provincialisms (14th century), Vol I A-I, 3rd ed. 1855
Dictionary of Archaisms and Provincialisms (14th century), Vol II J-Z, 9th ed. 1879

DICT.org dictionary


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lol... in which historical or fantasy context?
available artifacts(things) change with the historical time and artistic license.

Artists/writers read stuff and wanted to recreate that feeling and thematic play style in their work for others to enjoy. Sometimes it is just 10 cents a word. Once a thing is done and mostly works, it is carried forward.

PF1 overvalues weapon proficiencies.
Homebrew: Just add a trait which grants a set(2-4) of weapons, specific armor or shield based on fighter weapon groups or job use with prof(job) class skill.


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what is this Pathfinder thing again?   ô¿ô


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DM_aka_Dudemeister wrote:
Bjørn Røyrvik wrote:
Azothath wrote:
so you were a-salted rather than the leech?...
To beat a joke to death, I was tenderized and left to marinate underwater so no salt would have stayed on me.
Sounds like quite a pickle.

a fine example of sub-brine humor...


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Basically there are several strategies for flight type movement;
1) getting to the enemy quickly, ignoring difficult terrain etc. This includes keeping them in your threatened squares and tactical movement (getting to the top of an embattlement rather than climbing...).
2) movement for isolation to avoid attackers on the ground. You DO usually draw ranged attacks, and conversely targets on the open ground don't have a lot of cover, soft or otherwise. You can also avoid ground based encounters.
3) travel. Unfortunately Phantom steed is way faster, then Teleport.
4) avoiding falls and trip.

What the class DOES is going to determine how the above is used.

Wizards are the best at generating and using it, and at granting it. They tend not to use #1 often but use it for avoiding hindrances to movement.

Progression: Air Step, Glide, Alter Self/polymorphs, Fly, Overland Flight. Levitate is very situational. Gaseous Form is both highly situational and a great debuff.


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False Focus covers the basic material component cost required for casting. It does not cover additional, optional, or alchemical (power) components/foci or their costs.

You can interpret it expansively but I don't think many GMs will agree. It's a feat and not carte blanche.
Its most efficient use would be for Stoneskin.
Blood Money spell was banned in PFS for WBL concerns with Raise Dead (LoL, how often do PCs die in PFS? Very rarely.).

Once the game progresses to APL>10 where Fifth Spl Lvl spells are common castings even 250gp costs become common book keeping.


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given the Paizo description I linked to above, it leaves open the idea of gaining immortality of a kind by catching a soulless android body during 'rebirth' and stuffing your (or another's) soul into it. It would be similar to the magical Clone process or creating a soulbound doll.
It should affect the racial base as you have an emotive creature stuffed into a body that has problems in that area but possession doesn't restrict or affect sentient creatures in a non-sentient body... Meca-shoon... lol


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I'll contribute 2 wizards and 2 bards for our TWO parties (1 at 5th, 1@11th) of 4 PCs. I find 5th and 11th level are good test points due to class feats, feats, etc.

Magnus Mactator, human, Flowing Monk 2, Diviner Wizard 7 so will need -4 then +2 Wiz levels...

Thalevoh, human, Clr-VPlgrm 1 Wiz-Divnr 4 = 5, then 1 & 10 = 11 in next post

Sillencio, human, Bard-Mute Musician 5 & then 11th in next post

Palos Flamenco, tiefling, Bard-Dervish Dancer 7 so - 2 then +4 levels.

When I get time I'll update the postings to 5th and 11th levels but the scaling should be easy (famous last words..).

We'll need two Fighters or Paladins.

So some good challenges are;
-> giants: 4 at total CR 8 (for 5th) and 4 at total CR 14 (for 11th) yes APL+3!.
-> demons: 2 at Ttl CR 8, 2 @ Ttl CR 14.
-> elementals: 1 earth 1 magma Ttl CR 8, 1 earth 1 magma Ttl CR 11.
-> Merchants: 5 skill checks; Appr, Diplo, Know:arcn, Sns Mtv, Stlth. DCs are the tricky part here, say DC 20 at 5th then DC 32 at 11th.
-> Undead: 2 corporeal CR8 then 14...


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what people are grappling with is handled under Game Theory. There are various Strategies that Players can employ. For a given Challenge/Game scenario with a Strategy there will be maximal counter Strategies (no guarantee there's just one), and of course many sub-optimal ones.
It also depends on recognizing the Game Strategy and the how flexible players are in switching Strategies as that will change the probabilistic summations of success/failure. GM fudging is a factor as it comes at a critical time to exert a lag control to prevent a TPK.

In my years of experience as a Player and GM, people are creature of learned habit reinforced by rewards and rarely switch strategies. You might find someone with more than 2-3 tactics (and that's NOT changing strategies, lol). I'll refer you to BF Skinner about this behavior. You can see this clearly in Scenarios #2-11, #2-14, #5-05, #5-20.

To better define it; state the arena size and obstacles, access routes to arena, monsters and number, party classes and levels, Challenge and Goal (martial, skill, puzzle, trap, etc), along with what foes and allies know.


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Waterhammer wrote:
Azothath wrote:


While there are luddite and low gold campaigns out there, I'd just avoid those GMs rather than vent your frustration online. This is all veering off topic...
Very bad advice. Tough or challenging campaigns can be quite rewarding.

I like your waffle 'can be'. That's nice.

I'm not interested in a thread derail


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Melkiador wrote:
Azothath wrote:
... ** spoiler omitted **
While you are “right”, you also make assumptions that may not be true in every game. You don’t always have access to enough spells to add to your spellbook. And you don’t always have enough gold or downtime to have a lot of what you suggest either. I’ve played “starved” wizards before and it’s tough.

yeah... I guess I assumed standard gold and setting along with some system mastery... 8^) I have posted several builds to help people figure out how to build flexible and effective wizards. I've also suggested Cypher Script to reduce the wizard tax and avoid the cost of a blessed book later. I average about 4600gp in spells by 11th level (standard gold is 82000gp at 11th). Cypher script cuts scribing to about 2400gp (3% WBL) at 11th level. (4) First level wands are 3000gp (3.6% WBL).

While there are luddite and low gold campaigns out there, I'd just avoid those GMs rather than vent your frustration online. This is all veering off topic...


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hmmm, I'm gonna use a spoiler as it's more general Advice
Northern Spotted Owl and I run wizards a bit differently. There are many paths to success.

caster advice:
contrary to blaster belief, power lies in having the right spell for the situation. So wizards just need a bit of flexibility besides their bonded object one spell per day. There are a couple of ways; Pearls of Power for First and Second level recalls, 4-6 Wands of First level spells, Scrolls of uncommon spells and condition removal...
Being clever helps.

there are some two spell combos; Stinking Cloud then Black Tentacles, or Hideous Laughter then anything with a save like Aqueous Orb. Persistent Ear-piercing Scream. Close Range Intensified Shocking Grasp. Close Range Cure Light Wounds. Spectral Hand, Long Arm are also an option.

SR is never a problem as you have several solutions; affect the environment, sure casting, pellet blast or similar conjurations. Notice I left off Spell penetration etc.

Lastly - don't be a target. There are several ways. Illusion of Calm then casting and using Deflect Blame is quite funny.


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just based on Haste it is about 1/(average BAB) improvement.
Obscuring Mist adds 1/5 penalty (miss chance) and is particularly good at shutting down ranged combat.

DPR wise Blasters are not bad vs groups but the big DPR guys are martials doing one on one.
Spells bypass many defenses and can hobble to neutralize foes, particularly hardened targets. They are instant tactical battlefield control.
RPGs have a story, setting, and challenge plot. Spells can mess with those which is why they can cause GM frustration.


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BTW - grognard is not complimentary. LoL. When M. Mearls talked about "grognard capture" it was also not complimentary. IMO their attitude is making L. Williams look good.
To put it simply; AD&D was rough, at times random, and much was left to the GM. PF1 is a simplified easier 3.5. So overall from a simple game perspective it is better now.

I just have Swedish and German relatives and a few Norwegian friends, so I hear the jokes.
translation of das Nunstück


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as you know, azothath is a vowel interpolation/foul interpretation of some crazy elder fictional deities name...been that way for many years and through various BBSes...

No - it's my chat GM handle...

I started way way back with some Battle of the Five Armies using miniatures on 6 banquet tables using some silly chainmail rules. Then AD&D with a drunken cleric of Dinonysus... I've matured since then and played various Willy Wonka villians in PFS.

Ofcourse I'm from the USA. Norway and Sweden are a tad different.


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Azothath wrote:

End of the Anime season.

...
Cat's Eye? LoL... I don't think it was anything special back in the day, some of it was the usual formula in a turnabout. I'd do something new rather than rehash it or pay for the old I.P.

LoL... I saw episode 1, just a redrawing using current CGI. They kept to the original mostly as it was stylistic.

OMGosh - Speed Racer, Cat's Eye... is Manzinger Z/UFO Robot Grendizer next? I'm not sure people can handle Devleen/Baron Ashura in a red branded baseball cap...

LoL... I'll have to mention "Nyaight of the Living Cat" where a cat borne disease magically transforms people touched into cats (sans clothes) in about 3-60 secs. I have to say the cats are cuter than the original people... Could be a couple of Starfinder episodes...


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lol... I think you are talking about acting, roleplaying, and improvisational(or cooperative) storytelling. TOTALLY different skills than system mastery or effective PC builds.

Keeping people in their role is a mix between GM and the Player (don't make the GM your 'heavy' having to be the enforcing parent - we're adults here!). RP involves a LOT of projection and people naturally assume the PC knows what they know (a big no-no, presentism). Skill checks are the main counterbalance along with understanding the base campaign mindset of PF1. Chemistry != Alchemy.

People want to rationalize the Game into Realistic terms and experiences as this feeds into their ego and transferring PC success into their success. Yes, it's a common delusional activity. As I say, A d20 Game is an adult version of "Let's Pretend". In Reality people sit around a table and have a big BS session pretending to do stuff by rolling dice.

so - what to do

Players need to engage with their Character and create a believable personality profile within the context of the game. It's really working on their acting skills. They need to keep an intellectual wall between themselves and their character. You don't think Paul Rubens ever believed he was really Pee-wee Herman.
Part of this is creating a written personality profile (say two pages). Then filling in the background details and modelling what choices they would make. Writing out what the PC thinks is important, their fears, goals, is all part of it. see HEXACO, OCEAN, Myers-Brigg.

Players/GM need to discuss Campaign assumptions, what Skills in the game encompass, and what Magic and Technology mean. The two hardest are; not being able to identify monster vulnerabilities without specific knowledge skills, and, that game skills/knowledges are pre-renniasance skill sets. You need to discuss the various assumptions otherwise people go off on their diverse tangents - you must herd the cats!

My last bit will be that GMs are the adult in the room while players get to play kids. Yeah yeah yeah. GMs need some management and directorial skills to keep people's goals and tasks somewhat aligned. Don't waffle too much and don't move goal posts until the end of an adventure section. You don't want to be a RAW Ogre or Rule-o-Cool Luke. You are the Director of a Play and don't get in competition with the Actors (unless it helps them Play the Role better).

note:

Please stop saying some roleplaying activities are better than others. It's always a mix. What you mean is you value some more than others.
People always bring different skill sets to the table(a group effort/activity). You have to manage that to create something nice as it almost never happens spontaneously.

I play wizards, A LOT. So I'm used to the wizard hate and bias. Envy and Jealousy along with Fear don't make you any better. Could I cause problems? Sure. Do I? No (unless it's really needed like a PC or GM out of control or a Scenario that's gone overboard with the railroading/boxed text). It's a Game and nobody wants to be the rude boy.
Sure, I get that there are munchkins and poor players out there. No need to spread your fears as commonplace. I'm a good GMs best friend.
I've had to let crap slide as I thought it was in the realm of "Fair Play". Did I like it, no. It is a Game and you have to give people some room to be creative and create an experience. Usually there's more than one 'bad actor' involved. You can always vote with your feet and for some GMs/Players I do just that.


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End of the Anime season.

Clevatess was a surprise in a good way but still mostly kid's show.
Rising of the Shield Hero S4, very RPGy.
Dan Da Dan S2, vibrant.
Kaiju No8 S2 good, overall plot arc is there though it is very 'in the moment'.
Gachiakuta has been a good surprise even with the stylistic drawing.
The rest kinda ho hum to several I had to bore-quit.

Cat's Eye? LoL... I don't think it was anything special back in the day, some of it was the usual formula in a turnabout. I'd do something new rather than rehash it or pay for the old I.P.


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"That is not dead which can eternal ply, the strange aeons where games don't die." Abdul Aishowered


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in PF1 lore the Elder Mythos (Cthulhu etc) was swept under the rug known as the "Dark Tapestry"... you'll see monikers like Outer Gods, Dominion of the Black, Void school, etc. I think the outer planet in Glorion's solar system is inhabited by Mi-Go or some such. The Dreamlands exist and have been used in a few adventures and are referenced in some spells.

How you rearrange it for your Home Game won't have much impact on the Game as they are supplemental.

Azathoth on AoN
Dark Tapestry on PathfinderWiki

Now devils and demons are a different matter. PF has this lore about qlippoths as the original Outer Rifts inhabitants that created/originated demons... then again, I don't think anyone cares that much about it.


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besides the Class Guides at ZG

some bard threads on this topic
{Azothath's} PF1: Bard builds
(old threads really)
PFS human Archivist Ranged & Melee 2014
PFS catfolk Archivist & melee 2015
PFS halfling Bard-Dervish 2014
Evangelist option as advice 2014

I think it is hard to beat the basic traits that grant +1 to a save. There's the two metamagic cost reducer traits and Magical Knack for multiclass dips. While the Additional Traits feat is nice, standard Feats are usually more important so I'd only take it with Exemplar trait or if the build had an extra Feat or two... with Ranged you'll need Point Blank and Precise, a low Str Bard will also need Wpn Finesse.

If you are focusing on support then Cleric-Varisian Pilgrim 1 is a decent multiclass option that opens up cleric spells and item use. I think it's better for Wizard specialists but Spellcraft beats UMD any day.

and
Items that can save you 2019


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some responses will be more creative than others as they relate individual home game experiences and advice. It is an effort to be mostly helpful by example or advice as they explain their interpretation and implementation of RAW.

It is a Game and the creative descriptions require some interpretation. So there's always going to be variance around a central common understanding or what RAW says and how to implement/execute those rules and descriptions in a game. Welcome to language and readin 'n writin sans most arithmatic... 8^)


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my-go; sounds like a fun-guy


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naahhhhhh
androids need to eat paper or cellulose linguini about 1" wide by 6-15ft long. Then there's the newfangled punched card sandwich. It's all in the Barefoot Para-Countess's cookbook, "Bark to Basic" published by Silver Mount Press.


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the Ioun Stone Rules are from the transition period between D&D 3.5 to PF1. It is very likely that some GM interpretation will be involved.
I have had PCs do this in PFS which is a bit more conservative format. It is not that difficult 'as is'.

Does magical sustanace negate fasting or count as continual fasting?

I think the point of the mundane process is to balance bonuses from the fasting process with negatives from the starvation/dehydration rules.
At low level the skill check bonuses are not that high and likely fasting bonuses will be needed.
However, a few 'newer' spells like True Skill change things. There are bonuses from Diviner's school power.

From a Game Balance perspective they're slotless so this is all about preventing theft or making it take a round per stone. I don't know that adding difficulty is necessary given *2 cost.


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Req: PFS legal, 20 pt Abil buy, 5th Lvl 10500 gp gear. I’m going classic samsaran diviner with Int 17 rather than 18.

Órama tou Méllontos {greek–vision of the future} Wizard Diviner 5
NN sz Medium Humanoid (f) Samsaran (often perceived as Undine) age:24 ht:5’10” wt:136lb. (BMI 19.5 nrml)
Home: Atas Pulu Minata Tian Xia Politic: n/a Worship: Desna, venerate Hei Feng.
Init: +3{act in Supr Rnd}, Sns: low-lgt visn, Prcp: +6

DEFENSE
AC: 19(15), tch 11, fftd 18(14) ( +4[frc] armr, +4 [frc]/(0) shld, +1 Dex, dodg, ntrl).
HP: 27 (5d6) {PFS=6 +4*(4) +5*1{FCB}}.
Saves:Fort +2, Rflx +3, Will +6 +1{of 2} rst to scdry sv, +2 vs[death efcts, neg energy efcts, Fort rmv neg lvl, Con chk stabilize].

OFFENSE
Mov: Speed 30ft, Space: 5ft, Ntrl Rch:5ft
Mle: qtrstaff +2 | -2,-6 (1d6 c20 *2)B {2WpnFgt = -4,-8}
Mle: dagger +2 | thrw +3 ≤30ft|+2 (1d4 +1≤30 c19+ *2)S|P rng:10ft [4]
Rng: mw hvy crssbow GravBow +4 ≤30ft|+3 (2d8 +1≤30 c19+ *2)P rng:120ft
Rng: mw hvy crssbow +4 ≤30ft|+3 (1d10 +1≤30 c19+ *2)P rng:120ft, shoot 1hnd -4 (), reload full-rnd actn.
  Ammo: dur cFe & AgWpnBlch [10 ], thistle [10 ] poi bleed 1d6r

SLA (CL 5 K:+1; DC =10 +SplLvl +5(Int) K:+1; Conc +10 K:+1)
 Comp Lang:D1 [1]/d, Dthwatch:N1 rng:30’ cone [1]/d, Stablz:C0 rng:45’ [1]/d,
 Danc Lgt:K0 Rng:160’ +1 LgtLvl 30ft rad [3]/d.
Arcn Spells Prp’d (¬Ench, ¬Necro, CL 5 K:+1; DC =10 +SplLvl +5(Int) K:+1; Conc +10 K+1)
BO(amulet)[1]:
3rd(2+1): ClairAud/Voy:D3ᔥ, Firball:K3, Haste:T3.
2nd(3+1): Flrry Snoball:K2, Glttrdust:C2, Mir Img:I2, See Invis:D2ᔥ.
1st(5+1): Ear-Prc Scrm⁻¹, Mag Armr:C1, Mag Mssl:K1, Shld:A1, Shk Grsp:K1, Tru Strk:D1ᔥ.
0th(4@will): Acd Splsh:C0 Rng:45’ Rng Tch +4 ≤30’|+3 (1d3 +1≤30’)[acid], Arcn Mark:U0, Det Mag:D0, Mssg:T0 Rng:160’ LoS whisper to/from CL crtrs.
Sch Pwrs: DivnFortn(Sp): std actn tch +2 insgt atk, skl, abil, sv 1r uses [8]/d.
MetaMag: n/a. -1 MM cost(⁻¹).

Skills(rnk 35): Acro +4(3), Apprᶜ +9(1), Bluff +2(1), Clmb, Crftᶜ(alchemy +9(1), calligraphy +9(1)), Diplo +2(1), Dis Dev, Dsgs, Esc Art, Flyᶜ +5(1), Hndl Anml, Heal, Intmd, Knowᶜ(arcn +9(1), dngn +9(1), engr +9(1), geog +9(1), hist +9(1), locl +13(5(HB)/1), natr +9(1), nobl +9(1), plns +9(1), rlgn +9(1)), Lingᶜ +9(1), Prcp +6(5), Pfrm, Profᶜ (Scribe +5(1)), Ride +6/4(3){+2}, Sns Mtv +2(1), SoH, Splcrftᶜ +12(4), Stlth +2(1), Survl, Swim, UMD. Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: aquan, anc osiriani(HB), auranᒻ, azlanti, common(Tien & Taldan), draconic, ignan, kellid, terran, samsaranᴿ. Ling(ᒻ)

STATISTICS
Abil: [Str 10, Dex 12(+1), Con 10, Int 20(+5), Wis 12(+1), Cha 13] 20pt:[10,12,12,17,10,13]
BAB: +2; CMB +2; CMD 13
Race(samsaran)ᴿ: -2 Con, +2 Int, +2 Wis, Lifebound: +2 racial save[death efcts, neg energy efcts, Fort rmv neg lvl, Con chk stabilize]. Samsaran Magic: Cha≥11 SLA 1/day comp lang:D1, dthwatch:N1, stablz:C0 at Lvl. Sns: Low-light vision. Shards o/t Past(Ex): +2 racl on 2 skills as class skls. Alt Racial: Mystic Past Life(Su): Add 1+SAS similar casting type (Wiz→Witch) spells [Cure 1d8:C1, Bstspk:T2, Cure 2d8:C2, Thrny Entgl:C3, Hllc Smok:C4] to spell list, no SotP.
Wpn & Armr Prfc: club, dagger, lgt & hvy crossbow, quarterstaff.

Cmbt Gear:
SLWS-L: Wand: Vanish:I{SplLvl=}1@{CstrLvl=}1 [30]chg 450 gp. SLWS-R: Wand: Obsc Mist:C1@1 [30] 450 gp. Bndlr[8+8]: Potn: Cure Lgt Wnd:C1@1 50 gp. Alch: Flsk alch fire [4] 80 gp. Alch: Vial antitoxin 50 gp. Alch: Vial twitch tonic 45 gp. Alch: Vial antiplague 50 gp. Alch: Vial smelling salts 25 gp. Flask holywater(HW) [2] 50 gp. Wand: Infrnl Heal:C1@1 [30] 450 gp. Scr: Grav Bow:T1@1 [4] 100 gp. Scr: Endr Ele:A1@1 [2] 50 gp. = 1850gp.

Worn Equip:
quarterstaff smpl dbl wpn +0|-4,-8 (1d6 c20 *2)B, Hrd:5 HP:10 4lb 0gp. (4) dagger smpl lgt/thrw wpn (1d4 c19+ *2)P|S Rng:10ft Hrd:10 HP:2 4*1 lb 4*2 gp. mw hvy crossbow smpl 2hnd rngd wpn +1 (1d10 c19+ *2)P Rng:120ft Hrd:5 HP:5 12lb load 1 bolt 2hnd Full actn pvk AoO 350gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 20+5 gp. thistle [10] poi bleed 1d6r 10 gp. armr n/a. (2) Bandolier(Bdlr) pkt[8] 2*0.5 gp. (2) Spring-loaded wrist sheath(SLWS) 2*5 gp. Belt pouch. Signal whistle 0.8 gp. Advtr outfit 0 gp. Aegis of recoveryᶿ [neck] Paid 750 gp of 1500 +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed. Cloak of resistance +1 [shldr] 1000 gp. Headband of Int +2 [hdbnd] Lang: anc. Osirani 4000 gp. Ag Holy Symbol {Desna} 25 gp. = 6179.8 gp

Stowed Equip:
BP: wiz kit (backpack(BP), bedroll, {belt pouch above}, flint and steel, ink & inkpen, iron pot, mess kit, soap 1/2lb, torches [10], trail rations [5]d, waterskin 4lb) 21lb 21 gp. 50’ silk rope HP:4 5lb 10 gp. canteen (2)4lb 2*2 gp. sack stows 60lb 2*0.5lb 2*0.5gp. = 36gp.
Arcn Spls: Spellbook #1 (see below) 2070 gp.
Gree adv horse war trained 300gp trick(atk, come, defend, down, guard, heel), Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. bit & bridle wt:1lb 2gp. Saddlebags(SB) weatherproof 20# stowage 8lb 4gp. Sack: horse feed [6] wt:60lb 0.6gp. = 326.6 gp

cash: 10500 -1850 -6179.8 -36 -2070 -326.6 = 37.6gp

Traits:
• T1: Mag Lineage(Mag) Dragon’s Breath:K4, with MMag ≥+1 SplLvl treat spl as 1 lvl lower for MMag cost.
• T2: W SplHunter(Rgnl=Minata): Ear-prc Scrm:K1 SplLvl≤3 w MetaMag uses 1 lvl lower slot.

Feats & Levels:
• F1: Point-blank Shot: Rng wpns +1(+1) ≤30ft.
• Lvl1: Wizard-Diviner(Wiz-Dvnr) 1: Arcane Spells(Int) prep’d splcstr from Rd Mag:D1 & spellbook/penned/scribed spells (incl orisons/cantrips). Spellbook: Gain spellbook with penned(learned/known, scribed) (non-opposed) cantrips, (3 +INT) First SplLvl spells then 2 each Wiz thereafter (see Magic). Spell Preparation: takes 1hr or proportional amount to fill empty slot (see Magic). BondObj(Sp)/Fmlr(Ex): choose[amulet, ring, staff, wand, weapon] and while worn[MIBS]/held cast any one (non-opposed, non-MetaMag) spellbook spl/d, without Conc (20 +SplLvl) to cast. May add magical abilities as if having appropriate magic item crafting feat at half price to mw Bond Obj{item’s material requirements are ignored}. BondObj restores to full HPs with daily spell prep. Replace (item & mw cost +200*Wiz)gp or existing magic item on day 7(if lost/destroyed) taking 8hr. ArcnSchl(opt, else U): at initial level choose school Divination and opposed schls Ench, Necro gaining school abilities. Opps’d schools req 2 SplSlots and -4 Skl when crafting magic item. Lang opt: draconic. Scribe Scroll or {PFS}SplFcs(tbd) feat. HD:d6, SplRnk:2+INT.
Diviner: Forwrnd(Su): Act in Supr rnd. +(Wiz/2) INIT, @Wiz20 roll “20”. DivnFortn(Sp): std actn tch +[Wiz/2] insgt atk, skl, abil, sv 1r uses [3+INT]/d. ScryAdpt(Su)@8: aware when observed via magic(clairaud, scry, etc), With scrying(mir sgt:D3, scrying:D4, remote view:4, sym scry:D5 ) gain 1 step more familiar, very familiar gets -10.
• Lvl1 WizBF: SplFcs(K) feat K:+1 DC.
• Lvl2: Wiz-Dvnr 2.
• F3: Precise Shot: Rng & Thrwn wpns no atk cmbt cover {-4 pnlty}.
• Lvl3: Wiz-Dvnr 3.
• Abil4: Int +1 (20).
• Lvl4: Wiz-Dvnr 4.
• F5: Varisian Tattoo(K) +1 CL & SLA danc lgts:K0@Lvl 3/d.
• Lvl5: Wiz-Dvnr 5.

Spellbook #1 (123/200)pg 0(15)gp, note: free(⁰) from level gains. School Spell(ᔥ). Assume finds half at std price.
 Thrd(9+2⁰ ): Mag Cir vs E:A3, Pllt Blst:C3, Arcn Sgt:D3, ClairAud/Voy:D3, Bttr Blst:K[frc]3, Firball:K3, Lgtnbolt:K3, Blink:T3, Fly:T3, Haste:T3, Grtr Mag Wpn:T3, Thrny Entgl:C3. $1215(=4*90 +5*135).
 Scnd(15+4⁰ ): Rst Enrg:A2, Creat Pit:C2, Glttrdust:C2, Web:C2, Loc Obj:D2, See Invis:D2, Flrry Snoball:K2, Plfr Hnd:K2, Scorch R:K2, Blur:I2, Invis:I2, Mir Img:I2, Twlgt Hz:I2, Air Step:T2, Alter Self:T2, B Con:T2, C Dex:T2, Drkvis:T2, Spdr Clmb:T2. Bstspk:T2, Cure 2d8:C2. $900(=7*40 +8*60).
 First(22+9⁰ ): Prot E:A1, Shld:A[frc]1, Abund Ammo:C1, Infrnl Heal:C1, Mag Armr:C1, Obsc Mist:C1, Unsn Srvnt:C1, Comp Lang:D1, Cult Adpt:D1, Hgtn Aware:D1, Sure Cast:D1, Techno:D1, True Strk:D1, Hypno:E1, Ear-prc Scrm:K1, Mag Mssl:K1, Shk Grsp:K1, Snoball:K1, Ill Calm:I1, Vansh:I1, Ventrilo:I1, Break:T1, Coin Shot:T1, Exp Rtrt:T1, Grav Bow:T1, Hide Wpn:T1, Lbrtn Cmmd:T1, Long Arm:T1, Rdc Per:T1, Tch o/t Sea:T1. Cure 1d8:C1. $330(=11*10 +11*15).
 Zero(21⁰): Rst:A0, Acd Splsh:C0, Det Mag:D0, Det Poi:D0, Grsp:D0, Rd Mag:D0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frst:K0, Spark:K0, Ghst Snd:I0, Hnt Aspct:I0, Vac Vssl:I0, Mag Hnd:T0, Mend:T0, Mssg:T0, Opn/Cls:T0, Scrv Chant:T0, Arcn Mrk:U0, Prstdg:U0. $0(=0*5). = Paid 2070 gp of 2165.

===== end 5th =====

Background: Fortunately her parents were both elemental casters in Atas Pulu of northern Minata (southeastern Tian Xia) who worked with the local wayangs. They investigated and studied Mount Shiboti and the waters of Shibobekas as the isles move about. Órama was always around elder scholars and teachers in a rarified atmosphere and somewhat forced to bring practicality to the table. She gained insight into magic, the alchemical elements, and how to use them proficiently from many mentors. She was acting as a young scribe for the scholars on a mountainside exploration when she met a fascinating old man of the mountain. After some chatting she showed him how to fold cranes and shared her rice balls with him. When he got up to leave he patted her on the head and she fell asleep. She awoke and returned to came with a blue hand on her scalp. A few nights later she transitioned to a samsaran and became the talk of the camp. Her parents explained they felt the elder mountain Junushigami kami brought about her change. At 16 she had the equivalent of a college education, scribe experience, and a full spellbook.
As an adult she started traveling as a trusted scribe and book-keeper on trading ships. Absalom was far away but they paid extra on trips to foreign lands. Quidra was her first foreign port. After a year and a half in the employ of the sun worshipers she found the Society in Absalom, the city at the center of the World. She applied in the local desert lodge but for some reason they advised she come here. She’s been working in the area and keeping here adventures and options open. She’d like to open a small establishment to sell her small magics or spoils from adventuring. She still wants some fine things from Minata but that will cost real gold, like a beautiful silk robe, aesthetic training with monks in their temple, or an antique divining implement with an authoritative provenance. She’s only seen the harrow deck used by old varisian gypsies but acknowledges that sometimes they exude a twisting power.

by Azothath


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magnuskn wrote:
DeathQuaker wrote:
Though I'm curious about how the PF Remaster stands out from 2.0. Is there a good summary to read that anyone can recommend?
Generally it cleaned up some rules and class issues, removed all the OGL stuff, including alignment (which incidentally made Champions of different stripes much more playable) and generally buffed most classes which needed buffing (Wizard players may feel different ^^). It's still the same basic game, though.

right, another round of intentional & palpable negative design bias. It's why they don't need me and I refuse to play/participate in PF2.


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capture by peasant/pawn en passant


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online seems more practical scheduling/attendance wise but I do prefer in person.
Some PF1 games do pop up on PFS Discord but I'd say about half are CORE.


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potato panes; a lass poor spud, I hew him well...


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Ye Olde Mental Health Hotline


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pterri pfunny

Dark Archive

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you scream, I scream, we all scream for... the last lick


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quibblemuch wrote:
... only later, after they're gone, you think of a bunch of questions? Well, I solved that.

one way elders get ahead in the game. My-go to cannister has a speaker so I don't have to read dead lips.

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