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On trying to read the Playtest rules more closely, I noticed a change that I found quite positive and which I have not seen any comment on. On page 16, we have the following sentences: Pathfinder Playtest wrote: Your character’s age is a major factor that shapes how she interacts with the world. There aren’t any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement; for instance, an old and wise character might have a higher Wisdom score, so you might want to make sure to put one of your free ability boosts in Wisdom. Which is far more player friendly and inclusive than the PF1e rules on aging. Pathfinder Core Rulebook wrote:
Which left venerable characters with a cumulative -6 to all physical stats! This made certain character concepts, such as a grandmother cleric of Andoletta for instance, difficult to play. Edit: Also, this removes the need for the age resistance line of spells, so less clutter in the spell lists. So I found this change very positive. Personally, I'd like information on playing young characters too, for adventures that try to capture the Steven Spielberg preteen adventure movie feel. However, I realize such a section would necessarily be several times longer than the current paragraph on age and aging, so it seem unrealistic for inclusion in the PF3e rulebook.
In preparation for a Pathfinder campaign based in Ustalav, I wanted to get a firm grasp of Caliphas in mind. On reading the article in Pathfinder Adventure Path #47: Ashes at Dawn, however I found that none of the city districts were labeled on the map. So, I decided to make an expanded map with districts, a few missing locations from other Pathfinder products, and some new locations to flesh the city out. It's just a mock-up in MS Paint, but so far I like it. Here's the modified map of Caliphas: There are still some things that need to be added - a hospital, stockyards, a lighthouse, a label on the collapsed area in Ashtown. I'm quite open to suggestions for further locations as well. The idea is to make Caliphas feel like a living city, serving as the PCs home base. The PCs will be new hires working under Diauden, the prince's advisor, as agents of the Bureau of Special Affairs. Chris Nichols
Two weeks ago, I began running Rise of the Runelords for my friends. I put a lot of prep work into the game and so far it's going well. Here's a run-down of the characters who will be adventuring in Sandpoint and regions further afield. Aishwarya Zinta - Female Vudran human monk 1 - A wandering monk from Jalmeray, Aishwarya's walking the earth put her in Sandpoint the day of the Swallowtail Festival. Delvar Quinn - Male Ulfen human fighter 1 - Adoptive son of Jargie Quinn, Delvar has lived in Sandpoint since he was very young and swings a mean scythe. Sakti - Female half-elf druid 1 - Rude and full of goblin-hate, Sakti has traveled extensively with her druidic mentors, and only recently returned to Varisia. Nathanael Aubade (aka Fritz Vomisa) - Male aasimar cleric 1 (Sarenrae) - Orphaned and separated from his brother years ago, Nathanael is truly touched by Sarenrae and has followed a mysterious message saying his brother could be found in Sandpoint. Caasi Vomisa - Male Taldan human wizard 1 - Brother of Nathanael Aubade, Caasi is an odd, off-putting, and paranoid mage who sits firmly at the intersection of magic and mad science. During character generation, I had the players go to TVTropes and pick three to six personality or appearance-related tropes to help define their characters. As heroes, player characters a given a bit of an edge; we're using the Rise of the Runelords campaign bonus feats, achievement feats (modified from Legacy of Fire), and Hero Cards (inspired by James Jacobs' use in his campaigns). We're also using the GameMastery Critical Hit and Critical Fumble decks. Here's a brief over view of the first two sessions. Game 1 - May 15 Players are introduced to Sandpoint and the Swallowtail Festival, and given a selection of events to participate in (based on the games in the Burnt Offerings community created content). This continues through lunch, into the afternoon, up until the closing ceremony - which is, of course, interrupted by goblins. Combat ensues. One of the goblins win first initiative, makes his attack roll, threatens and confirm a crit on the very first combat roll of the game. One Critical Hit Deck draw later, and Nathanael is hit for double damage and 4 points of bleed damage. Fortunately, the rest of the initial assault poses no major problems due to an effective color spray from Caasi. The goblin pyros didn't go quite as well. An ill-considered entangle from Sakti bogged things down quite a bit (nobody had any ranged attacks handy). But eventually, the second set of goblins was dealt with. Following the sound of screams, the players found the goblin commando and company menacing Aldern Foxglove. Delvar dispatched the commando in a single blow, before my poor raged-up goblin could do anything. The other goblins soon followed. Foxglove was thankful but obnoxious. With the characters' help, the goblin invasion had now been repelled and clean-up and celebration followed. As the party rested after a job well done, we closed the game for the evening. Game 2 - May 22 Waking up the next day, the characters are introduced to Ameiko Kaijitsu (who gave the new local heroes free rooms), and arrange a lunch meeting with would-be playboy Aldern Foxglove. They meet Father Zanthus and Naffer Vosk, discover a grave robbery, inform Sheriff Hemlock, and investigate the graveyard. Also, Sakti and Delvar squeeze in a game of Bounders (from Second Darkness) run by the local Sczarni. Sakti, for reasons known only to herself, buys a packet of flayleaf and a packet of pesh. At lunch, Foxglove rewards them with 50 gp, and invites them on a boar hunt. He also continues attempting to charm the ladies. As lunch breaks up, Alma Avertin arrives and presents Caasi with a giant loaf of meat bread, claiming "he's so skinny!" After lunch, the party gets a potion looted from one of the goblins identified by Ilsoari Gandethus (who has a theatrical streak intended to entertain children). After leaving the academy, Shayliss Vinder approaches the party, singling out Nathanael and asking him to help her with a rat problem in the basement of the general store. At this point, things get... amusing. First, my acting for Shayliss is terrible; I'm not that good at this kind of female NPC. Second, the entire party except Nathanael's player made the Sense Motive check to figure out what Shayliss was doing. Third, during the inevitable confrontation with Ven Vinder, Nathanael's player rolls natural 1's on two Diplomacy checks to defuse the situation. Further, one of the tropes that Nathanael's player chose was "Brutal Honesty" and he played this to the hilt. Finally, Caasi eventually came in to help extract his brother. After a few rounds he hits on a solution... "MY BROTHER IS A EUNUCH!" ...and aces his Bluff roll. Ven, naturally, rolls a very low Sense Motive, and believes this outrageous story. After everyone finishes laughing, the situation is defused. However, Nathanael now has a nasty rumor that's going to follow him. The party, with the exception of Caasi, visited the Hagfish after this, and Sakti tried to drink Norah's water. She failed. After this, they returned to the Rusty Dragon. While the rest of the party was at the Hagfish, Caasi visited Alma Avertin and was plied with cake before returning to the Rusty Dragon. During the night, Shayliss Vinder snuck into Nathanael's room and bed, waking him and informing him that she still hadn't given up on him. She arranged for a dinner date the following evening, and after a check to make sure the eunuch rumor wasn't true, she left, at which point the session ended. The next game is set for tomorrow night. I'm a bit worried about the amount of introduction and set-up that still remains; I've had at least one player complain about the low amount of combat so far. Hopefully, my players will post here giving their version of the sessions, character backgrounds, campaign diaries and so forth.
Howdy. I really love the demon lords presented in Pathfinder #18, but I'm not running a Golarion based game at the moment. What I am doing is compiling and expanding on the material in Fiendish Codex 1 and the Demonomicon articles (and Book of Fiends and whatever else seems fun). So, I'm looking to integrate the Pathfinder demon lords back into the standard 3.5 era Abyss (and any Golarian gods that would logically dwell in the Abyss on the Great Wheel). Heck, any ideas on integrating Pathfinder planar stuff back to the Great Wheel would be cool. Here's some of the basic ideas: * Abraxas (Pathfinder) is Abraxas (FC1) is Abraxas (Book of Fiends). Pleroma is another name for Death's Reward. * I have absolutely no idea how to reconcile the very different versions of Aldinach in FC1 and Pathfinder #18. Maybe the FC1 version is what the Pathfinder version evolved into? * Andirifkhu is Shaktari's daughter. * By an interesting coincidence, parts of the names of Andir(ifkhu) and (Sifk)esh add up to the loumara lord Sifkhu, implying some sort of connection. * Baphomet (Pathfinder) is Baphomet (FC1). The Ivory Labyrinth is another name for the Endless Maze. * Cyth-V'sug is an obyrith (as are all the demon lords listed as qlippoths). Also, he is Zuggtmoy's father. * Dagon (Pathfinder) is Dagon (FC1). Ishiar is another name for the Shadowsea. * Deskari is the son of Abbadon (Book of Fiends), and thriving to replace him entirely. * Flauros (Pathfinder) is Flauros (Book of Fiends). * Haagenti (Pathfinder) is Haagenti (FC1) is Haagenti (Book of Fiends). Cerebulim, the Hermetic Horizon is another name for Garavond. * Jezelda is the implacable enemy of Abyssal powers Eshebala and Daragor. * Jubilex (Pathfinder) is Juiblex (FC1). The Undersump is a specific underground region of Shedaklah. * Kostchtchie (Pathfinder) is Kostchtchie (FC1). Skyscar is another name for the Iron Wastes. * The much, much cooler Pathfinder version of Lamashtu takes presidence over the imprisoned FC1 version. While she was at one point imprisoned in Torremor, Lamashtu escaped long ago and ascended to godhood. She actively wars with Pazuzu. She is a deadly rival of Yeenoghu. * Mazmezz is Obox-ob's sister (broodmate?). * Nocticula (Pathfinder) is Nocticula (FC1), but generally not Nocticula (Book of Fiends) save for some details. The Midnight Isles are the primary geographic feature of Darklight; Ablinikarn, the Evershifting Vale is the interior region of one the isles and the seat from which Nocticula rules. Like Shami-Amourae, Xinivrae, and Lynkhab, Nocticula is one of Malcanthet's rivals. * Orcus (Pathfinder) is Orcus (FC1). Obviously. * Pazuzu (Pathfinder) is Pazuzu (FC1). Shibaxet is a gigantic earthburg floating within Torremor. * Shax (Pathfinder) is Shax (Book of Fiends). * Socothbenoth (Pathfinder) is Socothbenoth (FC1) is Socothbenoth (Book of Fiends). He hates Graz'zt for rivaling his prowess as a seducer, but also secretly desires him. * Zevgavizeb is the father of Laogzed, possibly with a lost female aspect of the World Serpent or other reptilian goddess. * Zura wars with the vampire god Kanchelsis. And here's some other thoughts on things Abyssal, including a few questions for Mr. Mona and/or Mr. Jacobs, if they have a moment. * Ahrimanes is called Chief of the Cacodaemons in FC1. In the context of FC1 and 3.5 D&D what exactly is a cacodaemon? * In the Demonomicon article in the final issue of Dragon Magazine, Ardat's entry makes no mention of her other area of concern - secret and failing marriages. Is there a particular reason for this? What lore might be added to Ardat's write-up to reflect this? * Do all demon lords have an associated thrall prestige class? * A description of Alrunes: Alrunes appears as a ghostly figure of an achingly beautiful elven woman, floating a foot or two off the ground, in the center of a cloud of mist. Her ears are exaggerated far beyond those of mortal elves, stretching to long, thin points a full 16 inches from base to tip. A complex rune is drawn upon her brow; more runes appear and disappear within the surrounding fog. Beneath her feet, the ground rolls and boils, as rocks thrust from the surface, new plants burst to life, and ghostly snakes crawl forth. The only color interupting the ghostly milk-white of Alrunes form are her eyes, which glow electric blue. Alrunes cradles a large, thick scroll in one arm. This decidedly unghostly item is Alrunes weapon, its seemingly endless length wrapping around foes or slicing them with razor-sharp edges, and also serves as a spellbook, containing all of Alrunes knowledge of magic, protections, runes, plant lore, the names of her cultist sisters, and many other secrets. * A description of Cabiri: Cabiri appears as a moon-like orb floating high above the ground. Many eyes of various sizes and hues pock its nauseating orange surface, shifting aimlessly. A sonorous, many-toned voice issues from a puckered, lamprey-like mouth on one side of the globe. * A description of Laraie: A shaggy green centaur with four arms and a back covered in porcupine quills. His head resembles a fleshy jack-o-lantern, glowing from within with eerie green light. He bears two mighty compound bows, one on each side, and a quiver of many-colored arrows. He leaves a trail of sizzling hoofprints in his wake, wisps of green vapor rising from them. * Rhindor'zt, the Black Prince, is the father of Rhyxali and Graz'zt. His name is evidence ([Rhi]dor'zt for [Rhy]xali, and Rhidor['zt] for Graz['zt]). While the mating of Pale Night and Rhindor'zt alone brought Rhyxali into being, the birth of Graz'zt was somewhat different. Following the defeat of the Malgoth, Rhindor'zt retreated to Pale Night's embrace to recover. However, instead of tending to Rhindor'zt's wounds, Pale Night bound the Black Prince as a vessel for a vast darkness, an unknown and unfathomably powerful entity, that had come to sire Graz'zt upon the Mother of Demons. The terrible mating destroyed Rhindor'zt, and the son that was born of the betrayal stole the title of Black Prince as his own. (See the Demonomicon article for speculation on the nature of Graz'zt [i]true[\i] father.) * A description of Volisupula: Volisupula appears as a flensed humanoid dressed in a long skirt of flayed skin. Each leg ends in a knot of snake tails that Volisupula slithers forward upon. Volisupula has a single breast on the left side of her chest, and her gut is slit open, a flensed serpent emerging from her gut. Trailing detached sleeves of flayed skin gird Volisupula's arms and his hands are four-fingered with long sharp claws. Volisupula's skinless face is fiendish, but largely human, with pure black orbs rolling wetly in her eyesockets. She bear six horns - two of a goat above her brow, two of a ram above where her ear would be, and two of an antelope from just behind the crown of her skull. The skinless tail of a snake extends from the nape of Volisupula's neck, long and lashing, edged with dagger-sharp rib bones. A crown of gold, platinum and silver, encrusted with many gems and wreathed in blue flame, floats above Volisupula's head. Volisupula wears dozens of necklaces, rings, bracelets, and other bits of jewelry, many of are magical in nature. [I choose to make Volisupula a hermaphrodite because FC1 lists Volisupula as the Flensed Marquesse (the feminine form of marquis), but does [i]not[\i] list her as one of the female demon lords.] OK, I think that's everything for the moment. Hopefully some ideas about Pathfinder and the Abyss will get stirred up and maybe some questions answered. Thanks, Chris Nichols
Has anyone made use of the demon lord template from Dragon #359's Demonomicon of Iggwilv: Apocrypha article? I'm currently working on an build of Ahrimanes using the template and was wondering if anyone had some results to share. Ahrimanes build is based on an elite half-fiend destrachan with 20 to 25 class levels (though I am having a bit of trouble deciding which class levels exactly). Perhaps y'all have suggestions of template based versions of other demon lords? Chris Nichols
Iolandis "Guardian Against the Wound" Alignment: LG Capital: Landamir (pop 83,300) Notable Settlements: Fort Paxnoble (pop 30,400), Thenthoyal (pop 187,900), Archstaff (pop 49,700), Sondril (pop 63,200) Ruler: King Aldin Kethamos I Government: Governance is split between the Privy Council and the Common Council, both of which may draft laws, put forth proposals, and perform other governmental duties. All decisions of the Councils are subject to the approval of the king, who can accept or reject such decisions as he sees fit. The Privy Council consists of the Mage Royal, the High General, the Commander of the Wound, the Intellgencer Royal, the Lord Exchequer, the High Admiral, the Magistrate Royal, the Lord Speaker (a liasion to the kingdom's churches), and the Consort Royal (currently Queen Tasha Kethamos). The Common Council has thirty members, consisting of ten representatives from the largest communities in Iolandis, ten representatives from the nobility, and ten representatives selected anonymously by the king and Privy Council based on merit (supposedly). Community representatives are elected by vote of all community members who have served in the Iolandan military, while noble representatives are elected by a private election among the noble families. Description: The kingdom of Iolandis has for generations stood as the most vigilant of the guardians of the Great Wound, the terrible wasteland created by the destruction of mad magelords of Yammat. Otherwise a peaceable kingdom of forests and fields, Iolandis keeps its citizens ready to defend themselves at a moments notice - a policy that has saved the kingdom more than once. Thus, every able-bodied citizen is required to spend two years in the Iolandan military. Starting at age 16, citizens are trained as soldiers at either Fort Paxnoble or Archstaff, depending on their aptitudes. Those with talents toward arcane or divine spellcasting train in the academies at Archstaff, while those whose talents lie more toward physical combat train at Fort Paxnoble. After a year of training, recruits spend a year in the Wound, stationed at the various watch-towers and garrisons along the Fourth Wall. After their two years are over, soldiers are discharged, free to return home or re-enlist. Re-enlistment comes with a decent salary and a five-year shift, plus increasingly dangerous assignments. Even after discharge, citizens are expected to keep their skill honed; most communities hold a monthly training day for this purpose. The reason for this aggressive military footing is the horror housed within the center of the Great Wound. The Yammati destroyed themselves by violently opening a planar tear leading to Outside. The explosive force of this disaster destroyed everything for hundreds of miles and brought about the Century-Night. Since that time, things from the Angled Darkness have festered within the Wound, slowly spreading outward from the heart of the Wound. Four rings of great walls have been built by gods and men to contain the spread of the psuedonatural horrors. Two of these rings have been overrun and the third is threatened. Worse, at times the things from outside sneak beyond the walls, appearing mysteriously to menace the heart of Iolandis. These unwholesome visitors also have brought the psuedonatural sickness (see below) with them, a deadly infection that most Iolanders are terrified of. DM Secrets: The land where Iolandis now stands has been home to many nations in the past - the empire of Laoque, the undead kingdoms that flourished during the Century's-Night, the fueding kingdoms of Pasther and Joulaunt, the Machter Tyranny. Each has left it's share of dungeons and other secrets hidden beneath the surface of everyday Iolandan life. Psuedonatural Sickness - Contact; Fortitude save (DC 18); Incubation 1 day; Damage 1d4 temporary Constitution. After six failed saves, the infection's alien matter overwhelms the afflicted creature, which gains the psuedonatural creature template. The original infected creature is effectively dead and cannot be brought back by anything short of a wish or miracle spell.
Deadstring Shears These shining silver shears are 18 inches long and decorated with a finely wrought design of crescent moon, stars and twining vines. Sometimes called Camilla's shears after the sorceress Camilla Yvervale, who is credited with first making them, these shears "cut the strings" of the undead. Yvervale is said to have been inspired to create these shears after watching marionettes in a street festival puppet show. By taking these shears and snipping them in the direction of an undead creature, the wielder can cut the bonds of necromancy and negative enery that bind and animate the undead, returning them to true death. This effect is similar to the spell undeath to death, but targets a single undead at a time, much like a wand. Deadstring shears may affect up to 48 HD of undead per day. Moderate necromancy; CL 12; Craft Wondrous Item, Maximize Spell, maximized undeath to death; Price 57,000 ; Weight 1 lb. |