Baphomet

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Over the next few weeks I am temporarily handing my campaign off to a friend to run an adventure arc that takes place almost exclusively underwater. I have considered various methods of solving the issue of water-breathing for the PC's that need to breath, but we both agree that a clockwork device fits best into the theme of the campaign since clockwork items have been used in so many other areas and encounters. I would like some help with constructing the item, determining cost, limitations, etc.
I'm also open to considering other underwater items or whole sets of diving gear if someone has the time to put the work into it.


Within the next few sessions a party of PC's consisting of:

8th Lvl Paladin/Inquisitor
8th lvl Ninja
8th lvl Witch
7th lvl Rogue
7th lvl Slayer(ranged)
7th lvl Gunslinger

Are going to encounter one of the main villians of the current arc. He is an Arcanist of 10th lvl, 3rd Mythic Tier.

Now this guy also happens to be the spymaster for a rather large and powerful organization, so his resources are virtually unlimited when it comes to followers.

Any advice on building a spymaster arcanist of 10th level would be appreciated. Everything from feat, Arcanist Exploit, spell selection to guides please.


I'm Looking for a little creative help in advancing a monster to an appropriate challenge for my campaign.

I want some help advancing the Rhu-Chalik on page 203 of Bestiary five.

Advance to CR 8, then add mythic ranks (4 MR) until it is CR 10.

I'd like for the advancement to be within the previously defined thematic and mechanical role of the monster.

It is important to note that for this encounter the Rhu-Chalik will be in service to and in physical proximity to the Mythic Aboleth on page 178 of Mythic Adventures.

What combinations of new spell-like abilities, mythic abilities do you think would work great for this abberant team?


The previous BBEG has been dispatched...for the second time now, and he is really done this time, so I need a new one.

Both the old BBEG and the new one 'should' be servants to the Grand Necromancer Mardorim (homebrew). To start the new BBEG would likely reside somewhere deep in the jungle(yes, necromancers in a hot humid jungle), have a solid base of operations and a considerable number of minions at his disposal. The new BBEG would likely be looking for revenge against the PCs, because the last BBEG was likely a blood relative.

So What kind of thematic/story/gameplay elements would come of use for a jungle necromancer looking to get revenge against an adventuring party? Go crazy, I'm looking for a mythic challenge.

Party is level 6, MR 2.


So here is the rundown.

First a brief description of the world (emphasis on the word brief):
The mortal races are constrained to a single city that is a hold out against a world of undead. The government is a Catholic church style theocracy to which the PCs have sworn allegiance. The PC's are purifiers, who are sent out to do battle against the undead. Some months ago they waged war against, and captured an old city that had fallen to the undead. The undead are intelligent and cunning in this world, not just mindless zombies.

Two player mythic campaign, level 6, MR 2- Tiefling Witch and Human Inquisitor. The group rolls with a DM-PC that I try to keep out of the spotlight as much as possible (Ninja 6, MR 2), and a series of hired NPCs The old BBEG has been unmasked and put down.

As of this time the PC's are defending the city against a small invasion of Mohrgs with the assistance of about 100 members of the militia who had actually been dispatched to clear out an old ruin. The Witch PC decides to head back to town to give warning, severly bloodied, spells expended...you get the idea.

This is where the last session left off.

So hers the loose plan so far....Dire Bat(or other appropriate monster) grabs the witch out of the air, knocks her unconscious (should be easy enough) and flys her back to the NEW BBEG lair, where she loses a limb or two and is tortured for some time (we need an excuse for someone to get clockwork limbs anyhow).

So here is where you come in, help me flesh out the new BBEG, get creative, get mean, I want him introduced in dramatic fashion, with plenty of reason for him to be hated.

and go!


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So my 13th level character was nearly choked to death by an angry merchant because I rolled six...SIX...natural 1's in a row. What should have been a minor inconvenience from a low level non-combat NPC quickly turned into a life threatening situation, made all the more hilarious by the fact that my PC is a half dragon (3.5) and is being choked by someone 3 foot shorter than him who should ostensibly be of no threat.

Talk about your odds. My DM tells me I shouldn't buy any lottery tickets anytime soon.


I have a player in my group who showed me a 3.5e build mix of scout and ranger that has the feat swift hunter. If the respectable favored enemies are chosen, this grants the character the ability to use their skirmish dice against that would otherwise be immune to criticals. It is not a true critical, but it is an interesting mechanic.

Is there anything in pathfinder that would allow for such a build? or anything with a similar outcome?


1 person marked this as FAQ candidate.

Compression (Ex) The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Does this mean that a Huge creature could squeeze itself into a medium sized space? Because that it what I am getting from it, it can comfortably move through a space one size category smaller than itself, or squeeze through one 2 size categories smaller.


Lets start with the short version.

At level 1 the PC's met with an old man (his name escapes me at the moment) and his grandson who were the only living residents of Mirth island. A place utterly overrun with tribes of ghouls, festrogs, wandering zombies and skeletons, and also happens to boast a necropolis in its center.

The man and his grandson (who had his tongue cut out for reasons unknown)had survived their entire lives in the midst of all these undead without any assistance from the outside world. My players have theorized that the old man was a powerful mage

Now, six weeks (18 weeks in RL and 3 levels)later the party has returned to find only black scorched earth where his home once was. So tomorrow the PC's will begin the investigation, and as always I like curveballs-massive, highly improbable, complicated and absurd curveballs. So, what happened?


So last session my players left me with a request for an exceptionally difficult dungeon crawl. They offered some input but wanted to leave most of it up to me. So off we go.

The party is currently trapped underground in the House of Silver and Shadow, a residence that exists on both the material and shadow planes. A series of mirrors laid out throughout the house allow individuals on one plane to see into the other, a chest in the foyer allows objects to be passed between planes-but not living creatures. Currently most of the party is trapped on the plane of shadow. We are playing pathfinder/3.5e, and the party breakdown is as follows:

Togomore Wizard 4 -On Material plane

Jin Gunslinger 4 - Shadow Plane

Moira Sorcerer 3 - Shadow Plane

Hodor Cleric 3 - Material Plane

There are also 3 lvl 1 followers (all trapped in shadow) Rogue, Bard, and Fighter.

This is where the last session left off, and the conundrum was mostly their idea, they want me to fill in the rest. Which I am fine with, For now I will leave out what I have come up with. I'd like to get some ideas for who resides in the house of silver and shadow (BBEG required), what its purpose is, how to get back to the material plane, and what sort of obstacles you would place there-creativity appreciated.

Thank you for any input.