Elan

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191. It comes with an alarm system that goes off (very loudly) any time any entity of small sized or above within 5 meters makes a sudden move, the user makes a sudden move, or when the user's blood pressure exceeds normal.

192. Your ocular implant comes with paid DLC for extra functionality such as three dimensions, depth perception, color (extra for HD or UHD), and peripheral vision.


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Paladins, along with rogues (then thieves) are the fourth and fifth oldest character classes, coming out in the Greyhawk supplement in 1975. Only the fighter, magic user, and cleric are older. They are as old as Beholders or 7th, 8th, and 9th level spells. There was zero chance Paizo would not include them in the CRB.

As designed, they are mechanically sound, very strong against some of the most powerful enemies a party is likely to encounter, but still able to contribute in other situations as well. It does not really work as a prestige class.

I see the code of honor as a roleplaying opportunity that synergizes with the class' theme. The code does not make a paladin good. Rather, it is an extra duty the paladin willingly undertakes to show devotion to his/her faith, deity, or cause, and a prism by which to focus the paladin's efforts towards law, justice, and the greater good.

You aren't playing wrong if you don't want this in your game. Don't play it or ban it from the game. But paladins aren't going away from any game rooted in D&D.


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Speaking of old school...

102) "I've decided to adopt the Arduin Grimoire critical hit tables for the rest of the campaign."


Bestiary 6 has rules for troops, basically treating units of soldiers as swarms with various abilities to reflect the particular composition of the unit. It is much easier to implement and gives more heft to military units than any other approach I've seen in D&D/3.x/Pathfinder


I've played since white box D&D in 1974 and neither I nor anyone I've played with has hit top level in any of my numerous campaigns. I've hit 17th level a few times though, all with wizards (AD&D, 3.5, and Pathfinder).


A Wyrm or Great Wyrm Umbral Dragon. They breath negative energy, are often allied with powerful undead, and can spawn shadows under their command. As a kicker, give it the lich template and make it the leader of an undead army/conspiracy/nation.


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One of the two copyrighted monsters I miss the most, the Beholder.

They are iconic, on the cover of the Greyhawk supplement.

They are well supported, with one of the best splat books ever, I Tyrant, plus all of the variant Beholders.

They are incredibly versatile. Highly intelligent with charm person and charm monster at will, a Beholder is a great mastermind at the center of a city-wide or nation-wide conspiracy. The Beholder is also a great monster for combat, casting rays behind a horde of charmed chaff. You can also easily change the challenge level or frustrate meta gamers by adding/subtracting/swapping out eye stalks.

And, while they can interact with the PCs, they remain very alien.


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104. "You find the dungeon entrance as described in the map. You see strange writing over the entrance. Roll a linguistics check. [Player rolls.]Success, it reads, 'Welcome to Alpha Complex.'"


Touche'


Creeping Doom - Creeping Death by Metallica
Fly - Come Fly With Me, sung by Frank Sinatra
Sleep - Brahms Lullaby
Beacon of Luck - Luck Be a Lady Tonight from Guys and Dolls
Destruction - Killed by Death, Motorhead


While not the most complex mechanically, a Master Summoner in full Zerg rush mode is another contender, particularly when you get the summons with interesting SLA's. It is one of several reasons our group bans the class.


97. Colonel Mustard in the library with a candlestick.

98. Challenged Pun-Pun to a duel.

99. Used the Head of Vecna.


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I've always thought the Lovecraftian mythos is a poor fit for a high powered fantasy setting like Pathfinder. What made Lovecraft's mythos "work" was the inability of a mundane, materialist world to do anything to stop these incredibly powerful, incredibly alien entities.

In a universe with quippoths, demons, daemons, devils, undead, and pantheons of evil deities, dealing incredibly powerful, malevolent, and alien threats is just another Tuesday.

Cthulhu and company can be a real threat in a Pathfinder campaign, but they will not work in the campaign like they do in the stories.


143. A man in chainmail is playing chess with a gaunt, pale, hairless man clad in a hooded black robe. The man in chainmail appears to be losing.

144. After the PC's leave the dungeon, laden with loot, they are approached by a green haired man and a silver haired woman, who ask if they would like to make a deposit in the First Draconic Bank.


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+1 for Wrath of the Righteous. It wouldn't be merely good-aligned taking on the Abyssal invasion. It would be mythic good-aligned goblins.

There's even a plot hook to get the goblins in the Worldwound, a missing paladin who could be the goblins favorite caretaker at the orphanage.


I think not having the gnomes know would be more fun. The gnomes find that the party teleports back with an incredibly dangerous monster who has been armored up. The troll finds out that his new friends just gave him a free trip to the gnome buffet. Combat should be nearly immediate, and I would not give the players much time to decide on their actions as the melee breaks out. Once the smoke has cleared, the payers can try to role play their way out of liability for the damage.

Also, if trolls are a known menace in the area, then it is perfectly reasonable to expect the king's guards to have ready access to alchemist's fire and to use it liberally against the troll with little or no concern about collateral damage.


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You don't need to gimp the pc or tell the player to tone it down. As already mentioned, the Magus is great at nova damage, but doesn't have as much staying power for a prolonged series of combats. Don't be afraid of this, rather use it as an opportunity to make a better game for all your players.

Keep the players uncertain over how many combat encounters they will have in a day, and more importantly, which of the encountered creatures is the most dangerous. In particular, use homemade monsters rather than those from the bestiary, modules, or third party books, and/or have the more powerful enemies appear to be less powerful.

The unknown is a huge element in horror and the supernatural. By keeping the nature of the encounters unclear, you can challenge the magus without unfairly penalizing the other players. Allowing good roleplaying to uncover clues about the critters can reward the other players as they help your power gamer learn how best to employ his glass cannon magus.


Yep. I've used it as a DM and it made the boss much tougher for the PCs


Attach the horn to a protean lord notorious for its ever changing features and characteristics. Rather than being transformed by the horn, the protean lord's constantly changing self eventually forcing the horn to merge with it.


33. A map to buried pirate's treasure, found on a tropical island. Pirates attack the ship they take, leaving them shipwrecked on that island, where they find kobold tribes, ent coconut trees, quicksand traps, jungle mazes, and a climactic battle with undead pirates guarding their treasure.


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Envall wrote:

There is a whole city near the surface of the sun according to the wiki, made by fire immune outsiders and such.

There is apparently just bubbles of magic that block out heat and radiation from the sun.

There, that is how.

And compensate for gravity, ehich, if it's like our sun, is 28 times that of earth.


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Another welcome to tabletop rpgs.

If you are going to GM, I would recommend using a module, preferably the one in the Beginner Box since its written for those rules. I would also recommend that if you are going to GM, try to get a good grasp of the rules before you and your group play.

As to rules, there is one rule that must be followed in every Pathfinder session, without exception:

Everyone gets to have fun.

Every other rule, whether in the Core Rulebook or the many fine supplements sold by Paizo or other publishers is optional and/or subject to whatever modification is necessary to satisfy the having fun rule.

Now Paizo has done a good job with the rules and you probably won't need to modify or creatively interpret them much, if at all. Just remember they are guidelines designed to enable you and the people you are playing with to have fun together.

You do not need to have a comprehensive understanding of the rules before you start playing. Reading the rules is important, but the playing the game is the best (and most enjoyable) way to figure out what's happening.

Any questions you may have about the rules, how to play, or what to do can be answered here. The members of this message board are very knowledgeable and friendly, particularly to new players.

Good luck and good gaming.