An air-bender type, but not just any old monk with can channel air-powers with ki points a few times per day or an "air" mage who throws lightning bolts around. I want a character whose primary schtick is hurling devastating bolts, bullets, scythes, and any other constructs made of wind. He forfeits alternate casting abilities (unrelated spells) for raw attack power. I imagine spell-like abilities for wind-powers that deal slashing/bludgeoning/piercing damage that counts as ranged touch attacks but is offset by not automatically piercing damage reduction (it might at later levels). Something about flying around tearing apart legions of minions with razor-sharp wind slashes is really appealing to me, but it's probably far from an optimized idea. Oh well.
Suzaku wrote:
I'm dumb, but can anyone point out where this is stated? I've skimmed the PDF and the only thing I see for the Outsider (Native) entry is: "A native
Thanks!
6. Thick, congealed strands of necrotic energy start leaking in to the Material Plane causing anything the tar touches to wither, die, and reanimate. Brave heroes must find the source of the spill of negative energy and plug it before [the main world of your campaign] completely plunges into the Negative Energy Plane.
Some background first: I'm the GM for a group of very casual gamers. They're great once things get started, but they also have a tendency to treat the game as (1) little more than a glorified board game and (2) a reason for hanging out with everyone. So, it takes a lot for them to really get involved in the adventures and actually roleplay without a LOT of prompting on my part. One of the players has stepped up and has been chatting with me about his character's background (he's the only one who has ever voluntarily come up with a back-story) and how that will mesh well with the adventure path I'm going to start running. Because he's been so proactive before the adventure has begun and the fact that the ARG playtest has begun, I wanted to reward him. I told him he could build a Standard Race of his choosing with 10 RP as long as he created a somewhat believable story for his race. I know that the race maker is for GMs only, but this guy has been playing for quite awhile and is more than willing to edit the race if it's deemed too overpowered. So, with that being said, would you mind critiquing his race for me? I've looked it over and it FEELS slightly overpowered, but I'm also fairly new to GMing. Anyway, here it is: Lyon-Thai are not, on their own, especially infused with magic. Despite this, it is not uncommon for them to choose crafts or professions that are rich with the arcane. Though often irreligious, the Lyon-Thai are deeply spiritual, and believe that they descended from a powerfully magical people who resided within a sentient plane. They believe that when they die, their souls return there, but the plane chooses to block most other travel there, making it a sort of holy place that the Lyon-Thai aspire to reach as a final resting place for their souls. Tall and dark-skinned, they tend to stand out (literally!) in crowds, but their peaceful and flexible nature enables them to integrate into any reasonably friendly society. Though they are happy to mingle, they do place the importance of family above nearly all else, so when a Lyon-Thai travels alone, it is typically a sign that he is a great adventurer--or, more likely, in exile. Spoiler:
(Also, for the most part, I am taking the Half-Elf backstory from Carrion Crown for how the Ustalav-ians view the Lyon-Thai. That is, they are mistrusted, mistaken for monsters or demonic beings, and often run out of town on the rare occasion that they live isolated from their kind. Having said that, they do occasionally pass through in search of something.) Lyon-Thai - 10 RP
The first thing that immediately comes to mind is the Acid and "Earth" resistances. As far as I know, those are one in the same. Also, for the "Outsider-y resistance," I told him he could take the Fiendish/Celestial resistances and re-flavor it. I didn't think it would be too game-breaking, but what do you think? Thanks!
Quote: So you are creating a pathfinder compatable version of the Modern SRD? You will find alot of interest already existing in such a product. And I imagine many would be curious to know more about it. Count me among the many. I'm very interested in seeing this product. Best wishes to everyone at the GRC Team.
Thank you for the support! It means a lot knowing my idea isn't half bad :P Quote: This sounds like a really good idea, but I think you might have to make up some positive energy fiends. That's what I figured. I just found out that one of my players is wanting to GM this next session, so creating some new monsters isn't as urgent as I had assumed. Whenever I get around to creating some, I will post them here. If you don't mind, can you fine folks take a look at them when I'm done? I've only created one unique monster before, and that was an incredibly simple one. I'd love for some criticism when I get around to making the new ones. Quote: Maybe use the whole "fallen angel" thing, somehow a planetar was corrupted, and now uses its connection to the positive energy plane to overwhelm a person with positive energy. I like to think of it this way: When a cleric channels positive energy, it's like a gentle massage, it leaves you feeling better afterward. When this corrupted Planetary channels energy, it's like being elbow dropped by a gorilla. It's still pressure on your back, the second, however is not so relaxing. That's a very interesting idea, and I had debated using a similar idea, but I'm steering more toward using a fiend or aberration. Specifically, I think I'm going to make them qlipphoth. In my homebrew setting, the qlipphoth are basically a race of Lovecraftian aberrations that began to dwell in the Abyss and, over time, the fell energies there changed them into their current forms. There are probably holes in that lore, but my players won't know :P Quote:
I'm definitely going to use those ideas, if you don't mind. They're awesome!
Hello all. I apologize if this post seems rushed and/or amateurish. I lurk in the forums quite a bit, but I rarely, if ever, post. Also, if this thread is in the wrong forum, I apologize. Anyway, I was looking for some advice, pointers, and/or criticism about an idea I've been brewing for some time now. While lurking in the forums, I've noticed several very interesting debates regarding the Positive and Negative Energy Planes and alignment, namely, does the N.E.P. necessarily equal Evil and vice versa. I have noticed that some fiends tend to dip into the domain of negative energy, especially when it comes to Orcus [note: I am not above blatantly ripping off 4E lore or adventures if I/my players like them]. That led me to the question: are there any fiends that have such a link to the Positive Energy Plane? For my next adventure (I'm the GM), I plan on running an alternate version of the 4E adventure "Keep on the Shadowfell." I'll basically be writing it from scratch, but I want to keep the concept of stopping a mad demonic (?) cult from opening up a portal to the Abyss (?) before it's too late. However, instead of a cliche' cult dedicated to Orcus, I want something that's a bit more...devious. I imagine a cult that, based on appearances, looks very similar to a typical good-aligned temple but, when the players delve into their beliefs and actions enough, they'll realize just how twisted and insane they truly are. This brings to the concept of the Malshapers and Ragnorra from the "Elder Evils" supplement (which is fantastic, imo). Ragnorra, to me, honestly loves all of creation and earnestly wants to bring the "flock" back to her fold (by corrupting them via the corrupted positive energy). My question is, should I stick with Ragnorra and the Malshapers and, instead of opening a portal to the Abyss (as in the KotsF), they'd be opening a portal to where-ever Ragonna happens to be at the time? Or, should I substitute a positive energy wielding fiend of some sort instead? Or...should I just scrap the idea and run the adventure as written (well, converted to Pathfinder)? Either way, if you know of any positive energy themed fiends, can you please point me in the right direction. I'd appreciate it. Any other ideas, advice, and the like is also very much appreciated. Thanks! One last thing and the second reason this whole concept came into being: I really love this mechanic: "Despite the plane's life giving effects, living creatures entering the positive energy plane quickly become overloaded with life energy and may explode" (note: sorry, I can't find the official mechanic for the fluff at the moment) This, to me, screams to be used by some extremely sadistic entity. I know that the healing energy is converted to temporary HP and most normal healing doesn't exceed a character's total HP...but, I have no problem house-ruling that away if my players are cool with it (they tend to enjoy most of my ideas). So, I'm at an impasse: have a sadistic fiend that uses positive energy to overcharge them to the point of annihilating them, or use positive energy to corrupt them into gibbering aberrations? Unless, of course, there is some way of merging the ideas without messing up the fluff too badly. Sorry for the rant! Thanks again for the help!
DM_aka_Dudemeister wrote:
As always, the help is most appreciated. Thanks again! -Frater
DM_aka_Dudemeister wrote:
This is wonderful! I will definitely be using this! One question though, do you think it's best to work with only 1 gremlin (the pugwampi) or a group of them? I'm really liking the mystery approach that you've set up, but I ultimately want it to lead them to a dungeon-like setting for the "meat" of the adventure. Thanks again for the help. I really appreciate it.
Quote: angry town mayor or angry witch...why not both? The way I had envisioned it, if the mayor is corrupt and wanting to bribe the witch into helping, the two of them would need to be on fairly neutral grounds with each other. If I may ask, how would you go about mixing the two plots? Also, thanks for the quick reply! :)
Hello everyone. As the title says, I'm a fairly new GM and I'm looking for ideas, advice, critiques, and any other tidbits of wisdom more experienced GMs could lend to me. The adventure will be for geared for a party of four 1st level players: an aberrant sorcerer, a ranger, a cleric, and a magus (who volunteered to play-test it; he knows that I've been lurking around the forums for months and was very curious about the class). Their abilities round out to a 25 point buy, mostly because half of them went ahead and rolled their stats while I tweaked the other half's in their favor (just to balance things out--I didn't feel like telling the other two to re-"roll" with a 20 point buy). The adventure will revolve around a group of gremlins that have infested a small village. The gremlins penchant for mischievousness (aka, chaos and dismay in a tiny package) has the town suffering: items around the town are breaking seemingly by "accident," small livestock is going missing, and the townsfolk are beginning to think that they have been cursed. I'm looking to play up the atmosphere of paranoia in the town before the players go off and clear out the nuisance. The vast majority of townsfolk have no idea what "gremlins" are, so they think they're either haunted by vengeful spirits or forsaken by their gods. I'm really wanting the players to think along the same lines to make the gremlins more memorable than small, ugly fey who like to break things. I'm still open to adventure hooks, but what I have planned right now is to have the players heed the call of the mayor's aid. The mayor, believing that he is cursed, has locked himself away in his "death-proofed" home (think Final Destination). He refuses to leave, which also means that the town is without a leader. The heroes are called in to investigate and eventually put a stop to whatever is ailing their town. The BBEG of the adventure will be a very pissed off witch who, for whatever reason (magic!), has an affinity for gremlins and is doing everything in her power to make the mayor suffer, possibly due to unpaid alimony (I'm not quite sure yet). Either that, or the mayor hired the witch to make one of the townfolk absolutely miserable. He hired the witch, who subsequently sent out her gremlin horde, because outright assassinating the guy would be far too obvious, especially if this is a political thing (again, not sure). If I choose to go down this path, then I figure the adventure will cover 2 sessions worth of gaming, while the first will only cover 1. /rant *How can I create story events that come across as the village is haunted that will eventually lead the players to the town graveyard (where the gremlin lair is)? *Which background to the adventure do you think is more viable: angry witch wanting to make the mayor/town suffer, or corrupt mayor trying to make an political rival (?) suffer by hiring a gremlin-loving witch? Any other pointers, tips, and advice is greatly appreciated. Thanks a lot for tolerating the above wall of text! -Frater |