Hellknight

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Appreciate the help guys. I went with the corsair archetype for a fighter since this is for a nine year old trying things out. He has a hook hand and a cutlass, sounds like fun to me if I was a nine or ninety year old.


I have been asked to help build a character for a nine year old that loves pirates and wants to start playing Pathfinder. He wants a pirate with a hook hand as their main weapon.

The problem is that I have no idea how to do this. I've never built a maimed/handicapped PC before. I need to keep the build as simple as possible for a nine year old embarking on their first ever role playing experience.

My natural thoughts tend to fighter or barbarian archetypes but I don't know how to make this work. Is there anything in the books about using a hook hand as your weapon and what feats would go with that?

Appreciate any help!


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I don't understand the controversy here. Like...why would anyone be upset that a company that sells a fantasy role play game is going to have rule books based in the official fantasy world? It would be like getting upset with Palladium making rules in Rifts that are set in Rifts Earth or D&D setting up rules for Forgotten Realms.

I for one am looking forward to it. I hope the Gozreh archetype lets you finally have something that plays like the old 3.5 Stormlord of Talos prestige class.


JakBlitz wrote:
Any going to do antipaladin?

Dread Vanguard. You aren't playing antipaladin correctly unless you pick this. It is so much better than the vanilla antipaladin. You don't need the bad spell list that antipaladin's get when you can pull off a cool version of inspire courage.


To address the archetype antipaladin: that is not what he wants. He plays antipaladins fairly frequently and knows all the archetypes. That one archetype is terribad. He literally wants that Lord Soth-esque type feel from Dragonlance and apparently in our next campaign he'll get his wish.


I appreciate the feedback. I see that most of it jives with what I've thought for years: unless you are specifically going for a template themed campaign it is too much for a regular AP or campaign.

To answer some specific questions: the group is veterans, like 15-20+ years in RPGs. No bad apples, no one wants to have the Superman character while the rest serve as backdrops. The player in question is a big fan of evil themed martial character (so am I) and has long wanted to have one of his antipaladin characters die and come back as a Graveknight around the appropriate level.

The problem is that almost all the campaigns we play are either AP or homebrew that are planned around a normal 4-5 person party from lvls 1-high teens to 20. He wants to be a Graveknight when his character's hit dice can qualify for it (I'm thinking this is level 6?). He does not want to pull cheese of playing a Drow Noble or some custom race. He has some Dhampir or human antipaladin characters he has wanted to make Graveknights for years now.

The guy that will be GMing has already said he's going to let him do it but the rest of the group wants to play normal characters. I have nothing against Graveknights, I think they are cool, I'm sure the chance to RP one would be kinda neat but I'm worried about the power disparity.

I say that realizing full spellcasters after level 10 become virtual demigods in some ways in this game so I feel picking on a martial class player is kinda cheesy for wanting to have his/her own cool flair. I just worry it will be too much.


One of my groups has been together for years and one of the players has wanted for years to have a Graveknight character. He has been voted down each time we play an AP or homebrew because of the obvious reasons most DMs won't allow monster templates.

But now our rotation of DM is coming up on a guy that said previously the next time he was DM he would allow him to become a Graveknight. I realize that as DM he has the final say but am I wrong in thinking this could be a bad decision? Or have some of you guys used Graveknights before as PCs and found out it wasn't so overpowered?

I don't want to keep telling this friend of mine "no" each time he asks. The rest of the group also worries about the impact this could have on a campaign. Is it as bad as we all fear? I would appreciate some feedback.


A friend of mine playing his ranger went Mammoth Rider just get a Huge animal companion. Ranger/Mammoth Rider actually go together very well. I'm not sure if a Druid would have the same synergy.


Only do it if the build has synergy with itself or if you really just want to roleplay that kind of combination. There are a few prestige classes that are good which make multiclassing into them feel like a real achievement for your character's growth. Hellknight and Red Mantis Assassin in particular come to mind.


Ferious Thune wrote:

Re: Divine Fighting technique... ok, I see. That's why I missed the prereqs the first time... because they aren't actually prereqs for the feat. They unlock additional abilities. That's interesting.

So that would then make my recommended feat order:

** spoiler omitted **

Another option... if your GM believes Arsenal Chaplain's Weapon Training qualifies you for the Advanced Weapon Training Feat you could take Critical Focus at 11th level and Advanced Weapon Training for something like Warrior Spirit at 12. That gives you an expanded version of Sacred Weapon's ability to add an enhancement bonus. It means spending a standard action to enhance your weapon, but you can add any +1 weapon ability. Which means Bane (whatever you need to at the time). And it lasts for 1 minute, not 1 round.

But that's dependent on your GM a) allowing an Arsenal Champion to take the Advanced Weapon Training Feat (currently ambiguous in a setting like PFS), and b) allowing the Warrior Spirit option (currently not legal in PFS). So it depends on your GM and what limitations they've set.

EDIT: You could actually do that as early as 6th level, in place of Weapon Specialization. It's just a question of whether the static +2 damage always on effect of Weapon Specialization is preferable to the versatility of Warrior Spirit. At 6th level, you'd only have 1 use/day of Warrior Spirit. At least until you get Gloves of Dueling.

That is a good build, thank you for helping me sort it out not just for myself but for any others who may want to play an Urgathoan or scythe wielding warpriest in the future.

I only went up to level 12, we are going to play Hell's Vengenance AP and not as PFS, anything paizo published is fair game with a 25 point build. I could still get impaling critical...I have to freely admit the mental image of impaling someone with a scythe and keeping them wriggling on it is just too much to pass up on...at say level 15 I think since I would have the prereqs at that point.


Ferious Thune wrote:

Reposting this here from the Warpriest guide thread, because this is a better place to continue the discussion.

You have some issues with meeting the BAB requirements where you're taking some feats. In that thread you mentioned that Divine Favor was allowing you to take Improved Vital Strike early? If that's what you meant, that doesn't work. Divine Favor does not improve your BAB.

Divine Favor the spell? That doesn't do anything to affect your BAB.

For your Warpriest Bonus Feats, you can treat your BAB as your level, but not for other feats. That should mean the earliest you can take Improved Vital Strike is 12th level.

Also, you have to use your bonus feat at 9th for Improved Critical, because you don't qualify for the +8 BAB requirement on your regular feat. That's a little problematic for also taking Devastating Strike.

My suggestions would be to take Weapon Specialization where you have Improved Vital Strike now (assuming the FCB feat qualifies you to take fighter feats).

Take Divine Fighting Technique Cornugon Smash at 7. EDIT: I missed the BAB +7 and the 10 ranks in Heal requirement on the Urgathoa Divine Fighting Technique, so you need to swap that to 11 and put Cornugon Smash here. It means losing Devastating Strike or taking it instead of Improved Critical at 12, because you don't have enough feats at the BAB you need.

Take Cornugon Smash Potion Glutton at 9. There might be something better here. Potion Glutton is neat, but it's still awkward taking potions out in the middle of a fight, and you've already got swift buffs from Favor.

Take Devastating Strike Divine Fighting Technique at 11.

Take Improved Vital Strike at 12 instead of Impailing Critical.

Note: Your current build doesn't qualify for Impailing Critical, because you don't have Weapon Specialization.

As someone else already said earlier in the thread:

Any class can take a divine fighting technique, you just have to worship the relevant deity. Well, and meet whatever prereqs the particular technique may impose; Urgathoa's Hunger has none for its initial benefit and the feat itself, Heal 10 ranks, BAB +7 for the advanced benefit.

However, the warpriest has the advantage of being able to get the initial and advanced benefits by trading in their minor and major blessings (respectively) if they don't want to take the feat or meet the other prereqs

Also, if you take the Arsenal archetype you get weapon training at level 5 which should give you weapon expertise.

Edit: I do appreciate the help trying to keep all the feats on the correct level path. I have never tried to build a Vital strike character before so all the tips are more than useful. :O)


Ferious Thune wrote:

The builds both look pretty good to me. You have Furious Focus listed twice on the Human build, which is why it doesn't seem like you have more feats going that route.

For me, now that the Lucky Horseshoe exists, I find it much less necessary to take Half-Orc primarily as a means to get Sacred Tattoo. In the short tern Sacred Tattoo does give you a higher save at low levels. In the long run, it's just saving you 6,800 gold (or 3,400 with crafting) to buy the spotless item. Since I tend to like feat intensive builds, I find going Human for the extra feat more worthwhile.

EDIT: Also, what's letting you take Improved Vital Strike early? Doesn't it have a BAB+11 requirement? Have you looked at Devastating Strike, since you're going heavily down the Vital Strike path?

Divine Favor. Devastating Strike is a good option if you wanted to take that over Potion Glutton or Divine Fighting Technique.


Just tossing this idea of a warpriest of Urgathoa wielding the scythe which is the favored weapon. This is up to level 12. I am torn on using the Arsenal Chaplain archetype as I frankly find channeling next to useless on warpriests and this character build is all about massive scythe melee. I will most likely go Arsenal Chaplain to get the free Quicken Blessing feat at level 7.

Warpriest: Weapon Focus (Scythe)
Human: Weapon of the Chosen
1) Improved Weapon of the Chosen
3) Greater Weapon of the Chosen
3 Bonus) Power Attack
5) Furious Focus
6 Bonus Feat) Vital Strike
6 Bonus Feat (FCB x6)) Improved Vital Strike
7) Potion Glutton or Divine Fighting Technique (Urgathoa's Hunger)
9) Improved Critical
9 Bonus) Furious Focus
11) Cornugon Smash
12 Bonus) Critical Focus
12 Bonus (FCB x6)) Impaling Critical

OR

Warpriest: Weapon focus (Scythe)
Race: Half Orc take Sacred Tattoo, Fate's Favored and Ancestral Weapon
1) Weapon of the Chosen
3) Improved Weapon of Chosen
3 Bonus) Power Attack
5) Greater Weapon of the Chosen
6 Bonus Feat) Vital Strike
6 Bonus Feat) FCB X 6 = Improved Vital Strike
7) Furious Focus
9) Potion Glutton or Divine Fighting Technique (Urgathoa's Hunger)
9 Bonus) Improved Critical
11) Cornugon Smash
12 Bonus) Critical Focus
12 Bonus) (FXB x 6) Impaling Critical

Thoughts?


Just tossing this idea of a warpriest of Urgathoa wielding the scythe which is the favored weapon. This is up to level 12. I am torn on using the Arsenal Chaplain archetype as I frankly find channeling next to useless on warpriests and this character build is all about massive scythe melee. I will most likely go Arsenal Chaplain to get the free Quicken Blessing feat at level 7.

Warpriest: Weapon Focus (Scythe)
Human: Weapon of the Chosen
1) Improved Weapon of the Chosen
3) Greater Weapon of the Chosen
3 Bonus) Power Attack
5) Furious Focus
6 Bonus Feat) Vital Strike
6 Bonus Feat (FCB x6)) Improved Vital Strike
7) Potion Glutton or Divine Fighting Technique (Urgathoa's Hunger)
9) Improved Critical
9 Bonus) Furious Focus
11) Cornugon Smash
12 Bonus) Critical Focus
12 Bonus (FCB x6)) Impaling Critical

OR

Warpriest: Weapon focus (Scythe)
Race: Half Orc take Sacred Tattoo, Fate's Favored and Ancestral Weapon
1) Weapon of the Chosen
3) Improved Weapon of Chosen
3 Bonus) Power Attack
5) Greater Weapon of the Chosen
6 Bonus Feat) Vital Strike
6 Bonus Feat) FCB X 6 = Improved Vital Strike
7) Furious Focus
9) Potion Glutton or Divine Fighting Technique (Urgathoa's Hunger)
9 Bonus) Improved Critical
11) Cornugon Smash
12 Bonus) Critical Focus
12 Bonus) (FXB x 6) Impaling Critical

Thoughts?


That's kinda what I was thinking, either the warpriest or antipaladin for flavor/mechanics to make a scythe build work. The divine technique is nice to have on top of it but not required.


Looking at starting the Hell's Vengeance AP with a new group. I would like to use a scythe wielding melee class. Urgathoa worship is a given.

My first thoughts are either warpriest or antipaladin. Can either of those classes take the Urgathoa's Hunger divine fighting technique?

How exactly would you guys build a scythe wielding melee class in this AP? The GM said all paizo content is good, no third party and we get a 25 point buy in at character creation.

Appreciate any advise and builds. I can honestly say I have never played a scythe wielding anything and it seems like a really fun challenge to make an effective melee class that uses one.


You can do any AP with just two people. Have each person play two characters and one person be the GM that also runs two characters. It is not ideal but it can be done. My wife and I have done this with several APs.


As long as they give us a heavy armor martial class that can life drain/life steal I'll be good.


Owen K. C. Stephens wrote:
Gorbacz wrote:

I guess Barachiel is more after Ur-Priests and Planar Shepherds and less about Shackles Pirates and Mammooth Riders.

In which case, buying more books won't help much.

It actually might.

We can't do exactly the same kind of PrC book over and over. And we don't do campaign-specific PrCs in the RPG line. So if this does amazing sales numbers, there will be a better change of different kinds of PrC products in the future as well.

I, for example, would love to see a hardback Ultimate Prestige rpg book. But that's a tough sell without more examples of recent, successful PrC products.

In all seriousness I would contribute directly to a Kickstarter if need be to get an Ultimate Prestige book that had PrCs that were viable mechanically and not just thematically. That is the main problem with PrCs in general.


Turin the Mad wrote:
David knott 242 wrote:

There is somebody at Paizo who likes them -- he encouraged the creation of Paths of the Righteous and apparently the development of feats in that document that boost prestige classes of all types, including those not specifically created for that book. We may want to revisit this topic after that book comes out.

Is there a link available to the product in question?

You can search for Paths of the Righteous on the search in this site to find it. I would link it for you but while at work it won't let me link pages.


Will there be a Paths of the Unholy book for prestige classes for evil gods? I have always been a fan of PrC and want to see more of them be actual viable character builds in games.


Wraithguard wrote:

Grond, not sure if you have seen Spheres of Power, but I took a quick look through that to see if I could make a character close to that desired goal.

Mageknight is Full BAB with up to medium armor. This class is very customizable through the Mystic Combat and Combat Feat options. Other than that it is good at resisting magic and can Mark a target to be weaker to her own magic.

At level one you would start with 3 magic talents in total. First pick would be the Death Sphere, next would be Vampiric Strike and Cryptic Strike.

With this you could start making melee attacks that channel a small (1d6 at first level) bit of extra damage that heals you for the same amount. You could only use this particular combo a few times per day at first level, but depending on your particular Tradition you could use this very frequently by 5th level.

I appreciate the heads up but my groups have a pretty firm no 3pp for games rule. I really need Paizo to officially make a class or Antipaladin archetype to give myself and everyone else a life drain heavy armor melee class to make our own Shadowknight/Dark Knight class.


I have noticed in threads like this one here that I seem to be the only beating the Red Mantis Assassin drum. I know I cannot be the only one to have fun playing that PrC. Do you guys that don't recommend it just have no interest in it or run into the LE requirement as a barrier in your home games?


I can get behind anything pro Skeletor. I was "that kid" that grew up in the 80's whose favorite anything was always the bad guys: Skeletor, Cobra, Decepticons, V.E.N.O.M. and I won't even get started on the slew of comic book villains that are still my favorites.


I am still waiting and hoping to see a Shadowknight/Dark Knight themed martial character that lets you wear heavy armor and has a life steal/drain mechanic with it. You deal X amount of damage and receive Y health back as a result. The Antipaladin doesn't have anything like this and there's no real way to build a class like that.


Forgetting all the GET OUT! advice you have gotten (which frankly I more than agree with) if you do want to continue playing with these people then consider the following. Your character is an actual person in an actual fantasy world somewhere that has real feelings, emotions and most importantly a working brain.

No one would stay with a group of people that actively tried to kill them or agreed with the almost murder attempt on that person's life. So using common sense logic your character would leave the group at a minimum and most likely either kill the group on the way out or at least kill the rogue.

Your group needs to have a session about how to role play. This situation you are describing is toxic and could easily lead to "can't you take a joke?" to some RL hard feelings or fights.

Games are meant to be fun. Roleplay games generally have a group of characters that enjoy each other and want to either save the world or do something heroic. This kind of behavior of murderhobo is just not what Pathfinder or any decent game is about.


Bandw2 wrote:
Grond wrote:
A life draining martial character in heavy armor that will get back in health a certain amount of the damage it inflicts. It is the classic Shadowknight/Dark Knight class or abilities you see in so many other games. I would pay them to make a class like this.
hmmm, life steal isn't an ability in general in pathfidner now that I think about it.

Yes, I wish they would add it. I absolutely love that mechanic in games. Nothing quite tops literally adding insult to injury such as being able to heal yourself while hurting something else at the same time.


A life draining martial character in heavy armor that will get back in health a certain amount of the damage it inflicts. It is the classic Shadowknight/Dark Knight class or abilities you see in so many other games. I would pay them to make a class like this.


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silverrey wrote:
I will throw my voice behind the Dark Knight style class, or really any permutation of the classical vampiric weapon. The idea of a martial class that heals/gets stronger the longer they fight is almost the definition of the "Hero" image... At least in my head.

TO quote my earlier post in this thread:

I want a Shadowknight class that gives you a heavy armor martial build with the ability to inflict life drain damage through weapons or touch attack, can have an undead minion or two and finally gives the game this iconic type of fantasy character.

I love life drain melee classes and still can't believe we don't have one after all these years in Pathfinder. You deal X damage, you get Y amount back as health or temporary hit points. Such a wonderful way to add some flavor to martial classes.


KahnyaGnorc wrote:
Grond wrote:
I never thought of atheism in Golarion or most stock fantasy worlds as being a "there are no such things as gods" but more of "yes, they exist but so what, I'm not letting something tell me how to live my life" approach to viewing deities. It is practically impossible to deny the afterlife/gods/the things we in the real world can doubt in worlds where you routinely see undead, ghosts, demons, angels, demi gods and clerics of gods that when they pray to them they get real results.
Atheism literally is the belief in godlessness (from Atheos, godlessness), so what you are describing could be Misotheism, Antitheism, Antiworship, or some other similar term, but not atheism.

That is our definition on this planet. Other planets that have actual gods but ppl who choose not to worship them would probably call it something else but the closest we can relate to is atheism. I don't see any running around saying "How can anyone be a Misothist in a world where gods exist?"


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The Shaman wrote:
I found out I really like the Ulfen Guard / Furious Guardian. Has anyone tried taking it on a non-barbarian?

I went with a Viking archetype fighter. Still got rage but it made for a better bodyguard with shield feel that we wanted in our campaign. Very fun to play.


I never thought of atheism in Golarion or most stock fantasy worlds as being a "there are no such things as gods" but more of "yes, they exist but so what, I'm not letting something tell me how to live my life" approach to viewing deities. It is practically impossible to deny the afterlife/gods/the things we in the real world can doubt in worlds where you routinely see undead, ghosts, demons, angels, demi gods and clerics of gods that when they pray to them they get real results.


Antipaladins. I love playing one esp. the Dread Vanguard archetype that lets you function as a quasi-bard to inspire courage-ish your party. I always wish you could get more out of the spread disease ability on it but since everything you fight is pretty much dead at the end it doesn't seem to work well as a player character ability.


I went Viking archetype into Ulfen Guard. Works very well. I forgot to include Ulfen Guard in my earliest post about effective PrC. You just can't go wrong with Golarion's Varangian Guard.


Playing FF14 with the wife again after a two year or more break from the game. We came back a few months ago and have really enjoyed it.


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Browman wrote:

My guess is the new movie will have minimal impact and not be very good.

On the store side of things, FLGS need to adapt as businesses always have. Gaming cafe/ store seems to be the new way to go, along with a healthy supply of magic cards and Friday night magic.

This is exactly how my FLGS does it and it is doing amazing business. They have had to move locations once and are looking to move again just to have more tables for people to play.


Hellknight, Red Mantis Assassin, Living Monolith, Evangelist and Mammoth Rider are all pretty good.


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Nohwear wrote:
Grond wrote:

You should buy at least some things at the FLGS in order to keep in business. This especially applies if you are using their store and tables in order to run your game. Those stores cannot stay open if everyone buys product online. I lost a very good FLGS back in the 90's in the advent of online because people thought they were being smart with their money...and it cost us all a chance to meet and play together.

The town I live in now has a wonderful FLGS that has a crap ton of people that play there but most of them also buy from the store as well. I have a Paizo sub for several things as you can see under my name but I buy dice, other companies books and miniatures from the FLGS to help keep it going and to justify my taking up valuable space at a table in their store.

Thank you for putting it better than I was able to.

You are welcome and thanks for the compliment. I have seen first hand what online only buying from gamers does to the local gaming scene. It simply kills it dead because the FLGS can't compete with those price points.

I'd rather have a place to play and especially have a place for NEW people to come in and play than save a few bucks.


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You should buy at least some things at the FLGS in order to keep in business. This especially applies if you are using their store and tables in order to run your game. Those stores cannot stay open if everyone buys product online. I lost a very good FLGS back in the 90's in the advent of online because people thought they were being smart with their money...and it cost us all a chance to meet and play together.

The town I live in now has a wonderful FLGS that has a crap ton of people that play there but most of them also buy from the store as well. I have a Paizo sub for several things as you can see under my name but I buy dice, other companies books and miniatures from the FLGS to help keep it going and to justify my taking up valuable space at a table in their store.


Almost done with the first book of the Destroyermen series. It is a historical fantasy-ish series of a WW2 destroyer getting sucked into an alternate Earth where dinosaurs are still around and two sentient races developed that we don't have on our Earth. One is good, one is bad. What will our intrepid wayfarers do?

So far it has been good.


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The only thing I don't like is when you have certain races with features that lend themselves to really only doing it "one way" with pretty much any build. The most glaring example of this is fate's favored with the Half Orc. I have nothing against trying to make mechanics work better for you but it would be nice to have equally good options in different ways.

As for specific character builds I'm not a fan of one person wanting to be the DPS murder machine and essentially forcing other players to prop them up with heals and buffs and skill related face work.


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I rather enjoy pretty much everything about Pathfinder: I love Golarion, I love having APs come out that let players have self contained campaigns, I love modules for shorter sessions or one off groups, I love the options and tools that new books give on a regular basis.

I also love Pathfinder Tales and frankly wish we had more. If the site did not ask for you to be an already published author I would love to write novels in the setting. It is that solid.

Contrast this with D&D: you get very little books to give you options, routinely have sweeping changes to the lore and setting and you only have at this point one novel series to keep up with as a fan. And you better love reformed drow characters if you want to keep up with that one series.

I'm not bashing D&D, I love Forgotten Realms or at least the old version of it. I think 5th edition is hella fun to play. There is absolutely nothing wrong with both D&D and Pathfinder being fun and profitable for all involved.

I know which one I heavily prefer and as long as Paizo keeps producing things that I enjoy then they will continue to receive my hard earned coin.


Apupunchau wrote:

Hulk Hogan, Andre the Giant, The Rock, Stone Cold Steve Austin, Bret "The Hitman" Hart. Even fans outside of wrestling have heard most of these names. As a pro wrestler myself it always tickled me to think of making different wrestler characters using the Pathfinder system. Whether it was creating them as a real combatant, or making the the athletic stage performers they are here, there are many ways to go about creating a pro wrestler in your game.

Have you ever made a character that mimicked a wrestler? Have you ever made a character that used combat as a performance art?

What is your ring name? I'm a long time mark for pro wrestling.


25 point buy. Gives you good player characters just shy of too much cheese.


I liked the original series a great deal. I wish they brought Baron Zemo back to lead the group. Zemo is flat out one of the best characters Marvel has. Just ignore his terrible portrayal in that one movie.


I also am a long time Dr. Fate fan. This is the only racial change to a comics character that I approve of in that it at least makes sense. I just wish he would stop with the "Gee am I crazy? Should I even try to use powers?" crisis that should have resolved within the first three issues.

He needs a costume. And yes, I'll just say this: the art in the book is horrible. It is the worst major comics art I have ever seen frankly. It looks like something a sixth grader would do in art class. The penciller should be fired for an actual artist.


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James Jacobs wrote:
Drahliana Moonrunner wrote:
If you're hunting for female authors, may I suggest Ursula K.Le Guin? As an Oregonite, she's practically your neighbor, and she is the author of a story which became PBS's first foray into producing their own science fiction, "The Lathe of Heaven". She also is well known for her fantasy work as well.

I've read several of her stories and they haven't really interested me.

You'll note that there's one thing that all 11 of the authors I mentioned above share—they're mostly known as horror writers or DARK fantasy writers. The two exceptions would be George R. R. Martin (whose Game of Thrones stories contain more than enough to quantify them as horror, and who has also written plenty of horror stories himself) and Dan Simmons (who is a VERY well-rounded genre-hopping author, but who got his start doing horror).

I generally am not as interested in other genres, and as a result, authors who don't write dark stuff or horror tend not to interest me. Ursula K. Le Guin's stories aren't dark and creepy enough for me, and her writing style isn't interesting enough for me to make an exception as a result.

I have a suggestion that meets the supernatural horror and a female author guidelines: Laurell K. Hamilton and her Anita Blake series.


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Which of these two authors do you prefer, H.P. Lovecraft or Robert E. Howard?


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James Jacobs wrote:
Rysky wrote:
James Jacobs wrote:
Kalindlara wrote:

Will Mr. Wertz really get that angry if you feed Abadar to a deity-eating ultragod?

...is it safer not to find out?

I'm not so much concerned about Vic's reaction to the reaction to all the players who have Abadar worshipers. That type of stunt is the type of thing that "fired" a lot of Forgotten Realms plans when TSR did the Time of Troubles.

If I'm gonna do something like this to Golarion, I'm going to spend a few years dropping hints and doing foreshadowing about the POSSIBILITY of such an event in the future, rather than just springing it out of the blue.

*begins scouring over books for portents foreshadowing the Coinhoarder's end*
I can save you some time there. There's no such portents. It's not in the works. Folks would have picked up on that, in the way folks have picked up on the whole "Nocticula may be at some point in the future redeemed." If that story happens, it's not going to surprise those who have been paying attention.

One of things I truly love about Paizo and Golarion is the resistance to pull Time of Troubles shenanigans on players and DMs. I vividly recall how many campaigns I was in back in the day when my cleric of Bane and other player's characters were rudely told "well you don't really exist anymore" because of the surprise changes to deities and settings. I absolutely hate that kind of treatment to the source material and to the fans.


If they are 12 and playing Call of Duty then I think any AP is on the table. Just edit any sexual type situations as needed.

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