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Organized Play Member. 385 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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equinoxmaster wrote:
UNNECESSARY BEHEADINGS HAVE INCREASED IN GALT!!!

"BGN found to be full of slander and agenda, necessary beheading to increase in Galt."

-Galt Post


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I used up my desire for narrower options a long time ago. I mean in the home game anyone can allow/disallow what they want but as far as options go, the more the better.

I loved watching The Hobbit last week but it'd be on the bottom of the worlds I'd want to do anything in.


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I just want them to play dress up with the iconics. I'd like to see, in no particular order:

Ezren in a straw hat and overalls.
Seoni in a sundress.
Harsk in formalwear.
Etc.


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Bellona wrote:
"Orcas". Was that a result of spell-checker tyranny? :)

It's more of a tic.

And now I'm all for the land of awakened cetaceans. Because a sperm whale with ten levels of blood rager sounds pretty good.


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Change not needed. But then again, monks did have something cool, so I guess that had to be taken away.


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I'll just hit up the older editions for a Cat and say "kills 1d4-1 people a round."


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Jaelithe wrote:
Zhayne wrote:

Why not? Gods, assuming you use them, are not perfect in most game worlds. Especially not in Golarion, where most of them are idiots. They're fallible, they make mistakes, they might have this wrong.

And then there's always the loophole approach. "I have to guard this room at all costs!" "Well, we're not going to damage the room at all, just take that thing inside it." Angel follows orders to the letter.

You'd have to be the minion of an idiot to fall for that.

Or a highly intelligent being who weighs the options and decides that this party needs into the vault more than you need to guard it.


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Yo mama, based on all the jokes.


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I brought him into my game as The Royal Pant when it was time for mythic ascensions and one of the dudes says he worships the outer gods.

Otherwise I've always seen him as more of being a dick to people while waiting for his master to awaken and consume him as is right and proper. In that time he has been given (granted? burdened?) jobs but mostly he's entertaining himself.

I think that here in Pathfinder, I'd play with the other idea I had for him that would have been too much trouble in CoC.

So Nyarlathotep isn't an entity as we'd assume. It is instead a piece of Azothoth that is accessible to things in existence. There are primal chants and words of power, if you use them you tie into the mind of the slumbering mindlessness. What you get is kind of what you want, not like you're given a choice but it uses your mind as a connection to this world and picks up shape from there, which is how you account for all the odd forms.

The resulting spawn are loyal to their parent idea and able to recognize each other but otherwise more interested in playing around in the world, some as tricksters, some as genie style wish ruiners and some as strangeass murder things, because sane, happy and well adjusted people don't recite urspells to see what happens.


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Dice, oodles of pretty fresh dice, and an opulent dice rolling area/backstop done in subtle velvet.

Oil painting of dogs playing RPGs.

Second hand overstuffed armchairs.

Port and cigars.

Modern art sculptures and absenthe for coming up with ideas for dungeons/outer gods/exsurgent virus strains.

Use it to hire a burly fellow student to keep the riffraff out, also a velvet rope.


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So, here's how I would/will do it.

You have a suit of full plate +1 of ease, ease is a thing I made up that lets anyone wear the armor without penalties for non proficiency.

It has slots for wands, two on each limb and three in the chest. When you put a wand in the armor eats it, nom nom nom.

Each wand in the armor works better than normal, the wearer can activate one want a round as a swift action, any other activation is standard.

So you toss in a scorching ray to get your laser beam.
A shield spell makes your force shield.
Blur/invisibility for holographic defense.
Fireball as sort of a grenade.
Fly as flight.
True Strike as a targeting system.
Bull's Strength/Bear's Endurance/Orca's awesomeness as your enhancements and so on.

What you get is something that is absolute murder at lower levels, pretty costly to keep feeding wands and works as power armor.


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Don't we already have the synthisist summoner to do the power armor?

I stand by my threadcrap but when I get to my computer after work tomorrow I'll try to put up how I would/will do it in my home game.

The theme is egalitarian magic is technology.


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Investigator type characters are my spirit animals so I'm pretty happy about this.

Now to grump, because it is also in my nature.

I'd take out the poison use/resistance and keep them for an archetype.

Maybe drop the SA by a dice or two here or there, or don't, not really too important one way or another to me.

And pick some abilities from the Sleepless Detective.
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sleepless- detective

I'm thinking: Canny Sleuth, add the various spell like abilities to the formula list (blood biography etc.).

Also, I like the alchemy, feels less like jr. wizard and more like a dude figuring things out in a lab.

Maybe a talent for using firearms for more modern aesthetic games? Or another archetype?

At this point you can obsolete two classes at once.


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Gal, android magus with a tonfa

If it's a more urban game:
Hugh Manning, android Inquisitor (infiltrator) and assassin

Fal Diamond, android gunslinger/inquisitor/sleepless detective

If we're looting from media:
Priss android bard/ranger with snake companion

Priss human synthesist summoner (humanoid) with a bard (80s rockstar) dip


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A magic length of pipe that heats or cools water by five degrees (C)

A stone that uses magic mouth but only when you specify a time for it to activate.

Measuring cups that measure exactly what they say on the outside, extra material won't fit in and they won't pour until you put in the measurement exactly.

Beopere wrote:
A little cat statue that, when placed next to magic scrolls, becomes animated, sorting them into separate stacks by divine vs arcane, spell level, and school.

The cursed version of this acts the same until you try to use a scroll, then it will jump on the scroll, curl up and go to sleep.


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It's probably an evil act to make a kid work in a coal mine until they get black lung too. I'd say doubly so when you have a cheap and disposable replacment available.

LazarX wrote:
Creating undead is an evil act because it results in the creation of evil creatures. If the corpse you animated belonged to a non-evil creature, then you've even added to the sum of evil in the world.

So, the helm of opposit alignment fixes this problem.


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Ravingdork wrote:
Artificer stomps the alchemist in cool factor.

With robot legs,


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Or could it be placed in a small sealed container and thrown at wizards to prevent escape?


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Being called mythic, I assumed it was supposed to go over the top, while riding a flaming tiger.

That said, I do feel that casters got more than martials and would have liked some more gonzo fighter powers.


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Remember, as soon as the ranger was held, retreat meant death for him, which means trying it again one man down and with the dire consequences from the GM.

The second thing is that, at low levels Pathfinder is closer to Call of Cthulhu, "The orc mook gets a crit... 16 damage." means the end of any level one and half of the level two people.

At this level, an enemy force with any kind of ability to prep is a pretty sure TPK. At that point, a mobilized enemy can easily hunt down the PCs in the lair even if they do withdraw.


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In totally different news, I like the Warlord, which I suppose is similar to the cavalier or some such but I still like it, I'd give it the "counts as fighter for feats" deal and add it.

The Voyageur however is totally broken in half, as the unquestioned lords of the canoe and kings of hirelings I can't imagine a party wanting anything else to travel the great lakes. If I were an NPC warrior or scout I'd hate those guys.


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Sleepless detective does everything the inquisitive was supposed to. I love it and go to it like a bear to honey. It was made for gunslinging rogues.

Should give armor proficiencies for the armored jacket/trench coat and fedora though


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Being a narcissist I prefer to use Simulacrum for orgies.

Or sell them, a seventh level wizard thing is worth quite a bit I'd assume.

Or franchises. There's a wizard in my game who's set up shop in every important city in Numeria. He specializes in low level crafting and transport/shipping.

Which reminds me: Summon Monster III.
Because you can use it to get creatures with greater teleport at will. Who can be given bags of holding with things inside. Or people holding their breath.


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I'm running a Numerian game now, I yarble about it down in campaign journals. But here's what I've put in so far mostly in the South East section:

Gladshire:
A hundred years ago it was a bandit fort hiding from the River Kingdoms. Then the bandits families moved in. Then some retired. Then merchants came. Then they needed farms and livestock. Now it's a fair sized city of 3,000ish people with a central keep being the original fort and rich part of town also a semi-slum. The central fort has two sides, the East side is mostly nice free standing houses owned by the original settlers families, quite nice. The Western side is all buildings, on top of buildings, next to buildings, three stories tall and kind of one building but with many houses, shops etc inside.

They cheerfully pay tribute to the Black Soverign once a year and he does not care about them.

The government is a semi-libertarian city council that collects taxes from merchants, traders and adventurers, maintains the militia and a happily corrupt town guard.

Tin Holes
Settled about 200 years ago by six dwarven clans and four human clans in commercial alliance. The city was originally fairly large sitting just above the hills and mine shafts.

The town is a mining town with about 1,400 citizens and 200ish non-citizens.

Over the years as the mines had to stretch deeper and farther, the city brought in a fairly powerful wizard who worked with the local artisans to refit the played out tunnels as a double level city, with some houses grown out of the ceiling and the rest on the floor as normal. Now most of the dwarves live underground and the upper town has shrunk a bit.

The city functions more like a worker owned company town, with each citizen owning shares in the city, average people have between five and ten shares while more active workers averaging twenty or so and a small few holding up to a hundred (the maximum any one person can own). All town issues are done by vote where one share equals one vote. Non mining businesses are taxed with the proceeds going to the mining company. Each year a share can pay out 3d6 gold as profits are distributed.

Slavery is illegal within the town as the residents view hard work as a point of pride for free men. Given the insular nature of the town, both an escaped slave and the pursuing slavers would both get a chilly reception and little help, the slave as a poor outsider and the slaver as the backbone of the lazy.

They pay tribute to the Black Soverign in the form of raw metal as well as it being an open secret that many shafts hold gunpowder caches and any attempt to take the mine would result in its' loss.

Thriae Hive
The bee ladies have a nice hive here surrounded by several kilometers fo beehives and gardens. People sometimes come to ask about the future which they will share for gold or healthy males (one per question).

The Black Soverign came by a while ago and they drowned his army in wasps, so he left.

Nomadic tribes:
While varied greatly most are under a hundred members strong, they travel the scrublands on horseback, with their greatest warriors taming dinosaurs to use as mounts. Most of their existences are hand-to-mouth but some raiding and slaving provide them with trade. They live in yurts, value riders and many tribes carry idols, wood, stone and bone being the most common. Now and then the tribes will meet in a great gathering where territory will be loosely defined and other mixing happens.

Their spiritual leaders supposedly have a secret valley somewhere full of stone idols, each bearing the most potent memory of legendary warriors, sages, clerics, chiefs and others.

Slavers:
Bands of slavers move through the region in the summer, they most commonly use a large carte frame with their slaves shackled in the middle to walk or be dragged. Most of them make large circuits heading south to avoid the winter.

The Tribute Train:
The Technic League and soldiers of the Black Soverign march from town to town making a one year circut away from the capitol. The force is pretty impressive holding about a hundred hardened warriors, a few wizards from the Technic League (low level, higher level ones teleport in if they need to) and several gearmen. Messing with them is a bad idea.

Androids:
Have been around for a while but are getting more numerous and are completely unconnected to the Silver Mount. The Technic League is taking an interest in them but more of a hobbiest one.


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hogarth wrote:
Rumtum wrote:
I don't think the Aboleth could prevent the Azlanti from finding/worshiping the Gods any more than they could prevent the Azlanti overstepping other boundaries.
I agree; in a world where the gods can speak directly to mortals (if they so choose), I'm not sure how you can prevent the gods from doing so, other than by being a god yourself perhaps.

Once someone showed up and said: "Hey Bob, check it out, I can raise the dead and heal with a touch." Gods would become a new commodity/resource no civilization would want to be without.


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I'd be happy with better descriptions of the place for a start. I mean it's got crashed spaceships, a deep one infested lake, evil, ebil, EVIL technomancers and a barbarian king. The Inner Sea guide throws around the word "brutal" like Lovecraft if he only knew one adjective but not much else.

I'm about to start a game set there and I've decided to give it a Mongol feel with dinosaurs added on, because: hell yeah.


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Because when I sit down to play, it's the PC's story, not the story of the gods. They can stay in the background but they don't get to barge in all the time.


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So to bring up a reason to have a space station/moon base. Weight is less. One hundred pounds weighs about 17 pounds on the moon.

I haven't looked at the spells yet, but there must be some with a weight limit in the creation/alteration type that can take advantage of a free increase in summoned/altered mass.


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Lovecraft was racist for his time, more importantly, he is racist in ours. On the other hand, such views can also be found in Conan and if I recall, about half of the books listed as the influences for D&D, also so much misogyny etc.

Going back to Pathfinder, the world is not Lovecraftian. The lack of metaplot is not the same as a lack of agency on the players part. Even though the Dark Tapestry is meant to be creepy etc, it only is if the players want it to be. Otherwise it's some abilities/powers that are balanced against most others.


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Ninja in the Rye wrote:

Lovecraft, Lovecraft, Lovecraft.

GM: You see [a monster], make a Will save."
Me: "Is it a Su ability"?
GM: "Nope."
Me: "... Ex?"
GM: "Nope, you just can't handle seeing tentacle face over there, the fact that something like that exists is too much for you simple human brain."
Me: "So the hordes of the dead rising and unseelie fey creatures trying to steal our skin we already faced had no effect, but an overgrown jellyfish from space is just too much? Okay then."

I mean, Call of CtuSpaceSquidlu is probably a pretty fun game for people who are interested in a horror game that they are all but destined to lose because their poor human character's tiny brains will eventually shatter because they're forced to view something 'other', but that sort of thing doesn't appeal to me, and I hate that it randomly pops up in the middle of published adventures.

"Tentacles, all hope is lost!" is bad enough, but the man himself was an extremely racist, homophobic bastard on top of it.

I don't get it.


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Summon monster to call out the mascor?

Pompoms can just fit around a starknife.


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Irnk, Dead-Eye's Prodigal wrote:

Actually R.Talsorian is even now working on re-printing & re-publishing Cyberpunk. It took several hits in the late 90's & early 00's because of R.Talsorian spreading their focus somewhat, & the abysmal Fusion engine didn't help matters any either, but it is still a going concern...

Just not one that gets as much press as Shadowrun.
As far as Shadowrun being Transhumanist...
Granted, I'm not really terribly certain about all the ideas involved in Transhumanism, but not really unless there is a lot more that's changed in Shadowrun since I stopped reading the books back in the mid nineties.

That's Fuzion according to my old Bubblegum Crisis ruleset (the ADP one did cyberpunk quite well).

Oh, and GURPS cyberpunk is still supported but I'm not sure if GURPS games count for that.

Shadowrun's okay but it's also the game that said if you modify yourself too much you drop dead and lose your connection with magic, which is a bit less transhuman than others.

It's also built on an entirely different aesthetic of gritty angry 80s-90s looks and fears.

Back on topic: I shall make a pronouncement: Pathfinder is post apocalypse swords and sorcery, not medieval fantasy, never has been.


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Mikaze wrote:
One of many reasons is that gay and transgendered players exist. It sucks to always be treated like an outsider. Just ask non-white players of early editions. Inclusiveness (and treating people like people) is not political correctness.

Well, it is, but the thing is that there's been a long and successful bit of social engineering designed to move the idea of political correctness from "being a decent human" to well, "PC BS."


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James Jacobs wrote:
Journ-O-LST-3 wrote:

So what would be the research DCs for spells to harvest, modify and replicate* nanobots? How useful would a wand of Divination be in this

The main modifications would be to disassemble, fabricate, scout and augment. Scout would require them to return/report to a crystal ball or other such thing.

The research DCs are not yet ready... but it's easier to use technology crafting feats and skills than magic crafting ones. And tech craft feats are also not yet ready for print either. Maybe some day...

Here's the thing. Magic is technology. It works in the same empirical way. Sure there's a bunch of stuff about how you need the proper stats/family to do it. But, if I spend the time memorizing a teleport spell every day, and every day I teleport to the same place with the same word, with the same margin of error. It is science.

The things I've been talking about squirming into a Pathfinder game with uses of spells: mass drivers, space stations, nano swarms, thnk tanks (high level mage uses a lot of simulacrum spells, they use lots of divination magic) using magic to emulate tech skills long enough to cast fabricate etc....

They're all just noodling around. None of them do what Sci-Fi should be doing. Which is exploring ideas and what a society is like when things change or certain ideas are the norm. You don't need to add nanobabble to do that in a game. Adding tech will largely just be more numbers to keep track of and eventurally just another way to get a +# to something or for a class to attack or defend or whatnot.


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With a happy beat, maybe a drum and
Let's hear a tale of pious [name] a paladin brave and pure
He will be sure to tell you that out for all to hear

His honor stood against amubshes so he would shout out loud
Bringing down upon his friends a very angry crowd

Three cheers for [name] a man who's true and quick
He's never-yealding against the weak and sick

A man of honor never backs down from any kind of fight
But even honor knows the weak sometimes won't act right

Three cheers for [name] a man who knows what's true
He'll send his minions right in first cuz that's just what you do

And so on, just adjust the words for actions and keep alternating between the verse and Three cheers chorus. Pay a bard to write it and a couple to preform it in another part of the land, wait a few months and see if it memes over to where you are.


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Bellona wrote:
Ouch! I can understand why that ruling was made, then. But I think that I would allow it in space for habitat construction purposes only.

That ruling comes from 2nd edition letters to Dragon. But my understanding was that you can't use them to cut things but can make bridges etc.

As for the demons, clearly you need a golem factory first. The campaign will be called "Secret Moon Wars." The sequal will be when the moon-golems break free of their master and invade the planet below.


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As for writing a letter, it's a waste of time. As long as the paladin is un-fallen the church won't care what he does to who. I mean paladins do have the approval of their god flowing through them. If that's there, I can't imagine some church official mouthing off to them.

Lincoln Hills wrote:

All right. This is not a paladin alignment thread: you just want to know how you, as a fellow player, should react to the paladin's actions.

My advice - given your alignment and class - is to use the gambit TVTropes refers to as "Your Approval Fills Me With Shame." Congratulate the paladin often on having the foresight to murder a bunch of helpless people. Be sure to mention that even you - a trained killer with no pretensions toward lawfulness or benevolence - thought that was "ruthless" and "pragmatic." If any situations come up where information the prisoners could have told you would have been useful, say, "I sure wish you'd allowed me to torture information out of those prisoners before you had them smashed to death." Mind you, a little of this goes a long way. If he loses his paladin powers, be sympathetic and supportive.

Hire a bard to write a funny song about the brave paladin who sent a minion to kill weakened prisoners, pay him enough to get it to include implications of cowardice, cruelty and stupidity?


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Sure. Though in air you'd have wind trying to move the station around, also you'd be pretty vulnerable to dragons and other jerks who can fly.

As for the anti-magic shell, you'd lose one to four wall sections depending where it was dropped. Then you'd lose atmosphere and people who got sucked out would do so through an anti-magic shell.

As for the rod, even if it's not holding reletive to the planet/moon, it can be reletive to the sun as long as it's in the solar system. Every 4000ish miles up weight goes down by 75% or so, so at 8,000 miles it's under a pound. However, as long as you're within distance of the moon which is a bit over 200,000 miles things orbit, so you're still within distance for quite a bit.

It'd be a bit easier as a moon base.


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Don't see an edit button anymore, I made a mistake there, the 22,000ish miles is for geosynchronous orbit, again you likely would not know this. Unless you get your hands on some kind of divination spell (Contact outer plane comes to mind) and start asking about the best places to go. The five lagrange points would be similarly hard to find but doable.


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I've been noodling around with space station construction for an antagonist in a future game, this looks like a place to dump it.

Items needed:
Necklace of Adaptation
Immovable Rod
Bottle of Air
Seven s!$~-tons of diamond dust

Spells needed:
Greater Teleport (eventually Teleport Gate)
Wall of Force
Permanency

Optional:
Wall of Stone, Stone Shape

Step one, teleport a few thousand miles up (22,000ish gets you to the Lagrange point but you likely don't know about that).

Place Rod and activate.
Anchor a Wall of Force to the Rod, you now have the beginning of a floor.
Permanency that wall.
Teleport home or just hang out until you get your spells back.
Keep adding Walls of force until you have all six sides sealed.
Toss in the bottle of air to make an atmosphere.
If size permits, use wall of stone to build the interior structures.
If you do that, grab a bunch more Rods to support the weight (8,000lbs/rod)
Space Station is online.

Now build another room with an open floor and a weak Reverse Gravity.
Use this room to open gates to the plane of Earth and grab huge chunks of rock to rain on your foes/the people who laughed at you.


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How much do you want to play Call of Cthulhu? How closely do you want to stick to the themes and such of that circle?

How much nihilism do you want?

If you're going off the old books, Azathoth is the swirling nuclear chaos in the center of the universe, should he awaken he will end existance, compress everything and restart the universe with a big bang event as the best case scenario.

On the other hand, Pathfinder is not about that, it's about big damn heroes who don't make SAN checks and live in a universe that kind of loves them.

Then again, the furry toad mostly just pretends to sleep and ignores people if they go away.

If you use the Delta Green stuff about Hastur, he's not even a thing but Entropy itself with a love of madness.

They could indeed be "protecting" the material simply by existing, as no one wants to bring active entropy back to their home much less any of the other Old Ones.

To kinda suppor this, a Star Spawn of Cthulhu is CR 20, the book says that Cthulhu is to them as they are to commoners (CR 400?) and he is but a preist of the Outer Gods.


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Piccolo wrote:

Fun Fact: Faerun didn't have the cultural complexity that Golarion does.

Fun Fact Part Two: Did you know that the Eastern Chinese/Japanese types in Faerun were VERY much separated from the rest of Faerun, UNLIKE Golarion?

Faerun the pseudo-medieval Europe? Or the whole planet? Or the setting where random settings got dumped because novels were big at the time? Because I'll hold Al-Qadim up above any non-Eberron setting produced since for a well presented culture integrated into the rules and setting.

On the other hand, after a bunch of years of D&D I'll go ahead and say that the setting debate does little for me. Because, I've had enough of the bog-standard settings, be they Greyhawk, Forgotten Realms* or all the other kinda-sorta-medieval-Europe-except-the-parts-we-don't-want-to-deal-with-and -with-some-stuff-from-other-places-and-times-but-because-ninjas-are-cool.

I'm not really sure what your second fact has to do with anything else with the whole Forgotten Realms being a huge mess from too many sources yet somehow not connected. With the people connecting to gods all the time and having high level wizards building their lairs on other planets yet somehow no one has heard of this island a few hundred miles away.

*I'd play the hell out of Al-Qadim, The Horde or Mazteka, I'm just done with the same bog being slapped around.


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baalbamoth wrote:
sad story

You have three options:

Just grab OP builds and join in. Tell the GM that there was an accident in the game and all the monster CRs are 2-4 points too high.

Talk to the player and see if your and their styles work. Some people don't fit every group.

Give up on PF, it is full of system mastery and building PCs is more or less a science where there are right and wrong ways to make each class/race combo. The game is full of traps like Burning Hands and Endurance designed to punish people who move away from the optimized way to build.

I guess, talk it out, love it or leave it.

PharaohKhan wrote:
One of our first adventures was part of the G series"Against the Giants". Oh, did I mention that everyone else was level 30+?

I confess, most of the original/2nd edition I played, no one made it that high without the DM being made of marshmallow stuffed pillows.


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Flying Polyps since we have Yithians.


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Tarl Cabot is that you?

Depends on the culture and what assumptions/morals are involved in the game. As well as how deep the GM wants to go into slave mentality/psychology etc.

On the lighter side, like Jefferson you'll own your kids.


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To steal from Call of Cthulhu's Pulpy "The Thing on the Doorstep" (I don't have the book in country with me, so the clues won't be in verse)

1. A 3-6 meter wide pit 100 meters deep, the other side is 10 feet below the starting. The other side is covered with sharp spines except for an idol of an evil looking spiny god (Glakki).
Clue: About trusting yourself to the embrace of the god.
Solution: Jump into the outstreched arms of the idol. Your weight will tip the idol forward causing the floor spikes to retract.

2. Idol of fleshy greedy god with hands outstretched (Cthulhu) totally safe passageway beyond (5 meters down the passageway the whole floor turns into a pressure plate, runs for 10 meters, more than 33 kilos triggers, causes celing to open depositing tons of rocks, rubble and people who fell down the pit from trap 1 for massive damage)starting after the idol.
Clue: About giving your valuables/children to the god.
Solution: Placing weight between 2-7 kilos in hands of god turns off trap for five min, then hands reset dropping offering.

3. Big long room, wall covered in small holes, floor filled with mud/snakes. Anyone walking through gets darted all the time and attacked by a perpetual snake swarm. Snakes get better poison (Hail Yig.)
Clue: Yig will not bite his children
Solution, wriggling/seal crawling across the floor keeps you below the dart-line and the snakes don't mind.

Pretty easy but still I liked these.

DoctorYesNinja wrote:
One facet I haven't seen anybody post about is this: Would D&D characters know pi, fractions of pi, or uses of pi? If the answer to even one of those is no, then that wouldn't be a good riddle.

I wondered that too. At various places around the world I think PI has been known for at least 2000 years (at least to 3-6 decimal places). So a PC who has an interest in math (Cypher mage, priest of god more Kabalistic in nature, or some kind of academic) might know. Or the number mage from the old Al-Qadim setting. The average person, no.


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How about some kind of British smuggery? Make a rogue of the gentleman type and play him as a bastard. You'll need a good symbol for your elf. Something black and sinister with a sense of menace. Perhaps and adder? Yes, a Blackadder would do nicely.


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The secret is booze.


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blackbloodtroll wrote:
If it helps, my character is unarmed fighter lizardfolk with a charismatic personality and a southern gentleman air.

"You Sirh have offended my honour. Ah demand a duel." *Sound of lizard gauntlet hitting turtle monk.*

If he accepts, murder him to death.

If he declines never listen to him again:

"Why did the road cross the chicken..."
"Silence useless coward."

Also, why are you guys letting someone with a vow of poverty figure out the loot distribution? Everyone I know who has a hobo do their finances is a hobo.

Lastly, coming from much older editions and styles, sure go ahead and kill his character. But make sure you are ready to take at least one other PC out as establishing the pecking order of a party is never quick and easy. Also expect to have to do it often, leveling up or new characters joining etc.