Jaelithe wrote:
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.
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.
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.
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.
What you get is something that is absolute murder at lower levels, pretty costly to keep feeding wands and works as power armor.
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.
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.
Gal, android magus with a tonfa If it's a more urban game:
Fal Diamond, android gunslinger/inquisitor/sleepless detective If we're looting from media:
Priss human synthesist summoner (humanoid) with a bard (80s rockstar) dip
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.
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.
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.
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.
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.
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:
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
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 Black Soverign came by a while ago and they drowned his army in wasps, so he left. Nomadic tribes:
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:
The Tribute Train:
Androids:
hogarth wrote:
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.
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.
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.
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.
Ninja in the Rye wrote:
I don't get it.
Irnk, Dead-Eye's Prodigal wrote:
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.
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."
James Jacobs wrote:
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.
With a happy beat, maybe a drum and
His honor stood against amubshes so he would shout out loud
Three cheers for [name] a man who's true and quick
A man of honor never backs down from any kind of fight
Three cheers for [name] a man who knows what's true
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.
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.
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:
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?
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.
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.
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:
Spells needed:
Optional:
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.
Now build another room with an open floor and a weak Reverse Gravity.
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.
Piccolo wrote:
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.
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.
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).
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.
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.)
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.
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..."
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. |