Hi Guys, These orders should have been combined but were not. I have now received confirmation that the order 3562097 is closed and cannot be combined. I hate to complain about shipping costs again, but we gamers in Australia already get hit hard with postage, so some assistance would be appreciated.
Hi Guys, I have just got confirmation of this order as shipping but before it got set to shipping, I ordered a few items to be added to the shipment to save on postage (plus adding an additional subscription). Alas, both the additional items and the subscription were not added to the order before it shipped. What gives?
I would imagine a skeptic would make the roll an opposed one, although true indoctrination would be in a place where the church can "make the most" of the situation (i.e. behind closed doors). Atonement would definitely be possible, and may require the reverse process to be accomplished. The difficulty may be based on the length of time since conversion and how well they were "brain-washed" (DC may be the Priest's Bluff/Diplomacy/Intimidation roll as a base). I would imagine though that from a Role Play perspective, the healing process would take day/weeks/months. Obviously Atonement as a spell may also have an affect.
Hey All, I have been running the Masks of the Living God module for a few weeks now, and the heroes are now in the thick of it. During the process I started to think how effective the Church of Razmir would be at converting the masses to its way of thinking. Here is what I've come up with. Keen to hear your thoughts: Converting to the Church of Razmir The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as through dubious ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break mentally, or in some cases, rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks, with the aim being that their personality can be “rebuilt” in the image of The Living God.
Description The priest may use their Bluff, Diplomacy or Intimidation skill (depending on their methodology) in order to attempt to convert a target to the ways of the Church of Razmir. The DC for such an attempt is based on the attitude of the target. Priests of the Church of Razmir usually take their time to cultivate relations with people within a settlement before attempting to assimilate them to the ways of the Living God. Razmiran priests are cunning, and normally before an attempt is made, the priests have carefully selected an individual or target group. Treat all attempts in this fashion to be the same as the use of the Diplomacy skill where the target must be made at least Friendly before conversion can commence.
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Description A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
After a little more thought, this is what I came up with: The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as through dubious ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break mentally, or in some cases, rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks, with the aim being that their personality can be “rebuilt” in the image of The Living God. CONVERSION (Skill Use) Description The priest may use their Bluff, Diplomacy or Intimidation skill (depending on their methodology) in order to attempt to convert a target to the ways of the Church of Razmir. The DC for such an attempt is based on the attitude of the target. Priests of the Church of Razmir usually take their time to cultivate relations with people within a settlement before attempting to assimilate them to the ways of the Living God. Razmiran priests are cunning, and normally before an attempt is made, the priests have carefully selected an individual or target group. Treat all attempts in this fashion to be the same as the use of the Diplomacy skill where the target must be made at least Friendly before conversion can commence.
RAZMIRAN INDOCTRINATION Description A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
Tacticslion wrote: That means that if a person fails three saves in a row they are converted. Is that what you want? That was what I was going for yes, but was perhaps looking for something that worked with existing rules within the system. Quote: What is the duration of an Indoctrination period? Random? Is it "this happens until it works?" Basically it happens until they are converted. I guess its akin to what happens to the main character in 1984. The Church attempts to bend them to their will until they break. Quote: You may also consider the following elements: making them one step more "friendly" (similar to the Diplomacy effect) to Razmiran tenets with each failed save. By the end, they become entirely devoted. This makes the transition more gradual, but also thorough and explainable. I had not considered that. I might do some more research. I also want the reverse to be true when people attempt to "redeem" people who have been "converted".
OK, so after thinking a little bit more, here is a statified version: The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break, go mad, or rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks with the aim being that their personality can be “rebuilt” in the image of The Living God. The following rules apply when a character is forced to endure Razmir's Indoctrination process: RAZMIR INDOCTRINATION
Hey All, I have been running this module for a few weeks now, and the heroes are now in the thick of it. During the process I started to think how effective the Church of Razmir would be at converting the masses to its way of thinking. Here is what I've come up with: The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than “rehabilitation” and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break, go mad, or rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks with the aim being that their personality can be “rebuilt” in the image of The Living God. The following rules apply when a character is forced to endure Razmir’s Indoctrination process. Each day that a character is subjected to this type of treatment requires a DC 5 Will Save. The following modifiers apply to the DC: > Each additional day the character is subjected to indoctrination: +1
Thoughts and additions would be appreciated.
Morning Guys, I have just updated my latest order and for some reason the order's shipping appears to be excessively high. I have compared it with other orders and none appear to have reach the amount quoted: $71.51 I am happy for it to take longer to reach me (the 10-20 day turn-around) if it means less money on postage (I believe in giving Paizo my hard earned dollars, not UPS). Have there been any increases of late?
Morning Team! Can you please cancel my subscription of the Pathfinder Adventure Card Game as of right now. Its been fun, but we rarely get to play Rise of the Rune Lords as it is. Its a great game, but I'm just not that much of a completist :) Also, please cancel my Pathfinder Cards subscription after Social Combat.
According to what I'm reading: Fame = TPA
Right? Except that perhaps you cam have a TPA with a faction/organisation which is different to that of your Fame rating? Did I also read that you can only be a member of one faction? Or was there something about belonging to two, but one is always reduced by a factor of something? Too many books Paizo!
Yes, the Fame and Prestige is taken from the Campaign Guide and used to great effect in Occult Mysteries. The part that's throwing me a curve-ball is that Razmirans are also mentioned in the Faction Guide. Obviously the Faction Guide was done some time ago. I'm just wondering if there is a combination of the two systems, a conversion, or if they are two totally different systems that the GM would have to use. Seems to me its wanting to be used together.
Actually I'm doing a writeup for my campaign regarding the Razmiran Church. I found the entries in the Faction Guide and the Occult Mysteries to be compelling but the former is using Prestige, and the later Fame. I didn't think the faction guide was primarily for PFS Play, although I did note a couple of times they used language to indicate it could also be used in "home play".
For the record, this is what I rolled randomly for the background from Ultimate Campaign: Homeland: Non-Elven City or Metropolis
Afternoon/Morning All, I have been sapped for the moment of creative talent, and am looking for a background (it doesn't need to be an epic) for an NPC who will joining my party (the NPC will be played by a player who's character is prevented from going on this part of the story). Here are the stats: Delshandra Laetanlhûn
The most I have so far is that she has a chip on her shoulder, comes from the lower class, still has honour as such, and is indebted to one of the Speakers in the Nirmathi Council. Any help would be appreciated.
How's this... Yet more SPOILERS!: This is what I included in the latest letter to the party from Adrissant:
"I have been attempting to monitor the conditions in Illmarsh however the happenings there made the situation somewhat problematic, and I was unable to ascertain where you might be able to be contacted next. Indeed, I almost dared hope that you would fail to survive the events transpiring in that town - I would have considered that more than a fair trade for failing to obtain the Raven's Head. Yet, when the figurative smoke cleared, I was disappointed to discover that you had not only emerged from the chaos intact, but were bearing the very relic I had sought for myself. I should point out that this is more of an inconvenience rather than a requirement for my plans. It was, after all, one of the greatest blocks in my research. But as they say, there is always more than one way to skin the proverbial cat."
Blast! Further SPOILERS Ahoy!: Well looks like I botched that well and good. I can see a ret-con in my future as I've made it quite clear that the Raven's Head is part of the formula. Again - BLAST! I guess another way would be in a letter from Adrissant. He would state something about the heroes thinking that they have the upper hand, but clearly they had it wrong. Perhaps about something that this was a sticking point for him in his research, but that there was always a substitute.
Hello All, This topic is heavy with spoilers, so is you're a player - BEGONE! But if you're a GM - PLEASE HELP! Carrion Crown Recipe (SPOILERS):
The following items are required for the Carrion Crown: The spirit of the Head Warden, Lyvar Hawkran (Haunting of Harrowstone, Heart of the Wolf-Lord (Broken Moon), Skull Fragments formed into that of a skull (Broken Moon), and the Raven's Head [ Wake of the watcher).
Firstly, is this correct? Second, what does each component do - in the creation of the Carrion Crown? Where can I find this mentioned in the AP. Now my next spoiler: Events in Wake of the Watcher (SPOILERS):
Given that the heroes end up with the Ravens Head at the end of Wake of the Watcher, how can the following sentence from the last book in the Series, Shadows of Gallowspire, be true: "With the components of the Carrion Crown elixir now assembled..."? Did I miss something REALLY important? The PCs in my game have the Ravens Head, and they believe that the Carrion Crown can't be created now that 1/4 of the components are outside of the Whispering Way's reach. Again, PLEASE HELP!
I have a VERY simple question. In the first paragraph of the next installment of Carrion Crown (Shadows of Gallowspire), it says this: "With the components of the Carrion Crown elixir now assembled..." Did I miss something here? Aren't they missing something that is now in the hands of the PCs for the last Adventure (Wake of the Watcher)? Am I missing something?
Of the things I wanted in, I got the following:
4 out of 6 is OK :) The harbour master has been paid well to remain tight lipped about the gnomish evil-doer who is the one responsible for attacking the tree.
This is what I came up with: TITLE: Bag Things Come in Trees
ADVENTURE: - PART 1 -
The heroes can purchase goods whilst they are here and there are some magic items to be found in the city. - PART 2 -
The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed. - PART 3 -
The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree. A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid. If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts. Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used. - PART 4 -
The heroes visit the shop, perhaps purchase some items and continue their investigation. The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful. A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town. If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling. - PART 5 -
If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer. If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards). If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy. If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.
For the record, this is what I cam up with: TITLE: Bag Things Come in Trees
ADVENTURE: - PART 1 -
The heroes can purchase goods whilst they are here and there are some magic items to be found in the city. - PART 2 -
The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed. - PART 3 -
The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree. A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid. If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts. Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used. - PART 4 -
The heroes visit the shop, perhaps purchase some items and continue their investigation. The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful. A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town. If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling. - PART 5 -
If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer. If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards). If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy. If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.
Hi All, I am currently running the Price of Immortality Trilogy, and the heroes are on their way to Tamran via the Tourndel River. They are about to make a stop along the way at the Three Pines Ford. Three Pines Ford is along the northern (or Lastwall) side of the river. I want a short adventure at the town and for the life of me, can't come up with a short adventure. I need the following:
I've entitled the "episode" as Harbour Master's Bluff Any assistance would be greatly appreciated.
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There is a new report in the journal "Intelligence" that proposes that people have grown dumber since the Victorian age. They came to this conclusion by studying the time that it takes to react to stimuli, rather than by looking at IQ tests which has been the standard measure until this study. Thoughts?
In a couple of discussions about using the Scarred Lands with Pathfinder, one of the consistent issues that has come up is the lack of a hunter themed sorcerer bloodline to use with followers of Hrinruuk. So I just threw together a suggestion called the Hunt Child bloodline (Now renamed Child of the Hunt). Anyway, look it over and let me know what you think. I am pretty sure that there is lots of room for improvement. Child of the Hunt Bloodline
Michael Bay has confirmed that he has inked a deal to direct Transformers 4 set for release sometime in 2014. Story
I don't know why but there is just something soothing about pop songs being performed by a bunch of monks. Spoiler: Yes I know they aren't really monks
In the old Enemies and Allies book there was a group of adventurers called the Band of the Hand. They were a group of mercenaries who's only loyalty was to their paycheck and could be used as rivals of the PCs. I have been looking for a group to serve as a foil for the PCs in my own campaign, and since the Hand roughly mirrors the make up of my group I thought that they would be a great foil. I will warn you though, they are not a direct conversion, more of an adaptation to fit my needs.
Disclaimer: I know that this can be a controversial topic. Please keep the discussion civil. Okay, so I keep hearing people say that they don't like catfolk in D&D/Pathfinder because they are "too anime." However, the first time I encountered catfolk was the Rakasta in Mystara clear back in 1991 or 1992. At that point the only anime that I had encountered was "Battle of the Planets," "Starblazers," and "Robotech" and didn't even know there was a term "anime." So I have always considered catfolk to be part of D&D lore and have never questioned their inclusion. I am interested to know how the community at large feels about it, so please share your thoughts about the inclusion of catfolk. I am more interested in the thinking behind the positions so if you would, please explain why you feel the way that you do on the subject.
Arderians Arderians live in the floating clouds of Arderial, high above the surface of the Moonlands. They are naturally gifted with an ability to fly, and love to spend their time floating among the clouds and soaring high in the stratosphere, where day gives way to eternal night. Their magic deals with the air and the weather, and although such magic may, at first glance, appear to be weaker than explosions and earthquakes, it is no less dangerous. Personality: Among the Moonlands, the phrase "putting on airs" means acting like an Arderian. Arderians are known for being proud and vain, which is rather alarming when one considers that this means they are even more so than the rest of the Magi-Nation. In their opinion it is only just and right that they inhabit the region that soars above all others; they take it as proof if their inherent superiority, and they enjoy spending their idle time lazing on a cloud and gazing down at the other Magi far below. Arderians are typically soft-spoken and somewhat dreamy, as one might expect from a race that enjoys the utter freedom of magical flight. Yet despite the impression they give, Arderians are temperamental, and take slights as personally as the other races. Unfortunately for everyone, it takes some time for Arderians to work up a good fury when they are offended; as a result, they often exact their vengeance hours or days afterwards, which has given them a bit of a reputation for being as unpredictable as the weather. Physical Description: Arderians tend towards the tall and thin; tall because their environment offers them no restrictions, and thin because the lighter they are, the easier soaring is for them. Arderian physique tends not to be as athletic as those of the ground-dwelling races, but rather softer and smoother as the gentle soaring does not but as much stress upon their muscles. There are exceptions, of course, and those Arderians who spend a lot of time on or near the ground tend to be more buff than their fellows. Arderians are light-skinned, even pale, and their eyes are usually light colors found in the summer sky. Their hair is most commonly blue, although shades from plum to blonde to gray are not unknown. Arderians prefer to wear their hair long and loose, as it looks best when blown in the breeze. And they make sure there are enough breezes at all times to show off their hair to best effect. Attire: Arderian fashion follows the same trends as Arderian hairstyles: "long and free looks best on me." Most Arderian clothing is loose, with lots of long dangling sashes and billowing folds. At times when the expansive and decorative wardrobe would be indiscreet when blown about, tight underclothing is worn beneath to provide modesty with minimal interference with the windblown look. Arderians accessorize with light jewelry. They are especially fond of butterfly wings (treated for durability) as they provide maximum color and beauty for minimal weight. Arderian Society: Arderian society is as free and unorganized as the winds and clouds themselves. Arderians are a rather intellectual society, spending countless hours debating philosophy, writing poetry, or idly - and rather wildly - speculating on the activities on the surface of the Moonlands far below them (this activity they term "groundwatching"). Children are allowed to soar about as they please; Arderian parents perhaps enjoy less parental concern than any other race in the universe; the heavens are slow to anger, and the children are incapable of falling as they soar gracefully from cloud to cloud. However, this freedom is not without a price. While blessed with freedom and security, many Arderian children lack the discipline of other races' offspring, and tend towards whimsy even when times are serious. Names: Arderian names are very reminiscent of their region: open and airy. Vowels are round and full, and often found in pairs and diphthongs. Most consonants are soft. Adventurers: Not all Arderians are condescending. Those who speak up about the value of the other regions often find themselves to be de facto outcasts, and descend to the surface of the Moonlands to find new friends. Other Arderians thrive on excitement, which is not something found in long supply whilst debating the finer points of existentialism on a gauzy cloud-top. Such Arderians similarly look for dangers to add some zest to their lives. Finally, Arderians have been known to visit the Moonlands surface just to find out more about the lesser beings that live there - though often this type of adventurer isn't overly popular to go exploring with. Ardarian Racial Traits
Mike Mearls said this at a product symposium at D&D Experience: "The stories and worlds of past editions of D&D are just as important to our development and ideas for D&D Next as the rules and other information is. I don't have any more information to share at this time, but we're definitely exploring and excited about what we have planned. " Perhaps we will get some Mystara love after all.
Okay, so I found out on Thursday that my players like music with their games, not going all the time in the background but theme music for battles or reoccurring villains and so forth. So I was hoping to get some suggestions of what I could use. I have already assigned the Imperial March to one villain and I am using O Fortuno for when the LE god of tyranny shows up. He is actually aiding the PCs to further his own ends. I know my players are big into anime and video games , but I am not, so maybe some of you know tunes from those sources which might work. Thanks in advance.
Hey everyone, This week I am starting my latest home campaign. This is by far the biggest campaign I have ever run; with a group of eight players in total. I will introduce you to the cast of characters next week once we get started, but I wanted to show off the shiny campaign resource that I have put together for my players to enable them to get familiar with the Scarred Lands. Campaign Wiki Until next week, good luck and good gaming.
So starting next week, I will be running a campaign for seven players. I have never run a game for a group that big, and I have only played in one group that is that size. That group had twelve players and that seemed rather unwieldy. So what I want to know is how would you run a game for a group that big, and just how big is too big?
I really loved the Magi-Nation CCG, particularly the innovative and interesting monsters that populated the world. Of particular interest to me were the hyrens, which were the Moonland version of dragons. So I am taking this opportunity to do some conversion work on them. So here is the first one, the forest hyren from Naroom. Forest Hyren CR 9
Forest hyrens are the guardians of the forest. They move through the primeval woodlands of the Moonlands with great stealth seeking any threats to the natural balance. They have a particular hatred for anything related to the Core, especially darkbreed hyrens because of their ability to control other hyrens.
I was discussing the old BESM d20 system with a friend and we got to wondering, would Paizo ever consider publishing a Pathfinder Anime game using the SRD and OGL for that system? I am sure there is a market for it and since the syetem is OGL there would be no liscence fees involved. And it would allow me to finally be able to use a Pathfinder system to run an Exalted campaign :) So what do you guys think?
A project like a bestiary takes a lot of time and with Bestiary 3 done it is likely that the fine folks at Paizo are setting their sights on Bestiary 4, if such a project is planned. So now is our chance to make our voices heard and let them know what we would like to see. I don't know if it will influence anything one way or another, but it might help get the juices flowing. Here is my list:
Rap legend Heavy D is dead at age 44. The cause is yet to be determined. I can't believe that one of my favorite musicians is gone.
So I just got back from taking my kids to the dentist and I have to say this new guy must be the most awesome dentist ever. He specializes in treating children so he has toys and XBox and movies for the kids. For the dads he has video games! Not like Playstation and stuff, but old school cabinet games like Pac Man, Donkey Kong, 1942, and my personal favorite, Dig Dug! This is the first time I have ever thought going to the dentist rocks!
Just a little something I have been working on for my home game. The Gods Asmodeus
Avandra
Bahamut
Bane
Corellon
Erathis
Gruumsh
Ioun
Kord
Lolth
Melora
Moradin
Pelor
The Raven Queen
Sehanine
Tharizdun
Tiamat
Torog
The patron of jailers and torturers, Torog is also known as the Twisted God or The King Who Crawls. During the Dawn War he was trapped in the Underdark and sealed there for all eternity. However, that has not left him powerless, and some mortals are afraid that if they speak his name he will reach up from the earth and drag him to his torture dens to "play" with for all eternity. Although many feel this is a superstious fear, others point to places like the city of Maelbrathyr as proof that the fears in fact have a basis in truth. Vecna
Zehir
I have been working on some new and converted races for my home campaign that I am running for my kids. Since I have developed them using the upcoming Advanced Races Guide, I thought I would share them with you. Eladrin Racial Traits
Heroes of the Feywild is coming soon, and it was announced that among the new races in the book is the pixie! Pixies will have a reach of 1, unlike most Tiny creatures and will have a racial power that lets others fly called Pixie Dust. Tinkerbell anyone?
Story Marvel Phase 2 is reportedly including movies featuring the GotG and the Inhumans. I am hoping that the former will be about Vance Astro, Starhawk, Martinex, Nikki, and the rest of the 31st century team, not the new group. I don't know what to make of an Inhumans movie. Thoughts?
Okay, so I created a race awhile ago that was published in Wayfinder #2. Now with a new campaign starting and the ARG playtest coming out I decided to update and "upgrade" it. It was inspired by the shadar-kai and ended up sharing several traits with drow and fetchlings, something I did not realize until I was done writing it up. Svartalfar Svartalfar (literally but inacurately dark elf) are the decendents of humans who sought refuge in the Shadowfell following the collapse of their kingdom. These humans were tainted by shadow stuff as a result of their self impossed exile and were transformed into something not quite human any more. In the end they sold themselves body and soul to the Raven Queen in exchange for her protection from the many threats in the Shadowfell.
Racial Traits
You can see several of the other races I have made at my campaign wiki, although many of them will be getting a new look soon.
Okay, so I have been reading some of the new 52 books and I have not a clue what they are trying to do with it. Some of the books feel like total reboots, Superboy, Supergirl, the two Justice League books, Grifter, and Suicide Squad to name a few. Others seem to be continuation of series like Batman and Robin, Batwoman, Detective Comics, and Red Lantern. Although I don't have a problem with that, only Red Lantern took the time to fill me, a new reader, in on what had gone on before. Although I am fairly well versed on the Batman plot despite not having read the title in awhile, Batwoman was a complete mystery and even Wikipedia did not provide much help. The best book that I have read in my opinion is Batgirl, because it is a blend of the old and the new, although I am still confused at how Babs is walking again. Does anyone else feel like the has been a lack of cohesion in the way the titles have been handled or is it just me?
Marvel's Next Big Thing seems to have the X-Men going toe to toe with the Avengers, and features the return of Cable. While I am a big fan of Cable, I wish they had left him dead. Although as a time traveler, this could be an incarnation of Cable from before he died.
Okay, so my doctor diagnosed me last week as being insulin resistant and has me on a low carb, diabetic diet. However, I am quickly finding that it is not easy to find foods that fit my doctor's wishes. Does anyone have any advice or recipes that can help me? Breakfast is particularly hard as I am growing sick of eggs every day.
Okay, long ago in my childhood, I loved the game Shadow Over Mystara. A fe months back I stubled across a site that had a complete walkthrough of the game, as well as a bunch of other cool stuf and I though, "how cool would it be to run a Pathfinder game based on the old console game." So flash forward a few monthes and here we are. I am working on the idea as a whole AP type game that will eventually take the characters from level 1 up the climax at level 15. Anyway, here are my notes on the first chapter. I have decided to write them out episodically so that they string together like a tv series. Episode 1: When Goblins Attack!
Long Synopsis
Of course the goblins fall for the trap hook, line, and sinker. The fight should be difficult, but not overly so. The raiding party is entirely standard goblins and the PCs should have a fairly easy time defeating them. If they are smart they will keep one or two alive to interrogate. With a CD 12 Intimidate check or a DC 17 Diplomacy check they will be able to get the location of the goblin camp from them fairly easily. Goblins are inheritly distrustful of people who are nice to them. They always want something. Otherwise a DC 12 Survival check will allow the PCs to pick up the goblins's trail fairly easily. The PCs will eventually find the goblins's lair in the mountains. A random encounter or two maybe approriate here, such as a hippogriff or a griffin attack. Remember that the PCs are still first level, so nothing to dangerous. The goblins should be divided up into a couple of groups throughout the caves that they lair in. Sprinkle in a few goblin rangers, fighters, and a domesticated giant spider or two. Finally they will meet the leaders of the goblins, a goblin druid who is in the process of praying to a dragon's skull when the PCs find him, and the chief (use these stats) who has a group of goblin fighters with him. This battle should be harder, but not enough that it actually threatens a TPK (save that for later :) ). The PCs will also find some human slaves, survivors of the last caravan, and be told that the goblins have been selling their victims to slavers. From there the PCs should either find a note instructing the goblins where to send the slaves or else one of the slaves overheard the goblins talking about the village of Trintan.
Okay, I know the ninja rules are not finalized yet, but this character from BESM Dungeon is just too much fun to wait on. Apprentice Ninja Cedric
Cedric is a student in the prestige Spider Clan ninja school. Although not the top student in his class, he is certainly no slouch either. His family have been proud members of the Spider Clan since records for the clan exist. However, Cedric has a problem. The Spider Clan is all male and Cedric has begun to have romantic feelings for his classmate Mint Yamada. He is pretty sure that he is not gay, but the feelings exist all the same. Unknown to anyone, least of all Cedric, woman have secretly joined the Spider Clan from time to time by posing as men. These women have worked dilligently to hide their true gender from everyone. In fact, this has happened so often that Cedric is the only male student left in the Spider Clan. In order to prove himself and to figure out just what he is going to do, Cedric has volunteered to seek out the mysterious Ghost Tower and retreive a mystical dagger that once belonged to his grandfather from within. Note: This is all meant to be in fun, and is not intended to be offensive to anyone.
I am looking for someone who is artistically inclined and is willing to do some artwork simply for the enjoyment of it and the possible recognition that it could bring. I am writing up a unicorn centaur race for my Blood of Heroes campaign setting found here and I am looking for artwork for the page. However, the art that I can find on-line is either too adult or too anime for my use. I could really use some help on this. Thanks a lot.
I am building my own campaign setting and I have ran across some NPCs from WoW that I would like to use in my world. However, not being familiar with WoW at all I am not sure how to convert levels from that game to Pathfinder. For example, how would a level 43 or 61 character in Wow convert to Pathfinder's 20 level system. I appreciate any help that you can give me. Thank's in advance.
Okay, after avoiding this for quite a while, I decided to give it a go. While I am not convinced that the intent was not to create an A-Team cartoon in disguise, I am kind of enjoying it. I really liked Major Bludd actually going toe to toe with Snake Eyes, and while not winning, at least holding his own for awhile in episode 3. I am not sure I like some of the reimaginings of the characters like Breaker, but we will see how things go. I still hold out hope that Duke and the gang can convince everyone that Cobra is evil and then go kick butt like the big happy family they should be.
I did some song dragon conversions for a friend and I thought I would share them with you. Wyrmling Song Dragon CR 2
I have been converting some of the NPCs from the Shady Dragon Inn supplement to use in my campaign. I am sharing my work in case others want to use as well. Warduke CR 7
Warduke was once a force for good and right in the world. Then he was exposed to the Heartstone, which amplified the evil that hid at the core of his personality. His one time ally, Strongheart the Paladin, is now his greatest enemy. Warduke and his allies scheme to seize control of at least a small country to establish a base of operations for some greater plan. Note: Warduke also has a Nightmare that he uses as a mount. This represents Warduke at an early stage of his career as predented in "The Shady Dragon Inn."
In today's preview on WotC they announced that in the upcoming Heroes of the Shadow book that they will be including the vampire as a class. Part of me likes this idea since a vampire should be able to be of any race. Part of me does not like this because vampires should be villains in my mind, period. Also I feel that it limits the character since it make sit so that you cannot have vampire rogues, vampire clerics, or vampire fighters. |
