Aasimar

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Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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My thought: perhaps killing Urgathoa ends up being like popping a water balloon. It could just be that she releases a lot of undead energy, or perhaps it's her divine essence trying to make a comeback.


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Kittyburger wrote:
Stormlord506 wrote:
Yeah I still think it's gonna be Iomedae.

At this point I wouldn't be surprised. Killing Iomedae would drastically alter the setting in a way that gives evil a fairly significant upper hand, since it destroys one of the primary counterweights to setting big bads like Cheliax and the Whispering Tyrant.

And if there's anything I've learned over the last 20 years of gaming, it's that grimdark sells A LOT of copies.

I definitely think it'll be one of the good gods. But I'm actually wondering if it wouldn't be MORE disruptive to kill off Sarenrae. IIRC, she's the more popular of the two, especially with the Cult of the Dawnflower. If Sarenrae died, then we get a s#@*load of political chaos in the Inner Sea, and an opportunity for a much more malevolent deity or force to step into the power vacuum. Imagine if it looks like Qadira is going to turn into the next Cheliax... and with Sarenrae gone, the crusaders of Iomedae will be among the leaders of the response, and I'm totally sure they will easily adapt to the political complexities and not go charging in to smite evildoers without regard for consequences.


Earlier today, I downloaded one of the PDFs I own (Rise of the Runelords Anniversary Edition Player's Guide). When I opened it, I realized that my Paizo account still has my deadname listed (I bought this item years before I even came out). I deleted the downloaded file and changed the name on my account, but when I redownloaded the Player's Guide PDF, it still had my deadname on the watermark at the top and bottom of each page. Strangely, the actual Rise of the Runelords Anniversary Edition PDF has my new name on there. Is there a way to fix this so I don't have to see my deadname every time I look at the Player's Guide?


Fantastic news. I just put in an order for Starfinder: Near Space.


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The last years have been mixed for organized labor, such as losing the vote at the Amazon warehouses in Alabama. However, this is one scenario where the deck seems stacked against Paizo. Unless UPW is lying, they already have a majority of eligible employees, so Paizo will be fighting an uphill battle to win an election, and firing the employees in question would probably wreck them as they lose most of their talent (leaving aside what the NLRB will do to them).

I haven't been buying any Paizo products in a while, not out of principle, but I simply haven't been playing Pathfinder or Starfinder. However, should Paizo recognize the union, I will absolutely start buying Paizo products again.


A tendril of pure darkness that is wielded like a whip or flail.


132. Belkzen developed nuclear weapons.


They could probably boil the NPC classes down to two: a skilled NPC class (the expert) and a fighting NPC class (the warrior). A spacefaring society demands a higher level of education. The industries that historically required mass human labor - agriculture, mining, construction - will use machines operated by technicians, most of whom will be experts, with their skills arranged accordingly. I'd give the expert six class skills, which he picks at 1st level. An asteroid miner, for instance, might pick Athletics, Engineering, Perception, Physical Science, Piloting, and Profession. In fact, since most people in this world would probably have this class, it might be better renamed to "civilian".

The warrior, on the other hand, would have a preset list of class skills, but probably only two skill points per level. This would represent the untrained muscle (maybe call the class "muscle"), and their real class feature is weapon proficiency, high stamina, and a good BAB. They'd be mercenaries, thugs, bouncers, PE teachers, low-paid security, and soldiers in some armies (probably NOT the Pact Worlds, most of their soldiers will probably be actual soldiers). Savage humanoids might have more of them.


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Ithnaar wrote:

Considering that a High Explosive missile does 4d8 and a Tactical Nuclear missile does 5d8, it seems clear that they are *very* small nukes (compared to what we are used to).

It's believable in a sci-fi setting in at least one regard: The hard part about initiating a nuclear reaction like that is pressure. The less material you have, the harder you have to squeeze it to get it to go supercritical. Presumably with the level of technology available, it can be done with minute amounts of fissile material (under unbelievable pressures).

If refined plutonium is still "a little hard to come by", then it's not too wacky to have tiny nukes (with massive detonators).

Another possibility is that those are genuinely clean fusion weapons that don't use a fission trigger, but some other means to bring the material up to the right temperature for a fusion reaction - probably based off their fusion reactor technology. If so, you could theoretically get a very small nuclear detonation by using a miniscule amount of fuel - you could even make a fusion grenade with the same power as a normal hand grenade.


Adding one in for the cleric:

Elder Mythos Cultist
Power +1 / Versatility -1

Being Charisma-based and getting a damage-dealing channel does a lot to make up for the loss of spontaneous casting, and while the domain selection is limited, the domains you can get are pretty awesome. You're still a really crappy healer. But it's a small price to pay for getting to put Cthulhu as your deity and actually mean it.


Hubaris wrote:
Quote:


Domains: An Elder Mythos cultist receives only a single domain, chosen from the following list: Chaos, Madness, or Void. He can choose any subdomain of those domains offered by an Outer God or Great Old One he worships.

This ability alters domains.

To me this seems like an EMC must choose from one of those domains (even if they aren't offered) but can choose from any Subdomain that their Deity offers.

It doesn't say she must choose a Deity who contains one of those Domains. Ie: "Deities: An Elder Mythos cultist must worship an Outer God or Great Old One with the Chaos, Madness, or Void Domains."

Any ideas?
It would open up a few more Ancient Ones if thats the case.

It's a bit vague, but if I were a GM, I would probably rule otherwise - that it has to be an Ancient One who actually has one of those domains.

I'll get around to adding the other Ancient Ones later, btw.


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Ia! Ia! Cthulhu Ftagn! A Guide To The Elder Mythos Cultist


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Click here for unlimited eldritch power!

My first guide, to the Elder Mythos cultist archetype from Horror Adventures. Any feedback is appreciated.


1. Human. So much flexibility.
2. Aasimar. I have a real soft spot for holy beings.
3. Gnome. I just don't like them, really.


Your first priority should be to keep the mine going. Don't skimp on operating costs. Make sure you pay your kobold workers handsomely. And get some g+#!&~n guards there so another bunch of adventurers doesn't wipe out your workforce.

In fact, I would agree with the others and turn the mine into your stronghold. Build a fortress above ground. Have every party member take Leadership. And invest in scrolls of teleport so you can get back there in a hurry.

After that... I don't actually see any reason why you shouldn't spend some money on stat-boosting items. When my group ran Kingmaker (where we actually did end up getting a kobold-operated gold mine), we were able to strike a balance between keeping our nation going and equipping the party. We ended up a fairly well-equipped party ruling a fantastically wealthy nation. Remember, those magic items directly impact your ability to fight, win, and acquire MORE income.


So, I got the Graveblooded boon today at PaizoCon, and I'm already planning my dhampir dervish. However, I've encountered a problem - namely, that dhampirs have negative energy affinity, and bards do not have access to the inflict series of spells.

As of yet, I have not found any way to add the inflict spells to the bard list. Unless I multiclass (which I don't want to) I have come up with only one way to heal myself:

1. Put a rank into Use Magic Device, and maybe get a trait bonus.
2. Go through the first adventure with no easy access to healing, except maybe a potion, or an inflict spell from the cleric or druid if I can convince them.
3. Make absolute sure that I complete my faction mission.
4. Spend my prestige points on buying a wand of inflict light wounds.
5. From that point on, use the wand to heal myself. At 1st level, I'll have to roll for it, as even with an 18 charisma, a rank and the class skill bonus, and a trait bonus, I'd need to roll an 11 to use a wand, but after that, I can simply take 10.

Does anyone know of another way to get healing for a dhampir?


I rather liked the "running a kingdom" rules. There was one session where we didn't do any adventuring, but instead spent an entire year running the kingdom. I enjoyed that one, although some of my fellow players disagreed.

I do think that fewer magic items should be provided. Our group exploited the hell out of that one, and as a result, our capital of Elkheart became THE place to buy magic items. It also explained how fantastically wealthy our nation became. My suggestion in that regard would be to nerf or even eliminate the magic shop. Similarly, the library shouldn't provide magic items, although it could give them a large bonus on Knowledge checks while they're in town. Academies, temples, and mages' towers should be the preferred sources of magic items.

I do think that there might be another reason for the adventure's apparent low difficulty - namely, to prevent PC deaths. Continuity in this game can suffer if you have permanent PC deaths after completing Stolen Lands.

Finally, consider the possibility of alternative forms of government. The adventure path assumes a monarchy, but our group went with an oligarchy. It actually worked out fairly well, except for when the council became so dominated by NPCs to the point that we no longer had complete control. In retrospect, we might have been better off with a king.

As for modifying the campaign for an overseas colony story (which BTW sounds awesome), I would further limit players' access to magic items, especially when they don't have access to seaports. In fact, any magic items that they don't make locally should be more expensive.

To compensate, ensure that natural resources are fairly plentiful. Large forests, untapped mines, waters full of fish. I'd strongly consider inventing a couple of plants that are A) indigenous to the continent, and B) valuable to the folks back home, allowing players to possibly grow rich off the trade.

I'd also suggest establishing the concept of an ancient advanced civilization that formerly inhabited these lands, to explain why there are underground dungeons with magic items to loot. I would push for making it nonhuman, possibly even nonhumanoid. Find some intelligent race in the Bestiary. Their fate becomes clear only in Sound of a Thousand Screams - they were destroyed by the fey. For that matter, the fey should be an even stronger presence here than in the original.

I agree with Old Drake that WotRK needs to be revamped. However, I don't recall the details of that part of the campaign very well. My suggestion is to find another nation - smaller than your own characters' patron, but with equal proximity to the new continent - and use them as a Pitax analogue. They probably should have established their own colony some distance from yours. As a historical metaphor, you're the American colonies (albeit you got your independence early), your sponsor is Britain, and the Pitax analogue is France (with their own colony in Quebec).