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Sorry if this has already been a thing around here but it made me crack up:

http://vimeo.com/39114507


Jonathon Vining wrote:

The complication in making something like a Numeria book is "how many people will buy it?" While the message board might make a good initial sampling, it's not a good spectrum of all Pathfinder players. A better sample would be if you had some kind of publishing history that could be investigated.

Say, Distant Worlds. How well did that book do? Then assume that a Numeria book is likely to sell better, because it doesn't involve "leaving" the campaign setting to use it.

Really good point! Does anyone know how well Distant Worlds did? I know I bought the heck out of it and am STILL loving it and reading it. Weekly. Just to make my eyes happy.


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Yuh know, I might be a total Heretic(tm) but every Barbarian I've ever played has taken Exotic Weapon Prof., Bastard Sword. Every time.

I don't mind spending a feat on something that makes me feel kool.

I also don't mind beheading orcs one handed.

I also have jumped off the top of a castle, one hand gripping a potion, the other swinging my b. sword at harpies - hoping for blood, expecting failure.

Just FYI.


YES I WANT A NUMERIA BOOK!

YES.

YES.

YES I want a Numeria AP.

Yes.

Yes I want this. More than any other thing in the entire Inner Sea region, Numeria is the thing I want.


The REAL question is: what armor is he wearing?

Most of the time he's S&M geared out! I guess I just answered my own question: leather armor...;}


I can jump it.


I backed it! I'm sooooo excited for this thing. I really want Numenera to make the $300K mark because I really want a leatherbound edition.

Back this Kickstarter. It's Monte Cook.


Well from what I know of it, Pathfinder Society games are officially sanctioned by Paizo and require registered Venture Captains in order to gain points (or some such).

Your rank can increase in the Pathfinder Society if you play the officially sanctioned games. I wouldn't be able to facilitate that as I am not a Venture Captain nor affiliated with the Pathfinder Society in any way.

I'm just a guy who owns a lot of books and could Game Master some Pathfinder. If you're wanting to just play some Pathfinder with a group of fun lovers, that I might be able to facilitate.


I think fluff-wise there might be a pop, a snap, or even, dare I say, a crackle. Maybe an effluvia, a miasma - what-have-you.

Crunch-wise, rules-wise, there is nothing that happens when a magical item breaks except when noted in the entry (i.e. Staff of the Magi).

I had a DM once try to explode every tiny magical item if it received even minimal damage; 5d6 magic force damage blowing arms off left and right.

No one was amused.


I'm in Studio City, and been hankering to play some fresh Pathfinder. Are you looking for Official Pathfinder Society games or just some casual fun?

If it's the latter, I'd love to meet up and talk about maybe setting up a game.

I'm Jeremy, by the way. And pie is...well, is heaven.


I like Neil Gaiman too. High five!


Screenwriter.

Shinobi Master.


I have thought about this A LOT, mostly due to third party content that I like but don't necessarily want to input into the Golarion as is (Rappan Athuk, Slumbering Tsar, etc.).

So, I have two solutions that I've considered but haven't quite made a decision on yet.

1) Golarion's Age of Darkness. I think time travel works well when you separate the two time periods that the PC's are travelling to and from by a long span of years. The things the PC's do in the Age of Darkness don't necessarily have to effect the events of current Golarion and it let's you play with a Golarion that is fresh and strange and "sisterly."

2) What I have been calling Dead World for a long time and has been my Homebrew world. At one time it was literally called Mirror Golarion, so you can imagine I've had very similar thoughts about a "sister Golarion."

Dead World is an alternate reality Golarion where events went slightly different than in the current Golarion - nothing specific so make your own choices (i.e. Karzoug wins Rise of the Runelords, otherwise known as Karzoug Rises (starring Christian Bale)). A world spanning magical apocalypse has killed most living things on the surface of the world and only now is life beginning to return.

I've been especially excited by the OBSIDIAN TWILIGHT kickstarter because it shares a lot of my thoughts and ideas on a post-apocalyptic Golarion. Go check it out if you get a chance. I'm a backer and can't wait for the release.

Some of the features of my Dead World/Sister Golarion:

*The Sisters of Sundown, a group of Gun Witches that patrol the wastes looking for portals to the REAL Golarion and forcibly closing said portals.

*The Eyes, what used to be Absolom but is now a cyclopean fascist city of smooth black stone and silently hovering monoliths with painted eyes - you may enter and claim citizenship but you cannot leave.

*The Portmanteaux in old Ustalav, a castle ever changing and existing in all times and places. Anything can be found within. (to be quite honest: inspired by Castlevania.)

Both of these places allow me to have HUGE changes and let the PC's wreck the world to their hearts content without changing the overall quality and continuity of the OFFICIAL Golarion.

-Peace


Andoran is great - especially around Falcon's Hollow. Tons of fey mystery in Darkmoon Wood and bad guys working for the Lumber Consortium.

Great location to add lots of forest ruins and dungeon caves. Also, I put Candlestone Caverns right beneath Falcon's Hollow - a Golarion Megadungeon leading down to a place called the Midnight Mountains.

Check it out.

EDIT: Also, check the "Crown of the Kobold King" module set there, great adventure!


I thought Alucard was a Dhampir! Human mother, Dracula dad...isn't that...


I ask because I am DMing for a group of people that have never played Pathfinder or D&D so don't know simple things like how Silver weapons are needed for Were-stuff and Cold Iron for demons.

It's possible that a CR 3 might become a little too tough for them if I don't reveal some Damage Resistance.

But...in nearly every first party and third party bestiary, if a knowledge check table is included, the first few Difficulty Class levels are usually centered around vague rumors with only the final, most difficult class specifically detailing a monster's most signature special ability.

See "The Monsternomicon, Vol.1" by Privateer Press, which is a great book but confused me as to how knowledge checks are meant to work.

Thanks for all the help by the way!


When a PC rolls a knowledge check to find out more about a monster, how much info do you give them?

The knowledge skill portion of the Core Rulebook is helpful but not conclusive.

Do you reveal Damage Resistance? Spell resistance? Special powers? Approximate Hit dice?

Or do you keep it vague?


AlgaeNymph wrote:
hellacious huni wrote:
Any that are so silly or unrealistic that they'll never happen?
The Whore Pits of Xin-Eurythnia. (Warning: cartoony full frontal, Sorshen has never looked so silly.)

I've seen this before and I love it! Why can't we get a Steve Prescott full frontal Sorshen? Who do I have to worship?


gang wrote:
The Fiendish Planet Gash Purge

You're just gonna keep suggesting that aren't you?.......

Well, I LOVE IT! Although, it does sound quasi-sexual...


THE DARKNESS BEFORE DAWN Adventure Path


FlumphQuest 5: The Final Flumph


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My second Dhampir was going to be named Alucard. ;)


Thecrazyjester wrote:
Torquar wrote:
Be a rebel, give him a name like Richard, Andrew or Lionel. You'll certainly stand out among all the other emo gothic wierdo Dhampirs:-).
Well I'm not an "emo gothic" I didn't know that wanting to play a dhampir would make me one I merely wanted to try something new is that so bad?

Yes, you're a bad person for wanting to play a dhampir... ;}

The first thing I did when I cracked the Advanced Race joint was flip to dhampir, eyeball the hell out of it, and make a character named "D."

Like a total cliche.


That's funny! It's a fun read too.

Who would have thought that it would be a band of goblins that would stop the menace that it is Karzoug?


Zarathos wrote:

@hellacious huni, if it is a RA subscription, there is no download yet.

@Death Knight Wolfthulhu, Rappan Athuk is not in Golarion unless you put it in there; later, Frog God Games is going to release a campaign setting which includes Rappan Athuk, Tsar, & Bard's Gate i.e the NecroWorld setting.

Thanks, Zarathos! I was seeing a bunch of people talking about downloads and I thought I had been left out.


It's Clinton Boomer.


I was at the 50 dollar tier and I haven't received the password or download yet. Is this anyone else's experience?


This is looking SO RAD! Just backed it on Kickstarter.

http://www.kickstarter.com/projects/462624115/obsidian-apocalypse-campaign- templates-for-pathfin

EDIT: Hmm, link not working...


I love playing Minecraft with my girlfriend/paper wife (for insurance purposes).


3502


31. AP devoted to a HOLY MISSION from THE CHURCH: all PC's are expected to either be Paladins, Clerics, or Inquisitors of your choice - Asmodeus/Abadar/Iomadae. The plot revolves around Rahadoum...strangely enough.

32. AP set completely in a megadungeon that's already been cleared out by other adventurers. The PC's fight the new denizens that are starting to take the place over after the power vacuum - the BBEG is the party of adventurers at the lowest level.

Think fighting in rooms with spent traps against Duergar trying to construct an outpost and Aboleths trying to flood the lower levels to expand their domain.

33. An AP set inside a giant spaceship made to simulate Golarion. The PC's think their still on Golarion but by Part 4 know they've been put into a massive, traveling arcology.

34. An AP made to TPK as much as possible. No prisoners taken. Call it "The Shackled City"...although, that sounds familiar.

35. An AP designed around mounts. Horselords/cavalry on the plains.

36. An AP set around savage countries where the PC's are expected to either be non-civilized or foreigners caught up in it (i.e. Belkzen, Realm of the Mammoth Lords, etc.) Part 1 sees the PC's using bone and obsidian weapons, fur and hide armor being the best that can be bought as starting equipment.

37. An Adventure Path for lovers. Part 1 through 6 is about trying to get a princess to fall in love with one of the PC's. You know you want it.


Shifty wrote:

Calistria is the most annoying deity in PF, but only marginally beating Cayden.

Banned in games I GM.

What a killjoy! ;}


Lovin it!

Here's the Numeria coin standard:

Copper - Brass
Silver - Chrome
Gold - Tek
Platinum - Laser


Okay, that TV tropes article DEFINITELY helped! That makes me feel a lot better. Elves are at least living in the world of logic; Fey are not.

That helps - thanks everyone!


I think your project sounds great! But A LOT of work (which I'm very sure you're aware of).

I'm very happy with the Pathfinder rules as they stand now, but I hope you get the help you need.

I just wanted to chime in on one thing in your Goal 3 - ambiguity.

You see, I don't think we're ever going to avoid ambiguity in the realm of tabletop roleplaying because, and I know this may sound strange, IT'S NECESSARY. In order to play a game that takes place almost entirely in your imagination, a certain measure of rules ambiguity seem to be a necessary component - I don't want every spell to tell me exactly when and where to use it, I want my players to get creative.

I think that too much power is taken away from the DM and given to THE RULES when we try to narrow things down way too much. This is the primary issue I had with 4th edition. I don't HATE 4th edition, but I didn't feel very empowered as a DM when running it - especially because my players would hit The Encounter Power Button(tm) over and over rather than using their brains.

Anywho - sorry for any derailment, I just wanted to point out that maybe the ambiguity isn't a bad thing.

One Love.


I'm not sure I get it.

To be honest, I've never really understood the Fey subtype - every explanation has always seemed to me an analogy of stereotypical elves from nearly every Hobbit inspired campaign setting: protectors of nature and the forest, "fey" as the dictionary definition, hidden peoples.

What distinguishes them? The First World? Because the Elves of Golarion have their "First World" too - the gate in Kyonin leads to it. Fairies? Okay, but fairies don't scream "threat."

I've tried to consider them as Brothers Grimm style Watchers In The Woods or the fairy tale trope of unknowable THINGS that are alien to our understanding - but that seems pretty close to the Outsider subtype.

Help! I'm running a Falcon's Hollow campaign and Queen Syntira just seems like an elf!

How do I make the fey different?

EDIT: Thanks for putting up with all the questions!


I love it! I always cringe when I see the required Exotic Weapon Proficiency Feat but in this case it definitely fits.

MyTThor is right, 1d3 for small seems right. What's your thought process on the "distracting" quality? What does that do again?

BTW: is this inspired by Ivy from Soul Caliber?


Well, you know what they say about assuming...Goddesses don't do it. :}


I'm still numbering, because that's what I do.

27. An AP set entirely in the First World. Humans as a PC race are banned.

28. A six part Adventure Path devoted to stealth and infiltration. Part 1 takes place on an island just West of the Land of the Linnorm Kings called "Shadow Moses". Part 6 stages the assassination of Queen Abigail Thrune III.

29. An adventure path that jumps between books in a grand magical library, the PC's meeting characters of renown and taking on adventures of great import in these Tome Worlds.

30. An adventure path that tasks the PC's with putting on an Opera in Egorian - Parts 1 through 5 are spent gathering the actors, directors, and crew. Part 6 is the opera itself. Call the adventure path "The Producers."


freduncio wrote:
Plus, awesome character image =]

Oh WOW! Thanks for that heads up! That is the coolest Avengers Team I've ever seen!


It's a job, but I'm slowly making progress on two mile high mountains...


Well, in the Final Fantasy lore Gilgamesh was a wandering swordsman of mythic skill and great renown. So, six arms or no, this guy is a class that knows swords.

My vote is for making it a monster and not worrying too heavy about class distinction. I think the most of what is happening there with the six arms is not a race feature but rather a magical/geas quest feature of the character himself within the Final Fantasy flavor.

Just adjudicate!

EDIT: Sorry, I know you wanted core class advice - so, I would say Fighter. Just go fighter and be done with it. Like a level 15 Fighter that is all sword mastery.


alchemyprime wrote:

Hm... Over all that looks fun, but then that leaves poor little 12th level without any non-mystery powers gained...

What if they got something else then too? Something that could maybe even be kinda dinky, but might be something halfway useful, like every hour the Shadowcaster spends in shadowy illumination or lower light, they can heal 1 HP or something? I dunno.

Are you operating off the thought the that every level should give you *something? No dead levels type of thing?

Just wondering if it's that or you think the class is too weak.


I'm all for individual Abyss layer descriptions!!! I would love this.

13) A 64 page book detailing a single vault of Orv. (Please to give Midnight Mountains, for to make sex at them!)


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Globorb's Motionary Potionary

An overweight, sentient, neon yellow spider named Globorb runs a deceptively small tent with her tiny scurrying children. Her little spider kids constantly ask awkward questions of any visitor, seemingly knowing all the things that a PC wouldn't want to be asked. Globorb is exceedingly friendly, especially to those that tolerate her rambunctious, climby children, and helpful with any advice on diseases or medical ailments.

She allows access to a labyrinthine pharmacy held within a massive demi-plane inside her tent. Row upon row of shelves holding potions from every world and plane run for miles, deeper and deeper into the cavernous extra-dimensional space. Globorb's tiny children are never far from the PC's and report back to Globorb any potions they take.

If the PC's are not careful within the demi-plane, they can get spectacularly lost in the winding rows and stairs and dead drops that lead on into the echoing, creaking fathoms.

Confusing pathways aren't the only danger - some of Globorbs defiant, teenage children lurk in the dampest, deepest recesses of the plane, having grown fat, strange, and mad from potion consumption.

The prices are negotiated in succulent, rare insects once the PC's exit the tent. If the PC's don't have any bugs Globorb asks the PC's to return the potions to where they found them.


Level 20 Commoner

Vanilla it out!


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KestlerGunner wrote:
We could have an AP where the party takes the role of the only MARRIED news team in the tri-country area. They investigate important issues such as how to defend themselves against a dirty rapist (just play possum, ya dummy), how to get a make-over so that the girls will talk to you, marital infidelity and in the shocking finale, discover what's better: kissing a beautiful girl or owning a jetpack.

Uh, have you not played Jade Regent? You basically just described the whole thing.


Erik Mona wrote:

Just wanted to drop by to say how much I appreciated the Dr. Steve Brule quote in the thread title.

Brules Rules...rulez.


darkwarriorkarg wrote:
hellacious huni wrote:

22. AP where PC's are cursed in part 1 and spend the next 5 parts trying to kill the BBEG before their their curse kills them. Kind of like in Final Fantasy when you get DOOMED. Actually, Doomed would be a cool name for the adventure path.

23. An AP devoted to tracking down a variant Deck of Many Things that has gone horribly awry - like following in it's path of destruction.

#23 you mean like this plot?

HA HA HA

Uh, yeah, obviously.


EATERoftheDEAD wrote:
hellacious huni wrote:
17. Eaters of the Dead AP
That's my AP!

Own it!

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