Arayam Bismut

xobmaps's page

259 posts. No reviews. 2 lists. 1 wishlist.



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It was a QA paladin, exploiting it is their job, to keep others safe!


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I just want to thank Crystal Frasier in particular for being a constant voice speaking out on what it is to be a trans person. If you don't know anyone trans, it is so much easier to be afraid of it or confused by it, and to let that one fact define an entire person to you. If I had not been reading what she wrote, I doubt I would have been prepared for when one of the players in my pathfinder group let us know she was transgender. Instead I was able to give her a big hug and tell her book 6 of the AP we were running was written by Crystal, a trans woman.

So to Crystal, and everyone else who speaks about what they are going through, thank you also for helping cis people know what is going on for you and by extension being better friends to the trans people they come across in their lives.


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Crystal Frasier wrote:
CorvusMask wrote:

Finished skimming, saw the Galluvix and that you can have it as improved familiar

I take my rating back, this AP is now THE best AP that has ever existed and will ever exist. It transcends the rating system, ascending beyond realms mortal can understand

But if you force me to put it in stars, 11/5 stars

If you enjoy a product, I strongly recommend leaving a review to tell everyone about the elements you liked, to help them decide if it's for them

I skimmed the book very briefly, saw the gallivix, showed it to my pathfinder group, and the discussion has already been worth the price of admission. Particularly with my fox loving chicken raising friend.


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Skeld wrote:

I just want to say this: spineliningis.

-Skeld

I am assuming this is not a typo but foreshadowing some new beast or technology from Eox.


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Katina Davis wrote:
Robot Chris: So, [redacted] keeps a package of googly eyes in his wallet. Ya know, for emergencies.

I generally go with gold stars. It is nice to have them on hand when someone deserves a gold star.


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The first session I was running of a home brew campaign setting, the party's night lookout botched his perception and was knocked out by bandits. So he was off to the side, munching on the pretzels while everyone else got through the ambush. Once they brought him back, he joked about having a near death experience of eating pretzels.

We ran with it ever since.

In that setting there isn't a light at the end of the tunnel, there is an empty waiting room with a bowl of pretzels. Pretzels appear over the gates to cemeteries, with both of the end points pointing up, implying a life that begins and ends well. If they were pointing down, how people usually orient them, that is a bad and necromantic sign. The salt on pretzels is meant to indicate a preserved, long life. Adding peanut butter or chocolate implies a full, flavorful life.

We just kept building on the lore for years, and the players knew they were in for a tough fight if I brought a bag of pretzels to the game. That meant I expected someone to die.

I eventually put that world on the back burner, started trying out adventure paths to learn new tricks and styles, but the occasional pretzel joke remained. However, by popular demand, I just restarted working in that world, and I think I may need to go get a big bag of pretzels to bring next session, for old times sake.


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Christopher Anthony wrote:
Nearly everyone. Some tried to rescue others and then we needed people to rescue the rescuers. It was a huge mess.

Sounds like an adventure hook to me.


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Drejk wrote:
Sara Marie wrote:

Christopher: Hypothetically, if one were to wander into the [redacted] area, one might come across an unguarded box of cookies in the breakroom.

Katina: Hmmmm that sounds like what someone would say if they were trying to lure people into the [redacted] area for a trap
Katina: Are the cookies underneath a little cardboard box being propped up by a stick with some string attached?
Christopher: You'll have to crawl inside to find out.
So who fell for that trap finally?

Judging by how few posts this thread has gotten since then, almost everybody?


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Sending - because sometimes getting a message to someone on basically any plane right now is important.
Heal - fixes so much stuff in one little bundle
Antimagic aura - ruins so many plans in one little bundle

(honorable mention: endure elements, prestidigitation: because for someone actually living in the world,personal 24 hour air conditioner and unlimited soap and food seasoning would be just about the best thing ever)


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More hugs for IT here. IT support is always unappreciated, always dealing with people who are having a bad day already. My respect and well wishes in hard times.


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Here is one more DM trick that has worked well with my players. Have problems come to the players, not players got to the problems. This is related to the above suggestion of keeping time frames tight, but with the added aspect of you do not know what you are getting into in advance. A lot of the issues with caster disparity come from a mindset and playstyle of being prepared for everything, the same sort of person who would only play control decks in magic the gathering. Force the players to react not act and you are reliant on what you can do vs the unknown. It is not a sure thing, I have had skillmonkey ROGUES be the dominant force in a campaign because of the ready for everything mentality.

Other than that, consider adding a "spotlight" mechanic to the game. Either an arbitrary "let everyone solve one problem before someone solves a third one" or a smart opponent who learns who the party problem solver is and focuses more effort on nerfing that party member the more they solve things.

I do like the "slow down spellcasting" idea listed above, although have had trouble actually implementing it with players because of how different it feels from normal for the players. It fell by the wayside in a campaign with too many other house rule experiments going on at once.


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Feros wrote:
Matthew Morris wrote:
<-- keeps telling himself patience is a virtue...

Meh, virtue is overrated.

*Reads this while taking a break from reviewing the last book of Rise of the Runelords to run this weekend*

...
Sounds about right.


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Archetypes - These work great for making class tweaks that really let players match what they wanted in their head, and can give GMs the tools they need to make an awesome but narrow specialist NPC

Everyone gets a toy every level - no boring level ups and more toys.

and especially:

Adventure Paths! - without these I would have given up GMing years ago. I just do not have the time to plan out whole worlds anymore, and don't have more experienced GMs in the area to learn more about adventure design from

EDIT: oh, and one more thing, the overheard thread ;-) When the people making a game seem like, you know, PEOPLE, it is much easier to part with my monies for their stuff.


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Sara Marie wrote:

sara marie: when two feast golems love each other very much

katina: They put literal buns in the oven

I need to see if my friend will let me share the stats she made for a biscut dragon familiar...


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I would say that while magic CAN be studied scientifically, that does not mean it is being done. Just because magic is a natural force does not mean people are applying what we would recognize as scientific method to it, sharing that knowledge, peer reviewing, etc. It is more like a trade secret kept within specific guilds and schools for the most part, making it far easier for the tricks to the system to be lost, or used without truly being understood. Things like concrete or methods of steel forging STILL haven't caught up to some ancient methods that were lost in the real world because they were guarded as trade secrets and died out.

Put another way, science can be seen as the method of learning, not the thing it studies. The thing is always true, if we know about it and have documented it or not, and what most people think of a science is the act of understanding and documenting the forces of nature.


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I make objects think for themselves and display images of things that either can't be seen or don't actually exist...um...magic item crafter I guess? Or would Technic League member be a cop out?


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Lesser restoration (and it's bigger siblings) takes 3 rounds to cast.


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derpdidruid wrote:
I believe this is what he's speaking of initiative is a dex based skill check so yep it would apply.

Looks like inititive is an DEX ability check to me. Unfortunately, those still apply when you are non-proficent. Good catch.


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Dragonchess Player wrote:
*oversight pointed out*

Ok, updated/corrected [I just KNEW someone would find a goof once it was too late to edit, sorry]

lvl 1
abjuration - aegis, loci sentry, planar ward
conjuration - conjure implements, mind steed
divination - future gaze, powerful connection, watchful eye
enchantment - inspired assult, mental discord, obey
evocation - light matrix, radiance, shape mastery
illusion - cloak image, color beam
necromancy - necromantic servant, soulbound puppet
transmutation - philosophers touch, size alteration, sudden speed

lvl 3
abjuration - energy sheild
conjuration - flesh mend, psycic fog
divination - danger sight
enchantment - mind slumber
illusion - unseen
necromancy - flesh rot, spirit shroud

lvl 5
abjuration - unraveling
conjuration - purge corruption
divination - mind's eye
enchantment - forced alliance
evocation - energy blast
illusion - mirage
necromancy - psycic curse
transmutation - quickness

lvl 7
conjuration - side step
divination - object seer
enchantment - binding pattern
evocation - energy ward
illusion - masquerade
necromancy - pain wave
Transmutation - Mind Over Gravity

lvl 9
evocation - wall of power
illusion - shadow beast
transmutation - telekinetic mastery

lvl 11
abjuration - globe of negation


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For anyone's benefit, when the various focus powers become available, since I kept getting annoyed having to scroll to the end of the entry to see when I could get things:

lvl 1
abjuration - aegis, loci sentry, planar ward
conjuration - conjure implements, mind steed
divination - future gaze, powerful connection, watchful eye
enchantment - inspired assult, mental discord, obey
evocation - light matrix, radiance, shape mastery
illusion - cloak image, color beam
necromancy - necromantic servant, soulbound puppet
transmutation - philosophers touch, size alteration, sudden speed

lvl 3
abjuration - energy sheild
conjuration - flesh mend, psycic fog
divination - danger sight
enchantment - mind slumber
illusion - unseen
necromancy - flesh rot, spirit shroud

lvl 5
abjuration - unraveling
conjuration - purge corruption
divination - mind's eye
enchantment - forced alliance
evocation - energy blast
illusion - mirage
necromancy - psycic curse
transmutation - quickness

lvl 7
conjuration - side step
divination - object seer
enchantment - binding pattern
evocation - energy ward
illusion - masquerade
necromancy - pain wave

lvl 9
evocation - wall of power
illusion - shadow beast
transmutation - telekinetic mastery

lvl 11
abjuration - globe of negation


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I want to see a multiple personality archetype, where the shift between identities is involuntary.


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Rysky wrote:
Drejk wrote:
Rysky wrote:
Christopher Anthony wrote:

Gary:: i aim to please

Gary:: could you step one bit to the left...
My left or your left?
The other left.
This left, right?

There are only two directions to go, if the first one was wrong, go whatever is left.


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That is an impressive Tax Goblin. *golf clap to Crystal*
Was that made just for this article?


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I am currently running Runelords for seven players, and one of them has been amusing the group by sharing a summary from the eyes of his dim-witted barbarian...who is convinced he is a wizard due to a trait that lets him cast prestidigitation once a day, and announces spell names with every mundane action he takes. While I have asked my players to stay off the Runelords forums to avoid spoilers, everyone loved the idea of sharing these with the world.

Quick character summary:

Grognard the Arcane: CG male half-orc invulnerable rager barbarian
Ausk: CN male half-orc shadow blooded sorcerer
Wolfsister: NG female Shoanti Wolf Druid of Erastil ("Dreamseaker" until she got her wolf companion)
Doc Dimple: CN male gnome trap breaker saboteur alchemist
Chakra: CN female kitsune ninja (Mergele when in human form)
Seu Chiall: N male oracle of bones, worshiping Pharasma
Mr Pibb: LG male paladin of Sarene (who only makes it about half the time)


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^_^ I was hoping this would make the blog. Surprised they didn't namedrop Crystal as the artist here though. I love it when Paizo and Evil Hat overlap.


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Awesome. I have been pestering Paizo and campaign coins on twitter about this since it was announced! *orders*


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lucky7 wrote:
Now if only we could get the two of them to work together...

Well, Paizo DID hire Ryan Macklin, who had done a lot for Evil Hat's Dresden stuff. And I saw a "Crystal Frasier" doing art for an upcoming Hat product.

edit: Ryan did a lot more than just Dresden for the Hat.


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Nice, Paizo and Evil Hat are my 2 favorite Game companies, glad to see them both getting recognized!


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Chris Lambertz wrote:
Gary right now at pmg's discount dessert warfare warehouse, for a limited time only, you'll go BALLISTA over this CUPCAKE TREBUCHET

O_O

When will these be available for preorder? Want one! Will there be a new subscription for dessert warfare siege engines?


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Sticking with pathfinder here. My group doesn't like learning new rule sets, the APs have been a big help to keep running games as life gets more hectic, and if I was going to switch systems, it would be to something rules-lighter like FATE.


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Axial wrote:
xobmaps wrote:
Sorry if this already got asked, but do the non-corrupted Herald's stats appear in another book somewhere?
Yeah. Council of Thieves: The Sixfold Trial.

Thanks!


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I blame Cosmo that my adventure path subscription still hasn't shipped. It's not like I added things to it right before they started shipping...
>_>
<_<
*innocent whistle*


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Wow, you've been able to keep up, your group must get together fairly regularly. Hope you and your players (or is it DM) get this soon!


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James Jacobs wrote:
xobmaps wrote:
Do you ever feel guilty for putting out fun looking adventures faster than most people can play them ;-)

Never.

Because I have always believed that simply reading an adventure should provide your money's worth of entertainment and inspiration. Even if you never run an adventure, reading it and the ideas it gives you is worth the price.

Hey, how did you know I picked up the Jade Regents PDFs for background reading after starting a Runelords campaign?

Follow up question: How much are you allowed to tell us about what would motivate someone to want to read the Mummy's Mask AP if they are not particularly interested in Egyptian mythology/monsters?


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Just started myself, and aside from town square, I have mainly been looking around online free map sites for good wilderness random encounter maps. There are some fan-made versions of the General store, house for monster-in-the-closet, and the Rusty Dragon Inn floating around out there as well, which came in handy.

http://rpgmapshare.com/?q=search/gallery/Runelords
http://rpgvirtualtabletop.wikidot.com/maps


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Summary: Elven Dream-Trap

CR of the encounter: n/a (just set level-appropriate save DCs)

Type of encounter: Mini game/RP

Background: A party of adventures is trying to find a hidden elven city...

Encounter: While searching for a hidden elven city, the party camps out within sight of an ruined spire. All non-elves in the party who sleep at any point do not wake up on their own, and cannot be awakend with damage or other normal means. They all experience a vivid collective dream. Elves in the party can see the collective dream when they close their eyes, but remain awake, as do any other characters immune to magical sleep. Elves are always considered lucid dreamers (see below). This trap was placed by the hidden elves, taking advantage of their sleep immunity, to cause any who seek them to sleep until they starve to death or are eaten by wild animals while they sleep.

There are several ways to awaken the sleeping characters. A remove curse effect can wake a single person. Moving the sleeping body far enough away that it is no longer in line of sight to the ruin will also allow them to wake normal. Stone and distance will block the ruin's "sight", but wood, cloth, etc. will not. The main way to awaken, however, is with multiple successive will saves. The first save should be relatively easy for the level of the characters, and allow them to recognize they are in a dream, making them lucid dreamers. A save can be made any time the dream does something unusual or unnatural. Once they are having a lucid dream, they can make additional will saves at the same DC to try and control what is happening in the dream. Once they do so, however, or once they start interacting with the dream again, they get re-immersed and are no longer lucid dreamers unlesss they make an additional save. If multiple players try to move the dream in conflicting directions, make it an opposed will save to see who controls the direction of the dream. Once they are aware they are dreaming, they can also attempt to make a will save to force themselves awake. This should be a reasonably difficult DC for their level.

Comment: Before running this, have all the players answer a few questions for their characters (what is something your character fears, who is someone outside the party your character trusts, what is something your character loves, etc). Use these to craft some of the dream sequences, mad-libs style, bouncing and blurring the facets of different characters answers. If one character loves nature and another beer, make a beer waterfall. if one character loves cats and another fears dragons, make an ominous dragon-shadow approaching the group turn out to be a cute, cuddly tiny dragon-kitten.

The goal here is to give the players a bit of a playground, particularly with the lucid dreamers shaping the world, and hopefully revealing a bit more of themselves to the rest of the party in the process, possibly more than they would like. Try and let the players have fun and go wild, so that some or all of them may not want to wake up.

Having an elf or two in the party is a big plus, allowing them to see their friends sleeping well past noon and lost in a dreamworld. This gives them a chance to trying to manipulate the dream to encourage people to wake themselves up, and also adds another dimension of RP. It also makes sure that the party is unlikely to remain completely trapped.

When I ran this with my group, the elven druid who saved the party was thanked with a punch to the face for waking an ally enjoying the beer waterfall, and lead to an extended philosophical discussion between their characters about the nature of fantasies, dreams, and insubstantial pleasures.


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Technically my campaign hasn't started yet, but as my players were putting together their characters, one character established that he talked a friend into taking the hagfish challenge when the arrived in town, because he wanted the silver. Greed point to the fast talker.

One of the locals saw the companion try and fail, and took the challenge "to show the outsiders how it is done". Pride point. (he also failed btw)


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Bran Towerfall wrote:
Tangent101 wrote:

That's a very viable option. Have the Rogue investigate the door and see it's Wizard-Locked and the only thing that will work is the Key. The door has a light blue glow to it, so any damage to it is repaired rapidly - as fast as the Fighter may bash it, it fixes itself, even with the Adamantine sword.

And if it's like a video game? Oh well. You still got the players back on track to investigate the rest of the house and build up XPs.

you are right....I will use this as an option

thanks!!!

If you want to keep it more in theme, instead of a glow cover it in fungus (or glowing fungus) that immediately covers any damage done to the door and repairs it. And the rouge should enjoy having the door actively moving his lock picks on him as fungus in the mechanism swells and shrinks.


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Claxon wrote:
Kazaan wrote:

On strict reading, it does seem that, while melee and ranged attacks are phrased in terms of "hit" and "miss", maneuvers are phrased as "success" and "failure" so, even though maneuvers are still Attacks that involve Attack rolls, successful attack rolls result in "successful maneuver" rather than "hit" and unsuccessful attack rolls result in "failed maneuver" rather than "miss". This even applies to "striking" type maneuvers such as Sunder or Disarm. So, strictly speaking, the answer would be 'No', an unsuccessful combat maneuver doesn't counts as a Miss for Snake Fang, though even subbing a maneuver on an AoO does count as an 'attack' for Panther Style. Regarding whether the retaliatory attacks and AoOs provided by the two styles cannot be subbed for maneuvers, I refer you to Vicious Stomp:

PRD wrote:

Vicious Stomp:

Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
It specifies explicitly that your attack must be an unarmed strike. Normally, you can sub in a Trip, Disarm, or Sunder for a melee attack and Unarmed Strike counts as a melee attack. However, since Vicious Stomp states it "must" be an unarmed strike, no sub is valid. The attacks provided by Panther and Snake styles say that they "are" unarmed strikes, but unarmed strikes can still be turned into trips, disarms, or sunders. So you are able to perform those maneuvers, but they must use the attack bonuses associated with your unarmed strikes and cannot, for example, benefit from Weapon Focus (Temple Sword).

I agree 100% about Panther style because an AoO is an attack of oppurtunity whether or not it is a melee attack or a combat maneuver.

I disagree about the substituting combat maneuvers when it says unarmed strikes, and until we get clarification otherwise will operate that way.

My first instinct was that you could not substitute the unarmed strikes for combat maneuvers, but after reading over a blog post on maneuvers

http://paizo.com/paizo/blog/v5748dyo5lcom?Combat-Maneuvers-and-Weapon-Speci al-Features

I have started thinking it would, since it calls out "unarmed strike" as essentially just being a type of weapon, and these are (for snake style at least) still melee attacks of opportunity using that weapon (for sunder, trip and disarm, the ones that are explicitly called out as being able to apply weapon bonuses on in the blog post)

I do agree that this is a fuzzy grey line, and that anyone should discuss it with their GM before counting on using it. No whining permitted if the GM says "no". ;-)

EDIT: yes, I know most of the people in this thread have heard me say all this before elsewhere, that was for the benefit of any lurkers who stumble upon this in the future trying to figure this out for themselves.


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Azuroth wrote:
Kazumetsa Raijin wrote:
Though, you'd be crazy to fight unarmed with anything other than a Monk or Fighter.
I have a magus with the snake style line, trip feats, vicious stomp, and IUS. Cast Frostbite, Chill Touch, etc. for multiple charged touch attacks, and go to town.

That might count as crazy fun :-)