Evan Tarlton |
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Valeros: "Well Miss Go, if you see anything please let me know. My companions and I are staying at the Rusty Dragon."Ms Go: "Please, call me Wendi."
Valeros: [Winks]
Kyra: "She seemed nice."
Seoni: "Very helpful."
Quinn: "Seriously?"
So this is obviously before Quinn's gotten to know his new companions. He doesn't know about Valeros' anti-luck when it comes to romance, or that Kyra and Seoni (and all the original iconics, for that matter) know that when someone/thing is apparently into Val, that is a sure sign of its evil nature.
Nutcase Entertainment |
Milo v3 wrote:This was more of a "what if?" scenario, based on an different persons comment in this thread. I doubt we will see an artificer class any time soon, but we might see an alchemist or gunslinger archetype/alternate class that sacrifices their mutagens, bombs and gunslinger abilities for being able to create various gadgets, gizmos and technical marvels to make getting out of sticky situations easier, or in the gunslingers case upgrading their black powder firearm into a multibarreled, rapid fire, mechanical bringer of death.ErisAcolyte-Chaos jester wrote:I wonder if paizo might ever come up with a core book or companion for steampunk or industrial revolutionary based adventurers or encounters. With potential atrificers and steam/magitech style archetypes and equipment, i wonder what kind of encounters could happen (especially if they give rules for momentum, trains and blimps).
I want to be able to have an adventure where a wealthy industrialist starts attempting to use steam tech and magi tech to galvanise the industries of the local empires, especially the military technologies. This is all part of a plot to spark a massive industrialised conflict so the industrialist can make a fortune on the war economy by selling weapons and tech to both sides. This all cumulates in a fight against the industrialist in a massive highly armed war mech on board an airship as the various mercenaries and troops from both sides clash using all manner of conventional and revolutionised weaponry.
I'd imagine they'd be hesitant to do it, since it's Very hard to make a balanced crafter class that actually lets you do anything inventive.
Simply because you either have to
1. make a whole special crafting system from the ground up
2. use the crafting system that's currently in place
3. limit it to a small list of potential items they can craft but no invention
4. do something like the alchemist where each invention is just a reflavoured spell, which is generally hard to flavour with something more complex than something as one use as a potion.
Paizo seems rather reluctant on making any classes that can step on Full Casters' (proverbial) toes without being full casting classes themselves.
ErisAcolyte-Chaos jester |
Dragon78 wrote:I would love a artificer or inventor/tech using class who can use guns and alchemist bombs.Can you say "Over-powered"?! I sure can! That would not be "power creep", that would be "power LEAP".
Well replace alchemist bombs with temporary devises that can do some temporary effects or damage that only they can use(once i might add), and the guns with some mad science gizmo that requires the breakdown of wands or rare magical crystal type components to power repeated uses of one of several elemental Blast/beam attacks or abilities(with only a limited number of uses per day).
Later on they can build other minor gadgets that also require the use of crystals/wands, and eventually they can develop a power source to limit the reliance on magical crystals/wands. The standard max charges of the beam/blast gizmo is 3+int mod per day recharged without prep at a rate of 1d4-1 charges per day. With prep(which takes several hours), its recharged to the devises max charge number(and they must spend roughly 500gp to either refit(change elemental effects, ability or reset to their current 3+int modifier if different. All these changes take about an hour to impliment each (though you can make it faster by making a skill check.)) or boost the max number of charges by 1 above the 3+int mod of the device).
Overclocking can boost the core gizmos damage or effects at a cost of using multiple charges depending on how much it is being boosted by and has a risk of damaging the user or the devise(making it less effective or even inoperable until fixed(not a cheap job at all)).
If that was what happened, I could potentially see that not being as overpowered. As for the firearms thing, we have a prestige class for that-the technologist(or something like that).
CBDunkerson |
I would love a artificer or inventor/tech using class who can use guns and alchemist bombs.
Huh, I'm surprised there isn't an Alchemist archetype with gunslinger traits or a Gunslinger archetype with alchemist traits. The Investigator 'Steel Hound' archetype gets gunslinger stuff, but has no apparent way to get bombs, despite being an 'alchemist hybrid' class.
PS: The Master Chymist and Thuvian Alchemist prestige classes could add bombs to a Steel Hound or other gun class, and the Bomber and Bomber's Discovery Rogue talents and/or Gunsmithing feat open up a lot of ways to make a 'bombs and guns' character.
Feros |
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The key to all horror is the threat of something really dangerous happening or the build up to a really dangerous—and often mysterious—monster attacking. When "solve problem X" spells exist, a lot of the danger is removed and the fear along with it. Finding a way to still have those spells and build a suitably scary atmosphere and legitimate threat is tricky at best.
Hopefully the systems and techniques described in this volume are able to accomplish this difficult feat.
ErisAcolyte-Chaos jester |
The key to all horror is the threat of something really dangerous happening or the build up to a really dangerous—and often mysterious—monster attacking. When "solve problem X" spells exist, a lot of the danger is removed and the fear along with it. Finding a way to still have those spells and build a suitably scary atmosphere and legitimate threat is tricky at best.
Hopefully the systems and techniques described in this volume are able to accomplish this difficult feat.
Like if some spells fail because the spellcaster is freaking out because of the horrors they are facing or some terror they encountered earlier on. If the cleric cannot concentrate on the healing, or the wizard cannot concentrate on the nuking, the support line for the fighters and rogues are severely damaged and they are even more likely to fall prey to a pack of the undead, or what horrors assail them at their present state.
Losing party members might increase stress and make it even harder to salvage a bad assault, since they can't concentrate as well, so their spells stop being as reliable, so the support line drops, and the fighters and rogues are even more at risk of being thoroughly steamrolled by the threats.
I think that the GM should have a toolkit of extra systems and rules that he can pick and chose to suit the occasion. Want Potentially mind-risking magic. Use X extra system. wanting for wounds to sting more than normal. consider Y extra systems. If the players are not wanting to go mad from simple encounters, the gm should be able to modify how much stress these foes can cause the party, saving BIG stress balls for the truely horrific boss-like encounters(the kind that normally have a decent shot at actually killing the players, like a liche, a monsterously powerful vampire leader with a collection of mind-controlled or vamped up allies, or a great terror from beyond space/time) or really horrifying enemies that the players encounter in really tricky situations
ErisAcolyte-Chaos jester |
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Getting things back on track, how what kind of spells we might be getting. I am hoping for spells that can cause some pretty grisly deaths or even lead to fates worse than death. Like having your soul absorbed for healing, power, nourishment or twisted pleasure(all of which are EVIL with a capital E) by a particularly evil spellcaster, or being transmogrified into a sentient, quivering, mouthless blob of nervous tissue and organs with the express purpose of being able to survive long periods of torture and being unable to do anything about it, or having your body and mind/soul separated before death and being forced to watch your body serve masters of a most malevolent kind.
Ross Byers RPG Superstar 2008 Top 32 |
Luthorne |
2 people marked this as a favorite. |
I'd like a version of that Familial Geas spell, I think it was, from Heroes of Horror...a geas spell that would be inherited through family lines if the original victim died. Great for story purposes...though perhaps that would be an occult ritual in Pathfinder? Being able to devour someone else's mind with your own, leaving the target brain-dead with all their memories accessible to the caster would also be interesting. Or a curse that animates their skeleton, which they have to make opposed Strength checks against as it tries to escape the cage of their body. Or a curse that makes your skeleton grow sharp thorns or blades, dealing some minor initial damage and dealing damage to you every time you move, cutting yourself open.
Insane KillMaster |
Feros wrote:The key to all horror is the threat of something really dangerous happening or the build up to a really dangerous—and often mysterious—monster attacking. When "solve problem X" spells exist, a lot of the danger is removed and the fear along with it. Finding a way to still have those spells and build a suitably scary atmosphere and legitimate threat is tricky at best.
Hopefully the systems and techniques described in this volume are able to accomplish this difficult feat.
Like if some spells fail because the spellcaster is freaking out because of the horrors they are facing or some terror they encountered earlier on. If the cleric cannot concentrate on the healing, or the wizard cannot concentrate on the nuking, the support line for the fighters and rogues are severely damaged and they are even more likely to fall prey to a pack of the undead, or what horrors assail them at their present state.
Clerics get good Will save (has do most casters) and need Wis for their spells, so, unless those mechanics add penality to will save for casters... yeah, it is the martials who suffer more from it, unless it also require a Fort save for some reasons, in which case Clerics, Paladins, Druids and a few others are still better off than most of the other classes.
ErisAcolyte-Chaos jester |
ErisAcolyte-Chaos jester wrote:or being transmogrified into a sentient, quivering, mouthless blob of nervous tissue and organs with the express purpose of being able to survive long periods of torture and being unable to do anything about it,Baleful Polymorph (Lemure)?
Maybe? was thinking more something along the lines of 'I Have No Mouth And I Must Scream'.
ErisAcolyte-Chaos jester |
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I'd like a version of that Familial Geas spell, I think it was, from Heroes of Horror...a geas spell that would be inherited through family lines if the original victim died. Great for story purposes...though perhaps that would be an occult ritual in Pathfinder? Being able to devour someone else's mind with your own, leaving the target brain-dead with all their memories accessible to the caster would also be interesting. Or a curse that animates their skeleton, which they have to make opposed Strength checks against as it tries to escape the cage of their body. Or a curse that makes your skeleton grow sharp thorns or blades, dealing some minor initial damage and dealing damage to you every time you move, cutting yourself open.
Even worse if the spell-caster that devoured the mind of the victim could then manipulate the empty brain-dead vessel with ease(if it has no mind, it has no will to resist). Whats more horrifying than having your mind and consciousness devoured by a spell caster? Well them having your body to do with as they wish, like using it to kill your friends and loved ones, perform vile acts that further render your life's actions meaningless, and them being able to have their way with your emptied form are certainly thing i don't want to have happen to me.
Heine Stick |
2 people marked this as a favorite. |
i hope 2 things: 1 that this one has nothing to do with that horrible poor designed rule of fear, and 2 that the rules are usable (not like the poor piecemeal armor in uc, or almost every rule in unchained)
My complete and utter disagreement that Rule of Fear was a poorly designed book notwithstanding, I can safely say that Horror Adventures has nothing to do with the Ustalav sourcebook.
Horror Adventures is written for the Pathfinder Roleplaying Game line and as such contains no setting-specific material. Rule of fear is all about setting-specific material, specifically Ustalav.
Rysky |
3 people marked this as a favorite. |
Juda de Kerioth wrote:i hope 2 things: 1 that this one has nothing to do with that horrible poor designed rule of fear, and 2 that the rules are usable (not like the poor piecemeal armor in uc, or almost every rule in unchained)My complete and utter disagreement that Rule of Fear was a poorly designed book notwithstanding, I can safely say that Horror Adventures has nothing to do with the Ustalav sourcebook.
Horror Adventures is written for the Pathfinder Roleplaying Game line and as such contains no setting-specific material. Rule of fear is all about setting-specific material, specifically Ustalav.
As someone who loves Rule of Fear and Unchained, I obviously going to disagree with you as well and eagerly await this book.
Juda de Kerioth |
My complete and utter disagreement that Rule of Fear was a poorly designed book notwithstanding
Missing content (and the errata was a poor text in a forum) no monsters, no traits, no archetypes... nothing interesting about ustalav... check korvosa guide and see how a single city gazeteer is waaaay better design and lore.
Horror Adventures is written for the Pathfinder Roleplaying Game line and as such contains no setting-specific material.
Im glad to hear this new, hope the dev of RoF has nothing to do with this one.
Heine Stick |
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Missing content (and the errata was a poor text in a forum)
Good luck finding a book without any errors in it. I disagree that the text Wes Schneider did provide was poor text, but it's obvious by now that you and I don't share the same preferences when it comes to game books.
...no monsters...
While a few Ustalav-specific critters would have been cool, the lack of such is hardly poor design choice. It just means that more pages were dedicated to regional lore.
...no traits, no archetypes...
The Pathfinder Campaign Setting product line, of which Rule of Fear is a part, has never been a crunch-heavy product line. Many, if not most, books in this product line are light on crunch, some very light.
... nothing interesting about ustalav...
I'm not going to argue this point because that's very much about preference. I liked the lore presented in Rule of Fear. It was well written and provided me with countless ideas for stories to share with my players.
Obviously the lore didn't appeal to you, and that's just as valid as my adoration of the book's contents.
check korvosa guide and see how a single city gazeteer is waaaay better design and lore.
The Guide to Korvosa is indeed a splendid city sourcebook. I would argue that the two shouldn't be compared, as one devoted 64 pages to a single city, while the other devoted 64 pages to an entire nation.
Im glad to hear this new, hope the dev of RoF has nothing to do with this one.
I would be surprised if the principal (only?) author of Rule of Fear, Wes Schneider, doesn't have at least some input as far as Horror Adventures is concerned. He is, after all, one of Paizo's champions of all things horror.
Heine Stick |
Missing content (and the errata was a poor text in a forum)
Another thing about the missing content: If I remember correctly, the error wasn't that the content, specifically a paragraph about the city of Kavapesta, was missing, since it was actually cut during the book's development phase. Rather, the error was a reference to the cut paragraph, a reference that they had failed to remove from the book.
Of course, someone can correct me if my memory's playing tricks on me. :)
ErisAcolyte-Chaos jester |
I wonder how many creatures got some love in the corruption system?
Well i think at a minimum, vampires, werebeasts, and demons/devils will be included. As for more than that... well whatever paizo comes up with and maybe more later when the wider community gets a hold of it. I simply would love to see how it pans out.
Nutcase Entertainment |
I'm curious whether this "corruption" mechanic will just turn you into an NPC or include details for living with your affliction. I really hope it's the latter...
We are getting an Evil AP, so I am taking a wild guess the threshold for "becoming an NPC" will be pushed much farther than it (usually) did in D&D.
ErisAcolyte-Chaos jester |
Jack of Dust wrote:I'm curious whether this "corruption" mechanic will just turn you into an NPC or include details for living with your affliction. I really hope it's the latter...We are getting an Evil AP, so I am taking a wild guess the threshold for "becoming an NPC" will be pushed much farther than it (usually) did in D&D.
The only way you could be turned into an npc in pathfinder now is either A.the GM playing your character when you are not in a session(which they probably won't do), or B.you get totally dominated/mind-f***ed by one of the several entities in pathfinder that can pull it off.
Nutcase Entertainment |
Nutcase Entertainment wrote:The only way you could be turned into an npc in pathfinder now is either A.the GM playing your character when you are not in a session(which they probably won't do), or B.you get totally dominated/mind-f***ed by one of the several entities in pathfinder that can pull it off.Jack of Dust wrote:I'm curious whether this "corruption" mechanic will just turn you into an NPC or include details for living with your affliction. I really hope it's the latter...We are getting an Evil AP, so I am taking a wild guess the threshold for "becoming an NPC" will be pushed much farther than it (usually) did in D&D.
B includes aflicted Lycanthropes in Hybrid and Animal forms, And I still don't understand why players aren't allowed to role-play B unless there is a very plot relevent reason.
ErisAcolyte-Chaos jester |
ErisAcolyte-Chaos jester wrote:B includes aflicted Lycanthropes in Hybrid and Animal forms, And I still don't understand why players aren't allowed to role-play B unless there is a very plot relevent reason.Nutcase Entertainment wrote:The only way you could be turned into an npc in pathfinder now is either A.the GM playing your character when you are not in a session(which they probably won't do), or B.you get totally dominated/mind-f***ed by one of the several entities in pathfinder that can pull it off.Jack of Dust wrote:I'm curious whether this "corruption" mechanic will just turn you into an NPC or include details for living with your affliction. I really hope it's the latter...We are getting an Evil AP, so I am taking a wild guess the threshold for "becoming an NPC" will be pushed much farther than it (usually) did in D&D.
If I was to allow players to roleplay the hybrid and animal forms of lycanthropes, I would have the players making will checks to resist the more evil/bestial compulsions of the disease/curse. The more the lycanthropy has set in, or the longer it has remained not dealt with(or otherwise restricted by potions to limit the spread), the harder the check becomes to resist the actions they might take while transformed. You might try save a young family in distress using your transformed state, but then need to resist the compulsion to slaughter, devour, or infect them. The player SHOULD NEVER simply go on a crazed murder rampage after getting lycanthropy and be in control of their actions. And if they do pull that nonsense, pull the mob card on them. AS SOON AS POSSIBLE(but still keep it in story, with the local villager/people realising a lycanthrope is present and being extremely cautious, paranoid or mob like in mentality(the angry torch and pitchfork kind)).
Eric Hinkle |
I really hope ghouls are included there—they already have a corruption mechanic built in, and they are much cooler than vampires.
I'm hoping for some ghoul information in this new book as well. And agreed on the cooler than vampires. Tougher too; ghouls can walk around outside at noon without turning into ashes.
ErisAcolyte-Chaos jester |
Kobold Cleaver wrote:I'm hoping for some ghoul information in this new book as well. And agreed on the cooler than vampires. Tougher too; ghouls can walk around outside at noon without turning into ashes.I really hope ghouls are included there—they already have a corruption mechanic built in, and they are much cooler than vampires.
Not all ghouls are created equal. Some are only a few step above zombies in relatable power and are essentially canabalistic living cadavers and they look like it, while others can cast magic and even partially pass themselves off as human.
What could be interesting is also rules for how society treats you. In most cases, an open werewolf or vampire is a dead one(mobs and pitchforks and all that). Even if you do survive, the people might treat you with fear and suspicion. It might be possible though to be accepted by various fringe allies or communities. A vampire or ghoul might be sheltered by a group of necromancers, a well positioned vampire, or potentially some other dark/morally grey force. This creates some interesting dynamics should the players then need to deal with that community or group, since one/some of them might be reliant on the group for food, shelter, and protection from the horrors of man.
Nutcase Entertainment |
Nutcase Entertainment wrote:If I was to allow players to roleplay the hybrid and animal forms of lycanthropes, I would have the players making will checks to resist the more evil/bestial compulsions of the disease/curse. The more the lycanthropy has set in, or the longer it has remained not dealt with(or otherwise restricted by potions to limit the spread), the harder the check becomes to resist the actions they might take while transformed. You might try save a young family in distress using your transformed state, but then need to resist the compulsion to slaughter, devour, or infect them. The player SHOULD NEVER simply go on a crazed murder rampage after getting lycanthropy and be in control of their actions. And if they do pull that nonsense, pull the mob card on them. AS SOON AS POSSIBLE(but still keep it in story, with the local villager/people realising a lycanthrope is present and being extremely cautious, paranoid or mob like in mentality(the angry torch and pitchfork kind)).ErisAcolyte-Chaos jester wrote:B includes aflicted Lycanthropes in Hybrid and Animal forms, And I still don't understand why players aren't allowed to role-play B unless there is a very plot relevent reason.Nutcase Entertainment wrote:The only way you could be turned into an npc in pathfinder now is either A.the GM playing your character when you are not in a session(which they probably won't do), or B.you get totally dominated/mind-f***ed by one of the several entities in pathfinder that can pull it off.Jack of Dust wrote:I'm curious whether this "corruption" mechanic will just turn you into an NPC or include details for living with your affliction. I really hope it's the latter...We are getting an Evil AP, so I am taking a wild guess the threshold for "becoming an NPC" will be pushed much farther than it (usually) did in D&D.
Not what I meant, Players want their PCs to let loose once in a while too, if the DM/GM can play 69 crazed creatures at the same time, I don't see why a player should be incapable of playing only one.
ErisAcolyte-Chaos jester |
Not what I meant, Players want their PCs to let loose once in a while too, if the DM/GM can play 69 crazed creatures at the same time, i don't see why a player should be incapable of playing only one.
Playing the monster isn't the issue. there are suggestions in books like blood of the moon and blood of the night for doing that. the problem is the feeling of how much control the player has over themselves. If the player decides to go on a killing spree as a werewolf or vampire, then that's fine. Alter their alignment or corruption towards evil/were-beast a few notches, But also make it clear that this was totally on them. They willfully did that, which actually makes it worse.
It's when they attempt to go against their bestial/monstrous nature that they need to start taking will checks or act out of player control for a couple of minutes(the player realizing only after just what a horrible thing they just did), corruption going up a smaller amount along with a tiny evil bump since they were not in total control of their actions.
Nutcase Entertainment |
Nutcase Entertainment wrote:
Not what I meant, Players want their PCs to let loose once in a while too, if the DM/GM can play 69 crazed creatures at the same time, i don't see why a player should be incapable of playing only one.Playing the monster isn't the issue. there are suggestions in books like blood of the moon and blood of the night for doing that. the problem is the feeling of how much control the player has over themselves. If the player decides to go on a killing spree as a werewolf or vampire, then that's fine. Alter their alignment or corruption towards evil/were-beast a few notches, But also make it clear that this was totally on them. They willfully did that, which actually makes it worse.
It's when they attempt to go against their bestial/monstrous nature that they need to start taking will checks or act out of player control for a couple of minutes(the player realizing only after just what a horrible thing they just did), corruption going up a smaller amount along with a tiny evil bump since they were not in total control of their actions.
Hold on, you are mixing actions of the players with the actions of their PCs, roleplaying insanity can be fun and awesome.
ErisAcolyte-Chaos jester |
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1.Full stops please. commas are not the same a full stops.
2.Roleplaying insanity doesn't mean you are in control of your character. their actions are normally predetermined so i already know the segregation is there. If its actions taken due to lycanthrope or vampiric blood-lust, that the player failed to make the will save against doing, that's okay in my book too. The player knows their character would be acting, and can make a suggestion for what to do.
However where I firmly draw the line (and start handing out big corruption and evil alignment marks) is when the player is actively(as in the player directly stating that they are say ripping off someones head, without me establishing what kind of actions the player is trying to not have happen, like the urge to rip a civilian to shreds with their claws) choosing to do these things. As a GM, its kind of part of the role you fill to determine what happens, and try to steer the story in a firm but fair manner. The players control how their character reacts to thing and what actions they take accordingly.
If the characters start acting like evil, monstrous bastards(like committing mass murder, genocide, Rape) because of the players action outside of the gm's actions, I will be marking them down for it. The players are supposed to be the heroes of the story they are in, not being the villains(unless they are supposed to be the villain's, to which I still think the players shouldn't be absolutely dickish, petty, anarchist,sadistic,or stupid evil all the bloody time.)
Berselius |
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If the characters start acting like evil, monstrous bastards(like committing mass murder, genocide, Rape) because of the players action outside of the gm's actions, I will be marking them down for it. The players are supposed to be the heroes of the story they are in, not being the villains(unless they are supposed to be the villain's, to which I still think the players shouldn't be absolutely dickish, petty, anarchist,sadistic,or stupid evil all the bloody time.)
You are my new hero! :D
ErisAcolyte-Chaos jester |
People are asking for good-aligned "corruption". Aren't werebears generally good-aligned?
they are, but people are also wanting for corruption that slowly turns them into Seraphs, archons, or other good aligned beings. It would be funny to watch a chaotic evil monster slowly succumb to the corruption of a were-bear, becoming a throughly reformed entity. As for how to force the dose... let's give a round to agents of evil for improved poison distribution methods and the designer that made the syringe spear.