Outright silliness


Pathfinder Second Edition General Discussion


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Just a thread for tossing out silly ideas within a rough Pathfinder 2e scope. They don't have to be good ideas - just silly.

/******************/

Poppet atavism.


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Pathfinder Lost Omens, Rulebook Subscriber

An ability that lets you shoot a gun behind you in order to jump further.

An adventure consisting entirely of delivering pizzas to hard-to-reach customers.

Sentient wagons that roam the roads in the wilderness and waylay travelers, forcing them to take a ride.


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WatersLethe wrote:
An ability that lets you shoot a gun behind you in order to jump further.

It’s already in.


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The element of surprise for kineticists. It deals mental damage and has an impulse that stuns the target.


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Neutral aligned lycanthropes. Werecapybara. Under the light of the full moon, those under the curse are overcome with the urge to hang out by the riverside. Being perfectly content.


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aobst128 wrote:
Neutral aligned lycanthropes. Werecapybara. Under the light of the full moon, those under the curse are overcome with the urge to hang out by the riverside. Being perfectly content.

A mesmerizing vision of Arcadia's wonders.


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aobst128 wrote:
Neutral aligned lycanthropes. Werecapybara. Under the light of the full moon, those under the curse are overcome with the urge to hang out by the riverside. Being perfectly content.

Weresloths!


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Nothing To See Here wrote:
The element of surprise for kineticists. It deals mental damage and has an impulse that stuns the target.

I did not see that coming! *stunned*


New item: pants of thunder

Once per hour, let it rip for 2d4 sonic damage to adjacent targets with a basic Fortitude save. On a critical failure, they are sickened for 1 minute.

If you haven’t eaten any carbs in the last 8 hours, improve the target’s saving throw by 1 step.


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Pathfinder Lost Omens, Rulebook Subscriber

Fish slapping duel rules


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The ability to shoot yourself in the foot with a gun to deal mental damage to observers, possibly making them confused/frightened.


Summon Chicken.
Can be heightened up to 9th level
Each level is a chicken.
Volume of chicken scales with spell level.


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WatersLethe wrote:
Sentient wagons that roam the roads in the wilderness and waylay travelers, forcing them to take a ride.

Be careful what you wish for ;)

Wagon

Liberty's Edge

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Cleric Doctrine: Barber

- They lose access to ALL Spellcasting features of the class.
- They are Trained in Medicine at level 1, Expert at 6, Master at 11, and Legendary at 16.
- They gain Battle Medicine and Risky Surgery at level 1.
- They follow Martial Weapon Prof advancement as a Rogue.
- They lose all requirements to have, use, or be tied to any Alignment or Deity.
- They are always treated as having Healers Tools and a Hygiene Kit as long as they either have a Free Hand available or are Wielding a One-Handed Slashing or Piercing Weapon with the Finesse or Agile Traits.
- They have a DUAL Key Ability Score with both Wis and Dex.
- They follow the same Saving Throw Advancement as a Monk.
- They gain 10 HP per Level.
- They gain Rogue Sneak Attack Class Feature at level 1 which advances at the same rate as the base Sneak Attack Feature.
- At 3rd Level they gain Assurance (Medicine) and additionally may add their Key Ability Score Modifiers to Checks using Assurance. (Including both Dex and Wis)
- At 7th level they Automatically gain the Treat Condition and Holistic Care Feats from the Medic Archetype. (If they already possess these Feats they may instead choose any General Feats they qualify for in their place)
- At 11th, 15th, & 19th Levels they may choose either two Skill Feats they qualify for or one Rogue Feat, using their Barber Level in place of Rogue for prerequisite purposes.


Themetricsystem wrote:

Cleric Doctrine: Barber

- They lose access to ALL Spellcasting features of the class.
- They are Trained in Medicine at level 1, Expert at 6, Master at 11, and Legendary at 16.
- They gain Battle Medicine and Risky Surgery at level 1.
- They follow Martial Weapon Prof advancement as a Rogue.
- They lose all requirements to have, use, or be tied to any Alignment or Deity.
- They are always treated as having Healers Tools and a Hygiene Kit as long as they either have a Free Hand available or are Wielding a One-Handed Slashing or Piercing Weapon with the Finesse or Agile Traits.
- They have a DUAL Key Ability Score with both Wis and Dex.
- They follow the same Saving Throw Advancement as a Monk.
- They gain 10 HP per Level.
- They gain Rogue Sneak Attack Class Feature at level 1 which advances at the same rate as the base Sneak Attack Feature.
- At 3rd Level they gain Assurance (Medicine) and additionally may add their Key Ability Score Modifiers to Checks using Assurance. (Including both Dex and Wis)
- At 7th level they Automatically gain the Treat Condition and Holistic Care Feats from the Medic Archetype. (If they already possess these Feats they may instead choose any General Feats they qualify for in their place)
- At 11th, 15th, & 19th Levels they may choose either two Skill Feats they qualify for or one Rogue Feat, using their Barber Level in place of Rogue for prerequisite purposes.

One of the first of my hundred+ builds was such a scalpel-wielding Rogue. Even before the Medic Dedication it was feasible, and ever more so now. That idea of using a weapon as a Healer's Kit is pretty on theme. :-)


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Pathfinder Lost Omens, Rulebook Subscriber
Themetricsystem wrote:

Cleric Doctrine: Barber

- They lose access to ALL Spellcasting features of the class.
- They are Trained in Medicine at level 1, Expert at 6, Master at 11, and Legendary at 16.
- They gain Battle Medicine and Risky Surgery at level 1.
- They follow Martial Weapon Prof advancement as a Rogue.
- They lose all requirements to have, use, or be tied to any Alignment or Deity.
- They are always treated as having Healers Tools and a Hygiene Kit as long as they either have a Free Hand available or are Wielding a One-Handed Slashing or Piercing Weapon with the Finesse or Agile Traits.
- They have a DUAL Key Ability Score with both Wis and Dex.
- They follow the same Saving Throw Advancement as a Monk.
- They gain 10 HP per Level.
- They gain Rogue Sneak Attack Class Feature at level 1 which advances at the same rate as the base Sneak Attack Feature.
- At 3rd Level they gain Assurance (Medicine) and additionally may add their Key Ability Score Modifiers to Checks using Assurance. (Including both Dex and Wis)
- At 7th level they Automatically gain the Treat Condition and Holistic Care Feats from the Medic Archetype. (If they already possess these Feats they may instead choose any General Feats they qualify for in their place)
- At 11th, 15th, & 19th Levels they may choose either two Skill Feats they qualify for or one Rogue Feat, using their Barber Level in place of Rogue for prerequisite purposes.

To be honest, this would be a sick rogue racket or class archetype. Is the silly part the fact that you made it a cleric doctrine?

I was gonna bring up classes based around more everyday professions, but they all ended up being not that silly. Chef is one I think would be legitimately good and have brought up before (following the same convention as a bard building off of the deeply felt emotions around music and oratory, and extending that to the nigh-universal reverence around food cultures), but even Plumber could be done right.

There's something fun about starting with an "ordinary" profession, taking the mystique or cool-factor of it and amping it up, and finding ways it could blend into the adventurer archetype.

Watching videos of barbers offering their services to homeless people and seeing the raw emotions on their faces, coupled with the historicity of barbers commonly being rough-and-ready doctors for the common folk, and you have something going for a foundation of a class.

A plumber class could essentially encompass adventurers for big-city sewers that are rife with slimes and kobolds and bandits, while taking on the "roll up your sleeves and fix it" feeling and tipping its hat to Mario.

Liberty's Edge

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Yeah, the fact that it's a Cleric Doctrine is what makes it silly. I think it would be a perfectly reasonable Rogue Racket for sure but my thought was merely based on an ancient adage of "Cleanliness is next to Godliness" for the Doctrine flavor text. ^_^


Pathfinder Lost Omens, Rulebook Subscriber
Themetricsystem wrote:
Yeah, the fact that it's a Cleric Doctrine is what makes it silly. I think it would be a perfectly reasonable Rogue Racket for sure but my thought was merely based on an ancient adage of "Cleanliness is next to Godliness" for the Doctrine flavor text. ^_^

Ohh I like it! It makes me want to see a feat called that which gives the rogue racket a bonus to religion checks or something


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WatersLethe,
I wonder if that core principle could be captured in one or two archetypes (or even a class, though it might be too off brand or nebulous). It could use Craft and/or Lore as a foundation, with a specific sub-field chosen. It could be a path to simple reskinning of another class's power or even have different feats tied to labor, service, art, etc. that tap into a spiritual/communal aspect of each.
Look at the PF1 Geisha that could pass out tea cakes of inspiration or that other archetype (Prestige Class?) that could pass out writings for their peers to read later for inspiration. I could see people putting spells into daily consumables along those lines.
And using the Barber example one could imbue a "skill kit ability" into a different item, in that case the agile/finesse weapon. I could see the Plumber using a warhammer for Craft, "just give it a few whacks and it's good as new" and so forth.

Hmm. I also wonder if an Alchemist/Thaumaturge hybrid could capture some of this. So you could have a spatula Implement that makes magic/alchemical consumables.


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Pathfinder Lost Omens, Rulebook Subscriber

New Heritage, exclusive to small sized ancestries.
Trenchcoat
you are actually 3 of your ancestry stacked on top of each other in a trenchcoat. You count as Medium size, you are clumsy 1 but you have 4 extra hands to hold items but not wield them, as a free action at the start of your turn you can move an item you arent actively weidling 1 stage up or down the rung of hands, as long as the other hands are free. You get a +2 circumstance bonus to disguise yourself as your choice of a a medium sized ancestry

Wayfinders

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Easy: A kobold heritage that makes you Medium-sized.

While Paizo themselves likely wouldn't call them swolbolds, you know half the community would.


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For your especially flexible monks, may I submit: Wacky Waving Inflatable Arm Flailing Tube Style.


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PossibleCabbage wrote:
For your especially flexible monks, may I submit: Wacky Waving Inflatable Arm Flailing Tube Style.

Call it Skydancer Stance and I could totally see that slipping under the radar and sneaking its way into a book.

(I was going to write a feat for it, then discovered all the traits I was going to give the stance had been used already.)


Sanityfaerie wrote:

Just a thread for tossing out silly ideas within a rough Pathfinder 2e scope. They don't have to be good ideas - just silly.

Halflings, gnomes and dwarves.


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WatersLethe wrote:
An adventure consisting entirely of delivering pizzas to hard-to-reach customers.

I would buy and run such an adventure!

Liberty's Edge

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In that vein: A LOW-STAKES module or maybe even a 3-part AP featuring teenage (or equiv) PCs who are all getting their first jobs in a nearby city pulling rickshaws that get looped into the local underground rickshaw racing scene in order to score a bit more coin and earn some notoriety for their personal business.

The entire first arc should be and REMAIN at level 0. After they compete (and potentially win) "the big race" they advance in level and have earned enough coin in order to actually buy their own vehicles and start tricking them out with customized aftermarket parts, magical enhancements, special oils, luxury seats, and also purchase licenses to operate their business in higher income business districts which comes along with opportunities to get side-quests from their customers. The side jobs could be simple courier missions, fetch quests, hauling trash, dog walking, street sweeping, and other similar such "mundane" stuff that needs to be done by SOMEBODY.

Cap it all off with the third act at level 2 where they are all given the Trick Driver Dedication as a Free Archetype and they have to square off with a downright violently aggressive rickshaw gang that has been strong-arming all transportation services in some upper-class residential neighborhood starting with somewhat irksome vandalism, slander about the party, escalating to a non-lethal brawl after the party base of operations is sieged by the group.


...and of course you'd need chase scenes.

The idea of high-octane rickshaw-based adventures has a lot of potential for really interesting interactions with customers and whatnot, but it doesn't really fit the party-based structure all that well. It mostly pushes the individual players to be Doing Exciting Things in times and places that the other players aren't.

Possibly a litter or palanquin? I'm not sure that has quite the same awesomeness potential as a rickshaw, though.

It would also tend to bias towards certain stats, bias towards high movement rates, and bias against small/tiny ancestries.

I want to make this work....


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But in the end, all this racing around is really about family.
And eventually...saving the world. Through palanquin racing.

Liberty's Edge

Sanityfaerie wrote:

...and of course you'd need chase scenes.

The idea of high-octane rickshaw-based adventures has a lot of potential for really interesting interactions with customers and whatnot, but it doesn't really fit the party-based structure all that well. It mostly pushes the individual players to be Doing Exciting Things in times and places that the other players aren't.

Yeah, the whole thing would be absolutely chock full of chase scenes and racing-type skill checks to get customers where they need to be as quickly and safely as possible. The nighttime racing scene would essentially take on much of the role that traditional combat would in most games with the day job being like exploration as well as downtime earning income with more interactive granularity.

Also, the idea that there could be a kind of guild that gives out the right to run such a service and also operates a magical long-distance messaging service in order to allow registered customers to request a ride from a given location and it would notify the members of the guild who are nearest which would spur competition for getting to customers as quickly as possible. Call the guild Lift or something.


I find the idea absolutely rickshawesome!
But I agree that rickshaws are too small for an entire party to fit in.

But... considering the new dwarven setting coming soon, what about minecarts? Originally built to help for the excavations made during the creation of Highhelm, the rail system has been kept and is now used for rapid delivery of goods and people.
Minecarts are bigger and can fit an entire party. They are not necessarily man-powered, they can be steam or magic-powered, giving more freedom to the party. And I think you can get the same vibe than with rickshaws.


SuperBidi wrote:

I find the idea absolutely rickshawesome!

But I agree that rickshaws are too small for an entire party to fit in.

But... considering the new dwarven setting coming soon, what about minecarts? Originally built to help for the excavations made during the creation of Highhelm, the rail system has been kept and is now used for rapid delivery of goods and people.
Minecarts are bigger and can fit an entire party. They are not necessarily man-powered, they can be steam or magic-powered, giving more freedom to the party. And I think you can get the same vibe than with rickshaws.

Maybe part of it... but I think that some of the real awesomeness from the rickshaw adventures is that you get to suddenly be pulled into other peopel's adventures in the middle - like, you're in a tense chase scene, but they're not chasing you - they're chasing your passenger. You've got a fare who's desperate to get from point A to point B as fast as possible, and you (or they) know some risky and/or potentially illegal tricks that you could pull that would shave off time... well, are they offering to pay you enough to risk your body and your cab like that? Do you have confidence that they'll pay up at the end if you do? Try executing on a breathless haggling challenge with very real time limits while *also* running as fast as you can away from pursuers. There's some real potential zest here that you just won't get if everyone in the vehicle is a party member.


Sanityfaerie wrote:
Maybe part of it... but I think that some of the real awesomeness from the rickshaw adventures is that you get to suddenly be pulled into other peopel's adventures in the middle - like, you're in a tense chase scene, but they're not chasing you - they're chasing your passenger. You've got a fare who's desperate to get from point A to point B as fast as possible, and you (or they) know some risky and/or potentially illegal tricks that you could pull that would shave off time... well, are they offering to pay you enough to risk your body and your cab like that? Do you have confidence that they'll pay up at the end if you do? Try executing on a breathless haggling challenge with very real time limits while *also* running as fast as you can away from pursuers. There's some real potential zest here that you just won't get if everyone in the vehicle is a party member.

I think you misunderstood me: I was speaking of the exact same adventures. The difference being that a rickshaw is piloted by only one person and it's hard to fit an entire party in it (and stupid as you'll have to pull them). On the other hand, you can fit the entire party in a minecart.

I feel you can tell the same adventures with a minecart. After all, cart chases are a common trope, too.


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SuperBidi wrote:

I think you misunderstood me: I was speaking of the exact same adventures. The difference being that a rickshaw is piloted by only one person and it's hard to fit an entire party in it (and stupid as you'll have to pull them). On the other hand, you can fit the entire party in a minecart.

I feel you can tell the same adventures with a minecart. After all, cart chases are a common trope, too.

You're positing a world where an entire adventuring party is involved in running and piloting a minecart, and they travel around with said minecart making money as a taxi service. It...

Okay. It's true. It would be silly. I am left entirely without rejoinder.


I was thinking more of a city (Highhelm as dwarves love mining) with rails all around it used by minecarts to carry goods and people. The same way rickshaws are in general limited to a single city as it's hard to use them for long distance travels.
Actually, just following Themetricsystem's idea, but putting it inside something big enough for a party to fit in.


Pathfinder Lost Omens, Rulebook Subscriber

I'd vote for rickshaws and since we're going silly make huge, teetering double decker rickshaws! Or have multiple in a given scene.


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Pathfinder Lost Omens, Rulebook Subscriber

an adventure path where the pc's are bumbling actors doing a play about legendary heroes who get mistaken for actual heroes by a small village and through a miscommunication think they will be putting on a show at the village. The actors must rise up to fight the villians and truly become heroes.


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pixierose wrote:
an adventure path where the pc's are bumbling actors doing a play about legendary heroes who get mistaken for actual heroes by a small village and through a miscommunication think they will be putting on a show at the village. The actors must rise up to fight the villians and truly become heroes.

There's a special mechanic where they can default all sorts of things to their Performance skill, but only so long as they don't realize that it's not part of the performance. Paper-thin justifications for how it is that your character hasn't clued in yet are permitted and encouraged. Charisma classes are strongly advised. Wisdom classes are strongly not.


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Just some generic AP, but in the last volume the heroes are dragged to court.

"Mr. Young Blue Dragon, can you tell us what defendants did to your mother?"
"They invaded her home, killed her, took all her belongings and brought her head back to town!"


Pathfinder Rulebook Subscriber

I like the chef idea but it's clearly an alchemist research field.


LandSwordBear wrote:
Sanityfaerie wrote:

Just a thread for tossing out silly ideas within a rough Pathfinder 2e scope. They don't have to be good ideas - just silly.

Halflings, gnomes and dwarves.

Hmmph. Seeing as snorves are getting their own AP, apparently so silly it’s…not silly. Pritty silly.


pixierose wrote:
an adventure path where the pc's are bumbling actors doing a play about legendary heroes who get mistaken for actual heroes by a small village and through a miscommunication think they will be putting on a show at the village. The actors must rise up to fight the villians and truly become heroes.

Haha “A Bug’s Life”, the ap.


Construct inventor of Goblin Ancestry, primary weapon Hard Tail, archetyped into Shadowdancer and Pirate.

He's a Monkey (goblin) Ninja Pirate (with a) Robot... and a viable, functional character in PF2e.

Now all he needs is some sweet, sweet uranium (for the construct, natch).

Put the right amount of larceny in his soul (driven by a desire to perfect his creation) and he even has a reasonably coherent backstory. Left Arkenstar and took to the high seas in a mad plan to acquire the resources to continue his construct improvements. Learned the shadow arts in further support of said larcenous tendencies.


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Here are some of my sillier 2e character concepts:

- Emissary, alien cactus bent on world domination

- Breadcrumbs, kobold cutlery specialist

- Tonto Pollo, cock fighter

- Halvin and Cobbes, a lil' gobbo' and his BFF tiger

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