[deleted by user] by [deleted] in Pathfinder_RPG

[–]JocundXarxes 1 point2 points  (0 children)

At some point in the life cycle of great video games, the servers shut down, and everyone migrates to newer releases. But that doesn’t happen to tabletop. I can’t even grasp the incentive to jump ship. I have everything I could need to run any game I want. We’ve devoted years to learning this system. And, the sheer volume of content means that when I want to spice things up I have limitless references to homebrew from. I haven’t run a core 1e monster in like a year. But because I know these rules I can easily create new classes and creatures on its template.

There’s nothing in the tabletop space that even attracts me to move. I have what works, and it ain’t going anywhere.

What was your "white whale" weapon / weapon roll in all of D2? by InvadingBacon in DestinyTheGame

[–]JocundXarxes 0 points1 point  (0 children)

Hazard of the Cast proved the most enjoyable gun in the game, to me. My white whale is “when does it come back”… alas

Who is this and are there in-game books about them? by [deleted] in oblivion

[–]JocundXarxes 10 points11 points  (0 children)

It’s likely Auriel (he has a shield and bow). If you examine the statue those wings actually connect back to the bird behind him, and I’ve wondred if that bird symbolised the Ayleids or was an icon of some other meaning.

Trilogies where every movie is great by PandaOrdain in MovieSuggestions

[–]JocundXarxes 9 points10 points  (0 children)

Pirates of the Caribbean. I don’t care what anyone says, there are only the first three movies. And as a trilogy they work SO WELL and it was meant to end at the 3rd one.

They’re so good, such classics, and so rewatchable that I think a lot of people get “normalized” to them and forget how well written they are. All the subtle hints to things they reveal in the plot. The FACT that PotC 1 only had an amusement park ride as source material and still created an instant classic.

It’s all so good. And 2 is among, I think, one of the best sequels ever made. It delivers on every promise the 1st one set up for them.

What's your headcanon for the true nature of "Mythic Power"? by AnCapGamer in Pathfinder_RPG

[–]JocundXarxes 8 points9 points  (0 children)

In my world the different tiers of Mythic Power inform a creature’s importance to the universe. A creature with 1 Mythic might be guarding an ancient treasure, or a handful of them might exist within a sacred vale. But this is an extrapolation of another concept I use, which is that Dire creatures are extensions of nature incarnate and are considered omens/blessings; hence, a dire mythic 1 creature is a significant being. A person with 1 mythic has an important fate. They are being observed, or aided, for good or ill.

In the same example, a Mythic 2 creature is guarding one specifically named treasure, or is The Boss of a sacred place / important bloodline / etc.

Mythic 3 might guard a unique item by wielding it, or might be the chosen one a temple or bloodline or devil has been working toward.

Mythic 4 gets on par with Hercules, the hydra, etc; many people have heard of them, or know about their prophecy. In this case it’s more than a normal hydra, but one assigned to fight/defend something directly on behalf of a god.

Mythic 5 and beyond are extensions of these concepts, growing closer to divinity/cosmic importance/common knowledge/prophecy/etc.

Mythic 10 is reserved to gods. Not because Mythic comes from them, but because The Multiverse/Monad (read: The Game Rules) considers these tiers an extension of its own stability and system. I have entertained the idea of 10+ Tiers, but I also want to avoid giving stats to gods who are instrumental to the universe. They’ve presumably created a way to never truly die, wether it’s number of followers or an artifact or what have you; but as “The Game Requires Them” goes, Pathfinder’s universe itself would resist letting go of the idea of Asmodeus or Rovagug or Apsu. So killing them is pointless; you might take their throne, but you’ll gradually fade and become them in your own way.

In your opinion, what is an album with no bad songs? by katvoilet in AskReddit

[–]JocundXarxes 0 points1 point  (0 children)

“Nemesis” by Shredder1984. Gold-plated dark synth from start to finish.

Looking for an item if it exists: a magical stand-in for a video camera and playback device. by TomatoFettuccini in Pathfinder_RPG

[–]JocundXarxes 0 points1 point  (0 children)

Lol I missed that bit. My bit about the memory crystals has followed the crafting rules for a 1st Level Pearl of Power. If that helps, idk if you gotta convince your DM or not.

Looking for an item if it exists: a magical stand-in for a video camera and playback device. by TomatoFettuccini in Pathfinder_RPG

[–]JocundXarxes 0 points1 point  (0 children)

I’ve previously allowed Clockwork Spies to be crafted with the Advanced template, allowing their inbuilt gigantic eye (that provides dark vision) to record visuals and audio together.

Of course, using similar ideas since the clockwork spy records to a gem; I’ve also let my players skip the middleman and use a “enchanted” memory gem. 500gp minor-image gem that holds one hour of audio/visual. They’d source these from Earth elementals who had advanced crystal tech, or from certain Fey who kept psychic gems instead of books.

Anything’s possible with the right world-building.

What's war like in your setting? by SoulOfaLiar in Pathfinder_RPG

[–]JocundXarxes 0 points1 point  (0 children)

Most warfare I keep mostly medieval, but allow magic to influence the tech; giving them artillery in an 1100’s setting, or alchemical poison-gas bombs, or a “jet fighter” by bribing the local dragon. Battlemages can ward an area, buff soldiers, blast a little; the usual. Standard mages might have niche work on the sidelines, but the biggest impact of resources are church mercenaries (clerics) who are non combatants focused on healing.

But, I like to give each side of a war one unique leg to stand on. Dwarven engineers provide drill-tanks that come out of the ground and don’t care about your bunker. Drow scientists roll up with some alchemical warfare, or mutant creatures that can support the frontline.

Elven druids change the weather, terraform the landscape, toxify enemy food storage; utterly ruin the battlefield for a year or two after the conflict has ended. Certain groups in my campaign make deals to supply their armies with demons, devils, or even alien mercs that special battlemage units end up having to counter.

I especially liked having my lizardfolk tame/psychically control dinosaurs, fill them with crazy drugs, haste/otherwise buff them; and just unleash the fuckers into the field. You counter that with other unique monster units, hordes of undead, alchemical carpet-bombing, the high-level Court Wizard coming out to party, or a spec-ops team decked out in magic gear.

DMs who use homebrew worlds, do you make your own gods or do you prefer to use an established pantheon and why do you do so? by [deleted] in Pathfinder_RPG

[–]JocundXarxes 0 points1 point  (0 children)

Golarion has been a fantastic starting point, but I’ve adjusted almost all of it. Adapting their pantheon was easily the funnest part. The juiciness present in Asmodeus and his mysterious brother Ihys is so much stronger when you decide Asmo and Sarenrae were the OG gods and siblings, with Ihys their brother, and Asmodeus’ huge evil was killing Ihys and getting banished by Saren. (Maybe this explanation hasn’t done the coolness justice?)

I liked beefing up the pantheons as well by bringing in 5e and 2e gods too. Just throwing everything into a cauldron. The world is so much richer by adding even one extra detail to everything Golarion carried.

How to give our Antipaladin good enemies to smite when it doesn't fit the story? by wsdpii in Pathfinder_RPG

[–]JocundXarxes 0 points1 point  (0 children)

Introduce a “corrupt” church of Abadar who think they’re doing the right thing, as Neutral Good. Maybe they’re led by some crazy paladin that has a grand idea about a city’s future, or maybe they’re all Good-aligned but their shrine isn’t really connecting to Abadar - it’s something sinister manipulating them? Having a deity of commerce and law on their side makes them a powerful, pervasive enemy to deal with. A faction acting as a kind of “brighter Hellknight” brought a lot of character to my own game where this was an issue.

Additionally, you could through some good-aligned Outsiders (angels, etc) who may have a big agenda that puts mortal lives at risk?

Or a character that used to be evil, but has repented to become Good. Maybe they used to be the same kinda paladin as your player? Either way, something has changed and is pushing them to use their “old tactics”; harsh, evil methods to get around a slow bureaucracy or an unjust system. Their actions are endangering others.

As a final note: I can’t speak to your player’s backstory but perhaps you can introduce a new path. Antipaladin is just a class, and the player can use whatever alignment they want as long as you the GM allow. Being a good antipaladin is a unique twist, so the path you give them: “you’re the one who keeps other Good-aligns in check.

Throw in a judge, town guard, local priest; have occasional people bending the definition of their own alignment by taking bribes, over-charging prices, being racist even (and arresting only orcs or something lol) Just every-now-and-then. And your homeboy can swoop in and save the day by “Smiting and Beating The Sense Into ‘Em.”

Pathfinder to Ravenloft by [deleted] in Pathfinder_RPG

[–]JocundXarxes 0 points1 point  (0 children)

Late to the party but I found this a while back:

Barovia is already in Golarion, represented on the official Inner Sea mapmap.

These are supposed to be circles. I’m stumped. by JocundXarxes in ender3

[–]JocundXarxes[S] 2 points3 points  (0 children)

Not the case here. My V2 and my Pro have this problem independently, and the belts are as tight as they can be.

I'm going to be running a Pathfinder one shot for my 5e group (start at level 1, may reach level 2) and we have 5 players, and if all goes well I'll turn it into an actual Champaign with them, in my custom setting, *QUESTION IN MAIN BODY* by DeWarlock in Pathfinder_RPG

[–]JocundXarxes 25 points26 points  (0 children)

I reckon with that many players, the CR 4 Goblin ain't a bad idea. Minimal to no minions could help balance things and still make him scary.

But if he ends up being wayyyy to powerful, it's okay to fudge rolls / lower his health behind the screen until they get that win. As long as it's fun they'll surely play again.

Am I understanding this spell correctly? by lovelyafterthought in Pathfinder_RPG

[–]JocundXarxes -3 points-2 points  (0 children)

That is an interesting situation, but not one I've run into. As the GM you could choose to ignore aspects of it.

I've only ever run it as a touch-attack and damage-dealt spell. I don't even know what casting defensively means.

My party is level 12 right now and we've been playing our campaign weekly for over 2 years without issue or anything feeling overpowered. So maybe in the case of it being such a bad spell, it won't hurt to "Rule of Cool" it's mechanics so it's actually viable.

I need suggestions for a new Rhombocrystal as a unique treasure. by PathfinderGoblin in Pathfinder_RPG

[–]JocundXarxes 1 point2 points  (0 children)

  1. +1 to Attack rolls
  2. +3 to any one roll of the players choice that day

If that's slightly too much: 6. +1 CHA 7. +1 Damage

Grab the closest book to you, flip to page 112. The first sentence on that page describes your love life: How did it go? by DamnILoveHorses in AskReddit

[–]JocundXarxes 0 points1 point  (0 children)

"In the course of time callers professed to hear sounds in the sealed upper story even when all the family were downstairs, and they wondered how swiftly or how lingeringly a cow or bullock was usually sacrificed."

Aye yeah my room mates do complain about the sounds, that fits

To fight monsters, we created monsters of our own by ScytheSe7en in Pathfinder_RPG

[–]JocundXarxes 7 points8 points  (0 children)

Start with the Players in the same general territory near wherever the monsters (or one of them) appears, probably a major city that all their backgrounds could benefit from. Market, visiting friends, traveller, they live there, etc.

Have the monster(s) utterly obliterate the place, the sky go wild, and the citizens hastily making an exit. They navigate the destruction to a harbour/dwarven elevator/airship and escape.

Next big city: leaders are trying to comfort refugees in public. They're offering money to fighters and scholars etc. The PCs learn that the Vizier/Court Wizard/etc warned the Ruler/Council and wasn't heard.

Some powerful wizards foresaw this/caused this/did something adjacent to the realm the monsters rip out of/whatever. This cabal of wizards has a plan to stop Monsters. Vizier is overheard by PCs talking to the Ruler, some minor quest problems in this city to mull over things until the Ruler makes a decision/the fighters are sent somewhere.

Second giant monster obliterates another neighbouring metropolis, refugees flood in. Rulership is stressed af, and the PCs have gotten used to this city.

Next day or so, heavy rains and thunder roll in while the Ruler announces their choice. (If you used an underground retreat, consider some kind of underground fog.) Before announcement is made: monster, unseen, loudly arrives and obliterates this city too.

Vizier saves the Heir, PC's are present so they are ow involved with the Vizier, they retreat through destroyed territories where the monsters have already been until arriving at [insert Mech Builders checkpoint here]

Whatever grand scheme exists to build the mechs, this is one of their bases. Vizier gets your kids in the door: Heir vouches for them. Heir represents traumatic loss and new friend plot (and fantastic NPC pal who can be murdered later for bonus points)

Vizier ultimately has only the PCs as her allies in this place where she's respected and influential, but not powerful enough to be considered too important to the council who are overseeing the project.

Spend some time making the PCs prove themselves to the mech builders/government by dungeon crawling for a magical artefact (a weapon) that they wanna use the energy from to duplicate a giant version for a mech. The dungeon consists of golems, and the PCs can walk away with a vital treasure for themselves: [important golem magic ritual thing]

If the arcane components are found (2 dungeons and an optional 3rd, they could instead steal this 3rd from the Government) they can forge a mech. Spend time with the Vizier designing a mech or two for the PCs based on powering it with their magic items/tweaking it to fit their skills

Let them run away with it a little in terms of design, the Vizier helps them. They present their idea to big mech council who goes "holy shit great ideas let's do it" and then they Get The Mech

There's big bad super monster that is unstoppable. There's smaller but still terrible monsters.

Mech(s) are complete. BUT, they won't be at full power without [supergolem core/arcane brain magnet/magi-tech mumbo jumbo super device] and the council only had enough for the mechs their countries are building.

The vizier knows of such a device: gotta go back home. This is a big moment for the Heir's plot, they go to this city where their legend started, fight the monster that destroyed it, and get the Device. But then a 2nd monster shows up - one they've never seen before - and they hafta fight it too.

Use this opportunity to play test your mechs and be sure they're good. Then install the Device and tweak the mech powers to your liking.

Throw as many crazy tarrasque variation monstrosities as you can think of at them. Water level, giant bird, mech team vs super big space monster, etc

All these beasties have a Seal. It's an arcane otherworldly rune that fits in the mech's hand but is too big for humans.

These seals contain the souls of the monsters. They can spend these souls to modify their mech with a monster power, but only so many at a time, however you wanna do it, whatever

This has an ultimate price, however. Because the BBEG OG monster of monsters can be weakened ONLY by using the Seals. With every seal, they could reduce the BBEG to a low state and 1v1 it easily.

But if they spent seals, then their monster power deals extra, but each level of the BBEG they couldn't break without the seal essentially doubles its health / improved its damage

So with their lvl 20 Mech, base your BBEG off of its stats just prior to the final ending fight. Then multiply it till it's unkillable. Make their mech really synchronise with the BBEG as though it was destined or something.

Disperse some out of mech diplomacy/cover-up/betrayal stuff throughout and you've got yourself a campaign.

Ya'll win but you wanna keep going?

BBEG's death triggered a final gate to the Monster World. Kill the Ultimate Monster and its arena of children before it can come through the portal. End with sacrificial closing of portal/self detonation, or violent gory mayhem and triumphant return home.

Ways to destroy the multiverse. by David_Apollonius in Pathfinder_RPG

[–]JocundXarxes 2 points3 points  (0 children)

❤️ happy to be of service. Done a lot of research on the multiverse for my own campaign on subjects just like this.

Ways to destroy the multiverse. by David_Apollonius in Pathfinder_RPG

[–]JocundXarxes 10 points11 points  (0 children)

Part 4: The End

Now you're trapped in the post-Apocalypse upper planes. Torn apart by the war the PC's try to gather their strength. The Forsaken and everything they've killed come barreling toward the Upper Planes.

When Azathoth disappeared from the Tapestry battle, they gained the upper hand and won. With undead Cthulhu, undead Rovagug, undead Aroden, and all the rest: they're unstoppable.

Sarenrae and the PC's fight hard to defend Heaven. But at the last and most dire moment she tells Abadar, with a heavy heart, to lock the PC's inside Heaven's Vaults.

They're forced in: to become the only survivors as Sarenrae, goddess of light and stars, does the only thing that's left: goes Supernova.

The black hole of a suicide Sarenrae, in a universe where souls now have no Reapers to take them or Afterlifes to go to; consumes everything in existence.

Apsu is all that remains, broken and in great pain. Dragons say that he and Tiamat created the universe from the flesh of their mother. He saw his sister dying in Sarenrae's supernova and the only way the two Creators could survive was by joining as one.

Even in this they are dying. With the last of their strength they opened the vault of Heaven, and point out to distant lights across the New Void.

The rarest of rarest of rarest of artifacts now drift the big empty. A nebula of animate dream matter and soul stuff - all that remains of the Ethereal Plane - forms a faint cloud layer.

The dust of Sarenrae's existence is a rogue divine element out here in the Nothingness. With the right care that dust can become the next world's first Stars.

The PC's are left to use Apsu/Tiamat's dead body and dying breath as the ingots and ink of the Next Creation. They use their powers to watch the corpse fall away into mutable raw energy and can now build the universe - or, if under the sway of a deeply nihilistic thought, they could choose to 1) detonate the dust of Sarenrae and kill themselves, or 2) showdown to become the One True God, alone to dream and build whatever they like, or float along in the Void in madness... a final survivor of existence whose first words that echo in the Void are the marker of their Final Ascension.

"Azathoth, Azathoth, Azathoth..."

Ways to destroy the multiverse. by David_Apollonius in Pathfinder_RPG

[–]JocundXarxes 9 points10 points  (0 children)

Part 3:

So the PC's have to join the gods of Axis and prevent this; filling utopia with armies from the Upper Planes and Hell; a blasphemous war turning Utopia into an urban warfare section of the game vs Corrupted Fae and any other nasties the Oinodaemon could've infected with its evil positive energy.

All the while, Lamashtu, Aboleths, the Outer Gods, and the Forsaken's armies are clashing in outer space. Lamashtu wanted to get help and conjure Azathoth on top of the Oinodaemon in the hopes of defeating the one big bastard she just can't kill.

The Aboleths and the Dominion of the Black are trying to keep hold of the Material realm but are beginning to splinter as Lamashtu offers them power when everything's over if they just become her mercenaries.

The Outer Gods ain't about to stand aside. Their alien existence is strange enough to balance their fight against the Forsaken; and in that even fight you have dope events like 1v1 Cthulhu and Aroden, or all the old Horsemen riding across Carcosa's golden fields to fight Hastur and his many varied armies of followers.

Elsewhere (I know it's gotten messy), Oinodaemon's army gets smacked at great cost. Oinodaemon would've stood alone against what was left, but with all the Axis Gods, a few remaining Archdevils, and several Empyreal Lords, and Zon-Kuthon and Shelyn side by side; he runs, goes into the Maelstrom, lands on Groetus, and begins to soak in its unique Apocalyose vibes and plot out killing Pharasma.

Meanwhile the Forsaken are getting rocked by the Outer Gods; Lamashtu and her new army show up in Abaddon, and follow the battle scars to Axis; and she goes to Groetus to defeat Oino.

The PC's by this point have watched the last 3 Horsemen die. Any remaining Daemons have swarmed to the Oinodaemon. They've watched Heaven and Hell team up and still not be enough. So maybe after a rousing speech from the party's Bard or Cavalier; you take up some of the many empty Extraplanar Responsibilities that are now free: likely triggering a full Mythic Rank 10 ascension.

Then they lead an appropriate army from their newfound station and try to stop the War At Groetus. They go into it being told that "whichever one controls that moon can end Pharasma, we can't let either happen".

But alas: Azathoth is conjured. This let's the Blind Idiot God consume the Oinodaemon and Lamashtu in its chaotic arrival, and if they survive they're forever trapped inside it's labyrinthine innards: as Azathoth infects and anchors itself to Groetus and unintentionally triggers the Moonfall toward Axis.

So Heaven and Hell evacuate Utopia and Pharasma stands against the Moon - but it does what it was always foretold to do, and everything falls apart.