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Valryn's Edda
In Atala, fair Atala
Thus Valryn grew up proud and strong
South and south, though Valryn rode
So Valryn swore he would pursue
To Southport Town, far Southport Town
Thus Orin, Raginal and Badri
A month or more of solid rhyme
But still they fought with bow and blade
The islands that tormented them
It drove them to a tower light
With leaping flame and deadly aim
Valryn saw to save his crew
CROWNED B$@++
It was after one well-fought adventure,
Well it seemed like a harmless suggestion.
There were halflings camped out by the kitchen,
Now you might think we'd have been dissuaded
Aye, the scene in that tavern looked ugly,
So--assassins looked on from the shadows
A half-orc was glaring at Sorrel.
So I tossed a full purse to the innkeep,
We the innkeep obliged me with pleasure
So if ever you visit The Crowned B*!~*,
wish (p. 370, 4th printing) can produce the following effect:
Quote: Undo the harmful effects of many other spells, such as geas/quest or insanity. limited wish (p. 305, 4th p): Quote: Undo the harmful effects of many spells, such as or insanity. Okay, a cut and paste error, no big deal. What struck me as odd (and worth a question) is...insanity is a 7th level spell, the same as limited wish, while geas/quest is a 6th level spell (for sorcerers and wizards at least). My take is that limited wish should be able to "undo the harmful effects of" any 6th level spell or lower, but not another 7th-level spell. My PCs asked for clarification of this after our last game. call lightning wrote: You may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. My interpretation of this is that the bolt always drops straight down (vertically) into the target square; therefore the only way to hit more than one target with a single bolt is for the targets to be stacked vertically, eg one on the ground, one levitating above the first. The druid PC casting the spell wants to use it as a 5x30 line spell to hit multiple targets on the ground, which I disallowed based on the word "vertical" in the description. So, was I right? I'm curious about the nonhuman civilized races on the surface of Golarion pre-Azlant. I can think of four that have been specifically called out: aboleths (undersea only), cyclopes, elves, and serpentfolk. Dwarves and orcs dwelled exclusively in the Darklands pre-Earthfall; conversely, serpentfolk were apparently driven into the Darklands by the Azlanti. Gnomes were only in the First World pre-Age of Darkness. I don't recall when halflings appeared, I'm thinking they are contemporaneous with humans. Does that list look correct? Were there any other significent civilized races on Golarion in the distant past that have been mentioned? I'm making some alterations to the LoF storyline to adapt it to my PCs' style. One thing I want to do is give them a motivation to activate the Scroll of Kakishon. So, here is the text of a note they will find on a corpse in Kelmarane: Spoiler:
For decades, I have scoured Garund seeking the secret laboratory of the Archmage Nex, the founder of my homeland. To no avail have I searched and fought and bled from the sand dunes of Osirion to the Mana Wastes to the jungles of Sargava. But now, at last, in the ancient scrolls stored in Quantium, I have found this clue: that Nex, distrusting his students and courtiers, moved his laboratory and the journals of his arcane knowledge into the miniature paradise realm he had created, Kakishon. The chronicles record that Kakishon could only be reached by means of a magical map that Nex had created -- and that map has been lost for thousands of years. I have scryed to the extent of my power, and my otherworldly contacts could only tell me this: that the last time the gateway to Kakishon was opened was almost four hundred years ago, deep in the Brazen Peaks of Katapesh. Perhaps the map is still there, near Pale Mountain, where the gateway last opened? But I must be careful -- those mountains are infested with vicious gnolls and worse creatures.
I just noticed that there is a small hole in the experience point math for building encounters. It occurs when you have a trio of creatures whose base CR is even. Consider the following examples, groups of CR1 and CR2 creatures: CR 1
CR 2
This issue extrapolates out for all even CRs. So my question is, if I have such a threesome of CR2 creatures, do I use the 1800 XP value, resulting in an off-table XP sum, or do I just treat them as a CR5 encounter (1600 XP)? I'm leaning towards the latter. Besides the obvious -- that they are Nexian mages -- what do we know about "Arclords"? Is "Arclord" a title, like "Arclord Tim"? If it's a title, is it earned or inherited? Are all Arclords arcane spellcasters? If the title is earned, who decides who gets to be an Arclord? Are there only about twenty Arclords in Quantium, or more like 200? 2000? Litorians have the following racial traits:
We've introduced a Litorian PC into our Legacy of Fire / 1001 Katapesh Nights campaign. This is the conversion I used for PFRPG; over time I'll be developing/adapting some racial feats as well. In reference to p. 209: Suppose a wizard on the Material Plane uses a conjuration(calling) spell such as planar binding to conjure an outsider. Further, suppose that outsider was already on the Material Plane (somewhere distant from the wizard) when it was called. Does the outsider gain the one-time ability to return to its point of origin on the Material Plane when released, or to its native plane? I've been looking over the rules about heatstroke (Heat Dangers, p.444) and I think they're mostly realistic, IF you assume that the creatures aren't staying hydrated. My thinking is that once a character starts taking nonlethal damage from heat, they can recover 1 point of nonlethal heat damage per quart of water they drink, and avoid the fatigue effect. (My PCs cleric and druid both prepare create water each day during their overland desert journeys, so the party has ready access to lots of water.) My PCs are based out of Katapesh. Right now they are using it as base to buy and sell magic items between overland adventures. I would like to periodically have them do some adventuring right in and around the city. Does anyone have any recommendation for 3E urban adventure modules that could easily be transplanted to Katapesh? Ideally the adventure should minimize conflict with the local authorities, as the PCs are nowhere near ready to scrap with the Pactmasters. Overland flight, when used for overland travel (measured in miles), has a speed cap of 8 MPH (at the no encumbrance speed). This seems fairly slow for "flight" -- more of a moving hover, and capable of being outrun by a sufficiently high level monk with a good Con. I'm okay with this for winged flight, but for magical flight like overland flight or a flying carpet, I'm pondering the idea of having a (house rule) 5x speed multiple for high altitude, long-distance flight travel, thus increasing the speed cap of overland flight to 40MPH (30 with some encumbrance), and the daily travel max to 320 miles (240 miles with encumbrance). Issues? Concerns? In researching the Great Beyond, I started to notice some familiar archetypes emerging, so I started making notes. Here is the result: a list of correspondences between the Major Arcana of the Tarot and the planes of the Great Beyond: Spoiler:
00 The Fool: The Pathfinder The Fool is a special trump representing the "querent" on their journey. The Fool represents a person who is a blank slate; they have potential but may be unaware of the danger they are risking. I associate this with the adventurer, the pathfinder, or the planewalker, initially starting their journey into the Great Beyond. 01 The Magician: The Ethereal Plane
02 The High Priestess: The Elemental Plane of Water
03 The Empress: The Elemental Plane of Air
04 The Emperor: The Elemental Plane of Earth
05 The Hierophant: Nirvana
06 The Lovers: Elysium
07 The Chariot: Axis
08 Justice: Heaven
09 The Hermit: The Dead Vault
10 The Wheel of Fortune: The Maelstrom
11 Strength: The Elemental Plane of Fire
12 The Hanged Man: The Abyss
13 Death: The Boneyard
14 Temperance: The Astral Plane
15 The Devil: Hell
16 The Tower: Abaddon
17 The Star: The Dimension of Time
18 The Moon: The Dimension of Dreams
19 The Sun: The Positive Energy Plane
20 Judgment: The First World
21 The World: The Material Planes
For your consideration. So I just noticed the section on the "sand dwarves" (Pahmet) of southwestern Osirion. Since these guys seem to have been invented since the publication of the Osirion book, can anyone answer the following: * Whereabouts do these guys operate? In the Footprints of Rovagug? Near the Brazen Peaks? Near the ruins of Kho? * Which pharaonic dynasty are they guarding the necropolis of? (The only dynasty we've been given a name for is the An Dynasty, of which the last Pharoah was the notorious An-Hepsu XI, the Incorruptible Pharoah.) Pathfinder #21, p. 49: Quote: Marids have bodies covered in fine scales and hair like flowing kelp, most often blue, black, or green... PFRPG Bestiary, p. 142: Quote: (A marid) resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth. Sooo...hairless or kelplike blue/black/green hair? Blue-green scaly skin? I don't know what "flamboyant" eyebrows means. I'm totally down with the pearlescent teeth though. Quote:
Maybe I'm wrong, but it feels like there is a sentence missing between these two. Para 2 of lesser planar binding (p. 322) states: Quote: To create the trap, you must use a magic circle spell, focused inwards. What magic circle spell should be used when calling elementals or genies? Apologies if this has already been hashed out to death somewhere, a quick browse of these boards did not turn up a relevant thread. Edit: brainfart These questions address the spell-like abilities of certain outsiders to summon "allies" -- for example, the ability of a bearded devil to summon either another bearded devil, or 6 lemures. These spell-like abilities are assigned percentage chances of failure (not a DC for a d20 roll). 1. Do these percentages increase if the creature is advanced? If so, by how much? Are they based on an ability score, such as Charisma? 2. Are these chances of success subject to increase or decrease due to general buffs or debuffs like inspire competence or prayer? When converting material from 3E to PFRPG, should a skill bonus for a skill that was consolidated in PRRPG be applied to the entire new consolidated skill? The example I am looking at right now is the jerboa familiar (LoFPG p. 5) which gives its master a +3 bonus on Jump checks, and itself has a +8 racial bonus to Jump checks. Should I just replace "Jump" with "Acrobatics", (making these bonuses apply to tumbling and balancing as well), or restrict the bonuses to jumping with Acrobatics? Legacy of Fire Player's Guide, p 12:
Quote: Jungle areas include such wildelife as alligators,... A minor nitpick, I admit, but this should be crocodiles. Alligators are native only to North America and China; Africa, the Middle East, India (and famously, Australia) have crocs (and lots of em!). Edit: Crocs also in Central & South America and Indonesia/South Pacific. Pathfinder #9, p. 81:
Quote: Yet Achaekek is not a true god, but rather one of the first creatures given life by the gods. Even early on, long before mortal life came dominate the Material Plane, some of the gods realized they would need an agent to carry out their divine justice... Pathfinder Chronicles: Gods & Magic, p. 3 Quote: Late in this age, mortals and deities alike were shcoked when the Whispering Tyrant (technically a mortal undead and certainly not a god) killed Arazni. Never before had a god been slain by mortal hand, and the gods realized they were more vulnerable than even they had feared. Many drew together to create the mantis god Achaekek to protect them from such threats... So, which version of Achaekek's creation is accurate, now? As part of my preparation for my LoF/City of Brass/Arabian Nights campaign, I've been filling in some blanks in my background timeline of events around the south end of the Inner Sea. Here are my best estimates:
Spoiler:
c. -1500 – The archmage-kings Nex and Geb rise to power in southeastern Garund. c. -1000 – The archmage Nex creates the Scroll of Kakishon. c. -100 – The archmage Nex creates the demiplane called the Crux of Nex. c. 4300 – The efreeti pasha Jhavhul al-Bazan and his followers are imprisoned in Kakishon by the Templars of the Five Winds. The Scroll of Kakishon is hidden in the depths of the House of the Beast. c. 4350 – The Grand Vizier of the City of Brass magically seals the Bayt al-Bazan, trapping its residents and any who enter it.
This has been in rotation on CNN all afternoon. Quote:
>This< is a list of nonfiction books that author John Crowley thinks every fantasy writer should read, endorsed by Neil Gaiman on his blog. Looks very applicable to world-building too.
One of the problems in 3E/Pathfinder that I have been considering is how a PC of a substantially lower level than the party average can contribute effectively. This can occur if a new player joins (starting at first level), or a player falls behind the level curve because of absence or repeated resurrection (or both). For the purpose of this proposal I'm considering only how the player can participate in combat, on the assumption that out-of-combat roleplaying activities are either unaffected by a level gap or don't carry the same penalties for failure. The MMORPG City of Heroes has a built-in "sidekick/mentor" system ("lackey/malefactor" for City of Villains) that allows lower level characters to join higher level parties and participate as if their level were temporarily adjusted upwards to one less than their mentor's. This proposal attempts to adapt this to levels in 3E/PFRPG classes. DEFINITION
TEMPORARY LEVEL
Example
BONUSES AND SPELLS
LOSS OF TEMPORARY LEVELS
I am starting work speccing out a new campaign world based in a late Renaissance / Age of Reason / Age of Exploration style setting. Following Ray Winninger's excellent Dungeoncraft series recommendations, I am compiling an inspirational bibliography. Here's what I have assembled just from perusing my library and a quick browse of Amazon:
I'd be grateful for additional suggestions in this milieu. From saveheroclix.com: We (Pinata) have reached a deal in principle with the new game company formed to purchase HeroClix. We're on-board and once their deal with Topps closes, we'll be back working fulltime on HeroClix. Whew! The new company will staff up to support the transitioning brands, and Pinata will be one component of the new company's operations. We'll still be based out of Seattle, and we'll spend the vast majority of our time planning for and relaunching HeroClix. Alcoa, the biggest aluminum company in the country, encountered two problems peculiar to Iceland when, in 2004, it set about erecting its giant smelting plant. The first was the so-called “hidden people”—or, to put it more plainly, elves—in whom some large number of Icelanders, steeped long and thoroughly in their rich folkloric culture, sincerely believe. Before Alcoa could build its smelter it had to defer to a government expert to scour the enclosed plant site and certify that no elves were on or under it. It was a delicate corporate situation, an Alcoa spokesman told me, because they had to pay hard cash to declare the site elf-free but, as he put it, “we couldn’t as a company be in a position of acknowledging the existence of hidden people.” Fricking elves. I left a bowl of milk out last night, but nobody polished my fricking shoes! Lazy little bastards.
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