☠ Season of Ghosts w/ DM rainzax ☠

Game Master rainzax

Year, Season: 7108, Fall, Week 10
Current Weather: Crisp Autumn Breeze
Wandering Monster @ Town (graveyard) 20% / Hinterlands 20%
Cerulean Teahouse @ +1i to Raise Hope, +1c to Tea Lore to Raise Hope
Eternal Lantern @ Abadar, Pharasma, Shizuru for +1 party item bonus to Medicine, Society, and Religion

PC Macros ➤ Season of Ghosts
Maps / Slides ➤ Let the Leaves Fall
Loot / Downtime / Wealth ➤ Lan's Accounting Sheet
Useful Info for Character Building ➤ Info
NPC Relationships ➤ LINK

Influence w/ Granny Hu vs Old Matsuki ➤ 2pts vs 12pts
Reputation w/ Northridge vs Southbank ➤ 7pts vs 10pts


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Hello!

Over the next two months, I would like to begin recruiting for the Season of Ghosts adventure path to be run in "campaign mode" (PFS credit) with four 1st-level characters using the Ancestry Paragon variant rule, a simple "boon" system for governing rarity (to start: up to 2x uncommon or 1x rare character option), as well as a PFS-like "abstracted" system for tracking Wealth (based upon Table 10-10 in CRB; check out this DM Alias) and Downtime (I love Downtime and will grant it liberally when possible). We will fully embrace the Remaster as it unfolds too!

Full disclosure: I have attempted twice to run a full-length AP on these boards, both ending in different kinds of failure. My attempt at "Fists of the Ruby Phoenix" was mostly foiled by my inexperience running at high level play (starting at 11th level), and my attempt at "Agents of Edgewatch" was confounded by my inability to connect with the themes in a way that kept my interest. And so, I humbly submit my application to GM this AP knowing my track record for such a commitment is less-than-stellar. That all said, I am interested primarily in recruiting people who I have either GMed for, played under, or played alongside in the PFS games that have been held here, rather than folks that are more unknown quantities per se. If we have had a good time in a game together (especially if you have GMed for me!), you know who you are, please consider applying here. Also, check out my DM Alias to see what expectations I will hold at the tables I run - these are important to me and I don't want them to come as a surprise!

So, to summarize:

☑ Ancestry Paragon (bonus Ancestry Feat to start)
☑ Rarity "Boon Slots" (2x Uncommon or 1x Rare options to start)
☑ "Abstracted" Wealth sub-system (see DM Alias) plus Downtime (have a plan for it!)
☑ Campaign Mode (PFS credit)
☑ Transition to Remaster

Questions!? Who's in?!

Grand Lodge

Oooh. This looks really cool. I'm not too familiar with Asian themed adventures (except the Tian Xia scenarios in PFS 1e & 2e) but the horror and seasons aspects have piqued my interest.

I like to play wilderness type PCs; rangers, druids, elves, sylphs, etc...

I'm excited to see what's in the Player's Guide.

At first I thought it was going to be an AP that only went to 6th level or so. 12th isn't bad -definitely not as demanding as going to 20th! I'll give it some thought and would like to see what other potential recruits bring into the discussion.


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roll4initiative wrote:
Oooh. This looks really cool. I'm not too familiar with Asian themed adventures (except the Tian Xia scenarios in PFS 1e & 2e) but the horror and seasons aspects have piqued my interest.

I essentially share this with you, though, I have been dragged to a feature-length anime or two and had a good time, it wasn't a genre that was considered "mainstream" for me growing up, even as i recognize that dynamic now to be changed. But yeah, the "horror" and the "seasons" and the "Kishōtenketsu" 4-quarter structure are especially appealing, coupled with the ease of starting at 1st level on the GM side.

I am excited to see what is in the player's guide too, but frankly, I have yet to be disappointed by the products that paizo has been hustling out, and jump into this without reservation!

Sovereign Court

I could be interested. I would really love to get a chance to try out the remastered rules as they come out.

I would think that, given the location the AP takes place, they would suggest some of the Tian based races in the player's guide. If they do (or even if they don't for some reason) would you count those against the Rarity Boon SLots?


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Good question!

The rarities will be relative to the region (Shenmen), yes, and will count against rarity boons, yes.

Whether that re-tagging is accomplished in the Player's Guide, in the upcoming Tian Xia book, or will have to entered by GM hand - or some combo - remains to be seen!


@DM rainzax - those Summary Links for Modes of Play and Gear etc in your alias are an awesome resource - any chance you can make a link to a doc that has the formatting included that I could steal….use for my own as yet initiated PF2 games?

Grand Lodge

What are rarity boons? Is it, like, if I play a Tengu, then I have access to a katana?


Would love to be part of this Rainzax ...


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roll4initiative wrote:
What are rarity boons? Is it, like, if I play a Tengu, then I have access to a katana?

It means, first off, if you choose Tengu that you have already chosen 1 of your Uncommon Boons (Tengu is an uncommon ancestry, like Android is a rare ancestry).

So then you would have 1 more Uncommon choice to make, such as Sherrif for a background, or Aasimar as a Heritage.


Do you have to be part of PFS for this? I know it's easy to sign up, but I'm curious if is mandatory.

Sovereign Court

Evindyl wrote:
roll4initiative wrote:
What are rarity boons? Is it, like, if I play a Tengu, then I have access to a katana?

It means, first off, if you choose Tengu that you have already chosen 1 of your Uncommon Boons (Tengu is an uncommon ancestry, like Android is a rare ancestry).

So then you would have 1 more Uncommon choice to make, such as Sherrif for a background, or Aasimar as a Heritage.

That was my understanding of it as well. Think of it as a way to allow uncommon & rare things without anyone taking advantage.


Chapel Ty'El wrote:
Evindyl wrote:
roll4initiative wrote:
What are rarity boons? Is it, like, if I play a Tengu, then I have access to a katana?

It means, first off, if you choose Tengu that you have already chosen 1 of your Uncommon Boons (Tengu is an uncommon ancestry, like Android is a rare ancestry).

So then you would have 1 more Uncommon choice to make, such as Sherrif for a background, or Aasimar as a Heritage.

That was my understanding of it as well. Think of it as a way to allow uncommon & rare things without anyone taking advantage.

Basically this.

That said, if, for example, "tengu" is considered a "common" option in the town of Shenmen, given that rarity is a relative term, then it wouldn't cost a boon.

Again, awaiting the Player's Guide and/or Tian Xia guide to see if this is addressed / re-tagged explicitly.

Lia Wynn wrote:
Do you have to be part of PFS for this? I know it's easy to sign up, but I'm curious if is mandatory.

No, but those who want PFS credit will have that granted.

That said, I have had the best Campaign PbP experiences with players whom I have gotten to know through PFS specifically!

Grand Lodge

Chapel Ty'El wrote:
Evindyl wrote:
roll4initiative wrote:
What are rarity boons? Is it, like, if I play a Tengu, then I have access to a katana?

It means, first off, if you choose Tengu that you have already chosen 1 of your Uncommon Boons (Tengu is an uncommon ancestry, like Android is a rare ancestry).

So then you would have 1 more Uncommon choice to make, such as Sheriff for a background, or Aasimar as a Heritage.

That was my understanding of it as well. Think of it as a way to allow uncommon & rare things without anyone taking advantage.

Oh! That's really cool.

Really looking forward to the Player's Guide. I am considering (if chosen to play) a Tengu bard/swashbuckler or a Leshy druid of some sort. It is quite early, though. Just throwing ideas around in my head.


I'm interested, but would want to wait to commit until after the players guide comes out for it.


(Sent you a PM rainzax)

Grand Lodge

Woot Woot! Player's Guide expected early October!


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More information SOON!

Currently running "Lost on the Spirit Road" to warm up for this AP recruitment!


@DM Rainzax I would be interested in a PF2e AP.


Will this serve as the recruitment thread, when the time comes, or will there be a separate thread?


This is the recruitment thread, yes


3 people marked this as a favorite.

The Player's Guide is posted!


I've read it. It's got me excited, and I know I'll apply. Are there any Ancestries, other than (I assume android) that you are banning? How do you plan to handle the starting treasure bundles? Will they be chosen after the group? Will you assign them once the game starts? I suppose I have the same question for the background adjustments part. How will they be handled?

What about Remaster elements? How will they be handled, and are any (like Cleric Font changes, rogue, bard, and mage weapon proficiencies, etc) going to be factored in from the start?


I'm interested. I'm thinking about playing a Druid or Kineticist.


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I am working on a larger post that answers all those questions over the next couple days.

Short answer is I would like folks to apply with a character they intend to play, and factoring in some ties to Heirloom, Location, Religion, NPCs, etc. More specifics to come this week.

Going to take the entire month of October to recruit, and aiming to start in September, so we have some time. But yeah, go ahead and start getting excited!

=)

Grand Lodge

DM rainzax wrote:

Going to take the entire month of October to recruit, and aiming to start in September, so we have some time. But yeah, go ahead and start getting excited!

=)

Do you mean November, or start September of next year?

I'm considering playing a NG human male ranger with Outskirt Dweller or Willowshore Urchin. Might multiclass with rogue.


I'm leaning towards a Leshy Kineticist (specializing in Wood). For background, maybe Close Ties (with Mountain Summit Grass) or Outskirt Dweller.

I'm a bit unclear on mechanical aspects of some of these backgrounds, though. Close Ties grants the Specialty Crafting feat but not the Crafting skill, which is a bit odd. I assume it just does nothing unless and until I take the Crafting skill?


Pathfinder Lost Omens Subscriber

Haven't tried a Bard in a while. Giving this some thought...


September - about 30 days from now.


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DM rainzax wrote:
September - about 30 days from now.

November!


1 person marked this as a favorite.

Applying to Season of Ghosts

To add to my OP recruitment post, here is how I would like folks to apply.

➤ Make one Complete Character (including full onsite Alias), 1st level (to 12th eventually) using the provided Backgrounds (in PG p11-13; or see below)
➤ Read the “Willowshore Gazetteer” (in PG p15-16; or see below)
➤ Choose an Heirloom, or create you own worth about 10.00gp of similar parameter
➤ Choose your Home on the Map (at or nearby one of the 30 different named locations)
➤ Choose a Religion your character identifies with, and describe where it’s temple or shrine is.

Finally, please acknowledge the “Horror and Consent” and “About Your Family” sidebars (page 5 and 14 respectively of the Player’s Guide).

Players who complete all the steps above will be considered for recruitment.

Season of Ghosts Backgrounds:

Close Ties
You’ve forged a close friendship with one of Willowshore’s
notable citizens, and you have a long tradition of sharing
tea with each other while chatting about shared interests,
plans for the future, town gossip, or other matters of note.
Work with your GM to choose one of the NPCs mentioned
in the Willowshore Gazetteer (other than Granny Hu or Old
Matsuki)—your GM might have suggestions for which NPC
makes the most sense for your character or might know
something about an NPC’s eventual role in the campaign
that would give your character a compelling story beat.
You could be an employee or apprentice of this NPC, a
close relation or friend, or even a friendly competitor in
some way.
Your home is likely relatively close to the place of
business or home of your NPC ally.
During the Reenactment Festival, you likely spent time
with your NPC ally and might have made plans to get
together the next day on the first day of summer, perhaps
have tea together. You were chosen to be an abductee
during the Reenactment Festival because your NPC friend
or ally suggested the experience would be fun or good for
you, or because they’d done it the previous year at your
urging and now “it’s your turn.”
Choose two ability boosts. One must be to Charisma or
Intelligence, and one is a free ability boost.
You’re trained in the Diplomacy skill and the Tea Lore
skill. You gain the Specialty Crafting skill feat (choose a
specialty associated with your allied NPC), and your allied
NPC begins with an attitude of friendly toward the party
(rather than indifferent, which is the initial norm for all
Willowshore NPCs).

Seasonal Boon [free-action] Trigger Someone in the party makes
an NPC in Willowshore friendly; Effect Your reputation
precedes you, even if you aren’t the one making the attempt
to influence an NPC. The NPC is made helpful instead of
friendly. Making an NPC helpful can unlock additional
support from their location in Willowshore—your GM has
more information about this mechanic.

Folklore Enthusiast
Willowshore is a small town in a rural part of Shenmen,
but that doesn’t exempt it from the world of the strange
and unexplained. There are plenty of mysterious
events and haunting legends about Willowshore or its
hinterlands, and as a result of your upbringing, you’ve
become particularly interested in learning more about
them. While much of the regional folklore comes from one
of Willowshore’s many religions and local faiths (of which
you might be a practicing member or perhaps instead have
a secular interest in the lore), you’ve noticed that these
beliefs also influence artisans and crafters in ways they
might not even realize. You’re convinced that many of
these local beliefs have roots in a deeper, historical event
of great significance and hope one day to learn more about
Willowshore’s true history.
If you’re religious, your home is likely near a shrine
associated with your faith—if your faith isn’t represented
among Willowshore’s shrines, speak with your GM about
potentially having a shrine to your faith in or near to your
home.
During the Reenactment Festival, you likely spent time
chatting with others about ghost stories and sharing
spooky legends and tales. You weren’t chosen to be an
abductee during the Reenactment Festival so much as
you volunteered, eagerly, for the chance—you might have
even participated in previous years as an abductee!
Choose two ability boosts. One must be to Intelligence
or Wisdom, and one is a free ability boost.
You’re trained in the Religion skill and the Art Lore
skill. You gain the Oddity Identification skill feat.

Seasonal Boon [free-action] Trigger You’re about to roll any check
to Recall Knowledge; Effect You have a flash of insight as
you recall an old parable, obscure legend, or applicable
tale to the topic at hand. This Recall Knowledge check
loses the secret trait. Increase the result of your check to
Recall Knowledge by one degree of success.

Northridge Scholar
The political faction of Northridge is focused on modern
pragmatism and urban growth. While there are certainly
those in this faction who regard those of Southshore as
rubes, bumbling yokels, or stubborn traditionalists who
would prefer Willowshore never grow, most of those
following this local faction instead put their energy into
developing Willowshore, envisioning a time when the town
might grow into an important hub for trade. Your interests
lie more along the concept of Willowshore as a place for
learning—a school, library, or even small university could
do so much for your town! Of course, as invigorating as it
is to study and learn, you also understand that expanding
Willowshore in such a way will require lots of hard work, and
your childhood helping to lay foundations or raise buildings
has given you a physique that eludes the typical scholar.
Your home is likely somewhere along the northern banks
of the Ceiba River to the east of downtown Willowshore.
During the Reenactment Festival, you likely helped to run
some of the festivities or spent time simply sitting back to
people-watch. You volunteered to be an abductee during the
Reenactment Festival because the experience of taking part
in one of the town’s longest-running traditions is an honor
you’ve always wanted to experience.
Choose two ability boosts. One must be to Constitution or
Strength, and one is a free ability boost.
You’re trained in the Society skill and the Academia Lore
skill. You gain the Additional Lore feat.

Seasonal Boon [free-action] Trigger The party’s reputation with
Northridge increases; Effect Increase the party’s reputation
with Northridge by an additional 2 points (your GM has
information about Willowshore reputation).

Outskirt Dweller
While Willowshore is a lovely small town, even a
population of 200 is a bit much for you. Whether you
grew up in the town’s outskirts, or you grew frustrated
and overwhelmed with town life and decided to move
to the fringes, you’re only really at home when you’re
surrounded by nature. You don’t look down on those
who live in town, and you might be among the hunters,
trappers, fishers, or herbalists who provide important
support to those who lack such forestry skills.
Your home is on the outskirts of Willowshore and might
not even be represented by an actual building on the map.
With the GM’s permission, you might even dwell in a small
building further out in the Willowshore hinterlands, but no
further than a couple of miles from town.
During the Reenactment Festival, you likely showed up
late and weren’t intending to stay for long, but your friends
and allies (the other PCs) convinced you to stick around.
You were chosen to be an abductee during the Reenactment
Festival at the last minute when someone else had to back
out (perhaps as a result of overindulging during the feast),
and your friends (the other PCs) convinced you to join them
on what would be a fun, shared experience. And since it
involves sleeping out under the stars in the woods, well,
that’s a pretty lovely way to end an evening!
Choose two ability boosts. One must be to Dexterity or
Wisdom, and one is a free ability boost.
You’re trained in the Nature skill and the Hunting Lore
skill. You gain the Terrain Expertise (forest) skill feat.

Seasonal Boon [free-action] Trigger You’re about to roll initiative;
Effect Something about the situation triggers your
defenses, allowing you to react to sudden peril more
quickly. You gain a status bonus to your initiative roll equal
to the number of seasons since you’ve started Season of
Ghosts (+1 during the first adventure, up to a maximum
of +4 during the fourth and final adventure). If you can
communicate a warning to other PCs, they gain this bonus
to their initiative as well.

Southbank Traditionalist
The political faction of Southbank represents the original
founders of Willowshore, a hearty band of settlers whose
skills and focus tend toward the earthly and humble.
While there are certainly those in this faction who regard
Northridge as vapid urbanites, merchants, and powerhungry
politicians, most in Southbank devote their energy
to helping Willowshore stay fed, honoring its long-standing
traditions, and remaining relatively self-sufficient. Your
interests in Willowshore’s history are closely tied to
the traditions of farming and building what you need
with your own two hands, as well as taking part in the
shared oral history of the region. Whether it’s enjoying
discussions with local elders about the past or helping
newcomers learn Willowshore’s ways, you’re always eager
to help uphold the town’s traditions.
Your home is likely located south of the Ceiba River, on
the southernmost outskirts of town.
During the Reenactment Festival, you likely spent time
helping to set up the feasts, assisted in running some of
the events, and otherwise worked behind the scenes. You
were chosen to be an abductee during the Reenactment
Festival because you lost a bet, owed a favor, or otherwise
got pressured or tricked into the role by a family member,
friend, or coworker. Perhaps someone who was going to
be one of the abductees but had to back out at the last
moment, and so you ended up taking their place.
Choose two ability boosts. One must be to Charisma or
Constitution, and one is a free ability boost.
You’re trained in the Crafting skill and the Farming Lore
skill. You gain the Hobnobber feat.

Seasonal Boon [free-action] Trigger The party’s reputation with
Southbank increases; Effect Increase the party’s reputation
with Southbank by an additional 2 points (your GM has
information about Willowshore reputation).

Willowshore Urchin
As with any settlement, not all of Willowshore’s citizens
are born into easy lives. You grew up on the town streets,
either as an orphan or hardscrabble youth who was
forced at a young age to help provide for your family.
You might technically have had a home of your own, but
for various reasons, you had, or preferred, to live most
of your childhood outside of those walls. You might have
run with a gang of kids (some of whom might even be
fellow PCs), or you could’ve been a loner who managed
to survive against all odds. Regardless, your childhood
was one of forced ingenuity, desperation, and physicality.
Hardly a week would’ve passed without you having to
jury-rig a solution to some problem or to simply use your
reflexes or brawn to solve a situation quickly before
things escalated. While you might have left your old life
behind you now that you’re all grown up, the time you
spent on Willowshore’s streets have made you the person
you are today.
You might still be technically homeless, subsisting on
the street and never sleeping in the same place twice in a
row. You might keep a small shanty or hideout somewhere
in town as well. It’s also possible that, despite your
childhood, you’ve been fortunate enough to find a family
or home, in which case your home could be anywhere in
Willowshore.
During the Reenactment Festival, you likely enjoyed the
revelry... perhaps a bit too much! Festivals were always
times of excitement in your childhood, and this one is no
exception. You were chosen to be an abductee during the
Reenactment Festival simply by chance—maybe your name
was selected by a blind draw, or perhaps someone dared you
to take part, or you could simply have craved the attention.
Choose two ability boosts. One must be to Dexterity or
Strength, and one is a free ability boost.
You’re trained in the Athletics skill and the Engineering
Lore skill. You gain the Charming Liar feat.

Seasonal Boon [free-action] Trigger You (or an adjacent PC) are
about to roll a recovery check; Effect You gain an automatic
critical success on the recovery check rather than rolling it
as your hearty physique, tenacious attitude, or just plain
old luck continues to help you survive the way it had during
your childhood. If you’re adjacent to a PC who’s about to roll
a recovery check, you can instead use this boon to grant
them this effect.

Willowshore Gazetteer:

In 7020, the Tan Sugi Monastery was founded by a Sangpotshi monk named Zhi Hui. Built around an ancient sugi tree said to have mystic properties, the Tan Sugi Monastery was incredibly remote, nestled in a wooded valley within an unsettled reach of Specterwood. Willowshore was originally founded to support those who built the monastery, and the long trail that connected the town to the monastery became known as the Pilgrim’s Path. Once construction of the monastery ended, Willowshore’s focus shifted to an increasingly self-sufficient lifestyle that only periodically needed to support the monks.

Zhi Hui passed away in 7054, and as the monks of the monastery began to drift away, Willowshore itself shifted focus to the lumber industry. By 7060, the monastery had been abandoned, but when a group of woodcutters attempted to harvest the ancient sugi trees that grew there in 7062, tragedy struck. The woodcutters returned to Willowshore with broken weapons and unliving bodies that evening, and while these undead woodcutters were defeated by morning, dozens of townsfolk had perished during the struggle. The event is remembered today as the “Night of Broken Blades,” and few visitors have made the journey to the ruined monastery in the 46 years since. The place is regarded now as cursed, haunted, or worse.

As the years wore on, Shenmen officially enlisted Willowshore to become part of Lung Wa’s lumber harvesting ambitions. Things started out well, with the construction of infrastructure including bridges and a dam. However, the lumber bosses who ran the harvesting operation soon became loathed for their exploitation of Willowshore’s ascetic past. Worse, they began to present the settlement (now properly called a town) as a “getaway” for Lung Wa aristocrats to hunt for sport and indulge in food and drinks forcefully seized in the empire’s name.

When Lung Wa collapsed in 7106, Willowshore’s lumber lords took their wealth, abandoned their estates, and fled. Most of the soldiers stationed in town returned to Shenmen’s capital or deserted their posts, leaving behind those who had put down local roots. Willowshore’s remoteness saved it from rampant banditry and external political conflicts that had begun to plague Shenmen, but as you will soon discover when you begin to play Season of Ghosts, the time has come for Willowshore to face the new world.

Most of Willowshore’s citizens identify by when their family first settled in town, often affecting which bank of the Ceiba River they live on. The first wave of townspeople were either those who worked on the monastery or were paid to settle in Willowshore by the monastery. These folks originally lived south of the river and are thus referred to as Southbankers. Those who arrived after Lung Wa took control, meanwhile, settled on the river’s northern banks, called Northridge due to its prominent incline. These settlers included workers for the lumber bosses, businesses that wanted convenient access to the lumber, and imperial guards.

Though these two factions in Willowshore today use the names Southbank and Northridge, one’s allegiance isn’t solely determined by where they live or work. Southbank residents are traditionalists, keen on maintaining Willowshore’s culture and living simply off the land. Northridge residents, meanwhile, focus on pragmatism and urban growth. Many in Northridge are open to the idea of jorogumo ruling Shenmen, while Southbankers on principle think jorogumo are evil monsters and best avoided.

Despite disagreements, both sides have a consensus on putting Willowshore’s survival and safety first. Plenty of residents have their own opinions that lean in neither direction and consider themselves unaffiliated with either faction. Overall, Willowshore values giving all one has to offer. In many ways, the village has no choice, especially as the events of this adventure evolve.

As you play Season of Ghosts, your actions and choices as a group will build reputation with these two factions; your GM has all the rules and guidance needed to track reputation and implement its effects in the game as play progresses.

Current trending topics in Willowshore focus on the recent exodus of the lumber lords, rumors of jorogumo seizing control of the nation, and preparations for the upcoming season of ghosts.

➤➤➤➤➤➤➤➤➤➤

Recruitment closes midnight, EDT, of the last day of October 2023, and I will spend that day making my selection, so as to begin as close to November 1st as possible - about 30 days from now.

Questions?
Cheers!

Sovereign Court

Nonchalantly swinging back to my question from way back lol

Both Kitsune and Nagaji are referenced on page 5 under common ancestries. Would they still be counted toward the Uncommon boons?

Horizon Hunters

Well, this is certainly interesting.

I'll give everything a read and then during the next couple of weeks post everything as required.


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Chapel Ty'El wrote:
Both Kitsune and Nagaji are referenced on page 5 under common ancestries. Would they still be counted toward the Uncommon boons?

If the Player's Guide counts something as Common then it'll count as Common for the Rarity Boons.

Silver2195 wrote:
I'm a bit unclear on mechanical aspects of some of these backgrounds, though. Close Ties grants the Specialty Crafting feat but not the Crafting skill, which is a bit odd. I assume it just does nothing unless and until I take the Crafting skill?

Gunna run it by the book, so, if a Background lists a particular Skill Feat, then that Background will grant that Skill Feat.

Lia Wynn wrote:

I've read it. It's got me excited, and I know I'll apply. Are there any Ancestries, other than (I assume android) that you are banning? How do you plan to handle the starting treasure bundles? Will they be chosen after the group? Will you assign them once the game starts? I suppose I have the same question for the background adjustments part. How will they be handled?

What about Remaster elements? How will they be handled, and are any (like Cleric Font changes, rogue, bard, and mage weapon proficiencies, etc) going to be factored in from the start?

I am not hand-banning any Ancestries, no. But I may skew towards "strongly" and "recommended" options from the Player's Guide.

I believe I have answered your treasure bundle question. (Pick one, or create a similar one).
You can choose Background options according to the Player's Guide as written, yes.
Remaster, as the OP states, will be used, inclusive of Divine Font and Rogue / Wizard proficiency changes, as we the community learn about them, yes.

=)

Grand Lodge

I am very intrigued... Hmmm...


Just posting in here to remind myself to apply.

A question, though - when you say players can choose an Uncommon feature, would that include the phoenix bloodline and butterfly blade from Fists of the Ruby Phoenix?

If it matters, I GMed the AP for my kids, so I do own the source material.

Grand Lodge

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Watery Soup wrote:

Just posting in here to remind myself to apply.

A question, though - when you say players can choose an Uncommon feature, would that include the phoenix bloodline and butterfly blade from Fists of the Ruby Phoenix?

I don't know about the Phoenix bloodline, however, according to the Player's Guide...

"Season of Ghosts takes place in Tian Xia, and as such, the following uncommon weapons from the Core Rulebook are accessible to every PC upon character creation: kama, katana, nunchaku, sai, shuriken, and temple sword.

The following uncommon weapons from Advanced Player’s Guide are accessible to every PC upon character creation: daikyu*, khakkara, tengu gale blade, and wakizashi.

The following uncommon weapons from Pathfinder Treasure Vault are accessible to every PC upon character creation: butterfly sword*, feng huo lun*, fighting fan, hook sword*, jiu huan dao, kusarigama, naginata, rope dart, sansetsukon, tekko-kagi, and three-section naginata*.

An asterisk indicates this option is also an advanced weapon."

Grand Lodge

I am toying with an idea of a monk that archetypes with a spellcasting class to incorporate illusion into his combat tactics... Does anyone have an idea of what would be best for that?

Sovereign Court

I'm currently floating the idea of a nagaji dhampir thaumaturge.


I'll work on a Aasimar Warpriest of >Shizuru<.


Watery Soup wrote:

Just posting in here to remind myself to apply.

A question, though - when you say players can choose an Uncommon feature, would that include the phoenix bloodline and butterfly blade from Fists of the Ruby Phoenix?

If it matters, I GMed the AP for my kids, so I do own the source material.

As those are both Uncommon options, yes, you would expend both of your Rarity Boons in accessing both of them, and the remaining of your character's options (ancestry, feats, spells, weapons, etc) I would ask be exclusively tagged as Common.

Common, inclusive of the options that are re-labeled as such in the Player's Guide, including roll4initiative's list of weapons above (kama, katana, nunchaku, sai, shuriken, and temple sword).

My goal isn't to obey PFS per se, just to keep most character options within the bounds of easy-to-run for GM, with some wriggle room for characters to have their "special" stuff shine a little. If that makes sense.

Hope that answers your question!?

Grand Lodge

chadius wrote:
I'll work on a Aasimar Warpriest of >Shizuru<.

Would be neat if our characters were childhood friends, since I was thinking that my character would be from Minkai as well... ^_^ (Assuming you were going to be Minkai-jin...)


DM rainzax wrote:
Hope that answers your question!?

Yep!


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber

Possible character:

Unknown Adventurer
Swashbuckler 1
N
Medium
Human
Versatile Heritage
Humanoid
Background: Urchin
Perception +5;
Languages None selected
Skills Acrobatics +7, Athletics +6, Deception +3, Diplomacy +3, Intimidation +3, Lore: Labor +4, Society +4, Stealth +7, Thievery +7
Str +3, Dex +4, Con +1, Int +1, Wis +0, Cha +0
Items Leather
AC 18; Fort +4, Ref +9, Will +5
HP 19
Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Speed 30 feet
Melee Ranseur +6 (Disarm, Reach), Damage 1d10+3 P
Ranged Sling +7 (Propulsive), Damage 1d6+1 B
Confident Finisher (Finisher, Swashbuckler) You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Precision Damage Precise Strike Finisher 2d6
Additional Feats Disarming Flair, Fleet, Hefty Hauler
Additional Specials Panache, Precise Strike, Swashbuckler's Style (Gymnast)

I'm just floating this. Pathbuilder doesn't have the Urchin background yet, so I made this just plain with a Laborer background.

Dark Archive

I'm a little late, but I'm certainly very interested here! I'm always interested in more long-term games (as you know from our game with Frost :) ).

I'll read the guide and work up a character soon (probably over the weekend). There is a good chance they will be a wizard.


I'm leaning toward a cleric of Pharasma or a witch.

Horizon Hunters

DM Rainzax, do we have to pay (in terms of AP) for the rare background here? I don't see the cost listed anywhere.

Also, are you still using the Ancestry Paragon rules as you'd mentioned in another thread?


The Backgrounds that the AP provides will be considered Common for the AP.

This adventure is not part of PFS officially, so you don't need to "pay" for anything. But. I will issue chronicles for each Season, so I think that means it's technically run in Campaign Mode. That said, again, you don't need to blow your AcP to "purchase" anything for your character.

Let me know if that answers your question?

We are using Ancestry Paragon, as mentioned in the OP, yes.

Liberty's Edge

I am working on a human (aasimar) tome thaumaturge. He works in a shop near a shrine to Shizuru where he creates and sells various talismans such as ofuda (fulu) and omamori as well as mundane calligraphy work, papermaking and origami on the side.

Envoy's Alliance

DM rainzax wrote:

Let me know if that answers your question?

We are using Ancestry Paragon, as mentioned in the OP, yes.

Yes it does. Thank you


DM rainzax wrote:
Common, inclusive of the options that are re-labeled as such in the Player's Guide, including roll4initiative's list of weapons above (kama, katana, nunchaku, sai, shuriken, and temple sword).

Clarification: All the "Gear" (page 10) will be considered Common for this AP.

Gear (page 10):

GEAR
Season of Ghosts takes place in Tian Xia, and as such,
the following uncommon weapons from the Core
Rulebook are accessible to every PC upon character
creation: kama, katana, nunchaku, sai, shuriken, and
temple sword.
The following uncommon weapons from Advanced
Player’s Guide are accessible to every PC upon character
creation: daikyu*, khakkara, tengu gale blade, and
wakizashi.
The following uncommon weapons from Pathfinder
Treasure Vault are accessible to every PC upon character
creation: butterfly sword*, feng huo lun*, fighting fan,
hook sword*, jiu huan dao, kusarigama, naginata,
rope dart, sansetsukon, tekko-kagi, and three-section
naginata*.
An asterisk indicates this option is also an advanced
weapon.

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