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You can find something in the GameMastery Guide, Chapter 9: NPC Gallery. For every presented generic NPC it gives several examples of encounters in which they can be used, for example:

GameMastery Guide, p. 256 wrote:
Battle mages make excellent military fire support and magical bodyguards. They can be found alone, guarding a traveling merchant (CR 7) or guide (CR 8) or adventuring with a medium or minstrel, monster hunter or gladiator, and tomb raider (CR 9). A squad of four battle mages (CR 9) might be attached to an army.

Ok, let's now considera reverse situation: The PCs have met a group of lamia matriarchs. The PCs can reasonably guess that the lamias work for the BBEG they are after. However, using their surprise round, the lamias use their charm abilities and charm some of the PCs (let's assume that some of them made their saves). The lamias will try to avoid fighting, instead trying to calm the PCs down and get a chance to charm everyone. They'll defend themselves, but fight back only if they figure out they need to use force to put the PCs down. Even then they'd prefer to capture PCs alive rather than kill them.

The charmed PCs see that their lamia friend appeared with a bunch of other lamias that they had believed to be enemies. On top of that they ask to PCs to clam down and not to fight. At the same time, the PCs that avoided being charmed may start attacking these lamias, claiming that they try to charm them.

What kind of checks should be made in order to determine what the charmed PCs can do? They shouldn't be able to attack the lamia that charmed them, if they are not attacked, but can they attack the other lamias even if their lamia friend tells them not to?

Just for additional context, I made clear to the players that every tactic they use is also a tactic their opponents can use, if something is allowed for players, it's also allowed for monsters - and these players have already used the charming monsters as a strategy before.

Nethys broke the 4th wall once, and that was enough to elevate him to divinity. He probably edited the creators' notes about him.

Charm spells make tha target to consider only the caster their trusted friend and ally; it doesn't include caster's allies, right?

Let's consider this situation: a PC wizard charmes an ogre, the ogre instantly considers the wizard a friend, but he still sees other PCs as enemies; because of that he would still attack other PCs, and a Charisma check would be necessary to convince him to let them go (as this isn't something he'd ordinarily do); is that correct?

Second question: Charm Person also says that the target perceives the caster's words and actions in the most favorable way; does it work like as automatic succes in Bluff? For example if the aforementioned wizard tells the ogre that other PCs are also friendly towards the ogre, would the ogre believe automatically (because of the charm he wouldn't consider his friendly wizard lying), or would Bluff be required (because it's still a lie)?

As a GM you\re not bound by such triffles, you're allowed to create your own monsters in any way you want, and the templates are only there to help you. For the sake of lore-consitency you may want to make the cases where "inherited" template is gained to be rare, but I'm pretty sure about some curses from a demon lord that made someone a natural lycantrope and other similar cases, to gaining "inherited" templete is not unprecedented, it should be a rare occurence that resulted from unique circumstances, not something that PCs may hope to recreate.

Gnomes of Golarion, p. 25 wrote:


Type curse; Save Will halts or reverses (see text)
Onset middle age; Frequency 1/year
Effect Upon reaching middle age, any gnome who in the GM’s opinion does not adequately seek out new and interesting experiences runs the risk of experiencing the Bleaching. Each year that the gnome doesn’t act to mitigate his boredom, he must make a Will save with a DC equal to the amount of ability damage he’s taken from the Bleaching so far or 10 + his level, whichever is greater. If he fails, he takes a 1d6 drain to Intelligence, Wisdom, and Charisma respectively. This drain cannot be healed in any manner short of a wish or miracle. If at any point the gnome undergoes sufficiently interesting experiences, he does not need to save that year to avoid further drain and may instead attempt a save that year at the curse's current DC to remove 1d4 points of ability drain from each affected ability score. If one of the gnome’s ability scores reaches 0 because of the curse (not as a result of some other ability damage or drain), he must immediately make a final save at the curse's current DC. If he fails, he dies and cannot be resurrected; if he succeeds, he becomes a bleachling. A bleachling is immune to the Bleaching and is immune to further effects of aging as per the druid’s timeless body ability, though he retains any agerelated penalties already incurred; additionally, any ability drain due to the Bleaching is reversed. The colors of his body are muted, he treats druid as an additional favored class (including retroactively gaining favored class skill ranks which he may apply to Intelligence-, Wisdom-, or Charisma-based skills), and he can cast speak with animals at will. The Bleaching cannot be cured by magic; it persists even in areas where magic does not function.
Core Rulebook, p. 51 wrote:
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Being a bleachling creates an effect like druid's timeless body, and that protects from penalties, but doesn't stop the death from old age.

I would say Pharasma, if we count all the people that give respects to her at least from time to time.

If we're talking about dedicated followers, and consider the whole Golarion (not just the Inner Sea Region), I'd say Sarenrae, mostly because she's the main deity of vast Empire of Kelesh.

Does the Dimensional Anchor cast during the calling of an outsider only prevents its escape, or would it also block the attempts to get rid of it with spells like Dismissal, Banishment and Plane Shift, cast by someone else? For example, if the would-be binder failed to bind the outsider at the first try and wants to send the outsider back before it gets another chance to free itself, can he do it?

I'll join the thread with a related question:

Can I use disguise self to add features that are normally not present in the creature of the type that I'm disguising as? For example, let's say I'm a human. Can I look like a human with small horns, or six fingers, or glowing eyes? Or I am only limited to forms and appearances that are normal for the races of humanoid type?

Ok, I got a bet picture of what you want now.

Assuming the players don't know this already, I would start with presenting the main races and their general position in the world:
- Humans of various ethnicities are the majority in most countries. More about them later.
- Elves have their own country (Kyonin), but there are other minor elven communities around the world; some elves even grow up in human cities, although they are considered Forlorn because of their disconnection with traditional elven culture. Half-elves exist; they never completely fit any society, but most of them tries to fit in wherver they are. Drows don't exist.
- Dwarves also have their own country (Five Kings Mountains), and other settlements around the world, but unlike the elves they are more cosmopolitan and generally blend with human societies well.
- Orcs have their own 'country', i.e. the region where they dominate, and they are virtually never met far away from it, and they basically don't create mixed societies with civilized races. Half-orcs are born out of violence or from half-orc parents; they are discriminated against in the region close to the orcish hold, but sometimes may travel far away where the discrimination isn't that strong.
- Gnomes are the descendants of fey, and they have an unique condition known as Bleaching that, if they don't constantly experience new stuff, makes them lose their coloration and usually ends up with death. Because of that they rarelly settle in one place, and they can be found everywhere.
- Halflings are a race whose origins are lost. For as long as people remember they were abused by humans who put them into servitor roles. They don't have their own country and live mixed-in in most human societies.
There are other races, but they are rare or exotic, and their mambers always stand out, rarely finding a society where they can fit in. They can make some exotic adventurers though.

Then you have the recent history, from the death of Aroden until now. While it may be fun to understand the older history, it's not really necessary to live in the current world, and by delving into it too much you can spoil some adventures.
Let's start with the situation 100 years ago:
The Empire of Cheliax dominated most of southern and western Avistan, from Varisia to Galt, and even had colonies far to the south, in Sargava. To the east there was a rump state of Empire of Taldor - once mighty, now in decline. The north of the continent was divided into many smaller states, especially in the region known as River Kingdoms, where the situation was exceptionally unstable. South of the Inner Sea, in northern Garund, there are several berber-like states. Even more to the south things tend to become even more exotic. On an island in the middle of the Inner Sea lies the metropolitan city of Absalom, the biggest city in the world (as far as people know), and the center of trade with the whole region.
100 years ago people were expecting the fullfilment of a particular prophecy, when god Aroden, who was once a mortal man but achieved divinity, was supposed to return to the material world and usher a new Age of Glory. However, he failed to do so, his clerics lost their divine power, and all signs suggest that he died; what really happened remains unexplained to this day. Within the following decades the Cheliax Empire crumbled, torn apart by a civil war and rebellions - what now is Cheliax is only their old core province. More strange things happened upon the death of Aroden: a rift leading to the demonic realm of Abyss opened in the north, destroyed a countrie, and only with several crusades and continuous effort of the astationing knights they demons are somehow kept in check, however they remain a constant threat. In the south a giant and permanent storm appeared, destroying some coastal countries and interupting the sea route to Sargava; today that region is infested by pirates.

Now, if the players get interested in any particular region, feel free to describe it as much as you feel is right; you can stress out that the countries are diverse and follow many tropes that can be found in fantasy, so if the players are looking for something specific, there's a chance that it exists within this setting. I wouldn't deem necessary to push the detailed stories of each region onto your players if they are not interested in this at the moment; if in the future they will be creating an exotic character, or you'll play an adventure in a different region, you can get back to it, and provide them with the necessary information.

Oli Ironbar wrote:
This could be a fun point to start writing a local mythology on what had happened in Thassilon.

There's an evidence in lore that people have misconceptions about the past, for example, most people believeing that Sandpoint's Old Light was a lighthouse (not being aware that in times of Thassilon, the coastline was in a different place). And another Thassilonian ruin in Sandpoint Hinterlands is known as the Wisher's Well, the name obviously having nothing to do with its original purpose.

CzarGarrett wrote:

Most people probably know the general details of major events - Earthfall, Whispering Tyrant, etc.

The more regional the event, the less likely people from outside the region will know about it. Thallisson might be relevant to Varisia, but not all to important for the average person in Taldor to know much about.

If we're talking about character knowledge, I don't really think that common people from outside of Ustalav and Lastwall would even know anything about the Whispering Tyrant. After all, he was defeated happened almost 900 years ago, and the education in the pre-modern society was abysmal. Someone who doesn't have a single rank in Knowledge (history) wouldn't know about anything that is not related to him personally or the society he lives in.

For example, the common people in Varisia, that would be aware of ancient monuments dotting the land, don't necessarily know the name "Thassilon".

The players should know as much as they need to make a character fitting the setting. You should advise them during the character creation and provide them the information or books that may be useful.

The Rise of Runelords doesn't take you away from Varisia, so you don't really need to develop other regions, unless the players want to create a character that would make more sense if he originated from these other regions rather than Varisia. They should know that Varisia is a frontier region, and there are more advanced societies to the south, but unless they backstory is connected to them, they don't really need the knowledge of them.

Similarly with the history; even the death of Aroden didn't afect Varisia much, except that it caused Cheliax to stop organized settlement and allowed for more independent societies like Magniamr and Sandpoint to appear. If the players are interested in that stuff, you can share with them all recent history, but I don't think it's going to affect the game much. For the earlier history, I feel they should know them only if they want to make their character a scholar or other expert, as it may ruin some plots in their future games. Though it depends on how well they can separate IC and OOC knowledge.

You can obviously keep some plot points hidden. Rise of Runelords deals a lot with the Thassilon, so they shouldn't read about its history beforehand, but discover new information as they follow the plot. In this case the player should know only as much as the character: that there was an ancient civilization in Varisia, but all that is left are some ruins and the stories of Varisian people.

41. A band of adventuring murder-hobos killed the mayor and looted the townhall.

Desna as a goddess of travelers? At least some of her followers would create maps of the places they visit.

You can attempt to create such a spell, if your GM would allow. Although I would make it transform existing non-lethal damage into the lethal one, not converting the nonlethal damage into lethal as it's being dealt. That way, the creatures that are immune to nonlethal damage are not hurt by the spell, and that's better from the balance point of view; some creatures are designed to be able to ignore certain conditions that would deal nonlethal damage, and if they are suddenly being hurt by them it may beasily become game-breaking.

Absalom's purchase limit is 250k, not 25k (according to the Guide to Absalom). Your PCs still have a lot of room to go before they reach that. 25k may be the base value, which means that there's 75% chance that items no more expensive than that can be easily found; if they want something more expensive, it may still happen to be available, but it's subject of GM's discretion.

However it is to be expected that such powerful items aren't sbought and sold on a open market. More likely, a potential buyer needs to search on his own for someone owning the item, and then try to convince them to sell it (which doesn't have to be always possible, especially if the item in question has a personal or religious significance), or find someone able to craft this item and arrange for crafting it.

Since Golarion doesn't have that many high-level mages who aren't at the same time involved in politics or manage some big organizations, and therefore have time to accept crafting jobs, the PCs may even need to look on other planes. It happened in one of my games, that to obtain a scroll of teleportation circle (9th level spell, reltively cheap as magic items go, only 4825 gp), it had to be imported from the Plane of Fire, because there were no local mages of that power that would create scrolls for sale. I've found there's a city in desert of Qadira, Ehur, where a lot of genies have trading embassies.

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31. A local wizard lost control of a called outsider.
32. Evil cultists are trying to call a demon.
33. A giant animal or magical beast appeared in the forest.
34. A local kid went missing.

For a member of an orc tribe, I believe that a period in a minor leadership position (like a squad leader) would make an individual more proficient in giving orders in a way that are immediately obeyed, picking moods of their subordinates and generally being a more efficient leader - i.e. more charismatic. In case they are to young and inexperienced to be trusted with such position, they could have picked up some clues about how to behave from others: their commander, the speaker at a gathering, or even a foreign trader that visited the tribe.

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As desribed in Appendix 8 to the AE, Chellan is fanatically devoted to Karzoug:

Rise of the Runelords Anniversary Edition, p. 421 wrote:
Fanatical in the extreme, Chellan seeks to force its wielder into serving Karzoug and furthering the runelord’s goals. To enforce this purpose of their existence, it can use its intelligence and special abilities to aid and manipulate those who think to wield it.

It is LE and has Ego Score 25, and by the general rules, "any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item". That means that rather sooner than later Chellan would try to dominate its wielder, as he did with Viorian.

If you prefer him to be smart about it, it can tell stories about the riches that Karzoug has created in the past, indirectly trying to make the PC think that Karzoug wouldn't be such a bad ruler, end they could gain many times more from siding with Karzoug rather than fighting him.
He knows however that Karzoug can destroy him with one word, and nothing else can hurt him, so if 'smart way' turns out impossible, he'll try to control the PC by force (DC 25 Will) the moment that PC will try to do something that Karzoug would disapprove. That may as well be a possibly at the worst possible moment, for example, when they are fighting other Karzoug's minions. Chellan would not think for a moment that Karzoug could lose, and he knows that once the PCs are defeated he may be judged for his actions, how well he tried to stop them, so I think he'd rather be safe than sorry.

As VRMH says, I see it not as a result of of some specific training, but of a slow development that from time to time warrants the increase in the numerical value of an ability score.

For Charisma it may be a reflection of the character trying to be more decisive, or gradually improving their body language etc. It doesn't even have to be something they do consciously.

Charisma stat may represent many different qualities, including (but not limited to) intuition, confidence, personal magnetism or appearance. An increase in Charisma can be seen as an improvement of these qualities.

You can check Advanced Spell Search on d20pfsrd. By choosing right filters you can see the spells that on both of the lists and compare it with the speaparate class lists. It's not perfect, it doesn't let you filter the spells that are on one list but not on the other.

I still argue that in case 3) D is also flanked. That is because if you draw a line linking the center of B with the center of lower-right square of A it passes through two oposite sides of D (a corner still counts).

Monkeybox wrote:
Concerning Karzoug's design, one thing has had me curious for quite a while, is he supposed to have two pony tails? I'm sure there has been one picture of him with his back to the audience where he has two, though I could be wrong.

He does, check this picture on PathfinderWiki.

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In addition to the books you've mentioned there is also "Faiths and Philosophies", but it's a Companion Book, so there isn't much setting-specific information. Also, the Player's Guides for the Adventure Paths contain hints what classes are fitting for a given campaign and why, often providing extra information about what the members of a given class usually do in the given region.

Some examples:

Rise of Runelords Player's Guide, p.8 wrote:


While found elsewhere in Golarion, no martial monastic tradition holds strong ties to Varisia. The closest Varisia has to native martial arts are the brawlers of the Shoanti, warriors who see weapons as a weakness and seek to forge their bodies into intruments of war. Practiced most commonly by members of the Sklah-Quah and Skoan-Quah, these battle regimens callous the warrior’s body and teach him where to punch and grab to do the greatest harm.
Despite Varisia’s lack of monasteries and organized fighting schools, there are still some who call themselves monks and practice techniques of battle from foreign lands. Traveling alongside clerics of Irori, monks devoted to self-perfection and the lethality of the body guard their brethren in the faith. Travelers from the far south, the lands of Tian Xia, and other exotic locales sometimes appear in southern ports, bringing with them the occult battle arts of their people.
Council of Thieves Player's Guide, p.6 wrote:


Many Chelaxians see the benefit of expertise in unarmed combat. Most political dealings and secret conclaves ban weapons, so monks are exceptionally valuable to locals. Noble houses consider it prudent to arm their heirs with the ability to defend themselves, even weaponless. A monk forced to abandon his order for any number of reasons can often find work as a trainer in Cheliax.

Only physical stats are adjusted. Mental stats stay the same.

You do lose spell-abilities that come from your race.

You don't lose racial feats, but you became unable to use them. If you ever regain your previous race, you can use them again. You may also decide to retrain them.

I'd assume it's the same with traits. Although, if the trait does not depend on your form, but rather reflects your past, you may still be able to use it. I don't know the official ruling, if it exists.

Dragon type does indeed give wyvarans immunity to sleep and paralysis.

Dave Justus wrote:
Generally speaking, if you think of the larger creature as several medium creatures, and if any can flank you can. So if we look at the top 2 squares, and call them A1 and A2, if either A1 or A2 could flank as a medium creature, then the large creature A is good to go.

More or less, except for threatening. A larger creature threatens as a whole, so a square that is further away from the enemy may still count for flanking, even if as a separate creature it wouldn't have enough reach to threaten it.

I understand that in case 2) there are three spaces to the west of B, so that B iss located north-east of E? And in Case 3) there are two spaces, so B is located directly north of D?

Then believe it's:
1) D
2) E
3) CD

In 3), if you link the center of B with the center of south-eastern square of A, it passes through the northern side and the south-western corner of D, and a corner counts as a part of the side, so it's a flanking position.

Claxon wrote:
Honestly, most "immortality" as a class feature is overrated.

Yeah, I have never seen an adventurer die from the old age, unless he has already retired.

Conclusion: don't retire.

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Ridge wrote:

"What is the air speed velocity of an unladen swallow?"

You have to know these things when you're a god, you know.

In the forest terrain, every square has a chance to contain a terrain element (typical tree or massive treee, and and light or heavy undergrowth). The terrain elements provide modifiers that may very from square to square. The percentiles are given by the rules.

I have never seen it used. Stealth, perception, cover and colncealment in forest is always handwaved.

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Not a module, but Undead Unleashed describe the haunted house of Ordellia Whilwren in Magnimar.

The closest I can think of are the foo creatures, with their faces that are quite human, but still bestial.

Sensten wrote:
As far as caster level, under creating magic items, the developers state that the creator should have a minimum caster level equal to the minimum level required to cast any spell necessary for construction (in this case, animated objects, clvl 11).

I believe that the specific rule for animated objects ("The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.") overrides the general rule. But you can also argue that both requirements (from the spells and from the HD) need to be satisfied.

I actually figured it'd be more for the adamantine....a suit of adamantine full plate costs 15000 and that's not even large sized...

Yeah, I'm aware of the discrepancy. If you use the listed price of raw adamantine (300 gp/lb) you get the price of adamantine full plate right, but not the price of adamantine golem. My assumption is that so called "adamantine constructs" are only partially made of adamantine, for example they only have adamntine plating or something, and the rest is made of more common metals.

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Large animated object should have 4d10+30 hp. I don't think he can add extra HD, even if he has CL for it.

Required CL is equal to the HD of the animated object, so he's fine here, as long as he hast at least 4 ranks in Craft (alchemy).

The price of the construct is (HD+CP)*1000 + the cost of the item that is animated. The cost of a large adamantine statue isn't specified, but you can refer to the notes about adamantine golem; its (Huge) body requires metals worth in total 100000 gp; Large creatured have mass approximately 8 times smaller, so I'd estimate the cost of a Large adamantine statue for 12500 gp. I don't think he's able to craft the statue himself, so he'd need to pay the full price of the statue. Then with 4 HD and 11 CP, the added price of animated statue would be 15000 gp. He needs to spend 1/2 of it during the crafting. So my estimation of the total cost would is 20000 gp.

Creating animated objects with Promethean Disciple feat counts as using Craft Construct feat, that is you're using magic item crafting rules, not usual rules for Craft (alchemy). That means you can normally make 1000 gp of progress per day. Therefore crafting should take 15 days (not including the time to create the statue).

Infestation of gourd leshys made of watermelons. They regenerate from anything but a hit with a special magical wooden swords. You gotta smash them all.

"DR 5/piercing or slashing" means that either piercing or slashing weapons bypass it. If you needed a weapon that is both piercing and slahing (like bite natural attack) to bypass the DR, it would be listed as "DR/piercing and slashing".

And yes, the reach of faceless stalker seems to apply to all of its melee attacks, natural or otherwise.

Derklord wrote:
The "5 trounds" part is only written in the paragraph about changing back and forth, though. I'd say the Gaseous Form effect starts immediately, as per the first sentence.

The first sentence doesn't say that it happens immaediately. Granted, it would be assumed if there were nothing else contradicting it, but alas, there is.

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I've been GMin RtRL on Roll20 for a couple of years; I started with free level and it worked fine, everything necessary was available and plenty of materials online that can be used for the game.

When I've decided on a buying a subscription, it was because I wanted to support roll20 in some way, not because I needed extra features, though increased storage space and dynamic lightning is nice.

The casting time is 1 standard action, but you're right, there spell description isn't clear. Also this seems like a question for the rules subforum. not the advice forum.

I don't think there's an offical clarification how it was intended to work (at least I don't know one), but by RAW it seems that the second interpretation is correct. "Each transformation" includes the first. It is assumed that spell takes effect immediately, unless otherwisse noted - annd here we have a sentence that suggest that the transformation doesn't happen immediately, but takes 5 turns.

I also think that makes sense from the meta-perspective; this is obviously a spell for traveling long distances, not one that is supposed to be used during combat (a combat spell wouldn't have duration measured in hours). Clarifying to the players that the first transformation will take several rounds will counteract possible abuse of the spell.

You're right about Two-Weapon Fighting; I just thought that this penalty shouldn't included in the stats, since she doesn't have to use full attack. It seems that one just needs to remember that if she's making a single attack, her attack bonus is actualy higher by 4.

Potion of haste is listed as used during the combat, and as far as I undertand, only spells and effects used before the combat should be incorporated in the stats.

I agree that this is probably a consequence of her having 30 Str at some point in the past. I was even thinking for a moment that her bow having +10 Str rating is a mistake, but the attack bonus for the bow seem to be correct and inlcudes this -2 penalty.

I don't know anything about Deverin's history in Cheliax, but there are some bits of info about their deeds in Sandpoint.

When Sandpoint settlement was about to be estabilished by Magnimarian settlers, a conflict arised with the local Varisians. A member of Deverin family, Almah Deverin, at that time a young bard, was a significant help with making peace with local Varisians and saving the plans for settlement; thanks to the deal she made the worship of Desna was incorporated into the new's town cathedral. (RotR AE, p. 372)

All the mayors in Sandpoint's history were Deverins. The first one was one of the founders of Sandpoint, Amos Deverin. The second was his son Fenchus. Both died in unfortunate accidents. The third and current mayor, Kendra Deverin is Amos's youngest daughter. (RotR AE, p. 385)

Expanding the family's brewing business, Wade and Gaven Deverin, cousins of mayor Kendra Deverin, established the Two Brothers' Brewery in Sandpoint few years after Sandpoint was founded. Wade was killed since then by Chopper the serial killer, but Gaven is still alive and running the business. (RotR AE, p. 383)

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Misroi wrote:
My recommendation is that he's actually from Korvosa initially - they have a shrine in that city, though it's not a large one.

Actually, the temple of Sarenrae in Korvosa isn't a small shrine, but a turreted building on the Citaldel Hill, swarmed by crowds of commoners and constantly attracting gifts from wealthy patrons. It's the shrine in Magnimar that is small and abandoned.

Pg. 349
Viorian Dekanti's stats

Chellan attacks should start from +38 attack bonus (18 BAB + 9 Strength + 5 enhancement + 4 weapon training + 2 feats)

CMB should be +27 (18 BAB + 9 Strength); haste bonus shouldn't be yet included

CMD should be 43 (10 + 18 BAB + 9 Strength + 3 Dex + 3 Sihedron ring); haste bonus shouldn't be yet included

I'm trying to flesh out the structure of society in ancient Thassilon in more detail. The giants are described as basicaly slaves and thrown in one bag, but I believe there would still be many distiction between their situations. After all, IRL the position of a slave in a quarry was different than the one serving in a rich person's house. And I think that every species of giants have different talents and would be put to a different work. So I'm trying to figure out the jobs for various types of giants (other than soldiers, as they all could be put in this role when necessary).

Hill giants: Stupid and simple, they don't have any talent except for their physical strength. As such they were used in jobs where finesse isn't important and pure strength is enough: porters, ditch-diggers, lumberjacks. They were also used instead in place of draft animals, pulling ploughs and powering milling, pomps and other such machines.

Stone giants: Possesing almost supernatural understanding of stone and its qualities, they did most of the construction work-related, from mining the stone in quarries to masonry. The more inteligent ones could even become architects. They may also work in mines, though because of their size I think this job would usually be given to some smaller-sized slaves, like kobolds.

Frost giants: I ahve a bit of a problem with them. They don't seem to posses many talents in crafts, except some weaponmaking, and even in that the fire giants are a better choice. I can't see much use for them outside the army.

Fire giants: Talented with metal, they were put to work in foundries and forges.

Cloud giants: The fact that they are one of the most cultured giant races suggest that they've had a prestigious position among other slaves. They could be the house slaves and handle more less physical work, as scribes, entertainers and servants.

Taiga giants: Their connection with nature predisposes them to work in food production as farmers, herders and hunters.

Storm giants: I don't see much use for them except the coastal areas, where they can benefit from their water-breathing ability in sea-related jobs. They are very militaristic, suggesting that they were used mainly in the army, similarily to frost giants.

I'd like to hear your opinions and other ideas how various giants were utilized in Thassilon.

Matthew Downie wrote:
Of course, the 'manifestations' FAQ really only makes a difference if you were casting a Still Silent spell, and I never saw anyone doing that anyway.

It would also matter for spell-like abilities, that don't need any components, but still have manifestations.

Serum wrote:
A similar but tangential issue: How are doppelgangers supposed to infiltrate a society when they lack the means to hide their magical transmutation auras?

It is disputed, but I believe that supernatural abilities (like Change Shape) don't have magical auras.

Casting a spell is usually obvious. An active spell may require detect magic to be noticeable. So for example, with detect thoughts you wave your hand speak the incantation, and somehow manipulate that copper coin that is the spell focus, but after that it's nowhere obvious that you're reading minds, unless you make it obvious.

Nagaji are usually lawful neutral, and have racial penalty to Intelligence, so they are pretty close. And they are also reptilian like kobolds. In a homebrew setting, you can easily make them into a LE dumb race.

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