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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. 3 posts. No reviews. No lists. No wishlists. 1 alias.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm considering a campaign set around the time Thassilon was founded, so I've been thinking about the original 7 runelords. As a Thassilonian Enchantment Specialist, Sorshen would want to periodically check on her enchantments to make sure her ensorcelled minions weren't faking. In a similar vein, I would expect her to want updates on the status of Golarion while she waited in the Eye of Desire.

As to whether Sorshen was fully conscious or slumbering-but-semi-conscious, my take is that it is a combination of both but leaning heavily towards semi-conscious--just aware enough to receive news updates and consider what they mean for her plans and update her plans accordingly while not losing a wink of her beauty sleep.

One thing to remember about Sorshen is that she is the genius who reverse-engineered and improved upon the Everdawn Pool to create runewells. She set the standard for runewells, and--in accordance to Xin's benevolent vision--shared the design for runewells with her peers, something she later regretted per Secrets of Roderic's Cove. Xanderghul, the other runelord who governed from Xin's original appointments until Earthfall, created a runewell, but his pride wouldn't let him ride out the aftermath of Earthfall in something someone else designed, so it's unlikely that he would have made the effort to improve upon it. Karzoug, Alaznist, and Belimarius were the final runelords of their Thassilonian specialties, so they didn't have much time to try to improve Sorshen's design; the Return of the Runelords Timeline shows that Alaznist completed hers 17 years before Earthfall, so Karzoug probably had about the same amount of time, and Belimarius had to rush the job working from Karzoug's intentionally erroneous "Runewells for Dummies" handbook.

What I'm getting at here is that, while the other runelords had the "standard" runewell design, Sorshen had 1,159 years to upgrade the Eye of Desire. Whereas the other runelords had the runewell equivalent of the cave-built MCU Iron Man armor, she likely upgraded the Eye of Desire to the equivalent of the nanotech MCU Iron Man armor. Her Eye of Desire probably had secondary alarms to wake her up periodically (every century? every millenia?) even if the master alarm hadn't activated yet so she can get up and stretch her legs and double-check that nothing's amiss before going back to sleep. It likely had communications inputs to get news from her vampiric followers and probably had scrying features as well. The Eye of Desire probably enabled Sorshen to remain asleep but enter a state of semi-consciousness whenever news updates came in so that she could consider what they meant for her plans and update her plans accordingly. Over the millenia, that level of awareness gave her the time to reflect upon her life. Coupled with what she found when she emerged after Karzoug (and probably Ileosa) was defeated, that was enough for her to decide that she was done with Evil (but she's not ready to be Good--at least not yet. Ten thousand years from now...who knows?).

Askar Avari, that's an interesting take on her time inside the Eye of Desire. However, I'm not a fan of horror, so I'll be going with what I said above. Plus, I would expect that the immortality that we see in the game comes with the mental/emotional tolerance to deal with the passage of thousands, millions, billions, trillions, etc. of years without any problems unless Something Goes Very Wrong or The Plot/Storyline Demands It or both.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Thank you all for your comments. This has prompted me to review the rules relevant to your suggestions.

There was concern about (N)PCs having better abilities. One member of my playing group tends to invite others to play a session or two with us (usually to show them what is a role-playing game). Out of game, higher ability scores was intended as a guardrail to prevent an unlucky dice roll or misunderstanding of how the game works from killing a guest player's character without me having to fudge things too obviously.

As NPCs, let's assume the PCs are starting the Curse of the Crimson Throne AP. At various points in the AP, one duo might be encountered in a tavern celebrating a successful conclusion to Murder's Mark adventure, then celebrating their induction into the Pathfinder Society, and later celebrating successful missions for the Pathfinder Society (or even be encountered during missions). When the PCs return Queen Ileosa's brooch in Edge of Anarchy, they might witness Ileosa knighting the other duo for a Great Success in W1 Conquest of Bloodsworn Vale before it's their turn to approach the throne; the duo's new duties explain why both can't be away from Bloodsworn Vale for long, but one of them can be away for "a little while." We then have an in-game explanation for why the duos aren't pursuing the AP but are available for short portions of it when my playing group has a guest player.

Melkiador, would it make any sense to make the bloodrager's partner a shaman? The PDF text for Life Link is identical for both Life mystery and Life spirit, and shamans have many hexes similar to witches. Wandering Spirit and Wandering Hex provides additional day-to-day customization for whatever the current challenge might be.

Marcella, I wasn't planning on these two duos eating the players' lunch, but you've given me ideas for a new set of recurring NPCs.... (Cue evil GM laugh.)

Bellona, I'll admit the choice of aasimar was the player in me wanting to play with something more powerful than usual, and it was a little bit of a counterbalance to the consensus that blade adept arcanists are a bad idea.

Mysterious Stranger, I'm not good at synergy, plus I lean towards arcane casters, so I was hoping to make a bad idea somehow work. Your advice is much better. Do you recommend generic inquisitor or an archetype? It looks like Abolisher, Expulsionist, Infiltrator, Oathkeeper, Preacher, Umbral Stalker, and Witch Hunter avoids trading out any abilities that you mentioned.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hi! This is my very first post. If I'm doing formatting, etc. wrong, please tell me how to fix it.

I'm a newbie to Pf1 coming from 3.5. I like the creative directions 1st ed. Pathfinder has taken, but I'm overwhelmed with all the choices available even after consulting some of the guides. I'm asking for help to make 4 characters to be as powerful as possible within the restrictions and character ideas below. I'm only looking at Paizo products; no 3rd-party, please.

I want to create two separate NPC adventuring duos as acquaintances and non-violent-rivals to the PC's. They represent other people in the adventuring business, so the PC's will encounter them from time to time, and the duos might complete some side-quests that the PC's don't pursue (a.k.a. "you snooze, you lose"). This is intended to give the players a feeling that life goes on for the rest of the world even as their PC's pursue their own quests and goals. The other reason for making these duos acquaintances is so they can be used as ready-made characters for drop-in players.

With half the numbers of the baseline 4-character party, I'm assuming that the adventuring duos have exceptional qualities to enable them to survive. For the first duo, that means near-perfect starting ability scores. For the second duo, I'm thinking that a 30-point buy would be appropriate (and no ability scores below 10). I don't want gestalt, but I think that some amount of "cross-training" would be appropriate, probably through archetypes and VMc and such. For example, some of the things mentioned in https://paizo.com/threads/rzs42moy?heal-skill-non-magic-healer will be used for recovering from injury.

I also want to try the evangelist prestige class from Inner Sea Gods, so both duos will be X5/evangelist 10/X+5 even though that loses any 20th-level capstone of their main class.

The main house rule is that I dislike magic-marts. In general, the NPC's' crafting philosophy will mirror that of the PC's—if the PC's are depending on others to make magic items for them to buy, so will the NPC's, which results in very few makers of magic items. However, the more item creation feats that the PC's take, the more NPC's will choose to become makers of magic items, which increases the availability of magic items for purchase. I don't mind PC's buying the magic items listed in a settlement's stat block, but, beyond that, I mostly consider buying magic items a reward for good gaming/role-playing or extraordinary success on a quest.

The first duo are an emberkin aasimar and a grimspawn tiefling best friends with the Unscathed basic magic trait. Both are neutral good blade adept arcanist VMc magi; I think a guide mentioned that VMc magus was needed to make blade adept work. I think of blade adepts as being like Jedi consulars in that they're willing to swing their trademark weapon but usually rely on their magic. The aasimar is a devotee of Sarenrae (sword bond to scimitar; spell resistance & remove disease variant abilities from Blood of Angels, pg. 19), and the tiefling is a worshipper of Iomedae (sword bond to longsword; spell resistance & see in darkness variant abilities from Blood of Fiends, pp. 16–17; prehensile tail alternate racial trait).

- aasimar - tiefling
Str - 18 - 18
Dex - 16 - 15+2
Con - 14 - 15
Int - 18+2 - 18+2
Wis - 17 - 17–2
Cha - 17+2 - 17
lvl 4 - Cha 20 - Cha 18
lvl 8 - Wis 18 - Wis 16
lvl 12 - Int 21 - Dex 18
lvl 16 - Int 22 - Con 16
lvl 20 - Int 23 - Int 21

Feats - aasimar - tiefling
1 - incredible healer - incredible healer
5 - deific obedience - deific obedience
9 - pathologist - spell penetration
13 - acupuncture specialist - healer's hands
17 - leadership - leadership

Arcanist Exploits (same for both?)
5 - potent magic
7 - metamagic knowledge
11 - greater metamagic knowledge
13 - quick study
15 - dimensional slide
17 - metamixing
19 - school understanding (void)

VMc Magus Arcana (same for both?)
7 - empowered magic
15 - quickened magic
19 - reflection

evangelist 1: which 2 skills?
evangelist 10: spiritual form +4 to which ability?

The second duo are rivals to the first duo, and they trained at a rival school. My thoughts for them are less developed, but they will be neutral worshippers of Gorum and Nethys. Should they use variant multiclassing? Compared to the first duo, is this duo slightly more specialized and slightly less concerned about being multi-role generalists? That could help differentiate between the 2 duos. I have no clue what races this duo should be and what traits they should choose.

I'm thinking the Gorum worshipper should be a primalist steelblood bloodrager with an aberrant bloodline, but one guide suggested that the destined bloodline fit well with steelblood, so I'm not sure which to use. (I don't want to use the arcane bloodline, since my playing group is planning a ifrit bloodrager with it.) With primalist, which bloodline powers should be swapped out, and which rage powers should be swapped in? Because of Gorum, I'm thinking greatsword and spiked full plate.

I'm drawing a blank when it comes to the Nethys worshipper beyond a 9/9 arcane caster. Inner Sea Gods mentions Gorum and Nethys as martial and magical counterparts, so the Nethys worshipper ought to be the arcane complement to the Gorum worshipper. If the Gorum worshipper remains a bloodrager, that means he has a bit of magical ability, so perhaps the Nethys worshipper has little more martial ability than the usual arcane fullcaster? Maybe a tengu with swordtrained, claw attack, or exotic weapon training or maybe one of the races with weapon familiarity?

- Gorumite - Nethysian
Str - 17 - ?
Dex - 14 - ?
Con - 14 - ?
Int - 10 - ?
Wis - 12 - ?
Cha - 14 - ?
lvl 4 - Str 17 - ?
lvl 8 - Str 18 - ?
lvl 12 - Str 19 - ?
lvl 16 - Str 20 - ?
lvl 20 - Con 15 - ?

Feats
(no idea what they should take except for Deific Obedience at 3rd level)

evangelist 1: which 2 skills?
evangelist 10: spiritual form +4 to which ability?