Erastil

Chef Justice's page

2 posts. Alias of Nervous Jester.




Okay, so I noticed the latest flip-mat released was for a theater, but the reverse had wooden flooring, and I thought it would be cool for a city-based game. Thing is, I wondered how much use I would have for the theater, and then it struck me...

Change the Carowyn Manor adventure to a theater. It really seems to be a great fit. The Carowyns are patrons of the arts and instead of a party, they are having an advance viewing of a play they sponsor.

One of the musicians gets sick, and Ruan is hired to replace him at the last minute.

And then there is Jolistina, I mean, she is made for the stage. ;)

Plus, I think it helps in a way. A manor house of the well-known rich couple suddenly goes silent for days, and I think more than the sister of a musician would notice, and the Guard probably would react in some way. On the other hand, if the nobles just aren't at a second home for them and the servants maintain it as normal, then nothing is really out of the ordinary. And a theater can go closed for some time, easily a few days, before anyone would notice.

As far as the two inhabitants go, Jolistina could have survived on food for the reception that was part of the event until it got bad, and then she could sneak out at night if needed for more supplies.

Ausio, instead of the wine cellar, has hidden under the stage. As with the other version, he has survived on rats he has caught, but for water, I'm thinking there could be a pump connected to some barrels (or a well) to provide water effects on the stage, so he has been able to drink from that.

What do you think? Am I missing some component to the story tied to the manor house with this? Or is there some plot hole that needs patching?

Just want to make sure everything is covered before I commit money to the map.


Hi all,

No offense to Paizo, but I'm not 100% thrilled with either depiction of Laori Vaus. The first one in Escape has already been discussed as not being entirely accurate to how she would actually look (I think it was even mentioned as how she might have herself drawn).

So I waited to get my issue of Scarfall since I knew she would be reappearing, and I'm not excited about the headshot either. The symmetry of her face seems off just enough to be... wrong, and it feels like it is a case of the art not the subject.

Now, not every piece can be perfect, and it's not like it's particularly "bad," but Laori is going to be a major NPC in at least two (maybe more) parts of the path, and with all the great art I'll have to depict other NPCs, I'd like something to do her justice as well.

So, my question is whether anyone of artistic talent may have been inspired to do a more "accurate" depiction of Laori or if anyone was aware of a source that might be close to her look that I might use when I run this AP?

Thanks for your time and any assistance you might be able to offer!


As an option instead of extra starting hit points, what if the Disabled track was extended?

As it stands, a character is only Disabled exactly at 0 Hit Points, but being disabled is really a cool status to have. It seems a shame to have it only come up so rarely.

Extending it would just make it come up a bit more often, with more effect at lower levels, where it would provide a similar "buffer zone" as adding additional HPs to starting characters, but it would do so without any effect on backwards compatibility. Hit Point totals would still be used exactly as is.

The rule could be implemented in different ways similar to the current HP ideas.

It could be a flat change; Disabled from 0 to -4 HPs, Dying at -5 to -9, and Dead at -10.

It could be based on Con. Use the same base as above, only adjust by the Con Modifier. A -2 Con modifier would be Disabled from 0 to -2, and Dying at -3 to -9. A +4 Con modifier would be Disabled from 0 to -8, Dying only at -9. -9 would have to be the limit with a character who would be Disabled up until the point they died.

It could be a Racial effect like, Disabled until: Frail (-2), Normal (-4), Tough (-6) or -3/-4/-5 if the 2 point spread is too much. This could replace Orc Ferocity, or if another implementation is used, Orc Ferocity could just extended their Disabled Track by a point or two.

It could be based on starting class (similar to doubling starting HPs). Since all hit dice are by default even-numbered, the best best would probably be to use half their initial hit die as the negative value. So a wizard would be Disabled from 0 to -3, while a barbarian would be Disabled from 0 to -6. This makes the choice of starting class more important. A Fighter/Sorcerer who started as a Fighter is going to be slightly different from one that started as a Sorcerer (able to act until -5 HPs instead of -3).

Anyway, there are lots of ways to implement it, but I think the effect is worth considering. It's not addditional HPs or any change in HPs, but it has a similar effect of giving characters a bit more of a buffer zone especially at lower levels, where they can still do something even if knocked below 0 hit points.


I proposed this for Alpha 1, but with the changes, I felt an update and reevaluation was in order.

First, based off the subject line, the proposal is to provide additional starting HPs and skill options, two (apparently) big issues of the current system. But to handle these issues in a way that is both backwards compatible and befitting the originality of the Pathfinder RPG.

The key is adding a "0 level" to the system, or if another nomenclature is prefered, a "Background" or "Early Youth" stage to character creation.

The choices would be simple, and thus backwards compatibility is simple. Any previous character with a core class can simply add the "0 level template" to their abilities.

Or even easier, the 0 level option could be solely the province of Player Characters, and thus wouldn't even apply to NPCs. It would represent a slight and minor edge that a PC might have over an NPC designed exactly the same way, a heroic destiny since youth as it were.

The following is the Alpha 2 version of the rules proposal...

A “0 Level” character is one who is simply at an apprentice level of training. 0 level represents knowledge learned before the character committed to training in a true class, thus 0 level characters all have the same abilities and choices since they do not actually have a class yet. 0 level does provide options based on the character’s training, but these options are not required to be linked to their first class level. A warrior may have had arcane training before taking up the fighting profession, and a cleric may have had a roguish upbringing before finding religion.

A character has maximum hit points for 0 level, and since they have no “class,” all skills are considered to be Cross-Class for them.

Alignment: Any.
Hit Die: d6.
BAB: 0
Saves: The character may choose one Save (Fortitude, Reflex, or Will) and gains a +1 bonus to it.
Skill Points: 2.

Weapon and Armor Proficiency: Proficient with one simple weapon of choice or a light shield.

Pre-Training: The character has some additional training but not the measure of a full class yet; choose one option from the list below:

Arcane: Can choose 1 Cantrip to be able cast. This adds one to the number of Cantrips prepared per day if gained through a class later.
Combat: Proficient with one additional weapon (Simple or Martial). Gains a +1 to hit with it if gains proficiency through a class later.
Religious: Can choose 1 Orison to be able cast. This adds one to the number of Orisons prepared per day if gained through a class later.
Skilled: Gains 2 additional Skill Points, and may choose two Skills as Class Skills.
Toughness: Gain +4 Hit Points.

Typically 0 level would just be a precursor to taking your 1st level abilities, but rules could be included for actually playing 0 level characters until they get to take their 1st level. Perhaps a negative experience total that has to be "bought off" to reach 1st level.

Experience Point Total
Slow: -900
Medium: -600
Fast: -400

Now, to show how this would be applied as a "template," the GM could simply add 6 HPs to any character, a +1 to one Save, and 2 Skill Points (depending on skill "conversion" to begin with). Then they just add one option from the "Pre-Training" list, which typically will fit the whatever character class or classes they have.

PCs meanwhile have a few more starting HPs, a couple of more skill points (balancing out the reduced variance from removing the 4x starting skill points), and a +1 to a single Save as a baseline. They then have a choice to add flavor to the character as they wish.

For instance, consider Valeros as the farmer's son turned fighter. He could take Toughness to reflect the hardworking life on the farm, or perhaps he hunted small game to supplement the family's food and takes Skilled to pick up more points and Knowledge (Nature) and Perception as Class Skills. Or maybe he retains a faith in Erastil though he never felt called to the priesthood and didn't like the strictures of being a paladin (Neutral Good instead of Lawful).

Mechanically, it's a minor thing, but adding a lot of potential flavor to the characters and providing a certain "compromise" for other system issues. Just my opinion of course.