Racoon

Copernicus Mandrake I's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 46 posts (52 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters.


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Complete 1e Adventure Paths would be greatly appreciated.

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I am the GM, and thank you.

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Okay folks, I'm looking for ideas. In my CotCT campaign, a Chelish man is pursuing a serious relationship with a mutually interested Varisian woman from a very traditional family.

Pathfinder #7, Edge of Anarchy, included the very informative article "Peolle of the Road" detailing the Varisian people and their culture. In that article, it says the following: "Varisians cherish family above all, and are loath to admit just anyone into their family. Marriage to non-Varisians is strongly frowned upon, but a family might accept a foreign suitor who proves his worth and spends enormous effort to win over his future family."

So, I would like to hear some ideas of how this Chelish man might go about proving himself to his prospective in-laws. Thank you.

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Yes, I ended up taking her stats and removing the template, giving her positive energy, as well as the law and nobility domains, and reconfigured her spells while keeping as many that are on the original list as possible along with what she needed for the scene. It ended up being a noncombat encounter as I hoped it would be, but I wanted to be ready incase the players got suicidal. Luckily they did not and I was able to play up that Zena is a pretty decent person overall, all things considered.

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I came up with a similar number when I did my mental math, accounting for the idea that (as in contemporary real world militaries) only members of the officer corps would be permitted flying duty.

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So, my players have decided to try hiding Trinia in one of their apartments after catching her in the Shingles chase. The problem is, they don't really have much in the way of protective resources in the midst of a city-wide manhunt and are about to cross paths with the senior arbiter who has access to scrying, divination, and planar inquiry. This way Trinia gets rescued from the execution and I don't have to have Vencarlo ask the PCs to escort some random NPC out of the city in SDTTG.

My question is: Does anybody have any suggested builds for Zena while she's still a middle-aged human aristocrat 2/cleric of Abadar 9?

Thank you in advance for you help and advice.

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It's my wizard arcane school, specifically necromancy.

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So I recently joined a group my wife has been playing in for a while now, have played a few sessions, and have been really digging my character. Then last night, after the session ended, my wife blabbed one of my character's biggest secrets to the rest of the group during Out of Character time. I'd made it clear beforehand that I wanted to save it as a surprise for the others and drop little hints as we went forward, so now that she let the cat out of the bag, I'm really upset and don't know what to do because I'm sure this knowledge will color the way the other players will act out their characters in regards to mine.

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Just finished this book last night and the final boss fight was amazing. Our alchemist climbed the tower and took control of the Beast while the ranger followed him to provide cover fire. Meanwhile the magus and bloodrager fought the promethean on the ground, using fireballs to burn its webs and overcome its DR. The cleric, suffering the effects of mummy rot, dropped from max to negative hp in one turn thanks to a critical hit from the promethean and had to be dragged downstairs by the bloodrager for some quick heals. Two rounds later the Beast arrived under the alchemist's control and started wailing on the promethean. The promethean then paralyzed the Beast but eventually fell under a combined assault of arrows and fireballs. With it reduced to a smoking heap on the other side of the room, the party freed Caromarc and we will pick up next session with his interrogation (and learning that they killed Waxwood on sight because after all the homunculi they've faced in this book, they weren't taking any chances).

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Sorry if this has been addressed before, but of all the crimes the Beast is being tried for, why not the university break-in where it was caught red-handed? Shouldn't it be punished for that whether it's found innocent of the other crimes or not? Would Khard sentence it to time served? One of my players has already questioned this out of game and I agree it doesn't make sense.

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I have implemented the new sanity and madness systems from HA, as well as select corruptions. I've read that books advice, the advice in Rule of Fear, the advice in the Gamemastery Guide, and various blog posts and YouTube videos about how to run a horror campaign. The problem really does seem to be that they don't want to take it seriously.

I've even resorted to writing important names and locations on post-its on the front of my GM screen for the players to reference to try and cut down on me correcting them. That's why I'm convinced it's intentional at this point.

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Thank you for the advice. I did talk to them from the outset and I do use music and ambient sounds to try to set the scene, and during our last session I experimented with adjusting the lighting in the room to make things darker. The worst offender in my group is playing a gnome which essentially uses as an excuse to be random and wacky ("You humans just don't understand gnomes") despite my stated intentions for the campaign.

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After years of preparation, anticipation, and false starts, I'm finally running the campaign of my dreams, Carrion Crown, the gothic horror story I've been wanting to bring to a table since it was first published. But now that it's become a reality, I can't enjoy it because none of my players take anything seriously. I preceded the campaign by informing them of the horror themes and atmosphere I wanted to create, we're now on TotB and still all they do is crack jokes, intentionally get characters' names wrong, treat every NPC they meet with disrespect, and somehiw still expect to be treated like heroes. All I want is to make them focus, take things seriously, and treat the campaign with the respect a horror story needs. Is there anything I can do?

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Very good point. Thank you.

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I'm totally going to use this when I run Hergstag, but one of my players has a scythe. Any suggestions on how to use it for clearing a path through the overgrown fields?

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Is it just me, or does ramping up the bee theme for Brother Swarm also evoke Candyman AND the Wicker Man remake (thanks in no small part to the Punishing Man in front of Lepidstadt Courthouse)?

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These are amazing. I hope we get to see the Renchurch letter you mentioned Loki_Thief.

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There's a question that's been bothering me ever since I first read through the Carrion Crown AP and I've reread several times trying to find an adequate answer but have so far failed to find anything official. So here goes:

Raven's Head is an essential component to creating the Carrion Crown formula but it (likely) falls into the hands of the PCs (despite Rask's attempt to retrieve it at the beginning of Ashes at Dawn). Without it, the formula is incomplete. But Shadows of Gallowspire insists that the reason the formula fails for AA is because it wasn't prepared specifically for him.

So, my question is, HOW did he finish the formula with any hope of it working on his intended vessel without Raven's Head? What component did he find on such short notice to replace it?

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I recommend Hallit, being the language of the Kellid barbarians responsible for erecting those ancient monoliths all over the country like the Spiral Cromlech in Lepidstadt.

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Nails wrote:
Awesome outline by Nails

This is chock full of greatness. I'm totally using the bit about the Shining Crusade tomb at the abbey in Book 5.

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Also be sure the press home the horrific aspects of contracting lycanthropy: losing control, posing a significant danger to their companions and innocent townspeople alike, potentially shifting their alignment to CE, the fact that EVERYONE fears, hates, and suspects werewolves which means that if they are found out to be one then they'll have to contend with an angry mob.

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I was interested in this AP... until I found out about this steamy load.

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I'm lucky enough to be GMing for five PCs, so I have one per prisoner to mess with and have been giving each of them a themed nightmare similar to "Visions of Imprisonment". In the case of the MM, the PC "awakes" to the sound of a hammer striking an anvil over and over again with the sound ringing in their ears each time. If they go to investigate, they follow the sound of the clanging through the Lorrimor Place (or wherever they happen to be staying in town) and at some point when they turn a corner, they're struck over the head and fall to the floor. When they turn over, they see a dwarf with tears streaming from his eyes and a determined look on his face raising a smith's hammer over his head and bring it crashing down on their face. When they awaken for real this time, they have a splitting headache and, when they feel their throbbing forehead, they find blood.

Liberty's Edge Star Voter Season 6

Mother Luna’s Forgiveness
Aura: moderate abjuration CL: 7th
Slot: Neck Price: 39,200 gp Weight: --
Description: A silver ring inscribed with Varisian wards against evil surrounds this polished onyx disc. As long as this amulet is worn next to the skin, it constantly prevents a good-aligned lycanthrope from assuming hybrid or animal form, regardless of whether the wearer is an afflicted or natural lycanthrope. Any Constitution checks made to voluntarily change shape while wearing the amulet automatically fail and during nights of the full moon, the wearer takes a -2 penalty to their Wisdom and Charisma ability scores due to the stresses placed on his body as the lycanthrope's natural cycle is magically suppressed. If the wearer is evil, this item automatically deals them 1d6 points of fire damage every round until the amulet is removed. This damage ignores all damage reduction and resistances.
Construction:
Requirements: Craft Wondrous Item, true form; Cost: 19,600 gp

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My biggest question is how does AA complete the Carrion Crown formula when one of the vital ingredients (Raven's Head) falls into the PCs' hands?

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I should also thank Mistress for her excellent write up of Corpselight as an intelligent item, from which I borrowed quite liberally for the history section.

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I'll be recommending the Trap Spotter rogue talent to her.

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I like the idea of changing AA to some type of sword magus, probably a kensai, and giving him Corpselight as an end-of-campaign reward/continued adventure hook, so here's my take on the lost blade. It takes inspiration from Raven's Head and the Corpselight Rapier from the Prince of Wolves chronicle sheet. I'm new to designing artifacts, so any advice would be welcome.

Corpselight
Aura
strong evocation and conjuration; CL 20th Slot none; Weight 6 lbs.
DESCRIPTION
Corpselight was once an adamantine +2 holy undead bane bastard sword. Designed for hunting and dispatching the undead, the unsheathed blade glowed with holy light as if affected by a daylight spell when undead are within a 60-ft. radius. Unfortunately, its antipathy with undead also acted as a beacon, and undead within 1 mile of the blade can sense its presence and direction, even when the sword was sheathed. Since its capture by the Whispering Tyrant, however, it has been transformed into an adamantine +2 unholy humanoid (Human) bane bastard sword. The bearer of this evil weapon is affected by the Tyrant’s Whispers haunt (Pathfinder #48 page 19) and any living creature slain by Corpselight rises as a skeletal champion after 24 hours.
DESTRUCTION
If used by a lich to slay the sitting ruler of Ustalav, Corpselight’s blade rusts away to nothing, its power broken forever.
HISTORY
Once wielded by the crown of Ustalav as a symbol of power over darkness it was carried into battle against the armies of Tar-Baphon by the doomed Prince Ardurras Virholt II in 3204 AR. Its owner slain, Corpselight fell into the hands of the Whispering Tyrant but rather than destroy the blade the Tyrant took it for himself, its corruption a symbol to demoralize the living. Through foul magicks and alchemical transmutations the Lich-King twisted the once-noble blade from its purpose to a foul new one. Its magic was systematically unraveled and reforged into an obscene mockery of its former glory as Tar-Baphon infused it with a fragment of his own antipathy to life. Carried at the head of the Whispering Tyrant’s vanguard, it felled each of Ustalav’s would-be champions in turn, returning them to unlife and further bolstering the Tyrant’s army. Presumed lost during the siege on Gallowspire in 3827 AR, Corpselight has passed from hand to hand, slowly forgetting what it once was but ever seeking to return to Tar-Baphon.
RAMIFICATIONS
Few items are as steeped in reverence and revulsion as Corpselight, as it once served Ustalavic royalty, only to be turned against it by the very evil it was meant to destroy. Those who claim it should consider the following.
• Tormented by the Tyrant: While perverting Corpselight into a weapon of evil, the Whispering Tyrant succeeded in placing a small part of his soul within the adamantine blade, not enough to turn it into a fully-fledged phylactery but enough to create a powerful mental link between himself and the blade’s bearer. Anyone who carries Corpselight hears the Tyrant whispering within his mind in a cacophony of languages including Ancient Osiriani, Azlanti, Common, Infernal, and Varisian. These whispers eventually drive Corpselight’s bearer insane, urging them to do everything in their power to return it to the Whispering Tyrant. Doing so would require the breaking of the three seals powering the Great Seal imprisoning Tar-Baphon within the dungeons of Gallowspire and would mean unleashing one of the most powerful and dangerous necromancers onto Golarion once more.
• Icon of rulership: While a formidable weapon in its own right, Corpselight was also once carried by the kings of Ustalav. As such, it is the rightful property of Ustalav’s current monarch but turning it over carries with it the same problems detailed above. Therefore, to be safely wielded, Corpselight must be cleansed of its undead taint and restored to its former glory. Only casting an atonement spell upon the sword, followed by using Corpselight to destroy a lich’s phylactery, will restore it.

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Actually, the rogue's player decided to double up on archetypes with scout and knife master, so no trapfinding. >:D

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My group will be starting Carrion Crown next week and the party shall consist of:

Female NG Human Cleric of Pharasma
Female CN Half-Orc Barbarian
Male CN Gnome Sorcerer (Abyssal Bloodline)
Male N Half-Elf Druid
Female CG Human Rogue

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Nevermind my last post. Just figured out that that's what Golem Manuals are for.

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I am so jealous right now. That is just cool.

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So, looking up what it takes to construct a flesh golem, I found that, in addition to the Craft Construct feat, it requires the animate dead spell (which Count Caromarc could use if he has the Alchemical Zombie discovery) as well as bull's strength (a 2nd level alchemist extract), geas/quest and limited wish (neither of which alchemists have access to). So how is it that Caromarc can create the Beast without access to two of the crafting requirements?

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Well, thanks to a suggestion from my wife, I was able to significantly reduce the cost by using true form instead of lunar veil as the item's crafting requirement. With the good-alignment requirement, the new reduced price is 39,200 gp market value and 19,600 gp to craft. This reduces the items' CL to 7th and changes the aura to moderate abjuration.

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The conditional penalty is a good idea. Thanks.

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I like my lycanthropy to be a dreaded curse whose cures are as deadly as the affliction itself. This ward is meant to be rare but not on the scale of being considered an artifact. The common prejudice is that all werewolves are evil beasts and even for those that become werewolves by accident it's thought of as only a matter of time before their bestial nature takes over for good. This is the sort of talisman that's meant to be a blessing for the poor soul struggling to maintain his humanity in the face of not only his monthly transformations but the stress of hiding what he is from those around him and the prejudices that follow if the truth is ever found out.

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Lunar Veil, a 7th level spell from the APG.

Here's my concept write-up:

Mother Luna’s Forgiveness
Aura: strong illusion CL: 13th
Slot: Neck Price: 191,100 gp Weight: --
Description: A polished onyx disc ringed in silver, this amulet represents the full moon during a lunar eclipse. When worn next to the skin, this amulet prevents a good-aligned lycanthrope from shifting into hybrid or animal form for as long as they continue to wear this item. Any constitution checks made to change shape while wearing the amulet automatically fail. If the wearer is evil, this item automatically deals them 1d6 points of fire damage every round until the amulet is removed. This damage bypasses DR.
Construction: Requirements: Craft Wondrous Item, lunar veil; Cost: 95,550 gp

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Well, I am the GM in this instance...

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If I want to create a magic item with a spell effect that's normally an area but I want to reduce it to a single target (the wearer of the item) would that affect the items cost?

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Looking at the map of Lepidstadt, does anyone know what the big blue scarab-looking thing in the northeast corner of the city is? Is it a fountain or a structure? Could it have some significance to the Palatine Eye?

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I'm looking to run a Saturday night Carrion Crown campaign. Currently have two players lined up, my wife and one of her friends, and would like to find two more, one at a minimum. My wife and I started playing Pathfinder a year ago and just recently introduced her friend to the system, so other beginners or experienced players with patience are desirable. During the week I go to Grand Valley State University, so any fellow-students who wish to meet with me on the Allendale Campus may do so.

If you have allergies, be warned: I own a dog.

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I have honestly found this to have been the worst book in this Adventure so far. Yes I understand the purpose/concept/point of Jade Regent is an epic overland journey, but dedicating almost an entire book to practically nothing but random encounters and a few scripted encounters that honestly don't stand out from the random ones was a mistake on Paizo's part. It was a boring, senseless, slogging endurance test for the players in my group, who already have been finding JR to be not very much fun at all. Please JJ and the rest of the Paizo staff, never subject players to this sort of torture again.

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Your defense of this AP--which pretty much boils down to "if your characters don't love-love-LOVE the NPCs, you're doing it wrong"--rings very hollow to me. Players aren't stupid. They read the PGs and consider the advice therein. When they follow that advice and still have an unsatisfactory gaming experience, who's to blame then? You seem to think it's the players.

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In an attempt to get this thread a little more back on topic, I have evidence that backs up the criticism that the whole adventure path seems predicated on the concept of "hot chick asks you to do something stupid". In Night of Frozen Shadows, the PCs get an automatic +1 bump in their relationship score with Ameiko for gaining at least 30 Notoriety Points. And what's the easiest/fastest way to accumulate Notoriety Points? Doing a lot of stupid things that will get the players a lot of negative attention, such as going around talking about how they're Amatatsu scions and openly attacking the Rimerunner's guild hall. It pretty much comes across as "Ameiko likes it when you do stupid things".

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So, after dying at the hands of several angry vikings outside of Kalsgard in Night of Frozen Shadows, I've decided that I want to bring a new character, a paladin of Iomedae, into the campaign. The problem I have is how to justify why the heck this guy would want to come along on the journey to Minkai with a group of people he's just met, with no connections whatsoever to any of the NPCs.