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So it looks like there is a product page up for a Starfinder Alien Core Token Box coming in January, though the forum thread there does not seem to be open for comments. Was there any announcement or discussion about this box here or is this a silent announcement of sorts?
It's a bit of a bummer that they are tokens rather than stand-up pawns like Pathfinder. I know that there were SF tokens in Murder in Metal City but was hoping it was a one time thing to make that particular set cost effective, but this seems to suggest tokens will be the new standard for Starfinder.
On the other hand, I realize that they had to sunset the SF1e pawns line a few years back, so it's not too surprising that they are not reopening it for 2nd edition, and on that note I guess it is good news at least we're getting something physical here for those of us planning to play SF2 on an actual (non-virtual) tabletop.
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I just received my PDF of the new Monster Core Battle Cards, and while the cards look good and I am excited to have the updated stats, I was disappointed to see that rather than have the pages alternate the front and the back of each card in order like the PDF of the Besiary Batttle Cards do, it’s just a whole bunch of front sides, followed by a whole chunk of back sides, then rinse and repeat for the next chunk of the alphabet. It’s not very user friendly. Any chance of updating the file so they’re in order?
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One of my players is considering a fetchling character in my upcoming campaign, which I plan to set somewhere in the southeastern Five King Mountains Andoran/Galt/Taldor border regions. I was trying to figure out how fetchlings might fit in there and notice that Lost Omens: Ancestry Guide has a few paragraphs on the Rikmirit fetchlings in that exact area that apparently were drawn there from the Shadow Plane by an ancient “Surgeon’s Spire”…but there’s not much beyond that at all. It seems like the kind of detail that is bound to be based on something, but I can not find any others reference to these Rikmirit fetchlings in any other sources or on the wiki.
Does this ring a bell with any who might where I can dig in any deeper on this lore?
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I'm GMing a SF campaign and one of my players is a solarian. I am planning on showing him the Enhanced Solarian from Starfinder Enhanced at tomorrow night's session, but I am a little confused about the new Attunement Surge ability.
While you have 2 attunement points in a stellar mode, you can expend 2 attunement points on your turn without spending an action to gain two effects until the beginning of your next turn. First, you gain benefits from that mode's stellar revelations as though you were fully attuned, rather than attuned...
Does this mean that a solarian using the enhanced rules now only needs 2 points to use Black Hole or Supernova now, instead of 3? What about other (full-fledged) zenith revelations?
Or is it not giving early access to use these zenith and zenith-lite revelations at 2 attunement points, but simply saying that when you use your other (non-zenith) revelations with Attunement Surge, you gain the extra perk that being fully attuned grants you with those revelations, such as the higher DR with Dark Matter or the doubled Athletics bonus on Gravity Boost?
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This AP is off to a great start, it looks very promising indeed. @Sen H.H.S., way to storm onto the AP scene! and @James, we're psyched to have you back in the saddle as developer!
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Another question regarding the Guldrege section in Chapter 2 of Mantle of Gold…
Spoiler:
F5 has an encounter with two soulbound dolls, and then F7 has Thenur as a soulbound mauler. The stats for both of these constructs vary according to the soul’s alignments as they were written pre-remaster, but then (perhaps because of last minute remaster adjustments) neither encounter description indicates the alignment of the soulbound constructs in question. Which abilities are they intended to have?
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I’m reading through the Guldrege section in Chapter 2 of Mantle of Gold, and I am having a lot of trouble making sense out of the maps. I feel like the location numbers are all wrong. Is it just me? I feel like it makes a little more sense if you assume that the F & G tags are reversed (such that the map labeled “Lower Guldrege” with all of the G#s is actually the workshop areas labeled F#s in the text, and vice versa), but even so things still seem to be off so that it’s not a one to one correspondence. For example, the silos are described in the text as F2 & F3, but the buildings that look like silos on the map are labeled G3 & G4. Has anyone else been able to make sense of things? If any of the developers see this post, any chance that we could get some clarity please?
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Are there any rules for adding upgrade slots to armor? Or if not, does anyone know if there is a guideline to the value of an upgrade slot when designing new armor types?
A few more specifics, with some Dead Suns spoilers...
Spoiler:
In the current adventure (book 4, The Ruined Clouds), they have access to archaic armors. A sidebar indicates that they can add environmental protections to these archaic armors for 10% of the purchase price in UPBs, but gives no mention about adding upgrade slots, and none of the available armor include any slots at all. The second half of the campaign largely takes place away from civilized space, so shopping opportunities will be virtually non-existent from here out so...
I'd love let them supplement by using crafting to upgrade the gear they find, but wasn't sure if there were pitfalls that I might not forsee to letting them add upgrade slots to these armors, or how to balance the value of said slots against other published armors of similar item levels.
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This thread is about the penultimate encounter in "Menace Under Otari", the starter adventure in the Beginner Box Game Master's Guide (2e)...if you're planning on playing that adventure, consider yourselves warned that there are spoilers ahead and don't read on.
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I am running this adventure for my son and my nephew. In our session this weekend, they got to to Boss Zolgran (the kobold leader) and engaged in a battle with her and her two guards (kobold scouts), plus one surviving kobold warrior that fled there from the prior room.
My son is playing a fighter (named Dot) and bravely fought them to the best of his ability, shoving one of the kobold scouts into the pit, but eventually getting knocked out by the other. My nephew, playing Merisiel (pregen rogue) was more timid and stayed back most of the battle. At the end of the session, Dot was unconscious and was hanging on death's door but was eventually stabilized by some first aid from Merisiel. The boys grandparents showed up at this dramatic moment to pick up my nephew, so we paused as a cliffhanger.
I'm thinking ahead to next session, and have confirmed with my nephew that he plans to have Merisiel attempt to drag Dot to safety when we pick up next time. That said, it will be very difficult for him to pull this off without assistance. Depending on availability of my other son and/or a couple of their friends, there is the possibility of timely reinforcements showing up to save the day.
Barring that though, I am debating ideas on how to handle. Dot is my son's first character that he actually put effort of his own into creating, and this is our first PF2 game (and the first RPG of any sort for my nephew), so I am hoping to avoid a TPK, so I was thinking about the kobolds capturing them instead of fighting to the death. I am looking for any suggestions on why Zolgran might want captives, and what she might do with them, and how I can leave enough bread crumbs for them to reasonably pull off a breakout, and was just curious if anyone had any good ideas to throw at me?
If it matters, the boys are both 11 in real life, Merisiel, Zolgran, and one of the kobold scouts are uninjured, the other two kobolds are at half health. Zolgran is up on the ledge by her throne, the injured scout is in the pit, the other scout is near the unconscious hero, and the surviving kobold warrior is at the foot of the stairs. Zolgran has used one of her Magic Missiles but has two remaining, and has used Ghost Sound to create a roar from the next room in the hopes of making them think that the dragon is coming (though it's not...yet).
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I was just wondering if anyone has any experience using the Stamina variant from the Gamemastery Guide (p. 200-201) in their Pathfinder 2e games? I've used in Starfinder (where it is the default assumption), and I like it, but I am always a little wary of using major variant systems in rulesets that aren't specifically designed for them. Has anyone seen it in (PF2) play? Are there any notable pitfalls or anything I should think about before adoptiong, other than whatever is already discussed in the spread in the GMG?
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Hi all,
I am about to start my first Starfinder campaign (as GM), and I’m very excited about it, however I was wondering what people’s experiences have been with tracking ammo, battery charges, etc.? In D&D/PF, I’ve usually operated on the policy that as long as the PCs acquire a week to ten days of rations and a couple quivers of arrow/bolts, we can just forego the hassle of tracking unless I am running an adventure that is specifically about limited resources and survival. However, reading the SF CRB, tracking resources seems like a bigger part of the game. Do you all generally track this stuff or handwave it? Is it important for game balance? Thanks!
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I am about to start a new Starfinder (Dead Suns) campaign and already have several sets of pawns (CRB, AA1, DSAP, Beginner Box) but at the moment I've yet to poke them out of the cardboard so they are all still neatly stacked in their original packages. I'm curious what folks have found to be a good way to organize their pawns that are actually in use to allow you to find what you need when you need it? Also, hopefully something reasonably portable in case we play at different locations.
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Regarding the requirements for the prestige class in PF#27, one if that the character must be proficient with all martial weapons. Yet, in the listings of the various orders, some of the NPCs are listed that would not seem to fit the requirement.
Examples:
Spoiler:
Order of the Gate, Vicarius Giordano Torchia (LE male human wizard 11, hellknight 2)
Order of the Nail, Paravicar Acillmar (LN male human sorcerer 7, Hellknight 1)
Order of the Scourge, Paravicar Orlayn Khorelos (LG female cleric of Abadar 7, hellknight 2)
Is there some ways these three could qualify for the class that I am missing or is this just an oversight?
Since our Cheliax fix is done now, I'm sure we won't see it anytime soon, but it would be cool if there was another variant PrC or two, namely Hellknight Signifier, which could replace the Hellknight levels for these NPCs.
The other issue is minor...in the article in PF#28, the history laid out make it clear that the Order of the Scourge is the first Hellknight order established, though previous products (the Pathfinder Chronicles Campaign Setting & the Council of Thieves Players' Guide) attribute this honor to the Order of the Rack. I assume that PF#28, bring the newer and more detailed treatment of the subject is correct. If any Paizo folks are reading, it might be something worth noting down to be corrected for the revised campaign setting when it comes out later this year (the reference appears in the timeline under the year 4576, on page 203).
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Fake Healer's post (fourth one down) in this thread reminded me that I had been meaning to start a thread about poisonous animals.
Though I also found it convenient to have pre-statted zombies and other creatures of various sizes, I can handle having to advance them myselves without too much problem.
However, for the poisonous creatures that typically are encountered in a wide range of sizes (i.e. centipedes, scorpions, snakes, spiders, and probably some more that I forgot), I found that the little cheat sheet advancement chart in the monster's entry is insufficient because it doesn't address the creatures' signature ability...it's poison. It would be very helpful to have some better guidelines about these guys. The DCs I guess can be calculated closely enough using the monster creation guidelines, but it's not clear to me on if the poison damage is supposed to change, and if so, by how much, as you advance the creature.
I think the Bestiary is great, but to me, this seemed like the most glaring omission.
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I would like to suggest that in the product downloads, for the "one file per chapter" version of your products, that the names of the individual files within the zipped folder be clearer. A chapter title would be much more useful than a page range. For example, with the Bestiary, "Pages 54-69" is not a useful indicator of what part of the book I'm dealing with, whereas were the same file called "Dark Stalker - Demon, Vrock" I'd know right away whether or not it was what I was looking for.
For another example, compare the page only file names for the chapters in "Book of the Damned, Vol. 1: Princes of Darkness" to the file names on the various volumes of the Pathfinder Adventure Paths. The latter is far more useful than the former.
Generally I prefer the chapter by chapter downloads for the more manageable file size, but often times I end up downloading and then realizing what a hassle it would be to use (Bestiary again being a great example) and then wasting time (and bandwidth) downloading the product again as a single file.
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One of my the PCs in my game wields an urumi (PF Campaign Setting, p. 209-211). For those not in the know, this is a bladed whip, or a flexible sword, much like the weapon wielded by the girl in the Soul Caliber game.
Anyhow, the player is arguing that when he makes a trip attack, he should be doing weapon damage, point out that the rules (PF Beta, p.151) state "you can attempt to trip an opponent as part of a melee attack. Though I agree that logically, a creature being tripped by the weapon would be taking damage, I'm not sure that the above reference to melee attack really implies damage. Furthermore, I feel that if a trip attack can do damage, it's unbalanced as why wouldn't the urumi-wielder anyone not use the trip attack every time.
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I'll use spoiler tags in this post just in case but I suspect that the thread will have enough spoilers later on that we won't need to keep using them...just don't read on if you're playing in a Rise of the Runelords campaign (especially my players).
It's a pretty long post, but if you're of limited attention span, you can skip the details...the important thing is that Nualia has escaped and I'm trying to decide what happens next.
For those who want the details, here is how we got there...
Spoiler:
Upon arriving at Thisteltop, the the heroes captured Gorgmurt (sp?) the druid outside, and interrogated him, finding out the shortest path to the first dungeon level. Sneaking into the stockade, they took out the guards in the east tower, then went straight downstairs. Busting up an uncomfortable scene, they took out Bruzthamus and the goblin wives. Orik heard the commotion and came to investigate but wisely backed down from the five on one fight. The party agreed to let him go, without his weapons, on the condition that he was going to get the hell out of Dodge a.s.a.p. (which he did).
Continuing on, the heroes explored the rest of the bedroom wing, prison, and temple (defeating the yeth hounds), and finally the tentamort in his cave. At this point, the spellcasters were out of spells so the group decided to bed down in the tentamort's lair. Not wanting to let the group get away with a full night's sleep, on-site, in the middle of a fortress invasion (which I feel is almost always a total stretch), I had the alarm raised when the goblin corpses in the tower were found at the changing of the guard shift.
Ripnugget, upon hearing the news, sent his goblins to comb the place for the intruders. One group of six goblins found the party and were defeated by them. Still not getting the hint, the party decided to try to complete their nights rest.
At this point, when the goblins failed to return from their foray into the tentamort's cavern, Ripnugget organized the bulk of the tribe to deal with them, while sending a message to warn Nualia of the developments. Waking to the barks of six angry goblin dogs invading their "bedroom" the heroes were soon immersed in a battle that carried out into the other part of the cave, where they encountered Ripnugget and most of his goblins (excepting two commandos and their dogs that had been sent to bodyguard Nualia and Lyrie). Despite the numbers, the five heroes (3rd level Beta PCs) defeated Ripnugget's force...then went back to bed.
Finally sleeping through the night (and raising to 4th level), they woke to find Thistetop empty. Searching the floor, they failed to find the secret door to the lower level (which had been closed by Nualia's crew as they took off, seeing which way the wind was blowing). Going back upstairs, the party explored the rest of the stockade (failing to find the treasure room), then went outside to further interrogate Gorgmur, who they had left tied up in his clearing. He too was gone (freed by Nualia on her way out).
The party tracked Nualia's posse through the Nettlewood and down the road up until the point where they headed up onto the Devil's Platter (a large limestone escarpment). At this point, the party abandoned the chase and returned to Thisteltop, determined that they had missed something. They finally found the secret door to the lower level, and after an unpleasant run-in with the trap in the hall, made their way as far as the hall just beyond the coin pillar (outside Malfie's room) where we called it a night.
I haven't really decided what Nualia's current course of action will be and am open to ideas as to what people think what is likely, or what would be fun. She could hide out in the wilderness, possibly returning to Thistletop after the heroes move on, or setting up shop in a new hideout. Alternately, she could abandon the area entirely, or perhaps head to Magnimar to regroup (in which case I could possibly tie her into The Skinsaw Murders of the group doesn't track her down right away). She's got Lyrie, Gorgmurt, two goblin commandoes with goblin dogs with her.
Orik has fled to Magnimar on his own, and will likely continue on to Korvosa. I am not opposed to a further encounter with him, but I probably won't make him rejoin Nualia...based on the development section in his encounter, it sounds like the party's involvement (and willingness to let him go free) was just the push to get him to abandon a job that he had already soured on considerably.
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...made you look!
Ok, in the unlikely event that any of my players are reading this, please stop now.
I just started running Runelords, and two of the characters in my group are gnomes from Whistledown. In fact they are brothers, Twiddlemitt Jumberdolt Roselduggin and Nimbledorf Blumpkin Roselduggin. The Roselduggins, like many gnomish familes, have a strong tradition of fey influenced sorcery, and Twiddlemitt is no exception. Unfortunately, his younger brother Nimbledorf was born without the spark and had to turn to the study of wizardry (shudder) to master the arcane. The two brothers have an ongoing rivalry on which form of arcane power is better.
Even though in general I plan on sticking fairly close to the AP as written, given the interesting interlocking background of these two characters, I was thinking that a short side-trek highlighting gnomish culture might be an interesting diversion at some point in the campaign, most likely
Spoiler:
on the journey from Magnimar to Turtleback Ferry at the beginning of Hook Mountain Massacre.
We're still months away from that point now, but I am just kind of brainstorming some ideas and I was wondering if anyone else here on the boards had done anything with the Whisledown/Sanos Forest area, or have any fun suggestions they'd like to share that might work well with this background.
I don't want to waste a lot of time on this tangent, but I am thinking that one or two sessions along these lines would be a fun way to reward this unusual character backgrounds.
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My players gave the following feedback about the new rules.
CMB - by the end of the campaign, everyone agreed that the CMB rules were an improvement over the old maneuver rules. The monk player had been reluctant when we first adopted them, but seemed to come around. The monk ability to use full BAB for CMB calcs may have helped here.
Cleric - the player of the cleric was fully behind all the changes to this class, most notably the Channeling rules that replaced Turn Undead, which everyone else was equally happy about. Flavor wise, I wasn't a fan of the Selective Channeling feat he took, but it certainly worked well for the party, especially considering that our necromancer routinely had undead allies fighting with us.
Barbarian - the player of the barbarian was reluctant to convert (more to avoid the hassle than anything else, I believe), but once I lost his character sheet (an accident, I swear) and the issue was forced, he definitely appreciated the new rage powers. We used rage points as written in the Beta, as it was not until just before the last session that I was aware of the variant/update that Jason posted here on the boards. I will be happy to try it without the points (which I feel were a book-keeping annoyance and would be doubly so for NPC barbarians) however I did like the rage powers, minus one or two which I disliked for flavor reasons.
XP - the new XP tables (fast progression) worked well enough for us. It was easy to use and I appreciated being able to calculate the standard way for the whole party or assign the individual awards directly by PC without changing the amounts (seeing as it was a 4 PC party). I generally used the standard method but sometimes used the quick method if we wanted to apply XP mid-session. In past campaigns we have generally waited until the party was in a safe zone before applying level raises, but because this sort of conflicted with the time sensitive nature of this campaign, towards the end I allowed a few video-game style instant level raises. However, the party ended the campaign mid-11th level, so they did get a bit ahead of the recommend leveling rate in the adventure (the intro states that they should have achieved 10th level before the final encounters).
No other aspect of the rules loomed large enough that anyone had any comments worth sharing that I can recall.
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Has anyone started a thread (or some other location) to track various easter eggs or other connections between the various Pathfinder APs and Pathfinder/GameMastery modules?
For example, I thought that there was someone in Sandpoint that had a sibling in Korvosa, but I haven't been able to find the connection flipping through the old issues.
Also, there was the connection...
Spoiler:
between the two diseases; Vorel's Phage in Foxglove Manor (Skinsaw Murders) and Blood Veil in Seven Days to the Grave, in that the latter is a variant based off the former
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So, what else have we seen in the way of connections?
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In the secrets section of Guide to Korvosa it states
Spoiler:
that the burial place of Sorshen, Runelord of Lust, is in one of the vaults beneath Castle Korvosa
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However, in the Thassilon article in Pathfinder # 1 (Burnt Offerings), it states that modern site of Korvosa was
Spoiler:
the location of one of the other Thassilonian sub-nations (the domain of Gluttony, if i remember correctly, though I don't have the book handy at the moment).
So I'm curious if anyone has noticed this discrepancy, assuming that it is one. Anyone from Paizo care to comment on whether or not this was a ret-con or if the situation is just unclear because of the limited info that has been released on this era so far?
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I just wanted to throw out there that I would love to see the spells assigned to their schools in a way that makes sense for the school's themes. In my opinion, this was the way that 3.0 and prior editions handled it, but in the 3.5 revision there was what I consider to be a misguided attempt to reclassify spells into different schools to balance the schools.
A good example of this is the orb spells from the splatbooks. In Tome & Blood (3.0), Acid Orb was an evocation spell. In Complete Arcane (3.5), it was recast as a conjuration spell. If the primary effect of a spell is to create and deliver energy damage, that spell should be an evocation spell. Trying to balance the schools is probably futile, but if it is necessary, I suggest that a better way to do it is to add new spells that fit the theme of their school. After all, if I play a conjurer, I'm looking to have a wizard whose primary schtick is summoning creatures to do his bidding. If I'm looking for straight up damage, it's evoker all the way. This mixing and matching blurs the lines between the schools and works against the flavor of having specialists at all.
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Ok, Alpha release 1 is 65 page, Pathfinder Beta currently listed as 300+ pages, while the final hardcover rulebook is projected to be 420 pages. With a page count hovering in the middle like that, I was curious, do you expect the Beta release to be a self-contained rulebook, or will it be more like the Alpha, in which you still use the D&D core books, substituting Pathfinder rules where applicable?
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As the subject indicates, I'm a little confused about the various shipping options.
I've been an early adopter of both Pathfinder and GameMastery subscriptions. Originally I had selected the option to have my GM modules held to ship with Pathfinder. At some point in the fall, due to some delay in the printing schedule, I had a few items ship that shipped separately.
At that point, the "hold items for one monthly shipment" option appeared so I switched to that. However I still find things are shipping out separately. I received GM module Crucible of Chaos sometime last week and then Pathfinder Vol. 7 this weekend.
Why aren't things shipping once a month? I'm not clear on whether or not I should switch back to the first option. My top priority is not to waste money on multiple shipping charges, though given the choice I would rather have Pathfinder given priority over GM modules. So in an ideal world, there would be one monthly shipment, and it would happen whenever the new Pathfinder was ready.
Finally, I will probably purchase quite a few of the Pathfinders Chronicles line but maybe not every one, and considering the price differences between various items in the line, I would prefer not to subscribe and have everything shipped right away. Is it possible to hold non-subscription items held to ship when the next subscription item ships? Presently the added cost of shipping items separately is holding me up from placing orders, and unfortunately, I have yet to see any of the Chronicles line appear in local game stores.
I hope I'm not coming off as too demanding here, it just seems like these subscriptions options aren't working as smoothly as they could.
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I noticed that D0: Hollow's Last Hope was released as OGL compatible but without the d20 logo. As far as I can tell from the press announcements, it looks like this will be the case for the other modules and Pathfinder too. It doesn't bother me at all, but just out of curiosity, why not use the logo for these? I can't see what the advantage is that offsets the presumed sales hit you'd take by not having the logo.
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I noticed in Eric Boyd's conversion notes for "A Gathering of Winds" (online supplment for issue # 129), the opening line states that "conversion notes for Mintarn (Alhaster and Redhand)...have already been mentioned in conversion sidebars for earlier adventures".
In the "Age of Worms Overload" download, Starmantle is identified as the Realms equivalent to Alhaster. Was this switched to Mintarn at some later point that I missed, or is this reference I mentioned above the first we've heard of it?
I kind of prefer Mintarn, since Starmantle is so far removed from Daggerford/Diamond Lake and Waterdeep/the Free City. What do other folks think?
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First off, I haven't read the whole AP yet. I started with "Thirteen Cages" and "Strike on Shatterhorn" and then went back to the beginning and read "Life's Bazaar", "Floor Season", and "Zenith Trajectory", and have just started on "The Demonskar Legacy."
As the thread title indicates, my question relates to the end of "Zenith Trajectory". Spolers below...
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Okay, so Celeste and the dwarfleganger hire the party to rescue Zenith Splintershield, but he isn't really captured, he's gone bad. That's fine. The encounter with Zenith seems to assume that the PCs end up fighting him (which they most likely would do). Yet the wrap-up talks of rewards for the rescue and does not mention the possibility that Zenith might be dead.
So what do you think? Does it matter if he's killed? How would that effect the reward?
Is whether or not he dies relevant at all further into the campaign? I'm guessing not because I think I might have read something in one of the later modules that implied that as long as the Cagewrights had the Shackleborn, it didn't matter if they were dead or alive? Is that right?
Either way, it seems odd that Celeste would reward the PCs for a rescue when in fact they've killed the person that they were supposed to rescue and just dragged back his corpse. For that matter, even assuming that they haul his body back seems like a stretch. I bet my players would just kill him and then return and explain what happened, possibly relying on Zone of Truth or other spells to verify their story if necessary.
To me this seems like the first major point where things could break down in this campaign. Does anyone have any thoughts or experiences to share?
Full Name
Lanfearon Lannister
Race
Half Elf
Classes/Levels
2 Alchemist /1Inquisitor
Gender
Female
Size
M
Age
26
Alignment
CG
Deity
Gorum
About Lanfearon Lannister
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Appearance
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Lanfearon puts you in mind of a prowling lioness. She has almond shaped sapphire blue eyes, a byproduct from the alchemistry infused in her. Her midnight black hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones. Her bright silver body armor is of an medieval heritage which is a full-body field armor that combines both silver and steel components into a suit of mail with a steel backing. It includes a cloak made of grey wolf fur, as well as arm, shoulder, and thigh guards.It has a slight modification has been made to cater to her unique body build.
She has 4 arms, 2 of which is attached at the torso. Her upper and lower right hand rest displays the ease of a seasoned veteran ready to whip out the large greatsword strapped across her back. She carries a large spiked shield with an emblem of a 5 winged angel on it with her upper left arm while a fanlike structure of five 10-inch blades secured to a sturdy handle strapped to the forearm of her lower left arm.
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Personality
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Aluria has a slightly haughty attitude towards others due to her devotion to Demon hunting. She believes she is superior to most people and are, as such, duty-bound to use her superiority to help those less fortunate. She carries a commanding presence when she speaks and she has a bright beautiful voice when she sings.
Despite all she is fiercely loyal to her friends and believes in rising up for what she think is right. She has a very strong independent streak and has a natural leadership flair.
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Statistics
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Lanfearon Lannister
Female half-elf Alchemist 2/ Inquisitor 1(Sin Eater)
LG Medium humanoid (half-elf)
Male half-elf Alchemist 2/ Inquisitor 1
NG Medium humanoid (half-elf)
Init +3 ; Senses Perception +7, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based)
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Defense
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AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 dex)
hp 30 (3d8+6)
Fort +7, Ref +5, Will +3
Defensive Abilities Elven Immunities
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Offense
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Spd 20 ft/x4
Melee Mwk Greatsword +6 2d6+6 19-20/x2
Melee Mwk Spiked Shield, Heavy -2 1d6+2 20/x2
Melee Mwk Tekko-kagi (Iron Claw) +4 1d3+2 20/x2
Melee Mwk Greatsword +2 2d6+4 19-20/x2
Special Attacks Mutagen
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Statistics
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Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 7
Base Atk +1, Cmb +5Cmd +17
Melee Attack Bonus: +5
Melee Attack Bonus: +3
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Feats
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Armor Proficiency (LIGHT/MEDIUM/HEAVY) Shield Proficiency Towershield Proficiency Powerattack Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battles- You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round..
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Racial Traits
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Ability Score Racial Traits- They gain +2 Strength.
Elven Immunities- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Half-elves receive a +2 racial bonus on Perception checks.
Ancestral Arms- Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency(Tekko Kagi)
Language- Common, Draconic, Elven
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Formulae List
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Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack roll.
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Discoveries
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Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
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Alchemist Special Abilities
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Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
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Inquisitor Special Abilities
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Favored Class(Inquisitor)- +1 Skilpoints
Judgement- Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Judgement List:
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Stern GazeInquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate andSense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Monster Lore- The inquisitor adds her Wisdommodifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of target.
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Sin Eater
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Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).
Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.
At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.
In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.
At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.
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Skills
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Appraise +4, Bluff +2, Climb +7, Craft (alchemy) +6, Diplomacy +2, Disable Device +2, Disguise +2, Fly +2, Knowledge (planes) +4, Perception +7, Spellcraft +4, Stealth +2, Survival +5, Swim +4, Use Magic Device +2
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Combat Gear
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Mwk Greatsword, +1 Breastplate, +1 Heavy spike shield, Mwk Tekko Kagi
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook,
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Background
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Lanfearon was born to an alchemist in a relatively unknown village. Her father Randel Lannister a human married her mother Ristil Austil an elf. Due to his love for Aluria, he decided to leave the city so as to spare her future society discrimination due to her mixed heritage. Aluria shows great promise and potential in alchemy as he father taught her the mysteries of chemicals. Her father told her that he is on a verge of a huge alchemy discovery that can help enhance the quality of many disabled lives.
One night on a full moon, a certain resident of the village is rumored to be possessed. It was not known what happened but after the resident was warded in the local hospital chaos took place on the next full moon. Soon the chaos was on the streets as demons burst into Aluria's living room and started attacking Ristil's household. Alarmed, Ristil reminded of Aluria's breath mastery training and beckon her to enter into a state of death. Crying, Aluria controlled her emotions as she began to slowly cutoff her breath as her vision faded. The demons killed the entire village and proceeded to run into the wild sparing the only survivor of the village whom they thought was dead.
When Lanfearon awoke, the carnage was terrible. A certain demon hunter sent from the Church of Iomedae came to the village and took her back to the church. Lanfearon took the remnants of her father's belongings including his journal containing his research.
At the church, Lanfearon continued to delve in her studies determine to find out more about these demons. She completed her father's research and decided that she will try it on herself. As a result, Lanfearon grew 2 limbs below her upper 2 limbs on her torso.
So it was decided Lanfearon be sent as she will be groomed to be a Inquisitor for the church. Along with her knowledge of alchemy and 4 limbs, she was an obvious choice. Lanfearon learned the fighting style of the Saw-Tooth Sabre and her unique body build allow her to be particular effective with this weapon. Her trainers saw to it that she was trained with 3 Saw Tooth Sabre and a light shield. When the contract expired after 3 years of intense weapon training, the Church presented her with 4 Saw-toothed Sabres.
After 20 years of training and preparation, Lanfearon took the scrolls from the High Priest mandating her to rid the world of demons. She was named Demonbane.