Jubilation fills the spring-evening air in the normally staid town of Trunau, for it is the twelfth birthday of the Chief Defender’s youngest daughter, Ruby, and the townsfolk have been preparing all day for the ceremony and festivities to follow. A throng of spectators has amassed at the town Commons; the buzz of the crowd subsides as the weathered town leader, Halgra of the Blackened Blades, takes the stage and begins to speak.
“Thank you all for joining us this night. I take immense pride in my responsibility as Chief Defender, especially when it comes to the honor of the hopeknife ceremony. It is always a great privilege to bequeath Trunauan youths their hopeknives as they come of age.” Halgra stops speaking long enough to open an ornamental case and retrieve a slender, ornately decorated dagger hanging from a silver chain. “But tonight is a special occasion, for the recipient of this hopeknife is none other than my youngest daughter.” Once again, Halgra pauses, but this time she turns to talk to the child beside her.
“Ruby, by the traditions of our town, you have come of age. This hopeknife represents your responsibilities as an adult and defender of Trunau. You must be willing to use it on yourself, your fellow Trunauans, and your family—even me, should it come to that. It will be a far quicker death than that which the orcs will offer, and providing it is your duty. Do you swear to guard Trunau from all comers, and to use your hopeknife only for its intended purpose?” Ruby—dusky skinned, black haired, and painfully shy—nods her head in response to her mother’s question.
“If the orcs come, and there is no other option, this is where you cut—here, here, and here.” Halgra demonstrates which arteries to sever while Ruby watches. When she is finished, Halgra sheathes the hopeknife and places the necklace around Ruby’s neck before turning back to address the crowd.
“Tonight, Ruby becomes a full member of our community! Let us welcome her, and celebrate her passage into adulthood! Trunau forever!” The crowd echoes Halgra’s last words in unison, signaling the end of the ceremony.
Once Halgra has finished her speech, the townsfolk waste no time transitioning to the ceremony’s more lighthearted festivities. Games and food are the highlights and through the night Ruby is to be center stage. Rodrik and Kurst Grath take on the crowd but they manage to make everything about Ruby and the crowd cheers all the louder.
”Tradition holds that the first event of the night is the tug-of war.” Rodrik shouts to the crowd. ”It will be the honor of the lowly members of the militia to take on Ruby and her chosen allies in a show of strength.” As the twin brothers motion towards each other, the crowd takes the cue and they boo loudly.
Kurst smiles at his brother and feigns being offended. ”Dear Rodrik, I think the crowd no longer favors you. Perhaps they can help her choose who will serve with her.” Rodrik takes Ruby’s hand and leads her to the people so she can pick her fellow competitors. The young girl excitedly looks over the shouting crowd, laughing and trying to decide on who to ask for help.
After a few moments she catches sight of a few people she has often seen around. She points towards a sharp-eyed goblin first. ”Purg! I want Purg.” Shouts and Rodrik motions for the goblin to come to the front. Ruby then spots a fiery gnome. ”And Wild! He’s stronger than anyone.”. Rodrik motions again but is now having trouble keeping up with Ruby who has run up to Agrit Staginsdar and her wife Sara.
”Miss Agrit,” Ruby politely asks the dwarven wizard. ”Dwarfs are strong right? Would you want to help?” The Councilor smiles and goes to step forward, but then thinks better of it. ”Little Ruby, it would be unfair for a councilor to take sides. You are right to ask for dwarves. I know of two new comers to town who may be willing to help.” Agrit points to a dwarven priestess in the crowd as well as female caravan guard. Rodrik approaches the two dwarven women and asks them to come to the front.
”Anyone else, Ruby?” Rodrik asks to the further cheers from the crowd. While Ruby and Rodrik handle her choices, Kurst quietly goes around to some of the older children to enlist their help. After a few join up with him Kurst approaches his friend Verthorm. ”What do you say Verthorm? Want to help make this a fun event? You remember what it was like for you.” He turns back to the rope being laid out but then adds. ”Plus, we don’t want Rodrik to have all the fun do we?”
Ruby is still thinking things over as the two groups of competitors gather together and Rodrik looks up. He makes an exaggerated counting motion at the number of people and looks back at Ruby. ”It looks like you might need one more, who…” Before he can finish asking she shouts out. ”Robin! Robin can you help out?”
Ruby comes bounding over to her chosen team mates. She smiles at the three people she knows already and then turns to the two dwarven women. ”I’m Ruby. These are Purg, Wild, and Robin. Are we ready to bear these stuffy militia men?”
To begin, thank you for joining the Giantslayer AP. I am hoping this will be a fun, relatively well-paced, and exciting game experience for everyone.
While I finish getting everything set up, I figure everyone can discuss how the group may or may not know each other. You don’t necessarily need to know each other, but in a small town such as Trunau it’s not a stretch that you could have some prior relationship with each other. In addition, you can finish up any tweaks to your characters now that we know what the group looks like.
A few notes for everyone to provide insight into the campaign I am planning.
I am a fan of milestone leveling, so I will be using that instead of adding up XP. I do still want to provide some benefits for the various story awards, so it is my intention to provide some minor bonuses for them. These could be bonuses to any number of appropriate checks at time or possibly even additional Hero Points.
It is my intention to focus on story and RP as much as possible, and I also intend to customize elements to the characters. It may not start out as customized but over time as we get familiar with the characters there will be more. The overall plot will remain though.
I will be adding a PC sheet for each character, you do not need to fill it out in anyway. I just find it easier to load the tokens from these sheets. Plus it can be a good place to put up a visual image if you want. Many of the visuals I will use in the game will be linked to the Roll20 site. For examples, there are links on the campaign page, though until you join I am unsure if you will be able to see fully.
I am planning on starting the game itself no later than Wednesday night or Thursday morning. Obviously, if you have any questions please feel free to ask.
The Hopeknife Festival is an important coming of age event for the local youths in Trunau, a stubbornly independent town within the orc-held land of Belkzen. The lively event is joyous and the whole town comes together to celebrate their history of standing against the orcs that have raided the town numerous times. You celebrate with the people, getting to know the townsfolk and enjoying the pleasant atmosphere, unaware that disaster will strike tonight and will lead to a growing threat to all of Avistan.
Adventurers Wanted!
Hey folks. I’ve been feeling the itch to try running another PBP game and I’ve wanted to take a crack at the Giantslayer AP. I am hoping to focus on telling a good story, good RP, and exciting combat. So, please, if you are interested see below for the guidelines to follow for character creation. Also, please read the Giantslayer Player’s Guide for recommendations to make an appropriate character.
Who: I am looking for five characters.
When: I plan to accept submissions for two weeks, with a cut off of midnight EST, April 11th. Then after a few days, I will present those who I would like to invite to join. It is my hope to begin the actual play in about three weeks.
Sources:
In addition to the Core Rulebook, you may use materials from the following sources. Please read the Exceptions section below for some specific information.
Core Books
Advanced Class Guide
Advanced Player’s Guide
Advanced Race Guide
Adventurer’s Guide
Ultimate Combat
Ultimate Equipment
Ultimate Magic
Ultimate Wilderness
Campaign Books
Inner Sea Combat
Inner Sea Gods
Inner Sea Magic
Inner Sea Races
Inner Sea World Guide
Paths of Prestige
Seekers of Secrets
Companion Books
Adventurer’s Armoury
Animal Archive
Bastards of Golarion
Dungeoneer’s Handbook
Dwarves of Golarion
Elves of Golarion
Giant Hunter’s Handbook
Gnomes of Golarion
Goblins of Golarion
Halflings of Golarion
Humans of Golarion
Orcs of Golarion
Paths of the Righteous
Wilderness Origins
Attributes: 20 point buy
Races: All core races, plus aasimar, changeling, dhampir, goblin, hobgoblin, orc (see special notes), ratfolk, and tiefling
Alignment: No evil, otherwise the character should want to work together to defeat a growing threat to the region, and not be disruptive.
Starting Gold: 200 gold
Traits: 3 traits but 1 must be a campaign trait found in the Giantslayer Player’s Guide
Exceptions:
The following archetypes are not being allowed.
Bladebound (Ultimate Magic)
Blade Adept (Advance Class)
Broodmaster (Ultimate Magic)
Dual-Cursed Oracle (Ultimate Magic)
Huntmaster (Animal Archive)
Mysterious Avenger (Advanced Class)
Packmaster (Advanced Class)
Pack Lord (Ultimate Magic)
Raging Cannibal (Ultimate Wilderness)
Any archetypes related to classes from sources not on the list.
No Firearms.
Orcs are a playable race BUT they will likely cause social penalties for the group when they are present. Half-Orcs are not subject to this, just full-orcs.
Special/House Rules:
Hero Points optional rule will be used.
Background Skills optional rule will be used.
Automatic Bonus Progression optional rule will be used.
I will be rolling initiative when needed in order to allow combat to move easily. Companions will share your initiative.
I use Roll20 for mapping and other visuals so you would need to have an account.
Backstory: Please provide a few paragraphs of backstory about the character and include some details about how and why they are in Trunau.
Hey folks. Having recently come back into trying out PBP and being of the mindset that it's only fair to share the GM load, I have been considering running a game again. I have been interested in trying to run a Giantslayer AP for 1E but before I get too much deeper into planning, I figured I'd see if there was anyone interested in playing this one still. Hopefully there is. Thanks.
So, in my group we are looking at doing a mostly non-magic party and I was wondering how viable it would be to do an alchemist. The action economy tends to be the downfall but I was reading up on the Injection Spear (and the Injection trait), It reads as below.
This weapon can be filled with a liquid, usually an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded contents with a single Interact action. [b](If the target is willing, the injection takes only 1 Interact action total.)[b] Refilling the weapon with a new substance requires 3 Interact actions and uses two hands.
My question is about the part in bold (my editing). If I am reading that correctly it seems to indicate that you can inject a willing target without an attack. Would this allow you to do so without doing damage? If it still would do damage, can you do just the minimum or maybe without adding your strength modifier?
Hey friends, I got a question. I am looking over Swashbuckler and I am curious what the intended reading of Confident Finisher is. Specifically, the Failure result.
Failure: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
I get that the damage on a success would be considered precision damage and would not apply to attacks against creatures immune to precision, but if the damage from the failure still considered Precision damage. I get that precision damage becomes the same damage as the attack, so the second line comes out to the same thing under most situations, but it seems like it might be slightly better to miss against a creature immune to precision.
I was reading up on some hazards in preparation of running Abomination Vaults. One of the hazards has an aura. I am curious how this would work with the Disable Device action.
Making the assumption that the party has detected the hazard and they wish to Disable it, how would a hazard's aura ability work?
I feel that normally you would have to be adjacent to the hazard's trigger to use the Disable Device action. This would mean to disable the hazard, the character making the check would need to be within the aura. So, would the aura effect the character before they could disable the hazard?
So, I will soon be starting a new campaign (Abomination Vaults) and one player is playing a thaumaturge. I am trying to wrap my head around this class and all the unusual abilities is seems to get. One thing I see as becoming a question is Exploit Vulnerability, which reads as follows.
'Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level,'
My question is, does this Esoteric Lore check count as a Recall Knowledge check? The Esoteric Lore can be used to make Recall Knowledge checks, but unless I am missing something this specific use would not count as Recall Knowledge. This means it would not trigger things based on a Recall Knowkedge check, such as Dubious Knowledge, nor would it apply bonuses that apply to Recall Knowledge checks.
Am I reading this ability correctly? Or am I being too restrictive in my application of this ability? Thanks for the advice and knowledge.
In a discussion about the Thaumaturge with one of my players, the questions about how this ability will exactly work. We want to make sure we are applying things correctly. One thing that jumps out at me though is what exactly it means when it says "Standard DC". I couldn't find anything specific matching that language, so I looked over a few other things.
The feat Diverse Lore has you compare your result to the Recall Knowledge DC and if the original check would also be a success on this Recall Knowledge DC then you get a little more info. This seems to indicate these two checks could have different DCs, I just can't figure out how that would be. The only thing I could think of is that the
"Standard DC" does not take rarity into consideration but that seems a bit too much.
So, does anyone have any details on what it means by "Standard DC"? If you can provide the source of this detail, I would appreciate it. Thank you.
So, while one of my players was discussing a new build I ran into a hypothetical question. One that had never come up before and I have no idea what to look for on the forum to get an answer.
The build in question is an Oracle with the Shadow Mystery, and the question is specifically about the Stealth Mastery revelation.
Stealth Mastery (Ex): You gain Skill Focus with the Stealth skill. At 8th level, you gain Signature Skill with the Stealth skill, even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
The feat Signature Skill says specifically that it can only be taken once.
My question is, what happens if the Oracle takes Signature Skill at level 5 in a different skill? Does the revelation override the limit of "once" listed in the feat? Does the "once" prevent them from getting the 8th level benefit? Or would they then have to replace the feat they took at 5th level (retraining or otherwise)?
I've been tinkering with an alchemist (not a tinkerer though) and I keep coming back to this item. It's cost is really low and it seems to be a good item, but it doesn't say it is consumed in being used. I've seen a few comments that 200g for a reusable item isn't that high (I agree) but that leads me to believe in the concept if something is too good to be true, it likely isn't.
Does anyone have any official word on this? Does anyone have an opinion to share? Thanks.
Hello fellow GMs. I am looking to see if there is a GM out there who would be willing to take over a Mummy's Mask AP that I have been running. The players are devoted and put in the time, I just find that I personally am lacking as a GM in this format.
I'd rather admit defeat than run a bad game, but I don't want to bail on the players. If someone is able to help save it for them, I would appreciate it. Thank you.
One big change I am seeing in the published material is for NPC spellcasters, specifically those that seem to have a basis in the Wizard and Alchemist classes. These NPC's do not show any kind of spellbook or formula book in their Gear section. My question is, how do you explain this to the PCs when they want to gain access to those items? I know in a few instances that the treasure section of an encounter shows these items, but no where near every time. Often there are characters that would clearly need access to these items, but they are not available for the PCs to recover (and therefore gain access to the spells and formulas within.
OK, so I am looking into the crafting rules for second edition and I just am not sure if it is worth it. It honestly seems like it is not MORE difficult and MORE likely to be something players ignore.
If I am reading this correctly, crafting plays out like this.
Character takes 4 days of downtime to make a Crafting check and spends half the price of the item in raw materials. If he succeeds at the check, he then can spend the other half of the price to craft it after the four days, or he can continue crafting it using more downtime to reduce the cost. For a more in depth example, see below.
Scroll Example:
So, a second level wizard is attempting to scribe 4 scrolls of magic missile. He has EXPERT proficiency in Crafting and the Magical Crafting feat. The scrolls have a price of 4 gold each, so thats 16 gold total.
He uses 8 gold in raw materials and spends his 4 days crafting the scrolls. He critically succeeds. He now has two options.
1. He can use ANOTHER 8 gold in raw materials to be done with the items.
2. He can continue to craft the items earning a 5 sp discount on the final cost for each additional day spent (Level 2 +1 for critical, expert proficiency).
So, if I am correct, you can either spend a WHOLE lot more time crafting (the example would take up to 20 days) or spend just 4 days and pay full price for the item anyways. So, wouldn't it be a better deal to spend the downtime earning income and use that income to cover some of the cost of the item when you simply buy it.
I am simply not seeing WHY someone would craft anything in this game. I mean alchemists can use the infused reagents, but other than that why would they ever actually use downtime to make additional items?
If I am missing something, please fill me in because I was excited that the alchemist was now focused on crafting, and I thought that meant crafting would be worth doing. Thanks.
We have just finished Book 1 of The Mummy’s Mask AP and the group is going its separate ways. We want to continue the game overall but we need three new players to do so. I have decided to open this up to a general recruitment. If you are interested in joining us as we continue the AP, please post with a character (idea, build, & background). The recruitment will be open until Friday, 11/30/2018. I will review the characters then and make a decision by Tuesday, 12/4/2018.
There is one remaining character from the previous group, Harmini Wakestep. She is the group’s healer and know-it-all. I will be enlisting her aid in choosing her companions. Together we feel a good balance to the party leads to success, so we will be trying to choose characters that will likely work well together.
I highly encourage everyone to read the Mummy’s Mask Player’s Guide for advice on what characters will work well in the AP. Additionally, please also read my own Guidelines For Character Creation for the specifics realted to building your characters. Harmini and myself are on the forums regularly, so if there are questions or concerns (or advice), please feel free to post those as well.
Thanks, and I look forward to reading everyone’s ideas.
So, I am looking to potions for a concept build and I keep seeing adhesive spittle and I am wondering... Can it be made into a potion?
By RAW I think it can. It is low enough level (1st) and it targets one creature. Both meet the requirements of brewing a potion. But is the one creature it is referring to the one who gets hit by the spittle or the one who is spitting? I'm curious what others think of this situation. Thanks.
I am curious if any one knows if this has been addressed before, and if so, what was the answer.
The spell Slipstream has the following description:
Slipsteam wrote:
You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet. If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill. While swimming, the slipstream increases the target's swim speed by 20 feet—if the target does not have a swim speed, this spell grants a swim speed of 20 ft.
I understand a lot of this is flavor text but would this spell allow a purely aquatic creature (a creature without a base land speed, such as a shark) to move across land? Basically, does having no base land speed equal zero or none at all when using this spell? Also, how would Expeditious Retreat work on a similar target?
OK, I give up. I need help folks to make sure I am handling this correctly.
I know it is "traditionally" accepted that Tiny creatures, specifically familiars, can share the space with any other sized creature. The problem is, I cannot find where that is clearly defined or at least clarified.
The issue I have is that it is clearly stated that you can't end movement in the same square as another creature, but the exceptions for small creatures only mention moving, not occupying the space.
Ending Your Movement:
You can't end your movement in the same square as another creature unless it is helpless.
Very Small Creature:
A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
The part that makes it unclear is the "move into". Does that mean they can occupy the space? If they can't occupy the space, how do they make attacks?
I've seen a number of threads on this subject but nothing I found clearly states what it is supposed to be. Anyone got some source that can help clear this up.
OK, I have a situation coming up in a game and I want to make sure I handle it appropriately.
The ATONEMENT spell says...
Quote:
If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings).
I am reading this that any character would have to pay the extra 2,500 gp if the act was a willing act (not compelled).
Then it also says...
Quote:
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.
This is the only other place it mentions the extra cost.
So my question is, if a character deliberately commits an evil act but he is not a cleric, what is the cost of the atonement spell?
In addition, the spell says...
Quote:
Atonement may be cast for one of several purposes, depending on the version selected.
And then proceeds to list various effects, most specifically to restore spellcasting and class abilities.
So, a follow up question, if a cleric or paladin (or other similar character) loses his spells or abilities due to an alignment change would they be required to get two spells cast on them?
The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.
In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.
Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams.
The ceremony begins when the high priestess of the Grand Mausoleum, Sebti the Crocodile, rises to her feet and looks over the crowd. She raises her hands, calling for silence.
Blessed Lady of the Graves, over seventeen centuries ago you aided our great city rise again after the tragedy of The Plague. Now we ask you again to aid our great city as we ask these brave souls to explore the history and the truth of what happened during those dark times. We say to you, as always, Not this year, Not yet.
Wati’s destiny was forever warped in 2499 ar, when the cult of Lamashtu unleashed the Plague of Madness among the city’s thriving populace. Many of those whom the fever did not immediately kill were driven to murderous insanity, and within months, more than half the city had fallen in painful, anguished death. Most of the survivors fled Wati to make new homes elsewhere, but a stubborn minority remained behind, determined to reclaim their city. But even once the plague had run its course, their livelihoods collapsed as An and Tephu took over Wati’s once-exclusive trade routes, and their floundering community struggled against recurring outbreaks of the undead from the city’s many abandoned buildings-turned-tombs.
It took almost half a millennium for Wati’s fortunes to reverse thanks to the church of Pharasma. With the tacit permission of Osirion’s Keleshite sultan, a Pharasmin priest named Nefru Shepses marched on Wati in 2953 ar with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, beginning with a new, monumental temple to Pharasma called the Grand Mausoleum. Over the next 30 years, Nefru Shepses and his followers recovered the bodies of those slaughtered in the Plague of Madness from their hasty, makeshift graves and the Pharasmins walled off that portion of the city that had been abandoned, transforming it into a metropolis of makeshift tombs. Thousands of corpses were given formal burial rites and reinterred in this dead copy of the living city, which continues to serve as Wati’s necropolis today.
Now, let the lottery begin! Although many of you have requested specific sites to explore, we must leave these matters to fate. The Lady of Graves is a far better judge of destiny than we of this mortal sphere. The gates of the necropolis will open at sunrise tomorrow. Use this evening to prepare yourselves for the task ahead. Let these rules guide you in your endeavors in this holy place: remember how this came to pass, every slave’s hut is a memorial, and honor the departed. Remember, All who live must face her judgement.
After Sebti returns to her seat, the two acolytes accompanying her each draw a wooden token from one of the urns on the table. The tokens match the token the party was given when they registered for the lottery. One acolyte steps forward and addresses the crowd.
Daughters of the Desert! Please send a representative forward for the location you are being assigned.
A large red haired woman steps forward to the acolytes. The second acolyte produces a scroll from nearby, and the three begin consulting together. Once they seem to come to an understanding, the second acolyte hands the red haired woman the scroll and then she returns to her companions. This process is repeated again and then a third time, calling forward a representative of The Sand Scorpions and The Cryptfinders.
Once again the two acolytes draw tokens from the urns. The one acolyte steps forward again and calls the next group.
The Tomb Tossers! Please send a representative forward for the location you are being assigned.
Welcome to the discussion thread of the Mummy's Mask AP.
Please read the link found at the top of the page title Player Character Guidelines and then post to this thread about what kinds of characters you are looking and willing to play. Unless there is a build that is disruptive in my opinion, I will stay out of this discussion exception to answer questions.
Let me know if there are any questions.
Edit: Minor additions to the Player Character Guidelines
The magic item Wand Key Ring says it provides a bonus to UMD checks for Scrolls and spell trigger items. Is there any reason this would not work for Spell Tattoos? They are spell completion items like scrolls but are not in the core material really so I wasn't sure if this was kind of an oversight or if it was intentional because it would be over powered. Thoughts?
This may seem like a stupid question but with the new rules allowing crafting for Alchemists, I want to make sure I am clear before I do it.
Crafting is clearly done during downtime, but how many checks can be made during each downtime? Is it as many as desired or needed, or is it only one? Obviously it would be rude to expect a GM to sit and watch you make an hour worth of checks, but is there a legitimate ruling on how many checks?
And similarly, does making crafting checks prevent you from also making a Day Job check? Can you do both in the same session?
Lately there has been some debate among some of my local players about the revision rules in the Season 8 Guild guide. Hopefully someone here can help me out.
The guide says in two different places, two similar but debatable things.
Under Character Revision on Page 35 it says...
Level 1 characters may be rebuilt per the rules in Appendix 1: Character Creation. This is not a necessary step to completing a Chronicle sheet after an adventure, but a Chronicle sheet is required in order to confirm the changes.
Then under Rebuilding on Page 39 it says...
Rebuilding: This is the process of changing any aspect of your character except his or her Pathfinder Society Number. Each character may freely rebuild anytime before playing an adventure at level 2 or higher. More information about rebuilding can be found on page 8.
These two sections direct you to different sections on how to rework a character at first level. And neither question is clear on how to handle starting gear, which is where the debate comes in.
When reworking a character at first level how do you handle starting gear. At some points it seems to indicate you get to spend a full 150 gold again, and at others it seems to indicate you can alter gear that is specifically affected by the changes made. And neither indicates anything about expended items or gold.
So, say a player makes a 1st level wizard and for gear purchases several 1st level scrolls. And during his first scenario he uses 3 of those scrolls, worth 75 gold. If he then reworks the character into a sorcerer, can he spend the full 150 gold again, and buy more scrolls to use them again? Or is that gold spent?
So, I am facing an encounter with an incorporeal target using an archer with a magic bow. The arrows though as not magical. Can they still affect the target?
I know the rules state that a magic bow makes arrows magical for purposes of overcoming DR, but it doesn't say anything for incorporeal targets.
Will I need to use +1 arrows in order to hit an incorporeal target?
I suspect this has been answered elsewhere but my skills are lacking this late at night.
Can a character mix melee and ranged attacks as part of a full attack with two weapon fighting? Say a character is armed with a longsword and a throwing axe and he takes a full attack with two-weapon fighting, could he throw the axe as one attack and then attack with the longsword? I understand that the ranged may provoke, but aside from that, could the action be taken?
Also, if you have a reference in the rules where it spells this answer out, that would be awesome.
So, I know the element affinities have been talked to death, with little to no resolution but I found something that I don't know if anyone saw and if I can get an official ruling that would be awesome.
So, looking at the inside cover of Blood of Elements (the players companion) it gives the racial traits of each of the elemental races. This includes Ifrits, Oreads, Slyphs, and Undine, but there is something odd that I have not seen elsewhere.
For Ifrits and Slyphs the affinity ability is changed. While the sorcerer aspect is the same, it specifically says Sorcerer the next section reads Ifrit spellcasters with the Fire domain use their domain
powers and spells at +1 caster level.
It now says spellcasters instead of clerics. This is great, for druid and such that get domains. The problem is it only applies to Ifrits and Slyphs, not Oreads and Undines, which both still say Clerics.
Given this new information, which part was a mistake? Was it a mistake that Ifrits and Slyphs opened the ability to other classes, or was it a mistake that Oreads and Undine were not corrected? IF anyone has something official that would be awesome.
Okay, I've seen a number of discussions of if a wizard should craft an arcane bond, but what I don't see "officially" is anything that states if a bonded wand can be crafted at higher than minimum level or with metamagic feats. Could a wizard enchant his arcane bonded wand to be a wand of mage armor with a caster level of 5? Or an extended mage armor wand? I've seen it both ways, as in it follows the normal crafting rules in the Core book and it follows the item availability rules of PFS. I appreciate the help, thanks.
So, looking into making a Slayer (sniper) but I am not sure I understand one aspect of the Sniper archetype. Also, I think this may explain the debate of why Deadly Sniper does not require a loss of talent.
The Deadly Sniper ability says
Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.
Most of that is simple, and very cool, but the last line is what is throwing me. Does this mean that you cannot make a SNIPING attempt as described under the Stealth skill? Or is this to mean any additional attacks that round do not get sneak attack damage?
I am hoping it is the latter of the two. Opinions, please.
I am trying to see if I am reading this correctly before I move on with a plan. If a Fire Elemental Bloodrager were weilding a flaming weapon, would the flaming weapon stack with the elemental strikes ability to add 2d6 fire to the attack? This seems possible and I cannot find where it is NOT allowed. Let me know your opinions. Thanks.
The Alchemical Sling Bullets in the Monster Codex seem cool but I need to make sure I understand how it functions. I understand the need to fill them but how long before use do they need to be filled. Or rather, how long can they remain filled?
Can they only be filled in combat, or can you fill them in advance then use them as stand sling ammo?
So, I am having a problem on my Gameplay thread. It seems to be defaulting to BOLD text. Has anyone else ever seen this? How do I correct it? Please help. Thanks,
The sun was high, and waves of heat could be seen rising to sky above the desert far to the east. An owl circles the sky above a group of local heroes. A small gnome sits to one side of a fire pit, a dead rabbit, skinned, hangs over the embers. A Keleshite man in robes sits next to him, looking over his shoulder and fixing his glasses as they discuss business reports the gnome is currently sifting through. A few feet away stands a tall Garundi man, dressed in loose fitting clothing, looking off in the distance for just a moment before heading to the fire, water skin in hand. He shakes his head at the two going over notes before looking over at the large anaconda coiled up in the sun, a half orc man sitting on the ground, resting his back and head against the massive coiled reptile. The half orc yawns and stretches his arms straight up, pressing his back against the snake for that extra stretch. The anaconda turns his unblinking gaze towards the half orc and pushes him over while he stretches. The half orc druid lets out a quiet chuckles as he just gets comfortable on the ground. “Dahrani, help. I'm clearly in danger of being eaten by this vicious monster.” he barely says with out chuckling. The dark man smiles, looking over at the snake and orc, “Kaaras, That snake will out live you.” He says, his gruff voice still light hearted in nature.
“I will out live all of you here!” The gnome pipes up. “Especially Wilhiem. He's gonna blow him self up with those chemicals. I wouldn't even sell some of that stuff.” The gnome scratches his bearded chin for a brief moment. “Ok yes I would.” His small head nods as he appears to be going over prices in his head. “Hey, I know my stuff Atajinn. And you know I do!” The light skinned man says, adjusting his glasses again. “I've had plenty of practice with potions” he pulls a small vile out from his robe, “besides, I work in mostly healing arts and salves now” He shakes the vial as if calling attention to it before putting it back in his robes. “Is the rabbit done yet?” The orc asks loudly, picking his head up off the ground. The snake whips his head up and looks at the fire, as if he was asking the same question. “Almost,” Dahrani says, sprinkling a pinch of some herbs from an old leather pouch over the rabbit, a couple seeds hit the fire and pop from the heat. Wilhiem sits up and and looks over to the orc, “But you don't even need to eat, why are you asking?” “Just because I do not have to eat, does not mean I do not want to!” Kaaras says from the ground, where he as fallen back over to lounge. Atajinn shakes his head, looking at the rabbit. “No thanks,” he says, twisting a ring around one of his fingers. “Maybe another time.” The gnome says as he continues to shake his head with a look of disappointment on his face, “Or maybe when its made back at the tavern in Solku.” Wilhiem nods, “Yes, I could use a good nights sleep in my own bed.” “I'm good right here!” Kaaras says loudly from his spot on the ground. “We will leave for Solku soon.” The Garundi responds. “The gnolls should be held at bay, for now at least. Let us hope it stays that way.” With that, Dahrani pulls the rabbit from the fire and serves up a plate for himself and the other human. Soon after finishing the food, Dahrani gets up and pats himself off, the rest of the party following his lead. They pack up and head back south, towards Solku.
A short Garundi man with thinning white hair and a portly belly approaches the fire where the party sits going over the haul from their recent encounter with gnolls. Jaal is the man’s name, and he is known to both Dahrani and Atajinn as a friend. His caravan has stopped for the night at the oasis, after having been joined by the returning heroes. The man is dressed heavily in an effort to keep out the night chill, but the condition of his clothes shows how rough travel in these barren hills can be.
Atajinn, my old friend. Strange wares for you to be dealing in I would say. Giving up the pesh trade for the life of an explorer?
Welcome to the Discussion page of the campaign. Here is where we will first discuss the details of the campaign as we decide them. Then once the game begins, here is where I would like any ooc discussions to be had. Short, exciting, or congratulatory ooc stuff can be in the main thread, but if it is to be a discussion, back and forth, please use this thread for that.
One thing to notice, above this first post you should see some links. The ones here are for the details of the discussion we are about to have. Feel free to read them. Also, be aware that they appear on all threads and there will be more shortly (maps, handouts, etc.).
This is the first time I am trying the PbP format and I created a new alias but I cannot post to the forum as that alias. Actually I cannot post as any of my aliases. What am I doing wrong here?
Does anyone know exactly what is the ability of the Cold Iron Alchemical Reagent from the Alchemy Manual?
It says it grants +1 caster level for the purpose of caster level and dispel checks, but further on another item, Myrrh, appears to provide the exact same bonus for less gold. The difference is that Myrrh points specifically to caster level CHECKS, while the cold iron is missing the "checks".
So, does Cold Iron apply to general caster level? Or just to caster level checks?
In Heroes of the Streets there is an alternate race trait for dwarves called Industrious Urbanite that gives a +4 bonus to Profession checks to make money. We are curious, specifically for PFS, does this apply to Day Job checks?
It seems a bit OP since this is twice the bonus of most traits, and while it is limited in normal play it has a specific application in PFS. I am concerned before telling a player it is a good idea. Thanks.
So, I am working on a build for a bloodrager with a really low Charisma... 5.
My question is, and I can't seem to find the official answer anywhere, would this character still be able to use wands, even though he cannot cast spells. I know he cannot use scrolls without use magic device, but could he use wands? Thanks in advance.
So, I'm sure this has been asked and answered but I can't find it. Hopefully you folks can help.
I'm looking into playing a fighter/wizard, first fighter then wizard. So, I'm curious how does it work when he becomes a wizard, in terms of the arcane bond and the spellbook? Does the character immediately gain a spellbook with the normal amount of spells, as a first level character/wizard would get? Does he gain an arcane focus/masterwork item?
I was curious is there a way for the Warpriest to take the Warrior Priest feat, which is necessary to become a Hellknight Signifier. Any thoughts? The feat requires Divine Casting and either the Domain or Mystery class feature. This came out before Advanced Class so it didn't include Blessing as an option. Has anyone seen anything official on this? Thanks,
So, I've been working with Society including GMing for about a year now and I've seen numerous references to the Special Chronicle Sheets, specifically the ones related to additional races, and this has been something I've wanted to see since I heard about it. But I haven't come across any yet and I can't seem to find when, where, or how to come across any. I have heard they are given out at conventions but under what conditions is my question.
1. Are there specific scenarios that are only available to be played at Conventions that give these away? The few conventions I've looked at only offered regular scenarios from the general seasons.
2. Are these sheets/scenarios only available at the "Big Three" conventions or would you be able to find them at the smaller local cons?
3. I've seen mention of GM Boons, are these sheets only available to GMs, specifically for running at cons?
My friends and I have been interested in seeing (and gaining) some of these sheets. Any advice would be welcome.
(also of note, no this is not the reason I GM, I've always enjoyed running the game, I just would like to see some of the more special rewards that our general group doesn't see much)
So, I was kind of looking over the duelist prestige class again and I came upon and interesting point that I feel will work but seems a bit off.
The fourth level ability of the duelist class is Combat Reflexes, but it doesn't grant them the feat, just the benefits of the feat. I think that might be a significant difference. What would happen if a Duelist also had the combat reflexes feat?
If the duelist has a 20 DEX, would the character be able to make 11 AoOs per round?
I wasn't even sure where to look for this answer, so I figured I'd post it to the boards and see who can help.
I have a player that is playing a drunken brute barbarian and has shown interest in the hunter class animal companion. This got me thinking about if he had been a mad dog barbarian (from the Animal Archive)then the animal companions would stack well. Then I though well can he take both the drunken brute and the mad dog archtypes.
It seems that it would work as they do not replace the same abilities but there is a question of how the drunkn rage would work out. Drunken Rage replaces fast movement so it shouldn't interfere with the mad dog archtype but drunken rage only works with the rage ability and he mad dog archtype modifies rage so that it isn't available until 4th level.
So, what do you guys think? Should this be allowed and does it mean that the character would not be able to use drunken rage until 4th level? Or is this not something that would be good?
Physical description: As a fell gnome born during the ascendancy of House Thrune during the final years of the Chelish Civil war, the infernal influence that swept across the nation affected Chance's appearance. His shaggy hair (including his eyebrows) is a deep crimson; his skin is a lighter red, but of far too strong a hue to be merely pink. His eyes are so black that they look more like the eyes of an elf than those of a gnome. Chance realized young that he would never be inconspicuous so he dresses to emphasize his natural coloring, in dark reds and blacks. Behind his back, his landlady says her diminutive tenant "looks like a Chelish flag." Images from the HeroForge mini builder are here: front view and rear view (he is casting Pernicious Poltergeist, and has a lute because the pan pipes on HeroForge looked terrible.
Statblock, level 13 (Remaster), as of 02-15-2025:
“Chance” Ravennablitz Remaster
Male gnome bard 13 (Advanced Player's Guide, Dark Archive, Lost Omens Character Guide, Lost Omens Divine Mysteries, Lost Omens Firebrands, Lost Omens Knights of Lastwall, Rage of Elements, Secrets of Magic)
Small, Gnome, Humanoid Heritage wellspring gnome
Background fortune teller
Perception +20; low-light vision
Languages Common, Draconic, Elven, Fey, Gnomish, Jotun, Varisian
Skills Acrobatics +19, Arcana +20, Bardic Lore +19, Crafting +19, Deception +20, Diplomacy +25, Fortune-telling Lore +19, Intimidation +20, Medicine +16, Occultism +24, Performance +24, Religion +16, Society +19, Stealth +18
Str -1, Dex +4, Con +3, Int +4, Wis +1, Cha +5
Items +1 resilient quenching chain shirt (snapleaf), +1 striking flaming rapier, +1 striking shortbow (10 arrows), +1 striking silver dagger, +2 holy striking mithral rapier, the dischordance (personal staff)[SoM], arrows (10), bedroll, captivating score (negative)[TV], captivating score (positive)[TV], chalk (10), charm of fire resistance, custom gear, dice set (gambling) (worth 1 sp), dimensional knot[SoM], diplomat's badge, disguise kit, fancy black hat, fancy party suit (high-fashion fine clothing), feather for fancy hat (red) (worth 10 sp), flint and steel, greater salve of antiparalysis, harrow deck (simple) (worth 10 sp), healer's toolkit, ladder marvelous miniature, lesser antidote, lesser antiplague, lesser elixir of life (2), mage's hat, mask for ruby masquerade (red 6-sided die) (worth 55 gp), masquerade scarf, minor healing potion, moderate healing potion (2), pendant of the occult, predictable silver piece, quenching potion[TV], rations (1 week) (2), repair toolkit, rope (foot) (50), scroll of cleanse affliction (3rd level), scroll of clear mind, scroll of confetti cloud, scroll of darkvision (3rd level), scroll of honeyed words, scroll of hypercognition, scroll of invisibility sphere, scroll of invisible item (3rd level), scroll of liminal doorway, scroll of martyr's intervention, scroll of object reading (2nd level), scroll of share lore (2), scroll of silence, scroll of soothe (5), scroll of soothe (4th level), scroll of sound body, scroll of telepathic bond, sleeves of storage[APG], soap, soothing scents[SoM], swim fins[LOWG], torch (5), tree feather token, tyrant ampoule[TV], virtuoso pan flute, wand of see the unseen, wand of share lore, wand of soothe, wand of thundering echoes (4th)[LOGB], waterskin, winged sandals, wondrous figurine (silver raven), purse (24 pp, 28 gp, 8 sp, 5 cp)
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AC 33; Fort +21; Ref +22; Will +21 (Successes are crit successes instead)
HP 151; Resistances fire 5
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Speed 25 feet
Melee [1][i]+1 striking flaming rapier[/i] +22 (disarm, deadly d8, finesse, magical), Damage 2d6+1 P +1d6 F
Melee [1][i]+1 striking silver dagger[/i] +22 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 2d4+1 P
Melee [1][i]+2 holy striking mithral rapier[/i] +23 (disarm, deadly d8, finesse, magical, relic), Damage 3d6+1 P +2d4 Spir
Melee [1][i]the dischordance[/i] +17 (auditory, two-hand (1d8), monk, magical, staff), Damage 1d4+1 B
Ranged [1][i]+1 striking shortbow[/i] +22 (deadly d10, magical, range increment 60 feet, reload 0), Damage 2d6+2 P
Ranged [1][i]+1 striking silver dagger[/i] +22 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 2d4+1 P
Occult Bard Spells DC 32, attack +22; 7th (2 slots) inexhaustible cynicism[SoM], tempest of shades[SoM] 6th (3 slots) phantom orchestra[RE], suspended retribution*[DA], zealous conviction 5th (3 slots) banishment*, death ward, translocate 4th (3 slots) pernicious poltergeist*[SoM], tortoise and the hare[SoM], translocate 3rd (3 slots) invisibility sphere, noise blast*, shadow projectile[SoM] 2nd (3 slots) calm*, false vitality, invisibility 1st (3 slots) liberating command[LODM], object reading, soothe*, sure strike Cantrips (7th) daze, haunting hymn, musical accompaniment[LOFB], read aura, telekinetic projectile
*Spells marked with an asterisk are signature spells; these spells may be heightened freely
Occult Wellspring Gnome Spell DC 32, attack +22; Cantrips (7th) sigil
Focus Spells 2 Focus Points, DC 32; 7thCounter Performance, Courageous Anthem, Loremaster’s Etude, Silver's Refrain Rituals binding circle (DC 32), commune, elemental sentinel, inveigle (DC 32), mystic carriage, resurrect, rune trap, the world's a stage, ward domain
Ancestry Feats Energized Font, Fortuitous Shift[LOCG], Life Leap, Unexpected Shift[LOCG]
Class Feats Assured Knowledge, Assured Ritualist, Bardic Lore, Flexible Ritualist, Loremaster's Etude, Ritualist Dedication, Silver's Refrain
General Feats Untrained Improvisation
Skill Feats Automatic Knowledge, Battle Medicine, Break Curse, Consult The Spirits (occultism), Oddity Identification, Resourceful Ritualist, Schooled In Secrets, Skill Training, Virtuosic Performer
Other Abilities composition spells, divine retribution, enigma, muse, sacred glow, swap luck
Reason to Protest (Meeting a Contact) & Campaign Trait (Pattern Seeker):
Chance doesn't have a lot of friends. His unusual appearance and forceful but unsettling personality would put people off even in a less oppressive environment; in Cheliax under the devil-backed House Thrune, his acquaintances view him as both off-putting and potentially politically dangerous.
One of the few people in Kintargo willing to socialize with Chance is a halfling swashbuckler named Zamir Montajay (unless there is an NPC in the AP who would fit the part). They would spend long hours in in Chance's rooms or the lounge of Zamir's boardinghouse, or any of a handful of nearby taverns, drinking and arguing about the belfry at the top of the Asmodean Temple. The swashbuckler was convinced there was a pattern to the ringing of the Devil's Bells, even if nobody knew what it was; the bard was not terribly interested in anything having to do with the devil-worshippers, but always argued that the ringing was random just to be contrary.
On several occasions when the diminutive pair were in their cups, Zamir had dropped broad hints about being part of a secret organization opposed to House Thrune, often taking the opportunity to mispronounce Chance's surname as "Raven-ablitz" (the correct pronunciation is "Ravenna-blitz").
Zamir has been missing since the new Lord-Mayor put Kintargo under marital law. Chance checked all of the halfling's usual haunts but found no clues to the whereabouts of his friend. His investigation had reached a dead-end until an unsigned message was slipped under the door of his shabby rented rooms (over an apothecary's shop), inviting him to a meeting at the Aria Park protest with an unnamed man wearing one glove to learn more of the fate of the Silver Ravens. Now Chance is more worried than ever about his absent friend. If Zamir really was a member of the Silver Ravens, could the halfling also have been right about there being a pattern to ringing of the Devil's Bells? If so, then Zamir's disappearance could be the result of either his membership in the rebel group or pursuing his investigation into the Asmodean belfry further than was safe.
Chance’s backstory:
The happiest days of Chance’s life were during that brief period - less than two full semesters - when he was a student at the Alabaster Academy, thirty-odd years ago. Those days came to a crashing end on a bright spring morning as he arrived for his Storytelling Against the Dark Arts class. A young halfling who worked for the Dean of Students was waiting for him outside the lecture hall and handed him a sealed letter. The letter, signed by both the Headmaster and the Dean, notified Chance that he was expelled, effective immediately, for engaging in unsanctioned rituals with "reckless disregard for the safety of your fellow students, not to mention the Academy's faculty and staff, the campus infrastructure, as well as the citizens of Kintargo generally." Chance was informed that he would be permitted to apply for readmission, but only “when and if you are able to demonstrate to the satisfaction of the undersigned that you have learned to apply the knowledge gained from our esteemed institution responsibly. Exercise caution in availing yourself of this second chance; you will not be given a third.”
Chance didn't think that was fair - it might, he admitted to himself, have been true, but that didn't make it fair. Why would the Academy library keep books containing dangerous rituals that could call forth and bind powerful and terrifying denizens of the Great Beyond if students were not meant to use them? Surely everyone understood that designating a section of the library as "Restricted" was virtually the same as designating it the "Interesting" section?
Even after three decades and the retirement and appointment of several successive Headmasters and Deans, Chance still had not sought readmission. Nor has he given up to try something new; he has continued to live like a student, in the same shabby rooms over an apothecary shop, still telling fortunes in the parks and public squares for a few coins, eating cheap meals in the same inns and coffee shops. After the first few years, his classmates had all graduated and moved on; the new students who came after them knew Chance only as the odd-looking gnome who was always sitting alone in popular student hangouts close to campus, or perhaps as a cautionary tale passed on to them by upperclassmen.
Chance was well and truly stuck - still focused on getting back into the Alabaster Academy, but paralyzed by the fear of trying again too soon and being rejected. How was he supposed to demonstrate that he would use what he learned at the Academy responsibly before being given the chance to learn it! He knew he was putting himself at an early risk of the Bleaching, but he didn't know what to do. So he waited for something to happen that would push him one way or the other.
When Barzillai Thrune placed Kintargo under martial law and began issuing his ridiculous proclamations, Chance thought that maybe the decision had been made for him. Kintargo was the only tolerable city in Cheliax; Chance decided that if the House of Thrune was serious about the crackdown, then it was time for all smart little gnomes to give up on getting back into the Academy and put on their traveling shoes.
He even went down to the docks and talked to the first mate of a ship from Magnimar - in dry dock for repairs after a storm - about the possibility of working in exchange for passage once the ship was ready to sail back to Varisia. The sailor was encouraging but noncommittal, and told Chance to come back the next day to speak with the captain. That evening was when he realized Zamir had gone missing, and in his worry he forgot all about his appointment with the captain. But Chance had made up his mind: once he made sure his friend was all right, he was ready to leave Kintargo once and for all.
Chance’s backbackstory - the backstory before the backstory:
Chance's parents lived in Kintargo through the latter half of the Chelish Civil War. During those years, his father was a painter and his mother a priest of Nivi Rhombodazzle. Little Fortunato was born on the day Abrogail I took the throne; his parents knew of her coronation before the formal announcement reached the Silver City due to their infant's distinctly Chelaxian coloration.
When he came of age, Chance's parents encouraged him to travel the Inner Sea region to build up a store of experiences and memories to stave off the Bleaching, and so young Chance left Cheliax for a number of years to see the world. Along the way, he learned a great deal about different cultures and religions, and whenever possible, he learned what he could of the art of magic and the hidden lore behind the veil of the everyday world. He spent the most time in the great cities and ports of Avistan and northern Garund - unlike many gnomes, the natural world held little interest for him, at least in his relative youth.
After thirty years or so of aimless - but never boring - travel, Chance returned home to Kintargo. He did not return to see family or friends; his parents had separated amicably and moved away years ago, as gnomes do, and his childhood friends - mostly halfling and human children of his parents' friends - had settled down into late middle age and had become (to his mind) dull as dirt. No, Chance came back to Kintargo to study at the Alabaster Academy, which, although it was known primarily for its schools of medicine and biology, also had a small but well respected department of occult magic.
To his surprise, the administrators of the Academy admitted him to its school the first time he applied. He paid his admission fee and tuition with the gold he had saved from odd jobs over his decades of travel, and covered his living expenses by doing Harrow card readings for passers-by in Aria Park and other public squares. He enjoyed most of his classes, respected most of his instructors, and even made a few friends who had similar interests. It was, he felt, the happiest he had ever been staying in one place.