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Indeed I did, I just happen to agree with his view. Oh, and one more thing, if earth did not offer any resistance against creature with earthglide, then it could move downwards with same speed as free falling object.

A question to those who say earth glide does NOT "phase" through earth but instead burrows in more traditional sense. If earth elemental glides through solid block of stone, is the path it traveled through still solid or gravel?


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Earth Glide (Ex) When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal AS EASILY AS A FISH SWIMS THROUGH WATER. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

See the part in caps. Even though earthglide creates no ripples, etc. It does not pass through earth without any resistance. Meaning just like fire hose has an effect on fish, stone thrown at creature with earthglide effects it.


Rogar Stonebow wrote:
Byakko wrote:

Ah, I guess I can see why your opinion is a bit different then.

I've always seen earth gliding as the ability to pass through rock without interacting with or disturbing it at all, in the same way neutrinos typically don't interact with and pass through matter. Kind of like an IDCLIP mode (I just dated myself there, didn't I?).

Others creatures, lacking this special make up, naturally would be unable to pass through the solid material and would just be pulled up against it at best.

Does this mean in your opinion that someone with earth glide who is targeted by a giant throwing rocks can just glide through thrown rocks with out even moving?

Are fish unaffected if you spray water at them with fire hose?


hmm, I see. No wonder I had no luck finding anything then... how would my fellow DMs house rule this?


What happens if character with mythic haste is target of non-mythic slow spell? How about in case of lower level spell vs higher like mythic darkness vs day light? I have not been able to find any rules recarding the situation.


Well, that is just sad... It seems so cool, yet as it is it could maybe work on CR 3 monster not on big mythic challenge monster at this point in AP.


So, Woundwyrms... I kind of need bit of help to understand their Maw of the Abyss ability. It sounds cool and all, but in the end it is just a drag combat manuver that deals 1d12 damage in 15ft cone and it takes full round action? I mean is there some rule about what happens if he manages to suck in some pc character in to the vortex? As far as I can see is that nothing at all happens, he has no swallow whole nor does he get free bite attack...


I'm currently writing a backstory for my character and while in the middle of the process I started wondering how wizards work in Golarion setting. I know that sorcerers gain powers from their connections to demons, fey, etc back in the family line, witches make deals with who knows what to gain their magic and that wizards study magic to gain their powers.

Now in some settings to become magic user you need some innate power/talent/something to be able to and if you don't have that something, then it won't matter if you study it all your life, since you will never be able to use it even if you become master in the theory of it. In some settings everyone from farmer to king can learn magic. Ofcourse in case of PC characters one can pick 1 wizard level after 19 levels of fighter, but lorewise in general how does Golarion work?


@Neil Spicer I agree fully with Lochar here. That is way better and smarter than what it is in AP. I don't get why they changed it so much. I'll be running the room the way you wrote it so thanks for sharing how you wanted it to be originally ^^


Alright then. I've been wondering the thing for a while now, glad to see it wasn't me that was derping then, that 1st trap is completely pointless ^^


@Seannoss the trap is not on the doors but on the area indicated by the map, the T on the map is placed over 4 squares as i did on my crude little drawing...

@NobodysHome its not the first or second trap Im talking about, its the 3rd one that I'm talking about


I counted bit wrong, its 30 not 40

First trap, that is on the hallway south of the pit, beyond the doors, if character steps on the square next to the wall, the trap would need to push him 7 squares and through the door in order for him/her to drop or if character steps on the square closer to the pit its only 6 squares.

My horrible little drawing below
P= Pit squares
T= Trap squares
x=empty square

PP 7
xx 6
xx 5
Door between squares
xx 4
xx 3
xx 2
TT 1
TT


Im not sure if Im reading something incorrectly but... when it comes to first telekinesis trap of room G12, does it not need to roll 28 on d20 to bullrush creature with CMD score of 0 to the pit? So is there any point in it exept to warn party of, hey, there might be more traps here?


CrazyElf wrote:
1.a. What kind of name is Rethgif? Eeesh.

Read it backwards ^^

Cap. Darling wrote:

There is no AoO for pulling out a weapon.

There was a FAQ on staggering and this pehaps you can use it. But my link-fu is weak so this May not work.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9rb0
Edit: the titel of the FAQ is "Limited actions on my turn: If an AOO or other interrupting effect reduces what actions I can take on my turn, does this reduction apply immediately?"

True pulling out weapon does not provoke, my bad, but that does not really change the point so lets replace that with something that does.

I looked through the FAQ and while it does say when stun starts, it makes no mention when it ends.

1. I managed to find confirmation for case number 1 from llder thread. In case of stunning fist the stun really ends at the start of Knoms turn, thus using it as part of AOO is really bad idea as it basicly does nothing.

Im still unable to find any RAW for rest of the cases though and RAW is what Im looking here. (Ill most likely house rule it to something that would seem smart, but I really want to find out RAW first)


So i would like if someone could educate me little with durations of effects such as stun.

Situation: Knom the monk fights against Rethgif the fighter. Knom rolls 20 on initiative while Rethgif only get sadly low roll of 19. Knom charges to Rethgif and punches him, on Rethgifs turn he notices that he is not wielding a weapon and pulls out his mighty weapon of spiritual mass destruction and provokes aoo. Knom punches Rethgif on the nose using his stunning fist and stunning Rethgif for 1 round.
1.Do to wording of stunning fist as far as I understand the stun ends pretty much immediately since Knom is next in line and at the start of his turn stun ends. Correct me if Im wrong here.

2.Instead of Knom lets replace him with Eugor the rogue who happens to have stunning critical and she happens to crit on her aoo. She rolls 1 for duration of stun. When does this stun end? At the start of her turn, start of Rethgifs turn or after Rethgifs turn?

3.Instead of fighting like a man, Rethgif desides to turn and run like a wizard using withdraw. At the end of his movement at the very last square he triggers a trap and +1 anvil of cartoony violance drops on his head stunning him for 1 round. When does this stun end?


So I decided to make a cavalier... 1 gaming session later and now I'm here, looking for help.

1. If your mount takes his move action and walks past enemy, the enemy gets AOO. According to RAW as far as I see, the mount is the one that provokes, thus the enemy can hit the mount, not the rider. I am not sure if this is RAI or if there are some hidden rules that I have not found out?

2. Mounted charge. Usually you get -2 AC penalty after charge, in case of mounted charge, does the penalty go to A)mount B)rider C)both. My guess would be C as both take part in it, but I have not found out any rules to support any of the options.

3. Your mount gets spooked by spell, such as cause fear and fails its will save. Is there anything a rider can do, ride check, handle animal, etc? Once again I have not been able to find any rules.

4. While mounted you get higher ground advantage if for example you are medium creature mounted on large creature attacking medium creature. I've seen this said in quite many places, but I have not found out rule that actually says this.


About traits... did rest of you run with them as they are or did you adjust them? As far as I can see the guardian trait seems insanely good compared to rest of them, they too are above normal traits which is good, but guardian is basically worth 3 x toughness feat + the extras.


So, are Abrikandilu demons small or medium sized? I mean in the book it says they are medium but the pawns for this path has small pawns for them and lists them under small creatures...


Nice set of pawns as usual... but one minor thing. What happened to abrikandilu demons. They are medium size creatures ( according to book, internet and that paizo plastic miniature ) but they some how turned into small pawns in this set?


If you got extra money laying around, you could always go for permanent ability score boosts in form of:

-Manual of bodily health
-Manual of gainful exercise
-Manual of quickness of action
-Tome of clear thought
-Tome of leadership and influence
-Tome of understanding


I don't think it is all that complicated.

-------------------
Objects that are picked up

If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away). An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible.
-------------------

Thus if you are set on fire, then you cast invisibility. You, items you carry, your clothes and the flames coming from you, turn invisible.

If you cast invisibility, then you are set on fire, the fire around you is quite visible.


Rynjin wrote:

The fire is invisible, but the light is not, basically.

So the light is increased by however many steps a torch increases it (meaning you can likely tell the epicenter of the light source unless the whole area is well lit).

The person is still invisible, though, with all the benefits that brings.

Why would the fire be invisible? For example throwing bag of flour against invisible enemy does outline him (UE). Why would fire be any different.


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So this ( http://paizo.com/products/btpy8x9g?GameMastery-Critical-Fumble-Deck )official Paizo product for Pathfinder is not part of Pathfinder, but a relic of AD&D?

I know it is not legal in PFS games, but there are many other feats and stuff that are part of Pathfinder, but not legal in PFS games.


Too bad I live in Europe... after taxes + postal fee and customs fees, the free copy would most likely end up costing me as much as the book was when I bought it :S


Decided to post a little question here if anyone else has had problems with their adventure path books. I'm currently player in skulls&shackles, I've ran whole reign of winter path and never had any problems. Now today I ran my first session of Wrath of the Righteous (Worldwound incursion) and some pages (from table of contents to the page with picture of Millorn on it) fell out of the book and couple more are likely to fall off soon. The book itself was normal when I bought it, all pages were good, but now in one session the glue is giving up... I just find it odd since Paizo has always had such good quality in their products.


Just gotta ask about one encounter... how do you go around killing dybbuk? I mean it can as standard action possess party member if they fail will saves and keep fighting with that flesh suit until it dies so it can just possess someone else, further more it can also possess items of large or smaller size if living bodies are scarce. As far as I can tell there are not really anyways of hurting the dybbuk itself when its possessing something.


Remy Balster wrote:

Realistically you should be able to do whatever sorts of action you like while the duration of Time Stop ticks by. But when the time stop ends, everything goes back to normal time, and you resume where you left off.

True, but if you are able to take delay action you can could use your last time spot round in normal time thus being able to use spells and take actions not allowed during the spell. Now I don't see anything rules wise that would deny it, but it does seem wrong to me.


As the topic stands. Can you use delay action (so you move on top of initiative list) or ready action (so you can cast spell as soon as spell ends) during the last round of time stop? I could not find any threads or official info about the matter, though I admit that could be just me being bad at finding things.

TIME STOP
Range personal
Target you
Duration 1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.


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Thanks for the quick reply :)

I´m planning on keeping the fire more chaotic instead of focusing on single target, except if one of them decides to charge hundreds of feet ahead of rest of the party... or if someone turns into something large (like druid turning in to a dinosaur), I mean if I were a soldier and saw 3 normal guys with swords running towards me and 1 t-rex, I'd be focusing on the dino (that is unless I weren't trying to win new world record in sprinting)


I have couple of questions, first one about troops and their fusillade ability. Does single target take damage from multiple lines from one troop if target is large or well, larger, creature or those lines happen to cross on the square of medium target is standing on?

And second... umm... second... I know i had second question, but I can't remember what it was for the life of me. Some one must have cast some kind of minor curse of amnesia on me.


Well Mike, funny thing you mentioned Skulls & Shackles. Though not the same thing but my problem actually rose during my groups latest session with Skulls & Shackles adventure path when my old character got caught between stone floor and huge fist, creating a pretty red rain few feet around him and thus introducing second alchemist to the group.


Ah, yes, sorry... this was accidentally posted in wrong place. Noticed it myself shortly after posting but I'm unable to remove it since people answered it so quickly. Darn these active and helpful members of paizo forums ^^


Would just like some clarification. I know you cannot usually share the items mentioned in topic with party members, but what if you have 2 alchemists of same level in group? Are they capable of sharing stuff between them, for example both alchemists have 10 bombs/day, A1 uses 8 in combat where as A2 uses only 2, can A2 give required "items" to A1 so both would have 5 bombs left for next battle?


Nice pawns, great variety and I like the new art in some of the pawns. I did have one minor problem though

------very minor spoiler----

Why was Akhlut not featured in these pawns? It is even required in one part of reign of winter adventure path + pawn for akhlut was not among pawns for that adventure path either. I understand cutting something out as you clearly need to do that but omitting something that is required in official paizo release is kind of odd to me.


Pretty nice pawn set, there were couple of pawns that were missing that I would have liked to see in there, one of biggest was pawn for Nostafa from book 3 or even basic night hag pawn for her since even bestiary box only had pawn for green hag. Second one being Korred pawns as adventure path requires 6 and there are none here and bestiary box 2 only had 1 in it.


1.No problems with paladin taking money or other rewards after helping someone.
2.Taking reward if he himself did not contribute to the task would be on the other hand wrong. Example: Pete the paladin is hired to kill the evil lich. Pete goes to the tower lich is living in, but alas, the storm yesterday brought the tower crumbling down and lich is already dead.
3.Depends how he spends the money, taking money, even in form of justly earned reward and blowing it all in tavern...


Well... int 24 is pretty nasty, but I'm also running an adventure path where if players decide to continue after where it ends they will have opponent with 48 int. Now that is something to wrap your head around.

Keep in mind that game time and real time are often going at different speeds, where your big bad might have only seconds to rethink his/her plan, you can have much more time than that. Using that wisely can help you cross that cap between you and your characters.


Well me personally I can't see spell as being evil unless in order to use it you need to do an evil act, use materials that come from evil acts or alter some cosmic balance, etc.

Necromancy on the other hand... raising dead might not be evil, but doing so on corpse that you do not know and has given you no permission might be seen as evil act, no matter how you look at it. Things would be different if said necromancer would only raise bodies of those who in life gave him permission to do so. This might actually make an interesting character if he does not believe in after life and offering his "help" to transcend death, now how to do that in most setting where gods are every where and having active part in mortal lives might not be feasible.


I gotta say that I disagree with you on the matter of weapon finesse. With Agile-enchantment you get dex for damage, so with out the feat you are just one enchantment away from having a stat that will give you attack and damage for melee, attack and damage for ranged, armor and better reflex save...


Alright, thanks for all the answers, they have clarified this situation quite a lot for me :)

Ps. I do hope that kensai will get rewritten for next print


I get what you are saying Dark78660 by RAW since kensai ability states that it is identical to duelist skill, yet does not mention that he gains the bonus from his kensai levels, it would as such mean that no matter how many levels as kensai he takes he would never gain any bonuses from his class, right? That is clearly against RAI though.

So lets say it was worded that he gains bonus to his AC from his kensai levels. Now would you say that from my earlier options that option 1, 2 or 3 was right?


I kind of agree with what Zhayne is saying, but I can also see the other side. This is one of those gray area things when rules are bit harder to interpret, which i always hate. Thanks for your input ^^


3 people marked this as FAQ candidate.

So if I made a character who has levels both in kensai magus and duelist, how would those 2 class features work?

Duelist:
Canny Defense (Ex)

When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Kensai:
Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Lets say my character has int score 16 and he is lvl 2 kensai and lvl 2 duelist. Would I:
1.gain bonus independently, as in +2AC from kensai and +2AC from duelist, making it +4 AC
2.features stack making effective level of canny defense 4, giving max AC bonus of 4 but seeing my modifier is only +3, making it +3 AC
3. they don't stack and only better one applies, making it +2 AC


Here are 2 new maps... well basically they are one and the same with small difference
campsite day:
http://i1300.photobucket.com/albums/ag99/Ironlemons/campsiteday_zpsa8b33ead .jpg

campsite night:
http://i1300.photobucket.com/albums/ag99/Ironlemons/campsitenight_zps295a0f 77.jpg


GentleGiant wrote:

Map 1 linkified

Map 2 linkified

Thanks mate, should have probably done that myself ^^


Here is second battle map I recently made. This one also features city.

http://i1300.photobucket.com/albums/ag99/Ironlemons/city2_zpsf09180ee.jpg


Mr.Fishy wrote:

Nice, how printable is it? Very colorful looks expensive... how do dungeons and wilderness map look?

It is quite printable, i printed mine and squares were bit larger than ones in flip-mats made by paizo.

Laurefindel wrote:

Looks pretty indeed.

One question (out of curiosity more than a critique): Do all buildings need to be lined-up so perfectly (because of Dundjinni perhaps)? Any old towns I've been into have anything but straight roads, and town squares that are anything but square.

I actually made it like that, i could have used much more randomness when placing buildings, etc, but i think while it would make map more "pretty" it also would make it more complicated. And in my case i like to keep my battle maps simple to avoid unnecessary time waste during gaming sessions.


I've recently started making maps myself using programs like Dundjinni and photoshop. Now, I started thinking... I can't be only one doing that. I've seen couple persons sharing their maps on forums but nothing major. So i decided to make a thread where GMs could share maps they have made with other GMs. Single thread for all you GMs to look for maps if you need them.

Let me start by sharing a city map I made last week. (24x30 square grid)
http://i1300.photobucket.com/albums/ag99/Ironlemons/city_zpsf17c7714.jpg

I'll be posting more when i make more. Also critique to improve my work is welcome ^^


bwatford wrote:

I'll keep that in mind. It is hard to find the right balance between too dark and too light with the grids. Let me ask, are you printing in color or b&w? On inkjet or laser? I ask because I may hve some tips for you on getting better printing results.

I print mine on everyday glossy photo paper (about $12 for 100 sheets) I set my inkjet printer settings to premium photo paper and the grids come out good except for a few instances where there is a lot of shadow close by.

Im using Inkjet printer and printing in color. Ive been using highest/best result settings but ive been printing on regular glossy paper you might see in everyday offices, not one meant for photos.



Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Please provide the following for your PC, and fill in the appropriate token and dice macros on the first slide:

Name:
Character Name:
SFS ID and character number:
Faction:
Day job Roll:
Boons (you can save this for after the briefing):


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

See Slide #2 for the mission briefing.

Archel finishes fueling the transport before slipping a basket of fresh fruit into the storage bin next to the scientific and surveillance equipment. She flashes a wicked toothy smile. With quick two raps on the roof, the vehicle begins to smoothly accelerate away from the small rescue facility. The impressively arranged corridors that connect the vault entrances of Salvation’s End fly past, soundless and still. The green glow from vault‘s primary entry terminals shines as the transport hums along.

After a few hours, the transport stops at an open maintenance hatch about 10 feet across, a flashing Starfinder beacon wedged into some pipes nearby. Odolf waits only long enough for disembarking and retrieving equipment before quickly turning and zipping back down the corridor.

You quickly notice that Archel has packed thre mk 3 serums of healing into the picnic basket. You may also attempt checks to Gather Information (likely Diplomacy) to have learned about Salvation's End prior to embarking. Reduce the DCs below by 5 for each different Salvation’s End adventure you have played: #1–00 Claim to Salvation; #1–09 Live Exploration Extreme!; #1–20 Duskmire Accord 9; and #2–04 Future’s Fall.

DC 15:
Salvation’s End is an artificial moon the Starfinder Society acquired the exclusive rights to explore. Former First Seeker Luwazi Elsebo initially hired mercenaries to explore the moon after the Scoured Stars incident.

DC 20:
The Starfinder Society helped finance its expeditions to Salvation’s End through an arrangement with Eoxian media mogul, Zo!. During a broadcast event, the Starfinders discovered the moon contains an enormous number of vaults with simulations of other times and places and unwitting inhabitants.

DC 25:
A mysterious guiding intelligence controls and maintains the experimental vaults on Salvation’s End. So far direct contact has not been possible for the Society.

DC 30:
During a recent expedition to a simulation of a possible Pact World future, the Society encountered a hostile invasion force attacking the vault that claimed allegiance to an unknown and aggressive entity called the Vault Lord. The presence of the Vault Lord’s forces provoked a dramatic response from the guiding intelligence to purge that vault. The Vault Lord’s symbol is a jagged seven-toothed cog.


Tier 1–4. First six to post get the job!


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Please post the following below:

Player Name > Chris W
Character Name > GM Skeemo
Society ID > #125136-200X
Faction > Vigilant Seal
Downtime > GMing Lore: 1d20 + 3 ⇒ (17) + 3 = 20 vs Task DC XX (typically your PC level –2); Success: 2 sp x 8 days = 1.6 gp (Level 3 PC in this example).
Network Items > lesser healing potion + lesser antiplague
Slotted Boons > [Faction] Champion, 3 Slots, 1 Advanced, any Slotless
Recall Knowledge Modifiers > Diplomacy or Society, whichever is higher
Relevant PC Information > Anything mechanically special or out-of-the-ordinary for your PC that the GM should know about, such as special senses, conditional roll modifiers, etc.

Notes: This scenario has the Envoy's Alliance tag. Being in Razmiran, it also qualifies for the River Kingdom's Politician boon, if you have it. Given that the mission involves construction, it might be wise to pick up a Hireling trained in Crafting if your PC lacks such training.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Once enlisted, introduce your character here, then go to the Slides, fill in your Perception modifier, place your token in your preferred marching order, and read the missives from Venture-Captain Holgarin Smine and Envoy's Alliance Faction Leader Fola Barun. Smine's missive comes with a satchel containing 150 gp to help pay for renovations. Missives are reprinted below for those who prefer to read type font. Don't forget to update your PC info in the Discussion tab as well; the missives function as your briefing, so you should have everything you need to choose Network Items and Slot Boons.

Holgarin Smine's Missive:
Greetings, Pathfinders!
I was recently contacted by a high-ranking priest of the so-called god Razmir with an intriguing but troublesome offer: he claims to have his government’s permission to help us set up the first Pathfinder Lodge in the nation of Razmiran. As Pathfinders have been banned from Razmiran for over 50 years, the possibility of once again having access to that land is one we can’t ignore—but I don’t trust the theocratic Razmiri government. All they care about is praising the name of their fake god and keeping the common people poor and ignorant while they live high on the hog. Though I can’t imagine that they see the Society as anything but a nuisance, the agreement they offer seems reasonable.
Despite my misgivings, I’ve been ordered to investigate the proposed location. I’ve chartered you passage on a ship headed to Razmir to meet with this high-ranking priest in the village of Prophet’s Rest, a hamlet on the Glass River just west of Xer. The priest’s name is Narsen, and he’s expecting you. Help secure the location for the Lodge, make any necessary repairs, and hire some locals to help you hold it for the next month or so while I organize a more permanent staff.
I am sending you with a significant sum of cash to pay local workers, buy any construction materials, and grease a few palms if need be. I’m also including a few dozen bulbs of a magical plant called a Whisper Lily. These were given to me years ago by a Chelaxian associate, and once planted, the flowers have the ability to transmit sound to their sister plants here in Tymon. Plant them in secret around the new Lodge, and we’ll be able to keep better tabs on what’s going on with the locals once you leave.
Good luck!
Holgarin Smine

Fola Barun's Missive:
My dear allies,
With the death of so many at the Siege of Gallowspire, the Envoy’s Alliance must redouble its efforts to recruit new members for the Society. Razmiran is a completely untapped source of new recruits, and although I know that Smine wishes you to find some who will serve the new Razmiri Lodge as guards and servants, you should also be on the lookout for anyone who might have the potential to one day become a full Pathfinder. Sadly, Razmiran is a land where few can be counted on not to report our secrets to the government, so I send you on a delicate mission: seek out the locals and gain their trust. Once you think you have it, try to ascertain whether or not they can keep a secret from their government. If they are trustworthy, give them one of the special tokens I have included with this missive, and tell them to return it to the Pathfinders of the Lodge once it is fully established. It will serve as a marker to those who come after you of the Razmiri’s trustworthiness. These markers are imprinted with the holy symbol of Razmir and should not arouse suspicion. With your help, we will return the Society to its former glory.
With greatest respect,
Fola Barun

Your adventure begins aboard the Queen of Elysium, a river sloop that is headed for the hamlet of Prophet’s Rest in southern Razmiran. Your fellow passengers include a sullen and unfriendly group of Razmiri spice merchants returning home from abroad, and a family of five refugees from Lastwall fleeing the destruction of their nation by the Whispering Tyrant.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Please post the following:

Player Name:
Character Name (class, level, theme):
PFS ID:
Starting reputation with factions:
Starting fame:
Downtime Activity (with roll, if applicable):
Other relevant info the GM should know:

Please post the following info, although decisions may be adjusted following your adventure briefing.

Purchases:
Boons slotted for this scenario
Relevant boons: First Skirmish (Social or Starship), High Society Influence (Iteration-177; Ally), Honorbound Allies (Starship), Iteration-177's Attention (Ally), Jinsul Witness (Personal), Second Seekers (Jadnura) Champion (Faction), Second Seekers (Luwazi Elsebo) Champion (Faction), Surviving Companion (Slotless)
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

A massive gathering of Starfinders has assembled onboard the immense flagship, the Master of Stars. They await a major announcement by the joint First Seekers.

Dot in and introduce yourselves here.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Please post the following:

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A set of white furniture stands around the door to a briefing room in an unfamiliar spaceport. The room is chilly, enough so that breathing organisms can see their breath fog in the air. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green.

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A set of white furniture stands around the door to a briefing room in the middle levels of the Lorespire Complex. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green.

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Several comfortable chairs and sidetables stand outside the sliding door to one of the central conference rooms in the Lorespire Complex. A red ticker displays in automated text: "Please wait to enter."

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A small, barely furnished waiting room stands outside an automated door emblazoned with text reading "ARCHIVES CORTEX." A small red light glows over the door.

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Dear Customer Service,

I am a Pathfinder Adventure Path subscriber, and today received my physical copy of AP 131: Right Hand of the Reaper. I have not, however, received my physical copy of AP 130. How do I fix this?

Thank you,
Chris


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[SFS]1-13 On the Trail of History (Author Run), Table #2


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[SFS]1-13 On the Trail of History (Author Run), Table #1

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Darkblight Fallow
==========
Long has the Darkblight tainted the inner reaches of the Fangwood in Nirmathas, each newly corrupted plant plunging the forest deeper into the coils of Cyth-V’sug, Demon Lord of Fungus. Unbeknownst to most surface-dwellers is that the demonic rot has so saturated the soil that it now drips down into the yet-uncharted tunnels of Nar-Voth winding beneath the Fangwood. Most subterranean fauna fled the rot, sensing its fiendish influence, but the dread glutton Bidryllisus took the blight’s appearance as a blessing from her demonic patron. Bidryllisus cultivated the blight in a sizable chamber, where it blossomed inside the underground flora and matured into a massive tree of rotten fungus. The wicked fey dubbed her putrid garden “Darkblight Fallow,” and commenced her mission to spread the blight through the surrounding passages, facilitating its growth in the soil above.

In her endeavors to groom the fungi, Bidryllisus has begun capturing creatures and turning them into living fertilizer for her garden (as well as ripe fonts of terror to sate her own hunger). Her most recent victims are three Nirmathi spelunkers—Kedvan, Baltus, and Corolai—who she caught exploring an overgrown entrance into Nar-Voth near the Fangwood’s heart. The three humans, now implanted in the fungal stalks to be painfully digested, desperately await aid.

The PCs arrive here at the request of the explorers’ families, who worry for their missing loved ones. The PCs’ investigation leads them to Darkblight Fallow.

Blighted Soil (CR 9)
==========
The wet odor of mold hangs heavy in this massive chamber, exuding from the moist, dark soil at the lowest level. Colossal fungi bloom from the ground and cling to the rocky walls, as though bowing to the chamber’s centerpiece: A gigantic toadstool with fleshy tendrils that curtain its rotten, festering stalk. A bloodcurdling moan, laden with despair, disrupts the chamber’s stillness for a moment...then silence.

All inclines other than the one leading to the chamber’s northwest exit slope steeply, and all vertical surfaces require DC 15 Climb checks to scale. The floor is soft and moist, negating the first 1d6 points of falling damage but not affecting movement. Bidryllisus’s phosphorescent fungi shed dim light throughout the Fallow.

Some of the room’s fungi create stores of acid within their stalks, used to digest any hapless insects that crawl into their tubers. Creatures can shoot spouts of acid from these caustic tubers as a standard action. To do so, the creature must occupy the tuber’s square (which provides cover against ranged attacks and area-effect spells) and make a ranged touch attack (with a –4 non-proficiency penalty) to aim the tuber and forcibly expel the acid. These attacks deal 4d6 points of acid damage, and can target any creature in the Fallow to which the tuber has a line of effect. Small creatures receive a –2 size penalty on the ranged touch attack, since their size makes it difficult to manipulate the Medium-sized tuber. The tubers need time to replenish their acid reserves, requiring 1 round to replenish one damage die (4d6 over 4 rounds maximum). A DC 20 Knowledge (dungeoneering) or Knowledge (nature) check reveals the fungi’s ability.

Creatures can grab, hold onto, and hang from the dangling strands with a DC 10 Acrobatics check and at least one free hand. As a full-round action requiring two hands, a creature may swing between strands or jump from a strand to another surface with an Acrobatics check (DC equals a long jump of the same distance, made with a running start due to the creature swinging to build momentum). The swinging creature may move one additional square for every 5 it surpasses the Acrobatics DC, brachiating between strands.

Creatures: Bidryllisus resides on the platform in the middle level’s southwest corner, feasting on fear-saturated mushrooms blooming from Corolai’s forehead. Upon realizing the PCs’ intrusion, she sprays acid from the nearby tuber, then climbs along the cavern walls to other tubers to continue her ranged assault. Bidryllisus takes no non-proficiency penalties for using the tubers, and mainly targets druids and healers. She capitalizes on cover whenever possible, and uses her fungous snares to ground flying targets and impede climbing ones. Bidryllisus avoids melee, using her spell-like abilities and dread burst to escape hand-to-hand combat.

Bidryllisus’s efforts to further expand Cyth-V’sug’s influence caught the demon lord’s attention, and he conjured three fiendish fungus leshys to help the fey tend to her crop. One leshy begins combat in each level, as indicated on the map. The leshys try to limit the PCs’ mobility and ranged efficacy, obstructing pathways to Bidryllisus and bombarding intruders with puffballs and tuber acid. The leshys take no non-proficiency penalties for using the tubers, although they suffer the –2 size penalty for being Small. The leshys target ranged combatants and spellcasters.

Two violet fungi also inhabit the bottom level. The fungi maintain their positions and attack any non-leshys that come within their reach (possibly including Bidryllisus, although she knows to avoid them). The fungi pursue targets no further than ten feet from their starting positions.

Embedded in the fungal stalks are what remains of Bidryllisus’s captives, now immobile masses of flesh completely overgrown with luminescent mushrooms and tubers, their limbs all but entirely eaten away. Once the doomed explorers realize that salvation may be nigh, they shriek for help. An adjacent PC can calm one of the humans with a DC 18 Diplomacy or Intimidate check as a standard action. Helping Kevdan (bottom level, southern stalk) affords the PC a trained Knowledge (nature) check with a +10 bonus to learn about the Fallow’s denizens, as Kedvan rattles off all he’s learned about his abductors. Assisting Baltus (bottom level, northern stalk) persuades him to tell the PC how to fire the caustic tubers, eliminating that PC’s non-proficiency penalty. Corolai (middle level) has no information to give the players, but once calmed she tells the PC that her corroded arm still grips a masterwork cold iron shortspear, which may help in defeating the fey once it’s extracted with a DC 12 Strength check. The fungi will finish killing the captives 20 rounds after the start of initiative (DC 15 Heal or Perception checks reveal this).

Bidryllisus, Dread Glutton CR 5
XP 1,600
hp 52 (Round 3)

Fiendish Fungus Leshys (3) CR 2
XP 600
hp 15 each (Bestiary 294, Bestiary 3 177)

Violet Fungi (2) CR 3
XP 800
hp 30 each (Bestiary 274)

Kedvan, Baltus, and Corolai, Crippled Superstitious Mercenaries CR —
hp 9 each (currently 3; NPC Codex 80)
Speed 0 ft.
Str 1 (drained), Con 2 (drained), Cha 4 (drained)

Trap: The fungus caps in the middle level have sensitive membranes, which Bidryllisus has conditioned to open upon contact for feeding. The northern and southern stalks contain trapped explorers, but the eastern cap is armed to swallow anything that tries to cross it.

Hungry Fungus Pit Trap CR 5
Type mechanical; Perception DC 20; Disable Device DC 20
----- Effects -----
Trigger location; Reset repair
Effect 3d6 falling damage plus digestive enzymes (identical to sassone leaf residue poison), victim is considered grappled inside the bottom level’s eastern fungal stalk (CMB +4, CMD 14, hardness 5, 40 hp). Creatures still grappled after 1 minute become pinned, being slowly digested by the fungus. Creatures may make DC 15 Climb or Escape Artist checks to crawl up and out the stalk once they are no longer grappled.

Development: If the PCs fail to defeat the Fallow’s defenders before the humans die, Cyth-V’sug bestows his blessing upon Bidryllisus, granting her the blighted fey template (Inner Sea Bestiary 6).

If the PCs successfully dispatch Bidryllisus and her minions, they must quickly decide what to do with Kedvan, Baltus, and Corolai. Setting fire to the fungi would eradicate the Darkblight that has infested the Fallow, but the humans would surely perish if they remained trapped. The PCs can extract the explorers with DC 20 Strength or Knowledge (nature) checks as a full-round action (failure inflicts 1d6 points of damage on the trapped explorer), but only potent magic can restore their health and mobility.

Furthermore, the Darkblight has since spread from the Fallow to several nearby sections of Nar-Voth, causing an emergence of other fungal growths and numerous blighted subterranean fey. Being the only ones privy to this outbreak, the PCs bear the responsibility of exterminating the blight before it contaminates even more of the Darklands.

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This granite-skinned humanoid stands as tall as a dwarf, with a ball of colorless fire hovering where its head should be. Shadows in the flames emulate two leering eyes and a crooked scowl.

Deeplit CR 5
XP 1,600
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +13
Aura palelight

----- Defense -----
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp 52 (7d8+21)
Fort +5, Ref +4, Will +8
Immune blindness, undead traits
Weaknesses pattern susceptibility

----- Offense -----
Speed 20 ft.
Melee mwk heavy pick +13 (1d6+10/x4), or slam +12 (1d8+10)
Ranged light hammer +7 (1d4+7)
Special Attacks consume light

----- Statistics -----
Str 25, Dex 14, Con —, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +12; CMD 24
Feats Cleave, Improved Sunder, Power Attack, Skill Focus (Knowledge [dungeoneering])
Skills Climb +16, Knowledge (dungeoneering) +10, Perception +13, Profession (miner) +10;
Languages Common, Dwarven, Undercommon

----- Ecology -----
Environment any underground (Nar-Voth)
Organization solitary, pair, or team (3-12)
Treasure standard (masterwork chain shirt, masterwork heavy pick, 2 light hammers, other treasure)

----- Special Abilities -----
Consume Light (Su) A deeplit can inhale nearby lights, making a dispel check (+7 modifier) against all light sources within 20 feet as a standard action. Magical light sources use their regular dispel DCs; mundane and alchemical light sources have a DC of 12. Dispelled light sources are immediately extinguished, and the deeplit gains 1 light point for every 10 feet of normal or bright light emitted by the total consumed light sources (rounded down). The deeplit can then either regurgitate or swallow the light as part of the same action. Regurgitating the light deals 1d6 points of damage per light point to all creatures in a 15-foot cone, and blinds creatures in the area for 1 round per damage die. A DC 16 Reflex save halves the damage and dazzles victims instead of blinding them. Swallowing the light enhances the deeplit’s palelight aura for 1 round per light point.
Palelight Aura (Su) A deeplit’s flaming head normally emits dim light in a 20-foot radius. When a deeplit swallows light, its head instead emits light equal to the brightest light source swallowed. Any area of normal or bright light shed by the deeplit’s head functions as a minor negative-dominant plane (Game Mastery Guide 186), which also heals undead (including the deeplit), while any area of dim light causes living creatures to become fatigued while within it (Fort DC 16 negates). Damage from overlapping palelight auras does not stack. A deeplit’s palelight aura disappears when it is destroyed.
Pattern Susceptibility (Ex) Pattern effects and spells affect deeplits normally, ignoring the undead’s immunity to mind-affecting effects.

Deeplits spawn from the corpses of those who become lost in the Darklands due to cave-ins or navigational errors, desperate to find the light at the end of the tunnel. Many deeplits were dwarves who fell during the Quest for Sky, but several failed miners and explorers have joined the deeplits’ ranks. They dig tirelessly through the reaches of Nar-Voth, yearning to see sunlight one last time before their final rest. Their mission’s futility stokes the deeplits’ hatred, both of the subterranean creatures that call their underground purgatory “home” and of surface-dwelling travelers who have beheld the sky that deeplits covet so. Only promises of salvation can capture a deeplit’s attention.

Deeplits paradoxically seek the light that other undead despise, soaking in any fragments of light they can find. Their long exposure to the lightless realm renders deeplits vulnerable to colored lights and patterns, which the undead find euphoric and inspiring.

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The Drowning Temple

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Windstrider Mail
Aura faint evocation and transmutation; CL 5th
Slot armor; Price 6,100 gp; Weight 10 lb.
Description
Sleek gray stripes line the sides of this +1 mithral shirt. When worn, the wearer’s clothing and hair dance about as though caught in a faint breeze.

Three times per day, the wearer can transform into a surge of living wind, moving up to 60 feet in a straight line as a standard action. This line need not be horizontal; the effect can be used to traverse hazards or reach elevated platforms. All creatures in the line between the wearer’s starting point and destination are blasted by the squall. The wearer attempts an overrun combat maneuver against every creature in the area, with a +10 circumstance bonus to CMB. Failed overrun attempts do not stop the wearer’s move, and the wearer’s maneuvers and movement do not provoke any attacks of opportunity. Flying creatures in the area must make a DC 15 Fly check or fall 20 feet, taking appropriate damage and falling prone if they reach a solid surface.

Creatures more than one size category larger than the wearer are not affected by the windstrider mail's effect, but they do not inhibit the wearer’s move. If the wearer’s path is blocked by an object, such as a door, he makes a Strength check to move or burst through the object with a +5 circumstance bonus.
Construction
Requirements Craft Magic Arms and Armor, gaseous form, gust of wind; Cost 4,100 gp

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Astugr Lighthouse
==========
The town of Skjoldmur has long been the funerary mecca of the Lands of the Linnorm Kings. Mourners deliver their dead to the Skjoldmur clerics of Gorum, who perform last rites over the departed before escorting them to their final resting places on the island of Orthost. Given the necromantic power saturating the Isle of the Dead, no sane Ulfen will deliberately spend the night on Orthost, so a hasty departure from the island following a funeral is just as important as the funeral itself. Considering how treacherous the shores of Broken Bay can be, it is no surprise that Skjoldmur’s citizens harbor deep respect for the building designed to guide mourners safely home: Astugr Lighthouse.

Astugr Lighthouse is a weather-worn granite tower that looms over the town’s surrounding walls from a bluff of hazardous rocks adjacent to Skjoldmur’s bay. It is lit with a blazing eye of fire that illuminates the coastline, for the people of Skjoldmur favor a traditional fiery beacon over a magical one, believing that fire repels Orthost’s restless dead. The lighthouse is owned, operated, and inhabited by an equally impressive family: Hargulf Astugr, his wife Isold, and their 5-year old daughter Talbot. The Astugr family has manned the lighthouse from generation to generation since its construction centuries ago—some even say that the original family matriarch, Forelda Astugr, remains in the lighthouse and protects its namesake family to this day—and they have never once failed to maintain its beacon. This illustrious history of sound service has earned the Astugrs great respect and recognition from the people of Skjoldmur.

Unfortunately for the Astugrs, their lighthouse’s radiant beacon caught the eye of a dark soul: a member of the Gorum priesthood named Skimir White-Eye. Originally a hostage taken from a raid as a child and conscripted into serving the clergy, Skimir’s cowardice caused him to buckle under the brutal treatment and ridicule of Gorum’s faithful. Although he wears the armor and mouths the prayers to the Lord in Iron, Skimir’s soul truly belongs to Charon, the Horseman of Death and the rightful lord of Orthost in Skimir’s twisted mind. Eager to curry the Horseman’s favor and to take revenge, Skimir devised a plan to punish the Gorum priesthood (and with it the people of Skjoldmur), with Astugr Lighthouse as the centerpiece for his treachery. Skimir bided his time, studying the lighthouse, researching its guardian, and learning about the daemonic servants of Charon. Then one dark afternoon, when most of Skjoldmur’s clerics and warriors were summoned to Orthost for the burial of a famous raider’s young son, who suddenly perished after eating a horsemeat sausage laced with one of Skimir’s deadliest poisons, Skimir made his move.

The Lighthouse Weeps (CR 5)
==========
The normally brilliant sunset is obscured by a ceiling of thick gray clouds, and the streets and buildings are wrapped in a churning shroud of falling snow. The eye of Astugr Lighthouse burns strikingly against the iron sky, but its radiant blaze dances almost frantically, weeping tears of black smoke that are swiftly dispersed by the biting, frigid wind. The sound of distant sobbing is muffled by the snowfall.

Just as the insignia on the last funereal longboat’s sail faded from view, Skimir put his plan into motion, activating a scroll of control weather stolen from the temple archives to conjure a vicious snowstorm and drive most of Skjoldmur’s citizens inside. As the storm brewed, Skimir cast two lesser planar ally spells to call a pair of lacridaemons, promising the fiends that if they snuffed out the lighthouse’s beacon then they could bind and hang the two Astugr parents out in the snow to die of exposure. The proposed sacrifice delighted the lacridaemons, so Skimir warded himself and each daemon with resist cold spells to protect them from the touch of the family’s guardian, wary of the dangers posed by the Astugrs’ house spirit.

Skimir led the daemons (concealed by their own invisibility spell-like abilities) to the lighthouse, and while the fiends quietly slaughtered the lighthouse guards, Skimir paralyzed the Astugrs with Extended hold person spells and ripped Talbot screaming from her bed, with their guardian spirit all but powerless to stop them. Skimir gagged Talbot and carried her back to a hidden lair in town, eager to inflict upon her the same torments that he himself suffered throughout his own stolen childhood, leaving the lacridaemons to claim their sacrifices and douse the beacon (in that order, by the selfish fiends’ insistence). The daemons lashed Hargulf and Isold together in only their nightclothes and strung them over the edge of the lighthouse facing the sea, where only the uncaring ocean could see them. Now the daemons wait, watching contently as the freezing winds strip the life from the lighthouse keepers (a sacrifice made all the sweeter by the desperate screams of their helpless guardian spirit), before they extinguish the beacon and return to Abaddon.

The Lighthouse: The stairs lining the lighthouse interior are steep, acting as difficult terrain that makes running and charging impossible and adds 4 to the DC of Acrobatics checks. The roof is brightly illuminated and warmed by the beacon, which provides total concealment to creatures standing on opposite sides of it and inflicts 1d6 fire damage to anything that touches it. Creatures can stand adjacent to the flames without getting burned, but they take fire damage if moved (such as by bull rush) into one of the burning squares. Each square of the beacon burns self-sufficiently, but can be smothered with a full-round action. The wind and snow impose a -4 penalty on Perception checks and ranged attacks on the roof of the lighthouse, and automatically extinguish unprotected flames (except for the beacon, which is massive and well-fueled enough to burn despite the inclement weather). The roof is surrounded by an iron railing, providing a +4 bonus to CMD to avoid being pushed or thrown off of it. Hargulf also keeps an alchemical silver handaxe hidden under his mattress on the second floor.

Creatures: Forelda, a disir who manifests as a lithe woman with radiant white hair, has been desperately trying to rescue her family, but the daemons’ bolstered cold resistance and her insubstantial nature have rendered her efforts futile. Unwilling to abandon Hargulf and Isold, Forelda has been sending out frantic cries for aid via telepathy to any sentient creature that passes within 100 feet of the lighthouse, but the eldritch storm, the daemons’ unnerving aura of sobs, and the absence of most Skjoldmur authorities for the funeral have kept the wary Ulfen away. If the PCs respond to Forelda’s plea, the disir assists them however she can, mainly by setting up flanks, attacking summoned reinforcements, using her aura of fate to assist her allies and impede the daemons, and trying to afflict each lacridaemon with cursed fate. Forelda knows the location of Hargulf’s axe (above) and readily discloses this information if asked.

Meanwhile the lacridaemons are anxiously waiting for their sacrifices to succumb to the brutal weather so they can douse the beacon and return to Abaddon. If they detect activity in the lighthouse’s lower levels, they do their best to hide themselves (having already used their invisibility spell-like abilities) and bombard the intruders with their own telepathic “pleas,” trying to discredit the disir and confuse the interlopers. Once the intruders reach the top of the lighthouse, the lacridaemons attempt to summon more of their own and focus their attacks against those trying to assist their dangling sacrifices. Each daemon fights to the death so long as its companion lives, but if one is defeated then the other attempts to smother the lighthouse beacon before teleporting away. The Astugrs hang 20 feet from the lighthouse roof, far from the warmth of the beacon, and if left unattended they will die of exposure in 5 minutes.

Forelda Astugr, Disir CR 4
XP 1,200
hp 37 (Round 2)

Lacridaemons (2) CR 3
XP 800 each
hp 30 each (Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3, 48)
Resist cold 20

Development: If the lacridaemons are defeated, the Astugrs can be stabilized with a DC 20 Heal check; casting any cure spell or endure elements adds a +4 circumstance bonus to this check. At this point, Forelda beseeches her new comrades to find Talbot (unfortunately Forelda does not know who Skimir is or where he might have taken the child). Should the PCs prove reluctant to rescue Talbot, or act dangerously toward the Astugrs, Forelda becomes panicked and may lash out against her former allies. Failure to intervene results in Hargulf and Isold freezing to death, the lacridaemons extinguishing the beacon just as the funeral retinue departs from Orthost, and Forelda being driven violently mad with fear and remorse. The driving snow and winds make reigniting a functional beacon extremely difficult (a DC 28 Survival check), especially considering the bereaved disir’s aggression.

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This short, vaguely humanoid creature seems to be carved out of wood, with angular limbs, knotholes for facial features, and a tussle of curly “hair” reminiscent of lathe shavings. It leaves a trail of white sawdust wherever it moves.

Timberjiff CR 2
XP 600
CN Small fey
Init +3; Senses low-light vision; Perception +7

----- Defense -----
AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural)
hp 18 (4d6+4)
Fort +2, Ref +7, Will +4
DR 5/cold iron; SR 13
Weaknesses vulnerable to fire

----- Offense -----
Speed 30 ft.
Melee 2 claws +6 (1d3+1)
Ranged pellet +6 (1 plus sawdust)
Special Attacks death throes, sawdust
Spell-Like Abilities (CL 4th; concentration +5)
3/day—warp wood (DC 13), wood shape

----- Statistics -----
Str 12, Dex 17, Con 12, Int 9, Wis 10, Cha 13
Base Atk +2; CMB +2; CMD 15
Feats Blind-Fight, Weapon Finesse
Skills Acrobatics +10, Craft (carpentry) +10, Perception +7, Stealth +14, Use Magic Device +8 (+12 wooden wands); Racial Modifiers +4 Craft (wood), +4 Use Magic Device (wooden wands)
Languages Sylvan, one language common to the timberjiff’s home city

----- Ecology -----
Environment any urban
Organization solitary, pair, or gang (3-6)
Treasure standard

----- Special Abilities -----
Death Throes (Su) When a timberjiff is slain by any type of damage other than fire damage, its body combusts into a plume of wood scraps, subjecting all adjacent creatures to its sawdust ability.
Pellet (Su) A timberjiff can pack and throw a pellet of compressed sawdust as a standard action. If it hits, the pellet deals 1 point of bludgeoning damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the timberjiff’s sawdust. The pellet has a range increment of 20 feet.
Sawdust (Su) Whenever a timberjiff is damaged by a slashing weapon, wood shavings splinter from its body, forcing the attacker to make a DC 13 Fortitude save or be sickened for 1 round and have its vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one’s eyes with water ends this effect. Attackers that are not adjacent to the timberjiff when it is damaged are not subject to this effect. The save DC is Constitution-based.

Timberjiffs are city-dwelling fey that are born when magic-infused trees are harvested and processed into building or crafting materials. Like many fey, timberjiffs are mischievous by nature, and they enjoy tormenting those who use the lumber that brought about their creation as a means of “avenging” the felled trees. Timberjiffs pay little mind to their victims’ relationships to the wood; they are equally likely to open leaks in the roof of a home built with fey timber, where the residents are oblivious to the origins of their home’s construction, as they are to steal and warp the tools of the lumberjack who cut down the magical tree in the first place. Their synthetic origins make timberjiffs craftier than most fey, however, and they have great respect for art, fine architecture, and magic items that are made from wood.

Timberjiffs are particularly prominent in cities throughout the Lands of the Linnorm Kings, springing from lumber harvested in Grungir Forest and living in alleys and basements near the wood that birthed them. Most Ulfen see them as a nuisance, but skilled whittlers and woodcarvers sometimes trade their wares to the fey in exchange for information or favors.

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Bonedancer Bodhrán
Aura moderate necromancy; CL 3rd
Slot —; Price 6,700 gp; Weight 1 lb.
Description
This calf-skin drum is painted with an image of a grinning skull, and comes with a giant’s finger bone to use as a beater. A creature with at least 1 rank in Perform (percussion) can play a steady rhythm on the drum as a standard action. This grants all undead within 30 feet of the player a +2 profane bonus on attack rolls, damage rolls, and Will saves during each round the drum is played. Alternatively, the drummer can instead force undead within the area to dance in place to the beat of the drum; in this case, affected undead cannot leave the spaces they presently occupy and they take a -2 penalty to Armor Class and Reflex saves for as long as the drummer plays. Intelligent undead can resist this effect with a DC 12 Will save; those that fail their saves can still take actions that do not require them to leave their spaces, but they take a -2 penalty on attack and damage rolls and must succeed on a concentration check (DC 10 + spell level) to cast spells. Mindless undead receive no save and can take no actions other than dancing. The drum’s magic can be used for 9 rounds per day.
Construction
Requirements Craft Wondrous Item, command undead, bardic performance class ability; Cost 3,350 gp


My players have asked about a naval adventure and I've decided to oblige. Most of them have read Stormwrack inside out and backwards, so rather than set them against the usual aquatic terrors like dragon turtles, krakens and sea serpents, I want to throw something at them to catch 'em off-guard. The idea I settled on was using a run-of-the-mill white dragon, but rather than flying out to attack the PCs' ship, it swims up from under the waves, preferring to fight from the water. Conceptually it made sense to me: whites have a pretty nice swim speed, their Swim modifier is head and shoulders above their Fly modifier, their high Con means they can hold their breath for upwards of 4 minutes (2 if regularly attacking), and the water protects them from fire-based attacks. Combine these with a well-placed anchor feather token and liberal use of the dragon's fog cloud spell-like ability to shroud the ship, and I think my PCs will have their hands full. Plus, if the PCs prove too powerful in melee, the dragon could always go back underwater and attack the ship directly, making Strength checks or full attacks to punch holes in their ride.

All this being said, my question is this: what would the rules be if the dragon tried to just capsize the whole ship. I know some monsters have the Capsize ability, but white dragons do not, so can they just not do it? I mean, elderly whites are just as large and strong as dragon turtles and actually have a better swim speed, so conceptually I'd think they could do it. I just don't know what the rules mechanic would be.

I did look at the brine dragon in the Bestiary 2 as an alternative, since they have the Capsize ability, but the white would fit my setting better.

Any advice?