Ezren

Kaushal Avan Spellfire's page

Pathfinder Starfinder Roleplaying Game Subscriber. **** Pathfinder Society GM. Starfinder Society GM. 198 posts (199 including aliases). 14 reviews. No lists. No wishlists. 21 Organized Play characters. 2 aliases.


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I'm very interested to see what Swordmaster offers. I've always wanted to build a PC in the vein of a Mifune Toshiro character (from pretty much any Kurasawa film, but Sanjuro from Yojimbo is most iconic), but couldn't ever get it to work in 1st Edition.

2/5 ⦵⦵

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SFS #1-27 has an error regarding a hazard on the map. I don't know where else to put this so I'm going to write it here. Maybe the author will see it and provide clarification. See spoiler tag for details.

Details:

King Xeros of Old Azlant p.7 wrote:
"Chilled mist from damaged atmosphere piping gulfs the blue-tinted watery regions of this map [Urban Sprawl side 1]."

Except, there are no "blue-tinted watery regions" on this side of the flip-mat. This description would work if we were using the other side of the flip-mat, but that side is not featured in the Scenario. Please advise where this hazard is supposed to be located.


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So there's an issue with the stat blocks that persists whenever a particular monster from Alien Archive gets included.

Stat Block Problem:

The Aeon Guard's ACs are too high. For a CR 3 combatant, they should be EAC 14, KAC 16, not EAC 19 and KAC 21.


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I honestly don't share the OP's sentiment. Even if Hero Lab Online has eschewed SF for PFPT, I don't think Paizo has. The pace may be slower than Pathfinder, but that's to be expected when comparing the new project versus the flagship product. That said, some erratas/2nd printings would be greatly appreciated. The SF Core rulebook FAQ is great, but I'd like to see those DC adjustments to Starship combat reflected in my actually PDFs.

2/5 ⦵⦵

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So excited for some gray ops wetwork in Return to Sender!

2/5 ⦵⦵

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Gundam would be good! Unfortunately I think the 1/144 scale models are more 90mm base (Huge-sized). Any ideas what might work well for a tank?

2/5 ⦵⦵

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I'm prepping this for a session in a few weeks, and since I've got time I wanted to see if anyone has recommendations for a mini for the final boss (either a paper pawn or a metal/plastic model).


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I can think of no-one more deserving!

2/5 ⦵⦵

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Nefreet wrote:
Why?

Because I like it when people show their reasoning.

I apologize if I struck a nerve, Nefreet, I only meant to comment on something that has bothered me about the Additional Resources documents for organized play.

2/5 ⦵⦵

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Nefreet wrote:
In 2017 it looks like Paizo posted $9.9 million revenue, so they are indeed operating a "multi-million dollar competitive scene".

That's not what I meant when I said "competitive scene." Perhaps I should have used the term "tournament scene," since I was not referring to market competitiveness but rather competitive play.

Regardless, I'm not advocating that Paizo should copy the DCI (I think I make that point explicitly in my original post). I know that comparing PFS/SFS and MTG is comparing apples and oranges. I brought up the DCI as an example as to how companies choose to explain their decision-making to consumers. Perhaps I should have chosen a different example, such as balance patch notes from League of Legends. At any rate, all I was trying to say is it would be nice to know why.

2/5 ⦵⦵

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Nefreet wrote:
Kaushal wrote:
I'd really love to know the rationale behind what does and does not get sanctioned in the Additional Resources documents.
Horse's Mouth

With all due respect, this is not a rationale, but it is a helpful explanation of the process and individuals involved. To clarify, I'm wishing Paizo would publish the explanation as to why a certain decision was made to disallow an option, since the reason may not always be readily apparent.

For example: Why can't I buy an Aeon Guard Rifle (from Alien Archive)? I'd be looking for an explanation like "The Azlanti Star Empire keeps a tight reign on its military technology, so the only way you could feasibly obtain one in-universe is by looting it from an Aeon Guard soldier," or "Because it's primarily meant to be in the hands of antagonists, the Aeon Guard rifle would be too strong if the players could simply buy one, and must earn it through defeating a challenging encounter."

I recognize that providing such justifications for 64+ pages of content monthly is a bit much to ask of a company as small as Paizo. But this is a wish, not an expectation, and wishes don't have to be grounded in reality. I'll continue to support PFS/SFS because I rather do enjoy the experience, I'd also just like a balm to soothe the ache of not being able to be a six-armed purple space hamster that strangles her enemies to death.

2/5 ⦵⦵

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I apologize for casting animate dead on this thread--I meant to write this back before the site went down: I'd really love to know the rationale behind what does and does not get sanctioned in the Additional Resources documents. The DCI for Wizards of the Coast often publishes lengthy explanations of its updated banned lists for Magic: The Gathering, and while Paizo isn't running a multi-million dollar competitive scene, it would still be nice to hear some of the reasoning behind why all battle ribbons, for instance, are not permitted in organized play. (Given my own mathematical understanding of how grappling works, I can understand why garrotes aren't permitted, although I can't say I'm not disappointed since now my Ghost Operative can't super-spy his way through an enemy compound.) Speculation is good and fun, but I'd rather hear the explanation straight from the horse's mouth.

2/5 ⦵⦵

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Edit: Arutema ninja'd me, and even caught something I forgot about.

Barbarian, Bloodrager, Cavalier, Unchained Monk, Swashbuckler, and Gunslinger all get 4 skill points per level with full BAB. Avenger specialization Vigilante gets 6. The First Mother's Fang Cavalier archetype gets all knowledge skills as class skills, but is only available to Nagaji characters. Unfortunately, you may need to dip into another class to get what you are looking for.


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Thanks for the replies!

@Entryhazard: Believe me, Transformation Sequence was the impetus behind the idea.

@The Shaman: I'm not hugely a fan of bladebound magus, and I get duelist isn't supposed to cast spells. I envisioned the magical girl as being assisted by the ghost of an Aldori Swordlord, which is why I was sticking to dueling classes (so she can fight like a duelist).

@Kalindlara: You presume correct!

@SAMAS: The Magical Girl archeytpe is kinda trash, IMO, otherwise I would've gone for it immediately.

@Hoga the half orc: Kinda wanted the whole "aided by a ghost" thing. Plus for proper magical girl you need Transformation Sequence.

@Reksew_Trebla: Thanks for the thoughts, but I think it'd end up making this build more muddled than it already is XD

@Isabella Lee: Thanks! It's indeed an interesting archetype, but I'm not sure it's exactly what I'm looking for (she's more an exiled River Baroness, less a Brevic loyalist)


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The premise is simple: An ousted River Kingdoms noble finds a trinket that transforms her into a warrior capable of reclaiming her stolen destiny.

I was playing around with the Medium class, and how it might be used as a multiclass dip, and I struck upon a fun idea: What if I used a Relic Channeler Medium/Vigilante who channels the spirit of an ancient warrior to transform? Immediately infatuated with the idea, I set about trying to make it.

So far, I've had a few ideas of how to do it, but none are completely satisfactory. As a note, I've been building PFS-legal, 20 pt. characters, since if this build works out well why not surprise a few PFS GMs with it?

Permutations to Date (all level 11):
Medium (Relic Channeler) 1/Vigilante (Avenger spec) 4/Aldori Swordlord 2/Duelist 4
Medium 6/Vigilante 2/Aldori Swordlord 3

So what's the problem? Well, so far she fights well, but sorta lacks mobility and, well, magic. I mean, the flavor is there--channel the spirit and use transformation sequence, but it's the rest of her abilities that are somewhat lacking. She lacks any magical attacks (I know a more martially-inclined character could expect much in this regard), and a way move around easily. Ideally, she would express her magic through feats of great athleticism, like jumping high into the air.

Now to the question: What suggestions do y'all have to make this magical girl work? Is there an archetype or feat I haven't thought of, or a spell or magic item I should know about? Thanks!


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Why isn't Perception a class skill now? Shouldn't situational awareness be within a soldier's wheelhouse?


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Hello folks, I'm looking for some feedback on a magus idea I had and am currently playing in PFS. The original character concept was supposed to be something of a mounted spellcaster (inspired by the Dark Knight class in Fire Emblem), but what it turned into was something a bit different--a spontaneous caster raised by wolves.

Here's the proposed build:
Male half-elf magus (eldritch scion) 1st level, Destined bloodline.

Str 14+2, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Traits: Beastkin (wolves), Reactionary
01: Exotic Weapon Proficiency (katana)(from Ancestral Arms), Nature Soul
03: Quick Draw, Familiar arcana
05: Improved Familiar, Arcane Strike(B)
06: Flamboyant Arcana
07: Animal Ally
09: Mounted Combat, Hasted Assault arcana
11: Intensified Spell(B), Spontaneous Metafocus
Alt 11: Ride-by Attack, Spirited Charge

The reason I want Improved Familiar is because I've got a boon that qualifies for a pretty good one (explained in spoilers, below). The more important question is: Is this character too greedy? Or should I pick a different feat spread?

My reason for going for a familiar is pretty straight forward--the right familiar gives you an improved action economy. Given his relatively low intelligence (I went 12 just so I could have 3 skills...I'm using my favored class bonus for extra arcane pool points), a Sage archetype familiar could also help out with knowledge checks.

Familiar Choice:
I qualify for a pseudodragon at level 5 thanks to a boon from Perilous Portent. Pseudodragons are pretty great because they can use wands and have blindsense. Plus, it sets up a good dynamic, as the character is a Minkaian worshiper of Tsukiyo, who is closely tied to Shizuru, whose sacred animal is a dragon.

What does everyone think?

2/5 ⦵⦵

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I'll be close to Tarrytown, but I'll also be close to a Metro-North station.

2/5 ⦵⦵

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Hello. I will be moving to New York (Westchester County, specifically) in August and I wanted to know if there are any active Pathfinder Society organizations in the area. I've looked around on Paizo and online, and so far I haven't had any luck. I would really like to keep up my involvement in PFS, so please let me know if there are any extant groups.

NB: I know there is a society in Long Island, but it is pretty hard for me to go all the way out there from where I will be living (it would be either a very long drive or a very expensive train ride).

2/5 ⦵⦵

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There is no statute of limitation on purchasing items off chronicle sheets anymore.

Pathfinder Society Roleplaying Guild Guide v7 wrote:
Every item listed on your Chronicle sheets is considered always available for purchase for you, regardless of whether it’s on your first Chronicle sheet or your 21st Chronicle sheet. The only exceptions are items that have a purchase limit. You may never purchase more of that item throughout the life of your character than the number amount listed as the purchase limit.


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I know that the Slayer's Blood Reader slayer talent can tell you the exact hit points of a living target. Other than that, I'm not sure.

2/5 ⦵⦵

Pathfinder Starfinder Roleplaying Game Subscriber

If you want dex-to-damage and you want Weapon Finesse just put Agile on your rapier, all it costs is a +1 bonus (and you can give your weapon other buffs from your Arcane Pool anyway).

Pathfinder Society Field Guide wrote:


Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

2/5 ⦵⦵

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Sorry, first time posting in PFS forums so I didn't know where to ask. It won't happen again.

Follow-Up Question:
So what I understand is that the additional text on this boon is just some sort of tagging system just in case another boon wants to know if you have any grippli-related boons. Is that correct?

Thanks.

2/5 ⦵⦵

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Hello,

So I'm setting-up to run the Scions of the Sky Key mini-arch for my current PFS group and I've got a question about what the

Spoiler:
Grippli's Favor boon earned in 6-14 means.

PFS Scenario #6-14 wrote:

Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting

you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used
in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Does this mean that characters can apply this boon to make a grippli or re-build as a grippli (as per the 1st-level rebuild rules)? Or would a "race boon" be far more explicit in it's language? In the latter case, what does it mean that characters have access to "grippli-related options"? Access to grippli-specific feats and spells?


Thank you.


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This has always been one of my favorite APs and I'm glad it's getting the RotRLAE treatment. The steeple chase in "Edge of Anarchy" continues to be my favorite set piece in all of Paizo's publication history. That said, I certainly hope some of the encounters and maps get updated, especially in the later-half of the campaign.


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The saving throw would actually be DC 14, because the magic item is assumed to have the minimum mental attribute required to cast the spell (in this case, Int or Cha 13).

PRD wrote:
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

I hope this answers your question.


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I'd like to see that Dragon Empires hardcover we were teased about (I wish I could find that forum post by James Jacobs but alas). I'd also like something substantial on Vudra (A Vudra Gazetteer might be nice!)

2/5 ⦵⦵

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I can't seem to find any thread that addressed this specific question, so I'm posting it here:

I attended GenCon 2015 and participated in the 7-00 The Sky Key Solution event. I played a pre-gen at the time, but did not have my PFS # on the chronicle sheet (I had forgotten my number and was assigned one by my table GM for reporting purposes). Can I still apply the chronicle sheet to a character of the appropriate level, so long as I can also produce the temporary number card I was handed by the GM? What do I need to do in order to apply credit, if possible?

Thanks.


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The question to me is whether or not the spell continues to be "yours" when it's turned. I would argue that due to how phantasmal killer works, you would not know that you created the illusory effect.

The important part of spell turning reads as follows:

PRD wrote:
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected.

RAW that means the exact spell gets bounced back. Now, here's what phantasmal killer says:

PRD wrote:
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. (emphasis mine)

From this we read that you don't know what the phantasmal killer looks like, so if it gets bounced back at you it takes on the form of your own worst fears.

Now, I cannot find any information on disbelieving your own illusions. The PRD says the following:

PRD wrote:

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

Furthermore, the rules for phantasms read:

PRD wrote:
A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene don't notice the phantasm. All phantasms are mind-affecting spells.

So given all this, I would say that you can be affected by a turned phantasmal killer, since it's not a figment (which you automatically disbelieve on physical interaction with) you can't know you didn't create it. If you are fully-informed caster (that is you see the shape go out, interact with spell turning knowing spell turning is active, then see it coalesce into a being of your worst fears and coming charging toward you) you might get a +4 bonus on the Will save, but the psychic energies you assailed your opponent with are still coming directly back at you. So go ahead and make that Will save.

Of course, that's just my interpretation of the rules. Others who are more knowledgeable about the various FAQs that have answered illusion questions (of which there are many I'm sure) might be able to better answer the question.


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Hmm, that's too bad. I heard a rumor once about a Dragon Empires Book sometime in 2015, but I guess we'll see what gets announced at GenCon. Thanks!


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Hey all. I'm currently in the middle of preparing for a fresh Jade Regent campaign, and I have been thinking a lot about making the game and its travels feel more organic, especially once we get to the latter half of the story.

Insofar as I'm aware, what we have on Minkai is limited to about a handful of pages in "Tide of Honor" and half a page in the Dragon Empires Gazetteer. Sadly, mostly what gets mentioned are the major cities in Minkai, but nothing of the villages and settlements that doubtlessly dot the massive countryside.

My question is: Are there any products, threads, etc, that have further developed Minkai? Do we have any additional information on local rulers, threats, and so forth? Anything you guys can share would be great!


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Activating Dizzying Defense on a cast seems rather narrow, unless you were using a racial spell-like ability or gained Dizzying Defense through the Arcane Deed Magus Arcana. It is possible to read Dizzying Defense as gaining the bonuses regardless of whether or not you attack, but it might also be possible they meant for you to compound a swift action with your other attack actions to benefit from the improved bonuses. Think of the Arcane Strike feat, which costs a swift action to activate but you only benefit if you make an attack or full attack. Could be the same thing here.


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Albatoonoe wrote:
So I took a look at the spell and this definitely seems like it's more intended for servants of gods. Hell, it even mentions the deity's favored weapon. Just because it says "spiritual" and the Shaman has "spirits" doesn't mean that they go together.

That doesn't make sense though because Oracles don't have to serve any particular god and they can still summon spiritual allies. Heck, clerics that don't worship any one god are not precluded from casting the spell either (and clerics aren't required to be devoted to a deity, as per the last couple of sentences in their Domain class feature entry).

While it's true that Paizo doesn't think certain types of spells belong to one class, the exclusion of spiritual ally from the Shaman list is odd, especially when no other class gains the Spirit Magic class feature (I've read the oracle archetype mentioned by whew and the rules as written do not say the Oracle gains an ability that counts as Spirit Magic for the purposes of feat and prestige class prerequisites).

The only way I can see a shaman fully benefiting from the Spiritual Guardian feat is either a Cleric or Oracle + Shaman multiclass (weird) or the half-orc alt favored class bonus for shaman (which is exceedingly limited, granted for an exceedingly limited feat, but still).


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Firefox 31.0 on Windows 7 Professional seems to be having problems displaying characters on the sidebar, I'm just seeing blank spaces and incomplete words (such as " ec nology Guide"). The error often occurs at the beginning of a word. It does not occur on Chrome (Windows 7). Anyone else having that problem?


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Hey guys, I’m sorry this took so long. It’s been hell at work, so I’ve been really busy. Thanks again for all your support and interest, and I look forward to hearing your feedback and thoughts!

Battle for Korvosa Update
While the original system for Battle of Korvosa works, it doesn’t work as well as intended, and has a lot that needs to be addressed or corrected. Here I have endeavored to address the concerns I remember having, as well as add some new ideas brought up previously in this thread. Some of the rules are clarifications, the others are updated content. In situations where what I’ve written conflicts here with the original content, the new rules supersede the old.

Please bear with me that some of these updates might have typos or errors. I’ll try to correct them if and when I find them, and also answer any clarifying questions you may have.

RESOURCES
Build Points
Update: Build points are more than just a rough approximation of available materiel, but of other resources as well. Food, manpower, wages (in the case of mercenaries), weapons, and armor all fall under the purview of BP, and the acquisition of BP through territory control is representative of an influx of currency and new recruits.
PCs begin play with 100 build points, but may buy more at a rate of 300 gp per 1 BP. Build points may not be converted into currency.

Build Points and Leadership
Update: PCs with leadership gain +10 bonus BP to begin, and an additional 1 BP each night phase. This represents the steady trickle of followers attracted to the PC, either as fresh recruits or to replace fallen followers. Remember that while the PC’s individual Leadership Score doesn’t impact the influx of these supplies, losing units may penalize that PC’s Leadership Score with regards to attracting followers (see Leadership). Leadership can also be a prerequisite for recruiting certain units.

STARTING POSITION
Clarification: The players only in control the Gray District when the game starts, and have no units other than the hero units Bishop d’Bear, Cressida Kroft, and Vencarlo Orsini.

COMBAT
Critical Hits
Update: When a unit rolls a natural 20 on an attack roll, it threatens a critical hit. The unit re-rolls its attack roll, adding all bonuses and penalties. If the attack is successful, the threat is confirmed, and the unit deals double normal damage on the hit. Bonus damage, such as from an attached Academae Wizard or Cressida Kroft’s Peerless Leadership is not doubled. Regardless of whether or not the threat is confirmed, a natural 20 on an attack roll always hits.

Critical Miss
Update: When a unit rolls a natural 1 on an attack roll, the attack always misses.

Leadership
Update: When a unit rolls a natural 20 on a Leadership test, the test always succeeds regardless of the total result. Likewise, when a unit rolls a natural 1 on a Leadership test, the test always fails, regardless of the total result.

Escaping
Update: Being faster than your opponent helps when you’re trying to run away. When a unit attempts a Leadership test to escape, compare its speed to the fastest speed of all units it is attempting to escape from. If the escaping unit is faster, it gains a +1 bonus on the check for each 1 mile it exceeds the fastest enemy unit’s speed. Likewise, it takes a -1 penalty for every 1 mile by which it is slower than the fastest enemy unit.

SPECIAL ACTIONS
PLAYER SPECIAL ACTIONS
Sewer Running
Update: When navigating the sewers beneath Korvosa, all units heading to a specific Ward must succeed a DC 15 Leadership test or become lost, ending up in a random adjacent Ward in the same District as the intended Ward. Failure by 5 or more, or a critical failure, means the units have run afoul of otyughs. Roll a d100. On a result of 01-75, the units have encountered an otyugh. On a 76-00, the units have encountered an otyugh gang. Combat starts immediately, and units may retreat as normal, but doing so places them in a random Ward in the same District as the intended Ward.

Underground Movement
Update: The PC’s actions remain undetected by Ileosa until either their first non-stealthed unit leaves the Gray District, or their first stealthed unit is discovered. Alternatively, if the PCs have more than 12 units stationed in the Gray District, this ability ends after the next Night Phase.

NEW: Pseudodragon Spies
Uses: Passive (Requires Majenko’s Plea completion)
Effect: Korvosa’s psuedodragon population has decided to help the resistance fight back against Ileosa’s tyranny. These tiny dragons serve as messengers and scouts for the resistance, and assist with identifying hidden foes. The DC on leadership checks to notice hidden enemy units is decreased by 2. Furthermore, PC units targeted by Ileosa’s Special Actions receive advanced warning from the dragons, allowing the units to make escape attempts even if they normally couldn’t.

ILEOSA SPECIAL ACTIONS
NEW: Command Imps
Uses: Once Per Day (Must control Temple of Asmodeus)
Effect: Ileosa places one Imp Flock in any ward of a district she controls. These imps remain until the end of the next Night Phase.

NEW: Search Party
Uses: Once Per Day
Effect: Up to 3 gray maiden units in any one ward enter the sewers in search of any PC units that have entered that ward via Sewer Running, or that have escaped from combat using Into the Sewers. The gray maidens must succeed a DC 18 Leadership test to locate any unit without the Stealth ability, otherwise use the Stealth ability’s DC. If the gray maidens successfully locate the hidden units, combat begins immediately. If the search party fails to locate any hidden units, there is a 20% chance it runs afoul of an otyugh.

UNITS
Unit Training Times
Update: Units now require only one night phase to train, or to replace, as eager recruits band together to form new units, or replace fallen soldiers. Note: This change was made primarily because players were discouraged from building new units they unlocked as the battle progressed, which is no fun.

Resources
Ranged Weapons Ranged weapons are now a purchasable upgrade for Resistance Fighters, at the cost of an amount of BP equal to the ACR of the unit.

Masterwork Weapons Masterwork weapons add +1 to attack rolls, and cost 5 x ACR BP per unit.

PC UNITS
Pharasman Clerics
5 members (N human cleric of Pharasma 1)
ACR 2; AC 14; hp 20; Attack +4; Damage 1d6+4
Leadership +5
[b]Special Abilities
attach, divine mission, healer
LOGISTICS
Speed 2 miles
Build Cost 10 bp; Prerequisites allied with Cathedral of Pharasma
Attach (Ex): As an action, Pharasman Clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Divine Mission: Pharasman clerics cannot be demoralized by the undead and do not suffer a -2 penalty from their horrifying ability. This special ability is also bestowed upon any unit a Pharasman cleric is attached to.
Healer (Ex): Units in the same ward as this unit heal at double the standard rate.

Pharasman Inquisitors
10 members (N human inquisitor of Pharasma 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities blast undead, divine mission, judgment 1/day
Leadership +7
LOGISTICS
Speed 2 miles
Build Cost 20 bp; Prerequisites allied with Cathedral of Pharasma
Blast Undead (Su): Once per day against undead enemies, inquisitors may make a special attack. If the attack hits it deals 5d6 damage.
Divine Mission: Pharasman inquisitors cannot be demoralized by the undead and do not suffer a -2 penalty from their horrifying ability.
Judgment (Su): Once per day, the Pharasman Inquisitor may unleash a vicious judgment on its foes. For the next hour, the Pharasman inquisitor unit gains a +2 sacred bonus on attack and damage rolls.

NEW: Pseudodragon Clutch
5 pseudodragons
ACR 6; AC 19; hp 70; Attack +9; Damage 3d6
Special Abilities enhanced senses, flight, poison, stealth
Leadership +9
LOGISTICS
Speed 6 miles
Build Cost 30; Prerequisites Complete Majenko’s Plea Special Mission
Enhanced Senses (Ex): A Pseudodragon clutch possesses enhanced draconic senses and gains a +5 bonus on Leadership tests to detect hidden enemy units. Furthermore, attacks that require a unit to be hidden never work on a Pseudodragon Clutch.
Flight (Ex): A Psuedodragon Clutch may move between any number of districts in a single move
Poison (Ex): Each time a Pseudodragon clutch successfully hits an enemy unit with attack, if that unit is not immune to poison, it must make a DC 16 Leadership test or suffer 1 temporary negative level as a member is rendered unconscious by the pseudodragon’s venom. These negative levels go away after one hour. Units defeated this way may actually recover to full health if the control of the Ward or Landmark does not change.
Stealth (Ex) Psuedodragon clutches are inherently difficult to detect, and are always hidden from enemy units unless that unit succeeds a DC 20 Leadership test. A +4 racial bonus is included in the DC.

Resistance Foot Soldiers
10 members (LN human warrior 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Resources none
Leadership +5
LOGISTICS
Speed 3 miles
Build Cost 10 bp; Prerequisites Cressida Kroft, or PC with Leadership

Sable Company Marines
5 members (LN human ranger [sable company] 6)
ACR 10; AC 24; hp 130; Attack +14; Damage 4d6+6
Resources masterwork weapons, ranged weapons
Special Abilities flying mounts, skirmish
Leadership +13
LOGISTICS
Speed fly 10 miles
Build Cost Special; Prerequisites Sable Company Diplomatic Mission completed
Upon Completing the Sable Company Diplomatic mission, 3 units of Sable Company Marines will spawn in any district the players choose 3 days after the conclusion of the mission, at the start of that day.
Flying Mounts: Sable Company Marines may only be attacked by units that have spellcasting or ranged weapons and may move between districts in a single move.
Skirmish (Ex): A Sable Company Marine unit may participate in combat in any adjacent ward, although while doing so it suffers a -2 penalty on attack rolls and deals half damage, including bonus damage.

NEUTRAL UNITS
Abadarian Clerics
5 members (LN human cleric of Abadar 1)
ACR 2; AC 14; hp 20; Attack +4; Damage 1d8+2
Resources ranged weapons
Special Abilities attach, bless
Leadership +5
LOGISTICS
Speed 2 miles
Build Cost 10 bp; Prerequisites destroyed Akaruzug, control the Bank of Abadar
Attach (Ex): As an action, Abadaran clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Bless (Sp): Once per day, the Abadaran Cleric unit may cast blessing of the watch on up to 5 units in the ward, or on any unit it is attached to. This grants a +1 morale bonus to attack rolls and leadership checks for 1 hour.

Abadarian Paladins
5 members (LG human paladin 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Resources ranged weapons
Special Abilities smite evil 1/day
Leadership +7
LOGISTICS
Speed 2 miles
Build Cost 25 bp; Prerequisites destroyed Akaruzug, control the Bank of Abadar
Smite Evil (Su): Once per day Abadarian paladins may smite one evil unit within the district. For the rest of the day while engaging the targeted unit, the Abadarian paladins receive a +2 bonus on attack rolls, a +3 damage bonus, and a +3 bonus to AC. All attacks the paladins make against the target unit ignore damage reduction.

Academae Wizard
1 member (LN human conjurer 7)
ACR 6; AC 19; hp 70; Attack +9; Damage 3d6
Special Abilities attach, blast barricade, spellcasting
Leadership +5
LOGISTICS
Speed 3 miles
Build Cost 40 bp; Prerequisites Breaching Festival complete
Attach: As an action, the Acadamae wizard may attach to any unit in the same ward and provide magical support. The attached unit receives a +4 bonus on attack rolls and deals 2d6 extra damage on a successful hit. This damage is not multiplied on a critical hit. Furthermore, the attached unit counts as having ranged weapons. The wizard remains attached to the unit until it either spends another action to detach. If the unit is defeated while the wizard is attached, the wizard is also defeated.
Blast Barricade: Once per day, a wizard in combat against a barricade may blast a barricade apart with a well-placed fireball. This replaces any attack the wizard or the wizard's unit makes that round.
Spellcasting: The Academae wizard draws its strength from incredible magic power. Against foes resistant to such power, such as those with spell resistance, the Academae wizard takes a -2 penalty on attack rolls and deals half damage.

Cerulean Society Thieves
3 members (CN human rogue 2)
ACR 3; AC 15; hp 30; Attack +6; Damage 2d6+2
Special Abilities Infiltrate, Shingles runner, Stealth
Leadership +6
LOGISTICS
Speed 3 miles
Build Cost 20 bp; Prerequisites City of Thieves complete
Infiltrate (Ex): During the Night phase, a unit of Cerulean Society Thieves may infiltrate an enemy ward and create disruptions. If the infiltrating unit succeeds on a Leadership check (DC = 10 + highest enemy unit CR), then all units in the district recover no hit points during the night phase, and the thieves steal 2 BP worth of supplies and equipment.
Shingle Runner: Cerulean Society Thieves move at double speed in districts the Shingles expands into, and can cross between multiple districts in a single move provided they only move through wards containing the Shingles.
Stealth: Cerulean Society Thieves are difficult to detect. A unit in a ward with cerulean society thieves must pass a DC 14 Leadership check to be able to notice them and interact with them normally.

Gray Maiden Defectors
4 members (LN human cavalier [honor guard] 3)
ACR 6; AC 19; hp 70; Attack +10; Damage 3d6
Resources masterwork weapons, ranged weapons
Special Abilities mounted
Leadership +9 (fearless)
LOGISTICS
Speed 8 miles
Build Cost Special; Prerequisites Sabina Merrin, control the Longacre Building
5 Gray Maiden Defector units are automatically spawned at the Longacre building the round after it is captured.
Fearless: Gray Maiden Defectors do not route when reduced to 0 hit points or fewer, but continue to sustain losses as normal units do.
Mounted: Gray Maiden Defectors may cross multiple districts in a single move.

NEW: Otyugh
1 member (N otyugh)
ACR 4; AC 17; hp 40; Attack +7; Damage 3d6
Special Abilities Disease, Scent
Leadership +3
LOGISTICS
Speed 2 miles
Build Cost N/A
Disease (Ex): Each time an otyugh makes a successful attack against a unit, that unit must make a DC 15 Leadership test or be afflicted with disease, suffering a -1 penalty on attack rolls and Leadership tests. These penalties remain until the unit regains hit points next Night Phase.
Scent (Ex): Otyughs have a keen sense of scent, and gain a +5 bonus to Leadership when attempting to spot hidden units.

NEW: Otyugh Gang
4 members (N otyugh)
ACR 8; AC 21; hp 100; Attack +11; Damage 5d6
Special Abilities Disease, Scent
Leadership +7
LOGISTICS
Speed 2 miles
Build Cost N/A
Disease (Ex): Each time an otyugh makes a successful attack against a unit, that unit must make a DC 15 Leadership test or be afflicted with disease, suffering a -1 penalty on attack rolls and Leadership tests. These penalties remain until the unit regains hit points next Night Phase.
Scent (Ex): Otyughs have a keen sense of scent, and gain a +5 bonus to Leadership when attempting to spot hidden units.

NEW: Wererat Guide
5 members (N human wererat ranger [urban ranger] 1)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities Attach, Damage Reduction, Nose for Trouble, Otyugh Bait, Sewer Runner
Leadership +3
LOGISTICS
Speed 3 miles
Build Cost 20 BP; Prerequisite Befriending the Wererats completed
Attach: A unit with an attached Wererat Guide cannot get lost when using Sewer Running
Damage Reduction Wererat Guide units only take half damage from all units not equipped with silver weapons.
Nose for Trouble (Ex): Wererat Guides are attuned to the subtle changes of their underground home and gain a +5 bonus on Leadership tests to avoid ambushes or detect hidden units. A wererat guide also provides this bonus to any unit it is attached to.
Otyugh Bait (Ex): Once per day the wererat guide may direct the attached unit in a devious false retreat. The unit attempts a leadership test to escape as normal, but success means rather than escaping, the unit lures up to three enemy units into an otyugh nest. The enemy units are permitted a DC 15 Leadership test to see the ruse for what it is and not pursue, in which case the unit escapes normally. If the targets fall for the trap, they immediately begin combat with an otyugh gang (see below), and the wererat guide’s unit may choose to return to combat, join in combat with the otyugh gang, or escape normally. Ambushed units find it difficult to flee the nest, increasing the Leadership DC to escape combat by 5. Units that escape the nest are able to return to combat, or escape normally.
Sewer Runner (Ex): Wererat Guides travel through the sewers and may move through any number of districts in a single move, as if by sewer running. Wererat Guides never risk getting lost when using Sewer Running, and confer this benefit on any unit they are attached to.

ENEMY UNITS
Asmodaen Clerics
5 members (LE human cleric of Asmodeus 1)
ACR 2; AC 14; hp 20; Attack +4; Damage 1d8+2
Special Abilities attach, channel negative energy
Leadership +5
LOGISTICS
Speed 2 miles
Attach: As an action, Asmodaen Clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Channel Negative Energy (Su): Three times per day, instead of attacking, an Asmodaen Cleric unit may deal 2d6 damage to one enemy unit. If the Asmodaen Cleric is attached, that unit instead deals 1d6 extra damage that round and may attack as normal.

Asmodaen Inquisitors
10 members (LE human inquisitor of Asmodeus 1)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities enslave, judgment 1/day
Leadership +7
LOGISTICS
Speed 2 miles
Enslave (Ex): A routing unit reduced to half unit strength in combat with Asmodaen Inquisitors must succeed a DC 15 Leadership check or be captured by the inquisitors. These slave forces provide the Inquisitors a cumulative +1 bonus to attack and damage rolls for each unit thus captured. These bonuses go away at the beginning of the night phase.
Judgment (Su): Once per day, the Asmodaen Inquisitor may unleash a vicious judgment on its foes. For the next hour, the Asmodaen inquisitor unit gains a +2 sacred bonus on attack and damage rolls.

Grey Maidens
4 members (LE human cavalier [honor guard] 3)
ACR 6; AC 19; hp 70; Attack +10; Damage 3d6
Resources masterwork weapons, ranged weapon
Special Abilities mounted
Leadership +9 (fearless)
LOGISTICS
speed 8 miles
Fearless: Gray Maidens do not route when reduced to 0 hit points or fewer, but continue to sustain losses as normal units do.
Mounted: Gray Maidens may cross multiple districts in a single move.

NEW: Imp Flock[b/]
6 members (LE imp)
[b]ACR
7; AC 20; hp 85; Attack +10; Damage 3d8+3
Special Abilities damage reduction, flight, immune to fire and poison, invisibility, mutiny, sabotage
Leadership +6
LOGISTICS
Speed 5 miles (flight)
Damage Reduction (Ex): Imp flocks take half damage from all units not equipped with silver weapons.
Flight: An imp flock may cross any number of districts in a single move.
Immunities (Ex): Imps are immune to any attacks which use fire or poison.
Invisibility (Sp): Imps can naturally turn invisible and cannot be detected by normal means. If a unit has the ability to detect invisible enemies, the imps may be noticed with a DC 17 Leadership test.
Mutiny (Sp): Once per day, an imp flock may attempt to use their suggestion spell-like ability to incite mutiny in one unit. The unit must succeed a DC 17 Leadership test or be consumed by infighting, unable to act for the rest of the day.
Sabotage (Ex): Once per day, the imp flock may attempt to sabotage an enemy unit. This can only occur during the Night Phase. The imp flock makes an attack roll against a unit that is unaware of it, gaining a +2 bonus. If successful, the attack deals no damage, but manages to disrupt the unit’s rest and make off with some of their resources. That unit recovers no hit points during the night phase, and the imps steal 2 BP worth of supplies.

Korvosan Guards
10 members (LN human warrior 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Resources ranged weapons
Leadership +5
LOGISTICS
Speed 2 miles

Red Mantis Assassins
4 members (LE human rogue [sanctified rogue] 4/fighter 2/red mantis assassin 3)
ACR 11; AC 25; hp 145; Attack +15; Damage 7d6
Resources masterwork weapons
Special Abilities assassinate, poison, running, stealth
Leadership +14 (fearless)
LOGISTICS
Speed 3 miles
Assassinate (Ex): As an action, a unit of Red Mantis Assassins can attempt to silently kill one squad while remaining undetected. The unit makes an attack roll against the defending unit's AC. If the attack is successful, damage is dealt normally and the defending unit must pass a DC 20 Leadership check or be immediately defeated. The Red Mantis Assassins must be hidden to use assassination. If the assassination is successful, the Red Mantis Assassins remain hidden, otherwise their position is revealed.
Poison (Ex): Whenever a unit of Red Mantis Assassins attack hits an enemy unit, that unit must pass a DC 20 Leadership check. If it fails, the unit takes a cumulative -2 penalty to all attack rolls until the end of the day.
Running (Ex): A unit of Red Mantis Assassins can move anywhere within a district as part of a single move action, effectively ignoring barricades.
Stealth (Ex): Red Mantis Assassins are difficult to detect. A unit in a region with red mantis assassins must pass a DC 20 Leadership check to be able to notice them and interact with them normally.

Zombie Horde
10 members (NE Medium undead)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities Horrifying, Staggered, Undead
Leadership +0 (fearless)
LOGISTICS
Speed 3 miles
Horrifying (Ex): Units sent to fight against zombies must pass a DC 15 Leadership check or suffer a -2 penalty to attack rolls as they are horrified by the sight of their former comrades.
Staggered: Zombies cannot initiate combat in a Ward if they moved this turn. Units attempting to escape from a Zombie Horde always succeed on the Leadership test to do so.
Undead: Zombies are undead and thereby have all the standard undead immunities and resistances. Zombies never route and cannot retreat- instead they are immediately destroyed when they reach 0 hit points.

HERO UNITS
Archbanker Tuttle
ACR 12; AC 27; hp 160; Attack +15; Damage 4d8+5
Resources scrolls
Special Abilities mass hold person
Leadership +15 (fearless)
LOGISTICS
Speed 2 miles
Scrolls: Once per combat, instead of attacking, Tuttle may read a healing scroll and recover 5d8+13 hit points.
Mass Hold Person (Sp): Once per day instead of attacking, Tuttle may paralyze all enemy units for three rounds.

Cressida Kroft (CR 9)
ACR 9; AC 23; hp 115; Attack +12; Damage 4d6+6
Special Abilities peerless leadership
Leadership +12 (fearless)
LOGISTICS
Speed 2 miles
Peerless Leadership (Ex): Once per day, Cressida may inspire her allies to greatness. All other allied units in the ward gain a +4 bonus to attack rolls, deal 2d6 extra damage on successful hits, and cannot fail Leadership checks for one hour. This extra damage is not increased on a critical hit.

Field Marshal Baradin
[b]ACR
8; AC 21; hp 100; Attack +11; Damage 5d6
Special Abilities shatter defenses
Leadership +11 (fearless)
LOGISTICS
Speed 2 miles
Shatter Defenses (Ex): Once per round, instead of attacking Baradin may attempt to intimidate all enemy units he is fighting. Each unit must pass a DC 18 Leadership check or suffer a -2 penalty to attack rolls, damage rolls, and AC for one round.

High Priest Ornher Reebs (CR 11)
ACR 11; AC 25; hp 145; Attack +14; Damage 2d10+18
Resources scrolls
Special Abilities hellfire
Leadership +14 (fearless)
LOGISTICS
Speed 2 miles
Scrolls: Ornher Reebs has many healing scrolls on his possession. Once per combat, instead of attacking, he may cast one of these scrolls to recover 5d8+11 hit points.
Hellfire (Sp): During combat, Ornher Reebs calls down terrifying blasts of fire upon his foes. Three times per day, Reebs may gain a +6 bonus to his next attack roll. If that attack hits, it deals 3d6 extra fire damage and 3d6 extra damage that is pure divine power.

Blackjack/Vencarlo Orsini
ACR 9; AC 23; hp 115; Attack +12; Damage 4d6+6
Special Abilities cunning duelist, fencing ace, stealth, old fox
Leadership +12 (fearless)
LOGISTICS
Speed 3 miles
Cunning Duelist (Ex): Once per day, Orsini may single out an enemy unit or hero in the ward and engage that unit in single combat. For the duration of this combat, Orsini gains a +2 dodge bonus to AC, and a +2 morale bonus to attack rolls.
Fencing Ace (Ex): Orsini is a master swordsman, and threatens a critical hit on a result of either 19 or 20. Only a result of 20 is an automatic hit, however.
Old Fox (Ex): Orisini is crafty and difficult to kill. He gains a +5 Leadership bonus when attempting to escape enemy units. Furthermore, when reduced to 0 hit points, Orsini makes a DC 20 leadership check. If successful, he retreats underground to the nearest ally-controlled ward. Orsini is considered hidden for the rest of the day and can only be located by units that succeed a DC 25 leadership check.
Stealth (Ex): Vencarlo Orsini is difficult to detect. Units in the same district as Vencarlo must pass a DC 18 leadership check to be able to notice and interact with him normally.

SPECIAL MISSIONS
NEW: Majenko’s Plea
Objective: Liberate a clutch of elder psuedodragons of Korvosa from a malevolent imp sorcerer
Details: If the PCs have helped Majenko in the past, he asked for them to help stop a wicked imp sorcerer from enslaving his kind. In return, the psuedodragons pledge themselves body-and-soul to Korvosa, vowing to fight those loyal to Ileosa until their dying breaths.

The imp sorcerer, a vile creature named Mozigatt, dwells in the Shingles of Westdock, in Midland. From there he holds court over his tiny kingdom of imps, enforcing his reign through sheer violence and intimidation. The self-styled Kaliph of Korvosa, the tiny devil thinks of himself as a modern-day Xanderghul, and as such has enslaved several psuedodragons to serve as his enforcers and pets. The pseudodragons chafe at their vile servitude, but lack the ability to inflict harm on the wicked creature.

Mozigatt’s lair can be found with a DC 30 Knowledge (local) check or DC 30 Diplomacy check to gather information. Several powerful spells can also help locate the lair, such as Locate Creature. If the PCs have no other way of finding Mozigatt, a brave little psuedodragon risks his life to lead the PCs to him.

Mozigatt’s court is a grandiose affair, at least as grandiose as it can be for an imp. Built in a rooftop hovel the owner of which Mozigatt murdered long ago, the faux-decadence of the court is immediately apparent. Cheap jewelry and furs fill every inch and crack of the dilapidated structure in a filthy imitation of a real throne room. A tiny throne has been erected from the carved bones of a Medium-sized humanoid, crudely lashed together with strips of leather no doubt taken from Mozigatt’s past victims. The throne is topped by an psuedodragon skull ornamented with various small gems.

Mozigatt is not found alone in his court. In addition to the wicked sorcerer there are also six imps and six psuedodragon elders.

Mozigatt CR 13
Male imp sorcerer 11
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +6
DEFENSE
AC 23, touch 18, flat-footed 18 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +2 size)
hp 108 (3d10+11d6+53); fast healing 2
Fort +6, Ref +11, Will +10
DR 5/good and silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +12 (1d4 plus poison)
Space 2-½ ft.; Reach 0 ft.
Bloodline Spell-like Abilities (CL 11th)
8/day—corrupting touch (5 rounds)
1/day—hellfire (DC 20)
Spell-like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 18)
1/week—commune (6 questions, CL 12th)
Spells Known (CL 11th; concentration +16; ranged touch +14)
5th (5)—baleful polymorph (DC 20), dominate person (DC 21), shadow evocation (DC 21)
4th (7)—[charm monster (DC 22), confusion (DC 20), fire shield, phantasmal killer (DC 20)
3rd (7)—dispel magic, hold person (DC 19), major image (DC 19), suggestion (DC 19), vampiric touch
2nd (7)—blur, flaming sphere (DC 17), hideous laughter (DC 18), minor image (DC 18), mirror image, scorching ray
1st (8)— burning hands (DC 16), charm person (DC 19), mage armor, magic missile, protection from good, shield
0 (at will)—acid splash, daze (DC 16), detect magic, mage hand, message, prestidigitation, ray of frost, read magic, resistance
TACTICS
Before Combat Like any mad emperor, Mozigatt fears assassins and makes sure to keep mage armor up at all times.
During Combat Mozigatt’s first instinct when confronted with attackers is to order his allies to attack and turn invisible. From there he will cast shield and use major image to harass and distract his foes. When trickery no longer becomes an option, the imp shifts tactics, trying to control his attackers with dominate person, turning them against each other. If backed into a corner, he will attempt to make a hole with phantasmal killer.
Morale A coward at heart, Mozigatt flees if reduced to below 50 hit points, promising red revenge upon his foes. Unless the tiny devil is killed, he will soon return with a powerful charmed monster to make good on that promise.
STATISTICS
Str 10, Dex 19, Con 14, Int 15, Wis 10, Cha 20
Base Atk +8; CMB +6; CMD 21
Feats Dodge, Eschew Materials, Extend Spell, Improved Initiative, Mobility, Spell Focus (enchantment, illusion), Toughness, Weapon Finesse
Skills Acrobatics +10, Bluff +11, Fly +22, Intimidate +19, Knowledge (arcana) +19, Knowledge (planes) +8, Perception +6, Spellcraft +19
Languages Common, Infernal
SQ bloodline (infernal), change shape (boar, giant spider, rat, or raven; beast shape I)
Gear ring of protection +1, rod of ice

Imp Courtiers (6)
Imp
hp 16 each; see Pathfinder Bestiary

Elder Pseudodragons (6)
Advanced pseudodragon
hp 19; see Pathfinder Bestiary, Pathfinder Bestiary

Treasure: In addition to the rod of ice (Ultimate Equipment) the malevolent imp wields as a badge of his authority, the layer is also filled with a loose collection of coins and trinkets totaling 1,100 gp in value, the total sum of tribute paid to Mozigatt by his courtiers and draconic slaves.

NOTES
Making Your Own Units
Part of the fun of an Adventure Path is customizing it. Goodness knows that what I’ve done here. If you are interesting in designing your own units for this rebellion, here is how I built mine:

Determine the individuals that will compose the unit, just like building an army under the Mass Combat rules. Members in a unit are homogenous, to a point, and are always all the same class. This will determine the unit’s ACR, and therefore its other vital statistics.

The ACR of a unit is equal to what it’s encounter CR would normally be. For instance, the ACR of a unit which consists of four level 7 human magi would be 11, while the ACR of a group of ten level one fighters would be five (a quick reference for adjusted CR for groups can be found here).

After determining your unit’s ACR, you can calculate it’s AC and hp from the monster creation table in the Pathfinder Bestiary. In this case you use ACR as the CR of the monster. Attack is determined by ACR+3 (there’s no math to this, it’s just an arbitrary number that I found works).

For damage, determine if you want the unit to deal high damage or low damage. Low damage units aren’t good in combat, but typically have other powerful effects that make them useful (like Academae Wizards). When determining damage, you actually want the unit to deal half the listed average damage in the table (the normal amounts are way too high). To determine damage dice I typically determine the dice + bonus that would get me to the average damage, and then see if it halves evenly. Otherwise I try to reach the halved value from average dice values. Sometimes I tweak the numbers to make dice rolls a little more interesting, but usually I try to stick by this system.

The hardest part is determining special abilities. This is where you need to get the creative juices flowing. Feel free to use the abilities of units listed above as a template. Leadership check DCs are the Primary Ability DCs in the monster creation table, sometimes adjusted up to make it a little more challenging. I can’t really offer any advice on making special abilities, other than “try to match the ability to the unit’s theme.” A team of magi, for instance, would have abilities that blend spellcasting and swordsmanship. Perhaps they are able to give themselves a boost to their attack and damage a limited number of times a day, or utilize spells to close distances with the enemy quickly. Clearly you don’t want to give units special abilities that don’t make any sense, like a fighter unit with a stealthy effect or a rogue unit with heavy armor.

Leadership is determined by how organized the unit is. Disorderly or cowardly units have a Leadership bonus equal to the “poor” save bonus on the monster creation table. Well-trained units have a bonus equal to the “good” save bonus. The exception to this is the Resistance Fighter and Korvosan Guard unit, which sort of stands at the middle between the two. I made this decision mostly because I thought +3 was too low and +7 was too high for the “basic unit,” so I looked for an average between the two. If you’re looking for an in-universe explanation, it could be because these units are typically a mixture of conscripts and seasoned veterans.

In Logistics, you want to determine the unit’s overland speed by calculating it from it’s base speed. Unit speeds are measured in overland distance per hour. For instance, a unit that would have a 30 ft. base speed (most unarmored units) have a speed of 3 miles. Armored units, which have a base speed of 20 ft., have a speed of 2 miles.

Build Point costs are sort of arbitrary, but typically I set them at 5xACR. Special units, or basic units may have BP costs adjusted up or down, depending on their abilities and armament. Unit prerequisites are completely up to you, have fun.


Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Kaushal Avan Spellfire wrote:


Implying there will be a right time and place? Hmm. Don't you find the (apparent) lack of internal consistency troublesome, not in the least for your writers?

Correct. We are quite likely to do more with the Starstone in the future.

Maintaining internal consistency is one of the hardest parts of the job, and one of the ones fraught with the largest source of frustration. But in this case, there's not a problem at all. You just don't have all of the information yet as to how gods like Iomedae and Norgorber interacted with the Starstone, and thus can't really use what we printed in Mythic Realms to solve all those mysteries. That's on purpose and by design. We couldn't ignore the Starstone in a book like "Mythic Realms," obviously, but neither did we want to pull all the curtains aside and leave no mystery behind.

And all this time I thought it was just sloppy world building (no offense)! I'm actually rather relieved to know you guys plan to do more with it, because leaving it at where it was in Mythic Realms just leaves a bad taste in my mouth. Thank you for answering my questions!


Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Kaushal Avan Spellfire wrote:
So, while I'm here I guess I'll ask. I was chatting with a friend about Mythic Realms and the Starstone, and we're both curious: Just what does the Starstone do, canonically in the Pathfinder campaign setting? Does it straight grant divinity as it did for Iomedae, Norgorber, and Caiden Caylean (apologies if I misspelled that one)? Or has it always granted mythic tiers, and those three ascended to godhood through writer's fiat?
Beyond what we said in print about it in Mythic Realms, I'm not ready to say more. Now is not the right time or place for that information... but its powers are MUCH closer to "it does whatever we want it to do for the story" than "It follows rules."

Implying there will be a right time and place? Hmm. Don't you find the (apparent) lack of internal consistency troublesome, not in the least for your writers?


Pathfinder Starfinder Roleplaying Game Subscriber

Usually environmental-based modifiers prove to be too much for my players to keep track of, so it often restricts the gaming experience. Personally, I love weather and think it makes a great addition to any encounter (rain-slick rooftop duels, anyone?), but it just doesn't work for my group.


Pathfinder Starfinder Roleplaying Game Subscriber

So, while I'm here I guess I'll ask. I was chatting with a friend about Mythic Realms and the Starstone, and we're both curious: Just what does the Starstone do, canonically in the Pathfinder campaign setting? Does it straight grant divinity as it did for Iomedae, Norgorber, and Caiden Caylean (apologies if I misspelled that one)? Or has it always granted mythic tiers, and those three ascended to godhood through writer's fiat?


Pathfinder Starfinder Roleplaying Game Subscriber

Sorry about that last post y'all. I realized I posted to the wrong thread. Must've been open to the wrong tab. It's since been deleted.


Pathfinder Starfinder Roleplaying Game Subscriber

Not certain if this was ever asked anywhere in the thread (it's a long thread), but does Paizo have plans to return to Tian Xia, or even go to Vudra? I feel like everything east of the World's Edge Mountains in Golarion is frightfully underrepresented in the modules and adventure paths.


Pathfinder Starfinder Roleplaying Game Subscriber

My crude attempt at a literature search unsuccessfully, I feel the compulsion to ask a question about Ameiko's back story as presented in Jade Regent. I'm curious as to how much, if any of it, came from the actual PC history of Ameiko (if my understanding that Ameiko was once a JJ character is correct)?

Clarifier:
By "back story" I mean the bit about the cannibals and the adventuring group, and pretty much everything else written into that page-and-a-little-more overview of her history


Pathfinder Starfinder Roleplaying Game Subscriber

Huh, Ameiko sounds nothing like I thought she might. Also, is it actually pronounced "Ah-mee-ko?" I've always pronounced it "A-may-ee-ko" because in Japanese "e" is pronounced closer to an "ae" sound.

I'm also curious, are these from the final cut of the radio play, or are they test recordings or the like?


Pathfinder Starfinder Roleplaying Game Subscriber

in about 2 weeks, sorry for the long delay. It's been a busy quarter.


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(Quick synopsis now, I'll edit this or post a bigger explanation when I find the time)

It needs some work. Underground Movement is not quite what I wanted, and Night Phases don't work as planned. Furthermore, training times are such that the PCs NEVER start training up troops in the middle of the rebellion.

I've developed a few changes to the system since then which I think might cover some of these problems nicely. The first is by incorporating a more robust resource management system, something more than just BP. Second, changing the way Recruiting and Training works, to make the game more enjoyable.

As for units, I really need to make Inquisitors worth a damn. Perhaps I should give them a special unit power that makes it so you want to keep them around.

I also left out Critical hits from the combat system. I feel those should be important.

More to come. Updates too maybe. Sometime.


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Glad to see this thing is still getting some intermittent attention. I'll try to get to everyone's questions.

Murt:
I don't think I actually had a rule about cannibalized units and hit points. Feel free to reduce the unit's max HP by 1 per unit missing, and heal it by 5 per member added. You could also add back a percentage of the unit's health (like if it's a five-man unit, restore 20% hp per unit added).

Tels:
You're right, the Ranged Weapon aspect of the Wizard's attach is almost unimportant, but that's really not the important part. I suppose, if you want, you could make ranged weapons for the resistance an upgrade item rather than standard gear. The PCs will have to pay BP to outfit their units, at a rate of 2 BP per ranged weapon.

Zombies are raised by the Asmodaen Cleric unit, but they can totally be a third party too!

How I made the units is I determined the CR for the size of the group I wanted to make, and used the Monster Creation table in the Pathfinder Bestiary (also found here), with some modifications. I use HP and AC for the CR, but Attack is CR+3, damage is half the average high damage, and leadership is CR+1 (although I was thinking of changing it to the "good" save bonus). DCs for abilities are determined by Primary Ability DC.

You've got an interesting idea for special missions, but the idea was more of a PC-led strike force that infiltrates deep into enemy territory. Of course, you can rule that if the PCs haven't unlocked Sewer Running they can't attempt any missions beyond their territory.

SAMAS:
I really like your ideas. The Raid was somewhat incorporated into the Cerulean Society Thieves' rules and the Night Raid special action, but I think giving the Night Phase a lot more action will keep things interesting. As it stands, the Night Phase is really just an extra turn for Ileosa, thanks to Night Raid.


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More gorgeous illustrations, excellent.


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Let my players' "Shadow of the Colossus" jokes begin. And then never end.


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In all seriousness, though, I'd like to respond to a few of the points on this forum. Well, one point, really. The "end of the campaign thing." Yes.

Campaigns are stories and, as such, much have some sort of natural conclusion. The stories that don't end are few and far between, and let me tell you I can't remember the last person who enjoyed an inconclusive ending. That moment where your hero becomes a god, the campaign should end there. The Starstone should be the final test, the final challenge, not some "gateway" to something more.

If the books of the past are to be believed, the Starstone challenge is incredibly lethal. Paizo avoided publishing details on the Starstone for the same reason you wouldn't publish statistics for deities-—it spoils the mystique, the legendary quality of the object. By not stating something, you make it almost untouchable in the rules system, an intangible force that tantalizes with the promise of unimaginable power. That's what the Starstone was. Now it just gives mythic tiers. Yawn.

If you look at fantasies where the characters ascend to godhood (and I'll acquiesce now they're mostly anime and manga), the apotheosis comes at the finale. The idea of adventuring as a god is, to me, sickening, and is the reason why 3.0 D&D was so screwed-up. It gave CRs to beings that really shouldn't have CRs. The point of the Starstone test was never to be accessible at all levels. It was supposed to be the final challenge for characters with boundless ambition--the closing chapter to their mortal story. I don't see why that should be compromised.

OK, I'm going to go back on what I said at the top and respond to one more point. The notion that the godly realms have become a little more crowded is, to me, irrelevant. Since Aroden became a god only three other mortals have risen to power. Three. Unless the Starstone obliges some Rule of Twenty that prohibits more than twenty Avistani gods, I don't see why characters that complete the starstone test wouldn't achieve their deific ascension.


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So, Mythic Realms came out on Wednesday. That's pretty sweet. It's packed with information on mythic locations, legendary foes, and founts of mythic power where the characters can achieve their ascension to mythic power. All-in-all, it's pretty great, except there's this one big problem sitting between pages 16 and 17. Can you guess what it is?

Hint:
It's the Starstone

I can't really stress how disappointed I am with this development. First and foremost, this is an utter betrayal of the lore. Why, do you ask? Because the starstone in Pathfinder Chronicles lore has always done one thing, and one thing only: Make you a God. But now, now completing the mythic dungeon that transformed four other mortals into living gods instead just gives you your first mythic tier...

WHAT!?

That's it? You complete the test, get a mythic tier, and a pat on the head from your favorite god? What happened to the divine apotheosis that Cayden Cailean achieved? Or Iomedae? Or Norgorber? Or Aroden? Are we expected to buy this Pathfinder Chronicles Campaign Setting product and not be expected to remember that the starstone is a godmaker? Really?

Maybe someone's got a reason for this, but I doubt it's a good one.

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