Kitsune

Kyrsaku "Slyblade"'s page

No posts. Organized Play character for dharkus.




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so, 1 issue is that the rare stuff doesn't appear to have any way to gain access other than the super specific

book says on pg 79 wrote:
The rare options are associated with particular orc holds, seldom shared with anyone who isn’t part of that community or recognized as a deeply trusted outsider.

which i'm not sure it's possible to get after the start, and given potentially lots of the PCs might be from outside belkzen, potentially none of them will meet it at the start

then some items have specific issues with missing/contradictory bits of info

flowing water tattoo says wrote:
Attempt a counteract check with a counteract rank of 2 to end the effect.

but it doesn't say what to use for that counteract check for the modifier?

storied skin tattoo says wrote:
You can add the visual trait to the Recall Knowledge action in order to study your tattoos, granting you a +1 item bonus to your check using the chosen Lore skill. A storied skin tattoo starts with an icon that represents a central event in your subject of study and is usually placed on the forehead or over the heart.

how do you look at your own forehead without some kinda mirror? or your heart if you're not fully bare-chested? also if you do use a mirror, it's gonna be reversed, and are bare-chested, it's gonna be upside down when you look at it!


what is the starting unrest?! it doesn't say anywhere... searching the pdf for "unrest", the 1st instance it finds is on pg 26, when it starts talking about reducing starting unrest...

it's presumably >0, otherwise the activities to reduce the starting unrest wouldn't make sense...
i'd guess 1-4, cause there's 3 things that can reduce it, 2 can reduce by 1-2, and the 3rd by 1, and they all say reduce by x (minimum 0), they, if it wasn't possible to reduce it past 0 if they hadn't said minimum 0, then why say that? if it starts at <5, then you could reduce by more than there is unrest if you do well, with just the activities listed - although...

it was just pointed out that it says "This cannot reduce Unrest below 0, and each PC can only reduce Unrest once in this way.", implying that Craft/Treat Disease can be done once each by each PC, which further increases the amount they can reduce starting unrest

the evidence that it can be only referring to starting unrest is clear, it says, "If successful, the PC reduces the region’s starting Unrest by 1"

however, the sidebar on unrest on pg 32, mentions it reaching certain thresholds, starting with 3, implying that it doesn't start above or at 3...

so it's gotta be above 0, but it's not at all clear what it's supposed to start at, looks like the writers missed out that vital info...


firstly, Briar says this

pg 585 wrote:
Defeating a bloom or slaying a 17th-level or greater monster from the First World—including all creatures closely associated with a bloom—gives Briar a Sharpness Point.

so, what if the AP says that defeating the 17th lvl creature ends/defeats the bloom, does it gain 1 or 2 sharpness points?

secondly the end of ch 10 pt 1 says

pg441-2 wrote:
One or more blooms remain active: Nyrissa can attempt to take the Stolen Lands out of the Material Plane and into the Apology. ...If she’s successful, consult Concluding the Chapter on page 477 for the ramifications of this disastrous development.

looking on pg 477, it only details what happens if she dies...nothing about stolen lands being take out of the material plane...

if there's 1 bloom active it's 10% chance, then +10% chance for each extra bloom active, there's 3 on day 25-28, and the check is done on day 30, so not that unlikely 1 is still active...
i may be missing something that's said in the rest of ch 10, as i've not read past pt 1 yet, but it pretty clearly says the text should be on that pg...

thirdly, the Notice Bloom reaction has them make an exploration check if it's in an unclaimed hex, which is quite possible, given some locations are as vague as, "a mountain hex", "a hill or plains hex" etc - my PC's kingdom is untrained in exploration, so has a +6 i think (might increase slightly by then [currently lvl 14], but they're unlikely to get trained), the DC is 35, so they CF on anything but a nat 20, which is then a success, which then leads to the above flat check due to a bloom being active on day 30, being much more likely to occur!


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Society Subscriber

It's neat how much the feel of a game can change when ranged attacks are the status quo. The gunslinger sounds like he had fun--good news for compatibility!--but man, I'm chomping at the bit for more SF-exclusive goodies.

Question for SF1 players: what was the operative's deal, exactly? I heard something about it being kind of a space rogue, but also a little OP? Also, what witchwarper do?


just read the Assume Earth's Mantle 14th lvl earth kineticist feat -

Rage of Elements page 27 wrote:
If your Strength is below +4, this armor raises your Strength to +4. If your Strength is +4 or higher, this armor grants you a +1 item bonus to your Strength.

what exactly does this do?! does item bonus to an attribute stack with item bonus to checks using that attribute, in this case, for example athletics?

so the athletics modifier would in that case be {str attribute (+ item bonus to str)}+prof bonus + item bonus to athletics (other bonuses/penalties left out for brevity)
this would mean you've essentially got 2 item bonuses to that check, which is specifically dissallowed by the CRB rules
Core Rulebook pg 444 wrote:
There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you’ll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don’t “stack.” For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.

This appears to be the only item bonus to an attribute we've yet had, is it a mistake? is it intended to essentially be able to get +7 str at lvl 20 if you also have an apex item (even though that was only previously possible if you had your apex item with your key ability modifer)?

P.S. the bold in the quotes is my emphasis


the player's guide says it starts out at 5th, book 1 says it gets to lvl 8 by the end, it's implied that it should be lvl 12 at some point during book 2 in B36's text.
it's also said in the player's guide that it starts out at 10th lvl, which makes sense by the numbers in the table also in the PG.
should we just go by the pure number of followers and use the table in the PG (also in GMG) for org lvl, or should we try and work out how it's 5th lvl and rises to 8th lvl in book 1 then move on from there for book 2?
there's probably more stuff indicating what lvl it should be in books 2 & 3, but that's as far as i've read so far!
Quotes for the above

Player's guide pg 11 wrote:

Special Note: The numbers above don’t exactly align with the Broken Tusk following, which has been around for a very long time and contains both higher-level NPCs and high-level creatures such mammoths. However, it provides a good indication of the number and levels of

followers specifically loyal to the characters.
At the start of the Adventure Path, the Broken Tusk following consists of 74 members, including the party, making it a 10th-level organization. As the Broken Tusks lose or recruit followers, its organization level might decrease or increase, respectively.
Book 1 pg 21 wrote:
The Broken Tusks begin as a 5th-level organization and should reach 8th level by the end of “Broken Tusk Moon.”
Book 2 pg 41 wrote:
If the Broken Tusk following is at least 12th level...


the NPCs i found without specific images were:
the Dulasi, but the statblocks they're using have pics associated with them - so they can be used - i've no idea what dulasi are supposed to look like, so other stuff could be better representations perhaps!
Ardissa's Porters - i've tried and tried to find a good "dwarven poacher/porter with a cargo hook " to no avail - might end up having to find a bad pic, ideally we'd want one that fits in style with the rest of paizo's pics
Ivarsa - this seems like a really important one! she's obviously meant to be a recurring villian, it's very likely we're gonna get a pic in a later book, but that's no good if it gets delayed, or if you're going fast, esp if we only get pics in book 3 or something! currently i'm just hoping we're gonna get a pic in a later book before i need it!
animated weapons - this wasn't too hard to find -i think i ended up using celestial animated weapon pic from path of exile wiki or something!


Hey - i'm gonna be GMing NotGD in a few weeks - one of my players wants a reusable recording rod (uncommon), and i'm wondering if this could potentially cause problems in this module?


trying to work something out: how multiple att penalty interacts with monsters if they have multiple options to att. If there's something specific to Monsters for multiple attacks I haven't yet found it.

CRB pg 446 wrote:

Multiple Attack Penalty

The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an attack action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.

say the vrock (Bestiary pg 78) which has 3 different att options (all agile which means penalty is -4, -8 if it applies)

These are (without extra irrelevant stuff):
Beak:+21
Claw: +21
Talon: +19
does this mean you could do the 3 atts (assuming you don't move etc. so got 3 actions) at Beak +21, claw +17, talon +11? or if you wanted (for better dmg) beak x3 at +21, +17, +13?
all the core book bits on attacks mention only melee weapons or unarmed for melee attacks
And for the monster right above: Succubus, with just 1 att (again agile):
Claw: +16
So with 3 available actions, could you do 3 attacks with +16, +12, +8?

Another Option would be do do it as PF1e does, where you just do all attacks at listed bonus, so Vrock you'd do Beak +21, Claw +21, Talon +19; and sucubus you'd only ever do 1 att that does dmg, at +16 - seems unlikely this is how it works as PF2 works quite differently

Please in all answers quote the rule bit and/or give pg ref so I and others can look it up too


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Hey - does anyone know if there's any Digital character sheets in production or existing already? It's quite possible I'll be starting a campaign in the next month and I will be playing all online. While I could just comment on the char sheet from core book and use that - it's not ideal. If at all possible I'd like a free option on somewhere like mythweavers, obsidian portal, or a google sheets template. Ideal would be something like PCGen taking it up (should be easier for them to keep up to date as the flow of new stuff is much slower than PF) as their char sheets print spell descritptions with the sheet.


Hey - I'm gonna be running Council of Theives in a week or so (depends if a TPK happens or not in WotR 2 end battles as to how long, earliest is next wednesday if they die at the start of next week's session) and this thread suggests running a chase sequence with a certain percentage chance of getting certain sets of cards or an encounter. So what I need is ideas for obstacles of DCs 10, 15, 20, 25 that would work in the sewers of Westcrown. I can't really think of any ideas but I really wanna use this system as it's better than the existing system. Thanks
I did consider posting this in the CoT forum but it's not very popular as not many people are running it as it's so old.
Also my players are gonna have gestalt PCs so no need to worry that skills aren't gonna be represented at lvl 1.
edit: I did look through PFS scenarios but all the chases are above ground in an urban setting


As far as I'm aware (haven't looked at dates but pretty sure) that as the AP was the 1st with PF, that archetypes didn't exist for the release. So what archetypes would be appropriate for the various NPCs/Enemies? I've identified the following that could be appropriate:

Janiven - Urban Ranger (This would give her trapfinding, potentially make her favoured terrain work underground?, give her disable device as class skill and probably swap the bonuses of knowledge local and nature)

Hellknight Armigers - Armiger (I know, such an outrageous suggestion!) I've outlined this one in the Adventurer's Guide thread

Sewer Goblins (woulda said scout for the single scout but they don't get anything until lvl 4) - Makeshift Scrapper (this would mean they'd get catch-off guard and throw-anything - not a bad archetype for a lot of goblins)

Shanwen Shanwen - Asmodean Advocate (this would change his domains to a single 1, trickery and his skills a bit - probably have to rework spells/tactics a tiny bit - also gets a viper familiar!)

Arael - Divine Strategist (again 1 domain rather than 2 and gets a couple of things to help with combat strategy)

Dravano the Digger - Unbreakable (switch toughness or impr init maybe for Diehard and endurance and switch will bonus fear->mind-affecting)
Palaveen - Asmodean Advocated (as above)

That's all the NPCs with class lvls that have archetypes that could maybe work

You could even potentially change classes to ones that are more applicable but I cba working out if any NPCs/enemies would change classes


Hey - I'm wondering if they'll give stats to any generic alien races that are in places (specifically thornkeep as that's the one I can remember)


Hey - the adventurer's guide came out today and there's lots of stuff that Prominent NPCs and probably minor NPCs could have, archetypes, prestige classes

MYTHIC FEROS wrote:

They get:

Westcrown Devil prestige class

Brazen Deceiver Bard archetype

Dashing Thief Swashbuckler archetype

The afore mentioned Legendary Medium Spirit

A series of rogue talents and advanced rogue talents specifically used by the Council.

Included is the advanced rogue talent of Shrinewalk, allowing a rogue to crate a shrine and use the mystical connections between the shrines in Westcrown to use a word of recall like ability to get back to her shrine.

I might give it a go when I get my hands on it (week or 2 probably) for book 1 but I might need some help and anyone that has it earlier could give it a go too

There's also Hellknight stuff including at least an Armiger Archetype for fighters which will be useful at least in book 1


Hey - my player's will be coming up against a monster with mythic blasphemy at CL 27 (so effective CL 37) in the abyss and they're all native to the material plane, so they will be affected by the banishment bit at the end of blasphemy (assuming they're not just killed) if they fail their will save (side note, is this a 2nd will save or use the same as for the rest?).
They'll be banished to the material plane which, like most if not all the planes, is really big and in particular most of it is space. So should they be sent to a random location on the plane? This would pretty much always result in result of space (maybe d10^x-y with y chance they end up on a planet), so should this be the result: they end up in space?
If for the sake of argument you wanted to be nice (also it's easier as other planets have little to no info at all on them) and have them end up on the planet of Golarion and on land, how would you determine where they appeared?
Last time someone was banished I had them roll to see which page of the inner sea world guide the place they ended up was on.
Should I Be Nice? The players are playing Wrath of the Righteous and will be lvl 17-18 Mythic Tier 7-8 and have been advised by NPCs to avoid the fight as it should be impossible and including Mythic Tiers the fight will be APL+5-6.5 but people have said they're players have won the fight.

Who will cast Blasphemy at CL 27:
They will be fighting a version of Baphomet who's been increased in power to account for the bad balancing of the writers of WotR


Hey - I've got 3 questions that I've posted in 2 of the stickies in the last few weeks but got no responses so I thought I'd put them all together

Question 1:
there's a possibility I'll run Igramalash on wednesday - the statblock is missing specifically what type of fear the aura gives - here's the text from the universal monster rules:
"Fear attacks can have various effects.

Fear Aura (Su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area."
so no default as to what condition it gives - there's the 4 standard ones: shaken, frightened, panicked and cowering then others possible such as the mummy's frozen in place - I've no idea which to use

Question 2:
Also anyone notice that the connections for Area K: Prison vault only got upto 90? Maybe there's supposed to be 91-100 Area O or maybe it's supposed to be 81-100 Area N - Any Ideas?

Question 3:
I'm attempting to upgrade Uffrandir (The Tarn Linnorn in HotIL) as the PCs are gonna be Mythic Tier 7/8 and either lvl 16 or 17, so their APL will be either 20 or 21, making the Uffrandir fight either easy or average difficulty (and that's ofc assuming that the 1/2 APL per MT is correct)
I've decided to make him MR8 which will up him to CR 24 (The party did an APL + 4.5 fight with little dmg done to them last session so that'll probably still be relatively balanced)
So far I've worked out what he'll definitely get and some options for what he could get, but can't decide which makes most sense, mostly the feats and abilities - here's what I've got so far

I chose what I thought was best but I think it might still be lacking - here are the additions (choices and other things for just being mythic):
MR8 Additions:
Surge d10 – 8 mythic power
Mythic Feats x 4: M. Vital Strike; Mythic Impr. Crit. (Bite); M. Power Att; Mythic Ability Bonus x4: 2x con, 2x str
+2att & dmg from str
Nat AC + 8 for 44, T 10, FF 36
HP: 10x8 from MR, 2x22 from HD and extra con – total 124hp
Breath Weapon and Poison DC and Fort +2 from extra Con
add DR /epic
SR +8 to 39
Mythic Abilities x9: Dragon Blood (2d8 acid dmg when hit); Feral Savagery (+1 att on full att); Powerful Blows (Bite) (add 1.5x str instead of 1x – extra 10 dmg every att); 2nd save (2nd save on turn to get rid of effect); Meat shield (champion – when grappling can make grappled creature target of an attack as immediate)

made macros for him last night, with everything worked out - looks pretty nasty, if he gets a vital strike he might kill a squishy who got in the way, con drain from poison will be nasty if the fort save is failed (not that likely) - and if he's critted and doesn't get killed (possible), for the remaining short time he has left he'll be more powerful and get an AoO for being critted - any suggestions for improvements?


Thanks for any and all responses - as there's no way to get notifications of responses it might take me a while to respond to responses but I'll try to check back as often as I can


hey - I've just got a use of the miracle spell 1/day but don't have the 25k diamond and not gonna have it for a while - so what 8th cleric spells or 7th lvl other spells are the best to use it for in combat - I've looked in the spell guides but can't really see any - my PC is a Bloodrager lvl 17 Mythic Tier 8 in Wrath of the Righteous near the start of the Ineluctable Prison in book 5

Don't Look here sten or dark:
This is actually on behalf of a play of mine but I'd also like advice for any monsters that have it as at least 1 coming up has it too - any suggestions for Wish for the spells bit (8th lvl Wizard/7th lvl other) too as there might be opportunity to use that too