Hi, Ayvahree! New to Regina after the Fort Mac fires and really excited to dive back into the tabletop scene with a new crowd. If you'd like to chat, reach me via text at 587-288-8832 anytime (and that goes for the rest of you central sask folks reading this post, too).
I should note that, although I've read Faiths of the Balance/Purity, I have yet to pick up Corruption. Since neither of the first two books talked extensively about what actually happens when you eat it, I assume the latter is probably pretty brief as well.
Religion across Golarion is fascinating, and I'd love to learn more about it. But for the time being one particular question weighs heavily on my mind.
What do the noble families of Cheliax generally believe awaits them after they leave this world, given they've been cutting deals with Asmodeus? Is there any supplement that talks about this?
Other than that, this thread is a place to chat about strange religious customs, ceremonies, or beliefs held across Golarion, and the idea of the afterlife as presented from place to place. Do the Ulfen viking-like raiders imagine a sort of Valhalla? What philosophies do the red mantis assassins possess? What about goblins?
I actually had the unthinkable happen and my PCs cut a deal with the Grindylow Queen - they'd throw a weakened Plugg and Scourge overboard for her, AND they'd tell other pirates that Bonewrack Isle was a place full of treasure and send other weak wannabes there to get devoured whole by the Whale.
Character: Kella, Merfolk Druid 3
Adventure: Wormwood Mutiny
Cause of Death: Initiated combat against the dreaded Devilfish by casting non-defensively. The opportunity attack crit and the barbed tentacles ripped her to shreds instantly.
To make an Aid Another check to increase an ally's AC or attack roll, all it requires (by RAW as far as I can tell) is a melee attack roll against a foe both you and your ally are fighting.
The rules then state that 'you can also use this standard action to help a friend in other ways,' but honestly I don't believe a Perform skill check is ever mentioned unlike the 3.5 counterpart.
I did something similar, and I don't feel like it's going to throw the campaign off the rails. If you plan on ever playing this module, you know the drill - this next part is chock full of spoilers.
Movie plot spoiler:
Barnabas doesn't need to be presented as a 'look at me, I'm so gosh-darn evil' villain for him to be effective. In fact, I think the opposite is true. Scourge and Plugg serve well enough as examples of why a pirate's life is a crappy place to be, and I think it's more interesting to use Harrigan to offset that. He's swinging into battle ripping out human hearts, he's a bit on the mysterious side and certifiably a badass, and he does what he wants 'cause a pirate is free.
If the PCs decide they want to get on Harrigan's good side, let them be noticed. It doesn't matter in the end - the Man's Promise sails off and, even if things DID go according to Barnabas' plan, the pcs would be stranded in port peril waiting for him to come pick them up to rejoin the crew. That probably won't be happening for quite some time.
Harrigan is more fun as a tragic villain. Parents died when he was young, grew up listening to romantic stories of pirates and adventure. He was disillusioned when he discovered pirates were 'little more than lice-infested drunks who'd cut a boy's throat over a few gold pieces', got tossed in prison, lost an eye, etc etc. But the most telling bit is found in book five, when it's revealed that he's sold himself out. He's traded away the things he cared about most in the world.
"He would have been a champion pirate had his luck not ran out when Druvalia Thrune caught him. Harrigan appears confident, but while he attempts to bolster his ego with Thrune promises, ultimately he realizes he's a pawn and has been for some time. This
sense of lost destiny feeds his anger and his mania."
Have him LOSE his seat on the pirate council to the PCs during the race in part 3. Where he might have been only a good-natured adversary before that, this will be the last straw. It'll push him over the edge and he'll begin working on the Cheliax invasion immediately, planning on being the last pirate captain to ever live in the once-free Shackles.
The PCs made a big deal out of having their own quarters on the Wormwood. Seeing as how the Man's Promise would be theirs for some time, and was a merchant vessel anyway, I saw no harm in changing the layout slightly to make the PCs feel better about making it their own.
Other PCs did respond to the muffled noises, and there were plenty of opportunities for the plan to have been discovered or stopped along the way. I feel guilty about killing a PC that early in the game but definitely don't feel the circumstances were unfair.
The upcoming trap in the grindylow cave, on the other hand.... =(
Name: Cap'n Nico
Cause of Death: Made it blatantly obvious he was a threat to Scourge and Plugg and made other enemies aboard the Wormwood. After changing over to the Man's Promise, Plugg got everyone into a routine of getting their nightly meal late, late at night and eating alone in their rooms. Nico failed the perception check (with a bonus!) to notice the Oil of Taggit slipped into his food just as it had been slipped into his drink back in the pre-game. Failed the fortitude save to resist, knocked unconscious, and was coup de graced a few hours later. Failed yet another fort save, instantly killed and was dumped overboard.
Make it very clear that the punishments are doled out during the Bloody Hour. And play it off as Harrigan being amused by the kid's audacity...after all, he was the same way when he was a first mate, and he's got other things on his mind with the Cheliax situation anyway. Therefore, the PC's punishment will take place on the following day.
The very first night, have Rosie or someone approach him and tell him he's being an idiot.
"Look, lots of people want off this boat, alright? But you won't last long by angerin' Harrigan - if you want to live, you've got to be smart, pick your battles, and bide yer bleedin' time."
Then have Scourge and Plugg humiliate/punish other NPCs during the day, have it roll around to the bloody hour, and have the PC brought forward. Basically a 'Well, jim lad, have ye come around t' the life of a pirate, and understandin' who be in charge here? Or will Ambrose be making elf-ear stew t'night?'
Then the punishment boils down to either just a bunch of lashes on the mast OR the loss of an ear, however the PC plays it.
I've volunteered to GM a pre-existing adventure path for my players - however, I'm inexperienced, ESPECIALLY with higher-level encounters.
As all adventure paths are better when tailored specifically for the players and PCs, I'm changing a handful of aspects about the module - most notably a re-write of several important NPCs with class levels that (likely) wind up as major combat encounters.
One of these is a CR 18 Fighter that I've transformed into a straight level 16 Stormborn Sorcerer. But due to a total lack of experience, I'm probably seriously over or under-estimating where numbers should be as a fair fight for PCs of that levels, or completely missing important details.
The group is a solidly Tier 3 party of five, with only one that has an in-depth knowledge of higher-level play and appropriate magic items and so on.
Thanks in advance for the feedback, guys and gals!
Kerdak Bonefist Revised:
Level 16 Human Stormborn Sorcerer
STR 12 (+1)
DEX 17 (+3)
CON 18 (+4)
INT 10 (+0)
WIS 12 (+1)
CHA 27 (+8)
HP 155
AC 25, (25) 21 FF, 32 when in elemental form
FORT 16/20 with greater heroism
REF 15/19 with greater heroism/22 with heroism + elemental body
WILL 18/22 with greater heroism
CMD 24/27 elemental body
CMB 9
CLASS FEATURES, FEATS AND TRAITS
+1 to save DC vs spells with [sonic] or[electrical] descriptor, Resist Electricity 5, Resist Sonic 5, +2 on saves vs all electrical, ignore the effects of weather, +2 on saves vs fear, brew potion, +1 dodge to AC, +2 on save difficulty vs evocation spells, +4 init, Spell specialization (Chain Lightning), Sorcerous Bloodstrike (Thunderbolt), +4 bonus on caster level checks to overcome spell resistance, Thunderbolt bloodline power 1/day
SPELLS
Spells per day: X/6/6/6/6/6/6/5/3
Known: 9/5/5/4/4/4/3/2/1
1 - Alarm, Comprehend Languages, Keep Watch, Interrogation, Snapdragon Fireworks, Shocking Grasp
2 - Fog Cloud, Create Treasure Map, Spell Gauge, Track Ship, Adoration, Gust of Wind
3 - Blood Biography, Illusory Script, Water Breathing Blink, Lightning Bolt
4 - Named Bullet, Mass Daze, Detect Scrying, River of Wind, Shout
5 - Black Spot, Lightning Arc, Communal Stoneskin, Unseen Crew, Overland Flight
6 - Repulsion, Legend Lore, Greater Dispel Magic, Chain Lightning
7 - Elemental Body IV, Spell Turning, Control Weather
8 - Moment of Prescience
EQUIPMENT
Golden Earrings of Alluring Charisma +6, Belt of Physical Belt +6 (DEX and CON), Bracers of Armor +8, Echoing Ectoplasmic Conduit Rod (multiple metamagic rods as single item), Ring of Protection +3, Orange Prism Ioun Stone, Ring of Mind Shielding, Cloak of Resistance +5, Pirate's Eye Patch, Potion of Greater Heroism, 5 bonus points of Skull and Shackles Plunder
Kerdak's stats also assume he is gaining the benefits of the Lord's Banner of Victory (+2 saves) on board his ship.
SUMMARY
Chain Lightning lets him 19d6 damage on an entire crew of enemy pirates. With a DC 27 for initial target and 25 for secondary targets, folks probably won't be succeeding on many reflex saves to halve.
I feel that although his AC is low, Blink, Repulsion, and the defensive benefits from Elemental Body IV should keep melee characters struggling to land solid blows, and that this 16th level blaster sorcerer should be about on par with an 18th level gunslinging Fighter. He lacks Freedom of Movement and defensive casting, which is...I don't really know how essential that is, all things considering.
An Unseen Crew will keep his ship functioning while battle rages so that he can dedicate his best half-dozen fighters - all buffed up with Stoneskin - to keeping the PCs on deck busy, and Moment of Prescience and Spell Turning should protect him from the first few save-or-lose.