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Organized Play Member. 45 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Firebug wrote:

Arrowsong Minstrel maybe?

Nevermind, it was probably Deadeye Devotee. Level 4 Energy Arrow converts the physical damage you would normally do with an arrow into healing when you cast a cure spell. It would be nice if it said something about modifying Arcane Archer prestige class on its page though.

Yes, this was it! Thanks so much, I thought I was losing it I was so sure I’ve seen it on something paizo related but I couldn’t find it. Thanks all, I’ll show my pc’s this, one was asking for a healing archer.


Howdy! It’s been a long time since I’ve posted on here. All of my P1 books are in storage at the moment, so I can’t go through my collection at the moment. To the point, I remember reading that there is an alternate prestige class for the Arcane Archer that cast divine spells and can imbue cure spells and deliver them to allies to their allies. If anybody knows what I’m talking about that would be so appreciated!


We had an oread zen archer in our Mummy's Mask campaign who had the earthsense racial trait. In one of our battle we were fighting a shaitan genie that was hiding inside a stone wall, our archer used her swift action to tremersense where the genie was hiding then used her flurry shot and cluster shot to defeat them. Not sure if this works RAW but it truly was an epic moment.


Lord Fyre wrote:
Sadnerd wrote:

I just wanted to share some art I got commissioned for my sister's character for our Rise of the Runelords adventure.

She played a changeling enchantress student from the acadamae.

LINK

I linked the artist too! He's pretty great if you guys are looking for some character art.

Fixed the link for you.

Very Hot. I see that she is modeling herself on Sorshen.

Are those supposed to be implanted Ioun Stones? ;)

B.T.W., I don't see information about rates on his Twitter site. Does he have a more normal artist site?

She was a lust specialist/enchanting courtesan specifically. If I remember correctly she never engaged in a sexual act during the adventure, but was devastating against enemies with weak wills. She also got through a bunch of encounters with a mix of enchantment spells and very high charisma skills. The artist did a great job at the details, with the tattoos and ioun stones!

If you go to his Twitter page, which I tagged him in, he has a commissions link in his first tweet. He's done some other pieces for me and has always been awesome to work with. He even sends you the sketch before the invoice which is cool.


I just wanted to share some art I got commissioned for my sister's character for our Rise of the Runelords adventure.

She played a changeling enchantress student from the acadamae.

https://t.co/PLiHy496Ps

I linked the artist too! He's pretty great if you guys are looking for some character art.


Flynn Greywalker wrote:

James J - So, in looking through the AP, it looks like at the end, you give a wide birth of outcomes for Varisia:

1. It becomes Thassilon once again due to the many possibilities. With Sand Point falling, Korvosa, possibly Kaer Maga and other major towns, there is no more Varisia.
2. Will you then being moving with Thassilon in the 2e material and erasing Varisia as a whole?
3. The other option is the characters going back in time to the old Thassilon. Will history drastically alter and the current APs being erased as a whole?

And, will that allow for players to now be able to run Azlanti options going into other APs?

Well if the PC's succeed in the final adventure they can reverse the misfortunes that befall Varisia. The possibility of a New Thassilon would be the survival of Sorshen and Belimarius wanting to continue being rulers and establishing new kingdoms in the wilds of Varisia.

Of course, I'm sure if you run the adventure you can decide that Varisia's cities stay obliterated and the scattered survivors create a new nation with the help of PC's/Runelords.


What's going to happen to the Alara'hai once their Runelord master is defeated. Do they revert back to a +2 weapon or stay at full power?


I'm planning to do something similar with my PC's too. Her power level shouldn't really be of too much concern though. From what I understand Alaznist's was already mythic at the start of this adventure but gained even more mythic power when she slew Xanderghul. The final adventure is supposed to be the Return PC's trying to strip her of some of that mythic power to be able to take her down. So when your SH fight her it should be an even more powerful version of her than the ones the Return PC's are destined to fight. A fitting sacrifice I believe.


My PC's were combating the gold dragon Parnoneryx, when they were almost all were disabled by his strength draining breath attack. We have a very liue strength team (winter witch, goblin swashbuckler, range inquisitor), only the cleric was able to make it out unscathed but in her panic to end the battle she used destruction. Parnoneryx was still suffering from an evil eye affect so he failed and died instantly. It wasn't until after the literal dust cleared that she realized her mistake.

I'm not quite sure where to go after this. They're thinking about buying a scroll of true resurrection and fighting him somewhere contained. Do you folks have any interesting suggestions on what to do?


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There is a section in Occult Adventures that introduces the possession/greater possession spells which are basically magic jar but with no components. It goes further into detail about how GM's should replace the new spell for magic jar for any monster that has it as a SLA since it works better with the flavor of the creature.


I wonder if I should replace Xandy's quicken invisibility on account of him already being able to achieve greater invisibility as his via his invisibility field from his school ability. Seems kinda redundant when he could have a more powerful or damaging spell in that slot.


Which of the Queens of the Night would be most receptive to be a patron for a witch?


My PC's for HV are currently in Egorian for Ch. 4of the adventure, and I'm trying to set up varies roleplaying encounters for all of them. One of them (a dhampir cleric of Urgathoa) will be having her vampire father (envoy from the Nidalese court) throw a banquet for her in celebration of her accomplishments.

I'm wondering if you lovely folks had any suggestions on meals and or events that can take place over the course of the meal. I was thinking of making it a big rp event like the one on Vyre for HR. With it culminating just before sunrise. Like a festival of gluttony, but I need some help with specifically gruesome meals and activities to participate in. I am very open to ideas, and since I was hoping to do this as a Halloween special the spookier the better!!!


Is there a vampire court underground in Egorian or are vampires seen accepted or shunned within the city?


I was thinking about holding off the reveal of it being Sorshen contacting them. Like perhaps she appears to them as an ancient armored knight with an echoing voice. I'd really like for them to see the reveal that their "patron" is truly Sorshen in person. To reference my favorite guilty pleasure Batman and Robin, much like the scene where Ivy is in the gorilla costume into a dramatic reveal. What do you folks think?


Great adventure! my group is going to love the mix of roleplay in the beginning and dungeon crawling in the latter half. I did have a question, in the dream council Sorshen ask the PC's to seek at Thybidos for more information but when they confront him he doesn't really do much more than attack or pass on quietly. Sorshen already mentions that Alaznist is no longer in Hollow Mountain and Thybidos mentions it briefly. I'm wondering if I missed out on something or if it was omitted on accident any suggestions on some lore that we can add to the final encounter?


James Jacobs wrote:
Stratagemini wrote:
You made the best trap ever into a campaign trait? Bless you guys.
I've been planning on this being a campaign trait for this AP ever since I built that trap during development in the first place. It's fun to actually finally see it in print!

It absolutely warms my soul to see how excited you are about this adventure. It just fills my heart with excitement and appreciation for everybody's hard work into this project! I can't wait for my group to finally run through this adventure!


James Jacobs wrote:
The sword is dormant, but it's still a +2 spell-storing speed rapier. It just doesn't have any of its intelligent item powers... but as you'll see in the next adventure, keeping it around might be tricky and/or dangerous...

I see, thanks!!! I assumed dormant meant it lost its special qualities and became regular a +2 sword.


Phntm888 wrote:
Also in Corstela's write up it lists her attack with the horacalcum light mace at +8. I calculate +3 BAB+3 Dex and +1 horacalcum - unless the +1 circumstance bonus horacalcum gives is in addition to the mastework bonus?

The +1 from the horacalcum and masterwork do stack as one is circumstance and the other is enhancement bonus.

Zhyth wrote:
Each of the Swords of Sin has the clause that, when their respective runelord is dormant, they revert to "a +2 weapon with the noted weapon special abilities (those detailed on page 469 of the Core Rulebook) but no other properties." Page 469 of the Core Rulebook is the page that contains the magic weapon enchantments, so I believe that it's implying that Baraket would be a +2 spell storing speed rapier whilst dormant.

In the book, it states that the weapon has reverted to its dormant state so I'm not why it's showing her attack with it as +4/+4 as if it still had the speed quality to it. On pg. 51 it states that the sword has returned to dormancy. Some clarification would be cool, as to whether or not the sword is awake or not so I know what kind of treasure to give the PC's.


In Corstela's write up it has her attack bonus with Baraket as +4/+4 but I was under the assumption that its speed quality was suppressed because of Xanderghul's current state. Is this a typo or does she retain a connection that allows her to wield it like that?


By chance do you have any idea what the Deamon in Dave Gross' Kings of Chaos was that was hanging with the other baddies was? He was described as spiderlike and would suck blood but once again I'm apparently really bad at identifying Abbadon's natives


What is the monster that Kyra and Merisiel are fighting on the cover of Planar Adventures? It's such an awesome scene but I can't for the life of me identify it, guess I'll need to retrain my ranks in what I'm guessing is Knowledge (planes).


I'm playing through Hell's Rebels (which my cleric of Shelyn/Variant Multi-class bard is having a blast existing in that adventure) and we just ran into a certain room with several paintings of the seven Archdevils. In game, my character got into an argument about how even though they depict evil entities that art despite its origin should be something to preserve and learn from while the rest of the party wanted to destroy them. She's pretty devoted to Shelyn's tenants and I wonder if this is something Shelyn would expect from her followers? Our Ninja ended up graffiting on the painting of Mammon anyways

And just to add Hell's Rebels has been such a blast to play in. Big kudos to you and the rest of the team! And what we found under Shensen's burned downed shop really threw us all for a loop in the best kind of way.


Basically what the question is asking. My pc's in RotR just found one of the Seven Swords of Sin and they're wondering if it's against her code to use the artifact to fight with. She's comfortable that she can pass the will save to avoid being dominated but she's not sure if Iomedae is cool with it since the sword us evil.


I've been preparing for my PC's to enter Xin-Shalast finally and I noticed that the art has some amazing architecture. I get a Thai or Tibetan feel from it. Also I pick up on that from the clothes the Runelords and rune giants wear. My group understands better when there is a real world analogy I can use for describing the world. What were your inspiration when coming up with the architecture and fashion of Thassilon (or at least Shalast)?


My first time GMing and actually playing any RP game was for RotR almost 7 years ago. Which also was my first introduction to Lovecraft during the final chapter. I remember reading the blurb in the corner of one of the articles and just thinking how odd a name it was and how I never heard of cosmic horror. It's fair to say I butchered the atmosphere of what was intended, luckily I've gained more XP since then and spent countless hours delving into the Cosmic Horror genre, suffice to say myself and my original gaming group are huge fans now of when our Golarion games merge with Lovecraftian themes. We're doing RotR again with some new members and we're about to start the final chapter, we've also run through Shattered Star and loved the Leng elements. My question, is Return of the Runelords going to have ties to the Lovecraftian?

P.S. Thanks for introducing me and my group to all the wonders/horrors of TTRPGs and Lovecraft!!!


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RotR was the first adventure I ever ran (badly), so my original group decided to trek through it a second time 5 years later (Much better). We had 2 new additions to our gaming group which also joined us one of them was a half-orc samuraii who has been described by the group as a classic chaotic stupid character. Our group isn't without whimsy but this guy did the most to be "THAT character". . .

Rise of the Runelords:
After getting himself killed by the undead Aldern, they transported his body to Magnimar to pull their resources to raise him. After his Resurrection, the party faced against off Xanesha in the clock tower roof. I had made sure to emphasis that she was flying around them and there were unstable scaffolding outcropping the tower several times. His first move is to charge towards her through the scaffolding, one failed acrobatics chack and a 200 foot drop later the rest of the party had come to the consensus that he had made peace with Pharasmam and would not be returning to the table.


One of my PC's in our RotR campaign is playing a changeling enchantress/enchanting courtesan who is very potent at casting enchantment spells. The encounter ending threat is isn't a big deal since my group likes circumventing encounters without combat. My question is when she has a creature charmed/dominated how much information can she pull out of them? I know charmed just makes them friendly, but does a dominated target retain enough of itself to share information it normally knows?

We're about to start Sins of the Saviors and her save DC's are nearing 30. So I'm just trying to figure out how much to share with her once she's enslaved all of Runeforge.


Wowzers! That's awesome! Thanks the gears are turning haha


So my RotR PC's just finished Fortress of the Stone Giants and I'd like to take some time away from the adventure to do some character development. I have a pretty good hook idea for the our cleric and paladin, both worshipers of Iomedea.

They're back story is that they were both in the Chelish navy but the cleric discovered a secret that House Thrune would prefer be destroyed and forgotten so she ran to Varisia. The Paladin chased after her for deserting her position but when they met up they both agreed that gaining strength and returning to expose this secret would help the greater good. so they both devoted themselves to the Inheritor and have been in hiding until they were unexpectedly thrust in the events of RotR. Know that their names are know Cheliax has sent a bounty with the Order of the Nail Hellknights to collect them and return them to Cheliax.

I'm really seeing if you folks could help me come up with a way for them to overcome this obstacle. They both, along with the rest of the party, have decided to face whatever comes at them. But I'm kinda worried how would they possibly win against a Hellknight order and the ire of Thrune while still keeping them interested in finishing the campaign?


UndeadMitch wrote:
I don't recall there being a whole lot of overlap between the two works especially since the two works deal with different Thassilonian kingdoms. I might go ahead and give it quick reread tomorrow, if I do I'll come back to this thread and let you know for certain. But, your players should be pretty safe.

Thanks! I was gonna pick it back up soon anyways


Just a simple question. I want to have my PC's from our ongoing Rise of the Runelords adventure read through this book to get better immersed in the Varisia and Thassilon flavor, and give them an in game reward for it. But I don't remember if there were spoilers directly tied to RotR. 3 of the 5 players have already played through the adventure but the other 2 Are completely new so I don't wanna give away too much. If anybody can remember that be super helpful :)


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So I thought only two runelords are assumed dead at the start of this adventure but everybody keeps saying the four survivors. Who's the third casualty?


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As a relatively new gamer I really want to extend my thanks to you. I know it was a team effort but your advocacy for queer inclusion has really made pathfinder a home for me and my friends. Thank you for making a difference in this guy's life and making my world just a little bit gayer. I look forward to seeing what you have in store for us!


So i ran through Curse of the Crimson Throne a few years back and I'm planning on running the anniversary edition soon but I had a question. What is the actual curse of the Crimson Throne? I know The sitting rulers weren't able to produce heirs but don't remember reading the reason why or if that was the actual curse.


I meant it to just provide regular cover not total. That would definitely be too much lol


So maybe adding something along the lines of,"The user can still target other creatures outside the sphere without loss of line of sight but becomes vulnerable to provoking attack of opportunity as normal due to the heart's morphic qualities, resuming it's protection after the action is completed"?


Heart of Yog-Sothoth
Aura: strong conjuration CL 11th
Slot neck; Price 15,750
Description
This black ball of slime attaches around the wearers neck appearing as a pulsating choker. Once per day as a swift action the wearer can command the Heart of Yog-Sothoth to expand into a writhing cocoon of stringy black webs that surround the wearer in a 5 ft radius. For 11 rounds the web provides cover and protection from swarms size fine and smaller. Due to its stationary nature the wearer can not move while protected and still provokes attacks of opportunity when casting spells, but can still target creatures outside the web with no loss of line of sight as the web morphs to allow its user to fight from within. The web can be destroyed, it has hardness 10 and 55 hp. After brought to 0 up it retracts to the user and stays dormant for 24 hours.
Construction Requirements
Cost: 7875 Requirements: Crafty Wondrous Items, quickened web shelter

I just wanted you forum veterans to weigh in on my creation and how I can make it more balanced. This is my first try at magic item creation so feedback is appreciated. I subtract some from the gp cost because of it not being able to move and that it can be destroyed.


Heart of Yog-Sothoth
Aura: strong conjuration CL 11th
Slot neck; Price 15,750
Description
This black ball of slime attaches around the wearers neck appearing as a pulsating choker. Once per day as a swift action the wearer can command the Heart of Yog-Sothoth to expand into a writhing cocoon of stringy black webs that surround the wearer in a 5 ft radius. For 11 rounds the web provides cover and protection from swarms size fine and smaller. Due to its stationary nature the wearer can not move while protected and still provokes attacks of opportunity when casting spells, but can still target creatures outside the web with no loss of line of sight as the web morphs to allow its user to fight from within. The web can be destroyed, it has hardness 10 and 55 hp.
Construction Requirements
Cost: 7875 Requirements: Crafty Wondrous Items, quickened web shelter

I just wanted you forum veterans to weigh in on my creation and how I can make it more balanced. This is my first try at magic item creation so feedback is appreciated.


Heart of Yog-Sothoth
Aura: strong conjuration CL 11th
Slot neck; Price 15,750
Description
This black ball of slime attaches around the wearers neck appearing as a pulsating choker. Once per day as a swift action the wearer can command the Heart of Yog-Sothoth to expand into a writhing cocoon of stringy black webs that surround the wearer in a 5 ft radius. For 11 rounds the web provides cover and protection from swarms size fine and smaller. Due to its stationary nature the wearer can not move while protected and still provokes attacks of opportunity when casting spells, but can still target creatures outside the web with no loss of line of sight as the web morphs to allow its user to fight from within. The web can be destroyed, it has hardness 10 and 55 hp.
Construction Requirements
Cost: 7875 Requirements: Crafty Wondrous Items, quickened web shelter

I just wanted you forum veterans to weigh in on my creation and how I can make it more balanced. This is my first try at magic item creation so feedback is appreciated.


Oh I didn't know the Pnakotic Manuscripts appeared in this adventure. I was wanting to run Carrion Hill rug before this adventure since my party consist of 6 pc's, so they can gather extra loot. From what you guys have read would that be a bad idea?


this is my first time posting to this thread so I was just hoping for some feedback on my monster choice. I just used the pre-made templates to create this monstrosity but I'm hoping it's not too over/underwheling. I haven't modified his skills because I don't think they'll come into play really besides bluff and stealth.
The encounter is going to take place in the Kingmaker AP on Candlmere Island for some hopefully added spookiness. The monster is going to be harassing the PC's and it's villagers via it's night terror abilities. I just don't want the party to show up and get wiped or the contrary to happen. They're transplants from previous adventures so they started off higher in level then the adventure. They consist of bloodrager, UC summoner, cleric, and kineticist all level 10.

Devourer of Dreams CR 12
giant half-fiend nightmare lord will-o-wisp
CE Large outsider (air, evil, native)
Init +15; Senses darkvision 120 ft.; Perception +19
Aura fear (DC 21) 60 ft., frightful presence 30 ft.
DEFENSE
AC 32, touch 26, flat-footed 20; (+5 deflection, +11 Dex, +1 dodge, +6 natural, -1 size)
hp 94 (9d8+54) regeneration 5 (good)
Fort +9, Ref +14, Will +12; +4 illusions, +2 against good
Defensive Abilities feign death (DC 21), natural invisibility; Immune acid, cold, electricity, magic, poison Resist fire 10 DR 5/ magic, good or silver
Weakness fear of the radiant
OFFENSE
Speed fly 50 ft. (perfect)
Melee 4 tentacles +15 touch (3d8 electricity plus 3d8 cold)
Special Attacks smite good 1/day, dream slave
Spell-like Abilities (CL 9th; concentration +16)
3/day – darkness, deep slumber (DC 20), detect thoughts (DC19), dream (DC 26), invisibility, nightmare (DC 26) plane shift, poison (DC 21), shadow walk, suggestion (DC 20)
1/day – contagion (DC21), desecrate, feeblemind (DC22), modify memory (DC 23), shadow conjuration (DC 21), shadow evocation (DC 22), shadow walk, unholy blight (DC 21)
STATISTICS
Str 15, Dex 33, Con 22, Int 21, Wis 20, Cha 24
Base Atk +6; CMB +10; CMD 35
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +16, Escape Artist +21, Fly +31, Perception+19, Stealth +23
Languages Abyssal, Aklo, Common, Infernal
SQ feed on fear
SPECIAL ABILITIES

Fear of the Radiant (Ex)
Spells with the good or light descriptor bypass the Devourer of Dreams’ immunity to magic. If a spell with either descriptor is cast by a good aligned devine speelcaster of a good aligned deity, the Devourer of Dreams takes a -5 penalty to saving throws per descriptor. If the Devourer of Dreams fails its saving throw it loses access to its damage reduction, deflection bonus ,fast healing, and fear aura for 1d4 rounds.

Feed on Fear (Su)
Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.

Immunity to Magic (Ex)
Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.

Natural Invisibility (Ex)
Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
isible, as per the spell.


It is possible for PC's to add special weapon qualities to artifacts like Suishen or Tempest from Jade Regent and Legacy of Fire respectively, or is crafting on them beyond the power of mortals?
Also are there any printed analogues to ancient Latin american cultures? I know there are coautls out there and the catrina psychopomp is amazing, but I'm just itching to see more of my heritage inspired on Golarian!


I posted this pretty late at night. Maybe the daytime people can help


If I have a character that is currently possessing an enemy via the psychic spell and then cast instigate psychic duel on another enemy what happens to the enemy being possessed? Do they continue to not be in control of their bodies or do they regain control? Or can the original caster maintain control, keeping the AC of its current body for the duel, and temporarily taking two enemies out of combat?