Poltur

Scharlata's page

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Hi, you wise folk at the forums (or fora),

does gaining the archetype's dedication feat from the chosen multiclass archetype prevent a character from selecting another dedication feat until s/he has gained two other feats from the selected archetype?

What do you think (or know)?

Grateful for any hints.


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I'm trying to figure out how the obols work with regard to non-hit-point damage they absorb.

"An obol harmlessly absorbs an amount of negative energy equal to double the character's number of Hit Dice from any given source or attack (or each round, for ongoing environmental effects)."

The damage a greater shadow deals is:
"A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect."

Does that mean that a "protected" 10th-level PC at the "appointed encounter time" doesn't really have to fear the one and only attack form a greater shadow possesses? (1d8 Str [negative energy] minus 20)

Any helpful insight is welcome.


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Do paladins with the lay on hands power heal/deal 1d6 points or 1d6 PLUS "x" points, where "x" is the (nonexistent?) spellcasting ability modifier?


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I'd like to strengthen and back the points Mr. Radney-MacFarland referred to mentioning the background of, the approach to, and the use of Resonance Points.

As a GM, I deem it worthwhile to get rid off the "christmas tree" and "cure light wounds wand" issues. Players should more rely on class features their characters have access to, on team work, and on the adventuring part of the game.

Please keep the Resonance Points as a mechanic in the PF 2.0 system. Even if you have to alter the mechanic a little, don't leave it out completely.

Just my 2 cp.


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I'm just curious if the Requirements for Hunt Target (You can see or hear the target.) are really necessary for using the ranger's class feature before she can hear or see her soon-to-be target.

Asked the other way around: Is it intended or even possible to Seek a target if the ranger has to fullfill the requirements before she can designate the target?

Is it intended that the ranger - provided she has enough "proof" of it - designates a target she "knows" is in the area of 100 ft. to be able to Seek it and gain the +2 bonus on Perception?

Maybe, a clarification or better wording is required to address this issue?

Thank you for your input.


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The BP wrote:

I like this change, and would add that when a range of results depends on a save that isn't "basic", they should be listed in order:

critical success
success
failure
critical failure

instead of the current order.

I'd like to second that thought - strongly. It seems to be the "correct order".


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Just in case some GM likes to get a 3D view on Menador Keep and the Kintargo Opera House...


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Misroi wrote:
By the rules, yes. As you note, though, that's a terrible benefit, so I had it work anytime the players take the Recruit Supporters action. I don't think that unbalances things at all.

Second that. Runs smooth.

PJH wrote:
[...] Although I did increase the supporter numbers for each rank based on other GMs finding that the rebellion tends to level too fast.

I got the impression, as GM, that the rebellion's supporter increase was a bit to slow, so I gave the rebellion some "bonus actions" to attract supporters - based upon the PCs' creative ideas (perform a propaganda musical at a local inn; establish a ferry service after the bleakbridge tax hike to 2 gp, etc.).


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I agree with you regarding his "power level".

Spoiler:
I've made him a little bit tougher and gave him (or better Zailosorn) a (self-styled) magic saddle with some extra powers aiding Lucian's riding and charging skills.

I made a 3D capture of Menador Keep, just to get a visual grip on the keep's defenses.

Menador Keep and Kintargo Opera House 3D

Spoiler:
If I have understood everything correctly, there would be a gap on at least the western approach side of the keep. PCs could fly up to the crenellation (second level) and get into the keep easily, because the crenellation should be "open" to enable the soldiers to fire the ballistae at intruders. If there was a wall, the soldiers couldn't fire. If there was no wall, there would be no means to keep flying, levitating, or climbing trespassers out.

Right?


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Would someone like to give me advice regarding my idea to make the Alabaster Academy worth trying to attend?

Please feel free to give any advice regarding power-level, cost, rewards etc.

Spoiler:
Alabaster Academy
In Kintargo’s scholastic center, Villegre, stands one of Cheliax’s more distinguished universities, the Alabaster Academy, its gleaming white towers stretching higher than any other structure in the settlement. Students once came from throughout Cheliax and beyond to attend classes at Alabaster Academy, but in 4599 AR, one of the academy’s most beloved professors was exposed as the Temple Hill Slasher, Kintargo’s most notorious killer. The academy might have recovered from this scandal had not the Chelish Civil War wreaked such havoc. Today, Alabaster Academy’s enrollment is less than a third of its capacity, but the school and its professors stubbornly soldier on. The academy focuses on teaching botany, medicine, zoology, and other natural sciences, and produces some of Avistan’s most promising apothecaries, healers, and researchers. Under the guidance of headmaster Iylvana Desdoros, the academy has expanded its lessons to include arcane magic, and has resisted all attempts by the church of Asmodeus to introduce diabolic elements into its curriculum.

LOCATION Kintargo (Cheliax)
REQUIREMENTS
Entrance Fee 100 gp
Entrance Exam DC 17 Knowledge (nature) check
Tuition 50 gp/semester
EDUCATION
Education Checks Craft (alchemy), Knowledge (nature), Heal
Semester 3 months
Flunk 3 consecutive failed Education checks
EXTRACURRICULAR TASKS
Outback Expedition (+1 Fame) Twice per year, you may participate in an expedition to the wildlands—especially to the Ravounel Forest, the Menador Mountains, or the North Plains—to gather samples of rare herbs, animal specimens, and other natural ingredients for healing or alchemical supplies. You can make a DC 20 Knowledge (nature) check to gather some relevant ingredients and garner 2 Fame points. Alas, as the outback isn’t that peaceful, there is a 5% chance on each expedition that you take 2d6 points of damage due to natural hazards (dangerous animals, geological hazards, or just an unlucky accident).
Invent New Alchemical Formula (+X Fame [varies]) Once per semester, you can take a month off to rent a crafting space at the academy to invent a new alchemical formula and craft a new alchemical item. To invent a new alchemical item, you must first propose a new receipt and then succeed at a Craft (alchemy) check with a DC set by the GM, according to the alchemical item’s function. If you succeed at the skill check, you garner Fame points according to the DC of the item you’ve invented, as follows: DC 10-19 (+0 Fame), DC 20-29 (+1 Fame), DC 30+ (+2 Fame).
AWARDS
Supply Surplus (3 PP) You can buy either raw material for crafting alchemical items or healing magic at a 20% reduced cost or you can buy those supplies at a 10% reduced cost.
Sturdy Companion (5 PP) If you are looking for a really sturdy and healthy animal companion, familiar, or special mount, you can get one of those rare specimens at the academy. Your acquired animal companion, familiar, or special mount gains Toughness as a bonus feat and a +2 inherent bonus on Charisma. Transformation (25 Fame, 15 PP) As the current headmistress focuses on transmutation spells and polymorphic magic, you can learn the secrets of multimorphing. When you cast a spell of the polymorph subschool on yourself or use your wild shape, you may expend 1 minute of the spell’s duration or one hour of your wild shape as a standard action to assume another form allowed by the spell or wild shape. You can do this as often as you like, subject to the duration of the spell or your wild shape’s duration.

Thanx for proof reading, too.

Best, Scharlata


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Tony Palmer wrote:
I have their current most defining feature as a language barrier. I have them only speak Varisian and only a few characters can understand them. Mostly the talk only with each other and laugh at the party behind their backs.

Nice! :)

I made both to be very different brothers: Bevelek is the tidy, friendly, and subservient one--always asking if he can help anyone or doing the odd jobs. On the other side, Vankor is the unshaven drunkard--always complaining about his "burdensome" job and his "miserable" life. The two have become some sort of running gag.


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Christopher Dudley wrote:
... Only, when the items were placed there, there were no vampires in the vault. ...

But the Pathfinders (and especially Donatalus) feared that a missing ex-dear friend (you know who I mean) would end up as a vampire - sooner or later. And in the confusion of the beginning war in Cheliax he and his fellows pushed the solution of this "special problem" to a later date - making arrangements and putting those things into the Wave Door.

Kind regards


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I've done a timeline of events in and around Westcrown for the Council of Thievs AP. I read the APs 25-27, the Gazetteer and the Seekers of Secrets and made up a timeline of events.

Please correct my assumptions, errors, and misreadings and help me with the timeline. Maybe it could serve as a little help for all GMs because some of the information is scattered in various places in the modules.

Spoiler:

TIMELINE
(* Months are only assumptions, except “12, 1st Wealday”)
    Year (Month*) -- Incident -- Participants
    4307 -- Foundation of Pathfinder Society in Absalom
    4320 -- Foundation of the Grand Lodge in Absalom
    4330 -- Construction of Wall of Names in Absalom’s Grand Lodge
    4330 -- Foundation of the Pathfinder lodge in Quantium (Nex) -- Adolphus and Princess Ganjay of Bhopan
    4376 – 4381 -- Construction and completion of Skyreach in Absalom
    4576 -- First Hellknight order, Order of the Rack, founded in Westcrown
    before 4599 -- Building of the Pathfinder Lodge in Westcrown -- Aiger Ghaelfin
    4599 -- Hunting and killing of a triceratops in the Screaming Jungle -- Donatalus Bisby, Ilnerik Shivansin
    4601 -- Creation of the Wave Door -- Loremaster Liriam, Coriana Heavenscape
    4601 (2) -- Preliminary expedition into the Mwangi and creation of the first souldbound doll -- Donatalus Bisby
    4601 (8) -- Return from the preliminary expedition to the Mwangi and creation of four more soulbound dolls in Delvehaven -- Donatalus Bisby
    4602 (6) -- Amber Privateers go on an expedition into the Mwangi to Jaytirian -- Donatalus Bisby, Ilnerik Shivansin, Ornato Geryis, 3 nameless pathfinders
    4605 -- King Gaspodar of Cheliax prepares for prophesied manifestation of Aroden -- King Gaspodar
    4605 (10) -- Return of Donatalus and Ilnerik to Westcrown form the expedition into the Mwangi -- Donatalus Bisby, Ilnerik Shivansin
    4605 (10) -- Holding back the news from the Grand Lodge about the return of the ruined expedition -- Aiger Ghaelfin
    4605 (11) -- Ilnerik and Donatalus argue about their achievements -- Ilnerik Shivansin, Donatalus Bisby
    4605 (11) -- Ilnerik steals the Totemrix and flees Westcrown -- Ilnerik Shivansin
    4605 (12), 1st Wealday -- Ilnerik crosses the border to Nidal and dies -- Ilnerik Shivansin
    4606 (1) -- Aroden dies -- Aroden
    4606 (1) – 4640 (2) -- Civil war begins in Cheliax -- House Thrune, House Davian, House Asgavan
    4606 (1) -- Ilnerik raises as a vampire -- Ilnerik Shivansin
    4606 (3) -- Pathfinders seal Delvehaven and Donatalus remains there -- Aiger Ghaelfin, Donatalus Bisby
    4606 (6) -- Donatalus starves to death, immobilized by a magically induced psychotic break in Delvehaven -- Donatalus Bisby
    4606 (7) -- Liriam writes the poem cipher -- Loremaster Liriam
    4606 (7) -- Liriam writes the message about the tools against Ilnerik (Handout 2) -- Loremaster Liriam
    4606 (8) -- Coriana hides the tools and Liriam message (Handout 2) in the Wave Door -- Coriana Heavenscape
    4606 (10) -- Coriana grounds Father’s Bulwark to aid House Davian -- Coriana Heavenscape, House Davian
    4607 (1) -- Aiger joins Father’s Bulwark and Coriana -- Aiger Ghaelfin, Coriana Heavenscape
    4607 (4) -- The Sisters of Eiseth kill Coriana -- Coriana Heavenscape, Sisters of Eiseth
    4607 (7) -- The golem in Delvehaven kills Liriam -- Loremaster Liriam
    4607 (8) -- Aiger is turned to stone -- Aiger Ghaelfin, Commandra Voxlay
    4638 -- The disappearance of a team led by Pathfinder Sheraya Solistar, a princess of Cheliax, robs the Imperial House of Asgavan of its last heir and shifts balance of power to House Thrune -- Princess Sheraya Solistar, House Asgavan, House Thrune
    4640 (1) -- The Aroden-worshipping mayor Betevesk of Westcrown is assassinated -- Norren Betevesk
    4640 (2) -- Diabolists of the House of Thrune wrest control of Cheliax -- House Thrune
    4640 (3) -- The House of Thrune installs the Nessian Spiral and imprisons Liebdaga -- House Thrune, Liebdaga the Twin
    4640 (8) -- Anvengen creates the Asmodean Knot Anvengen Doskivari
    4640 (2) – 4661 (4) -- Anvengen rules Westcrown as mayor -- Anvengen Doskivari
    4660 (9) -- Dargentu wins the head of Khazrae in a gamble -- Dargentu Vheed, Khazrae Kuelata
    4661 (4) – 4689 (9) -- Dargentu rules Westcrown as mayor -- Dargentu Vheed
    4674 (1) -- House Thrune reopens Delvehaven -- House Thrune
    4674 (1) – 4676 (10) -- Thrunish pathfinders collect information about Delvehaven -- Nameless Thrunish pathfinders
    4674 (4) – 4675 (3) -- Dargentu Vheed lives at the Lodge during reconstruction works at his mayor’s residence -- Dargentu Vheed, Khazrae Kuelata
    4675 (2) -- Thrunish pathfinders destroy the golem that once killed Liriam -- Nameless Thrunish pathfinders
    4676 (5) -- One Thrunish pathfinder writes the missing-pathfinder list (Handout 1) to Dargentu -- Nameless Thrunish pathfinder, Dargentu Vheed
    4676 (9) -- Ilnerik returns to Westcrown -- Ilnerik Shivansin
    4676 (10) -- House Thrune seals Delvehaven after the death of all of the Thrunish pathfinders -- House Thrune, nameless Thrunish pathfinders
    4676 (11) -- House Thrune contacts Ilnerik -- House Thrune, Ilnerik Shivansin
    4676 (12) -- Shadow beasts hunt the streets of Westcrown for the first time -- Ilnerik Shivansin
    4676 (12) -- Ilnerik enters Delvehaven and brings along his shadow mastiffs -- Ilnerik Shivansin
    4677 (4) -- Ilnerik positions shadows as guards in the Wave Door -- Ilnerik Shivansin
    4689 (9) – 4709 (9) -- Aberian rules Westcrown as mayor -- Aberian Arvanxi
    4690 -- Rance gets his hands on Aiger’s remains -- Rance Lucca, (Aiger Ghaelfin)
    4701 -- Xyscerace enters Delvehaven -- Xyscerace
    4703 -- The Night Terror, a Chelish merchant ship thought lost to the Eye of Abendego years ago, is found adrift off the Andoren coast in pristine condition but with its entire crew missing
    4709 (9) -- The Children of Westcrown are viewed as potential threat by the Council of Thieves -- Chammady Drovenge, Ilnerik Shivansin
    4709 (9) -- Ilnerik orders three of his vampires to enter Delvehaven, get the Morrowfall, and defend Delvehaven against the Children of Westcrown -- Ilnerik Shivansin, Mazeflesh Man, Vahnwynne Malkistra, Jair

Thanx to all


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@ Mikhaila Burnett: Thanks for requesting that kind of verbal injuries. I needed those, too. :)

"In comparison to these most excellent lines the author dreamed to touch the ears of our audience, your performance was a verbal aberration close to a treacherous grotesque absurdity of oral insufficiency."

"I'm close to the edge of pointing you to the direction where the stage-carpenter has left a hole in the wall."

"Your oral perforation … performance is leading me to the conclusion that it will be a sound choice to suggest letting a berserking flesh golem hold the annual shadow beast appeasement speech instead of the lord mayor."


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Module LB1 (Tower of the Last Baron) mentions silver coins as "silver crowns" (p.11, 11. The Conqueror's Blade, 2nd paragraph).

Besides, I think, it's only natural to think of proper names for different coinage, just like in real world.
Looked at it from a historically viewpoint, it is an appropriate way to differ from other kingdoms/nations, and an impressive form for rulers around the world to get their face/symbols/beliefs to spread around the country/world.

I made up some names for currency in my last campaign. Maybe they are compatible with some nations in your campaign.

Bandits:
Lump
Cheroot
Conk
Turd

Ancient:
Platinum Ring
Gold Crown
Silver Shield
Copper Fringe

Greek:
Dragos
Xrisos
Arguros
Xalkos

Paladin:
Eagle
Crown
Dragon
Moon

Nordic:
White Raven
Gold Raven
Silver Raven
Yellow Raven

Hell:
Wing
Talon
Sting
Tail

Mercantile:
Dragon
Pegasus
Hippogriff
Hydra

Germanic:
King's Thaler
Double Eagle
Silver Mark
Groat

Saxon:
Pound
Tenshilling
Shilling
Penny

Full Name

Kubra

Race

Half elf

Classes/Levels

ranger 2

Gender

male

Size

5'9

Age

30

Alignment

CN

Deity

None

Location

Valenar

Languages

Common, Elven

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Kubra

Kubra is a half elve bastard child of his single mother and unnamed father. The unloved half-elf was abandoned as a young male in the forests of Verduran where he was left to fend for himself. Life in the jungle has made him a nimble creature with rugged aesthetics.