Athaleon wrote:
Where did SKR defend it?
Most of monsters (or even all) have already been converted to Pathfinder in Bestiaries. The NPCs have been converted by various people. I'm using these conversions in my current CotCT campaign. Unfortunately, not all of NPCs have been converted, but NPC Codex is great for that sort of thing. I only convert important NPCs by myself.
Gary Teter wrote: If you mean automatically linking URLs that are in messageboard posts, that behavior won't change with the revamp I'm referring to above. It might get revisited in a future revamp of the messageboards but that particular cluster of tasks hasn't been added to the schedule yet. But why not? I mean seriously, where on internet do you even see unclickable links anymore, it's such a basic function? It's silly that you have to deal with url tags in order to do that...
Gary Teter wrote: We are part of the way through a long-needed revamp of our HTML and CSS code. When we roll that out the website should look better on mobile devices. It won't be a mobile version per se but it's a step in the right direction. Does that revamp include links automatically becoming clickable (hotlinking, or whatever that functionality is called)? It's really odd that this is the only place on Internet that I've seen where I have to manually select links in order to get to the desired page.
James Jacobs wrote: Although I doubt we'd ever do it... a slow progression track would probably allow us to do an AP that reaches 15th level with ease. Slow isn't THAT much slower than Medium. I'm curious, how did Council of Thieves manage to end at lvl 13? Same number of modules and page count as every other, yet it lags 2-4 levels behind every other AP. What happened there and why?
williamoak wrote:
Can you provide a link to that discussion? I'm really interested in what SKR has to say about that.
Quote: And then there's the question of the population accepting it. PCs stopped the plague, got rid of Gray Maidens and tyrannical queen. Why wouldn't they accept? Quote: Whether or not Ileosa had siblings is irrelevant, since they have no claim whatsoever to the throne. And even if they did... Are they lvl 16? I wouldn't expect so.
Thanks for the idea Laric, here's James's response: Quote: The first two don't really have anything to do with the plot. The point here is that there are 3 paintings, but the most disturbing of them is the only one that serves as a subtle bit of foreshadowing as to what's going on. The images are little more than mysterious story hooks you can expand upon later, but not everything that the painter paints needs to be a vision on canvas.
Hello James, I had no luck regarding this question in Curse of the Crimson Throne forum, so I thought I'd ask here. In Escape from Old Korvosa, there are three painting by a painter influenced by Kazavon. Their description is very detailed, but the AP doesn't explain what exactly do they represent and whether it has something to do with the backstory or the rest of the AP. Quote:
The third one is obviously Kazavon, and the indistinct shape is Scarwall, I assume. But if the third one is Kazavon, is that him in the first one also? Why is it of importance that he is thin? And what's with the dolmen? I'm assuming the second one doesn't have anything to do with CotCT, but am I wrong?
So, what are the three paintings in the Emperor's room referencing? Quote:
The third one is obviously Kazavon, and the indistinct shape is Scarwall, I assume. But if the third one is Kazavon, is that him in the first one also? Why is it of importance that he is thin? And what's with the dolmen? I'm assuming the second one doesn't have anything to do with CotCT, but am I wrong?
MrVergee wrote:
Tight? Damn. 13 months is too long for an AP in my group, we usually finish in 8-12 months.
Umbriere Moonwhisper wrote:
I think he was being sarcastic.
Quote: This is very much in the eye of the beholder. Is it, though? A lot of people are complaining and even you yourself said that there are images that aren't top quality. Quote: I suggest trying to check it out in a local store if you are nervous about purchasing sight unseen. I pre-ordered it a year and a half ago, so it's not that important anymore, it's just annoying to wait that much for a product that seems to be disappointing for a lot of people.
Since we're talking about recurring trends in APs, this is the one I've noticed which is starting to be a bit repetitive: slumbering/disabled/imprisoned evil overlords waiting to return to the world/become unstoppably powerful, with PCs stopping them in the final moment. Spoiler:
Shackled City Age of Worms Savage Tide Rise of the Runelords
Mummy's Mask seems like it will be similar.
Quote: Grandfather on mom's side was a kobold, Grandmother on dad's side was an angel, and they all worked as slaves in an orcish/half-orc tribe? I think it could work. Well, I guess that depends on the group. In my group, he'd be laughed out of the table, because it clearly wasn't designed with that backstory in mind, but rather with min-maxing the number of natural attacks. But I guess YMMV.
Barry Armstrong wrote:
So let me get this straight. This is an Aasimar. Adopted by Half-Orcs (I'm assuming because of the Tusked trait, but I haven't been able to find a trait under that name though. There's Toothy, which is an alternate racial trait), who's a scion of humanity but also has a kobold heritage...?
Odraude wrote: I think I might skip over this. Was hoping for some stuff with Aucturn and Nyarlathotep. I'll see what AP is after this come GenCon. Yeah, I was also hoping for Stargate feel. Cultists trying to raise an ancient undead lord and usher in the era of the dead sounds a bit too generic for my taste. Sure, it's great that Osirion will get some attention, but the general idea isn't that appealing to me, since it's been done quite a few times in previous APs (not the ancient undead lord part, but sleeping/hibernating/waiting for their time ancient tyrants coming back to life).
I'm preparing for tomorrow's second session of this chapter and I'm reading through the fake cure-all encounter and then at the end I run into this: Quote: Body Count: Putting an end to the creation and sale of Vendra Loaggri’s false cure saves the lives of 700 Korvosan citizens. ...what? SEVEN HUNDRED PEOPLE? HOW?
Quote:
Why would the PCs want them to delay the war? I mean, aside from the obvious reasons that they should first go to Scarwall, but what would be their motivation not to set loose the Shoanti on Ileosa?
You're misreading the feat a bit. You could have always done that... if you're a humanoid on a mount: Quote: Lance: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand. Since Centaurs themselves don't count as being mounted on their own (although it would have been common sense), they need a feat to do that, since nothing RAW allows them to use lances one handed and do double damage on a charge. So it's not a worthless feat.
Quote: Am I the only person who thinks...who cares? It seems to me that too much emphasis being given to political corectness. There's the same number of male and female iconics, so it makes sense they'd push the idea of enforcing it in other areas, whether it's skin color, sexual orientation or whatnot.
Aardvark Barbarian wrote:
So what? He still won't do even a point of damage to him, due to DR.
Quote:
So, it's Xotani's idea (with his Int 3) to leave Golarion to court Ymeri and not Jhavhul's? I considered that odd, to say the least, since that was Jhavhul's plan all along. Quote: oh, and page seven Jhavul becomes th e newest incarbarnation of xotani. laves little doubt to his evebtual mega-lomanic occupatio... Once again, speculations without basis.
vikingson wrote:
That's just your opinion, not a fact. As written, he blows up Kelmarane, does a bit rampage and moves on. AP also mentions nothing about 10s of miles around the volcano, it mentions miles.
Quote: Nevermind setting free the Spawn of Rovagug in Legacy ( have a quick look at how that affected the whole of Casaron ) But it's not a Spawn of Rovagug. It's his body, inhabited by an Efreet, who has an entirely different agenda than a mindless beast intent entirely on destruction. I mean, even the AP itself clearly states that Jhavhul soon leaves Katapesh for Plane of Fire, why would you assume he goes on a rampage through the whole Inner Sea Region?
About Lillian WooAppearance/Personality:
Lillian appears to be comely human female in her 20's of Tian Xia origin. She wears traditional clothing from her homeland. If asked she hails from Goka and joined the Pathfinders to adventure abroad. She has a very pleasant attitude for the most part and does not mind conversation. Her demeanor changes rapidly if threatened however. Crunch:
"Sister" Lillian Woo Kitsune Sorcerer 10 (Fey Bloodline) LN Humanoid(Kitsune, Shapechanger) Init +8; Senses low-light vision; Perception +1 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 12 (+2 Deflect, +2 Dex, +2 NA) hp 72 (10d6+30) Fort +9, Ref +8, Will +11; +8 vs Charm/Compulsion -------------------- Offense -------------------- Speed 30 ft. Melee Quarterstaff +1 (1d6-2) and Dagger +1 (1d4-2) Ranged +6 Spell-Like Abilities 3/day Dancing Lights Sorcerer Spells Known (CL 10th): CC +20, SP +14 0 (at will)Acid Splash, Daze(DC 25), Detect Magic, Disrupt Undead, Prestidigitation, Read Magic 1st (8/day)Charm Person(DC 24), Entangle(DC 19), Grease(DC 19), Magic Missile, Shield, Vanish 2nd (8/day)False Life, Glitterdust(DC 20), Hideous Laughter(DC 27), Mirror Image, Scorching Ray 3rd (8/day)Deep Slumber(DC 28), Fireball(DC 21), Fly, Heroism, Suggestion(DC 28) 4th (7/day)Black Tentacles, Confusion(DC 29), Dimension Door, Poison 5th (4/day)Hold Monster(DC 30) -------------------- Statistics -------------------- Str 6, Dex 14, Con 16, Int 10, Wis 12, Cha 27 Base Atk +5; CMB +3; CMD 17 Feats Eschew Materials, Expanded Arcana, Greater Spell Focus(Ench), Greater Spell Penetration, Improved Initiative, Spell Focus(Ench), Spell Penetration, Traits Reactionary, Irrepressible(Use charisma for will vs charm/compulsion) Skills Bluff +20, Disguise +18, Spellcraft +13, UMD +12 Languages Common, Sylvan SQ Fleeting Glance(10/day), Laughing Touch(10/day), Woodland Stride Combat Gear Wand of Infernal Healing, Wand of Mage Armor, Wand of Magic Missile, Wand of Shield Other Gear Headband of Charisma +4, Belt of Constitution +4, Ring of Protection +2, Amulet of NA +2, Cloak of Resistance +3, Lesser Extend Rod, Pathfinders Pouch, Spellguard Bracers, Spell Comp Pouch(2), Mwk Backpack, Pathfinders Kit, Quarterstaff, Dagger, 680gp -------------------- Special Abilities -------------------- Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Favored Class Bonus Sorcerer: Add +1/4 to the DC of enchantment spells. Gregarious (Ex): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights. Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. Spells Used:
1st 8/8 2nd 7/8 3rd 7/8 4th 7/7 5th 4/4 Uses:
Fleeting Glance 10/10 Laughing Touch 10/10 Usables:
Lesser Extend Rod 2/3 Spell-guard Bracers 3/3 Reroll CC Wand of Enervation 4/50 Wand of Infernal Healing 37/50 Wand of Magic Missile 44/50 Wand of Mage Armor 33/50 Wand of Shield 40/50 Wand of Summon Monster I 47/50 Wand of Endure Elements 48/50 Touch of the Sea Potion Dweomer's Essence Cure Light Potion(2) Alchemist Fire(3) Scrolls
Fey Bloodline:
Class Skill: Knowledge (nature). Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th). Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]). Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive. Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
XP/Fame/PP:
28/47/34 with The Exchange Perks:
Vulpine Blooded Kassen’s Boon: As a reward for setting his spirit to rest, Kassen offers you one last blessing. With this blessing, you may add 1d6 to a single d20 roll before the results of the roll are revealed. Alternatively, a spellcaster may recall any one spell or spell slot expended that round. Finally, the boon may be used to automatically stabilize if at negative hit points and dying. Once any one of these three abilities is used, cross this entire boon off the Chronicle sheet. Caravan Use Diplomacy as Day Job.. Riftwarden Magic Access to Anti-Summoning Shield, Pro Outsiders, and Telepathic Censure Triumph of the Lantern Lodge +1 Charisma Friend in the Business +1 Fame with Qadira Accumulating an Army(Riftwardens) +1 charisma checks with Mendevian Crusader's, Bonus when commanding Riftwardens. Relentless Aspis Hunter +2 morale attk/dam vs Aspis in the Hao Jin Tapestry. Tapestry Fast Travel Free Teleports from Absalom to Varisia. Mwangi Exports 1 time 10% discount on an item from a chronicle sheet. Stacks with Master of Trade for 20% total. Faction Stuff/Perks:
Honorific-"Sister" title, Diplomacy as class Skill Caravan-Diplomacy as a Day Job Master of Trade-10% discount 1/session |