Khonnir

Yonman's page

Organized Play Member. 77 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



1 person marked this as a favorite.

Joining the Guard
The PCs have an opportunity to join the Korvosan Guard during Chapter 1. If you wish, you can use the Organizational Influence rules found on pages 109–114 of Pathfinder RPG Ultimate Intrigue to track the PCs’ place in the organization, using the stats below. The rate at which the PCs can earn influence points and favors in the Guard is left to you.

KORVOSAN GUARD
LN strong (Chapter 1), moderate (Chapters 2–3), or weak (Chapters 4–6) organization
Size 700 members (at start of Chapter 1)
Key Members
Field Marshal Cressida Kroft (LN female human aristocrat 1/fighter 9)
Values The Korvosan Guard values order, bravery, and honor, but also appreciates those who can think for themselves and do not blindly follow orders.
Public Goals The Korvosan Guard seeks to protect the citizens of Korvosa and the city itself from all dangers.
Private Goals The Guard wishes to prevent any one person or organization from achieving too much power in Korvosa; during this campaign, this increasingly places the Guard at odds with the monarchy.
Allies Church of Abadar, Church of Pharasma, Sable Company Enemies Queen Ileosa, Gray Maidens, Queen’s Physicians, Red Mantis
Membership Requirements Membership into the Korvosan Guard normally requires months of training, but in the PCs’ case, Cressida grants membership during Event 9 of Chapter 1 (see page 36).

Influence Limitations In order to achieve Rank 2, the PCs must show that they are not Queen Ileosa’s agents (helping Trinia escape at the end of Chapter 1 achieves this). In order to achieve Rank 3, the PCs must perform a great service to Korvosa’s citizens (helping to end blood veil at the end of Chapter 2 certainly counts). If the PCs wish to advance to Rank 4, they must take a personal stance against the queen that puts their own lives at risk (publicly accusing her of engineering blood veil is not enough unless the PCs have indisputable proof, but rescuing Neolandus Kalepopolis at the end of Chapter 3 also counts).

Benefits The following benefits don’t include the specific rewards written in the adventure.
Rank 1: borrow resources (100 gp), gather information
Rank 2: borrow resources (500 gp), recovery 1, retrain
Rank 3: borrow resources (1,000 gp), command team (1d6 3rd-level martial NPCs), recovery 2
Rank 4: borrow resources (2,500 gp), recovery 3

New Benefits The Guard grants the following uncommon benefits.

Recovery 1: If the PCs spend a night recovering in Citadel Volshyenek (Chapters 1–3) or the Dead Warrens (Chapters 4–6), healers among the Guard restore all lost hit points and each PC can benefit from one of the following spells: lesser restoration, remove blindness/deafness, remove curse (CL 5th), or remove disease (CL 5th). This benefit isn’t available during Chapter 2 due to limited resources.

Recovery 2: Add break enchantment, restoration, and raise dead to the spells available to a PC during a night of recovery. The borrow resources benefit can be used to cover or defray the cost of expensive material components for spellcasting.

Recovery 3: Add heal, greater restoration, and resurrection to the spells available to the PCs during recovery. Retrain: See page 117 of Pathfinder RPG Ultimate Intrigue.


1 person marked this as a favorite.

So if you are taking a standard action to concentrate:

1. Do you have to have line of sight or effect with the spell or the target?
2. Do you have to make concentration checks if you take damage?


1 person marked this as a favorite.

Hello everyone, does anyone have a map I can use for my players that shows the Parchlands.

"The Parchlands is an exceptionally dry desert located in Casmaron, south of the Whistling Plains. Several groups of nomads skirt its perimeter but avoid the interior, due to powerful taboos and fear of the resident territorial girtablilus and ash giants. The only settlement within the Parchlands is accursed and abandoned Neruzavin, originally built by the flying polyps, located approximately 230 miles from its northwestern corner."

But I need some kind of reference from where Qadira is located.


1 person marked this as a favorite.

Anyone have some good high quality online maps to use in platforms like Roll20 and Foundry VTT? I need the rest of Books 5 and 6 for Strange Aeons.
I prefer Player made maps over the low quality ones in the handouts if anyone knows some good sources


1 person marked this as a favorite.

I was under the impression you cannot grapple more than one opponent at the same time.

But the Grabbing Drag Style and Grabbing Master Style style Feats imply that you can.

Comments?


1 person marked this as a favorite.

So it says in the Intense Spells ability:
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

What about damage over time spells or spells that require a chance to hit to do damage? Is it a one time additional damage or for each time it takes damage?


2 people marked this as a favorite.

So I know there are avalanche rules.
Avalanche

But what about digging your way out?
Also, can you breathe?


1 person marked this as a favorite.

So what is the purpose of the Pull (Ex) ability if a grappler always pulls you to an open space?

Grapple:
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Though both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Pull:
A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature’s description. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

So, what is the point of this ability?