Jhoruk the Banaan

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For example, an alchemist bomb Acid Flask for 1d6 persistent acid damage hits a target. The target fails the DC 15 flat check, and the damage persists. Then the target gets hit with a second Acid Flask on the following round. Would this count as two separate persistent effects affecting the target? Or does it simply not stack?


I'm planning to have a campaign with a lot of downtime. So much downtime, that eventually the characters get old and need to pass the torch to the next generation. Ideally, characters marry into influential families and raise children that can grow their estate. Alternatively, a character could adopt an orphan, and train them in the ways of their class to continue the 'mission'. Parents would try to arrange lucrative marriages for their heirs, and other such machinations.

First, I would need to normalize the lifespans of the different races, as having elves live so much longer than others would wreck things.

I'm interested in ideas that would encourage the characters to have an heir or two to carry on for them. Increased starting wealth from inheritance would be one. Along with inherited social status. I need a 'carrot' to get the players to be motivated to participate with their characters in such an endeavor.

If things go well, the story could continue with a third generation.

I can't seem to find advice or rules that would support such a campaign, beyond the basic down time rules which don't get into heirs and such.


A 4th level Bard with the Voice of the Wild archetype can know how to cast a single second level Druid spell. Would knowing this singular second level divine spell count as "being able to cast second level divine spells"?

The intent would be to qualify for the Divine Protection feat as a 4th level bard, multi-classed with one level of oracle, and taking 5 ranks of KS Religion.


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I don't like the idea of state sanctioned tomb plundering for independent adventuring parties. While rationale is provided in the adventure, I prefer to have the grave robbing illegal, as that makes it more fun and challenging.

My plot hook for the tombs that need raiding in Half-Dead City, would be for one character in the adventuring group, with background ties to the city of Wati, to inherit a run-down property in Wati from a recently deceased uncle. He died from an infected ghoul bite. Turns out, the uncle's house abuts the wall around the City of the Dead, and the uncle built a tunnel under this wall allowing covert access to the necropolis.

The group could find maps and notes in the uncle's house indicating the most promising sites to explore, that is, where the tombs in the adventure are located. Ideally, the more dangerous tombs are placed deeper into the necropolis, so the group starts with the closest/easiest crypt.

Any ideas to improve this alternative way of running the adventure? Or alternative ideas?


I am not sure how to interpret the rule on using Alchemist's Fire as an alchemical power component. From Adventurer's Armory page 26, "Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist's fire."

Alchemist's Fire CRB p160 reads, "A direct hit deals 1d6 points of fire damage....On the round following a direct hit, the target takes an additional 1d6 points of damage."

Does this mean that if a creature fails their reflex save and takes damage from the powered flaming sphere they take 3d6 + 1d6 fire damage this round and an additional 1d6 next round? Or is it 3d6 this round and then a potential 1d6 next round from burning.

Basically, is it just the "catching on fire" bit, or the full effect of the alchemist fire on top of the flaming sphere damage?


The term "next day" is used a lot in reference to when things can be recharged or tried again. So is there an official definition of what this means?

Is it exactly 24 hours from the occurrence, or does it refresh in the morning after a night's rest?

Does the definition change based on what is involved, or is it always the same?


So, I was looking at running the CotCT adventure path. I haven't read it yet, but it seems just a bit too obvious that Queen Ileosa is the underlying bad guy. Peaking at the adventure description for Crown of Fangs reveals that, "The time has come to put down mad Queen Ileosa before she can utterly destroy the city...."

Would there be a way to modify this AP to have some other evil party be behind the activities in order to frame the rightful Queen and then slip in as ruler of Korvosa? Maybe some evil organization who has a semi-respectable person to act on their behalf as a puppet ruler.

Any ideas? has anyone done this?