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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 117 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.




Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm nearing the end of the campaign with my group and I've been trying to come up with a way of resolving the total fame result in a way that isn't just a binary die roll.

My thought is to have the party have a team verbal duel with Vourne to determine the final state of westcrown. I'm not certain how to set it up though while still using the fame they have gathered.

one thought is to just have a verbal duel using the party's fame as their determination vs vourne whose determination i'll need to figure out and having their remaining fame determine the result. possibly doing a conversion of unspent fame points to edges in the duel. for this way i'm not sure where to put the demarkations of success. probably wouldn't include the westcrown independence option.

another thought is to have the duel be a set number of exchanges based on the number of things (mini quests) they've done in the final chapter and have the result be based on the number of exchanges won ignoring the determination rules for verbal duels with fame granting edge.

Lastly same as the last but using the party's fame or remaining points as their determination and if they run out they can't make more exchanges.

I'm leaning towards the latter 2 methods, but am not sure how I should stat up vourne for the duel or what thresholds for success should be. Anyone have advice or alternate suggestions?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

one of my players is playing a kineticist at level 11.

they recently used a blast with a lot of modifiers (empowered maximized composite blast) that would have cost 5 burn.

their claim is that because they have supercharge gathering power as a fullround+move action reduces the burn by 5

supercharge wrote:
At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

given the text of supercharge my understanding is that it doesn't improve the total burn reduction from the fullround+move action variant of gather power and that its main purpose is to improve the action economy of gather power.

gather power wrote:
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points...

the bolded part in gather power not being overridden by the supercharge text is the main reason for my thoughts that it wouldn't be 5 reduction


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I was making an mbeke dwarf which would ostensibly be from the mwangi expanse where the common language is mwangi. if the common(taldane) that everyone gets counts for the common language granted by ancestry this dwarf with 10 int would not know the common language of their homeland which seems a little jarring.

So is the common language granted by your ancestry separate from the free common(taldane) playing in PFS gives you?

As far as I know the only regions that have different languages for common are tian xia and mwangi if that has any factors for a decision on this


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

the time in the graphic at the top does not match the time in the text for the kingmaker stream.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Started running Legacy of Fire and decided to try to share what is going on with my band of misfits heroic individuals.

PCs:

Uncle Malek (aasimar Oracle of life priest of Sarenrae): Haunted by the playful spirits of those that didn't survive the fire in orphanage where he was raised seems to be in good spirits and always tries to help. ( missionary trait)

Sif "Iss Kiss" (snow leopard skinwalker ranger): this ulfen woman was part of white astrids attack on absolom. Her ship was sunk and washed ashore where she and a few others were captured by gnolls as slaves. Eventually she ended up owned by the pactmasters and was given the opportunity to have her freedom. (trait: gnoll Hater)

JJ (sylph Arcanist): pesh dealer looking for haleen (trait finding Haleen)

Astion Brightscale( Nagaji Paladin of Apsu) Orphaned at a young age by a gnoll attack was rescued at a young age by a paladin of Apsu who taught them what they knew. Alas a gnoll got lucky and killed his mentor.(gnoll hater)

Ben wollon (Gnome bard) plays the flute, (trait:call to adventure)

Session 1

The Party arrived at the sultans claw to find a wagon on fire. Uncle Makek immediately went to tend to the injured, once that was dealt with Malek assisted JJ using their magical prowess to put out the fire.

Sif and Ben attempted to coral the animals that had gotten free. They failed at calming the animals, though sif did tackle a goat and carry it back to the pen.

Astion spent this time trying to pull a wagon that was up in danger of catching fire from the other wagon. with his help they were unable to get the wagon away. luckily the combined efforts of uncle malek and JJ managed to put it out.

In the aftermath the party was asked to investigate the fire and determine whether it was an accident by Almah.

Sif and Ben talked with the herdsman asking about the goat the husband was crying about. They attempted to find the goat but tracks in the camp were all muddled up. Sif then went to a nearby hilltop to watch for things.

Astion decided to investigate the burnt wagon finding the remains of the fortune teller. Unable to find anything of note in the wagon Astion noticed he was being watched by the scruffy figure of Dashki. Astion decided to have a conversation with Dashki about why he was being watched. The conversation didn't go anywhere beside addressing the strange visage of Astion.

Uncle Malek chose to start the investigation by talking to father Zostram(?). He found that Daski wasn't trusted by the priest. Afterwards Uncle malek talked to the mercenaries he healed found out that they were all by the cook fire when the fire started.

JJ decided to follow Malek around at a distance not really doing anything.

Uncle Malek then went to investigate the ruined wagon, finding no more than Astion had. At this point Astion, Ben, and JJ regrouped with Malek at the wagon. They shared the information they found. Astion sent Ben to actually ask the herders about the fire rather than the goat.

Uncle Malek then went to have a conversation with Dashki, getting him to open up about his childhood. Learned that Dashki claimed he was at the campfire when the fire started. Astion meanwhile had a conversation with Sif on her perch.

Everyone joined up with Sif and talked about what they learned. Sif decided to have a conversation with Dashki and talked about gnolls. Eventually Dashki was asked about the fire, and the pugwampi hunt started.

The sounds of a crying goat were heard as they found tracks leading to and from the camp. presented with the cactus field Siff alone crossed taking some damage from the cacti. She found the goat and proceeded to free it. The pugwampi could not abide this and went on the attack. Sif killed the pugwampi in a single swing.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hi all, I plan on running second darkness soon using the P1E ruleset and was wondering if there were updated stat blocks for the cities Riddleport, zirnakaynin, kyonin capital, etc.

I know my players are going to want to go shopping in those places and I'm having trouble finding their blocks in a non 3.5 way(at least Riddleport)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Using the hardcover edition there are a number of undead within scarwall that would normally only stat redead if you kill them specific ways or do something with their remains. these include Ukwar, zev revenka, and that one guy on the east wing that you shouldn't wear his armor.

Given the curse of scarwall, does destroying them without the special conditions allow them to rejuvenate or do they just have their souls stuck in the walls of scarwall? if the former, would putting zev revenka in rejuvenating mode sever his connection to mithrodar?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

ok, so I was considering running a game where the players choose a "monster" from the bestiaries to play as. I would probably restrict them to cr5 creatures or lower. Though when playing this way would the characters stats just be what the bestiary entry says? How could you add some variety if the players chose the same creature?

The normal point buy or ruling for stats doesn't really make sense for a number of monsters.should I try to reverse engineer a race using the race builder rules from the advanced race guide? how would I go about that?

The premise I was considering is that the players are some shmucks that find an artifact that transforms them into the creatures then shatters with the pieces going in different directions.

Given that scenario I was considering having them roll stats normally and increase/ decrease the stats listed in the bestiary entry by the difference in the ability modifiers.

Another thing I was considering was giving a penalty or a bonus to the abilities scores based on the initial stats that goes away over time as the players get acclimated to their new bodies. potentially adding fear as someone slowly loses there intelligence. Though i'm not fond of this idea for the justification of possibly losing physical ability scores over time.

Does anyone have any other suggestions?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So reading Delvahines section in the Anniversary edition, I noticed that it mentions that she may be disappointed if her "lover" does not die as a result of their time together.

Is there actually a way for a player to survive?

With a 20 negative level minimum and the save to remove them happening 24 hours later how can anyone survive?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If a caster was hit with dimensional anchor and tried to teleport a group of people somewhere, would the spell just fail outright or would the other people teleport without the caster?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Why is it that the violent thrust can be negated by a will save while using telekinesis for a combat maneuver to bullrush does not? They are functionally the same with the exception that the violent thrust presumably uses more force.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So my players may possibly murder everyone in turtleback ferry themselves. For some reason they have associated the sihedron rune with murder cultists and believe that everyone in the town with a tattoo is a member of the cult.

I have no idea as to what the ramifications of what will happen if they actually do this will be.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

so, one of my players' characters was afflicted by a lamia matriarch's drain, and they were wondering how their characters would know that the character actually needed restoration used on them. None of us were able to think of a way they would notice aside from a change of actions.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So one of my players is a monk that has taken the vow of peace and has started to attempt grappling during the 1st 2 turns of combat. I'm unsure as to whether you are actually able to grapple when fighting defensively.

also does taking the vow of peace require that he only deal nonlethal damage?

In the event that the vow is broken an atonement is needed in order to be able to use his ki pool again. I was wondering if it would still cost him the 2500gp if since he doesn't worship any specific deity.