Kardswann

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Goblin Squad Member. RPG Superstar 9 Season Star Voter. Organized Play Member. 39 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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I posted this in the GM Reference thread, but here again: Here is a quote from Tuskhead Stoneworking for the renovation of the Citadel. My party didn't want to do any of the work themselves, so this contains all the costs if outsourced 100%. The special requests were things they specifically wanted added to the Citadel. Link to PDF is on dropbox over HERE!


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My party decided to hire Tuskhead Stoneworking to do all the repairs and upgrades on the Citadel. I'll update them as to the background progress of the works between their adventures. I made a formal quote for the Building Works and shared this with them. The Special requests were things their characters specifically wanted to add to the renovation. Here is the pdf for you to use.


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I agree with OP. For me, “kineticist” has the wrong connotations and feel. It’s also not obvious from the name what fantasy (or play style) it evokes. My personal preference would be Elementalist. People are familiar with that name from CRPGs and know it means they’ll be manipulating and blasting elements. It’s evocative and broad enough to encompass tons of elemental “paths”


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I’m looking at adding Surprise Rounds to my game, similar to how they worked in first edition. If combat breaks out and only some (but not all) of the combatants are aware that combat is starting, then we have a Surprise round. Everyone rolls initiative as normal, and is ordered accordingly. But then only those who are aware of combat get to act (in their initiative order). Once this Surprise round is over, we go back to the top of the initiative order for the first full round of combat.

In First edition, during a surprise round, you could only take a single move or standard action. This represented a shorter amount of time to act before everyone was ready and aware of combat. With this standard action you could make a single attack, move or Cast a Spell or similar.

Now in Second edition, during the Surprise round, I’m unsure whether to allow a single action only. (Which wouldn’t allow for Casting a Spell) or whether I should allow 2 actions. (Which would allow creatures to attack twice) or some more nuanced allowance (eg one attack or Cantrip plus one Step)

Has anyone implemented similar in their games? What are your thoughts on this house rule? What should creatures be able to do in a Surprise round?

As a final consideration - Surprise rounds were addressed in Pathfinder Unchained (which was the precursor to Second edition’s 3 action system. Unchained gave two “acts” as follows:

“Surprise Round
When combat starts, if some but not all of the participants are aware of their opponents, a surprise round occurs before the first round of combat. Those who are aware can commit up to 2 acts during the surprise round, and gain a reaction when that round is over. If all combatants are aware of their opponents, skip the surprise round.”


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Hey fellow pathfinders,

I'm running a campaign for my home group - we've just completed the Price of Immortality trilogy which was AWESOME. They are now heading back to Kassen to return the amulet to the Crypt of the Everflame and put the souls of the dead to rest. While they've been away, of course, the Negative Energy which Assar unleashed has seeped out of the Crypt and corrupted the Fangwood forest. When they return via Kassen, they'll find the town besieged by a horde of undead - shambling zombies, gate-smashing zombie giants, and other abominations of nature and unlife. As a respite from the combat heavy end to City of Golden Death, I wanted them to find Kassen Mayor Uptal's young daughter corrupted by the Neg Energy and transformed into an Attic Whisperer. The scene will play out something like the Exorcist - with the girl bound in bed... using her father's stolen voice to get a PC to stroke her cheek, then biting them and stealing their voice.

My question - other than killing the girl and ending her torment - what are some ideas for reversing/curing/undoing undeath to save the girl's life? (It could simply be saved when the PCs fight their way back into the Crypt and return the amulet, sealing off the Neg Energy Plane from this world... but something interesting which will delight my players by revealing something of the magical/planar/religious workings of Pathfinder time-space would be awesome!

In short - how can you turn an Attic Whisperer (Bestiary 2 pp. 34) back into a sweet little girl?

Thanks for the help!