Linxia Benzekri

redeux's page

Organized Play Member. 793 posts (7,756 including aliases). 19 reviews. 4 lists. No wishlists. 41 Organized Play characters. 27 aliases.



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*****

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Hello,

During data entry for foundry I found the following which I believe to be mistakes,

  • - Alystair Caskwater (1-2) has a weakness to good 5, but the other 3 variants have weakness to positive. This seems like they should all have weakness to positive.
  • - Weak Shadow Draugr has the same stats as Shadow Draugr with the exception of the Void's Revenge DC. This seems like the Weak template was not actually applied to the monster.

Is there a chance we can get developer clarification so we don't have to run as written? Particularly the Weak Shadow Draugrs seem like that can be a problem if they're actually using normal stats. Thanks!


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Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


2 people marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


2 people marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


2 people marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!

*****

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Hello, here are some discrepancies in this scenario:

1. Urdefhan Blood Mage is not listed as a variant, but there is one discrepancy and one carry-over error.
A. 4th level spell Call the Blood was replaced with Confusion.
And B. the cantrips are heightened to 8th level slots. This is as printed in other sources, though it is an obvious error

2. Urdefhan High Tormenter is not listed as a variant, but its Wicked Bite regains 20hp instead of 10hp as initially printed in other sources.

3. Elite Animate Dream is not listed as a variant but has incorrect HP. It is using a Weak template HP (90, and should be 130 with elite). Also Occultism Modifier should be 14 instead of 16.

4. Tier 9-10 hazard In The Witches Clutches has HP 24 per faucet and BT 22, but tier 7-8 has HP 20 BT 10. I suspect High Tier should be BT 12.

Hoping we can get some clarification on some of these since having statblocks differ from originally printed source materials will lead to inconsistent table experiences despite "Run as Written" (because VTT GM's won't know to use the incorrect or variant statblocks if they are not labeled as a variant).

Thanks kindly


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Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!


1 person marked this as a favorite.

Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry or directly via this link: https://support.sigil-services.com/. That's the best place to make sure the developers see it. Thanks!

Silver Crusade

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Bravo Paizo, Bravo


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Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry. That's the best place to make sure the developers see it. Thanks!

New this month, Basis Pack has been updated to 1.3.0 and there is now the ability to click on read aloud text to share it with all (or select) players.


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Hi all! Please remember to submit bug reports through the service portal linked on the landing journal entry. That's the best place to make sure the developers see it. Thanks!

New this month, Basis Pack has been updated to 1.3.0 and there is now the ability to click on read aloud text to share it with all (or select) players.


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creating discussion thread


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creating discussion thread


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creating discussion thread


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creating discussion thread


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creating discussion thread


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creating discussion thread


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creating discussion thread

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

HUZZAH!
LET'S GO!


6 people marked this as a favorite.

This is great and exciting news!

*****

Just finished data prep for Foundry. One thing I noticed is low-tier scaling adds Ninth Army Ruffians whose perception is listed as +18 for a CR2 creature.


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One-Shot #4 Mark of the Mantis is listed as available for purchase but the PDF didn't add to my downloads. Just mentioning as an FYI in case this wasn't a known issue since from some discord chats it seems like I'm not the only one. Other releases from today added to my downloads without a problem.

I opened a CS ticket (148069) before I realized it was not a just-me problem.

*****

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Congrats Tim!!!!

*****

One thing I noticed while prepping-
1. Deep Shadow Guardian uses the same HP as the Shadow Guardian despite being 2 levels higher. I presume this is an error, but we'll need to run as written unless it gets fixed.

*****

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Hi all,

Few things I've noticed so far:
1. The "Weak" Hell hound is a variant weak hell hound. The template even says "variant weak hell hound". The difference between this variant and a normal weak hell hound is that the breath weapon does 3d6 damage instead of 4d6-4 damage. The Elite hell hound applies the elite template correctly (it does 4d6+4).

2. The maps have secret doors/tunnels marked directly on them, but the text ends up describing these as having left open by previous adventurers so it isn't an issue like I originally thought it was looking at the map files.


Hello,

If possible can we please remove the Pathfinder Flip-Mat Classics: Tavern Multi-Pack from my december shipment and cancel that flip-mat order altogether? I originally pre-ordered that item to get the free subscriber PDF but have since cancelled my maps subscription so there's no longer a benefit or need for buying the physical product.

Thanks kindly!


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Hello:

Issue: It seems on the Organized Play FAQ's the Pathfinder Society FAQ and Starfinder Society FAQ pages are having difficulties scrolling. The "Organized Play" and "Legacy" tabs on the same page are fine. What is happening is when you click on a 2nd-level question like on the Pathfinder FAQ page: "Achievement Points and Boons -> What items are available with the Frequent Shopper Boon" then the page will lock your scroll position in some browsers and will not unlock your scroll position even if you collapse the question. I've noticed this in Chrome with no extensions as well as a mobile browser. Firefox with no extensions seems to be OK.

Steps to reproduce: Use chrome and some other browsers and click on 2nd-level questions on the Pathfinder Society FAQ and Starfinder Society FAQ. Try to scroll

Expected Result: The page should scroll after expanding a question, especially after collapsing the question.

Actual Result: In some browsers the page will not scroll after expanding the questions, even if the question is later collapsed.

Additional info: You may be able to look at how the Organized Play and Legacy pages are coded, since those pages currently aren't causing issues when expanding a 2nd-level question.

I have heard other people having issues with this in our organized play discord community but didn't see a post reporting it so wanted to make sure it was on the radar. Thanks!


Hello,

I'd like to cancel my maps subscription. Think I just want to stick to PDF's for this product line.

Thanks in advance!


Hello, I received my authorization for October's subscription (#36667656) and I have one issue with it.

Earlier this week i placed order #36667654 which contained a digital product and then also Nidal, Land of Shadows. I selected separate shipping rather than sidecart because i was using a paizo gift voucher which can't be used with subscriptions/sidecarts.

When I got my October authorization #36667656, the two orders have been combined but my voucher did not carry over. It looks like the initial order #36667654 used $38.19 of the gift voucher and Nidal, Land of the shadow was going to benefit from $11.81 of the voucher.

I'd appreciate one of the following solutions:

  • the remaining balance of my voucher ($11.81) added to my subscription. I realize that vouchers aren't normally used on subscriptions but the order was combined outside of my control and I don't want the GM credit "lost"
  • Otherwise, I'd need the orders separated.
  • Third option would be to credit my account $11.81 if the subscription ships before this thread is seen.

    Many thanks for your help. All of you are rock-stars.


  • Hello, I was to receive the "1 x Starfinder Beginner Box & Pact Worlds Kit (Humble Bundle 2021)" , product code PZO7110-HB21 which lists "A combination of the Starfinder Beginner Box + the Pact Worlds hardcover, as the physical reward tier for the July 2021 Humble Bundle."

    My order arrived today and I had the Starfinder Beginner Box but not the Pact Worlds hardcover

    If I understand correctly I need the Starfinder Pact Worlds Hardcover still. The individual product code PZO7107.

    Thanks in advance!


    Hello,

    Please cancel my PAWNS subscription. No particular reasons other than just planning to pick up the one-offs that I need in the future.

    Thanks!


    Hello,

    My subscription Order 36534442 shipped via USPS Priority Mail when it is set for USPS First Class mail. I know there's been some shipping issues going on but can anything be done about making sure future orders are sent correctly?

    As always, appreciate the help, rockstars!

    Liberty's Edge

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    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    This is really exciting! I love the archetype decision too!

    *****

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    Disclaimer: I don't have all the answers, but I have seen a lot of questions about this and I will try to make the best sense out of them. I welcome anyone who is able to give more insight as to whether my interpretations are wrong/correct.

    Background: In the past there has been a "Campaign Mode" which was described in PFS Guide 1.0 as: "Campaign Mode, which does not use Pathfinder Society rules, allows the GM to freely modify the encounters and story, and still awards a Chronicle sheet afterward." This was in addition to any rules/restrictions placed by sanctioning document. With PFS2 Guide 3.0 it seems "Campaign Mode" has been replaced with "Adventure Mode"

    1. What is Adventure Mode?
    Adventure Mode in PFS Guide 3.0 is described as

    Guide 3.0 wrote:
    Adventure Mode is used for adventures not published for society play, and allows the GM more freedom to adapt those adventures, including running the adventure in Pathfinder using GM house rules, and the ability to alter encounters and statistics found in the adventure.

    Contrast this to what is called Society Mode

    Guide 3.0 wrote:
    Society Mode is used for PFS Scenarios and Quests, and adheres to all the rules published in this guide. Society mode is governed by the Run as Written provisions in Game Master Basics.

    So it seems Adventure Mode is similar to Campaign mode of old, but it now has the added requirement of running the game in Pathfinder. It also appears that you're able to modify encounters and statistics but not the story. Compared to Society Mode, Adventure mode lacks the "Run as Written" provision. Again just reinforcing that the GM can make modifications so long as it is still recognizably the same story. I am assuming that removing the 'story' modifications from the campaign mode text to adventure mode text was significant

    ----

    Bounties: PFS characters in Adventure Mode
    Okay, so we've got Adventure Mode covered. There is also a new table in PFS Gudie 3.0 under the "Additional Adventures" section of the guide. The Table indicates the type of ruleset that is used and the type of characters that need to be used. And as of PFS Guide 3.0, Bounties are now listed as "Adventure Mode" with "PFS Characters Only"

    PFS characters from the same section reads:

    Guide 3.0 wrote:
    Pathfinder Society Characters must be built using the rules in the Character Creation Appendix, starting at level 1, and played from there. (Some boons allow characters to start at higher levels.) Any adventure that can be played with a PFS character can also be played with a PFS Sanctioned Pregen.

    So now we have this interaction where PFS characters are being brought into adventure mode where GM's can make adjustments for better or worse. This brings more questions.

    2. Can PFS characters die while playing Bounties in Adventure Mode?
    In Short-- No. This is because Bounties are "Sanctioned Adventures" and for sanctioned adventures "Chronicles for Sanctioned Adventures are assigned at the completion of the adventure." So just like any Adventure Path or playing Fall of Plaguestone, if your character dies in that adventure it does not kill the underlying PFS character getting credit. At worst, you could just apply the credit to a different character # you've never played.

    3. What happens to consumables if they are used when playing Bounties in Adventure Mode?
    This I'm less sure on. But following the general idea of Adventure Mode, I think that they would not be used.

    4. Speaking of Consumables, do players get School Consumables when playing Bounties in Adventure Mode?
    No, you do not get PFS School consumables while playing bounties. Those are specific to when playing "In a Pathfinder Society Scenario" where a Scenario is clearly defined and Bounties are not scenarios. Bounties are Adventures. Though, GM's would be welcome to make their own house rule that effectively was players getting their school consumables.

    5. Do players who have GM glyphs get to hand out extra hero points when playing Bounties in Adventure Mode?
    No. You don't get to use your GM glyph rewards in sanctioned adventures, though a GM could make a house rule that effectively was the same thing.

    ----

    Personal Opinion: On one hand, this feels weird--playing a PFS character but they can't die. On the other hand, I've heard and experienced horror stories of GM's who didn't know how to work the XP Budget and are just used to other TTRPG's where an APL+4 creature might not be all that bad. It makes sense for the players to have some protection against what could happen to their PFS characters during Adventure Mode. It feels like this is a good change since the the bounties are now running in Adventure Mode. With Adventure Mode the GM's can adjust the difficulty and make it either harder or easier. I love that as a GM I can now scale the difficulty up or down for my groups.

    Overall, I think this is a great opportunity to make bounties more enjoyable for our groups.


    Hello,

    This Fall of Plaguestone Campaign was abandoned by two GM's and I took over the campaign to give the players a resolution. We are now needing it marked inactive.

    Can you please mark it as inactive? or make me the GM if that can't be done?

    Thank you in advance!!

    Race

    Female Dwarf Animist 2 | HP 32/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 1/3

    About Rising Dawn

    Female dwarf animist 2

    Senses: Perception +8 (+4 proficiency, +4 Wis); darkvision

    DEFENSE
    AC 19 (+4 proficiency, +3 armor, +2 Dex)
    HP 32

    Fort +7 (+4 proficiency, +3 Con)
    Ref +6 (+4 proficiency, +2 Ref)
    Will +10 (+6 proficiency, +4 Wis)

    OFFENSE

    SPELLS
    Cantrips 2+2
    1st 2+1

    Spd 20 ft

    STATISTICS
    Str 10 (+0)
    Dex 14 (+2)
    Con 16 (+3)
    Int 12 (+1)
    Wis 18 (+4)
    Cha 8 (-1)

    CLASS FEATURES

    Apparition Attunement:
    Animists have a gift for divine magic that allows them to serve as conduits or bridges for otherworldly spiritual entities known collectively as apparitions; through them, these entities can commune and interact with the physical world in a process called attunement. Apparitions are myriad and diverse: they may be human spirits lingering on the border between becoming phantoms or ghosts, animal spirits with particularly strong connections to the physical world but lacking the malice that would spur a transition into true undeath, manifestations of natural locations that have grown thought and purpose over time, or they may be a different variation altogether. Some animists attune to one or more specific apparitions that accompany them in their travels, forming deep partnerships over time, while others adapt to their surroundings by befriending the local apparitions who dwell wherever the animist's journey takes them.

    Each day during your daily preparations, choose two apparitions to attune to. Of these, choose one to be your primary apparition. Your attuned apparitions each grant you knowledge in the form of Lore skills and a repertoire of additional spells you can cast using apparition spellcasting (see below), and your primary apparition grants you even further power in the form a unique vessel focus spell and, when you are higher level, a unique avatar form.

    When you Refocus, you can change which of your currently attuned apparitions is your primary apparition, selecting from any of the apparitions you attuned to during your daily preparations. All your apparitions typically remain attuned to you until your next daily preparations, but some animist abilities can temporarily disperse them, usually in exchange for a powerful boon. If an apparition is dispersed, you lose access to its gifts—you forget its apparition skills, its spells are removed from your apparition spell repertoire, and you can't use its vessel spell or avatar form—until you attune to it again. When you disperse your primary apparition, one of your remaining apparitions becomes your primary apparition, chosen by you at the time of dispersal.

    Animist Practice: Liturgist: You draw forth your apparitions through the power of song and dance, connecting the spiritual to the physical. These performances can be of your own creation or follow the specific rites of your religion. You can sing out to the spirits to have them spin and twirl around you. You gain the Circle of Spirits feat.

    HERITAGE

    Forge Dwarf: You have a remarkable adaptation to hot environments. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

    BACKGROUND

    Aspiring Pathfinder: You have long wished to join the ranks of the Pathfinder Society, the globe spanning organization of adventurers, explorers, and archaeologists, but their organization, and the years-long training that permits entry have been a continent away for most of your life. You've scraped together some kind of education, even if it's just poring over their Chronicles, but your only real chance? To find and impress a veteran agent of the Society and earn yourself a Field Commission – and you've heard that the Lodge in Nerosyan is looking for volunteers...

    Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.

    You're trained in your choice of either the Arcana or Occultism skill, as well as the Library Lore skill. You gain the Recognize Spell skill feat.

    FEATS

    Ancestry:

    1st: Unburdened Iron: You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.

    In addition, any time you're taking a penalty to your Speed for some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

    Class Feats

    Circle of Spirits [one-action]
    Animist Apparition Concentrate
    Frequency once per round

    With a thought, word, or gesture, you reach your mind out to another spirit. Choose another apparition from among those you’ve attuned to; it becomes your primary apparition, replacing your current one.

    Embodiment of the Balance: Your place in the balance between the forces of life and entropy expands the spells you can pull from the spirit realms. You add heal and harm to your apparition spell repertoire, allowing you to cast them with your apparition spellcasting.

    Rivethun Emissarry Dedication: You’re a practicing Rivethun emissary, skilled at interacting and bonding with the spirits of living creatures. You become an expert in Diplomacy and Religion. You also gain the Bond with Spirit activity and the entreat spirit focus spell. If you don’t already have one, you gain a focus pool, which you can regain using the Refocus activity to nurture your personal well of spiritual power. Your Rivethun focus spells are divine spells; when you gain this feat, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for Rivethun focus spells is Wisdom.

    Bond with Spirit (concentrate, exploration) You can forge a spiritual bond with a creature that is at least friendly toward you or with a terrain that you’re currently in. Forming this bond takes 10 minutes, during which time you must remain adjacent to the creature or within that terrain. If the creature is intelligent, this also requires that creature’s consent, and that intelligent creature can choose to sever this bond with you at any time as a free action, which has the concentrate trait. This bond lasts as long as you are within a mile of the creature or terrain, until you use Bond with Spirit again, or until you make your daily preparations. You must be Bonded with a Spirit to cast the entreat spirit focus spell.

    Skill Feats

    Background: Recognize Spell

    2nd: Battle Medicine

    SKILLS
    Academia Lore +5
    Arcana +5
    Diplomacy (E) +5
    Medicine +8
    Nature +8
    Occultism +5
    Religion (E) +10

    LANGUAGES
    Common, Dwarven, Sakvroth

    EQUIPMENT
    Hide armor or scale mail

    Backstory:
    Vjaerz Stjorn was born into a noble household in the Five Kings Mountains. Even at birth, his parents had mapped out his whole life for him. He would stay in his home city, marry a girl they had pre-arranged for him, and continue the family legacy. The thought of having no say in his own destiny made Vjaerz sick with worry, not to mention the fact that he had always felt uncomfortable in his own skin. He did not want to be the son his parents wanted him to be. He knew he had to leave and find his true self.

    Having heard of the Rivethun, he sought them out and asked for their aid. The spiritual dwarves welcomed Vjaerz with open arms. They taught him to find peace within his soul and provided magical assistance in making his outside body match who he saw himself as on the inside. And thus, Vjaerz transitioned to the woman she had always been. With her true gender revealed, she cast her old name aside and chose a new name for herself, symbolic of her rebirth: Rising Dawn.

    Dawn ventured out into the surface world to further discover who she was...

    The Rivethun:
    Golarion’s dwarves have faced countless existential threats throughout the ages, but they have always persevered—sometimes by embracing new ways, and other times by cleaving to the old. In the chaos spawned by Aroden’s death, many dwarves found succor in the spirit- and ancestor-worshiping faith of their ancient forbearers, from times before the dwarven Quest for Sky brought them into contact with the surface world and humanity. The Rivethun are the most populous of these enduring, animist cults from long ago, having persisted for well over 10,000 years. They seek contact with various spirits—departed souls, elementals, fey, outsiders, and the undead—and negotiate for knowledge and favors, often serving as intermediaries between dwarven civilization and otherwise dangerous, “wild” forces of the world. The Rivethun approach their spiritualism as archivists, diplomats, and entrepreneurs rather than as obedient sycophants. Most dwarves see them as valuable for the power, knowledge, and favors they collect, but also as potentially untrustworthy because of their divided loyalties between mortal and spiritual interests.

    Just as a hand worn raw is more sensitive to the grain in a vein of stone, so too is a soul worn raw more open to the subtleties of the spirit world. This sensitivity helps adherents cultivate a well of inner power to draw upon, sometimes in the form of magic, but in other cases the rage of inner strength or the focus of martial ki. The Rivethun teach adherents to draw strength from their most difficult experiences, and those most fully embracing the sect are often those who have dealt with chronic difficulties from a young age. Those who transition between genders are heavily represented among the tradition, so much so that in many dwarven cities the word “Rivethun” has become an informal term for anyone who transitions their gender. The Rivethun pass on a number of recipes, rituals, and formulae that ease such transitions, and even encourage members with no need to transition to do so on a temporary basis to broaden their perspective, mirroring the cult of the empyreal lord Arshea.