The bard has an audible Inspire Courage started, cancels it, has it linger via Lingering Performance.
An enemy then casts Silence on the area the bard is in.
Does the effect of the bardic performance continue or is it immediately drowned out by the silence spell? It seems that RAW is not very clear (I'd be happy to be correct), but would you say RAI the effect is still echoing from the bard, or is it just that the party members are still feeling inspired after the performance ends?
Would you consider "such as range or specific conditions" to include "the targets must be able to hear the bard for the performance to have any effect"?
Relevant rules texts:
Bardic Performance wrote:
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
Inspire Courage wrote:
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Lingering Performance wrote:
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
I have a similar problem as above. Book 1 can only be found for atrocious resale prices, if at all.
I can make do with the pdfs, but I would love to have a full collection of the physical books for the first campaign I've ever run for a total of three groups by now, so I'd really love to see a reprint...
(Alternatively, if anyone has the first book for resale for -not over 100-200 bucks-, I'd really appreciate a DM.)
Imo the players should only do survival checks if they're actively deciding to search for tracks. That takes time, and the players should be the ones playing the game and deciding their actions, not the GM.
If you're generous and your players aren't already in the habit of searching for tracks, you could ask them for a perception check to notice the presence of tracks in the dust or blood (should still require a decision to examine them via Survival to see what kind/how many/which direction they go).
The thing is, podcasts aren't really there for you to sit down and do nothing, they're there to fill exactly the times when you want to listen to something but got your hands full, be it during commute, drawing (if you're an artist like me) or doing chores at home.
Some posts in here confirmed my worry that the position of the Observatory would make it too easy to find once the group repairs the compass.
I have decided to move it to the far end of the Necropolis, so the party will need to either examine all other buildings along that line or collect further hints (and red herrings). The necropolis is so full of interesting figures and buzzing with life, I don't want to cut that too short.
Also, I decided to forego the random encounter table, because it just doesn't add anything interesting for me. The issue isn't necessarily that they don't contribute to the story, but that most of the encounters lack any sort of context....
Some of the encounters are actually interesting and flavorful, like the Flickering Four from Book 1, or the Dark Stalker in Book 2 searching for other Dark Folk. Less straight up combat stat blocks, more encounters that may or may not get resolved as combat.
Instead, I've written up some more 'scripted events' that I drop wherever they're needed and/or seem appropriate, rather than 2 festrogs that ambush them on a sunny urban street (which aren't much of a challenge at all for my min-maxed monk anyway), or three subsequent vermin fights when the city should be overrun with undead.
I'm thinking about cleaning up my notes and plans and post them around the forums for future DMs, though I also worry that most game groups have already moved on to other campaigns or PF2.
Wonderful project, would love to see it continued sometime.
Searching for an obedience for Anubis for one of my players brought me here and the obedience boons helped me a ton.
I made slight alterations to the obedience ritual, just to have it be less restrictive if needed.
Anubis Obedience Ritual:
Find and collect the body of a deceased sentient creature (humanoid, animal, etc.) with as much respect as possible and perform funeral rites according to your local culture (burying, cremation, mummification, building a cairn, etc.) to invoke Anubis' power.
At the request of the player, I also made some small changes to the exalted's abilities in relation to Anubis. It should fit a follower of Anubis and the Mummy's Mask campaign just fine.
Exalted of Anubis:
Aspect of Divinity (Su)
At 7th level, the exalted can choose between a permanent protection from chaos effect or a permanent protection from evil effect with a caster level equal to her character level. Once the exalted makes this choice, it can’t be changed.
Ardent Vision (Sp)
Also, for anyone else coming here for Obediences for Osirian gods, I'd love to share the Wadjet obedience I made for another player! If
The Green Empress
Goddess of good serpents, the River Sphinx, and wisdom
Domains Good, Law, Protection, Travel, Water
Subdomains Archon, Defense, Exploration, Purity, Rivers, Trade
Favored Weapon light mace
Sacred Animal(s) Uraeus
1: Safe Travels (Sp) Longstrider (3/day), Lay of the Land (2/day), Water Walk (1/day)
1: Protect the Meek (Sp) shield of faith 3/day, shield other 2/day, magic circle against evil (1/day)
1: Gentle Waters (Sp) wave shield (3/day), slipstream (2/day), hydraulic torrent (1/day)
I have a Leshy Warden druid that I very much enjoy playing, but I am unfortunately a bit lost on the actual cost of creating new Leshy (via ritual, not summoning).
Here are the various excerpts that are relevant.
Leshy Warden wrote:
Leshy Page wrote:
Leaf Leshy wrote:
For a simple level 1 leaf leshy, is the base cost for a ritual I am doing 1,000 GP or 500 GP? Do I pay 750 GP or 375 GP? Can I at all, even though it says "never less than 1,000 gp"? Would the price automatically default to 1000 GP? Or can I only create a lvl 2 one? (That's a steep cost rise)
Please help, I need my little plant soldiers..