Leaf Leshy

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I very much enjoy the discussion of Silencing a performing bard, all very insightful. Thank you for the responses!
I would agree that casting Silence on a performing bard should stop the effects all around, but I can see how some people might want to interpret that differently.

But some clarification that might have been missed in my original post:

The bard has consciously ended the performance, thus Lingering Performance is already 'active'.

The question is if casting Silence on the source of the Lingering Performance stops the effects of Lingering Performance (i.e. the lingering effects of the performance in the party members).

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.)

gamerdork wrote:

Played this AP through Book 5 Part 1, now running it and having a blast (as are my players, one of whom is 1st-time PF). Anyhoo, to anyone else who ran or is running this, in The Sanctum of the Erudite Eye, area D11 (last room on ground level and the stairs heading down to the crypt), the text states:

Characters who search for tracks in this room can find a single set of bloody boot prints going south with a successful DC 15 Survival check. A result of 19 or more also turns up the tracks of multiple people heading north through this area. The DCs of these Survival checks are reduced by 5 on the staircase behind the north door that descends to the lower level, because of the thickness of the dust on the steps.

Do you take this to mean the PCs must be searching, or does just being there allow Survival checks?

Game on!
- Corey

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).

Zaister wrote:

For me it's the exact opposite. I watch this on my TV, via the Twitch app on my FireTV just like any old TV show. I don't really have a use for podcasts though, because I can't just sit down and just listen and do nothing else for hours, and I don't have a long commute and I prefer to read a book on the tram.

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.

I second the request above. I listen to a ton of podcast, including TTRPG ones, but I use a podcast app for it (Player FM). I'd appreciate an RSS feed to import and listen the podcast there!

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.
(Angry DM explains the issues and solutions more elaborately on his blog. But I get that this may also be an issue of word count and different playstyles.)

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.
For example: the gearghost is a really interesting monster to encounter, but that needs a proper backdrop. You can't just have that spawn in the middle of the street just because your dice told you so. But could have 'set up shop' in a (otherwise uninteresting) building the group investigates - and should be accompanied by an inappropriate number of traps for such a small building.

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)
At 8th level, the exalted can always discern the enemies of her faith. She gains the ability to cast detect chaos or detect evil at will, with a caster level equal to her character level. Once this choice is made it can’t be changed.

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
TerminalArtiste ever continues this project and comes around to letter W, let this not stop you from making your own!
Credit where credit is due, the ritual is in part inspired/based off the one the Hastur group came up with, but I found the herb and plant theme unfitting for Wadjet's portfolio. Might rather suit Sobek as god of fertility.


Wadjet Obedience:

The Green Empress
Goddess of good serpents, the River Sphinx, and wisdom
Alignment LG
Domains Good, Law, Protection, Travel, Water
Subdomains Archon, Defense, Exploration, Purity, Rivers, Trade
Favored Weapon light mace
Nationality Osirian
Symbol Uraeus
Sacred Animal(s) Uraeus

Dress yourself in colorful feathers. Recline in calm water and meditate on the teachings of Wadjet for 1 hour. Gain a +4 sacred bonus on survival checks.

Evangelist Boons

1: Safe Travels (Sp) Longstrider (3/day), Lay of the Land (2/day), Water Walk (1/day)
2: Enduring All (Sp) You can cast Life Bubble one per day. Aside from the mentioned effects, the bubble also protects against all environmental hazards dealing non-lethal damage.
3: Destination Bound (Sp) You can cast Find the Path once per day. For the duration of the spell, you and allies within 30 feet gain a 10 feet enhancement bonus to their base speed as long as you stay on the revealed route.

Exalted Boons

1: Protect the Meek (Sp) shield of faith 3/day, shield other 2/day, magic circle against evil (1/day)
2: River's Ally (Su) Once per day as a standard action, you can summon a pair of Uraeuses to aid you. You gain telepathy with the uraeuses to a range of 100 feet. The uraeusesfollow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to their home in Elysium. The uraeusesdon’t follow commands that would cause them to commit evil acts or violate its lawful alignment. Such commands not only earn refusal and scorn from the uraeuses, but could cause the bralanis to attack you if the command is particularly egregious.
3: Waterbringer (Sp) You can cast Oasis once per day. The DC to cast this spell in a desert is reduced by 5. The water of this oasis is blessed and especially nourishing. Any creature drinking from it may heal 1d8+5 points of damage. The oasis can provide this boon for a number of times up to half your Hit Dice. When within 1 mile of the River Sphinx, the casting time is reduced to 1 minute.

Sentinel Boons

1: Gentle Waters (Sp) wave shield (3/day), slipstream (2/day), hydraulic torrent (1/day)
2: Caring Defender (Su) Protection of self and community is paramount to you. You gain a +2 sacred bonus to your Armor Class. When using the aid another action to increase an ally’s Armor Class, this sacred bonus increases to +4 and the ally gains an additional +2 bonus to her Armor Class against attacks.
3: River’s Renewal (Su) When completely submerged in water, you gain fast healing 2. You can recover a total number of hit points equal to twice your Hit Dice in this manner each day. At 20th level, if you fall below 0 hit points and your body is fully submerged in a river, you automatically stabilize.

Thank you so much! That's what I hoped to hear.

So, if I want to grow a stronger leaf leshy with two HD, that would be 2*500GP (-25%) for the ritual? And not 500GP+2,250GP (-25%)?

Hello people!

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 Caller (Ex)

A leshy warden is an expert at summoning and growing leshies. She counts as a plant creature for the purpose of growing leshies.


Leshy Page wrote:

Leshy Creation Summary

  • [...]
  • Time: 2 weeks per HD. Plant creatures take half the time required to grow the leshy.
  • Cost: never less than 1,000 gp. Plant creatures reduce the cost to create the creature by 25%.
  • [...]
  • Tougher Leshys: Each additional Hit Die adds 2,250 gp to the cost (and thus 4,500 gp to the overall price), increases the Knowledge check DC by +2, and requires an 2 additional weeks to grow. Attempts to create leshys larger than Small always fail—the strange spiritual energies that animate these creatures are only capable of doing so to a body no larger than that of a human child.


Leaf Leshy wrote:

[Growing a Leaf Leshy

Leaf leshys are usually grown under the shade of fruit or nut trees. To grow a leaf leshy, the maker plants an acorn and pine cone together, then mounds up leaves, sticks, and needles around them. When first born, a leaf leshy has no armor, leafy cape, or weapon, but can construct them from available materials given a day and left to its own devices (no Craft check required).

CL 5th; Price 1,000 gp


Knowledge (nature) 5 ranks, magic stone, plant growth, summon nature’s ally I; Skill Knowledge (nature) DC 12; Cost 500 gp


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..

Many thanks!