Pathfinder Adventure Path #63: The Asylum Stone (Shattered Star 3 of 6)

3.60/5 (based on 7 ratings)
Pathfinder Adventure Path #63: The Asylum Stone (Shattered Star 3 of 6)
Show Description For:
Non-Mint

Add PDF $19.99

Add Print Edition $19.99 $9.99

Non-Mint Unavailable

Facebook Twitter Email

Chapter 3: "The Asylum Stone"
by James L. Sutter

The search for the Shattered Star leads the PCs to Kaer Maga, the legendary cliff-top city of criminals, refugees, and anyone else seeking to vanish into its cluttered streets. Enlisted to rescue a troll prophet from a mad artificer’s hanging mansion, the PCs soon find themselves delving into the notorious Undercity. Here they must battle their way through a lost runelord laboratory before finally entering the mysterious cavern realm of the Dark Forest, where an ancient evil has guarded a lost shard for millennia. Can the PCs recover the shard from its unholy guardians and continue their quest, or will they simply be the latest souls lost to the City of Strangers?

    This volume of Pathfinder Adventure Path continues the Shattered Star Adventure Path and includes:
  • “The Asylum Stone,” a Pathfinder RPG adventure for 8th-level characters, by James L. Sutter
  • An overview of several prominent gangs in Kaer Maga, and how they can expand the adventure, by James L. Sutter
  • New missions and adventure hooks for PCs spending time in Magnimar, by Jim Groves
  • Pirates and wererats in the Pathfinder’s Journal, by Bill Ward
  • Four new monsters, by Shaun Hocking, Jason Klimchok, and James L. Sutter

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-469-6

The Asylum Stone is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (512 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability

PDF:

Fulfilled immediately.

Print Edition:

Available now

Ships from our warehouse in 3 to 5 business days.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9063


See Also:

1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

3.60/5 (based on 7 ratings)

Sign in to create or edit a product review.

Feels Like More Could Have Been Done With the Setting

3/5

The third module in the Shattered Star AP doesn't quite hold up to the standard set by the other two. The setting is great-- Kaer Maga is a wonderfully bizarre place to set an adventure, but this module doesn't do as much as it should have with the material. As it is, there's some exploration of the city, but not too much, and the first dungeon is just ok compared to the rest of the dungeons in the AP. It's not bad, there's some good RP if your group manages to uncover it, but it's a little lacking.

The second dungeon in the module is probably my favorite, as it has a cool story and some neat RP opportunities if the GM relaxes the reins a bit. It then leads to a final dungeon which is cool and atmospheric.

My main issue with this book is that the individual dungeons don't weave together very well. They all have their own plots and are their own thing, and while those things are pretty good individually, they make the book feel all over the place plot and tone-wise. It also feels like they don't do much with the interesting Kaer Maga setting in these dungeons. In all, it's a fun module but some of it feels like filler.


One of the Most Creative, Challenging and Enjoyable Adventures Ever Written!

5/5

I ran The Asylum Stone for my ongoing mythic campaign. Instead of running it as part of the Shattered Star adventure path, I added several Kaer Maga based modules (Godsmouth Heresy & Seven Swords of Sin) early on to build the setting and give the players familiarity. As my players are mythic, I gave them early visions of the Dark Rider and this helped build the tension in a fantastic way. My headline pretty much says it all. I've played or run classic modules from the days of the Temple of Elemental Evil and Tomb of Horrors all the way to the Pathfinder era and what James L. Sutter has created will stand alongside the best of them all.

If you're interested in running this for a mythic campaign, I am posting my mythic adjustments in the GM's thread on the Paizo forum.

Ignore the negative reviews. This module has it all. It is filled with factions and flavor to give great roleplay. The action is varied and the monsters are imaginative and awe inspiring. The Dark Rider should become an iconic villain that your players will talk about for years to come. I know that mine do.

Pick up this book and the supplement City of Strangers to bring this to life in a way that you never imagined before. Buy it and run it today!


Better than its reviews

4/5

I ran this chapter as written for a group of 4 PCs as part of my ongoing Shattered Star campaign.

At last, Kaer Maga! The Asylum Stone! The City of Strangers!

And strange things you shall encounter, indeed... This adventure is a ride from one weird and strange set-piece to another.

If you want something that sticks more to a single theme or moves more gently from one site to another, look elsewhere.

If you are interested in a sample platter of what Kaer Maga has to offer, this is exactly your thing!

We fell into the second category and greatly enjoyed playing through this chapter.

The only downside is that the main villain is not introduced early enough in the adventure to make him and his lair feel truly legendary. It may work as written for some groups, as long as the GM stresses his importance in Varisian folklore, but for other groups you might want to seed rumors and superstition regarding him from day 1 of your campaign.

Like I said, this adventure is definitely not for everybody so think about your and your players' taste before picking this up.

We definitely had a blast, even though it was missing that little something extra that would have made it a 5 star experience.


Sadly not to my taste

2/5

I loved City of Strangers and, in general, all of what James Sutter writes but, sadly, this AP chapter didn't work for me and I don't think my group would have appreciated it. Without being my favorite part of Varisia, Kerr Maga is still fun and I was looking forward to The Asylum Stone. But even though some parts of it would probably be fun to play through (the Ardoc villa, the Troll Augurs, the Caulborns), most of the two main dungeons seem filled with somewhat random creatures that have little in common. Some of these encounters are really good, but I find the randomness undermines them. One or two odd creatures would have been fine, but many strange creatures in adjacent rooms would have broken my group's sense of verisimilitude.

Maybe Kerr Maga is just not for me/us?

I'm still looking forward to James's next AP chapter, when he can find the time to cram one in his busy schedule! And why not on another planet than Golarion. ;)


Interesting dungeon, but could use some more glue

4/5

The Asylum Stone contains three different dungeons, each one with its own unique theme. All three of these are paced well, and the last two have a good mixture of mysterious and magical. The creatures found within the dungeons are varied, and quite a few of them can find themselves in rooms other than their starting locations, really giving the DM a number of options for challenging their PCs. Since the actual encounters are the majority of the adventure (and were done superbly), the flaws I'm about to list only took off a star from my overall rating

So the dungeons and enemies are all great, but the problem in this adventure comes with the number of assumptions it makes about what the PCs will do. It included two largely unnecesary encounters on the way to Kaer-Maga (If there's only going to be one encounter in a day, it isn't worth unless sufficiently challenging/epic), and assumes that the players are going to get a guide (isn't their mission kind of private?) and that it's going to be Gav, and that they'll tell him exactly what they're looking for. The only two ways to advance the story is to either inquire with the Augers, or check out the Therassic spare, and if the PCs do the latter first, they skip around the first third of the adventure.

The support articles aren't fantastic either. I was really hoping the Gangs of Kaer Maga article would talk about the groups that weren't already talked about in the adventure, and the Missions in Magnimar article didn't really add anything to the world, which is what I normally look for in the support articles. The bestiary, at least, was interesting, though there were only four monsters.

Sutter also makes a lot references to his own works, including City of Strangers (duh), Distant Worlds, and oddly enough his fiction in AP #3. The latter was extremely unnecesary, but I suppose it didn't really take anything away from the adventure.

So overall the adventure itself was fun and enjoyable, though I had a bit of problem with the details. My group enjoyed playing through it, but I had to adapt a bit to get them to actually go into the dungeons.


1 to 5 of 7 << first < prev | 1 | 2 | next > last >>
101 to 140 of 140 << first < prev | 1 | 2 | 3 | next > last >>

Shaun Hocking wrote:
Jason Klimchok wrote:
Got the pdf and finally got to see my baby. He's ugly as sin, but I love him anyway. *DISCLAIMER* ugly as sin is not commentary on the artwork, cuz it's awesome. He really is one ugly creature.

The Fachen?

Hello fellow monstermaker.

Yes the Fachen. And hello to you, as well.


spoiler:
I like the clockwork familiar and the fungus related fey the Polevik from the bestiary, from the adventure i like the catfolk rouge Kanya, the simulcrum lich from Eox(plus racial mod from when there race were alive) and the Dark rider as well.

Grand Lodge Contributor

Thanks, Dragon78! :p

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mikaze wrote:

So to those that got their pdfs already:

How's the Kaer Maga-iness of it all? :D

** spoiler omitted **

got the shipping notice today, waitan

Spoiler:
It's a lot of Kaer Maga in one package. There are three distinct threads I could catch.

One Eando Kline, you run into some of his old friends and enemies and get his belt of incredible dex at one point.

Two, Kaer Maga Itself. At some points in the AP it seems like there's a mention of how you should totally buy City of Strangers, on every other page. which is sort of annoying, but also completely justified.

There's a LOT on three groups, the Ardoc Family, The Troll Augurs, and the Duskwardens with a tiny bit more about the Librarians of the Therrasic Spire. You don't really encounter any other groups though.

There are also some nice touches, a magic River Paddle Boat run by a halfling serves as your transportation to Kaer Maga for instance. as well as the Thassilonian uses and History of Kaer Maga. People who like teh city will probably like this module a lot. people who don't... not so much.

Disappointingly, The sidebar about the seven swords of sin wasn't particularly helpful. It basically advises grabbing the dungeon rooms, stripping them of their story stuff, and adding them into the existing dungeon. I wanted to know how to fit the Seven Swords module's story into this one.


What is in the bestiary? + Description

Senior Editor/Fiction Editor

Stratagemini wrote:
Who made the ** spoiler omitted ** up? Cause it's manifestly awesome. Is it intentional that you can grab it at caster level 7 as an improved familiar but cannot craft it until caster level 12?

That was me! And the reason you have to be higher-level to make it is just because that sort of construct-building magic is complex. Fortunately, if you want to take a clockwork familiar at a lower level, there are totally folks like the Ardoc family willing to sell you one. :)


spoiler:
Chrestomath(CR6)-type of caulborn, outsider that is nothing but a big brain with psychic releated abilities.
Clockwork familiar(CR2)-construct familiar with the abiity to gain special abilities from limited use magic items(scrolls, wands, potions).
Fachen(CR5)one eyed, one arm, one legged aberration that eats humaniods and it's own kind.
Polevik(CR5)fey creature with symbiotic relationship with fungus and molds, can make alchemical items, use puffball fungus as thrown weapons.

Contributor

3 people marked this as a favorite.

...must have adventure...must have adventure...must have...


Spoiler:
I like the Fungus creature very much! Must see the brain! Don't like clockworks, and disappointed to see a creature like Fachen (while I don't mind them) appear before more appealing english creatures such as Buggane, Jack in Irons or Fomorian.


Berkanin Ardoc does not meet the prerequisites for the Craft Construct feat. I'd trade Dodge or Combat Casting for Craft Magic Arms and Armor.


I loved this issue of the adventure path. Kaer Maga is one of my favourite cities of Golarion, and any new information is always welcome.

Mr. Sutter, if a sylph wizard and construct crafter of the Kaddren family (the spellcaster nobles of Magnimar that sponsor the Golemworks) wanted to marry into the Ardoc family, do you think they would welcome his proposal?

And do the following NPC fit into the Ardoc Family?

Xio (N kitsune bard 4) who married an Ardoc brother, and her son Vasily "White Fox" Ardoc (NG kitsune oracle6/harrower1), who would be the husband of the sylph.

Also, do you have to be able to establish an arcane bond to have a clockwork familiar, or you can craft them as you would soulbound dolls and homunculi?

Senior Editor/Fiction Editor

Amaranthine Witch wrote:
Berkanin Ardoc does not meet the prerequisites for the Craft Construct feat. I'd trade Dodge or Combat Casting for Craft Magic Arms and Armor.

Correct. Good catch.

Dark Archive

Krugulk Throatcaller p. 9
you only have base boggard hp and HD, you forgot to add in cleric HD and hp
should be hp 43; 6d8+9

Senior Editor/Fiction Editor

1 person marked this as a favorite.
Amaranthine Witch wrote:

I loved this issue of the adventure path. Kaer Maga is one of my favourite cities of Golarion, and any new information is always welcome.

Mr. Sutter, if a sylph wizard and construct crafter of the Kaddren family (the spellcaster nobles of Magnimar that sponsor the Golemworks) wanted to marry into the Ardoc family, do you think they would welcome his proposal?

And do the following NPC fit into the Ardoc Family?

Xio (N kitsune bard 4) who married an Ardoc brother, and her son Vasily "White Fox" Ardoc (NG kitsune oracle6/harrower1), who would be the husband of the sylph.

Also, do you have to be able to establish an arcane bond to have a clockwork familiar, or you can craft them as you would soulbound dolls and homunculi?

Thanks, Amaranthine! And I suspect that your construct crafter would fit quite well with the Ardocs. As for the kitsune--sure, why not? The Ardocs are mainly human, but Kaer Maga's a weird, melting-pot sort of place. And as Berkanin himself has proven, it's not unheard of for members to associate with those of more exotic races.

I don't think you need to actually have the arcane bond to hang around with a clockwork familiar--they're creatures in their own right, and some wizards might make them for sale to other folks looking for familiars, etc.


spoiler:
Berkanin Ardoc is a right ass! Seriously, what a totally unlikeable little jerk. He's a refreshing change from the archetyple evil and power-hungry wizard - a great example of a CN villain. No real direction, petulent, and really a nobody who just happens to have been born into the right family.

I also love how so many of the combat encounters in this adventure can be solved without combat. I didn't count, but I'd guess that roughly half of the battles here can be won with some quick talking. Another refreshing change from your typical dungeon crawl.

Also: pale stranger wth?! Weird but cool encounter.

In short, James Sutter needs to write more adventures. I hope each future AP has an issue arbitrarily set in Kaer Maga just to make sure that happens.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I take back a bit about my 7 swords of Sin complaint in the sidebar. there are actually two separate sidebars about it. One is in the articles, which presents a very solid hook to get the PCs to investigate the dungeon using

Spoiler:
the Council of Truth to lure them in.
I just wish there was a section explaining how to deal with the 7 swords once the PCs get them. and
Spoiler:
How to deal with Chellan in light of the events of Rise of the Runelords, and how that sword fits into Swords of Sin in the aftermath.

Senior Editor/Fiction Editor

Stratagemini wrote:
I take back a bit about my 7 swords of Sin complaint in the sidebar. there are actually two separate sidebars about it. One is in the articles, which presents a very solid hook to get the PCs to investigate the dungeon using ** spoiler omitted ** I just wish there was a section explaining how to deal with the 7 swords once the PCs get them. and ** spoiler omitted **

Glad we were able to help at least a little bit. :) Originally I planned to write up more about how to interlace the two, but space is always at a premium in an AP, and in the end I opted to present as much new content as I could. Still, I look forward to hearing what happens when you combine the adventures!

Senior Editor/Fiction Editor

Generic Villain wrote:

** spoiler omitted **

In short, James Sutter needs to write more adventures. I hope each future AP has an issue arbitrarily set in Kaer Maga just to make sure that happens.

Thanks, GV! And while I don't expect to write another Kaer Maga adventure anytime soon--gotta let those batteries recharge--the currently-in-progress sequel to Death's Heretic is set there, so I'm still spending a lot of time living in the City of Strangers, and can't wait to share with folks!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
James Sutter wrote:
Stratagemini wrote:
I take back a bit about my 7 swords of Sin complaint in the sidebar. there are actually two separate sidebars about it. One is in the articles, which presents a very solid hook to get the PCs to investigate the dungeon using ** spoiler omitted ** I just wish there was a section explaining how to deal with the 7 swords once the PCs get them. and ** spoiler omitted **
Glad we were able to help at least a little bit. :) Originally I planned to write up more about how to interlace the two, but space is always at a premium in an AP, and in the end I opted to present as much new content as I could. Still, I look forward to hearing what happens when you combine the adventures!

Though this may be a bit of a stretch, you could have an updated version of the seven swords of sin adventure produced with details on how to integrate it with this adventure path.

Though this is just an option and not really a formal request. *nudge*


1 person marked this as a favorite.

Just got it!

I'm thoroughly impressed with the "Gangs of Kaer Maga" and "Missions in Magnimar" sections. I tend to have a low opinion of the extras in the back of most APs, but this one was a very pleasant surprise. I hope we'll see more sections like "Missions in Magnimar" in future APs.


Hmm, I think when my players meet with Maligast...

Spoiler:
He's going to shake the wizard's hand when they think they're about to leave. Surprise round Paralyzing Touch :D

Also, I was kind of hoping the Gangs of Kaer Maga section would have more info on gangs not featured in the AP. Actually, it could just be that I'm a bigger fan of the Arcanist's Circle, Tallow Boys, and Brothers of the Seal than the Duskwardens and Ardocs.

Another error I noticed:

Spoiler:
Luonim the Vast seems to have an inexplicable +3 to the DCs of all his evocation spells. 1 comes from spell focus, but I have no idea where the others are supposed to be from.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Zaister wrote:
And of course I'm not judging the adventure until I've read it.

Now that I've read it, I'm afraid I must say this is really not at all an adventure I look forward to running when I will eventually run this adventure path. Far too much bizarre "monster city" stuff for my taste. Not really the kind of encounters I want to see in my game, and I dread playing encounters like troll augurs (ugh!), cat people, bloatmages, or these disgusting sounding "caulborn". I'm not a fan of the Dark Rider creature either. I really can't relate at all to these kind of things, and for me they just don't fit into a campaign as I'd like to run it. Ah, well. Sorry about that. I can't even bring myself to read stuff like "Gangs of Kaer Maga" (and it doesn't help that the title reminds me of that awful Scorsese movie...)

Senior Editor/Fiction Editor

Mechalibur wrote:


Also, I was kind of hoping the Gangs of Kaer Maga section would have more info on gangs not featured in the AP. Actually, it could just be that I'm a bigger fan of the Arcanist's Circle, Tallow Boys, and Brothers of the Seal than the Duskwardens and Ardocs.

I really wanted to do more gangs in the article, but it just didn't have the space. Instead, I tried to cover the three that are most tied to the adventure in order to maximize the utility for GMs who didn't care about the city, only the AP. But I'm glad to hear that you like the other groups as well! :)

Silver Crusade

Spoiler:
Harpies and catfolks
Holding haaaaaands

The racial features for one character and the conclusions that could be drawn concerning his race as it once was from both that and his artwork paints quite the picture of

Spoiler:
Eox.

Really dug that little bit. :D

All the myriad factions that can come into play as written are probably going to lead to some crazy wild variation between groups that run through this adventure. Also, the troll augurs are superkeen. Trolls have kind of been all over the place design-wise in their Pathfinder art, but I think these guys stand out, as far as their artwork selling their being civilized.

Dark Archive

Spoiler:

Maligast of Eox:

you need to add simulacrum and lich templates to make it "Male human simulacrum lich necromancer 10"
also, HD should be d6 not d8, only non-class HD are changed to d8s for lich template

Dark Archive

2 people marked this as a favorite.

Awesomesause!!!:
Gnome Bloatmage!!!

Silver Crusade

Pathfinder Adventure Path Subscriber

What Bigkilla said!


Hmm, another potential mistake:

Spoiler:
The Chrestomath's Mind Flood has a DC of 19. The description says it's intelligence based, which means the DC should be 10 + 5 (1/2 HD) + 7 (Int mod) + 2 (Ability Focus) for a total of DC 24.

Senior Editor/Fiction Editor

bigkilla wrote:
** spoiler omitted **

Spoiler:

Luonim the Vast will not be ignored! I love that his belt buckle is modeled off his own face. :D


I like how Luonim the Vast set off the trap by an innocent comment when they saw the jelly blob symbol thingie...

"What the hell is that?"...I have no doubt that will be the word for word quote of my own group.

Yes I know the jelly blob symbol thingie has a proper name but my module is accros the house at the moment.


Is there any particular reason why the magical properties and curses of the *shard of gluttony* (and the *shard of lust* from the previous installment) don't seem to be listed in either Adventure Path?

Or am I missing something completely obvious? (Wouldn't be the first time...)

Just curious...
JohnH aka Wanda

Paizo Employee Developer

All of the shards are detailed in Pathfinder #61 in their own article. It talks about the Sihedron, the shards, and skymetals.


Also,

Spoiler:
Was I the only one who, after seeing the back cover artwork, thought, "Eox Attacks!"??

;-D

Cheers,
JohnH aka Wander


Adam Daigle wrote:
All of the shards are detailed in Pathfinder #61 in their own article. It talks about the Sihedron, the shards, and skymetals.

Thanks for the prompt reply, Adam! :)

I'll have to re-peruse PF61, then...

Cheers, JohnH aka Wanda


I think there is an error with the Knowledge skills with the Chrestomath. (I am trying to enter it into Hero Lab :) ). Assuming the knowledge skills with +32 are class skills, there is not enough skill points (even with the +10 bonus) to get the skill totals in the stat blocks (currently it looks like it is 18 overspent). Am I missing something?

Paizo Employee Developer

I spent some time trying to track down that error, and the best I could figure out is that the chrestomath's Int score changed at some point and its skills weren't updated.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Zaister wrote:
James Sutter wrote:
Zaister wrote:
Not a fan of Mos Eisley, er... Kaer Maga at all, which is really putting me off a bit about this AP which otherwise sounds fine. I really really wouldn't want to run adventures in Kaer Maga. Hm.
Sorry to hear that, but it should be noted that the adventure itself is pretty much three different dungeons. Even if you wanted to scrub out all the Kaer Maga-specific details, you'd still have three very different dungeon romps to play with.
No problem, you can't please everyone all the time, and there are certainly more people here that enjoy this kind of stuff, so it's perfectly all right. And of course I'm not judging the adventure until I've read it.
Zaister wrote:
Zaister wrote:
And of course I'm not judging the adventure until I've read it.
Now that I've read it, I'm afraid I must say this is really not at all an adventure I look forward to running when I will eventually run this adventure path. Far too much bizarre "monster city" stuff for my taste. Not really the kind of encounters I want to see in my game, and I dread playing encounters like troll augurs (ugh!), cat people, bloatmages, or these disgusting sounding "caulborn". I'm not a fan of the Dark Rider creature either. I really can't relate at all to these kind of things, and for me they just don't fit into a campaign as I'd like to run it. Ah, well. Sorry about that. I can't even bring myself to read stuff like "Gangs of Kaer Maga" (and it doesn't help that the title reminds me of that awful Scorsese movie...)

Well here we are, a bit more than three year later, and I have to go back and maybe apopogize for my harsh words. I actually ran the adventure now in my Monday night game, and I must say, it was fun to run and to play and expand on some weird characters from Kaer Maga, such as the priestess of the Child Goddess for example, that I played up as very weird and mysterious when the characters went looking for clerical magic in the city. My players were also creeped out by the weirdness of the Black Fortress dungeon and its disgusting decor and treasures. All in all, the adventure was a success with my group, and everyone, including me, had a lot of fun.


1 person marked this as a favorite.

Reviewed.

I just finished running this for my mythic campaign and I have to say that this is probably the best adventure I've ever run to date. The Asylum Stone should go down in the top ten lists of greatest modules of all time.

I am a bit put off by reviewers that post negative reviews without ever running the adventure. Simply put, I don't think they know what they are talking about. Run the adventure first and then review it.

Creative Director, Starfinder Team

1 person marked this as a favorite.

Hey, thanks Fen and Zaister! Glad to see that old adventure is still getting some play. :D


I've been trying to figure out the ranks for the Clockwork Familiar. With Class skills, the Perception and Stealth are too low. Perception with 1 rank would be +6. Stealth with 1 rank would be +13, and would leave the familiar with 2 ranks not spent (Fly works out correctly with 2 ranks).

101 to 140 of 140 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #63: The Asylum Stone (Shattered Star 3 of 6) All Messageboards

Want to post a reply? Sign in.