Curse of the Crimson Throne

Korvosa has long stood as the first bastion of
civilization on the wild frontier of Varisia. Yet
tragedy seems to haunt the city’s royal bloodline.
Few of her rulers rule for long, and none have lived to a
ripe old age, dying instead well before their time. Heirs to
the throne are few and far between—in its 300-year history,
no king of Korvosa has directly inherited the Crimson
Throne from his father. This is the source of much gossip
and tale-spinning among the city’s citizens, who speak in
hushed tones of what they have come to call the Curse of
the Crimson Throne.

“Not only couldn’t I imagine living anywhere else—I simply wouldn’t. I’m a good man,
a faithful husband, a loving father, and a responsible citizen. What I do has a purpose—
and that purpose is to keep Korvosa safe. It might not be a glamorous job, but it’s as
important as anything else. So if you’re looking for trouble, might I suggest Magnimar or
Kaer Maga? You’ll save yourself some hard labor and me a lot of paperwork if you do.”
—Captain Tevigant Bereskan, Korvosan Guard, South Shore Garrison

“Why do I live here? Why live in the most regimented, law-abiding, oppressive city this side
of Bloodsworn Vale? Answer’s simple, mate. With the Sable Company flapping around in
the clouds, Hellknights stomping around on the streets, and the Korvosan Guard caught
between them, no one knows who’s got jurisdiction over what. You just gotta know when
to hide and know when to bribe. Now, you wanna buy this magic dagger or not?”
—Corb “Birdtongue” Meever, Cerulean Society Fence

House Rules

Stealth – While the RAW says that you cannot Stealth without cover or concealment, period, I say that you may use Stealth in cover or concealment and then leave cover or concealment and still be Stealthed, as long as the Perceiver is distracted in some way, such as in a fight. While there is no facing, if you want to sneak up on someone who is fighting your ally, I say, go ahead and give it a shot. The fighting provides plenty of distraction. However, that doesn’t mean that the bad guy’s ally who isn’t in a direct melee and isn’t distracted won’t see you outright and call out to his friend that there is a guy coming up to stab him in the back…in which case you are hosed. Also, if you want to sneak up on a guard, just ask me when the guard has his back to you. You should be able to make your attempt, even though there is no facing, with any circumstance bonuses I decide should be applied to the Perceiver. Plus, the farther away you are, the more chance the Perceiver has to spot or hear you. This goes against RAW, which says unless you have cover or concealment, the person just sees you…no Perception check necessary. However, to be clear, if you are hiding behind a wall at the 40 yard line of a football field and an enemy is at the other 40 yard line at noon on a clear day facing you, and you decide to come out from behind your wall and get a 47 on your Stealth check…he still sees you. Why does he see you? Because he gets a +100 (or whatever it takes) Circumstance Bonus to his Perception roll. Pathfinder is not a computer game.
Update – Use new PF Stealth rules:
STEALTH
(Dex; Armor Check Penalty) You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Usually a Stealth check is made at the start of an action when you have some kind of cover (except for soft cover) or concealment. You cannot spend a free action to initiate Stealth, but if you spend a free action while under the effects of Stealth, you must make a new Stealth check to continue its effects. You can always spend a swift action to stay immobile and make a Stealth check. You can move up to half your speed and use Stealth at no penalty. When moving at a speed greater than half your speed and up to your normal speed, you take a –5 penalty on the Stealth check. It’s usually impossible to use Stealth while taking an immediate action, a full-round action, or any action to make an attack, unless you are subject to greater invisibility or a similar effect, or you are sniping (see below). When you make your Stealth check, those creatures that didn’t succeed at the opposed roll treat you as hidden until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment. You are not hidden from creatures that are observing you (creatures that you didn’t have cover or concealment from) or that succeed at the opposed check.
A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

Attacking while Hidden: Usually, making an attack against a creature ends the hidden condition. For purposes of Stealth, an attack includes any spell targeting a foe or whose area or effect includes a foe. Actions directed at an unattended object do not end Stealth. Causing harm indirectly is not an attack. If during your last action you were hidden to a creature, you are still considered hidden when you make the first attack of that new action.

Other Perception Checks: If a creature makes a Perception check as a move action to notice a hidden creature, the DC of the Perception check is the hidden creature’s last Stealth check. This is also the case if a creature makes a Perception check to notice a hidden creature because the perceiving creature is entering an area where it could possibly notice a hidden creature.

Sniping: If you already are hidden to a target and you are at least 10 feet away from that target, as a standard action, you can make one ranged attack against that target and immediately make an opposed Stealth check to stay hidden. You take a –20 penalty on your Stealth check when attempting to snipe.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. If you do not have cover or concealment, as a swift action, you can attempt a Bluff check opposed by the Sense Motive of opponents that can see you. If you are successful, you are considered to have concealment from those creatures (but you do not gain the percent miss chance from concealment) until the end of your next action, you make an attack (as defined in the Attacking while Hidden section, above), or the end of your turn, whichever happens first.

Action: Usually making a Stealth check is not an action. Using Stealth is part of the action you are taking.

Special: If you are subject to the invisibility or greater invisibility spells or a similar effect, you gain a +40 bonus on Stealth checks while you are immobile, or a +20 bonus on Stealth checks while you’re moving. If you have the Stealthy feat, you get a bonus on Stealth checks (see Chapter 5).

Conditions
Hidden: You are difficult to detect but you not invisible. A hidden creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonus to AC (if any). You do not have line of sight to a creature or object that is hidden from you.

Invisible: Invisible creatures are visually undetectable. An invisible creature or object gains the benefits of the hidden condition. An invisible object or creature gains total concealment.

Universal Monster Rules
Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks notice hidden creatures or to pinpoint the location of an invisible creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment from the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Format: blindsense 60 ft.; Location: Senses.

Blindsight (Ex) This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. invisibility, darkness, and most kinds of concealment are irrelevant, as is the hidden condition, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Perception checks to notice creatures within this range. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Format: blindsight 60 ft.; Location: Senses.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When it is within 5 feet of the source, the creature pinpoints the source’s location or notices a hidden creature.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Format: scent; Location: Senses.

Tremorsense (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically notice hidden creatures and objects as well as pinpoint invisible creatures and objects in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.
Format: tremorsense 60 ft.; Location: Senses.

Invisibility – Invisibility is not fool-proof. Think of it as the camouflage that the Predator has, where if you reeeeaaally look, you would be able to see someone. So all it does is add a +40 to your Stealth check, or +20 if you move. It does allow you to be Stealthed without cover or concealment, but each time you move, you have to make another Stealth check at +20 to see if you are being Perceived. The +20 and +40 include footprints, cold breath, and the other stuff that might cause an invisible creature to be Perceived…with the exception of certain times, such as walking across a shallow lake, wherein the GM might give the Perceiver a circumstance bonus. Also, if you shoot an arrow at an invisible creature and hit them, the arrow falls to the ground, is destroyed, or becomes invisible. You cannot determine the location of an invisible create by looking for arrows stuck in it. Also, invisibility goes away after your first attack, not after your first standard action.

Undead – Undead do not need to use Perception to see creatures. Most of them have no eyes. They detect life and death. They can feel where a creature is by detecting its life or its undeath, similar to Tremorsense. So don’t try to sneak up on a lich, even if you are invisible and super sneaky. Or even a skeleton. It knows you are there.

Charging – I go with the 3.0 rules for charging. That is, you don’t necessarily have to charge directly at the creature. You may end your charge at a square where you may hit the creature, not necessarily directly at the creature. So you could end up to the right or left of it.

Character Death – If you die and decide you don’t want to be raised in-game (through a raise dead spell or something similar), you may create a new character that is one level below the character that died.

Detect Magic – While it is a cantrip/orison, and you can do it all day if you want, remember Detect Magic is a SPELL with a Verbal and Somantic component that takes one standard action to cast and cannot be done without attracting notice…just like a fireball. If you are having a conversation with someone and you start casting a spell, it will have repercussions. Also, remember the spell is a cone. This also includes…

Detect Evil/Law/Chaos/etc. – If you are talking to a noble and not getting a good feeling from this guy, and all of a sudden you decide to cast Detect Evil…number one, imagine that conversation: “So have you seen the princess lately?” “Nope.” “Really? Oooooo…. alakazammmmm… deeeeteeectt… evvvvvvilllll. Somehow I don’t believe you.” Number two, if the person is in fact evil or for some reason on edge, if you cast a spell in his face, that might just be cause for a surprise attack on his part, with you being flat-footed. You might just cause someone to draw his sword and attack you just on the threat of you casting a spell on him even if he isn’t evil. Most people think spells are nasty things. Which they are. Three, at the very least, it would be extremely rude and cause for offense, especially if the person can Spellcraft what you are doing. People don’t go around casting spells all the time for what appears to be no reason.

Take 20 – Sometimes I will say, “You cannot take a 20.” Most of the time it will be because you failed a skill check of some kind and want to try again. If that is the case, just assume that whatever it is that you are trying to do, you sucked hard at, and will fail at it. You had a chance to do it, but you blew it, and no matter how hard you try, you won’t be able to do it. In game terms, just assume that either the DC is too high for you, or that there was no reason for the check in the first place. For example, if I say, “Roll a DC 20 Perception check to see if you find anything in the room,” and you roll an 18, you don’t find anything. However, if you had succeeded, you would have found the +5 Adamantine Full Plate of Gender Switching. If you then say, “Well, I want to take a 20,” and I say that you can’t, that means that the Full Plate was never there to be found in the first place. You had a chance to find it, but didn’t, so now the Full Plate was never there. I won’t always say you can’t take a 20, but when I do, it is because I want it to be a chance that you do something…not a sure thing.

DR-

Stone Shape – The problem with using Stone Shape offensively, such as to encase someone in stone, is that the description says, “You form it into any shape that suits your purpose,” but that can be a problem when that shape is a moving creature, especially when it is moving dynamically, such as in combat. The shape would be ever changing and different each moment. Plus, the spell is too low a level for me to allow it to be used that way. To me, you have to cast the spell and visualize the shape of the stone you want, which doesn’t work if the shape is then different from one second to the next, since it is a moving creature. And I don’t believe the spell is intended to do damage in that manner, such as saying, “I want it to encase that guy…oops he no longer is in that shape, so the stone does X amount of damage to him in that instant.” I’ve come to the conclusion that it is easier and fair, when using stone shape to restrain an individual or individuals, to say, “I’m using stone shape to encase the person in a stone box.” That way the target can attempt to free himself from the prison. And for the purposes of ease, a medium creature is a five foot square. That way we can calculate the thickness of the stone easier, also. In addition, the creature would get a reflex save to avoid the stone.

Firearms – having alchemical cartridges does not stack with rapid reload, meaning you can’t take rapid reload and use alchemical cartridges to reload with a free action.

Spellcasting services – Unlike what the book says, if you want to hire a spellcaster to cast a spell for you, it will at a MINIMUM cost the same as the cost of an equivalent scroll. That does not include the cost of getting the spellcaster to travel, etc. If you want a high level wizard to cast a high level spell in a dungeon that takes a week to get to, not only would you have to pay for the spell (scroll cost), you would have to pay for two weeks of the wizard’s time (which would probably be a lot).

Healing and Scars – This is more for flavor, but when you are healed magically, the magic simply speeds up the natural healing process. So you will have scars and stuff. Especially when you are knocked out (0 hp or more). When you are brought to below 0 HP and survive, you will roll to see where your scar is and write down what kind of scar it is, depending on what you were fighting and how it was hitting you. There should be a spot on your character sheet that keeps track of your scars, essentially listing each time you were brought to near death. For every two VISIBLE scars you have, you take a +1 circumstance bonus to Intimidate, and a -1 to Diplomacy.

This goes for losing a limb as well. If you lose a limb (or eye) and you get restored, the limb (or eye) will be maimed and scarred. It will have no in game penalties, it just looks super gnarly, and counts as a visible scar.

Torso – 1-60
Crotch-61-75
Neck-76-85
Head-86-100

If you are brought below 0 HP, healed, then brought below 0 HP again in the same combat, you would receive two scars, or three, or however many scars that correspond to you falling in battle.

Fly Spell – The spell is different from naturally flying, so you can go straight up at half speed, as described in the spell. Also, you may use the bonuses from having a natural fly speed from size and maneuverability.

Quest for ingredients for magic items (?)
Let me know what else I need to add…

Curse of the Crimson Throne

redd77 UncleZimmy SaiRath stacker1001