DM Alexander Kilcoynes Serpents Skull PbP- Chapter 2, Racing to Ruin (Inactive)

Game Master Alexander Kilcoyne

"I might toss her back into the sea for good measure"

Nkechi "The Tempest", speaking about Willow Whisperwood.


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Your Humble Narrator

Sorry for double post.

Aron tried to pitch me a summoner (lol), which I obviously shot down like an modern anti aircraft missile battery VS a world war 2 spitfire.

Any preference to what he rolls up? I've pointed out the group is fairly melee heavy and reasonably arcane heavy so the obvious niches are divine caster and ranged combatant, but personally I don't mind what he pitches.

However, we're very likely to tie him into any organisation you may end up allying with, so lets continue the IC without waiting for Aron. I'll tie him in when appropiate,


Male Human Fighter 5 50/50 hp 4hp nonlethal

Traipsing around in the jungle doesn't sound very fun without someone who can decently heal and cast cure disease. We could manage without of course if it comes to it but I'd say divine caster unless you want to recruit a sixth for that in which case Aron should pick whatever.

Just my two cents.


I agree with Marcus ...


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

Agreed.


I concur with Marcus' assessment.


Master of Gaming and Grognardia Current map

Hi, Aron here. Making a druid, though taking a little while trying to bring up a backstory.

Oracle I wasn't certain about what direction to take, however I do like some of the firepower druids can bring down with spells and can use cure wands too.

Didn't want to try cleric again since I'm running into cleric fatigue with my RL campaign and running around as a 19th level gnome cleric that pisses off the Lawful characters (is CN and enjoys hitting on the ladies) so would like to try out a tree hugger :p


Male Human Fighter 5 50/50 hp 4hp nonlethal

Sounds good Aron. We've got two melee fighters so don't feel like you have to shore things there. Just avoid that serpent shaman...

If your struggling for ideas maybe we could hire you as a guide or maybe you know Tun'ada.


Your Humble Narrator

I'm likely to tie him in with one of the factions, so keep the IC posts up and lets see where the coin falls on that one.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Yes. Lets gets things back on track guys!


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

OK ... joining in again ...


Female Half-elf Druid (Jungle Druid)/4th

This is the druid so far, just going to see what Alex says about her and work a little bit, building upon her backstory.


Your Humble Narrator

Marcus- once you've received your sign up fee, that would be the best time to do a full loot split. Please ensure that Gwenyth also gets a share. Remember Jask gave Tun'ada 100 platinum recently too.


OK. Will do so when we finish this conversation. Split currently allocates scrolls/potions to group loot which I assume works OK with the new player.


Your Humble Narrator

I intend to write Gwenyth out of the story very soon and I absolutely hate DMPCing; please don't rely on her to negotiate etc.

Ambroze is highly suited for the task anyway.


Male Human Fighter 5 50/50 hp 4hp nonlethal

I assumed that would be the case, just didn't want to treat her as invisible due to DMPC status.

Shall we assume a horrible, grisly death is imminent then?


Your Humble Narrator

No. Gwenyth has other plans.


Female Half-elf Druid (Jungle Druid)/4th
DM Dan E wrote:
OK. Will do so when we finish this conversation. Split currently allocates scrolls/potions to group loot which I assume works OK with the new player.

Yeah I have no problem with that at all.


Master of Gaming and Grognardia Current map

Just to dot this and add the campaign to my user. I assume that's how it gets added :p


Your Humble Narrator

Dot the IC thread instead, won't work with just OOC.

Willow's starting wealth will roughly match her to you so exclude her from this loot split.


Male Human Fighter 5 50/50 hp 4hp nonlethal

OK will get to loot split as soon as I have a moment. So a few adjustments as above, 100pp total and 1000gp each.

Note the current way we've allocated loot we need to dip in to our respective shares to buy consumables. Let me finalise the figures but we might want to buy a few staples: a wand of CLW, maybe some potions of enlarge, lesser restoration etc. Willow will fortunately be able to remove disease at 5.

Aron not sure if you've seen the Jungle Druid archtype? Pretty funky for the campaign it would seem. Delays your wildshape a bit but you seem like a caster.


Female Half-elf Druid (Jungle Druid)/4th
Marcus Alanto wrote:

OK will get to loot split as soon as I have a moment. So a few adjustments as above, 100pp total and 1000gp each.

Note the current way we've allocated loot we need to dip in to our respective shares to buy consumables. Let me finalise the figures but we might want to buy a few staples: a wand of CLW, maybe some potions of enlarge, lesser restoration etc. Willow will fortunately be able to remove disease at 5.

Aron not sure if you've seen the Jungle Druid archtype? Pretty funky for the campaign it would seem. Delays your wildshape a bit but you seem like a caster.

I like that. Taken it now I just have to update the sheet again. It really does fit her background and goes very well with the campaign as I assume it'll mostly take place in a jungle.


Do we need to find a new home for the party's Scroll of Raise Dead (the one Gwen was holding onto that was found in the mithral scroll tube with Ishorou's pirate treasure)?

Also, have we had the two soul gems destroyed yet?

With respect to the NPCs, do we want to invite Ishorou and Aerys to join the expedition as well?


Your Humble Narrator

The scroll issue will resolve itself by the end of the current IC day...

You haven't done anything with the soul gems yet.


Female Half-elf Druid (Jungle Druid)/4th

Was origonally going to make her like Xan from Farscape, but thinking about it I could never play a "passive" character so she's going to be a bit of a odd-ball of druids. Hope this reflects that.

Plus I only just came up with the last part about setting the elder's beard on fire cause I felt she'd have to have done a lot of mistakes to be not "kicked out" but encouraged to leave and grow, returning hen she's hopefully more mature.


Your Humble Narrator

After a brain storming session with Jacob Trier over MSN, i've decided to house rule the way fuse grenades work. We were both unhappy that an intelligent foe will ALWAYS get a chance to hurl it back as long as it has actions and I was particularly unhappy that its detonation count is tied to a PC's initiative count, leading to strange things like if the thrower delays, the grenade explodes later.

As with all my house rules, the change is now visible in the Campaign Info for perusal. Here is the text-

Changes to the 'Fuse Grenade' Item-

1. The fuse grenade explodes on its own initiative count, which is equal to the PC's initiative count when he lights the grenade. If the PC should delay, ready an action or have his initiative changed by any way whatsoever, the fuse grenade retains the original initiative count.

2. The fuse grenade has a chance of exploding the same round it is thrown. The 1d3 rounds duration has been house ruled to 1d4-1, meaning that it might essentially explode the same turn it is thrown (on the roll of a 1, making a 0 rounds duration total).


Your Humble Narrator

I'm feeling very buzzed and excited about this game again, which I haven't felt like since before Jer started flagging and then left. I hope my enthusiasm proves infectious; i'm still very busy a lot of the time but do expect my update rate to increase a little. Of course, thats no reason to rest on your own laurels, get posting ;).

Anyway, shameless nagging aside, making this post because i've decided that with the Pathfinders sponsoring your expedition, what better opportunity is there to use the Faction Guide rules?

I'm hoping everyone has access to that book and I don't have to type up or copy/paste all the relevant information, but please speak up if you don't have access and are not familiar with the rules, specifically how TPA (Current Prestige Award) and CPA (Current Prestige Award) work? Esssentially, by fulfilling certain tasks and generally pleasing the Pathfinders with your progress, you will each individually earn prestige with the faction- representing greater tiers of membership, affiliation etc.

Although i'll mostly be awarding Prestige to the group as a whole, you will each have seperate TPA and CPA scores. Currently, you have yet to be awarded a Field Commission and still have 0 Prestige Award with the Pathfinders but that is likely to change fairly soon.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Haven't looked at it at all but I'll see what I can find.


Male Human Fighter 5 50/50 hp 4hp nonlethal

REVISED LOOT SS.

Had to go back a bit to check divisions so if I'm wrong anywhere please advice.

3 ??? items not included in the total:
- 2 soul gems (think the idea was to see if we could get any money selling to a good temple);
- holy symbol (Ambroze wanted but I don't think we have a value)
- the adamantine box (maybe the pathfinder experts can open?).

As per sheet everyone gets the value on the upper right hand side plus 154gp (contribution from Marcus) - the sell value of items allocated to you.

Consumables are excluded as before.


Your Humble Narrator

I can't get the doc to zoom in unfortunately and can't really make it out. What are the ??? items?

You can assume the soul gems are donated to a respectable church who will free the souls inside- and award you a 2,000GP reward. Will add it to a narrative later.


Your Humble Narrator

Also bear in mind you won't be able to advance within the Pathfinder Society if you sell your wayfinders...


Male Human Fighter 5 50/50 hp 4hp nonlethal

Weird. I can view it OK from the link. Should be able to download the document off my PBP page.

LINK.

Figure is 7162.17 each (-616gp for Marcus, + 154 gp for everyone else) without the gems (adds 400gp each). Noted another slight error in that I didn't properly value the darkwood buckler, it should be + 50gp for the darkwood, split 5 ways so make it 7726.16 gp for everyone but Marcus.

Mentioned the three items above (soulgems, holy symbol and adamantine box).

GM while we are talking money, thought I'd ask all my equipment related questions:

1. How do you handle equipment upgrades. Say I want to make my composite longbow handle a higher strength or make it masterwork (pay the price difference or apply the sale value of the old item against the new).

2. I get the impression we aren't going to be back to a civilisation for a while. Will we be able to upgrade things or will we have to buy them new (I'm more likely to buy expensive things now if the latter).

3. Wondering how you deal with enchanting a spiked shield. Can I enchant the spikes seperately to the enhancement bonus on the shield? How do you treat the bashing shield quality with a spike enchantment?

ie if I have a + 1 spikes / + 1 bashing light shield (do I just end up with a +1 1d8 damage weapon or do the bonuses stack).


Your Humble Narrator

1. Magical equipment upgrades are fine. I am however, going with RAW on mundane equipment upgrades- that is to say, you can't make a non-masterwork item masterwork or upgrade the strength rating on a bow.

2. With a powerful society backing you, you should be able to magically upgrade without too much hassle. It might take some time in later chapters, but it should always remain relatively feasible.

3. The spikes have to be enchanted seperately anyway (note that you need masterwork shield spikes fitted, having a masterwork shield doesn't count). The bonuses from spikes and bashing stack. I would look at this feat carefully-

Shield Master

And consider that to get the best use out of your shield weapon, your better off making your spikes +1 and no higher and letting your shield enhancement sub in for it.

So, Tun'ada, Chi and Ambroze each get 7726.16 GP, minus the sale value of anything they have claimed on the spreadsheet, right?

Adamantine Box won't be included in this loot split, disregard it.

Holy Symbol is worth 25GP.


Male Human Fighter 5 50/50 hp 4hp nonlethal

OK thanks all sounds reasonable to me. Shield master is definately on my list if we make it that high.

Can't afford to enchant the spikes at the moment. Playing around to see if I can afford to buy the bashing shield now and buy the spikes later. Will probably end up selling off the bow.

Edit:

Marcus has 7071.56gp to spend.

Sell

Composite Longbow +3 str 200gp
Light spiked metal shield 10.5gp

Buy

Amulet of natural armour 1k
Enchant falcatta to + 1 2k
+1 Bashing, darkwood, quickdraw, spiked, light, wooden (lol) shield 4,273 k

Not leaving him with a lot so will see how everyone elses buying works out.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Last post promise! Split assumes Gwen treated exactly the same as every other party member and no allowance given for Willow as above. Don't think she's taking out of the game any items that anyone would want in particular.


Your Humble Narrator

Both those assumptions are correct.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Taking a look, I can see the spread sheets OK ...


Male Human Fighter 5 50/50 hp 4hp nonlethal

Hmm going through the equipment list.

... never noticed before but we could buy fully trained CR 7 elephants for a mere 1000gp each .... hmmmm

Just to confirm, DM are you OK with armored kilts, combat scabbards and/or weapon cords? They all smell a bit cheesy to me...

no trampling our enemies under our mighty elephant stampede is fine, just fine...


Your Humble Narrator

Please ignore the elephants, the mere suggestion fills me with rage.

Weapon Cords/Combat Scabbards not a problem. The latter are improvised weapons though, and not even good ones at that...


Looking over the loot sheet - thanks for putting this together, Marcus!

A few minor corrections:

The market prices of the masterwork and magical weapons each appear to be too high by 50 gp. (the price for the masterwork composite longbow +3 str is correct at 700 gp)
Market price for the Darkwood Buckler +1 should be 1,203 gp, with a sell price of 601 gp, 5 sp.
Market price for the Buckler +1 should be 1,155 gp, with a sell price of 577 gp, 5 sp.
Market price for the Ring of Mind Shielding should be 8,000 gp, with a sell price of 4,000 gp.
Market price for the Ring of Swimming should be 2,500 gp, with a sell price of 1,250 gp.

Do we need to buy mounts and/or pack animals? EDIT: Catching up from extended weekend - just saw in the IC thread that the Pathfinders will be providing mounts.


Your Humble Narrator

Horses will be provided by the Pathfinders, and theres ample storage room in the much slower caravan.


Your Humble Narrator

Ok, so you have some downtime. We can fully play it out day by day if you wish or you can simply narrate the various things your character is getting up to in this time.

There will be some things happening in this downtime, but not enough for me to insist on doing it day by day, I'd much rather we leave it all fairly abstract except for any events that might occur.


Your Humble Narrator

The following has been cross-posted to the Campaign Info section for easy group reference.

Everybody, please note down on your character sheets that you are considered "Associates" of the Pathfinder Society and you each have 1TPA and 1CPA currently.

The Big Post on Faction Rules-

Faction Basics:

PCs improve their standing within their faction by succeeding in missions relating to or coming from a faction. In a given adventure, or even in between adventures, you should think about the factions the characters in the party have chosen to represent. Their factions might ask them to assassinate a crime lord, protect an innocent merchant caught in a crossfire, save a kidnapped child, hand off an important letter, foil an assassination, recover a specific stolen relic, or locate a letter of marque. Whatever the mission, a positive outcome earns the character a Prestige Award (PA).

As a character’s prestige increases, her faction rewards her excellent service with ever-increasing boons. In this section, you’ll find an expanded system of rules that describes the kinds of rewards and privileges a character can access as her Total Prestige Award (TPA) increases and how she can use her Prestige Award for a variety of benefits that reflect her faction’s willingness to assist her in times of need.

Prestige Awards:

A character’s Prestige Award (PA) is an abstract way to track his growing renown and reputation within a faction.

Total and Current Prestige Award-
Just as a character has a maximum hit point value when fully healed and a current hit point value when injured, that character has a Total Prestige Award (TPA) and a Current Prestige Award (CPA). TPA represents the character’s overall reputation within a faction. CPA represents how much influence the character currently has within that faction in terms of favors owed to him and his ability to influence others and make use of the faction’s resources.

Characters may spend CPA to acquire goods or services (see Spending Prestige Award), which means that a character’s CPA is usually less than his TPA, just as an adventuring character’s current hit points are usually less than his total hit points. CPA can never be higher than TPA.

Earning Prestige-
Characters earn prestige for performing missions for a faction or otherwise advancing the faction’s goals. For example, a character allied with the Eagle Knights gains prestige with that faction for breaking up a slaving ring, while a Razmiri cultist gains prestige for converting unbelievers to the faith and sending tithes back to Razmiran. At your discretion, a character may earn prestige for an adventure even if it’s not part of an “official” mission for a faction—a 7th-level paladin who has freed many slaves probably has earned prestige with the Eagle Knights even if she’s never taken orders from a member of that faction.

When a character’s Prestige Award increases, her TPA and CPA increase by the same value. For example, Jothalia has 5 TPA and 2 CPA with the Eagle Knight faction; if she completes a mission for them and her PA increases by 2, she now has 7 TPA and 4 CPA.

Losing Prestige-
A character can lose prestige for betraying faction secrets to outsiders, causing the death of a faction member, stealing from or lying to their faction brethren, befriending or allying with members of opposed factions, and so on. A typical penalty would be the loss of 1–3 CPA. In extreme situations, however, a character might incur such a negative reputation within his faction that his CPA and TPA decrease by 5 or even 10 points for a major transgression, possibly resulting in loss of rank and privileges within the faction. This does not force characters to forfeit boons already acquired, but it may prevent them from obtaining any new boons or benefits for which they no longer qualify at their lowered TPA, and they must work to get back in the good graces of their peers.

Benefits of Prestige-

A character’s Total Prestige Award represents her trustworthiness and status within their faction. The simplest representation of this prestige is that for every 10 points of her Total Prestige Award, she gains a +1 bonus on Diplomacy checks with members of that faction.

In addition, she may learn certain feats or spells or be able to purchase unique magical items or other goods that are restricted to those whose TPA reaches a certain benchmark. Her faction contacts can allow her to buy or sell goods whose value exceeds the normal gp limit of the local area or that might be of questionable legality. Finally, depending on the organization, a character’s TPA might afford her certain titles and incidental privileges.

Dealing with Allied Factions-

Many factions have close associations and alliances with other groups, and earning prestige in her faction can allow a character to enjoy some of the benefits of membership and prestige within allied factions as well. Each faction entry describes whether that faction is allied with any others. When dealing with members of an allied faction, a character may treat her TPA as if it were half its actual amount, including the related bonus on Diplomacy checks with, and buying and selling goods through, the allied faction; she can also spend CPA to obtain boons from an allied faction, though the costs are increased by 1.

Dealing with Opposed Factions-

Just as factions have allies, so too do they have enemies. The very same prestige that can make a PC famous within her faction and among allies can make her infamous in the eyes of opposing factions, and avoiding attracting unwanted attention from her faction’s enemies or those friendly to them is one reason that some characters keep their faction allegiances secret. If a character’s faction allegiance is known, the initial attitude of an NPC of the opposing faction is treated as one step worse than normal (for example, Indifferent becomes Unfriendly, Unfriendly becomes Hostile), and for every 10 points of the character’s TPA, she takes a –1 penalty on Diplomacy checks to influence that NPC. If the NPC’s faction opposes more than one of the PC’s factions, only the faction with which the PC has the highest TPA counts.

Spending Prestige

A character’s CPA total reflects the goodwill, political capital, and personal favors she has built up through service to the organization. While a character’s TPA can provide certain titles and privileges, most tangible benefits of faction membership are acquired when a character spends his CPA on temporary boons, favors, aid, spellcasting, or other services (see the Appendix).

Regardless of whatever honorific titles a character has earned through his Total Prestige Award, the cost for obtaining boons remains the same—an exalted Vision of the Fifteenth Step of the Church of Razmir must spend 1 CPA to have a remove curse or dispel magic spell cast on his behalf, just like a new initiate. Once a character’s CPA is spent, it is spent permanently; it is not recovered automatically like lost hit points or ability score damage. The character can, of course, earn more PA, which adds to both her TPA and her CPA, but spent points are gone.

Characters may not spend CPA during combat, and for the sake of simplicity you may limit characters to spending CPA once per gaming session (this keeps players from saving up their PA in large amounts and spending it all at once, making an adventure too easy). It is possible for a player to spend his character’s PA even if the PC is dead; in essence, this represents the PC having made prior arrangements with his faction to perform certain actions on his behalf, such as recovering his dead body and returning it to a specific location or having it raised.

You can add to the services presented in this book or create your own factions. The monetary equivalent of 1 point of PA is approximately 375 gp, though characters should normally only be able to spend PA on services, not physical goods.

PCs may not pool their earned prestige to obtain items or services, or for any other purpose, even if they are members of the same faction. As a general rule, PA is designed to be spent by characters on themselves; PA costs increase by 1 when the benefit is to other characters instead of to the member of the faction. However, PCs in a home game are ultimately free to spend their PA as they see fit.

A character’s ability to spend PA is dependent on his being in contact with other members of his faction, and unless noted otherwise, most factions tend to have agents, contacts, or headquarters in settlements that are at least the size of a large city. To reflect the difficulty of contacting a faction agent in a smaller settlement, PA costs increase by 5 in communities smaller than 5,000 people. This change, of course, can vary by organization; for the Green Faith, for example, the opposite is true—PA costs increase by 5 in communities larger than 5,000.

The Pathfinder Society:

Pathfinder Society-

The Pathfinder Society has existed for more than 400 years. Members include treasure hunters, explorers, tomb raiders, historians, and vagabonds, and they roam the farthest reaches of the world seeking lost relics of world-shattering power and answers to riddles older than the gods. These heroes brave vine-choked jungle ruins, ascend snow-capped peaks, and comb sun-seared desert sands in search of buried tombs and monuments of bygone ages.

Society members send records of their exploits to their venture-captain superiors, who in turn review them for accuracy before forwarding the manuscripts to the leaders of the Pathfinder Society.

Goal- Explore and Report

The Society recognizes no formal bylaws, but adherence to a general code of behavior is expected of all members, and reports of behavior contrary to this code are grounds for removal from the organization. The three most important member duties are as follows.

Explore: Pathfinders are expected to further the knowledge and reputation of the Society by traveling to distant lands, unearthing forbidden secrets, and piecing together the secret history of the world. Agents are encouraged to travel uncharted lands in search of ever more fantastic mysteries.

Report: In the course of their adventures, Pathfinders are expected to keep detailed journals, maps, and accounts of their exploits. At the conclusion of a successful mission, agents send a copy of their notes to their immediate superior, a regional venture-captain, who makes a full analysis (often involving divination). Records of especially noteworthy exploits make their way to Absalom and the Decemvirate, who compile the best tales into irregularly published editions of the Pathfinder Chronicles, which in turn make their way back to venture-captains for distribution to Pathfinder agents in the field.

Cooperate: The Society places no moral obligations upon its members, so agents span all races, creeds, and motivations. At any given time, a Pathfinder lodge might house a fiend-summoning Chelaxian, an Andoren freedom fighter, an antiquities-obsessed Osirian necromancer, and a friendly Taldan raconteur. Pathfinder agents are expected to respect one another’s claims and stay out of each other’s affairs unless offering a helping hand.

Alignment- True Neutral

Though the Pathfinder Society itself isn’t concerned with the specific actions of individual Pathfinder agents, they require those agents and their actions to conform to the general code of behavior noted above. Pathfinders who are incapable of following these simple rules are removed from the Society.

Leader

The Society is directed by the Decemvirate—ten masked and secret members whose identities are protected even from each other. It’s not known how long each Decemvirate member occupies the position; likewise, every aspect of their existence, from nomination to election, from meetings to formal public functions, and from day-today functions to retirement, is completely and utterly secret. The identity of the Ten is the Society’s most closely guarded secret—one, some say, that the Decemvirate are willing to kill to protect.

Headquarters-

The Pathfinder Society is housed in the sprawling estate of the Grand Lodge in Absalom. The estate contains a school, dormitories, several outbuildings, and a massive, many-spired, almost cathedral-like structure that acts as the administrative building and meeting place for the entire Society. Deep beneath the Grand Lodge are dozens of levels of magically sealed and tenaciously protected vaults, in which the Society keeps hundreds of years worth of magical research, world histories, priceless valuables, and arcane objects.

Joining-

Most Pathfinders are trained in the necessary skills at the Grand Lodge in Absalom, but a few experienced adventurers are given field commissions in the Society once they’ve proved they’re capable.

Gaining Prestige-

As the core of the Society’s functioning is venture-captains giving other Pathfinders assignments, earning prestige with the Society is a matter of completing these missions without destroying anything priceless along the way. Members may gain more prestige if their adventures are published in a volume of the Pathfinder Chronicles.

Pathfinder Society Resources:

Resources-

Please consult this list rather than the one in the book- I have made changes and thus the book version is no longer accurate.

The Pathfinders have access to strange magic and mysterious rituals derived from half-understood lore.

1 TPA: When in the Grand Lodge library, gain a +5 circumstance bonus on one Knowledge check. The check takes 1 hour, reflecting the need to reference the appropriate materials. Alternatively, a Pathfinder away from Absalom may place an order for reference books on a single subject to be sent to their location, gaining a +2 circumstance bonus on one Knowledge check. These bonuses do not stack with the generic "+4 to one skill check" use of CPA under standard faction costs.

1 CPA: Transcribe a common spell (one listed in the Pathfinder RPG Core Rulebook or APG) from the Grand Lodge library into a wizard’s spellbook or alchemist’s formula book. Alternatively, a Pathfinder awar from Absalom may place an order for this spell to be sent to their location for the same CPA cost. This benefit does not require a Spellcraft check or any additional transcribing costs.

5 TPA, 1 CPA: Exchange one character trait taken at character creation for a new Pathfinder Society trait (see the Appendix). The character
must still obey the normal trait system rules (such as not having more than one trait from the same category); however, the new trait does not need to be from the same category as the trait it replaces.

5 TPA, 5+ CPA: Gain a contact in a particular city. The character can consult with the contact for local gossip, news, and advice; this
benefit grants the character a +2 bonus on Diplomacy checks to gather
information, Knowledge (history), Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks regarding the contact’s city
made within that city. The character must wait 24 hours for the contact to provide the desired information. For an additional 10 CPA, the bonus from the contact increases to +4. A character may have contacts in multiple cities, but multiple contacts in the same city provide no extra benefit. If the contact dies, the character can spend CPA to find a replacement contact.

10 TPA: Purchase faction spellcasting (see the Appendix) at 1 CPA less than normal (minimum 1).

15 TPA, 8 CPA: Gain a Pathfinder Society trait of your choice as a result of an extensive week long training session. The character
must still obey the normal trait system rules (such as not having more than one trait from the same category)

18TPA, 8 CPA: After two weeks intensive study of the art of Resonating (See Seeker of Secrets page 51), when placing an ioun stone into a Wayfinder you may roll D% twice on the Resonant Powers chart and take the result of your choice.

20 TPA: Gain free passage on caravans and merchant vessels that are friendly to the Pathfinder Society.

20 TPA, 15 CPA: Treat any levels you have in the prestige classes Pathfinder Delver, Pathfinder Savant, Pathfinder Chronicler or Student of War as though the Prc was an additional favored class for you. This bonus also applies to levels gained in these classes since spending the PA on this.

25 TPA, 16 CPA: Gain a teamwork feat of your choice through a two week long course of intensive and vigorous training

20 TPA: Purchase any magic item worth up to 10,000gp value from a Pathfinder lodge at a 10% discount.

20 TPA, 1+ CPA: Access a hidden cache of supplies in a wilderness area. These supplies consist of survival gear such as dried food, clean water, spare weapons, rope, sunrods, spell components, and other nonmagical equipment listed in the Pathfinder RPG Core Rulebook.

Spending CPA on this resource represents finding a cache within 2d6 × 10 minutes from the character’s current location; the character does not need to plan ahead for this cache or know of its existence (it is,
in effect, a plot device for acquiring emergency items). A typical cache
contains up to 375 gp worth of these goods, and many times they are found near sites the Pathfinders planned to explore at some point. This resource always incurs the +5 CPA increase for being outside of community of at least 5,000 people.

30 TPA: In recognition of your achievements, you are gifted an ioun stone by the Society- your choice between the following options: Pearly White Spindle, Pale Lavender Ellipsoid, Iridescent Spindle, Emerald Ellipsoid or a Scarlet and Green Cabochon. Instead of being gifted an ioun stone, you may instead be presented with a Ebon Wayfinder- see Seeker of Secrets for details on all of these items. These gifts are a sacred honour within the society and are individually marked and engraved with the recipient's name- selling or losing such an item is considered to be an incredible dishonour to the society and is often marked with a severe loss of prestige.

40 TPA, 1 CPA: Gain a reputation as a famous and successful Pathfinder.
The character is in effect a celebrity adventurer and is well known in several countries (though whether this is fame or infamy depends on the history and personality of the character). This reputation grants the character a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with someone who knows of her fame. Many Pathfinders with this level of prestige go on to become venture-captains
(though the Decemvirate selects venture-captains based on qualities other than prestige).

Standard Faction Costs:

Appendix- Standard Faction Costs

Weekly Services

CPA Cost of 1

Mounts (light riding horse, camel, mule, or pony) for the PC and up to one companion per level.

Boat travel (freshwater or coastal transport for the PC and up to 10 others; includes a crew of four 1st level experts).

Work detail of 50 1st-level commoners.

Skilled craftsman (expert of 1/2 the faction member’s level).

Bodyguard (warrior of 1/2 the faction member’s level).

Ship travel (deep water transport for the PC and up to 20 others; includes a crew of 10 1st level experts).

CPA Cost of 2

Squad of 10 1st-level warriors.

Combat trained mounts (light or heavy warhorses or riding dogs) for the PC and up to one companion per level.

Spellcasting-

CPA Cost of 1
Dispel magic
Gentle repose
Lesser restoration
Make whole
Remove blindness/deafness
Remove curse
Remove disease
Remove paralysis
Sending

CPA Cost of 2
Atonement (8 CPA to restore cleric/druid powers)
Break enchantment
Cure critical wounds
Divination
Greater dispel magic
Neutralize poison
Overland flight
Restoration (4 CPA to dispel a permanent negative level)
Scrying

CPA Cost of 4
Regenerate
Analyze dweomer
Greater scrying

CPA Cost of 5
Commune
Contact other plane
Legend lore

CPA Cost of 7
Teleport Object
Vision

CPA Cost of 10+
Teleport (10)
Plane Shift (15)
Greater Restoration (16)
Raise Dead (16)
Discern Location (18)
Greater Teleport (20)
Resurrection (32)
Soul Bind (75)
True Resurrection (77)

Miscellaneous Expenses
+4 to one skill check (1)
Purchase a single item worth 375GP or less (1)
Acquire the wealthy cost of living for 1 month (1)
Purchase a single item worth 750GP or less (2)
Acquire the extravagant cost of living for 1 month (2)
Retrieval of a dead body to a faction controlled location (5)


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Chi
Who got Gwen's masterwork backpack?

Sell
Thieves Tools (RAW 15gp)

Buy
Masterwork Thieves Tools 100
Alchemist lab (Portable) 75
Eyes of the Eagle 2,500
Ring of Protection +1 2,000
Bracers of Armor +1 1,000
Cloak of Resistance +1 500

Total 6100

Here's a list of items that might benefit Chi.
Always willing to accept suggestions.
Anyone want me to have scrolls or make anything using alchemy or bows.

Chi will spend her time shopping and use her alchemy skill to make useful items for the expedition, learning from nay pathfinder alchemists in the lodge.


Your Humble Narrator

Cloak of Resistance is 1K.

Chi, i'd recommend you just prepare Mage Armour instead of the bracers. They get ludicrously expensive later on and you could just buy a level 1 Pearl of Power to recall a different level 1 spell after use- and still essentially have the same number of spells per day :).

If you have enough time to actually make one (the crafting skills are a bit borked, I essentially multiply mundane crafting results by 10 in order to give a more reasonable pace) or several, you may want to get Anti-Toxin. Remember you can craft 'on the road' too, at a reduced rate of progress.


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

AK,

The cost to make a magic fang spell permanent. Would a single casting cover both of Tun'ada's claws, or would I need two castings? I know I will need another casting to get bite covered as well.

Just trying to figure out the economics of it. An amulet of mighty fists +1 is 5,000 and would cover both claws and the bite, but take my neck slot. If I can get the same effect for two castings of permancy of magic fang, I think I will go that route.


Your Humble Narrator

Both claws can be covered in one spell. I was expecting this issue to come up and already made a ruling for it.

Bear in mind though, that you just gained a caster focused Druid. Natural Armour enhancement items and Natural Weapon Bonuses might be best left in her hands from next level, or at least let Willow supplement to some extent.

(In Aron's CotCT game, the Dwarf Sword and Boarder didn't buy an Amulet of Natural Armour because he knows i'll usually prepare a Barkskin for when he needs it.)


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27
DM Alexander Kilcoyne wrote:

Cloak of Resistance is 1K.

Chi, i'd recommend you just prepare Mage Armour instead of the bracers. They get ludicrously expensive later on and you could just buy a level 1 Pearl of Power to recall a different level 1 spell after use- and still essentially have the same number of spells per day :).

If you have enough time to actually make one (the crafting skills are a bit borked, I essentially multiply mundane crafting results by 10 in order to give a more reasonable pace) or several, you may want to get Anti-Toxin. Remember you can craft 'on the road' too, at a reduced rate of progress.

Good point on the bracers, although I was a little worried about finding the traps and stuff, when I might not have time to use mage armor. The stone is a better idea though....I'll take another look at that.

I'm happy with whatever you decide on the crafting alchemy, it's useful, but also a very nice device for her to do something witchy during time off... along with anything else she might do.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Mage armour is 4 hours now. Should have plenty of time to pre-cast it unless we're ambushed or something.


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2
DM Alexander Kilcoyne wrote:

Both claws can be covered in one spell. I was expecting this issue to come up and already made a ruling for it.

Bear in mind though, that you just gained a caster focused Druid. Natural Armour enhancement items and Natural Weapon Bonuses might be best left in her hands from next level, or at least let Willow supplement to some extent.

(In Aron's CotCT game, the Dwarf Sword and Boarder didn't buy an Amulet of Natural Armour because he knows i'll usually prepare a Barkskin for when he needs it.)

Willow, what do you think? Would you be willing to prepare a Magic Fang or two for Tun'ada, or should I go ahead and buy the permancied spell?


Female Half-elf Druid (Jungle Druid)/4th
Tun'ada wrote:
DM Alexander Kilcoyne wrote:

Both claws can be covered in one spell. I was expecting this issue to come up and already made a ruling for it.

Bear in mind though, that you just gained a caster focused Druid. Natural Armour enhancement items and Natural Weapon Bonuses might be best left in her hands from next level, or at least let Willow supplement to some extent.

(In Aron's CotCT game, the Dwarf Sword and Boarder didn't buy an Amulet of Natural Armour because he knows i'll usually prepare a Barkskin for when he needs it.)

Willow, what do you think? Would you be willing to prepare a Magic Fang or two for Tun'ada, or should I go ahead and buy the permancied spell?

Sure, though I didn't prepare any just yet because in character, Willow would have no reason to know your abilities yet unless you were to somehow be able to work that in?

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