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(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

I know it's still a couple months early, but in anticipation I recently roughed out an alternate party of pre-generated characters using the following guidelines: PHB races and classes only (UA bloodlines and class variants are an option, as are the options in the Pathfinder Chronicles Gazetteer), 28 point buy, one UA Trait, and PCs can choose to take a Flaw from UA to gain an extra feat. More details will be added once the Second Darkness Companion is out. DMs can use them as NPC ideas or replacement characters.

Elf (Intermediate Fey Bloodline from UA) sorcerer (battle sorcerer variant) 1; 12 Str, 16 Dex, 12 Con, 12 Int, 8 Wis, 15 Cha; Animal Companion variant from UA, weapon proficiency with Short Sword; Concentration 4, Handle Animal 1.0, Knowledge (Arcana) 2, Spellcraft 4; Detached (+1 Will, -1 Ref); Point Blank Shot; this is one character that would probably work better under the Pathfinder RPG rules

Gnome druid ("swift and deadly hunter" variant from UA) 1; 10 Str, 14 Dex, 14 Con, 12 Int, 15 Wis, 10 Cha; Favored Enemy (either Aberration or Magical Beast); Concentration 4, Handle Animal 4, Heal 2, Knowledge (Nature) 4, Ride 2, Survival 4; Uncivilized (+1 Handle Animal, Wild Empathy; -1 Bluff, Diplomacy, Gather Information); Spell Focus (Conjuration), Track; probably going to take Augment Summoning at some point

Human (Ulfen) barbarian (Cold Resistance variant from the Pathfinder Chronicles Gazetteer) 1; 15 Str, 14 Dex, 14 Con, 10 Int, 12 Wis, 10 Cha; Climb 2, Intimidate 4, Jump 2, Literacy, Profession (Sailor) 2.0, Speak Language (Common/Taldane; Skald is native), Swim 4; Musclebound (+1 Str-based checks, -2 Dex-based checks); Power Attack, Weapon Focus (Battleaxe); fights with battleaxe and shield, like a classic Viking

Human (?) paladin (Erastil; hunter variant from UA) 1; 14 Str, 10 Dex, 12 Con, 12 Int, 14 Wis, 14 Cha; Favored Enemy (+2 Undead); Diplomacy 4, Handle Animal 4, Knowledge (Religion) 2, Ride 2, Sense Motive 4; Honest (+1 Diplomacy; -1 Bluff, Sense Motive); Improved Initiative, Point Blank Shot

I'd considered switching the elf and the gnome class selections, but since I'm restricting the options available, an elf druid 4/bard 4/rogue 2/Fochlucan lyrist (Complete Adventurer) is out. Also, while a gnome battle sorcerer with a fey bloodline is a great concept, an elf just works better mechanically.


a little early indeed. Why not wait for the players guide and use the campaign specific traits which are bound to be there?

I'm debating what group to play this with. My main group is huge and I don't know if I want to bring them all over. Otherwise its a one person campaign with my wife. Hmmm


not too early. SD starts early august


Mr. Slaad wrote:
not too early. SD starts early august

I know it's only 3 weeks off but I'm waiting on the players guide which usually includes stuff on where you might want your character to be from and has traits that tie in to the adventure rather than the generis traits from UA.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

Dennis da Ogre wrote:
a little early indeed. Why not wait for the players guide and use the campaign specific traits which are bound to be there?

That's why the roughed out characters have only one UA trait each. From the themes already revealed and taking the opportunity to create some suitable "core+OGL SRD+Golarion specific" characters, I can start making some educated guesses about fitting the characters into the story (elf vs. drow, druid guardian of nature, Viking-esque warrior who's possibly a mercenary guard, divine hunter of supernatural evil).

It's also an opportunity to share some ways of translating character concepts into game mechanics (for those sick of the "standard" character class builds).


That makes sense.

Right now second darkness is the adventure without a group for me. I have some players but they are all playing Red Hand of Doom. I'm also not sure I want to move our group to a new campaign.

My Second Darkness campaign will use the Pathfinder RPG rules instead of straight core.


My group is currently going through RotRL (I think we're about to take out Mokmurian... although, he'll probably escape, like several of the other bbegs have... fairly annoying - though we've thoroughly killed a couple), and I'm up next to DM once we're done. I am unsure of whether I should go through Crimson Throne, or just start right out with Second Darkness. It seems like it would be better to go with SD, as it will be newer and the products will probably support it a little more.

That said, I will also be using Pathfinder Beta rules when I start. Maybe as you're posting your alternate iconics you could stat them up using Pathfinder Beta rules, too? :)


I'd have a look at CotCT before you write it off completely; newer doesnt mean better, necessarily. Ask your players if the idea of a mostly-urban campaign appeals to them. If they dont jump at it like hungry carp, go with SD.


Jodah wrote:
I'd have a look at CotCT before you write it off completely; newer doesnt mean better, necessarily. Ask your players if the idea of a mostly-urban campaign appeals to them. If they dont jump at it like hungry carp, go with SD.

The choice is pretty clear here, urban or underdark. I guess much of Second Darkness is on the surface but there is definitely some underdark/ drow tie ins.


Oh no, I never meant to imply that newer meant better quality (I am sure all of them are of equal quality, just different). I meant that only to say that it's more likely that if additional products are produced (non-AP products) then it's more likely that it will tie in with SD. I have no idea if that's accurate or not... just a thought. :)

That said... we've tried urban campaigns before, and they tend to peter out after a little while. Perhaps SD will be of greater interest to the rest of the folks, too. But I'll ask which they would prefer... perhaps they're all raring to go on a city adventure.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

After reading the Second Darkness Pathfinder Companion, I've made the following changes:

Elf (Intermediate Fey Bloodline from UA) sorcerer (battle sorcerer variant) 1; 12 Str, 16 Dex, 12 Con, 12 Int, 8 Wis, 15 Cha; Animal Companion variant from UA, weapon proficiency with Short Sword; Concentration 4, Handle Animal 1.0, Knowledge (Arcana) 2, Spellcraft 4; Fencer (SDPC pg. 11), Researching the Blot (SDPC pg. 15); Point Blank Shot; Studded Leather, Short Bow, 20 Arrows, Short Sword, Dagger, Spell Component Pouch, 2 gp

Gnome druid ("swift and deadly hunter" variant from UA) 1; 10 Str, 14 Dex, 14 Con, 12 Int, 15 Wis, 10 Cha; Favored Enemy (+2 Aberration); Concentration 4, Handle Animal 4, Heal 2, Knowledge (Nature) 4, Ride 2, Survival 4; Into Enemy Territory (Paladin as friend; SDPC pg. 15), Natural Born Leader (SDPC pg. 13); Spell Focus (Conjuration), Track; Small Sling, 20 Small Sling Bullets, Small Scimitar, Small Dagger, Holly and Mistletoe, Spell Component Pouch, 22 gp, 8 sp

Human (Ulfen) barbarian (Cold Resistance variant from the Pathfinder Chronicles Gazetteer) 1; 15 Str, 14 Dex, 14 Con, 10 Int, 12 Wis, 10 Cha; Climb 2, Intimidate 4, Jump 2, Literacy, Profession (Sailor) 2.0, Speak Language (Common/Taldane; Skald is native), Swim 4; Killer (SDPC pg. 11), Looking for Work (+1 Intimidate; SDPC pg. 15); Power Attack, Weapon Focus (Battleaxe); Studded Leather, Heavy Wooden Shield, Short Bow, 20 Arrows, Battleaxe, Dagger, 25 gp

Human (?) paladin (Erastil; hunter variant from UA) 1; 14 Str, 10 Dex, 12 Con, 12 Int, 14 Wis, 14 Cha; Favored Enemy (+2 Evil Outsider); Diplomacy 4, Handle Animal 4, Knowledge (Religion) 2, Ride 2, Sense Motive 4; Sacred Touch (SDPC pg. 12), Scouting for Fiends (SDPC pg. 15); Improved Initiative, Point Blank Shot; Scale Mail, Heavy Wooden Shield, Longbow, 20 Arrows, Longsword, Dagger, Wooden Holy Symbol, 9 gp

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

Corrected starting equipment/money:

Gnome druid- Small Sling, 20 Small Sling Bullets, Small Scimitar, Small Dagger, Holly and Mistletoe, Spell Component Pouch, 27 gp, 8 sp

Human paladin- Scale Mail, Heavy Wooden Shield, Longbow, 20 Arrows, Short Sword, Dagger, Wooden Holy Symbol, 4 gp


It seems that every AP so far has a certain slant toward different playstyles and group composition.

RotRL: primarily personable, non-evil PCs, interested in setting down roots and protecting their home. Neutral composition skew, but Druid/ranger friendly. This one is for everyone.

CotCT: street-savvy folks, city slickers, and tricksy agent type PCs, for people who want to be super-competent "secret agents" or "batman", and really, really know a city like the back of their hand. Rogues and wizards are heavily rewarded, partcularly due to, setting, Mini-dungeon design and mutable timescale. This one is for smart players.

SD: This one is practicaly tailor-made for freaks, sociopaths and weirdos. even Evil PCs can fit in fairly well, due to the "save the world" nature of the plot; saving the world inevitably includes the bit you happen to be standing on. the party has to work with crime lords, live in a Wretched Hive of Scum and Villainy, and, in general, can be Anti-heroes. This one is for people who play bastard-sword weilding CE Tiefling Barbarian/Rogues.


Jodah wrote:
SD: This one is practicaly tailor-made for freaks, sociopaths and weirdos. even Evil PCs can fit in fairly well, due to the "save the world" nature of the plot; saving the world inevitably includes the bit you happen to be standing on. the party has to work with crime lords, live in a Wretched Hive of Scum and Villainy, and, in general, can be Anti-heroes. This one is for people who play bastard-sword weilding CE Tiefling Barbarian/Rogues.

Definitely. I noticed that none of the pregens are good, and one is evil.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber)

Jodah wrote:
It seems that every AP so far has a certain slant toward different playstyles and group composition.

Look at the starting/central polity for each of the paths, though.

Rise of the Runelords: Sandpoint, a satellite community of Magnimar.

Curse of the Crimson Throne: Korvosa, a big city generally more interested in law and order than individual rights.

Second Darkness: Riddleport, a city basically run by pirates and crime lords.

The "slant" of each AP reflects the attitudes of the location.

BTW, nice Star Wars reference... "We must be cautious."


We will surely play this AP with 4 good elven wizards and a half-elf sorcerer who were sent to investigate by the elven community. I look forward to seeing this campaign in full.


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