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Profile
About AmbrozeBACKGROUND:
Ambrozius Zimblethorp Boddynock ('Ambroze' to his Big Folk friends) hails from the idyllic gnome community of Sipplerose in the Sanos Forest in southern Varisia. Ambroze spent his formative years learning the bardic arts, although he tended to prefer more academic pursuits to the drama (and sometimes melodrama) of his artistic brethren. His goal was to one day travel far from the Sanos Forest like his uncle, Dimbleshanks Boddynock, a member of the famous (or infamous) Pathfinder Society. It was Uncle Dimble who gave him his most treasured possessions - copies of several volumes of the Pathfinder Chronicles. These in turn led to Ambroze's desire to become an explorer and seek far off lands. Through his repeated readings of the Chronicles, he developed a strong desire to explore and study the ancient ruins and varied cultures of the Mwangi Expanse.
Upon reaching adulthood, Ambroze left Sipplerose and headed to Magnimar to study at the Founder's Archive and Museum of Ages. Ambroze quickly became one of a small handful of genuine experts on the Mwangi Expanse. However, the excitement of reading all he could about the mysterious land soon paled in comparison to the thought of actually traveling there and seeing the ancient ruins for himself. When he learned that the merchant ship Jenivere was scheduled to depart Magnimar for Eleder, he happily booked passage. During the journey south, Ambroze has made an attempt to get to know some of his fellow passengers. He particularly enjoys talking to Gelik Aberwhinge - something about the sharply dressed gnome's long-winded stories about past journeys reminds Ambroze of his Uncle Dimble. Ambroze has also tried to talk to the Varisian scholar, Ieana, although the bookish woman tends to keep to herself. DESCRIPTION:
Age: 46
Height: 3'-2" Weight: 42 lbs Ambroze is a handsome young gnome, with stylishly mussed daffodil-yellow hair and an impish grin. His gnomish good looks belie his air of innocence and total wonderment with the world around him. For all of his knowledge, Ambroze is rather naive. Apart from his journey from Sipplerose to Magnimar, this voyage is the first opportunity he has had to see the world. What little he knows of the world's dangers is derived from his voracious reading habit, and not from any real experience. He is quick to trust and make friends. Ieana/Yarzoth's Notes on Saventh-Yhi:
The Azlant hero Savith, who led an army to Garund to defeat the serpentfolk empire once and for all. After leading her troops on a fierce campaign through the Screaming Jungle and into the Mwangi Expanse in search of the serpentfolk city of Ilmurea, Savith built a small fort in a secluded area a mere stone’s throw from the deep scars in the earth that led to Ilmurea from the surface. Within this stronghold, called Tazion, Savith built a map of the region to plot her final assault on the serpentfolk city. When Savith ultimately perished defeating the serpentfolk god Ydersius, her followers built a city in the jungle above Ilmurea and named it Saventh-Yhi (“Savith’s Grave”) in her honor.
With the rise of the city, Tazion waned in importance, though it still stood near one of the entrances to the hidden valley. The story continues as a cult of Zura sprung up decades later in the now-legendary lost city of Saventh-Yhi, a dark and debased cult that worshipped the evil deity and ex-Azlant. The inhabitants of Saventh-Yhi defeated the cultists in a fierce battle and banished the survivors from the city forever. Fleeing to the island of Smuggler’s Shiv, these cultists became vampires and plotted a return to their homeland to spread Zura’s worship and their curse of vampirism to their former brethren. Unfortunately for them, the magical wards surrounding Saventh-Yhi kept them from simply retracing their steps. Thus, they planned to enter the city through Tazion, where they could use Savith’s original magical map to find the “back door” into Saventh-Yhi. The sinister cult made a resolute plan to arrive at Tazion and use something called “The Pillars of Light” to finally make their way into Saventh-Yhi. Before their plans could be realized, however, Earthfall struck. The cultists died before they could reach the city, and Saventh-Yhi fell soon after as well, becoming one of the Mwangi Expanse’s most famous lost cities. Thus has Saventh-Yhi existed for millennia, probably abandoned and ruined, and likely magically hidden from the rest of the world. Yarzoth's notes do not detail the location of Saventh-Yhi but after some intense translation Ambroze deduces that they do reveal the location of Tazion. Ambroze's expert geographical knowledge combined with the best maps of Sargava in the country places Tazion in the southernmost reaches of the Mwangi Jungle, north of the Bandu Hills, between the Upper Korir and Ocota Rivers FACTION:
GAME STATISTICS XP: 11,441/15,000 (following rescue of castaways from Smuggler's Shiv)
AC: 18 (10 + 2 armor + 1 shield + 3 Dex + 1 size + 1 dodge)
Hit Points: 33 [4x(d8+CON)]
COMBAT:
Base Atk: +3; CMB: +2; CMD: 16
(CMB and CMD include +1 boon bonus; CMD includes +1 dodge bonus) Melee: Wickedly Sharp Masterwork 'Short sword' (Med. Dagger): +4 to Hit; Damage 1d4-1; crit 19-20/x2 or Dagger: +3 to Hit; Damage 1d3-1; crit 19-20/x2 Ranged: Masterwork Light Crossbow: +8 to Hit; Damage 1d6; crit 19-20/x2; 80 ft range or Dagger: +7 to Hit; Damage 1d3-1; crit 19-20/x2; 10 ft range Combat Modifiers:
SKILLS:
Skill Ranks Per Level: 6 + 2 Int + 1 favored class
Acrobatics +8 (2 ranks + 3 class + 3 Dex) Bluff +4 (0 ranks + 3 Cha + 1 race) Climb +3 (1 rank + 3 class - 1 Str) Diplomacy +10 (3 ranks + 3 class + 3 Cha + 1 race) Escape Artist +7 (1 rank + 3 class + 3 Dex) Knowledge (arcana) +8 (1 rank + 3 class + 2 Int + 2 BK) Knowledge (dungeoneering) +8 (1 rank + 3 class + 2 Int + 2 BK) Knowledge (engineering) +8 (1 rank + 3 class + 2 Int + 2 BK) Knowledge (geography) +8 (1 rank + 3 class + 2 Int + 2 BK) Knowledge (history) +10 (3 ranks + 3 class + 2 Int + 2 BK) +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse Knowledge (local) +8 (1 rank + 3 class + 2 Int + 2 BK) Knowledge (nature) +11 (2 ranks + 3 class + 2 Int + 2 race + 2 BK) Knowledge (nobility) +4 (0 ranks + 2 Int + 2 BK) Knowledge (planes) +8 (1 rank + 3 class + 2 Int + 2 BK) Knowledge (religion) +8 (1 rank + 3 class + 2 Int + 2 BK) Linguistics +9 (4 ranks + 3 class + 2 Int) Perception +7 (2 ranks + 3 class + 0 Wis + 2 race) Perform (oratory) +7 (1 rank + 3 class + 3 Cha) Perform (sing) +9 (3 ranks + 3 class + 3 Cha) Sense Motive +0 (0 ranks + 0 Wis) Spellcraft +8 (3 ranks + 3 class + 2 Int) +10 to Identify Magic Items or Decipher Scrolls and may take 10 on such checks. Stealth +11 (1 rank + 3 class + 3 Dex + 4 size) Swim +3 (1 rank + 3 class - 1 Str) Use Magic Device +8 (2 ranks + 3 class + 3 Cha) Note: Bardic Knowledge - Ambroze adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Magic Lore - Ambroze adds half his class level to Spellcraft checks to identify magic items or decipher scrolls; may take 10 on such checks. Languages: Common, Gnome, Sylvan, Aklo, Draconic, Elven, Polyglot, Varisian, Azlanti, Infernal, Celestial, Dwarven, Auran, Terran FEATS:
Dodge: +1 dodge bonus to AC. (1st level)
Extra Performance: Use bardic performance for 6 additional rounds per day. (3rd level) TRAITS:
Mwangi Scholar - You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse. [campaign trait]
Skeptic - You gain a +2 trait bonus on all saving throws against illusions. [basic (magic) trait] GNOME RACIAL ABILITIES:
+2 Constitution, +2 Charisma, -2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Gift of Tongues: Gnomes with this racial trait get a +1 bonus to Bluff and Diplomacy checks, and learn one additional language every time they put a rank in the Linguistics skill. (This replaces the Defensive Training and Hatred racial traits.) Magical Linguist: Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. Gnomes with this racial trait gain a +2 racial bonus on saving throws against spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities 1/day: -> Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). -> Comprehend Languages: Understand all spoken and written languages -> Message: Whisper conversation at a distance. -> Read Magic: Read scrolls and spellbooks. The caster level for these effects is equal to the gnome's level. (This racial trait replaces the Gnome Magic and Illusion Resistance racial traits.) Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Academician: Gnomes with this racial trait receive a +2 racial bonus to any one Knowledge skill of their choice. Ambroze's choice is Knowledge (nature). (This replaces the Obsessive racial trait.) Weapon Familiarity: Gnomes treat any weapon with the word 'gnome' in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. BARD ABILITIES:
Bardic Performance: 19 rounds per day (10 rounds + Cha modifier + 6 rounds [Extra Performance])
Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces Inspire Courage. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. (Replaces Versatile Performance.) Magic Lore (Ex): At 2nd level, an archivist gains a bonus of +1/2 the bard's level on Spellcraft checks to identify magic items or decipher scrolls and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. (Replaces Well-Versed.) Bard Spells:
+1 boon bonus to save DC of any charm or language-dependent effects. Concentration Check Modifier: +9 (+4 bard level +3 Cha +2 boon) 1st Level Spells Cast Today: 0
Spells Known:
1st Level: 4
2nd Level: 2
Gnome Spell-Like Abilities:
GEAR:
Starting Wealth: 105 gp equivalent
Ring of Mind Shielding [4,000 gp] Small Explorer's Outfit [10 gp, 2 lb] Small Leather Armor [10 gp, 7.5 lb] Small Darkwood Buckler [203 gp, 1.25 lb] Wickedly Sharp Masterwork 'Short sword' (Med. sized Dagger) [151 gp, 1 lb] (recovered from locked chest on the Brine Demon) Small Dagger [2 gp, 0.5 lb] Spring-loaded Wrist Sheath [5 gp, 0.25 lb] --Wand of Mirror Image, CL 3 (225 gp, 4 charges remaining) Handy Haversack [2,000 gp, 5 lb] --Waterproof Mithral Scroll Tube (250 gp, contains forgery of Yarzoth's notes and Ambroze's 'translation') --Small Masterwork Light Crossbow, loaded [335 gp, 2 lb] ----Bolts, 50 [5 gp, 2.5 lb] (-3) --Climber's Kit [80 gp, 1.25 lb] --Silk Rope, 50 ft [10 gp, 5 lb] --Grappling Hook [1 gp, 4 lb] --Cold Weather Outfit [8 gp, 1.75 lb] --Hot Weather Outfit [8 gp, 1 lb] --Blanket [2 sp, 0.25 lb] --Rations, 10 days [5 gp, 2.5 lb] [][][][][][][][][][] --Waterskin [1 gp, 1 lb] --Journal [10 gp, 1 lb] --Ink, 1 vial [8 gp] --Inkpen [1 sp] --Smokestick, 1 [0.5 lb] --Alchemist's Fire, 1 flask [1 lb] --Oil, 1 flask [1 lb] --Small Light Crossbow [35 gp, 2 lb] --Compass [10 gp, 0.5 lb] (+2 circumstance bonus on Survival and Knowledge (dungeoneering) checks to avoid becoming lost) --Potion: Lesser Restoration --Potion: Lesser Restoration --Potion: Lesser Restoration --Potion: Lesser Restoration --Vial: Antitoxin Pathfinder Pouch [1,000 gp, 1 lb] --Yarzoth's original notes and Ambroze's translation --Ydersius Unholy Symbol [25 gp] --Wayfinder [500 gp, 1 lb] --26 gp, 15 sp, 1 cp Ambroze's Handy Haversack also contains the following reference books:
Total: 18.5 lb carried (Light)
NEW APG SPELLS:
VANISH
School illusion (glamer); Level bard 1, sorcerer/wizard 1 Casting Time 1 standard action Component V, S Range touch Target creature touched Duration 1 round/level (up to 5 rounds) (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) This spell functions like Invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like Invisibility, the spell immediately ends if the subject attacks any creature. GALLANT INSPIRATION
DM AK's 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:
Total and Current Prestige Award-
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-
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-
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:
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:
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
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
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
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,
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.
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
CPA Cost of 2
CPA Cost of 4
CPA Cost of 5
CPA Cost of 7
CPA Cost of 10+
Miscellaneous Expenses
PARTY LOOT LIST (from Smuggler's Shiv):
Individual Equipment and Magic Items
From the Jenivere: -- Potion: Cure Light Wounds (Savarend, now LOST) -- Potion: Cure Moderate Wounds (Marcus) -- Potion: Cure Light Wounds (Tun'ada - USED) -- Potion: Cure Light Wounds (Ambroze) -- Potion: Cure Light Wounds (Flute, now LOST) -- Potion: Lesser Restoration (Flute, now LOST) -- Potion: Lesser Restoration (Ambroze) -- Potion: Lesser Restoration (Chi) -- Potion: Lesser Restoration (Chi - USED) -- Potion: Water Breathing (Gwen) -- Potion: Water Walking (Marcus, given to Gwen - USED) -- First Mate Alton Devers' masterwork studded leather armor (Tun'ada) -- First Mate Alton Devers' masterwork short sword (given to Sasha) From The Golden Bow:
From the Brine Demon:
From Ishorou's Pirate Treasure:
From the Bearded Harpy:
From The Scallywag:
From abandoned campsite:
From first encounter with cannibals:
From battle with cannibals at Red Mountain:
From the Scarred Maiden:
From cannibal witch's hut:
From battle with cannibals at Lighthouse:
From Nylithati, the lacedon cleric of Ydersius:
From the Nightvoice:
From the Red Mountain Devil
From the Draugr in the Azlanti Temple:
From Ieana/Yarzoth:
From the Glyph-trapped Drawer:
Group Survival Supplies
From The Golden Bow:
Undivided Treasure of Significant Monetary Value
From The Golden Bow:
From first encounter with cannibals:
From Ishorou's Pirate Treasure:
From the Bearded Harpy:
From battle with cannibals at Red Mountain:
From the Scarred Maiden:
From battle with cannibals at Lighthouse:
From the Nightvoice:
From the Red Mountain Devil:
From Soulbound Dolls:
From Ieana/Yarzoth:
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