Treerazor's Bane [Link]
Source Inner Sea Primer pg. 10, Elves of Golarion pg. 15
I'm really looking forward to playing a serial killer who has gone to the Worldwound to atone after having a vision granted to him by Iomedae (Touched by Divinity trait).
He will be an Oracle of the Battle Mystery, struck with the Haunted curse where he is haunted by those who he has killed to remind him of his sins.
I hope to prolong the Redemption rules aiming to get to Neutral by about 5th level (avoiding the Paladin's Detect Evil beams for a little while) and then working on the long hard path to goodness.
So I was reading the Players Guide for Wrath of the Righteous and couldn't help but want to embrace the Redemption rules with a character for the campaign.
I just wanted to get other peoples opinions on how a character starting with an evil alignment would:
a) work in a party likely to include a paladin
I will use this opportunity to try and provide some advice on how to address these issues from a GMs perspective.
To address each of your points:
Firstly, the deadliness of an encounter is determined not only by the stat block, but by how the NPC is run. Does the Hill Giant who just watched a Wizard incinerate his friend have to take the attack of opportunity against the rogue who is sneaking up in a flank? Does the Succubus have to fly out of reach of everything when she is clearly dominating the combat? A 'mistake' in tactics can easily turn the tide in combat by giving the PCs a fighting chance. If you feel that the party is suffering, pull some punches, the stat block is already hurting them enough. A lot of the newer mods make it very easy to challenge a party, it leaves toning them down to the GM.
Secondly, I have noticed that in recent mods there has been a substantial amount of plot. I'm sorry, but I disagree with you on this point. Perhaps you can find a way to reveal more of the background to the players through NPCs they encounter. The end of the scenario is an excellent place for a debrief, the Venture Captain can congratulate them and fill them in about a little of what they had a hand in stopping.
Thirdly, I find that factions mean more when the GM makes the factions mean more. Describe the couriers of the missions coming in and providing the mission. Maybe have a halfling slave approach the Chelish faction members before immediately reporting to the Andoren members. Try and encourage a bit of healthy competition. Some players new to PFS in general aren't fully aware of the deep rivalries between the factions, maybe taking some time to explain these rivalries will encourage players to engage a bit more. Also, there are the faction goals that were sent out for season 4, perhaps focusing on these instead of the faction missions may make for a more enjoyable experience?
These are all just my own little ideas, I hope they help in some way.
Hi Dust Raven,
I recommend if you buy a ship using the prestige, you make sure you know what kind of ship you have.
For example, an Andoran character of mine had a trading vessel with named crew (after a speaking to from one of my GMs). Rather than have it be an amorphous ship that changes to suit your needs, have it be something flavorful that fits your character.
The vanities are exactly that: Vanities. They are the things that we show off, whether it be a herald who announces our characters at a fancy party, an island off the coast of Varisia or a merchant vessel, they may or may not come up in scenarios mechanically, but they are always something that your character can talk about.
I don't mean to sound preachy, I simply wish to convey my perspective on the matter.
John Compton wrote:
Mark Moreland wrote:
And I had done so well keeping my cleric alive through Eyes of the Ten thus far...
You are missing the Strict Schoolmaster cliche.
Thinking something along the lines of:
Prison Warden Harris (LE Human Inquisitor 13): The lame, unrighteous Warden of the Prison to the south. Known for the bogus tasks he sets for his inmates. He schmoozes up to Reginold the Red regularly.
I don't see how you could take Dragon Disciple if you were a Crossblooded sorcerer.
There doesn't seem to be any issue with it in the RAW.
Pathfinder Reference Document on the Crossblooded Sorcerer Archetype wrote:
You do not have the Draconic Bloodline, you have a crossblooded bloodline.
Pathfinder Reference Document on the Dragon Disciple wrote:
The Crossblooded Bloodline is not the Draconic Bloodline. It is a tainted bloodline.
Abu: Human Sandman Bard, follower of Norgorber
Achmed Jabul-al-Hakim: Human Desert Druid, follower of Gozreh and Nethys(with plans to go Druid/Wizard/Mystic Theurge)
Hakim Mysun: Suli Paladin of Sarenrae
J'Zargo Raja: Catfolk Rogue, follower of Nethys
The trip had been going for weeks already.
The four unassuming guards of a merchant caravan had taken the job believing the trip to be reasonably risk free. Dashki, their employer, had said so.
As they set off after the afternoon heat had diminished somewhat, old arguments came to the fore again.
Achmed tried to resist Abu's promise of more Pesh, already in debt to the man to the value of 50 gold pieces. Hakim tried to intervene on Achmed's behalf preaching the redemption offered by Sarenrae, but this only infuriated the others.
Abu moved on to try and glean more information from the mysterious catfolk, J'Zargo, managing to get the name of his birthplace, the isle of Jamelray.
As their discussion continued, Abu noticed something strange about the lay of the desert sand.
His reactions were not quick enough though.
Gnolls burst out from beneath the sand, the blankets that had been laid upon their backs being tossed back as they stood.
Abu drew his bow in reaction to this surprise.
Dashki, seeing this unfold, rushed the nearest gnoll. He attempted to grapple it, but the desert sand betrayed him and he almost tripped in the attempt.
The gnolls then moved in, warhammers drawn and began knocking out the caravans guards quickly.
Everything went black for our heroes.
When they woke up, they were in a structure resembling a prison. They quickly learnt that their predicament was worse than they had first thought. The term slave was being thrown around quite often and soon they came to the realisation that this was their fate.
A muscled and tall man often came around with a checklist, inspecting his wares and making notes as he inspected each of them.
They grew resigned to their fate.
Earning their Freedom
A few weeks into their enslavement, a rather important looking man came and inspected each of them.
The muscled man spoke highly of their abilities in combat and even the newly enslaved were convinced by his argument.
After some haggling, the slaves had been purchased by this man. He spoke to them, telling them that they are now in the employ of Princess Almah.
The man introduced himself as Garavel and answered some questions about the piece of metal embedded in the side of his skull. He informed them that it was the 'Pactmasters Favor' and that he was duty bound to protect and serve Princess Almah by it.
They were equipped with Scimitars or Falchions, based on preference, and Shortbows, arrows and armor. They were told that they would be involved in reclaiming Kelmarane, a city lost decades ago, and must be equipped for the task.
Hakim was then instructed to pull the cart containing the equipment that remained.
As they traveled through the city of Katapesh, they attracted little attention with a few sideways glances here and there.
Upon reaching the outskirts, Hakim asked where he was to leave the cart.
Garavel looked at him incredulously and said "Where I tell you to leave the cart."
They soon reached Almah's camp.
As they moved towards the center of the camp, J'Zargo and Abu spotted Dashki, sharpening his blade. They acknowledged him and he waved back before getting back to work on his blade.
Dashki had a new scar, running from his shoulder to halfway down his forearm. It seemed he had gotten away, but at a price.
They continued on and finally stopped at the center of the camp. Garavel instructed Hakim to leave the cart here.
Then, Trade Princess Almah made her appearance.
The slaves were impressed by her beauty and grace and prostrated themselves in front of her.
She then spoke to them, saying "Ah, you must be our final warriors. Come to assist in reclaiming Kelmarane. Come now, stand up, don't be silly."
The slaves all said that this was the case and stood.
She then inquired about each of them.
Abu was quick to speak and told her of his prowess as the greatest bard in Katapesh. She was impressed by this, but skeptical as she asked how a slave could possibly be a bard. He replied saying that he worked as an entertainer for his previous owners.
Achmed spoke next and betrayed himself, letting on to his former addiction to Pesh. This troubled Almah, she inquired as to whether or not this would be an issue, seeming to know something more about Kelmarane.
She then asked Hakim to speak. He told her of his devotion to Sarenrae and about his paladinhood. She was surprised to see a paladin enslaved and asked if he had a holy symbol, he admitted that he did not and she quickly rectified this, ordering one of her servants to collect one for him.
When she came to asking J'Zargo about his history, he told her of his movement from Jamelray to Katapesh when he was younger and his familiarity with the desert. She seemed impressed by his talk of desert survival skills.
Achmed then spoke up, talking of how they had previously spotted Dashki as they made their way into the camp. She told them that he was the groups guide and gnoll expert. She also noted that he was very skilled with his weapons and that he was a 'funny' man, often showing off scars at inappropriate times.
Achmed and Abu then laughed and began to describe a scene at a pub where Dashki had gotten a particularly inappropriately placed scar before thinking better of it and ceasing.
Achmed inquired about assisting Dashki, but Almah seemed convinced that Dashki was more than capable. Through persistence, Achmed was eventually assigned as an understudy to Dashki.
Almah left them then to retire to her tent for some rest before leaving on their expedition in the morning.
Garavel then led them to meet the resident priest, Father Zastoran.
The rickety old man seemed quite at ease playing with some potions when the slaves met him.
The paladin, Hakim, began by introducing himself as a Paladin of Sarenrae, to which Zastoran replied, "Surely you know that it is through magic that true greatness is achieved!"
It was at this point the party noticed a pendant hanging from the mans neck in the shape of a mask, with half of the face black and the other half white. Noticing this, J'Zargo and Achmed quickly noted their devotion to Nethys which seemed to impress the old man.
They spoke and discussed some minor things before Zastoran spoke to them, though mostly to Hakim, "I'm the resident priest here, so don't go stepping on my toes."
Garavel then took them to speak with Dashki.
They greeted him as an old friend, though were soon reminded of his poor hygiene as the smell of the man almost caused Achmed to throw up. Dashki informed them that he thought that they had died in that attack, detailing how he had fought some of them off before more had come which is when he broke free and left them, believing that they were dead.
After some minor discussion, the party decided to sleep for the night. Preparing for adventure in the morning.
I am going to assume you will be primarily buffing yourself with your spells.
If this is the case, you don't have to worry about spell DCs.
I recommend dropping your Wis to 14. This will give you enough wisdom to cast spells up to 4th level. This means you don't have to worry about increasing it til level 9.
Provided you are taking the tanky battle cleric route and can rely on another healer, channels aren't as important. So if you drop your Cha to 6, you lose two channels.
Doing this enables you to take an 18 in Str. This means you hit more often and harder.
As for your first level feat, take Heavy Armour Proficiency. You need a BAB of 1 to qualify for Power Attack.
EDIT: Realised I messed up my equations due to the dwarven racials.
I have a Half-Orc Paladin of Iomedae who I want to give a big hurrah to in his final game of 1-11 play.
Are there any recommendations for particularly epic scenarios with good doses of role play, combat and general tomfoolery?
Thank you members of the Pathfinder Society in advance.
On page 24 of the guide, Table 5-2 has the costs listed for different Spellcasting Services.
Under Atonement, the Price of 3000 gold to restore class abilities is listed for Clerics, Druids and Inquisitors. Shouldn't this reflect Table 5-4 on page 27 where an Atonement to restore class abilities is 8PP for Clerics, Druids, Inquisitors and Paladins?
No, no... I am fairly certain that he did intend to say Qadira.
We tempted him with the potential wealth to be had with some of our latest trade negotiations.
I was looking around the interwebz for a list of who gives the missions for each scenario.
However, my search turned up nothing.
So I went and put one together in the hope that someone else might garner some use from it.
Below is each legal scenario currently available to everyone (not including Specials or Exclusives) with the person who assigns the mission to the band of Pathfinders in each.
1 Silent Tide: Adril Hestram
2 The Hydra's Fang Incident: Osprey (Not a venture Captain)
3 Murder on the Silken Caravan: Adril Hestram
4 The Frozen Fingers of Midnight: Adril Hestram
5 Mists of Mwangi: Adril Hestram
6 Black Waters: Drandle Dreng
7 Among the Living: Eliza Petulengro
8 Slave Pits of Absalom: Alissa Moldreserva
13 The Prince of Augustana: Alissa Moldreserva
14 The Many Fortunes of Grandmaster Torch: Yasmin Kal'al
16 To Scale the Dragon: Osprey (Not a Venture Captain)
17 Perils of the Pirate Pact: Adril Hestram & Istivil Bosk
20 King Xeros of Old Azlant: Adril Hestram
22 Fingerprints of the Fiend: Adril Hestram
23 Tide of Morning: Dennel Hamshanks
24 Decline of Glory: Osprey (Not a Venture Captain)
26 Lost at Bitter End: Adril Hestram
27 Our Lady of Silver: Osretia Cassomiran
28 Lyrics of Extinction: Tuukna (Not a Venture Captain)
29 The Devil We Know Part I - Shipyard Rats: Hestia Themis
30 The Devil We Know Part II - Cassomir's Locker Hestia Themis
31 Sniper in the Deep: Adril Hestram
32 Drow of the Darklands Pyramids: Norden Balentiir
33 Assualt on the Kingdom of Impossible: Vasuman Mihir
34 Encounter at the Drowning Stones: Osprey (Not a Venture Captain)
35 Voice in the Void: Adril Hestram
36 Echoes of the Everwar Part I - The Prisoner of Skull Hill: Norden Balentiir
37 The Beggar's Pearl: Brackett
38 No Plunder, No Pay: Adril Hestram
39 The Citadel of Flame: Dennel Hamshanks
40 Hall of Drunken Heroes: Osprey (Not a Venture Captain)
41 The Devil We Know Part III - Crypt of Fools: Hestia Themis
42 Echoes of the Everwar Part II - The Watcher of Ages: Norden Balentiir
43 The Pallid Plague: Brackett
44 Echoes of the Everwar Part III - Terror at Whistledown: Norden Balentiir
45 Delirium's Tangle: Drandle Dreng
46 Eye's of the Ten Part I - Requiem for the Red Raven: Eliza Petulengro & Osprey (Not a Venture Captain)
47 The Darkest Vengeance: Basia Kalistoff
48 The Devil We Know Part IV - Rules of the Swift: Hestia Themis
49 Among the Dead: Drandle Dreng
50 Fortune's Blight: Shevala Iorae
51 The City of Strangers Part I - The Shadow Gambit: Drandle Dreng
52 The City of Strangers Part II - The Twofold Demise: Dakar (Not a Venture Captain)
53 Echoes of the Everwar Part IV - The Faithless Dead: Norden Balentiir
54 Eyes of the Ten Part II - The Maze of the Open Road: Eliza Petulengro
55 The Infernal Vault: Drandle Dreng
56 The Jester's Fraud: Aram Zey
1 Before the Dawn Part I - The Bloodcove Disguise: Aram Zey
2 Before the Dawn Part II - Rescue at Azlant Ridge: (Aram Zey continued)
3 The Rebel's Ransom: Norden Balentiir
4 Shadows Fall on Absalom: Drandle Dreng
5 Eyes of the Ten Part III - The Red Revolution: Eliza Petulengro
6 The Heresy of Man Part I - The First Heresy: Retief VanSchuyver
7 The Heresy of Man Part II - Where Dark Things Sleep: Obo
8 The Sarkorian Prophecy: Thurl
9 The Heresy of Man Part III: Beneath Forgotten Sands: Obo
10 Fury of the Fiend: Drandle Dreng
11 The Penumbral Accords: Drandle Dreng
12 Below the Silver Tarn: Osprey (Not a Venture Captain)
13 Murder on the Throaty Mermaid: Sheila Heidmarch
14 The Chasm of Screams: Osprey (Not a Venture Captain)
15 Shades of Ice Part I - Written in Blood: Drandle Dreng
16 The Flesh Collector: Brackett
17 Shades of Ice Part II - Exiles of Winter: (Drandle Dreng continued)
18 The Forbidden Furnace of Forgotten Koor: Osretia Cassomiran
19 Shades of Ice Part III - Keep of the Huscarl King: (Drandle Dreng continued)
20 Wrath of the Accursed: Norden Balentiir
21 The Dalsine Affair: Muesello
22 Eyes of the Ten - Part IV: Nothing Ventured, Nothing Gained: Eliza Petulengro
23 Shadow's Last Stand Part I - At Shadow's Door: Dennel Hamshanks
24 Shadow's Last Stand Part II - Web of Corruption: Alissa Moldreserva
25 You Only Die Twice: Ambrus Valsin
26 The Mantis's Prey: Shevala Iorae
I1 First Steps Part I - In Service to Lore: Ambrus Valsin
I2 First Steps Part II - To Delve the Dungeon Deep: Amara Li
I3 First Steps Part III - A Vision of Betrayal: Drandle Dreng
1 The Frostfur Captives: Ambrus Valsin
2 Sewer Dragons of Absalom: Drandle Dreng
3 The Ghenet Manor Gauntlet: Wulessa Yuul
4 The Kortos Envoy: Nashota Bloodhoof (Not a Venture Captain)
5 Tide of Twilight: Brackett
6 Song of the Sea Witch: Amara Li
7 Echoes of the Overwatched: Drandle Dreng
8 Among the Gods: Muesello
9 The Quest for Perfection Part I - The Edge of Heaven: Amara Li
10 The Immortal Conundrum: Kreighton Shaine
11 The Quest for Perfection Part II - On Hostile Waters: Amara Li
12 Wonders in the Weave Part I - The Dog Pharoah's Tomb: Aram Zey
13 The Quest for Perfection Part III - Defenders of Nesting Swallow: (Amara Li continued)
14 Wonders of the Weave Part II - Snakes in the Fold: (Aram Zey continued)
15 The Haunting of Hinojai: Amara Li
16 The Midnight Mauler: Marcos Farabellus
17 Red Harvest: Amara Li
18 The God's Market Gamble: Kreighton Shaine
19 The Icebound Outpost: Aram Zey
20 The Rats of Red Mountain Part I - The Sundered Path: Aram Zey
21 The Temple of Empyreal Enlightenment: Aram Zey
22 The Rats of Red Mountain Part II - Pagoda of the Rat: (Aram Zey continued)
23 The Goblinblood Dead: Drandle Dreng
24 The Golden Serpent: Ambrus Valsin
25 Storming the Diamond Gate: Marcos Farabellus
26 Portal of the Sacred Rune: Aram Zey
I've played PFS for just under 18 months now.
I signed up for it because I wanted a chance to learn the rules that my friends knew so well in preparation for a home game I'd been invited to. They had at least a years experience on me and I wanted to make up some ground fast.
On my first game day, the organiser and my GM were both great people and helped me sort out the nitty gritties of character creation.
The games, Voice in the Void and Deliriums Tangle, were fun and the other players were more than happy to explain any rules or issues that arose throughout play.
This experience is the reason that I play and run PFS games today.