The Brinewall Legacy (GM Reference)


Jade Regent

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I started running Jade Regent, and the PC's have made several pit stops back into Sandpoint. They have spent many a spare hour in the Rusty Dragon and I know it will be only a mater of time before some one asks what the layout is, or starts a bar fight. I would like to have a map of the place before that happens. Does anyone know if one was made or if some one has one they made themselves and doesn't mind sharing that would be great.


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I believe there are some maps of the Rusty Dragon up on RPGMapShare....

Ah. Here's the page that they're on. There are two maps showing the two levels of the building.

Hope that helps :)

Your friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


Cool thanks


I am a player of this campaign. I have read nothing in this thread, nor will be visiting this thread again. I have an in character journal here should anyone wish to read it.

If you would like to make any comments that I can view feel free to reply in the campaign journal thread.

Liberty's Edge

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Pathfinder Adventure Path Subscriber
Tommy GM wrote:
** spoiler omitted **

I have a large and powerful group (later on they'll start to miss not having a true arcanist rather than just an alchemist, but for now they are powerful), so I gave that creature a mate (absent when they killed the first one), based on one of the other sins (guess which one). She is a sorcerer, specializing in enchantments, and has very strong Stealth and Disguise skills. She has followed the PCs all the way to Brinewall Castle, messing with them all the while in seeking revenge, and has become an excellent recurring villain, even though she really doesn't (yet) have a thing to do with the AP plot as such.

So far she has infiltrated the caravan, charmed and bedded the barbarian, convinced him to slaughter a horse (trying for all of the livestock, but the other PCs stopped him); charmed the alchemist and convinced him to attempt to murder one of the other PCs (the alchemist made the additional save just before the coup de grace, and just barely); and recruited a couple of trolls and a few scattered Licktoad remnants to raid the caravan and kidnap the comatose Ameiko, forcing the PCs to come to the rescue. (That last one almost messed me up, but good, because she tried a coup de grace on Ameiko when things started going badly, and it ended up being a 50/50 save ... but a player rolled it and Ameiko yet lives).

For a throwaway encounter, me and my players are having a ball with the fallout from the Soggy River Monster.


Jeff,
Thank you for the detail. My group is also large (6) and powerful: Hellknight, Summoner, Ranger, Ninja, Cleric, and Cavalier. I'd been seriously considering a mate but really like the twist you've placed upon it and will definately add something like it into the mix.

The group is headed into Brinestump this Friday after two fun sessions in Sandpoint. I used the start of RORL as a way for the group to meet, flesh out their characters a bit through lots of role play, meet Ameiko, and test their combat skills. They absolutely destroyed the goblins (although I did manage to knock the Ninja out twice due to his bad tactical decisions).

Liberty's Edge

Pathfinder Adventure Path Subscriber
Tommy GM wrote:
I used the start of RORL as a way for the group to meet, flesh out their characters a bit through lots of role play, meet Ameiko, and test their combat skills.

That's a really good idea and I wish I'd thought of it. (I used "We Be Goblins!" as an intro to the region and the NPCs.) I like the idea of the PCs participating in that fight, but then more or less going to back to their lives for four years until the events of "Brinewall Legacy."


Thanks. I've really had to mix things up a bit due to the group. For one, I'm not having them wait four years for "Brinewall Legacy" events. Think of the start of Jade Regent being more of an alternative time line to RORL.

:
Here is a quick summary of one of the major changes: Ameiko's brother Tsuto still lives (he is not behind the goblin attack - goblins are just being goblins and raiding the town). One of my players is hell-bent (sorry) on wooing Ameiko and converting her to the worship of Asmodeus and thus establishing an Amodean dynasty in Minkai. Having her brother still be alive means there is a competing claim to the throne. The brother will accompany Ameiko (she will insist) to Brinewall (and beyond) to reclaim their birthright. He of course will be an evil bastard and an immediate nemesis for the player trying to woo Ameiko. Ameiko will be blind to her brother's faults, or at least forgiving. Any attempt to supplement the brother, or kill him, will cause a significant rift in the player's relationship with Ameiko. I'm hoping this will make for some fun times ahead. I'm not opposed to having an Asmodean dynasty come to fruition, after all we're just trying to have some fun on a Friday night. I am however deeply opposed to having the wooing of Ameiko happen before we even get to Brinewall, which seems to be the schedule the player has his character on.


So I don't know if this has been brought up elsewhere, but...
In Sandru's statblock, from whence comes his shield proficiency for the buckler he wields?

Edit: Derp. Figured it out; you don't need to be proficient with a +1 buckler in order to not take penalties. They don't have any penalties!


^^Heh, if that PC survives up towards book 6 they might get along well with...

Spoiler:
Amatatsu Maemi, Ameiko's ancestor in the well of demons, who happens to be a devil herself. Fun times for the PC, not so much for the future of the country.


It's Alive! wrote:
These are the magic items that I designed for our party, to give you examples...

I've just seen this post, and wow! That's some items you gave out!

It's Alive! wrote:
- [for the magus]: masterwork mithral O-yoroi armor (at 7th level he can don this armor as "medium" armor. I realize I'm breaking a rule by allowing him to do this....BUT IT'S JUST SO DAMN COOL!)

That's 11,000 gp for one item, when all items combined should be about 9k, but you're right, the idea is cool, and would be fitting for Barbarians and other medium/heavy armor characters as well. But you should be aware of the boost in power such a treasure will give the party.

If you give it to multiple PCs, I'd recommend finding a few pictures of this type of armor, and then (at least in your head) personalize it for every character to make it appear unique, even if mechanically they are identical. It just makes a great treasure, even if multiple could be boring - that's where fluff description makes the difference.

It's Alive! wrote:
- [for the rogue]: Cloak of the Last Breath (dimension door 5 feet per character level as a standard action [or as a move action if a DC 20 +1 per 5 feet you teleport Acrobatics check is made], if DD is successful... +1d6 added on to sneak attack, and if attack is a crit, treat as a coup de grace)

When I read this the first time, I thought nice. Then I read it again, and tried to price it.... and arrived at major artifact as price.

- Sneak attack +1d6: roughly equal to other weapon enchantments that do an extra dice of damage, but stacking with any weapon. I'd price this at 20,000 gp.
- Dimension Door at will: Even without accounting for the possibility of dimension dooring as a move action, this ability would cost 56,000.
- crits turn into coup de grace: This makes a high crit keen weapon almost mandatory... 30% chance for crit threats... I'd guess 15% chance per round to land a coup de grace and given the minimum damage probably a 95% chance to kill. That's more powerful than Vorpal; at least 100,000 gp.

That'd place this cloak well above the 200,000 gp range. Wow.
Now if you intended this to be limited to one dimension door a day, it gets more reasonable, but would still be over 40,000 gp.

It's Alive! wrote:
- [for the monk]: The Beating Heart of Amatatsu (amulet of mighty fists +1 PLUS amulet of natural armor +2 [one or the other/switch as a move action] plus the Redirection ability of the Flowing Monk archetype on pg 58 of Ultimate Combat)

Interesting item. I'd estimate it at ~13,000 gp.

It's Alive! wrote:
- [for the two-weapon fighting ranger]: Cudgel of the Howling Winds (+2 club that can separate into a +1 wakisashi and a +1 club. If the club crits, foe must make a Will save DC = 10 plus CHA mod plus character level or be confused for 1 round. The PC can continue the confusion by continually hitting the same foe with the club. If the PC has the wakisashi in her hand, she may take an AO against an opponent that's only moved 5ft AND operates as if she had the Nimble Moves feat). Also, can act as a Immovable Rod 1/day if it's put together as a +2 club.

I think you mistyped and meant DC = 10 plus CHA mod plus half character level. Still, I'd judge the special ability of both club and wakisashi as +1 equivalent, so it's two +2 weapons or ~17,000 gp without considering the Immovable Rod ability.

It's Alive! wrote:
- [for the druid w/animal companion]: "Susanu"...bottled wind kami (Once released, provides the Air Domain to it's user AND can use Air Walk and Summon Nature's Ally IV 1/day, and Gust of Wind at will, and the effect of the Cartwheel Dodge Feat in Ultimate Combat (does not work for the animal companion).

-Air domain: 8,000 gp

-Air Walk 1/day: 20,160 gp
-Summon Nature's Ally IV 1/day: 20,160 gp
-Gust of Wind at will: 21,600 gp (assuming Cl 3! 50,400 if Cl 7 as other spells)
-Cartwheel dodge: 8,000 gp
=> 106,080 gp (most expensive ability at normal price, all others at 150% as per guideline)
It sounds like a fantastic item, but that should be expected at that price.

It's Alive! wrote:
- [for the Evoker]: The Third Arm of the Fire Shugenja: lesser staff of Fire (no Wall of Fire and 5 charges instead of 10) plus +1 spell level to all fire spells that the PC casts AND can use Selective Spell (APG) once per day to affect anyone of the Amatatsu line.

-lesser staff of fire: Cl 8, 10 charges would be 14,400 gp, so ~10,000 gp for the 5 charges version.

-+1 Cl for fire spells: 7,500 gp
-Selective Spell 1/day: 1,600 gp
=> ~24,000 gp
That's less than I thought when I read the description first, but it certainly will be a treasure possession for a long time to come.

You've certainly come up with interesting items that will stay with the characters for a long time, except maybe the monk amulet. I'd certainly like to know how the items were received and what impact they had on the campaign.


Gluttony wrote:

^^Heh, if that PC survives up towards book 6 they might get along well with...

** spoiler omitted **

That is a brilliant idea! Thanks!


Ok I figure this is the place to ask, Caravan rules VS vehicle combat rules. I think I have read caravan rules & most of the message-boards about those rules to have a handle on them, I'm just starting to look over the vehicle combat rules and the first thing I noticed is the difference in how cargo is handled. I only looked at the vehicle rules because I found a podcast on the caravan rules and one of the speakers was say that he found the caravan rule lacked the cinematic feel he thought the AP should have. I was planning on giving my player the choice as to which set of rules they want to fallow but, this cargo issue has me concerned a bit for a couple of reasons.

1) I have a player that will take the vehicle rules as a way to turn the parties mobile base into a GP factory as he loads it down with every trade good the party can afford.

2) Even thought the group put him in-charge of party treasure, there has already been a heated dispute as to how he handled the groups first big haul.

These issues, along with the fact that I have on more than instance had words with this player and his wanton need to bleed every AP for every red GP he can get by bending the rules or finding the loop whole in the crafting rules( I have made many a post about this player and how to handle him), that make ask. Has anybody used the vehicle rules in place of the caravan rules and how have they worked for you?


I am not very familiar with the vehicle rules, but one thing you should keep in mind:

The caravan wagons are unlike any wagons in those rules. These are not transport wagons or anything, but closed of mobile homes that are inhabitable in almost any environment. That means that it's extremely difficult for cargo (or passengers inside) to get damaged before a wagon suffers tremendous damage. They are build to withstand arctic storms; few weapons are that destructive!

Honestly, I'd use the caravan rules for most combat, because frankly there'd rarely be a place for cinematic combat and you'd get stuck in mass combat with scores of characters on both sides controlled by the DM. No fun. I mean, how cinematic can an attack on a camped caravan be? And if you need to constantly convert from one system to another... well, I'd stick with caravan rules.


I don't personally know the vehicle rules, but if you're worried about abuse of cargo is handled, how about a mix? Is it possibly for you to use the more cinematic vehicle rules for combat, while keeping the caravan rules for cargo?

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
Uthak wrote:
I have a player that will take the vehicle rules as a way to turn the parties mobile base into a GP factory as he loads it down with every trade good the party can afford.

It's still hard to make significant amounts of money that way under caravan rules. By the time you've hired the traders, drivers, guards, etc., and bought all the supplies needed, you might just manage to make enough money over the course of a week or two to pay for one magic item that isn't as good as those the characters are likely to have already.

You'll earn far more money per day by skipping trading altogether, and getting to the next loot cache without wasting any time on the way.


Well I get that with the caravan rules its hard for the players to make a ton of cash. As trade good are blanketed together and eat up a said amount of limited space. The main difference I see is this, under the caravan rules the starting caravan 18 cargo units of space....they eat up most of that space just with stuff they need to make the trip. Under the vehicles rules the party will end up with 7,000 lbs of cargo room. I know that if the vehicle rules are used one of my players is going to milk that 7,000 lbs of space for every red cent he can.

The Exchange

I am a new GM and am starting a Jade Regent Adventure Path this evening with 5 players, most of which have never played Pathfinder before.

The party makeup is as follows:
?? Ranger
Elf Druid
Elf Cavalier
Human Oracle
Elf Inquisitor of Sarenrae

My question is: Can the party get along without an arcane caster?
As a GM, what issues should I look out for?
Are there any encounters I should watch out for or possibly need to adjust?

I appreciate any feedback anyone has.


Fangdelicious wrote:

I am a new GM and am starting a Jade Regent Adventure Path this evening with 5 players, most of which have never played Pathfinder before.

The party makeup is as follows:
?? Ranger
Elf Druid
Elf Cavalier
Human Oracle
Elf Inquisitor of Sarenrae

My question is: Can the party get along without an arcane caster?
As a GM, what issues should I look out for?
Are there any encounters I should watch out for or possibly need to adjust?

I appreciate any feedback anyone has.

I haven't read the whole series yet. But yes. An arcane caster is always helpful but rarely necessary.

A bigger problem might be lack of a skill monkey. It depends on the build. If everyone has a decent intelligence and spread the skills around, probaly just fine. If several of those melee types dumped intelligence youmay have a severe lack of skills.


The party can get along without an arcane caster, yes. Arcane casters become more useful in the higher levels, but by then you've got 4 divine casters (and each of them using different spell lists at that), and likely a number of magic items making up the difference.

...And hey, if someone dies you can always nudge them and suggest that maybe an arcane caster would be a good choice of character to roll up as a replacement.

I did something similar for my group, except I suggested that they would fare better with a melee fighter (t'was a full caster/archer group until then). The player took the suggestion and made a melee alchemist.

@Kydeem: I don't think skill monkey is too big a need for that group. They have one more PC than the norm for Jade Regent parties, which already makes up for it a bit, and all of the PCs are playing either 4+Int or 6+Int skill rank/level classes. Unless everyone's dumped their Int to a -2 modifier I don't picture them having a problem.

The Exchange

Kydeem de'Morcaine wrote:


I haven't read the whole series yet. But yes. An arcane caster is always helpful but rarely necessary.

A bigger problem might be lack of a skill monkey. It depends on the build. If everyone has a decent intelligence and spread the skills around, probaly just fine. If several of those melee types dumped intelligence youmay have a severe lack of skills.

Good point.

The only build I have seen so far is the inquisitor, it's got most of the knowledge skills covered as well as sense motive and intimidate. The player opted for the extra skill point for favored class, so that will help.

I'll make sure to mention to the players that they shouldn't skimp on skills. I was thinking of allowing the ranger to pickup trapfinding to make up for the missing rogue for finding traps if needed.

The Exchange

Gluttony wrote:

The party can get along without an arcane caster, yes. Arcane casters become more useful in the higher levels, but by then you've got 4 divine casters (and each of them using different spell lists at that), and likely a number of magic items making up the difference.

...And hey, if someone dies you can always nudge them and suggest that maybe an arcane caster would be a good choice of character to roll up as a replacement.

I did something similar for my group, except I suggested that they would fare better with a melee fighter (t'was a full caster/archer group until then). The player took the suggestion and made a melee alchemist.

@Kydeem: I don't think skill monkey is too big a need for that group. They have one more PC than the norm for Jade Regent parties, which already makes up for it a bit, and all of the PCs are playing either 4+Int or 6+Int skill rank/level classes. Unless everyone's dumped their Int to a -2 modifier I don't picture them having a problem.

Fortunately for me, these are new-ish players, so they tend not to dump stats down lower than 8 and aren't optimizers, so they should all be around average Int or better.


Fangdelicious wrote:
... I was thinking of allowing the ranger to pickup trapfinding to make up for the missing rogue for finding traps if needed.

I think one of the ranger archtypes in UC already gives that.

The Exchange

Kydeem de'Morcaine wrote:
Fangdelicious wrote:
... I was thinking of allowing the ranger to pickup trapfinding to make up for the missing rogue for finding traps if needed.
I think one of the ranger archtypes in UC already gives that.

I'll take a look at that. We're using Core and APG only right now. I didn't want to get overwhelmed by too much source material.


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Try Urban Ranger from the APG.

PRD wrote:


Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

-- david

Papa.DRB


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Papa-DRB wrote:

Try Urban Ranger from the APG.

PRD wrote:


Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

-- david

Papa.DRB

Also from that archetype:

Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.


Uthak wrote:
Well I get that with the caravan rules its hard for the players to make a ton of cash. As trade good are blanketed together and eat up a said amount of limited space. The main difference I see is this, under the caravan rules the starting caravan 18 cargo units of space....they eat up most of that space just with stuff they need to make the trip. Under the vehicles rules the party will end up with 7,000 lbs of cargo room. I know that if the vehicle rules are used one of my players is going to milk that 7,000 lbs of space for every red cent he can.

7,000 lbs base, assuming you are using the right wagon stats. And at least some of that will be tools and various replacement gear that the caravan is simply assumed to have, but the wagons will need to transport, if you change rules. Plus the food for all the people and animals - that's going to be several hundred pounds a day, I believe.

Don't forget that the wagons used are not normal trading wagons but more mobile homes; mobile homes suitable for traveling the arctic no less. They will sacrifice a lot of cargo capacity for that. A normal wagon train wouldn't have the repair capacity or protection from the environment necessary for the trip.


Grendel Todd wrote:

I just wanted to say, I love Brinewall Castle! The encounters are fun and interesting, and make use of the layout well, and the castle map itself is one of the better ones I've seen. Knowing my group, I may run into trouble - they sometimes decide to move in and claim ruins, and this is one of the better ones.

I'm suddenly envisioning a Jade Regent/Kingmaker mash-up, and not where I was originally expecting to see one.

It's funny you mention that because though I am DM'ing the Jade Regent Campaign, a buddy of mine is DM'ing the Kingmaker one at the same time. The way I see it, by the time we get towards the end of the sixth module, I'll be incorporating the Kingmaker kingdom rules...to an extent. But yes, extending their kingdom over the Crown of the Word and into the Brinewall would be epic!

Thanks for the idea.


Good Night and Good Luck:
After a good night's rest the party went to explore Castle Brinewall starting from the Briefing Hall going upstairs, thereby surprising Kikonu, who was rewriting his masterpiece in the dark of his abode. After the paladin's detect evil action and his warnings, Kikonu lashed with his kusarigama at the paladin, opening the "friendly dialogue" between the party and the Brinewall's wannabe ruler. The party's witch countered Kikonu's attack with her slumber hex... Looking at Kikonu's Will save, I got cold feet and had to succeed twice because the witch has the Accursed Hex feat.
This post is in no way meant as criticism on the class ability or the feat but just to remind us GMs how suddenly and easily a Big Boss can be "put to rest". :)

Shadow Lodge

Slumber is brutal.:
After my group killed Nindenzego with it, they wound up fighting Kikonu, Buttersnips, Zaiobe, four corbies and four troglodytes in the main hall. My advice for other GMs: "steal voice" on the witch ASAP. Shuts the machine right down. Why is it not metagaming? It's obvious from their armor that a witch is a spellcaster, and Kikonu's smart enough to steal a spellcaster's voice before they get off any spells.

With that witch in the party, I'm pretty sure there will never be another single-opponent fight in my game. Of course, this means rewriting every major fight in "Night of the Frozen Shadows..."

I'm not saying the ability is overpowered, just that as long as it exists I don't think that Paizo should include another single-opponent fight in any published module. Ever.


Doram ob'Han wrote:
** spoiler omitted **

Spoiler:
Rewrite every fight in NoFS, really? The only (guaranteed to happen) single fights in that entire part of the adventure that I can think of are the giant crab, the earth elemental, and the spider eater. Aside from that, there's also the assassination attempts by hejka and omoyani; and the last of those requires some fairly unsubtle players to even get their notoriety that high before reaching Ravenscraeg (two of the three times, my groups didn't even get to Omoyani's deadly kiss, and faced her in the dojo instead.)

Snoring... ;):
Oh, I got a fellow sufferer :)!

As a side note: Kikonu bit the cleric in that prelude of a fight. I noted the surprised and a little unhappy expression on the face of my cleric's player.

But that's not the end of the "mute story": The attic whisperer touched three other PCs which now are mute. Only the bard and the WITCH can talk right now.

I'm looking forward to get the witch, too *slightly evil grin*.


This might have been mentioned before, but I do have some problems with the XP awards.

So far, I've been sorta eyeballing it, and leveled the group up to level 2 when I thought it was right.

Now today I went and actually calculated the XP for what they did so far, to see how far into level 2 they are. And was kinda shocked, when I realised they shouldn't even be level 2 yet.

According to the advancement track at the beginning of the book, the PCs start at level 1 (that's easy), are well within 2nd level (2000 xp) by the end of Brinestump Marsh and should be 3rd level (5000 xp) before they enter Brinewall Castle.

So I went and calculated XP for doing everything in the swamp. Killing everything, cashing in every story award etc.
After they turn in the scroll they found in the cave they're at 2400 xp. That's 400/3000 for that level, not exactly what I call "well into the level".

Now they travel to Brinewall Village, kill those Reefclaws and even recruit Spivey (even though that should only happen later).

That puts them at 3000 XP.

I just can't see how they should be level 3 by this time, unless I toss a buttload of random caravan encounters at them. For example 10 CR 3 encounters. And I don't really feel like doing that.

Am I missing something? (I might have missed an encounter in my calculations or something, but nothing worth nearly 10k xp)


You can read the developer's response to the XP question on the first page of this very thread. Or by clicking right here. Or I can just tell you that "serious attempt to explore Brinewall" is defined as getting to the second level after clearing out the main level. Rewards from use of the Relationship system can also give them a bit more XP to reach the goals.


Ah thank you, that makes more sense then.


Also keep in mind this is designed for a 4 men party, so more PCs mean less XP by PCs, also somewhat infered that NPCs don't get XP unless they fought/found trap/ and the like, and that it isn't their role to do so.


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Ok I saw this question asked but never answered.

What does the Kaijitsu family crest look like. I would like to know so i can make a stamp for a wax seal for a letter I'm planning on having Ameiko write the PC's to let them know she went along to Brinewall ahead of them while they handle their adventure in Ravenmoor.

Liberty's Edge

Hi guys

I haven't found an answer to this one yet but if there is one maybe someone can post a link?

At character creation one of my players has 14 CHA giving an overall +6 relationship bonus with Ameiko due to his trait. It states that when a player gets to the Friendship stage they get 400xp so my question is does that player get the xp before we even start?

Thanks guys

Paizo Employee Creative Director

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XP from relationships is split among the party—they're not just for PCs.

If a PC hits the Friendship stage at the start, then yes, they'd earn that 400 XP for the group right away... but you'd still have to wait until the end of the first session (or whenever the GM hands out XP) to actually receive those points.

Liberty's Edge

James Jacobs wrote:

XP from relationships is split among the party—they're not just for PCs.

If a PC hits the Friendship stage at the start, then yes, they'd earn that 400 XP for the group right away... but you'd still have to wait until the end of the first session (or whenever the GM hands out XP) to actually receive those points.

Thanks for your swift reply James, I love these forums!


So no answer as too what the Kaijitsu family crest looks like ......thanks for the love. :(

Paizo Employee Creative Director

Uthak wrote:
So no answer as too what the Kaijitsu family crest looks like ......thanks for the love. :(

The Kaijitsu family crest was not only never illustrated, it was never described.

Which means you can make it whatever you want.


OK...that helps ....I just didn't need one of my players pointing out that I had missed something. I have been know to over look details from time to time. My super enthusiastic nature with this AP has shown through to the players....and they all laugh at me as I finally get to put that history of the Far East class to use.


James Jacobs wrote:

XP from relationships is split among the party—they're not just for PCs.

If a PC hits the Friendship stage at the start, then yes, they'd earn that 400 XP for the group right away... but you'd still have to wait until the end of the first session (or whenever the GM hands out XP) to actually receive those points.

Would they get another 400 when the next PC reaches friendship or is that a onetime only thing?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Good to know that I wasn't the only person obsessing about the XP distribution. :p


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Wait, everyone gets XP when any one PC hits a new relationship level?

I'd gotten a very strong impression from the players guide that relationship XP was an individual thing.


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Yeah, same here Gluttony.


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@ Gluttony and Peanuts - Yeah, James clarified that on another post (Jade Regent Relationships, I think). I was under the same impression when I read the Player's Guide - that the XP was individual. Definitely confusing.


Hmm, gotta get numbers from my players and hand out some more XP then.

Paizo Employee Creative Director

We probably should have been more clear about the XP thing, I suppose. Our standing is that whenever XP gets handed out for ANY reason, it's split up among the party. If it's intended to not be split up, we specifically say so in the text—and we almost never do this. We DID experiment a bit with this in the start of Skull & Shackles, but beyond that, when you see XP, it's split evenly among the party.

In any event, yes, if multiple PCs manage to get multiple friendships/romances/rivalries, the rewards are multiple as well. Whether or not any one single NPC is available for multiple romances is up to the GM.

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