Road to 20 advice (post-Eyes).


Pathfinder Society

5/5 **** Venture-Agent, Netherlands—Utrecht

(Not sure where to post this exactly, if you know a better place, please move it.)

I'm currently playing in a group of people who have completed Eyes of the Ten and are currently playing modules until we reach 20 (or as close to it as possible). I know there's a thread about it somewhere, but I couldn't find it, so if anyone could point me in the right direction, that'd be awesome.

Anyway, to the issue at hand: We just completed Tomb of the Iron Medusa (levels 14-16), and there's a problem. Right before we started, two of the four players cancelled and said to continue without them. We've completed the module now and we're looking what to play next. Ideally, we'd include the two left behind as well, so they can still level up with us. So, what's the next? We're planning on doing The Moonscar at level 16, and probably The Witchwar Legacy after that (maybe with something in between? And I think I've heard save Shattered Star book 6 for last), but how do we get to 16, especially with two level 14s in tow?
We came to the conclusion we need to do an Adventure Path, but ideally something for both level 14 and 15. Someone said to play one of the later books in any adventure path, as they're intended for about that level, but the chronicle sheets are for much higher than that. Filtered by which APs some of us have already played, or are currently playing, it's narrowed down to this:

Rise of the Runelords book 5 (14/16), intended for levels 12/13.
Giantslayer book 5 (levels 14/16), intended for level 13.
Shattered Star book 5 (13/15), intended for level 13.
Jade Regent book 6 (14/16), intended for level 13.

What would be the most ideal for this? The person wanting to GM wanted RotR book 6, but that's obviously off the table (as we won't be able to get credit for it). Taking a quick peek at similar APs around that level, they're grossly underpowered and we'll stomp right through them.

.

Also, completely off track: For PFS, someone in this group uses a spell that's meant for worshipers of a certain deity. But what if he worships a different deity, and doesn't even have divine spells (he's a Magus who worships Irori, but casts Defending Bone, a Pharasma spell)? From what I've read it's fine, but several people at our lodge swear a recent ruling made it impossible, but I can't find it. Who's right?
I think I saw somewhere it depends on the source, as someone said that from a certain book it's fine (Inner Sea Gods?), but from a different book it's a no-no.

Liberty's Edge 5/5 5/55/5 ***

Anybody can cast deity-specific spells.

5/5 **** Venture-Agent, Netherlands—Utrecht

Bear Burning Ashes wrote:
Anybody can cast deity-specific spells.

Thanks for that! As I said, there are some people at my lodge who I'd trust blindly say you can't, so I assumed it's true.

The Exchange 4/5 5/5

Quentin Coldwater wrote:
Bear Burning Ashes wrote:
Anybody can cast deity-specific spells.
Thanks for that! As I said, there are some people at my lodge who I'd trust blindly say you can't, so I assumed it's true.

Here's the actual quote. Note that this was in a post about Inner Sea Gods.

Quote:

If you look at the beginning of the spell chapter, it advises, "Many of the spells in this chapter originated with the faithful of a particular deity and are more common among the worshipers of that god. Such spells are denoted with the god's name in parentheses after the spell's name. Worshipers of a spell's associated deity always treat the spell as common, and need not research it in order to prepare or learn it. Despite this, all the spells in this chapter are available to members of other faiths, though some temples or religious organizations may proscribe the use of specific spells. "

So, all spells are available to all characters as long as any prerequisites are met.

Note that there are a few (very few) spells where you must be a worshiper of a specific deity. For the most part these come from articles on the deities in Adventure Path books that specified they were for that deity only. Most of these got reprinted in Inner Sea Gods without the deity specific requirement. In fact the spellcasting contract series is the only one I can think of that didn't. So just make sure that the particular spell you want to use is from a source where the deity requirement is waived.

Liberty's Edge 5/5 5/55/5 ***

I figured the last sentence was the one to focus on: "So, all spells are available to all characters as long as any prerequisites are met."

I mean, he started off talking about Traits and Feats, in general. Makes sense that he'd end on a general note for spells, as well, and not just those from Inner Sea Gods.

Liberty's Edge 4/5 *

Quentin Coldwater wrote:

(Not sure where to post this exactly, if you know a better place, please move it.)

I'm currently playing in a group of people who have completed Eyes of the Ten and are currently playing modules until we reach 20 (or as close to it as possible). I know there's a thread about it somewhere, but I couldn't find it, so if anyone could point me in the right direction, that'd be awesome.

Rise of the Runelords book 5 (14/16), intended for levels 12/13.
Giantslayer book 5 (levels 14/16), intended for level 13.
Shattered Star book 5 (13/15), intended for level 13.
Jade Regent book 6 (14/16), intended for level 13.

Reign of Winter book 6 is level 15-17. And I suggest that you then do The Witchwar Legacy(module), level 16-18. You then need to do book 6 of both Shattered star and Rise of the Runelords. Of those two I think book 6 of Rise is most likely the more difficult one. Though with you being level 18 it will most likely still be a walk in the park...

Level 15.2 -> Reign of winter, book 6 -> 16.2
Level 16.2 -> Witchwar -> Level 17.2
Level 17.2 -> Shattered Star, book 6 -> 18.2
Level 18.2 -> Rise of the Runelord, book 6 -> 19.2
Level 19.2 -> Race for the Runecarved Key(season 4 multitable) -> 20

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

We are currently 15.2 and 14.2, so Reign of Winter #6 is out for now as the two who lag behind can't participate.

This does give me an idea.

We could slowtrack Rise of the Runelords #5/giantslayer #5/Jade Regent #6 with the 15.2 and fasttrack the two 14.2s, to get 16.05 and 15.2
Then slowtrack Moonscar to put everyone back on the same, namely 16.2.

After that we can do Witchwar Legacy and continu on.

Silver Crusade 4/5

So does Race for the Runecarved Key have subtiers all the way up to 19 (or scale to that level)??

Grand Lodge 4/5

It allows for characters of 12+. It only scales up to 15th, but 19th level characters can get credit. I personally plan on running it and applying the GM credit when my character reaches 19.2.

Liberty's Edge 4/5 *

Damanta wrote:

We are currently 15.2 and 14.2, so Reign of Winter #6 is out for now as the two who lag behind can't participate.

This does give me an idea.

We could slowtrack Rise of the Runelords #5/giantslayer #5/Jade Regent #6 with the 15.2 and fasttrack the two 14.2s, to get 16.05 and 15.2
Then slowtrack Moonscar to put everyone back on the same, namely 16.2.

After that we can do Witchwar Legacy and continu on.

Yes that would work.

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