Introducing the Stolen Fate Player’s Guide

Friday, April 14, 2023

Teach those who would steal fate from the world that there’s a price to pay!


Stolen Fate Adventure Path


Adventurers are no strangers to strangeness, but when magical harrow cards suddenly appear in their belongings and mysterious visions compel a journey to Absalom, who could resist? Certainly not your group of heroes! Especially when there are dozens more powerful magical cards scattered across the world, just waiting to be tracked down and claimed!

In the Stolen Fate Adventure Path, each player character finds themselves the new owner of a mysterious card that grants strange powers and defenses. Why have these cards come to you? And what is the nature of the vision that beckons you to a small game store in Absalom’s Grand Bazaar? It won’t be long before you realize that you aren’t the only ones chasing down these magical harrow cards, and before long, you’ll find yourselves in a race against a group of villains eager to claim these cards for their own nefarious plans. Can you stop them in time?

Inside the Stolen Fate Player’s Guide, you’ll find player-friendly, spoiler-free information and tips to help you make an exciting new character perfect for the Stolen Fate Adventure Path—including rules for the first four magical harrow cards you’ll start the campaign with!


Pathfinder Stolen Fate Player's Guide Adventure Path


This player’s guide contains:

  • Information about the strange vision your PCs share, and full rules details for four magic harrow cards: The Brass Dwarf, The Empty Throne, The Paladin, and The Rabbit Prince.
  • Character suggestions, including recommendations for alignments, ancestries, classes, languages, skills, and feats well suited for this Adventure Path.
  • Six new backgrounds to explore your character’s supernatural link to the mystical traditions of the Harrow.
  • Harrow-themed player options, including the harrowing ritual, the harrower archetype, and a new bloodline for sorcerers associated with the harrow.

Download The Stolen Fate Player's Guide

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Tags: Pathfinder Pathfinder Adventure Path Pathfinder Roleplaying Game Pathfinder Second Edition Stolen Fate
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Silver Crusade

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Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

That's the rub with rare backgrounds is that they typically provide more powerful benefits than common and uncommon backgrounds, thus have some alterations on what they provide. See the Wished Alive background for another one without a Lore

Paizo Employee Creative Director

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andreww wrote:

I am about to start running this in PbP and am looking at the unique backgrounds. Several of them do not grant a trained skill or lore. Is this intentional? For reference they are:

Bookish Providence: No skill training
Crown of Chaos: No skill training
Hammered by Fate: No skill training
Key's to Destiny: No skill training
Shielded Fortune: No skill or lore training
Writ in the Stars: No skill training

It may be that the bonus action each background gives was in place of the skill training but that leaves Shielded Fortune looking a little out of place with no Lore skill either.

For this one we tried something a bit different and gave these backgrounds a different take, giving them each a bonus action in place of skill training. For Shielded Fortune, if I recall correctly, we gave no skill OR lore training because the bonus feat it grants, Toughness, is a general feat, not a skill feat. Since general feats are earned less often than skill feats, giving it out as a bonus feat required a bit more give and take for that one.

THAT SAID: I really don't think it'll hurt your game balance much if you pick skill trainings for all of these feats, provided you let your players know what you're doing, and provided your players are only choosing these backgrounds. If they choose from the Core Rulebook, those backgrounds will feel lesser than these, which give everything a core background does PLUS a bonus action... so there's sort of a constant arms-race of option balance you might accidentally set up for yourself.


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Pathfinder Adventure Path, PF Special Edition Subscriber

Is it intentional that the lump sum starting wealth is the value for level 12 and not level 11? Or is that a mistake?

Paizo Employee Creative Director

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ScottYarbrough wrote:
Is it intentional that the lump sum starting wealth is the value for level 12 and not level 11? Or is that a mistake?

It's a mistake, but Adventure Paths tend to give out more treasure overall so it's likely that level 12 gear could end up being close to what a group that played through a 1 to 10 level campaign gathered, IF they scrounged everything and didn't sell or destroy of give away anything.

Treasure values are, in the end, suggestions, and it's a good thing for GMs to know their table preference; your group might prefer level 10 values, for example.

But yes, as written, it's a mistake and should say level 11.


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James Jacobs wrote:
Ricbau6 wrote:

Just from the player's guide I'm really hyped for this adventure, and I'm planning already in running it. Love the harrower archetype and the bloodline, anche can't wait to learn all the other cards abilities.

I was just wandering if in the Vengeful Spirit Deck feat, the DC being only expressed as a Class DC was intended for martial classes use only, or is just missing the "or spell DC" part.

This is absolutely the intent. The archetype should use your class DC or spell DC; it's the same thing, really–a DC set by your class (whether it's for spells or for class feats is irrelevant as far as the balance of the Harrower archetype is concerned).

Maybe a little slow to ask, but I realize this only covers the archetype - should we assume the same is true for cards that have listed DCs?

Paizo Employee Creative Director

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Grankless wrote:
James Jacobs wrote:
Ricbau6 wrote:

Just from the player's guide I'm really hyped for this adventure, and I'm planning already in running it. Love the harrower archetype and the bloodline, anche can't wait to learn all the other cards abilities.

I was just wandering if in the Vengeful Spirit Deck feat, the DC being only expressed as a Class DC was intended for martial classes use only, or is just missing the "or spell DC" part.

This is absolutely the intent. The archetype should use your class DC or spell DC; it's the same thing, really–a DC set by your class (whether it's for spells or for class feats is irrelevant as far as the balance of the Harrower archetype is concerned).
Maybe a little slow to ask, but I realize this only covers the archetype - should we assume the same is true for cards that have listed DCs?

Yes.


James Jacobs wrote:
Grankless wrote:
James Jacobs wrote:
Ricbau6 wrote:

Just from the player's guide I'm really hyped for this adventure, and I'm planning already in running it. Love the harrower archetype and the bloodline, anche can't wait to learn all the other cards abilities.

I was just wandering if in the Vengeful Spirit Deck feat, the DC being only expressed as a Class DC was intended for martial classes use only, or is just missing the "or spell DC" part.

This is absolutely the intent. The archetype should use your class DC or spell DC; it's the same thing, really–a DC set by your class (whether it's for spells or for class feats is irrelevant as far as the balance of the Harrower archetype is concerned).
Maybe a little slow to ask, but I realize this only covers the archetype - should we assume the same is true for cards that have listed DCs?
Yes.

Thank you so much for the clarification!!


Pathfinder Adventure Path, Rulebook Subscriber

I have some concerns about the potentially overpowered nature of the Harrowing ritual, particularly when combined with the Experienced Harrower archetype feat. Starting at level 11, the ritual grants the target (i.e. each party member who undergoes it) six wild cards (due to the Heightened (+1) effect). The wild cards basically act like hero points but can only be used for a specific type of roll. At level 11, a character focused on Occultism has around a +22 skill check before any item bonus. The DC of the ritual is normally 33 (Very Hard skill check of level 11), but is lowered to 28 with Experienced Harrower.

This amounts to a 16-20 crit range to grant a boosted hero point with +4 to the reroll and a 6-15 range to grant a non-boosted hero point, without even considering any item bonuses to Occultism (which is likely a +2 at this level). And the harrower is giving out six of these to each party member (because it's free since the cost is removed entirely if the harrower has an 11 gp fine harrow deck).

And to top it off, all the wild cards can be refreshed once they're all used without waiting a month between readings (since the heightened language says that harrowing's duration ends as soon as the target spends all of their wild cards).

Am I misreading something or overestimating the power of this ability? Or could this use some revisions to bring its power level down? Does anyone who has played with a Harrower Dedication character want to weigh in?


James Jacobs wrote:

BUT ALSO!

Page 83 of the first adventure does present a set of optional rules for you to use in your Stolen Fate campaign about "Manipulating Fate." These optional rules were originally part of the Player's Guide, and are based on a system I have used many times in my home games or at games I've run at conventions.

I'm really excited to propose these rules to my group when we run a session 0 this weekend. However, with the remaster, my group hasn't picked specific alignments. Do you have any recommendations on how to apply these additional rules with that lack? Thanks!

Paizo Employee Creative Director

Lydea Irwin wrote:
James Jacobs wrote:

BUT ALSO!

Page 83 of the first adventure does present a set of optional rules for you to use in your Stolen Fate campaign about "Manipulating Fate." These optional rules were originally part of the Player's Guide, and are based on a system I have used many times in my home games or at games I've run at conventions.

I'm really excited to propose these rules to my group when we run a session 0 this weekend. However, with the remaster, my group hasn't picked specific alignments. Do you have any recommendations on how to apply these additional rules with that lack? Thanks!

I don't, off the top of my head, but if you and your players are familiar with how alignment works, just go ahead and use those rules for this game. Just treat these as narrative devices without any real connection to any rules and you're good to go.

If we ever officially remaster this Adventure Path and republish it, we'll need to reword and rework a lot of the content therein, but since there's no plans to do so anytime soon and this one's not high on the "we should compile it some day" list at this time, just using alignment in your remastered home game is a perfectly fine solution.

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