Shark

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I am trying to compile a list of all the named NPCs that can be recruited to the PCs caravan in Jade Regent, as well as their basic info (alignment, gender, race, class, level, and whatever caravan jobs they qualify for). I'll try to list where they are recruited for ease of reference.

I'm mainly looking for the ones who are written in the AP to join the caravan, but as a separate section I'd be happy to list any of the normal Jade Regent NPCs not normally recruit-able whom you and your players added to your caravans.

I'll also have a section for third-party plugins, as I read a few exist for JR.

Here's what I have so far...

Original Caravan Group:
Sandru Vhiski (NG male human rogue (swashbuckler) 4)
- driver, guard, passenger, trader, wainwright
Koya Mvashti (CG female human cleric of Desna 4)
- fortune-teller, guard, healer passenger, spellcaster
Ameiko Kaijitsu (CG female human aristocrat 1/bard 3/rogue (rake) 1)
- cook, entertainer, fortune-teller, guard, passenger, spellcaster trader
Shalelu Andosana (CG female elf fighter 2/ranger 4)
- guard, passenger, scout
Bevelek (no stat info, Varisian)
- driver
- brother of Vankor
Vankor (no stat info, Varisian)
- driver
- brother of Bevelek

Other NPCs That Officially Join:
Brinewall Castle -
Spivey (GC female lyrakien azata cleric of Desna 3)
- can be guard, healer, spellcaster
- does not count against traveler total
- does increase consumption
Kelda Oxgutter (CN female human barbarian 3)
- driver, guard, scout
- free of charge for a few months, but may leave at Kalsgard

Ulf Gormundr (CN male human ranger (guide) 5)

Helgarval (Cassisian Angel helmet)

Forest of Spirits -
kitsune
bonsai tree kami guy

Official NPCs that I've Read Creative Players Have Got to Join:
Brinestump Marsh -
Walthus Proudstump (CG male halfling ranger 3)
- 3 swamp vipers
4 Licktoad Goblins (We Be Goblins)
Skitterfoot (CE male ratling)
- taken as a familiar

Brinewall Castle -
Flatbelly (NE male ettercap)
- giant hunting spider companion
Zaiobe (CE female harpy oracle 2)
Slugwort (CE advanced ogre)

Kalsgard -
Wodes (NE advanced awakened raven druid 5)
- taken as a familiar

3rd Party Plug-In NPCs:
Miriya (no stat info available to me, from Legendary Games - Under Frozen Stars)
*There are also 3rd party plug-ins for relationship options for Kelda, Helgarval, and Spivey, I believe

Honorable Mention:
Hirelings: Into the Wild (IMHO, these guys are perfect for a caravan)
Naleksa Vijic (CG female human adept 1)
Anza the Jay (CN female human expert 2)
Jacobi (N male human commoner 1)
Anando Veresiri (LN male halfling aristocrat 2)

To Be Continued...


Sandpoint is probably the most iconic setting in Pathfinder for me. I think it is by far the most fleshed out in terms of information and gaming material. It's in the comics, the Beginner Box, multiple APs...and I want to drop it into the Stolen Lands. Considering the whole of the Sandpoint Hinterlands map fits inside a single hex with room to spare, this should be easy.

My current plans are to replace Nivakta's Crossing with a slightly altered version of Kassen from CotE, and replace Fort Serenko with Sandpoint (with a lowered population). The character's earliest adventures will take place in these two towns, eventually earning enough notoriety to be noticed in Restov and receive the bandit charter.

As the campaign progresses, Sandpoint, being on the frontier and always somewhat independent minded, might declare for the PCs kingdom, especially if the PCs open up the Shrike for trade. Depending on the relations with Restov and Breovy's Noble Houses, this should play into the GoT political theater either in the background or otherwise, if the PCs take an active role.

By adding in the various goblin tribes and the cult of Lamashtu (as well as the extra kobolds from the Darkmoon Vale series) to the north, there will of course be interactions with Monster Kingdom in RRR. I'm looking to strike a balance here, not overwhelming the PCs kingdom on two fronts during RRR. I'm planing to let the players run the We Be Goblins series as a break in between sessions, hopefully endearing them to certain goblins they'll meet as NPCs (meta, i know, but it'll be fun). I'll be combining the WBG goblins with Fatmouth's tribe from the Beginner Box. This should allow the PCs the chance to ally with at least one goblin tribe and one kobold tribe, and maybe even a fledgling boggard tribe, before Monster Kingdom kicks off. Of course, I'll need to write for the other option of the PCs missing plot hooks to rid themselves of the cult threat before RRR kicks off, or they'll be screwed.

More to follow as I flesh this out. Any thoughts or ideas are welcome.


I am working on a Kingmaker campaign for my new group of players, some of whom want to use classes from Occult Adventures and DSP's Ultimate Psionics. I'm looking for any advice on occult or psionic specific scenarios, modules or APs that I can draw content from that would fit into the Kingmaker campaign. I'm willing to do a reasonable amount of re-writing to make it fit, as I'll already be doing so to add a ton of content from other modules and ideas I've read here.

I'd also love any advice from those of you who've used either system (or both) in your Kingmaker campaigns. Are their certain monsters you've swapped out to occult abilities or psionics? Have you altered any encounters to add more of an occult feel? How have elements from either of these systems affected your campaign?

Thanks!


I recently picked up Dreamscared's Ultimate Psionics and have started up a new caster for my weekly game. My GM is letting me sub in this new character for the Monk/Cleric I was playing at level 3.

Here's my planned build. It contains some 3rd-party content, notably from Ultimate Psionics and Kobold Press's Theosophist archetype, which my GM is allowing. I'm also using some fan-made rules for VMC Occultist I found on this site. Obviously, this isn't for PFS play.

Half-Drow Elf with Blended View, Shadowplay, and Dreamspeaker racials.

VMC Occultist (necromancy with ferryman's slug implement)
Psychic Mage 1 (opposition schools abjuration and necromancy)
Ecclisitheurge Theosophist Cleric of Nethys 1 (Domains are Magic, Psionic-Discipline and the Fate Inquisition)
Battle Medic Tactician 1
Mystic Theurge 1
Evangalist 10 (aligned class is Mystic Theurge)
Cerebremancer 6

Feats: Improved Psicrystal, Deific Obedience, Sacred Geometry (using an app), haven't settled on the feats for 13th and 17th yet.

At 20, this will give me the ability to cast 9th level wizard spells and 6th level cleric spells, and use 9th level psion powers and 4th level Tactician and Vitalist powers. In addition, I can cast spells or use powers through my party members using the Tactician's Collective class ability. The VMC Occultist abilities help me boost my necromancy, while cleric spells boost both necro and abjuration.

I think this is a pretty powerful setup, but I'll be struggling with power points at later levels. I'm also having trouble picking feats for the later levels.

What are some good feats for the later levels?
What are decent ways to boost my psionic power point pool, beyond the 2 point bump from feats?
Does the ferryman's slug (Occult Origins) opposition school apply only to psychic spells, or does it affect my other spells as well?
Are their any flaws in my planned build that I've missed?

Thanks!