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Organized Play Member. 155 posts (183 including aliases). 2 reviews. No lists. No wishlists. 4 Organized Play characters. 1 alias.


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A Tim Powers "On Stranger Tides"-esque pirate adventure on the high seas set in the Shackles would be absolutely amazing.


Pathinder Core Rulebook wrote:
Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right

This wording confuses me. Is it saying that if you make one attack with armor spikes, that you can't make a second, as per the Two-Weapon Fighting feat, given that your armor have enough coverage to allow for spikes around your gauntlet region?


I believe I have this figured out, but it still comes up for debate in my games.

If a player has a +2 Caustic Longbow and shoots a +1 Flaming arrow, the result is +2 Caustic and Flaming attack (1d8+2+1d6 acid+1d6 fire), correct?


Is this a thing that can be done without diminishing the effectiveness in combat compared to the other party members?


So is the general consensus is, yes, they are aware they have been magically hoodwinked once the spell effect ends.

Alright thanks for the responses!


Some spells, like suggestion and dominate person, make it obvious to the victim that they are being controlled in some way, but some of the other mind-affecting spells have more subtle effects, like charm person and lullaby. I am just curious about how aware are the victims of those spells that magic has been cast upon them.

I know if they see the spellcaster waving his hands around it's a dead giveaway, but if a person is charmed, say, while they are asleep, then woken up would they be aware that this person they see as a friend is actually manipulating them with magic or will they simply see them as a friend? Then when the spell's duration expires, do they go, oh s~~~ I was magicked! Or will they simply wonder why they were being so nice and helpful to a complete stranger?


Gene 95 wrote:
Hell, if they'd release print compilations of all the scenarios (maybe once a year, or once a season or whatever) I'd be up for paying a chunk of change for 'em.

Agreed.


I would totally buy something like this. I don't want to commit to buying each individually (full-time student) but if I could buy all the scenarios in a bundle for a discounted price, that would be awesome.


I want to plan out a Human or Half-Elf Cleric of Callistra with the Luck and Trickery Domains, and the Deception and Fate subdomains, and want to mix in either a little bit of rogue or a lot of rogue, mainly to gain access to skills like Intimidate and Bluff, and also for the roleplay of it. I plan on focussing on Whips in combat, the standard Whip and the Scorpion Whip being my main weapons which I will use as battle field control and support while also aiding with healing for the party. The basic personality for the character will be that he is a liar, a sadist, and a chronic gambler (he is going to be for the Second Darkness campaign, hailing from Riddleport)

Any ideas on some 10th level builds that will allow me to mix these two classes without making a complete mess of things, including Feats, Rogue Talents, and spells I should take. One Feat I want to take is "Enforcer" from the APG which seems like it would be very fun for my kinky cleric. Thanks in advance for any suggestions!


Werewolves...heyeelllll yeah!


Ellington wrote:
Since we're on the subject of Clerics and domains, I hope some day we'll see domains play a bigger role than they currently do. Not just bonus spells to an existing spell list, but I'd like them to actually be the spell list.

Please, lets not make the books and rules too complicated here.


overdark wrote:
Vanish, is pretty good. 1st level invisibility, yay!

I love it as a utility use invis since most times when I go invis I only do so in order to get a good position in combat. Also this spell alone makes major magic rogues worth it.


What the f*** am I reading?

Clerics have plenty of variety. I have been blessed as a DM to always have a player in my games to play a Cleric with Pathfinder rules in some unique way each time - I've had sword and board clerics of Iomedae, Ranged Clerics of Erastil, Clerics who focussed on mind-affecting spells and trickery, Clerics who focused on summoning and then buffing himself, his allies, and his summoned monsters, and many, many more unique and effective cleric builds. The domains in the core book already allow for a lot of mixing and matching, and the introduction of the 30 or so subdomains in the APG offer even more.

Have some imagination and ingenuity, I can't believe someone is complaining that the Cleric is bland.


Eh, not sure about how excited I should get about this product.

I love spellcasters and they are really powerful already from about levels 5+, I just hope none of the rules in here allow players to make broken spellcasters.

However from what I saw in the APG you guys are pretty good at making really balanced alternate class options, Feats, and spells, so I will definitely buy this product and try it out in my games.


In one of the campaigns I am participating in, mortality rates are rather high as the DM has a tendency to make very challenging adventures in an attempt to force us, as players, to use our noggins rather than our builds to successfully resolve situations. As a result, most of us tend to have back-up characters that we level up behind the scenes just in case one of our character perishes without hope for ressurection.

One of my back-up characters is an elven sorcerer who has lived for over a century and has written many volumes chronicling his discoveries and theories into the humanoid mind (he's of the Dreamspun bloodline) He is very arrogant, so also keeps up a running series of books chronicling his adventures and daily life as well. I want him to have been able to publish many of these works and also be able to sell some of his books for gold as he travels around our DM's game world (which is homebrew, not Pathfinder). One of his quirks would be to cast suggestion on bad guys or people that annoy him and have them read one of his books in a quiet corner for a few hours.

What are the rules for creating, writing, and selling books, and what determines the books quality?

Skills I have been thinking of have been Craft (books), Linguistics, Perform (Literature), and Profession (Writer/Scribe). Are any of these close to what I would need? I would think for some material my character level (and resulting experience) would give bonus's to the content of the books and as a result increase the value. Are there any concrete rules for book creation?


1 person marked this as FAQ candidate.

I have a few questions about the lullaby spell - it affects creatures in a 10 ft radius area and can be maintained with a concentration check. Do creatures that made their save have to continue saving each round that the spell is being maintained, if creatures move out of the radius of the spell do they become unaffected, and how would the answers to these questions pertain to the Dreamspun Sorcerer Bloodline ability to have the spell automatically last for 1 minute?

As a DM of 5 years, I have never had a player play a bard (who lived long) or cast a spell like this, so I am a bit ignorant in this area of magic.


Abraham spalding wrote:

Yeah at least there is arcane blast now in the APG <eyeroll> great choice of a feat and spell slot there. </sarcasm>

Though I will say it has some use for bards, summoners, and possibly witches.

I have always wanted to see an Improved Counterspell feat tree that would eventually allow a caster who didn't cast a spell in the previous round to counter a spell as a swift action without having to sit there and wait for a spell to be cast, and then hope they have the proper spells to counter it with.


I never suggested bumping them up to +2 as that would be ridiculous. I just think by itself at +1 it seems a bit lacking, but with also adding +1 on saves against that spell school would be a nice boost that makes sense and doesn't overpower the spell. In fact I think it makes a whole lot of sense, and balances it power-wise with some of the combat feats for combat-focused characters.

Also, Darvon, the reason it is taken a lot is because it makes more sense for a Wizard to take it rather than Power Attack or Two-Weapon Fighting, there really aren't a plethora of Feat options dedicated to spellcasters other than the metamagic feats. Most times we just take what we can get.


Most times when I play a Wizard or Sorcerer I tend to forego combat and focus on spellcasting so I always end up taking Spell Focus, and now probably Elemental Focus, to supplement my character, but I can't help but think that as far as feats go, this is a little lacking in what it does.

Yes, adding +1 DC is nice and all, but I think it should also add +1 to saves against spells of that school (or elemental in the case of Elemental Focus) from the spell caster with the Feat since it indicates deep study into an area of magic and therefore it would make sense that they would become better able to resist spells of certain type because of that.

I am thinking about houseruling this in the future, so I may even move this into the Houserule board eventually, I am just curious about what you all think about the power of the feat compare to, say, feats like Improved Grapple and Power Attack.


One of my principle peeves in D&D and then Pathfinder is that they make it seem like almost all werewolves are Chaotic Evil, which I can understand that many afflicted humanoids can be - having your mind shattered and rearranged with that of an animal's can be maddening, I would imagine, and would lead to many afflicted going insane and becoming killers.

As such, I was very happy to see werewolves in David Gross's 'Prince of Wolves' book to be portrayed as something other than CE, which is an alignment that is shared with goblins and demons. I was thinking about it, and I decided that they are overall Lawful Evil, with some NE thrown in, since they band together and follow a strict hierarchy and code. As with most pack animals, especially those with intelligence, a degree of lawfulness seems like it would be required to maintain order in the ranks.

Hopefully werewolves of Golarion will be portrayed this way in the future, because I thought that it was splendidly done by the author.


DragonBringerX wrote:

My friend created a home brewed item that is priced and powered exactly like the amulet of mighty fist except that it only affects thrown weapons (or weapons when thrown) and takes the bracers slot.

I think they were called Bracers of Thrown Daggers.

I'd imagine it would look something like this:

Bracers of Thrown Daggers
Aura faint evocation; CL 5th
Slot arms; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight —

Description

These bracers grant an enhancement bonus of +1 to +5 on attack and damage rolls with thrown weapons or weapons that have been thrown.

Alternatively, these bracers can grant melee weapon special abilities, so long as they can be applied to thrown weapons. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Bracers of thrown daggers cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Bracers of thrown daggers does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

Construction

Requirements Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the bracer's bonus, plus any requirements of the melee weapon special abilities; Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp (+4), 62,500 gp (+5)

there...

That is a pretty cool idea concept! I might just use that.


Didn't think so. It's unfortunate since throwing knives are so deadly in reality. Maybe in the Super Advanced Player's Guide next year we will see some feats for thrown weapons :P


Are there any decent builds that can utilize thrown weapons and still be able to hold up next to other more traditional combat-focused characters at higher levels? At lower levels thrown weapons are a blast, but later when you have to start overcoming DR and getting your weapons enchanted, it is much more economical to enchant a bow or crossbow than pay for the enchanting of a few daggers (as well as the need to get returning on them all) In the end, if you don't want to find yourself being useless, you are better off dropping thrown weapons and stick to standard melee and ranged weapons.

Am I wrong?


Alright so I will say - no. Thanks for the responses!


1 person marked this as FAQ candidate.

As the topic states, is the grease created by the spell "Grease" flammable?

The question because a Elementalist (Fire) Sorcerer in my group wants to be able to cast 'Grease' in an area and then follow it up with a 'Ray of Frost' modified to the fire energy type to ignite the grease. Would this work, or would this ultimately be up to DM discretion?


FarmerBob wrote:
TriOmegaZero wrote:
"This feat may be taken multiple times, but each time it applies to a different natural attack."

Actually, that's the 3.5 wording, not PFRPG wording. Under PF, it is more restrictive. Generally, if a feat can be taken more than once, it says so in the "special" section. There is a lot of speculation that this was mistakenly omitted, but as RAW, you can take it once, and it applies to one type of attack only.

Exactly, in 3.5 it was specific, but the change in wording in the Bestiary is what my friend was trying to exploit. I know this seemed like an amateurish question, but when I checked the core books I couldn't find anything to back up what I "knew" from experience.

Thanks for the responses!


Another troublesome rule question brought up by my sometimes DM, sometimes player friend...

While I am pretty damn sure that you cannot take "Improved Natural Attack" multiple times on the same natural attack, he keeps insisting that there is nowhere that says he can't. He is trying to get a natural weapon Ranger to have 2d6 claws in his attempt to maximize damage output. I read through the Feats section of the core book and nowhere does it say that Feats can only be taken once, so I can see where he might think he can get away with that, but I believe there has to be a reason somewhere that a player cannot do this because otherwise things can get ridiculously broken.

Can anyone help clarify this for me (us)?


1 person marked this as FAQ candidate.

The situation is that for the longest time I have seen Bracers of Armor counting as merely magical items that grant an armor bonus similar to the way the spell Mage Armor does, and therefore fair game for Monks, and in this case, Savage Barbarians, to use, however my DM is telling me that since they are worded in the Core Rulebook as "[granting the player] an armor bonus of +1 to +8, just as though he were wearing armor." he says that it is the equivalent as being armored and therefore nullifies the Savage Barbarian's class abilities. I am sure he is mistaken, but he is unmoving in his decision despite what I say. Am I wrong or right about this?


Do the Bracers of Armor, since they are worded in the Core Rulebook as counting as armor, make the barbarian lose their Naked Courage and Natural Toughness bonuses?


I am going to start running Kingmaker as soon as my current DM completes the Council of Thieves AP, and I have already had everyone looking through the Player's Guide and thinking about what kind of player that they want to run in it. I made it clear to them that they need to make characters with dispositions and personalities that would make them WANT to run a kingdom and do it well. You should make that clear to the player's from the get-go so that later on you don't have a player who is like, "I can't see why my character would ever want to be in charge or bound by the duties of leadership since he is so chaotic neutral and therefore free spirited, so I am just not going to help the other players." Just make sure your characters start off with the intention and ambition to settle this land and carve out a fledgling kingdom, otherwise they would have never been hired for the task.


As a DM myself, the DM of the game let me see the stat block while I set there dead and annoyed at the table, and I informed him that the save was 22 ( 10 + 5 [half HD, rounded down] + 7 [Con Bonus]). So we went back and restarted at the part from where we first had to make saves. We did do all the things to make him weaker, and we proceeded in beating him to a pulp, twice (after he ressurected), and only lost one party member instead of 4. Happy day!


Liebdaga's Poison/Disease Save DC is 27? My entire party dropped like flies dying from d6 con damage each round from the bite, most of us unable to make the save unless we roll 19s and 20s. Was our DM running this wrong or is this for real? If this is real, I can't see how any party could have survived against this thing.


That's what I thought! Thanks!


Would the attribute bump given by the Wizard Transmutation School stack with the bump given by attribute stat bumping spells like Bull's Strength and Cat's Grace? Or else would both sources being enhancement bonus's cause the larger boost to override the smaller boost?


Twin Agate Dragons wrote:

I believe this is the thread you want.

And here's the link to the patronage project.

Thank you for these links. Unfortunately I don't have $60,000 to donate in 69 hours, so it looks like the project won't take off anytime soon.


Didn't read the entire thread, but I would totally be down for an updated D20 Modern and Future system. I would scoop up any quality material that revamps the d20 Modern system, especially the future rules since those are like reverse fantasy in that it still includes fantastical and neat things that PCs can do that they normally wouldn't be able to ever do or see irl. But now I am rambling like an idiot. The point is I would support such an endeavor with my pocketbook. I would also like to see some sort of open beta test go on in order to have all the wrinkles ironed out before the finished product comes around.


I was wondering if Paizo had any plans to eventually make their own Modern/Future version of their Pathfinder D20 system, perhaps improving the dull D20 Modern system like they improved upon 3.5. I have ran many D20 Modern and Future games in the past and I have had to houserule the games so heavily in order to make them less dull and more coherent that it soon just became a pain in the ass to manage, and the group eventually just went back to classic 3.5/Pathfinder games since those in general tended to be more fun in terms of practical flair (if that makes any sense).


What my group houserules with the Eldritch Knight is that Eldritch Knight levels also stack for either Wizard arcane school abilities or Sorceror Bloodlines. This on top of their Eldritch Knight levels counting towards Fighters for feats makes what you call "empty class levels" anything but, and leads towards a good support fighter who can still cast at full CL (with that one base trait) and only be two levels behind a normal Wizard while being able to swing a sword/shoot a bow like nobodies business.


I was curious about the natives of Arcadia. I am assuming that they are very closely tied to the Native Americans, but since they are in a magical fantasy setting they should have something special. Since they are separated from Golarion's brand of magic (and wizard schools), I would assume that most of them would be barbarians, fighters, druids, and maybe sorcerors. What I am trying to figure out though is what Gods do these people worship? Are the current Gods as we know them just the Pantheon for Golarion, and therefore would the other continents far from Golarion have their own Pantheons? I also was curious about the Andoran outpost that supposedly is located on the central-eastern coast of Arcadia. Is that talked about in the Andoran Companion that recently came out?


Trying to find a good client that I could use to run a Pathfinder Game Online. Any suggestions?

Thanks!


Fleece66 wrote:

You REALLY should have been involved with From Shore to Sea!

You are right that Sunken Empires will include a lot of undersea ruins and lost ancient technology similar to Azlanti culture, but not Golarion-specific. From Shore to Sea, on the other hand, features such elements in spades -in fact, a whole ISLAND of them! The island was once an Azlant center of learning, and PCs get to explore an ancient glyph-powering observatory, an Azlant orrery, ruined labs and arcanotech run amok, while encountering lots of strange, unearthly magic items and generations of escaped biological experimentation.

And that one, of course, is all official. But, you'll need to wait until May to see all of that! =-)

Well the comfort that I have is that, since I plan on running my PCs on the slow experience track to allow them to do many epic things without rushing up to level 20 super fast, they won't get to the point where they will be going to these ruins for a rather long time, not until level 8 or 9 at least. I plan on them getting to level 3 in 4 sessions, level 4 in 2 more, 5 in 3 more, 6 in 4 more... Yeah that gives me a good 4 months before I will need to start worrying about getting the Azlanti ruins perfect.


gigglestick wrote:
DeathCon 00 wrote:
carborundum wrote:
You could also think about getting in on Wolfgang Baur´s current patronage project, Sunken Empires - it's basically all about the Azlant and is a companion to the upcoming adventure From Shore to Sea. Patronage gets you both and gets you in on all the current brainstorming and amazing ideas being thrown around.
I believe that while it may touch on the Azlant, it's meant to be a general sourcebook for aquatic adventures (I could really use it now, but I am not going to postpone my entire campaign just for one book!) As it is I have the Stormwrack book to get me through what I need. Any books that are officially about Golarion I am sure will be done through Pathfinder Companions and adventure paths, such as 'From Shore to Sea'
And Second Darkness has some information about some of the Aboleth Technology, or at least what it was used for and a few examples of what happened when it was used.

I believe Second Darkness focusses on Aboleth glyph technology and how it was used to bring about the earthfall.


carborundum wrote:
You could also think about getting in on Wolfgang Baur´s current patronage project, Sunken Empires - it's basically all about the Azlant and is a companion to the upcoming adventure From Shore to Sea. Patronage gets you both and gets you in on all the current brainstorming and amazing ideas being thrown around.

I believe that while it may touch on the Azlant, it's meant to be a general sourcebook for aquatic adventures (I could really use it now, but I am not going to postpone my entire campaign just for one book!) As it is I have the Stormwrack book to get me through what I need. Any books that are officially about Golarion I am sure will be done through Pathfinder Companions and adventure paths, such as 'From Shore to Sea'


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Yasha0006 wrote:

Okay...

1) Since it mentions that the Electro-Thaumaturgy worked as a kind of energy field, whatever form of projectors they used for it have a localized effect. I mention Obelisks of some kinda because, there are some intimations that Osirion was possibly (in its infancy) a contemporary of Azlant. They would have devolved into barbarism and such during the Age of Darkness and would need to rebuild their society afterwards, but some architectural influence might remain. Kinda like arcane cell-phone towers to relay the current.

2) If you run with the crystalline idea (which seems perfect to me) then I can see just about everyone having crystal pendants and wands set to specific purposes. The purpose/use of these items could be tied to their shape and structure and type of crystal. A book (like one my wife has called the Crystal Bible) might be useful in looking into the various properties that crystals of specific types are reputed to be used for.

These personal crystalline objects would be recharged through a method kinda like that disturbing Power Mat.

Guards of the cities might be armed with Crystalline wands that convert the otherwise benign energy given off by the towers into stunning or lethal energy.

3) A few things the Azlanti should have been really good at are Weather and Water magics. Sadly, both of which aren't all that prevalent in the Core PF rules. There are some Weather spells...next to none for water. There are some sources that had spells you could convert though...
** spoiler omitted **

A major reason for this would be Azlant's location in the middle of an ocean with some major tradewinds that cross it, not to mention who knows what kind of interference with natural weather patterns their Electro-Thaumaturgy might cause. Also, since...

I also think that looking at the civilizations that formed at the same time or directly after the end of the Age of Darkness could also give some glimpse at the nature of Azlanti technology. First of all Thassilon is a great example of heavily Azlanti-inspired technology that still stands, and sometiems even still functions.

The Electro-thaumaturgy entry in the Campaign setting mentions the use of runes to stabilize and maintain the pure magical energies of electro-thaumaturgy, something that can be witnessed in Thassilonian architecture and magic. I am thinking that while runes were used to contain the energy, crystalline matrices were used to enhance that energy, and in essence create magic. I believe the Azlant created a method to using this combination of runes, crystals, and magic to create a perfect magical machine similar to a fusion reactor.

This can be observed in reports from the Shory city of Kho that despite being uninhabited and ruined, many of the buildings still thrum with energy so many thousands of years afterwards. However the whole city leaks this uncontained energy since its destruction that injures and curses the people who approach it. The existence of unexplained whirpools and storms around the sunken continent of Azlant could be a similar side effect to this magical power becoming unbridled and "leaking" up from the sunken ruins.


Evil Lincoln wrote:
Makes me think of this.

I like that, but it seems that the magical and mechanical technological capabilities of modern Golarion are quite incredible to begin with (the gunworks, Nex's flesh-forges.)

Yasha0006 wrote:

Page 236 of the Campaign Setting mention the lost Azlanti Technology of

Electro-Thaumaturgy.

At its most minor, they had full electricity like we have in modern times. In addition, since this technology was essentially a field of magic that could be manipulated or focused, you could use it as a weapon as well.

I've always kind of seen Azlanti society being somewhat crystalline based (which for conductivity and resonance seems like a good idea). I have a vision that Azlanti cities might have had focusing obelisks for the electro-thaumaturgy that let off spectacularly silent sickly colored lightning that arced throughout the city, charging the crystalline matricies built into every building.

Anyhow...I'm getting carried away. Basically, you have to ask yourself the questions of what they would and could do with broadcast energy. Magical energy as well, so not all real-world rules apply. There would be some really strange stuff their I think.

That's what I'm talkin' bout Willis. I like this, I had never bothered reading the Technology part of my Campaign Setting book. I like the idea of Azlant cities containing a magic generator that would power buildings across the city utilizing, like you said, crystalline matrices, similar to those found in the Wayfinders, that would take in and augment that energy. Looking at the nature of Ioun Stones, I think the idea of them harnessing the transfer of magic through crystals is pretty spot on.


1 person marked this as a favorite.

Part of one of my upcoming campaigns involves the PCs (who will be Pathfinders) to delve deeply into the mysteries of old Azlant, including plunging into the depths of the Arcadian Sea itself to access large sunken ruins of old Azlant. I plan on heavily including Aboleths, which, trusting the Mordant Spire Elves, are thick as weeds on the bottom of the Arcadian Ocean and who also happen to be heavily tied with the creation and destruction of the Azlant civilization.

I want to portray the culture accurately and I therefore was wondering what kind of magical technology the Azlant focussed on most. I understand that they are the original creators of Ioun Stones, which themselves seem to be sort of self-augmentation technology. But that alone couldn't have made them so magically superior to the "modern" state of things in Golarion, both technologically and magically.

Did the Azlant perhaps invent the original methods to making golems, even creating artificial life (beyond modern Golarion golemcraft,) create wondrous constructs (similar to the ones found in Numeria,) perhaps even utilized elemental binding (similar to the Eberron campaign setting's magical tech?) I can create locations and stories and such on my own, I just want to be sure that I sort of hit the right idea when it comes to revealing the superior magical-technological capabilities of the Old Azlant civilization for my group that won't contradict too much with any future publishings by Paizo.

Thanks in advance!


Where can I get more information on Andoran's stronghold colonies in Arcadia? I don't understand how they can maintain those colonies with the perilous stretch of the Arcadian Ocean be dangerous to ships due to the sunken island of Azlant. I am running an Oceanic campaign that I intend to lead to PCs to exploring some of the Arcadian continent for a certain ancient Azlanti artifact in some forgotten Azlant outpost. I was going to have them have to rely on Valenhall if they want to resupply their ship, but with those Andoran strongholds there I am thinking they could also use them, unless, like the Sun Temple Colony, those colonies failed.


I personally see the 3 year initiation process spent at the lodge as the most common form of entry. From what I have read about Pathfinder exploits, I am guessing that a field commission would only go out to an individual who is already exemplary in every way; in other words, not a low level character. I can see the Initiates at the lodge typically ranging from level 1-4, with the full fledged Pathfinders sitting at a good level 4-7. The truly masterful Pathfinders have levels that go beyond that, up to about 13 (this is the highest I have seen an NPC Pathfinder.)


Mosaic wrote:
But I do like the idea of Pathfinder training happening at higher level much better than looking at it a part of a character's background. Thanks DeathCon.

Not a problem. I've never seen an NPC pathfinder lower than 3rd level, the exception being player characters in the low tier pathfinder society scenarios.

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