Oh, one further question: can I apply the Favored Defense feat to the target of my Freebooter's Bane ability instead?
Cool, thanks for the quick reply.
I'm playing a Freebooter and I had a question about the Quarry, Improved Quarry, and capstone powers.
The archetype replaces the Favored Enemy feature with a different class feature, Freebooter's Bane.
Freebooter's Bane (Ex) wrote:
My question: Should I just consider any mention of "favored enemy" in other class features to apply to the current target of Freebooter's Bane instead? The writers of Pirates of the Inner Sea neglected to clarify that.
Good to haz some free homebrewed take on such an infamous part from the Kingmaker computer/video-game out there- and in PF1e form, too. ;)
Definitely some of my best DM work ever. The players loved the result.
The real trick was sidestepping the whole question of the trade deal with Brineheart that the game pushes you into, by making the player characters the Heroes of Another Story: hirelings of the Baroness handling the Darven/Hellknight matter on her behalf because she had to go deal with Armag. After that, it all came together pretty quickly. I used a Let's Play series of the game to get some of the scripting for Darven.
The last original thing I did was for 3.5E. My cleric of Amaunator (Lathander's old Netherese identity at the time, I was aiming her for the Sunmaster prestige class from Lost Empires of Faerun) got an assignment to travel into the Anauroch Desert to cleanse and rededicate an old temple (I repurposed a desert ruin from the Sandstorm sourcebook), but RL interfered after the first on-site encounter and we never finished.
I’m in a Pathfinder group that meets once a week, and occasionally one of us can’t be there because of other commitments, the usual. The first time we just rescheduled, but the second time I offered to run a one-shot instead. I grabbed an old 3.5E free module and recoded it, and the team had a good time. Which was a relief to me, given I’m pretty sure George Bush was still in office the last time I GM’d anything.
A month or so later we had another cancellation, and I told the guys and gal to get their character sheets from the last one I ran – it’s become less one-shots and more “episodes”, which is kind of the way my brother and I played 3.5E together back in the day – and I’d figure out something for them to do. Our usual GM makes a comment, I forget the context, about his character, a CN Inquisitor of Lamashtu, hating devil-worshippers (which makes sense given his alignment and Lamashtu being a demon).
And I get this weird idea. I had set the previous episode in the Narlmarches during the Varnhold Vanishing chapter of the Kingmaker AP and CRPG, just for flavor, but I thought, why not take it one step further and make my Baroness (paladin of Erastil) the quest giver?
Furthermore, why not take everybody’s least favorite quest in Pathfinder: Kingmaker and make it actually fun to play?
Since it had been forever since I’d written anything original and I had very little experience balancing encounters, I got some assistance from my buddy Ian G, the player who wouldn’t be there: he’s played PKM and immediately knew the quest I was talking about without me even having to name it (“Oh god, that one?” “Yep, that one”), plus at the time he was GM’ing the Hell’s Rebels AP for another group so he knows how to set up encounters.
On his advice, I borrowed Linxia Benzekri’s statblock from Hell’s Vengeance Volume 4: Wrath of Thrune, added a third level of Hellknight, and built her an NPC Hellknight squad of a cleric (hellspawn tiefling Asmodean advocate 5/Hellknight Signifier 1), fighter (armor master) 5, archer (slayer 5/Hellknight 1), and magus 6. Darven became a thug 4/infernal bloodline sorcerer 4 and, since he’s a pirate-turned-gangster king, I grabbed a half-dozen random mooks from the d20PFSRD to be his goons.
Personality-wise, I wrote Linxia as being less of an outright a!@!%!# and more out of her depth in dealing with the libertarianism of the River Kingdoms, and Darven as more of a narcissistic organized crime boss with delusions of grandeur. I made a PDF of the adventure here if anyone wants to try running it.
The party was 6th level and had previously seen off a green dragon druid in the northwestern hinterlands while the Baroness and her companions were handling Vordakai, and word got around.
The quest picks up after Natali Cervi, paladin of Erastil and Baroness of Cervosia, has already run the Hellknights out of town; however, she’s learned while she prepares to march her army to fight Armag that Linxia is still causing trouble in the southern villages, so she sends word through the priesthood of Erastil that she’d like to hire the group that took out the dragon. The party consists of:
They’re given the mission by Baroness Natali at Stag Keep. There’s discussion about how she had the Hellknights escorted out of town after they started harassing citizens and then tried to break into Linzi’s printing house to destroy the presses. She impresses upon them that she’d prefer if they ejected the Hellknights from Cervosia without killing them, in large part because she has more than enough on her plate as it is without fielding angry queries from Infernal Cheliax. It’s suggested that since Darven is a pirate, they might try the docks district on the lakeshore.
Darven finds them, he’s smarmy and a bit of a dick, offers them five grand up front to kill Linxia, five more upon proof of death. Bas offers to fake his death by cutting out a section of skin with identifiable tattoos on it, Darven makes a crack along the lines of “We’re not friendly enough for me to show you any of my tattoos.” Kira notices with a Knowledge (religion) roll his cufflinks are unholy symbols of Mammon and he spills the beans about his contract to “found a kingdom”. They take his money anyway, get the Hellknights’ location, and he vamooses, but afterwards Kira remarks that it seems like the only actual good person in this whole mess is the Baroness. Still, they agree to at least check out the Secluded Lodge.
They take a riverboat to get to a dock near the lodge, and Bas, being a monster hunter by trade, suggests heading along the riverbank instead of taking the main trail up to the lodge. I decree they get jumped by (roll on encounter generator) 8 goblin dogs.
They make short work of the pack of dogs, killing 6, scaring off the other two, and then they hear a bowshot and a yelp from up the hill: the Hellknight slayer archer, Giulietta Turchi, was out patrolling and heard the fighting. She invites them up to meet her boss.
Things are tense: behind the screen they’ve picked up on Bas’s Chaotic Neutral alignment, and the hellspawn tiefling, Quintillus Pagano, takes an instinctive dislike of his oni blood. Bas tries to Bluff that they haven’t met Darven, fails by at least 10 points against Quintillus’s obscene Sense Motive score. The Hellknights all go for their weapons… and Kira saves the day with a well-timed Diplomacy check. They manage to hash out a contract that if the party helps deliver them Darven, the Hellknights will stop harassing the Cervosians and leave.
They figure out the location of Brineheart by talking to the locals and the party heads that way. They find a dingy, depressed little fishing village on the Little Sellen River that has been taken over by Darven’s pirate gang, and after foiling a pickpocketing attempt by some local children they are led to his manor, such as it is. They get inside, deliver Linxia’s suitably bloodstained signet ring (the agreed-upon proof of death), and then Katya jumps the nearest goon.
I give them a surprise round, they take out a mook and the cleric of Mammon in nothing flat, Kira gives Darven a nasty slash with her greatsword but he escapes with a potion of invisibility and goes to fetch help while the other goons fight the party. Said help is a gilded devil, a third-party creature I grabbed from d20PFSRD.
Bas and Katya deal with the rest of the mooks while Kira tries to pursue the invisible Darven; GLIMNA PUNCHFORGE! manages to hit him with glitterdust and foil his invisibility. The mook alchemist surrenders in exchange for letting him treat the ranger’s wounds, while Kira gamely holds off a CR 8 devil by herself until the others can catch up. (As Bas’s player said afterwards, “That thing hits like a bus.”) For his part, Darven was blinded by the glitterdust and is hiding behind the devil and casting spells to buff up.
As Bas and Kira cut the gilded devil down to size, they hear a screech from above and see a black-winged woman with a flaming longbow drawing a bead on them. The players start swearing because I threw an erinyes at them after the gilded devil because I’m evil. Then an arrow hits the erinyes from down the street: the Hellknights have arrived and joined the fight.
The Hellknights and the party spend the remainder of the session plinking the erinyes to death. Linxia cuts off the unconscious Darven’s head as proof of death for her superiors, and Bas takes the cleric of Mammon’s unholy symbol as a trophy. I had to wrap the session up very quickly at that point because dinner was ready, but the players had a blast (which is good, I was worried that last fight had turned into a bit of a slog), and I told them to level-up their characters for later reuse because, screw XP, they resolved the problem with the Hellknights, freed a village from a criminal gang, and killed two CR 8 fiends.
Overall, not a bad outcome for a quest everybody who plays the game hates.
I used the Pathfinder RPG Conversion Guide to rework the Doomguide prestige class from the Forgotten Realms[i] 3E supplement [i]Faiths & Pantheons as a Pharasmin religious order, for use with an undead-hunting cleric I built for our current campaign. While I was doing that, the group got to talking about some of the other classes in the book, and my friend mentioned the Heartwarder, so I did that one too.
The Order of Doomguides schismed from the Voices of the Spire in the 4610s. Formed by moderates appalled at the Voices’ complicity in crimes against refugees from the growing Worldwound to the north, the Doomguides sought to regain some balance in the approach to the Pharasmin faith.
Doomguides train themselves hard to slay undead and their mortal or immortal masters, but are expected to display compassion for the living, recognizing that they serve the goddess of fate, not merely the goddess of the dead.
Further, doomguides serve the church in a less obvious way, often acting as couriers from one temple to another. Seldom attached to a particular temple, doomguides are expected to travel the world, spreading the word of Pharasma.
Doomguides often lead bands of adventurers to clear out enclaves of undead or punish a particularly powerful or vile necromancer. Occasionally, they officiate at important funerals or provide life-restoring magic to those who have served the church in the past and still have important work to conduct in this world. Their requirement for travel makes encountering a doomguide in the wilderness nearly as likely as encountering one in more urban surroundings.
Like all Pharasmin priests, doomguides carry a skane, a ceremonial dagger used to cut the umbilical cord and cloth for burial shrouds. A typical skane has Pharasma’s symbol depicted on the pommel and a gray finish on the blade.
Homebrew Feat: Empower Channel [Channeling] (was: Empower Turning and Heighten Turning)
You can trade decreased energy-channeling penetration for greater damage, or vice versa.
Prerequisites: Ability to channel positive or negative energy, Cha 13, Extra Channeling
The design process for the Heartwarder was a little more complicated. Where doomguides are specific to Kelemvor—who converts pretty easily to Pharasma—heartwarders are specific to Sune, who doesn’t cleanly map onto the pantheon of Golarion. Shelyn is the closest match, but sexuality is part of her purview as well, which Pathfinder gives wholly to Calistria.
But then I had a brainstorm: there’s a longstanding bit of lore that Shelyn, Sarenrae, and Desna are in a polyamorous relationship. I decided to use this as a jumping-off point for a prestige class that venerates all three goddesses together as a trinity—there's an official one in 2E called the Prismatic Ray, but I named mine the Triune Heart—and revolves around fostering love and happiness, particularly in regards to healthy relationships and sexuality. To that end, I changed out one class feature in particular that came off as running contrary to that (the Tears of Evergold supernatural power became a spell-like ability tied to Sarenrae due to consent issues with the potion of love effect), and added a code of conduct feature like a paladin’s.
The class is one of the more powerful ones in the original source, especially for Charisma-based spellcasters; the main mechanical balancing is the wizard-level hit die (now d6, up from d4 in the original). I also dropped the alignment requirement to “any Good” from Chaotic Good only, since two of the three deities in the trinity are Neutral Good.
It is widely known among the faithful of Golarion that Desna, Sarenrae, and Shelyn are lovers. It was perhaps inevitable that a splinter cult would develop to venerate all of them at once. The Sodality of the Triune Heart was built to nurture and protect love, and lovers, in all its myriad forms, and worship the three goddesses together as a trinity. Those who follow this belief system are known as heartwarders.
The Sodality of the Triune Heart attempts to emulate the love that Desna, Shelyn, and Sarenrae have for one another. They celebrate each goddess’s high holy days in turn. They guard lovers who are under threat and work to smooth their way through the world.
Most heartwarders are clerics, cleric/bards, cleric/rogues, or cleric/sorcerers, although other class combinations, particularly those including enchanter, are not unknown. Paladins are even rarer among the heartwarders, and come almost exclusively from the knighthood of Shelyn and not Sarenrae, whose paladins tend to focus more on martial pursuits.
Heartwarders are relatively rare, and usually found in large cities in the company of the cultural elite. In public, most are active patrons of the arts, and all play the role of matchmaker for persons in all levels of society, as well as officiating weddings and counseling couples. Many are employed as artists, crafters, performers, or instructors. Those who teach instruct in such varied subjects as art, choral music, cosmetics, dance, deportment, etiquette, fashion, handiwork, instrumental music, and manners. A few travel the world to promote beauty and love, and adventure.
Heartwarder private ceremonies have been compared to Calistrian bacchanals but tend to be more subdued and discreet and resemble arts exhibitions. These ceremonies often do involve sex, but couples or groups of celebrants prefer to enjoy one another’s charms in private rooms or groves rather than in plain view for all to see. Like their divine patrons, heartwarders are almost always polyamorous and pansexual, but often select one lover in particular to be their primary consort.
Heartwarders are often closely allied with the kindlier followers of Calistria, particularly in the roles of protecting and healing prostitutes. However, heartwarders are forbidden to prostitute themselves—those who repeatedly violate this rule outside of extreme circumstances may lose their class features until an atonement spell can be cast—and are staunch opponents of the slave trade, making them natural allies of Andoren agents and missionaries.