I picked up the anniversary edition Runelords campaign and am starting it up with one group soon. In fact, I got so much interest, I have enough players for two campaigns, so that's what I'm doing.
While I could just run two versions of the Runelords campaign, I'd prefer to run Runelords plus one other Varisia-based AP so that I'd have the option of the characters bumping into each other, or hearing about each other. The question is then: which other AP?
Shattered Star is out since it's in the future and I may want to run it with the two groups after this current campaign.
I've done a lot of urban campaigns, so I'm a bit urban-ed out, thus I'm leaning towards Second Darkness over Crimson Throne. But Second Darkness has a mixed reputation. Is it really that bad? I've seen some ideas of mixing up some of the two APs. Does that work?
Came across this thread randomly. I'm going to have to go back and see if I can dig up my old maps of Ptolus on the Isle of Terror, but you can get a sense of them from this document:
Have you thought about running Curse of the Crimson Throne?
The first three adventures are solid gold. Running them concurrently and then changing the climax of the third book ought to work.
Ah, that's a great suggestion. So many options...
I go back and forth on whether to have a strong story game or a more open ended dungeon crawl / set of modules. I really like a good story arch, but I'm worried that we won't have time to finish it.
One twist I'm considering is tying together the real-world time limit of one week with a similar in-game time limit. For example, the players have one week to accomplish/prepare/discover something before the next weekend when, ready or not, some cataclysm comes about. It's a twist I've never had a chance to play and could make for a very interesting game.
Several of the Paizo modules are part of a multi-module arc (or can be). Crypt of the Everflame is one such example. That'll be far less than an adventure path, but more than a single module.
Everflame is a good suggestion. I'll read up on it.
At this point I think I'll go with either Ptolus Banewarrens or a modified Kingmaker adventure path. For Kingmaker the premise would be the players have one week to prepare their fledgling Kingdom for a battle/war. That could be fun, or it could easily fall apart. So still thinking about this.
Decent, I hope. I tend to eschew miniatures and run sandbox-style campaigns in my own homebrew setting. I find this style frees up the game for more impromptu adventuring. That said, I've leaned on published material in the past. My last major campaign was based on Ptolus, which I love.
Given that I don't have a lot of time for prep work, and I know this "marathon" will take a lot of prep work, I want to get ahead as much as possible by using a published adventure or campaign. I may turn to Ptolus again (though that's still a lot of work), but I've been wanting to run an Adventure Path campaign for some time. So I thought this might be a way to do it.
[Not sure if there's a better forum for this, so I'm dropping it here.]
I'm considering running a marathon Pathfinder campaign between Christmas & New Years. I figure I have at least 40 hours worth of play time available. With that, I'd like to run as much of a complete story arch as possible. Given my available prep time is limited, and that this is a single, one-off event, I'd like to use published adventures as much as possible. Suggestions?
I've thought about modifying one of the Adventure Paths, but I'm not even sure if that could work. Seems like running an Adventure Path would take at least double the amount of time I have (and even that's optimistic). Is it even worth trying to compress an Adventure Path into a week of intense game play? Does one particular Adventure Path better lend itself to such meddling?
Been making maps and reading the PFRPG all day and I'm tired! sorry if this doesn't make much sense.
Thanks for all the work. A few months ago, I did a couple of map projections like the last one you did (the flat one) and it looks fairly similar, so I think you're on the right track.
It would be really great if we could get a proper Google Earth overlay. Something that the community can download, run in Google Earth, and comment on. For me, as a DM, this sort of thing really helps me get my head around the scale, climate and geography.
Not sure if anyone has mentioned this yet, but the Pathfinder RPG is currently at #1 for the Role Playing & Fantasy category and the Science Fiction & Fantasy > Gaming category. It's at #774 overall.
All of which is saying that there are MANY compelling reasons to handle the maps like we currently do. Would it be possible to change those reasons and how we handle maps? Sure! But certianly not this year, when we're also launching a 576 page RPG and a 320 page bestiary. We're too busy!
What about a community mapping project?
I've often thought it would be interesting to create detailed maps for Pathfinder using tools that could allow community contributions such as:
Google Earth and Google Sketch-Up.
Second Life
Neverwinter Nights 1 or 2
Personally, I'm particularly interested in the idea of using Sketch-Up and Google Earth. I think it would be less work than the alternatives and would let more people participate.
Imagine a Google Earth layout of Golarion that lets you see not only the world map, but markers for adventure path locations, and sketch-up models for entire cities. Given a large enough community and a few years of work, it could happen.
That all sounds awesome... except.. once again the rules get in the way. You could not cast an antimagic field that reaches into the ground, because emanations need line of effect. Once it hits the ground it stops.
Going back to the antimagic field: I've used that in similar cases. You can construct areas that effectively act like a "moat" around some secured area. The field doesn't need to go through the ground, just fill open rooms or areas around which you want to protect.
Also, for dungeons, keep the 3 dimensions in mind. The interior chambers of pyramids might give you some ideas.
No problem. I'm always interested in how long it takes others to run adventures. I wish publishers would provide some ballpark figure. Sometimes I'm looking for something that runs 4 hours and other times something that runs 4 sessions.
But 30 hours of gameplay per adventure path issue does sound like a lot. Then again, that's a great bargain!
It's interesting to see folks now saying they preferred the original artwork, but not all that surprising. I liked the original as well. I like this version better, but still. That original piece of artwork had more complaints about it than pretty much any other piece of art we've published under Pathfinder, which is vexing as well because we've published a LOT worse! :P
You can't seriously expect to make everyone happy, can you? :-)
I can see an argument that the race lineup artwork sets the tone for the races and thus gets more scrutiny. Personally, I think both versions are great.
Supposing I wanted to develop my own campaign in Golarion, without using the AP's, which resource would be more useful to me in learning about the world - Pathfinder Chronicles or Campanion. Is one designed to be more AP specific and the other more general?
Don't discount the APs, either. Each volume has short chapters that can be used completely independently from the campaign. Topics include specific cities, deities, races, etc. I didn't expect so much material and I've been pleasantly surprised.
Is this useful as a sort of "player's guide" to Golarion or does it reveal too much?
I'd like to have something to hand to my players other than the large campaign setting book. Is this it or is there some other product? (and yes, I know each Adventure Path has it's own player's guide).
Were goblins chaotic evil in 2nd Edition, or am I remembering that incorrectly? Also, are Pathfinder goblins chaotic evil, given their "impetuous" (read: looney-toons) nature?
Not sure about 2e goblins, but I like the idea of chaotic evil goblins in Pathfinder. Makes sense.
The society scenarios can be completed in a matter of hours. The adventure paths spread out for a whole campaign. So what about the modules? Do you tend to complete them in one session? Two? More? How many hours?
Conversely, I've always hated dwarves in just about everywhere....
I do hope Paizo can do better (though the dwarven god Torag is the most uninspiring in the whole Pantheon).
Perhaps it's not original, but I always liked having completing tribes of barbarian dwarves and higher technology dwarves. But I know dwarven technologists has been done.
So, you want some original dwarf ideas? How about:
Dwarves as a sort of hivemind, almost insect like society. The live underground, right?
Dwarves as primarily a psionic race. Make 'em intellectual as well.
Dwarves as as merchants, with mafia like crime syndicates.
Dwarves as religious fanatics. Pick your favorite fundamentalism.
Honestly, I don't find it too hard to add flavor to dwarves. They have an expected niche, yes, but there's still a lot you can do with them.
I find it harder to break the elf stereotypes. What crazy elf ideas do you have?
Elves as evolved humans from the future.
Elves as creatures experiencing time backwards.
Elves as always mentally disturbed. Perhaps multiple personalities, passing down racial history.
Elves who age only as they use magic as it eats up their life force.
The orcs definetly come across as chaotic evil and the hobgoblins as lawful evil. That's because they are.
So I checked my 3.5 monster manual and, yep, they are. How is it that I've not noticed that before? I guess most adventures or modules I've played didn't seem to make a large distinction between the behavior of orcs and hobgoblins.
This is just why I like the Classic Monsters Revisited so much. Breathes life into this creatures.
Is it just me, or do the Orcs come across as Chaotic Evil while the Hobgoblins come across as more Lawful Evil, or at least Neutral Evil. I can't find anything about this in the book itself, so perhaps this is just my imagination.
Further, while there's a chronological order implied by the adventure paths in that they come out in a one-after-the-other pattern, there's no established game world canon about that...
We might put easter eggs in-between adventure paths now and then, but the "official order" in which they're played is left to each individual group to determine and decide.
Thank you. That's the way it should be. I'm a firm believer of keeping rules, settings, adventures and stories (novels) fairly independent from one another.
One of the things that bothered me about RIFTS back when I collected just about every book was the setting and rule books slowly became more and more of an integrated story. Books became increasingly dependent on one another and there was little separation of setting material and adventure material. If you're campaign didn't happen to follow the particular story, later books were mostly worthless or required shoehorning to work.
If I want a long ranging story, I'll buy some novels. If I want an campaign, I'll purchase an adventure path or some modules. And so on. I like to think that it's my responsibility as DM to tie those adventures and modules together into a unique world and history for my campaign.
And finally, there's nothing wrong with dropping continuity between adventure paths or campaigns. It's a game. It's not like you have to start a game of Monopoly based on how the last one ended.
XML -> XSL -> HTML for a text heavy product is the way to go. Standalone XML can be used to generate many ereader compatible formats, and does allow for things like reflow of text.
Developing this kind of platform/product is cost prohibitive, and probably well outside Paizo's core competencies (no disrespect Vic).
Yes, the XML publishing route is preferable. The tools don't have to be expensive, they're just not user friendly. There are number of open source XML pipeline projects (such as Apache Cocoon) that can be done to put this together. However, my point is less about XML vs HTML as it is about the screen readability and navigation of web sites versus PDF as a digital version of a work.
And I can definitely understand Paizo's position as publisher and why moving to such as tool-chain would be unlikely. Just looking at this website is a reminder they are a online retailer and not an online publisher. Paizo.com is basically and ecommerce site with everything else shoehorned in.
Erik Mona wrote:
We are setting up a meeting with Amazon to look into this, but a lot of the details as far as pricing, payments, and percentages are still up in the air. We're asking because Paizo customers are asking us, but nothing has been decided yet.
Personally, I've been seriously tempted to drop skills altogether and go with something more along the lines of C&C's SEIGE system. You can give the core skills to their respective classes as class features (survival goes to barbarians and rangers, spellcraft to wizards, etc.), but then otherwise, just let anyone try anything and test it against attributes with an experience level adjustment.
It's so much more flexible and easier to explain to players. The range of possible actions doesn't feel so arbitrary and it removes the video game like feeling in which players are restricted by the game engine (no, you can't jump over that 2 foot wall or swim across that shallow pool).
That said, for the existing system, I'm happy to give players more points. Skills add flavor and are less unbalancing than most other aspects of the game.
I allow my players to have wish lists of items that I consider for placement in adventures. It allows them input and the possibility of customization without me putting everything in a store. Of course, the don't always get whatever they wish for, so there's some give and take.
I've also run a Ptolus game and I think Monte solved these problems with the Dreaming Apothecary and the "used items" stores. The used items were useful for lower levels and when you got into higher level, more customized stuff, you could directly order it from the mages.
Finally, I've never been very happy with the necessity of magic items in 3.5e. It just adds complication and I've always been worried out unbalancing things by allowing too many or too few items. I'd be much happier if the role of magic items were simplified.
Hopefully someone will come up with a pdf e-book that shows complicated pdfs correctly.
I vote for that!
I've seen an iRex Illiad tablet. They're expensive, but PDFs work just fine on them. I've haven't tried out an image-heavy document, but my friend has an Illiad and I'll see if he'll let me test it.
One thing to keep in mind is that these e-ink based readers (Kindle, Illiad, Sony Reader) have fairly slow page refreshes. You cannot easily flip through a book and thus the sort of reference book style navigation that often happens with RPG books would still be clumsy even with a large e-book reader.
But put me down on the list as someone who would love to find a solution, be it a good ebook reader that supports PDFs or a decent enough non-PDF format for other readers.
Personally, I think HTML is a good solution since it gives the author and the reader lots of flexibility. I've always thought that RPG books would do better as a website than as a PDF. Just look at how easy it is to navigate Dungeon-a-Day. Moreover, HTML is designed for reading on the screen instead of PDF which is still designed for print. Give me a subscription website for all Pathfinder materials with decent navigation and you've got a customer!
In addition to the ones I mentioned before, I picked up the entire Adventure Path line so far. I only started looking at Pathfinder recently, so I started this sale with nothing but the beta book. Now I've got most of the line. The sale was a great excuse to catch up.
Now I'm thinking about which subscriptions to get...
Speaking as a 7-year player in Monte's personal Ptolus campaign, I think the best thing to do would be to replace Geb as a concept with a city-state based on Ptolus. Switch out the ghost Geb for Ghul, and go to town with it. I'd basically dump the Osirion-colony part of Geb's backstory, play up the international trade element to make it less monocultural, channel the Gebbite undead stuff into intrigue in the city's graveyard, and off you go...
Heck, another easy idea is to swap it out for Magnimar in Varisia, and make all of the major ancient players Runelords.
Thanks for the great ideas Erik. I've put these thoughts on Ptolus in Golarion (3 options) in a public Google Doc.
And let me add another vote to Aureus for official Litorian support.
It's pretty likely we'll NEVER get around to exploring every corner of the Inner Sea region; heck; we spent a year and a half in Varisia in the APs and haven't even explored every corner of Varisia itself! There'll always be parts of the world left open for GMs to build on as a result!
The Inner Sea is large. It's interesting to take it and place it one a modern map of the earth to give you and idea of the scale. The Inner Sea is significantly larger than the Mediterranean, for example.
While we're on the subject...
At the moment, my favorite choices are to either have Ptolus and the surrounding world of Preamal be on the far side of the World's End Mountains or to drop Ptolus on the Isle of Terror.
In the first case, the World's End Mountains thus line up with the Cherubar mountains and you can drop Monte's setting in pretty much as-is. It's effectively a world away anyway. Still, it does offer some chance of allowing characters to travel between settings.
However I'm starting to like the idea of using the Isle of Terror even more. Ptolus is actually a fairly new city built on the ruins of two evil empires. The Isle of Terror fits well as Ghul and Tar-Baphon become the same character. Eslathagos Malkith (the Dread One) is so ancient, he can be set as-is during the Age of Darkness. The isle is remote enough one can take a lot of the Ptolus setting directly (including Litorians). You can also place Dretas Phantas as a city taken from the shores of Kyonin.
Of course, I'm a late comer to Pathfinder and I'm still getting up to speed with the setting, so perhaps there are some better locations I'll find later.
Although I'm a HUGE fan of Ptolus (and Freeport, for that matter), we won't be officially placing either of those cities in Golarion. There are implications in each city about the makeup of the world surrounding it, and while it's a relatively easy thing for someone to place either city in Golarion, in doing so you'd either have to change some fundamental things about Golarion (such as adding new races or increasing the presence of firearms) to make the city work, or vice versa by changing something fundamental about the city to make it work in Golarion. In either case, you basically have to adapt one of the settings to fit the other.
We'd rather let customers decide which one gets adapted, so that everyone can retain the world flavor that they prefer, rather than making that decision for them, which is what would happen if we officially placed either city in Golarion.
I figured as much, but still, it was worth a shot to ask, right?
While I'm still a little ways from showing it to anyone, I'm putting together some ideas on the various options on how to integrate Ptolus into Golarion.
Can I add one more suggestion then?
I know Paizo will likely continue to publish chronicle books about the larger Golarion world and planets (and you should!), could you still leave at least some corner of the world as officially unexplored? That way it is at least a bit easier to drop in cities or even countries from other 3.5 settings without shoehorning it too much.
Oh, and James, many thanks for taking the time to actually answer my crazy proposal! :-)
I know Monte has been peripherally involved in the Pathfinder RPG and Pathfinder is currently sponsoring his Dungeon-a-Day project. These are all signs of the great goodness.
But the very best product Paizo could create for Pathfinder Chronicles would be a Ptolus conversion book. Yes, I know this would require licensing from Monte. But if there were any way to have Ptolus "officially" adopted into Golarion with Monte's blessing and the Paizo touch, that would be all the more awesome.
Ptolus, for me at least, is the quintessential 3.5 setting. Properly marrying that with the Pathfinder Campaign Setting would not only allow Ptolus to live on, but eliminate the perpetual shoehorning involved in homebrewing the combination.
I can easily imagine that Monte is not interested, but it wouldn't hurt to ask, would it? :-)
How about an inexpensive PDF Only Product, with layers that I can toggle on and off. I believe you can do this, and someone with Reader can just toggle the laters on and off that they want to see.
I can understand those who want high quality battle maps and handouts. However, most of my playing is online on forums or chatrooms, so I have little use for large scale posters or maps. Thus I have not purchased the subscription and tend to get PDF only products.
For me, I would be much more interested in a digital product along the lines of what Watcher described.
In fact, while we're on this little wish list fantasy, I'd love to see a Google Maps or Google Earth version of Golarian.
I want to add another vote for what KnightErrantJR pointed out: I already have a lot of 3.5 crunch material. I would rather purchase campaign material, adventure paths, or books like Classic Monsters than additional rule books.
I don't want to re-purchase 3.5 rules with Pathfinder branding. There are already great supplements on psionics, mass encounters (wars), alternative magic systems, and so on. Isn't the point of Pathfiinder to let that live on?
If you are going to publish a rules book, make sure it's fresh. This particularly goes for psionics or alternative magic systems. If you are going to rehash something, build on it, don't duplicate it. There's a great foundation of 3.5 OGL material out there. Pick up some of the gems (like the Malhavoc Press stuff) and update them for Pathfinder. Don't be afraid to just reference good existing works.
Finally, another vote for _not_ scattering rules across dozens of books. Keep classes and races in player handbooks. One thing I never liked about 3.5 is that you'd find some interesting class mentioned in some supplement, but then never mentioned again. If you're going to introduce a class or race, support it and tie it into the core.
All I had before was the Pathfinder Beta book, so I picked up quite a few items:
Pathfinder Campaign Setting
Classic Monsters Revisited
Darklands
Dragons Revisited
Guide to Absalom
Elves of Golarian
Modules D0, D3, J3 and LB1
I'm still getting through the Campaign Setting. Classic Monsters Revisited rocks!
So, is there anything else I should have picked up? I haven't yet dived into the actual adventure paths. At the moment, I have more than enough adventure material. But was wanted to get a clear feel for Golarian as I'm thinking of merging some of it into my Ptolus campaign.
I'll admit that one of the reasons I haven't dived into Pathfinder is that I find the website almost impossible to navigate. The Paizo website feels like a ecommerce store first and foremost with everything else as a poor add-on. It took me more time than it should have for me to figure out what Pathfinder is, what the various products and subscriptions are, what the difference between them is, and so on.
Can I offer a few suggestions?
Pathfinder, the rpg, needs a home that *isn't* an ecommerce site. It needs a clear, clean, uncluttered, please for the love of god as few links and sidebar crap as possible, nice site. Don't even dare look to WotC as an example. It should be the community hub and a great reference for players completely new to the game.
While I'm at it, let me add my own wishlist for the Pathfinder website:
Personally, I'm not interested in hardcopies. As much as I like them, I move around too much and don't have the space. I would much, much rather invest and play an RPG for which the material is online. This is one reason I'm so excited about Monte Cook's Dungeon-a-Day.
For me, the ideal RPG website would have all materials online including rules and adventure modules. Not as PDFs but as actual web pages as PDFs are, let's face it, more difficult to read on screen than web pages. Most importantly, the site would include a searchable database of all spells, monsters, magic items, etc. I would gladly pay a subscription fee for such a site.
In fact, I could imagine a site and set of tools in which each account is a sort of personal bookshelf and database. I might only have access to the modules and web pages for which I've subscribed or purchased. Purchasing a module or book would include access to the crunchy bits in my own account database. For those that worry about offline access, it's still possible to provide PDFs or even some sort of desktop client.
Pathfinder is already becoming a solution to the problems WotC left behind for D&D. Could the Pathfinder site also be an example of DDI done right?
Smite Evil, Detect Evil, Lay on Hands, Aura of Courage, Divine Bond (scimitar)
Alignment
LG
Deity
Sarenrae
Languages
Common, Halfling
Strength
16
Dexterity
12
Constitution
12
Intelligence
10
Wisdom
13
Charisma
18
About Odo the Bold
Odo
Male halfling paladin 8
LG Small humanoid (halfling)
Init +3; Senses Perception +3
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+7 armor, +1 Dex, +1 natural, +3 shield, +1 size)
hp 68 (8d10+16)
Fort +12, Ref +8, Will +12; +2 vs. fear
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen cold iron scimitar +13/+8 (1d4+4/15-20) or
. . mwk trident +13/+8 (1d6+3) or
. . scimitar +12/+7 (1d4+3/18-20) or
. . silver scimitar +12/+7 (1d4+2/18-20)
Ranged sling +10 (1d3+3)
Special Attacks channel positive energy 4/day (DC 18, 4d6), smite evil 3/day (+4 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +12)
. . At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +9)
. . 2nd—fire of entanglement[APG] (DC 16), holy shield[UM]
. . 1st—grace[APG], knight's calling[APG] (DC 15)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 10, Wis 13, Cha 18
Base Atk +8; CMB +10; CMD 21
Feats Battle Cry (acg)[ACG], Greater Mercy[UM], Lucky Halfling[APG], Toughness
Traits flame of the dawnflower, reactionary
Skills Acrobatics +2, Climb +4, Diplomacy +15, Handle Animal +8, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +3, Ride +5, Sense Motive +11, Survival +1 (+3 to avoid becoming lost); Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ divine bond (weapon +2, 1/day), lay on hands 8/day (4d6), mercies (fatigued, sickened)
Combat Gear cold iron sling bullets (40), cold iron sling bullets (10), potion of darkvision, potion of protection from evil, potion of spider climb, potion of touch of the sea, potion of touch of the sea, silver sling bullets (40), silver sling bullets (10), wand of bless weapon (50 charges), wand of cure light wounds (25 charges), air crystal, antiplague[APG] (2), antitoxin; Other Gear +1 mithral breastplate, +1 darkwood heavy wooden shield, +1 keen cold iron scimitar, mwk trident, scimitar, silver scimitar, sling, sling bullets (20), amulet of natural armor +1, belt of giant strength +2, boots of striding and springing, wayfinder[ISWG], backpack, bedroll, belt pouch, blanket[APG], climber's kit, flint and steel, mess kit[UE], sack, sack, sack, torch (5), waterskin, wooden holy symbol of Sarenrae, pony (combat trained), bit and bridle, feed (per day), pot, riding saddle, saddlebags, trail rations, 4,821 gp, 4 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Battle Cry (ACG, 4/day) Allies within 30' gain +1 mor bon to atk and +4 mor bon to saves vs. fear for 1 min.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lucky Halfling (1/day) Roll a save vs. an attack affecting an ally in 30 ft. They may use either result.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (3/day) (Su) +4 to hit, +8 to damage, +4 deflection bonus to AC when used.
--------------------
Odo was born into slavery, the son of house slaves owned by a minor Chelaxian lord near the Andoran frontier. When he reached adolescence, he was sold to another lordling just coming of age with the intent of training him to be a personal manservant. An elderly manservant, Urbano, taught him his duties, but also harbored a secret. For all his life, Urbano had been a secret worshipper of Sarenrae but had felt himself too powerless to act in his goddess's name to oppose the slavery and injustice around him. But this red-headed halfling slave could, perhaps, be strong enough. Odo found the faith of Sarenrae an easy fit, for the most part, but his fervor inspired him to take a more active and stronger role.
Odo's opportunity to achieve his freedom arrived by surprise in the form of a flooded ford. A sudden surge, as they were crossing, swept the lordling, Urbano, and Odo away, separating them. Odo was eventually rescued by a raiding party from Andoran and spirited to their side of the border. He has seen neither the lordling nor Urbano, nor even his parents, in the years since.
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PFS INFORMATION
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PFS # 53494-1
Scenarios Played:
The Goblinblood Dead #3-23 (1XP, 2PP)
The Glass River Rescue #5-01 (1XP, 2PP)
Siege of Diamond City 2013 Special (1XP, 2PP)
The Devil We Know #29 (1XP, 2PP)
The Devil We Know II: Cassomir's Locker #30 (1XP, 2PP)
The Devil We Know III: Crypt of Fools #41 (1XP, 2PP)
The Paths We Choose #5-99 (1XP, 2 PP)
Destiny in the Sands I: A Bitter Bargain (1XP, 2PP)
The Devil We Know IV: The Rules of the Swift (1XP, 2PP)
The Citadel of Flame #39 (1XP, 2PP)
Tide of Morning #23 (1XP, 2PP)
Tide of Twilight #3-05 (1XP, 2PP)
Among the Living #7 (1XP, 2PP)
The Sky Key Solution #7-00 (1XP, 2PP)
Race for the Runecarved Key (1XP, 2PP)
A Case of Missing Persons (1XP, 2PP)
To Scale the Dragon (xXP, xPP)
Solstice Scar #8-99b (xXP, xPP)
Serpent's Rise #6-98 (1XP, 2PP)
Beneath Unbroken Waves #9-24 (1XP, 2PP)
Bones of Biting Ants #10-02 (1XP, 2PP)
Season 8 Faction Card:
Liberate one or more slaves, captives, hostages during an adventure. (0 of 3)
Defeat a known slaver whose CR is at least equal to your character level (0 of 1)
In region where slavery is legal, deliver speech vs tyranny, slavery, or corruption to crowd of at least 20. Diplomacy DC=15+character level. (0 of 1)
Fulfill one of the above goals on an elemental plane or in pursuit of a creature with a subtype of air, earth, fire or water. (0 of 2)
Forego downtime to nonviolently fight for liberty. (0 of 2)
Defy local law or tradition in a way that assists you and allies without endangering mission or innocent lives. (0 of 2)
Possess a CMD against grapple of eat least 25, evasion, or ability to cast freedom of movement or break enchantment. (0 of 1)
Boons:
Siege-HardenedSiege of Diamond City You survived the Siege of Nerosyan and learned some impressive tricks for fighting demons. Gain a +1 bonus on weapon damage rolls against creatures of the demon subtype.
Defender of Nerosyan (Impressive Defense)Siege of Diamond City The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside a settlement of 5000 residents or more by 3. You gain a 5% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
Old LoyaltiesThe Paths We Choose Your faction recognizes your tireless efforts on its behalf. You can use this boon to reduce the Prestige Point cost of a vanity prestige award by an amount equal to your Fame divided by 10. This cannot reduct the cost of a vanity or award below 0. When you use this boon, cross it off.
Spoils of the Siege (Marnarius)Serpent's Rise If you bring this Chronicle Sheet to an adventure in which the Society deals with Marnarius or his schemes, you can qualify to receive a special boon at the end of the adventure to reflect Marnarius's increased resources.
Moment of GloryGen Con 2013 Boon #9 By activating this boon as a free action, you become a mythic character (1st tier) for 3 rounds. If you fall unconscious due to hit point loss, auto stabilize without needing a Con check. Once, before the effect ends, you may use the surge mythic ability and increase a d20 roll by 1d6. This is an immediate action taken after the result of the original roll is revealed and may change the outcome of the roll. Cross off the boon when used but it may be used again if you have completed a scenario on "hard mode".
Expedition ManagerGen Con 2014 Boon #5 In addition to dangerous duties as a Pathfinder, you have undertaken an archaeological dig at a minor site. Your venture-captain expects you to fund the expedition yourself, but so long as you report on your findings, you may keep any physical goods uncovered for yourself. When rolling Day Job at the end of a scenario, you may spend between 2 and 6 Prestige Points to pay for supplies, expenses, and personnel. The next time you roll a Day Job check, the expedition returns with research and relics dependent on how many Prestige Points you spent.
You can acquire any single item of the listed price or less at no cost. An item acquired in this way is worth 0 gp and cannot be sold. In addition, your findings may contain clues about historical events, arcane enigmas, or other mysteries. As a free action, you gain a bonus to a Knowledge (arcana, history, planes, or religion) check equal to the number of Prestige Points that you spent. When you use the skill bonus, cross this boon off your Chronicle sheet. 2pp: 1000 gp or less, 4pp: 2000 gp or less, 6pp: 3500 gp or less.
Treasure MapGen Con 2014 Boon #16 You recently inherited or purchased a map that promises buried riches to any adventurer willing to follow its convoluted instructions. When you would roll a Day Job check, you may instead check one of the boxes. Upon checking the third box, you uncover a hidden cache, earning you a number of gold pieces equal to 150 x your current character level. You may spend 4PP to acquire another promising map and reuse this boon; if you choose not to do so upon checking the final box on the Chronicle sheet, cross the entire boon off the Chronicle sheet. You may use only one treasure map at a time. 1 of 3 boxes crossed off
Magnimarian DebtRace for the Runecarved Key When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.
Formidable RenounRace for the Runecarved Key When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize
them, and can make one such attempt per encounter as a move action instead of a standard action.