Pathfinder Campaign Setting: Rival Guide (PFRPG)

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Pathfinder Campaign Setting: Rival Guide (PFRPG)
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The Rival Guide presents 10 fully detailed rival adventuring groups, complete with specialized spells, equipment, magic items, and unusual minions. These groups cover a wide range of themes, from haunted pirates to drow death cultists, monstrous slavers to nigh-unstoppable arch-villains, and much, much more!

Inside this 64-page book, you’ll find:

  • Full stat blocks for 40 different NPCs, ranging from relatively minor foes at CR 2 to world-shaking menaces at CR 19. Use these as rival adventuring parties, or split them up when you need specific NPCs or even last-minute player characters.
  • Background information on each group discussing its history and goals, as well as on how to incorporate its members into your game as rivals for your PCs to clash against.
  • Several new alchemical items, feats, magic items, poisons, racial traits, and spells, along with a new template for characters haunted by ancient, sinister spirits and a simple template for alchemically invisible creatures.
  • The Rival Guide is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy game setting.

    by Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart

    ISBN-13: 978-1-60125-302-6

    Other Resources: This product is also available on the following platforms:

    Hero Lab Online
    Fantasy Grounds Virtual Tabletop
    Archives of Nethys

    Note: This product is part of the Pathfinder Lost Omens Subscription.

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    Perfect for GMs!

    5/5

    The Rival Guide is an interesting idea: the book presents ten fully-detailed adventuring groups that can serve as rivals, opponents, or perhaps allies to the PCs. For each of the four members of each group, there's full colour art, their background/personality, and a stat block (drawn from the Core Rulebook and Advanced Player's Guide only). Each group is covered in six pages of the book, with the first two pages of each entry devoted to a background of the group, how they act when in town or in a combat, and then some new mechanics options like spells or feats. The inside front-cover even includes some pretty cool banners for each group along with a capsule summary. As the book's intro explains, it's perfectly easy to mix-and-match members of different groups if a GM wants to customise things more. What's interesting from a quick skim of the groups is just how high-level they are: the very lowest CR is 7, and there are groups with CRs of 19, 21, and even 23! I would have appreciated some more low-level options. Anywhere, here are the groups included:

    * ARGENTATE BLADES (CR13): Named for their trademark mithral weapons, the Argentate Blades are a mercenary company operating around Brevoy, the Worldwound, and Razmiran (ALL HAIL RAZMIR, THE LIVING GOD!). They're not actively evil, but they're definitely not nice either! I really like how the group has an interesting backstory and interpersonal dynamic--they're not just a random collection of NPCs thrown together. There's a couple of new (not super exciting) spells, but I really like one of the new magic items: bivouac banners, which protect a campsite overnight by generating an illusory hound that barks loudly if anyone crosses the ward.

    * CHILDREN OF STEEL (CR23!): These max-level adventurers are true mercenaries, willing to do absolutely anything for coin. They're a well-traveled group made up of the classic fighter, cleric, wizard, thief combination. You could pick one of them as a campaign boss if you wanted. There's a really mean new feat I like ("Slaying Sprint"--allows you to quickly perform coup de graces without provoking AoOs) and a super powerful new 9th level spell that essentially creates an impenetrable force field/antimagic shell.

    * DUST COVEN (CR19): The Dust Coven is a Shax-worshipping Drow murder cult. I wouldn't get on the wrong side of them. The individual NPCs are only okay. The book introduces some new magical powders (cockatrice grit is pretty cool) and a new magic item, a marionette crux that's a very flavourful way to use dominate person.

    * HANDS OF SLAUGHTER (CR11): These are cool, scary foes--one of them is an awakened dire-ape anti-paladin! The group is based in the Mwangi Expanse and allied with the Aspis Consortium, they hate elves, and have a propensity for travelling with disposable minions. Two new spells and two new feats are included, and all look good.

    * HELLBLOOD CORSAIRS (CR21): These high-level treasure hunting pirates target Pathfinders--watch out! The NPCs are okay, though the new gameplay mechanic needs a little work. It's a new template called "Haunted One" that's an interesting idea but needs better flavour on what these spiritual possessors want and where they come from.

    * KODAR KNEECAPPERS (CR7): I'm presently running Curse of the Crimson Throne, so when I saw this group was located in Harse (just outside of Korvosa) I knew I had to integrate them into my campaign. The Kodar Kneecappers are a group of (mostly) dwarven giant hunters. They use excellent teamwork, and the book includes a few new teamwork feat and a new spell--both are potentially useful. I like how the group is good-aligned, but impetuous. Perfect as a group that needs to be rescued, or perhaps comes to the rescue of the PCs just when it would be most dramatic.

    * MARROW REAVERS (CR12): The Marrow Reavers are mercs and slavers that operate in the deserts of Katapesh and Osirion. They love nothing better than ambushing other adventuring bands to strip shiny new magic items off of corpses. I didn't know it came from here, but my Groetus-worshipping street preacher wears a pendant of the blood scarab, a cool, low-price magic item. I absolutely love an intelligent bag of devouring named Chomper! The Reavers are a very cool, well-developed and memorable group.

    * NIGHT HARROWS (CR17): What do you get when a ghoul, a vampire, an evil fortune-teller, and the invisible man walk into a bar? The Night Harrows are a group devoted to the Whispering Way, a philosophy that promotes an eventual worldwide undead apocalypse! They are very evil, very stylish, and very cool. I could see this group as perfect for some high-level adventuring in Ustalav, for example. The section even introduces rules for vampiric animal companions (!).

    * POISONED LODGE (CR9): The Poisoned Lodge is a great concept: a group of greedy, evil Pathfinders who have left the Society and set up their own shop. They specialise in poison and drugs, and use secrets they took from the Society to blackmail Venture-Captains to overlook their activities! The section introduces several new poisons and drugs. The individual NPCs are really flavourful.

    * QUEEN'S HANDS (CR15): Perhaps the least interesting of the lot, the Queen's Hands are high-level inquisitors working for House Thrune in Cheliax. One of the members is of the Jeggare family, which is a nice bit of lore to add to the canon.

    The artwork in the Rival Guide is really strong and presents evocative images of the characters. With one or two exceptions, each group has a strong backstory and inter-personal characterisation of the type that's hard to come up with on the fly. One of the most common complaints about Pathfinder is how hard it is to come up with stats for high-level NPCs, and this book helps address that problem. I wasn't expecting much when I bought it, but I think it's surprisingly useful and under-valued.


    What a brilliant book

    5/5

    Rival adventuring parties set to be recurring thorns in your players sides time and time again. From the downright evil to those that feel like they are helping everyone when really all they are doing is stirring up trouble. A group of rivals for nearly any campaign level :)


    You are Defined by your Enemies. RIVAL GUIDE

    5/5

    This awesomely useful book; how often have you needed to make a cast of villains for a game later that night? This book did the work. Check out my full review: Rival Guide


    Seriously helpful resource for GMs

    5/5

    I'm giving this five stars even though there are some negatives, because it's just so incredibly useful.

    Three times now, I've needed a party of evil, rival or antagonist NPCs in a hurry. At mid to high levels, this would take me a significant amount of time! But three times now, I've just grabbed the Rival Guide. A tweak here, a quick reskin there, and boom: NPC party, ready to go. I can't overstate how handy this is. And the book gives them some personality along with intra-party dynamics, goals and ambitions, and some quick notes on likely tactics in combat. It's just great. If you are a GM, good chance you will want this book -- and if Paizo writes another one like this, good chance I'll buy it.

    And, oh yes, the artwork is lovely. Most of the NPCs look like people you'd want to meet, fight with, or play as PCs of your own.

    So, overall, a fine piece of work and highly recommended.

    Now the negatives. First, as another reviewer has already noted, the character builds are somewhat standardized and often suboptimal. And I don't mean "suboptimal in a cool way", but suboptimal as in "why has this character dumped this important stat," "why is this character using this crappy weapon," or "whatever is the point of this feat". It's not a huge deal, but if you're going to give a 7th level character an AC of 13, then don't give that character feats that would suggest she'll be in melee.

    Second, the book has a lot of new items, feats and spells. Every single party has several of these. While it's nice to get new items and new feats, it's actually slightly overkill in this context. There are so many different options in the currently published books that it is totally possible to make ten original NPC parties, every one unique and different, without ever once needing special new spells or items. The new things are cool and all, but they take up valuable space and are, frankly, distracting. As a GM, I have enough going on running a complete party of NPCs without having to pause and think about how cockatrice grit works, whether sheet lightning is a good spell for the sorceror to throw right now, or whether the Pendant of the Blood Scarab is something I want my PCs getting their hands on. (It isn't.)

    I'm not saying Paizo should avoid new spells, feats and items -- but treat them like salt, please: a little bit will go a very long way. They're not what we're here for.

    Anyway, great product, please feel free to do another.

    Doug M.


    Concepts good, stat builds weak

    3/5

    I like the effort they put into the back-story of each NPC group. I just wish they put more effort into their stat blocks. Nearly every single spellcastor has "combat casting" feat. It is a better feat in PFRPG than in 3.5, but it still should not be an 'always take' feat. Melee NPCs faired better in feat selection, but failed in weapon and equipment choices (far too many potions! and very few good weapons). I know NPCs get far less money than PCs, that is why it is CRITICAL for them to choose gear wisely.

    Every NPC seemed to have taken generic ability score selections not at all focused on their class path which significantly weakened them. Even worse, few of them took an optimal path for their bonus attributes (4th, 8th, etc.) to maximize their primary stat.

    In the end the stat blocks seemed like they were created by a spreadsheet rather than a character that was trying to be the best at what he does in life. That is why it is 3 out of 5.


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    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Neil Spicer wrote:
    Ashanderai wrote:
    "Please, Unca' Neil, tell me moooooorrre!"

    Well...let's just say that many people have noticed certain horror icons showing up in Carrion Crown so far...

    ** spoiler omitted **
    Another teasing two cents,
    --Neil

    And I thought you did a great job.:)

    Grand Lodge

    Pathfinder Adventure Path, Rulebook Subscriber

    I wonder if he means Adgrif Yoderbie?

    They are a nice bunch, but he stands out as the most iconic, especially the art.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    Galnörag wrote:
    I wonder if he means Adgrif Yoderbie?

    We have a winner! :-)

    Contributor

    Neil Spicer wrote:
    Ashanderai wrote:
    "Please, Unca' Neil, tell me moooooorrre!"

    Well...let's just say that many people have noticed certain horror icons showing up in Carrion Crown so far...

    ** spoiler omitted **
    Another teasing two cents,
    --Neil

    I really need to go back and watch the 1933 movie of that particular iconic critter. :)

    Contributor

    Also, I'm really happy that folks are getting this one in the mail/inboxes now. I'm also rapidly coming to the conclusion that I have a thing for all things small, evil, and twistedly adorable.

    And kudos to Paizo for letting me get away with some decidedly mature themes in my entry in the book, yet again. :)

    Owner - House of Books and Games LLC

    Todd Stewart wrote:

    Also, I'm really happy that folks are getting this one in the mail/inboxes now. I'm also rapidly coming to the conclusion that I have a thing for all things small, evil, and twistedly adorable.

    And kudos to Paizo for letting me get away with some decidedly mature themes in my entry in the book, yet again. :)

    This is one that will definitely see some use in my campaign, especially those high-end ones - generating NPCs is still a very very high maintenance activity at high levels.


    Browsed through the PDF today, and boy, this book looks great as far as first impressions go. Can't wait to get my hands on the dead tree version for some, ahem ... friendly competition for my PCs.

    That being said, please listen, ye Paizo gods: Pretty please (with sugar on top) ease up on the stupid NPC names containing double Xs, Ys and Zs? Yes, Mr Telaxxis, I'm looking at you. Pity that you actually seem a decent guy, as far as Chelaxians go - I refuse to pronounce a name that sounds like it escaped from Blizzard's dragon random name generator ('Hey, I've got it - how does YYxxxzzyyyzxxxx sound? No? Ah, another one for the reject bin. *sigh*').


    Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

    Just got my PDF and this is the first one I started looking at.

    Can we get a list of which author contributed which group? They all look awesome, but I am curious.

    I am pleased to have 4 groups that will be worthy foes for my level 16 party. Even better than I expected! I renamed the one file per chapter set to have CR## Group Name for easy sorting.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    deinol wrote:
    Can we get a list of which author contributed which group? They all look awesome, but I am curious.

    I can tell you my sole contribution was the aforementioned Night Harrows. I've lost track of who did which of the other groups. And I believe a couple of authors doubled up and did a couple of them.

    Contributor

    deinol wrote:


    I am pleased to have 4 groups that will be worthy foes for my level 16 party. Even better than I expected! I renamed the one file per chapter set to have CR## Group Name for easy sorting.

    I contributed the Marrow Reavers.

    I don't remember all the other assignments, but I'll let them pop in and claim credit as they want. :)

    Silver Crusade

    Pathfinder Adventure Path Subscriber

    I think I like this book. A lot.

    Paizo Employee Director of Game Development

    deinol wrote:
    Can we get a list of which author contributed which group?

    I did the Poisoned Lodge.

    Contributor

    The Dust Coven was my group!


    Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

    I wrote this for my review, but people may want to see it here:
    .
    .
    .
    .

    Average Level, CR and Alignments of each Group:

    Kodar Kneecappers (Alignments: CG) Level 3 (Group CR 7)
    Poisoned Lodge (Alignments: NE, CN) Level 6 (Group CR 9)
    Hands of Slaughter (Alignments: CE, NE) Level 8 (Group CR 11)
    Marrow Reavers (Alignments: CE, NE) Level 8 (Group CR 12)
    Argent Blades (Alignments: N, CN, NG, LN) Level 10 (Group CR 13)
    Queen's Hand (Alignments: LE) Level 12 (Group CR 14)
    Night Harrows (Alignments: CE, NE, LE) Level 14 (Group CR 17)
    Dust Coven (Alignments: CE) Level 16 (Group CR 19)
    Hellblood Corsairs (Alignments: CE, NE) Level 18 (Group CR 21)
    Children of Steel (Alignments: NE, CN, CE) Level 20 (Group CR 23)

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    I did the Kodar Kneecappers (the one low-level group) and the Hands of Slaughter.

    Paizo Employee Director of Game Development

    Adding to Deinol's spoilered chart what I think is the right author:

    Spoiler:
    Kodar Kneecappers (Alignments: CG) Level 3 (Group CR 7) - Jason Nelson
    Poisoned Lodge (Alignments: NE, CN) Level 6 (Group CR 9) - Adam Daigle
    Hands of Slaughter (Alignments: CE, NE) Level 8 (Group CR 11) - Jason Nelson
    Marrow Reavers (Alignments: CE, NE) Level 8 (Group CR 12) - Todd Stewart
    Argent Blades (Alignments: N, CN, NG, LN) Level 10 (Group CR 13) - Amber Scott
    Queen's Hand (Alignments: LE) Level 12 (Group CR 14) - Colin McComb
    Night Harrows (Alignments: CE, NE, LE) Level 14 (Group CR 17) - Neil Spicer
    Dust Coven (Alignments: CE) Level 16 (Group CR 19) - Brandon Hodge
    Hellblood Corsairs (Alignments: CE, NE) Level 18 (Group CR 21) -Tim Hitchcock
    Children of Steel (Alignments: NE, CN, CE) Level 20 (Group CR 23) - Brian Cortijo

    Silver Crusade

    Eagerly awaiting the entirety of this book, but I have to admit that those goodish groups have me mighty curious. :)


    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

    Hm, I must admit after browsing through the PDF, I'm not really sure what I'm supposed to do with this book.

    Paizo Employee Creative Director

    Zaister wrote:
    Hm, I must admit after browsing through the PDF, I'm not really sure what I'm supposed to do with this book.

    Same thing you'd do with a Bestiary. Only with NPCs instead of monsters.


    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
    James Jacobs wrote:
    Zaister wrote:
    Hm, I must admit after browsing through the PDF, I'm not really sure what I'm supposed to do with this book.
    Same thing you'd do with a Bestiary. Only with NPCs instead of monsters.

    Well, creatures from the Bestiaries pop up in Pathfinder adventures all the time, these guys, more probably not.

    I don't mind interesting NPCs, not at all. I often get ideas for new characters I find interesting myself, and since I rarely get to use one of these ideas as a PC (these tend to be long-lived usually in the campaign I play in), I can only realize them as NPCs in my own campaign, and even then it's not that easy fitting them into a finished adventure like an Adventure Path, and the same thing applies to the characters in this book. Fitting in one character is often difficult enough, let alone a whole adventuring party.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    Zaister wrote:
    Well, creatures from the Bestiaries pop up in Pathfinder adventures all the time, these guys, more probably not.

    Actually, one of the design goals given to us as authors on this product involved taking a group of NPCs (a rival adventuring party) and crafting one for each of the major APs. Thus, the Night Harrows (the one I worked on) are specifically meant to enhance the Carrion Crown AP. I believe Brandon's group is oriented for Second Darkness. Todd had the Council of Thieves group (I think?). And so on. The Rival Guide itself doesn't specifically call it out. But, you should be able to find a group of NPCs to introduce as "rivals" to your PCs and have them be a recurring cast of characters for them to encounter over the course of an AP's campaign.

    My two cents,
    --Neil

    Owner - House of Books and Games LLC

    Neil Spicer wrote:
    Zaister wrote:
    Well, creatures from the Bestiaries pop up in Pathfinder adventures all the time, these guys, more probably not.

    Actually, one of the design goals given to us as authors on this product involved taking a group of NPCs (a rival adventuring party) and crafting one for each of the major APs. Thus, the Night Harrows (the one I worked on) are specifically meant to enhance the Carrion Crown AP. I believe Brandon's group is oriented for Second Darkness. Todd had the Council of Thieves group (I think?). And so on. The Rival Guide itself doesn't specifically call it out. But, you should be able to find a group of NPCs to introduce as "rivals" to your PCs and have them be a recurring cast of characters for them to encounter over the course of an AP's campaign.

    My two cents,
    --Neil

    Wow. And I thought the book was cool just as it was.

    Silver Crusade

    Pathfinder Adventure Path Subscriber

    Which group is written with Rise of the Runelords in mind?

    Contributor

    Neil Spicer wrote:
    Zaister wrote:
    Todd had the Council of Thieves group (I think?).

    Legacy of Fire :)

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    Gorbacz wrote:
    Which group is written with Rise of the Runelords in mind?

    I'm not certain. At the time we worked on the Rival Guide there were more adventuring groups to do than APs (I think). So, there were a handful that were done more as generic rivals that could work for any campaign. And, obviously, the idea was to include a really high-level group (four CR 20 NPCs) and something for lower-level groups (four CR 3 NPCs). I thought it was a really great product idea. Working on the Rival Guide is probably one of my favorite things. A lot of that stems from the fact that my strongsuit as a designer lies in compelling character concepts...or, at least, I tell myself that as often as I can. ;-)

    --Neil

    P.S. If I get a chance to check my notes later this evening, I may be able to find the author who was tasked with the RotR group. Or, Sean may be able to poke his head in here and answer that one.


    Pathfinder Rulebook Subscriber

    I love this book, and want to give a thank you to all who were involved!

    I would love more of these types of books and I hope we can have a Rival Guide 2.0 in the future!

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    I just want to say that knowing the rival groups can be thrown back to different APs makes me remember fondly the Dungeon APs (Savage tide?) where the party were the 'second string' adventuring party who eventually finds the remains of the 'first string' :-)


    Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
    Zaister wrote:
    I don't mind interesting NPCs, not at all. I often get ideas for new characters I find interesting myself, and since I rarely get to use one of these ideas as a PC (these tend to be long-lived usually in the campaign I play in), I can only realize them as NPCs in my own campaign, and even then it's not that easy fitting them into a finished adventure like an Adventure Path, and the same thing applies to the characters in this book. Fitting in one character is often difficult enough, let alone a whole adventuring party.

    There's no point in your AP where another group might want to snag the treasure first?

    Yes, they aren't scripted into the APs, but any adventure where they are exploring old ruins for treasure these groups could be used as encounters. Or if the PCs are getting well known they could be hired by their enemies to harass or attack them.

    In a full Kingmaker campaign I can easily see using all of the groups at one point or another to add spice to the campaign.


    Neil Spicer wrote:

    Actually, one of the design goals given to us as authors on this product involved taking a group of NPCs (a rival adventuring party) and crafting one for each of the major APs. Thus, the Night Harrows (the one I worked on) are specifically meant to enhance the Carrion Crown AP. I believe Brandon's group is oriented for Second Darkness. Todd had the Council of Thieves group (I think?). And so on. The Rival Guide itself doesn't specifically call it out. But, you should be able to find a group of NPCs to introduce as "rivals" to your PCs and have them be a recurring cast of characters for them to encounter over the course of an AP's campaign.

    My two cents,
    --Neil

    Is there one for the Kingmaker AP?

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    Gorbacz wrote:
    Which group is written with Rise of the Runelords in mind?

    The Kodar Kneecappers are Varisian, and they could be a good mix-in as part of the transition from Skinsaw to Hook Mountain (since they are focused on hunting giants of every type - they could be investigating the fall of the Black Arrows as well as the party).

    Contributor

    According to my notes, we have:

    Rise of the Runelords: Kodar Kneecappers
    Second Darkness: Dust Coven
    Legacy of Fire: Marrow Reavers
    Council of Thieves: Queen's Hand
    Kingmaker: Argent Blades
    Serpent's Skull: Hands of Slaughter
    Carrion Crown: Night Harrows

    The rest were not AP specific, with Poisoned Lodge being designed for Absalom, The Children of Steel designed as a "classic" level 20 party, and the Hellblood Corsiars (who SCORED on art) for the Sodden Lands/Shackles.

    Sound about right?


    Jason Nelson wrote:
    I did the Kodar Kneecappers (the one low-level group) and the Hands of Slaughter.

    Jason, a question on Kodar group:

    Spoiler:
    All in all a very good group. I was just perusing them though, and was wondering how Marnay is able to avoid the attack penalties for her banded armor? Thanks!

    I read this whole thing cover-to-cover last night, and I love it. I have to say that I enjoyed all ten of these "rivals."

    I do have a question about the crunch in the Coven of Dust section. Specifically, the pricing of the dessicating dust and fire foot powder.

    The DD costs 1,500 gp, while the FFP costs 1,000 gp. Both items inflict 3rd-level spells on their targets and function in the same way, yet the save DC for the DD is 19, while the FFP's is 14. Additionally, the DD can affect an unlimited number of creatures, while the FFP is expended after affecting only one.

    This seems a bit wonky to me. Shouldn't the FFP be way less expensive?

    Paizo Employee Creative Director

    Generic Villain wrote:

    I read this whole thing cover-to-cover last night, and I love it. I have to say that I enjoyed all ten of these "rivals."

    I do have a question about the crunch in the Coven of Dust section. Specifically, the pricing of the dessicating dust and fire foot powder.

    The DD costs 1,500 gp, while the FFP costs 1,000 gp. Both items inflict 3rd-level spells on their targets and function in the same way, yet the save DC for the DD is 19, while the FFP's is 14. Additionally, the DD can affect an unlimited number of creatures, while the FFP is expended after affecting only one.

    This seems a bit wonky to me. Shouldn't the FFP be way less expensive?

    Note that once you're affected by firefoot powder, you keep taking the damage even after you leave the area. With desiccating dust, you take more and it's a harder save... but it's done with immediately. Firefoot powder isn't as bad news in that regard, but it DOES make spellcasting harder since you're suffering continual damage. In fact, it's the fact that firefoot powder continues to do damage for five rounds that boosts its cost more than the rest of it.

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    Sniggevert wrote:
    Jason Nelson wrote:
    I did the Kodar Kneecappers (the one low-level group) and the Hands of Slaughter.
    Jason, a question on Kodar group:** spoiler omitted **

    That would probably be me spacing out and forgetting clerics don't get heavy armor prof any more. Change it to breastplate or chain mail and bingo bango done.

    Silver Crusade

    Just got it with UM. Really digging the format, and the art is solid throughout. That many full body illustrations in one Chronicles book is gonna spoil me.

    Only had time to glance over it so far, but I'm predicting the wizard guy in the Kodar Kneecappers is going to be /tg/'s hero. ;)

    I would have guessed that they were the Curse of the Crimson Throne tailored group, but yeah, they do fit into Runelords perfectly.

    Dark Archive

    Pathfinder Adventure Path Subscriber; Starfinder Superscriber

    I have a question about the NPCs. Were they build with a 15 or 20 point buy? Or did you use the standard NPC stats from the Core Rule Book?

    I have skimmed the PDF. I really like the flavor and backstory for the groups. It makes them more then a simple stat block. I thought this guide was better than the NPC Guide.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    remoh wrote:
    I have a question about the NPCs. Were they build with a 15 or 20 point buy? Or did you use the standard NPC stats from the Core Rule Book?

    The elite array...15, 14, 13, 12, 10, 8. They are NPCs with class levels, after all. So, the same character build rules for NPCs we'd use in an adventure.


    I dig this book. It'll get put to good use when I eventually pathfinderize the WH40K RPG Rogue Trader - Lure of the Expanse adventure. :)

    LotE:
    There an auction that the group has to promise a certain level of investment in to be able to take part. The player group along with several rivals will then be given info (amount may depend on their investment) about an item of high value, leading to a hunt between rivaling groups.

    Definitely something I'll consider for post Kingmaker play.


    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

    I'm still not sure how this can profit my adventure path campaign. For Serpent's Skull there are already enough rival expeditions in play, shove in in another group that basically has nothing to do with the whole thing, except they want to genocide elves for no particular reason except that they are evil, well I don't see how that fits. Also putting in an evil group like that, that's not rivals (unless the PCs are in the buisenss of slaughtering elves themselves), that's just one more encounter, probably out of the blue, nothing more, I think.

    Not sure about the groups designed to fit Kingmaker as well. Hm. Might be, I just don't get this book.

    Paizo Employee Creative Director

    Zaister wrote:

    I'm still not sure how this can profit my adventure path campaign. For Serpent's Skull there are already enough rival expeditions in play, shove in in another group that basically has nothing to do with the whole thing, except they want to genocide elves for no particular reason except that they are evil, well I don't see how that fits. Also putting in an evil group like that, that's not rivals (unless the PCs are in the buisenss of slaughtering elves themselves), that's just one more encounter, probably out of the blue, nothing more, I think.

    Not sure about the groups designed to fit Kingmaker as well. Hm. Might be, I just don't get this book.

    This might help some folks out there—the original concept for "Rival Guide" came from our shared frustration at Paizo in old-tyme wandering monster tables that included entries for "Rival Adventuring Party." Unlike 1d6 bugbears or 1d3 chimeras, a Rival Adventuring Party isn't something you can just flip to a few pages in a book and be ready to go.

    Until now. File off names for the NPCs in any group and presto—rival adventuring party for numerous different CRs.

    (The concept of using several Adventure Paths as "themes" for the book was not really ever intended to be made public, since it was merely a handy way in the book's outline form for us to summarize a party's basic role. That said... it certainly doesn't hurt for folks to know about this element... but it's very much a behind-the-scenes bit of lore.)

    Silver Crusade

    Pathfinder Adventure Path Subscriber

    There's nothing as too many high level statblocks.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    James Jacobs wrote:
    (The concept of using several Adventure Paths as "themes" for the book was not really ever intended to be made public, since it was merely a handy way in the book's outline form for us to summarize a party's basic role. That said... it certainly doesn't hurt for folks to know about this element... but it's very much a behind-the-scenes bit of lore.)

    Oops. My apologies. I didn't realize that was verboten. I actually thought it was a pretty neat selling point...and somewhat surprised it didn't get mentioned.


    I will be getting this one in the mail soon with my Ultimate magic and the next Carrion crown AP.

    Paizo Employee Creative Director

    Neil Spicer wrote:
    James Jacobs wrote:
    (The concept of using several Adventure Paths as "themes" for the book was not really ever intended to be made public, since it was merely a handy way in the book's outline form for us to summarize a party's basic role. That said... it certainly doesn't hurt for folks to know about this element... but it's very much a behind-the-scenes bit of lore.)
    Oops. My apologies. I didn't realize that was verboten. I actually thought it was a pretty neat selling point...and somewhat surprised it didn't get mentioned.

    No worries. Like I said, it's a neat peek behind the scenes is all.


    Neil Spicer wrote:
    James Jacobs wrote:
    (The concept of using several Adventure Paths as "themes" for the book was not really ever intended to be made public, since it was merely a handy way in the book's outline form for us to summarize a party's basic role. That said... it certainly doesn't hurt for folks to know about this element... but it's very much a behind-the-scenes bit of lore.)
    Oops. My apologies. I didn't realize that was verboten. I actually thought it was a pretty neat selling point...and somewhat surprised it didn't get mentioned.

    It is a neat selling point. I was on the fence about getting this book, but knowing the groups are at least partly designed for specific APs makes me want it right away :)

    Liberty's Edge

    idilippy wrote:
    Between this, the older NPC guide, all the NPCs in the APs I have, and the stats in the back of the GMG I hope to never need to worry about creating NPCs from scratch again.

    Exactly! Here's some interesting trivia. Between sourcebooks (like the GMG and these NPC books), Pathfinder Modules, Society Scenerios and Adventure Paths there are over 1,000 Pathfinder RPG stat blocks out there.

    I remember when I first started keeping the mighty Excel file I now have (and update each month). It's literally my NPC "generator". I can search by class, race, level and so on and within a minute I have the PDf and its page where I can copy the stat block into a template I keep handy for game prep.

    Since August of '09 I haven't made a single stat block. Talk about cutting down on game prep.

    Oh, so yes, I think this book is super!

    Liberty's Edge

    That may be the coolest thing I have ever heard of. I want one!

    Grand Lodge

    Read the Rival Guide from cover to cover a few nights ago. Loved it. Thinking about a fun homegrown adventure path featuring a series of rough-and-tumble bounty hunters (the party) who are hired to assassinate the other rival parties. It would go something like this ...

    Spoiler:

    Levels 1-3 Start the party out in Varisia, have them convince the Kneecappers to stop bringing giant wrath on the locals.

    Levels 4-6 Off to Absalom, time for some urban mystery/problem solving to stop the Poisoned Lodge

    Levels 7-10 Down to the Mwangi expanse to places like Port Peril and Bloodclove to help the Ekujae elves taken down the Hands of Slaughter

    Levels 11-13 Off to Katapesh/the desert to figure out the mystery behind the Marrow Reavers and retrieve the Brazen Claw

    Levels 14-16 Undead nightmare! Break the curse of the Night Harrows upon Ustalav - no more cases of entire homelets being slaughtered and raised as zombies!

    Levels 17-20 First, into the darklands to bring down the Dust Coven; come out the other side in the Shackles for some yarrrr! at the Hands of the Hellblood Corsairs, and then, if the party is willing and able, attempt to take down the feared Children of Steel...

    Dark Archive

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