Pathfinder Society unlikable or is it just me?


Lost Omens Campaign Setting General Discussion

151 to 170 of 170 << first < prev | 1 | 2 | 3 | 4 | next > last >>

1 person marked this as a favorite.
Jack Rabbit Slim wrote:
And I wanted the Mummy Touched trait.

It's okay, you're among friends here. Show us on the doll. What did those nasty Pathfinders do?


My only problem with the initiation process was that it had no game effect. A Wizard who had gone through the training is exactly the same as a Wizard who has not. What exactly was the point of the training then? What was learned?

Grand Lodge

You should check the new Pathfinder Society Primer, they have feats and traits tailored for the two paths to membership.

(From a purely roleplay perspective, those trained are more likely to be Lawful, while those with a field commission tend towards Chaotic. You might think that's not mechanical, until you get hit with spell that does extra damage to you...)

Shadow Lodge

I would think those that have not been corrupted by the Society would be more Lawful, in general, (or at least more open to any alignment), while those that the Society has indoctrinated would probably be more on the Chaotic, (and evil/neutral) side.

Liberty's Edge

Gauss wrote:


The main difference I can see is age. Boarding schools were usually for the young whereas this seems to be for people of mid to upper teens and beyond.

- Gauss

indeed.. i agree

Dark Archive

colemcm wrote:
My only problem with the initiation process was that it had no game effect. A Wizard who had gone through the training is exactly the same as a Wizard who has not. What exactly was the point of the training then? What was learned?

There are certain archetypes and prestige classes that make perfect sense as representations of Pathfinder training (and are intended to be so). If you don't want to use them, then your training is just flavour... but the options are there.


hogarth wrote:
Demiurge 1138 wrote:
It has been stated on the boards multiple times by James Jacobs that the unpleasant aspects of the Pathfinder Society were overplayed considerably in Seekers of Secrets than how they were originally intended.

I always think it's a little odd when the folks at Paizo essentially say "Oops, we wrote the wrong book". ;-)

More like: "Damn, that didn't seem so harsh when we were writing this..."

Some ideas just look different on paper than they do in your head.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

My main experience with the Pathfinders is in _Council of Thieves_. (Possible spoilers follow)

They do not come across favorably there, though I guess you could blame it all on a couple of bad apples. But my impression is that they are indeed Victorian gentleman-adventurers, motivated by glory, curiosity, and greed, but able to think of themselves as good guys because glory and curiosity come first, and because they're brave and daring.

They were the kind of people who go into a Mwangi tribe and take their most holy artifact away and put it in a private museum in a distant nation. (That thing was holy to my PC's deity, in an inspired piece of backstory-connection by the GM. I took it personally.) And then never understand it, and allow it to cause immense harm.

That's not Indiana Jones, that's the other guy.

I don't mind this portrayal. My PCs have one Pathfinder friend; they don't trust the organization as a whole, no more than they trust the Expeditionary (which means they'd murder any Pathfinder who posed a threat to them, if they could get away with it, as they've murdered an Expeditionary captain already; they're Chelish aristocrats and not nice people themselves).

But attractive? No. No more or less than the Expeditionary. One grabs other peoples' stuff for the glory of the Decimvirate, the other for the glory of the Empress. And they are both pretty much informational black holes, which would bother any PC of mine who was devoted to the disinterested pursuit of knowledge.

My player refused to do Pathfinders for Shattered Star--we have developed too clear a view of them as a basically bad group, and a group that would logically and necessarily want to do the wrong thing at the end of S*.

I do agree that many more nations than Cheliax would ban them. Consider the centuries of conflict between the Egyptians and the British Museum. Tomb-robbing is not attractive when it's your ancestors' tombs, on your land, and the stuff is being carried off to a distant country that is probably not your friend. I'm not troubled by their presence in Magnimar because the Magnimaran government is weak and conflicted; equally with Riddleport; but I'd be a bit surprised if Mendev or Andora would tolerate them.

Grand Lodge

Mary Yamato wrote:
I do agree that many more nations than Cheliax would ban them. Consider the centuries of conflict between the Egyptians and the British Museum. Tomb-robbing is not attractive when it's your ancestors' tombs, on your land, and the stuff is being carried off to a distant country that is probably not your friend. I'm not troubled by their presence in Magnimar because the Magnimaran government is weak and conflicted; equally with Riddleport; but I'd be a bit surprised if Mendev or Andora would tolerate them.

More nations would ban them if they were Outright Dudley DoRights. People in power aren't really concerned about whether a group whacks puppies on the side. They're concerned if a group looks like it might cross purposes with THEIR plans to whack puppies, or dominate trade. The more smarter groups like those led by the ParaCountess or the Saphire Mage, or the Trade Prince of Quadira, instead infiltrate the Pathfinders with agents that have loyalties to them. (i.e. these are your PC Pathfinders).

The Society as a whole is a morally ambigous group, and for story purposes that give a lot more authorial flexibility than nailing them down as either good or evil. On the whole, the Society actually does more good as it does have a record of keeping dangerous artifacts out of the hands of more irresponsible groups, and keeping down the occasional awakening Runelord every now and then.


in case anyone cares I sold my copy of seeker of secrets the other day....

and here is a secret you can take to the PAthfinder society

I'm purchasing a non pathfinder book with it. hahahahahahaha


Hmmmm...not feeling it....care not given...process failed!

Shadow Lodge

People like to throw around this moral "ambiguous" phrase, but I think it's pretty clear the Society is just immoral. They have zero interest in keep dangerous artifacts out of the wrong hands. They have full interest in taking everything they can and keeping it in their own hands, including the secret on how to break down magic items into components and reconstruct them or use them to build new magic items. This is an organization that has stumbled upon an ancient historical secret of the past, claimed it as their own unique badge, thinks it's cool to kill those who rightfully own or steal from non-Society members Wayfinders. Or who are absolutely fine harboring outright evil, or preserving it, and thin they have some authority over even the divine to deny their paladins and clerics the right to rectify that stupidity. A group that willing had their would be allies killed so they could have first pick from the museums' stock when they did finally stop the bad things from happening. Or at other times actually caused them, so that others would have to come to them for help so they could appear to be saviors.

Silver Crusade

Pathfinder Adventure Path Subscriber
"Devil's Advocate" wrote:
People like to throw around this moral "ambiguous" phrase, but I think it's pretty clear the Society is just immoral.

Depends what you consider to be "morality".


Gorbacz wrote:
"Devil's Advocate" wrote:
People like to throw around this moral "ambiguous" phrase, but I think it's pretty clear the Society is just immoral.
Depends what you consider to be "morality".

Depends on what you consider "theft".

Depends on what you would call a "thieves' guild".

Grand Lodge

"Devil's Advocate" wrote:
People like to throw around this moral "ambiguous" phrase, but I think it's pretty clear the Society is just immoral. They have zero interest in keep dangerous artifacts out of the wrong hands.

I've lost track of how many missions we've had that were pretty much precisely that. Unless you're counting the Society itself as an example of the "wrong hands", in which case there isn't anyone who qualifies as "right".

Shadow Lodge

I do, but no, I wasn't meaning that in the statement. :)

I was referring more to the times that the goal was to go take something(s) from the rightful owner and bring it back to me, no matter what. Now, I'm not saying that there are not good people within the Society, and we are also not talking abut PFS specifically (which doesn't allow Evil players), but rather the actual organization within the setting. However within PFS, there was a bit of a change after the inclusion of the newer Factions.

Grand Lodge

"Devil's Advocate" wrote:

I do, but no, I wasn't meaning that in the statement. :)

I was referring more to the times that the goal was to go take something(s) from the rightful owner and bring it back to me, no matter what. Now, I'm not saying that there are not good people within the Society, and we are also not talking abut PFS specifically (which doesn't allow Evil players), but rather the actual organization within the setting. However within PFS, there was a bit of a change after the inclusion of the newer Factions.

You're going to need to be a bit more specific. The only times I recall taking things from "rightful owners' were those in such things were better off if those items were separated from those who had them as they were planning on some malicious mischief with them.


Mary Yamato wrote:

They were the kind of people who go into a Mwangi tribe and take their most holy artifact away and put it in a private museum in a distant nation. (That thing was holy to my PC's deity, in an inspired piece of backstory-connection by the GM. I took it personally.) And then never understand it, and allow it to cause immense harm.

That's not Indiana Jones, that's the other guy.

To be fair that's both of them. Indie is only the good guy by virtue of the other guy being worse- he's still going to steal your holy relic and take it somewhere else. (much like the pathfinder society and the aspis consortium).


"Devil's Advocate" wrote:
People like to throw around this moral "ambiguous" phrase, but I think it's pretty clear the Society is just immoral.

I don't know that I'd necessarily call them immoral, because it depends on how you define morality. What I would say is that their actions are always going to be in their own interest. Sometimes that might mean they're moral, and sometimes that might mean they're not. To use the accepted internet slang for player characters, the Pathfinder Society is a club for murderhobos who rape, pillage and burn on their quests to find/steal and hoard knowledge, artifacts, and magical *things* of some description.

Casting them as a kind of Warehouse 13 works better than Indiana Jones, I think, but they're (collectively) a much darker Warehouse than the one in the show.

Shadow Lodge

2 people marked this as a favorite.
LazarX wrote:
You're going to need to be a bit more specific. The only times I recall taking things from "rightful owners' were those in such things were better off if those items were separated from those who had them as they were planning on some malicious mischief with them.

According to who? :)

Anyway, here are a few examples.

In To Scale a Dragon:
the party is sent out to retrieve the bones, and steal the soul of an ancient buried mystic, from a known holy site. To do so, they also slaughter the sites local "holy" guardian. In this case the wrong hands are the A.C., but the consortium are the bad guys.

In Tide of Morning:
the gang is sent to infiltrate and take an artifact from a group of druids that have taken up the calling to be the defenders of a local area, and have already been hassled by the Society seeking said artifact.

In Assault on the Kingdom of the Impossible:
the Society has gotten tired of an evil thug raiding, and sends out the squad to go try to see if they can get the groups mastermind to join the society and continue his work against everyone else but them, as well as to share his secret on how to break down magic items and reconstruct them.

In Vice in the Void:
the Pathfinders are sent to pretend to help out the Blakros Museum, but their true task is instead to get their hands on something within the museum or at least to steal the research about it.

In The Citidal of Flame:
300 years ago, a cult of an Archdevil used an idol to drive people crazy and made them kill themselves and others en masse. Before the local faithful of Sarenrae could stop it, a massive sandstorm buried the site, and now it's open, and no one knows it except the Society. . . who decides to go steal the idol instead of helping the faithful to destroy it for good. That's smarts for you.

In the Many Fortunes of Grandmaster Torch:
the Society literally sends out the party to rob or murder the legal owners of 4 separate statues because the Society wants them (and does not know that they can sometimes malfunction). Oddly, the exact reasoning that (unbeknownst to the Society or the players, GT specifically undermined the Society because he felt that the Society WAS the wrong hands.

In The Dalsine Affair:
the Society has basically been caught red-handed stealing national treasures and smuggling them out of the Taldor, as well as potentially incriminating evidence suggesting that the Society is also aiding the nations enemies (which is kind of is), and sends out the gang to go capture/destroy that evidence so that Taldor does not officially outlaw the Society.

151 to 170 of 170 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Lost Omens Campaign Setting / General Discussion / Pathfinder Society unlikable or is it just me? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion