Player Character Background Reveal (Book 2 Spoiler)


Strange Aeons


I am running this Adventure Path, and I am prepping to run The Thrushmoor Terror. As I'm reading through the AP, though, I see that two of the PC's histories are revealed (one for beating the pre-Revenant, one causing a big ruckus at the Silver Wagon).

Can anyone tell me if there are others revealed in this portion? I am I somehow skimming over it?

Thanks for your help!

Paizo Employee Developer

Reacquainting oneself with Keldrin Mon would count for this. Also, Cesadia knows that they were jerks, and even recalls a time a while back where one of the PCs exchanged words with one of her agents.

To be honest, all four of those things could be the result of one PC's actions. Ha!

Edit: Keep something in mind. I didn't want too many scripted histories so that the GM and the players could come up with some things on their own depending on the character make up. I nearly didn't include the revenant because I was afraid that would be forcing someone's hand too hard, but I relented because I felt this was one of the best uses for a revenant that I'd seen in a while.


It depends. What backgrounds did your PC take?

If any of them took Methodical Mind, you could tie him to the bookshop. Maybe he stole some books there, or maybe he paid for a book and now he can get it.

If anyone took True Devotion, maybe tie it with the chapel.

Remember, there are 4 more books. You can develop the background of some PC later, mind swapped in particular will have a chance to shine later on


If you wanted to be mean, you can do what I did to my player who had it. In the encounter they get their memories back in book three, replace the character who has the trait's base mentals with Int 24, Wis 19, Cha 18 (From a yithian). Give it the advanced creature template and the nightmare creature template (Int 28, Wis 23, Cha 26) and have even more fun. I made it so this Yithian was the original party leader. They had alot of fun and it was very difficult.

Amnesia (Su) Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this attack with a DC 21 Will save. If the target fails its save, it takes a permanent –4 penalty on Will saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact. This effect can be cured by heal or greater restoration. This is a mind-affecting insanity effect. The save DC is Charisma-based.

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